Sunday, October 26, 2025

Hotel Transylvania

Bad Books for Bad People, Episode 88: Hotel Transylvania

Hotel Transylvania (1978) is the first of 25 novels and two short story collections in Chelsea Quinn Yarbro’s epic vampire series centering around the adventures of the Comte de Saint-Germain. Steeped in the court intrigues of 1740s Paris, Kate and Jack will encounter headstrong virgins, wicked yet incompetent Satanists, and a rather surprising amount of swashbuckling action.

Why didn’t Saint-Germain achieve the same heights of popularity as Anne Rice’s Lestat? How do you handle a bunch of couch-surfing alchemists? What the hell is romantasy, anyway? All these questions and more will be explored in this episode of the podcast.

Wednesday, October 15, 2025

That Asshole Dracula is Back (Again)

I got the chance to run Vampyrvania for the first time as part of my Halloween season game offerings. This post will be part recap of what happened, part review of the game. For our session, I cobbed together an adventure from the stuff at the back of the core rules, The Clock Tower supplement, and a few of my own additions. (My copy of The Clock Tower was printed kinda crooked and it was surprising how much a little skew made it harder to navigate in play.)

Vampyrvania is very much a "Castlevania simulator," and I didn't bother to hide that fact. The premise was that Dracula was back, and an assortment of brave heroes descended upon the clocktower he had taken over. Our characters for the session included Alucard (son of Dracula), Fiona Belmont (the latest Belmont heir), Wulf Nedazni (a pirate whose ship was wrecked by Dracula), and Tulfa and Orsil (twin magicians who were palette swaps of each other; one had fire powers, the other had ice powers).

The game began with the characters marching through the gates of an undead-infested Targovishte. After fighting some introductory skeletons, they were faced with a branching path as a horde of zombies closed in: head to the inn or proceed to through the center of the town. They chose to head to the inn; inside, they fought more skeletons that were trying to hack down the door to the kitchen. 

Once vanquished, they were given a few power-ups by the townsfolk hiding in the kitchen, then they climbed the stairs and ended up to the inn's roof. They now had to master a platforming section as they jumped from rooftop to rooftop. Failed rolls meant crashing down into a room below with another fight against skeletons.

When they reached a ladder, they climbed down and discovered that they were by the town's well. Of course, bones erupted from the well and then a dragon skull snake thing emerged to fight them. When that fight was over, they scarfed some wall meat and touched the pulsating orb that fell from the sky--initiating a level up sequence. (Having all the character sheets on an editable google doc meant the players could do their level ups as a group in real time. Neat.)

They made their way up Targovishte's cemetery hill and found themselves before the clocktower. Of course, some enemies dropped down before they could enter, but that didn't slow them down much. The doors opened ominously, and the characters marched inside. 

On the first floor, they learned they could destroy the spawning point so they weren't overrun by vampire bats. They also fought a suit of armor and jumped over a spiked pit--well, most of them made it over the bit, at least. They also found a hidden room where a hooded stranger traded coins they had gathered for subweapons and the hearts needed to use them.

The second floor was full of tricky jumps involving large, spinning gears and eyeballs rolling down the stairs. It looked like it might be GAME OVER when a bunch of the characters got knocked down to a lower level with a giant eyeball rolling back and forth.

The third floor had them climbing ropes, getting more wall meat, and fighting blood-gooped skeletons and gargoyles. At the top of the clocktower, a ghost indicated that they needed to go through a door to the outside of the clocktower for a boss fight.

Of course, Dracula awaited them! The outside of the clocktower's apex had several platforms, so they had to master the art of jumping and attacking at the same time. At one point, Dracula did the Dracula thing and burst into a horde of bats, hitting everyone on the screen in a really cheap attack. However, that didn't stop Tulfa from draining his health bar with a well-paced pillar of fire. 

Dracula was vanquished once more! Will it last? No, there will be another game coming out just before Christmas, most likely.

So, how well did Vampyrvania capture the 8-bit Castlevania experience? Pretty perfectly, I think. Collecting hearts to power subweapons and eating meat found in cracked walls hit the right notes, as did the character types on offer. The system was a tad fiddly in some areas, but overall it was pretty light and the action kept flowing. This is a great "beer-and-pretzels" rpg and it is especially well-suited for one-shots. I don't really see much potential for a long campaign here (I think the shtick would wear out sooner rather than lately) but we had a blast leaning into the "game-y" nature of it for a night. That said, I would love to see a future supplement that adds rules for a Symphony of the Night-style Metroidvania experience...

