Outsiders & Others

It's Halloween!

The Other Side -

Monster Party!It's Halloween! 

I have a lot going on today, so let's get going.

I am ending my Month of Halloween the same way I began, by guest starring on a podcast.

On October 1 I appeared on Monster Movie Fun Time Go where I talked about the movie Day Shift and my game NIGHT SHIFT.

And today October 31 I appeared again on Wobblies & Wizards. Where I talked with Shane (Logar) and Ryan of Appendix N Entertainment about all sorts of horror movies. 

So check them both out!

I was also interviewed over at Third Kingdom Games. So give that a read as well.

Miskatonic Monday #149: Trick or Treat 2

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 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: Trick or Treat 2Publisher: Chaosium, Inc.
Author Andy Miller

Setting: Modern DayProduct: Scenario
What You Get: Sixty-Two page, 32.43 MB Full Colour PDF
Elevator Pitch: Sequel to ‘Trick or Treat’ from Blood BrothersPlot Hook: Bored? Too old to trick or treat? Why not visit the site of an unsolved series of murders?
Plot Support: Staging advice, six pre-generated Teen Investigators, twelve NPCs, three handouts, four maps, three non-Mythos spells, and four non-Mythos monsters.Production Values: Decent.
Pros# Sequel to ‘Trick or Treat’ from Blood Brothers# Pleasing history of Halloween and Halloween and Call of Cthulhu# Decent staging advice# Plenty of background# Does not simply start at the murder site# Contrasts the horror with school life# Detailed playtest notes included# Detailed plotting# Botanophobia# Formidophobia
Cons# Another ‘Kids in peril on Halloween’ scenario# Too much background for a one-shot?# Handouts a little plain# Needs an edit# Detailed plotting# Slightly too for a one-session one-shot
Conclusion# Classic ‘Kids in peril on Halloween’ scenario in which exploring an old murder site turns horrifically bloody as traditional Halloween motifs come to life and stalk the teenage protagonists. # Highly detailed and plotted—perhaps overly so?—teenage horror scenario which delivers a suitably nasty sequel to a Call of Cthulhu, non-Mythos classic. 

October Horror Movie Challenge: The Cursed (2021)

The Other Side -

The CursedA surprise one tonight while browsing Hulu. A neat werewolf movie.

The Cursed (2021)

During the Battle of the Somme, a French captain is wounded. He is taken to the hospital tent and he had three bullets removed from him. A fourth is also found but it is different than the rest, larger and made of silver.

Thirty-five years earlier a group of Romani makes a claim to some land in the French countryside in the 1880s.  They melt down some silver coins and fashion a set of fangs that look like a wolf's but are set in a human skull. 

The landowners, not wanting to lose their land the landowners have the Romani all killed. Their old witch is buried alive with the silver fangs.  

Soon everyone in town is having the same nightmare. The kids of the landowner and the tenants go out to where the old woman is buried and dig up the fangs. One of them puts them into his mouth and bites Edward, the landowner's son. Edward falls into a fever and is bedridden. But soon he runs out of the house into the nearby woods.

A pathologist, John McBride (Boyd Holbrook) arrives. He has been following the Romani. Soon people start dying from "animal" attacks. We learn that John has seen this all before in Gévaudan.  He collects clues and determines it is the curse of the teeth that has turned Edward into a beast and anyone he attacks. 

Few more deaths till the final battle in the church.  John manages to shoot Edward with his silver bullet but hits Isabell, Edward's mother, as well.  

John takes Edward and Charlotte to live with him since their mother and father are now dead and their manor burned down. Charlotte gives John the three unused silver bullets.  We see that the captain from beginning is an adult Edward. Edward dies on the operating table and we see a older Charlotte giving and bed ridden elderly John the last bullett.

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So yeah this one was fun. Recovering from a bad migrane this morning (and I just told my doctor on Wednesday it had been months since I had one and I might need anymore Sumatriptan.) So I am calling it a night.  But I really should work up the Beast of Gévaudan.

October Horror Movie Challenge 2022
Viewed: 44
First Time Views: 33

October Horror Movie Challenge 2022


100 Days of Halloween: Out of the Abyss

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Sorry for the delay on this one. The perfect combination of a migraine and no internet all day conspired against me.

I have spent time with all the previous editions of D&D, let's do 5th today.  And for that, I think I want to spend some time with 2015's Rage of Demons adventure Out of the Abyss.

Out of the Abyss

Hardcover. 256 pages. Full-color cover and interior art.

This adventure was produced by Green Ronin and sold by Wizards of the Coast and is the third adventure made for D&D 5 if I recall right. I bought this one largely because I wanted 5e stats for demons and some places in the Abyss as this book has that.  I also was working on my Forgotten Realms campaign ideas, what would be come part of the Second Campagin

The adventure is an interesting one. For characters 1 to 15. You start in the Underdark and end fighting demon lords in the Abyss itself. That's the least interesting thing about the adventure. We get the aforementioned demon lords and a lot NPCs and a cool new feature of demons, madness. Not only are most demons a little (or a lot) insane and this insanity is contagious. 

We get some new monsters and some updated variants of older monsters.  For our demon lords we get Baphomet, Demogorgon, Fraz-Urb'luu, Graz'zt, Juiblex, Orcus, Yeenoghu, and Zuggtmoy. Interestingly enough, no Lolth. 

I found the adventure was a great introduction to the Underdark and to demons and, for me, a nice hook into the Forgotten Realms. 

I might run it someday, but I have cut it up (not literally) and used pieces of it in other places now so it would need to be with a new group.


