The Other Side

In Search of Nocticula

I want to introduce what I hope will be a new semi-regular feature here at the ole' Other Side.  

"In Search of" will delve into odd, esoteric topics from my games in search of their origins and their relationship to myths, legends or even just a good story.  The obvious tribute to the old 70s-80s TV series "In Search of..." featuring Leonard Nimoy.  I am going to go back and retag some posts with this new "In Search of" label since this is not really a new idea for me.  My hope here is this takes the place of "One Man's God" in my rotations of posts.

Nocticula

Let us start my first In Search of looking for a demon who captured my attention back in the 1980s.

Back in the Monster Manual II days, we were treated to a long list of demons that were also powerful members of the abyssal Hordes. These included a few demon lords (L) and oddly enough some that were tagged as being female (F).  It seems odd to call that out now, but this was the 1980s.  

But that is not why I am posting today.  I was cleaning up some minis the other days and noticed one in particular.  Maybe because I have been thinking of various monsters and monster books I decided to go back to an old search.

Who Is Nocticula: Part 1 History

Nocticula

This is the mini and an entry in question.

Originally she was obviously some sort of demon related to the night.  She is not listed as a "Lord" so we assume she must be of higher rank along with Lolth and Zuggtmoy. 

Obviously, the name caught my attention then as it does now.  Though there is almost nothing about her in any products outside of the MMII. 

She does get name-dropped in the 1981 made-for-TV horror movie Midnight Offerings. When I saw it back in 2019 I wondered at the time if Gygax/TSR got the name from the movie. Though now it seems likely the name came from various occult books from the 1970s.

It would not be until the 1990s that I would run across her again.  

My first encounter with her was during the Netbook craze of the Pre-OGL Internet.  While many people were still blissfully unaware of what the Internet could do AD&D players were on LISTSERVs on Bitnet sharing "Netbooks."  These fan mad creations often lacked any sort of editorial control, art, or often even playtesting. But they made up for all of that in pure enthusiasm.  If you were lucky you found one that had been formatted like a "real book" in Microsoft Word 2.0.  One such book was "The Complete Netbook of Demons and their Relatives." This ancient and dusty tome was full of new demons.  It was a great little treasure, to be honest.  It did have an entry for Nocticula and Socothbenoth (I'll get to why that is important later).  Their entries were:

Nocticula(F)-a patron of witches. Could only find one reference on her.
...
Socothbenoth-Another female (harem) like deity turned into a male demon.

 A Practical Guide for Witches, Warlocks, and CovensThat obviously had my attention. So I was already doing deep dive research into witches at this point for my "Netbook of Witches and Warlocks" so I added her name as one to be on the lookout for.  Now keep in mind that at this time people were very, very wary of being sued by TSR for any copyright violations.  So I had no real plans to use Nocticula in my books, I was just curious about her.
In my reading, I came across "Mastering Witchcraft: A Practical Guide for Witches, Warlocks, and Covens" by Paul Huson, 1970.  Nocticula is mentioned many times. Likely as a "dark aspect" of Hecate or Habondia (or Habundia). That name is not in my "Dictionary of Classical Mythology" by J.E. Zimmerman. Huson adds that Noctiula is "Ruler of the Dead and Warden of the Tower Adamantine" and she walks at night.  He also claims that the title of "Nocticula" meaning "little night" comes from the 12th century.

I do have to admit that the paperback cover of Mastering Witchcraft makes for a good depiction of Nocticula. 

Gerald Gardner, the father of modern Wicca, even mentions her in his "Witchcraft Today" (1954). He also associates her with the figure of Bensozia. I guess that removes the fear of copyright issues, but I was still hesitant to use her preferring to come up with my own.

While all this is going on I got a copy of Dungeon #5 and found the adventure with Shami-Amourae, the demon queen of Succubi. She, along with Nocticula and Malcanthet have all been contenders for the title "Queen of the Succubi."

This bit didn't last long really and with the publication of Green Ronin's Armies of the Abyss and later the Book of Fiends we get a new look on Nocticula. 

Nocticula and SocothbenothPart 2: Green Ronin & The d20 Years

Green Ronin brought Nocticula into the new Millennium with the various fiend books. Chris Pramas had worked on a few Planescape and devil-related books for Wizards of the Coast in the waning years of TSR.  So he was in a great position to bring all of that knowledge to Green Ronin during the d20 boom.  Armies of the Abyss (2002) covered demons and introduced us to a new Nocticula. Or rather, gave us Nocticula since so little detail had really been published about her so far.  (Note. I am coming back to the Armies of the Abyss later in this series.)

Here she is demon lady of night yes, but also of women, dark fey, the natural world, psychotropic drugs, and earthly sensuality.  Known as the Princess of Moonlight she revels in all things pleasurable, earthly, and chaotic. She very much is the patroness of "living deliciously."  The description of her followers can only be described as "witches."

She has a twin brother, Socothbenoth, the demon lord of perversion, with whom she has an incestuous relationship with. Socothbenoth is basically the mind of Aleister Crowley in the body of Lord Byron and the sexual appetites of both.

I have used him before as a witch's patron based on the movies Byleth: The Demon of Incest (1972) and Il Sesso Della Strega (1973).