Sunday, October 12, 2025

The Jaeganrad, the Linden Gallows Gang, and the Syndikor Ministry

Below are three groups that are new additions to Krevborna. We have a version of the mythical "Wild Hunt" that is actually anti-human insurgents, a Wild West-esque gang of banditos, and a group of Church-sanctioned exorcists.


The Jaeganrad

The Jaeganrad is a group of pomenysh insurgents regarded as savage, inhuman terrorists.

    • The Jaeganrad fights a guerrilla war against mankind in Krevborna, hoping to one day reclaim their land.

    • The Jaeganrad ventures forth from Aeldentree to raid human settlements and wage a war of terror against humanity.

    • Powerful fey from the Verdant Lodge support the Jaeganrad.


The Linden Gallows Gang

Squires who do are judged unworthy to join the Knights Labyrinthian are cast out into the wilderness in shame. Most die. A handful of the survivors have found each other and banded together as a posse of bandits calling themselves the Linden Gallows Gang.

    • The Linden Gallows Gang share the Knights Labyrinthian’s mania to collect artifacts from Grail Tombs, but they are more apt to ambush successful delvers than they are to explore vlaak dungeons themselves.

    • Like the Knights Labyrinthian, the Linden Gallows Gang are skilled gunfighters, though they lack the Knights’ mystical techniques.

    • The biggest coup a gang member can achieve is to kill a Knight Labyrinthian in a duel.

    • The Linden Gallows Gang are led by a dhampir pistolero named Wagner Highcross.


The Syndikor Ministry

The Syndikor Ministry is a special branch of the Church of the Holy Blood tasked with performing the sacred rite of exorcism. 

    • Clergy selected to join the Syndikor Ministry are invariably marked from birth by obvious spiritual gifts.

    • Though some Syndikor exorcists are permanently stationed in the Church’s larger bastions, others wander the land to confront malicious demons and spirits.

    • As an occupational hazard, members of the Syndikor Ministry are prone to becoming hosts for unclean spirits; “fallen” Syndikor are mercilessly hunted by their compatriots.

Wednesday, October 8, 2025

Logan Tithe

The Vespermark’s most powerful villain is Logan Tithe, a vengeful undead gunslinger. The inspiration behind Logan Tithe is extremely simple: do you remember the undead gunslinger that Brom did for the cover of the old Deadlands? That shit rules.


Logan Tithe

Once a celebrated gunslinger of the Knights Labyrinthian, Logan Tithe was slain in a pitched battle with highwaymen. Unable to go to a quiet grave, Logan rose from the dead as a revenant with murder on his mind. After all of the brigands who participated in the ambush that took his life had been killed, he still found that death would not take him. For reasons he does not understand, Logan is cursed to ride the Vespermark, sending others to an eternal rest that has been denied him. He runs down travelers and caravans on a rotting stallion, but he does not ride alone—he is almost always accompanied by a posse of dead-eyed wights.

    • Appearance: Logan Tithe appears to be a worm-riddled corpse clad in a moth-eaten duster and a black wide-brimmed hat; he bears two hellfire-spewing six shooters at his hips. 

    • Personality: Though the embrace of death refuses him, he relishes sending others to their doom. 

    • Motive: He cannot still the Hell that's in his hands.

    • Flaw: Logan fears being hunted down by his compatriots in the Knights Labyrinthian.

Sunday, October 5, 2025

The Saturnine Chalice

As is the custom, I ran a Call of Cthulhu one-shot because the calendar has ticked over into Spooky Month. The premise for this one-shot was that the four characters were a gang of bank robbers (Tiny, Wildman, Goon, and Mouse) who had just pulled off a heist in Ithaca, NY and were now en route to Buffalo via some backwoods roads. In case you want to avoid spoilers, the scenario I ran was "The Saturnine Chalice." I didn't quite manage a Total Party Kill, but three out of four characters ain't bad.


Events

Tiny was at the wheel of the getaway car; Wildman was in the passenger seat acting as navigator--he found an isolated road for them to stick to. Unfortunately, something went wrong with the car; despite the gas gauge reading "Full," it sputtered to a stop at the side of the road, apparently out of fuel. Fortunately, they spotted a driveway winding up a wooded hill. Surely, the residents might have some gas to spare or at least had a phone to call into town? 

After they rang the bell, an old man answered the door. Dressed in the uniform of a butler, he invited them inside and asked them to steady the step ladder he was using to change the lightbulbs in the chandelier overhead. Goon helped him, but failed to notice that the wires were actually too frayed for the chandelier to be operational.

The characters were joined in the hallway by an older man (Augustus, the master of the house), Veronica (his daughter), and Rosemary (the maid). Veronica was wearing mourning dress, but everyone else was dressed normally. Rosemary had a disconcertingly wide smile.

