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

Saturday, April 19, 2014

A to Z of Witches. Q

Q is for Queen of Witches

I have talked about and around the Queen of Witches many times here.  It is one concept that you will see in almost all my games.  I have talked about it for Basic D&D, Ghosts of Albion/Buffy and even 3rd Ed/Pathfinder.  I even began this challenge with Aradia, the first Queen of Witches.

But what is a Witch Queen or a Queen of Witches?

In my games the Witch Queen is the most powerful witch of any given tradition. She would control many covens and their leaders, the high priestesses, report to the Queen and her Court.

The last season of American Horror Story: Coven gave us an idea of what Queen of the Witches would be like.  We had a Witch Queen, called a Supreme, and a Voodoo Queen.  It certainly gave me some ideas of what could happen when rival queens interact.

One point I have made in my books, but never really elaborated on was the fact that there is only one Queen of Witches per Tradition.  With magics like longevity and Timeless Body a powerful Witch Queen can reign forever...or at least a really long time.

I would say in traditions that are closer to nature, Craft of the Wise and Classical, the Witch Queen steps down after a number of years in favor of younger sharper minds.  In evil traditions, like the Demonic, Mara or Malefic I would say the Witch Queen is usually killed.  Other traditions might vary. I can see a Family or Gypsy Tradition doing either, depends on what they need.

I came up with the idea of a Queen of Witches from a lot of different places.  Most obvious was the well trod ground (for me) of the Sisterhood of Karn.  They were Gallifreyians! They were witches! Perfect really.

A member of the witch court and her Queen
I also thought Witch Queen had a nice sound to it.  Clerics had already laid claim to High Priest/ess so I felt something different was needed.  Plus there were already Faerie Queens and courts and Vampire Queens, it made sense.
Plus I was doing most of this writing in the 80s so this had some influence as well:




This was the hot stuff back in 81!

I have a few Witch Queens detailed out.  Interestingly enough my Witch Queen for the Voodoo witches is a Witch King, a character I have been using for years, Bone Man.  He is not a particularly nice guy, but as a character I really like him.
Another character familiar to Greyhawk fans is Iggwilv she is the Queen of the Demonic Witches and maybe one of the more powerful Queens in my game.  I think as a nod of respect to Vince Garcia and his Quest of the Ancients I might name my Queen of the Faerie Witches, Elvyra.




Supernatural AtoZ

Monday, October 30, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 30

 Past the mummies this tomb continues on. There is a double door ahead made of iron. A thief can unlock it but will require three separate open locks rolls. The locks can also be opened with a knock spell on each one.

If a thief does open all three locks there is a spring trap. If it is not discovered it will trip and cause a 1d4+2 hp of damage. No poison though, that it not the danger of this trap.

Beyond the doors lie in wait the Vampire Queen's honor guard.

Room 30

There are five total vampires but the number ready to attack will depend on the amount of hp lost by the trap. One vampire will awaken for each point of hp lost. So a minimum of 3 and maximum of 5.  Any not awake the first round will awaken the second round.

These vampires have been in slumber since the Vampire Queen constructed this tomb from the former dwarven kingdom. They are fiercely loyal and ravenously hungry.

Two have 7 HD, two have 8 HD, and their leader has 9 HD.  All have plate mail +2 and carry long swords +2. They have standard vampire abilities. Due to their hunger, they attack at an additional +1, and their AC has a penalty of -1 to AC. Total mods are +3 bonus to hit and +1 bonus to AC. 

They are not spellcasters and even if they were they are far too hungry here to use spells.

These vampires will not talk to the characters but they will communicate with each other in their own language (not a "vampire" language, but what they spoke before turned).

The vampires have twice the normal amount of treasure. 

The leader has a large iron key for a door at the end of this tomb.

Monday, September 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 25

 Continuing on to the next room, this is the tomb of another dwarven prince. There is a sarcophagus and an interned body but no treasure save for a single bottle.

Room 25

Inside the bottle is a Djinn

The djinn will offer the party 3 wishes total if they don't attack it.

