Pause
Hey all. Gotta hit pause here. I am down with Covid-19 and feel like shit.
Original Roleplaying Concepts
Hey all. Gotta hit pause here. I am down with Covid-19 and feel like shit.
Returning to the Room #9 entrance, two other entrances are only visible when coming from this direction. The first is on the right.

The dwarven rune above the entryway proclaims this is the "Libary of the Dead."
There are several rune tablets here detailing the history of the clan and their wars with the Vampire Queen. Only the first two wars are discussed here; they lost the third war.
There is 50,000 xp worth of knowledge here if the party had several days to read it all. They can't move the tablets out due to their weight.
It's Halloween, and of course, I am always looking to add more spooky games to my collection. If they are witch-themed, then all the better. Today, I am reviewing the Last Sabbath RPG. I featured the Kickstarter last year and received my books this past summer. It is a gorgeous piece of work, but is it a good RPG? Let's find out.Last Sabbath RPG
Design by Atropo Kelevra and Valentino Sergi. Art and illustrations by Loputyn (Jessica Cioffi). The game was based on Loputyn's artistic vision. Paperback, saddle stitched book. Black & white (with red foil covers). 48 pages.
This is the English translation of the original Italian RPG.
Last Sabbath is a Masterless, Journalling RPG for 1 to 7 players. Masterless in that no one player is the game master and journalling since the players will write down what their characters (all witches) will do in each scene.
Now, I am not overly familiar with playing Journalling RPGs, but I know what they are in concept.
In this game, the players all play new witches who have gathered together in a Coven. Why? Well, that is what everyone will find out together. I say up yo seven people since that seems to work well with the structure of the game, but 4 might be more wieldy. It can also be done as a solo RPG experience.
The game offers many aids to move the players (and the characters) along. If this is the Coven's first time playing or this is a solo effort, then the authors suggest using the Scene Prompts instead of the divination techniques. That is a good idea, but the divination techniques add a bit of randomness to the game that I quite like. So, at this point, what is required of the players are these rules, notebooks to journal in, a d6, and maybe some divination tools. More on those later. While a fancy journal would be a nice touch here, a regular notebook is also good. Since you will be sacrificing memories here as part of game play it is somewhat cathartic to write them down and then tear out the page.
The game setting is whatever you want it to be. That and the nature of the witches involved are entirely up to the players.
Safety tools are recommended because this game encourages you to push the boundaries. It is all part of the idea that magic is both a gift and a curse. Bad things are going to happen to your character.

Game Play
The game is divided into Seven Scenes. The Call, Initiation, Danger, Investigation, Revelation, Threat, and Epilogue. Each scene is then divided into 3, 5, or 7 turns (players' choice). When all players have done their Turn, you move on to the next one.
At the end of every scene, one of the Records (what the player wrote down) becomes a Memory. Memories can be sacrificed for Power to fuel their magic. But removing the wrong memory can cause a witch to forget why she is part of the coven.
Turns are covered with some examples of a 3-round game plane for a Scene.
Guidelines for play follow. Witches can ask one question of a fellow witch once per turn or answer a question on their turn. If a Power is used, then the affected witch must respond to that power on their turn.
Power
Without magic, the characters are just people sitting in a circle. And while that would be a fine game, not one I would review here. Power is what makes witches witches. Power comes in the forms of a Charm, Spell, or an Incantation, each with great effects and greater costs. Some incantations, for example, can cost the witch her life. So yeah, power comes at a cost. Some examples of powers are given, including origin and types. But the details are left to the players to figure out.
Divination
This just gives us a brief idea on how they are to be used. Details are given later with the various types of divination tools.
The Scenes
Half-way through the book we reach the Scenes, or how the game progresses. Anything can happen in a scene including the death of a witch. Players should not worry about that since they can introduce a new witch in the next scene. Each scene is given some guidelines in the form of leading questions and some prompts. For example, for Scene 1: The Call, one of the prompts is "A call for help is heard in your mind" (paraphrasing). Witches can choose or they can roll a d6.
All the scenes are handled in similar fashions, with Scene 7: Epilogue as the adventure conclusion.
Divination Tools
This section covers various divination tools which are broken down by tool with examples for each scene. These include Tarot, Rune stones, Mikado, and Tea Leaves.
Tarot is likely going to be the goto, but there is a certain charm to the Tea Leaves, especially if you have plenty of tea on hand while playing.
Last Sabbath - Grimoire
by Atropo Kelevra and Valentino Sergi. Black & white art with red. 36 pages.
This is a Kickstarter add on for the Last Sabbath RPG. It has additional thematic prompts for the LAst Sabbath RPG. At first I was curious why it was not added to main RPG. But reading through I see why, the prompts are great but should be used sparingly since they could force the game into a direction not set by the players. They are perfect when the players might want some advice on what to do nest, or even for a second play through.
The art of this book is not from Loputyn, though it is good in its own right.
Thoughts on this Game
My experience with games like this are a little limited. But this looks like fun and would work great in the hands of the right group. I see this as a good way to spend a rainy afternoon with some like mind friends over pots of hot tea. Save the Dr. Pepper and Doritos for D&D night. This is for orange zest scones and black tea.