The Other Side - 100 Days of Halloween


Mythos & Misdirection

Reviews from R'lyeh -

Occam’s Razor: Seven Modern Era Adventures of Mystery and Deathbegins with a problem. The anthology is a collection of scenarios for use with Call of Cthulhu, Seventh Edition from Stygian Fox Publishing, previously known for two other collections, Fear’s Sharp Little Needles:Twenty-Six Hunting Forays into Horror and the highly regarded Things We leave Behind. What its back cover blurb states is that the book is, “Seven modern era adventures of mystery and death taking investigators through a nightmare of unexpected outcomes, horrific dilemmas, and extreme cosmic horror.” However, the problem is that this statement is both inaccurate and misleading, and it completely fails to tell the prospective purchaser and Keeper what Occam’s Razor is. This problem is compounded by the complete absence of an introduction, which might have explained what Occam’s Razor is and what Occam’s Razor is not, and this key idea behind the anthology. It is not until the reader is fifteen pages into Occam’s Razor and at the end of the first scenario that it becomes clear what the anthology is and what the key idea behind it is. Which really is too late to discover, especially when the blurb promises the prospective purchaser and Keeper “extreme cosmic horror” and does not ‘exactly’ fulfil that promise.

Occam’s Razor: Seven Modern Era Adventures of Mystery and Death, published following a successful Kickstarter campaign, is an anthology of scenarios which involve the mundane rather than Mythos horror. In this they adhere to the principle of ‘Occam’s Razor’ that when faced with competing theories or explanations to a problem, the one with the fewest complications and thus the simplest is to be preferred. In fact, there is no fantastical horror involved in the scenarios in the anthology. So, no vampire or werewolf, let alone the Cthulhu Mythos. Instead, a pack of rabid dogs rather than werewolves (or Ghouls), murder rather than lake monsters (or Deep Ones), and mental illness rather than stalking (or cultists). However, in each case, the author provides options and suggestions in a ‘Must Have Mythos’ sidebar as to what Mythos threat might be added to make each scenario more of a traditional scenario for Call of Cthulhu. That though, would be undercut the point of the anthology, which would be to misdirect the players and their Investigators. To have them chasing hither and thither in search of a Mythos threat or solution to a situation, only for them to miss the obvious, but ultimately realise that the mundane solution can be just as horrifying.

Besides sharing mundane solutions with Mythos options, what the majority of the scenarios in Occam’s Razor share is a hook. Five out of the seven involve missing persons cases, which quickly becomes repetitive and means that whether running them using the mundane solution or the Mythos solution, the Keeper cannot use them one after another. Similarly, four out of the seven involve college students, and that too has a similar effect. All seven though are quite short, offering no more than a session or two’s worth of play, and all are really nicely detailed, the author having done a decent job of explaining each scenario’s plot and clues and ramifications and how each investigation should play out. Even the simplest is well thought through and this shows on the page. The author also adds advice and suggestions on how to run or stage each scenario in sidebars that are in an addition to the usually fulsome ‘Must Have Mythos’ sidebar. The scenarios in the anthology are all set in the modern day, so mobile phones and the Internet all feature fairly heavily, and it will probably be a good idea if at least one Investigator possesses a decent Computer skill—there are a lot of passwords to crack in the seven scenarios.

The anthology opens with ‘A Whole Pack of Trouble’. The parents of Kyle Alexander, a college freshman, believe that he has gone missing, but cannot persuade the campus or local police department that this is the case. Both believe that he is simply away on a break, but following the clues from his dorm room leads the Investigators out into the back wilds where they find Alexander’s car outside a long-abandoned asylum. So, the questions are, what was Kyle doing out there and where is he now? The solution here is a feral dog pack, which presents a genuinely nasty threat once the animals gain the Investigators’ scent.

The second scenario is ‘Eye of the Beholder’ and involves the second missing persons case in the anthology, again from a college. Amy Langan is an art student and once her movement is traced, she was last seen at a local art museum. The question is, where did she go after that? This is a constrained scenario, confined to the four walls of the museum, which has the scope to inject an unhealthy dose of the Mythos via a seemingly random art exhibition. This seems rather overdone in comparison to the mundane solution behind the disappearance. Whether the Keeper adds the Mythos or keeps the scenario mundane, it is possible to circumvent either and very quickly bring the scenario to a conclusion.

‘Frozen Footsteps’ takes the Investigators to Michigan’s Upper Peninsula on the trail of a friend who failed to turn up for a regular lunch meeting. The friend is known to be an amateur scholar of the occult, so something must have caught his interest… Unfortunately, this is not an interesting scenario in itself, with or without the addition of the Mythos content. What sets this scenario apart is the wintery nature of the setting and time of year, and that the antagonists are actually more proactive than others in the scenarios in the anthology. Of course, the friend needs to be added to the campaign prior to the scenario to really work.

Fortunately, ‘Dark and Deep’ is much more interesting in almost every way. In a nod to the author’s own filmic interests, the Investigators receive—or are alerted to the existence of—what appears to be an exert from a snuff film, in which a young woman appears to be attacked by a monster in the waters near a lighthouse. Perhaps the monster could be a Deep One? There is an engaging plot to this scenario and plenty of potential for good roleplaying, and that is even before the Keeper thinks of adding the suggested Mythos content. Should she do so, this adds another level of engaging plot and the motivations of the Mythos threat actually fit the situation ever so neatly. Of all the scenarios in Occam’s Razor, ‘Dark and Deep’ is the one easiest to use in a standard Call of Cthulhu campaign without the Mythos feeling shoehorned in.

