The Other Side

Classic Adventures Revisited: X2 Castle Amber

X2 Castle Amber (Chateau d' Amberville)What can I possibly say about Castle Amber?

This adventure had always been something of a Holy Grail quest for me. I was a huge fan of Tom Moldvay, I had heard this adventure took place in Glantri and it was full of horror elements. As time went on and I still never found a copy I began to hear more; that it was a crazy dungeon full of crazier NPCs. That it is was more of a thinking module and not a hack and slash one and finally, it was heavily influenced by Clark Ashton Smith, whom I always felt was superior to Lovecraft in many respects.

I did finally get a copy from my FLGS, paid a lot for it, and I also got a copy from DriveThruRPG. The module lives up to the hype. It is not a particularly easy module to run and you better spend a lot of time with it. But for me at that time (the mid-90s when I finally got a copy) it became a great addition to my growing Ravenloft collection. It was not officially part of Ravenloft mind you, but so much of it feels the same that it would have been a crime not to bring them together.  

Later I ran it for my family under D&D 5e rules and it quickly became one of their most favorite adventures ever.  I started a trend in my family's games; they love anything done by Tom Moldvay. 

For this review and retrospective, I am considering my original Castle Amber module, the PDF and POD from DriveThruRPG, and the Goodman Games hardcover of the Original and 5e update.

X2 Castle Amber

Castle Amber is an adventure for characters level 3 to 6 for the D&D Expert Set.  It was written by Tom Moldvay, who gave us D&D Basic set half of the B/X D&D line. This adventure shows that.  While the Expert set was more focused on wilderness adventures, this is a romp through a "haunted house."  For many gamers of a certain age this became the template for all sorts of Haunted House dungeons that are still being published today.

Physically the original adventure was a 28 page book with color covers by Erol Otus with the maps of the titular castle in old-school blue on the inside covers.  The art inside is black and white and done primarily by Jim Holloway.  The art has a duel effect here.  Otus was the prime B/X cover artist, so the feel here is 100% his weird fantasy vibe of B/X.  Jim Holloway was also at this time the primary artist for the Horror game Chill.  Come for the weirdness, stay for the horror. 

Averoigne

The adventure is overtly an homage to the tales of Clark Ashton Smith.  The area where it all takes place, Averoigne, is used right out of the works of CAS.  The Amber family would fit right-in in one of his tales and that is the Colossus of Ylourgne, or rather his D&D counterpart, on the cover.  The adventure even includes a reading guide for those that want to read up on the tales of CAS, and I highly recommend doing so.

CAS, and his contemporary H.P. Lovecraft, were no strangers to the D&D world by 1981.  Indeed Molday's pulp sensibilities shine throughout in this adventure as much as they did with X1 The Isle of Dread and B4 The Lost City.  All three adventures have also been updated by Goodman Games for 5e in their hardcover Original Adventures Reincarnated series, making Moldvay their most reprinted designer. Even more than Gygax himself who as of this writing only has 1, soon to be 2.

There is a lot to love about this adventure too.  There are monsters to kill yes, but this is not a kick in the doors and kill the monster sort of deal.  There is a mood and atmosphere here.  In fact this is the prototype for the horror adventures of later date, in particular Ravenloft (which I will discuss).

On one hand, we have a haunted house filled with the not-quite-dead members of the Amber family.  This can be a pulpy nightmare or even a Gothic tale.  The room with the Tarot cards and their abilities gives us a sneak peak of some the things we will see in Ravenloft. On the other we have creatures from beyond that are quite Lovecraftian.  The Neh-Thalggu, or the Brain Collector, is a creepy ass aberration that can give the Mi-Go a run for their money.  

There is travel to other worlds via some strange mists and 16 new monsters. Some of these monsters also appeared in The Isle of Dread, but here they feel a bit different.  Plus what other B/X D&D book can you name that has "Demons" and "Pagans" in it. 

The background of this is rich enough that you want more of it. More on Averoigne and its connection to Glantri, more on the Amber family, and more on the world that this adventure implies.  It is no surprise really that much of this adventure and what it all implies found welcome homes in the BECMI version of Glantri.   

For me though the best connection is the one to Ravenloft. I have to admit the last time I ran this adventure I made the tie-ins to Ravenloft more specific, but I did not have to do much. I have to admit I was rather gleeful inside at the scene where they have to run from the "Grey Mists" to get into the castle.

Classic Modules Today & Revisited

I mentioned the Goodman Games hardcover above, but it really is a gem of a product.  With it, you get the original adventure and a 5e version of the adventure (where was that when I needed it!) as well as some fantastic comments about the adventure itself.  I wish Tom Moldvay had still been alive to give us his thoughts on this.   The 5e version expands on the Castle and those within.  There are a lot more monsters included and there are full NPC stat writeups for members of the Amber family. 

NPCs

Most of all this new version expands Averoigne in ways I would have loved to have had years ago. 

Additionally, there is the Classic Modules Today version published on DMsGuild by Chris Nolen. This one is a straightforward conversion. You need the original adventure but it is a fraction of the cost of the Goodman Games version.  I have both and have used both to great effect.   

Plays Well With Others

Castle Amber is a fantastic adventure and I am a big fan if you can't tell.  What I enjoy the most about it is that by the nature of the adventure itself and how it is written it can easily be added to any world and slotted into any sort of campaign. For me it was a no-brainer for my Come Endless Darkness campaign.  While that campaign is overtly a "Greyhawk" again the nature of it allowed a side trip to Mystara/The Known World. I would later use it as the "front door" to my Ravenloft adventure.  It was something I have wanted to do for so long and it worked so well I want to do it more.  A lot more.  While I gladly mixed and matched Basic, AD&D, 3e and 5e in my games, it is now much easier now that everything I want speaks the same, 5e, language.

Castle Amber & Ravenloft 5e

I have long postulated that not only is Castle Amber a Proto-Ravenloft, but Barovia is from Mystara/The Known World.   These connections are made more explicit with the D&D 5e adventure Curse of Strahd.  With the 5e Curse of Strahd, 5e Van Richten's Guide to Ravenloft, and Goodman Games 5e Castle Amber this is now a trivial effort.

Ravenloft and Castle Amber

In fact, using the same process from Chapter 2 of Van Richten's Guide to Ravenloft you could easily make the Averoigne of Castle Amber into a Domain of Dread. 

Averoigne is Gothic Horror and Dark Fantasy, with some Cosmic Horror and some Folk Horror.  I could turn up the horror elements a little, but I would not need to do much, to be honest.  Thinking back to my original running of X2 Castle Amber and I6 Ravenloft using the then-new 5e rules I had great fun. If I had tied them closer together then it would have been fantastic. 

Black Rose

Back in the early days of this blog I discussed a game I wanted to run; Black Rose, a combination of Blue Rose and Ravenloft.  Now with the 5e version of Blue Rose out, it would be a lot easier. 


I will have to write my review of the new Blue Rose Adventurer's Guide

This also begs for a good (or Goodman) version of B3 Palace of the Silver Princess for 5e.

Castle Amber is easily one of my favorite adventures and the appeal of it has only grown for me over the years.

Links

The Black Gate ran a fantastic series on Clark Ashton Smith.  I won't link all of them here, just ones that are germane to this discussion, but they are all good.

Monstrous Mondays: The Bagman

Van Richten's Guide to Ravenloft has been a lot of fun.  One of the most talked-about monsters featured in it, the Bagman, doesn't have stats. Now before you freak out about this, it is by design.  

In Chapter 5 the section Creating Unique Nightmares covers how one could make a Bagman. 

For example, perhaps you’ve got an idea for a troll that ambushes adventurers while they rest. Considering its origins and appearance, the troll literally being a troll isn’t important to you; you’re more interested in that general challenge and look for the creature. To make your troll feel notorious, you think of what would scare adventurers—where they’re vulnerable and what they’re sensitive about. You come up with an idea for a creature that can come from anywhere, maybe even within the adventurers’ own gear. With tactics and traits in mind, you think of your troll as an abductor and give it the Grappler trait of a mimic and the Amorphous trait of a black pudding so it can sneak in anywhere. Finally, you don’t think of the troll as a minion, but you give it the Alien Mind trait to reect its tormented psyche. Then you esh out its story and give it a name: the Bagman.

- Van Richten's Guide to Ravenloft, p. 225

The Bagman is described as an "Urban Legend," it is what happens when someone crawls into a bag of holding out of fear and dies inside.  Troll + Mimic + Black Pudding = scary monster that you can scale to meet the needs of your party.   Sounds great.  But MY Bagman would be a little different.  Sure Troll is a great place to start, but I want something a little scarier.

bagman"I was an adventurer once just like yoooooou!"Bagman
Large Undead (Corporeal)

Frequency: Very Rare
Number Appearing: 0 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 5 [14]
Hit Dice: 8d8+8** (44 hp)
 Large: 8d10+8** (52 hp)
THAC0: 8 (+11)
Attacks: 2 claws, fear aura
Damage: 1d8+3 x2
Special: Amorphous, fear aura, grab, magic required to hit, undead
Save: Monster 8
Morale: 12 (12)
Treasure Hoard Class: None
XP: 1,750 (OSE) 1,840 (LL)

Str: 18 (+3) Dex: 16 (+2) Con: 13 (+1) Int: 7 (-1) Wis: 7 (-1) Cha: 6 (-1)

The bagman is an undead creature found hiding inside Bags of Holding.   Legend has it that the first bagman was an adventurer who in a fit of panic crawled inside a bag of holding to hide.  His fellow party members were all killed and the bag was tied up and stuffed into a troll's treasure hoard.  The adventurer died inside that bag and the extra-dimensional properties keep their spirit from moving on.  It also twisted their body into an elongated shape.  Their hair and nails have grown long and their bodies are thin and emaciated from dying of starvation.

The bagman is only encountered in their lair; a bag of holding.  Once the bag is picked up and carried away by an unsuspecting victim the bagman will wait until the bag is motionless again and then it will attack.  They emanate an aura of fear like the spell cause fear.  While the fear is creeping over the potential victims the bagman crawls out of their bag of holding. They will surprise on a 1-3 on a d6.  They move silently and stealthy as an 8th level thief with Dex 16. The bagman never speaks.  They attack with their long claws. 

On a successful critical hit (natural 20), it grabs the victim and pulls it into the Bag of Holding it was using as its lair.  Inside it will attempt to strangle the victim.  The bagman feeds on the dying energies of the victim.  

It is believed that to destroy a bagman one also must destroy the bag of holding they are attached to.

As undead monsters, they are immune to mind-affecting spells.  Magic spells or weapons are needed to hit it. They turn as Spectres.  Any "T" result will send them back inside their bag of holding.

