The Other Side

D&DGII The Black Forest Mythos: Vater Meeren

 Working through the remaining Gods for my D&DGII The Black Forest Mythos. Today I have the God of the Sea.

Vater Meeren

Vater Meeren

Vater Meeren is an odd one for this group of gods. He is powerful and is a greater god since he controls the Oceans and the Sea, something that was very important to both groups these myths come from. But he is also a remote and distant god to these Pagans since at the time these myths would have been created, say the 6th and 7th Centuries CE, they are a little removed, geographically, from the sea. I also have this group as being fairly insular so their myths can grow with out the "contamination" of what is going on around them; ie the Christian conversion of Europe.

Vater Meeren himself combines aspects of Neptune/Poseidon along with other aspects of Odin (Odin had so many aspects his DNA is in every god) and Thor when he was a maritime God.  I also wanted to give him aspects of Ullr who had been a more important god. Thus Vater Meeren is the God of the Sea, Oceans, Death as a process (a Psychopomp), and Winter.

He is the brother of Unser Vater and Hüter, much like their Roman counterparts, but also refers to Odin's two brothers Vili and Vé in their role as Gods of Creation.

Like Neptune/Poseidon and Odin this god is also fond of horses.

VATER MEEREN (God of the Sea and Oceans)

Greater God

ARMOR CLASS: 2
MOVE: 12" // Swim 48" // Horse: 36"
HIT POINTS: 380
NO. OF ATTACKS: 3
DAMAGE/ATTACK:  1d10+5, 1d10+5, wave
SPECIAL ATTACKS: Wave, control weather
SPECIAL DEFENSES: +3 or better to hit
MAGIC RESISTANCE: 50%

SIZE: M (6' 1")
ALIGNMENT: Chaotic Neutral
WORSHIPER'S ALIGN: All, Sailors
SYMBOL: A wave
PLANE: Erde 

CLERIC/DRUID: 20rd level Druid
FIGHTER: 15th level Ranger
MAGIC-USER/ILLUSIONIST: 10th level Magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 23 I: 15 W: 22 D: 18 C: 20 CH: 17

Vater Meeren is the God of the Oceans and the Sea. He lives under the waves and everything that is not land or sky is his. He had once been more powerful, equal to his brother Unser Vater, but his power has waned, though he is believed to have another ascendence soon.

Vater Meeren appears as a heavily muscled man in his prime with a full head of red hair and beard with bright blue eyes. These eyes turn gray and cloudy when he is angry, which is often. 

When he attacks he uses a giant spear made from the horn of a titanic narwhal. He can also attack with a giant wave of water, doing 6d6 hp of damage (save for half). Additionally, he can control the weather around any body of water, summon up to 100 HD worth of sea creatures three times per day, as well cast spells as if he were a 20th level druid, 10th level magic-user, and a 10th level bard.

One of his roles is to make sure the dead are sent to their proper afterlife, either in Himmel or in Hölle. So in this respect, he works hand in hand with his brothers. 

Vater Meeren is not allowed to set foot on dry land. So if he has business he needs to attend to he will travel by horse. His horse for these tasks is Schnelläufer and he can run on water, land, or air with equal ease. Since neither Vater Meeren nor Schnelläufer need to rest, eat or sleep, they can run for days to complete whatever task they need and be back in the sea as they need too. 

Animal: Horse, Narwhal
Rainment: (Head) crown of coral (Body) none
Color(s): Blue, Red
Holy Days: Nights of the Full moon
Sacrifices: Gold, weapons offered to the sea. 
Place of Worship: Sea shores, near lakes or any body of water.

Vater Meeren took the Celtic-Roman Epona as a wife (one of many) and it is believed this is the origin of the Nøkk.

Links

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 15

 Encounter area 15 is in an odd little cul-de-sac. There is a group of monsters like goblins, trolls, and even a couple of minotaurs. They are all sitting around an ethereal woman playing a cello. 

Room 15

The cellist plays and the monsters are entranced. As long as she plays the monsters here will stay entranced. She will not attack, nor get the monsters to do so. If she is attacked she will entice them to attack back.

The monsters are: 

The cellist herself is a Faerie Lord who has the stats of a 10th-level elf. 


D&DGII The Black Forest Mythos: Verwildert, the God of Wild Nature and Wood Maidens

 Today's god leans a bit more into the Greek/Roman side of the equation, though there are still bits from the Norse and even Norse-Celtic influences.  Introducing Verwildert, the God of Wild Nature and the Protector of animals, grains, and other parts of nature.

