The Other Side

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 4 The Demon's Daughter

The Demon's DaughterOkay, let us scale things down a bit and see what we can do with some mystical characters and some that are not super-powerful. At least not yet.

Another concept that comes up is the Demon Spawn that tries to do good. These characters often appear in comics with magic as a theme and they are a great choice for a Wasted Lands game since there is likely to be a lot more interaction with demons. 

This character could be a lot of different things, and "demon" might even be an alien, say in the case of Karolina Dean from Marvel's Runaways. But my example here will be borrowing heavily from DC's Teen Titan, Raven.

Now there are a lot of ways to do Raven. We have Psychics, Sorcerers, and even Necromancers. But Raven's primary powers come from her empathic abilities and astral projection with some spells. So I am going with Psychic for her here.

The Demon's Daughter

Class: Psychic (Persona Aspect)
Level: 6
Species: Human-Demon
Alignment: Twilight Good
Background: Student

Abilities
Strength: 12 (+0) 
Agility: 13 (+1) 
Toughness: 14 (+1) 
Intelligence: 15 (+1) N
Wits: 15 (+1) N
Persona: 17 (+2) A

Fate Points: 10
Defense Value: None 10
Vitality: 30 (d6)
Degeneracy: 
Corruption: Unnatural Parlor

Check Bonus (A/N/D): +/+/+
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Saves: +3 to Persona based saves

Psychic Powers

Supernatural Attacks, Sixth Sense, Empathy, Psychokinesis (Telekinesis, 2d6+1), Temporal Sense, Shadow Walking, Astral Projection

Superhero (Divine) Archetype: Rebilous Child of older God/Demon

Divine Touchstones
Level 1: Mystical Senses (as Sorcerer spell)
Level 2:  
Level 3: Additional Movement: Fly
Level 4: 
Level 5: First-level Sorcerer
Level 6: 

Spells
1st Level: Protection from Evil

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends. You likely will not use all of these on one character. I'll have some less-super examples coming up.

She has fewer to reflect that she is still just a teen or young adult. This also more likely the speed in which people will want to hand out the Divine Touchstones. 

Please check out and back the Wasted Lands Kickstarter.

#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. 

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 3 The Paragon

The Paragon We are working our way up the power scale to tackle the Paragon. Now this guy (or gal) has Power, with a capital P. They are also a favorite of late for deconstruction or alternate attempts (The Boys, Brightburn) but I am not interested in that right now. I am interested in the one that has power, great power even, and wants to use it for the right things. But this is also the Dreaming Age, and life is pretty rough and dangerous. The Paragon of this world and time will also need to be a little rougher around the edges.

In D&D, they would be a paladin or some other knight in shining armor. They are the bright reflection of the Dark Avenger. Thankfully they both have the Amazon Warrior Princess to help balance them out.  One of many reasons why this unlikely trio works so well together.

The Paragon

Class: Warrior
Level: 14
Species: Human
Alignment: Light Good
Background: 

Abilities
Strength: 22 (+5) A
Agility: 17 (+3) 
Toughness: 17 (+2) N
Intelligence: 15 (+1) 
Wits: 15 (+1)
Persona: 16 (+2) N

Fate Points: 10
Defense Value: Plate (7)
Vitality: 75 (d8)
Degeneracy: None
Corruption: None

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base)
Ranged Bonus: +3 (base)
Saves: +5 to all saves

Warrior Skills

Combat Expertise, Improved Defense, Increased Damage, Melee Combat, Master of Battle (90%), Ranged Combat, Spell Resistance (36%), Supernatural Attacks (Melee), Tracking, Extra Attack (x4)

Improve Defense: -4

Superhero (Divine) Archetype: Justice, Hope

Divine Touchstones
Level 1: Mystical Senses (as Sorcerer spell)
Level 2: +1 to combat rolls
Level 3: Additional Movement: Fly
Level 4: Increased Ability Score (Strength +2)
Level 5: Divine Smite 
Level 6: Gout of Flame (as Sorcerer spell), as Heat Vision (unique mode of attack)
Level 7: Divine Aura
Level 8: Damage Immunity from missile fire
Level 9:  Increased Ability Score (Strength +2)
Level 10: Half Damage from Mundane slashing
Level 11: Chill Breath (as Ray of Frost Sorcerer spell)
Level 12: Unique Attack, Heat Vision 60' line
Level 13: Down But Not Out
Level 14: Divine Recovery

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends. You likely will not use all of these on one character. I'll have some less-super examples coming up.

