The Other Side

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 21

 Encounter area 21 is a cul-de-sac with a flight of stairs down to a collection of books in a small library.

Room 21

There are scores of books. Most are mundane but there are 30 books detailing monsters enough to grant readers an additional 500 xp.

There are also five spell books with random spells.

First level: 1d10+3
Second level: 1d8+4
Third level: 1d6+2
Fourth level: 1d6+1
Fifth level: 1d4+1

D&DGII The Black Forest Mythos: References

O. Von Corven "The Great Library of Alexandria" Artistic Rendering of the Library of Alexandria, based on some archaeological evidence.The end is nigh! I have one more set of gods I want to do for this project, and then I'll see if I can put together a PDF for everyone.  

I said I was not going to treat this as an academic work. Especially since I blatantly ignored things like real archeology, anthropology, and ethnographic studies. But I thought others might be interested in some of the legwork I did to get where I am on this today.

This is not a comprehensive bibliography, not even a targeted one. It is a catch-as-catch-can one based on the books I was reading when I started having these ideas.

References

Daileader, P. (2013). The Early Middle Ages. The Teaching Company.

Drake, J. (2020). Viking Mythology: 2 Books In 1 – The Complete Guide to Norse Mythology and Celtic Mythology Including Legends, Beliefs, Norse Folklore, Norse Gods, and Celtic Myths. Josh Drake.

D’Aulaire, I., & D’Aulaire, E. P. (1962, 1992). Book of greek myths. Doubleday Books for Young Readers.

Gaiman, N. (2018). Norse mythology. Bloomsbury.

Gosden, C. (2021). Magic: A history: From alchemy to witchcraft, from the Ice Age to the present. Picador.

Hale, J. R. (2013). Exploring the Roots of Religion. The Teaching Company.

Harl , K. W. (2011). The Fall of the Pagans and the Origins of Medieval Christianity. The Teaching Company.

Harl, K. W. (2005). The Vikings. The Teaching Company.

Higginbotham, J., & Higginbotham, R. (2018). Paganism: An introduction to earth-centered religions. Llewellyn Publications.

Lecouteux, C. (2016). Encyclopedia of norse and germanic folklore, mythology, and magic. Inner Traditions.

Lewis, S. (2018). Mythology mega collection: Classic stories from the Greek, Celtic, Norse, Japanese, Hindu, Chinese, Mesopotamian and Egyptian mythology. Scott Lewis.

Line, P. (2015). The Vikings and their enemies: Warfare in Northern Europe, 750-1100. Skyhorse Publishing.

O’Donnell, J. J. (2016). Pagans: The end of traditional religion and the rise of Christianity. ECCO an imprint of HarperCollins Publishers.

River, C. (Ed.). (2018). The Ancient World’s Most Mysterious Religious Cults: The History of the Cult of the Apis Bull, the Eleusinian Mysteries, and the Mysteries of Mithras. CreateSpace Independent Publishing Platform.

Voth, G. L. (2013). Myth in Human History. The Teaching Company.

Waggoner, B. (2009). The Sagas of Ragnar Lodbrok. The Troth.

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 20

 The creature in Encounter Area 20 looks like some sort of glowing ball floating in mid-air. In truth it is the glowing heart of an Infernal Gelatinous Cube.

Room 20

An Infernal Gelatinous Cube is a larger cousin to the common Gelatinous Cube

In addition to greater HD (10) and enhanced hp, this monstrosity has an infernal intelligence. 

It has an aura of heat that causes 1d8 hp of damage to all within 5' of it. It is also immune to fire and flame attacks. 

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 19

 Characters can hear a loud droning sound coming from encounter area 19 long before they see it.

Room 19

The monster is a Mezzalorn (a Wasp Demon).

Mezzalorn Demon (Wasp Demon)

Armor Class -3 [22]
Hit Dice 12* (54 hp)
Attacks 2 claws (1d6), 1 sting (2d6 + poison)
Special Magic resistance (10%), immune to poison
THAC0 11 [+8]
Movement 120’ (40’)
  Fly 120' (40')
Saving Throws D6 W7 P8 B9 S10 (12)
Morale 10
Alignment Chaotic
XP 3,400
Number Appearing 1 (1)
Treasure Type A

A mezzalorn looks like a hellish giant wasp with the head and torso of a man. When reduced to half its hit points it releases a pheromone that gives it and all other mezzalorns a +1 to-hit bonus. The poison injected by a mezzalorn’s stinger is lethal if the victim fails a saving throw.


#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 17

 Encounter area 17 is the normal haunt of a favorite creature of the Vampire Queen. A creature she had brought in from beyond reality.

Room 17

She called the creature the Labyrinthine Lurker. 