--

I like it. A creepy-ass monster / urban legend.  Something old Grognards tell young adventurers before they head out on their first campaign.  "Watch out for those bags of holding!  The bagman will get yeah when you sleep!"  They laugh and drink their ales, and quietly, and hope no one notices, the slight tremble in their voice or the shake of their hand as they remember a time when the bagman came for them.

The best part about this?  Everyone should create their own bagman stats.  Some are slimy monsters. Others are extra-dimensional aberrations that enter our world via a bag of holding.  Others are stranger still.  Every campaign out there has a different bagman with different powers, attacks, weaknesses.

It might be interesting to see what others do!  

Sword & Sorcery & Cinema: Belladonna of Sadness (1973)

Green is the color of the devil.

Looking over my plans for a new Darklord and some other ideas I went search for a very specific sort of movie. I wanted something set in the Dark Ages, I wanted it to involve a witch, and a normally innocent person turning to evil, or at least revenge.

I got a few hits, but the one that keep coming up in various permutations of my searches was the Japanese Animated feature, Kanashimi no Beradonna, also known as La Sorcière, Tragedy of Belladonna, and Belladonna of Sadness.

The movie takes place in an undisclosed time and place, but it is obviously some sort of feudal time.  Though we later learn it was medieval France, it could be anywhere.  Jeanne and her husband Jean have just gotten married and the Lord of the land demands jus primae noctis since Jean can't pay all his taxes.  That night Jeanne is brutalized and she returns home bloodied and bruised. While her husband wants her to forget Jeanne has visions of a phallic-shaped devil that promises her power in return for just small things.   She hesitates at first but soon succumbs to the little monster.

Soon Jeanne has power. Her husband is elevated to tax collector, though when he can't collect all the taxes the Lord chops off his hand.  As she grows in power her devil grows in size. Soon Jeanne is the true power in her village.  When the Lord returns from a war he seeks to arrest Jeanne, but she flees into the forest where she lives for a while.  The villagers start to die from the Bubonic plague and it is Jeanne that saves them with her magic.  They celebrate by throwing a huge orgy.

Jeanne runs afoul of the Lord and his wife again. She manages to get the wife killed when a young page comes to her for a love potion for the Lord's wife. The Lord offers to marry Jeanne but she refuses, claiming she wants everything he has.

She burned at the stake but as she looks out at the onlookers she sees their faces turn into hers. Knowing they sympathize with her.  The narration tells us that Jeanne's spirit lives on in the women of France and they will rise up to eventually overthrow the monarchy in the French Revolution.  It is implied that she is reborn as Liberty in La Liberté guidant le peuple

This was not like any anime movie I have ever seen before.  Check out the trailer for it.

The artistic style is not what many consider "anime" and there is almost a Ralph Bashski psychedelic about it.  The story is of course quite sad. Jeanne never has a choice in her actions, but at least she makes the best of them and she is defiant even to the point she is burning on the stake. 

Articles keep calling it "X" Rated. But that really is sensationalism.  Yes, there is a rape in the beginning, but it is all done in metaphor. Ok. Graphic metaphor.  The trailer has a lot of nudity in it, but that might be every cut in movie.  No, where this movie is the most disturbing is the violence perpetrated on Jeanne (and some to Jean) and how she reacts to it all. 

There is a lot to process in this movie, to be honest. I am severely disappointed I never saw it before this.  

Gaming Content

Would Jeanne be a Darklord? I am not sure, she doesn't seem to live up to the evil witch she is described as or thought of by others.  Instead, she becomes something else. Liberty if the movie is followed.  But there are moments when she could have turned a lot more evil.  I would have a very difficult time blaming her to be honest. 

I do like the subtle seduction the little devil does. As she grows in power, so does he.  This would be a good Warlock Patron.   

There is more I would love to do with this. I think I am going to need the BluRay. 

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.

Kickstart Your Weekend: Knock-Down Drag-Out: Country Noir RPG

I do love Kickstarter. I love it when it is used for a smaller company that has an idea and wants to get it off the ground.  Not companies that are using it as a "pre-order" system, but rather a real venture capital like solution.

Case in point.

Knock-Down Drag-Out: Country Noir RPG

https://www.kickstarter.com/projects/kddo/knock-down-drag-out-1?ref=theotherside

Country Noir is best described as Americana Folk Horror.  Here are what the authors have to say.

Dark country roads, darker forest lands. Crumbling factories and dying towns. Bare-knuckle brawls and gunfights. Mystery and danger. These are just a few of the elements common to “country noir” (sometimes also called hillbilly noir, grit-lit, or southern noir), a category of crime fiction and film where secrets are everywhere and the restoration of order and justice are by no means a sure thing. Winter's Bone, Justified, Ozark, Hap & Leonard, and the Slim in Little Egypt series. Knock-Down Drag-Out is a way for you and your friends to bring these kinds of stories to life.

I mean it sounds really great. 

Now full disclosure. I know of the authors, but they might not remember me. Jason & Ian Miller both worked with my brother at a movie theatre in the heart of Little Egypt.  They had even been to my house at a Halloween Party where they drank some mead my roommates and I had made the year before.  We thought one of them was going to go blind from it.

The game looks like a lot of fun and one I would really enjoy.

So it would be great if it got funded!

Check it out and throw some coin in their direction.

Ginny Di: Backstories don't have to be tragic to be interesting

Ginny DiLet's take a quick break from Ravenloft to talk about something that will send many DM's screaming for the hills in horror.

Character backstories

Now, most old-school players will argue that 1st level characters don't need a backstory.  That would be fine and all, but I remember playing in the 80s. I have lost count of how many "disgraced princes," "lost royalty," or "tragic orphans" I ran into in games.  I get it, it was fantasy and a way to play out various ideas, concepts, whatever.  D&D was cheaper than therapy. I get it. I do.  And it is fine you don't want to do them now.

But don't pretend it didn't happen.

I have no issues with backstories.  In most of the RPGs I play a backstory is an excuse for the GM (me) to torture your character some more.  Have the Love quality/drawback in the Buffy RPG?  Yeah. Might want to rethink that one.  But I don't always have to do that.   

Our two primary modern examples of "The Hero with a Thousand Faces" by Joesph Campbell are Luke Skywalker and Harry Potter. By all accounts, they are 1st level characters.  Luke is a farm kid. Harry is an abused 11-year-old.  BOTH have great backstories.  "Yer a wizard Harry!" "My name is Luke." "Yer a Jedi Luke!"  But, yes, both are tragic backstories.  Take Campbell's own example of the Monomyth, Gilgamesh.  Gilgamesh is already the King when the story starts.  That's a backstory no one would accept!

Let's just say that there is going to be some sort of backstory.  How should you do it?

Well once again let's turn to Ginny Di.  

She might be new at D&D but her enthusiasm is greater and more infectious than a room full of Grogs blogging about it. Your humble author included.

Her recent video is overtly about one topic, but she actually makes two very good points here that pretty much everyone should agree with.

So her two major points are:

  1. Backstories don't need to be tragic or even dark
  2. Leave it open enough for your DM to work it into the campaign

That's solid advice. One I would like to hope that most Old-Schoolers follow already.

My oldest son has already instituted a "maximum" limit on what a backstory in his games are.  Right now I think it is a page, but he has talked about a paragraph.  Me? I don't care, make as long as you like just keep it in reason.

Ginny points out that characters, and this is true for every version of the game, are not normal people. A level 1 character is still better than a 0 level Normal Human.  They have more hp, are better at fighting or even have magic.  Even in Van Righten's Guide to Ravenloft, the Survivors are slightly better than normal humans.  Luke already was Force-sensitive, Harry could still do some minor magic and talk to snakes.  

Also, no normal person is going to live a life to go out adventuring.  So find those reasons.  Even if that reason is "I just want a pile of treasure." 

Taking Ginny's Advice

At the end of the video, she asks us two questions.  

Have you ever had a character with a happy backstory?
What kind of problems do you run into when writing character backstories?

These are good questions to ask.  

Happy Backstory?

Yes. My wizard Phygora, like his namesake and idol Phygor, came from a well to do, happy prosperous family in Glantri.  He was well-liked, no issues with school, loves, or friends. Just one day he decided, like Phygor before, him to travel the world to learn all the magic he could.  While this could have been tragic, it was symbolic of my own desires to learn all sorts of things.

I have had fighters and thieves that have "only it for the money" or as the kids say "the lolz."

Backstory Problems?

Sadly I do find the tragic backstory easier to write.  Larina's family died in their apothecary shop while she was away studying.  Though I recently brought her mother and father back. Johan's twin brother was killed by ghouls, then he died to become another's character's back story.  I have the usual suspects of orphans, outcasts and other murder hobos.  They far outweigh the happy stories.

Over the years though I have been looking at other ways to generate characters and backstories.

It occurred to me years (ok. decades) ago when sitting in my History of Psychology course.  We were going over Freud's theories of self and were contrasting them with later theorists. Now I have always preferred Jung over Freud.  I guess I am just Jung at heart! (sorry. That joke is mandated by my university, if I don't use it they take away my degrees.)

I am planning to expand on this, but I came to see many of my characters as representations of various Freudian and Jungian concepts.

The easiest one to show is Larina, she is a manifestation of my Jungian Anima/Shadow Self.  Phygora is my Freudian Super-Ego, Johan is my Ego and my assassin character represents my Id.  

I have always been curious if others have done this.

You can find Ginny Di online at:

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

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

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

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

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

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

Who is My Darklord?

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

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

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

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

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

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

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

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

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

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

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

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

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

Background

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

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

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

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

Photo by Quang Nguyen Vinh from PexelsPhoto by Quang Nguyen Vinh from PexelsThe Domain

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

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

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

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

Genres of Horror

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

Arevenir
Domain of the Vampire Queen

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

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

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

To escape they have to find the proper talisman. 

--

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

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

It would be fun little diversion. 

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

Character Creation Challenge: Swords & Wizardry Boxed Set

Swords & Wizardry Boxed setIs it really June 1st??  Spent my Memorial Day weekend the same way I always do; grilling a bunch of food and spending all my time helping my wife in her garden.  So far we have 61 tomato plants in, 3 tomatillos, 74 peppers ranging from sweet to "Satan's Kiss,"  untold numbers of onions, potatoes, celery, squash and I have no idea what else.  Sadly we ended up losing all of our okra plants due to a late-season frost.

But today is a new month and that means a new character.  Although today's character is not new, per se, it is new since this is the first time I have presented this character before she became a Vampire.

The Game: Swords & Wizardry Boxed Set

I got my Swords & Wizardry Boxed set in the mail over the weekend from the Kickstarter.  It is a great-looking set and I want to spend some more time with it.  Getting a set of dice inside was a nice touch.  The books are top-notch really. Though I fear that my old-school itch is now being scratched by Old-School Essentials. Still, my oldest saw my set and admired it so maybe he will do some running with it.