This one looks great. And don't tug on his cape.

Please check out and back the Wasted Lands Kickstarter.


#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 12

 Heading back to Room #2 and taking the next tunnel on the right. The party does not get very fare into the next chamber when they encounter a group (five) of large and piggish-looking orcs.

Room 12

These orcs are infected with the Wearboar Lycanthropy and are known as War Pigs. They stay in hybrid form but once wounded they can go into their berserk rage.

They have food and water for five for a week, but it is generally unpalatable and smells terrible. It is however completely edible. 

They also have Treasure type C x5.

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 2 The Amazon Princess

The Amazon PrincessI am continuing my exploration of various superhero archetypes in the Wasted Lands.  Today's topic is the Amazon Princess. While this could be Wonder Woman or someone like Starfire, it can also be a character like Xena Warrior Princess. In truth, Xena would fit in quite well in the Dreaming Age.

This character's drive is not Vengeance (like the Dark Avenger) or even Justice (like the upcoming Paragon) but rather the most good possible.  In a lot of ways she is also an emissary of a more enlightened, but still warrior, culture.

In both the cases of Wonder Woman and Xena they have a relationship to the Gods, the Greek Gods in particular. In the Wasted Lands then she would come the same culture that the warriors Zeus and Ares come from. But godhood is not her goal.

The Amazon Princess

Class: Warrior
Level: 12
Species: Human
Alignment: Light Good
Background: Nobility

Abilities
Strength: 20 (+4) A
Agility: 18 (+3) N
Toughness: 17 (+2) N
Intelligence: 16 (+2) 
Wits: 16 (+2)
Persona: 16 (+2)

Fate Points: 10
Defense Value: Studded Leather (7)
Vitality: 60 (d8)
Degeneracy: None
Corruption: None

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +4 (base)
Ranged Bonus: +3 (base)
Saves: +4 to all saves

Warrior Skills

Combat Expertise, Improved Defense, Increased Damage, Melee Combat, Master of Battle (90%), Ranged Combat, Spell Resistance (36%), Supernatural Attacks (Melee), Tracking, Extra Attack (x4)

Improve Defense: -4

Stealth Skills

  • Open Locks: 15%
  • Bypass Traps: 10%
  • Sleight of Hand: 20%
  • Sneak: 20%
  • Climbing: 70%

Danger Sense 1-3 (d6)
Perception: 40%
Vital Stike: x2 damage +4 to attack

Superhero (Divine) Archetype: Justice, Truth

Divine Touchstones
Level 1: Unique mode of Defence, -1 vs. Missile attacks
Level 2: +1 to combat rolls
Level 3: Charm humans
Level 4: Increased Ability Score (agility +2)
Level 5: Level 1 of Renegade
Level 6: Unique mode of Attack (lasso) +1 and Detect Lie
Level 7: Ceases to Age (Natural)
Level 8: Divine Aura
Level 9: Signature Item, Lasso.
Level 10: Half Damage from Mundane slashing
Level 11: Transporation mode: Fly
Level 12: Restore Corruption

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends.

This one works out quite nicely, I think!

Please check out and back the Wasted Lands Kickstarter.


#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 11

 A secret door behind the statue leads to a small room.  The room is filled with steam.

Steam Mephits

Inside there are four small demons, Steam Mephits. 

Steam Mephit: HD 3; AC 5 [14]; THAC0 16 [+3]; Atk 2 claws (1d3); Move 120' (40') [Fly 240' (80')]; Save D12 W13 P14 B15 S16 (2); Morale 10; AL C;  Special: Breathe steam cloud (2d6, save for half), gaseous form.

