Showing posts with label Bessie Love. Show all posts
Showing posts with label Bessie Love. Show all posts

Tuesday, June 18, 2024

Bessie Love shines in a cute fantasy short film

The Little Knight (aka "The Adventures of Prince Coraguous: The Litte Knight") (1923)
Starring: Bessie Love, Arthur Trimble, Monte Collins, and Charles Belcher
Directors: Fred Becker and Charles R. Seeling
Rating: Seven of Ten Stars

A wandering knight (Belcher) is cursed by an evil witch to appear to all who see him as a little boy (Trimble). He soon meets and falls in love with Princess Bernice (Love) who is being forced into an arranged marriage with the cowardly, villainous Duke Craven (Collins). Will our hero overcome his curse, rescue the damsel in distress, and win her heart?  

"The Little Knight" is a fun fantasy short film that was intended to be the first in a 12-part series meant primarily as a vehicle for child actor Arthur Trimble (and produced by a film company bearing his name). Ultimately, only three were finished and released. 

Sharing top billing with Trimble was Bessie Love who in 1923 was near the top of her all-too-brief stint as a Hollywood superstar. While everyone else in the picture can be described giving adequate performances, Love is as attention-commanding as ever when she's on screen. Only Monte Collins comes close to rivaling her in being remarkable as he hams it up as the film's main bad guy. But, Love's cuteness, if not her acting skills, are eclipsed by Little Arthur Trimble; it's easy to see why he was tapped for child-stardom. 

A few plot threads are left dangling when "The End" flashes on the screen, but what we have is still basically a complete story. If you like classic fantasy and can get past the opening swordfight with the world's smallest giant, I think you'll find the 16-minutes you'll devote to watching "The Little Knight" time well spent.

And if you've made it this far, why don't you click below to check out "The Little Knight" and see if you agree with our take on the film. And please let us know with a comment, either here or on the video itself.

Tuesday, July 25, 2023

'The Good Bad-Man' is Excellent

The Good Bad-Man (1916/1923)
Starring: Douglas Fairbanks, Bessie Love, Sam de Grasse, and Pomeroy Cannon
Director: Allan Dwan
Rating: Eight of Ten Stars

"Passin' Through" (Fairbanks), a wandering outlaw with a heart of gold and a soft spot for those who are defenseless and in need, finds himself falling head-over-heels in love with a young woman (Love) he encounters by chance. This is sets in motion a series of events that will reveal "Passin'" mysterious past and change both their lives forever.

Douglas Fairbanks and Bessie Love in "The Good Bad-Man"

As I've mentioned before, I generally don't have the patience for silent dramas, especially if they run past the 15-20 minute mark. "The Good Bad-Man" is one of a growing number of films I've come across that are an exception to that rule. I don't know if my tastes have changed or if I've just had more luck with picking movies to watch in recent years.

Whatever the reason, I found "The Good Bad-Man" to be very entertaining. It's easy to see why Douglas Fairbanks was such a big star in his day, as he is seems equally natural whether his character is being friendly and playful, or whether he's getting ready to kill someone. 

In fact, like the other early Fairbanks picture I've watched and reviewed (the subversive Sherlock Holmes parody "The Mystery of the Leaping Fish"), he is the star of the film in very sense: He's the main character, he has all or is a key part of all the film's best moments, and he has a presence that almost leaps off the screen in every scene. Like their previous pairing, Fairbanks and Love also make a great couple on screen, with acting styles and on-screen chemistry that make them seem like a natural couple. Even the "insta-romance" between the characters doesn't bother me that much here, because Fairbanks and Love compliment each other so well.

Douglas Fairbanks and Bessie Love in "The Good Bad-Man"

Speaking of Love, I noticed that she spends most of her scenes either sitting down or leaning against posts or walls after taking just a few steps. I don't know if this is just some weird coincidence or if it was supposed to be a character quirk, but I also found myself wondering if perhaps Love perhaps had hurt one of her legs or perhaps her back. What little research I felt inclined to do didn't reveal anything specific, so if it was anything, it was probably just a sprained ankle.

Another bit I noticed--that is either a coincidence or an intentional sight gag--was a rider having trouble with his horse both times the band of outlaws saddled up and rode out en-masse. I'm hoping it was an intentional ittle background thing. Perhaps there was even something involving a clumsy comic relief character that ended up getting cut when the film was reportedly shortened for its 1923 release... I wish my imagining is true, because a cowboy outlaw who can't stay on a horse would be hilarious. (Unforunately, we will never know, because there are no known surviving copies of the original 1916 cut.)

Aside from excellent performances from the film's stars, Sam de Grasse has a fine turn as a local bandit leader whose secret connection to "Passin' Through" helps turn the plot upside down and accelerate the film toward its dramatic conclusion. Similarly Pomeroy Cannon, who plays a Federal Marshal who remains a question mark for most of the picture as to whether he was going to be a friend to the main characters or their downfall, also gives a fine supporting performance.
 
"The Good Bad-Man" is one of the films that have been featured in the Screening Room at the YouTube channel that's loosely connected with this blog. If you like westerns and fast-paced silent movies, you're probably going to enjoy this one. Just click below and watch the tale unfold!

Thursday, July 6, 2023

A fun glimpse of 1920s car culture

Rubber Tires (1927)
Starring: Bessie Love, Harrison Ford, Erwin Connelly, May Robson, Junior Coghlan, and John Patrick
Director: Alan Hale

After their main bread-winner (Bessie Love) loses her job, the Stack family sells all their belongings, buys a car, and heads on a cross-country journey from New York to start a new life in California. There, in the wilds beyond Los Angeles, the family's patriarch (Erwin Connelly) bought a house and land with the family's savings, gambling oil might be found there. Now, it has to be their home... if they can make there! 

Harrison Ford and Bessie Love in "Rubber Tires" (1927)


"Rubber Tires" is a proto road movie full of fun and lighthearted romance. Bessie Love is in top form as an independent young woman with a never-say-die spirit who is determined to see her family successfully to a new home. The comedy and pacing of the film hold up nicely, and the glimpses provided into life in 1920s America--especially for those of a nomadic bent--are interesting.

Two things I found interesting about the look into the past was the apparent complete lack of requirements to have drivers licenses or car insurance of any kind; Love's character Mary Ellen buys a car from a scrapyard, then just drives off in it. Later, characters are shown trading cars with each other with a level casualness that one might do with pens or hats. 

Although motor vehicles as something the masses could own and enjoy were a relatively new thing in 1927, it was amazing how much society's approach to cars has changed over the past century or so. While I realize films aren't accurate reflections of reality, it seems to me that at least the general environment and cultural outlook of the characters has to feel right to viewers, especially when the characters on the screen are living in a world not unlike the real one. The trusting nature that people seemed to have toward each other--even total strangers--was particularly surprising to me, even for a cheerful comedy like this; I can't imagine trading my car to a total stranger for his car without having it checked out by a mechanic! (The one character in the film who is an expert in cars--who amusingly spends about half the movie in a car with no engine and thus being towed along by others as he tries to keep up with the Stacks on their journey--is also the only one who worries about whether the cars being traded for actually run. Everyone else just seems to assume that they will, or that everyone they meet is as honest as they are.)