Verwildert

Verwildert

This god combines aspects of Pan/Fanus as well as Bacchus/Dionysus.  From the Norse side, we get wilder aspects of Odin and Freyr, especially in Freyr's roles in fertility and fecundity. Many of Æsir gods of the Norse pantheon have more in common with Pan than the other Greek/Roman gods. 

My group of Pagans here are living very close to nature (and Nature). Not, out some sort of neo-pagan ideal dreamed up by 20th Century writers (and 21st Century game writers), but because that was their reality. This group was a bad winter away from total barbarism and they knew that. A God like Verdwildert was the manifestation of that. The god that gave them grains and crops they could cultivate, the wolf that ate their sheep, and the storms that destroyed their farms and homes.  

Nature is always just a few steps removed from madness.

VERWILDERT (God of Wild Nature)

Intermediate God

ARMOR CLASS: 2
MOVE: 36"
HIT POINTS: 280
NO. OF ATTACKS: 2
DAMAGE/ATTACK:  1d8+3, 1d8+3
SPECIAL ATTACKS: Inspire Madness, Druid magic
SPECIAL DEFENSES: +2 or better to hit
MAGIC RESISTANCE: 50%

SIZE: M (5' 9")
ALIGNMENT: Chaotic Neutral
WORSHIPER'S ALIGN: All, Farmers, Druids
SYMBOL: Hawk
PLANE: Erde 

CLERIC/DRUID: 23rd level Druid
FIGHTER: 10th level Ranger
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 20th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 18 I: 15 W: 22 D: 18 C: 20 CH: 23

Verwildert is the God of and the Protector of Wild Nature. He first taught humans how to cultivate land, not to tame nature, but to learn how to work with it. He is not an agricultural god, per se, but he is the patron of all growing things. He is also the god of the storm and flood that destroys, the wolf that kills, and secrets hidden it dark places. 

This god appears as a grizzled old wild man of the woods, with the antlers of a stag as headdress. He is hairy and bearded. Often, his idols feature an enormous phallus, which some claim is true for the god himself. Verwildert has little time for humans, though he is not overtly hostile to them at first. Like all nature, he is dangerous and can destroy.  Even he fears the raw power of Nature herself in the form of Mutter Natur, who is his own mother. Despite this human worshippers usually find Verwildert to be more approachable than Mutter Natur.

Verwildert can attack with two great fists or cast spells as a 23rd-level Druid. Three times per day, he can Inspire Madness, which will cause those who fail to save to drop their weapons (or whatever they are holding) and attack anyone close to them. Spellcasters are unable to cast spells. 

Animal: All, but the Wolf is a favorite
Rainment: (Head) horns of a stag (Body) none
Color(s): Red, Green
Holy Days: Nights of the New and Full moon; Also May 1st
Sacrifices: Everything is sacred to Nature, the weakest animals culled so the pack may survive
Place of Worship: Any natural setting. 

Verwildert has two groups of followers/worshipers he is associated with. The Wild Hunt and Wood Maidens.

The Wild Hunt

This band of hunters is known across the continent. In the times when Verwildert leads them, they ride and run across the land on the nights of the New Moon. These hunters are a mixed lot. Supernatural hunting dogs (like Hell hounds), undead hunters (wights), ghosts of hunters who died while hunting, and warriors not allowed into Himmel. 

Wood Maidens

Wood Maidens are a type of demi-goddesses, or semi-goddesses, that are the personification of wild nature. They appear as nymphs, but are more akin to the Maenads of Greek/Roman myth. These goddess represent nature run wild. They are the goddesses of wine, ecstasy, and fertility. It is said that they are active to still the blood of men and women.

They are the face of Nature that humans try to tame but ultimately cannot. 

Wood Maidens

WOOD MAIDENS (Demi-Goddess of Wild Nature, Ecstasy, and Fertility)

Demigoddess

ARMOR CLASS: 2
MOVE: 36"
HIT POINTS: 50
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d6+1/1d6+1 (claws)
SPECIAL ATTACKS: Inspire ecstasy
SPECIAL DEFENSES: Wild Aura aura
MAGIC RESISTANCE: 25%

SIZE: M (5'2")
ALIGNMENT: Chaotic Neutral
WORSHIPER'S ALIGN: All
SYMBOL: Maiden's face
PLANE: Erde (Prime Material)

CLERIC/DRUID: 4th level Druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: 5th level Witch
PSIONIC ABILITY: II
S: 13 I: 14 W: 16 D: 15 C: 18 CH: 24

Wood Maidens are demi-goddesses representing wild nature and the power to renew life. They are also the demigoddess of wine, ecstasy, and fertility. They claim they are the offspring of Verwildert and Liebhaberin or even Verwildert and Ôstara. Possibly both are true. 

