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October Horror Movie Challenge: From Beyond (1986) & Banshee Chapter (2013)

The Other Side -

From Beyond (1986) might have been the very first Lovecraft-based movie I ever saw.  I remember having the poster of it hanging in my room until I went off to college and then my brother had it in his room.  I was pleased to also find a new movie based on the same Lovecraft short story and this film.

From Beyond (1986)From Beyond (1986)

I have been re-watching Star Trek: Enterprise, so I have been getting a fairly constant dose of Jeffrey Combs, but he looks so damn young here.  Incidentally, the doors in the psych ward make the same noise as the doors on classic Trek. 

This movie reunites Combs with Barbara Crampton, director Stuart Gordon, and producer Brian Yuzna.  Gordon wanted a core set of actors he could work with to do a bunch of Lovecraft's stories.  It's didn't quite turn out that way, which is too bad really.  Crampton and Combs have great on-screen chemistry; especially considering they have no scenes where they are "romantically" linked.  This is also the best of the batch of the Lovecraft movies.  Having Barbara Crampton as Dr. Katherine McMichaels, a strong woman as a Lovecraft protagonist is fantastic.   Combs does a great job as Tillinghast and you never once think of him as West from Re-Animator.  Ted Sorel was also fantastic as the mad Dr. Edward Pretorius. 

The movie holds up really well. The only things that seem "dated" in it are the hairstyles and technology.   Even many of the special effects are still great. 

I think I would have rather had a sequel to this one more so than Re-Animator.

Banshee Chapter (2013)Banshee Chapter (2013)

I sort of got the sequel in Banshee Chapter.  This one combines the Lovecraft tale with the CIA's MK-ULTRA program. It features Katia Winter (who I adored in Sleepy Hollow), Ted Levine (from Silence of the Lambs and more recently The Alienist), and Michael McMillian (formerly of True Blood).

This features some "found footage" material, used to great effect in Blair Witch and Paranormal Activity and I think it works well here too.    In this movie, the dimensional shifting abilities are from a chemical created by the CIA, and some short-wave radio broadcasts over Number Stations.  I will tell you this, if you don't like jump scares, avoid this movie.  

The mixing of Lovecraft's base story, secret CIA programs, weapons-grade hallucinogens, and creepy urban legends makes for an attractive mix.

Katia Winter plays Anne Roland, a journalist searching for her missing friend James Hirsch (McMillian) who filmed himself taking some of MK-ULTRA's super-LSD (DMT-19) and has now disappeared.   She investigates the mystery and stumbles upon a recording of her friend picked up by a short-wave radio hobbyist who also happened to have worked for the NSA.

Ted Levin brilliantly plays Thomas Blackburn, a Hunter S. Thompson-like character.   This is getting better all the time.

Anne views some CIA footage on the effects of the drugs. She watches one of the patients/test subjects get attacked by some creature in the dark.  She also learns that DMT-19 is extracted directly from dead human pineal glands. 

Anne finally gets in contact with Blackburn and they do some DMT-19 created by Blackburn's friend Callie (Jenny Gabrielle).  Callie, who took some DMT-19 earlier, begins to show the same behavior that James did on the tape.  They see creatures that they normally could not see.  Much like how the Resonator does in From Beyond.  At one point we see Callie, all white-skinned and black eyes, vomiting up a ton of blood. It's a lot of fun.  

Monique Candelaria also appears as "Patient 14," one of the CIA test subjects.  She would later make another contribution to Lovecraft media in "Lovecraft Country."

Maybe it is my ears, but I found it helpful to have the Closed Captions turned on.

We learn after some scares and a run in with Callie that Blackburn never gave Anne the drug. Though she can hear and see the creatures.  We also find out the drug can be transmitted via touch and Blackburn was a subject of the CIA experiments when he was a teen.

Pretty good flick, but it sort of fell apart at the end.  I read the director ran out of time for filming and you can kind of tell.  But still, it was fun.  They even name drop Lovecraft in it.


2021 October Horror Movie Challenge

October 2021
Viewed: 9
First Time Views: 4

Monstrous Mondays: Alchemical Zombie

The Other Side -

Ah. Monstrous Mondays in October.  Nothing goes better together. They are peanut butter cups of my regular series postings.  So let's get this first Monday in October started off right with a monster that screams Halloween monsters to me.  Zombies.

After watching the Re-Animator trilogy this one is a, pardon the pun, a no brainer.

ZombieZombie, Alchemical
Medium Undead* 

Frequency: Very Rare
Number Appearing: 1d8 (1d12)
Alignment: Chaotic [Chaotic Evil]
Movement: 150' (50') [15"]
Armor Class: 7 [12]
Hit Dice: 3d8+12*** (26 hp)
To Hit AC 0: 13 (+6)
Attacks: 2 claws, 1 bite
Damage: 1d6+3 x2, 1d4+3
Special: Fast, immune to turning, special abilities (see below)
Save: Monster 3
Morale: 12 (12)
Treasure Hoard Class: None
XP: 125 (OSE) 170 (LL)

Str: 19 (+3) Dex: 16 (+2) Con: 20 (+4) Int: 3 (-3) Wis: 1 (-4) Cha: 3 (-3)

Alchemical Zombies are created not by dark necromantic powers, but by forbidden sciences and alchemical means.  They look like normal zombies, but the similarities end there.   An alchemical zombie is fast, rolling normally for the initiative.  While they are a form of undead, they are not reanimated by necromancy or evil magic, therefore they can not be turned by a cleric.   

An alchemical zombie is mindless in its attacks.  It will seek out any living creature and attack it with claws and bites.  It will not stop until the living flesh it is attacking is torn to pieces.  Some alchemical zombies will eat the flesh, but they do not need to do it for sustenance, but instead only as a dim reflection of memory of enjoying food.  They do not rot beyond what their decomposed flesh has already done before their conversion and can last indefinitely.  Even hacked-off limbs will continue to seek out warm blood and flesh to tear and rend.  If there are no living creatures around the zombies will go into a passive stupor. They will "awaken" once a living person or creature comes within 60 ft of them.

In the process of making an alchemical zombie, alchemists discovered that by adding certain potions or chemicals can impart special powers on the zombie.  These powers and their sources are detailed below.

Roll d20 Potion/Chemical Effect  1-3  Contol Undead  Summons 1d4 normal zombie per day  4-5  ESP  +1 to attacks, saves and AC   6-7  Fire Resistance  +2 to saves vs. Fire damage     8-9  Giant Strength  +4 to damage per attack  10-13  Healing / Troll Blood  Regenerates 2 hp per round  14-15  Heroism  +2 to attacks  16-17  Invulnerability  +4 bonus to AC   18-19  Speed  2 extra claw attacks every other round  20  Super Heroism  +4 to attacks

In all cases, these powers are reflected in the XP values above.

Only fire can truly destroy these creatures and they must be reduced to ash. 

--

For today's entry I thought it might work if I returned the "To Hit AC 0" line to the stat block.

Miskatonic Monday #87: Haze

Reviews from R'lyeh -

 Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: HazePublisher: Chaosium, Inc.
Author: Héctor Gámiz

Setting: 2010s USA
Product: Scenario
What You Get: Twenty-eight page, 4.43 MB Full Colour PDF
Elevator Pitch: Music to die for!Plot Hook: Could a strange teenage suicide be something more?Plot Support: Detailed plot, five handouts, four NPCs, one Mythos tome, one spell, and two pre-generated Investigators.Production Values: Solid.
Pros
# Potential introductory investigation# Solid investigation to conduct# Good mix of the interpersonal and the research   # Decently done NPCs# Can be adjusted to any time in the 21st century# Nicely done handouts# Easy to adapt to Delta Green: The Roleplaying Game
Cons
# Involves suicide# Can involve the suicide of an Investigator# Requires a good edit and localisation
# Is the title appropriate?
Conclusion
# Solidly written investigation# Does involve suicide# Potential Delta Green: The Roleplaying Game scenario

October Horror Movie Challenge: Re-Animator (1985, 1991, 2003)

The Other Side -

Re-Animator (1985)I can't do a Lovecraft film fest and NOT do the Re-Animator series.  Yeah, it is so loosely based on Lovecraft's Herbert West, but it left a long shadow, for good or ill, on all future Lovecraft film adaptions.

Re-Animator (1985)

The first thing I notice about this is how freaking young Jeffery Combs is.  Secondly how much gratuitous nudity there is in this.  Third, re-animated humans are SUPER STRONG!

The scene where they reanimated Rufus the cat has stuck with me for years. Pretty much everyone in this is a little forgettable, save for Jeffery Combs as Herbert West and David Gale as Dr. Carl Hill.  Yes, Barbara Crampton is in it as Meg doing what she does best, screaming and getting naked. 

The version I just watched on the Midnight Pulp did not have the infamous "head giving head" scene, nor did it have the scene where West is injecting some of the reagent into himself like heroin. That might be in the sequel.  Which is for later tonight.  Though this one ends fairly definitively with West, Hill and Meg all dying in the end.  Yeah...I know the title of the movie here.

I have seen this movie, I don't know now, maybe three dozen times.  Never fails to amuse and entertain.  Though it has been a few years since I last saw it and I am surprised which parts seemed to new to me.

I might need to get one of the newer Blu-Ray releases of it.  Though that could just be my tired brain talking.

Bride of ReanimatorBride of Re-Animator (1991)

Taking place after what is being called the Miskatonic Medical School Massacre, Herbert West and Dan Cain are still working on perfecting the re-animation process.   

This movie, along with the first, completes the Lovecraft short story, more or less. 