There is a lot to like about it.

Old School Boxed sets

The Character: Darlessa

Long-time readers know of my love for the various "Vampire Queen" adventures out there and my own history with them.   Darlessa is one of the Vampire Queens I most often use.  She has a nice personal history with me and my characters and she is 100% OGC so others can use her too.

I am going to be using her in another project very soon, so I thought it might be nice to talk about her today before she became a Vampire.  Since I have this new rule system here that mimics the oldest RPG in our hobby, I thought it might be nice to go back and see her as a human witch. Right before her humiliating betrayal and her seeking out her demonic patron to turn her into a vampire.

Darlessa as a human witchDarlessa

Chaotic Female Human Witch, 13th level

Strength: 10
Dexterity: 12
Constitution: 13
Intelligence: 15
Wisdom: 14
Charisma: 18

Saving Throw: 5
Hit Points: 43
AC: 1

Occult Powers

Familiar (Raven)
Evil’s Touch
Devil’s Tongue

Spells by Level

1st (4): Burning Hands, Cause Fear, Minor Curse, Read Languages
2nd (4): Agony, Bewitch II, Enthrall, Rite of Remote Seeing
3rd (3): Clairaudience/Clairvoyance, Danse Macabre, Toad Mind
4th (3): Arcane Eye, Bewitch IV, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation

Magic Items

Bracers of defense, ring of protection, ring spell storing.

Background

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

Darlessa, S&W character sheet

That is the sad tale of Darlessa. One of jealousy, anger, and hubris.  What happens to her next?  Tune in tomorrow and see!

Sword & Sorcery & Cinema: Frankenstein

May has been split between two themes for me.  We started off with Sci-Fi month with a bunch of reviews on sci-fi games and movies and I ended with a week-long journey back to Ravenloft with the new 5e Ravenloft book.

What movie could I watch that would cover both halves of this theme?

Well really there is only one that could do it proper justice and I have a LOT of choices of that one.

The story is Mary Shelley's Frankenstein.  The movie is...well there are a lot of them.

While Frankenstein, or as it properly titled, Frankenstein; or, The Modern Prometheus, was written by Mary Shelley and published in 1818 when she was only 20 years old.  

While it is a horror novel and a Gothic and Romantic Horror novel at that, it really is more properly one of the very first Science Fiction novels published. Jules Verne and H.G. Welles were not even alive at this point.  They might be known as the fathers of Science Fiction, but the mother of Science Fiction was a teenage girl and one of the most prominent feminist icons of her day.

So suck it up. Science Fiction was created by a teenaged feminist.

Currently, there are over 70 movies featuring Frankenstein and/or his monster. And those are just the ones I have access to on the Internet, there are likely even more.

No way am I going to watch them all tonight!  That would be a good October Movie Marathon month. But here are some I have seen in the past.

I am surprised by what is not on my list.  Mary Shelley's Frankenstein (1994) directed by and starring Kenneth Branagh is one of my favorites and the closest we have seen to Shelley's book.

Maybe a Frankenstein Movie Marathon is in order after all!

Van Richten's Guide to Ravenloft, Part 3 Horrors and Monsters

Ravenloft Spirit BoardThis is Part 3 of my coverage of Van Richten's Guide to Ravenloft.  For this, I am going to cover Chapters 4 and 5.You can also read Part 1, Part 1b, and Part 2.

Chapter 4: Horror Adventures

This chapter covers how to do horror in Ravenloft.  No to be sure this is "how to do horror in the situated rules of D&D and Fantasy Heroics."  It is not, nor should it be "how to do Horror for every other RPG out there."  The advice is good, but only when used in the proper situations and circumstances.  The advice given here is good advice, and it is not dissimilar to any number of horror games I have played in the past. 

For reference, I compared this chapter to some other horror games and books I have here.  In particular, I used: 

These are the ones I use the most, though I could grab examples from another couple dozen or so games.

VRGtR covers Preparing for Horror and this covers not just what sort of horror game everyone wants to play it also covers things like consent. Yes. Consent. No this is not a political stance, it is what I like to call "not being a fucking dick about it."   Section 7.3 of Nightmares of Mine states that 

"Even if the player has originally given his consent, he should be able to veto further exploration of a theme that causes real discomfort, insult, or distraction. Many people don't know exactly where their discomfort zones begin until it is too late."

- Nightmares of Mine, p. 119

And that was written over 20 years ago.  If you are complaining about consent being part of a horror game you lost that battle a long time ago.

Horror Guides

Ravenloft's Session 0 (p. 186) almost matches perfectly to Spooky's "Pre Game Checklist" (p.34) in terms of what sort of horror game is this? Who are the characters? What purpose does the story serve?  Spooky asks "What is the Monster?" Ravenloft asks "Who is the Darklord?"

VRGtR also covers the physical environment to running a horror game. This includes advice, while not exactly cribbed from 2nd Ed Ravenloft, certainly inspired by it.  This includes dimming the lights, props, music, and so on.  Chill also addresses this throughout their game. No shock, Chill 2nd Ed and Ravenloft both came out of the same section of the upper midwest at pretty much the same time.

There is also a section on using the Tarokka Deck (there are many available) and the spirit board that is replicated on the last page of the book. I am hoping that one becomes commercially available. 

Pause for a second here and consider this.  D&D along with Ouija Boards were a favorite target of busy moms and the Christian far-right during the Satanic Panic.  Now consider this. Ravenloft is back, full of all sorts of horror themes AND there is their own version of a spirit board included.  And yeah it is still getting attacked.  I guess some things never change.

There is a fun Horror Toolkit that includes some great Curses to lay down on people, places or whatever needs it.  Similar to what we saw in the AD&D Forbidden Lore set. There is a Fear and Stress mechanic.  Madness is gone. Good ridance.  Here is something I wrote about Madness in my own Sanity in Ravenloft: Masque of the Red Death. 1997

I have always had a problem with the way that the various Ravenloft rulebooks have handled fear, horror and madness checks, but madness in particular. In real life and in most Gothic literature, madness is a gradual thing, usually built up over long periods of time; think of the madness as described in Poe or even Lovecraft. The Madness checks from Ravenloft and later Masque of the Red Death were an all or nothing affair, one failed roll could turn anyone into a raving lunatic. Plus the rules in The Realms of Terror and the Masque of the Red Death books mostly dealt with madness as an after effect of psionic interference. Of course millions of people suffer from mental illness without the “benefit” of being psionic.

Sanity in Ravenloft: Masque of the Red Death. 1997

I wrote that because as someone with multiple degrees in psychology and a former Qualified Mental Health Professional I have NEVER been happy with how any RPG's system for "Madness" or "Sanity" worked.  Call of Cthulhu was an exception because what it did was so closely tied to the stories it emulated.  I attempted to do the same. 

This new system works better for the Fantasy Horror of Ravenloft. For me, the guy who used to be in charge of the night shift at a mental facility for schizophrenics, this system is better.  Yeah, people are going to say "but madness is part of horror!" No. It is part of Gothic Horror and to a degree Cosmic Horror, but there is nothing in Fantasy Horror that needs Madness. Yes, you can use it. No, you don't NEED to use it.  AD&D 2nd Ed used it, I used my own mechanics. I am happy to drop both today.

Though, there is no corruption mechanic here or a fall to Dark Powers.  The underlying assumption is that the PCs are heroes in the pure and true sense.  That is great, but D&D 5 players are no different than AD&D 1st ed players.  Dangle power in front of them and they will grab it with both hands and ask for more.  I get that, I really do and it works for this game. I am going to have to see how it works for me as I play Ravenloft 5e. On one of the few times I was a Ravenloft player and not a DM I had a character, a cavalier-sort, who was sucked in to the Mists and went blind.  He gained the ability to "see" while fighting but no other time (think Daredevil) it was a struggle to keep him from reaching out for more. He did move from Lawful Good to Lawful Neutral, but that was as far as his slide went.

Moving on to a GREAT piece are Survivors.  Survivors are a little bit more than normal humans, and a little bit less than a 1st level character.  These would be the people/characters in Ravenloft that would have souls. There are four basic types and they map on perfectly to the four class archetypes.

  • Apprentices have a minor talent for magic (Wizards, Magic-Users)
  • Disciples adhere to the tenets of the faith (Priests, Clerics)
  • Sneaks survive by their wits and are petty thieves. (Rogue, Theif)
  • Squires have some martial prowess or training. (Warrior, Fighter)

There are stat blocks for these four on the following page. They get a minor talent (like a feat, but not as strong).  Basically, they are Basic D&D 1st level characters.  If I was going to start a Ravenloft game, I would figure out what everyone wanted to play and then give them these level 0.5 characters that match their archetype.  Playing a Warlock? You start out as an Apprentice. And so on.  

House of LamentThe House of Lament

The included adventure deals with the House of Lament.  To new players it is a creepy ass haunted house that holds the spirits of Mara Silvra and Dalk Dranzorg (which are totally names you would find in Glantri, just saying). To older fans, the House of Lament was just as evil.  Now Mara goes from helpless victim to warrior now complicit in her own damnation in Ravenloft.  In both cases, her body is entombed in the house and her spirit haunts it.   The House of Lament was introduced in one of the first accessories for Ravenloft, RR1 Darklords which was released in 1991.  This new house has all the chills of the first.

There are rules for séances and the replies from the various spectral inhabitants.  There is even a handy adventure flowchart.  You don't have to follow it, but it does help.  The new house pretty much looks like the one in Darklords.  The maps are not 100% the same, but close enough that is obvious there are supposed to be the same place. Or at least built by the same hand. BTW the maps of the House of Lament are by none other than Dyson Logos

The change is interesting and hits on things we all talked about online back in the 90s.  So in the original House, Mara was an innocent victim, yet her soul was stuck in this house with the other spirits.  We always wondered why the Mists would trap an innocent soul.   We came up with a lot of reasons, but the current authors bypass the issue altogether and make Mara more active in her placement here.

Still, tt is a great introductory adventure.

Chapter 5: Monsters of Ravenloft

The very last part is a collection of new (well...new to some) monsters found in the Mists and Domains of Ravenloft.

First, we get a bit about how to use monsters in a horror game.  It is good but I do feel it could have been longer. Then we get into the monsters themselves.  First off. I LOVE the Bagman!  Why I never came up with it myself I will never forgive myself for. We get the expected cast.  Invasion of the Body Snatchers Pods, Brain in a Jar, Boneless, evil dolls, headless horsemen, ghosts, Star Spawn of Cthulhu Emissary, slashers, couple of different Vampires, zombies. The expected cast.  Given Ravenloft's history, there are tons more that could be added.  Well, it will keep the folks on DMsGuild busy for a long time!