She only gets a mention in Fiendish Codex I: Hordes of the Abyss, a little more than what she got in the MMII nearly 20 years prior.  She gets the title "The Undeniable" and her concerns are "Night" and she makes her realm on the 72nd layer of the Abyss called Darklight.

Part 3: Pathfinder

Our Queen of the Night fares better in her Pathfinder version where she is a major Demon Lord.  Her history is largely that of what was seen in the Green Ronin books. Indeed all of that is kept to the extent the OGL will allow. However, she is taken further in Pathfinder when she is given the ability to kill other demon lords. This gives her a connection to assassins.  

Here she appeared in a number of Pathfinder products, in particular the Book of the Damned, which covered the demons and devils of the Pathfinder game.

Nocticula for Pathfinder

At some point, she grew tired of killing demon lords and sought out redemption as the Goddess of Artists. I am not sure I completely like this idea, but hey Pathfinder can do what they like really.

Now to be fair, Pathfinder added a ton of material to Nocticula, and a lot of it is good. I could easily use any amount of it, to be honest.  

Part 4: Nocticula in my World

I have a lot of great information and details. But not all of them are great for my games. So. How can I rebuild Nocticula for my games and in particular my War of the Witch Queens campaign?

Part of her background is she was one of the first Succubi. That's fine and all, but I feel there is a tendency to make a female demon a type of succubus. Sure I get it and her background supports it to a degree, but it feels lazy to me. I mean there are SO MANY "first" Succubi. There is MalcanthetShami-AmouraeXinivrae, and Lynkhab. Do we need Nocticula to be a succubus? Not really.

I do like keeping Socothbenoth as her brother/lover. I like keeping them both as being fairly depraved as well. They are demons after all.  I even like the assassin idea from later Pathfinder books. Given her name I would like to get back to her association to the night and things of the night. In some ways the evil counterpart to my Nox.

In this, Nocticula is the demon lord of Night. She is honored by witches, warlocks, prostitutes, and assassins. Anyone committing an evil act at night will say a benediction to Nocticula. She is the daughter of Nox by Camazotz, the demon lord of bats and vampires (or maybe Orcus?). She is the twin sister to and lover of the demon lord Socothbenoth (the demon lord of perversion). 

Given that her first "D&D" appearance was in the Monster Manual II from 1983, I would draw on sources from 1982 and before for my influences on her. 

Obviously, I would need to write her up for AD&D 1st Edition.  I would use some of her Pathfinder details (what is allowed under the OGL) and go back to the earliest ideas about her. 

--

NocticulaNOCTICULA 
FREQUENCY:  Unique (Very Rare)NO.  APPEARING:  1 
ARMOR CLASS: -2
MOVE: 18" / 24" (MC: C)
HIT DICE:  13+39 (97 hp)
%  IN  LAIR:  0%
TREASURE  TYPE:  Q (x10), U
NO.  OF  ATTACKS:  2
DAMAGE/ATTACK:  Whip 1d6+1d4 (fire) (x2)
SPECIAL  ATTACKS:  Witch spells
SPECIAL  DEFENSES: +2  or  better weapon to hit
MAGIC  RESISTANCE:  25%
INTELLIGENCE:  Genius
ALIGNMENT:  Chaotic Evil
SIZE:  M  (6')
PSIONIC ABILITY:  See below
LEVEL/X.P. VALUE: IX/8250 +  18/hp (9,996 xp)

Nocticula is the Demon Lady of the Night. Witches, warlocks, assassins, and all those who make illicit trades or bargains under the cover of darkness are her followers. She hears their prayers when none of the gods will. She is also the patron of creatures of the night like vampires, shadow creatures, and even alu-demons and succubi.

She will always appear as a very attractive member of the gender and species the observer prefers. In a mixed company, she will attempt to provide as many attractive qualities as she can.  She can do this via a limited form of telepathic awareness that is not quite ESP.  It is a subtle power, like many of her gifts, and can only be blocked by magic or psionic ability specifically designed to do so. It also gives her the ability to speak any language known.

Nocticula is a lover, but also a capable fighter. She wields a whip of fire that she can attack with twice per round. The whip will do 1d6 points of damage and the fire an additional 1d4.  She can cast spells as a Mara Witch of the 13th level. 

She also has the following spell-like powers.

  • At will: Detect Good (Law), Detect Invisible, Detect Magic, Darkness 10' Radius, Glamour, Telekinesis (250 lbs / 25,000 GP weight), Tongues.
  • 3 times per day: Astral Projection, Charm Monster/Person, Read languages, Read magic, Shape change, Teleport without Error, Trap the Soul.
  • 1 time per day: Gate, Polymorph any object.

Like all demons, she is affected by acid, iron weapons, magic missiles, and poison, (full).  Cold, electricity, fire (dragon, magical), and gas (half). She has 25% magic resistance, but this does not apply 

She has wings, but these can be hidden away. Despite her appearances and appetites, she is not a succubus or any sort of Lilim. She does have many succubi attendants and servants.  Her preferred servants though are humans and some elves and fae. She may gate in 1d6 Succubi or 1d8 alu-demons to aid her. These are from her personal retinue and not easily replaced. She can also summon 2d8 shadow demons to do her bidding. Either of these can be done once per day (1/day). She can compel any vampire she encounters (as a charm-like ability they are not immune to) to do her bidding, but she can't summon vampires.