This one is also less campy than the first, which is interesting since the camp was one of the main features of the first one.  Although West seems a little more unhinged in this movie.  Almost out of character really. 

There is also far less gratuitous nudity and blood in this one. Of it's there, just not the same as the thirst movie.  I am getting the feeling the director and writers were trying to make a more serious horror movie.  The scenes where the "Bride" is reanimated are very reminiscent of the Bride of Frankenstein with Else Lancaster. The lightning and the rain in the scene helps that feeling. 

David Gale is back as Dr. Carl Hill, a fantastic bad guy to have really.  This also marks one of his last roles before dying due to complications from open-heart surgery.  Hill as a bat-winged flying head is really one of the joys of the film.  

The ending though is pretty campy and crazy.

Beyond Re-Animator (2003)Beyond Re-Animator (2003)

Oh, I am going to be dragging in the morning.  I knew of this movie but did not recall it until I went looking for Bride of Re-Animator on my streaming services.  I found it and figured, let's make a night of it! Plus I need a new watch for this challenge.

This one is different from the other two even if it is supposed to be a direct sequel.  We begin with the last night of the last movie. Young Howard Philips (hehe) is camping out in a tent with a friend when they hear someone go into their house.  They investigate only to find his older sister, but they are quickly attacked by a zombie that kills his sister Emily.  Wandering out of his house he sees the police take Herbert West into custody. West drops one of his re-agents and Howard picks it up.

It's13 years after those events and Herbert West is in prison experimenting on rats. Dr. Howard Philips has joined the prison hospital as the new doctor.  

The movie was made in Spain and sadly has a less than polished feel about it.  I was not surprised to hear it was direct to SciFi production, though I guess it was in some theatres overseas.  The presentation is SD, not HD.

They try for a "Silence of the Lambs" feel to the prison, Arkham State Prison.

Elsa Pataky, aka Liam Hemsworth's wife, appears as Laura Olney a journalist who starts an affair with Dr. Philips.

Philips and West set up a lab space in secret to continue their experiments.  Meanwhile, Laura keeps investigating West's background. The use of the original music for the research/investigation scenes is a nice touch.

West has discovered that the reagent is only half the solution, there is also this "Nano-Plasmic Energy" that jump starts all the cells.  They try it on a pet rat and it comes back to life and 100% fine...well almost.

Laura goes to interview the prisoner that West revived, but is discovered by the Warden. Who promptly gets his ear ripped off. Laura refuses the advances of the Warden and he kills her too.  They bring Laura back to life and use the Warden's NPE to make her normal, but it has some weird side-effects, like making her homicidal.   West also brings back the Warden, but he manages to escape and steal the reagent.  He starts killing prisoners and guards to bring them back to experience death over and over.

A prison riot breaks out and prisoners and the reanimated are all locked in together. 

SWAT teams rush in to stop the rioters. We also learn what happens when a living person injects the pure reagent.  Spoiler, it's messy.

This one ends with Herbert West walking out of the prison into the night.

It wasn't great, but it was fun.


2021 October Horror Movie Challenge

October 2021
Viewed: 7
First Time Views: 3

October Horror Movie Challenge: The Dunwich Horror (1970, 2008)

The Other Side -

The Dunwich Horror (1970)The Dunwich Horror is one of Lovecraft's most enduring tales.  We get the demented and evil Whately family.  It is the story that gives us the most information on the Old One and Outer God Yog-Sothoth.   There have been a number of movies based on it, but tonight I want to focus on two, both starring Dean Stockwell.
Double the Dunwich Horror and double Dean Stockwell!

The Dunwich Horror (1970)

So from the start, this movie is not 100% sure if it wants to be Lovecraftian horror of more typical 70s occult-themed horror.  

I do love how the Necronomicon is given to a coed to return to the library like it was a copy of the Encyclopedia Britannica. Dean Stockwell is Wilbur in this one.  He is really young and does a good job acting, BUT he is not a good Wilbur.  That is due to the script really, not the acting. I guess they needed someone to charm Sandra Dee, and a deformed 10-year-old would not do the trick.   Ed Begley (in one of his last roles) is our Dr. Armitage and he brings the right amount of pomposity to the role. 

The biggest crime here is that the movie is so slow. The Whateley home in this movie is far nicer than it ever was in the Lovecraft tale.  

The effects are not great, but fun.  The image of Wilbur's brother is kind of cool. 

There is a lot of conflating of the Old Ones with some sort of satanic aspect, which is fairly irritating, to be honest.  But is it more irritating than Wilbur getting a "love interest?" Hard to say.  

Among other things, this movie is notable for a very, very rare, blink and you will miss it, Sandra Dee topless scene. This was also near the end of her very prolific career. She would only appear in a few more TV episodes. 

The movie ends with Dee's character, Nancy Wagner, pregnant with Wilbur's baby.  I guess he would be in his 50s now.  Sounds like a sequel to me!  The Bride of Dunwich!

The Dunwich Horror (2008)The Dunwich Horror (2008)

This one has also been called "Witches: The Darkest Horror" and "Witches: The Dunwich Horror." This time the story moves to Louisana. 

Dean Stockwell this time plays Dr. Henry Armitage.  The movie is really not good, to be honest, but it is kind of fun.  It watches like a Call of Cthulhu adventure; exotic locales, strange artifacts, old evil tomes, guest-starring Jeffery Combs (as Wilbur no less).  Even John Dee, Olas Wormius, and the Knights Templar get name-dropped here.  Olas even shows up in a swamp for some reason.

Moving the location to the far south is an interesting one. I am sure in Lovecraft's time New England had its share of strange locales, but now on a larger scale the same "other place" is served by the backwoods southern parts of the country.  Or I might be giving the filmmakers too much credit.  I also can't tell if the effect of Wilbur being "slightly out of this dimension/time" is interesting or irritating. 

While it is not Lovecraft's Dunwich Horror and it is not very good, it kept me watching to the end.

So where are we at now?  I think it is time for another Dunwich Horror movie, this time make it closer to the Lovecraft tale and get Dean Stockwell to play old man Whateley! 


2021 October Horror Movie Challenge

October 2021
Viewed: 4
First Time Views: 2

Last Flight of the Templars

Reviews from R'lyeh -

It is Friday, October 13th, 1307. For over two hundred years, the Poor Fellow-Soldiers of Christ and of the Temple of Solomon, commonly known as the Knights Templar, has dedicated itself to protecting Christians making their pilgrimage to the Holy Land. Blessed by the Church and an official charity, the militant order of monks has become a power unto itself, a series of Papal bulls having placed the order above local laws, rendering them exempt from taxes, borders, travel restrictions, and legal oversight from any power short of the Papal Throne itself. In addition to protecting the Holy Land and participating in numerous Crusades against the infidel, the influence and power of the Templars has spread far beyond Outremer, primarily through the clever management of the vast tracts of lands given to the order as gifts, but also through the financial and banking network that it developed, ensuring the safe and transferred transit of credit. Yet in recent years, the reputation of the militant order of monks has suffered. Military defeats have forced it out of the Holy Lands and lost it access to the sites it was supposed to protect and there rumours of mysterious rituals and misdeeds, ranging from idol worship, sacrilege, and denying Christ to financial corruption, fraud, and secrecy. Then there are fears that the Knights Templar wanted to establish its own state in Europe, equal to any kingdom. Lastly, many of those kingdoms, including their monarchy and their nobility owed vast debts to the Knights Templar. It was for these reasons that the Templars fell from grace and from power.

On the morning of Friday, October 13th, 1307, French forces, on orders from King Philip IV of France with permission from Pope Clement V, moved in secret to arrest dozens of Knights Templar in the Templar’s Parisian stronghold, the Enclos du Temple, including their Grand Master Jacques de Molay, and their Commander of Normandy, Geoffroi de Charney. Both would ultimately be charged with heresy, excommunicated, and burnt at the stake. On the morning of Friday, October 13th, 1307, as the Enclos du Temple was assaulted by French troops, Grand Master Jacques de Molay would his last orders. Faced with betrayal and defeat, he commanded the last Templars to take the secrets of the order to safety. They would be the last thirty to escape the fallen stronghold and theirs would be a perilous journey across Europe in search of sanctuary, harried all the way first by forces loyal to King Philip, and then the Inquisition. Did they find sanctuary and do they ever discover the true secrets of the Poor Fellow-Soldiers of Christ and of the Temple of Solomon?

This is the set-up for Heirs to Heresy, a roleplaying game published by Osprey Games in which the last thirty free members of the Knights Templar carry the order’s great treasure and secret to sanctuary—to Avallonis. Avallonis may be a mystical dimension that only the gnostic Templars know how to access; a demonic realm to which the all the souls of the Templars are bound to; a faerie city, shrouded in mist with gleaming silver towers; the city of Lisboa where its friendly King will shelter the Templars from the wrath of the King of France and his lackey, the Pope; a state of mind or even a second word that will grant them eternal reward; and ultimately, even a lie… As to the great treasure, it might be the Grail, the Lineage of Christ, the idol of Baphomet, the Library and Seal of Solomon, or something else. The exact nature of both destination and treasure are up to the Grand Master—as the Game Master is known—to decide, although the length of the flight from Paris will heavily influence the former. The further the destination from Paris, the longer the campaign. Thus, if the destination is London, then the campaign will be relatively short, whereas Malta, owned by the Knights Hospitaller, sister order to the Knights Templar, would be a longer journey and thus a longer campaign. Similarly, The Grand Master will also need to set the degree of Esoterica available in the campaign and thus potentially, the Player Characters. This can be mundane, infused, or mystical, and the higher the degree of Esoterica, the more likely that magick will play a role in the campaign, including the foes that the Player Characters encounter. Finally another limiting factor upon an Heirs to Heresy campaign is the number of Templars who escaped Paris—thirty. If they all die before any one of them reaches sanctuary with the treasure, then both the secrets and the last treasures of the Knights Templar will have been lost.

