The Other Side

Supernatural: Carry On, Sam and Dean Winchester for NIGHT SHIFT

Wow.  

Here we are.  I know last week seemed like the "season finale" but tonight is the big "Series Finale".

Let's do this!

the road so far

I have talked a bit about Supernatural here.  Certainly not as much as my fandom might indicate.  Supernatural is the one show that everyone in my family all watches together. My wife and kids all sit down to watch it. Doesn't matter what else we watch or what we do, this is the one show we always watch.

Supernatual then was also the test bd for NIGHT SHIFT.  

I have been pretty open about what my personal design goals for NIGHT SHIFT have been.  I wanted to be able to play ANY modern supernatural urban-fantasy I know.  I want a game where I can create any sort of witch I want and have access to magic, demons, and the like.  NIGHT SHIFT does all of this.

So when I was playtesting this with my kids there were two characters that were absolutely perfect. Sam and Dean Winchester.

Dean WinchesterDean Winchester
15th level Veteran, Human

Strength: 16 (+2) s
Dexterity: 18 (+3) P
Constitution: 18 (+3) s
Intelligence: 14 (+1) 
Wisdom: 14 (+1)
Charisma: 18 (+3)

HP: 120 (15d8+45)
AC: 6 (varies)
Fate Points: 1d12

Check Bonus (P/S/T): +7/+4/+3
Melee bonus: +8 (+12)  Ranged bonus: +9 (+16)
Saves: +5 to all saves

Special Abilities: Combat expertise, Melee combat bonus, Increased damage, improved defense, ranged combat bonus, Supernatural Attacks, Tracking

Skills: Hand to hand combat, Steady hands (Dex), Resistance (Con), Insight (Wis), Charm/Intimidate (Cha)

Languages: English

Equipment: Leather jacket, handguns, cell phones, hunter's equipment, "Baby" 1967 Chevrolet Impala.

Dean is the archetypical hunter and Veteran.  He has been described as "the perfect killer" by many including God (aka Chuck).

Sam WinchesterSam Winchester
9th level Veteran, 1st level Psychic, 5th level Sage, Human

Strength: 15 (+1) 
Dexterity: 15 (+1) 
Constitution: 16 (+2) 
Intelligence: 18 (+3) P
Wisdom: 16 (+2) s
Charisma: 18 (+3) s

HP: 95 (9d8+18 + 1d6+2 + 5d6+10)
AC: 7 (varies)
Fate Points: 1d12

Check Bonus (P/S/T): +7/+4/+3
Melee bonus: +5 (+8)  Ranged bonus: +5 (+8)
Saves: +5 to all saves

Special Abilities: Combat expertise, Melee combat bonus, Increased damage, improved defense, ranged combat bonus, Supernatural Attacks, Tracking, Psychic: TK (Cha based), Sage: Survivor skills at level 2, Read Languages, Spells

Skills: Research (Int), Steady hands (Dex), Computers (Int), Insight (Wis), Charm (Cha)

Languages: English, Latin, Greek, Enochian, Sumerian

Equipment: Thick jacket, handgun, cell phones, hunter's equipment, laptop

Sam has had an interesting arc.  He starts out as a veteran at a very young age. Because he also has/had some demon blood in him he was telekinetic for a while, but that only manifests when he drinks demon blood. He is also a Sage and has played that role well in the 15 seasons of the show.   

It was also stated a few times that he was Rowena's "student" so a couple levels of Witch might have been appropriate, but I think Sage covers it well. I could also see Sammy with a couple of levels of Survivor, but again, the Sage abilities cover that. 

Both brothers have high Charisma. They need to be able to talk their way in and out of situations a lot. Plus they have been on the air for 15 years.

Likewise, Dean could have also had a level or two of Sage, due to his Men of Letters status, but really Veteran covers it all.

Regardless where tonight's LAST episode takes us (and it was looking a little dicey two weeks ago!) I know that if I want to continue the story I have these write-ups and NIGHT SHIFT.

Other Supernatural Characters for NIGHT SHIFT

Gonna miss these guys.  Ok Kansas, play us out.


Classic Adventures Revisited: S4 The Lost Caverns of Tsojcanth

One of my all-time favorite adventures is S4 The Lost Caverns of Tsojcanth.

A solid two-level dungeon crawl, filled with new monsters, dangers, and the promise of great treasures. Additionally, there are rumors of an ancient witch/archmage and her battles with demons and even the threat that some of those demons are still around. There is plenty of wilderness area as well. A wide expanse with a gnome community nearby and a raging blue dragon.

With its "Booklet 2" filled with new spells, magic circles, and demons it made me think that a witch class with ritual magic could be something that would work for D&D. 


There is so much great stuff in and around this adventure it is hard to know where to begin.  So let's start with the adventure itself.

S4 The Lost Caverns of Tsojcanth

The adventure, S4 The Lost Caverns of Tsojcanth, was published back in 1982 by TSR. It was written by none other than Gary Gygax himself. It is listed as "S4" and was the last of the labeled "S series" or Special modules.  This includes some of the most popular adventures ever written; S1 Tomb of HorrorsS2 White Plume Mountain, and S3 Expedition to the Barrier Peaks

The adventure itself is comprised of two 32 page booklets. The first book is the adventure itself, which I will get into detail in a bit.  The second booklet covers all sorts of new magic, monsters, and more. 

Book 1: The Adventure

The adventure is of the classic sort; the rumor of treasure and a vague threat coming from an area of the map known as Iggwilv's Horn.  The adventure is designed for characters level 6 to 10.   I have found over the last 40 years that it can be adapted to a variety of levels, though higher levels are better. Though the original tournament adventure featured slightly lower levels. Likely due to the addition of the wilderness adventure. 

The wilderness adventure is actually well put together and not the older crazy random monster encounters.  The encounters make sense for the area. Among the encounters are the Hermit, and I could not help make this the same hermit from Keep on the Borderlands (also a Gygax creation) and the Blue Dragon.  The Blue Dragon, in particular, became so much a hit the first time I ran this that in future runnings of this I changed the dragon to Korbundar from CM2 Death's Ride to have a reoccurring villain.   A lot of adventure is packed into 12 pages.

The second part of the adventure covers the Lost Caverns themselves, which includes the Lesser and  Greater caverns. This features a large variety of new monsters, some living here, some just wandering around. Even encounters such as "The Garden of One Thousand Earthly Delights" have a good (enough) reason to be there. 

The final encounter is in the center of the Greater Caverns and it is not for Iggwilv's Treasure, but rather against Iggwilv's Treasure; the vampire Drelnza.  She is a bit more powerful than your average vampire and she has magic to help her out.  Eventually, she will succumb to heroes and the treasure will be found including the infamous Demonomicon of Iggwilv, Daoud's Wonderous Lanthorn, and the Prison of Zagig.

Book 2: Monsters and Magic

This second booklet, as I have mentioned, grabbed my attention as much as the first, if not more.  Listed inside were new monsters, only some appeared in the adventure, including new demons and demon lords. There were the mysterious Xag-ya and Xeg-yi, the Derro and the awkwardly named (for the early 80s) Valley Elf. All these creatures would later be reprinted in the Monster Manual II for 1st Edition. This is fitting since the original tournament adventure introduced monsters that would become part of the first Monster Manual.  There are some magic items including some wonderful artifacts mentioned above.  Of these The Demonomicon of Iggwilv capture not just my imagination, but that of hundreds of others. The Demonomicon became a feature in Dragon Magazine and even a 4e book of the same name. Iggwilv went from a "long-dead archmage" to "The Mother of Witches" and the premiere demonologist in D&D.   This little booklet also contains plenty of new spells.  

This was classic AD&D at the end of its 1st Golden Age.

The adventure is extremely playable and I have adapted it over the years for AD&D 2nd ed, D&D 3rd, and 5th Editions as well.

If you want to play it for 5th Edition D&D then the team over at Classic Modules Today has made a 5e conversion

There are also maps you can print out with DM's notes.

And other realistic maps also for printing

The Sequels

The first true sequel to this adventure was WG4 The Forgotten Temple of Tharizdun (though no WG1-3 were made*). This was published the same year and dealt with a Temple of Tharizdun. It was designed to be played right after S4 and used the same wilderness map.  The adventure fits in well enough. I justified in my games by saying that Iggwilv, like Tsojcanth before her, chose this area due to its arcane and eldritch properties.  The adventure also has a wealth of information on the World of Greyhawk and Tharizdun.  All of these will be explored later in Gary Gygax's novel series about Gord the Rogue

S4 and WG4 would also get a review in White Dwarf #44 and both get 9/10 from Jim Bambra. He calls them the last of the Golden Age adventures.

*The rumor is that WG1 was Village of Hommlet, WG2 Temple of Elemental Evil and WG3 was The Lost Caverns of Tsojcanth, or Tsojconth in the original.


Another sequel of sorts was The Dancing Hut of Baba Yaga. Published much later in 1995 for 2nd Ed AD&D and written by Lisa Smedman, this adventure was labeled "S5" but it never appears in any of the classic reprints of the S Series adventures.  While the connection is little more than any of the other "S" series, there is the connection of Iggwilv, then Tasha as the adopted daughter of Baba Yaga.  Lisa Smedman would also work on Ravenloft and ShadowRun. Some Ravenloft monsters make their way into this adventure.


Yet again another sequel, this time for 3.5 D&D, was published in 2007.  Iggwilv's Legacy was published in Dungeon Magazine in October 2007 and appeared for free on Wizard's of the Coast website well into the 4e era. Sadly no longer available, it added another level to the caverns to explore, The Hollow of the Horn, the areas left behind by Tsojancth himself with the implication that even Iggwilv was afraid of these areas. The adventure and the additions were converted and updated to 3rd Edition.  I ran this version for my family at their first Gen Con in 2009.  Here we meet the half-demon  archmage Tsojcanth and his vile witch mother Vilhara.


The Reprints

As part of the much-loved S-series, the Lost Caverns of Tsojanth has been reprinted twice.  Both times bundled with the other three S-series adventures.

The first reprint was called Realms of Horror and it was all the S-series adventures combined into a loosely tied together "Super Module" that was all the rage in the late 80s.  All the maps were reprinted in a small booklet and personally, I found them harder to read.

The second reprint was the more faithful reprint from Wizards of the Coast, Dungeons of Dread, in 2013. 


The Original Tournament Adventure

The original tournament adventure, the Lost Caverns of Tsojconth (note the spelling) appeared at the Wintercon V game convention in 1976.  This would have been akin to a playtest version of AD&D.  Also Iggwilv is described as being dead, and male.

While the adventure does not feature the wilderness areas, the caverns seem to have a more mystical bent to them, with the center "nexus" described as the connection point between worlds to help explain all the new and weird monsters in it.  It would make sense, to be honest, and help explain why Tsojcanth and later Iggwilv possessed it. 

Paleologos at the OSR Grimoire talks a lot about the original Lost Caverns of Tsojconth.
The era of 1976-1978 was an interesting time and lead to some interesting styles of play.  We had the Holmes Basic Set and the B1 In Search of the Unknown (1978) adventure out and we had the AD&D Monster Manual.  This Holmes + Monster Manual actually became the game of choice for many.  I would later play this same hybrid of D&D/AD&D in 1979.Likely as a way to replicate that Demos Sachlas/Paleologos over at the Vaults of Pandius recreated the original tournament adventure, along with some descriptions from the full 1982 S4 adventure and reformated it to fit the style of B1 to give us a "Holmes version of the Lost Caverns of Tsojconth."  This adventure is a tight 16 pages with two more pages for maps.  It feels like a late 70s offering.  Reading through it I do get the feeling that B1 and S4 could be bookends of a classic 70s adventure series.  All it is missing a nice monochrome cover.  I might need to mock one up someday.
Greyhawk Online has a side-by-side comparison of the 1976 Tsojconth and the 1982 Tsojcanth.
If you want to buy your own Noble Knight Games has one on sale for only $7,195.50. If you are worried that is overpriced it does come with the original zip-lock bag. 

