The beginning of the 60s takes us to the end of 1984 which may have been one of the best years in gaming. Issue #60 comes to us from Dec. 1984. Let's talk about the cover for a bit. Two warriors on horseback, one with a woman behind, either fighting or raising their weapons in salute to each other. Majestic castle in the background. I think I like to think these are not enemies; their stances do not scream combat to me though that is what the artist had in mind I think. Doesn't matter. The cover is 30 years old and I get to see what I like now. Again, we have Chris Achilleos to thank for this one.
Ian Livingstone kicks things off with an editorial about the price of metal minis and how they have tripled in price. I never bought many metal minis myself, price being one of the factors, but mostly I can't paint worth a damn. It seems odd to me that the idea of doing plastic minis didn't catch on then. I think that the metal ones were very detailed (still are) and preferred by the people that do the painting (still are). Hard for me to say really, not at all my area of expertise.
Up first is First Issues or how to start a supers game. Really, if you are looking to start up, re start up or even just reboot a supers game then this is a must read. They suggest minis, which I like and is not really as needed as they say, but you can also use good old fashioned action figures.
Open Box has a few classics on hand. The Elfquest RPG from Chaosium is up. I dismissed this game as a "kiddie" game back in the day. Yeah, yeah I know how wrong I was now. Murray Writtle rubs salt in that old wound by giving it a 9/10. Three modules from TSR are up. In case there was any doubt that this is the Silver Age of Gaming, included in this group is DL1 Dragons of Despair, the first Dragonlance module. Now at the time I liked this and thought the concept was cool, new and exciting. Graham Staplehurst agress and gives it an 8/10. I have to admit I hated (and still do to far lesser degree) the Kender. Also up are the next two UK modules in the new trade dress. UK2 and UK3 get 8/10 and 7/10 respectively also from Graham Staplehurst.
Graeke Davis has part 2 of the magical item manufacture rules. This time covering rods and potions; ie things all characters can use. Again, these have been superceded by similar rules in 3.x, but the flavor is great and it is much more than a list of spells and XP expenditures. When dealing with magic in games, flavor text is often everything.
Steve Williams and Jon Sutherland are up with The Bleeding Stone of Iphtah (god choice for I day!) this scenario for Call of Cthulhu featuring one of my favorite races, the Yithians or Great Race. CoC works best when it works in small doses like this. A mystery, some investigation, 1 (and not much more) monster or race and really nothing from the Great Old Ones. If Cthulhu shows up in your game then play D&D. This adventure is nearly perfect for me. I'd love to try it either as a Cthulhu by Gaslight one or a Ghosts of Albion one.
Marcus Rowland has some tips for Scifi gaming. If I was smart I should scan these in or copy them and put them in a folder for the next time I try Traveller.
Stuart Hunter as an AD&D adventure "The Fear of Leefield" for 4-6 characters of 3-5 level. The adventure is longish. It uses a new race from a whle back (Mandrake people) and has a new spell and magic item. The scenario involves slavers and drugs, so it could be used just about anywhere.
Microview is back with some computer games. Games Workshop was in the Sinclair Spectrum games biz for a bit and gives us Tower of Despair (also known as Argent Warrior). This game lives up to it's claim of "State of the Art" graphics and gets a 9/10 from Kevin Westbury. D-Day is also reviewed and gets a 9/10 from Andrew Miller. Lindsay Paton gives Lords of Midnight 9/10 as well.
Now here is an interesting thing going on here. The Atari for all intents and purposes is seeing a decline in the home game market at this point while computer games are getting better and better. Is the silver Age of RPGs related to the rise of computer games? Or visa versa? There were certainly some interesting things going on in 1984/85 on both fronts.
Ars Arcana details the uses of various new 8th and 9th level spells from AD&D. I have read lots of articles like this over the years, a DIY in D&D (not DIYD&D) if you will. Doing more with the tools you already have. Always a good idea or two.
Fiend Folio is up with some new AD&D monsters. Felines, Fungi and Phantoms is the subtitle. We get a Bush Cat that changes stats as it ages. Also there is the Helghost, or an undead magic-user that was particularly vile in life.
Letters tackles such topics as Thrud and why won't WD cater to every type of gamer everywhere.
RuneRites has some monsters. I think. Hard to say really. There are pictures of monsters, there are stats, but I am not sure if I am supposed to take the Furballs, Wereballs, and Dragonballs seriously or not. They look like Pokemon to be honest.
Table top heroes details brushing techniques.
News is up. First note is the Mayfair / TSR dust up is over. some rumors of Milton Bradley and Parker Brothers getting into the RPG market. Major new British RPG is on the way Dragonroar is set to take the world by storm.