Of course, Heirs to Heresy is not the first roleplaying game to explore this legend, designer John Wick having done so with Thirty in 2005. Although they share similar themes, Thirty emphasises the esoteric, whereas Heirs to Heresy explores that aspect of the Templar legend as a range of options. The other difference, of course, is that what constitutes as safe and good roleplaying is today is openly discussed and stated. Thus, Heirs to Heresy is up front about what is. In the foreword, the author rejects the adoption of the iconography of the Poor Fellow-Soldiers of Christ and of the Temple of Solomon, the Knights Templar by hate groups which espouse white supremacy, religious intolerance, and persecution. It is also clearly stated that whilst Heirs to Heresy draws very much upon the history and religions of the fourteenth century, it is not written as a historically accurate roleplaying game. Rather it blends history, mystery, and legend to create the potential for exciting stories—much like a film or television series would. Ultimately, it is more historical fantasy, and that includes the types of characters that the players can roleplay. The Knights Templar recruited from France, Germany, England, the Iberian Peninsula, and Italy, as well as Scandinavia, the Middle East, North African, and other Mediterranean countries. As long as a Templar is a devout Catholic, there is no bar in terms of origin, or indeed, his or her gender.

A Knights Templar is defined by six Attributes—Might, Vitality, Quickness, Intellect, Courage, and Spirit as well as fifteen skills. The Attributes typically range between zero and four, and skills between zero and five. To first create a Knights Templar, a player decided whether his character is a Dedicated Knight or a Versatile Knight. This will determine the spread available for his attributes. A Dedicated Knight has a mix of higher and weaker Attributes, whilst a Versatile Knight has a more balanced range. Similarly, whether a Templar’s training, either Focused training or Well-Rounded training, determines whether he has mastered one skill if Focused training, or a wider range of skills if Well-Rounded. With Focused training, a Templar has fewer skill points to assign, but two skills can be high, whereas with Well-Rounded training, there are more points, none of them can be high. Notably, a Templar does not have any combat skills or a Horsemanship skill. Every Templar is supposed to be skilled in both, so they are covered by his Attributes rather than dedicated skills. This is in addition to determining what the character looks like, his nationality, whether or not he has seen combat, how far he has travelled, his degree of spirituality, when he became a Templar, and so on. A player can also roll for quirks for his Templar and lastly choose some relationships with his fellow Templars.

Our sample Templar is Gudbrand Signysdottir, originally from Scandinavia, who travelled to Constantinople with her merchant father. Although he was killed by bandits, she saw how fiercely the other members of the caravan were protected by a band of Templars. Scarred in the attack, she decided to join the Templars and dedicate her life to the White Christ rather than return home where her brothers would take their father’s business.


Name Gudbrand Signysdottir
Nationality Scandinavia
Languages: French, Latin, Old Norse
Quirks: Exceptionally long hair, scar over one eye

ATTRIBUTES
Might +1 Vitality +1 Quickness +3 Intellect +2 Courage +3 Faith +2

SKILLS
Athletics 3 Awareness 3 Battle 3 Craft – Courtesy 3 Explore 3 Healing – History – Hunting – Inspire 3 Insight 3 Persuade 3 Religion 3 Stealth – Travel 3

HEALTH
Maximum 15 Crippling Blow 5

COMBAT
Melee Attack +4 Melee Damage Bonus +2
Ranged Attack +5 Ranged Damage Bonus +5
Defence 18
Damage Reduction 7

WEAPONS
Longsword (1H) d12 (On a 1: ignore Damage Reduction)
Londsword (2H) 2d8 (On two 1s: ignore Damage Reduction)
Dagger d6 (On a 1: ignore Damage Reduction)
Mace 2d4 (On a 1: permanently reduce Damage Reduction by 1)
Axe d8 (On a 1: shatter shield, or reduce Damage Reduction by 1)
Crossbow d10 (On a 1 or 2: ignore Damage Reduction)

ARMOUR
Chainmail 5 Damage Reduction
Shield +2 Damage Reduction

Mechanically, Heirs to Heresy is straightforward. To perform a Test, a character’s player rolls two ten-sided dice and adds an Attribute and a Skill to beat a target. A task which requires effort has a target of fifteen, challenging is eighteen, and difficult is twenty-one. If the result beats the target and consists of doubles, it is a critical outcome. This means it is done with a flourish, perhaps faster, with a better effect, or similar. In combat, it means double damage. If the task is made with Advantage, three ten-sided dice are rolled and the best two selected. Conversely, if the task is made at a Disadvantage, three ten-sided dice are rolled and the worst two selected. Advantage can be gained from the situation or one Templar can grant by supporting another. Notably Heirs to Heresy does include fumbles in its rules, because the Templars are meant to be competent and because fumbles are boring.

In addition, as God’s chosen warriors, every Templar can bring his faith and commitment to bear on his situation. To reflect this, he has Faith points to spend on various effects, including adding his Faith Attribute to a single Test, damage total, or reducing incoming damage by the same, to reroll a single Test, and if they factor into a campaign, power esoterica, Gifts, and Relics. Faith points are recovered slowly, a point every Sunday morning or by spending an hour in deep prayer at a Church or Catholic Holy Site. The latter requires a Test. However, Faith points are lost if a Templar breaks his vow of chastity, steals from the less fortunate, fails to pray upon awakening, or leaves a fellow Templar behind who could not have been rescued.

Combat is slightly more complex, but throughout Templars intended to be highly competent and capable combatants. In the main, the opponents a Templar will face are Mobs and Fearsome Foes. Mobs are either particularly courageous or fanatical to want to attack Templars, who can easily outfight them. A Templar always goes first and kills or defeats one member of the Mob per point of damage inflicted, whilst a Mobs only acts when a Templar fails to deal damage. Thus the Templar will in general have the upper hand and only when he fails will be vulnerable.

A Fearsome Foe represents a challenging opponent who fights like a Templar and can attack first before a Templar can act. Initiative is handled by pulling tokens out of a bag—one colour for the Templars and one for the Fearsome Foes, and when one colour is drawn from the bag, one of its associated combatants can act. Combat covers manoeuvres such as furious blows, defending, parrying, and so on. One interesting element of combat occurs when damage is rolled. An attacker can hope to roll high and simply inflict a large amount of damage after Damage Reduction has been deducted, but if a one is rolled with several of the weapons the Templars commonly wield, the damage ignores Damage Reduction. What this means is that an attack can inflict damage if even the damage roll is low. Other weapons have different effects when a one is rolled. When a Templar suffers damage greater than his Crippling Rating, his player begins ticking off boxes on his Templar’s character sheet, which can be stunned, bleeding, broken limb, or worse.For example, Gudbrand Signysdottir and her companions have fled the chapterhouse in Paris and reached the outskirts of the city where they encounter a patrol consisting of two knights—both treated as Fearsome Foes and a Mob of foot soldiers. They are challenged and combat ensues, her companions engaging the Mob and one of the enemy knights, whilst Gudbrand Signysdottir faces off against the other. When the Grand Master draws the token for the NPCs and decides that the knight will charge and attack. She rolls the two ten-sided dice and adds the knight’s Attack bonus of +6. This roll is made at Disadvantage. She rolls two, five, and ten, and whilst the five and ten are enough with the Attack bonus, this at Disadvantage, so the Grand Master must choose the worst two rolls. The two and the five, plus the bonus are not enough to beat the Gudbrand Signysdottir’s Defence of eighteen. As his second action, the knight presses the attack. Her roll of seven, nine, and the bonus is enough to beat Gudbrand Signysdottir’s Defence. The knight’s damage roll is four plus six, for a total of ten, which when reduced by Gudbrand Signysdottir’s Damage Reduction of seven, means she suffers just three points of Health damage.

When one of the players’ tokens is drawn, her player decides that it is now Gudbrand Signysdottir’s turn to act and like the knight, she has two actions. The first is to attack, striking at the knight with her Longsword. Gudbrand’s player rolls eight and eight—which indicates a critical strike and doubles damage—and adds her Melee Attack of +4. The total is twenty, which means that the attack is a success. This definitely beats the knight’s Defence of sixteen and the damage roll is a twelve-sided die plus her damage bonus of +2, doubled of course for the critical result. The result is nine, plus the damage bonus, doubled for a result of twenty-two. The knight’s Armour rating of seven reduces this to fifteen, which is deducted from the knight’s Stamina of eighteen. As her second action, she pulls back and decides to Parry against the next attack. This means that any attack against her will be at Disadvantage.Beyond the core rules, Heirs to Heresy adds simple rules for combat, and in terms of the campaign, rules for travel and pursuit. Travel is handled via Travel Tests and becomes more difficult if the Templars have to leave the road, with failures leading to their becoming lost running out of supplies, enemies catching up with them, having an obstacle encounter, and so on. The Templars begin play with a pool of Pursuit points, one per Player Character, and they are accrued for being seen, engaging in combat, being pursued by an Inquisitor, and more. The Grand Master can spend these to have the Templars encounter a patrol of guards, penalise Downtime activities, and other activities. When they stop at places of safety on their journey, whether in the wilderness or civilisation, the Templars can attempt Downtime actions. For example, Conceal Trail might enable them to reduce their Pursuit points, find someone to aid them, spread rumours to throw off their pursuers and so reduce their Pursuit points, train to gain Advantage on a roll.