Ok. So. Let's address it. The monsters do not have alignments listed.  "Oh no" the cries come from the Internet, "nothing is evil anymore! D&D is DOOOOMED!" Oh, grow the fuck up.

Monsters. They are still evil.

I have lost track of how many times over the last 40 years someone has brought up "hey maybe we should get rid of alignments in D&D."  Also aside from Ravenloft how many Horror RPGs have alignments?  Right. None.  Well...maybe Beyond the Supernatural. Just checked, yeah it does, but none of the other non-D&D-derived Horror games have it. One thing is made abundantly clear, monsters are there to be fought and fought against.  There is no "Subjective morality" here the monsters are described in terms of their "Wrongness" (p. 224) or their nightmarish qualities (p. 225). To be clear here every monster listed either wants your soul, your body, your blood, your life, or some combination of all the above.  In truth, there should never be anything at all like a random monster. Everything should be in place to maximize the effect the DM is wanting.  At no point should a random goblin show up in the middle of investigating an undead killer moving through the streets. Every monster should thought out, planned and figured out where they exist in the ecology of fear the DM is creating.  If that means a Boneless is a horrible creature trying to attack OR is it a helpless victim that needs the PCs, then alignments printed on the page would not matter. 

My only complaint about this chapter is there needs to be more. But I do love my monsters.

We end with an art page of the spirit board.

Edited to Add: Wizards of the Coast has a free PDF where you can print out the Ravenloft Spirit board. Print it out and glue it to some wood or cardboard.

All in all this is my favorite D&D 5 book.  I can see myself reviving (reanimating?) my old Ravenloft game with these new rules.  My original players are all over the world now, but I have new ones.  OR what I am more likely to do is add elements of Ravenloft into my current games.  The Second Campaign is headed to a large desert.  You know that Ankhtepot is going to be there.

There has been much ado about the changes to the Vistani. They are less of a cultural stereotype now so that is good. They can be good, or evil, as individuals choose, so that is also good.  Generally improved all the way around.  I have to be honest, I never used them very much save in Barovia, but that was it.

D&D 5 Books

With all the other D&D books out now you can build quite a collection of resources for Ravenloft.  The Candlekeep mysteries adventure, Book of the Raven, was our D&D 5 introduction to the Vistani and some Ravenloft concepts. 

More D&D 5 Books

The new various "Guides" have plenty of monsters and other ideas to flesh out your Ravenloft for 5e.

Van Richten's Guide to Ravenloft, Part 2 Domains and Darklords

 Special Edition CoverThis is Part 2 of my exploration of the new Ravenloft book. You can also read Part 1 and Part 1b.

So last time I ended with character creation.  A couple of other points.   I was talking with my oldest son about the new classes, asking his expert opinion on how balanced they were.  He says that they are fine, nothing too out of the ordinary.  He just wondered why we need a Warlock with the Undead as a Patron when The Sword Coast Adventurer's Guide already had a Warlock with the Patron The Undying.  Yes, they are fairly similar.

People seem concerned that two of the three lineages can see in the dark (Darkvision).  Well...this has always been an issue, elves, dwarves, gnomes, all have been there from the very, very start and they can also see in the dark.  Fear of the dark is a powerful fear, but it is also not the only one.  I always made the mists very opaque.  You might be able to see in the dark, but not the dark found in Ravenloft.  Afraid yet?  Well to quote one important gnome, "you will be. You will be."

Chapter 2: Creating Domains of Dread

Before we get into all the Domains of Dread (39 domains in total) we are going to talk about the creation of a Darklord.   Why do this first? This gets the Ravenloft DM to think about what needs to go into a Domain, AND what doesn't.  

Domains are reflections of their Darklord.  The building of a Darklord looks at the relationship between the Darklord and the characters and even the players.  I mean starting in Barovia with Strahd is always fun, but what if your players are not into vampires?  No problem, there is something here for you and your players.  Here the Darklord is created by asking questions about their past life, their fatal flaws, what makes them evil.  Yes.  This book presents the Darklords as all as unrepentantly evil. Evil with a capital E. Of course, the Darklords may not see themselves as evil or even as a Darklord, but that doesn't change what they are. 

Following the Darklord creation, we create a Domain. Remember that Domains are designed not just to be a prison for the Darklord, but one that tortures the Darklord as well.  Strahd is trapped and constantly tormented by his obsession with Tatyana. She is constantly being reborn, each time she torments him more.  Various other questions are asked.  What sort of culture is this? What do they fear? How do they treat outsiders? And a lot more.  Asking these questions here help understand what the domains are later on. 

Larissa SnowmaneLarissa Snowmane on the River Dancer.  Growing up near the Mississippi, I have had nightmares like this.

The next section, and one of the best, cover all the different sorts of horror you can use and the ones this book uses.  Reminder.  Ravenloft is not really Gothic Horror.  Sure it has elements of Gothic Horror. It has the tropes of Gothic Horror.  But even the AD&D 2nd Ed version of Domains of Dread informed us that Ravenloft is actually Fantasy Horror.  So let's see what the book has. 

  • Body Horror - horrors about being transformed or our bodies failing us.  Think of movies like The Fly, The Thing, or one of my newer favorites, Tusk.
  • Cosmic Horror - horrors from beyond and the cults that follow them.  Think Cthulhu.
  • Dark Fantasy - the intersection of fantasy and horror. Arguably where Ravenloft works the best.
  • Folk Horror - One of my favorites. Old towns with strange natives. Pagan cults and practices.  The Witch, The Wickerman (original one please), and Midsommer are good movie examples, but there are a lot more.
  • Ghost Stories - an old favorite. Ghosts, haunted houses, haunted...well everything. 
  • Gothic Horror - yes, it is represented here. Gothic Horror has much in common with the Romance genre.  The difference is the inclusion of a monster. Not a snarling beast, but often an old, often European aristocrat.  Dracula is the prime example given, but also the works of Poe and Le Fanu.
These are the main ones.  They all feature examples and tone. They also discuss the types of monsters that would be common.  Additionally like all D&D 5 books, there are plenty of d8 and d10 tables of options and suggestions.

There also others that are more briefly covered. Disaster Horror, Occult Detective Horror, Psychological Horror, and Slasher Horror.  All of these are now used in the Domains.  Well...they have all always been used, to be honest, now we are just more explicit about it.

Is this enough to run a horror game? Well...no, not really. It is PERFECT for running a Ravenloft game.  It's not really designed to run a Call of Cthulhu game and certainly not a Kult or Little Fears one, but it does work here.  

If you have never run a horror game before then there is a lot here that will help you.  If you have run horror games then this is a good introduction to the type of horror you can run in Ravenloft.

Chapter 3: Domains of Ravenloft

This the largest portion of the book. Nearly half of all the pages.

The first part covers souls. As in, most of the people in the Domains don't have them.  This is not a new idea really.  It was touched on in the Knight of the Black Rose books. The soul of Kitara was "copied" and her true soul was set free by the Darkpowers to whatever reward (well, punishment) her god (Takhisis) demanded.  What stayed behind was created by the Darkpowers to torture Lord Soth.  Similar to the soul of Firan Zal’honan's son.  

The section on souls also has a bit that should really scare D&D players.  While most "people" don't have souls, the ones that do better keep a tight grip on them.  Dying in Ravenloft is bad.  How bad? Even if you are raised or brought back under 24 hours a bit of your soul is still wandering the Mists.  Over 24 hours?  Your body might be raised, but it won't have your soul in it. That soul will be reincarnated over and over in Ravenloft.  Welcome to the Hotel Barovia. You can check out anytime you like but you can never leave.  While I felt this was a negative feature in Curse of Strahd, it is a positive here. A scary one at that. Death is permanent after a point and death is not even an escape from the mists.

The Domains are now not all Gothic Horror.  They fit into 1 to 3 sub-genres of horror described above.  Gothic Horror is just one of those types.

Unlike previous editions that would feature the Darklords and the Domains separately, this book keeps them together.  This is a big improvement.  Darklords are inseparable from their Domains, and this book sells that philosophy well.

Seventeen Domains and their Darklords are covered here in greater detail and 22 in lesser detail.  Not every Domain from the old books are here. Nor should they be. So goodbye Sithicus, you were fun, but we don't need you now. 

Each Domain is covered, it's Darklord listed, the Genre (from above) listed, usually one to three, the Hallmarks of the Domain and the various Mist Talismans that can drag you here or help you leave.  Also, each covers what characters and people with souls think of their lands and what it means to them. While the Domains are not really part of a world as others think it there is no reason that people living there know that.  Some might suspect something, but they have always lived like this and this is what is normal for them. 

There are some alterations to every part of the Domains. Some are minor, many are major.  While some bemoan this I see it as fantastic.  First, I am not going to be playing this with anyone that knows the difference between Falkovnia and Fallstaff, AZ, let alone the difference between Mordent now and Mordent then.  Plus even if they did, well that is just the Dark Powers messing with their memories.  “Yeah you thought it was like this, but it really isn’t!”

A couple of other points.  The Darklords don't have stats.  But really, the Darklords don’t need stats.  At no point EVER in all the years I ran Ravenloft I never had a group of players that wanted to go after a Darklord.  And many that never even knew who the Darklord truly was.  How many Dracula movies are there?  How many has he been killed in?  Same here, I don't care even if the Darklord IS killed, they will be back as soon as I need them to be.
Also, the Domains are not as connected as they once were. Domains can be islands, or connected or not.  Ravenloft is not a "world" it is a loose collection of semi-connected prisons.  Only the Vistani can safely and somewhat reliably navigate the Mists and that is exactly as it should be.  Connect them if you want, I am playing this as an homage to the old TV series "The Fantastic Journey," the characters, and the players, step into the Mists and no one will know where they will end up. 

Each Domain feels new to me.  Like I am headed back to a place I once knew.  It would be exactly like me going back to my old University town. It has changed a lot since I was last there in 1994, the streets are the same, but the buildings are all different. Some things are the same, but there are things that are new.  This is the same.  

Barovia is the first, well for many reasons, but here it is alphabetical.  It is also the one that will most familiar to old and new players alike thanks to Curse of Strahd.  Like Curse of Strahd is completely supports my thinking that Baravoia is from Mystara, even though it is never stated here. 

the Amber Temple

A couple of other notable Domains.  Darkon was the former domain of Azlin Rex, now it is a Domain in slow-motion destruction. Like watching an explosion slowed down. Azalin is gone, where is he? No one knows. The Kargat still run the place, and there are other factions, but everything else is falling apart.  It is listed as Dark Fantasy with Disaster Horror.  Darkon was always the most "D&D" of the Domains, but now it is in tatters.  It is also a Domain searching for a new Darklord; PCs beware.  