Playing in Hyperborea

Normally at this point in my Revisted posts I would talk about using this adventure with other games.  But instead, I think I just want to focus purely on Astonishing Swordsmen & Sorcerers of Hyperborea.

A while back I posted about HS4 The Lost Caverns of Acheron, a Hyborian Age reskinning of S4 from the Hyborian Age site dedicated to the d20 Conan RPG.  They have a lot of adventures including some reskinned ones on their Adventures in the Hyborian Age page.  But it is S4 that interests me today.

Combining this idea with the Holmes flavored Tsojconth above you could have a perfect game for AS&SH.  The idea came to me while reading Eric Fabiaschi's Swords & Stitchery blog.   He even pointed to me that he had done exactly this. 

The pulp sensibilities of Gygax's adventures comes through in S4 with vampires in lost temples, ancient eldritch forces, and strange creatures from beyond.  Pairing this with AS&SH and the Lost Caverns of Acheron turns it up to 11 as it were. 


With its history of magic, archmages, witch queens, vampires, and demons it is no wonder that this is one of my favorite adventures. Like B1, it is one I like to come back to again and again. 

Tasha's Cauldron of Everything

Today is the day I was waiting for.  The release of Tasha's Cauldron of Everything.  I just picked it up about an hour ago so I have not had a chance to get into it in detail, but here are some initial thoughts. I am also going to talk about it from the point of view of an Old School Gamer and how well does it mesh with the established history of Iggwilv.

Tasha's Cauldron of Everything covers

The Book

The book itself is 192 pages, full color.  Both covers retail at $49.95.

The big update here is the various classes and subclasses.  We get a new(ish) class, The Artificer, bringing the total to 13 classes for D&D.  The artificer gets the subclasses Alchemist, Armorer, Artillerist and Battle Smith.  

Each of the 12 standard classes also gets one or more new subclasses.  Also, many of the spellcasting classes get new spells, detailed later.  There are a lot here, among the one I like the best are Cleric Twilight Domain, Druid Circle of Stars, Fighter Rune Knights and Psi Warrior, this is in addition to all sorts of maneuvers the fighter can get for the Battle Master.  The Ranger gets the Fey Wanderer, the Rogue gets the likely new favorite.  The Wizard gets another Bladesinger (not sure how different this one is) and one I am looking forward to trying the Order of the Scribe.  There are a lot more, but those are the ones I want to try.

One of the new ideas is Group Patrons.

These are essentially people, things or organizations that fund your characters' adventuring career.  This is something that was kinda done ad-hoc or less explicitly. This entire section can be used AS IS in any version of D&D with no changes. 

A book about/by/from Tasha would not be complete without new Magic. In this case some new spells and magic items.  We get some explicit spells for traveling to other D&D worlds, as befitting Tasha.


Some old familiar items back their 5e comeback including Baba Yaga's Mortar and Pestle, the Crook of Rao, The Mighty Servant of Leuk-O, and the Demonomicon of Iggwilv.  There are also rules on personalizing spells and some magical tattoos. 

The is also a section on DM's Tools.  This can also be adopted by players of any version of the game.  There is some advice on Session Zero which includes how did the party come together, a useful bit in light of the new Patron rules. A bit on social contracts as well as hard and soft limits. 

Something sort of new is the idea of Sidekicks.  These are "semi" or NPC classes that go along with the party or adventurer.  These are a restating of the 3.x Edition NPC classes from the Unearthed Arcana' Warrior, Expert, and Spellcaster. Substitute Fighter, Thief, and Magic-User if your version is older and you can do the exact same thing. 

There is a section on parleying with monsters, something I have seen used since the Moldvay Basic set.  Environmental hazards of supernatural, natural, and magical regions. 

And the puzzles. Again easily used as-is for any versions of the game.

So like it says on the tin, a little bit of everything.

I was talking with my friend Greg just a bit ago and not only did we just miss each other at our FLGS, he said the book has a solid Unearthed Arcana feel to it.  I have to agree.

Is it Tasha?

Iggwilv is a storied character in D&D lore.  But in truth what we know about her is very, very limited.  For 1st Edition AD&D we know her from the modules S4 The Lost Caverns of Tsojanth and WG4 The Forgotten Temple of Tharizdun.  Most other details come to us from 2nd ed and beyond. Maybe the most we learn from her is actually from 3.x era.  So to make the claim "is this Gary's Tasha/Iggwilv" is a fallacious one; there never was a Gary's Tasha.  "She" was, in fact, a "He" in the first drafts of the "Lost Caverns of Tsojconth."


There are little sidebars and enough information here to make a few things clear. This is Tasha before she became Iggwilv.  So I am placing it at or around CY 395 to CY 406 (Current year is CY 597 or so).  This Tasha has wit and charm and maybe a little bit of a caustic or salty sense of humor.  She is not really interested in killing Mordenkainen (nor really do I think she ever was) but she does want to take him down a peg or two.




She acknowledges she was Hura (Hura appears in Ket around CY 297) and plenty of references to Baba Yaga. This is very much the remembrances of a powerful spell caster on what would be considered her "University Years."

Is it Tasha?  Yes. This is the person that would later go on to become the ruthless and amoral Witch Queen Iggwilv.  Spend some time as a prisoner of a Demon Prince, especially one as depraved as Graz'zt, and see if that doesn't change you a little.

The art really gives you the feeling of "brilliant university girl trying to show her teachers she is smarter than they are" vibe. 


Old School Content

I mentioned in a few places that there is a lot here that old-school D&D players can use and that is true.

A lot of it can be used right out of the book as-is.  The classes would need some work, but as many in the old school community are so quick to point out that the differences are largely one of role-playing. Ok, here are some role-playing ideas.

Some things, like the fighter maneuvers, feel like they could be right at home in BECMI.  The tattoos, something I have used here before, can be easily translated.

Was it worth the wait? Yeah, I say it was.  Looking forward to trying some of the ideas here.

Things it Didn't Cover that I Wish it Had

Or. I just have not found them yet. 

I would have liked to know more about Tasha's face tattoo and why Iggwilv no longer has it.  Related when did Tasha's stop calling herself that and instead became Iggwilv. We do learn that her tattoo is an Eldritch Claw tattoo.

Given her timeline, I am sure it had a lot to do with her summoning of Graz'zt and her imprisonment in the Abyss. Also likely around the time she fled Greyhawk with the Tome of Zyx.


Definitely, a lot to use in this book.

Monstrous Monday: Daughters of Iggwilv

image of Drelnza holding Daoud's LanternIt's Tasha's Week of Everything this week here at the Other Side.  So I thought I'd start Monstrous Mondays with a monster that has been suggested to me over the years.

Today's monster comes from a variety of sources. First, there is Iggwilv-Louhi connection that I talked about it in the Finish Mythos.  Louhi, despite being an old witch is said to have lovely maiden daughters that the heroes often seek out.  By extension shouldn't Iggwilv have some daughters too?

If we go with "yes" (and I always go with yes) then there are two issues, what are they like and who is the father.  Let's go with the father question first.  Among the candidates of "people" she has been involved with include the Demon Prince Fraz-Urb'luu, the half-demon Arch-Mage Tsojcanth, the wizard Zagig Yragerne, even Mordenkainen himself is a possibility and of course the Demon Prince Graz'zt.

We know all about Iggwilv's love affair with Graz'zt.  We know from other sources, chiefly the Gygax Greyhawk novels, that Iuz is the offspring of Iggwilv and Graz'zt.  Or maybe not. In the World of Greyhawk Fantasy Game Setting entry for Iuz it is suggested that he is "some by-blow of Orcus."  I personally liked the idea that Orcus had mortal agents in the world.  While this idea was later dropped it became an element of the Forgotten Realms, where I think it works out a little better.  But it still is a tantalizing idea.  

While Louhi might have daughters known as "the Maidens of Pohjola" I am not expecting Iggwilv's daughters to be so innocent. Her only other daughter, Drelnza, was a vampire, described as a "false Disney Princess" (she is not the damsel in distress, she is the monster), and most certainly not the offspring of Graz'zt.  Going back to the Louhi/Lovitar connection for a bit, Lovitar is known as the mother of the Nine Diseases.  Nine is a good number.

Iggwilv taken to OrcusI think I have something.

When Iggwilv was defeated by Graz'zt the former master was now the slave.  Graz'zt had intended to keep the fallen Witch Queen in the Abyss to have her suffer an eternity of imprisonment as she had kept him.  Iggwilv however was more clever than the Demon Prince knew and soon she went from prisoner to consort, to confidant to his main advisor.  While she was rising in the ranks of Graz'zt courts she was "traded" to the Demon Prince Orcus over a loss Graz'zt had suffered at the hands of the Demon Prince of undead.  

Taken from Azzagrat in chains she arrived in Thanatos at the feet of the Lord of Undead to serve a tredecim (13 years) of service between CY 503 and CY 516.

Enraged, Iggwilv plotted revenge on both Graz'zt and Orcus.  Her carefully constructed lies and seductions learned from Fraz-Urb'luu that were so effective on Graz'zt held no sway on Orcus. Save for the occasional bit of violence Orcus showed no interest in the Witch Queen other than to deprive Graz'zt of her.  Within that century though Iggwilv gave birth to nine daughters that she was able to keep secret from both Orcus and Graz'zt.  These nine daughters were all of the same fierce, dark beauty as their mother, but had the taint of undeath like their father.  In secret, Iggwilv taught her daughters the ways of witchcraft and fashioned Abyssal weapons for each of them.  Once they were grown their curse of undeath took hold and they became something akin to vampires. Iggwilv sent them into the world to cause as much havoc and chaos as they could and, most importantly act against the designs and will of both Graz'zt and Orcus.

Noidan TytärNoidan Tytär
Medium Undead (Demonic)
Frequency: Unique (only 9 are known to exist)
Number Appearing: 1 (1)
Alignment:
Chaotic [Chaotic Evil]
Movement: 240' (80') [24"]
  Fly: 180' (60') [18"]
Armor Class: -4 [20]
Hit Dice: 14d8+42**** (105 hp)
Attacks: by special weapon, claw/claw, or by magic or special
Damage: 1d10+6, 1d4+4 x2, special
Special: Magic required to hit (+2 or better), Vampire abilities, Witch spells, Undead
Size: Medium
Save: Monster 14
Morale: 12
Treasure Hoard Class:
Special, see below
XP: 5,150

The Noidan Tytär, or Daughters of the Witch, are a unique group of undead demonically spawned creatures.  These creatures, as beautiful as they are powerful, evil and deadly, are thankfully very, very rare. In fact, only nine are known to exist.  Thankfully they also never work together by order of their mother the Witch Queen. 

Each of the Noidan Tytär is a skilled fighter and possesses both superior arms and armor. Typically magical plate mail of etherealness +2, and a bastard vorpal sword +2 that they wield with one hand due to their preternatural strength. 

In addition to their fighting ability, the Noidan Tytär are also undead akin to vampires. Magic is required to hit them and they are immune to charm, hold and sleep magic as well as any mind-affecting magics. Unlike vampires, they do not require blood to survive but drain the life energy (Constitution points) at the rate of 2 points per touch.  They can go long periods without feeding but it will cause them to go into a deep stupor until a victim can be found.  They can not enter a personal dwelling or holy/blessed land like a vampire and holy items can keep them at bay and cause damage.  They are however immune to the effects of garlic. A stake through the heart will destroy them, but if the stake is removed they will reform in one round.  They can become gaseous, but cannot assume the shapes of animals.  They can fly as per the spell.

They can be Turned as Special (14 HD) by a cleric of high enough level. Any result of a D only discorporates them until the next new moon.  The only way to truly destroy them is stake them, remove their head, and burn both the body and head in separate pyres.  An exorcism or cleanse spell must then be used to force their spirits back to the Abyss. 