The djinn knows nothing about the Vampire Queen. This is because before imprisoning the djinn she wished for him to forget everything about her.

The party could choose to attack. The Djinn will turn invisible and hide. He will come back around to see if he can get the party to consent to the wishes since this is the only way he can get back to the Plane of Air.

The djinn returning to the Plane of Air will also return his memories. At this point, the djinn will return to the party and offer them any weapons they need to help them defeat the Vampire Queen. The djinn is barred from directly dealing with the Queen herself.

Sunday, October 18, 2020

October Horror Movie Challenge: Patty Shepard Night

I have this disc with a bunch of movies on it. The first one The Witches Mountain I started and stopped a couple of times. I noticed the other movie on the disc, The Werewolf Versus the Vampire Woman, also featured Patty Shepard in it. So let's make it a movie marathon.  I might have asked for too much in one night!

The Witches Mountain (1972)

Ok. I can certainly be excused for falling asleep during this one. I had to rewind it to rewatch it a bit and I still had no idea what was going on.  I looked it up, turns out, nope. The movie just doesn't make any sense.

This movie starts with a scene of a woman, a little girl, a dead cat, a snake, and a gasoline fire. That in of itself makes no sense but it has nothing to do with the rest of the movie.  

In the next scene a photographer, Mario (John Caffari), breaks up with his girlfriend by canceling his vacation and taking the next job his publisher gives him.  Was the girlfriend the same woman in the first scene? I thought so, but now I am not sure.  The photographer goes to the Pyrenees mountains to take pictures.  He takes some of a woman undressing (Delia played by Patty Shepard) and decides to talk to her.  Sure. Why not. It's 1973 Italy. They decide to travel together, stay at an inn (with the creepiest innkeeper played by the ubiquitous VĂ­ctor Israel, who had been in a ton of Spanish horror films) and they hear about a witch's coven in the mountains.  

They find the witches of course and they induct Delia into their coven.  Oh, there is a little more than that, but not by much. In the end, Delia runs off a cliff.

The original title was El monte de las brujas. It was advertised in some of the other reviews I read as a "lost classic of Italian horror" or as an "occult thriller", well it had a solid 70s vibe to it, but that is about it. 

The Werewolf Versus the Vampire Woman (1971)

Also known as "La noche de Walpurgis" or "the night of Walpurgis." 

This one opens with a bit more promise. Two doctors are performing an autopsy on a supposed werewolf and mocking the "stupid superstitions" the whole time.  They remove the silver bullets and the full moon comes out.  The man (none other than Paul Naschy himself) gets up off the table, turns into a werewolf. He kills the doctors and the first woman he sees.

Next, we switch over to Elvira (Gaby Fuchs) and Genevieve (Barbara Capell) driving through the countryside. They are looking for the tomb of Countess Wandessa (Patty Shepard), a Medieval witch, a murderess, and a suspected Vampire.  Instead, they find Waldemar Daninsky (our werewolf Naschy).

We encounter his sister Elizabeth (Yelena Samarina) who seems really weird. Elvira takes an interest in Waldemar after initially not wanting to stay.  But Genevieve wants to leave after being attacked by Elizabeth. 

They do find the tomb, but Elvira doesn't want to open the coffin. Genevieve cuts herself and gets her blood on the corpse of the countess (of course).  Elvira is attacked by a zombie/revenant in the church and this doesn't seem to raise much of an alarm.  Night comes and the Countess rises and starts preying on Genevieve. She is killed and the countess turns her attention to Elvira. 

Waldemar keeps doing his werewolfing, but keeping away from Elvira while he does it. 

Patty Shepard is really channeling Barbara Steele in this as the vampire Duchess.  This was the point.

The movie has it's climactic battle between the werewolf and vampire. With both dying in the end and Elvira walking out into the sunrise with her otherwise useless boyfriend from the second scene. 

This one was a fun romp and really woke me back up from the earlier snooze fest.

Glad I started early, I also found this one.

Crypt of the Living Dead (1973)

Also known as Hannah, Queen of the Vampires and La tumba de la isla maldita.  The set up of this movie sounded so much like the setup of the Palace of the Vampire Queen that I HAD to check it out. 