They can be found roaming the lands, inspiring ecstasy to renew life where they can. But they also represent nature running wild; they create life and they also can destroy it. The same ecstasy that bring lovers together can also drive them apart, or drive people to jealousy. This aura extends 60' from their person. This is increased by an additional 30' for each Wood Maiden in a group. There can be as many as dozen in a single group. This will produce an aura up to 400'.

They appear as wild women. Often running through the wilderness wearing simple clothing and often barefoot even in the deepest of winters. When they run they often have wolves accompanying them leading to the belief they are werewolves (they are not).

Wood Maidens are the chaotic counterpart to the Ides.

May 1st, May Day

On the First of May, the Wood Maiden gather in large numbers of a score or more. They can be seen running across the land, where their wild aura can extend even further. At this time they are chased by the Wild Hunt. Overtly it is so the Wild hunt can run them down in an etiological myth of Man vs. Nature. Often the Wood Maidens are captured by members of the Hunt. Just as often the Maidens kill the Huntsmen. In the case where a Maiden is captured and she doesn't kill the Huntsman, the Maiden becomes a normal human; often as a high priestess of Verwildert. The moral here is that Humankind can't tame nature, much less conquer it. 

This is symbolically celebrated in a fertility rite where the young women of the community run through the woods in an attempt to be captured by the young men. The women wear flowers in their hair which they can give to whomever finds them. This is considered akin to a marriage proposal. It is said that any child conceived in these rites is blessed by the gods. 

For Use in NIGHT SHIFT

Of all the myths I have written, this is the one most likely to have survived to modern times to feature in NIGHT SHIFT. It is a Folk Horror sort of tale. Think "Midsommer" and "The Wickerman."

A good hook is something from Norse/Germanic myths. The PCs are on some sort of hiking trip, and they come across a nearly naked young woman running through the woods chased by something.  The PCs naturally try to help her, only to discover that she is part of an ancient rite.  Is she innocent? Is she the monster? Likely it will be more complicated than that. 

I'll need to develop these more.

Links

October RPG Blog Carnival Wrap-up

RPG Blog Carnival

 October was my time to host the RPG Blog Carnival. This year my topic was Horrors, Gods, and Monsters. For this, I did a lot of postings about my Black Forest Mythos set of gods and monsters.

I did not get through all my Gods and Monsters so I am going to keep on going.

But there were others that participated as well.

The Ideocron of The Oracular Somnambulist had Spooky Scary Skeletons! with tables to make your skeletons more spooky and interesting.

Codex Anathema always has good stuff. Their entry covered "Horrors, Gods and Monsters" AND they helped me practice my Spanish. ¡Gracias!

Sea of Stars gave us a new monster, the Thornkin.  You know I love new monsters.

Seed of Worlds expands on their petty gods with d8 natures of this quasi-godlike entity. Tables for your OSR (or really any) game.

Stuffed Crocodile, one I have been lurking at for a bit for their Dark Eye content, gives us a new monster, Wiedergänger. This one will be a lot of fun to use!

Finally, we have V Donnut Valley. We get a monster and a god.  Not to mention that they are hosting the November Blog Carnival, Let’s Party! Festivals and ceremonies! I will certainly have to find something for my group of gods here.


I hope you enjoyed all these entries and the ones I did! Looking forward to participating again next year.



Halloween Hangover 2023

Well...not so much of a hangover, really. Covid-19 still has me down (I tested positive again just a bit ago).

Sluppin Pumpkin


October Movie Challenge

Follow Timothy's board October Horror Movie Challenge on Pinterest.

Last year I said I'd hit over 500 by this year. Well...I was not expecting to get sick so I am seven short. Too bad really. It would have been nice to hit that 500-movie mark. 


RPG Blog Carnival

I'll get a wrap-up of this this week (or next). I am going to do more of these gods and get a recap of what others have posted as well.

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 1

 Opening the large iron doors from Level 10, the party walks through an open expanse. In front of them is a large stone archway flanked on either side by two large gargoyles (the mundane sort) with burning braziers at their feet. When the party gets close, the braziers alight. The gargoyles then recite the following:

In shadows deep, where bravery has led,Adventurers with hearts of courage bred,Before you lies a path of chilling dread,The Labyrinth of Terror, where fear's thread.

