The Other Side

The Simbul, Witch Queen of Aglarond

The Simbul, Witch Queen of AglarondThe Simbul, Witch Queen of AglarondI have been asked in the past why I have not stated up one of the greatest spellcasters in D&D lore before and the answer I have always given is this, I wanted to do it right.
That is partially true. The other part is that a character like The Simbul, Alassra Shentrantra Silverhand, Witch Queen of Aglarond has to be done with care and reverence.  Doing my review of The Seven Sisters has only raised this sense in me.  While at the same time filling me with excitement over the prospect of doing it.

I have known since the beginning of my War of the Witch Queens that The Simbul would be involved, and even for a brief time, I considered her to be the Witch Queen that was murdered to set this whole thing in motion. But in truth, I could not do that, even if this is my multiverse's Alassra I just couldn't. The love Ed Greenwood has for this character shines so brightly through every word he commits to paper about her that I just couldn't.  He loves her and made me love her as well.

So she will meet some other fate. In DR 1479 it is said she dies to save Elminster (cough*refrigerators*cough) BUT my Realms game is taking place in DR 1387 or so (using the 3rd ed book as my base which starts in 1372). So she is not dead and may not die.

Also in my Realms. She is a proper witch.

Putting the Witch back into Witch Queen

I always knew I was going to be. But it was Ed's own note in the Seven Sisters that gave me "permission:"

The entries on each Sister detail powerful characters that can easily be renamed and fiddled with for use in other campaigns, and that provide most importantly character motivations and aims for such NPCs of might.

                                                                                                      - The Seven Sisters, page 4

Going back to the 3rd Edition Forgotten Realms Campaign Guide renewed my interest in the Realms and gave me some other insight.

But the final bit of information was reading through Ed's own writings in the pages of Dragon Magazine. In many cases, he clearly is using the word "witch" and meaning it to be the Witch NPC class from Dragon, in particular the one for issue #114.  This gives me all the cover I need really.

Ok. So. Let's say the Simbul is an actual witch, not a mage or wizard. We know (thanks to the Seven Sisters book) she trained with the Witches of Rashemen, so what Tradition would she be? A Rashemen Witch? A Chosen Witch?  I mean Mystra is very much her Patron she owes more of her magic to her involvement than the study of tomes.

I thought that a Chosen of Mystara might be right, but that is more of her birthright than a Trad. Also, there are other Chosen who are not witches. She still has access to wizard spells, so I think she would have to be one in my new High Witchcraft Tradition. This is my homage to a lot of the witches in D&D.

What about her level? Well, in my Basic Witch book the Queen of Witches is Level 36. Does The Simbul go this high? According to her official stats in 2nd ed, she is a Wizard 30 and Fighter 6, and in 3rd ed, she is Sorcerer 20/Archmage 2/Wizard 10.  So 36 and 32 total levels respectively. So yes,  I think 36th level is fine.

The High Witchcraft Tradition

The Simbul is the Witch Queen of the High Witchcraft Tradition.  This is the same tradition that is taught in the Magic School of Glantri, but as a Chosen, she comes on it naturally. Her familiar in this case is her connection to the Weave and the spirits of Magic. So much like a Sorcerer in D&D 3e she comes on her magic naturally, but she also has learned magic.  Witches of the High Witchcraft Tradition are also called The Secret Order and they can learn Arcane/Wizard spells as well. They gain them as other witches gain Ritual magic. 

I have not figured out all of the Occult Powers of this Tradition yet, so this is a work in progress. I am grabbing spells from all my witch books for her, but the base character build is based mostly on The Witch

The Seven Sisters and the Witch


The Simbul, Alassra Shentrantra Silverhand
Witch Queen of Aglarond
The Simbul, Alassra Shentrantra Silverhand Witch Queen of Aglarond36th level Witch, High Witchcraft TraditionHuman Female, Neutral (Chaotic Neutral)

Strength 14
Intelligence 17
Wisdom 15
Dexterity 18
Constitution 16
Charisma 18

Saving Throws (Base)
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2 
Dragon Breath 2
Rods, Staffs, Spells 2

Height: 5' 10"
Hair: Silver Eyes: Gray

Hit Points: 87
AC: -2
(Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 18 -3)

Base THAC0: 6
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers*
Lesser: Familiar (Familiar Spirit)
Minor: Witch Vision (see magic, invisible) 
Medial: Drawing Down the Moon
Greater: Witch's Blessing
Major: Craft Permanent Magic
Superior: Longevity/Timeless Body(*these are not all well-defined yet)

Spells
Cantrips (6): Arcane Mark, Acid Splash, Daze, Mote of Light, Object Reading, Open,
1st (9+2): Analgesia, Bar the Way, Burning Hands, Burning Gaze, Charm Person, Comprehend Languages, Eldritch Fire (Silverfire), Glamour, Mend Minor Wounds, Pace Without Trace
2nd (9+2): Arcane Disruption, Agony, Alter Self, Burning Gaze, Continual Flame, Detect Charm, Dweomerfire, ESP, Evil Eye, Haunting Mists, Mind Obscure, Web 
3rd (9+2): Astral Sense, Bestow Curse, Clairsentience, Control Winds, Danger Sense, Dispel Magic, Expand Senses, Fly, Immunity to Normal Weapons, Lightning Bolt, Protection from Fire4th (9+1): Analyze Magic, Ball Lightning, Cauldron of Rage, Charm Monster, Divination, Forest of Deception, Masque, Polymorph Others, Polymorph Self, Remove Curse
5th (9): Break Enchantment, Decimate, Enslave, Maelstrom, Nightmare, Private Sanctum, Sending, Telekinesis, Ward of Magic
6th (9): Analyze Dweomer, Animate Shadows, Cackle of the Winter Crone, Cloak of Dreams, Greater Scry, Heroes' Feast, Mass Suggestion, Mislead,  Rain of Fire, 7th (9): Astral Spell, Breath of the Goddess, Chain Lightning, Greater Teleport, Limited Wish, Regenerate, Spell Turning, Wave of Mutilation, Wind Walk
8th (9): Demand, Eye of the Storm, I Am The Fire, Mass Charm, Permanency, Protection of the Goddess, Storm of Vengeance, Stormbolts, Vanquish
These are only some of the spells she has access to. She has a lot of "named" spells, but I have to find rough analogs in my own books for those. Besides, this should keep her with plenty of arcane firepower. 
While I say that witches of the High Witchcraft Tradition can learn Wizard Spells, the spells above are all witch spells. Some are cross-listed with Wizard, but they can be learned by other witches too. 
Larina seeks advice from The SimbulLarina seeks advice fromThe Simbul on a magical problem.

Links

Fellow Witch Queens

Forgotten Realms Links


100 Days of Halloween: The Seven Sisters

FOR6 The Seven Sisters (2e)I have had a long and complicated relationship with the Forgotten Realms. They came out while I was getting ready for University. I had my first interactions with the setting were with its fans online. In those days it would have been LISTSERVs on BitNet or on Usenet. I have to admit. The fans annoyed me. Plus I was a Greyhawk and Known World fan, how dare this upstart world displace those?  

Then a few things happened. First I picked the 3rd Edition Forgotten Realms guide. I thought it was great. Secondly, I got the Dragon Magazine CD-ROM and I went back and reread some of the old articles and realized the depth Ed Greenwood contributed to everything in D&D since, well the beginning.  Slowly I began to see how rich the Realms were. And yes. Just like those fans that annoyed me so, I began to really like the characters of the Realms. 

Case in point. I really, really enjoy the Seven Sisters and The Simbul in particular.  So for today's 100 Days of Halloween, I wanted to talk about these seven extraordinary women, of which two of them are called witches.

FOR6 The Seven Sisters (2e)

PDF and softcover book. 128 pages. Color cover, black & white art.

This book covers the Seven Sisters, the Chosen of Mystra;  Alustriel, Dove Falconhand, Laeral Silverhand, The Simbul, Storm Silverhand, Syluné, and Qilué Veladorn.