Ads, and finally that last nail in the coffin of the Golden Age, an ad for software graces the back cover. Not only that but for Adventure Writer, a program that allows you to create the adventure in English on your computer.
If there was ever a doubt that we are in a new age, look no further than issue 60. 1984 was a big year in gaming. Lots of changes. Even the covers of the now classic AD&D are changing. Next time it's 1985.
If you are looking for my A to Z post, just scroll down.
Wednesday, April 10, 2013
I is for Iblis
Iblis or ʾIblīs is the name of the Devil is Islamic texts such as the Koran/Quran. He is a very powerful being, though he has no power over good men and women.
And oddly enough I had never heard of him. Well. Let me rephrase that. Never heard of him as a devil mind you. There was this old Battlestar Galactica (1979 flavor) episode that dealt with a devil like creature. A Count (or was it duke?) Iblis. It became obvious he was a bad guy and Apollo associates him with other names like Satan, Lucifer and Mephistopheles. Now that is exactly the time I was reading a lot of D&D and lot of religious texts and I had never heard of Iblis before. So I had to go and find him. In 1979/1980 that meant going to the library. Of course I had no idea how Iblis was even spelled since it was pronounced "IB-blee". When I saw the name written I pronounced it "EH-bliss". Took me a bit.
Iblis interestingly enough is missing from the 1st Ed AD&D rules Monster Manuals. Satan is missing too, but that is another day. Iblis though could be something very special. He is described as a ruler of the Jinn, or least one that did not bow down to humans. D&D (and many other games) have D'jinn/Jinn in them, so adding him is not a big stretch. If Islam can have good, neutral and evil Jinn then so can I!
Shayṭān are corrupt, evil spirits of elemental forces. They are similar in many ways to the D'jinn/Jinn and Efreet/Ifrit. In fact most scholars believe they are the same as Jinn and Ifrit save that they follow Iblis. All are evil.
There are five basic types of Shayṭān; air, water, earth, fire and dust. Iblis rules them all.
ʾIblīs
NAME: Iblis
Alignment: Chaotic (Evil)
Movement: 120'
Armor Class: -4
Hit Points (Hit Dice): 180 hp (22 HD)
Attacks: claws (2), or by sword or by spell
Damage: 1d10/1d10 or 2d10+5
Special: Fear gaze, spells, summon shayṭān, +3 or better weapon to hit, immunity to fire, electricity and poison, regeneration (4 hp/round), see in darkness, magic resistance (75%), telepathy 200 ft.
Save: F22
MORALE: 12
XP: 12,000
ʾIblīs (Iblis) appears as large man or Iftit as his mood takes him. His form changes and he never appears the same way twice. He is jovial, but quick to anger and prone to violence. For this reason he is often classified as part of the Rage Demons or even the Baalseraph or Eodemons. He claims no kinship to any group and maintains that he alone is the source of evil in the world (a dubious claim at best). Iblis can command 1-3 shayṭān at will and summon 2-12 elementals to do his will. He can also command any Djinn or Ifrit in the area, but he can't summon them to him.
Iblis is very knowledgeable about magic and there is no wizard spell that he does not know or have access to. He does not learn clerical magic and loathes witches. Wizards often seek him out to learn secret lore, but the summoning of Iblis is a secret itself and to do so incorrectly invites his wrath.
White Dwarf Wednesday will be posted later today.
And oddly enough I had never heard of him. Well. Let me rephrase that. Never heard of him as a devil mind you. There was this old Battlestar Galactica (1979 flavor) episode that dealt with a devil like creature. A Count (or was it duke?) Iblis. It became obvious he was a bad guy and Apollo associates him with other names like Satan, Lucifer and Mephistopheles. Now that is exactly the time I was reading a lot of D&D and lot of religious texts and I had never heard of Iblis before. So I had to go and find him. In 1979/1980 that meant going to the library. Of course I had no idea how Iblis was even spelled since it was pronounced "IB-blee". When I saw the name written I pronounced it "EH-bliss". Took me a bit.
Iblis interestingly enough is missing from the 1st Ed AD&D rules Monster Manuals. Satan is missing too, but that is another day. Iblis though could be something very special. He is described as a ruler of the Jinn, or least one that did not bow down to humans. D&D (and many other games) have D'jinn/Jinn in them, so adding him is not a big stretch. If Islam can have good, neutral and evil Jinn then so can I!
Shayṭān are corrupt, evil spirits of elemental forces. They are similar in many ways to the D'jinn/Jinn and Efreet/Ifrit. In fact most scholars believe they are the same as Jinn and Ifrit save that they follow Iblis. All are evil.