You've ventured far, your courage on display,With every step, you've faced the darkest fray,But now, heed well the words I must convey,For in this maze, only the strongest may.

The Vampire Queen, her power bound in night,Within these walls, she plots her vile delight,Turn back, dear souls, before the fading light,For wisdom now demands you take your flight.

The bravest, strongest, wisest shall endure,In this dread maze, where terrors still obscure,In unity, your fate you must secure,Or face the Queen, with darkness to ensure.


The party stands before the entrance to the Labyrinth of Terror.

The walls are made of a uniform gray stone that seems to move with distorted faces out of the corner of the eye. Looking at them directly though shows only gray stone. The hallways are 25 ft apart, the ceiling is 50ft high. The walls run from the floor to the ceiling. The walls can't be broken down. Any damage appears to repair itself once the party looks away.

--

This month will the Labyrinth of Terror. Instead of a series of rooms there are marked encounter areas the party may or may not find. I'll detail each encounter area.

Here are the Encounter Areas.

 Encounters
Monsters are tied to their areas by magical compulsion. Suitable prey and food is teleported in from parts (and persons) unknown. They are under a curse so they never age.

And this is the correct path out.

 Solution


October Horror Movie Challenge: Last Night in Soho (2021)

Last Night in Soho (2021) Still down with Covid. So, I only have about one movie left in me. Tonight's topic is "All Hallow's Eve" and there were a bunch of movies I wanted to watch. But in the end I landed on another one I had wanted to see for a bit. Thankfully it also takes place on Halloween.

Last Night in Soho

Matt Smith, Anya Taylor-Joy, and Thomasin McKenzie as the stars? Dianna Rigg and Terrance Stamp as special guest stars? Yeah, you can see why I wanted to see it.

Thomasin McKenzie plays Eloise "Ellie" Turner. A nice girl who wants to be a fashion designer. She lives with her grandmother, loves music and fashion from the 1960s, oh, and she sees the ghost of her dead mother ever so often.  Ellie gets accepted to the London College of Fashion in London and it is obvious that this little Cornish girl is not as sophisticated as her peers.  Uncomfortable with all the partying and her roommate bringing home guys she seeks out an apartment for rent from old Ms. Collins (Dianna Rigg).  

Soon Ellie starts having visions. Very, very detailed visions of the life of a girl her age in the 1960s, Sandie played by the always amazing Anya Taylor-Joy. Ellie meets Jack, played with fantastic creepiness by Matt Smith, who wants to help her achieve her dreams of singing on stage. 

Ellie wakes up and begins having trouble determining what is real and what isn't. She also starts seeing an older man (Terrance Stamp) everywhere who seems to know a lot about her. 

Soon Ellie's visions are getting more and more violent. Jack is not Sandie's manager but her pimp. Each vision is getting worse to the point where she she sees Sandie and Jack fighting in the same room she is now staying in. Ellie is convinced that Jack killed Sandie and goes looking in the archives for her. But she all she finds are more and more ghosts of her former Johns.  She tries to tell the police, but they think she is crazy.

She confronts the old man, who seems to have known Sandie and Ellie thinks is Jack. But after he is hit by a car we learn he had been a Vice Cop back in the 1960s. Ellie soon realizes that she had seen him, through Sandie's eyes.

Deciding she has had enough Ellie wants out of the apartment, she goes back and asks her friend John (Michael Ajao, as maybe one of the few decent people here) to wait for her while she gets her things.  Ms Collins is waiting for her and offers her a cup of tea. We learn that Ms Collins is in fact Sandie. She was killed, she was the one doing the killings and she hid all the bodies in the floorboards of her home.  The ghosts have been coming to Ellie to ask for help.

In the end we see Ellie has completed her designs and has a fashion show where her grandmother and John come. Sandie is doing better, but she is still seeing the ghost of her mother and now of Sandie as well.

Among other things this was a great little thriller and mystery.  It was Diana Rigg's last role.

The soundtrack is quite amazing.  A great spooky ghost story.

HAPPY HALLOWEEN!

October Horror Movie Challenge 2023
Viewed: 35
First Time Views: 23

31 Days of Halloween Movie Challenge


D&DGII The Black Forest Mythos: Hüter, Lord of the Dead

 I didn't get as many of these done as I wanted, but that is okay, it can extend into November.  Today is Halloween so I thought the Lord of the Dead might be a good choice for today.