Additionally, each Noidan Tytär can cast spells as a 7th level witch of the Mara Tradition. 

The Noidan Tytär are often used as mercenaries for powerful chaotic rulers, demon lords, and evil cults. Secretly they work to undo the efforts of Graz'zt and Orcus.

Tasha Cosplay (Start of Tasha's Week of Everything)

You know I love my theme-Weeks.  On Tuesday we get the new "Tasha's Cauldron of Everything" from Wizards of the Coast featuring Tasha, aka Natasha the Dark aka Iggwilv.

So far we have learned that this book will be focusing on the younger Tasha. The girl who was adopted by Baba Yaga.  While I have always thought that Eva Green would make a fantastic Iggwilv, here is cosplayer, D&D streamer, and all-around cool gal Ginny Di cosplaying AS Tasha in a WotC sponsored shoot.

Her Instagram, https://www.instagram.com/p/CHdiPg0FUgb/ 

View this post on Instagram

"Tasha, in her brilliant curiosity, is untroubled by the various moral variations in the planes of existence." ⁠⠀ — Jeremy Crawford, Lead Rules Designer of "Tasha's Cauldron of Everything"⁠⠀ ⁠⠀ I couldn't resist my own little attempt at recreating the cover of the new @dndwizards sourcebook!! Mine has a completely different vibe, but I still love it. ????⁠⠀ ⁠⠀ By the way, thank you to everyone congratulating me on the partnership with Wizards!! I couldn't believe it when they emailed me saying they wanted to sponsor a costume, and it has been such an incredible experience working with them on this project and seeing all these names I recognize complimenting the cosplay on Twitter ???? I'm so grateful for how the tabletop community has welcomed me over the last few years, and I can't wait for what the next few years hold!!⁠⠀ ⁠⠀ ✨ Tasha is from Dungeons & Dragons⁠⠀ ✨ Costume made & modeled by me⁠⠀ ✨ Watch the whole build on YouTube (link in bio!)⁠⠀ #TashasCoE #sponsored #tashascauldronofeverything #tashathewitch #tashacosplay #dnd #dungeonsanddragons #dndwizards #dndcosplay #dndcostume #witch #witchyvibes

A post shared by Ginny Di ???? #Natural2021 (@itsginnydi) on Nov 11, 2020 at 11:02am PST


And her YouTube video, https://www.youtube.com/watch?v=ySRmaMYaV6I


This is just another example of what I love about the new gamers to D&D, they bring so much love and energy to their creations in and out of the game.

Let's hope the book lives up to all this hype. But even if it doesn't this has all still been great fun!

This Old Dragon Retrospective: The Gods and Goddess of the Suel

World of Greyhawk booksSomething a little different today.  I had always wanted to combine two of my regular features, "This Old Dragon" and "One Man's God" into a series of the gods and goddesses presented in the pages of Dragon Magazine.  I can think of a few examples off the top of my head without cracking the musty pages.  I had always wanted to start with the Suel Pantheon, but I wanted to wait till I was done with the Deities & Demigods.  

Well, last month we all learned about the death of Len Lakofka and I wanted to mark it in some way.  I thought maybe this would be a good way of doing that.

Introduction

A little bit of background here on This Old Dragon. I had purchased a couple of large gaming collections over the last few years. My brother also gave me a box of Dragons in really bad shape. After combining, keeping some, selling off others, and tossing (yeah, had too) ones that were in terrible shape I was left with about 100 or so Dragons that were in pretty bad shape. Most were missing covers, many are missing pages and maybe one or two are fully intact. In This Old Dragon, I am grabbing an issue out at random and reviewing them. I can only review what I have, so if it is missing I won't talk about it. The only exception I make is the covers. If I feel too much is missing or something important is missing I'll check my Dragon-Magazine CD-ROM. 

One Man's God is my feature on the various mythos, gods, and goddesses as presented in the AD&D 1st Edition Deities & Demigods.  Here I look through the various gods and monsters and see which ones would be better classified as AD&D 1st Ed Demons as defined by the Monster Manual.  When there is nothing I look to the original myths to see what we can find.

Today I am going to do both features for the Suel Pantheon.

This Old Dragon: The Suel and their Gods

This feature began in Dragon Magazine #86 from June 1984 to #92 in December 1984. Or in my prime AD&D time.  The feature was authored by Len Lakofka and had Gary Gygax's official stamp of approval on them.  Len had also created the L Series of modules and the Lendore Isles.  So in my mind, that meant there was still active Suel worship in the Isles and that the wizard on the cover of L1 The Secret of Bone Hill was a worshiper of Wee Jas.  But I am getting ahead of myself. 

The Suel made their very first appearance in the pages of the first The World of Greyhawk folio as an ancient empire whose language was still used. The Gods would get names, but not information blocks in the boxed set World of Greyhawk Fantasy Game Setting.  Soon after we began to get the gods in Dragon.

Before I get into the Gods proper, there are a few other issues we should cover.

Dragon Issue #52

This issue gives us a very new looking Leomund's Tiny Hut from  Len Lakofka. This is so new in fact that I think this might be the first-ever Tiny Hut article.  There is an introduction by Gary himself.  This installment covers giving more depth to the humans and languages of the Flanaess.  Cool article and one that every Greyhawk DM should have handy.  Actually, it is good for most DMs. The article is pretty long, longer than most Tiny Hut articles in my memory.  

This is the article that lets us know that Suel are very near albino looking save with shades of violet for eyes.  Given that these were the forerunners of the Lawful Evil Scarlet Brotherhood then it was kind of obvious that the Empire was some kind of a cross between the Melnibonéans and the Nazis.

Dragon Issue #55

In his From the Sorcerer's Scroll Gary gives us some more details on the Suel and how they moved across the continent to the Snow, Frost, and Ice Barbarian lands and how these peoples are the purest strains of the Suel bloodline. If the picture being painted is these are not particularly nice people then consider the painting done.  Still, there are some interesting tidbits and it made me want to find out more and it made me want to find an offshoot of the Suel that weren't such xenophobic dicks.

I think Len made a lot of that possible in his series.

Dragon Issue #86

Dragon #86 was one of those issues that punched way above its weight class. I mean there was just so much in this that one would be excused if Len's article, Presenting the Suel Pantheon, was ignored.  Here we are introduced to Lendor (the chief god) and Norebo (the god of thieves).  The gods are presented in the same format as the D&DG gods; which sadly in the early 80s meant these were creatures that could be fought and could be killed.  But I want to ignore that for bit and instead focus on what is really one of these first full (A)D&D pantheons.  In the 3e era some of these gods would be folded back into the "Greyhawk" pantheon, but here they are on their own with their fellow Suel.  

Lendor has a solid Odin feel to him and Norebo (maybe one of the most popular gods during my AD&D years) is like a slightly less evil Loki.  This trend is going to continue.

A box of old Dragon magazines

Dragon Issue #87

This issue covers the gods Kord and Phaulkon.   Kord is the son of the lesser gods Phaulkon and Syrul, though he himself is a greater god.  He is also one of the most popular and worshiped Suel god.  He is the god of battle, swordsmanship, and berserk rage. He has thousands of semi-mortal/semi-divine children, any of which who meet his challenges can claim demi-god status.  If you are thinking Thor with a sword mixed with Conan then you are not too far off.  Since this issue also featured the Ecology of the Dryad, I figured that Kord had a particular affection for them.  In fact I am going to say that the Korreds, who would later appear in the Monster Manual II, began as the offspring of Kord and the multitude of dryads he..uh.seduced. Sure let's go with that word. 

Phaulkon is the winged god of air, flying and archers. If Kord is the superior melee combatant, then Phaulkon is the superior missile combatant. He can speak with any bird or any creature that uses wings to fly, including demons and devils.  He is Chaotic Good so I always felt there would a natural rivalry between Phaulkon and Pazuzu, both striving for control over the air and air creatures. 

Wee Jas by Jeff ButlerDragon Issue #88

Here we get Syrul, Fortubo, and Wee Jas the unrequited love of my life (circa age 14).  Wee Jas, of course, grabbed my attention like nothing else in this issue. She was a gorgeous goddess of magic known as the Witch Queen?  How in the hell was I supposed to ignore that?  For years I thought this art was a Larry Elmore piece, but it is actually Jeff Butler.  I think the wide eyes are what really sets this piece off. Bella Donna indeed.

Of all the Suel gods it is Wee Jas that has had her best life in the years following this publication. What do we learn about her?  Well at this point she is still a greater goddess of magic and death.  She knows every magic-user spell and all other spells to 5th level (why only 5th??).  She can cast up to 9 spell levels worth of spells each round; so 1 9th level spell or 9 1st level or any combination.  She has 90% magic resistance and a globe of invulnerability that floats around her. She is attractive (Charisma 20) and always appears so.

If she is anything she is very lawful.  To the point where good and evil are mostly meaningless to her just as long as you are not chaotic.  In fact, she pretty much hates anything chaotic except for the chaotic neutral god Norebo; who is her brother (or half-brother) and occasional lover.  Gods. Go figure.

In the letters section in a couple Dragons later it is mentioned that Norebo's entry mentions Wee Jas, but Wee Jas' doesn't.  The editors reply that it is because Wee Jas is loathed to admit it and Norebo could also be bragging.

Also, have a look at her name "Wee Jas" or "Wee" and "Ja" or "Oui Ja".  She is the goddess of the Ouija board as well. Magic. Death and Spirits. Clever Gary.

Syrul is the evil goddess of lies and false promises.  Fortubo is the dwarf-like god of mountains, stone, and metals. Neither are half as interesting as Wee Jas.  Well, Fortubo was interesting on his own, but not compared to my 1984 girlfriend here. 

To stretch out Norse analogies a bit Wee Jass is a bit of Hel and Freyja combined. But there is also a good amount of Hecate in her.

Since Len also created the Death Master NPC class I figured at least a few Death Masters were aligned with Wee Jas instead of Orcus.  This was part of their strong rivalry for the dead. 

Dragon Issue #89

This issue continues those wonderful Denis Beauvais "Chess" covers.  So therefore the Suel Empire invented chess on Oerth.  

In this issue, Len features Pyremius, Beltar, and Llerg.  It is interesting to see which of these gods survived to today. These gods made it to the 3.x Living Greyhawk Gaz and Complete Divine. Pyremius is the God of Fire, Poison, and Murder. He looks like a conehead to be honest.  The next goddess, Beltar, just has a Conehead sounding name.  She is the Goddess of Deep Caves, Pits, and Malice.  She appears as an old crone, a beholder or as a Type V, or Marilith, demon.  I would say she has a few of both types of creatures under her command.  Llerg is the God of Beasts and Strength and appears a bear-like man. He seems like a decent enough god. He prefers to live on his own in the woods and deals more with animals and other beasts. I was half-tempted back in the day to also make him the God of Bears, in the sub-culture sense. Now I am fully tempted. 

This issue also gave us the first Creature Catalog from Dragon. Here are a number of creatures that could easily be re-classified as demons; at least in the OMG sense. These include the Fachan, the Ghuuna (already has a demonic origin), and the Utukku.  Beltar in particular would have Utukku under her control. I went back to the original myths and did my own Utukku and Umu demons for Ghosts of Albion and a completely different version was created for Pathfinder.

pages from the Creature Catalog

Dragon Issue #90

Before we get to the Suel article proper, Out on a Limb covers the seemingly impossible relationship between chaotic to the core Norebo and hard-line lawful Wee Jas.  Kim Mohan makes two suggestions. First, opposites attract and Norebo has a big mouth.  Second, they goofed.   I like the idea of them being together, to be honest.  Gods need to be complicated.  Though given that Norebo and Wee Jas are also half-siblings, I guess really complicated. Well, no one bats an eye when it happens in Egyptian and Greek pantheons. 

You can also go with Mike's take on it over at Greyhawkery.