Before delving into this book one thing is certain, Ed Greenwood loves these characters. He talks about them in the pages of Dragon magazine, his books, and all his writings. He knows them and loves them and it shows. This is something I keep in mind while reading this.

This book and these characters are an obvious nod to something that has been described as one of the oldest stories in the world, The Seven Sisters or the Pleiades star cluster near the Belt of Orion. We call them "the Seven Sisters" but today we only can see six with the naked eye. This is because 100,000 years ago we could see a seventh star. This seventh is sometimes called the Lost Sister.  Why mention this, well it is obvious when you get into this that Ed, as usual, did his homework before class.

Introduction

This section details what this book is and how to use it. There is even some background fluff. Ed even says we can take these "powerful characters that can easily be renamed and fiddled with for use in other campaigns." I am holding on to that. 

Who are the Seven Sisters?

This is an overview of the Seven going through them all very briefly. Only six are mentioned here and the Seventh...well that is our missing sister and she will be detailed soon enough.  

The Story of the Seven

We get an overview not just of the Seven and how they came to be but the nature of the Chosen, in particular the Chosen of Mystra. They all are the children of a ranger and Harper named Dornal Silverhand and Elué Shundar a half-elf sorceress who agreed to be the host of Mystra's spirit and power. Soon seven girls were born in the winter of each following year. Anastra Syluné, (761 DR), Endue Alustriel (762 DR), Ambara Dove (763 DR); Ethena Astorma "Storm" (764 DR), Anamanué Laeral (765 DR), Alassra Shentrantra "The Simbul" (766 DR), and Erésseae Qilué  (767 DR). Though being the host of such magical power Elué was withering away and was little more than a lich while she was pregnant with Qilué. So Mystra transplanted the unborn baby into the womb of a nearby drow adventuress whose own unborn child had died in her womb. Elué died and Dornal, disgusted with what the Goddess had done went out to seek his own death leaving the six girls in the care of Mystra herself.

I would go into more detail here, but that is retelling the story already here.  

Powers of the Chosen

Now here is the chapter on how I discovered this book. I was looking for some details on the Chosen of Mystra. There are a lot of powers granted to those favored by the gods. 

The Seven 

Each chapter that follows is named for one of the Seven. They are in order, Alustriel, Dove Falconhand, Laeral Silverhand, The Simbul, Storm Silverhand, Syluné, and Qilué Veladorn.

There is some history, backstory, some fiction, their true name, and more. A stat block is given for each, and make no mistake these are powerful characters. Each chapter lists her powers, what people think of her, what angers her, what pleases her, and what she can be expected to be doing. There is also black & white art of each sister. The only time I have seen them all together and in color is the cover (promotional images) for the novel Silverfall

The fiction bits are fine, though I will note that the piece accompanying The Simbul's chapter is the same as the Pages of the Mages book and "The Wizards Three" from Dragon #200, December 1993. So yeah this is the third time I have read it, but I don't care. I love the fact that there are the three most powerful mages of three different worlds and they all fear Her.

It would be natural for me to say that this sister got more attention and this other one got less, but all get about the same level of detail and attention.

Spells of the Seven

New spells developed or used by the sisters. 105 new spells. Some I have ended up in later editions of D&D, but many are still new. 

Magical Items of the Seven

Likewise, there are some special and even unique magic items. There are nine here.

Using the Seven Sisters in a Campaign

A guide on how to use these powerful sisters by engaging what they are most interested in.  There is also a brief mention of any situation where more than one would be encountered. 

--

The Seven Sisters

Outside of the chapters on the Spells and Magic items, there is not a lot here that is edition specific. I mean yes there are NPC stat blocks for each sister, but I can easily say that for example Qilué is a 16th-level cleric.  Or that The Simbul is a dual-classed 30th-level mage and 6th-level fighter. Consequently, she is a Sorcerer 20/Archmage 2/Wizard 10 in D&D 3rd Edition.  So their levels I say are guidelines. Strong guidelines, but guidelines all the same. Although you have someone like Dove Falconhand and you can see her progression from 1st Edition to 3rd Edition.  The point being that this book is still useful for many versions of D&D, not just AD&D Second Edition.

I don't think I have even scratched the surface of what I can do with this.


The Other Side - 100 Days of Halloween

October Horror Movie Challenge: Bulbbul (2020)

Bulbbul (2020)I have not watched many films from India despite my enjoyment of many of their action films. So tonight was another choice by my wife (who also loves the all-singing and all-dancing Bollywood movies). 

Bulbbul (2020)

Bulbbul is a child bride in the Bengal Presidency, India in 1881. She thinks her husband-to-be is Satya, but instead it is his much older brother Indranil. Over the next 20 years they grow up Bulbbul becomes much closer to Satya.  So close that Indranil arranges to send Satya to London.  

Much of the movie is given in various flashbacks. We see Satya telling Bulbbul a story about a demon-woman witch (a Churel or Chudail) who lives in the trees and kills men. Her most notable feature is her feet; they are on backward. They spend the next few years writing the story out. Satya leaves for London early causing Bulbbul to get upset and burn her story. Her husband finds the partially burn book but only sees "Satya and Bulbbul" not realizing that it was both their names as authors.  Indranil goes to Bulbbul who is bathing, he pulls her out of the tub where he beats her with a fireplace poker. We don't see anything but blood.

He beats so bad that her legs are broken and her feet are deformed.  While she is in bed with her legs trussed up to heal. Shamed, Indranil leaves the manor and leaves his twin's wife Binodini in charge. His twin, Mahendra, is also mentally challenged.  While essentially tied down Mahendra comes to her room and rapes her.  Later Binodini cleaning Bulbbul up tells her that she is in a very rich family and she should just keep quiet and everything will be fine.

Back to the present Satya has returned home to discover that Mahendra is dead, Binodini is living in one of the smaller houses on the manor property and previously shy Bulbbul is the undisputed Lady of the house.  Meanwhile men in the local village are all being killed. Satya thinks it is some sort of animal, the villagers say it is the Witch.

Satya decides, because he went to Law School in London I guess, to investigate on his own.  After he finds the body of a man in a tree he decides that it must be a man doing the killing. When asked by Bulbbul "why not a woman?" he laughs her off. 

Satya begins to suspect Dr. Sudip who has been at every man's home recently.  He takes him at gunpoint to arrest him. Sudip isn't worried and is quite blasé about it. Satya says the only way he will be seen as innocent if there really is a witch. At that point, there is a thud, and the carriage stops.  Satya finds the driver dead. Satya tells the Doctor he is innocent because the witch is real and he is going to kill the witch. The Doctor tries to stop him (knowing who the witch is). Satya and the Doctor fight and in the process start a fire with their torches.  Satya runs into the forest, following the same paths he and Bulbbul did as children and he realizes that it is Bulbbul doing all the killings.

We now see (here and in flashbacks) that it is Bulbbul killing all the men. Each one had done something to harm a woman; the husband who broke his wife's bones, the husband who took a younger second wife and the first killed herself, the older man raping little girls and also Mahendra. She uses her mutilated feet to run in the treetops like the Churel in the stories. By now the fire has engulfed the forest and Bulbbul is trapped up a tree. Staya leaves.

Sometime later Indranil returns to his now deserted manor. He is lying in bed alone when he sees a cloud of smoke. The smoke solidifies into a burning figure that becomes Bulbbul.

--

Ok! This one was a lot of fun and completely unexpected. Great choice.


October Horror Movie Challenge 2022
Viewed: 39
First Time Views: 29

October Horror Movie Challenge 2022


The Village Crone (2015)

 Some more witch board games today and the last one for this season.

The Village Crone (2015)

You play one of six witches (1 to 6 players) and work to take control of a village (Wickersby) without a crone. You send out your familiars (up to 5) to gather ingredients for spells. The first to 13 points wins and becomes the new Village Crone of Wickersby.

The Village Crone
The Village Crone
The Village Crone
The Village Crone - Witches
The Village Crone
The Village Crone
The Village Crone

The game is fun enough and the rules are easy enough. The replayability is high so that is good and there are enough random elements to keep it interesting enough. 