The group requested aid, so Augustus had the butler (Jeremiah) take the characters out to the garage to fetch some gas. Unfortunately, the gas cans were empty and Jeremiah said that the family's Rolls-Royce was nonfunctional. Back in the house, they used the family's phone to request that the general store in the next town over deliver a few cans of gas so they could get their car started.

At this point, August and Veronica invited them to have tea in the dining room while they waited. The long dining room table was already set for an astounding twenty-two people. They explained that they were expecting guests for a dinner party later that night. However, the characters noticed that the candles in the candelabras on the table weren't actually burning down. 

They also spotted a small lead sculpture of an ox with a strange symbol inscribed on its base: a square subdivided into nine numbered squares with a line moving from one square to another. Augustus told them that the symbol was a kamea and pointed out that the sum of the numbers in the squares all added up to fifteen in every direction. He said he couldn't remember where he picked up the item. When Goon asked about Veronica's mourning clothes, neither of them could remember who she was grieving. Clearly, something strange was going on in the house.

The characters were left on their own in the dining room, which gave them a chance to explore further. They found a lounge with bright white walls. The room had several paintings of the family, including Augustus's wife (whom they hadn't encountered in the house), as well as a metal bust of Augustus. The bust was positioned to look out the window. When Wildman examined it, he saw that it was inscribed with a different kamea. Beneath it was a scrap of paper that offered a clue on how to decipher the kamea's hidden message. 

Veronica came in to play the piano while they worked on the code. They also noted that the library was full of occult and theological works, particularly focused on the role of angels in the Abrahamic religious traditions. Engaging the group in light conversation, she said that she loved to travel. When pressed further, she said that she had just been in Scotland before returning home--but couldn't remember why she had left to come back to her father's house.

The group moved upstairs to explore further. Strangely, none of the residents of the house tried to stop them from poking around. The upstairs bedroom featured a desk with more books. From the materials on the desktop, it was obvious that someone in the house had an interest in the Book of Abramelin, an occult tome focused on summoning a guardian angel. 

Mouse tried to open the door leading to the balcony, but it was nailed shut and the gaps around it were sealed with red wax. She noticed that although it should have been just past noon, it was now dark outside. She also saw a line of identical cars approaching the house.

Wildman tried to leave the house, but found the space beyond the front door barred by a stout brick wall. He yelled for Jeremiah, but the butler insisted that he couldn't see any wall.

Back upstairs, Mouse found an oratory room with whitewashed walls. There was a stone altar in the room; hanging over the altar was a odd-looking lamp. When Mouse climbed up onto the altar to get a better look at the lamp, she saw the corpse of a woman in mourning dress hidden behind it. The dead woman had a three-foot wooden wand driven through her chest. Undeterred, Mouse clambered onto the altar and saw that the lamp's glass sides were crystalline and unusually clear. There was a wick inside, but the lamp was out of oil.

Meanwhile, back downstairs, the guests for the dinner party arrived. There were all identical middle-aged men, and all of them went by the name Lester Goodman. The Lester Goodmans had no trouble simply walking through the brick wall in front of the door. There were sixteen of them in total. (Sixteen of them, plus the four characters, plus Augustus and Veronica added up to the twenty-two settings on the dining room table.)

Frantic to figure out what was going on, the characters descended into the basement, where they found the corpses of a man in a butler's uniform and a woman in a maid's uniform clutching each other in death. They noticed a shadow move across the wall; it was unusually tall and seemed to have feathered wings on its back. 

They returned to the room with the altar, bringing with them a bottle of lamp oil from the pantry. When the lamp was lit, they found themselves in the presence of a winged angel who said "Be not afraid." The characters involuntarily dropped to their knees before the angel. The angel told them that all they needed to do to escape the house was to destroy or deface one of the kamea statues in the house; he explained that the family had botched a magical ritual and had inadvertently turned the house into a prison.

Tiny rushed downstairs and toppled the Augustus's bust onto the floor, breaking it. 

Back in the altar room, the others watched in horror as the angel began to glow brighter and brighter, until the being's innermost light burned out their minds, leaving them catatonic. The angel, which was never an angel, was now free. It then departed to wreak havoc on an unsuspecting world.

Tiny found that he was also now free--the house was empty and there were no bricks between him and freedom. Returning to the garage, he found that the gas cans were actually full and that the Rolls-Royce was perfectly operational. Leaving his co-conspirators to their grim fates, Tiny departed with all the loot from the bank job and put the horrors of the Saturnine Chalice behind him.