Perhaps the most remarkable thing about this film is that there is no true antagonist in the story. Any threats toward the Stacks come mostly from the circumstances they encounter. Every character in the film is likeable... even both men seeking to conquer Mary Ellen's heart (played Harrison Ford and John Patrick) are equally upstanding and decent. This is one of those very rare films that is charming and sweet without getting schmaltzy. (The only time when there was an opportunity for truly villainous characters to appear in the story, they are reduced to faceless shadows, basically making them just another circumstance that threatens the Stacks.)

Because the characters are all basically so likeable--due in no small part to each and every major actor in the film having great screen presence--all this film needs is the various threats and hurdles that the Stacks need to overcome to reach their new life in California. The running subplot about the fact they're driving a car worth $10,000 without knowing it also goes a long way to keeping the viewer invested in the outcome.

Click below to watch "Rubber Tires". I hope you enjoy it as much as I did!


Friday, June 30, 2023

A Gallery of Love... Bessie Love!

Bessie Love in England

In celebration of the first film showing at our Screening Room--"Rubber Tires", starring Bessie Love and Harrison Ford--we bring you pictures of Bessie Love looking lovely!

Bessie Love
Bessie Love
Bessie Love

Bessie Love, blonde, in a hat

Bessie Love with laundry

Bessie Love being sexy

Bessie Love

Bessie Love

Bessie Love on the beach

Wednesday, October 5, 2022

Halloween is coming...


... and Bessie Love is trying to decide what costume she'll wear to the Shades of Gray party this year!

Bessie Love
 


 
 
 


Tuesday, July 26, 2022

Bessie Love and the Spirit-Infused Coffee

In early 1925, actress and secret crusader against supernatural evil Bessie Love stopped a monstrous scheme to spread madness and destruction throughout Los Angeles and beyond by infusing demonic spirits into coffee beans that would then be shipped throughout southern California. By going under cover in a coffee shop, she traced the origins of the demon-possessed coffee beans and put an end to the cabal of devil-worshipers behind it. She also made sure that any remaining coffee they'd performed their ritual on was destroyed.

Bessie Love in "The Heiress at Coffee Dan's" (1916)
Bessie Love, undercover and hunting for cursed coffee.


As long-time visitors to Shades of Gray are undoubtedly aware, we reveal long-hidden secrets about silent movie star Bessie Love on an irregular basis. In those posts, we typically include some roleplaying game rules inspired by her adventures. We add to the series today, with something that's a little different: We're offering an RPG scenario idea inspired by Bessie's adventure.




THE MYSTERY OF THE DEADLY COFFEE
A Modern-Era Adventure Idea by Steve Miller

THE BEGINNING
A sudden rash of violent murders against either random people, coworkers, or family members, is plaguing the city and slowly spreading across the nation. If the murderer is taken alive, he or she claims to have no memory of what happened. The only common thread is that Spirit-Infused Coffee (a medium-roast made from Arabica beans) has been found in the home or workplace of the killers. Standard analysis of the coffee shows no toxins or unexpected ingrediencies. Even if it is banned from stores, there's no way to stop the firm from offering it via mail order, and their legal team crush anyone who tries to interfer with the selling of the coffee. In fact, the claims that it might be driving people to murder becomes the motivating factor for TikTok Challenges.

WHAT'S GOING ON?
The coffee is literally infused with spirits. Demons are summoned during the roasting process, and they are literally cooked into the beans, and those who drink the coffee are extremely likely to fall victim to demonic possession.


EFFECTS OF DRINKING SPIRIT-INFUSED COFFEE
Roll 3d6 against the following table to determine what happens to those who drink the Spirit-Infused Coffee:
   3. Nothing but a pleasant caffeine jolt.
   4-5. Characters become overly horny and will be on a constant hunt for sexual partners. When advances are rebuffed, they must make successful Will saves (DC13) or attack the target of lust.
   6-7. Characters constantly desire food and drink, and it has to be high quality. When denied, or served bad food, the characters must make successful Will saves (DC13) or attempt to kill anyone who is perceived as standing in the way of a desired meal.
   8-9. Character must roll a Will save (DC13) whenever they are around cash or in shops. If the saving throw fails, they attempt to steal the money or some valuable item from the store. Anyone who tries to stop them is violently attacked.
   10-11. Characters stop going to work and instead just lounge about their homes all day, sleeping whenever possible. If the coffee is consumed at work, they must make successful Will saves (DC13) or immediately stop work and just be lazy. Anyone who tries to get them to stop sitting around is violently attacked.
   12-13. Once per hour characters must roll Will saves (DC13) or be filled with homicidal rage against the nearest, most obvious target. (If it's someone or something in some sort of media, the characters must seek that person or place out). The rage lasts until the target is eliminated, and will grow to encompass anyone perceived as being between the characters and their ultmate target.
   14-15. Characters who see someone displaying obvious wealth, someone who is physically attractive, or who may simply just be enjoying a good time with friends, must roll Will saves (DC13) or violently attack that person. They will also attempt to steal whatever valuables the target is carrying. (This could be mugging, or a mass-killing, depending on the situation.)
   16-17. Characters become extremely self-satisfied and filled with pride over everthing they they do. They will constantly brag about themselves and demand recognition and praise. They must roll successful Will saves (DC13) if anyone denies their greatness, or violently attack the offender.
   18. Nothing but a pleasant caffeine jolt.

The evil spirit that has been infused into the coffee drinker remains in his or her body for six days, or until a Will save is failed. During that time, the coffee drinker cannot be possessed by other demons, no matter how much of the spirit-infused coffee they might drink. The coffee drinker will have only the haziest of recollections of the time he or she was possessed, and will remember nothing once he or she turns violent.

ENDING THE THREAT
It will be up to the PCs to discover the true nature of Spirit-Infused Coffee and stop the spread of evil! They will have to get into the roastery and destroy the ritual site, and kill the demonologist behind the scheme. If their IDs are discovered during this process, they will find themselves hounded by the law firm (who are literally devils' advocates), even if they avoid any consequences from the authorities.

--
The section "Effects of Drinking Spirit-Infused Coffee" is released under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miller 2022

Also in the general area of acknowledgements, we want to state that this post was inspired by real-world "spirit-infused coffee". When ad ad for coffee augmented with the flavors of various forms of hard liquor showed up in Steve Miller's Facebook feed, the idea for an adventure scenario popped into his head. (And if the roastery that was the inadvertent inspiration for this post comes along, recognizes the image of their product that we appropriated and modified--please don't us!)