Rumors of her always appearing nude when summoned were created by clerics and scholars who rarely left their scriptoriums. However, to approach her in her layer in the Abyss one must be completely unclothed. This includes armor and weapons. 

Relationships

Nocticula has the best relationship with her brother and lover Socobenoth, the Demon Lord of Perversion. It is a good relationship as far as two chaotic evil demons can have.  She respects Lilith, the Demon Queen as the two are fine as long as they remain out of each other's business. Her rivalry with, and enmity of, Malcanthet is legendary. Equally so is her distaste of the demon Lord Graz'zt but none remember how this all began. Her relationship with Camazotz is one of pure hatred and each hates the other's claim as the demonic patron of vampires.  A hatred she does not extend to Lilith or even Orcus, whom she refers to as "Grandfather." Whether this is an acknowledgment of paternity or an honorific is unknown.  Orcus also extends this recognition to Nocticula. 

Unknown to most, Nocticula is an assassin of demon lords and even a minor god. She has discovered that when she kills them she can take on their powers. She successfully assassinated Vyriavaxus, the former demon lord of shadows. Now shadow demons begrudgingly show her patronage.  Presently Nocticula sits and carefully plans her next kill.

--

Looking forward to seeing what I can do next in my new In Search Of feature.

--

Links

100 Days of Halloween: Legendary Villains: Wicked Witches

 Wicked WitchesA little more Pathfinder tonight. This one promises some wicked witches. Let's see if it delivers. 

As always, to stay objective I will be following my rules for these reviews.  

Legendary Villains: Wicked Witches

PDF. 36 pages. 1 title page, 1 table of contents, 1 page OGL. Color cover and interior art.

I went into this expecting some NPCs, and I got that, but this is also more here. 

There are three new archetypes presented here, the consort of fiends, the curio collector, and the shadow sister.

All are presented as being evil, which is great fun really. I do love an evil witch.  All of these are quite fun too, but it is the consort of fiends and shadow sister that have the most of my attention.

Each archetype has appropriate powers to call on. The Consort of Fiends for example has powers and fluff thatmake it feel like a 5e Warlock.  The Shadow Sister works with any of the various Shadow prestige classes we have had since the early 3e days.

Speaking of which there is also a prestige class offered here, the Hag Matron, which makes the connection between witches and hags stronger. The witch in question actually transforms into a hag as she gets stronger. This reminds me a bit of the old Van Richten's Guide to Witches from the AD&D 2nd Ed Ravenloft days.  This would certainly fit in well with that.  Also different sorts of hags have different powers.

We also get a bunch of Patron Oaths, which are different ways at looking at the patrons. 

There are new witch hexes, new magic items, and a lot of "lesser" familiars.

All in all a very fine addition to the trove of witch related material available for Pathfinder. The focus on evil witchcraft is a great bonus here.

 

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100 Days of Halloween: OSR Alternative Classes

OSR Alternative ClassesGetting into some more OSR today with a book of classes, the witch is just one 13.

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

OSR Alternative Classes

PDF. 48 pages. 1 table of contents page, 3 pages of OGL (which could have be brought down to 2 with better formatting), rest content.

Ok the PWYW suggestion is 50 cents. That puts this book at 1 cent per page practically. Easily the best page-to-cost ratio here.  

The layout is basic to point of non-existence really.  Not to be to judgemental but it looks like a PDF save of an MS Word document. There is very little art. 

The 13 classes are Cleric, Fighter, Magic-User, Thief, Assassin, Scout, Dervish, Berserker, Cerves Brave, Witch, Ironskin (Siderenos), Sorcerer, and Bard.  All the classes are presented in B/X style; levels to 14th limited spells.  The classes have some connection to an existing campaign setting that is not explained well here. Moreover they are also compared to other people's IP/Copyrights that really you can't do with the OGL.   Each class also has a set of alternate rules that are interesting and would likely work well in Old-School Essentials or B/X game. The company behind this document has gone on to do other OSE-compatible products.

All of the new classes have quite a bit of detail which is good. A few notes. The Assassin and Scout get arcane dabbling which I like.  The Cerves are Deer-folk and has one of the few examples of art. Though I would not use the word "Brave" to describe a warrior type. The Ironskin is a neat idea.  The Sorcerer here follows the 3.x mold and that is a good thing in my mind. The Bard looks like it would play well, to be honest, but there are so many out now you can usually find one that does exactly what you want. 

The Witch

Let's get why I bought this. These witches are divine casters, so wisdom is a prime along with Charisma. XP values are similar to clerics as is spell progression, though they do get spells at 1st level.  This witch has various powers.  They can use animals to see at 2nd level, brew potions at 3rd, craft fetishes at 5th level, dominate animals at 7th, scribe scrolls at 9th level, and at 11th create magic items.  They form covens at 9th level and can curse or bless others. 

This witch has a spell list, drawn from Labyrinth Lord, but no new spells. There are also a fair number of optional powers.

Ok. So there are a lot of good ideas here that are almost lost due to the sub-par layout and formatting.  I am betting that newer books from the same publisher/author are much better.  This one could go for an upgrade to be honest.  There is a designation of Open Content, but it also seems to be from another book. So I am not sure whether or not it is for this book or not. 

For the price though it is good. Even if you only ever use one class here, or even just the additional ideas for the basic 4 classes it is totally worth it. 