The scenarios return to college for ‘Visions from Beyond’ after one of the investigators receives a late-night telephone call from a young man who looks up to the Investigator and takes an interest in the Investigator’s occult-busting activities. The young man is distraught and upset, babbling about recent activities he has been involved in, but then the telephone goes. What has the young man been up to and where is he now? The Investigators must deal with the young man’s fraternity and the campus police before grasping some idea of what is going on… When the antagonists find out, they have a nasty way of turning on the Investigators and then everything gets really freaky! This scenario is nasty enough to not warrant the inclusion of the Mythos, and if it is, there would really be very little difference between the Mythos threat and the mundane one. The scenario needs some set-up beforehand, adding the young man as an NPC to the Keeper’s campaign. This is likely to work better here than in the earlier ‘Frozen Footsteps’, as the interaction with the young man brings an emotional immediacy to the scenario.

The most radical of the scenarios in Occam’s Razor is ‘The Watchers’. A young woman, Linda Lopez, hires the Investigators because she believes is being followed and her apartment is being watched, including by a tall shadowy figure. Of all the scenarios in the anthology, the solution to the situation in ‘The Watchers’ is the both the most mundane and certainly the saddest. This is because her fears are unfounded because she is mentally ill and suffering from schizophrenia. The scenario is designed to teach reckless Investigators and their players a lesson or two in not rushing into the situation and jumping to conclusions. Adding the Mythos to ‘The Watchers’ would ultimately undermine this intent, let alone the fact that the Mythos would not add anything of interest either. The treatment of the mental illness and the symptoms of schizophrenia are reasonably well handled, but there is no denying that ‘The Watchers’ has a brand of horror all of its very own, which makes for an uncomfortable scenario with potentially a difficult subject matter for some players and controversial for others.

The last scenario in ‘A Cleansing Flame’ goes back to college where an astronomer friend of the investigators is found burned to death. Does it have something to do with his research or is there something else going on here? As the Investigators tries to find out the truth, one of their number comes to the attention of someone who always seems to remain elusive and just out of the corner of their eye. Is this person related to the victim’s work or not, and just what is their interest in the Investigator? This is not an easy investigation and many of the NPCs will be unhelpful or simply difficult to deal with. In comparison to the other six scenarios in the anthology, ‘A Cleansing Flame’ is a looser affair and not as tightly structured or plotted, so it likely to require more time to play and more input from the Keeper. The scenario’s climax—as the author makes clear—also has the potential to kill all of the Investigators. Also, like some of the other scenarios in the anthology, adding the Mythos to ‘A Cleansing Flame’ does not add anything to its horror.

Rounding out Occam’s Razor is a series of newspaper articles which the Keeper can develop scenarios from herself or link to other adventures, especially those also published by Stygian Fox Publishing. The anthology also comes with a set of pre-generated Investigators, the owner and staff of the Sandings Investigative Agency. These are for the most part, decent enough.

Physically, Occam’s Razor is a handsome looking, but slim tome. The book is nicely illustrated throughout and the cartography is artfully done, arguably the best to appear in a Stygian Fox Publishing in some while. Not all of the illustrations match the maps—or vice versa—though, and the editing is uneven in places.

There have been anthologies for Call of Cthulhu before which present scenarios without the Mythos. Bumps in the Night from Pagan Publishing is one, as are Blood Brothers and Blood Brothers II, both from Chaosium, Inc. Occam’s Razor joins them, but wants to have its cake and eat it by including options to involve the Mythos, and in too many cases, the presence of the Mythos does not add much, if anything at all, to a scenario. This is primarily because the presence of the Mythos is simply changing the motivations behind the antagonists’ actions, the exception being the best scenario in the book proving the point. ‘Dark and Deep’ stands very well up on its own, but the addition of the Mythos adds plot rather than motivation.

The collection though is not as easy to use because of its repeated hook of missing persons cases and the mundane nature of the antagonists. Rather than use than use them one after another, the scenarios need to spread across a campaign if their central conceit—that not all horrifying situations have a Mythos solution and the Investigators need to be reminded of that on occasion, is to work. Nevertheless, Occam’s Razor: Seven Modern Era Adventures of Mystery and Death presents a set of serviceable scenarios, with at least the one standout, but all seven are solidly plotted and well written.

England’s Dreaming Awaits

Reviews from R'lyeh -

England is falling. She stuttered after the slaughter of the Great War and the ravages of the Spanish Flu. As the Bright Young Things flung themselves into the hedonism of the Jazz Age and the working classes fomented industrial action—if not outright revolution, the fall was accelerated after the Wall Street Crash spread the Great Depression around the world. Now as Fascism rises in nearby Europe and is admired and entertained by the Upper Classes, the country is losing its way, weak and unsure of what it once was, let alone what it is now. Yet there are those who recognise the malaise, and who not only know the solution, but have the means and the power to apply it and so restore the country. Since the strange occurrences in the South Pacific in 1925, there have been men and women who have come to see there are beings and powers beyond that can be used and bargained with to ensure that England can be at least itself once again, that it can inspire great men and simple men alike, be prepared to weather the coming storm, and perhaps aspire to be the Albion of William Blake’s verse. Their means is not politics or the modern arts of mass communication, but old arts and skills—magic! Or rather Alchemy, Spiritualism, and Witchcraft, as well as the Magick of the evillest man in England, Aleister Crowley. Armed with knowledge gained from their newfound skills and researches, they will delve into the myth and folklore of the country, allay the threats they sometimes are, have dealings with creatures and persons out of fable, and encounter those non-believers, rival magicians, and fascists who do not want a return to a green and pleasant land in a secret war which will play out over the course of the Desperate Decade.