I rather like the idea from an RPG standpoint. Witches going out into the world to find a little hamlet to call their own. Certainly, something they would all like to brag about at the Tredecim. 

You can get The Villiage Crone here: https://firesidegames.com/games/village-crone/


100 Days of Halloween: The Complete Book of Necromancers

DMGR7 The Complete Book of Necromancers (2e)Yesterday I reviewed the Wizard's Complete Class book and last week I covered the Death Master in Dragon Magazine #76, I thought this would be a good one for today.

In AD&D 1 the example of the Illusionist gave birth to the specialty wizards of AD&D 2nd Ed.  One of those specialty wizards was the Necromancer. Though, unlike the Illusionist, the Transmuter, or even the Evoker, the Necromancer got its own book.  

The Complete Book of Necromancers was one of those books that everyone seemed to want.  I remember picking it up back when it was first published. I paid $15 for it.  Later the cover price jumped to $18 and soon it became very rare. No idea why.  The aftermarket price jumped considerably and I ended up selling mine on eBay back in 2000 for $81. Not a bad deal really. I ended up re-buying again recently at Half-Price Books for $9.

DMGR7 The Complete Book of Necromancers

PDF and softcover book. 128 pages. Black & white interior art. For this review, I am considering my softcover edition and the PDF from DriveThruRPG.

Let's be honest, few classes have had the spotlight quite like Necromancers have had. There have been many attempts before and since. But when comes down to it, the 2nd Ed Complete Book of Necromancers is the gold standard that all other books on Necromancy are compared to. This book is packed. Even the font size is smaller than the other Class books for AD&D 2nd Ed. 

Introduction

Our introduction informs us that this is a book for DMs to make memorable foes. Indeed throughout the book refers to the Necromancers as NPCs.  Even warnings are given about Necromancer PCs of higher than the 9th level. 

Chapter 1: Necromancers

Details "The Standard Necromancer" or even "The Masters of the Dark Art" with minimum ability scores and the rolling methods to gain them (with a table on page 10). Additionally, only humans can be necromancers. Role-playing wise I can see this. Elves would not be concerned with the spirits of the dead and if they wanted to speak to them then they have the books they wrote. Dwarves and Halflings are very much about the here and now. Mechanically though there is no reason to assume they can be, save that this is AD&D.

We get an extended Necromancer (Wizard) XP advancement table to level 30. There are also details about weapon and non-weapon proficiencies. New non-weapon proficiencies are also given.

There are also new Kits for the Necromancer. They are the Archetypal Necromancer, Anatomist, Deathslayer (killer of the undead), Philosopher, and Undead Master. Additionally, two kits from the Complete Book of Wizards and the Complete Sha'ir's Handbook are brought over for use here. They are the Witch and the Ghul Lord.

Chapter 2: Dark Gifts

Covers the powers of Necromancy. This starts with a discussion on Dual Classes characters (remember Human only) each combination is discussed such as Fighter/Necromancer, Thief/Necromancer, Cleric/Necromancer, and the Psionicist/Necromancer.  

Vile Pacts and Dark Gifts cover the powers Necromancers are likely to pick up as they gain the notice of dark powers. 

Despite all the recommendations above, up next is a section on Humanoid Necromancers like Drow and Githyanki. 

Chapter 3: The Price

Details the down-side of dealing with necromancy.  While the social stigma stuff might be a blessing to many necromancers, things like deformities and body afflictions are less welcome. 

Chapter 4: The Dark Art

This deals with the magic and the spells of Necromancy. A great section for any sort of AD&D 2nd ed DM really.  It discusses "Black" or "Criminal" Necromancy, "Gray" or Neutral Necromancy, and "Benign" or "White" Necromancy.

There are 25 new spells from levels 1 to 9 here. Many I note still live on in new editions. 

Chapter 5: Death Priests

Can't let wizards have all the fun. Besides, Necromancy is not just a school of arcane magic but a sphere of divine magic as well. Death Priests (Clerics) get the same treatment as did the Wizards above. Including an advancement table to level 30.  Here different gods/faiths are discussed that might be a home to a Death Priest. The obvious are the God of the Dead. But also the Goddess of Murder, God of Pestilence, God of Suffering, and the Lord of the Undead.

Chapter 6: The Priest Sphere

Cover the necromancy priest sphere and spells. Here we get 18 new priest spells of levels 1 to 7.

Chapter 7: Allies

Covers everything from Apprentices, Henchmen, Familiars (including Undead ones), and Undead minions. Undead minions get the most detail with various sorts of undead discussed. 

There is a great section on Secret Societies. I used this one quite a lot when I developed my Circle of Six Necromancer group.  A group of bad guys that I STILL use today (though only three are still active). 

Chapter 8: Tools of the Trade

Covers potions, poisons, various magical items (including some new), and necromantic lore. 

Chapter 9: The Campaign

Looking back I realize there is a lot in this chapter I *STILL* use. The first is Sahu the Island of the Necromancer Kings. Granted an Ilse of Necromancers is not 100% original and I could have easily got it from Clark Ashton Smith, but this one comes together nicely for AD&D 2nd and still works for me today. 

There are some adventure hooks connected to Sahu and some more connected to the various NPCS found at the end of this section.  That's is the other thing I still use. The NPCs here were quite memorable to me. 

Appendix 1: Common Spells for Necromancers: Lists of spells and their sources by Offensive and Defensive capability.

Appendix 2 and Appendix 3 Necromancy spells for Wizards (2) and Clerics (3).

Appendix 4 Index of Necromantic spells: Alphabetical listing.

There is so much here that would later find homes in the 3e Book of Vile Darkness and the 4e Heroes of Shadow.  And much that is still very useful today.  

I will come back to this one when I decide to work through more of my Isles of Avalon.


The Other Side - 100 Days of Halloween

October Horror Movie Challenge: Night of the Werewolf (1980)

It would not be an October Horror Movie Challenge unless I did a Paul Naschy movie. And it wouldn't a proper October without an Elizabeth Bathory movie too. So about a double-shot movie? 

Night of the Werewolf (1980)

We start this one with the trial of Elizabeth Bathory. She is condemned to be buried alive. Her servants are burned at the stake and her main servant Waldemar Daninsky (Naschy) is condemned as a werewolf. A mask of shame is placed on him, and a silver cross is hammered into his heart.

Fast forward to the modern day and three college girls are working on their thesis on the occult and Bathory in particular. They are planning a trip to the Carpathian mountains to visit Bathory's tomb. One of the girls, Erika, though wants to go a step further and bring Bathory back to life. While this happening two grave robbers beat them to it and ending freeing Daninsky by pulling the silver cross out of his heart. The moon is full and he kills them both in werewolf form.

The girls get to the Carpathian but are attacked by a group of men.  From the woods, someone shoots the men with a crossbow and kills them.  The girls find Bathory's tome and Erika hear the Countess' voice convincing her to kill the others and drain their blood for her.  They discover a woman with her face half-burned. 

Next thing we know the girls are now the guests of Waldemar Daninsky in his castle. The woman with the burned face is his servant. 

Erika starts killing people and brings Bathory back to life. Daninsky turns into a werewolf and kills people. Everyone is dying.

Daninsky learns that Bathory is alive and he decides she must die. They fight, Vampire and Werewolf (ha take that White Wolf and Sony!). Bathory is killed by Daninsky, but then he tries to kill his lover while in werewolf form, but she kills him with the silver knife. 

Well, it's not great, but still fun. 


October Horror Movie Challenge 2022
Viewed: 38
First Time Views: 28

October Horror Movie Challenge 2022

Larina for Witchblood

WitchbloodToday is October 25th, the day I traditionally observe as the "birthday" of my first real witch character Larina.  Since I rolled her up in 1986 she is now 36 years old! Not too bad really.  I thought she might be a perfect character to try out for Witchblood. I reviewed this game just this past Sunday to start my last full week of #100DaysOfHalloween

The Game: Witchblood

This is a new game from Rose Bailey, (author of the great "Die For You" RPG), Benjamin Baugh ("The Shadow of Golgotha" with Bailey), and Jacqueline Bryk (lots of Onyx Path titles). While reviewing it I knew I wanted to build some characters right away. The only downside for me is that character building for this game is best done with all the players in Session 0 so everyone knows what they are doing and how all the characters work together.