There are five basic types of Shayṭān; air, water, earth, fire and dust. Iblis rules them all.
ʾIblīs
NAME: Iblis
Alignment: Chaotic (Evil)
Movement: 120'
Armor Class: -4
Hit Points (Hit Dice): 180 hp (22 HD)
Attacks: claws (2), or by sword or by spell
Damage: 1d10/1d10 or 2d10+5
Special: Fear gaze, spells, summon shayṭān, +3 or better weapon to hit, immunity to fire, electricity and poison, regeneration (4 hp/round), see in darkness, magic resistance (75%), telepathy 200 ft.
Save: F22
MORALE: 12
XP: 12,000
ʾIblīs (Iblis) appears as large man or Iftit as his mood takes him. His form changes and he never appears the same way twice. He is jovial, but quick to anger and prone to violence. For this reason he is often classified as part of the Rage Demons or even the Baalseraph or Eodemons. He claims no kinship to any group and maintains that he alone is the source of evil in the world (a dubious claim at best). Iblis can command 1-3 shayṭān at will and summon 2-12 elementals to do his will. He can also command any Djinn or Ifrit in the area, but he can't summon them to him.
Iblis is very knowledgeable about magic and there is no wizard spell that he does not know or have access to. He does not learn clerical magic and loathes witches. Wizards often seek him out to learn secret lore, but the summoning of Iblis is a secret itself and to do so incorrectly invites his wrath.
White Dwarf Wednesday will be posted later today.
Tuesday, April 9, 2013
H is for Hellhound
Hellhounds are an interesting beastie. In many RPGs they are the first monster one runs into to let you know that there is something "else" out there. But they are far more interesting than that. The Hell Hound, spectral hound, barhgest, black shuck, Cu Sith, or any other number of spectral, ghostly or otherworld hounds represent one of our deepest fears; that something familiar we have let into our lives is in reality a demonic being.
Even before there were demonolgists or even Christians, Muslims and Jews, we had "hellhounds" of one sort or another. Greek myths had them as companions to the Goddess Hecate. Likewise the Norse had them as companions to the Goddess Hel. The also, respectively, featured unique hounds like Cerberus and Garm that guarded the gates of the afterlife.
Hellhounds though also are also popular in popular literature. The most popular story of a hell hound was Sherlock Holmes and the Hound of the Baskervilles. Though it could have been more about a Black Dog or even Black Shuck. In the end it wasn't any of those of course.
Dogs of course are one of humanity's oldest companions. When we were just figuring out what to do with civilization, dogs were there with us. They have evolved much as we have. As a psychologist and atheist I find it very fascinating that we can demonize them so. As a gamer I find them equally as fascinating.
Hellhounds were introduced to the D&D game back in the earliest days in the Greyhawk supplement to the Original D&D rules. This book included another dog-like creature, the Blink Dog, which seems to be the "good" counterpart. They appeared next in the classic Monster Manual and have been in every edition of the game ever since.
Given the horror aspect, and out of respect to ACD, here is the hell hound for various game systems, but focusing on Victorian age ones.
Hellhound
Ghosts of Albion, Unisystem
Creature Type: Demonic Animal
Life Points: 30
Drama Points: 1
Attributes
Str: 4
Dex: 4
Con: 3
Int: 1
Per: 5
Will: 4
Ability Scores
Muscle: 14, Combat: 14, Brains: 5
Special Abilities: +10 to Brains Score for smell and hearing sensing, Demon, Fear, Hard to Kill, Lesser Sensing, Cold Vulnerability, Breathe Fire, Resistance (Fire).
Anyone seeing a Hellhound for the first time must make a Fear check (Willpower x2).
Hellhound do not take damage from fire but take double damage from cold.
Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Fire Breath +14 15 fire* (extra fire damage based on SL)
Deflect +9 - Magic defence action; deflects spell 45˚
Hellhound
Savage Worlds (Rippers / Gaslight)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Bite: Str+2
• Breathe Fire: A hellhound can breath a jet of flame that causes fire damage (Spirit +2)
• Fear: Anyone that sees a hellhound must make a Guts roll.
• Fleet Footed: Hellhounds have a d10 running die.
• Go for the Throat: If a Hellhound gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Resistance (Fire): Hellhounds take n damage from fire.
• Weakness (Cold): Hellhounds take +4 damage from cold or cold based weapons.