This is the setting for Fearful Symmetries, a campaign for Trail of Cthulhu, published by Pelgrane Press. This explores the clash between rationalism and romance, science and magic, Lovecraft and Blake, the Mythos and the folklore in a framework inspired by Blake’s artwork and writings, that might not involve Lovecraftian investigative horror at all! For although the often non-Euclidean mathematics of the Mythos underly the workings of the mundane magics of Alchemy, Spiritualism, Magick, and Witchcraft, as well as the existence of the Mythos creatures and races that explain many of the creatures known in folklore, this does not mean that they will be recognised as being of the Mythos. Thus, the Investigators may encounter the Mythos but not necessarily recognise as such, likely losing Stability and Sanity nevertheless, just as they will for practising magic and encountering folkloric creature. Ultimately, magic, even as it empowers the Investigators to deal with the threats to Albion and ensure its restoration, is a double-edged sword, yet one more ‘fearful symmetry’ they will face in the course of a campaign.

Fearful Symmetries begins with an introduction to William Blake and both his works and mythology, contrasting them with those of Lovecraft. This section in particular is lavishly illustrated with Blake’s paintings, but they are used throughout the book and so give it a very individual look. Here the groundwork is laid for a campaign, including whether it should be played open or closed in terms of Investigator knowledge, the style of magic the Investigators should employ—Magick is the default, the conventions of magic, what type of characters to play, and advice for the player. The counterpart to this—or symmetry—is the advice and tools for the Keeper. The Folklore Engine and the History Machine are the primary sets of tools, more a series of prompt than necessarily tools, but they enable the Keeper to build mysteries and episodes around folklore and the real world. They have their own counterpart for the players in the form of The Book of the New Jerusalem, an in-game prompt that they can draw from to direct their Investigators’ enquiries. Other tools include geographical and relationship maps, timelines, and more, the latter running all the way up to safety tools necessary for a good game. There is decent advice on setting up and running a campaign, the primary advice being that the Keeper improvise in response to her players’ and their Investigators’ actions and decisions, many of which are intended to be drawn from The Book of the New Jerusalem.

One major difference between Trail of Cthulhu and Fearful Symmetries is the power level of the Investigators. In Trail of Cthulhu—even in Pulp mode, the power level of the Investigators is low. At best, an Investigator might know a spell or two in Trail of Cthulhu, whereas in Fearful Symmetries they are magical adepts, capable of casting a variety of spells, empowering rituals, creating magical items, entreating with magical beings, and incarnating Blakean spirits. Fearful Symmetries gives ways of making the casting of Incantations—immediate spells, and the performing of rituals—longer, more involved castings, both interesting and mechanically beneficial. Magic here has to be worked, especially the rituals, which the Investigators will be regularly performing, whether this is initiation rituals to bring someone into a magical group or attunement rituals to align the casters to a magical item or node. The attunement ritual will be important throughout a Fearful Symmetries campaign as the Investigators will be working to restore and repair important locations upon England’s ley lines and this bring about a new Albion.

Although the default style of magic in Fearful Symmetries is Aleister Crowley’s Magick, three others—Alchemy, Spiritualism, and Witchcraft—are also examined in detail. Others are mentioned as an aside, but the focus on the key four means that there is a lot here for the Keeper to grasp and understand, let alone her players. Having Magick as the default offsets that, although main reason is that having the Investigators share the same magical style means that they can easier work together. The wealth of information here means that the casting of magic should never get stale.

In terms of background, Fearful Symmetries gives a good guide to life and cultures of mundane England of the thirties, details several of the occult groups operating in England in the period (these can be rivals, groups the Investigators can join, and so on), points to ordinary groups such as ramblers and potholers as useful contacts and NPCs, numerous creatures and beings from British folklore are described and given stats, as are various items and occult books. Occult England—or Albion—takes in not just the notable magical places across the country, thus tying in with The Book of the New Jerusalem, but also extends beyond into other places. These include Fairyland, the astral plane, even Death, as well as John Dee’s Aethyrs, the planes surrounding the Earth. Combined with the ley maps in the appendices at the rear of the book and The Book of the New Jerusalem and what Fearful Symmetries provides an occult sandbox which the Keeper can develop a campaign from and the players and their Investigators can explore in pursuit of a restored Albion.

The default or sample campaign in Fearful Symmetries comes oddly placed in the middle of the book. In ‘Fearful Symmetries’ the Investigators begin as newly initiated practitioners whose mentor is suddenly snatched away in front in of them by what is arguably Blake’s most well-known motif. Once the ritual is completed and now both initiated and incarnated as one of Blake’s Zoas, or primal spirits, they can begin following the clues in search of their mentor and discover who or what abducted her in front of their eyes. The plot thickens with a Lovecraftian antagonist, trips out into the English countryside and across seedy London (potential here for a crossover with Bookhounds of London and The Book of the Smoke, the London counterpart—or symmetry?—to The Book of the New Jerusalem), and in the second part or series, confrontations with England’s growing obsession with fascism. Just fifteen pages long, this is an excellent outline, which together with the background, should develop into a good campaign.