If you are the type that wants really crunchy rules, then I would say this not the game for you. But I recommend you at least check out something like it.
Thoughts on the Art
The art is striking, evocative and perfect for the feel of this game. This is expected since the game grew out of the artistic vision of Loputyn (Jessica Cioffi). The art might be considered risqué to American audiences, but for European ones, I am sure this is just slightly above comic book fare.

Use as a Session 0
Back when I first talked about this game, I mentioned it as a possible Session 0 for my War of the Witch Queens. I am more convinced about that than ever.
In fact, I can see this game being interspersed with War of the Witch Queens adventures. Since the overall arc of that campaign is to discover who murdered the High Queen of Witches.
Tea with the Witch Queens by Brian Brinlee
I have some major NPCs (all posted with stats) that enter into the tale/campaign. For my play test of this I took them and put them all through a couple of scenes of this game to figure out what their motivations will be. It was quite fun, to be honest.
I can also see it working as a Session 0 for a NIGHT SHIFT game consisting mostly of witches.
While I have the Smith-Waite Tarot deck pictured above, the perfect deck for this will be released next month: the Loputyn Oracle. It is published by Llewellyn Publications, pretty much THE publisher for all things mystical and witchy. Though it only has 32 cards, it should be fine for this game to be sure.
There is a lot of things I can use this game for, and I am looking forward to trying them all. Now. time to put the kettle on.
Links
Where to buy
Creative Team
A hidden door in this tomb leads to a less ornate tomb with seven sarcophagi.

These tombs belong to the other members of the Dwarven Coven. Per tradition, there are Eight Xothia per coven, and they are interred separately from the rest of the clan.
If these tombs are disturbed they will cause the witches inside to rise and attack. There are seven (7) Zombie witches. Unlike their high-priestess these witches died when the Vampire Queen attacked, thus the make-shift appearance of this tomb.
Tonight is Slasher movies. I used to enjoy these more as a kid than I do now. Dumb people in horror movies making dumb mistakes. BUT I did find one to fit the bill and I had been looking forward to seeing it anyway. Yup tonight is Wrath of Becky.Wrath of Becky (2023)
Look. If you hurt or take someone's dog, make sure their name isn't John Wick or Becky. Because they will fuck you up.
Becky (Lulu Wilson, who was SO good in this) is back. She has bounced around foster homes and has been in and out of the system for three years now. When not running away or hitchhiking, she is in the woods training. Running, exercising, throwing knives, and sometimes falling into her own pit traps. She is living with Elena Cahn (Denise Burse), who treats her with respect, doesn't ask her about her past, and does laugh when Becky falls into her pit traps.
While working as a waitress, Becky overhears a bunch of misogynistic incel types going on about women. Becky, who has progressively more violent fantasies, spills a hot coffee on one of them.
The trouble is they follow her home and attack her. Becky is about to fight them when she gets her dog, Diego, to attack. But one of them knocks Diego out. Elena shows up with a shotgun, but lead douchebag Anthony kills her instead. They knock out Becky and take her dog.
When Becky wakes up, Elena is dead, and Diego is gone. She buries Elena and goes hunting for the douchebags. She had heard them talking about how they were meeting up with the leader of the "Noble Men" (think Proud Boys here) and she has a name, Darryl. After a false start she finds them and overhears Darryl talking about a flash drive with all members of the Noble Men on it. They are planning to start an insurrection and kill a local Congresswoman.
She rings the bell and leaves a phone. Darryl, learning what happened, sends Anothny out to deal with her. Becky manages to subdue him and shove a grenade into his mouth. When Darryl opens the door it blows Anothny's head off. She shoots another with a crossbow and in frustration, Darryl shoots and kills one of the guys that took her dog while the other escapes.
There is some back-and-forth with Darryl and Becky exchanging quips and violence. Eventually we learn that the first Darryl she found was this Darryl's mother AND the founder of the Noble Men.
Becky manages to kill son Darryl in a series of bear traps, and Darryl mother by throwing a knife and embedding it in her brain. She is brutal.
As an epilog we see Becky in an office. Long story short she is going to be the youngest recruit of the CIA because she single-handedly brought down the largest growing domestic terrorist organization in the country.
This was a very satisfying sequel to Becky. If they do another one then might I suggest "Beck: The Search for Diego."
Lulu Wilson is great. She pulls of the sweet teen when she needs to, angry sullen teen, and bat-shit crazy blood-lust monster.
October Horror Movie Challenge 2023
Viewed: 28
First Time Views: 18
Helga is likely one of the Goddesses I have thought about the most. She is the goddess of witches, ghosts, and magic. She is the syncretized goddess of Hecate of the Greek/Roman myths and the Norse Hel and Heiðr, and the Germanic Frau Holt/Holda. This also ties her closely to Mother Goose and Grimm fairy tales. Additionally, I have been using her as a character in my Wasted Lands games. This has allowed me to build her up from the ground up; Hecate and Hel are just her "backstory." So, part of this write-up will be based on the myths and legends and all the rules I have for them AND some in-game ideas I have had.