In terms of experience, a Templar can acquire Advancement Points and Gifts. A Templar can acquire a Gift once every four sessions or so, such as Armour of God, which increases his Damage Reduction by a Templar’s Faith Attribute, but the player cannot spend Faith Points to reduce damage; Nobility, which enables a Templar to request lodging from peasantry or royalty alike; and Spiritual Well, which gives a chance to recover the first Faith Point spent each day. Advancement Points are earned for making Critical rolls and can be spent during Downtime to increase Skills, to unlock Relics, and to learn Esoterica, the latter including Magicks, Blessings, and Martial Esoterica.

Learning Magicks means learning esoteric spells and the gnostic unlocking of the universe’s secrets through greater mystical understanding, and requires a Templar to study the Library of Solomon. This grants the Templar the Gnosis skill and access to an increasingly harder to cast circles of spells, such as Angelic Light or Obscured From Man’s Eyes. The Third Circle includes Bind Angel/Demon and Resurrect the Dead. Blessings are granted by the Saints, such as St. Adrian, who as the Patron Saint of Guards, grants Advantage on Awareness Tests made when keeping watch or trying to detect ambushes, or St. Christopher, who as the Patron Saint of Travelling, eases travel, enabling a Templar to spend a Faith Point to automatically find a safe place to shelter for the night. It is up to the Grand Master how a Templar comes to learn a Blessing, though he needs a high Piety to learn each one. The one suggested method is having access to the Holy Grail, but Templar might easily be granted through great acts of piety or a gift from a sympathetic member of the church. Lastly, Martial Esoterica such as Agile Climber, Hammering Blows, or Sword Savant are mundane abilities that can be learned or taught from training, meditation, and a host of other sources.

Of the three types, Martial Esoterica is the easiest to learn and include in an Heirs to Heresy campaign. Both Magicks and Blessings are more difficult, and not only require the Grand Master to decide whether her campaign is infused or mystical in nature, but also what the source for either is going to be. There are obvious choices here—the Library of Solomon for Magicks and the Holy Grail for Blessings, and if the Grand Master decides that either of these has a role in her campaign, especially as the treasure that which Grand Master Jacques de Molay has bid the Player Characters take to safety, that treasure becomes doubly important. It not only serves as their burden, but also a source of their mystical power, and ultimately, their faith made real.

Although Heirs to Heresy is simple in its core set-up and its mechanics, the Grand Master actually has a fair amount of work to do in bringing a ready to play to the table. She has to decide the length of the campaign and the destination that the Templar Player Characters have to travel to, who is pursuing them—the roleplaying game comes with a good list of enemies, what Avallonis is and what the treasure is that they are carrying, the nature of magic and presence of esoterica in the campaign, and ultimately, the truth about the Poor Fellow-Soldiers of Christ and of the Temple of Solomon. The suggestions cover most of the classic theories, that the Knights Templar were the Guardians of the Grail or the Lineage of Christ, Idol worshippers, or Gnostic knights, wanted to establish a Templar Nation-State, or had entered into an agreement, even an alliance, with the Order of Assassins. Of course, with a subject like the Knights Templar, there is a wealth of source material available to research and draw inspiration. And to some extent, research is really necessary for a roleplaying game like Heirs to Heresy, for as much as it is a work of historical fantasy, it still draws from and is set in that history. The Grand Master will want to research interesting locations and persons along the route that the Templar Player Characters decide to take to get to their Avallonis, and the longer the campaign, the more that the Grand Master will need to do this. This suggests, especially for those of a medium or long length, a possible structure for an Heirs to Heresy campaign, that of episodic television, in particular in the mode of the series The Incredible Hulk or The Fugitive. This may ease the amount of research the Grand Master has to do as well as helping her organise and develop her campaign.

The actual advice for the Grand Master is split into two strands. There is the advice for setting up a campaign and running adventures, and there is advice on being a Grand Master and on running a safe game, the latter being nice and clear in its presentation. All of which is welcome, but leads to a certain imbalance between whether Heirs to Heresy is designed as a roleplaying game for players new to the hobby or for long time players. The advice on running a safe game is welcome for either, but the effort needed to go into the set-up and the potential research needed for a campaign suggests that the roleplaying game is better suited to experienced players and potential Grand Masters.

Heirs to Heresy includes the beginning scenario, ‘The Flight from Paris’, which is intended to be played in a single session and lead into a campaign of the Grand Master’s own design. It specifically opens on the morning of Friday, October 13th, 1307 with the Player Characters awakened to find the Enclos du Temple already under assault and as they prepare to defend their order, they are pulled aside for an important mission. Which of course, is the flight from Paris, the exact details of which the Grand Master will have to define and her players roleplay. As a one-session scenario it throws the Player Characters into the action and teaches the players the rules, so has them ready for what is to come.

Rounding out the roleplaying game is an appendix of pre-generated Player Characters and a lengthy list of Angels and Demons. There are four pre-generated Player Characters and they are nicely balanced between Dedicated Knights and Versatile Knights, male and female knights, and diverse origins. The list of the Angels and Demons is lengthy and designed to work with the Angel and Demon Binding magick detailed earlier in the book. The list of demons is taken from the Key of Solomon, the Lesser Key of Solomon, and various other texts in the Library of Solomon.

Physically, Heirs to Heresy is presented in a clean, tidy, and fairly open fashion. It does need a slight edit and is decently illustrated in full colour. Except for when it comes to the tables, the Heirs to Heresy very much looks like anything other than a roleplaying game from Osprey Games. This is primarily due to Heirs to Heresy being a lighter game in terms of its background and mechanics, and ultimately, tighter in its focus, which results in a less compact presentation.

Heirs to Heresy is a toolkit to run a historical fantasy campaign, one which will need preparation and research. Almost a toolkit to run a single campaign for a single group of players, since it is designed to tell a particular story, and once played it is hard to retell that or a similar story with the same group. Within that story though—that of the exodus in the wake of their order’s downfall—Heirs to Heresy allows scope to tell of the Knights Templars’ last flight and of their fear, faith, bravery, and hopefully, their enlightenment.

OSE Spooktacular Bundle

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OSE Spooktacular BundleIt is that time of year again! Lots of great horror bundles coming out and I am happy to be part of the first for October 2021.  

OSE Spooktacular Bundle
From Third Kingdom Games

Old-School Essentials is pretty much the hottest clone out right now.  My FLGS can't even keep it in stock, it sells out too fast.

Even my family who has passed on other clones has taken to this one.  My wife loves the art and my oldest is really enjoying the rules. The layout really helps.  My youngest...well they are playing a fighter that thinks they are a cleric.  So it has been great.

The OSE Spooktacular Bundle is full of some great OSE content. 

I have two products in it that are perfect for this bundle. 

Included in this bundle are the following titles:

  • DD-01 The Darkness Beneath Dalentown for 1st Edition and BX
  • DD-02 The Darkness Beneath Brightwell Manor for 1st Edition and BX
  • Fantasy Stock Art: Demons
  • Fantasy Stock Art: Undead
  • Hex 18.24 -- The Deadwoods
  • Octhorrorfest!
  • PHM Hex 55.68 -- Entrance to the Valley of Kings (pt. 1)
  • Solar Sanctuary of the Cannibal Corpse
  • The Deadly Mine of Pantanga
  • The Warlock (mine)
  • Witch Character Sheet - Basic era (mine)

So grab this. It's a ton of fun. 

October Horror Movie Challenge: The Nightmare Gallery (2018)

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The Nightmare Gallery (2018)This one was on my list last year but I didn't get to it.  It stars Amber Benson, so that was a huge plus, but the reviews of it were pretty terrible.   

Well, one neat thing, the movie let me know at the start that there was a post-credits scene. 

The Nightmare Gallery (2018)

We start off with a grad student, Sanjay, who gets access to a book about Hermes Trismegistus. He excitedly calls his professor, Samantha Rand (Amber Benson).  She tells him she is on his way.  She shows up and he is not there.

Three years later, Sanjay is still missing and Prof. Rand is celebrating her anniversary with her wife, Dawn.   She gets a weird package in the mail from Sanjay with a note "Follow Me."  She stays up trying to figure it out but instead falls asleep at the table. 

One of her other students, Chloe Bishop, offers to help since her sister had also gone missing a few years ago.

They discover an image that might be a link, but call it a night. Rand falls asleep and has another nightmare of playing a dice game (the dice in the box from Sanjay) with Dawn, Sanjay, and Chole's sister (who she has never met).  She wakes up, coughing blood. 

She visits the psychiatrist and learns that his patient is drawing more of the symbols.  She feels she is about at a breakthrough but she keeps slipping in and out of nightmares, and her nightmares are slipping in and out of her reality.   She spends her time going between dream and reality.

And...maybe too much back and forth.  We learn that Sanjay and Colton (patient) knew each other and knew what was going on.  I have to give Amber credit here, she plays a downward spiral into madness well. 

Eventually, she finds her way to an extra-dimensional museum. Here she finds Sanjay who thinks he has been here for 10 years, not 3.  Sanjay has discovered the means to summon Thoth himself (half of Hermes Trismegistus).   Sam stops the ritual, but not before Thoth grabs her.

We next see Sam in the mental institution.  She is visited by Chloe but she only keeps repeating the same thing about knowledge. 

In the post-credits scene, we learn that Chloe was working with Colton, and he is not as crazy as he seems.  Maybe they are hoping to make a sequel.