I don't have that luxury here and now, but at least using a character I know so well makes some choices easier. So I printed out my sheets and hit Chapter II: Wanderers and went through the extremely easy Character Creation process.

I knew some things up front. Larina was a Witchblood and a Wise One. But there were still things for me to discover about a character I have known for 36 years.

The Character: Larina Nix

In Witchblood you start with your name, your Birthright, and your Calling. You Birthrighe sets your points for the Identity pairs of Patience-Cunning (Mental Identities), Vigor-Grace (Active Identities), and Understanding-Persuasion Spiritual Identities).  

Your Calling sets your points for dual Quality pairs of Generosity-Selfishness and Demonstration-Observation, Courage-Wrath and Endurance-Defiance, and Trust-Faith and Honesty-Deceit.  These points can change in the course of the game. Sometimes rapidly and often. Always due to the nature of what is going on around them (these changes are called Slides).

For Larina here, these were easy choices for me. Her Birthright is Witchblood and her Calling is Wise One. For her Profile, I went back to her early incarnations as a lone solitary witch so the Stranger seemed like a good one.

Next, I added her bonus dots/points. I get to raise my Birthright or Calling by +1, I picked Calling since the earliest versions of Larina always had her hearing the "Call of the Goddess" at an early age.  I get +3 points for Identities but none can be raised over 3. All my pairs had one 3 in them, so that meant just adding to the ones with only one in them. I kept her Patience at 1 and moved Understanding to 3.  Lastly, for points, I get +5 points for Qualities. These were distributed across all six pairs. Finally I calculate my Violence Potential, which is a 9. This is mostly used in combat situations. 

What does this give me?  Well, I am actually rather pleased with it.

Larina in a purple dressLarina y Diamynedd, art by me Larina Nix

"The Witch of the Wood," "y Diamynedd (The Impatient)"

Birthright 3
Calling 2
Profile: The Stranger

Patience 1 / Cunning 3

Generosity 3 / Selfishness 1

Demonstration 1 / Observation 2

Vigor 2 / Grace 3

Courage 2 / Wrath 2

Endurance 2 / Defiance 3

Understanding 3 / Persuasion 3

Trust 1 / Faith 2

Honesty 3 / Deceit 1

Violence Potential: 9

Traits

She knows,

  • the speech of the higher animals, though they owe you no fealty.
  • the best paths through the wilds your witch dwells in, such as the forests, glaciers, or deserts.
  • appropriate gifts to attract the attention of most supernatural beings.

  • the difference between illness, poison, and curses.
  • how long a wounded or injured person has to live.
  • herbal or other remedies for common illnesses, poisons, and curses.

Liar’s Magic
Awaken the Wilds
Fulfill Fate

Predict Weather
Treat Wounds
Ward Curse

Stranger Prompts

What do they call you?
  Larina y Diamynedd (The Impatient one)

What do you do?
  I travel to learn more about the nature of magic

Why do you stand out?
   People can tell there is something off about me. Even when they can't see my witchmark on my left wrist.

Why can’t you go home?
   My home burned. I have nothing and no one left.

What have you picked up on your travels?
   Knowledge of the world and friends. 

Why do you travel with companions?
   They are my found family. People who accept me for who and what I am.

Why are you dangerous to your companions?
   There is a darkness that follows me. Whatever gave me my magic is jealous of my attention.

Why do you interfere?
   Because I must. Not everyone in this world has my gifts and the world is not just.

--

OK! I like this. In fact, I like it so much these sheets might get stapled to my D&D version of her as a role-playing guide. 

Now to find a group to play with!

Oh. And Happy Birthday Larina. 36 looks good on you!

100 Days of Halloween: The Complete Wizard's Handbook (AD&D 2nd Edition)

The Complete Wizard's Handbook (AD&D 2nd Edition)This week is all about D&D. Since I have been doing spooky things in general and witchy things in particular, this one *might* stretch this notion a bit. But this book does give us our first-ever official Witch class, er... kit for AD&D. So for that reason alone I should consider it.  But there are other reasons for me to consider this.

The Complete Wizard's Handbook (AD&D 2nd Edition)

PDF and softcover editions. Black & White interior art. 128 Pages.

For this review, I am considering the PDF on DriveThruRPG and my softcover book from 1990.

So a bit of background first. AD&D 2nd Edition came out in later 1989 and introduced the concept of Kits. These were roles that could be taken by a class. They are similar in many respects to the sub-classes or archetypes of D&D 5. You took a kit at the first level and that gave some powers, abilities, and restrictions. They quickly got bloated and dare I say, game-breaking (looking at you The Complete Bard's Handbook) but the early ones like this gave the game some great flavor, and others, like The Complete Psionics Handbook, extended the rules in interesting ways.

The Complete Wizard's Handbook is all about wizards, magic-users, and magic.

Ok class what spell is this?Chapter 1: Schools of Magic

This is not a classroom-like school (though it can be) it discusses the 8 schools of magic codified by AD&D (that is still around today). In AD&D 2e you could have a "Specialist Mage" or someone dedicated to a particular school, they excel in casting spells from that school but can't cast spells from an opposing school.  The example in the Players Handbook is the Illusionist, a holdover from AD&D 1st Ed. Arguably the most popular would become the Necromancer. (more on that later).

Each school is detailed and the requirements for each are also given on top of the requirements for a Generalist Wizard. For example, a Conjurer must have some human blood (seems random) and Enchanters need a Charisma score of 16 or above (that makes sense).

Chapter 2: Creating New Schools

This covers the creation of new schools of magic that either augment or abandon the schools above. It is a great primer on how magic might work and how it could be learned. While the standard schools are not dropped here, they are reorganized. This chapter is also helpful for anyone wanting to rethink their wizards can do. If Original D&D gave us a magic-user that can do anything, this gives us multiple types of wizards that collectively can do it all and not always the same way.

Chapter 3: Wizard Kits

At only 20 some-odd pages this section feels larger. And it is also the focus of my attention today. There are 10 kits detailed here, each with requirements, preferred schools, barred schools and what they do. The kits are the Academician (scholar of magic), Amazon Sorcerers (what it says on the tin, but all the The Complete Class book had an Amazon kit), Anagakok (Wizards from primitive cultures), Militant Wizard (also what it sounds like), Mystic (in this case a sort of pacifist wizard), Patrician (a wizard of noble birth), Peasant Wizard (just the opposite), Savage Wizard (wizard from very remote areas), Witch (why we are here), and the Wu-Jen updated from the 1st Ed AD&D Oriental Adventures

I mentioned this was the first official witch in AD&D, this is true, but it is not the first official witch of D&D. That honor goes to the witch school for Magic-users in GAZ3 The Principalities of Glantri which predates this by 3 years.  The witch here is easily the most detailed of the all the kits along with the Wu-Jen.

The kit creation section was a well-used and abused feature of this book for me when working on other kits and subclasses.

Chapter 4: Role-Playing

This chapter covers all sort of role-playing advice and tips for wizard characters. Various personality types are covered here; the Altruist, the Brooder, the Mystery Man, the Showman., and more. There are also adventure ideas and plot hooks for wizard characters. 

Not the Scarlet WitchNot the Scarlet Witch

Chapter 5: Combat and the Wizard

AD&D wizards at low levels are easy to kill, so combat tips are most welcome. This covers Defensive spells and Offensive spells and how to best use them. There is also a bit about the restricted weapons list of the wizard.

Chapter 6: Casting Spells in Unusual Conditions

Details what spells are effective where and more importantly which ones are not effective. This includes the mundane underwater and the more fantastic environments like the planes. Also various conditions on the spell caster like blindness, impaired hearing, and speech.

Chapter 7: Advanced Procedures

Covers level and spell advancement to 32nd level. Details on various spells and a bunch of materials on how illusions work in the game. Details on spell components, spell research, and magic item research and creation.

Chapter 8: New Spells

Pretty much what it says. 40 new spells for AD&D.