Rounding out Fearful Symmetries is a bibliography and a set of appendices that examine the ley lines network across London, worksheets, lists of alternate names for folkloric creatures, a glossary, a lengthy list of other occult books, and maps of the lay lines detailed earlier in the book. In particular, the examination of the ley lines network across London ties into the sample campaign and potentially turns Fearful Symmetries into a sequel to the earlier Bookhounds of London.

Physically, Fearful Symmetries is cleanly and tidily presented, its tight blocks of text broken up by Blake’s artwork as well as the liberal inclusion of quotes from Blake himself, plus William Shakespeare, H.P. Lovecraft, Aleister Crowley, Arthur Machen, and many more. This makes the book a lot easier to read given the wealth of information it provides. If there is a downside to the book, it is the lack of index, inexcusable given just how much information there is in Fearful Symmetries.

Fearful Symmetries is not a traditional campaign or setting book for Lovecraftian investigative roleplaying, let alone for Trail of Cthulhu. Of course, Pelgrane Press has form here with Dreamhounds of Paris, which combined Surrealism with the Dreamlands, but Fearful Symmetries is not really about the Mythos, although it is present, hidden under layers of Blake’s mysticism and the occult traditions practiced in the thirties. So the Investigators may never even encounter it. Nor is it a case of encountering a great ‘evil’ and thwarting its plans necessarily, as is the usual in a campaign of Lovecraftian investigative roleplaying, but rather of restoring and rebuilding an ideal. This is Blake’s Albion, the old Albion, as opposed to the ‘new’ Albion that the English fascists might be dreaming of, again, one more of the symmetries to be found in the supplement. One way in which Fearful Symmetries can be seen, especially in its emphasis upon Aleister Crowley’s Magick, is as a spiritual successor to Pagan Publishing’s The Golden Dawn.

Fearful Symmetries takes Trail of Cthulhu and the GUMSHOE System into the realm of occult investigative roleplaying, and whilst it does not leave Lovecraftian investigative roleplaying behind, it does prove that it is as dangerous as the Mythos. There is a bucolic richness to this realm, both in the mundane and the magical, that begs to be explored and appreciated, but there is complexity too, more so than will be found in a typical Trail of Cthulhu or Lovecraftian investigative roleplaying campaign. There is also, a sense of hope to Fearful Symmetries, a yearning for England to be a better place, and as dangerous and as difficult as the attempt will be, that the Investigators are rebuilding and restoring the country, directing her down a different path, rather than saving the country against an unknowable and uncaring foe. In hindsight, this can also be seen as restoring England as she once was spiritually and thus preparing her in time for the calamities that will come in the face of war.

As English as it can be, Fearful Symmetries is a superb set of tools for a very different type of campaign. Rife with fascinating parallels and contrasts, Fearful Symmetries presents a setting and campaign of occult investigative roleplaying that will be demanding of Keeper and player alike, but enable them to explore a rich world of the occult and the folkloric, becoming the country’s secret saviours as they master dangerous Magicks, face fascist bullyboys, and bring about a better future.

Miskatonic Monday #148: After the Rain

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 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: After the Rain: A Samurai Era Call of Cthulhu ScenarioPublisher: Chaosium, Inc.
Author Kevin Konieczko

Setting: Warring States Era JapanProduct: Scenario
What You Get: Thirty-six page, 12.54 MB PDFElevator Pitch: Seven Samurai versus the MythosPlot Hook: Ronin hired to deal with bandits who have just turned more vicious
Plot Support: Staging advice, eight handouts including one map, six NPCs, and two Mythos monsters.Production Values: Good.
Pros# Suitable for Cthulhu Dark Ages# Includes a primer on Sengoku Era Japan# Detailed Investigators# Teraphobia
Cons# Involves a lot of combat# Needs an edit
Conclusion# Entertaining change of place in what is a samurai mini-sandbox supported detailed Investigators and historical background.# Can be run using Cthulhu Dark Ages or Call of Cthulhu, Seventh Edition

October Horror Movie Challenge: Prey (2022)

The Other Side -

Prey (2022)I have been wanting to see this one since it came out. Glad I got a chance to finally see it.

Prey (2022)

Naru (played by the amazing Amber Midthunder) is a Comanche woman who is trained as a healer but wants to be a hunter.  While out hunting with her brother she sees the effects of the cloaked Predator spaceship. She sees this as the Thunderbird and takes this as a sign that she can begin her own hunt.

She joins her brother on a hunt where they discover a lion attacked one of their own. Naru is able to heal him but she wants to go with her brother Taabe to hunt the line. While out she sees signs that something else other than a bear could be hunting them.  Naru is waiting in a tree for the lion when she is attacked by it, she manages to wound it but it knocks her out of the tree. Taabe brings her home and goes back out to kill the lion.

Convinced there is still something else out there Naru heads out to hunt on her own.  Well, her dog Sarii goes with her.  While hunting Naru sees a bunch of slaughtered and skinned bison. She comes upon the bear and it tries to kill her, but the Predator kills it instead with Naru watching. 

She is found by a hunting party sent by her brother, but the Predatory kills them all but Naru manages to escape. She runs and get stuck in a trap set by French trappers. They have also seen the Predator and want to know what she knows.  They also have her brother Taabe and decide to use them as bait.  The Predator though is not interested in bait and kills all the French.

They get to the French explorers' camp, where Naru kills a few more of the French, and the Predator attacks. They fight but the Predator kills Taabe. 

There is a final battle between the Predator and Naru when she deftly shows what she spent the whole movie learning about her prey.

She manages to kill the Predator and takes its head back to her home.

--

So yeah, this one was really fun. Great addition to the franchise.