Sunday, June 26, 2022

Catholic Coffee's Our Lady of Guadalupe Mexican Mocha

Today, I bring you a review of coffee from a roaster who's new to me!

CATHOLIC COFFEE: OUR LADY OF GUADALUPE MEXICAN MOCHA
Inspired (or perhaps even moved) by a Facebook ad, I decided to try one of the offerings from Catholic Coffee. And I can't tell if these people are earnest or not.

Catholic Coffee is a roastery that's been in operation for about a year (in fact, as I type these words, they are running a one-year anniversary sale on their products). It's a brand of North Carolina-based Trinity Road, LLC, which, I presume is itself a wholly owned subsidiary of Almighty & Sons. Their marketing hook is that each of their blends are associated with/inspired by a Saint (about which you can read a little bit on the side of bags). The marketing text invokes some degree of spirituality with each plug or catchphrase, implying that drinking coffee can literally be a religious experience. 

I found the tidbits about the Saints interesting (the blurbs from all the coffee bags, mini-bios of each coffee saint and the days upon which each is celebrated, and opportunities to purchase additional saint-specific merchandise can be found on Catholic Coffee's website), but the mindset it all put me in was feeling that it was either there to have fun with faith... or tacky. But, since I am not a Catholic and just a non-believing coffee lover, I am not really the target market, and there are probably some cultural things that have gone over my head. (But I am thinking if I should go to one of those firms that offer their coffee for third-party packaging and start selling Love Coffee...)

Bessie Love, Patron Saint of Shades of Gray
Bessie Love, the Shades of Gray Patron Saint

But, all that aside, what matters is if the coffee is any good. And I'm finally getting around to talk about what you all came here for.

When choosing what to order from Catholic Coffee, I went with a flavor that I'd tried from other roasters that I thought I would like: Our Lady of Guadalupe Mexican Mocha. (The packaging and saintly marketing tie-in of this blend is a bit off, I think. Strictly speaking, Our Lady of Guadalupe is not a saint. She is the manifestation of the Virgin Mary that showed herself to the humble peasant Juan Diego in 1531, caused a miracle that brought about mass-conversions, and ultimately led him to be elevated to Saint Juan Diego. Also, the Virgin Mary did not appear to him looking like the cloak-draped figure we're used to from nativity scenes but rather like an Aztec princess. This causes me to wonder why Our Lady of Guadalupe portrait on the package looks like Nativity Scene Mary? But I am getting off the topic of the coffee again...)

The Our Lady of Guadalupe blend is a medium roast that should have a slightly peppery, chocolate flavor, since it purports to taste like a Mexican mocha. The beans are sourced exclusively from Mexico, which is fitting with everything else that's going on with this blend. Although it's not specified anywhere, I think it's a safe assumption that the coffee here is made from Arabica beans, since that's what is almost exclusively grown in Mexico.

When I opened the bag, the strong aroma of chocolate that rose from the pre-ground beans made me hopeful that the promise of the name would be kept. That hope grew stronger as the coffee brewed and the smell of chocolate drifted through the kitchen, as well as rose from the mug as I poured it.

The promise that had wafted through the air was kept in spades. Consumed hot and black, this blend has a full-bodied flavor with a strong presence of chocolate and peppery spices. I think anyone who likes chocolate and takes their coffee black will enjoy this.

When I added Unsweetened Almond Milk to my mug, this flavored coffee leapt halfway to tasting like a full-fledged Mexican mocha... and when I tried a mug of this blend with some sugar-free Italian Sweet Cream creamer the chocolate popped, the spiciness intensified, and the coffee flavor blended with the creaminess into a near-perfect imitation of mocha-ness! Again, I recommend this highly.

At room temperature, the blend comes across as very spicy when black, but if mixed either with Unsweetened Almond Milk or the sugar-free Italian Sweet Cream creamer the chocolate flavor came back strong. Chilled and iced, the blend was okay black, but it was absolutely spectacular when mixed either with the almond milk or the creamer. In fact, I am having a hard time imagining it being better than it was iced and with the creamer... and I think anyone who likes iced Mexican mochas will really enjoy this.

My first experience with Catholic Coffee was an absolute delight. I will have to try a few more of their blends... so look for reviews of their St. Nicholas Christmas blend (in December), their St. Valentine's blend (in January or February of next year), and their St. Patrick Irish Cream blend (in early March of next year).

Wednesday, June 15, 2022

Bessie Love and the Crown of Eternal Mastery

We once again provide a glimpse of a time when Bessie Love (as part of her secret battle against supernatural evil) perhaps saved the world... but at the very least took a powerful magic item out of malicious hands. As per usual, we translate the item into roleplaying game terms via the d20 System.

 
Bessie Love

On Halloween, 1928, Bessie Love had her first of many encounters with evil-doers trying to harness magic and enchanted artifacts left behind after the fall of ancient Atlantis. She prevented a necromancer from harnessing the powers of the Gourdians, and, in doing so, came into possession of the Crown of Eternal Mastery. She even wore it to a Halloween Party that night--where she accidentally gained some insight into its powers. (Bessie found herself to be a better dancer than she had ever been before, as well as feeling more limber and dexterous while waring the Crown. She took this to mean that it enhanced a person's agility and dexterity. She failed to imagine the full power of the item, and she put it away in her collection of magical artifacts without ever realizing the truth.)

THE CROWN OF ETERNAL MASTERY
This is a large, elaborate headdress that consists of a caul that's covered with a complex and tangled arrangement of gemstones and pearls on strings or set into delicate platinum frames.  It represents the pinnacle of magical craftsmanship based in a fusion of the now-mostly forgotten Atlantean magical disciplines of Biomancy and Technomancy. It absorbs all knowledge and skills possessed by someone who dies while wearing it, allowing others to later access and use it as if it was their own. Each pearl contains the sum total of experience and knowledge possessed by a person who has passed on. Each gem houses not only a person's knowledge and experience but their personality as well.
   If it is subjected to methods that reveal magical auras, the Crown of Eternal Mastery is revealed to be imbued with powerful magics of an undeterminable variety. If the character attempting to analyze the item's magical aura is a skilled at creating enchanted items, he or she can make an Arcane Lore or Spellcraft skill check (DC18) to determine that there are faint undercurrents of abjuration and necromantic magic in the otherwise alien emanations.