The mephits are playing in the steam.  They attack the party.

Their morale is 10, but they are at 8 for this encounter. They were attracted by the energies from here to the elemental plane of fire.  


Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 1 The Dark Avenger

The Dark AvengerThe Dreaming Age is both very dark and very hopeful. 

Humanity (well...proto-Humanity) has cast off the yoke of the Old Ones and now lives in a time of unimaginable horrors. There are monsters, there are forces of evil, and their are even evil humans that are all too willing to take over where the Old Ones left off. It is post-apocalyptic in a very real sense. But also, humanity has the chance in the form of our (your) heroes to make a better world.

The characters will one day be remembered as the Gods and Heroes of yore. 

But not all of them are bright, happy people.

Making "superhero" characters for the Wasted Lands RPG really only takes a change of reference or point of view. If Superheroes are modern myths, then the Wasted Lands RPG can also make those. Though your character's origin story is not going to be one of being a young adult, and then BAM, your character is powerful. Legends are built over time, and legendary characters even more so.

The Archetype of the Dark Avenger is a great example. This character had a really bad day once and now spends a lifetime fighting against the forces of Darkness and Evil (yes capitalized) by donning the guise of evil.  In comics, these characters are usually just normal humans but have something special about them. They are unnaturally dedicated to their cause for example, or maybe even they have a bit of an edge. It should also be noted that many take on the guise of an animal or creature that strikes fear into others; the bat, the wolverine, and even devils.

For these Superhero Archetypes, I will present them at higher levels to get a feel for what their legends will be like. I will also add the various Divine Touchstones to make the character a bit more "super."

The Dark Avenger

Class: Renegade
Level: 10
Species: Human
Alignment: Dark Good
Background: Nobility

Abilities
Strength: 18 (+3) N
Agility: 20 (+4) A
Toughness: 17 (+2)
Intelligence: 16 (+2) N
Wits: 16 (+2)
Persona: 16 (+2)

Fate Points: 10
Defense Value: Studded Leather (7) (See below for mods)
Vitality: 36 (d4)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +3 (see below)
Ranged Bonus: +9 (+4, +5)
Saves: +5 to Death attacks and area effects

Improved Defense: -6 to attackers

Stealth Skills

  • Open Locks: 110%
  • Bypass Traps: 115%
  • Sleight of Hand: 125%
  • Sneak: 125%
  • Climbing: 100%

Danger Sense 1-5 (d6)
Perception: 95%
Vital Stike: x4 damage
Read Languages: 85%

Superhero (Divine) Archetype: Vengeance, Justice

Divine Touchstones
Level 1: +1 to Melee Combat
Level 2: Additional Vitality Points
Level 3: Level 1 of Warrior
Level 4: Level Two Spell: Invoke Fear
Level 5: Auto Success (once per session)
Level 6: Gains +1 to all attacks and +5% to all skills
Level 7: Servant: Ward of Vengeance
Level 8: Signature Item: Batarang (+5 to hit, +5 to damage, -3 DV, 1 fate point)
Level 9: Down but Not Out
Level 10: Hop and Skip

This is not a guy you want to meet in a dark alleyway.

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends.

Please check out and back the Wasted Lands Kickstarter.

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 0

 I have been thinking a lot about gods, monsters, humans, and demons in these pages lately. Between my One Man's God, my ideas for Deities & Demigods II, and playtesting The Wasted Lands gods and their relationship to humankind have been on my mind a lot.

This has also got me thinking about how in today's society, the role of the hero of myth is now played out by comic book superheroes and maybe even more so by their movie counterparts. 

Christopher Nolan quote
Rick Riordan
Edna Mode

And there are more.  So this week I am going to make some modern "gods" and recraft them as Wasted Lands heroes. 

As is my nature, I am going to lean in on DC Characters, or at least their archetypes.

So come back later today and all this week for some humans as superheroes as gods in the time of the Dreaming Age for Wasted Lands.

And don't forget to checkout and back the Wasted Lands Kickstarter too!