This one has Andrew Prine (Chris) a couple of years after his bit in Simon King of Witches.  So a Witch King vs. a Vampire Queen.  I can do something with that!  

Chris is here on the island to retrieve the body of his father.  In the process, he manages to set Hannah free. The natives begin to tell tales of how this island used to be known as Vampire Island it will be again.  Hannah tries to spread terror, but she is a rather slow-moving vampire to be honest. She has a helper who appears to be some sort of primitive man; I decided he was some sort of half-turned werewolf.  She is also getting help from Peter (Mark Damon), Chris' father's friend and brother to Mary (Patty Shepard).  

Hannah is played by Teresa Gimpera, though she has no lines.  Between Pine, Damon and Shepard there is an impressive list of movies and TV shows.  Soon after this Mark Damon would go on to become one of the biggest producers in Hollywood.  So the cast is no lacking.  

Sadly the story is slow and Hannah the Vampire never really lives up to her reputation.

Watched: 34
New: 24

NIGHT SHIFT Content
I love the idea of a coven of witches meeting on a mountain top. Maybe to combine the first two movies here, cause they are going to blur anyway, the witches meet over the tomb of their founding coven member, a witch who had been suspected of vampirism.  They are threatened, and this how the PCs learn of them, from the outside by a small pack of werewolves.  To add in elements of the third movie I would set it all on a remote island. Maybe in the Aegean sea.



Tuesday, September 30, 2014

October is coming...

Starting at Midnight tonight October is here.

I have all my vampire movies queued up on Amazon and DVD.  Though a DVD I bought back in the summer to watch now is missing.  I am sure I will find it. Can't even remember what was on it to be honest.

http://krelllabs.blogspot.com/
My youngest wants to join in with me, so I am going to be watching some vampire movies that are good for him to watch as well.  Maybe some I have already seen. Lost Boys is on the list now.


It is also my oldest birthday coming up and he has requested a midnight D&D game.
It has to be scary (his request) and have vampires (mine).  I am thinking it will either be the original Ravenloft module or the Hanging Coffins of the Vampire Queen.

I am leaning towards the Hanging Coffins of the Vampire Queen.



The module is so gonzo. Plus this is a group of 14-15 year old boys.  So yeah.
I have run this group before and I have taken them through the Pacsetter Vampire Queen modules (here and here).

I am also planning on getting some more reviews done in October/November.

Busy month ahead!

Wednesday, May 15, 2019

Review & PWWO: Maximum Mayhem Adventures

Mark Taormino of Maximum Mayhem Dungeons is in the final week of his latest creation, Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.

I thought today might be a great time to discuss his previous adventures.


#1 Hanging Coffins of the Vampire Queen
This adventure, written by Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s. There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed. Example, in one of the first encounters you have to run a gauntlet and get past a bunch of fire giants and their hell hound pets. This is "room 1". It is downhill from there. It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.

This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you. It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead-in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in. Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement. The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants. In truth, my players wanted to jump in like they were doing a dive at the pool.

Though to claim people will play this for nostalgia reasons is completely unfair. Mark did a great job of this. The rooms are detailed and what detail! There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever. In fact I am hoping that she comes back for a sequel sometime soon. Just like a good Hammer villain she should find ways to come back from the dead. Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.) Each room is unique and feels like it belongs. Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading but in the playing. So I played it. It rocked.

Now the game is designed for OSRIC but can played with 1st or 2nd Ed AD&D. I played it with 5th Edition D&D. I just replaced the monsters and made a character sheet for Lady Neeblack. I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel. I worked out well enough. We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1

#2 Secret Machines of the Star Spawn
Let's play a game of what if. What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s? What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxploitation?
You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote. The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring. What they PCs will uncover is...well I don't want to spoil it. It's no shock that this adventure will feature a downed starship and some lasers. But it doesn't end there. In truth there is a lot to really, really like about this adventure. In a different setting, the monsters would be scary ass deadly and really, really awesome. Also there is so many references to pop culture, espeically sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites. Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game. The one issue I have with it (and very minor) is that players that didn't grow up in the 70s and 80s would not get all the jokes. I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them. I thought they were hilarious to be honest. Loved the Pinball Wizard! If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure. Or I'd run it as is with some disposable characters and guys that grew up in the 80s too.