Chapter 9: Wizardly Lists

Various lists from 25 helpful familiars, to five unusual places for spell components, nine magic items that have not been invented yet, and more. There are maps, locations, and even 12 new magic items.

The utility of this book for AD&D 2nd can't be undersold. There is more here than just class information there is also information on the very lifeblood of most fantasy games; magic.  While the book is solid AD&D 2nd ed there is enough information here for players of any edition of D&D. 

I have mentioned in the past that the magic school and wizard training information makes a great complement to the magic school found in GAZ3 The Principalities of Glantri.  In fact most of my late 90s AD&D 2nd ed games revolved around this idea.  I even brought many of those ideas back to my short-lived D&D 4th Edition game.  And most recently have gone back to this book for my newest AD&D 2nd ed character Sinéad.

I am surprised about how much I can still get from this book.

And obviously, it was the model I followed when I did my very first witch book 23 years ago this week!

Wizards and Witches



The Other Side - 100 Days of Halloween

October Horror Movie Challenge: Witchcraft (1988)

Witchcraft (1988)Here is one that has been on my list forever it seems. I had dismissed it because the later entries into this series were barely more than soft-core.

Witchcraft (1988)

Grace (Anat Topol) is a new mother. During her delivery she has visions of two witches, a man and woman, getting burned at the stake.  Her baby, William is fine and to help her out her husband John (Gary Sloan) suggests they move in with his mother Elizabeth (the impossibly named Mary Shelley). Grace already suspects something strange about Elizabeth. She keeps having bad dreams and Elizabeth keeps pushing this tea onto her.

Grace asks her priest, who took care of her after her father killed her mother and himself when she was a child.  But when he gets to the home he sees visions of Hell. When we see him next his face is covered in boils. 

John is avoiding Grace, and spending more time with his mom. Grace finds a secret room with a weird mirror that shows her the same vision she saw before but now the man and woman are seen to be John and Elizabeth. 

She tries to leave but learns her home has burned down, she reaches out to her priest, but he hangs himself, and she gets her friend to come over to help her, but she gets beheaded.

We learn that John and Elizabeth are the reincarnations of the witches burned and her baby is the baby Elizabeth was pregnant with when she was burned.   Grace is about to sacrifice to Satan when their butler stabs John and Elizabeth kills the butler (with a great practical effect). Grace kills Elizabeth and leaves with her baby.

The movie is not great, but it has good points. Ok not a lot, but given what I know about the sequels it does put them in a better light.


October Horror Movie Challenge 2022
Viewed: 37
First Time Views: 27

October Horror Movie Challenge 2022

Monstrous Mondays: Devils

Last week I concluded my This Old Dragon retrospective of the Devil and the Nine Hells as they appeared in Dragon Magazine. Today for Monstrous Monday I want to look at some books about devils and show how there is a direct line continuity from those Dragon articles in 1983 to the 3.5 Fiendish Codex II: Tyrants of the Nine Hells from 2006 and even the 4e The Plane  Above in 2010.

Devils 3e and 4e styles

Fiendish Codex II: Tyrants of the Nine Hells (3.5)

Tyrants of the Nine HellsPDF and Hardcover. 158 Pages. Color covers and interior art.

This book does for Devils what the Fiendish Codex I: Hordes of the Abyss did for demons. Sadly there is no Fiendish Codex III. For this review I am considering my hardcover I bought back when it came out and the PDF on DriveThruRPG.

Preface: This might one of the more important bits of D&D fiction out there. Devils in D&D have always had a problem. No not from busy-body mothers and evangelicals looking to ban D&D because of devils and demons (they would find something else anyway), the issue is that the very nature of the devils in question tie them closely to the Abrahamic religions.  Asmodeus is a Jewish demon, Baalzebul comes to us from Beelzebub, another demon found in the Bible by way of Judaism. Mammon comes from the New Testament and Belial from the Old Testament.  Remove the Judeo-Christian origins who are these demons? This new(ish) preface gives us the new origins of these devils and how they fit into the D&D cosmology and the Blood War.

Introduction is just that, tells you what this book is about.

Chapter 1: All About Devils covers devils and hell. The only valuable things in Hell to the devils are souls.These are what they strive to collect, to barter, and bargain with.  Where demons are spit up from the nature of the Abyss itself, devils need souls to make more devils. This should imply there is a distinct dichotomy in the devilish hierarchy; devils that were raised up from souls to devils that fell. Speaking of hierarchy this chapter goes into that and how devils rise up from one form to the next. Also discussed are Demons and Devils and the Blood War. 

There is advice on running devilish encounters and how to deal with Faustian Pacts, devil worship and infernal alliances. Yeah, this in not 80s D&D.  Pretty much everything in this chapter can be used with any edition of D&D.

Chapter 2: The Hells. A detailed "guided tour" of Hell. We are going over some of the same ground back when Ed Greenwood took us here in 1983 in Dragon #75 and Dragon #76. There is more details here and some layers have changed a bit; Avernus comes to mind. Throughout the layers, we also get a listing of the various D&D Gods that live in the Hells. Something that I spent a lot of time covering in my series One Man's God.  There are updates not just from the AD&D 1st ed time of Ed Greenwood's article and the Blood War material of late 2nd Ed AD&D, but from 3.0 D&D as well. Phlegethos is now controlled by Fierna instead of jointly controlled by her and her father and Glasya in the newly anointed Lord of Malbolge having offed the Hag Countess. All great material and more than I'll ever use in a game.

Chapter 3: Game Rules. This cover the 3.5 D&D specific rules. There are Hellbred characters, new feats, and new Prestige Classes. Of special interest to me is the Hellfire Warlock. There are also plenty of new spells. 

Chapter 4: Devils are our new monster listings of devils. The Abishai are back, along with 16 other devils, some new and some updated.

Chapter 5: Lords of the Nine detail the Nine Archdukes. You can pretty much tell what version of D&D you are using by who the Archduke of Avernus is. In 3.5 it is Bel. Though I think he might have been it for late 2nd ed as well. All the Archdukes get a bit of a makeover from their 1st Ed days. Dispater has hair now, Mammon has a new cursed form, Levistus is the lord of Stygia, and Glasya gets the best upgrade and is now Lord of Sixth Layer Malbolge. Baalzebul still looks like a slug. Mephistopheles is still working on Hellfire. Only Asmodeus is constant. As he demands it. 

As its sister product, this is a great book on Devils and the Nine Hells for any edition of D&D.


The Plane Above: Secrets of the Astral Sea (4e)

PDF and Hardcover. 160 Pages. Color covers and interior art. I am considering both my hardcover (one of the last D&D books I ever bought at Borders I believe) and the PDF from DriveThruRPG.

4e reordered the Cosmos and that is fine for me really. In 3e they explained that how one perceives the outer planes is largely based on how they believe they should perceive them. So Hell in 4e is both a "Lower Plane" and an "Upper Plane." No contradiction really.

This book has the same relationship to The Plane Below as the Fiendish Codices have to each other. 

Chapter 1: Astral Adventures cover adventuring on the Astral Sea. Again it is easy to see why Wizards of the Coast moved their version of Spelljammer to the Astral. The seeds for that are all here. Indeed Spelljammers are mentioned on page 19 as a means of siling the Astral Sea.

Chapter 2: Divine Dominions deal with the homes of the gods and the afterlives of mortals. Different sorts of creatures are detailed here; gods, angels, the exalted, and Outsiders. A few divine domains are also detailed. Arvandor is the home of elves and eladrin. Celestia the Seven Heavens. Chernoggar is a plane/world that essentially has the Lawful Evil Gods of War Bane and Gruumsh fighting it out for all of eternity. 

The Nine Hells get their own special sections. This repeats some of the details (but not copy-paste) from 3e about the fall of Asmodeus and the creation of Hell. [Aside: D&D really needs its own Silmarillion, Kalevala, or Enūma Eliš] There some small adventure encounters here too. A few more domains are also detailed.

Chapter 3: The Deep Astral Sea is very far removed from the normal lives of mortals. Here various new races are discussed like the familiar Githyanki, and the less familiar Maruts and Quom. Here there are also forgotten and "shattered" domains like Carceri and Pandemonium. 