October Horror Movie Challenge 2022
Viewed: 43
First Time Views: 32

October Horror Movie Challenge 2022

Miskatonic Monday #147: Taken for Granite

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 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: Taken for GranitePublisher: Chaosium, Inc.
Author Jade Griffin

Setting: Jazz Age VermontProduct: Scenario
What You Get: Thirty-eight page, 11.84 MB PDFElevator Pitch: Invasion of the Ringing, Singing RocksPlot Hook: Graniteville turns strange in the Fall
Plot Support: Staging advice, six handouts including one map, six NPCs, and one Mythos monster.Production Values: Good.
Pros# First part of a series# Solid plot# Good artwork# Decent small town investigation# Petraphobia# Phonophobia
Cons# Forced failure of a skill roll?# Needs a careful read through to understand the plot# Underdeveloped in places# Slightly underwritten plot
Conclusion# Strange behavior in a small town reveals a weird menace from outer somewhere in a decent little scenario.# Scenario hindered by unclear explanations in places and a slightly underwritten plot

100 Days of Halloween: 4e Witches

The Other Side -

Yesterday I took a look at the World of the Witch for 4E. Today I want to re-reflect on the official witch from 4e in Heroes of the Feywild. I also want to go over the Heroes of Shadow. While there are no witches in that volume they very well could have been.

Heroes of Shadow (4e)Heroes of the Feywild (4e)

Player's Option: Heroes of Shadow (4e)

PDF and Hardcover book. 160 pages. 

For this review, I am considering the hardcover version I purchased when new and the PDF from DriveThruRPG.

The Shadowfell is now a feature of the D&D 4 landscape and many products have discussed it including many of the adventures and Monster Manuals. With the Player's Option book we get classes and races based on the shadow realms and how they can be used.

One of D&D4's greatest strengths was its modularity. Adding or subtracting material from the game was easier than ever before. It is a feature that 5e adopted, though not as radically as 4e. Adding more classes then never felt like a bloat since you could limit the number of classes or races or any other feature. The Player's Option books were that in execution. Heroes of Shadow introduces the Assassin class, the Blackguard Paladin option, the Vampire class, the Binder option for Warlocks, and additions to other classes such as clerics (death domain), warlocks (gloom pact for hexblades), and the Necromancy and Nethermancy schools for wizards. Since classes are so detailed this covers the majority of the book.

The Vampire class should be mentioned since it is different. The idea behind it is that no matter what a person was before this, they are now a vampire and they can progress in power as a vampire. Not for everyone, I am sure but there was an elegance to it that can't be denied. It also worked quite well, to be honest.

There are some new races of course. The Revenant is back from the dead with the power of the Raven Queen with them. The Shade has traded some of their mortality for Shadow stuff. This is the best version of the Shade since 1st ed. The Vryloka are living vampires, one of my favorites in 4e, and variations on Dwarves, Elves/Eladrin, Halflings, and Humans.

There are new Paragon Paths for many classes and Epic Level Destinies. A handful of new feats and some new equipment.

It is a fun set of options that really had the feel of the shadow-soaked 4e world down.

Plenty of great ideas for a 5e game using the same classes (all have 5e counterparts) or as fluff for other versions of the game.

Player's Option: Heroes of the Feywild (4e)

PDF and Hardcover book. 160 pages. 

For this review, I am considering the hardcover version I purchased when new and the PDF from DriveThruRPG.

In general like Heroes of Shadow, Heroes of the Feywild assumes that these characters are either from or have strong ties to their "homeland" in this case the Feywild. IF you have any interest at all in the Feywild or any sort of land of the Faerie (such as Avalon, Alfheim, or any number of others) then this is a good book. While not really compatible with older editions of D&D there is still plenty that can be used. The feats even are written that they could even be used with Pathfinder or D&D 3.x. I found plenty I can use for my current 3.x game that I run with the kids and Ghosts of Albion. I actually ended up liking this book more than the Heroes of Shadow book out earlier.

The Witch The witch is a new "sub-class" of the wizard that basically learned in the Feywild. On one level I didn't like this since the witch isn't really a type of wizard. But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths, and Epic Destinies the wizard can use. In this respect, it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user". It gives the witch a lot of power to choose from.

The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch. The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit. Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens. It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post-Essentials line. The Epic Destiny, the Witch Queen, though is quite good. I had done something similar as a Prestige Class for 3.5. This one is different but there are some interesting powers and effects.

I might try a multi-classed witch/warlock, but that might be splitting my roles a bit too much

Powers and Spells What sets this Witch apart from another Wizard or a Warlock are her spells and powers. The witch relies on her familiar to learn magic. Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap. Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not, for example, have a fireball-like spell, but she can change monsters into other animals and they take damage for it. Heavy on the charms and transformations. Lots of powers with the Psychic keyword. Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level than Pixie War Band.

I would like to see more about the relationship between Witches and Warlocks. Especially given the Fey commonalities and interactions with Patrons. I think I'll have to write that myself now given that the 4e is a dead game line.

Non-Witch Material There are three new races to play that are well suited to a Feywild/Faerie World sort of game. The Hamadryad, the Satyr, and the Pixie. All have something very interesting about them and I'll stat up some witches for each race as well. There are other class builds as well the Berserker (Barbarian), Protector (Druid), and Skald (Bard). All great for a pseudo-Celtic-themed game of D&D. Just add Player's Handbook 2 to the mix to get the base Bard and Gnome and you are set. Honestly, there is enough here to run a high-magic game and never leave the Feywild.