#3 Villains of the Undercity
What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins. Let's also say the caves of Chaos have been cleared, but not all the monsters were killed. Where did they go? What did they do? Now invite the Slave Lords from the A series over. You would get Villains of the Undercity! This adventure is an ode and homage to the great dungeon crawls of the day. While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight. Well...sorta. There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this adventure, anyone that has ever been inside a classic dungeon will find something to love. There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too. This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers. I was mentally placing it in Greyhawk or even Dolmvay. Just really a lot of fun.
Like the B and A series it takes so much nostalgia from, this is an introductory module.  But just because it says character levels 1-3 it is still expecting some experienced players or very experienced players with somewhat fuzzy memories!  Like the MM modules, this one is action and combat. Yes, there are some puzzles to solve and everything is deadly.

#4 Vault of the Dwarven King
Another what if scenario for you.  What if the dwarves of Moria were completely crazy for Indiana Jones?  Well, you might get something like Vault of the Dwarven King.  There is the aforementioned vault, part of a vast underground dwarven city.  There is a giant monster that's on fire.  There are also mine-cars, goblin moonshiners, blue trolls and dwarf tossing.
There is a thin coating of silliness over a really fun and REALLY deadly adventure here. All to reclaim the lost dwarven artifact, the Fireheart.  But does it belong to the dwarves or the goblins?  Will you even live long enough to find out?
Like the adventures that came before it, it is an unapologetic romp down memory lane.  This adventure though, maybe more so than any of the others might be more accessible to anyone that didn't grow up in the 80s.  The biggest nostalgia pull is, of course, the Lord of the Rings movies, in particular, Fellowship of the Ring, but that is only one (though very loud) note.  There is enough going on here to keep every player on their toes and their characters running.   This one is also the most classically "fantasy" than the others which also draw on sci-fi, horror and crazy humor.

#5 Palace of the Dragon's Princess
Palace of the Dragon's Princess might be my second favorite adventure in this whole series right after Hanging Coffins.  The premise is very similar to the classic Palace of the Silver Princess.   In this case, the Princess is trapped by a green dragon and you must go rescue her.  Sound easy?  You obviously have not paid any attention to the other four adventures in this series.
This one has a lot of background information, more so than the others.  We know a lot more about Princess Francessca than we do about Lady Neeblack the Vampire Queen (Could Lady Neeblack be Princess Francessa's dead mother??!!?).  There is a knight, a dragon and Torgo. Yup, a nice riff on MST3k with Torgo and the Master.  But is the princess REALLY in danger?  That will be up to the Gamemaster to decide.  There is a lot going on here and because of the backstory a lot more that a crafty DM can add.  I am a touch disappointed there were no three-headed creatures like the Ubues, but that is fine. They were silly enough then.
Like the Vault of the Dwarven King this one is more classically fantasy and it is also one best ones in the series to "run straight".  Meaning you could strip out some of the silliness and have a pretty deadly, serious adventure if you wanted.
In any case, this is one is a lot of fun and a worthy addition to the line of Maximum Mayhem Dungeons.

So check out Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.  It looks like "Willy Wonka in Hell" so you know it will be fun.

Plays Well With Others
The Maximum Mayhem Adventures are designed with 1st Edition/OSRIC in mind.  But If you organize them in level like this.


I can't help but notice a solid campaign of levels 1 to 14.
Just like B/X D&D.


With some tweaks, mostly to the monsters and alignment, you could have a solid set of adventures for the B/X line of D&D.  Sure they are a bit tough and have some out-there elements, but nothing that B/X couldn't deal with with the right DM.

I have not tried this yet.  I have played these adventures using D&D 5th edition, but I can't see why it would not work.