Chapter 4: Astral Denizens cover our "monsters." Here are 44 new monster stat blocks including six new devils. Among these, there is the return of Bahgtru, Luthic, and Other Side favorite Vaprak

This book would make for a great trilogy of books with "The Plane Below" and "Manual of the Planes." With the PDFs from DriveThruRPG it would not be too difficult to print them out and rearrange as needed.  It would be a 480-page book, but it would also be the ultimate source of the planes knowledge in D&D 4e.

Board Game: Wizards (1982)

Wizards (1982)I was reorganizing my shelves trying to find some room for some new books when I found this little gem hiding in my lower shelves.  I totally forgot I had this!

Wizards (1982)

Wizards is described as "Avalon Hill's game of fantasy adventure."  It is easy to see why they would want to make this game too.

1982 was some prime years for Fantasy RPGs and D&D in particular. 

There are board game elements to this as well as plenty of RPG elements.  For example you can choose what sort of wizard character (Order) you will play; Wizard, Sorcerer, or Druid. Each also has four levels (Ranks).

The first part of the game is setting up all the locations of the various islands on the hex grid sea map.

After that the various wizards race around the map to collect various gems for the High Druid. There are seven, six are needed to win.

While this is going on there are various Event and Task cards that send your wizard on quests, trap them or other hazards. These add time it takes to complete your missions but they can also raise your Wizard rank and make you more powerful. 

From the rule book. Here is what is needed to play and win.

  1. Join a Magical Order. Without that, you may not accept any Tasks or gain points of any kind.
  2. Acquire Tasks and complete them for points of Knowledge, Power and/or Perception.
  3. Fight the Evil Powers that take over the islands, making them inaccessible.
  4. Advance to Rank 4 in your Order. 
  5. When you are at Rank 4, collect all 6 Gems from the High Wizards.
  6. When you have the Gems, pass them to the High Druid Rüktal in the Center of the Sacred Circle to win the game.

The game uses two six-sided dice.  
Wizards (1982)
Hex map of the sea
Wizards 1982
Wizards 1982
Wizards 1982
Wizards 1982
Wizards 1982 Wizard Sheet
Wizards 1982 Play area
Wizards 1982
Wizards (contents)Wizards (contents)
I love the *idea* of this game, but while I enjoyed the set up I could not get anyone to play it here.  My wife does not care for board games with RPG elements and my kids would rather play D&D.

I am adopting some ideas from this game though for my own games, most notably the War of the Witch Queens, but certainly others as well.

Traveller Envy and the Avalon Isles

I have talked a bit about my Traveller Envy here in the past. To finally overcome this I am taking all the various board games I am going to cover this month and create a new area of my world; the Isles of Avalon. The origins here should be pretty obvious, I am going to base a lot of the mythology of the lands on England, Ireland, and the various islands around them. Also, I am drawing heavily from the Avalon Hill games, so much so that the currently unnamed main island has a place called Avalon Hill. It will be my world's Glastonbury Tor.  There is a volcano on one of the islands (this will be an archipelago) where a famous Warlock lives.  With a volcano I can also get representations of all the elements; Earth, Water, Air and Fire.

There will be a smaller island nearby that I am calling the Island of the Necromancers.

I will spend this month detailing this place further.

If I get nothing else out of these board games then I think I will be fine.

100 Days of Halloween: The Witchwar Legacy

The Witchwar LegacySwitching worlds, editions, and even systems now.  

This adventure was released in 2010 and is a prelude to their Reign of Winter adventure path released in 2013.

I am not entirely sure to be honest, but I think this is the adventure that prompted Paizo to make the Reign of Winter adventure path. 

The Witchwar Legacy

PDF and Print 32 pages. Color covers and interior art.

This adventure is for characters level 17 and essentially is a MacGuffin hunt for the Torc of Kostchtchie. The characters can choose to aid Elvanna, the Witch Queen of Irrisen gain the Torc or the demon-lord Kostchtchie. 

It is a short adventure, essentially a single location with a lot of monsters and NPCs.

It is a quick one, to be honest for such a high-level adventure. If it wasn't so high level it would be a great introduction to the Reign of Winter series. 

I feel like it could be run in the afternoon, but I also think I would like to adjust the threats to make it a little lower level. I would also tweak it a bit to fit the Reign of Winter series. 

My Snow/Ice/Winter Witch?

Elvanna is fantastic, but she never shows up here. She is a good witch...well an evil witch, but she is great at that. The Reign of Winter also features Elvanna but in a different sort of role and she dies in the end...or at least could die. Plus she is so wrapped up in everything I would have to change the Reign of Winter to work for War of the Witch Queens.

Still, she is rather great and I really want to use her. BUT I am also covering the "Reign of Winter" campaign in a couple of days and that, well, changes things. Tune back in for that.

The Other Side - 100 Days of Halloween

October Horror Movie Challenge: Enter the Devil (1974)

Enter the Devil (1974)1974 is a sweet spot for cheesy Italian Giallo horror. I don't think I have seen them all, but I have seen a lot.  

This one is also known as "L'ossessa" and "The Eerie Midnight Horror Show" (complete with Rocky Horror-style lips) it revolves around a religious statue of crucified Jesus purchased by Danila (Stella Carnacina). Luisa (Lucretia Love) It is obvious from the start that the "statue" is an actor (Ivan Rassimov) in heavy makeup but that is fine.

It is 1974, so the Exorcist is on EVERY Horror filmmaker's mind and this movie is no exception. 

Danila is some sort of art expert so she is working with the statue.  But while at a party she watches her mother,  in some sort of S&M affair with a younger man she leaves to go back to work. There she is all alone with the statue.  When he starts to move it is no surprise, but I wonder what the audiences in 1974 thought?  Likely they saw the same things we do now.   Eventually, the statue transforms into a human and in one stroke rips off ALL of Danila's clothes (neat trick that) they have very enthusiastic sex while the place burns...or not. It could all be in Danila's mind.  But she does keep experiencing things and no one believes her.   

Naturally, she is possessed and tries to seduce her own father. They bring over a psychiatrist whose professional opinion is that she is unduly affected by her work. They head out to the country ("Better than any medicine" according to the medical professional) but they get a flat and Danila wanders off into an "Etruscan temple to Baal" where she sees an ancient ceremony to Satan.  In mid-hallucination, she is back in her own bed again freaking out. When the doctor examines her she does have the stigmata wounds inflicted on her in her hallucination.

I give the movie credit, they try really hard to make this a serious movie about an exorcism.  They get a priest in and I can't help but notice her room is set up similar to Regan's in The Exorcist.

The later half is basically Danila going crazy and various priests trying to exorcise her and it sorta falls apart here. 

Still, a neat idea even if not executed as well as the filmmaker might have liked.

Use for War of the Witch Queens

I love the idea of the old statue coming to life and the "Etruscan temple to Baal" just screams Orcus to me for D&D use.

Use for NIGHT SHIFT

All I could think of while watching this one was I need to figure out a way to do a psychiatrist or psychologist in NIGHT SHIFT.

October Horror Movie Challenge 2022
Viewed: 5
First Time Views: 4

October Horror Movie Challenge 2022

100 Days of Halloween: FIGHTING FANTASY - Caverns of the Snow Witch

Snow WitchLast night I covered an adventure that mentions the Ice Queen, but no more details than a mention. This works fine for me since I have a plethora of choices. Here is the first one I considered, but not my only one.

FIGHTING FANTASY - Caverns of the Snow Witch

PDF and Print. 45 pages. Color covers, black & white interiors.

This adventure has a solid pedigree.  It is based on Ian Livingstone's Fighting Fantasy books from 1984.  This adventure is for the d20 system / D&D 3.0 system published in 2003. So nearly 20 apart, here I am nearly 20 years after that reviewing it. 

This adventure covers the same plot and situations from the Fighting Fantasy "choose your own adventure" book.  

The adventure is designed for one character or a small group of adventures.  Reading through it does follow the same plot lines as the Fighting Fantasy book. 