Well. There are some neat ideas here for sure. Amber was great, but the movie was only so-so.


2021 October Horror Movie Challenge

October 2021
Viewed: 2
First Time Views: 2



Blue Collar Sci-Fi One-Shot I

Reviews from R'lyeh -

Since 2018, the Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these is The Haunting of Ypsilon 14. During a routine cargo job to a remote asteroid mining base, the Player Characters learn that one of the workers has disappeared. Then as they complete the delivery, one by one, the rest of the workers begin to disappear. What is happening to the mine workers on Ypsilon 14—and are the Player Characters next?

The first thing that strikes the reader about The Haunting of Ypsilon 14 is the format. It is done as a double-sided tri-fold brochure on bright yellow card. In fact, the card is stiff enough for the scenario to stand up right on its own, but open up the folder and the second thing that reader about The Haunting of Ypsilon 14 is the graphic design. At the top of the middle panel is a black box which reads ‘START HERE’ with an arrow pointing to the first location, Docking Bay 2, and then via the AIRLOCK to the second location, the WORKSHOP, and from there to the other locations in the scenario. Each location is given a box containing a description and an icon or two to indicate what might be found there, such vents and beds for the QUARTERS area. What the graphic designer has done here is combine the floorplans of the Ypsilon 14 mining facility with the description of the Ypsilon 14 mining facility. It is an incredibly economic piece of graphic design.

Whilst the Mothership Sci-Fi Horror RPG is not the Alien or Aliens roleplaying game anew—there is after all, Alien: The Roleplaying Game for that—it very much shares the same Blue Collar Science Fiction Horror subgenre and inspirations. And so does The Haunting of Ypsilon 14. The scenario is, like Alien, a haunted house horror film in space, with first the NPCs and then the Player Characters, being stalked and taken by something unknowably alien. The crew aboard the mining facility even have cat, which can be used to add suspense and even herald the appearance of the scenario’s monster—much like Jones in Alien. When encountered the alien will be genuinely creepy, and definitely worthy of a scare or two in the low lighting of the mining facility. Whilst the main areas of the mining facility are detailed on the inside of the tri-fold brochure, the NPCs are listed and the monster fully detailed on the back, as is a set of three (well, two actually) clues—which come in the form of audio cassettes or logs—which can be found throughout Ypsilon 14. (Ideally, the Warden should record these ahead of time to play to her players when they find them, or even better, have someone else record them so that it is not just the Warden reading them out.)

The Haunting of Ypsilon 14 is designed as a one-shot, a horror film in which few—if any—of the cast is expected to survive. It is also designed to be easy to pick and run, with relatively little preparation required. The limited space of its format and economy of words facilitates both features, but creates its own problems at the same time. Advice for the Warden is light, primarily telling her to roll randomly to see which NPC disappears every ten minutes or so of game time and the various NPCs are very lightly sketched out. Now this does leave plenty of scope for the Warden to improvise, perhaps allowing a scene or two for each of the NPCs to shine before they are bumped off, but for a less experienced Warden, a little more preparation may be required.

However, there is a bigger issue with The Haunting of Ypsilon 14 and that is Player Character motivation. There are no ideas or suggestions as to why the Player Characters and their starship would actually stay at the mining facility once their cargo ‘job’ is complete. Is the crew dropping off or picking up—or both? Opting for the latter two options might be a way to keep the crew on-site as its starship is slowly loaded with ore, but the Warden will have to devise some motivations for the crew if not. Of course, since The Haunting of Ypsilon 14 is designed as a one-shot anyway, why not go ahead and create a set of ready-to-play Player Characters, complete with motivations?

Physically, The Haunting of Ypsilon 14 is definitely a scenario with physical presence, despite its relative slightness. It has just the one illustration and it needs a slight edit in places, but its graphical layout is excellent. The combination of its simple presentation and the familiarity of its plot, does mean though, that The Haunting of Ypsilon 14 is easy to adapt to other roleplaying games—even other roleplaying games within the Blue Collar Science Fiction Horror subgenre.

For the Warden ready to improvise and run a scenario on the fly, The Haunting of Ypsilon 14 is a low preparation, easy to pick up and play scenario, whilst for the less experienced Warden, The Haunting of Ypsilon 14 will require more preparation, but either way, the Warden may want to create some pregenerated characters and motivation to help pull the players and their characters into the events on The Haunting of Ypsilon 14. However, the Warden sets it up, The Haunting of Ypsilon 14 serves up a creepy even weird dose of body horror in a classic haunted house horror in space!

October Horror Movie Challenge: Tragic Ceremony (1972)

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Tragic Ceremony (1972)Time for another October Horror Movie Challenge.   My goal this year is as in previous years, to watch 31 horror movies with at least 20 new ones. This year I am going to try a Lovecraft film fest, know full well it is (or I am) likely doomed to failure on it.  Lovecraft does not translate well onto the big (or small) screens.

But before that gets started I have (as in previous years) some "leftovers" of movies I wanted to see but did not get around to watching.  Tonight is the first.

Tragic Ceremony (1972)

Last year I spent a lot of time watching European, especially Italian, horror films released before 1973.  I wanted to get a good feel for what was going on in horror before The Exorcist changed everything.  

Tragic Ceremony is a Spanish/Italian flick starring American actress Camille Keaton years before her defining role in "I Spit on Your Grave" in 1978.

Four "hippies" spend some time goofing off in the country when their car runs out of gas.  They end up staying at the manor of Lord and Lady Alexander (Luciana Paluzzi).   Lady Alexander takes a particular interest in Jane (Keaton) of course.  The other three dudes witness a black mass where Lord and Lady Alexander attempt to sacrifice Jane. They stop it and everyone goes insane and they all kill each other. 

Jane and her dudes drive away (thought their dune buggy was out of gas?) and they head back to Bill's (one of the guys) home.  Soon everyone starts getting killed and no one knows who is doing it.

Eventually, only Jane is left alive, she had been killing them all.  She is committed to an asylum but is visited by Lady Alexander (who survived the massacre).  Jane walks out of the asylum and into a waiting car where she is transformed into Lady Alexander.  Jane's body remains in the asylum where the doctor matter of factly tells us she had been dead this whole time and possessed by LAdy Alexander.

There was a moment there where I thought I had found my "mystery movie" from the 70s. But it turned out not to be it.

I watched this one with my kids, but yeah it is not good. Though I will comment that Camille Keaton's Italian seem to me to be pretty good.  I thought it was pretty good in last year's Il Sesso Della Strega (1973) as well. 


2021 October Horror Movie Challenge

October 2021
Viewed: 1
First Time Views: 1

Character Creation Challenge: D&D 5th Edition, Van Richten's and Tasha's

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 It's the 1st of October and that means a new Character! 

The Game: D&D 5th Edition
Van Richten's Guide to Ravenloft & Tasha's Cauldron of Everything

D&D 5 books and BloodRayne

While I did 5e way back in January, I wanted to revisit character creation with the new details from Van Richten's Guide to Ravenloft and Tasha's Cauldron of Everything.   This is also the closest I can get right now to what might be the standards for D&D 5 Revised

For this build, I went with the Soulknife Rogue from Tasha's and the Dhampir from Van Richten's. Yes. I had something in mind already.

The Character: BloodRayne

BloodRayneOne of the best ways for me to test out a character in a new system is to take a character I already know well.   If I am going to test out the Dhampir rules in D&D then I am going to need a dhampir I know well, and that means Rayne.

I have done stats for Rayne, the titular character of the BloodRayne video game series (and movie series from Uwe Boll), for both Unisystem and Superbabes.  She does have a D&D 5e connection with Laura "Jester" Bailey voicing the character in the video games long before she rose to geek fame in Critical Role.

Rebuilding Rayne with the new features in both Tasha's and Van Richten's was actually rather easy.  I had a concept in mind and the rules allowed me to re-create her with no issues.  Mind you this is a "D&D Rayne" not the BloodRayne from the video games.  Despite the grief D&D 5 gets for being "superheroic" I could not emulate all her moves or powers.  I suppose I could have gone with a little bit of warlock and in particular a Hexblade (and I still might). But I wanted something that would fit in well enough with a D&D party. 

I wanted to take advantage of all the new features, so I used D&D Beyond.  You can see her character sheets here and PDF version here.

Friday Fantasy: Lady Trevant’s Bones

Reviews from R'lyeh -

Lady Trevant’s Bones is an adventure for Dungeons & Dragons, Fifth Edition. Published by Critical Kit, it is designed for a party of four to five Player Characters of Sixth Level and is intended to be played in a single session, either as a one-shot or as part of an ongoing campaign. It involves two warring factions of Elves, a peace summit, an ancient tomb, hallowed ground, and a dread necromancer. The scenario involves some interaction, but primarily emphasises combat and exploration.

Lady Trevant’s Bones takes place on Orphan’s Bay at the far reaches the Cantorus Dynasty, the default setting for many of the adventures from Critical Kit. Here the leaders of two long feuding nations of Elves, the underworld dwelling Evershades and the maritime Midnight Banner, both descended from the same sea-faring Sea Elves that split roughly four thousand years ago, have come together at the Perigee Summit in light of terrible news. A necromancer and Moonshade exile, T’Zraam, has broken into the tomb of Lady Trevant, the first leader of the Evershades, and is probably going to try and raise her from the dead and in doing so, take command of the Evershades Elves. Unfortunately, neither participant at the Perigee Summit can send anyone into the tomb after T’Zraam, as both the Evershades and the Midnight Banner regard her tomb as hallowed ground. Thus outsiders are needed… Enter the Player Characters.