Helga
Helga is interesting one for me since her genesis really predates this project during a time I was working on creating new gods and goddesses for my home campaign. Some of that creation continues on in this project. In particular they formed my ideas on Großvater & Großmutter (originally Ouranus and Gaia in my home campaign). Helga though remains largely intact from that time since she was always a mix of Hecate, Hel, and a bit of Ereshkigal. She was a dark Goddess of Magic, Witchcraft, and Ghosts. I have even kept her name intact.
As this project grew I pulled in more details from previous work I had done, namely writings about Frau Holle and other, older myths that fit under the umbrella of "The Crone" archetype. Helga is very much the Crone, but she can appear at any age.
HELGA (Goddess of Magic, Ghosts, and Witches )ARMOR CLASS: 1/-3
MOVE: 18" / 24"
HIT POINTS: 288
NO. OF ATTACKS: 2
DAMAGE/ATTACK: via Spell
SPECIAL ATTACKS: Death Touch
SPECIAL DEFENSES: Aura of Darkness
MAGIC RESISTANCE: Special
SIZE: M (5' 6")
ALIGNMENT: Neutral (Evil)
WORSHIPER'S ALIGN: Any (those who use magic, witches, undead)
SYMBOL:
PLANE: Hölle
CLERIC/DRUID: 20th level in each
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 20th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
WITCH/WARLOCK: 20th level Witch
PSIONIC ABILITY: II
S: 10 I: 22 W: 24 D: 18 C: 18 CH: 20
Helga is the Witch Goddess, the Ghost Queen, and the Crone of the Trinity. She knows all secrets since they are whispered to her by the dead. Thus she knows all the secrets of magic. She is the guardian of the crossroads and the gates of Hölle, where the dead reside.
Helga will often appear as an older woman wearing simple robes of black. Her face is often hidden in shadow so that only part of it can be seen; her mouth or eyes. During the winter months, she will be seen wearing a crown of dried branches and leaves.
As the goddess of magic and witches, she knows every spell since they are whispered to her by the dead. She can cast two spells per round as she chooses. She casts as a 20th-level spellcaster. She can also command undead to do her bidding as if she were a 20th-level cleric. She can speak to the dead at will.
Helga is the mistress of magic, therefore she is immune to the effects of any spell of third-level or lower. This includes any area of effect spells. For spells of fourth-level and greater, she has a saving-throwing bonus of +3. She is also surrounded by an aura of darkness that obscures her features and provides protection. When active, she gains a +4 to saving throws and a +4 bonus to AC. This is in addition to her normal saves.
Animal: Hounds
HeulerHeuler ("Howler") is the syncretized guardian of the Underworld ("Hölle"). He combines elements of Cerebus, Hell Hounds, and the various wolves of the Norse/Germanic mythology, in particular Garm.
HEULER
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 24"
HIT DICE: 22+88 (187 hp)
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 bite, 2 claws
DAMAGE/ATTACK: 4d10 + Poison/Disease, 1d8+4, 1d8+4
SPECIAL ATTACKS: Howl
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: L (18' at shoulder)
PSIONIC ABILITY: Nil
Heuler is a monstrous wolf-hound hybrid monster that stands 18' tall. His fur is soot black, his eyes burn with hellfire, and his jaws drip with poison. He is tasked with making sure none enter Hölle that do not belong, and none leave once they are inside.
He attacks with his massive jaws biting with 4-40 hp worth of damage. Each bite carries a rotting disease similar to mummy rot. Victims must save vs. Poison or contract this rotting disease. It is treated the same as Mummy Rot. He can also attack with his massive claws for 5-12 hp worth of damage each.
Three times per day, Heuler may howl to summon the dead to aid him. After he howls he will be joined by 3d12 wights who will fight whoever the beast is fighting. These wights will fight till destroyed.
If Heuler is killed then one of his pups will be elevated to the position of the new Guardian of the Gate.
A Reminder Note About Translations
I have had a few comments from people saying my translations are "off." While that is true, it is also on purpose. I am not looking for a perfect translation into modern German here. I am looking for something that common folk might have called these (See Rule #2) AND something I would have written in 1985-6 when my only resource was my High School German textbook and dictionaries (See Rule #3). So yeah, there are proper ways to translate these, but that is not what I want to do here.
Links
There is a secret door near the tomb of Ferner Morgenstjernen. This leads down a flight of stairs.

This is another Morgenstjernen tomb. This tomb belongs to Hilde Morgenstjernen, the Xothia or Dwarven Witch of the clan.
Her Book of Shadows is carved into the walls of her tomb. A magic-user can spend time here copying the text. There are:
These are worth 100 xp each per level.
There are no other treasures here.

I talked about this one a bit back when I reviewed Near Dark. I have to admit that this is the movie I first thought of when I saw that Best Soundtrack was a category.
Lost Boys (1987)
Ok. So I did do this one back in 2014. A lot, if not all, of what I said then still hold true. The movie holds well. Yeah there is some fast and loose play with the rules of vampirism here, but honestly it is still a great film.
Let's talk about that soundtrack.
There are so many great hits here. Many are covers, but for some reason it works fine.
We have Roger Daltrey of the Who singing Elton John's "Don't Let the Sun Go Down on Me," and for the longest time, I preferred this version. I was on a big Who kick then.