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I'll Take a Pumpkin Spice, A5 size

You have asked and I serve them up. It's September, it's almost the start of Autumn and that means Pumpkin Spice Season!

The Basic Witch: The Pumpkin Spice Witch Tradition

Pumpkin Spice Witch, Letter and A5

And I am so pleased with it!

Much like my Craft of the Wise book this one now comes in softcover and hardcover options. 

A5 Witch books

The Softcover version is Letter-sized, 8.5" x 11".  This works with your B/X, BECMI, or other OSR books.

The Hardcover is A5 sized, 148mm X 210mm, (8.3" x 5.8").  This is the same size as the OSE books and roughly the same size as my Warlock book (which is Digest size 6"x9").

The content and art are the same for each, so the layout is different. Despite the size, this is still designed largely for Labyrinth Lord; so 20 character levels, and 8 spell levels. Though obviously it can be used with any "Basic Era" sort of game.

A5 Books
Pumpkin Spice Books
Same contents, different layout

With only 55 days left till Halloween order yours now and enjoy the magic of Fall!

100 Days of Halloween: Witches of Porphyra

Witches of PorphyraI bought this one as soon as it came out. Purple Duck Games does a lot of great stuff so I had very high expectations for this one.  This is for Pathfinder, but likely it would work for any 3.x d20 OGL game.

As always, to stay objective I will be following my rules for these reviews.   

Witches of Porphyra 

PDF. 52 pages. 1 cover, 1 title, 4 pages OGL. Rest content. All text open gaming content.  Color covers and interior art.

A bit about the art. We have seen a few of these pieces already. The cover by Gary Dupis, interior art from Brian Brinlee and Brett Neufeld.  I mention it because I really want to collect all the products that use the same art a build something, maybe an NPC witch using that Gary Dupuis art and all of these books.  So yeah, for me this is all a value add.

We start with an introduction to Witches and Witchcraft in Porphyra. A nice little extra that many books do not do. 

We get right into the archetypes next. The Blooded Hag, the Brewer, the Impetuous Dervish, the Insufflator (a "breath" hag), Legionmaster (lots of familiars), Mentor, Polytheistic Witch (many patrons, nice idea), Sanguisuge (feeds on their familiars), Sightless Seer, Warweaver, the Whitelighter (!), and the Wood Witch.  All are fantastic and I'd love to try them all to be honest.

We get some new familiar archetypes. As well as new familiars (4).  Our cover girl is set for example with the new Hoop Snake on pages 31-32. If you want something a bit more classic there are winged monkeys too.

Of course, with a new world, there should be opportunities for new types of Patrons.  This book delivers on that with 13 new* patron types.   I say new* because I have seen these Patron types in other books. That is not a slight against this book. It just means the authors all had similar ideas.

Hexes are one of the Pathfinder's witch's biggest features. So this book does have some new hexes as well. Nine hexes, six Major hexes, and three Grand hexes.  

There are also nine new feats.

There is a section on new materials and a sample witch.

The book is great and if I were to say it was missing anything it would be spells. But there is so much here that I didn't even think about it in my first read-through.

So for just under $4 you get a lot.


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Monstrous Mondays: Pathfinder Bestiary 1

Pathfinder BestiaryLast week I talked about the last of the D&D 3.x monster books to be published, but that was not the end of the d20 "3rd Ed era" monster books by a long shot.  When Wizards of the Coast moved on to D&D 4th Edition, Paizo (who had been publishing d20 material this whole time) came back with Pathfinder. 

The Pathfinder core combined the Player's and Game Master's material into one place and there was a rumor that the book would also have monsters. That was not to be and that was good in retrospect since it would have given us a 900+ page book.

Pathfinder Bestiary

Print and PDF. 328 pages. Color cover and interior art. For this review, I am considering the hardcover I bought in 2010 and the PDF I got from Paizo's webstore.

At this point, people were calling Paizo's Pathfinder "D&D 3.75."  It was an update, via the OGL, of the D&D 3.5 rules with many of their own rules added on. Not sure if it was a coincidence or choice but both Pathfinder and D&D 4 featured cover art from Wayne Reynolds. This helped what came to be known as the "Dungeon Punk" style and gave us Pathfinder's unique-looking goblins, kobolds, and trolls.  

Wayne Reynolds Monster Books

This bestiary features 309 monsters. Like their godfather, D&D 3.x all the monsters feature robust stat blocks and full-color art.  Like 2nd Ed AD&D before and 4th ed D&D currently, each monster is present on a single page. Again the value add for me is the ability to print the PDFs and place them in the order I like along 3rd party Pathfinder monsters.

The stat block of the Pathfinder monsters is easy enough to read for native D&D 3,x players.  There is some reorganization and added details that greatly improve both the readability and playability of these monsters. 

Nearly all of the "classics" and "usual suspects" monsters are here. What makes this book so much fun is seeing how a familiar creature changes between the D&D 3.x worlds to the Pathfinder ones.

I would argue that anyone playing D&D 3.x can get a lot of value out of the Pathfinder Bestiary books.  The rules are not so dissimilar as to have problems. And unless I am misreading here, it really does appear that ideas in this book would later manifest in D&D 5e.