The Labyrinthine Lurker is a creature of stealth and shadow, resembling a sleek, upright, serpentine being with iridescent scales that blend seamlessly with the darkness of the maze. Its eyes glow with an eerie, hypnotic light, and it moves with a sinuous grace that allows it to navigate the labyrinthine corridors with ease.

It has something akin to arms and hands, but these are manifestations of shadows it can use to manipulate items. 

Labyrinthine Lurker
Armor Class: 2 [17]
Hit Dice: 11+22 (72 hp)
Move: 15" (Can phase through solid objects for 1 round)
Attacks: 1 bite or special
Damage: 2d6 or special
THAC0: 11 [+8]
No. Appearing: 1
Save As: D6 W7 P8 B9 S10 (11)
Alignment: Chaotic
XP: 1300
Morale: 10
Treasure Type: Nil

The Lurker takes advantage of the strange magical energies of this maze.

It's attack is a bite. It drains a little bit of blood each time. It tries reducing a victim to 0 hp so it can feed on the dying energies of the victims.

It has the following Special Abilities.

Shadow Cloak: The Labyrinthine Lurker can blend into the shadows, becoming nearly invisible to the naked eye. It uses this ability to lie in wait for unsuspecting adventurers, striking with precision when they least expect it.

Echo Step: The creature can move without making a sound, allowing it to stalk its prey silently. It leaves behind illusory echoes, confusing adventurers about its actual location within the maze.

Dimensional Phasing: The Labyrinthine Lurker has the power to phase through solid objects within the maze temporarily. This ability enables it to ambush adventurers by emerging from walls or the floor, making it a formidable opponent.

Labyrinth's Embrace: When the Labyrinthine Lurker closes in on its target, it can envelop them in a temporary pocket dimension. Inside this dimension, time seems to slow down for the trapped adventurer, giving the Lurker an advantage (+2 to hit) in combat.

Killing the Lurker will cause it to dissolve into a caustic pool of black goo. Anyone within 5' of it, when it reaches 0 hp, will be splashed with the black acidic blood and take 1d6 hp of damage per round until the goo is removed. Water is good, any form of alcohol is better. 

--

I am sitting in a parking lot waiting for my wife to wrap up a work thing. Hopefully, the formating is fine.

D&DGII The Black Forest Mythos: Schmied, the Craftsman, Smtihs, and God of Fire

 One of the last major gods of this Pantheon is Schmied, the god of craftsmen, ironworking, fire, and dwarves. He is often depicted as a dwarf.


Schmied

Schmied is a syncretic god who combines aspects of the Greek Hephaestus, the Roman Vulcan, the Norse Sons of Ivaldi and the myth of Weyland the Smith and thus Goibhnie of the Celts. All of these figures are related and likely all trace their origin back to a Proto-Indo European Smith God. Given the book I am reading now on PIE language reconstruction this could have been the God credited with giving humanity the wheel.

Schied here has a bit of all these gods as seen through the idea of the grumpy dwarf. I opted to take this somewhat stereotypical route because I figure he is the source of this archetype. I wanted him dour, grumpy, and largely unlikable. This comes, I admit, more from my readings of Goidhnie (Gowan) of the Celts. Though Vulcan and the Sons of Ivaldi were not going to win any popularity contests. Which interestingly enough, gets me to the first myth of the god.

Both Hephaestus and Vulcan are married off to their myths respective Goddess of Love. Here is where I wanted to differ. I honestly can't see Liebhaberin getting married at all. She is too busy cultivating young (and thus pre-married) love. But I did want to have a myth where Schmied got married to a beautiful woman, largely by trickery. Like I said he is an unpleasant god.

Schmied and Skalda

Skalda (note: not exactly Skaldi) was the beautiful goddess of Song and Poetry, in particular epic poetry. She decided one day she needed a husband. So she sought out the Gods to find a suitable candidate. Skalda wanted to find a husband among the greatest of Gods so she announced her attention. Her eye was set on Jäger and she began to openly court the God. His sister Jägerin, would not have it seeing Skalda as trying to improve her own standing among the gods. So she convinced Schmied, who she knew desperately desired Skalda, to begin to send her gifts.  Schmied fashioned a lute of pure gold that would play itself if commanded to Skalda. He sent her a breastplate of gold. A spear fashioned out of the rays of the sun. And automaton handmaidens carved out of pure ivory and inlaid with gold that were indistinguishable from living nymphs. 

Skalda, who believed that it was Jäger who sent her all these gifts swore before the Gods that she would only marry the God who had sent her such wonderful treasures. Expecting Jäger to step forward she was shocked and disgusted to see it was not the Bright God of the Sun, but the twisted God of Smiths.  But an oath before the Gods is an oath unbreakable. 