Plus the boxes look nice together.
Isn't this how we all played back then anyway?  Mixing our AD&D and BD&D all the time.  I think I first went through the A-Series using the Expert set anyway.

Sunday, October 8, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 8

 Moving past the area where the Ankou and his undead cows are "grazing," the party will encounter three wandering vampire girls. They look young but are many centuries old. 

Room 8

They will claim to be thralls of the Vampire Queen and want to help the party. 

In truth, it is far simpler. They were thralls and now they are bored. They come back here because they are still drawn to their Queen.

They have no idea if the Queen is living or dead. They have not been able to get below this level. They will try to strike up a bargain with the party to get to the lower levels. They have no idea how to get to lower levels, nor even what is there. 

They have every intention of killing the party as soon as they can.

Saturday, October 28, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 28

 Moving across this expanse the party finds another large cave mouth. But before they can get to it there is a guardian in the way.

Room 28

Standing guard at the cave mouth is an undead dragon. It does not speak, or cast spells but still has all the other abilities of a blue dragon.

This was the personal steed of the Vampire Queen. He was killed during the third war of the Dwarves and the Vampire Queen so she left him here to guard her tomb. These details can be discovered on a plinth erected in his honor. This is where his treasure horde is as well and used to keep him here even after death. He has twice the normal amount.


Sunday, December 10, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 10

 This first tomb features the sarcophagi of eight of the Vampire Queen's lesser servants. 

Room 10

Each of these sarcophagi contains the mummies of her dwarven servants. These were dwarves who betrayed their kinsmen to aid the Vampire Queen. She repaid their loyalty by sacrificing them and intering them here.

These mummies will attack any who enter, such is their anger even after death.




Wednesday, June 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 21

Entrance to the Grand Temple

The temple is the central focus of this lair and is in the center of this Shadow Elf city.  

In the front of the temple is statue of the Vampire Queen. Close inspection will reveal the statue is of different construction than the rest of the temple (2 in 6 chance for Dwarves, 1 in 6 for all others).

Room 21

This temple is influenced by Chaos and the necromantic energies that the Citadel of Necromancers were tapping into and why the Vampire Queen came here. The temple is not the source, but it is a focal point.

While in the temple, Undead are treated as one column greater (1 HD more) on the Cleric Turning Undead table. So Skeletons are turned as Zombies, and Zombies as Ghouls.

Positive magic used for healing will heal 1 less point than rolled. The notable exception are the "healing wands" from Level 5.

The aura of evil, chaos, and necromancy is quite palatable and can be felt by all.

The source of the floating light of this level originates from here.


Saturday, February 18, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 18

The cell opens easier than the others on this level.  Thieves get a +5% bonus to any pick locks roll.

Opening this door will reveal that this cell is also very different on the inside.

Bas-relief of teh Vampire Queen

Inside is a bas-relief of the Vampire Queen. It is newer than the surrounding rock.  

As the party approaches and gets within 5' of the 7' tall relief its mouth will open a spout of red acid will spill out. Everyone within 5' must make a save versus Breath Weapon or take 2d8 points of damage.  The acid used to be much stronger.

There is no treasure in this room.


Saturday, July 22, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 22

 The corridor beyond widens. The passageway is an art gallery with portraits of the Vampire Queen (you are unable to tell), each in what looks like a wedding portrait. In each one, she is with a different husband. 

Room 22

There are dates under each portrait. The years are unknown to the party, but it seems every few years the Vampire Queen remarries. 

The ornate frames are guided and fitted with all sorts of gems. The frames with portraits are worth 1,000 gp each (x4). The pieces separated will only bring in 2,500 GP total.


Monday, December 4, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 4

 Entering the mausoleum proper, there are statues of the chief servants of the Vampire Queen lining the walls.  An inspection by a magic-using class or using means to detect magic will reveal that these statues are in fact her former servants turned to stone.

If a character casts "Stone to Flesh" or similar magic the targeted statue/servant will return to life, but will gasp and die of old age. If they do enough of these (at least 3) they will learn that the Vampire Queen took her servants with her to her final death.