On to the article proper we have a collection of sea gods. Phyton, Xerbo, and Osprem.    Phyton is the God of Beuty and Nature, he is our ersatz Baldur.  Xerbo is our God of the Sea, Money, and Business, so a cross between Nord and Poseidon/Neptune.  Osprem is the Goddess of Sea Voyages. Our two sea gods Xerbo and Osprem both have tridents.  I guess there is a rule that sea gods must have one. They only have cool relations with each other.  They try not to fight each other and when a threat challenges the seas they are allied. But otherwise, they do not get along.  Osprem is in particular worship in and around the Lendore Isles.

This issue also featured the Incantatrix. Under normal situations, I would figure out a way to bring her into the fold with the Suel gods, but the write-up is not only so Realms specific, the Incantatrix has a history in the Realms.  So she stays where she is. 

Dragon Issue #92

Here again, we come to the end. Not just of 1984, but of this series. 

This issue also covers some new rules and ideas for clerics. Since I played a lot of clerics back then I rather enjoyed this issue.  Gary offers up some advice ("Clerics Play by Different Rules")  and a few others. This issue also gave us installment III of Pages from the Mages, but that was covered in a previous retrospective

Out Suel gods are Lydia, Bralm, and Jascar.  Lydia is the goddess of light and song. Bralm the Goddess of Insects and Industriousness, and Jascar the God of Hills and Mountains. No mention of his relationship to the other mountain god, Fortubo.  These gods and their write-ups were a nice working model of what Gygax was saying above about how clerics need to be different.

That is all the Suel gods from the World of Greyhawk.  These gods all survived to the 3rd Edition Living Greyhawk Gazetteer with some edits.  I guess the Suel Empire is not so forgotten after all!

One Man's God: The Demons

The nature of these articles did not include demons or even demonic creatures. They were very focused on the Gods themselves.  For demons that fit into this pantheon, I would suggest we go back to the source, the Monster Manual.  Here are the demons of this pantheon.  

Of the ones mentioned above, I think Orcus, Pazuzu, and Yeenoughu are the obvious choices.  

The Demihuman Mythos from the D&DG is another good source.  The Oerth gods though do have their own "devil" in the form of Tharizdûn.  He is a god, or was, or still is, but a fallen one. 

The Suel were a people of such xenophobia that any non-lawful god, godling, or monster would have been considered a demon. The Suel in fact would have more in common with devils and the 4e lost empire of Bael Turath.  In fact there could even be a link between Bael Turath and the Suel Empire.

In my own games, the Suel Empire were still the xenophobic dicks they always are, but they also had a special hatred for demons. The great artifact sword "Demonbane" was of Suel manufacture.

There is always more to hear about the World of Greyhawk and the Suel. Sadly one of the voices is now no more.   Gonna miss you Len!

NIGHT SHIFT: Game Design, GM's Screens and Amazon

Quick one today.  My NIGHT SHIFT Co-designer and the main author, Jason Vey, has been posting about some of the game design choices we made in NIGHT SHIFT and why we wanted to stick with an old-school feel instead of creating a new system.

You can read his thought over on his blog for Elf Lair Games.

Night Shift books
For my part, I agree with Jason.  I have played around with dozens of systems for my two Night Worlds; "Generation HEX" and "Ordinary World." 
Long time readers here will recall a time when Generation HEX was part of my magic-school project which had a lot of homes and even spent some time as a "D&D" world.  The great thing with these rules I can STILL do that.
Ordinary World began as a Cinematic Unisystem idea, morphed over to Mutants & Masterminds, and even spent some time as a BESM 3.0 idea.  I enjoyed all these forms of the setting, but none gave me what I wanted.  So one night during a huge snowstorm where I was stuck in traffic for over 2 and a half hours I came up with a new system for OW.  I thought it was great. I half-jokingly referred to as the Power of Three System since it only had three attributes.  But as I worked on it it became obvious to me at least all I was doing was creating the bastard child of BESM/Tri-Stat and Unisystem.

The points Jason makes in his posts are salient here.  Going back to a well-known system at least for me has solved a number of problems. 

New GMs Screen & Amazon

Jason just released the new GM screen on DriveThruRPG.  Grab these for your Portrait style screens.

NIGHT SHIFT GMs Screens, front
NIGHT SHIFT GMs Screens, back

Also, you can now get hardcover versions of NIGHT SHIFT from Amazon.

You can still get your hardcover and the special edition, numbered, hardcover from the Elf Lair Games store.

Can't wait to share more with you!

NIGHT SHIFT Links

Current Works In Progress: Basic Bestiary & High Witchcraft

Work has me really busy right now, so I have been slow on getting new material out.  Either in book form or for this blog (except for Halloween).  But I wanted to give an update on what I am working on now.

I recently went through all my research notes, books, and files.  This has been a good thing and something I like to do every so often to keep me grounded in what sort of game I want.  It is far, far too easy in game design to drift away from your core principles into something else.  One example of this power-creep in games, though there are other reasons for power-creep too.  The other is scope-creep and that is when a project gets too unwieldy and becomes much larger than intended. 

Both types have hit my latest two works in progress, so I have been taking a step back to see what I really have.

Basic Bestiary

This is the "Big" project that has my focus now.  The project began with collecting all the monsters from all my witch books, plus all the monsters for Monstrous Mondays, and additional ones I have but have not published.  Once I pull them all together I had over 220 pages with 300 or so monsters with no art (yet).  For me that felt like a "good size" but I got to thinking.  Even if I edit them all and standardize them all, which is no small amount of work, these are all essentially "re-runs" material people have already seen and in some cases paid for.   That didn't feel right to me.  So I started adding more (power and scope creep!) and that is where the issues began.

For starters, I publish most for Basic-era (B/X, BECMI, OSE, LL) and Swords & Wizardry games.  Add in all the other games I post about here I have monsters in six to seven different but still largely compatible systems.  I needed to standardize my monster stat block.  You have seen it's evolution here on my blog. The current and most stable version can be seen in yesterday's Fenodyree.  Essentially a Labyrinth Lord stat block with some other information thrown in that I like to use in my games.   If you go back and look at something like the Wendigo then you can see that there are three different, similar but not the same, stat blocks.   So there is that process now going on.  Some stat blocks like S&W and OSE are great, but far too minimal for me. 

Also since the hardcover of The Craft of the Wise went over so well I decided that the Basic Bestiary needed softcover (Basic) and hardcover (Advanced) options.  Here are the covers as they sit now.  These very likely will change again.

Basic Bestiary cover, version 1 Basic Bestiary cover, version 2
For these covers, I made two changes.  First I switched to Goya's "The Witches' Sabbath" to reflect the feel that this book is mostly witch related monsters.  It also fits better with the quote I use in the Preface, "El sueño de la razón produce monstruos." or "The sleep of reason produces monsters."
I am also going with my own compatibility logos on these since they really have gone beyond one system or the other.  They are still largely "Basic" in nature, but as you can see from my stat blocks they have a little bit of everything in the OGC. 
Switching from Fuseli to Goya also was an outward sign of another issue.   I had WAY too many demons.  Not just demons, but devils and all sorts of fiends.  I also had my own demonic families of Baalserph, Lilim, Eodemons, Calabim, and Shedim.  I mean you can't do as much reading, researching, and writing about witches like I do and not collect some demons.    There really was only one solution.
Split them into two books. 
This actually works well since in my discussions with people there are decidedly two camps. The ones that use demons in basic-era games and those who don't.   This gives both groups buying options.
Basic Bestiary II, Basic coverBasic Bestiary II, Advanced cover
Regardless of whether you buy the "Basic" softcover or the "Advanced" hardcover, the material inside will be the same.  The Basic Bestiary I will be heavy on undead, vampires, fey, hags, and other witch-related monsters.   The Basic Bestiary II will cover demons, devils, and all sorts of fiends.
Right now there is no projected publication dates.  BUT I want to get BBI out and follow up with BBII maybe three or six months later.
Between those two I will also publish my "Last Witch Book,"  The High Secret Order Witchcraft book.

Going back to Rosetti for this one, a perennial favorite of mine.  The piece is "Astarte Syriaca" which harkens back to the first witch coven I ever wrote, the Coven of Astártē Queen of Heaven.
All three books (five covers) will be under my "Basic-Era Compatible" banner to indicate greater compatibility with each other and my desire to use what I consider the best or best of all the systems along with my own additions. Compatibility is key, but innovation is the driving goal here. 
The weakest link right now is The Secret Order book.  I have a ton of material and none of it put together the way I want yet.

Personally, I am really excited about all of these. 

Monstrous Mondays: Fenodyree

Working through some notes for my two current projects; The High Witchcraft Tradition and the Basic Bestiary.  One of the things is to move around some content.  Items, mostly monsters, that I had considered for the High Witchcraft book are now moving over to the Basic Bestiary.  Some notes I had written for witches, in general, are also moving over the Basic Bestiary. This one of those.

There are a lot of Celtic creatures in mythology and many have similar-sounding names and others have different names in different locales.  The Fenodyree from the Ilse of Man might be the same creature as the Brownie or the Woodwose. Or it might not.  

fenodyreeFenodyree
Small Fey
Frequency: Very Rare
Number Appearing: 1 (1)
Alignment:
Neutral [Chaotic Neutral]
Movement: 60' (20') [6"]
Armor Class: 6 [13]
Hit Dice: 1d8* (5 hp)
Attacks: 1 harvest scythe
Damage: 1d6
Special: double damaged by cold iron, invisibility, teleport
Size: Small
Save: Elf 1
Morale: 6 
Treasure Hoard Class:
None
XP: 23

The Fenodyree are small fey that at first appear to be some sort of fur brown creature. They are very hairy small man-like creatures that appear like a brownie, woodwose, or even a small satyr.  Their long brown hair covers their entire body.  If they are wearing clothes, no one has been able to tell.

Like many solitary faeries, the fenodyree are very shy around humans, or anyone larger than a halfling. They are on decent terms with gnomes but do not make a habit of socializing with them.

The fenodyree lives to mow.  They love nothing more than to be able to use their miniature harvest scythe and cut grass, wheat, barley, or any grain ready to harvest.  Often they will harvest all the grain of a family in need, especially widows with young children. Like many fey, an offering should be left out for them. Fenodyree are fond of whiskey and rye. Also like most fey, they will disappear if spotted. If by turning invisible or by teleporting away.  They can use either power at will or once per day respectively.

They prefer never to attack but will do so to protect their lives. They will teleport away at the first sign of trouble. 

Plays Well With Others: Kids Games, Dark Places & Demogorgons

Last week I talked about an Other Side perennial favorite, Dark Places & Demogorgons and using it as a central feature of a generational game. Today I want expand on that idea a little more.  While this is a "Plays Well With Others" and I normally use that to talk about how the subject be used in conjunction with a lot of other, maybe unrelated, games.  Today I am going to focus exclusively on Dark Places & Demogorgons and NIGHT SHIFT: Veterans of the Supernatural Wars, but there is no reason why the same logic could not apply to say Kids on Bikes/Brooms and other modern supernatural games like Dark Streets & Darker Secrets.

Reminder: Dark Places & Demogorgons 5e is having a Kickstarter RIGHT NOW to update DP&D to the 5th edition of D&D.  Go. Pledge now and come back here. 

Playing Kids' Games

Dark Places & Demogorgns (DP&D) is fantastic. Full Stop. But, I should say a little more than that, and I have and I will. I have even dedicated other PWWO to their Cryptid Manual.

DP&D is a "Stranger Things" like game of playing kids in the 80s, early and mid-80s in particular, when the audience for this game was the age at the time their characters would be.  It is a great game that captures a time that many remember as simpler (though I also remember trying to get "online" with a 300 baud (bps) modem...nothing simple about that!) time. 