The Romans and the Germanic people had different views on their Lords of the Dead. The Roman Pluto was not exactly the same as the Greek Hades. In truth, the Greek Hades was not even the same over time. Pluto is more of a blending of Hades and the god of riches Ploûtos. Conflating things further in the Eleusinian Mysteries, Pluto, or Ploutōn, became the God in charge of the Earth that helped the seeds to grow.

Greeks, and to a degree Romans, would never say the name of Hades/Pluto. Fearing doing so would attract his attention. Contrast this with the Norse and Germanic myths. While there was Hel, the protector of the dead was Odin or Wotan. Odin was held in very high regard and his name (all of them) was used many times.  Somewhere Hüter, my Lord of the Dead, needs to strike this balance.  Balance here seems to be the key.

Hüter, Lord of the dead

Hüter

Hüter is the dispassionate Lord of the Dead. He is neither good nor is he evil. His role is to make sure the dead stay dead. Therefore undead are blasphemous to him. He controls the underground realm and thus all riches that come from the ground are his.

The Lord Underground does not cause death or control the dead but he does keep the souls of the dead under his care and protection. Prayers to Hüter are made in silence, not in fear of his name but in respect of his silent realm of Hölle. Here in this realm, he rules silently over a silent horde of the dead.  

HÜTER (God of the Dead and Riches)

Greater God

ARMOR CLASS: 1
MOVE: 24"
HIT POINTS: 380
NO. OF ATTACKS: 2
DAMAGE/ATTACK:  4-48
SPECIAL ATTACKS: Death Touch
SPECIAL DEFENSES: Aura of Silence 60'
MAGIC RESISTANCE: Special

SIZE: M (5' 10")
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All
SYMBOL: Raven
PLANE: Hölle

CLERIC/DRUID: 20th level Cleric
FIGHTER: 15th level Fighter
MAGIC-USER/ILLUSIONIST: 10th level Illusionist
THIEF/ASSASSIN: 15th level in each
MONK/BARD: 15th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 20 I: 23 W: 24 D: 18 C: 20 CH: 16

Hüter is the Lord of the Dead and Riches. He rules from his dark throne in the center of Hölle. Here he is surrounded by the dead and the riches of the land. He is the protector and guardian of the dead. The dead enter his realm never to leave. He is not their jailer, but their custodian and protector. He allows none to enter who do not belong and none may leave.

He has many names. The Silent One, The Rich One, the Lord of this World, the Last Confessor, the Whispered One, the Dread Lord, the Gray Lord, and many more. It is said that even the Gods themselves fear him. 

The Lord of the Dead prefers not to attack. Anyone who gets into his realm has already passed through Helga (who many believe is his daughter) and Heuler. If they have gotten this far it has been with his permission. If he does he has a sword of black steel that does 4-48 (4d12) hp per hit. He can command one creature per round to die.  Death in Hüter's realm is permanent and once dead they cannot be raised. On his command, he can also impose Silence 60' radius around him.

When communicating with his cleric the Dread Lord speaks in signs and portents that they must translate. Often these are in the form of his chosen animal the Raven. 

Animal: Ravens
Rainment: (Head) crown made of horns (Body) Rich garments of black. Robes of black
Color(s): Black
Holy Days: None
Sacrifices: All the dead are sacrifices to him
Place of Worship: Places of death.

Links

This is another post for my RPG Blog Carnival Horrors, Gods, and Monsters.
RPG Blog Carnival


--

That is the final entry for this month for my RPG Blog Carnival.  I have more gods and monsters for these myths and that will continue.

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 31

 This tomb ends in large ornate iron doors.

The doors are locked (open locks roll or Knock spell), and a combined strength of 35 is needed to open these doors.

Room 31

Once open the party sees a long set of stairs descending into the dark.

There are 300 steps down.  Every 100 steps, there is a set of spring traps that fire gouts of flame for 6d6 hp points of damage.  Save for half. The traps can be disabled with successful find and disable traps roll.

There are a set of similar doors at the bottom of the stairs to Level 11.

October Horror Movie Challenge: Destroy All Monsters (1968) & Godzilla: Final Wars (2004)

 Tonight's movie choice is Remake Better than the Original. Well, I am sick and so is everyone else here I thought a comfort movie was in order. For that, my oldest and I hit the Godzilla channel on Pluto and caught Destroy All Monsters (1968) and followed it up with the "remake" Godzilla: Final Wars (2004) on DVD.  The remake is better than the original.