This adventure also features the Luck saves from the original book. It has some changes to the d20 ruleset. There are a few new monsters (including a Yeti!), some new spells, campaign notes, and some new NPCs.

There are a lot of location-based adventures, essentially a collection of encounters the PCs jump from one to the next. The advantage here is that it is easy to convert from d20 to what I am planning to use it with, Old-School Adventures.  

The Snow Witch in this adventure is a sorcerer/vampire which works great for d20/3.0. For my adventures, I would make her a proper witch. 

The adventure is fine, but I think I might be viewing it through what my "Nostalgia Goggles."  Am I reading a good adventure or am I reading something because it was enjoyable to me in the 1980s?

I guess in the end it doesn't matter, as long as I am having fun with it. 

Is She My Snow/Ice Witch?

Well, I guess I should really ask do I just need one? I have a few more choices but this one has some serious old-school street cred. My other Snow/Ice/Winter witches though are a little more interesting.

Still, this is a fun adventure and one I am looking forward to using.

The Other Side - 100 Days of Halloween

 

October Horror Movie Challenge: Sacrilege (2020)

Sacrilege (2020)I was not expecting much with this one and that is pretty much what I got. 

Four old friends, Kayla, Blake, Stacey, and Trish, decide to have a girls' weekend together. They rent out an old cabin at the Mabon Inn while an ancient Pagan festival is also going on. During the ceremony, the girls write down their fears on paper and burn them.  While they proceed to partake in the drugs, drinking, and dancing, one of the parishioners, Mrs. March, warns the girls not to stay till the end and that they should leave now.

They return home and head to bed. Kayla begins to hear noises and sees a hallucination of "Tyler" (some dude from her past that is never really explained). Blake goes for a swim and sees a dog coming for her. Stacey, who is always taking selfies, sees herself getting old.  For Trish, it is insects and bugs.

Weird stuff starts to happen, but everything is just so slow. Even the sex scene is dull.

Our first victim, Stacey, gets it while seeing herself getting old again in a mirror. She slips on her own blood and impales herself in the head on a bit of garden equipment.  The others go looking for her, but the creepy gardener has already hidden her.

Turns out the girls were the sacrifice and the "Goddess Mabon" is killing them with their own fears. While Trish and Kayla are learning this from Mrs. March, Blake is being chased by dogs. Runs until she is impaled on the antlers mounted on the gardener's truck.  I sense a pattern here.

The two remaining girls try to call 999 but this splits them up and Trish starts hallucinating about bugs and Kayla about Tyler.  Trish ends up drinking some drain cleaner or bleach because she thinks there are bugs in her mouth.  Kayla tries to drive her the hospital, but the way is blocked by the pagans.

In what has to be known as Chekhov's Flare Gun Kayla uses the Flare gun from early in the movie to shoot the wooden effigy of "Mabon" and break the Pagans' hold on them. Reminds me of a Batman comic I had read back in 1988 or so, but can't recall which one it was. 

We end with Kayla and Trish professing their love for each other as Kayla tries to drive them to a hospital.

I like the elements of the old creepy Pagan cult still lingering in the untamed places in rural England. That is fun, but this movie doesn't offer much more than that.

Use for War of the Witch Queens

Plenty of good background for folk horror, which is why I watched this one. But as usual, the writers don't quite get things right with mythology. Or more to the point they get it all wrong enough to be irritating.

Use for NIGHT SHIFT

Pretty much any movie I watch this month is going to have uses in NIGHT SHIFT.  For this one, I would love to use the old creepy pagan cult that still lives on in the dark and quiet places of the world. Though the original Wicker Man might be a better model for this.

October Horror Movie Challenge 2022
Viewed: 4
First Time Views: 3

October Horror Movie Challenge 2022

Mail Call: Blue Rose Six of Cups

Getting a new book in the mail is always a joy. Getting one you helped create is even better!

I got my author's copy of Blue Rose Six of Cups.

Blue Rose Six of Cups
Blue Rose Six of Cups

The PDF has been available for a bit and now the print book can be ordered from Green Ronin's online store.

As I have said in the past I adore Blue Rose. I just love the world, the system, everything about it. It is such a refresher after decades of "grim dark" RPGs.

I am particularly happy with this one. It has a new character I am particularly fond of.  My homage to the Piasa Bird and places I used to frequent. Another distateful member of the less than pleasant Meacham family. But most of all it was a joy and an honor to write something for Aldea. 

The Storm of the Century

The project lead, Joseph D. Carriker, for this book posted in Green Ronin News a little about this book. In particular, he talked about the "Storm of the Century" theme.  This was not something I (or to my knowledge) any of the other authors tried to do. I was pretty much working in my silo just to get this done with my only contact being Joseph. Who, please allow me to add, was great to work with.

Here is what he had to say about the storm.

One of the things I asked of our authors was to send me proposals for their adventures and gazetteers. In short order, it became apparent that (perhaps inspired by the elemental association of Cups with water) no less than three of the stories feature a massive coastal storm. Rather than require some of the authors to change their ideas, I thought I could include them all to highlight one of the interesting ways to use generally unrelated adventures.

Finding a common thread to run between adventures is an awesome way of building a sort of “accidental” campaign. The tumultuous weather plays a role in all three of the stories, and they are not written as being interrelated. An enterprising Narrator might, however, come up with some connecting concepts to help tie them together. Perhaps these are all part of a single, major storm system of some kind, a sort of terrifying storm of the century to strike the southern coast of Aldis? Or, perhaps there is something (or someone…) nefarious at work, hurling storm after storm into the world.

I do love this idea and the thought of a great storm coming to the southern coast of Aldis is too good to pass up. 

Personally, I think this is one of Blue Rose's greatest strengths when compared to D&D.  D&D can do a lot of great things. But it is largely still a game about and centered around combat.  In Blue Rose, you could make an adventure where the central focus was protecting a small coastal town from the coming storm. Not by fighting some demonic force or elemental, but as the Sovereign's Finest playing the role the National Guard does here. Organizing relief efforts, building sandbag walls, and figuring out what to do. Fantastic role-playing opportunity.  

So my darkfiend Dorgogz is not the cause of this massive storm, but rather he is here because of it. 

The adventures are leveled from 1 to 8 (mine for example is level 2-4). A new adventure, say levels 8-10 called "The Storm of the Century" would be this giant coastal storm.  Hmm...I am getting some ideas here.  With this sort of build-up, one could see that there is something connected and nefarious here. 

Can't wait to try out the other adventures in this book. They look great.

100 Days of Halloween: A Witch's Desire - Adventure for Old-School Essentials

A Witch's Desire - Adventure for Old-School EssentialsHonestly, I could not pass this one up. It is a low-level adventure featuring a witch, it is quick and it is for Old-School Essentials.  So yeah, I had to grab it.  But how does it play?  Let's look into it.

As always I will be following my rules for these reviews.

A Witch's Desire - Adventure for Old-School Essentials

PDF and PoD. 27 pages. Color covers and interior art.

The designed levels for this are 1 to 3, but I find that it works well as an "interlude" adventure, that is as the characters are moving from one major adventure to the other.  Not to say that this can't be a major adventure, it can. But for me, I wanted to feel more like the characters "wandered into a dream" sort of deal. 

To start with, and what helps fuel this notion of an interlude, are some rules for travel.  While the PCs are moving from their last adventure to this one using these rules helps give this one it's own feel. Yes they can be used elsewhere and adapted. Adding to this is the section after the travel and before the adventure proper, and that is the influence the witch has on the lands near her. I have been using something similar for my War of the Witch Queens based on the old superstition of Hex Signs, but the rules here are more explicit in their application.

 The adventure is a "straightforward" mission to get some water for the Witch of the Wilds they meet at the start of the adventure. I say "straightforward" because obviously, it isn't.  They are plenty of hazards along the way and foes to fight. The adventure is scaleable so that is also quite good. 

There are no stats for the witch herself, nor should there be. The PCs should not be fighting her.