INXS practically made this one of their unofficial albums and I think added to their success of Kick, also out in 1987. Their song "Good Times" was a cover of a 1960s song.
The big covers were Echo and the Bunnymen's cover of The Door's "People are Strange," which gave the Doors some newfound fans in my generation (yes, we knew about them before). And the big one, Tim Capello's cover of The Call's "I Still Beleive." Tim Capello is still out there touring, too, and I guess he is like one of the chillest guys ever.
The original songs include the "title song" "Lost in the Shadows (The Lost Boys)" by Lou Gramm, and the real title song, "Cry Little Sister (Theme from The Lost Boys)" by Gerard McMann.
I have a lot of really fond memories of this album that coincide with my freshman year in college. It is the soundtrack I'd put to write vampire material. Kinda wish I still had some of that stuff. It might not have been (it wasn't, I am sure), but for nostalgia value.
October Horror Movie Challenge 2023
Viewed: 27
First Time Views: 17
The Romans, Norse, and ancient Germanic peoples all had many monsters that haunted their fears and tales. But they all at least one monster in common, and that was the werewolf.The first recorded werewolves in a recognizable form in myth and legend go back to the Greeks and Romans. One could argue that the go back even further, but Greek and roman are fine for this project. Indeed we get the word "Lycanthrope" from the Romans. In particular from Ovid in his Metamorphoses and his tale of King Lycaon. The Norse and Germanic people gave us the berserker, or berserkr, meaning "Bear Shirt." These were a class of warriors that could turn into bears or had the ferocity of bears in battle.
Tales of humans turning into animals are as old as humans and animals. Many shamanistic practices are based on this. For today's monster then I am looking for less of a syncretism and more of a synthesis.
In Norse and Germanic myths, the Werewolf is known as the "werwolf" not much difference there. But in Roman myth such creatures were known as "skin changers" or "skin turners." Translate that back to German and we have today's monster, the Hautveränderer.
HAUTVERÄNDERER
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 24"
HIT DICE: 7+1 (32 hp)
% IN LAIR: 10%
TREASURE TYPE: B + Special
NO. OF ATTACKS: 2 Claws, 1 bite
DAMAGE/ATTACK: 1d4/1d4/1d6
SPECIAL ATTACKS: Bloodlust, Rend (2d8)
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: M (6')
PSIONIC ABILITY: Nil
Hautveränderer are human fighters, most often Berserkers (qv Monster Manual, p.67), who can assume the form of a large wolf or bear. They do this by using a special skin of the animal they wish to transform into. The hautveränderer's skin must be of an animal they killed and then prepared by a shaman. They don the skin, which must be touching their flesh to transform.
They attack with two claws and a bite. Any natural 20 roll on their claw attacks will result in a rending attack, 2d8 instead of 1d4. If successful, they can make two rend attacks per round.
Hautveränderer live for battle and are subject to bloodlust once they have made a successful attack. They must make a saving throw vs. Paralysis, if they succeed, then they continue as before. If they fail, then they succumb to the blood lust and attack everything, friend or foe, until none are alive. They are allowed a new save at the start of their next attack. Success means their lust has ended. While in blood lust, they attack at +2 to hit.
Their magical hide also offers some magical protection, so only +1 or better weapons can pierce it.
If killed, there is a 10% chance that their hide survived the attack enough to be reused. Any character seeking to reuse the hide must seek out a shaman to bind it to its new owner. While killing a hautveränderer is typically a good enough reason to have this skin, some shamans might not look favorably on the one who did the killing if they were from the same clan.
They are not true lycanthropes, so they cannot pass on their curse, nor are they affected by the moon's phases.
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Links
Two sister goddesses today who might, in fact, be the same goddess depending on who you talk to and when you talk to them. I'll detail that more below, but let's discuss them as two separate Goddesses for now.These Goddesses cleave closer to their ancient roots than their Norse ones. In addition to Roman and Greek influences, these Goddesses can be traced back to their Mesopotamian antecedents, with Astartē, Ishtar, and even Isis as their inspiration. Primarily, this is due to the vital importance Spring has had throughout time to an agricultural society.
Ôstara
She is the goddess of spring, rebirth, and the dawn. She is the daughter of Mutter Natur and one of the gods that has retained her old name. Her title is "Geliebte," which means "beloved." She is celebrated on the Spring Equinox when she rises with the dawn to wake up the world from its long winter slumber. She goes to the underworld in the Fall and world weeps and sleeps, but not before her bounty is brought into the world in form of her harvests.
Ôstara is one of the overtly Pagan goddesses in this pantheon. She retains much of her earlier character and strongly aligns with Persephone/Proserpina in the Spring and Dionysus/Bacchus in the Autumn.
ÔSTARA (Goddess of Spring)ARMOR CLASS: 1 / -5
MOVE: 18" / 24"
HIT POINTS: 200
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d10/1d10
SPECIAL ATTACKS: Radiance of Dawn
SPECIAL DEFENSES: Blinding Defense
MAGIC RESISTANCE: 50%
SIZE: M (5' 4")
ALIGNMENT: Neutral Good
WORSHIPER'S ALIGN: All (mostly Good)
SYMBOL: An egg or rabbit
PLANE: Himmel
CLERIC/DRUID: 15th level Druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: 7th level Bard
WITCH/WARLOCK: 8th level Witch
PSIONIC ABILITY: II
S: 17 I:18 W: 18 D: 20 C: 20 CH:24
Ôstara is the Goddess of Spring and Rebirth. She is the maiden that heralds the dawn and new beginnings. She is a peaceful Goddess but terrible to her enemies. She always appears as a young woman wearing a garland of flowers and dressed in bright yellows and blues.