Using the Crown of Eternal Mastery
When worn, the Crown of Eternal Mastery provides the wearer with a +2 bonus to Will saves. Additionally, the character can gain bonuses to skill checks and attack rolls for a limited time.
   Unless the character somehow gains access to ancient Atlantean means of determining the functions of magical items, the Crown of Eternal Mastery will initially seem to function at random. Whenever the character wearing the Crown makes an attack roll or skill check, the GM should roll against the following table. The character gains the indicated bonuses for the duration of the encounter; until another skill check is made; until the character falls unconscious or goes to sleep; or for six hours. The GM decides which of the three options makes the most sense in the context of when the item is triggered.
   The bonuses provided by the Crown stack with all other bonuses. The bonuses do not count for purposes of damage resistance against non-magical weapons.

d20 Roll    Result
1                +4 bonus to all Strength-based skill checks.
2                +2 bonus to all Strength-based skill checks,
                  +2 bonus to all melee attack rolls/melee damage rolls.
3                +4 bonus to all Dexterity-based skill checks
4                +2 bonus to all Dexterity-based skill checks,
                  +2 bonus to all ranged attack rolls.
5                +4 bonus to all Constitution-based skill checks.
6                +4 bonus to all Intelligence-based skill checks.
7                +6 bonus to all Craft skill checks.
8                +4 bonus to all Wisdom-based skill checks.
9                +4 bonus to all Charisma-based skill checks.   
10              +6 bonus to all Perform skill checks.
11              +4 bonus to attack/damage with bladed melee weapons.
12              +4 bonus to attack/damage with blunt melee weapons.
13              +4 bonus to attack/damage with thrown weapons.
14              +4 bonus to ranged attack rolls.
15              +8 bonus to all Knowledge skill checks.
16              +8 bonus to all Perform skill checks with instruments.
17              +8 bonus to Acrobatics and Perform (Dance) skill checks.
18              +8 bonus to Hide and Move Silently skill checks.
19              Roll twice on this table, ignoring and re-rolling additional
                  results of 19. Gain both benefits.
20              Gain instant knowledge of the purpose of the Crown
                  and how to properly use it.

Whenever the character is under one of the benefits of the Crown, he or she feels like some unseen presence is there, watching. The GM should also secretly roll 1d6. On a "6", the character hears a faint voice, a barely audible whisper that is so faint the character can't hear what is being said. The third time the character hears the voice, he or she is finally able to discern the words: The voice is explaining how to use the Crown of Eternal Mastery.

Using the Crown of Eternal Mastery Properly
The character wearing the Crown of Eternal Mastery may attempt to invoke its powers once per round. To do so, the character takes a standard action, and the player rolls a Willpower saving throw (DC11). If the roll is successful, the player declares which of the following benefits the character gains:  
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under the physical attributes (Strength, Dexterity, Constitution).
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under mental attributes (Intelligence, Wisdom).
   * +4 bonus to all attack rolls, and a +6 bonus to all skill checks under the Charisma attribute.
   * +6 bonus to all Demotions, Disable Device, Hide, and Move Silently skill checks.
   * +8 bonus to all Knowledge skill checks.

The bonuses lasts for six hours, or until the character chooses another set of bonuses. The bonuses also end if the character falls unconscious or goes to sleep while wearing the crown. (See "Drawbacks of the Crown of Eternal Mastery", below, for more.)
   If the Will saving throw to properly activate the Crown's benefits fails, the GM rolls on the table of random bonuses.

Drawbacks of the Crown of Eternal Mastery
If the character falls unconscious or goes to sleep while wearing the crown, one of the personalities in housed in the gems takes control of the character's body. The character retains all physical attributes (Strength, Dexterity, Constitution), but the Charisma attribute is temporarily reduced by 2 points. Mental attributes (Intelligence and Wisdom) are replaced by those of the controlling spirit. The possessing spirit has access to all of the player character's memories and skills, as well as well as its own. The spirit is motivated primarily by a desire to keep the player character safe and help him or her to succeed. (Whether the GM plays the character while it is inhabited by a different spirit is up to the GM.)
   If the player character dies while wearing the Crown of Eternal Mastery, his or her spirit is instantly absorbed into one of the Crown's gems and is added to the preserved knowledge and skill mastery preserved within it.

Destroying the Crown of Eternal Mastery
Any method that will destroy a normal magic item will destroy the Crown of Eternal Mastery. However, 1d6+2 angry ghosts emerge from the Crown and attack those who are attempting to destroy it. 

--
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller. 

Tuesday, May 31, 2022

Bessie Love and the Mist Maiden's Kit

It time for us to reveal another chapter in the secret life of actress/adventuress Bessie Love. As is our habit, we translate the magical artifacts she encountered during this adventure in d20 System roleplaying game rules.

Bessie Love

--

 In October of 1928, Bessie Love traveled to Seattle, WA. She was her way to what was rumored to be the most haunted lighthouse in the world on Devastation Point, but the night her train pulled into the Seattle station, a series of brutal murders began. Someone was stabbing and mutilate young, beautiful, and free-spirited women... someone who seemed to simply dissolve into the rain or mist after performing the hideous deed. The killer eventually claimed eight victims and became known as the Seattle Creeper.

Love eventually tracked and defeated the killer, discovering that she was a librarian whose fiance had cheated on her with several women and then jilted her at the altar. The woman had a vast amount of arcane knowledge, which she used to acquire a trio of stealth-enhancing artifacts collectively known as the Mist Maiden's Kit, and then went on her murder spree. 

After defeating the murderous woman, Love added the artifacts to her collection. She would, on occasion, use the Mist Maiden's Kit during her investigations since its potential drawbacks were minor and more inconvenient than dangerous. 


Bessie Love, Flapper
Bessie Love wearing the Mist Maiden's Kit

d20 SYSTEM RULES
The rest of the text in this post is released under the Open Game License, and it may be produced in accordance with those terms. 

The Mist Maiden's Kit
In 1924, a young couple, Carlton Jamieson and Lisa Svensen decided to become "rum-runners" and smuggle illegal liquor from Canada and across Lake Erie. The couple already ran an "underground railroad" that smuggled criminals and other people on the run across the Lake Erie from Cleveland and into Canada, so was a small thing for them to expand into a new and lucrative area.

Carlton and Lisa were both from families who were long-time practitioners of sorcery and they used their arcane knowledge to facilitate their smuggling ventures, be they transporting humans or booze. Lisa had crafted a number of items that augmented stealth while Carlton enchanted their boat to travel more quickly and quietly across the waters. Although young, Lisa was already renowned for her ability to transform or conceal items or beings, and had earned the nickname "The Mist Maiden." (It was a small irony that Lisa was an expert at stealth magic, since she loved being fashionable and loved being the center of attention.)

Sadly, the couple's magic was no protection when hardcore gangsters decided they wanted to take over their operation, and killed Carlton while sinking the boat. A heartbroken Lisa used her magical gifts to take revenge on those who murdered her beloved. She used the same magical tools that had once helped her avoid detection while smuggling to gain access to those who murdered Carlton and execute them.

When the last man involved with the murder was dead, Lisa wished that she could be reunited with Carlton, and she dissolved into mist, leaving behind only the stealth-augmenting artifacts she was wearing--the Galoshes of Stealth, the Raincoat of Protection, and the Rainhat of Hiding. Each of the three items have a magical effect when worn, but their individual magical auras combine to provide the wearer with the ability to dissolve herself and all things worn or carried into vapor and then later reversing the process.