Room 4

Ahead of the characters is a long hallway.  The hallway is long, 1 mile, and descends deep into this structure. There are arcane lights that flicker and glow every so many yards. There are shadows that flicker and dance in the corner of their eyes. These are the ghosts of the servants. They are powerless to attack the characters.

Saturday, September 2, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 2

The level opens up to a large open gallery. The design is dwarven, but has been modified. The gallery is over 600 ft long.

Room 2

This room is filled with the shadows of dwarven lords and wizard students. They seem to be from different times since they do not interact at all with each other.

Hidden among these shadows are four (4) Spectres.  

These are former minions of the Vampire Queen in life and serve her still after death.

The specters have normal treasure E x4. 

There are also Type A, C, D here as well, but no magic items. The Vampire Queen has used all of those.

On each side of the gallery there are multiple alcoves and exits.

Tuesday, January 17, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 17

Past the last two rooms, the grand hall splits left and right.

There is a grand statue of the Vampire Queen. Inspection will reveal that the statue is made of newer material than the surrounding walls.

Vampire Queen

 Going down either hallway, there is a 1 in 6 chance that characters will notice the slope of the flow is taking them down.  The slope is not enough to send the characters down a full level, but enough to concern them.

Notes: Things should start picking up. 

I have seen lots of great maps online for others, and I thought maybe I could share mine. ;)

Dungeon 23 map


Monday, August 4, 2014

All Hail the Vampire Queen!

So not this:


Or this:

But rather this:



I got my copy of The Hanging Coffins of the Vampire Queen in the mail today.
Let me tell you this. This module is a meat grinder.   Levels 10-14.  Sure.

While there are plenty of gonzo and tongue in cheek bits to this.  I am thinking of playing it straight and making it a real horror piece.

I might make it part of a great Vampire Queen series.


Looks like a good time to me!

Thursday, September 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 21

 Moving on to the next room on the left hand side (to the right of Room 20) is another passageway to a crypt. This one has a guest waiting for the party.

Room 21

In this crypt is a dead dwarf. He is looking at you, but he is dead.  

If the party does not attack right away the dwarf, a bhĹ«ta, will ask in a dry and dusty voice to ask the party to hold.  The dwarf will explain that he is only interested in killing the Vampire Queen, or at least get confirmation that she is dead.  If they party lets him pass he will walk by. Give them the same XP as if they had defeated him.

IF they attack, then he will attack back.  Nothing will stop his vengeance on the Vampire Queen.

Bhūta (Dwarf)

Armor Class: 4 [15]
Hit Dice: 7+14** (46 hp)
Attacks: 2 claws (1d6+1 x2)
Special: Death Grip, Undead.
THAC0: 11 [+8]
Movement: 120' (40')
Saving Throws: Monster 7
Morale: 12
Alignment: Neutral evil
XP: 1,250 (OSE) 1,100 [9] (S&W) 1,200 (LL)
Number Appearing: 1
Treasure Type: None

When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhĹ«ta, possesses its original body and seeks out those responsible for its murder. It will never rest until those responsible are sought out and slain. 

Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhĹ«ta appears as it did in life for about 2 weeks, taking on a more decayed appearance thereafter. Close inspection (spot on a roll of 1-2 on 1d6) reveals slight decay, and the body still shows signs of any trauma suffered prior to death (wounds, disease, burns, or the like), but outwardly, the bhĹ«ta for the most part appears as a normal creature of its race. In its undead state, the bhĹ«ta sustains itself on a diet of flesh, preferring that of humans and elves. A bhĹ«ta that scores two successful claw attacks on an opponent in the same round fastens its hands around its opponent’s throat and deals 1d6+1 damage per round until the hold is broken with a successful attack by the victim. 

The bhĹ«ta’s main objective is revenge on the person that killed it. So long as the bhuta and its killer are on the same plane of existence, it can find its target unerringly.

Thursday, August 10, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 10

 Moving through the door, the party finds themselves in a long room. Inside waiting are two succubi.

Room 10

They look at the party and tell them that all they really need are two more souls, and their 1,000 year servitude to the Vampire Queen is complete. So they are taking volunteers. 