Falkovia is now ruled by Vladeska Drakov. Now no longer a dime-store Transylvania and a bargain-basement Vlad Tepes, it is now World War Z in the Dark Ages.  Think the Black Death, if the Black Death could get up and go after you.  This is fantastic! And, really let's be honest, Vlad Drakov and Falkovia always kinda sucked. Really. It did.  This is so much better.  Har'Akir is so improved that I want to use it first.  Hazlan's Darklord Hazlik finally is portrayed as we always said he was back on the old RAVEN-L lists. He is not evil because he is gay, he is evil because he is a cold-blooded psychotic killer, even beyond that what other Red Wizards of Thay can accept. 

Dementlieu. Ah...now here is something really fun.  Completely changed from the old one this is an endless Masquerade, both in terms of the party and how everyone lives.  The Darklord of Dementlieu is "Duchess" Saidra d'Honaire. She fancies herself as a Lady, but is really just a commoner. In fact, everyone lies in Dementlieu, and every lie has to be more outlandish than the last, but uncovering a lie, or having your lies uncovered, is tantamount to that person's death.  It is Cinderella plus Masque of the Red Death (Poe's version, not the AD&D one) mixed with Bridgerton where every negative high-class society stereotype turned all the way up to 11 and put in a background of "be the most popular or die" attitude.  Get caught up in the lies and deceit and you could be lost in the Grand Masquerade.  You will never or should never get into combat situations in Dementlieu. You could for example challenge some "Lord" to a duel, but his second will, unfortunately, will not be there and he is under strict guidance from his doctor not to duel. Or some other reason.  Most likely Saidra d'Honaire will out you as a fraud first. OR, the would-be combative will be caught in a lie and reduced to ash in front of your very eyes by the Duchess.  

The list can go on. Harkon Lukas is more than just a fop now. He is a great example of a Darklord that has no idea he is a Darklord and thinks he is good. But we know he isn't.  Viktra Mordenheim is a great update over the thin pastiche that Viktor Mordenheim was to Dr. Frankenstein.  Chakuna, the new Darklord of Valachan replaces the old Darklord Baron Urik von Kharkov. I actually liked Baron Urik von Kharkov and the later art made him look like Tony Todd, always a plus.  No opinion yet on this one. But it does look interesting.

Chakuna, the new Darklord of ValachanThe Displacer Beast is a nice touch for this Domain

Not everything is perfect here though.

Yes, some of the domains are not as well defined as they could be or even should be.  Some details are here, but some are left out. I mean how do you grow food in an endless night?  To be honest, I really don’t care where the crops are coming from in Ravenloft to feed the townspeople anymore than I am worrying about where the crops come from to feed the townspeople in Frankenstein Created Woman all I care about is will they have their pitchforks ready when I need them.   And in truth, the book covers this in the very beginning with their “this is a world of nightmare logic” and the fact that most "people" in the Domains are not even real. You can even assume that nothing exists for real until the characters need it too.  The Dark Powers provide it all. How can hordes of zombies attack Falkovia every month like it's Episode 8.03 of Game of Thrones? Doesn't matter, it does and they do until the end of time.

We also get some important NPCs.  They are a great bunch, to be honest.  Among our "Stars" are Van Richten himself, the Weathermay-Foxgrove twins, and Ez d'Avenir.   Others are also returning stars from previous editions with more details.

I think Alanik Ray and Arthur Sedgewick are very much improved.  They remind me of what Holmes and Watson from the Netflix show the Irregulars could have been like.  I know there are people complaining that “they made Holmes and Watson gay!” No. They made Alanik Ray and Arthur Sedgewick gay. And guess what. They can do that if they want.   They are now more than just a thinly veiled dime store Holmes and Watson.

Having  Larissa Snowmane from the novel Dance of the Dead is a nice nod to fans, but they mention she avoids Nathan Timothy and yet they give no indication of who that is or his own Domain or why they would be interacting.  I mean I can pull my old books, but newer players don't have that.

They bring up Firan Zal’honan, but also never talk about how he used to be Azilin Rex. Or maybe he will be again?  I mean I am thrilled to see him! I can remember reading “I, Strahd: The War Against Azalin” in 1998 when it came out, sitting on my backyard deck and watching my wife work in the garden. This is deep-cut stuff.  But my son, who was not even born yet at that time, has his own copy of this book and has no idea who Firan is. 

Among the new Domains is the very compelling Cyre 1313 from Eberron. It's a freaking Ghost Train!  Who has never heard a tale about a Ghost Train?  This is one of the Domains, like the Carnival, that overlaps other Domains for a time.  It can travel the Mists and not in a good way. 

Cyre 1313

I am not a huge fan of how it looks, but my knowledge of Eberron is slim. This might be how all trains look. For me, I might make it look more Victorian.  But that's my solution for most things.  Though floating over the ground with little electrical sparks is good.

That is quite a lot of the book.  Next time I cover Chapters 4 and 5.

Van Richten's Guide to Ravenloft

Van Richten's Guide to Ravenloft, Part 1b But...It's Not Like Old Ravenloft

Note: Part 1 of this series is here.

One thing I hear from many sides on this new Ravenloft book is that it is not like the old Ravenloft books.

This might come as a shock, but it is not supposed to be like the old books.

Ravenloft booksAll of these books were purchased as new in the last two weeks

Right now Wizard of the Coast is reporting that sales of D&D are the best they have ever been with 2020 sales outpacing the previous "best year ever" of 2019.  

Van Richten's Guide to Ravenloft is for all fans of horror-inspired gaming in D&D. But by and large, the target audience is the 5e players and DMs.  Not the fans of 2nd Ed. Ravenloft.

And that is OK.

Really. It is.  

If I want to play Ravenloft like I did back in 1990 (I don't mind you, I want to play like I do now) well, I am not at a loss for options. 

DriveThru RPG has their big D&D Settings sale on now, so I got all three of those books cheap.  I can now tuck my originals away. This is good because my Realms of Terror box looks like it lived through the Grand Conjunction AND the Requiem; which it did.  And because I played those I don't need to go back.

Right now you can get PDF and/or Print on Demand versions of the Classic Ravenloft books.

Realms of Terror

Realms of Terror books
Realms of Terror books
Realms of Terror books

The entire boxed set in one huge volume.

Expedition to Castle Ravenloft

For 3e.

Ravenloft 5e, 2e and 3e
Ravenloft 3e
Ravenloft 3e

Though not part of the sale D&D sales on DriveThru, these are on sale for the Domains of Dread sales on DMsGuild!  Use the DriveThru or DMSGuild sites for the sales, the prices are the same.

Forbidden Lore

Ravenloft 2e
Ravenloft 2e
Ravenloft 2e

Domains of Dread

Ravenloft 2e books
Ravenloft 2e books
Ravenloft 2e books

There is still Ravenloft to be had regardless of how or even when you want to play it.

If you want to play Ravenloft 5e and you want some of these older options, well go on over to the DMsGuild and their Domains of Dread Sales.  Certainly, there is something there for you. 

Even the original Ravenloft I6 and Ravenloft II: I10 are on sale.  I honestly don't need another copy of I6, I have my original, but it is tempting.

Van Richten's Guide to Ravenloft, Part 1 Welcome to Ravenloft

Ravenloft CoverLast week I picked up the newest guide for Dungeons & Dragons 5th Edition, Van Richten's Guide to Ravenloft (VRGtR). I have spent some time with it and going back over some well-thumbed volumes of  Ravenloft's past.  Today I hope I can share how this new one compares to what was done in the past and what I might do in the future with it.

Spend any time here and you will know of my love for Ravenloft.  I grabbed the original module, I6 Ravenloft when it first came out.  I also got the sequel and when it was expanded into a campaign setting for AD&D 2nd Edition, it became my setting of choice, pretty much to the exclusion of all others including my own favorites of Mystara/The Known World and Greyhawk. I was active on the RAVEN-L list that MPGN/TSR and then later WotC ran.  I had entries published in all (except for maybe one) of the official Kargatane fan publications.  Ravenloft, more so than AD&D 2nd Ed, was my game of choice. When Ravenloft: Masque of the Red Death came out I had found my perfect world, or nearly perfect.  I'd go on to write the RPG for Christopher Golden and Amber Benson's "Ghosts of Albion" using all the experience that playing in Gothic Earth gave me.  Ravenloft lead me to the World of Darkness, to Cthulhu by Gaslight, to Kult, and eventually to WitchCraft and working for Eden Studios.  Horror is what I do.

So naturally, I was VERY excited when I heard a new Ravenloft setting book was coming.  Let get into it.

A couple of notes.  

VRGtR = Van Richten's Guide to Ravenloft, D&D 5e, published 2021.  256 pages.
DoD = Domains of Dread, AD&D 2nd Ed, published 1997.  264 pages.
Rot = Realms of Terror, AD&D 2nd Ed, published 1990.  144 pages.


Elements of Fear

Ravenloft has always billed itself as a horror RPG and it is, to a degree. It is not however fully Gothic Horror.  It is a pastiche of gothic horror tropes, but the one it can't fully embrace is one that makes gothic horror so horrifying.  In true gothic horror, the heroes have no power.  In fact, they are not even heroes, most often they are "the next victim."  The quintessential piece of gothic horror, Bram Stoker's Dracula, still features the deaths and abuse of many prominent characters before their "Dark Lord" is put down.  Compare this to say Harry Potter, which uses similar tropes but the difference is still largely one of power; Harry has magic, Harker and the rest only have knowledge.  No, Ravenloft is an action-adventure RPG set in a realm of Gothic Horror.  It is something that even the authors of Ravenloft's "Domains of Dread" acknowledged in 1997.

"The RAVENLOFT game involves classic horror in which the darkest of evils descend upon a more or less civilized world and prey upon the unsuspecting citizenry therein. However, it is also a game of swords and sorcery, knights and wizards, heroes and monsters. Unlike any other horror or fantasy game, this system meshes these two traditions into one genre that can best be called fantasy horror." 

- Domains of Dread, p. 220

Emphasis mine.

While the original Realms of Terror boxed set did try to go with a more gothic horror feel, it did this in the trappings.  The adventures for Ravenloft were largely of the Fantasy Horror variety.  Note. Some of the smaller adventures, in particular, ones found in The Book of Crypts and the Bleak House were more gothic in their feel.  The Bleak House with some minor tweaks can be run as a Southern Gothic Horror to great effectiveness.

The new Ravenloft approaches this from the point of view of embracing Fantasy Horror (knowing who the characters are) and adding in the tropes and mechanics of not just Gothic Horror, but also Cosmic, Folk, and even slasher horror. We will get to these all in a bit.