That is the main focus of the game, playing kids and 80s kids in particular.  But that is not all it can do.  It is a great game of "mild" supernatural terror.  A lot less than Call of Cthulhu, or even Chill, but greater than say Scooby-doo or Ghostbusters. For me, it is exactly the sort of shenanigans I wish I could have gotten in to.  You know, but minus all the death. 

But let's say for example you don't play DP&D (and why not?) you play something like NIGHT SHIFT that deals with more adult matters? Not R or X rated mind you or even bills and jobs, just people over 18.  What can a game like DP&D do for you?

DP&D is such a delight. It really is. I am very fond of this game and I still enjoy playing it.  On the surface it looks like DP&D and NIGHT SHIFT could be used to tell the same sorts of stories, and that is true to a degree, but that really underplays what makes both games special.  

NIGHT SHIFT covers adults in a very dangerous supernatural modern world.

Dark Places & Demogorgons covers kids in a very dangerous supernatural world of the 1980s.

Getting the Characters to Play Well With Others

It seems to be an unpopular topic among old-schoolers, but new gamers love this stuff. They want to know about their character's backstory, what they did when they were younger.  Even down to things like what their favorite foods are, who was their childhood crush, and more.  Personally, I think it is fun as hell and I love that these newer players have so much excitement for their characters and games.

But how can an old guy like me do that and still stay true to my own roots?

Easy.  Take my characters and play them as kids.  There are a few ways to make this work.

The Flashback

This is the technique used in the Stephen King movie "It" and a couple of times on Supernatural. 

Take your NIGHT SHIFT characters and re-do them as DP&D characters.  Something I mentioned before, and it is true here as well, do not try to make a one to one correspondence between the classes. Think about yourself, what you were, and what you were doing when you were 13 vs. now.  I would not be the same "class" at all.  In fact, this is part of the fun.  What was your character back then that made them who they are now?  Were the actions of the DP&D game what made your character into who they are now?  OR, and I will admit this is a favorite, was the event so traumatic that your adult character forgot it so you have to replay it as a kid.

The forgotten flashback is a good way to build some background and then they can get XP or perk once they remember.  So in a NIGHT SHIFT based game, I'd give a character some perk from DP&D related to their "kid" class.  Nothing to unbalance the game, but certainly something to add to each character. Making them something a little "more" than they were before.

Lifespan Development

Another great option is to start as a kid in DP&D and progress to the logical end (18) and then pick up as an adult, maybe a couple of years later even, in NIGHT SHIFT.

Again, there is not a good one to one class correspondence between the games and nor would I want there to be.  A Jock (DP&D) might end up as a Veteran (NS) or even as a Chosen One (NS).  In truth, I would give any DP&D kid character some "free" levels in Survivor but allow them to keep some of the perks of their original DP&D class.  So Goths still see ghosts, Karate Kids still kick ass, and so on.  

This is the option for people that want a rich backstory for their characters, but don't want to write it, they want to live it.

Age Regression

There are also a few ways to do this one. In Star Trek: The Next Generation there was a great episode "Rascals" where Picard, Ensing Ro, Keiko O'Brein, and Guinan were transformed into pre-teens due to a "transporter accident".  Their bodies were de-aged, but their minds were the same. 

In the third season of Charmed the episode "Once Upon a Time" did it the other way around; the cast stayed in their own adult bodies but their minds were like children.  They needed to do this because only children can see fairies.   In this case, it was a spell and this also makes it more useful for your NIGHT SHIFT game.  Your character stays the same, but not your mental attributes are DP&D.

Alternate Reality

Finally, one I have been using a lot lately is an alternate reality/timeline.  In this one the characters are children.  It's not necessarily the same character, but certainly the same character in a different situation. 

Case in point I run a "Sunny Valley, OH" game is an alternate version of my Buffy RPG.  Same characters (mostly) but the differences are the characters are all younger than they were in the show/RPG, they are set in the ironically names Sunny Valley, Ohio instead of Sunnydale, CA, and it is set in DP&D's proper 1980s instead of the late 1990s/early 2000s.

Pulling it Together: The Characters

One of my better examples and I have a few, would be my versions of Willow and Tara for both NIGHT SHIFT (my "The Dragon and the Phoenix" timeline) and DP&D (my "Sunny Valley, OH" timeline).

This split allows me to different things, have different sorts of adventures, tell different sorts of stories. 


Can I do this all in one system? Of course. Especially for a game like NIGHT SHIFT.  BUT changing the system allows me to do two things. It allows me to give the different times/ages a different feel via the system.  Do I feel the same way now as I did in the 1980s? No. Do I do things the same way? No.  The mechanics are a good way to reflect it. 

It also allows me to force the players to feel the experience as being different.  ESPECIALLY if it is a game that is similar but slightly different. Like NIGHT SHIFT and DP&D are.  Combat is largely the same for example, but saves are different. Skills are different.  This difference helps mimic the feel of being younger and not always knowing what to do or how to do it. 

I have always said a "rising tide raises all ships."  Other designers/games are not my competitors, they are my colleagues. Playing games from other designers gives me new insights into my own games. 

For more details and examples I am providing some links below to other posts.

And don't forget the Kickstarter!

Dark Places & Demogorgons

Sunny Valley, OH

NIGHT SHIFT Veterans of the Supernatural Wars





One Man's God: Finnish Mythos

Suomi Neito the Maiden of Finland"Suomi Neito" the Maiden of Finland.
She is in the shape of Finland.

Seems like a good day to talk about fallen gods and demons.  We are also getting into mythos I know less and less about. So let's begin our tour in a country I have always liked, Finnland.
I don't think it is too much to say that the myths and characters presented in the Deities & Demigods for Finnland are largely, if not exclusively taken from the Finnish national epic, The Kalevala.  I have a copy of the audio-book I had been meaning to listen to before this, but since I no longer drive to work it has been taking a bit longer to get through my backlist.   I have had some exposure to the myths in comparative mythology books and of course, every D&D gamers knows that Gary Gygax was also a big fan of these stories.
The Mythos of the Finnish people are maybe some of the most relatable to long time D&D players since so much of them have been adopted into D&D proper.  Goddess Loviatar and Mielikki have been adopted wholesale into the Forgotten Realms campaign and remained unchanged from the D&DG counterparts. Mordenkainen sounds like he could have been a traveling companion to Vainamoinen and Lemminkainen.  Let's also not forget the Louhi, the Witch Queen of Pohjola is also an alternate name/guise for Tasha/Iggwilv.  
It is hard to say if the Finnish Mythos have a more D&D feel to them because of how they are presented in the D&DG OR is because so much of D&D has strands of Finnish/Kalevala DNA in it.  Those ties only got deeper as the development of D&D from the early 70s to the 80s went on.  So it would then reason that any Finnish "demons" would convert over to AD&D demons fairly well.  
Except there is one little problem.
There are no monsters listed in the D&DG Finnish mythos that could even be considered demonic, with maybe one exception.  The mythos are filled with Gods, but they are more background to the stories of the heroes.  The Kalevala is a Heroic epic.  So it has more akin with the stories of Gilgamesh and Heracles than it does with say the neighboring Norse myths which tend to be more about the exploits of the Gods.
So let's look at what we have and expand it out.
Page from the D&DG featuring Louhi, Loviatar and MielikkiLouhi, Loviatar and MielikkiLoviatar/LouhiThere is not a single male D&D player aged 40 and up that doesn't know Loviatar from the D&DG. Expand that outward and there isn't a single Forgotten Realms player of any age that doesn't know Loviatar.  She is the beautiful, cold, and strikingly topless, Goddess of Pain.  She is the intersection of D&D Dungeon Masters and S&M Dungeon Masters. she has been sexed up and everyone knows her.
Or do they?
In the Kalevala Loviatar is the blind daughter of Tuoni/Tuonetar.  The part about the cold wind blowing is spot on, but she is also the mother of the Nine Diseases.  Back in my AD&D witch playtests (late 80s) I had a witch of Loviatar who specialized in disease spells. So I do recall reading that much then in this comparative mythology book. 
There is also some conjecture that in the earliest tales Loviatar and Louhi were the same characters. Called Louhi in some areas and Loviatar in others. Though I think you would have trouble telling a Forgotten Realms fan that their Maiden of Pain is an ancient wrinkled crone. 
At one point I wanted to stat out the nine sons (or in my mind, eight sons and one daughter) of Loviatar as demon-like monsters.  But I never got it to come together in a way I liked.  I may try again after reading the Kalevala. 
If Loviatar went in one direction, Louhi went in the opposite.   Loviatar might be more popular with the D&D crowd, but it is Louhi who is more well known.  A lot can be said about Louhi and maybe one day I'll devote some more time to her. We do know that she was the model/alternate name for Tasha/Iggwilv. Which brings up an interesting idea. We know she has a son and she is the main antagonist of the Kalevala, though she also sometimes helps the heroes.  
Side note: I am sorry, the whole time writing this I keep hearing "Bring me the Sampo!" from the 1959 movie "The Sampo" or better known here in the US and to MST3k fans as "The Day the Earth Froze."  It has been my tradition to watch an MST3k movie while decorating for Christmas ever since I first saw this one. 
I do find one thing about the whole Louhi/Iggwilv connection interesting.  You have a Finnish girl (Louhi) essentially kidnapped and raised by a Russian witch, Baba Yaga.  Allegorical of the Russian occupation of Finnland from 1809 to 1917? Maybe.  OH! here is an idea.  The PCs need something from Iggwilv's past BUT her past is in Russia and Finnland during the Victorian era.  Would give me a chance to play some Ghosts of Albion.  It would work well since the "Suomi Neito" or the Maiden of Finland is a concept similar to "Britannia" or "Éire / Ériu" and what the Protectors are. 
In the D&DG Louhi has 45 total levels of spell casting, she is certainly a very powerful character. She stole the sun and the moon for example. 
Edvard Isto The AttackEdvard Isto "The Attack" 
The eagle of Russia attacks the Maiden of Finland.
Again her shape is the shape of the country.
Hiisi and LempoThe closest thing we have to a demon is Hiisi the God of Evil.  I say closest, but the entry in the D&DG does not lend itself to being a demon.  Sure he is Chaotic Evil, but he seems to be more human or at least a giant. 
When doing my research I found that much like "The Devil" and "devils" Hiisi is both the name of a god of evil, evil beings in general and the place name where these beings are found.
We know from the D&DG that no evil creature can cause Hiisi damage.  Could it be that these evil creatures are his?   The plural of hiisi is hiidet. It usually translates to "malicious creature " or even demon.
HiidetFREQUENCY:  Very RareNO.  APPEARING:  1 (1-3)ARMOR CLASS: 5MOVE:  12"/24"HIT DICE:  10+30 (60 hp)%  IN  LAIR:  95%TREASURE  TYPE:  Nil, SpecialNO.  OF  ATTACKS:  2 fists or 1 weaponDAMAGE/ATTACK:  2d6 x2 or 2d8SPECIAL  ATTACKS:  NoneSPECIAL  DEFENSES:  +1 or better weapon to hit, hide 90%, Immune to cold and fireMAGIC  RESISTANCE:  10%INTELLIGENCE:  Animal (savage)ALIGNMENT:  Chaotic  EvilSIZE:  L  (12' to 18' tall)PSIONIC ABILITY:  Nil
Hiidet are often confused with hill giants, ogres, and trolls.  Each one is unique in that it takes on the coloration and form best suited to its chosen lair.  A Hiidet of the stoney mountains will appear to made of stone with moss-like hair.  One living in the forests will have brownish or greenish skin and leaf-like hair.  This camouflage is part of their demonic heritage and is set once they find a lair to settle in.  It does not change though as they move around.  It does confer a 90% chance that they will remain unseen in their lairs. 
Hiidet attack with their fists or a weapon. They are immune to the environmental effects of cold and are immune to both fire and cold effects including magic and dragon breath.
Hiidet are something of a cross-species between elementals, giants, and demons.  They are quick to anger and will lash out at anyone invading their lands, but they are also cowards who will avoid attacking large parties.  Their lairs are natural areas such as caves, or holes in the ground that would fit them.  They keep nothing of value, preferring to eat their victim whole.  Every so often though a rare magical item will be found in their lairs (10%). 
Lempo is a similar case.  There was a god (sometimes goddess), Lempo, of love, but of the irrationality of love that causes people to make bad decisions.  Lempo seems similar to the god Pan in many respects including his "demonization" by Christians.  Another character, Paha, is also mentioned. 
LempoFREQUENCY:  Very RareNO.  APPEARING:  1ARMOR CLASS: -1 or 9MOVE:  24"/48"HIT DICE:  6+6 (42 hp)%  IN  LAIR:  0%TREASURE  TYPE:  NilNO.  OF  ATTACKS:  NADAMAGE/ATTACK:  NASPECIAL  ATTACKS:  Cause chaosSPECIAL  DEFENSES:  +1 or better weapon to hit, invisibleMAGIC  RESISTANCE:  25%INTELLIGENCE:  AverageALIGNMENT:  Chaotic  Evil (Chaotic Neutral)SIZE:  L  (12' to 18' tall)PSIONIC ABILITY:  Nil
Lempo are nature and fertility spirits that have been corrupted by evil.  Their former function was to ensure fertility and crop growth, they became corrupted and now sow lasciviousness and chaotic behavior.  They cause faithful couples to stray and young people to behave in an erratic manner.
As spirits, they have no physical presence in the world. Though any weapon that can target ethereal creatures can strike them (AC -1).  Likewise they have no physical attacks save their corrupting influence.  The tactic of a lempo is to rest on the roof of a home to cause all inside to come under it's influence. Characters and creatures under 4 HD have no save and act in a chaotic manner.  Creatures 4hd and above are allowed a save vs. spells.
A priest of 4th level and higher can see the lempo, it appears as a humanoid shape (male or female) with a crow's head, feet, and wings.  The priest can "turn" this creature as if it were a wriath.  A result of T means the lempo has fled but is not destroyed.  A result of "D" means the lempo has been forced out of the spirit realm into the physical.  Here it may be attacked with magic weapons (AC 9), but it has no attacks to counter. 
If the lempo has fled or has caused enough damage in one village it will move on to the next one.
Lempo–Hiisi is also a trans-Neptunian trinary object along with Paha. Like many of these planetoids, they are named for creatures and characters from the underground, afterlife, and chthonic gods/creatures. 
Depending on your read, Hiisi, Lempo, and Paha could be three unique characters or one with two lesser cohorts, or the name of all such creatures.  
Finnish MaidenI have mentioned her a few times above, but the personification of Finland is the Finish Maiden.  I am not sure if there is any relation between them and Ukko's Air Maidens from the D&DG, but it does seem like there could be a thread connecting them.
"Suomi Neito" the Maiden of Finland with map of FinlandFinland and her maiden
She joins the others from nearby lands, Lady of the Mountains (Iceland). Ola Nordmann (Norway), Holger the Dane (Denmark), and Mother Svea (Sweden).
My feeling is there is a lot more to these myths and stories and like always the D&DG is just scratching the surface.  Again, this is not a bad thing.  The D&DG is not a textbook on mythology. 
ETA: I am also submitting this as part of November's RPG Blog Carnival.