This adventure is set in the Forever Winter setting. Honestly a name like screams to be used.  Also, there is mention of the Ice Queen and her rivalry with the Witch of the Wilds.  The Ice Queen is not mentioned much here save for a sidebar, but the potential is great.  So great in fact that I have an idea of how to work the Ice Queen (also a witch in my world naturally) into my War of the Witch Queens.  I'll discuss her tomorrow. It is likely that their A Wintry Death adventures could be used in conjunction with this one, but I am pretty pleased with it as is to be honest.

While the art is wonderful for this it does make you think the Witch of the Wild could be something of an evil-ish character, certainly otherworldly.  While reading through this I kept asking myself, what if this witch was good and just really needed the character's help?

Suddenly all I could think of was Ginny Di's character Morelia the Wood Witch.  She would need the water for her potions obviously. Changes the whole tenor of the adventure.   Not that I have any problems coming up with witches. It would also change the nature of the relationship between the Witch of the Wilds and the Ice Queen. They are still rivals, but now it is different.

Witch of the Wilds VS Morelia the Wood Witch

Note: I just noticed that Morelia's familiar Crimini is a cat with white fur and gold eyes. Much like the art for the Witch of the Wilds. Maybe Morelia polymorphs Crimini to act as the scary Witch of the Wild? She then hides in the background so that the PCs she is hiring don't know she really is about as dangerous as a bunny. A lot like Balok in the classic Trek episode "The Corbomite Maneuver."  Instead of tranya she offers them tea of course. Yeah, I like this idea. 

In either case, the Witch of this adventure would need to be a potential ally for the characters in my game.  I can't actually see Morelia getting mad with them anyway. And I really want to use Morelia. I just don't think I can pull off the voice Ginny Di uses for her!

In any case a fun adventure with a lot of ideas for use in my home campaign. The PDF version comes with separate maps. The PDF also features layers so you can turn on the background image for readability. That's worth an extra star in my book to be honest. 

October Horror Movie Challenge: Witchouse (1999)

Witchouse (1999)My "soft theme" this challenge is "films with pentagrams on the cover." Silly I know, but I have subscribed to a few streaming services and I was adding a bunch of movies and noticed many of them had pentagrams on the covers. So I decided to just kept going with it.

Tonight I am already questioning the logic of this plan.

Witchouse (1999)

This comes to us from 1999 and Full Moon Features. Now I love Full Moon. Their movies are short, silly, and usually fun. You can expect some kids to get themselves into stupid situations and usually dying in dumb ways.

Our plot concerns Elizabeth LaFey (yes that is her name) inviting a bunch of her old high school friends to her new house for a party. The house has a "dark history" as does LaFey.  It also has copies of "Le Necronomicon." The characters are less than characters and really little more than clichés. But that is fine because you are not really supposed to be relating to them as characters but rather as relatable archetypes. The stoner, the football player, the cheerleader, the hot girl who doesn't know she is hot, the juvenile delinquent, the nerd, and so on. 

Elizabeth plans to sacrifice her friends on May 1 to resurrect her ancient witch ancestor.  Nothing shocking or surprising here really, but it was still kind of fun. The acting, for the most part, is pretty terrible. Honestly, it looks like it was filmed in a single night. 

This one has been on my list for a bit largely just based on the name. 

Directed by David DeCoteau, responsible for, I have no idea how many Full Moon movies.  This one even features scenes from Dark Angel: The Ascent. Actually, the scenes of Hell here have been in at least two other movies.


October Horror Movie Challenge 2022
Viewed: 3
First Time Views: 2

October Horror Movie Challenge 2022

Monstrous Mondays: Fiend Folio (3e)

Fiend Folio (3e)Welcome to October. If there is any time of year to remind me of my love of monsters it is now. Watching horror movies (or "monster movies" as my dad and I used to call them when I was little) is so deeply tied into my love of both Halloween and D&D that it is hard to tease them apart.  

This month I want to cover some horror-themed monster books for review. My ultimate goal here is to get a good feeling of what makes a monster book "good" and what doesn't. Or maybe what makes them good for me. All year I have been focusing on D&D monster books of all sorts. My second goal is to wrap up this process before 2023 when I do something a little different.

Given I have some D&D 3.x books still cover and five Mondays in October I am going to cover some of these or at least the ones that have the most horror elements to them.

Up first, the Fiend Folio.

Fiend Folio (3e)

PDF and Hardcover. 226 pages. Color covers and interior art.

This is the third "Fiend Folio" we have gotten for *D&D over the last 20+ years.  Like the first one for 1st Ed AD&D, this one is a hardcover book. Like the second one for 2nd AD&D, this one expands the list of monsters. 

This Fiend Folio lives up to its title a little bit more by giving us a lot more fiends. There are demons and devils here as well as the demodands (originally from the AD&D Monster Manual II). Here they get the alignment of "often Neutral Evil."  There are plenty of new demons and devils here too.

There are some Fiend Folio "repeats" here, or my updates is the better term.Just eyeballing it there is the Blood Hawk, Caryatid Column, Dark Creeper and Stalker, Death Dog, Disenchanter, Flame/Fire Snake, Fossergrim, Huecuva (now a template), Iron Cobra, Kelpie, Necrophidius, Skulk, Slaad, Yellow Musk Creeper, and Zombie.

No flumphs though. 

There are also plenty of new monsters too, like the Bacchae and Feytouched which are fun. All in all 167 monsters for D&D 3.0 (3.5 is still a couple of months off).  We are a point in the 3.x development cycle where the monsters still run from one to the next, like the original Fiend Folio. 

This book also includes some Prestige Classes, some Grafts and Symbionts, 

There was a free "Web Enhancement" back when this was new called Fiendish Fun which extended some of the ideas in the Fiend Folio. It is still out there thanks to Archive.org.

This is one of the books I consider central for a D&D 3.x horror campaign. The rest, well that is what the rest of this month is for. 

100 Days of Halloween: When Comes the Witching Hour

When Comes the Witching HourAnother adventure from casl Entertainment featuring the "Witch Queen" which may or may not be Iggwilv. 

When Comes the Witching Hour

PDF and Print. 80 Pages. Color covers. Black & White art.

This adventure is designed for levels 9 to 12 for the OSRIC game, which is the clone of AD&D 1st Edition.

I grabbed this adventure back in February after reviewing The Witch-Queen's Lament, a later, but lower-level adventure.

There is a nudge-nudge-wink-wink commentary on how to fit this adventure into the World of Greyhawk. But it is also fully usable in any world. 

The adventure is overtly the search for a missing princess. What makes this different is the missing princess is likely in the Dungeons of the Mad Archmage and might have something to do with the Queen of Witches.

Now. Before I get too much further let me point out what this adventure can do. Obviously, there are the fans of the World of Greayhawk who can use this to expand on their game worlds. You can grab nearly any other version of the Castle or Dungeons of the Mad Arch Mage.  It is really a nice piece that could fit into a lot of campaigns. 

The adventure is a wonderful romp through some of the storied locations of the World of Greyhawk, if in a thinly veiled manner. Also, anything that involves Iggwilv or the Witch Queen is a must-buy in my mind.

The adventure covers the first half of the book. The last half has new monsters including many unique demons, new magic items, pre-gen characters, and finally the maps. Note. The print version maps are a little difficult to read. I have the PDF so I printed them out.

One other nitpick. There are no page numbers printed on each page. 

When Come the Witching Hour

--

For Use in War of the Witch Queens

This one is so on brand for my War of the Witch Queens that I am shocked how well it works for me. It covers several bases for me. For starters, it is OSRIC thus satisfying my need to involve all sorts of OSR rule sets. It is set in Greyhawk which satisfies my desire to involve many of the game worlds as I can. And most of all it features the machinations of not just "A" Witch Queen, but "THE" Witch Queen. I mean really. If I have any complaints about this adventure it is I didn't write it myself.

For Use in NIGHT SHIFT

While I love to use some of these adventures for NIGHT SHIFT not everything will fit. This is a perfect example, while I love the idea of this adventure it would not be good for NIGHT SHIFT. This adventure is too deeply tied to the World of D&D and especially Greyhawk.

The Other Side - 100 Days of Halloween

Pages