Fear is part and parcel of the Ravenloft experience. There is a content warning and a player warning in a sidebar on page 7 of VRGtR.  Some people are taking umbrage with this.  Yet similar advice is given in the original Ravenloft Realm of Terror boxed set on pages 133-135. Here they are interwoven on how to make the game more successful. The effects of the fear mechanic are even discussed on page 140 of Domains of Dread.  The difference is now the "consent" of the fear and terror are now front and center and in the hands of the players, not just the DM.   Maybe someone doesn't want to be scared but fight vampires. Ok, that is great and likely a fun game (in fact I worked on that one too) but it may or may not be Ravenloft, or at least not like how I would play it.  It is not my job to be the fun police for other people's games.

Let's get into the book proper.

The Weathermay-Foxgrove SistersIntroduction: Welcome to Ravenloft

This is what you expect it to be really. We get an overview and background on what the Domains of Dread are.  There is a wonderful Dracula-esque like exchange of letters between our iconic hunters with emphasis on Ez d'Avenir as our principle iconic.  I like this.  While Van Richten's name might be on the cover, this is a "world" that has room for more than one investigator and slayer of the undead.  Plus, and let's be 100% honest here, there is a long shadow cast by Buffy and to not acknowledge that is to be very disingenuous.  We get an overview of the book's contents (Five total Chapters) and a brief overview of horror in your game.  VRGtR embraces the Fantasy Horror of AD&D 2nd ed's Domains of Dread. 

There is also an overview of what the domains are. Or more to the point, what they are not.  The Domains (now a capital) are not a world, are not safe and the only logic that rules here is the logic of the dark powers that surround you.  The Dark Lords who rule their pocket Domains/prisons and the Dark Powers that control it all.  Like the previous versions, the Dark Powers are at best ill-defined, as they should be.  No character is going to go toe to toe with these powers, nor will they even encounter them. We do however get some rumored names like Osybus, Shami-Amourae, and Tenebrous, these are only names here.  To long-time Ravenloft fans and D&D players though these names are tantalizing clues.  It does leave out my personal favorite option from the DoD, the Dark Powers are Imaginary.  The Dark Lords are prisoners of their own device. I will say though there is one Dark Lord in VRGtR that supports my claim for this edition as well.

The Mists are still the Mists and they do their own thing.  Domains are still largely defined as prisons for the Darklords even if they have power within them.  Anyone with any knowledge of Strahd knows this is slim comfort to him. Darklords are covered in here briefly with more detail to come later. These three pages cover pretty the exact same information we read in all the previous editions of Ravenloft.  Added to this is a bit on the adventurers within this "world." Again, "world" in quotes since the book is careful to tell us this is not a world per se but lands within the Mist that might be within the Plane of Shadow or the Shadowfell.  We never came out and said that back in the 90s, but it is what many of us thought.  Adventures are meant to be the heroes of this Fantasy Horror.  That takes us to the first chapter.

Chapter 1: Character Creation

The character creation chapter covers characters native to the Domains of Dread. So what does that mean?  It means that "normal" D&D rules don't have to apply here. Most do, but there is no reason why they have too.  Players are told from the start to "Prepared to be Scared" that this is a horror game and the characters should be designed to be scared.  Using the Gothic Traditions of literature I ALWAYS had Ravenloft characters that were a bit lower than average.  Typically I would make my players roll 2d6+3 for abilities.  So while that still gave me an average of "10" the max and min points were shifted. This Ravenloft is not quite as "Evil" as I was then, but the idea here is that characters are still a bit haunted, a bit scarred and scared.  Horror Lineages are introduced such as the Dhampir (pretty much what is says on the tin), Hexblood (there is a bit of hag blood in your background), and the Reborn which cover the Revenants and Shades of previous editions. These all come with perks and disadvantages. 

horror traitsRavenloft Cat Ladies are scaryThis is Ravenloft and characters can also have Dark Gifts. These are similar to the Powers checks made in the original Realm of Terror. Only know you can be born cursed.  Comparing pages 22-27 of VRGtR to pages 18-20 of Realms of Terror I see they are tying for the same ideas, just slightly different execution.  The VRGtR offers more thematic sorts of changes and "gifts" and less in the way of RoT's Touches of Darkness.  I am not sure if VRGtR offers any way to "become" a Dark Lord like RoT, but even this was made harder to do in DoD.  In truth no character should seek out a way to become a Dark Lord, this represents a failure on the part of the character unless of course it is being used as a plot for the other characters.  Then this is DM fiat. 

This would not be a D&D 5 book without some subclasses.  We get the Bard: College of Spirits where they not only talk about and tell stories of the dead and the dead rise up to share their tales.  And the Warlock gets a powerful Undead patron.

There are new character backgrounds in line with Ravenloft's histories and themes.  These include new Traits, Ideals, Bonds, and Flaws.  The backgrounds are The Haunted One and the Investigator. These can all be used in other places sure, but they do not carry the same weight in Waterdeep as they do in Baroiva. 

Another addition is the use of Horror trinkets.  A 100 of these are just little curiosities that may or may not play into another part of the adventures.  Some might be a Mist Talisman (detailed later) others might just be a weird little thing. 

I am going to cover the Domains and Darklords next time in Part 2 and Horrors and Monsters in Part 3. There might be a Part 4, but let's see how this goes.

Spoiler. I have read through the book a couple of times now.  I feel that most of the people complaining about it on the Internet have not actually read this book.  Certainly, people are handpicking their examples to make their arguments.

Monstrous Monday: Zinc Dragons

Saw this on social media. Got me thinking.


Yeah.  Where are they?  I mean we have had Orange, Yellow and Purple dragons

So what do we know here?  According to the Monster Manual for AD&D 1st Ed.:

Copper dragons live in warmer rocky regions, live in caves, and have acid or a cloud of gas as their breath weapons. They have 7 to 9 HD, the same as the Green.

Brass dragons live in sandy deserts and have two types of gas as their breath weapon, poison and sleep. They have 6 to 8 HD, the same as the Black.

Bronze dragons live underground near the water. Their breath weapons are lightning and a repulsion gas cloud. They have 8 to 10 HD, the same as the Blue.

There is then some parity then between the Chromatic and Metalic. It follows that if I create some "new" Chromatic dragons (Orange, Purple so far) I should have some new Metalic dragons too.

My Orange dragon has 9 HD (9 to 11), my Purple has 10 HD (10 to 12).  I am not saying I need to duplicate the parity of the 1st ed book, but it is a good place to start.

I know I need to work on my dragons a bit more.  There is not really enough detail in my stat block as it is right now.  

Dragon, Zinc
aka Draco Spodium Ailbum
Huge Dragon, Metalic

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Lawful [Chaotic Good]
Movement: 150' (50') [15"]
  Fly: 210' (70') [21"]
Armor Class: 3 [16]
Hit Dice: 5d8+20** (26 hp) (5HD to 7HD)
  Huge: 5d12+20** (36 hp)
THAC0: 10 (+9)
Attacks: 2 claws, 1 bite, + special
Damage: 1d6+3x2, 2d8+3
Special: Breath weapons (Burning Cloud or Choking Cloud), dragon fear, low-light vision (120’), magic use
Save: Monster 5
Morale: 10 (10)
Treasure Hoard Class: XV (H) 
XP: 575 (OSE) 660 (LL)

Habitat: Populated temperate to tropical zones
Probability Asleep: 35% 
Probability of Speech: 90%
Breath Weapon: Burning Cloud or Choking Cloud, 
Spells: First: 3, Second: 2

Zinc dragons are silver-white dragons that are often confused with smaller silver or white dragons save that they prefer to live in warmer climates in populated areas.  They will often shape change into human or dwarven form to move among humanoids.  In either human or dwarf form, their hair tends to be a very light blond or white and their skin tones range from olive to dark tans, though they can alter this as they see fit. They are fond of humanoids but still remain a bit aloof from them.

Zinc dragons can attack with a claw, claw, bite routine in dragon form.  They also have two breath weapons they are capable of using. The first is a choking cloud of particulates the other is a cloud of burning smoke. Both require a save vs. breath weapon or take damage equal to the dragon's current hit points. Save results in half-damage.  In both cases, the area 50 ft by 50 ft in front of the dragon has reduced vision to all but the dragon. Attacks are at -2 for the next round following the breath weapon attack.  In dragon or human form they may cast spells as a 4th level magic-user; three 1st level and two 2nd level.

Zinc dragons keep their hoards nearby, usually buried under whatever urban-dwelling they live in, or if in the wilderness, in a deep cave. 

--

Certainly one of the weaker dragons.  Maybe adventurers never encounter them because they avoid adventurers and potential dragon-slayers.

Sword & Sorcery & Cinema: Forbidden World (1982)

Forbidden WorldMore Roger Corman fun! This one is a repeat from an October Horror Movie Marathon from 2018.
If I had thought about it I should have done this as a double feature with last week's Galaxy of Terror.  I think a lot of the starship interiors were reused. The movie starts with some starships attacking another ship. A robot (straight out of Star Frontiers by the look of him) wakes up the commander out of cryosleep to deal with them.   After the battle, we learn that the captain, Mike Colby played by Jesse Vint, has been asleep so long his son is older than he is now.  Also, he has been re-routed to the planet Xarbia which Colby thinks is a joke.  It is an experimental research station and something got loose. Something they call Subject 20. June Chadwick stars as Dr. Barbara Glaser, who is best known from V and This is Spinal Tap. Dawn Dunlap also stars as Tracy Baxter.  Dunlap is better known as "Laura" from the quasi-erotic film of the same name when she was only 16 and from Corman's Barbarian Queen

Another Corman recycle are the two suns rising on the planet. Same shot is used in The Warrior and the Sorceress.  Wonder if it is the same planet? What happened to it I wonder. I was already running low on water in David Cardine's time.  Maybe it died out leaving only the Proto B bacteria the scientists are studying. 

So we have a mutant monster in a lab out in space.  What can go wrong?  Well, I sure you can guess.  The movie is not great, but it is also not really terrible. Like a lot of Corman's stuff, there is a core here, a kernel of a really good idea here.  This movie very, very effectively combines "Alien" and "The Thing" into one movie and puts the whole thing on a station in space.   It is Corman, so yeah the women take off their clothes at the drop of a hat. They also run around in high heels and shower together. The future is weird. 

The movie is fairly uneven, going from the tension of the escaped mutant in one scene to everyone turning in for the night in the next. 

The monster picks people off one by one, you know like a monster will. Until we are just left with just Tracy and Mike.  Though the idea of feeding the monster a cancerous tumor to kill it is a novel one. 

It was a fun flick, but I got really tired of Tracy's screaming in the last half of the flick. 