#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 10

 The large alcove at the end of Room 9 opens to what appears to be a large worshipping area.  There is a large bronze statue of some sort of demonic lord.

Room 10

The statue is a Bronze Golem, but it is somewhat immobile now as its bottom half has melted to its dias. It can, however, still attack anyone that gets within 15 feet of it. 

It is difficult to determine if this "melting" was something that happened later or was part of its original design. 

There is a treasure hoard behind the golem. It is largely made up of gems, in particular rubies. There are 10d20+10 gems here each worth 10d20x5 GP each. (or 120 gems worth 500 gp each on average).

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 9

 Moving on from Room 8, this opens up into a larger cavern. This room gives the appearance of some sort of temple dedicated to a god of fire or some unknown demon lord.

Room 9

Moving from the alcoves on both sides of this "temple" are four figures that appear to be made out of smoke and fire.

These creatures are Burning Ones and they are what is left of former high level victims of this demonic cult.  They are treated like Specters, but instead of draining life levels, these creatures drain Constitution at the rate of 2 points per touch. Each touch also removes 2d6 of the victim's maximum hp.

If a victim is reduced to 0 Con they burn up in a pillar of fire leaving only ash behind. They will rise the next night as a Burning One Wraith. 

These creatures are Turned as Spectres and take double damage from holy water and any cold-based magic. 

There is a huge alcove at the end of this room.

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 8

 Going back to Room 2 and taking the center passageway this leads to an area where lava is flowing from somewhere above.  The floor is covered in lava and only a thin walkway of stone is visible. 

Room 8

A Thief my use their Move Silently skill to cross, but since they are not trying to stay silent, only step carefully, they can add a +40% to their chance of success.

Other characters can move across only by being careful. Their base chance of success is their Dexterity score times 5%. So a character with a Dex of 10 has a 50% chance of success and one with an 18 has a 90% chance. Characters wearing metal armor have a -15% penalty.

Falling into the lava causes 4d8 hp of damage. 

There is another passageway on the other side to Room 9.

Kickstart Your Weekend: Wasted Lands, now with FREE content

This one is still going on, and I really want to see it get funded!

Wasted Lands: The Dreaming Age Role Playing Game

Wasted Land Playtest

A tabletop RPG of cosmic horror, swords, and sorcery in a savage lost epoch, 1000 years after the Old Ones fell to their eternal sleep.

 The Dreaming Age Core Rules The Dreaming Age Campaign Guide

https://www.kickstarter.com/projects/jasonvey/wasted-lands-the-dreaming-age-role-playing-game?ref=b0ulif

I have been talking about this Kickstarter a lot and will continue. Please check it out and give Jason your support.

Both books are written. Both have gone through edits and playtest notes. Jason is doing the layout now. 

It looks great, and I see it as replacing D&D on my table for the foreseeable future. You really need to check it out. 

PLUS there is now FREE Quick Start rules with a brand new adventure ready for you to download. All you have to do is click on the link!

If you can't pledge please share the word of this great game.

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

 The far right corner of room 6 has another lava tunnel that leads to a bright light.  It is also getting hotter as the party moves down.

room 7

The tunnel ends in another one of the magical portals that plagued the upper levels. This one leads to firey Hell-scape that appears to be the Elemental Plane of Fire. The heat is becoming so great that even if the characters have magical protection, they can feel the effects.

Fire creatures can be seen on the other side, Fire Nymphs, Burning Bunnies, and mephits mostly, but none appear to want to come over any more than the characters should feel like they can enter.


This Old Dragon: Issue #87

Dragon Magazine #87I mentioned the collection I got from my old DM and a few Dragons in it. As it turns out, this is the only one I had not done a "This Old Dragon" for. So. Let's go back nearly 40 years ago this month to a very different time. "When Doves Cry" by Prince dominated the airwaves, But I am sure I was listening to a lot of "Piece of Mind" by Iron Maiden. I was going through Module A1, mixed with a lot of Grimtooth's Traps. I had seen Ghostbusters about a dozen times by this point and wanted more and more horror in my D&D games. On the shelf was Issue #87 of This Old Dragon!