Destroy All Monsters (1968)Godzilla Final Wars (2004)

I have seen both movies dozens of times.  Interestingly enough both movies take place right around the same time. 1999 for DAM and 2004 for GFW.

Both movies cover similar ground. All the monsters are located in the same place and mostly under control until a group of aliens (Kilaaks and Xiliens) control all the monsters and get them to attack all the cities in the world. 

Only one monster can stop them and that is Godzillia. In DAM all monsters are under the control of the aliens but break free. King Ghidorah is then used to fight the remaining monsters.

In GFW all the monsters are under control of the Xiliens, including the "American" Godzilla from the horrible 1998 Godzilla movie which is a lot of fun and always makes my son and I laugh.

Of course Godzilla: Final Wars is just so over the top. American Don Frye as Captain Douglas Gordon is just pure cheese. "There's two things you don't know about the Earth kid." he says to the Xilien leader "There's me. And there's Godzillia."  Yeah, He put himself in the same breath as a radio active monster.

Speaking of which, the Xilien Leader, played by Kazuki Kitamura just chews up every scene he is in with such glee. You don't even need to speak Japanese or read the subtitles to know what he is all about. 

Both movies end mostly the same way. Godzilla vs. King Ghidorah. Godzilla's son is even in both.

Are they horror? Well...the franchise began that way, but by the time we hit these movies they are more sci-fi professional wrestling with special effects, and I am ok with that.

October Horror Movie Challenge 2023
Viewed: 34
First Time Views: 22

31 Days of Halloween Movie Challenge


Monstrous Mondays: D&DGII Draugr

DraugrI am surprised I have not tried to stat these guys up before this. But this seems the perfect time to do it.  

Draugr

Draugr are powerful undead creatures of former warriors under a powerful curse. Typically, they are cursed to guard a large treasure or powerful tomb of a lord or king. However, it is said that the curse would not take hold if there was not already some evil in their hearts. 

The process of creating a draugr involves dark necromancy and the ritual sacrifice of warriors of at least 7th level of experience. 

They are sacrificed and their corpses are dumped into whatever burial pit or hole they are set to guard.

DRAUGR
FREQUENCY: Very Rare
NO. APPEARING: 1-3
ARMOR CLASS: 2
MOVE: 24" 
HIT DICE: 8+16 (52 hp)
% IN LAIR: 100%
TREASURE TYPE: B
NO. OF ATTACKS: 2 weapons or touch
DAMAGE/ATTACK: 1d8+3, 1d8+3
SPECIAL ATTACKS: Constitution Drain
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: M (6' at shoulder)
PSIONIC ABILITY: Nil

Draugr are undead warriors of exceptional ability and strength placed under a curse. They are set to guard some larger treasure of a powerful lord or chieftain.  Typically 1 to 3 draugr are found per tomb along with the treasures of their lord.  Disturbing the tomb will cause the draugr to attack. 

The creatures attack with a sword twice per round. They add +3 to each attack due to high strength. They can as an option, touch an opponent and drain one (1) point of Constitution per successful touch attack. Victims drained to 0 Constitution become wights under the control of the draugr that drained them. Lost Constitution points can be restored at the rate of 1 point per week of bed rest or via any magic that can restore lost levels. 

Draugr can only be hit by magic, +2 weapons, or better weapons. They turn as Vampires. They are harmed by holy water and cannot enter sanctified or holy ground save for where they were buried. They are not harmed 

If the draugr's treasure is taken and the draugr is not completely destroyed it will hunt down every piece of it down to the last copper piece. The only way to completely destroy a draugr is to burn its remains to ash.  


Links

This is another post for my RPG Blog Carnival Horrors, Gods, and Monsters.
RPG Blog Carnival

#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.

October Horror Movie Challenge: Witch Hunt: A Century of Murder (2015)

 A Century of Murder (2015) I always do some sort of documentary every October Challenge. This year, I picked one that has been on my list for bit.  This one is not only covers my documentary criteria but also today's theme of Man is the Worst Monster.

Witch Hunt: A Century of Murder (2015)

Part 1 covers the start of the Witch craze (1600) in the British Isles with King James VI and Bailiff David Seaton. 

The torture of Gillis Duncan, Seaton's maid, which set off the witch hunting in Scottland was bad enough but it was a domino effect that killed 100s of innocents. This includes Agnes Sampson who is often considered to be the "witch" that convinced King James VI of Scotland (Later King James I of England) that witches were a threat.