Monster books

The value of the Pathfinder Bestiaries comes not in so much how they are alike the other "Monster Manuals" or even monster books derived from the SRD, but how they are different. At some level, these differences are cosmetic or even campaign world specific. It will be interesting to read the future ones and see what they have to offer outside of this core set of monsters.


100 Days of Halloween: Heroes Weekly, Vol 5, Issue #3, Witchcraft

Heroes Weekly, Vol 5, Issue #3, WitchcraftSome more Pathfinder tonight. This time for the Heroes Wear Masks RPG.

Heroes Weekly, Vol 5, Issue #3, Witchcraft

PDF. 13 pages. Color covers and interior art.

This one is a bit of a mixed bag really.

I love the idea of having an evil witch class. This one is also different enough from the base Pathfinder witch to make it worth a look.

I don't love that they chose to call their evil witch a "Wiccan."  After all no one would make an evil cleric class and call it a "Catholic" or anything like that.

These witches get powers but no spells to speak of; though the powers take place of the spells.

There are some print and fold minis near the end.  The art is mixed. I am not a fan of the cover. If this was for a modern sort of game it feels out of place.  The witch on page 2 would have been a better choice.

In the end, there is not enough here for me to recommend it. 


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100 Days of Halloween: Bloodlines & Black Magic - The Witch

Bloodlines & Black Magic - The WitchBack to a little bit of Pathfinder tonight, though with a modern twist. 

Bloodlines & Black Magic - The Witch

PDF. 21 pages. Black & White art.

This is a supplement for the Bloodlines & Black Magic RPG. A dark modern RPG based around Pathfinder. This one presents a witch class. 

It is largely the Pathfinder witch class with 5 levels. There are some new hexes presented here so that is nice. 

The art is really nice. Black & white, but fits the mood and tenor of the game, so it works here. Color would be a distraction. 

It could work with Pathfinder proper or even with D20 Modern 3rd edition as a Prestige or Advanced class.  Personally, that is what I would like to try with it.

I'll have to check out the full Bloodlines & Black Magic RPG.


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100 Days of Halloween: Limited Edition Pumpkin Spice Wampus Country

Limited Edition Pumpkin Spice Wampus CountryFor the most part, my 100 Days of Halloween has been about all the witch or spooky stuff I need to get some reviews done or just stuff I like. Typically everything has been languishing on my hard drive for years.  But not tonight's entry.  I bought it just for this because it looked fun.

Limited Edition Pumpkin Spice Wampus Country

PDF. 30 pages 

From the product page,

A Halloween-and-Harvest compilation of articles from the Wampus Country blog, suitable for use with classic fantasy games and related nonsense. Within, you'll learn the dark arts of sucromancy, punch ghosts, explore death masks, and more.

Yeah sounds like something I would like really.  

These are all articles collected from the Wampus Country Blog which has been out there doing its thing for 11 years.  So they are quite upfront with what to expect, but the new format and layout of this PDF is worth the price really.

The articles are a mixed (Halloween) bag, including Candy Magic and Bone Magic. There is a great section on creating random witches, which I really liked. A Ghost Hunter monk subclass. 

The art is Halloween ephemera so it is all rather appropriate. 

It is a rather fun collection of articles to be honest and to have them all in one place for an easy download is worth the price of the PDF easily.


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Kickstart Your Weekend: Amethyst (5E) - Magic & Technology Collide (Collection)

A new Kickstarter this week for a 5e sci-fi magic and tech RPG that you might be familiar with.

Amethyst (5E) - Magic & Technology Collide (Collection)

Amethyst (5E) - Magic & Technology Collide (Collection)
https://www.kickstarter.com/projects/diasexmachina/amethyst-5e-fantasy-and-technology-collide-collection?ref=theotherside
I have been looking for a good 5e Sci-fi RPG for a while and I am familiar with Amethyst from previous editions.

This one looks like it has everything. It has already blown past its funding goal and knocking out the stretch goals in record time.

There is so much here too, DEM from Chris Dias seems to be pulling out all the stops for this and it is working well for him.

I just now have to figure out what level I want to get in on!


100 Days of Halloween: Clipart Critters 338 - Witches Trio

Clipart Critters 338 - Witches Trio If you are beginning to think I bought every bit of clip art or stock art with "witch" in the title, then you would likely be right.

Clipart Critters 338 - Witches Trio

Another great one from Bradley K. McDevitt. It features a trio of witches over a cauldron under a full moon while a cat looks on.

Very spooky and puts me in the mood for fall.

I have to admit I enjoyed it so much it is going to be in my very next project.  But more on that one later.









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Review: Swords of Cthulhu

Swords of CthulhuNice mail call last week and I got my copy of Swords of Cthulhu from BRW Games / Joesph Bloch. As always BRW fulfills its Kickstarters in record speed. 

There is a lot to unpack here so lets get to it.

Swords of Cthulhu

For this review and deep dive, I am going to focus on the PDF and Print on Demand, I got from DriveThruRPGvia backing the Kickstarter.

The book is set up much like all the Adventures Dark and Deep books for "1st Edition."  This includes his Book of Lost Beasts and Book of Lost Lore.  One might wonder why this isn't the "The Book of Lost Cthulhu."

The book has the "1st Ed" Orange spine and layout and is a proper 128 pages. If the goal here is to feel like a book that would have been in your book bag in 1986 then I would say it was a success.  