I am very certain that when this issue was new I was at my DM's house for his birthday (which is today by the way!) playing some D&D.  This might have even been the rather infamous session where I was carrying my D&D books in one hand, a large chocolate shake in the other and I tripped falling face first into and through their storm door. Made a huge mess. Thankfully (or maybe this was a sign), I did not have glasses yet.

On to the magazine at hand.

I will freely admit this is not one of my favorite covers. After seeing so many great covers from this time period, this one felt too "Cartoony" to me. Granted, it works with the article inside quite well, that is not something that can always be said about Dragon.

Kim Mohan's Editorial is up first. It covers the very dangerous ground of TSR's/Dragon Magazine's relationship with Tolkien Enterprises.  Basically saying there isn't one and they can't really say much more than that.

Letters section covers PBM and DragonQuest questions.  One of the great things about these older Dragons was how willing they were to cover other games. 

Nice big ad for the James Bond 007 RPG. Still, one I have never played. Another ad for Lords of Creation later on. I also never played that one but wanted too.


Forum asks questions about the Elemental Planes and Monty Haul campaigns.

Our first real article is from Dragon mainstay Katharine Kerr. Here we get Part 1 of her series Beyond the Dungeon, covering everything outside. She largely focuses on movement here for AD&D. But also what the characters should expect to find and what they are not expected to know.

Shaun Wilson is up with one of my favorite Ecology of articles, The Ecology of the Dryad. I do admit that after reading this article, I considered what it would take to have a Dryad PC race option. It lacks some of the style and personality of the Ed Greenwood articles, but it is still quite good. In fact when I had my own copy of this magazine, I cut this article out and stuck it into my AD&D Monstrous Compendium.

Ecology of the Dryad

Len Lakofka is back with the next installment of Gods of the Suel Pantheon. This time we get Kord and Phaulkon.

The Legacy of Hortus is our cover story. The author is the same as the cover artist, Jack Crane. This covers a wide variety of fantastic plants that honestly should be used in any addition of the game. Some are whimsical, like Beebalm (a plant we have in our garden), but this one grows its own bees and cowslip with the face and heads of cows. Others are bit on the nose, like Foxglove and Dandelion. But all are rather fun. 

The Legacy of Hortus

In Reviews, we get Jerry Epperson's opinion on the Tri Tac Stalking the Night Fantastic. Personally, I rather liked the game, but I am a fan of the source material. We both agree that the game's list of encounters is great. 

We get two centerfold sections here. The first is Whiteout, a Top Secret game adventure by none other than Merle Rasmussen himself. Like the James Bond RPG, I never played, or really even read over, Top Secret. I am no judge of this adventure but it does look fun. It is quite detailed and I could use it for other games. It is part three of a three-part series of adventures. Anyone who played it should let me know how it was/is.

Our other center section is the games listing for Gen Con 17. Lots of AD&D games listed but I am also seeing a lot of Car Wars. Some Chill, James Bond, Star Frontiers, and even some D&D.  Crazy that is all used to fit inside of Dragon.

Gen con 17
Gen con 17

John E. Stith has our fiction section, Simon Sidekick. Interestingly enough, it is a science fiction story about a personal AI assistant. Wow! Have you ever heard of anything so advanced Siri? How about you Alexa or Cortana?

This Dragon is early enough that we still get a proper Ares section.

Kim Eastland has Freeze! Star Law! for law enforcement officers in Star Frontiers.  Pretty good article to be honest.

Luna: A Traveller's Guide is another part of the "Luna" series Ares had been running. This one is naturally from Marc Miller. I think I need to go back sometime and collect all of these and do a special on them for Sci-Fi month. That could be fun. 

Jim Ward shows he is not be outdone and has A Field guide to Lunar Mutants for Gamma World.

Roger Moore answers some StarQuestions about the Universe game.

Nice big ad spread for the FASA Star Trek line. It is also old ads like this that make me realize how lucky I was. Illinois had, and still has some great hobby shops. They have 29 listed here. That is over 4.5 times what California had, and twice what all the neighboring states had combined. 