Overall I am very pleased with this book. It's not perfect, but it is very, very close.

4e books



The Other Side - 100 Days of Halloween


Miskatonic Monday #146: Ravishing Beauty

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 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: Ravishing BeautyPublisher: Chaosium, Inc.
Author: Dr. Benjamin Will

Setting: Italy, 64 C.E.Product: Scenario
What You Get: Twenty page, 1.41 MB Full Colour PDF
Elevator Pitch: Sometimes the walls are given a willPlot Hook: A stay at a wealthy villa reveals the nastiness of the owners
Plot Support: Staging advice, four pre-generated Investigators with backgrounds, three maps, six  NPCs, and three Mythos monsters.Production Values: Plain.
Pros# One session scenario for Cthulhu Invictus# Unpleasant NPCs# Pleasing sense of claustrophobia# Decent pre-generated Investigators# Inventive use of the representation of myth# Easy to move to elsewhere and elsewhen in the Roman Empire# Potential campaign starter# Sportaldislexicartaphobia# Automatonophobia# Artophobia
Cons# Underwritten primary NPC interactions# Includes scene where rape and sexual assault is a possibility
Conclusion# Claustrophobic scenario which makes inventive use of the representation of myth# Solid scenario for Cthulhu Invictus that can be worked into a campaign or used as a campaign starter

Miskatonic Monday #145: Octopus Tag

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 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: Octopus TagPublisher: Chaosium, Inc.
Author Ronny Anderssen

Setting: Modern DayProduct: Scenario
What You Get: Twenty-Six page, 21.71 MB Full Colour PDF
Elevator Pitch: Squid Game versus the MythosPlot Hook: Can you survive the horrors of the game?
Plot Support: Staging advice, eight NPCs, six handouts, one map, one Mythos artefact, and one Mythos monster.Production Values: Good.
Pros# Definitely survival horror!# Inspired by Squid Game# Nicely done NPCs# Some NPCs you want to die# Make the NPCs playable Investigators for interesting dynamics# Almost endless supply of replacement Investigators# Kabaddi, Kabaddi, Kabaddi# Chapodiphobia# Ludophobia
Cons# Inspired by Squid Game# Unwinnable# As a one-shot, needed pre-generated Investigators# Some NPCs you want to die# Every game needs careful study and staging# Keeper needs to prepare ready supply of NPCs and names# Keeper needs to prepare ready supply of new Investigators
Conclusion# Bonkers, ultimately unwinnable game (or series of games) of survival horror that will grind the Investigators down and scour their Sanity.# Reality Television or Black Books-style horror infused with the Mythos for a nasty one-shot that will bring out the worst (and the best) in the NPCs and Investigators.

Miskatonic Monday #144: The Time Shadow Over Darnesville

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 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: The Time Shadow Over DarnesvillePublisher: Chaosium, Inc.
Author Scott Cox

Setting: Jazz Age USAProduct: Scenario
What You Get: Ten page, 2.35 MB Full Colour PDF
Elevator Pitch: Invasion of the Mind SnatchersPlot Hook: “Look, you fools, you’re in danger! Can’t you see?! They’re after you! They’re after all of us! Our wives, our children, everyone! THEY’RE HERE, ALREADY! YOU’RE NEXT!
Plot Support: Four NPCs, one Mythos tome, and no Mythos monsters.Production Values: Decent.
Pros# Short two-three hour scenario# Suitable for one Investigator and one Keeper# Inspired by H.P. Lovecraft’s ‘The Shadow Out of Time’# Easy to adapt to other time periods and settings# Xenophobia
Cons# Needs a slight edit# Superfluous Spot Hidden rolls# Primary antagonist could be in two places at once# Underdeveloped in places# Inspired by H.P. Lovecraft’s ‘The Shadow Out of Time’# Darnesville undeveloped as a setting# No maps# No Psychology rolls?# Underwritten NPCs# Insufficient alienness
Conclusion# Potentially decent one Investigator/one Keeper scenario undone by by underdevelopment in terms of location and the portrayal of the NPCs.# For a scenario dealing with alien invasion, The Time Shadow Over Darnesville simply lacks a sense of paranoia or the alien.

October Horror Movie Challenge: Häxan (1922, 2016)

The Other Side -

I have watched Häxan before. Many times in fact and honestly it never gets old.

Häxan (1922, 2016)

This is the new version is from the Criterion Collection BluRay. It looks so good too. There is also a 32 page guide book to go along with it.

This new version is gorgeous. The devils seem more lurid, the priests more vile, and the witches...oh they have never looked better.

I got this one for my birthday back in June and I have been waiting to watch it now for the 100th Anniversay.

I will have to check, but I don't think there is anything here that isn't also on my DVD, save for the upscaling. 


October Horror Movie Challenge 2022
Viewed: 42
First Time Views: 31

October Horror Movie Challenge 2022

Witches Larina and Solaine make a potion

The Other Side -

Well, this is a fun little treat!

My good friend and wonderful artist Djinn not only created a wonderful little toon of our witches Larina (mine) and her's (Solaine) but she animated them too. And Larina talks!

These are part of her "Dirty Sticky Journal" series, little cartoons like this featuring her character and others she has drawn over the years. She has done a lot of art of Larina, but seeing her come to life like this is really fun.

You can find them on her Instagram page and this one in particular.

The best place though is her Patreon site. And her Linktree.

I have shared her art in the past and she was one of my earliest Featured Artists.

Oh, and speaking of art. I shared The Simbul, Witch Queen of Aglarond yesterday on Twitter and I got this from Ed himself.