Like the BRW's previous "Books of" this one is for 1st Edition AD&D but no mention of that game is found here. There are oblique references to it, but nothing say to the level we saw in Mayfair's AD&D products of the 80s and early 90s.  Though like those previous two books there is no OGL and no Open Gaming content.  So here are my thoughts on that. One, it doesn't affect the game playability of this book. Two, given that much of the Lovecraftian mythos are in the public domain this feels like a slight really, I mean using essentially IP for free but not giving something back. And three, there is so much of this already in the public domain AND released as Open under the OGL from other publishers it my all be a moot point.  Still I am sure some OSRIC, Advanced Labyrinth Lord, or Old School Essentials Advanced might want to do some Lovecraftian-style adventures for "1st Ed." and this would have helped.

BRW 1st Edition Books

But enough of that. Let's get into what is in the book.

If you are familiar with AD&D 1st Ed, any part of the mythos, and/or BRW's Adventures Dark and Deep books then you could likely predict with a high degree of certainty of what is in this book.  This is not a bad thing.

The ScholarThe spiritual godfather here is the Unearthed Arcana. The book gives us new races; the Deep One Hybrid and the Degenerate.  These feel like they are right out of Lovecraft books, though I would argue that both races have issues moving outside of their realms. Deep One Hybrids away from water and Dagon for example.

We get level limits for the new races with old classes and old races with new classes (not introduced just yet).

The new classes are the Cultist and the Scholar.  The cultist gets different abilities depending on which cult they are in.  Scholars are a "split class" starting out as Magic-users and then switching over to scholars. If you have the Book of Lost Lore then you can split class with the Savant. I would even argue that the Cleric would be a good choice if the cleric has a high Intelligence. 

The is a Skill system, the same found in the Book of Lost Lore, and this recaps some of that and expands it. While again overtly for 1st Edition it could work anywhere, also it can be ignored for folks that do not want to use skills for their games. 

Up next are spells. In the Cthulhu mythos books and tomes of occult lore and knowledge never lead to good things. These spells are part of that yes, but this is also an "AD&D" game and not "Call of Cthulhu" magic serves a different purpose here.  We get about 36 pages of spells. There is even an optional rule for human sacrifice that fits the tenor of the tales well.

There is a section on running a "Lovecraftian" game along with the tropes found in an AD&D game.  These have been covered elsewhere, but this version fits this tome well.  In particular how to mix demons in with the Lovecraftian mythos creatures. Something I have covered in my own One Man's God

You can't do the Lovecraftian mythos and not deal with sanity. Now. I am going to be honest. The overwhelming majority of RPGs get sanity and insanity completely wrong. I say this a game designer and as someone with degrees in psychology (BA, MS, Ph.D.) and who spent years working as a Qualified Mental Health Professional for the State of Illinois who specialized in treating schizophrenics.  How does this book do? This one introduces a new saving throw versus Insanity. Not a bad solution really. I will point out that "Insane" is largely a legal definition. "Madness" would be a better term of choice here. 

Sanity in Swords of Cthulhu

The definitions and descriptions used for the various modes of insanity (keeping with the book) are fine. We are not trying to emulate the DSM here. Though "Schizoid" is off. What is described there is more of a compulsion disorder. The Mulitple Personality one is always going to be problematic and I personally would drop the occurrence to more like 1 or 2%; even 3% is too high. I would re-do it as something akin to a "fractured" personality.  It is a usable system, but it lacks the integration of the SAN system of Call of Cthulhu. Though this is understandable.  Side note: I always look for "dementia praecox" in the list of insanities. When I see that and it is used properly I know the developer did their homework. It is not here and I had hoped it would be.

Up next we get to what is really one of the big reasons people want a book like this.  The monsters.

Monsters in Swords of Cthulhu

There are about 30 monsters here in AD&D 1st Edition format. If you use nothing else in this book then this is pretty fun stuff. The art is good and works well here.

This is followed naturally by the magic items. Plenty of books and tomes to terrify players and delight GMs. Yes, the Necronomicon is here.

Ah. Now we get to the stars of the show. The main course of this seven-course meal. The gods.  

Gods in Swords of Cthulhu

All the usual suspects are here and the format is familiar to anyone that has read the Deities & Demigods.  IF playability is your largest concern then yes this book WILL replace the 144-page Deities & Demigods for you. No more having to lurk on eBay or hope for that rare score at Goodwill.  The stats are not exactly the same, nor should they be, but they are what I think many would expect them to be. 

We end with an Appendix of suggested reading (a must really) and lists of random tables.

The PDF is currently $9.95 and the hardcover is $24.95.  Perfectly within the price I would expect for this.

Now before I render my final judgment on this one a few more things.

I don't think it is unreasonable to ask "What does this book have that others do not?" For starters, it is developed specifically for AD&D 1st ed. I will point out that we do have plenty of other books, games, and resources that also do this for other OSR games and their relatives as well. Conversion is a matter of personal taste.

Briefly here are the main Lovecraftian/Cthulhu Mythos-related games/products I pulled from my shelves for this and how they compare. I am going to focus largely on the monsters and gods since that is the most common element. 

Table of Cthulhu

In most cases, I am restricting myself to the "Core" Mythos creatures and the ones I really like.  Some names are different, but I will try to go with the common names. 