Gaming Content

Same as you get from Alien or The Thing.  Hunt the monster before it hunts you. I suppose that I will have to do a "monster is loose in a research facility" adventure at some point.  But I would need to make it different than either "Ghost Ship" or the "Ghost Station of Inverness V." This would have to be a flesh and blood abomination. NOT just an alien, but a creature of humankind's hubris.

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.

Mail Call: Holmes for the Weekend

Scratch a Holy Grail item or two off my list!  A couple of impulse purchases made this week were delivered together today.  Which means only one thing!  Holmes Basic this weekend!

Holmes and Holmage Boxed sets

So why do I need another Holmes Boxed Set? Well, I don't but this one is much nicer shape than my others and it had some surprises inside.

Holmes Boxed set
In addition to the chits, it had one of my Holy Grail items, a set of Dragon Dice "random number generators" with the card.  I have wanted one of these for years!  Yeah, it's damaged but that is fine with me. It honestly looks like one I had bought at White Oaks Mall in Springfield IL circa 1983.
like new adventures

It also included a copy of B2 Keep on the Borderlands (I have several, this is the first with the Wizard logo) and a much better copy of T1 than what I had.  But that is not all.

Dragon Dice!Gateway to Adventure!

I also got a copy of the Holmes Gateway to Adventure! Yeah, it is not much, but I didn't have a copy yet.

Gateway to Adventure!
Gateway to Adventure!
Gateway to Adventure!
Gateway to Adventure!

I love looking at this old collection of games and thinking back to that time.

This would have been a treat in and of itself.  But I also got some NEW dice to go with my old dice.

These are the Zucati "Holamge" dice sets.

Zucati Holmage Dice
Zucati Holmage Dice
Zucati Holmage Dice Boxed Set
Zucati Holmage Dice Boxed SetZucati Holmage Dice Boxed Set
Zucati Holmage Dice Boxed SetZucati Holmage Dice Boxed Set

In addition to dice and crayons, there are character sheets, maps, and an artist's spotlight!

The dice are great and compare well to the GaryCon dice I got a couple years back.

Zucati Holmage and GaryCon Dice

I even have my d12 from the era.  Sadly the only one I still have.

Zucati Holmage and GaryCon Dice

The d20 is numbered 1-20 rather than 0-9 twice, but the crayons can turn a normal d20 into a d% easy.

Comparing my Holmes sets I think I can keep two and sell off one.

Holmes Boxed Set
Holmes Boxed Set

Which is a good idea since I need to recoup some cash here.

The dice though now allow me to have a set with all my "Basic" sets.

Basic sets

My Moldvay Basic has the most complete set I can find of my original dice.  Holmes and Mentzer Basic get some uninked sets with a crayon.  My expert set came with orange dice originally. I traded them for something else and then got a set of blue Dragon Dice just like these for my Expert.  Oddly enough I do have that set of dice still.  They were always my goto set even in the AD&D 2nd Ed age.

Dragon Dice!

I think I can finally say that after all these years I have rebuilt my Basic D&D collection after it was lost so many decades ago.

The Holmes set also came with these dice.  They are all d8s but the numbering is strange to me.  No idea what they are for. I am sure some here knows.

Mystery d8s


Review: Spelljammer, AD&D Adventures in Space

Cover of the Spelljammer bookCome back to me if you will to a time just right before the Internet.
(Ok, technically the roots of the Internet were here in ARPANet and what I was using BitNet at the time. But you know what I mean.)  

The time is 1989 and the game on my table is AD&D 2nd Edition.  Well, it is really Ravenloft, because, in college that was my setting of choice, AD&D just happens to be the system that ran underneath it all.  So a couple of points already.  I was playing AD&D 2nd Ed and really all I had the money for at the time was for one setting and that was Ravenloft.  There were a lot of great settings in the AD&D 2 days; Forgotten Realms loomed large and impressive, and maybe a little intimidating.  Greyhawk and Mystara only had some minor entries, much to my disappointment, Al-Qadim and Kara-Tur both looked like fun, and then we would also get Planescape. But there was one out that seemed so strange to me that I wanted to know more but yet could not bring myself to buy.  Until now. 

DriveThruRPGs Print on Demand has been a fantastic opportunity for those of us who want to go back and look at some of these other systems and games of our youth.  While I have relied mostly on the aftermarket to get myself up to speed on the Forgotten Realms (and enjoying it) I recently picked up the hardcover POD version of AD&D's Spelljammer.  And I am so happy I did.

Now don't get me wrong. I wanted to play SpellJammer back then.  We ever started a new campaign where all the characters were in a navy, so they all had 3 free levels in fighter, and then they were level 1 (or 4 for the fighters) in whatever other classes they were going to be.  Using the AD&D dual classing rules meant they could not act as fighters until later. But it boosted their HP.  They were going to spend some time at sea, but eventually, they were going to turn their ship into a SpellJamming one.  I named the ship "The Black Betty" after the Ram Jam song because every time I heard "Spelljammer" I thought "ram jam" and the Black Betty was a good name for a ship.  Sadly we never got very far. I was at University and my DM at the time was at a different school and the other players were also at yet another school. Meeting only over the summer was not helpful for a long-term campaign.

Fast forward to today.

Spelljammer: Adventures in Space

For this review, I am considering the Print on Demand hardcover and the PDFs from DriveThruRPG.  There may be things true of these versions that are not true for the original boxed set and things that might be the other way around.  I can't speak to the boxed set since I never owned it.  

Spelljammer is a whopping 278 pages.  Jeff Grubb is our primary author with art by Jeff Easley, Jim Holloway, Dave "Diesel" LaForce, and Roy Parker.  Easley is responsible for our cover, and indeed many of the covers from this time.  The interior art is Jim Holloway who really set the tone and feel for what I consider the 2nd Ed "style" of that time.  The interior is largely black and white with some color illustrations.  Mostly the pictures of ships, what were covers in the separate boxed set books, and some maps.  The scanned pages are not crisp, but they are easy to read.

The book is divided into two large sections that correspond to the two 96-page books that came in the boxed set, Lorebook of the Void and Concordance of Arcane Space.

Lorebook of the Void

We are introduced to how Spelljammer, AD&D in Space, came about.  We also now know that this was the first of new boxed set settings to come out for AD&D 2nd ed.  More would follow and make 2nd Ed more famous for their settings rather than their rules.  The goal for Spelljammer was overtly a simple one; AD&D in space, connect all the main AD&D worlds, and make them work together without changing what makes each one unique.

This section covers the basics of Spelljamming and operating a spelljamming helm.  We get a good overview of the types of spelljamming ships and that various races that can be found in Arcane Space.  We learn that gnomes and halflings for the most part avoid Arcane Space since they are too closely tied to their planets (makes sense) but Krynn's Tinker Gnomes are not so tied to their world in the same fashion so they are very much at home in Arcane Space. We even get a bit on goblinoids.  

The next third covers the various monsters and creatures you will find in AD&D 2nd Ed Monstrous Compendium format. We are given new details on the Beholders (they take the place of Daleks in Arcane Space) and the Neogi. Mind Flayers also get new treatments.  

The last thrid covers the three main AD&D game worlds, Krynn (Dragonlance), Oerth (World of Greyhawk), and Toril (Forgotten Realms).  The problems begin to show here since the cosmology of Krynn is tied very much to their gods.  This is not the fault of Spelljammer or Dragonlance, but rather one of trying to fit the divine into a scientific worldview.  I will admit I do like how the spheres are covered here.  It reminds me a little of how the solar system of Urt is covered in the D&D Immortals Set.  One could take that information and drop it rather cleanly into this book.  It was not done of course because at this time Urt/Mystara was considered part of D&D and not AD&D.  Even discussions online close to the time described AD&D as one universe, maybe even in the same galaxy, and D&D in a different universe altogether. 

Concordance of Arcane Space

The second major section of the book covers the rules part of Arcane Space.  The first chapter describes some basics of how Arcane Space and the Phlogiston work.  Chapter 2 covers some changes to the AD&D rules.  The first change, Lizard Men are now a playable race.  There are changes to some spells and how clerics can talk to their gods. We also get some new spells.  Chapter 3 covers the ships. How they are made, flown, and the capabilities (armor, weapons, storage) of examples.  Combat is covered in Chapter 4.  Ships are a lot like characters in they have an Armor Rating and Hull Points.  Damage by large ship weapons can deal hull damage and/or hit point damage. Chapter 5 covers celestial mechanics, or how systems are made. While in real-life astrophysics we know that forces like gravity will produce round (or oblate) planets and stars, there is a wide variety of things found even nearby to us.  Arcane Space should be just as diverse if not more so.  Oerth (Greyhawk) is a Geocentric system, Toril and Krynn are heliocentric. There are other systems that can be and should be, even stranger.  We learn that there is a flow to the Phlogiston and that some worlds might easy to travel to, but harder to travel away from.

We also have several appendices.  The first covers how magic spells and items work in space.  Appendix 2 covers travel times with Earth and the Solar System as an example along with Krynn, Toril, and Oerth.  Mystara/Urt can be substituted for Earth easy enough.  Flow can affect travel times.

The last section of the book are the color deck plans of various spelljamming ships. Maps and cut-out-and-fold ship minis. Best get the PDF along with the printed book so you can print these on your own.  A large black-hex map would work great for movement in space. 

Reading it today I can overlook some of the flaws that would have bothered me in 1990.  

Print on Demand Book

The Print on Demand book is hardcover, mostly black & white with some color art inside and color covers. It is a hefty volume on premium paper which makes it a little thicker than you expect a 278-page book to be.  It is very high quality. 

Covers of the Spelljammer bookCovers of the Spelljammer book

Interior of the Spelljammer book


Interior of the Spelljammer book
Interior of the Spelljammer book
Interior of the Spelljammer book
Interior of the Spelljammer book

Converting to 5e

In the first chapter of the first section, some advice is given about converting older AD&D monsters to use with Spelljammer since in theory every monster could be found somewhere.  The example given is the Grimlock from the Fiend Folio, a monster they describe as not likely to be updated to 2nd Edition.

Well. We know now the Grimlock. And updated to 3rd and beyond.   So there is no good reason to assume that Spelljammer will "Never" be updated.  In fact with D&D 5's desire to embrace the past and every world of D&D in their products it is reasonable we will see some Spelljammer at some point.  A spelljamming ship was already placed on a level in a 5th edition adventure. 

But converting to 5e based on the material in this book? Well really there are two main areas of focus; monsters and magic.  Many of the monsters have newer 5e writeups now, so this is less a question of conversion and more of replacement.  Magic, in particular spells, would need some more work but the guidelines are in place.  Similar spells should change in similar manners.  Combat can be swapped out for 5e combat, which not terribly different. So yes, if you are playing a 5e game then you can get a lot of use and play out of this book.