The Galoshes of Stealth
This is a pair of tan rubber overshoes that can be fastened to protect the wearer's calves as well. (During the 1920s, it was fashionable for young women to leave their galoshes unfastened, with the tops either folded or flapping loose.)
   The Galoshes of Stealth protects the wearer's feet (and lower legs, if properly fastened) from any liquid she might step in, up and including lava. Additionally, the wearer can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

The Raincoat of Protection
This is a black-trimmed, tan raincoat that's covered in a delicate, floral pattern that conceals the magical runes powering the item's enchantments. The pattern matches that on the Rainhat of Hiding.
   The Raincoat of Protection grants the wearer a +2 to AC/DR, as well as a +4 bonus to saving throws made to resist effects and damage from element-based spells and abilities. Finally, once it is brought out of the rain, it is immediately dry and clean.

The Rainhat of Hiding
This is a black-trimmed, tan rainhat that's covered in a delicate floral pattern that conceals the magical runes powering the items enchantments. The pattern matches that on the Raincoat of Protection.
   The Rainhat of Hiding grants the wearer a +4 bonus to all Hide skill checks and a +4 bonus to Move Silently checks. The bonuses are lost if the wearer intentionally calls attention to him- or herself, such as making an attack, a loud noise, or waving around a flashlight or bright object. The bonuses can be restored if the character can duck out of view of watchers.
   Like the Raincoat of Protection, this item is immediately dry and clean once it is brought out of the rain.



Combined Powers of the Maiden's Kit
When worn together, the three items give the wearer the ability to turn into a cloud of fine mist that is roughly the same shape and size as the character when wearing the Maiden's Kit. In order to transform, the wearer must take a full round action to will herself to assume a misty form, and make a successful Willpower saving throw (DC8). If the check fails, another attempt can be made the following round.
   Once transformed into mist, the character gains the following benefits:
   * Gains +20 bonus to all Hide checks when outside in the dark, and a +10 bonus if inside in the dark. If someone were to  Is completely undetectable through normal means when in mist or fog.
   * Can do anything a cloud of mists can do, such as flow through a crack under the door or a window. The character leaves a very faint trail of moisture.
   * Can move across the surface of water at the same movement rate as if on solid, even ground. (The character cannot enter the water, however.)
   * Immune to physical attacks, but also cannot make attacks or cast any spells, defensive or offensive.
   * +4 bonus to all saving throws against effects and damage from magical and supernatural attacks.

The transformation ends if the character loses consciousness, is subjected to an anti-magic field, dispel magic (at a 20th-level caster strength), or takes a full round action to will herself back into a solid state with a successful Willpower saving throw (DC12). If the Willpower roll fails, the character remains in her misty state for 1d12+2 hours before finally becoming solid again.

--
For a complete index to all of Bessie Love's adventures that have been revealed here at Shades of Gray, click here.

Saturday, May 7, 2022

The Love Quarterly: Happy Birthday, Steve!

It's my birthday today, so feel free to take the day off and do whatever you want to observe it. I encourage you to start the tradition of buying yourself something special, or treating yourself to a fancy dinner in observation of the day that I was put on this Earth!

Bessie Love has baked a cake, but she only put on a fraction of the candles that should be on it. And even with that amount, she is concerned that it might catch the Shades of Gray offices on fire...

Bessie Love with birthday cake


Friday, April 22, 2022

International Wanna-Be Dancer Day

Next week, on April 29, it's International Dance Day. Today, we celebrate those who can put on leotards or tutus and toe shoes and pretend they're dancers!

Silent movie star Bessie Love


Helene Costello

Felicia Farr

Madge Bellamy

Wednesday, December 15, 2021

Christmas is coming...

 ... and it will be here before you know it! So be like Bessie Love and get your gift-shopping and decorating finished early!



Wednesday, April 21, 2021

International Wanna-Be Dancer Day!

On next Thursday, April 29, it's International Dance Day... but today, we celebrate International Wanna-Be Dancer Day. Here are a few noteworthy wanna-bes!

Milla Jovovich


Gloria Talbott


Ann Sothern as ballerina
Ann Sothern






 
Bessie Love
Bessie Love



Thursday, October 22, 2020

Bessie Love and the Gourdians

In 1928, during her time fighting supernatural evil as The Love Bug, actress and secret warrior in the battle of good vs. evil, Bessie Love liberated a Gourdian from enslavement by an evil necromancer. She posed with him for a portrait, and he visited her and her family every Halloween for the rest of her life.

Bessie Love posing with a Goudian



THE GOURDIANS
Tens of thousands of years ago, during the height of the Atlantean civilization on Earth, a misfired experiment in pushing the boundaries the Aeromancy and Biomancy magical disciplines flooded a pumpkin patch with magic and brought into existence a whole new species of beings. The Atlanteans named them "Gourdians" and the beings didn't really care what others referred to them as, so the name stuck.
   Most of the Gourdians exist in a non-corporeal state, drifting through the boundaries between this universe and parallel realties, as well as this plane of existence, the spiritual realms, and the dimension that the Witchkind call home (generally considered part of the Realm of Fairies). They appear like floating, ghostly pumpkin with feet and occasional hats. They also manifest spindly arms with three-fingered hands when they need to wave or give someone the middle finger. Their faces appear as if they were carved out of their surface and it appears like there is a bright light glowing within them.
   Once a year, when the dimensional veils are weakened during the time some mortals describe as October 30th through November 2nd, the Gourdians cross over onto the Earth plane. While here, they are semi-corporeal, and they can interact with our world to a limited extent.


GOURDIAN STATS AND ABILITIES
  * Gourdians appear in groups of 3d4-2.
  * Gourdians have a base Intelligence, Wisdom, and Charisma scores of 8, but each increases by 1 for each Gourdian that is assembled together (to a maximum of 18).
  * Gourdians have 1 rank in all existing skills (attribute bonuses apply when appropriate).
  * Gourdians are treated like 12th-level Fast Heroes (Rogues) for puroses of saving throws and attack rolls.
  * Gouridans have 12 hit points. When reduced to 0 or less, they do not die, but instead become non-corporeal and are banished back to the spaces between dimensions.
  * They can lift objects using the telekinesis spell, as a spell-like ability, at will. The can also use telekinesis offensively twice per day, four times on October 30th through November 2nd.
  * When non-corporeal, Gourdians cannot be harmed nor can they do anything but observe their surroundings. They are invisible except to true seeing spells and spell-like abilities. They cannot be harmed in this state, except with a wish spell... and the only thing that can be done is that they must be wished out of existence.
  * Gourdians can use fear as a spell-like ability twice per day, four times on October 30th through November 2nd.
  * Gourdians can use planeshift as a spell-like ability twice per day, four times on October 30th through November 2nd.
  * Gourdians have a permanent true seeing ability, and they can look into any dimension adjecent to the one they are currently in.
  * Gourdians can cast bless or curse as spell-like abilities twice per day, four times on October 30th through November 2nd.
  * Gourdians may grant a worthy person up to three wishes on October 31. (They usually do this for those who have sacrificed a great deal to to good deeds, or who combat evil against all odds.)
  * Gourdians may initiate mental contact with any intelligent being that is within their lines of sight. The target hears a distant whisper, and the GM is to ask if the target chooses to listen. They can carrying on a mental conversation with a willing target for as long as 13 minutes, making themselves automatically understood in the target's native language. Only one Gourdian can be in contact with a target at a time, and they can only contact a single individual at a time. Unwilling targets may roll a Will save; if the save is successful, the Gourdian still makes contact but can only communicate for three minutes.
   Gourdians usually contact people they want to help, warn, or, in the case of evil beings who have incurred their wrath, terrorize... but sometimes they just want to chat or tell jokes. (They love telling bad jokes.)