There is some good coverage of the Malleus Maleficarum, but mostly it focuses on the more "local" Demonologie by King James.

Presented by Suzannah Lipscomb a professor emerita of history.  Reading over her CV I am pretty impressed to be honest. 

This one also spends some time on the Pendle Hill witches, a particularly dark time of the English witch trials.  

Part 2 large focuses on Mathew Hopkins, the Witchfinder General. We are now in the reign of King Charles I and the British Civil War. The conditions were right to bring about the likes of Hopkins. There is a level of cruelty here that I can scarcely believe. Scratch that. I can believe it. I have been reading this stuff for years. Humans suck.

A direct line is drawn between King James to Hopkins to as far away as the Salem Witch Trails.

By my count this accounts for few hundred murdered. 

Far worse horrors than any horror movie I watched so far.


October Horror Movie Challenge 2023
Viewed: 32
First Time Views: 22

31 Days of Halloween Movie Challenge


#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 29

 Moving out into the cavern, it becomes obvious right away that is not just a cave, but an open tomb.

Room 29

Inside this tomb are five dwarven mummies. Their bodies have been corrupted by the necrotic energies here and their former lives are forgotten. They now only are here to protect the sentences to the Vampire Queen's tomb.

#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.


October Horror Movie Challenge: Fear Street (2021)

 1994Man. Covid-19 sucks. I lack the brain power to properly review these, but I am going to try.

Fear Street is a trilogy of movies released to much hype on Netflix back in 2021. All three are set in the twin towns of Sunnyvale and Shadyside, and the curse of Sarah Fier the local witch, back in 1666. 

The three movies take place in three different times: 1994, 1978, and 1966.  All focus on serial killers attacking and killing Shadysiders every few years, giving it the nickname the Murder Capital of USA. While Shadysiders go crazy and kill each every few years, Sunnyvale has remained crime-free since it's inception.

Fear Street Part One: 1994

We get some background on the Sunnyvale/Shadyside history in the opener and go right into the first murder/killing.  Sadly it is Heather Watkins, played by Maya Hawke. I was looking forward to seeing more of her in this. We shift focus to Shadysider Denna (Kiana Madeira), who is in the midst of a break-up with "Sam." We don't know who Sam is yet, but Deena has some strong feelings, and her friends don't want to run interference for her anymore. There is a memorial for Heather, a Shadysider, and when learn (largely from Deena's brother Josh (Benjamin "Lil' P-Nut" Flores Jr.) that it is only Shadysiders that get killed.  The Shadysiders are there (high school mascot The Witches) and only the Sunnyvale (high school mascot The Devils), but a fight breaks out.  We also learn that Sam is short for Samantha. Sam has stayed in the closet (a much bigger deal in 1994) and moved to Sunnyvale.

While driving back in their bus the Shadysiders are harassed by some Sunnyvalers, with Peter, Sam's new boyfriend, driving. Deena decides to throw out the ice from their cooler, but a spontaneous bloody nose (that she and Sam both get) causes her to drop the cooler and Peter wrecks his car. Sam gets hurt and falls out and bleeds into Sarah's hidden grave.

Now Sarah's curse is in full force and former, previously dead, killers begin to hunt down Denna and her friends, but in truth just Sam. 

While trying to fight the monsters after them they discover more about Sarah Fier and how there was one survivor who saw the witch, C. Berman, from the Camp Nightwing Massacre, in 1978. However, they discover she survived because she had technically died and the killings stopped.  So all they have to do is kill Sam, stop the witch, and bring her back.  They manage to do that and the sheriff, Nick Goode, decides to put the blame on Deena's friends Simon and Kate, since they were known drug dealers. It is obvious Nick knows a lot more than he lets on. 

Later Deena and Sam, reconciled, are back at Deena's but Sam is possessed by Sarah Fier. They subdue her when they get a phone call from C. Berman. 

 1978Fear Street Part Two: 1978

This one starts where Part One left off. We now meet C. Christine Berman. She was the only survivor of the Camp Nightwing killing in 1978. 

In 1978, Christine, then called "Ziggy" (and played by Sadie Sink) is a Shadysider fighting with her sister Cindy (played by Emily Rudd) and has a mild crush on Sunnyvaller Nick Goode. That is until Cindy's boyfriend, Tommy, starts killing everyone. 

At first, the camp nurse tries to kill Tommy saying that one way or another he will die. Ziggy finds a book the nurse had kept detailing locations of where Sarah Fier had been buried with notes on what these places are in 1978. Also notes from when her own daughter had been the Shadyside killer years ago.