If you have ever been curious about Spelljammer but did not want to pay the aftermarket prices then the PDF is an absolute steal.  If you know about it and want to give it a go again (or for the first time) then the POD version is equally cost-effective.

Old-School Essentials 3rd Party Publishers


A new bundle of Old-School Essentials products has been released by Planar Compass and is now available on DriveThruRPG. 

Old-School Essentials 3rd Party Publishers by Planar Compass

It has some rather nice products included.

Here are a few of them.

BX Options: Class Builder

Build or customize your own OSE or Basic-era classes. I covered this book a bit ago. 

Hidden Hand of the Horla - T:1
From Appendix N Entertainment

A nice old-school-style adventure where you seek out the tower of the Hand Mage that has reappeared out of legend. It is from R. J. Thompson and is for characters levels 1 to 3.  There are some great new monsters here, the Goatfolk are my favorite, and some new to BX/OSE spells that Advanced players will recognize.  27 pages with maps by Dyson Logos. It is a really fun adventure and captures the spirit of the modules of the early 80s very, very well.  Buy it for the nostalgia, but run it because it is a great little adventure. 

The Chaos Gods Come to Meatlandia
From Knight Owl Publishing

I thought this was an adventure, but it is actually a mini-setting of Meatlandia and the opposing factions. There are meat mages (you really have to buy this to see them) and various types of bards (three in total).  So new classes, new magic (15 pages of meat mage spells), a city, new monsters, new magic items, and just some gonzo-level weirdness.  I have to say that it is not for everyone, BUT there is an audience that will absolutely love this.  Has a solid Dungeon Crawl Classic meets Lamentations of the Flame Princes meets 80s weird horror.  If it were a movie Roger Corman would have been the director or producer and Tom Savini would have starred and consulted on the monster effects. The whole thing is 90 pages long so you are getting a lot.  Not sure where I am going to use it, but it really begs to be used somewhere.  Retooled just a tiny bit could turn it from gonzo to some serious horror. That is the direction I am likely to go.

Barrow Keep: Den of Spies
From R. Rook Games

For starters, you get this product for OSE, 5e, Troika!, and Sharp Swords & Sinister Spells all in the same purchase! So kudos to the authors for that.  The main book covers the keep and a host of important NPCs. The characters are all assumed to be young adults living within the Keep. This covers 72 pages. There are also some new monsters in abbreviated stats that can easily be used by any game.  

The GM's Scenario packs vary from ruleset to ruleset.  5e is 43 pages and OSE is 55 pages.  As expected these GM packs give you scenario seeds, the relevant players/NPCs, and has you go from there.  The flexibility of this a crazy high. I can see an enterprising GM make this their central focus for dozens of adventures if not an entire campaign. If you don't want to do that then make it a home base for the PCs and have the occasional "stay at home" adventure.  Given how well it is multi-stated use it as a means of moving from one game system to the next.  It is extremely well designed.

Get it for one system, but enjoy it with the other three as well.  This has made me want to look more into the Troika! RPG.

FULL DISCLOSURE: The author of this, Richard Ruane, is a co-worker and friend of mine, though I did not see that at the time I purchased this.

I should stat up an NPC Pagan witch that lives in Barrow Keep.

A Witch's Desire - Adventure for Old-School Essentials
From Earl of Fife Games

This is a fun adventure dealing with a bargain made by your village and the local Witch of the Wild.  She is protecting your village from the deadly winter of the Ice Queen.  Now she is asking you for a favor.  Great notes on surviving cold weather and exploring in the wilderness. Part hex crawl-ish, part quest adventure.  The notes say to make her an 8th level magic-user. I say why not an 8th level witch?

Witch of the Wild
8th level Human Witch, Pagan Tradition

Str: 10
Int: 17
Wis: 16
Dex: 11
Con: 13
Cha: 18

HP: 25
AC: 9
THAC0: 18

Saves
D: 10 W: 12 P: 11 B: 14 S: 13

Occult Powers
Familiar: Crow
Cowan: Meepa the Goblin
Herbal healing
Of the Land

Spells
First: (3) Call Spirits of the Land, Cure Light Wounds, Glamour
Second: (3) Animal Messenger, Pins and Needles, Seven Year Blessing (Ritual)
Third: (2) Scry, What You Have is Mine (Ritual)
Fourth: (2) Temperature Control, Wheel of the Year (Ritual)

I could certainly use this adventure as part of my War of the Witch Queens.

There are others that I have not purchased yet but plan to.  

And finally also in this bundle,

The Craft of the Wise: The Pagan Witch Tradition
From The Other Side Publishing

But I assume you know all about this one.

Travelling to Ravenloft

Traveller. I universe in a 3-Ring Binder.Quick update.  

I was going to spend some time this week going over Traveller. From the Classic Traveller books all the way to the newest editions.  But in my research and reading, I found so much more material out there.  More than I can adequately cover in the time I was giving myself.  So I am continuing my readings, my research, and my analyses. 

There is so much to go through and I don't want to half-ass it.  I owe it to myself really and my love for my original Traveller Book (printed PDF version pictured).

Plus I have this other stack of educational research I need to read over and review for work.  No rest for the wicked right?

ed research

Honestly. I am looking forward to both research tasks ahead of me.

Speaking of wicked.  This came out today.

Van Richten's Guide to Ravenloft

So I have even more reading to do before I can say anything intelligent about it. 

I am certainly going to be using it in my games. Been a Ravenloft fan from the very start.

Ravenloft through the ages
WotC's Ravenloft

I can't say much yet save that it looks like a lot of fun.

My son and I talked about what our plans were for this.

Cthulhu Mythos + Ravenloft

His Ravenloft has an avatar of the King in Yellow. So he is working on his own version of Carcosa. One unrelated to the Geoffrey McKinney version or the Fat Goblin Games version.

I think I am headed back to Black Rose.

Ravenloft + Blue Rose

It's going to be fun.

Monstrous Monday: Marching to Mars

It's still Sci-Fi month here at the Other Side and I wanted to do a monster today with some solid sci-fi and old-school roots.  I just couldn't get it to jell the way I wanted. 

Essentially I wanted D&D/OSR/Sci-Fi versions of  Edgar Rice Burroughs' Barsoomian Martians. I was going to give them a few twists, give them a Clark Ashton Smith twist or two, and a dash of Jack Vance. 

Here is what I have so far.

Red Martians

Warlike, intelligent. Most "Human-like" of the Martians.  I am even toying with the idea of making them Matriarchal as my homage to the great Dejah Thoris.

Red MartianRed Martian, ePic Character Generator

White Martians

Psychic and the only truly evil Martian race.  Rulers are a caste of priests.  Borrowing heavily from Warhammer 40k, UFO myths, and a little bit of DC Comics.

White MartianWhite Martian, ePic Character Generator

Green Martians

These guys are essentially my Tharks, but also are a noble race. They are violent and will kill you, but they can be reasoned with.  My goal here is not to make them Space Orcs, Space Dothraki, or Martian Klingons.

Green MartianGreen Martian, ePic Character Generator

There might be others.

All are genetically compatible with each other, more or less.  I'd love to work in "War of the Worlds" into this somehow too. 

For my OSR/D&D-style games, this might be a world within Spelljamming distance or even some sort of Astral Travel.  Adding in bits of Dark Sun might help smooth out some of the rough bits.  It would all work great for an Astonishing Swordsmen & Sorcerers of Hyperborea game

For BlackStar I would want the civilization dead and only recently had xeno-archeologists having discovered the ruins of an ancient and vast Martian culture. The horror will come in when they can't figure what it was that killed them all. 

Links to Mars Related Posts

Sword & Sorcery & Cinema: Galaxy of Terror (1981)

Something a little different tonight, an 80s sci-fi horror movie with a solid Sword & Sorcery feel to it. It's from Roger Corman, so I guess that is not a huge surprise.

Galaxy of Terror (1981)

This movie has everything! My favorite Martian Ray Walston, Erin "Joanie" Moran, Grace Zabriskie, Sid Haig, pre-Freddie (and really young looking!) Robert Englund, a space witch, tentacle rape monsters! Wait. What was that last bit again? Another Roger Corman offering. I have to admit the cast is something else really. 

The movie starts with the crew of our spaceship, the Quest, headed to planet Morganthus by the order of some mysterious dude called "The Planet Master." We never see his face due to the glowy red energy around it. He is playing some game with our Space Witch. Our pilot, Captain Trantor (Zabriskie) was the only survivor of some famous disaster that has left her a little worse for the wear.  We learn Alluma (Moran) is a psychic sensitive and she detects no life on the planet they all but crash land on.

The Quest crew investigates a crashed ship, the Remus, where all the crew seems to be dead. Soon the first crew member, Cos, is killed by some sort of monster with claws.  The crew looks for more survivors and finds a really creepy ass pyramid.  The mission Commander, Ivar, is lowered into the pyramid but he gets attacked by some blood-sucking tentacles.  Quuhod (Haig) is killed by one of his own crystal throwing stars.  Dameia (played by Taaffe O'Connell), in one of the most controversial bits in the movie, is attacked by a giant maggot/worm/tentacle beast who manages to get all her clothes off before it rapes/eats her.  

We find out that Core, the cook (Walston) is some sort of spy. He had been in the disaster the Captain had been in.  She seems to be hallucinating an attack.  We next see her trying to leave the ship but she bursts into flames.   The remaining crew regroup and head back to the pyramid.  They get separated, of course, and picked off one by one until only Kore and Cabren remain. We learn that Kore is really the Planet Master and this pyramid is part of a game. Cabren manages to kill Kore, but becomes the Planet Master in his place.

I'll give the writers credit, there is some background going on here.  I am not sure that it all translates well on the screen though. I like the idea of the pyramid causing fear, but there is no reason why The Master/Kore would actually be interested in it. 

The movie has a solid Alien (1979) and Aliens (1986) feel to it. No surprise really, James Cameron served as Production Designer and Second Unit Director on the film would five years later direct Aliens. 

But, and let's be honest here, the movie is not good. I am not sure why we never saw it then but Erin Moran is terrible in this. Taaffe O'Connell is in it only so she can take off her clothes.  Even mainstays like Robert Englund and Sid Haig are wasted here.  Ray Walston and Grace Zabriskie were obviously here for the paycheck.

Gaming Content

The idea of entering an ancient and abandoned pyramid is as old as...well, the Pyramids.  This one just happens to have a sci-fi horror feel to it.  There are a lot of ideas I could steal for BlackStar. Watching this after reviewing Stars Without Number I am more convinced now that my BlackStar game must have psionics. 

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Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.

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