One of the Witchkind, who is not amused by this Gourdian's jokes


GOURDIANS IN PLAY
Gourdians like spending time on Earth, especially on Halloween. Although they usually just hang around the Witchkind, they will sometimes roam far and wide, helping heroes and making life difficult for villains.
   Gourdians can be trapped using a special variant of the lesser planar binding spell and a specially prepared lamp (oil-burning or one that takes a candle). A single Gourdian can be trapped in a lamp, and the person who trapped it can force it to use its spell-like abilities on targets he or she specificies until the Gourdian has been forced to use three wishes. If the Gourdian is commanded to harm an Atlantean, one of the Witchkind, or other Gouridans, it is freed and will attack the person who trapped it. The Gourdian can also be liberated if the lamp holding it is smashed or targeted with dispel magic. A freed Gourdian will offer to grant wishes to the person who freed it.

Sunday, August 2, 2020

Bessie Love & the Silver Key

Film historians and lovers of silent movies remember Bessie Love as a petite and radiant star who lit up the screen every time she appeared. However, she led a secret life that few ever knew about, and even fewer could ever imagine. 


For 25 years, from 1925 until 1950, Bessie Love traveled throughout the world, battling all manner of supernatural evil, from worshipers of the Elder Gods through vampire cults and even a few demon-possessed would-be arch mages. She performed her heroics under the code-name Love Bug, and she typically wore a set of artifacts that gave her an edge in her battles, but sometimes she relied on her charm, wit, and unfailing courage to carry her through... and a pair of large sunglasses and a wide-brimmed hat to hid her identity. (Click here to read about how Bessie Love became the Love Bug.)

In this post, we unveil Bessie's involvement with strange happenings that were famously fictionalized in short stories by H.P. Lovecraft and E. Hoffmann Price. (As always, we translate this material for use in d20 System games, our own way of fictionalizing the fantastic.)


BESSIE LOVE AND THE SILVER KEY
By late 1932, Bessie Love had all but abandoned her acting career and had thrown herself completely into the battle against supernatural evils. She spent a few weeks in March of 1933 doing nothing but pouring through notes and a diary that had belonged to an evil sorcerer she had defeated, and she found repeated references to a house on the outskirts of Boston, Mass. that was either haunted or the location of magical gateways to other worlds. 
   The papers chronicled Archmage Alain Cartier, who fled from France to America during the 1690s and changed their name to Carter. Over the past two hundred years, the sprawling Carter family home and estate had been the sight of many strange events, which the sorcerer attributed to residual effects from summoning performed by the Carters, or to full-fledged gateways to other dimensions and the realms of Elder Gods. Within the past ten years, the most recent heir to the family fortune, Randolph Carter, had mysteriously vanished in 1922; people residing in the house had likewise vanished or suffered mental breakdowns, including associates of the sorcerer who had gone to investigate the house; and a reading of Randolph Carter's will in 1927 had been violently interrupted by some thing.
   After reaching out to the lawyers managing Carter's estate under an alias, Bessie traveled to Boston, spent a few nights in the house, and searched it using Dimond's Compass, an artifact she had acquired during a previous adventure that points toward the most powerful magical item or source nearby. When she first started using it in the structure, she thought either the entire manse was magical or the device was not working properly. She soon realized that several of the home's doors were enchanted, and with that awareness, she was able to locate a powerful magical artifact in the master bedroom--a key that had fallen behind a set of dresser drawers in the master bedroom.
  The key was a silver skeleton key that was six inches long, with a bow nearly the size of Bessie's palm that was shaped like an oddly tangled arabesque design. Resolving to start researching how this key might connect to the magic in the house, Bessie intended to spend one more night in the Carter House. As she slept, she had a strangely vivid dream. In it, she was on a windswept cliff, gazing down upon a sprawling city of domed palaces and twisting spires. Overhead was a sky that swirled with ever-changing, vibrant colors. A robed and hooded figure stood next to her, nothing but inky shadows within the hood where his face should be, and he held the silver key she had found in his gloved left hand. He handed her the key, stating that it would unlock portals that opened to other times and dimensions, and warned her that just as she could pass through to those other places, so could the beings dwelling there come through to our realm.
   When she woke up that morning, Bessie felt certain that her dream had been caused by her finding the silver key. She took it to one of the magical doors in the house and saw the key's ward and bits reshape itself to fit the keyhole. She inserted the key, picturing in her mind the landscape she had seen while sleeping, unlocked the door, and...
   Bessie found herself looking out onto a barren plain under the colorful sky from her dream. The door she unlocked should have led to an interior room deep within the house, yet here she was, looking at an alien landscape--and the wind blowing from it drove a chill through her body.
   She closed door, certain that she now understood the workings of the silver key and the enchanted doors throughout the house: Whoever turned the key decided where the door went--or maybe caused the door to lead to one of several possible locations, and beings could come and go from that location. She felt she now had an explanation for both the "hauntings" and the mysterious disappearances that had taken place in the house.
   To test her theory, she took the key to an immense, ornately carved set of double doors at the back of the house's study. They sported detailed images of medieval peoples and a village in a forest. She turned the key, expecting to see another landscape, but instead a crowd of angry, torch-carrying men, led by an armored, axe-wielding man, burst through the door even before she had fully opened it. 
   "Tis another witch," the armored man bellowed, pursing her as she scrambled backwards and away from the door. "We have found the path to their lair of deviltry!"