She can charm any animal as per the spell with no chance of saving throw, they will all do her bidding to defend her if she but asks, even to the death. Afterward, she will raise them back from the dead to perfect health and maximum hp. She can also raise dead on any mortal once per day.
She prefers not to attack, but if she is she can cast her Corona of Dawn once per day. This power blinds all within 100' of her and deals 6d6 fire damage to those within 30' of her. Any who make their saves take half damage. This power also acts as a shield, providing her with -5 AC. She can also strike with a beam of searing light for 1d10 points of damage twice per round.
While she would rather not attack any living creature, she has no such qualms against the undead or demons.
She is the wife of Jäger and sister to Liebhaberin. She is honored by druids and witches who look to the return of spring.
Ôstara grows the Golden Apples of Immortality. Her sister then will give them to gods or mortals of her own choosing.
Sphere of Control: Spring
Animal: Lambs, Rabbits
Rainment: (Head) Bare (Body) Simple white garments
Color(s): White, Green
Holy Days: Spring Equinox
Sacrifices: Burning incense and apples.
Place of Worship: Any open area, fields of grains
LiebhaberinThe goddess of love, beauty, and sexuality. Where Ôstara brings life back to the land, Liebhaberin brings it to young lovers. She is the ever-young, ever-beautiful goddess of spring. She is the morning star seen after the Spring Equinox. She has aspects of Aphrodite/Venus and aspects of both Freya and Iðunn. She, along with Ôstara, keeps the Golden Apples that keep the Gods forever young and immortal. No human (likely rendered "No Man") may eat of them. (To further confuse the myths here I am going to say that because of the "No Man" statement, a woman may eat of these apples and give them to a man. That's how they explain away Adam and Eve.)
Liebhaberin is also the patron goddess of all nymphs and dryads. Her retinue is occupied only by the most beautiful nymphs.
LIEBHABERIN (Goddess of Beauty, Love, and Sexuality)ARMOR CLASS: 3
MOVE: 18"
HIT POINTS: 220
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Emotional damage
SPECIAL ATTACKS: Charming
SPECIAL DEFENSES: Pact of the Beloved (see below)
MAGIC RESISTANCE: 50%
SIZE: M (5' 6")
ALIGNMENT: Chaotic Good
WORSHIPER'S ALIGN: All (mostly Good; lovers)
SYMBOL: The Morning Star
PLANE: Himmel
CLERIC/DRUID: 10th level Cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 4th level Illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 9th level Bard
WITCH/WARLOCK: 6th level Witch
PSIONIC ABILITY: II
S: 16 I:16 W: 18 D: 18 C: 20 CH:25
Liebhaberin is the Goddess of Beauty, Love, and Sexuality. She is the ever-young maiden. While her sister Ôstara stirs life back into the Earth and nature, she does the same for lovers.
She can appear as whatever the person viewing her most desires and can charm any mortal with no save.
Due to ancient pacts between the gods and all living things, no mortal or immortal that has ever been loved can bring her harm in any way. This includes direct attacks and even area-of-effect magics. Since everyone has been loved by someone at least at one point, this effectively makes her invulnerable. Undead, constructs, and mindless elementals are immune to this. Demons are also immune to this and are enraged by this.
Like her sister she is loathe to engage in violence. She can touch a person and they feel whatever emotion she chooses. Her tactic is often to calm an aggressor or make them fall in love with her or someone nearby. She can also cause jealousy and rage; a common tactic when she dealing with a number of hostile mortals.
She keeps the Golden Apples of Immortality, which are hers to give to whoever she pleases.
Many Gods, Goddesses, and mortals claim to be her lover, and this is all likely true, but she can't limit herself to just one lover.
Sphere of Control: Sex, love, beauty
Animal: Rabbit
Rainment: (Head) Bare (Body) Simple white garments or bare
Color(s): White, Red
Holy Days: Mornings, Weddings
Sacrifices: Libations
Place of Worship: Any area of natural beauty, the bedroom.
One Goddess or Two?
One of the crucial things to consider when making a new pantheon, even one with historical basis, is that gods are not compartmentalized easily. For example, Apollo is the God of music, archery, and the Sun. Pan is also the God of music. Hellios is also the God of the sun. This is because we are looking back at these myths through our times. Apollo rose and fell (but mostly rose) in importance over the centuries. This is even more true of the Egyptian myths. Gods rose, fell, were merged, split apart, and more.
What does this have to do with these two?
Simple, these two goddesses could have been one goddess. They could have been aspects of the same goddess. They could be sisters, mother and daughter, or something else. Gods can be a lot of things at the same time that mortals can't be. I had considered making them Divine Twins, but that role is being served elsewhere.