FASA Star Trek

Gamer's Guide covers the small ads. Always a treat to look at.

Couple of pages of Wormy. Dragonmirth has the short-lived Tal an Alan comic. A three pages of Elmore's Snarf Quest.

So a good issue, but more memorable for the time period rather than all the content. 

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 6

 There is a large chamber beyond Room 6.  This room is wide and open, and small flames can be seen leaping from fissures in the floor and walls.  

Room 6

Embedded in the walls are several uncut rubies. They are worth 1d8x50 gp each but if taken to a gem cutter their value will increase 1d4+1 times.  There are 5d20 such rubies here, but removing them causes 1d4 hp of damage due to heat and flame for each ruby removed.

There is one other chamber to the rear of this one.

AD&D Haul from the Jon Cook Collection

 This past weekend I went down to my old hometown to see my family for my mom's 80th birthday. She is honestly doing great, and it was a pleasure to see all my family.  I even got the chance to run into an old friend, Jon Cook.

Jon and I met in Jr. High, we both played saxophone in the school band. But it was D&D that got us to be friends. I had been playing around with my very rudimentary knowledge of D&D at that point, Jon had some AD&D books and, like me, the B/X books. So we spent our time in band class when she should have been practicing rolling up characters.

We decided to meet up because he wanted to sell me his collection!

How could I say no?

Jon Cook Collection
Jon Cook Collection
Not a huge collection, but a really great one to be honest.  It shows our strange, eclectic blend of AD&D 1st Ed and Basic/Expert D&D in a way that only 1981-1983 could produce. 
I am pleased to get all the Monster books, and it has given me an idea for some edits to Basic Bestiary. Getting his copies of B4 and A1 really took me back too. Especially his weird blend of A1 with his idea of a worldwide assassin's guild. It was also the scene of one of my first character deaths!
Jon Cook Collection
Jon Cook Collection
I think I might be most thrilled with these dice.  Those orange dice came with MY Expert set. Jon and I traded since his set came with blue, and I wanted blue. Now I have them back. They are going to go into my "Halloween" set.
Those armory dice markers are a rare treat.

Jon Cook Collection
Some art books that my youngest brother is going to hold on too till I see them next. He called these "Elmore Porn."
Jon Cook Collection
The Lejendary Adventures are like new, and I can't wait to try them out!
Jon Cook Collection
Another DM's screen!
Jon Cook Collection
Some more Dragons for This Old Dragon.  ETA: Looks like the only one I have not done here is #87.

Jon Cook Collection

And the infamous Grimtooth's Traps. Gods I hated it when he would pull out this book.

I can add all of these to his minis he sold me a couple years back.

Jon Cook Collection - Minis
Jon Cook Collection - Minis
Jon Cook Collection - Minis
Jon Cook Collection - Minis

Those are the real deal lead minis.  The last one was the mini I had used for my cleric Johan Werper, but back then he had a blue robe and white hair. He also had a hand. No, I did not paint him myself.

This is all rather fantastic to have.

I have already added some of these to my collection, others have gone into my "extras" pile for when people come over to play (an extra Player's Handbook is always welcome), and some others have been claimed by my youngest.  He already called dibs on the B/X books and adventures along with the Traps book. Pity his poor players.

Tomorrow is his birthday, and I know he will use the cash to buy some more train gear. This was his previous hobby before D&D and the one he and his son are really enjoying together now. 

So Happy Birthday, Jon! 

Thank you for all these books, the memories of going through the A Series with your crazy ass traps, and our own blend of Advanced and Basic/Expert rules. Your books have a loving home where they will get used all the time!

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 5

 Going back to Room #2 and taking the next left leads to room where the party can smell the strong stench of brimstone.  Fires can be seen flickering in the tunnel and the party can feel heat.

Inside the room is a sight the party is not prepared for.

Burning Bunnies

Inside the room are three Burning Bunnies.

These creatures are the Elemental Plane of Fire analogs to the common rabbit.  They are here eating coal and sulfur. Thus the smell.  Like regular bunnies, they are quite scared and mostly harmless.