Space Age Slap Jack and the Lords of Faerie

space age slap jack card deckA few months back I was digging through a bunch of old notes.  We were cleaning up my game room and as typical of me, I took the opportunity to reorganize my accumulated notes. 

One of the things I found was some hand-written notes on various personages from my games.  A couple that had a very strange genesis and how I worked around to get them to where I have them now.  Vague? Yeah. But let me start at the beginning and work my way back up.

Let's go back to Christmas 1982.  I was full-on in my Star Wars fandom.  I had seen Star Wars and Empire Strikes Back a couple of times. I had read everything I could my hands on about Star Wars and I was hungry for more.  Also at this time, I was really getting into D&D. My introduction three years prior and my gift of the Basic and Expert Sets had kept me going for a long, long time.  Anyway Christmas. We would always go to my mom's sister's house for Christmas eve or close to that. Here we would get small gifts.  Nothing huge, my mom had a big family, and getting something for everyone was expensive.

This year (and I don't remember many other gifts we got to be honest) I got something that was very strange to me.  I got a deck of Slap Jack cards.  I thought it was an odd gift really, I was 13 and this was a game for little kids. But this set was different.  At least my Aunt or whoever bought it knew of my love of Star Wars and this was a "Space Age Slap Jack."

Space Age Slap Jack. Cards laid out

While I might have played it as RAW once or twice that Christmas, that is not why I grew to enjoy this set. It was the art and the overall concept.

Jack, The Lord of Aggression was an obvious Dollar Store Darth Vader.  He may have been the "star" but he was also the least interesting.  There were cards named "Interstellar Demon" and "Guardian of the Oathbreakers" and "Orbital Guardians."  The art is not fantastic, but it is very compelling.

But it was the Queen of Goodness that captured my attention.

Queen of Goodness from Space Age Slap Jack

She was a Queen. She had a glowing sword. Not a "lightsaber" a glowing sword. And she looked profoundly sad to me. I wanted to know more about this deck, the story it was trying to tell me. But what was it? It was 1982, there was no Internet, BitNet was still new and no one had access to it. So I did what I always do.  I made a story up.

jack lord of aggression cards

In a way, these cards became an ersatz tarot deck.  I would deal out the cards and whatever came up I created a narrative in my mind.   Jack was what I'd call today a Warlock. He was the great traitor of the Galactic Peace. The Queen was the young ruler of the Galaxy, now in charge after the untimely death of her father the old King.  She ruled, but Jack strove to take it away from her.  In this tale, my Galaxy had both high tech and old magic. If this sounds familiar, then yes I have adopted some of these broad strokes for my BlackStar game.

I don't think I ever wrote any of this down. The material I found was recycling some years later. 

Fast-forward a couple of years. Now I am in my hardcore AD&D phase.  While I had been listening to music my whole life I was actually "listening" to the music instead of just "hearing" it as my late brother Mike would tell me.  One of the albums (tapes really) that also captured my imagination was Led Zeppelin's Four, or IV.   The song "Battle of Evermore" on side A, right before "Stairway to Heaven" grabbed a hold of my imagination with its epic Tolkienesqe imagery. But what really grabbed me more than anything were the haunting vocals of Sandy Denny.  I found the voice of my Queen.

But by this time I had moved my sci-fi fandom and my fantasy fandom further apart. Another little tidbit. While listening to the Battle of Evermore for the first time I misheard the lyrics (as we often did in the 80s).  The lyrics go:

Queen of Light took her bow
And then she turned to go,
The Prince of Peace embraced the gloom
And walked the night alone.

But I heard: Queen of Lies and Prince of Beasts.  These names took over the meta-story of the Queen of Goodness and the Lord of Aggression, but of course, they had changed a little.  The Queen of Lies was the Queen not because of lying, but because of the only lie she ever told, a lie that caused the death of her father (remember she was sad).  The Prince of Beasts, the former Lord of Aggression was also changed into a character that was aggressive, but not due to evil, but because he was protecting the wild spaces he lived. He became more of a Beorn-like character. Their stories are linked. And don't get me started on the Angels of Avalon or the Dragon of Darkness. Though my Orange Dragon from the Pumpkin Spice Witch certainly fits that.

The Queen of Lies and the Pince of Beasts eventually became something akin to faerie lords in my games. Both are sad figures and represent the melancholia of certain heroes in various tales.

The Tale of the Queen of Lies and Prince of Beasts

A long time ago a Faerie King had a beautiful daughter. Her mother had been human and died in childbirth.  The King, being a wise King, did not blame the girl as other monarchs might have, and instead of bemoaning the lack of a son he raise his beautiful, but sad daughter to be ready to rule in his place one day.

The King's lands were beset by all sorts of beasts so much so that his Kingdom and the surrounding lands became known as the Wild.  While the King loved his daughter, his people did not. In their minds, she was the cause of her mother's death and the reason the King would not remarry to have sons.  Over time the King's advisors suggested he marry her to the local Lord who had control over all the wild beasts.  The King saw the wisdom of this and prepared the marriage.  His daughter however did not want to marry the Prince, whom she felt was an uncouth savage, even if he was a Faerie Lord.

On the night before the wedding, there was a great feast. The daughter though, not being able to stand it any longer, broke hospitality and claimed she was already betrothed to another.  When it was discovered that the girl had done something no other fey in the kingdom could do. She had lied, but no one knew this or suspected it. 

The Prince, insulted waged war on the Kingdom. The war lasted for what felt like forever. Until a fateful day when the Prince was ready to kill the defeated King did his daughter admit her wrongdoing. 

The Prince, realizing his war was built on a falsehood, left the Kingdom and was never seen by it's inhabitants again, though he could be seen roaming the wilder places of the lands.  The princess, shamed, sat by her father's side. He forgave her and within a few nights had died from his wounds.  The girl, being the only one of royal blood, became the Queen.  She has been ajust, if unloved Queen, but her subjects still refer to her as The Queen of Lies.  Her lands are now known as the Kingdom of Rain.

Queen of Lies
Faerie Lady
Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Lawful Neutral]
Movement: 120' (40') [12"]
Armor Class: -1 [20]
Hit Dice: 14d8+28** (91 hp)
Attacks: Sword or by spell
Damage: 1d8+4 or by spell
Special: Witch spells (13th level), damaged by magic weapons
Size: Medium
Save: Witch 14
Morale: 10
Treasure Hoard Class: NA
XP: 3,250
The Queen of Lies rules the lands known as the Kingdom of Rain. Named so for rain that always seems to be falling or threatening to fall at any moment.   She called the Queen of Lie because it was a lie that put her on the throne when her father died. 

The Queen is a beautiful, but sad and lonely Faerie ruler. She is a fair and just ruler and her people thrive, despite the weather, but they openly dislike her. She has gained the enmity of the Prince of Beasts, lord of the neighboring kingdom, an enmity that has earned her the attention of both the Erlking and the King of Goblins. While she has no interest in either suitor she knows she must choose one faithfully or the curse of rain her kingdom is under will not be lifted.

The Queen possesses her father's great Sword of Light, which provides her protection as well as magical fighting prowess. However, she prefers to use her magic when needed.  The Queen turned to sorcery and witchcraft to be able to lift her Kingdom's curse. She has not but can cast spells as a 13th level Faerie Witch.

Despite her name, the Queen never lies. She is half-human and can lie, but now she chooses not to.

Prince of Beasts
Faerie Lord
Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 240' (80') [24"]
Armor Class: 2 [17]
Hit Dice: 11d8+33** (83 hp)
Attacks: Fists or by animal type
Damage: 1d8+4 x2 or by animal type
Special: Beast form, damaged only by magic weapons, summon beasts
Size: Large
Save: Monster 11
Morale: 10
Treasure Hoard Class: NA
XP: 3,500

The Prince of Beasts is an odd fey lord in he does not like the company of other faerie lords and ladies, or faeries of any status. Instead, he prefers to spend his time in the wild running with the animals and communing with them.  

The Prince appears as a huge elf lord, standing 8' tall. He is broad and muscular. He is often mistaken for a large human or even a smaller hill giant. He wears simple animal skins though nothing can hide his regal bearing. 

Like all faerie lords he has a personal weapon, a sword, he can use. But the Prince prefers to fight with his bare hands or by transforming into any natural animal.  He can shape-shift into an animal and back 3/per day in the daylight hours.  At night he chooses a shape and sticks with it till the dawn.

He can summon any animal as per the Druid spells, Animal Summoning, they will obey his calls till the death.

The Prince of Beasts is on good terms with the various Animal Lords, but doesn't belong to their numbers. He ignores most of the Faerie Lords when he can.  He has a special enmity with theQueen of Lies, though he would rather avoid her at all costs.  He is also the enemy of the Erlking.  The Goblin King fancies himself as a rival, but the Prince does not take the Goblin King seriously.