Of Gods  DDG  SoC  RoCC  ASSH  CoC d20  SP CM5  WSH  Cthulhu  Y  Y  Y  Y  Y  Y    Abhoth      Y      Y    Atlach-Nacha      Y      Y    Azathoth  Y  Y  Y  Y  Y  Y    Chaugnar Faugn          Y  Y    Cthuga  Y        Y  Y    Dagon    Y  Y    Y  Y    Ghatanothoa    Y            Hastur  Y   Y      Y  Y    Hydra    Y  Y    Y  Y    Ithaqua  Y      Y  Y  Y    Mordiggian          Y      Nodens          Y      Nyarlathotep  Y  Y  Y    Y  Y    Shub-Niggurath  Y  Y  Y    Y  Y    Shudde M'ell          Y      Tsathoggua    Y  Y    Y  Y    Yig    Y      Y  Y    Yog-Sothoth   Y  Y  Y    Y  Y                     & Monsters                Ape, Devil      Y  Y        Bhole    Y        Y    Beings of Ib      Y      Y    Bokrug      Y      Y    Byakhee  Y        Y  Y  Y  Cave Beast      Y          Colour Out of Space      Y  Y    Y    Crawling Reptile      Y          Cthonian / Spawn of Cthulhu    Y      Y  Y  Y  Deep One   Y  Y  Y  Y  Y  Y  Y  Deep One Hybrid    Y    Y  Y  Y  Y  Dhole          Y  Y  Y  Dimensional Shambler          Y  Y  Y  Flame Creature / Fire Vampire  Y        Y  Y  Y  Flying Polyp    Y      Y  Y  Y  Ghast      Y  Y    Y    Ghoul      Y  Y  Y  Y    Great Race of Yith  Y  Y  Y  Y  Y  Y  Y  Gnop-Keh          Y  Y  Y  Gug    Y        Y  Y  Haunter in the Dark    Y  Y      Y  Y  Hound of Tindalos    Y  Y    Y  Y    Man of Leng    Y  Y  Y    Y    Mi-Go / Fugi from Yuggoth  Y  Y  Y  Y  Y  Y  Y  Moon Thing    Y  Y      Y  Y  Night Beast      Y          Night Gaunt    Y  Y  Y  Y      Primordial One / Elder Thing  Y  Y  Y  Y  Y  Y  Y  Rat Thing          Y      Serpent People      Y  Y  Y  Y    Shantak    Y  Y      Y  Y  Shoggoth  Y  Y  Y  Y  Y  Y  Y  Spider of Leng    Y      Y  Y  Y  Tcho-tcho          Y  Y    Young of Shub-Niggurath    Y  Y    Y  Y    Voormis      Y  Y        White Ape      Y  Y        Zoog      Y      Y                    Open Content  No      No  No  Yes  No  Yes  Yes

It looks like Swords of Cthulhu fares pretty well, to be honest. No one book has everything. Now comparing anything to Deities & Demigods is a touch unfair since space in the D&DG was limited.  Likewise comparing to Sandy Petersen's Cthulhu Mythos for 5th Edition (or Pathfinder) is also unfair for the opposite reason; it has so much and few people have written or said as much about the Cthulhu Mythos as much as Petersen has.

Swords of Cthulhu and the Deities & Demigods

But comparing Swords of Cthulhu to say Realms of Crawling Chaos or Hyperborea is appropriate.

Realms of Crawling Chaos

These two books complement each other well. While there is a very, very slight difference in underlying system assumptions each one offers something the other lacks in terms of gods and monsters.

Swords of Cthulhu in the Realms of Crawling Chaos

Hyperborea

Formerly Astonishing Swordsmen and Sorcerers of Hyperborea, this game is closer to AD&D than it is to Basic D&D and the tone of the world fits well. Where Hyperborea stands out in the inclusion of and the predominance of Howard and Ashton-Smith mythos as they relate to the Lovecraft ones.  So lots of the same monsters and gods, but more Clark Ashton Smith.  While Swords of Cthulhu gives advice on how to integrate the mythos into your "AD&D" world, Hyperborea gives us a world where they are integrated. What is the difference? In Hyperborea "sanity" is not really an issue since the mortals here already know of the gods and these creatures.  Still, Hyperborea is not everyone's cup of tea.

Swords of Cthulhu and Astonishing Swordsmen and Sorcerers of Hyperborea

I would argue that the combination of the three would give you the best Mythos game. Or maybe it would give *me* the best mythos game since I tend to lean into more Clark Ashton Smith tales than H.P. Lovecraft's alone.

Conclusion

Swords of Cthulhu is a great addition to the already crowded field of Mythos-related RPG books. No one book seems to have everything, and maybe that is fine really. If your game is AD&D 1st Edition and you want something a bit more than just what you get from the Deities & Demigods then this is your book.

If you play a lot of OSR games including their spiritual ancestors and you like the mythos, then this is also a fine book, but check with my table here to be sure you are getting what you want.  

For things like "which is better 'Swords of Cthulhu' or 'Realms of Crawling Chaos'" it is a draw. Both do what they are supposed to do well.  Both are good resources. SoC looks a bit better on the shelf next to all my AD&D books, but likewise, RoCC looks good on my Basic-era OSR shelf.