So, where does that leave me? Simple I go back to my rules. I follow what would work best for an AD&D game. I will keep them separate for now, but knowing full well, they could be combined into one goddess as time goes on.
I like my gods to be messy and have some unnecessary overlap.
Plane
Until I come up with something better, the Plane these Gods all live on is called Himmel, the German word for Heaven.
Where is Himmel? Well if you ask the worshipers, they will look at you strangely and point up. Beacuse where else would it be?
Consequently, the land of the dead and the place of evil is Hölle (Hell, but it also sounds like hole).
Where either of these is on the Great Wheel cosmology is anyone's guess. I am not sure yet myself. I *like* the great wheel, but I am not beholden to it. At least I don't think I need to be even if not using it violates my Rule #1.
Links

Beyond the River of Blood roams a Purple Dragon, aka an Arcane Dragon. It is attracted to the necromantic energies here to feed. But it never misses the chance to snack on the occasional dwarf or human.

There is a 65% chance that the dragon will not attack first, living creatures are a rare event here and it will be sizing the party up. Even going as far as stalking the party from the shadows. There is an additional 35% it will even talk with the party.
Regardless of attitude or outcome, it fully intends to eat the party. That is not to say it won't first seek out what the party can offer it.
Carnival of Souls from 1962 was always "that one movie" for me. That one I had heard so much about. That one I had always wanted to see. I finally got around to it sometime after 2000 when The Criterion Collection released their 2-DVD set of it. I have to say that it lived up to all the hype for me. Rewatching it again 20+ years after that, it still holds up.It is also a perfect move for tonight's "What a Twist" theme.
Carnival of Souls (1962)
Mary (Candace Hilligoss, who is haunting in this) is in a street race with her two friends against two other guys. The guys, in an attempt to win, nudge the girl's car and they fly off a bridge into a muddy river somewhere in Kansas. Hours later Mary walks out of the river with no memory on how she survived.
We followed up with Mary as she moved to Salt Lake City to get a job as an organist in a church. She has some minor, rather mundane adventures, except she keeps seeing this ghoulish-looking man everywhere she goes. Mary thinks she is going crazy and no one else can see the man. She is also oddly interested in a run-down old building that used to house a carnival, a building she has been told never to enter.
Finally, she can't help herself and she goes to the building where she sees not just the Ghoulish man and other ghouls, but a ghoulish version of herself dancing with the man. She runs off and is chased by the ghouls.
What a Twist: The last scenes are back in Kansas where the car is finally pulled up from the river. Inside are all three girls, including Mary, dead.
The movie is slow, but it is a slow burn creeping horror. Sure there is plenty of evidence that Mary is dead from the start, but much like "Sixth Sense" you don't notice it until the end. Indeed this movie is the spiritual ancestor of The Sixth Sense.
The vibe of this movie is also just really creepy. Everything seems slightly off and nothing looks or feels exactly right. There is a solid Twilight Zone feel to it. The fact that it is in Black & White only enhances this feeling.
Worth noting is the haunting organ soundtrack throughout the whole movie. It adds to this feeling.
This movie is a classic for good reason. It might not be the scariest movie I have seen, but it is a very satisfying one.
October Horror Movie Challenge 2023
Viewed: 5
First Time Views: 2
It's October, and my thoughts turn to scary things. And honestly, what could be scarier than a trip to Hell? There are a lot of great adventures to take your characters through. I can't review them all, but here are a few.I DO still want to do my "A Barbarian in Hell" adventure sometime. These will help me out.
So come with me. Let's go to Hell!
PDF, 20 Pages, DMsGuild. $6.66
This one is fun. It's 20 pages long, and it takes its inspiration from both Dante's Inferno and Heavy Metal music. Sounds like my kind of mix, to be honest! This one also takes cues from a few different video games. This works if you imagine that your characters are already dead and in Hell and not traveling there as a "Soujurn in Hell."
This PDF sets up seven "boss battles" for characters in Hell. It can be used as described or as a supplement to an ongoing campaign in Hell, which is what I am using it for.
This is obviously for D&D 5e via the DMsGuild.
Nine Hells Adult Coloring Book
PDF, 48 Pages. B&W art (by design). $6.95 PDF / $8.98 Print
This is overtly a coloring book, but it is also a great resource for the Pathfinder version of Hell and stat blocks for the rulers of each level. Again this could be in the form of a "boss battle" or as a resource. Buy it for the coloring book, but stay for the backgrounds, lore, and stat-blocks.
The art from Jacob E. Blackmon is excellent as well, and there are some pieces here that would be a lot of fun to color. Now, where did my kids leave their crayons?
PDF, 246 Pages. Color art. $15.00
From Sean McGovern, of The Power Score RPG blog. So right away I knew this was going to be a well-researched product. Sean has been one of the best at deep lore D&D research in the blogging scene for years. He is meticulous and encompassing on any topic he tackles.
This is a massive volume at 246 pages and covers the Hells and its inhabitants. It takes D&D lore from as far back 1st/2nd Edition (I noticed that details from "Politics of Hell" are not really included though, but everything else is) and tries to bring them all together. It leans heavily into the 5th edition versions of Hells (naturally), and the book is presented like many of the newer 5e books, with notes from Emirikol the Chaotic and Natasha the Dark.