Picking one up (if you can) causes 1d8 points of fire damage. When scared (which is all the time), they will explode. This is how they get back to their home plane. The explosion causes 2d8 points of fire damage to anyone within 5' of the rabbit. This behavior has given them the nickname Boom Bunnies.

In an interesting side effect of their diet, the Burning Bunnies leave behind 1d3 small diamonds worth 10 gp each as their "droppings."

They have no other treasure.

Mail Call (of sorts) Tuesday: Birthday and Father's Day gifts

 This is a bit late, but one of my birthday gifts finally came in.

Dungeons & Dragons books

I got the three core D&D 5 books in Spanish. I have been taking Spanish all year and wanted an RPG to read. So my wife an kids got me these. The Player's Handbook was back ordered and I just got it. 

Now to practice my Spanish some more!

For Father's Day, in addition to having some of the best smoked food and strawberry pie my kids have ever made for me I got this ridiculous toy.

3.5" Floppy drive

Yup. A 3.5" USB floppy drive for my retro computers. I have to decide now if I want to mount it or leave it free to use elsewhere.

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 4

 Following the lava tube past the hellhounds, it gets hot. The party enters a large room with glowing rocks. The floor is cooling (but by no means) cool, lava.  Inside "cooling off" there are three Fire Nymphs

Fire Nymph

The nymphs look tired, but they do not attack. Nor do they attempt to charm. The floor is too hot to wal across and the nymphs move further back. 

They will ask the party what they want, and try to figure out if they have a ruby or diamond of good size (50 gp). They will say they missed their opportunity to get back to the Plane of Fire and are stuck here. If the party has a ruby or diamond, they can use a ritual to get back home. The gem will be destroyed though in the process.

If the party coporates with them and lets them have a gem. Then they should receive the same XP as if they had defeated them.  If there is a party member with Charisma of 16 or higher they will offer a "Kiss of the Fire Nymphs" to the party.  This will grant anyone who receives it a +1 against all saves vs fire and fire magic for 24 hours.

If the party chooses to attack the nymphs, instead they will use all their burning hands attacks and try to charm anyone onto the lava floor. Grant the party only 1/2 the normal XP for defeating the fire nymphs in combat.

Monstrous Mondays: Fire Nymph for Old School Essentials

 It's a warm one out today (and I am posting remotely after visiting with my mom on her birthday) so let's get a conversion in shall we?

Here is a Fire Nymph from the Tome of Horrors now for Old School Essentials.  An update to my 5e version.

Fire NymphNymph, Fire

Armor Class: 5 [14]
Hit Dice: 2* (9hp)
Attacks: 1 x magic (charm) or burning hands (1d6 damage)
THAC0: 18 [+1]
Movement: 120’ (40’)
Saving Throws: D10 W11 P12 B13 S14 (4)
Morale: 6
Alignment: Neutral
XP: 25
Number Appearing: 1d4 (1d6)
Treasure Type: D

This creature appears as a very attractive and beautiful female with long, flowing fiery-red hair. Her eyes are pale blue and her skin is lightly colored with a cinnamon hint to it.

A fire nymph is a very beautiful creature that dwells on the Plane of Fire. It is akin to the nymph and dryad, though its origins obviously lie elsewhere. Fire nymphs rarely visit the Material Plane, though mages are known to request their company on occasion. A fire nymph is most easily summoned on Midsummer's Eve where they can walk about and interact with mortals and other fey. A fire nymph usually wears translucent robes of white or ash.

Fire nymphs can charm like a their terrestrial cousins, but they can also cast a burning hands spell three times per day. Additionally, they have immunity to fire and take double damage from cold.

Summoning a fire nymph is relatively easy but not without dangers.  The nymph's passionate nature causes her to move from one emotional extreme to the next very quickly. When a fire nymph is angry, her hair will burst into flames.

Also, due to their passionate nature, there are many gifted pyromancers that claim to be the offspring of a wizard and a fire nymph.

Fire Nyphs are also known as Pyroeads in some arcane circles.

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