I vacillate on whether we have too many mythos-related RPG titles to thinking one more book won't hurt.  Currently, the word "Cthulhu" produces over 5,450 titles on DriveThruRPG. So there is a market.

Swords of CthulhuSwords of Cthulhu

With so many choices you need to decide what fits well for your games. Swords of Cthulhu is a great choice but it is hardly the only choice. 

100 Days of Halloween: Witch from Artikid Arts

Witch from Artikid ArtsI bought a lot of stock art. Some I have used, some I haven't. I am really, really disappointed in myself that I have not used this one anywhere yet.  I need to fix that.

Witch from Artikid Arts

From Luigi Castellani.  It features a dead or zombie witch on a broom. Love it. Has a real "American Witch" meets "Living Dead Girl" vibe to it.

The cat and the ripped fishnets are a nice touch.









The Other Side - 100 Days of Halloween

#RPGaDAY2022 Day 30 - What should #RPGaDAY do for its 10th anniversary next year?

Today's question looks to the future.  What should #RPGaDAY do for its 10th anniversary next year?

Two things I can think of.

1. Poster's choice.  You participate in a past #RPGaDAY that you did not do originally or did not complete.  So for me 2017 and 2018.

2. Roll a d10 to and post for whatever that year was.  This means Dave still needed to come up with things for Year 10 (2023)

I think my money is on #1.

RPGaDAY2022


Monstrous Mondays: Monster Manual V (3.5)

Monster Manual V (3.5)We are getting to the end of the D&D 3.x Monster Manuals now. There are more 3.x monsters to be found; not just official D&D ones, but thousand through the d20 explosion.  Today though I want to spend some time with the Monster Manual V.

Monster Manual V (3.5)

PDF. 223 pages. Full-color covers and interior art. 

For this review, I am considering the PDF from DriveThruRPG and my hardcover I had a number of years ago.

Published in 2007 this was one of the last hardcovers published for the D&D 3.5 game prior to the announcement of the D&D 4e.  

I picked this one up cheap at the local RPG auction and I think I sold it back at next year's auction. Not a ringing endorsement I know, but in mine (and this book's) defense I was reducing my 3.x collection to make room for more OSR books and the upcoming 4e.  I am glad I picked up the PDF though.

There are just over 110 monsters in this book (ranging from CR 1/2 to 22), the least amount for any of the "Monster Manuals" for 3.x. There are 11 templates, and many companion and summonable creatures. There are even new feats and spells.  So at least this late in the game there is (or was) new material that could be shared.

The monster entries are again limited to whole pages. To make up the space there are "Lore" entries on some monsters. Others even have a Sample Encounter, Typical Treasure and/or how the monster appears in various campaign worlds.  I admit these do not feel like padding and instead feel like a value-added feature.

Alignments are also prefaced with "Always" or "Usually" in some cases, giving more variety to alignments. 

Among my favorite creatures here are" the Arcadian Avenger, the various new demons, the unique Dragons of the Great Game, Frostwind Virago, the God-Blooded creatures, Kuo-toa (finally!), Mindflayers of Thoon, Skull Lord, Spawn of Juiblex, the unique vampires, and the Wild Hunt.

While I was expecting a lot of "also-rans" and some diminishing returns on monsters this one actually is pretty good.  The details are greater for each monster entry, so this explains the low monster-to-page ratio here.  

Still, you have to be playing D&D 3.5 to really get the most out of these monsters.

100 Days of Halloween: Children of Midnight: Coven Quickstart

 Coven QuickstartA bit of a different game tonight. Felt I needed a bit of a palate cleanser. The DriveThruRPG page says "Children of Midnight: Coven Quickstart is a gender inclusive urban fantasy Forged in the Dark table-top game. Players take the roles of Wyld Witches and their Familiars who form a Coven for mutual support in a dark and harsh modern world."   Sounds interesting. Let's get to it.

As always, to stay objective I will be following my rules for these reviews.   

Children of Midnight: Coven Quickstart

PDF. You get six files with this:

  •  GM Session Notes
  •  Quickstart Consent Form
  •  Starting Undertaking
  •  Quickstart GM Cheat Sheet
  •  Children of Midnight Coven Quickstart Grimoire
  •  Children of Midnight Coven Quickstart v1.3

In order, the GM Session Notes are exactly that, a form for recording sessions.   The Consent form is similar to others I have seen before. Green, Yellow and Red indicators on what all the players think on various topics. Starting Undertaking is a three page document with an overview/background on the game rules and the world.  Quickstart GM Cheat Sheet is a 6 page PDF with various guidelines and rolls used in the game.  Children of Midnight Coven Quickstart Grimoire is a colorful 2 page character sheet.

Children of Midnight Coven Quickstart is the game proper. This is a 40 page PDF.  It uses a system called Forged in the Dark that I am not entirely familiar with. The authors are Gavin and Áine Moore. For 40 pages there is a lot of material here. The font is a little small, but I can put this on a larger monitor than what I am using now. 

There is an absolute ton going on in this game. There is lore. There are detailed NPCs with photos and social media. I honestly feel I need to do some more research into this game before I can even properly review it.  So since this is a quickstart, I feel a quicky review right now is good. But really there is a lot of promise here.

To get a better feel I'll certainly need to play it, but I like what I am seeing so far.


The Other Side - 100 Days of Halloween


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