The information makes for a great read, and there are some details I really enjoy. I like how the author explains the shift from Demon to Devil to Fiend for Succubi. There are plenty of stat blocks, which is good if you don't have all the devils and Archdevils. And there are plenty of new devils and backgrounds on playing characters associated with devils and the Hells.
The art is a mixed bag, as with any DMsGuild product, and I am not 100% on board with all the lore choices made here. But there is enough text and information here to keep me busy. Plus any choice I don't like I can simply say "well, Emirikol got it wrong" or even "This was from Natasha when she was younger and not yet Iggwilv."
In any case, it is good to have multiple points of view on something as complex as the Nine Hells.
I do wish there was a printer-friendly version. This would be nice in my big red binder of devil information.
Dalor's Guide to Devils & DemonsPDF, 127 pages, Color art. PDF $19.99 / Print $34.99
Now this one was a bit of a pleasant surprise to me. It is for 5e so I was expecting something akin to the DMsGuild products I had been reviewing. But this one reminds me of the best of the OSR in terms of look and feel, with solid 5e design and layout. Really the best of both worlds. The vibe I get from it is like the old Mayfair Demons series.
This book gives you a ton of new demons and devils and plenty of background and lore for them. There is even a fiendish language and alphabet. I am a little surprised this one doesn't have more sales because it is just a treasure trove of great stuff.
There are new demon lords, new arch-devils, cults and contracts, and even a new class. A little bit of everything really.
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See you in Hell!
Across the Ghoul Plain, the party gets deeper into this nightmare level. Here they encounter a river of blood. The river runs slowly, but constantly.

The river taps into the horrors of the Abyss, and the Vampire Queen tapped into this evil in another attempt to increase her own power. This river is a side effect.
The blood is poison. Drinking it will require a save vs. poison of taking 4d12 hp points of damage or save for half.
The party will need to find a way to cross it. It is 10' wide. There are materials laying around where the party could construct a raft. There is a point about 1000 feet down where they can cross. They can also teleport, fly, or dimensional door across.
Tonight is an "Attack of Opportunity" Pluto now has a Godzilla channel and I love it. I have seen this one many times, but since tonight is "Mother Nature Strikes Back" I thought it would be a great choice.Godzilla vs. Hedorah (1971)
Also known as Godzilla vs the Smog Monster this movie is what you get when the writers of Godzilla start to worry about pollution. Now Godzilla has always been social commentary, but this one seems a bet heavy-handed, and the monster...well Hedorah is just silly. Still, I had good memories of this one as a kid and the battles for the most part hold up.
The teens in this one seem like some nihilist hippies. Thinking the world will end due to pollution (we will burn ourselves up first!) and deciding to have one last party on Mt. Fuji. Plus we get a rare spotting of Godzilla's ability to telepathically communicate with children.
No, it is not good, even by cheesy late 1960s, early 1970s Toho standards. But it is still fun.
I still can't get that "Save the Earth" song out of my head from the English dubbed version. I watched the subbed version and it has the equally ear-wormy original version, "Return the Sun."
Mother Nature Strikes Back: All of the Godzilla movies are this at some level. After all The Blue Öyster Cult sang "History shows again and again, How nature points out the folly of men." in their song "Godzilla." This movie turns that message up. Hedorah is like a polluted titan rising up to attack those who harmed its mother Gaia. Honestly, when reading over the list of themes this is the movie I thought of for today. So this works out well.
October Horror Movie Challenge 2023
Viewed: 4
First Time Views: 2
Kicking off the first of my posts about the gods of the Black Forest Mythos. For more details on this project and the background on who these gods are, please see the links section below.Unser Vater
Unser Vater ("Our Father") is the chieftain of the gods. He is the father figure in both a spiritual and literal sense. He is the sky god and it is possible that this syncretic Norse-Roman god has a bit of other gods in his mix, including various Celtic and maybe even Christian beliefs. But make no mistake here this is a Pagan god.
This figure, like the Jupiter and Thor he is syncretized from, is the god of the sky, storms, especially lighting, and he is the one who defeated the Hüne (giants/titans) in the battle of the gods.
He is temperamental and reacts more often than acts.
UNSER VATER (Father of the Gods)ARMOR CLASS: -2
MOVE: 12"/24"
HIT POINTS: 400
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-72 (6d12) (Thunderbolt)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80% (see below)
SIZE: M (6')
ALIGNMENT: Chaotic Good
WORSHIPER'S ALIGN: All (mostly Good)
SYMBOL: Lightning bolt on a grey sky
PLANE: ??????
CLERIC/DRUID: 14th level druid
FIGHTER: 25th level fighter
MAGIC-USER/ILLUSIONIST: 10th level Illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: 10th level Bard
WITCH/WARLOCK: Nil
PSIONIC ABILITY: II
S: 25 I:16 W: 18 D: 20 C: 22 CH:25
Unser Vater, "Our Father," is the chieftain of the gods. He rules because he is strong and powerful. He keeps Der Hüne at bay and protects those who pay him homage. He tries to be good and just, but he has a temper that can rage out of control. He can usually be calmed by his wife, Herde Oberin.