NIGHT SHIFT Content

In NIGHT SHIFT the Lords of the Faerie continue into the modern-day.  The Queen of Lies is a real estate developer living in Seatle.  She has plans for the wild areas surrounding the Pacific Northwest.  The Prince of Beasts is a Wildlife conservationist.  Their battles are less about sword and claw and more about permits and lawsuits.  Both though are still powerful in their respective realms.

Halloween Hangover: October by the Numbers (and pictures)

Another Halloween is now part of the history books.  I am sad to see it go, but now it is time to sit back and see what I did here.


October saw a whopping 92 new posts here at The Other Side!  That beat my previous record of 72 in October of 2013.

In that time I watched 60 horror movies, with 41 one of them being first-time views.

You can see all my movies from the October Horror Movie marathon on my Pinterest board.

Follow Timothy's board October Horror Movie Challenge on Pinterest.

This translated into 74,587 hits for the month.

The Pumpkin Spice Witch was offered for free as part of DriveThruRPG's Halloween Sales. 

You can find it by going to your Wishlist (you need to be logged in),


Scrolling down and clicking on the Pumpkin,

Then it will be added to your cart for the price of a few clicks!

The promotion went so well that as of right now 1,213 were downloaded!  I also got a few sales and few dead tree versions too.  Not bad for a year-old niche product in a niche market.

In fact, it was so popular that Aubrey Spivey from the Old-School Essentials group on Facebook dressed up as a Pumpkin Spice Witch for Halloween!

I have gotten a lot of nice accolades and nice words about my books over the years. But Aubrey Spivey 's cosplay of my Pumpkin Spice Witch cover has REALLY made my Halloween ????! Thank you!

Posted by Timothy S. Brannan on Saturday, October 31, 2020
I mean really. How cool is that?
NIGHT SHIFT also did remarkably well.  I don't have the final numbers yet, but my payment for the month was great.
Stated up 12 new characters here for Night Shift and a few new monsters. 
I have a few "loose ends" and other ideas I didn't get around to posting. But don't expect this level of posting in November or December! 


October Horror Movie Challenge: The Craft Legacy (2020)

Managed to get one last one in for October 2020.  And this one is rather perfect for this week.

The Craft: Legacy (2020)

This one was released to much fanfare online on Wednesday.

The movie begins with three witches, Lourdes (Zoey Luna), Franky (Gideon Adlon), and Tabby (Lovie Simone) trying to get their magic to work.  They lament the lack of their "fourth."

Enter Lily (newcomer Cailee Spaeny) and her mother Helen (the always wonderful Michelle Monaghan) moving to a new town and home to live with Helen's new boyfriend Adam (David Duchovny) and his three sons.   

From here the movie follows the same trajectory as the first Craft movie.  This is not an accident, nor is it sloppy writing.  There are a lot callbacks to the previous movie and a lot of nods.  When this movie comes to the point of climax of the previous movie it takes a turn. 

Spoilers follow.

The coven turns against Lily, not because they are abusing their power, but because she is.  They blame her for the death of Timmy. So the other members of the coven bind her and all of their powers.  

Before Timmy's funeral, Lily learns that she was adopted and she begins to suspect that Adam is not what he says he is.  We learn that Adam is some sort of warlock himself. He takes on Helen's form to get Lily to give him her powers.  When she refuses he decides to kill her.  While fighting she manages to freeze him revealing her powers were back and the other members of her coven were there.  Together they all manage to subdue and then eliminate Adam. 

The coven reconstituted Lily is taken to an institute to meet her biological mother, Nancy Downs from the first movie.  Yes, Fairuza Balk makes a cameo as Nancy. 

So. Yeah not quite as scary as the first, but it also keeps it open for future sequels.  There is the question of Adam and what he was doing all over the world.  There was certainly a vibe of "Warlocks vs. Witches" implied here.  I was expecting more horror given this is a Blumehouse flick. 

In truth, I rather enjoyed it even with its lack of real horror.  Nice nod to the first while moving ahead on its own path.

NIGHT SHIFT Content:  My NIGHT SHIFT co-author Jason Vey also watched this movie a couple of days ago and agrees it would make for a very fun NIGHT SHIFT setting. So expect to see some more from either or both of us on this. 

Watched: 60
New: 41

And that is it. Another October Horror Challenge in the bag. 60 total movies, 41 new. I am already looking at the movies for next year.

October Horror Movie Challenge: Season of the Witch (All)

ITS HALLOWEEN!  It's a Saturday. We get an extra hour after midnight and the moon is full.  

Again, today I am going to end with some movies around the same theme; or more accurately movies with the same title.

Oh no, must be the season of the witch!

Season of the Witch (1972 or 1973)

Ok, this is a repeat from 2012, but the topic and time period was just too perfect to ignore. While this month has largely been about European Horror prior to The Exorcist, this one from Horror Master George Romero could not be ignored.  

Besides, bored housewife turns to witchcraft? Yeah, that is great stuff, to be honest.  There is still a lot of fun in this movie. A nice slice of Occult Americana. Neat little bits on Rosemary's Baby, Voodoo, ritual tools, and Tarot Cards. Even an honest to Goddess coven and ritual initiation.  If anything this movie is better with another watch. The movie even has enough sense to know when to take itself seriously and when to not.  

The new special edition Blu-Ray art makes Joan look a little scarier than she is but hey, that is fine really. 

A wonderful example of the Swinging 70s and horror prior to The Exorcist. 

New View: No
Witches: Yes
Features the Donovan Song: Yes

Halloween III: Season of the Witch (1982)

Now I remember seeing this one in the theaters. I loved the poster and thought it was really cool.  But for the life of me when rewatching it I could remember any of it.  This movie is best watched as disconnected from the rest of the Halloween/Michael Meyers franchise.  It fits in with the original vision of the franchise as separate, unrelated movies in an anthology.  Much like "Creepshow" and "American Horror Story."

The story is. Well it's dreadful, to be honest. It wasn't well liked then and it has not aged well either.  I do like the idea of the masks being haunted/possessed/curse or whatever it was they were.  Though seriously, trying to get a chip from the megaliths at Stonehenge? Yeah, not likely.  Though I would totally use a bunch of cursed masks in a game.

I think I remember why I don't recall this one as well. It's kinda dull and I might have spaced out a lot while it was on.  

New View: I am going to say No, even though I can't remember much of it.
Witches: None, but it does have Dick Warlock in it. So that is something.
Features the Donovan Song: No


Season of the Witch (2009, 2014)

Did Halloween III leave such a bad taste in everyone's mouth that this title had to wait nearly 30 years to be reused? I guess. 

My first "first time view" today and one of my last (!) new movies of the season.  Make no mistake, this one is not good. It is a little indie film from England. The actors are mostly unknowns.  Mary Blackwell travels back to her hometown of Maiden Hollow to clear out her recently deceased father's house. There is a priest who becomes obsessed with Alice (Beth Kingston) who looks like his dead wife.

Or that's what I think. There are times when the music soundtrack overwhelms the voice track. Calling this a "slow burn" is charitable. Calling it boring might be closer. 

Which is too bad, because I had hoped for some English folk horror.  The "village justice" scene at the end is the closest we ever get to that.  Actually, I felt the whole scene was overdone to be honest. 

The movie was finished in 2009 but not released till 2014.

The tag line is "Don't look behind" which makes no sense. Given how times the question is asked the tag line should be "Did You Have Breakfast?"

New View: Yes
Witches: Not really
Features the Donovan Song: No

Season of the Witch (2011)

This one is pure horror-action cheese.  I saw it when it came out but I am a little surprised in never made it into my Horror Movie Challenge till now. 

So this one has a lot of good going for it on paper. Nicholas Cage and Ron Perlman star as Teutonic Knights.  There is a girl, Anna, played by Claire Foy in her first movie role, being accused of witchcraft and they need to take her to a monastery. 

It goes about as you would suspect. Knights take the witch in a cage. She protests she isn't a witch. Crazy shit happens on the way.

It's a fun romp and Cage never fails to amuse and Ron Perlman is always fun.  The demon effects are also really good. After spend so much time in the 1970's horror it is nice to see a really scary looking monster.

In some ways this movie could be considered part of a series along with Vin Diesel's "The Last Witchhunter." There is a similar vibe to them both.

New View: No
Witches: Yes
Features the Donovan Song: Sort of. It's on the soundtrack, but it is a symphonic instrumental. 

Judgment: If your "Season of the Witch" movie does not feature the song by Donovan, then your movie is going to suck.


I started early while waiting for Trick or Treaters.  I might be able to get in one more tonight!  The new Craft movie is out now!

NIGHT SHIFT and Old-school Content:  The "Season of the Witch" is a potent concept for me. 

I used it for the name of my Willow & Tara series (essentially "Buffy, Season 8") and it is coming around again in relation to my War of the Witch Queens

Watched: 59
New: 40

Friday Night Videos: Witch Songs

It's Halloween Eve!
So I guess that makes it All Hallows Eve ... Eve. 
Whatever.  It's Friday. The moon is Full and tomorrow is my favorite Holiday of the year.  I am been building up all month to this.
Since it is also "Witch Week" let's have some Witch Music.
Of course, you know I have a playlist of witch songs!




Happy Halloween!

 

October Horror Movie Challenge: Witchcraft of the 70s

I want to get in some Witchcraft documentaries from the 70s.  These really cover what formed some of my earliest thoughts on witchcraft and the occult.

These movies are not really horror, but they good supporting movies for all the horror movies I typically watch. All these titles received an X rating when they were released but are really all pretty tame.  

An interesting note that all these films feature Alex Sanders and Maxine Sanders.

Legend of the Witches bluray coverLegend of the Witches (1970)

This is a nice weird one and It is part of a larger DVD/Blu-Collection I grabbed from Amazon.  The first part is a slow narration over scenes of the moon and sun rising and setting in glorious black & white.  It reminds me a little of the start of Aradia, Gospel of the Witches.  We get to the creation of man and we see a number of neolithic shamanistic cave paintings. 
We get to the part about witches with prerequisite naked dancing under the moon.

We get to see a witchcraft initiation, which looks a bit Gardenarian or Alexandrian (checked it is Alex Sanders, so Alexandrian). We get some history of England including the notion that William the Conqueror was the son of a Witch, and Robin Hood had a coven. This leads to a bunch of material about witches including the witch hunts. 

Different witch rituals are shown from wicca to Luciferian with copious amounts of nudity (likely the source for the X ratings) but nothing even remotely shocking really.

Secret Rites (1971)

This one starts off with a "witches orgy" and a woman being dragged to "unspeakable obscenities" but fear not! Her lover "John Goodfellow" has come to rescue her brandishing a cross and rebuke witches as if they were vampires.  The scene freezes and our narrator continues in saying that this has been the perception of witches for years.  We cut to Alex Sanders who tells us it is complete rubbish. 

This covers the initiation of a new witch into Alex's coven. As well as a very brief look at his discussion group (likely brief since there is no nudity), a Wiccan handfasting, and even a Great Rite.

The following were included on the same DVD. 

The Witch's Fiddle (1924)
A man gets a fiddle from a witch that can make anyone dance. 

Out of Step (1957)
A documentary series that covers witchcraft in this episode.  Interviewed are Margaret Murry, Gerald Gardner, and Alastair Crowley's friend, Louis Wilkinson. 

The Judgement of Albion (1968)
From Robert Wynne-Simmons, the director of Blood on Satan's Claw.  Based on the poems of William Blake. It is a trippy little flick where faeries, in the guise of young college students, still roam "A Green and Pleasant Land" amid modern troubles.  Completely experimental and yet so utterly British. 