Using the nurse's map, Cindy discovers an ancient ritual area they believe to have belonged to Sarah Fier, and she even discovers Sarah's hand. They come up with the plan to reunite Sarah's hand with her body and hope that stops the supernatural killings. Ziggy and Cindy, racing against all the killers run to the hanging tree where Sarah was hung and then buried (but we know she isn't there) they bury the hand and then...nothing. They are both killed by the killers who then disappear. Nick Goode runs up and manages to save Ziggy and bring her back. 

Back in 1994, with this new news, Deena and Josh go to the mall (where the hanging tree is) dig up the hand, and rush it out to where the car cashed in the first movie. Deena touches the body of Sarah Fier and suddenly is transported to 1666.

 1666Fear Street Part Three: 1666

Back in 1666 and Sarah Fier is living in the town of Union. We are seeing her as if she were Deena, but her reflection is still Sarah's. The townsfolk of Union (the township before it split into Sunnyvale and Shadyside) are a mix of actors from the previous two movies.  Sarah and the other girls in town know of "the old widow" and think she is a witch. They investigate her home hoping to find some herbs for their late-night party. Here Sarah discovers a book of black magic. The witch catches them, and sends them running.

At the party that night we learn that Sarah is also in love with Hannah Miller, the pastor's daughter. While at the party they sneak off to make-out. If this was a social problem in 1994, in 1666 it was enough to get them accused of evil practices...which is exactly what happens here.

The next day Pastor Miller locks all the children in the church, when Solomon Goode breaks in he discovers that Miller has killed all of the children, plucked out all their eyes including his own and left them in a pile on the floor. The townspeople discover it and think that Sarah and Hannah have placed a curse on them as "witches."

They capture Hannah and plan to hang her in the morning. Sarah decides if they are going to hang her as a witch she might as well be a witch, so she goes out to the widow's hoping to get her book on black magic only to find her murdered and the book gone.  She discovers that Solomon Goode has it and had used it to summon devils to do his bidding. 

Sarah, now captured by Solomon, is accused of witchcraft. She will be hung. She promises Solomon that she will haunt him and his offspring until her innocence is proven. She exonerates Hannah so she won't hang, but is hung herself.  After she is dead, her friends come and dig her up and rebury her elsewhere in secret. 

Fear Street Part One: 1994, Part 2

The last part of this movie takes us back to 1994. Deena, now back to herself, knows everything. It was never Sarah Fier that had cursed the twin towns of Sunnyvale and Shadyside but the Goode family's deal with the Devils to be prosperous with the sacrifice of Shadysiders. They learn that they need to kill Sherif Goode.  Break the line and break the curse. The trouble is Goode has figured out they know.

They lure Goode and the resurrected killers out to the mall with more of Sam's blood. 

Not spoil more than I have; Deena gets to the Satanic altar and is caught by Sherrif Goode. They fight, and Goode falls into the pile of collected (and still living) organs. He begins to hallucinate about all the killers. While distracted, Deena kills him. With the Sherrif dead, the curse is broken. Sam is freed and suddenly crime begins happening in Suunyvale.

Sam comes out to her mother, and Josh finally meets the girl he had talking to online and everyone lives happily ever after.  That is until someone steals the satanic tome.

So this trilogy has pretty much everything this month's Challenge is looking for. First Time Watch, Summer Camp, Slasher, New Movie, We Are Weirdos, Teen Angst, Horror Comedy, Best Soundtrack (seriously 1994 and 1978 were both great), and Man is the Real Monster. So yeah. 

Plus they were all really good flicks, a lot of fun and each one captured their time periods and their genre's perfectly. 

The actors were all great, and I kinda hope we get to see Fear Street, Part 4 and more (there are like 100 of the Fear Street books by R. L. Stein).


October Horror Movie Challenge 2023
Viewed: 31
First Time Views: 21

31 Days of Halloween Movie Challenge



Pause

 Hey all. Gotta hit pause here.  I am down with Covid-19 and feel like shit.


#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 26

 Returning to the Room #9 entrance, two other entrances are only visible when coming from this direction. The first is on the right.

Room 26

The dwarven rune above the entryway proclaims this is the "Libary of the Dead."

There are several rune tablets here detailing the history of the clan and their wars with the Vampire Queen.  Only the first two wars are discussed here; they lost the third war.

There is 50,000 xp worth of knowledge here if the party had several days to read it all. They can't move the tablets out due to their weight. 

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