I LOVE these portraits!!!!! Spot on!!!!

— Ed Greenwood (@TheEdVerse) October 28, 2022


All in all a pretty red letter geek day for me!


100 Days of Halloween: World of the Witch 4E

The Other Side -

World of the Witch 4EMoving up to D&D 4e now (I have pretty much-covered everything for 3e), I get to one of the stand-alone Witch Classes.  How is it and how does it compare to the Witch in Player's Option: Heroes of the Feywild?

World of the Witch 4E

PDF. 105 pages. Full-color cover and interior art.

I would call this book a "full service" D&D 4e book. It was published well after 4e was done as a line so it has the advantage of a long development time. It also can incorporate the best of what 4e had to offer.

To start we have seven character themes; the Black Cloak of Vanuna, Cat Sister/Brother, Cauldron Adept, Maleicar, Sea Witch, Temptress/Tempter, and the Witch Priestess. Each gaining some sort of mechanical and roleplaying benefits.

Witch Class

Next, we get to the Witch Class. This is not a subtype of the Wizard like we see in Heroes of the Feywild, but their own class. There is even a nice sidebar about Witches vs. Warlocks.  For this witch the abilities are Charisma, Constitution, and Wisdom, so exactly like I would suspect.

There are four archetypes, here known as covens. They are the Hag Witch (combat ready), Karmic Witch (reactor), Primeval Witch, and White Witch. Each gets a feature or power. 

All witches get the Bewitch feature at 1st level as well as the Ritual Caster feat.

As with all 4e books, we get a long listing of the various at-will, encounter, daily and utility powers they get. A lot of these look really fun. Makes me miss 4e.

Paragon Paths

At 11th level you can choose a Paragon Path with gives you access to other magic. These are the Night Hag, Black Witch, Pact Witch (you have to be a Witch AND a Warlock), and Shaper. There is some text on other published Paragon Paths.

Note: There is no Epic Destiny here.

New Feats

While not as bad as 3e in terms of feats, 4e still has more than 5e does. But that is fine, I like feats to be honest.

Tools of the Trade

lots of mundane and magical tools for the witch.

Lore & Locations

This covers covens, people, places, and things. This book also has a Daughters of Darkness coven! I suppose that should not be a surprise really. Lots of variety here and that is nice. 

There are some NPCs here including a goddess-like figure and some powerful witches. 

The Witch Kingdom of Amarath

Now, this has my attention. It was a kingdom for and by witches and ruled over by three Witch Queens.  There is not a lot here, but for me, it is worth the price of the PDF.

Witch Adventures

There is a table of 50 plot hooks followed by a section on more developed ideas for a campaign. 

There are even new monsters and NPCs listed.

All things considered, I rather like it all. There are a lot of good ideas here and the powers feel about right.   I am a bit removed from 4e nowadays, but this makes me want to play it some more.

Compared to the Player's Option: Heroes of the Feywild witch this one has certain benefits. For me, I might combine them and play them all as one class. I would certainly grab the Witch Queen Epic destiny to use here. 

The art is fine, but all over the place in terms of quality. I don't fault them for that really. Many I recognize and have used myself, to be honest.

There is no POD option for this and I am going to take that as a plus. Why? Well, I mentioned the modularity of the 4e material before, well I can take this, print the pages I want, and build my own 4e witch book to use. Combine it with other 4e material I have and I can have the ultimate 4e witch. And this book serves as the base for all of that.


The Other Side - 100 Days of Halloween


October Horror Movie Challenge: Bell Witch Movies

The Other Side -

A couple of Bell Witch movies tonight. They both pretty much follow the same formula.

The Bell Witch Haunting (2013)The Mark of the Bell Witch (2020)

The Bell Witch Haunting (2013)

Take the legend of the Bell Witch, mix in bits of Paranormal Activity and the Blair Witch Project and you could get something good. BUT this is The Asylum doing the mixing so we get mixed results. There is some gratuitous nudity, some sub-par acting, and sometimes some fun scares. 

None of the actors or characters are even remotely memorable, but there are some fun scenes usually involving the witch.  The bit at the end where "Dana is currently in a private Asylum on the East Coast" was funny I admit.

The Mark of the Bell Witch (2020)

This is much better and has a few good scares in it too. It follows the story of the Bell Witch closer than the 2013 one above. This one actually takes place in the 1800s.  If I had known this I would have watched this one first.  Nah, it was better this way. It would have made the Asylum movie look even worse.

Kinda tired, so that's enough for one night.


October Horror Movie Challenge 2022
Viewed: 41
First Time Views: 31

October Horror Movie Challenge 2022

The Simbul, Witch Queen of Aglarond

The Other Side -

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

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

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

Also in my Realms. She is a proper witch.

Putting the Witch back into Witch Queen

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

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

                                                                                                      - The Seven Sisters, page 4

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

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

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

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

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

The High Witchcraft Tradition

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

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

The Seven Sisters and the Witch


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

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

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

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

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

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

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

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

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100 Days of Halloween: The Seven Sisters

The Other Side -

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

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

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

FOR6 The Seven Sisters (2e)

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

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

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

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

Introduction

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

Who are the Seven Sisters?

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

The Story of the Seven

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

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

Powers of the Chosen

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

The Seven 

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

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

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

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

Spells of the Seven

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

Magical Items of the Seven

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

Using the Seven Sisters in a Campaign

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

--

The Seven Sisters

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

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


The Other Side - 100 Days of Halloween

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