Several reasons explain why the Player Characters have come to Orphan’s Bay and the Perigee Summit are suggested. The best and strongest simply has them deliver a sealed letter to the summit containing proof that a captured spy was not sent by either nation of Elves. This gets the Player Characters to the summit, proves their bona fides, and it makes a possible scene with the spy a whole lot easier to work into the scenario. The other suggestions, such as investigating the disappearance of the spy, wanting to look for treasure, and so on, are nowhere near as detailed as the first option, and consequently, will leave the Dungeon Master with more work to develop them and involve the Player Characters. The only issue with the involvement of the spy is that his surname is ‘Burgess’. (Fortunately, there is no MacClean.)

If the Player Characters agree to enter the tomb, they are quickly ushered to the mouth of a cave on the shore. This is the entrance to the tomb of Lady Trevant. The whole complex consists of eight locations. The first five of these consist of damp caves hung with spider’s webs and infested with spiders, and the Player Characters will have to fully explore most of these to progress to the tomb beyond. There is a simple puzzle to solve, the Player Characters having been given the means to solve it before entering the caves, and this will require them to back track a little. Once this is solved, they can descend to the tomb itself where they will encounter the first of several undead, including a multi-trunked elephantoid undead! Inside the tomb itself, the Player Characters will confront T’Zraam as the necromancer conducts the ritual to raise Lady Trevant from the dead. This should be a fairly tough fight given the encounter that the Player Characters will have had outside the tomb beforehand.

In addition to the scenario, Lady Trevant’s Bones provides the Dungeon Master with the stats for T’Zraam, three new monsters, three new magic items, and background on both the Evershades and the Midnight Banner. The latter is accompanied by a timeline for Orphan’s Bay and broaden the details known about the region. The monsters are in keeping with the setting—almost evergreen Evershade Zombies which keep coming back and may be tough to finally put down and Moonspiders, denizens of the caves who appear not to eat Elves… The treasures are good too, The Bracelet of Cardinal Points being perfect for any nautical campaign and a Spirit Box in which a ghost can be locked. Plus there is a nice bit weirdness to be found in Lady Trevant’s tomb as well.

Physically, Lady Trevant’s Bones is decently done, but it needs a further edit and the maps could have benefited from a direction compass. The full colour artwork is excellent and the Dungeon Master should certainly use it to show her players as necessary.

Lady Trevant’s Bones does need a little more development. It is not clear what happens if T’Zraam manages to raise her and if so, what does she come back as. Similarly, what happens if the Player Characters fail? Both are left to the Dungeon Master to determine.

Its short length means that Lady Trevant’s Bones is more of a mini-scenario, one that can very easily be completed in a single session or evening’s worth of play. It has a stronger emphasis on combat and exploration than roleplaying, so may well be better for some groups than others and it does leave some information for the Dungeon master to answer herself. Nevertheless, its brevity and its simplicity in terms of set-up does mean that it would be relatively add to a Dungeon Master’s campaign. All it needs is two feuding factions of Elves, whether that is High, Wood, Drow, or other.

Overall, Lady Trevant’s Bones is decent combat focused scenario for mid-Level characters which with a little effort slots easily into a campaign.

October is Horror Month

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RPG Blog CarnivalHello and WELCOME to The Other Side.  October is a big deal around here.  I spend the month talking about horror.  Both in terms of horror RPGs, horror movies, and anything else that strikes my interest.

This month I am honored to be hosting my first ever RPG Blog Carnival.  Of course, I am going to be talking about horror and all the great things you can do in your RPGs.

All this month I am going to be talking about adding horror elements to your games. Whether you play D&D or Kult or Bunnies & Burrows, any game can have elements of horror to them.  I hope to give you the means to add these AND also provide you a place to discuss your own horror elements.

How to Participate

Simple. Write a blog post, vlog, social media post, tweet, or what have you.  The topic can be about horror, about adding horror elements to a game, or even as simple as what you are going to do for a Halloween game.  Have a scary RPG-related story? Post it and post the link below!

I do have Comment Moderation turned on to help keep the spam out, so if you don't see your post just give me a bit and it will show up.

Come back here all month long to see what others are posting and linking here.

Come back to my blog all month long to see what I am posting as well!

Here's the Spookiest month of the year and my favorite time of the year.

Review: Lands of Adventure (1983)

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Land's of Adventure by Lee GoldLands of Adventure has always been something of a Holy Grail item for me.  I knew very little about the game and much less about the author and designer Lee Gold.  However, the cover art was striking and different from anything else I had seen before that my curiosity only grew and grew.  Later on, I began to learn who Lee Gold was and her contributions to the RPGs and geek/nerd culture in general, namely via Alarums and Excursions, that game went from a passing curiosity to an "it's on the list" item.

I am happy to report that not only is Alarums and Excursions still active, so is Lee Gold, having spoken with her briefly over the summer.  After that my "it's on the list" item moved to the top of my list.

Circumstances seem to hit me just right. I had seen a huge increase in my sales and a shrink-wrapped copy had been offered for sale.   I had the opportunity and I had the cash.  The price might have been higher than I would have normally spent, but any buyer's remorse I might have had was quickly evaporated once I got this boxed in the mail and opened it up.  I am not sure what my expectations were, it had been "on the list" for so long, but now I have it and I am really thrilled with it.

Lands of Adventure (1983)

Lands of Adventure by Lee Gold was published by Fantasy Games Unlimited in 1983.  The boxed set came with the Lands of Adventure Rule Book (32 pages) and a Culture Pack (28 pages) that cover Mythic Greece and Medieval England. The back cover of the rule book has a character sheet. example and the box came with one character sheet on heavy paper/light card stock that can be copied.  Which I did.

The box also included some "micro dice" two d20s (white and green) and two d6s (green, with pips). The d20s are numbered 0-9, 0-9, so good for d20s or d%s.  I say good for them, but in truth, they are too tiny for me to read anymore! So I am going to dig up some others to use.

dice with character sheet

The books show their wargaming roots with sections numbered as 1.0, 1.1 all the way to 28.1.  The Culture Pack follows suit, but the numbers here are tied to core rules.  So section 1.1 of the culture section refers also to section 1.1 of the core rules. The Culture Pack section are prefaced with a code letter, which I discuss below.

Note on the art.  The cover art for the box and the books is all done by Bill Willingham and it is some of the best art I have seen of his. I do believe it is one of the best covers for a game I have seen. Certainly, it was the best cover of the time. The book covers are no less impressive for their old-school black and white.

Bill Willingham art

Seriously, that medusa is 10x better than any medusa art I have seen in D&D.  The interior art is by Michael Kucharski. His art is good, though not at the level of the covers. Note. Both artists have websites and both artists have, since this book, gotten to be fantastic artists.  Both also did their own versions of Doctor Stange[BW, MK], so maybe I need to roll up a Doctor Strange-like character for this.

In all cases, the art fits well with the books and the content.

Core Rules

The rulebook begins with a word from the author.  Of note Gold mentions using The Palladium Book of Weapons & ArmourThrough Dungeons Deep: A Fantasy Gamers' Handbook, and encyclopedias of animals. 

Character creation is the big piece of the first book with 11 (yes Eleven!) character attribute traits, though only about half of those are random. The others are derived.  The pure random characteristics are Craft, Talent, Appearance, and Strength. Derived characteristics are Dexterity, Voice, Intelligence, Prudence, Agility, Constitution, and Charisma.  So more than D&D, but far less than DragonRaid. You can also determine Gender and Height.  

Typically the traits are 1-20 which makes it good for converting on a d20 roll or a d% roll. Alternately there is a point-buy system where you can distribute 110+2d10 points across all 11.  I'd likely stick to the derived ones and use the points to build the completely random ones.  In this way, it is not all that different to say WitchCraft. Instead of 110+2d10, maybe 45+1d10 or something for the purely random ones (range: 4-80) and derive the others as normal.

Other details include the Culture Technology Level and modification due to races other than the default human are given. 

Up next (1.1) is Piety.  Various actions are given that adjust this score either through pious or blasphemous actions. This aids in forms of magic.   

2.0 covers measuring Vitality. For the people that really enjoy complexity in their combat there three types of "hit points" in use in this game. They are Energy Points (EP), Body Points (BP), and Life Points (LP).  EPs are lost due to magic or extra actions, BPs cover injury, and LPs cover grievous injuries.  Body Points are increased by armor as described later in the armor section.

3.0 Introduces the Skill systems. The characteristics above determine skills, which are the meat of the game really. There are 10 skill categories with some specialist skills.   These include Communication, Knowledge, Magic, Manipulation, Miracle, Movement, Observation, Persuasion, Weapons (Melee), and Weapons (Missile).  Each has its own method of calculation. Skill checks are % and roll under.  A roll of 1 to 10 is considered a Maximum success and considered flawless.  A roll of 96 to 100 is a Fumble. 

Specialized skills are well, pretty much that.  But for every 10% increase in a Specialized skill, there is a +1% increase to the category. I have not seen that before.   Categories though are Hard, Normal, Easy, and by Weapon.  So improvement in say use of a sword by 10% your ability to shoot arrows increases by 1%.  There is a rough logic here. Categories determine how long it takes to learn a skill and how they can improve. 

The next sections cover all the skills and their specialties.   For example, in section 6.0 we learn there are four categories of Magic; Compulsions, Illusions, Enhancements, and Energy.  Section 8.0 Miracles is set up in a similar manner. 

Oh, oh it's Magic!