This god appears as a tall, muscular man in his late middle age. He has grey-white hair and blue-grey eyes. He has a quick laugh and an even quicker temper. His appearance is that of a former warrior turned father figure.
He attacks with his thunderbolts, which he can hurl twice per round. He knows many of the secrets of magic and can also cast spells as a 14th-level druid and a 10th-level illusionist. No weapon or spell hurled through the air can harm or touch him. He is surrounded by a whirlwind that acts as a 15HD air elemental. He can summon up to 6 (1d4+2) additional 10HD air elementals at will.
Unser Vater makes few demands on his worshipers other than to honor his name and remember that even in peace, war is always nearby. His followers are most often warriors, farmers in need of the rain he provides, and sailors. Heads of the household, male or female, invoke his name as their authority over others. Rangers and any who hunt giants are also his followers. They invoke his name on their hunts, and there is a 5% chance (10% if on his holy days/times) that he will offer a boon of +1 to hit until the next sundown.
Sphere of Control: Storms, Rulership
Animal: Eagle
Rainment: (Head) Bare (Body) Simple white garments
Color(s): White, Grey, Red
Holy Days: Red Sunsets, Thursdays
Sacrifices: After storms, goat
Place of Worship: Any elevated area
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Notes
I obviously need to flesh this guy out some more. BUT I want to do that as part of some actual play. The original Deities & Demigods had the advantage of working with myths that were (in many cases) thousands of years old. My myths are less than two years old but build on some solid and even old, ideas.
I am still determining what their home Plane is in AD&D. The Greeks and Romans had Olympus, and the Germanic and Norse people had Asgard. I am considering these in terms of my Rules for this. I can stick to history, but it must conform to AD&D first, somewhere near Olympus and Gladsheim. Right now, if you were to ask me what one of his Pagan worshippers would say, well they would just point up to the sky. I will cheat and look into the Manual of Planes for these answers. But in a future post.
Additions I have made to the classic AD&D D&DG's stat block are to include a "WITCH/WARLOCK" line for class level and the information from the table in the back of the book for other details. I had considered doing some other details from AD&D 2nd Ed and D&D 3rd Ed, but in the end, I dropped those ideas when it became obvious that AD&D 1st Ed style would work best for me.
These gods will not have Psionic powers. I have nothing against them (I love them, in fact), but the notion does not fit well with them. This is a case where my Rule #2 overrides Rule #1.
My goal is to have a PDF of all of the gods of this Pantheon ready by the end of the month in D&DG format.
Links

Among the many graves there others (marked with 3). These look like the other graves (marked with 2), but are deeper. They are occupied by a dwarven wight. There are 12 total.

These wights are former dwarven warrior elites. They each wield +1 battle axe.
It is not very often you can find two related movies that are 100 years apart. However, this is something that will become more and more common. Today's Re-animated movies are the classic The Golem (Der Golem) and 2020's The Golem.Both movie deal with the old Jewish legend of the Golem as a being made of clay and imbued with the word of Life/God to become a protector to the people. But if the Golem is kept around too long it also brings destruction to all those around it.
The Golem: How He Came into the World (German: Der Golem, wie er in die Welt kam) (1920)
This movie is a classic in every sense of the word. It is slow, black & white and silent, but worth watching. You can easily see some of the design choices that would later go into the Frankenstein movies from Universal Studios.
In this one, the golem is created to protect the Jewish people of Prague. A warning is given that if the Golem is still animated when the planets enter the house of Uranus the evil spirit of Astaroth will take it over.
There is a bit where the Rabbi who animated the Golem uses it to impress the Emperor and save all his people when his place collapses. As expected the Golem turns to evil and begins killing people. Well, he kills a knight of the Emperor who has been sleeping with a girl (Miriam) who the Rabbi's apprentice wants. In the end the Golem is "shut down" by a girl who removes the scroll from his chest (not mouth as in the legends).
The Golem (2018, 2020)This is an English-language Israeli movie set during the Black Death. We see Hannah visiting a healer where we learn it was 7 years ago when her child had died. She sneaks off to listen to the Rabbi preach about the Kaballah (forbidden at the time). Her husband knows, but while not exactly understanding he is supportive. During her sister's wedding men from a nearby village bring in a plague-stricken girl. They blame the Jewish people and their sorceries for the plague.
Hannah decides to use the book her husband smuggled for her to create a Golem to protect the village from these men. We are given scenes where the Golem, in the form of her dead son, just beat the living shit out of these men; especially a group that attack Hannah alone and try to hang her.
In this we get the same story where the Golem protects, but after a bit it begins to turn on everyone. Int this case it seems to be connected to Hannah, who can feel it when the Golem-boy gets shot and sends it (unconsciously) to kill the woman she thinks her husband it having an affair with.
The men leave when the daughter of their leader gets better, but come back to burn the village down after his daughter dies. The Golem wipes them all out and Hannah asks the golem to stop so she can remove the scroll from it's mouth.
It is a good flick but only horror in the broad sense of the word. Hani Furstenberg as Hannah was rather great, to be honest, and the movie rides on her performances.
October Horror Movie Challenge 2023
Viewed: 3
First Time Views: 2