They did produce a son, Künstler, the God of fine art. But she has refused his bed ever since. 

SCHMIED (God of Smithing, Crafting, Fire and Dwarves)

Intermediate God

ARMOR CLASS: 2
MOVE: 9" 
HIT POINTS: 275
NO. OF ATTACKS: 2
DAMAGE/ATTACK:  1d10+5, 1d10+5
SPECIAL ATTACKS: Summon fire
SPECIAL DEFENSES: +1 or better to hit
MAGIC RESISTANCE: 70%

SIZE: M (4' 1")
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: All, smiths, craftsmen, dwarves
SYMBOL: A large hammer
PLANE: Erde (Prime Material)

CLERIC/DRUID: 10th level Cleric
FIGHTER: 5th level Fighter
MAGIC-USER/ILLUSIONIST: 10th level Magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 23 I: 12 W: 20 D: 16 C: 24 CH: 8

Schmied is the god of craftsmen, smiths, fire (in its creation aspect), as well as dwarves and kobolds. He appears as a heavily muscled dwarf covered in soot and grime from working in the forge. 

Schmied has very little to say to others. He prefers to spend his time in the forge working with his brothers (who have demigod status) creating items of great art. It is said that his forge can create anything and the magic items the gods wield were all created here.

In combat, he swings a giant hammer for 1d10+5 points of damage twice per round. He has the spell-casting ability of a 10th-level magic-user and a 10th-level cleric. He is quick to anger and will use his hammer attack first and his six brothers will join in (1d8+4 for their attacks).

He is also the god of the dwarves and kobolds, or knockers

Animal: Ox
Rainment: (Head) bare (Body) none
Color(s): Red, Black
Holy Days: The three days prior to the Summer Soltice and the three days after. 
Sacrifices: An ox or bull, sacrificed and cooked in a large fire. 
Place of Worship: Forges and Cave mouths. 

He is married to Skalda, the beautiful goddess of epic poetry and song, but she wants nothing to do with him.

He maintains a large home for them both in Himmel, but he stays on Erde in a cave where he toils over the forges with his brothers and their kobold assistants.

Skalda

Skalda is the beautiful but haughty and arrogant goddess of epic poetry and music. While her skill unmatched, she is jealous of the other goddess and always wants more. Though when she is sitting with her lute and creating new poems, few can match her charm and eloquence. 

Skalda, the Goddess of Epic Poetry and Music

SKALDA (Demi-Goddess of Epic Poetry and Music)
Demigoddess

ARMOR CLASS: -3
MOVE: 12"
HIT POINTS: 75
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d8/1d8
SPECIAL ATTACKS: Charming voice
SPECIAL DEFENSES: Inspiring aura
MAGIC RESISTANCE: 25%

SIZE: M (6' 2")
ALIGNMENT: Chaotic Neutral
WORSHIPER'S ALIGN: All, Bards
SYMBOL: Lute
PLANE: Erde (Prime Material)

CLERIC/DRUID: 9th Level Cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 5th level Illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 15th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 13 I:12 W: 16 D: 18 C: 14 CH: 21

Skalda is the demigoddess of epic poetry and music. She is beautiful, eloquent, and utterly vain. She knows that her gift is required by the gods to remain in mortals' minds. The apples of Ôstara may keep the gods young and immortal, but it is Skalda's songs keep them in their hearts.

This goddess appears as a very tall (6' 2") warrior goddess. She wears a golden breastplate that only fits her, granting her very low armor class. She wields a spear that when thrown, will return to her hand and her golden lute. Once she sets the lute to play it will play independently of her. 

Her voice has a constant Charm Person effect that is effective against all save for dwarves. Failing to save vs. spells means the victim is charmed and will do no harm to the goddess. She can also use her voice to inspire, granting all that hear it an additional 1d8 roll to use as needed: to attack, damage, saves or any other roll. This can be granted three times per day. 

She does not have many worshipers of her own, but all Bards pay her homage. 

Links

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 16

 When the characters enter Encounter Area 16 they are met with a Night Hag.

Room 16

The Night Hag is angry, but not at the characters (yet). She was trapped here by the same magic that draws others into this Labyrinth. Talking to the Hag will let them know more about the magic that grabbed her. She was not in the lower planes, but rather on the Prime Material in a different part of the PC's world.

The Hag will claim she only needs the power from one soul to be able to Gate them all out, the PCs just need to choose.  

If they don't then she will try to kill one PC and then just gate herself out once she has the soul. 

In addition to her normal treasure she has five (5) soul coins. These coins contain the souls of one person. They can be used as currency in the Lower Planes or be given to a cleric of 18th level who can use them to raise the person whose soul was taken.

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.

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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


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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

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