Section 12 covers our weapons and how to use them.  Section 13 covers defense.  Relating combat as skill is of course a feature of many games outside of the D&D world.  Section 14 covers equipment.

What's an old school game without a list of weapons?


Section 15 covers time.  1 Phase = 2 seconds, 1 round = 12 seconds (6 phases), and 1 minute = 5 rounds (30 phases).   Skill time is measured in phases and rounds.

Section 17 covers magic in more detail, where Section 6 just details magic as a skill.  There are no "spells" as in D&D per se (see below), but how much power it takes to perform certain example feats of magic.  It reminds me a bit of what we would much later get in White Wolf's Mage or Eden's WitchCraft.  In 17.9 some examples of "spells" built with the rules above are given.  Section 18 covers spellcasting.  Doing a Doctor Strange character is making more and more sense. Much like we will see later on in games like Mage, the four categories of magic can be combined in different permutations to make different spell effects. 

Section 19 covers all sorts of Daemons, Demons, and Gods. This is followed quickly Section 20 on Miracles which is given similar coverage that Spells received.  Section 21 gives us Thaumaturgists or mages with quasi-priestly powers. Section 22 likewise gives us Diabolists.   Miracles rely on the beings from Section 19 to work.   

Section 23 covers the basic stats for animals. Section 24 does the same for humanoids, 25 for Dragons, and 26 for types of undead.   None of these sections have the detail as one would see in a monster manual, the assumption being that you would create your own monsters or rely on the Culture Packs. 

Undead

We end with a very complete index.

The rules feel incomplete to be sure, but I am certain there is a playable game here.  I might be mentally filling in the blanks of what is missing with knowledge of other games and what they would do.

Culture Pack

The intent of the Culture Packs was to provide a "Game" world for the characters to play in.  While not specifically addressed, the assumption was I felt that these would be separate.  Separated by time as they are in the real world.  This is different than the take of Man, Myth & Magic which has all of the Mytho-Historical worlds existing together.  There is a bit higher level of scholarship in our two worlds than what is typically seen in say Man, Myth & Magic.

It is explicitly stated that there would be more Culture Packs, but sadly no others were made.  I could easily see Viking Age Northmen, Knights of Charlemagne, the Roman Empire, and Edo Period Japan.  In fact, given Ms. Gold's previous game, Land of the Rising Sun, Edo Japan seems like an easy choice. I might have to have a look as Land of the Rising Sun and see if I can divorce it enough from Chivalry & Sorcery roots to make a "Culture Pack" for it.  Gold would go on to write the GURPS Japan supplement.  Likewise, the Viking era also seems like a given the Vikings game she did for I.C.E. later on.

This Culture Pack covers Mythic Greece and Medieval England. With each getting half the book.

Layout-wise the two sections follow the same pattern and the pattern set up in the Core Rules. As mentioned the Section numbers match those of the Core book.  "C" is used for Mythic Greece (see below) and "M" for Medieval England.  So in the Core rules, 1.0 covers humans with 1.0b nonhumans (like Elves, Dwarves, Giants).  Section C1.0b covers centaurs, giants, and various nymphs. Section M1.0b cover faeries and picts.  

Mythic Greece is given the title "Children of the Gods," thus the "C" in the section numbering.  I approve, I used the same title (though without knowledge of this book) for my own coverage of Greek myths and Classical witches in Children of the Gods. This Culture Pack covers Ancient Greece before the Trojan War.  The rules here make subtle changes to the Core rules as well as some additions. The big feature here naturally is the inclusion of more gods, festivals, and other creatures. 

Children of the Gods

Medieval England moves the action North and about 2,000 years or so in the future, about the time of the Fall of the Western Roman Empire in England or 1070 CE.  Coverage is given for England of the time.  So one of my favorite topics, the confrontations of Christianity and the "Old Religion" of Celtic Paganism.  So tips are given for role-playing as well as various rule changes. The formula used here to build the Culture Packs is very effective.  Had this game been more successful I would have loved to have seen more. 

Medieval England

Interestingly enough, much like my own Children of the Gods did with her Mythic Greece, there are connections here between her Medieval England and my other Basic Witch book, The Craft of the Wise.  The connections are pretty obvious.  We were reading the same research at the time/from the time.  We both went into the coverage of Greek Myths by Robert Graves. For Medieval England, there are certainly a lot of material she could have used, but she also picked a few that were also on my list like the works of Margaret Murry ("The Witch-Cult in Western Europe") and poets like Kipling.  It makes me wonder how my own books might have been different if I had seen Lee Gold's interpretations first.  As suspected the Magic sections cover witches, familiars, and coven casting.  All of it is very much right out of Murray's books.  I have to admit I was a touch surprised not to see Frazer's "The Golden Bough" in her list of research.

English Dragons


Afterword

Lee Gold is still very active in producing Alarums and Excursions and she still plays Lands of Adventure with her group. I spoke to her over the summer and she is fantastic.

The game does have a "collected notes" feel to it as other reviewers have mentioned. That doesn't detract from a very fascinating, if involved game.  I am certain that with Gold as a Game Master it is all quite fluid and dynamic, first time GMs will be spending a lot of time looking up formulas and a lot of pre-game prep building monsters, NPCs and the like.

I paid quite a lot for this game in it's original shrink wrap and I have to say I am not disappointed.  It is such a fascinating snapshot of one designer's passion.  While this could be construed as a "vanity project" it is not overly so.  Lee Gold is obviously a great game designer.  The diamonds of this game though are still hidden under a lot of coal. 

I hope to spend some more time with it soon.

Unboxing Pictures

It's rare I get something from the 1980s still in shrink.  Let's take it in.

Lands of Adventure, still undiscovered.
Lands of Adventure, still undiscovered.
Tiny, tiny dice
Lands of Adventure books

Links

One Man's God Special: Syncretism Part 2, the Greco-Egyptian Gods

The Other Side -

In the mythologies of the Ancient World, there are two that really stand out. The Greek and the Egyptian.  Both cultures grew to great prominence and fundamentally shaped our world.  Both had fascinating tales of gods, monsters, and heroes. 

Thanks to the trade and eventual rule of the Ptolemaic Pharos, we have a set of syncretized Greco-Egyptian gods.

While I would happily sit here and talk about these gods in an academic sense, my goal with OMG is really to present these from the lens of D&D, and from the Deities & Demigods in particular.  I am going to stick with gods that were actually worshiped, or at least recognized.  For this, I am going to rely on the scholarship of others, in particular, that of Dr. Kathrin Kleibl at the German Maritime Museum in Bremerhaven.  I am drawing heavily from her chapter (Chapter 41) in The Oxford Handbook of Ancient Greek Religion.  She has written more, ok lots more, and her work could form the cornerstone of a new pantheon for a new Deities & Demigods II if such a thing were feasible. 

Ptolemaic Egyptian Mythos

In 323 BCE Alexander the Great controlled Egypt, his reign, however, was short-lived and his general Ptolemy took control and his family ruled until 31 CE when they were taken over by Rome. The famous Cleopatra (Cleopatra VII) was the last of their line. The Ptolemaic Pharos or Ptolemaic Kings were not Egyptian but were Greek.  They ruled and lived a Greek lifestyle.  Only Cleopatra is recorded to have actually learned some of the Egyptian languages.  The gods they created or were created around them had a unique blending of both Greek and Egyptian features.  Not just physical features, though that is true as well, but religious features and aspects.

Bust of Zeus-Serapis, Roman copy of a Greek original from the 4th century BC, from the Serapeum of AlexandriaZeus-Serapis

By the time Ptolemy took the throne, there was already syncretism happing in the Egyptian worldview.  Serapis was a new popular god figure that combined Osiris with the Apis Bull.  In some places, Serapis had already supplanted Osiris as the main God.  Zeus-Serapis was an "artificial" conflating of Zeus with Serapis.  I say artificial because it was believed he was created by the ministers of Ptolemy I to have a God that could be worshipped by Greeks and Egyptians alike.  Newer research has shed some doubt on this interpretation, but for our uses here it does not matter his actual source, only what he became after that. 

Zeus was the god of the sky, Osiris was the god of the dead and the god of the Pharos.  Zeus-Serapis became the God of the Sun and of Healing. In this, he effectively takes over the "portfolios" of Apollo, Helios, and Ra. As protector of the dead, this also includes the benevolent nature of Hades.

Isis

Isis went from the wife of Osiris and potentially one of the most powerful goddesses in the myths to the Mother of the Gods and thus the pharos.  The Ptolemaic Pharos would often take on the epithet of "Sons of Isis."  Isis remained a popular goddess well into the Roman age.

Isis was also combined with Aphrodite, a goddess of unknown origin herself.  Given the connections between Isis and other goddess like Astarte, Innana, and Ishtar, this sets Isis up as the primary female divinity of the Ancient world. 

The "Mysteries of Isis" became a mystery religion that had some outward similarities to the Greek Eleusinian Mysteries associated with Demeter.  Her cult with tied to that of Zeus-Serapis, effectively becoming a Father and Mother figure to the Ptolemaic dynasty.  In this respect, she takes on the kinder natures of Hera and the dedication of Isis.  she would be the one called upon by women in childbirth. Especially when we consider what is going on with Horus.

Isis Aphrodite Isis and Horus

Horus/Harpokrates

To complete the "holy trinity" of Father-Mother-Child the Greeks renamed Horus, or 'Har-pa-chered' literally "Horus the Child." as Harpokrates.  Where he was envisioned as a child-like divinity.  Gone was the Avenger Horus and now we get a proto-Christ Child in his place. 