All of these movies and shorts reveal an interesting look at Britain at the end of the 60's.  While in the US we were moving headlong into the excess of the 70s and "left-over hippie shit", England seemed to be two different places at the same time. A country aware that it is slowing down even as new prospects are on the horizon and a country whose Pagan past was just a little bit below the surface. These two are likely related to each other.

Witchcraft 70 posterWitchcraft '70 (1970)

This Italian "documentary" follows the lives of various real witches in England. I say "documentary" because it only details the most salacious elements of the neo-pagan movement in England.  It also conflates all witchcraft with satanism.  Now a few of the people they profile like Alex Sanders dabbled in "the Left-Hand Path" decades before and Anton LeVey who was a Satanist, others like Eleanor Bone and Maxine Sanders were Wiccans.  The Sanders in fact developed the Alexandrian Tradition of Wicca.  In fact, there are many times that what is depicted on screen and what the narrator is telling us is happening are complete conflict.   There is a hand-fasting between Alex and Maxine Sanders which is described as Maxine marrying the Devil in the guise of Alex.  They imply that in all of these "Satanic Weddings" that Alex, as the Devil, gets to have sex with the women first.  A lot of criticism has been laid at the feet of Alex Sanders and Alexandrian Wicca, but this is not one of them. 

Oh there is the implication too that Brazilian witches engage in incest.  If that feels like it came out of nowhere then yeah, I thought so too. In the middle of talking about proper British witchcraft we get this side trip to Brazil. 

Another unforgivable sin (if that word can be used) is that the Narrator (Alberto Bevilacqua) quotes Jacob Sprenger of the Malleus Maleficarum as an authority. 

Finnish witchcraft is shown to have a nubile nude witch submit to a cult leader as her future husband, chosen by the high priestess. 

It is all very Mondo with plenty of blood sacrifices.  There is a bit on Ted Serios and his psychic photography.  Mediums. Krishna Consciousness (which is entrapping all of America's youth!) and some more on Brazil.  Oh. and they spend some time on LaVey.  Plenty of nude women hanging around including LaVey's own daughter and future high priestess of her own sect. There are a few scenes in the LaVey piece that I am sure got in front of some of the artists of White Dwarf

And it ends with Cryonics, or the freezing your body after death.  Cause why not.  Even the start of the 70s was weird.  I guess their issue was the artificial extension of life. 
It feels like some Christian scare tract/documentary.  Better watch out those English witches will get you!

It has an X rating, but there is nothing here that I have not seen in a "TV-MA" series on Amazon or Netflix. 

Reading other reviews online I just watched the Italian version "Angeli Bianchi... Angeli Neri" (White Angel ...Black Angel), not the redubbed, re-edited "American" version. 

NIGHT SHIFT and Old-school Content:  A few notes.

I have had this game idea for a while now, Spirit of '76, that takes place in the summer of 1976.  It has a solid Americana feel to it and it is inspired as much by movies like "Smokey and the Bandit" and "Convoy" as it is "The Omen" and "It's Alive".  But this got me thinking of a similar idea, only maybe set in England during the end of the 60s, 1968 to 1972 in particular.  Something very Mod but with horror and supernatural elements.   I'd love to set it in London. 

Watched: 55
New: 39


Willow & Tara: NIGHT SHIFT Veterans of the Supernatural Wars

It was really only a matter of time before I got around to posting this. 

One of my personal goals with NIGHT SHIFT was to be able to create any character, any situation, I could think of.  While I have dozens of characters I have created for NIGHT SHIFT I am only posting a few to show off the capabilities of the system.  Since we are getting to the end of Witch Week, this is a must post.

Following up on my 2018 Update of my witches I had them coming out of retirement to battle a bloated orange monster.   Looking over my recent posts of both NIGHT SHIFT characters and Baba Yaga from a couple nights ago, I wonder if maybe there is something else going on.  

What if Baba Yaga was targeting the girls of the Wayward Sisters so Jodie and Donna seek out the help of Rowena (who can't help them because she is in Hell) but instead gets them in touch with Charlie, who in turn leads them to Willow and Tara.   Feels like it could be a part of my War of the Witch Queens campaign set in modern times.  It would be appropriate.  I'd just have to figure out how to also work in the Charmed Ones!  

Why go through all that effort? Well to be honest it would take something this big to pull Willow & Tara out of their comfortable retirement. I honestly have not used these characters in anything of my home games in years. Baba Yaga, especially how I am thinking of revisioning her? Yeah. That is big.
Maybe that is one of the reasons the War of the Witch Queens starts, Baba Yaga is on some other world now. 

I digress.  Here are Willow and Tara in their 2020 versions.

Tara Rosenberg-Maclay
11th level Witch, Human

Strength: 12 (0)
Dexterity: 9 (0) 
Constitution: 12 (0)
Intelligence: 16 (+2) s
Wisdom: 18 (+3) P
Charisma: 16 (+2) s

HP: 34 (11d4)
AC: 9
Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +2  Ranged bonus: +2
Saves: +5 to spells and magical effects

Special Abilities: Arcana, Casting 105%, Telekinesis, Arcane bond (Willow), Innate Magic (Cure), Telepathic Transfer

Skills: Dance (Dex), Literature (Int), Research (Int), Theology (Int), Beast Whisperer (Wis)

Languages: English, Latin, Greek, Gaelic, 

Spells

1: Bless, Cure Light Wounds*,  Dancing Lights, Detect Evil
2: ESP, Locate Object, Produce Flame, Protection from Evil
3: Clairvoyance, Dispel Magic, Fly, Protection from Evil 10'
4: Cure Serious Wounds*, Dimensional Anchor, Restoration
5: Heal, Contact Higher Plane
6: Enchant Item


Willow Rosenberg-Maclay
12th level Witch, Human

Strength: 9 (0)
Dexterity: 11 (0) 
Constitution: 11 (0)
Intelligence: 18 (+3) P
Wisdom: 16 (+2) s
Charisma: 17 (+2) s

HP: 32 (11d4+2)
AC: 9
Fate Points: 1d10

Check Bonus (P/S/T): +6/+4/+2
Melee bonus: +2  Ranged bonus: +2
Saves: +5 to spells and magical effects

Special Abilities: Arcana, Casting 110%, Telekinesis, Arcane Bond (Tara), Enhanced Senses, Telepathic Transfer

Skills: Computers (Int) x2, Science (Int), Research (Int), Theology/Mythology (Int)

Languages: English, Latin, Greek, Hebrew

Spells

1: Chill Ray, Detect Evil, Detect Magic, Magic Missile
2: ESP, Invisibility, Produce Flame, Protection from Evil
3: Clairvoyance, Fly, Remove Blindness/Deafness, Speak w/ Dead
4: Arcane Eye, Daylight, Produce fire
5: Commune, Dispel Evil, Raise Dead
6: anti-magic Shell, Enchant Item

Yes. I can see these versions working out great, to be honest.  In fact, these versions feel just as "right" as the WitchCraft RPG versions and the official ones in the Buffy RPG (which I worked on anyway).  Looking over them again I maybe should have given them an extra level each.  They are retired, but I am certain they still managed to stay busy.


NIGHT SHIFT Characters

5e Witch Project: Witchcraft: Magic of Hereva (5e)

This one is a last-minute find.  I am going to have more to say on all my 5e reviews and how they might work together.  But for now, let's look at this one on its own merits. 

Witchcraft: Magic of Hereva (5e)
From Xacur

This one caught my eye with its very striking art. Downloaded and the art continues throughout the book and the layout and design are top-notch.  I do want to get into detail about the art, more so than other products I have reviewed, but first I want to talk about the 5e content.

The PDF is 121 pages for $13.00.  That might sound like a lot, but given my guidelines of 10 cents per page that is only a buck more.  So that is fine.  You also get a mobile version for your phone or tablet.

This looks like the first OGL book for this author, prior to this they have had some DMsGuild Titles. 

This witch appears to be based on the Web Comic "Pepper & Carrot" which helps explain the art. Again, more details on that in a bit.  But for playing purposes this is part class and part world guide. The world of Hereva to be precise. 

The Witch Class

The witch class presented in this PDF is a full 20 level caster.  They do get spells up the the 9th level, but they do not have the normal spell progression as say Wizards or Clerics. They have known Cantrips (max 4) and known spells (max 15). It is the same as the warlock, without the Invocations. They do get Spell Research starting at 11th level and something called Rea ("Reality") Points starting at 1st. Rea points to power your spells.   Doing some quick mental calculations this means that there are many spells that will tap out your Res points quickly.  This makes this spellcaster a bit underpowered compared to others. They do have some other powers though.

I supposed here it should be noted that this is not a generic Witch class, but rather a Witch of Hereva. 

This witch gets 1d8 hp per level and is a Charisma-based spellcaster.   You do get familiars, and they have a mechanical benefit to the characters.  

Witches of Hereva's archetypes or subclasses are known as Houses. A nice change from the others I have reviewed all month.  You get your House at 2nd level.  

These witches also can brew potions (3rd level) and get Broom riding at 5th level. 

There are six Witchcraft Houses. Each provides an additional list of spells and powers. Each also has its own special niche to cover in the world. 

There is a chapter on Player's Options. This includes a number of backgrounds. Most are specific to this world, but all can be altered as needed and easily done.  There are some Feats as well that fit both the world and the witch in general. 

The magic chapter has the witches' spell lists as well as 43 new spells. It also 74 new magic items for witches. Making this chapter a step above many of the other witch classes I have reviewed all month long. 

There are also two Appendices. The first covers Familiars. The second monsters. Both feature creatures that are unique to this world. 

We end with some art credits and the OGL.

The Art and Artist

I grabbed this product because of the art. It has a cool "Kiki's Delivery Service" vibe about it and that is something I have been wanting to play lately. I thought this might be the product to do that, but I was prepared to like it anyway if it wasn't.  

Since this is based on a webcomic I thought I should check it out. After all, the art here is fantastic.  The webcomic is "Pepper & Carrot", Pepper is the witch and Carrot is her cat familiar. It is created by David Revoy.  You can find him at davidrevoy.com and the comic at peppercarrot.com.

It was here I discovered that Revoy releases his comic into the public free as Open Source!  I mean wow. The comic is supported by his Patreon who charges per comic released. That is seriously cool. The comic looks fantastic and I am going to have to start reading it.   I went to his story to see if there was a paper/dead tree version of his comics, there are, and to see if there was a paper or even PDF version of this D&D 5 supplement.  There wasn't.  Ok, no big. Did some digging.

So according to this post the Witchcraft: Magic of Hereva (5e) was a Kickstarter project (again, no big deal) BUT the comic creator didn't know anything about it. He was not consulted or asked.  Now that all seems to be fine with Revoy, he released the comic as Open Source after all, so it fits with his overall philosophy.  There is a bit about how any new art created will be released back into the public domain via Creative Commons. That sounds nice and Revoy seems to take that as good enough.   The author of this game supplement Xacur did in fact do that.  But it was only two pieces of new art; a broom and a wand.  The Kickstarter for this PDF raised a little over $3,100.00.  You would think that most of that money would go for art, as typical for a Kickstarter, but all of the art was free/open source.

I can't help but think that this PDF adheres to the letter of Revoy's Open source philosophy while violating the spirit of it.  No mistake, the class is fun and the spells and magic items are very nice, but I was drawn to this product based on the art and style. That all belongs to someone else's vision.   Strip away what started with David Revoy and what is left?  Well. Mostly an underpowered warlock with some powers I have seen in various "Hedge Witch" products.  I mean the author didn't even have the decency to list Revoy as the artist on the DriveThruRPG page. Note: He is listed on the supplements for this class. 

Is this a playable class? Yes.  Is this a fun playable class? Absolutely.
Could have Xancur created this class without the influence of the webcomic? I don't think so.

But there is something here that I feel is a bit distasteful. I know that David Revoy is likely ok with all of this. But it feels a little off to me. 

Here are the links to David Revoy's sites.

In the end, you have to decide if this product is the one for you. 


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