   Fighting off the torch-wielding mob, and dodging wild swings of the armored man's axe, she made it back to the bedroom she was staying in--and the pistol she kept there. She shot the armored man in the chest as he lunged at her one final time--and he dissolved into a spray of colorful sparks and blinked from existence. The torch-wielding mob behind him panicked and fled back the way they came, setting drapes and bookshelves ablaze as they went. Bessie, meanwhile, gathered her things, barely escaping the Carter home as it was consumed by flames.
   Several days later, Bessie returned to the ashy wreckage that had once been a grand house, together with the attorneys for the estate. To her surprise, the ornate wooden doubles door still stood, stained with soot but otherwise untouched by fire, now tightly shut with the silver key still inserted in the lock. She bought it from the lawyers on the spot, and they were happy to not only put the troubles of the cursed house behind them, but to have some additional funds to distribute to the heirs.
   Bessie had the door and the silver key shipped to California where she teamed with psychic Dane Rudhyar to predict where the Silver Key might cause the door to open to. They identified and visited six different locations--both in the past and in the present. Bessie, however, found herself haunted by increasingly disturbing dreams, so she put the Silver Key inside a bag that made magical items inert. (Nicknamed Murphy's Pouch, it was another treasure she picked up during her adventures.) 
   When Bessie permanently relocated to England in 1935, she had the door from the Carter House installed in her home there, seemingly as just an object of art that went from the drawing room to nowhere but onto a solid wall... but if opened with the Silver Key, it was a portal to so much more.

Bessie Love
Bessie Love in 1937, posing by the door saved from the ruined Carter House

































*-*-*
The rest of the text in this post is released under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2020 Steve Miller. 



MURPHY'S POUCH
The history of this item is unknown mostly unknown. Bessie Love recovered it Murphy's Pouch from the disintegrating body of a vampire she'd just defeated, and she named the item after him.
   Murphy's Pouch is to be a small purple felt pouch with gold-colored draw strings. It radiates faint Conjuration magic. If the pouch is opened, the magic radiation become stronger. When someone looks inside the pouch, it appears to be empty. If someone reaches into the pouch, they discover it is much larger than it appears--and the person's and arm can reach deep into an inky darkness that seems to writhe and pulsate at the pouch's bottom. Once the person pulls back, the pouch once again appears normal and empty.
   If a person is brave enough to feel around in the darkness, they will quickly grab one of the items it contains, and if the person knows what they are reach for, that particular item is found just about immediately. While the pouch was in Bessie's possession, she kept the following items in it: A folding knife with a silver blade, a fully loaded Baby Browning pistol, a vail of holy water, a vail of dried wolfsbane, a small gold cruxifix and the Silver Key.
   Using Murphy's Pouch: This item functions like a bag of holding, except it can only contain up to 12 individual items that each are no more than 5 inches in length, take up no more than 5 cubic inches of space, and which each weigh no more 5 pounds. Also, if a sharp object, or some other item, that could damage the integrity of the pouch's extra-dimension space, it vanishes without any effect. Similarly, any items beyond the maximum number of 12 that are inserted into the pouch vanish and cannot be retrieved.
   To retrieve an item from the pouch, the user must visualize it. Otherwise, a random item will be grabbed and retrieved from within the pouch.
   If player characters come into possession of Murphy's Pouch, the GM must make a list with 12 slots, numbered 2 through 12. Each item placed within it is assigned a number, and the GM should roll d26 against the table to see what object is found within if a character isn't seeking something specific. If a number is rolled to which no item is assigned, the next lowest numbered object is retrieved. When items are placed in the bag, the GM can either roll randomly to see where they are placed on the list, or he can merely fill the table in order from lowest to highest. If one item is removed and another is put into the pouch before it is returned, the most recent item takes its number on the table.
   Drawbacks: There are no drawbacks to using Murphy's Pouch, but magic items and artifacts placed within the pouch are treated as if they have ceased to exist. Any ongoing effects the items or artifacts may have been powering end. Once removed from the pouch, the items return to their normal functions.


THE SILVER KEY
The Silver Key was in the possession of a family of wizards who claimed to trace their linage back to ancient Atlantis. They have gone by many names over the millennia, but most recently, they had gone by Carter. Family legends are unclear as to whether the Key was created by a member of the family, or if it had been wrested from the grasp of an Elder God, but it had been a cornerstone of their magical efforts. For a thousand years, the skilled spellcasters and artisans of the family were famed for their explorations of other realities and their ability to build permanent doorways between this universe and others: No dimension was too remote or too alien for them to access. Although many of the extra-dimensional doorways they created could be opened through a variety of means, the Silver Key could also unlock them all.
   The last member of the Carter family to have attempted to understand and master his family's ancient practices, Randolph Carter, vanished without a trace in 1922. According to an elderly servant, he last saw him studying a large silver key, but no trace of it could be found either--until Bessie Love located it in 1933. Randolph Carter's fate remains a mystery.
   The Silver Key is, in truth, an artifact that is as old as the multiverse. It was created by the Outer God Nyarlathotep, as the dimensions were forming, so that he could travel through them easily. The Elder Gods wrested it from him and gave it to a group of their mortal servants, so that they, too, could travel between realities.
   Although the Key occasionally morphs into other shapes, depending on what being is holding it, it usually appears to be a brightly polished, silver skeleton key. It is six inches long and sports a bow roughly the size of a woman's palm, shaped like an odd tangle of arabesque characters. The key wards and bit are sharp and can be used to saw through rope or leather, or inflict shallow cuts on a person that are painful but not life threatening. It radiates a strong aura of Transmutation magic.
   Using the Silver Key: The Silver Key attunes itself to whoever holds it or keeps it on their person for longer than one round. The Silver Key allows its user to unlock gateways to other dimensions, planes of existence, and even other points in time. Such gateways are usually constructed to appear like normal doors, window shutters, or even manhole covers. When the Silver Key is used to open one of these, it instead gives access to far more remote places. (See "Enchanted Doors", below, for details.)
   A person who has been attuned to the Silver Key for six days or more can recognize an enchanted door by sight: The door will appear to glow as if it had been subjected to a detect magic spell. The further away the door takes those who pass through it, the brighter the glow. (An enchanted door that takes someone to the Council Chamber of the Ancient Immortals on Mount Fuji will not glow as bright as the one that can take characters to the City of Ulthar in the Dreamlands.)
   A character's ability to see enchanted doors is lost as soon as his or her attunement to the Silver Key ends. To become unattuned to the Silver Key, the character must either allow another person to hold it for more than a round, or place it in an extra-dimensional container like a bag of holding. The character's attunement to the Key is also lost if he travels to a different plane or dimension than where the key is.
   The Silver Key also opens any door that is secured through magical means, such as wizard lock, or with some form enchanted mechanism. It reshapes itself so that it can be inserted into any lock, and, once turned, the door opens. If the door has no lock, or is locked in a manner that does not feature a traditional keyhole, knocking on it with the Key will cause it to open. The Key has no effect if there is no enchantments securing it.
   The Key may also lets the person who is attuned to it for six days or more know where an Enchanted Door leads before opening it. The GM rolls a secret Wisdom attribute check for the character; if it is successful, the character may gain some insight about the door
   If the door leads to a single time and/or place, the character receives a mental flash of what lies beyond. If the door leads to. The player should roll a successful Wisdom attribute check to clearly understand the image. A failed roll results in a general sense of unease if some hellish place lurks on the other side.
   If the door leads to several possible places and/or times, the character sees a jumble of images in the mental flash. A Wisdom attribute check with a -2
   Drawbacks: For as long as the character is attuned to the Silver Key, he or she will have strange dreams. The first dream is always of a hooded figure who hands the character the Silver Key while issuing the following warning: "This key unlocks doors that may go to many places. The person who turns the key may determine where the doors lead. But beware. Once a door is opened, it becomes a portal that can be entered or exited. And do not pass through a door you have unlocked with the key, lest you are certain that you intend to cross the threshold with your complete body and soul--or you may lose one or both. And be aware: No mortal can pass through the Ultimate Gate intact."
   The dreams of the hooded figure occur every night. Some nights, the dreamer and the figure watch some of the worst moments of the dreamer's life unfold, with the figure saying that the Key could allow the dreamer to go back and change that moment. Other times, they witness horrible events that have yet occurred, with the figure likewise declaring that the Key could let the character stop the event from happening--if it used on the right door. On other nights, the dreams involve strange and nightmarish places and worlds that the dreamer can barely comprehend. As time wears on, the dreams even seem to start to bleed through to the person's waking hours, as he or she will sometimes seem to catch sight of the hooded figure out of the corner of his or her eye, or in distorted reflections on various surfaces, looming over his or shoulder--but the figure isn't there when the character turns to look.
   Every night the character has the Key, the GM should roll on the following table to see what dreams the character has and if his or sleep is restless enough to have an impact on the following day.