Images of Isis nursing the infant Horus would later go on to influence the depictions of the Virgin Mary with infant Jesus.

Anubis/Hermanubis

While not equated with any Greek God in particular Anubis appears as a guide to Isis and advisor of Zeus-Serapis.  Some of Osiris' duties as lord of the dead get transferred to Annubis.

In some cases, we have a syncretized Hermes-Anubis, or Hermanubis, as a psychopomp and protector of the dead. 

Seth

Going a touch outside of Dr. Kleibl's work we get the god Seth. Also known as Set and Suketh and Setekh.  He originally was the good protector god of Upper Egypt. But this was 3,000 years before the Ptolemies.  More time between us and the Ptolemies to be honest.  Over the centuries Set changed from this benevolent god to the murderer of Osiris and the force of all evil and chaos in the world.   

Seth was the name the Greeks called him, and they associated him most with the monster Typhon.  Interestingly enough, I find no conflation with Seth and Hades inDr. Kleibl's text.  While both were seen as dark, chthonic figures, the Greeks in Egypt did not equate them.  But there are still some.

Set/Nephthys and Hades/Persephone

While the associations are not perfect there is a similarity between the relationship of Set and Nephthys with that of Hades and Persephone.   Both Nephthys and Persephone are considered goddesses of the underworld and mourning. Both are attached to husbands they would rather leave.  Both Hades and Set are complicated gods that are often viewed as evil. Both have been accused of raping or at least coercing their future wives.  

I have not found any direct relationship to suggest that they were synchronized, the option certainly feels valid.  The conflation of Set with Hades is one of the suspected origins of the Christian Devil; in particular the association of the devil in the desert or "the wilderness" (in Matthew) when he tempts Jesus. Set is the god of the desert and wild places.  Though I am not aware of any scholarship that has uncovered a synchronized Set-Hades (see Serapis above).

Nephthys was also commonly conflated with the Greek Nys, Goddess of the Night.  As it turns out "Nephthys" is already the Greek name for the Goddess the Egyptians knew as Nebt-het or Nebhet.

Hermes Trismegistus

Not part of Dr. Kleibl's work, but one that really put me on the road to this. Hermes Trismegistus is the synchronized version of Hermes and Thoth.  Hermes Trismegistus may have been less of a worshipped figure and more of a translation error when the Greeks were translating the Egyptian writing (hieroglyphic and Demotic).  Hermes Trismegistus became more important in later medieval times as the author of the Hermetic Texts.  

Heka

This one is also not part of Dr. Kleibl's research but one of my own creations based on her, and other, research.   I talked about the Hecate / Heka connections back when I did OMG: Greek Myths and OMG: Egyptian Myths. With the loss of Isis as the Goddess of Magic we have Heka as the new Goddess of Magic and the Underworld.  Her relationship with Isis is the same as that of Ishtar with Ereshkigal.  This also makes her the perfect goddess of witches.  

Hecate was also conflated with the Egyptian Heqet, the Goddess that was the midwife to Isis when Horus was born. Indeed the Greeks also conflated her with Ereshkigal.  In this respect she could be considered the sister to the Mother Goddess Isis. 

Others

There were plenty more, but it is difficult to know whether these were worship syncretic gods or part of the Interpretatio graeca where the Greeks often substituted names of other gods for their own gods. 

For example, the Greek Asclepius is often equated with the Egyptian Imhotep to become the patron of Healing.   

The Greek Adonis is equated with the Egyptian Osiris, the Sumerian Dumuzid, and the Phoenician Tammuz to all be equivalent Gods of Agriculture and Grain.  This is the same "God figure" of James Frazer's "The Golden Bough."  Another god that fits this is the Greek God Dionysus, who is also conflated with Adonis and Osiris.

Looking over this "pantheon" I quickly note there is no god of war.  There was Montu for the Egyptians, but the "god of war" was also served by Anhur, Ra, Sekmet, and Set at various times.  The Greeks and Romans had Ares and Mars respectively in addition to Athena-Minerva.  You see more syncretism with Ares/Mars in later periods, especially with the gods of the Celts and European peoples. 

The Greeks did know of Anhur and they called him "Onuris."  This is the god of war and battle. His primary goal is to drive out the enemies of Egypt (and Greece).  If we were so inclined we could add all the "avenger" aspects lost by Horus when he became Harpokrates. In this, he takes on the role of Protector of Isis, which of course means the protector of Egypt and the line of the Pharohs. 

Game Play Uses

It was not AD&D that sent me down the road of this Ptolemaic Egyptian Mythos, but rather Gary Gygax's other game, Dangerous Journeys.  Gary's Ægypt fascinated me when I first read about it in the 90s.   So much so that when I wanted an Egyptian-like land I used large chunks of this along with Arypt from Mystara and Erypt from the World of Greyhawk.  All of this together gave me my Ærypt

While it would be best to use the Egyptian gods, RAW, from the Deities & Demigods, using these has appeal, even if I have no idea how the "Greeks" got into my world.  Maybe something else altogether is in order for that.  A future post maybe.

For this "new" Pantheon I would want to relate these Gods in AD&D terms.  This is after all the primary focus of One Man's God, not as a treatise on comparative religions. I also don't want or even need, D&DG-style stat blocks.  These are not "monsters" to be fought. 

I am taking the important bits from the AD&D D&DG, namely"power" levels of the various gods, their alignment, and their worshipper's alignments.   While not stated as "Domains" (that's a 3rd Edition term) I am using them here. These are roughly the same as 2nd Ed's "Spheres."

Serapis
Greater God
Alignment: Lawful Good
Worshipper Alignment: Any Good
Domains: Law, Sun, Sky (including storms and rains), the Dead, Rulers
Symbol: Sun

Isis
Greater Goddess
Alignment: Neutral Good
Worshipper Alignment: Any Good, Women (Mysteries of Isis)
Domains: Motherhood, the Home, Childbirth, Love, Fertility
Symbol: Moon or the Roman symbol for Venus

Harpokrates
Greater God
Alignment: Lawful Good
Worshipper Alignment: Any Good
Domains: Life
Symbol: Ankh

Seth
Greater God (or Intermediate God)
Alignment: Chaotic Evil
Worshipper Alignment: Any Evil
Domains: Darkness, Chaos, Desolation
Symbol: Coiled Snake

Nephthys
Greater Goddess (or Intermediate God)
Alignment: Chaotic Neutral
Worshipper Alignment: Any
Domains: Night, Darkness, the Underworld
Symbol: Dark moon

Hermes TrismegistusHermes Trismegistus
Greater God (or Intermediate God)
Alignment: Neutral
Worshipper Alignment: Any
Domains: Knowledge, Wisdom, Secrets
Symbol: A circle within a square within a triangle within a circle.

Heka
Lesser Goddess
Alignment: Lawful Neutral
Worshipper Alignment: Any, Witches
Domains: Magic, Witchcraft, Childbirth, Darkness
Symbol: Crescent moon

Adonis (Dionysus-Osiris)
Lesser God
Alignment: Lawful Neutral
Worshipper Alignment: Any
Domains: Agriculture, Grain, Wine, Life-Death-Rebirth
Symbol: Sheath of grain

Onuris
Lesser God
Alignment: Chaotic Neutral
Worshipper Alignment: soldiers, warriors
Domains: War
Symbol: Spear 

Asclepius-Imhotep
Demigod
Alignment: Neutral Good
Worshipper Alignment: Any, Healers
Domains: Healing
Symbol: Scalpel 

What About the Demons?

This is all fun and everything, but what about the demons of this mythology?  We have a "devil" in the form of Seth.  I would say that given Egypt's history with demons that some would still be around, but maybe in an altered form.  I think given the Greek connection that Demogorgon would be a good choice too.  Especially if I move Seth over to Lawful Evil (more devil-like).

With the influences of the Greeks and Romans, Late Period Egypt had an increase in creatures that were more related to the Greek daimon.  Demons went from creatures that guarding firey gates to creatures that plagued the Earth with troubles. Egypt at this time was also part of the larger trade routes of first Greece then the Roman Empire, so many gods, goddesses, and demons were filtered through the lens of both ancient and "modern" Egyptian religion.

Guardian Demons

Gate, or Guardian Demons, or demon were the most common sort and were usually created by the Gods.  Their job was to keep mortals out of their realms.  They are demons in the sense that they are supernatural creatures that are neither mortals nor are they gods. These creatures were also described in funerary texts, their names or epithets placed on coffins to protect the dead. They were fierce creatures.  Apep and Ammit from the OMG Egyptian Myths could fit this role, but there are others with names like In-tep, Chery-benut, and Ikenty.  Ikenty was a large bird-like monster with the head of a cat.

Wanderer Demons

The other class of demons were the Earthly or wanderer demons, . These are the demons who cause problems on Earth, gave people nightmares, caused disease, and possessed humans.

I have a Part 4 of this series to do later.  I plan on incorporating some of the work of Prof. Panagiotis Kousoulis of the University of the Aegean, Greece.  Most of his work is in Greek, so I am digging around for English translations.  Part 4 takes this concept of syncretism and demons and dials it up.

But I need to do my Part 3 first.

The Six Million Hits Man

The Other Side -

At some point earlier this morning I hit a new milestone; 6 Million hits.

6 Million Hits
I was not expecting this until sometime tomorrow.   I had some ideas planned for posts, but they were fairly vain navel-gazing, and self-aggrandizing. So instead let me just thank everyone for coming back all these years and reading my strange little corner of the internet.

Still, it is a nice milestone to hit. 

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