If two characters agree to give up their souls (not likely) all four disappear in a cloud of brimstone.

If the alu-fiends are still alive, they do have souls, but the party would need to trick them somehow into giving their souls to the succubi.

The party can kill the succubi, but they will return in 21 days to do it all over again.  If it looks like the party will fight they will simply disappear and return later.  They have no treasure and are really prisoners of the Vampire Queen.

These demons are smart and are not fond of combat.

Succubus

Armor Class: 0 [19]
Hit Dice: 6+6*** (33 hp)
Attacks:  2 claws (1d3 x2) or 1 kiss (see below)
Special: Energy drain, demon abilities.
THAC0: 13 [+6]
Movement: 120’ (40’) / fly 180' (60') 
Saving Throws: D10 W11 P12 B13 S14 (6+)
Morale: 8
Alignment: Chaotic
XP: 825
Number Appearing: 1 (1d2) 
Treasure Type: I, Q (typically)

Succubi are demons (Lilim) that appear as beautiful women. They are not particularly strong, nor do they work well in groups, but they are cunning and exceptionally intelligent. 

The succubus's kiss can drain a victim of one energy level (or one point of Constitution). 

Succubi have the following demonic powers:

  • Become Ethereal at will
  • Charm Person
  • Clairaudience
  • ESP
  • Shape-change, humanoid forms only
  • Suggestion
  • Succubi can also gate in other demons, but there is only a 40% chance the gate will open: 

    • Type IV (70%)
    • Type VI (25%)
    • Lord or Prince (5%)
    • Succubi never gate in Type V demons due to a long-standing enmity. 


Friday, September 1, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 1

 These stairs take the party down to level 9. The temperatures are much cooler now. 

Room 1

As the stairs descend (at least 200 ft) there are other staircases. Many are broken, but other still look viable. These others usually lead to dead ends, lairs of monsters (use Wandering Monsters), or fall into darkness.

The feeling here should look like a broken and destroyed kingdom of stone.  This is more of the original dwarven mountain and has been less "renovated" by the Vampire Queen.  There are also areas of the original Citadel of Necromancers here too, under the devastation of the mountain.  Dwarven character will be able point out at least four different types of structures here: the original stone of the island, the dwarven mountain, modifications by various wizards and necromancers who lived here, and finally, modifications from the experiments of the Vampire Queen herself.

The Necromantic aura of the upper levels mixes with the demonic ones of the level above and something else that even the most learned magic-user can't quite identify.

Every 6 turns roll for wandering monsters as normal. There is a 25% chance that the monster encountered is a "Shadow" version. It looks like the shadow of the monster. It attacks, but it has no physical form so it can't damage or be damaged. Every 3 turns a "Shadow Wizard" will be spotted. This is a dead wizard or student who does not know they are dead. They go about their business as if it were a normal day for them. They do not damage or interact, but they are creepy.

Tuesday, July 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 25

 Past the corridor there is a split going left and right. The right leads to a door that is locked, barred, and magiced.

Removing the bar requires a combined Strength of 28 to lift. After that a thief with need a successful remove traps roll. Then a magic-user (or witch) will need to cast a dispel magic or remove curse on the lock.

Inside the room is a bound Ifrit.

Room 25

Bound in a Thaumaturgic Triangle is an Ifrit. Not just any Ifrit, but Princess Azadiha. She has been bound her for over 1,000 years.  

She will beg the PCs for her freedom saying she will grant each one wish (treat as a limited wish spell). She won't try to "twist" the wishes, but they will not be very powerful all the same. 

She is telling the truth and wants to kill the one her put in this circle. Not the Vampire Queen, but one of her chief summoners. (Insightful GMs can use the name of a local or personal NPC for the summoner here). 

The Princess is dangerous but honest. The Vampire Queen is not her interest, but if the PCs mention they are hunting for her, she will be inclined to aid them. 

For freeing her the PCs gain 3,000 XP.  She has no treasure.

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Azadiha is an NPC in my games. She was painted by my wife