1d6      Dream/Effect
1.          A pleasing scene from the past. No effect.
2.          Visit to a strange place. No effect.
3.          Visit from a dead friend or relative with a dire message. 
             -1 to all saving throws and skill checks.
4.          Relive a horrible event from the past. -2 to all
             saving throws and skill checks.
5.          Visit to a strange, horrific realm. The hooded
            offers dire predictions about the future. -4 to all 
            saving throws and skill checks.
6.         Visions of monsters and monstrous people
            committing horrible acts. -4 to all saving throws 
            and skill checks.

For every four days the character owns the Key, +1 is added to the result of the d6 roll. A modified result of 6 or more is treated as a "6". The majority of the dreams should turn out to either be revelations of events that have happened--evil deeds that someone wants to keep hidden--or foretellings to brutality and tragedies that are coming. (The character can either learn of this through direct adventures, or through the news media. Eventually, the character will hopefully understand the he or she can act on the dreams, if he or she can tolerate them.)
   After 24 days of owning the Key, and being sent dreams, the character gains Foresight as a bonus feat.

FORESIGHT [Minor Power]
You have the ability to see a fraction of a second into the future.
   Benefit: You gain a permanent +2 adjustment to all initiative rolls.


ENCHANTED DOORS
Scattered throughout the world are enchanted doors that can be unlocked and passed through by using artifacts like the Silver Key. Some have existed since the time of Atlantis and the gods walked the Earth, others are more recent creations, such as the bulk of the ones in the Carter House.
   Enchanted doors are usually found at the end of blind alleys, corridors in buildings that serve no purpose, or on exterior or interior walls. In such cases, if the doors are opened without the Silver Key (or with whatever means the creator established for accessing the door's enchantment), the door opens onto a solid wall, or, at best, a shallow space or shelves just a few inches deep. If opened with the Key (which can open any enchanted door, always), the space behind the door instead becomes a dimensional portal that can take characters who step through it to other places, times, and even dimensions. Some enchanted doors lead to a single fixed locations, others take those who step through them to a random place.
   Although referred to as "enchanted doors", the enchantments that makes them can be placed on any item that covers an opening that allows beings to enter or exit a location, such as doors, window shutters, or drapes. The only requirement is that they must conceal what is on the other side when they are closed.
   When a character passes through an enchanted door, unless he or she is entering into another structure, there appears to be a free-standing door (or window, or whatever the door's physical component is) that more often than not appears to be surrounded by faintly glowing mist. The door remains open for 1d6+1 minutes, then the magic cuts off. Unless someone who passed through possesses the Silver Key or knows the ritual to open the door, characters are now stranded on the far side of the magical passageway. (Although the door is not visible to regular mortals if there is no physical part to it at a destination point, the bearer of the Silver Key, or a character using the true sight spell or similar abilities, can see a faintly glowing outline of the enchanted door. The Silver Key, or appropriate ritual, can still open it.)


   The physical manifestation of an enchanted door can be destroyed using whatever means destroys a non-enchanted version of the door's physical manifestation. The magic gateway, however, remains, even if it now invisible and mostly inaccessible. A person bearing the Silver Key will be able to see these now formless dimensional apertures as magic auras hovering in the air, or overlaid on walls or floors if a new structure has been built where something else once stood.  He or she can cause these to open with the Silver Key, but otherwise such dislocated magic portals typically remain inaccessible to anyone but gods. (On the days of the Summer Solstice, Winter Solstice, All Hallow's Eve there is a 1% chance every hour of these portals opening at random and letting being pass back and forth for 1d6 minutes. At the exact moment of a total lunar or solar eclipses, there is also a 1% chance a gateway will open for 1d6 minutes.
   When open, such magical conduits from one place to another can be seen by all beings within a 5-foot radius of it, even those who cannot normally see. A frameless enchanted door appears like a brightly glowing streak of light on the same plane and of roughly the same size as the mundane portal it was once tied to. There is no way of telling where a disconnected enchanted door leads for anyone but a god or the owner of the Silver Key. Those stranded on the far side of a randomly opening enchanted doorway are stuck there until it opens randomly again, they find another way back to where they started from, or the Silver Key is used.

Using Enchanted Doors
We recommend that the GM should always have an adventure purpose and a destination for where an enchanted door can take characters. Nonetheless, for those who like to run adventures off-the-cuff, or who might need a little help in deciding the nature of an enchanted door, we offer this random table to determine where one might lead.

2d6     Nature of Enchanted Door
2         Passage to a demonic plane
3         Passage to an alien planet
4         Passage to the Dreamlands
5         Passage to a Home of an Elder God
6         Passage to the Past, same location
7         Passage to the Past, different location
8         Passage to the Future, same location
9         Passage to the Future, different location
10       Passage to the Home of a Great Old One
11       Passage to the Past, on an alien planet
12       Passage to 4d6 different places and times

--

If you feel like this post is ending suddenly, you're right. It's not so much that this idea is fully explored, so much as this post is getting really long. Maybe what we need to do is create an actual product... perhaps it could be called "Bessie Love and the House of Doors"? Is that something anyone would liked to see?


Meanwhile, you can click here to read more about The Secret Life of Bessie Love, as well as get more ideas and magic items for use in your d20 System games!