Hellhound
Victoriana 2nd Edition
Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 4
Health: 5 (10)
Signature Skills: Conceal +5, Hide & Sneak +5, Perception +5,
Traits: Fire immunity, Night Vision
Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice), Breath Weapon (3d)
Damage: Bite (3d), Fire (4d)
Hellhound
Victoriana 1867 Edition
Mental Competence: 10
Physical Competence: 15
Health: 35/15 (surrounded by flames)
Skill Picks: Hide & Sneak (10), Dodge! (8)
Combat Picks: Bite 2d+4 lethal (10), Gaze (8) – opposed roll against opponent’s resolution, or the target is stunned for 2 rounds, Breath Fire (10) for 4d+4.
Hellhounds are 1st circle demons, slightly above imps.
Hellhound
Basic Era D&D / The Witch (because I can)
Armor Class: 3 [16]
Hit Dice: 4d8+4* (22 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon
Damage: 1d4 / 1d4 / 1d6+3 / 1d8 (fire)
Special: fear, low-light vision (120’), scent
Movement: 90’
No. Appearing: 1 (1-3 in lair)
Saves As: Fighter 5
Morale: 7
Treasure: None
Alignment: Evil
XP: 150
Five systems is pretty good. That's a whole pack of hellhounds.
Even before there were demonolgists or even Christians, Muslims and Jews, we had "hellhounds" of one sort or another. Greek myths had them as companions to the Goddess Hecate. Likewise the Norse had them as companions to the Goddess Hel. The also, respectively, featured unique hounds like Cerberus and Garm that guarded the gates of the afterlife.
Hellhounds though also are also popular in popular literature. The most popular story of a hell hound was Sherlock Holmes and the Hound of the Baskervilles. Though it could have been more about a Black Dog or even Black Shuck. In the end it wasn't any of those of course.
Dogs of course are one of humanity's oldest companions. When we were just figuring out what to do with civilization, dogs were there with us. They have evolved much as we have. As a psychologist and atheist I find it very fascinating that we can demonize them so. As a gamer I find them equally as fascinating.
Hellhounds were introduced to the D&D game back in the earliest days in the Greyhawk supplement to the Original D&D rules. This book included another dog-like creature, the Blink Dog, which seems to be the "good" counterpart. They appeared next in the classic Monster Manual and have been in every edition of the game ever since.
Given the horror aspect, and out of respect to ACD, here is the hell hound for various game systems, but focusing on Victorian age ones.
Hellhound
Ghosts of Albion, Unisystem
Creature Type: Demonic Animal
Life Points: 30
Drama Points: 1
Attributes
Str: 4
Dex: 4
Con: 3
Int: 1
Per: 5
Will: 4
Ability Scores
Muscle: 14, Combat: 14, Brains: 5
Special Abilities: +10 to Brains Score for smell and hearing sensing, Demon, Fear, Hard to Kill, Lesser Sensing, Cold Vulnerability, Breathe Fire, Resistance (Fire).
Anyone seeing a Hellhound for the first time must make a Fear check (Willpower x2).
Hellhound do not take damage from fire but take double damage from cold.
Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Fire Breath +14 15 fire* (extra fire damage based on SL)
Deflect +9 - Magic defence action; deflects spell 45˚
Hellhound
Savage Worlds (Rippers / Gaslight)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Bite: Str+2
• Breathe Fire: A hellhound can breath a jet of flame that causes fire damage (Spirit +2)
• Fear: Anyone that sees a hellhound must make a Guts roll.
• Fleet Footed: Hellhounds have a d10 running die.
• Go for the Throat: If a Hellhound gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Resistance (Fire): Hellhounds take n damage from fire.
• Weakness (Cold): Hellhounds take +4 damage from cold or cold based weapons.
Hellhound
Victoriana 2nd Edition
Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 4
Health: 5 (10)
Signature Skills: Conceal +5, Hide & Sneak +5, Perception +5,
Traits: Fire immunity, Night Vision
Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice), Breath Weapon (3d)
Damage: Bite (3d), Fire (4d)
Hellhound
Victoriana 1867 Edition
Physical Competence: 15
Health: 35/15 (surrounded by flames)
Skill Picks: Hide & Sneak (10), Dodge! (8)
Combat Picks: Bite 2d+4 lethal (10), Gaze (8) – opposed roll against opponent’s resolution, or the target is stunned for 2 rounds, Breath Fire (10) for 4d+4.
Hellhounds are 1st circle demons, slightly above imps.
Hellhound
Basic Era D&D / The Witch (because I can)
Armor Class: 3 [16]
Hit Dice: 4d8+4* (22 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon
Damage: 1d4 / 1d4 / 1d6+3 / 1d8 (fire)
Special: fear, low-light vision (120’), scent
Movement: 90’
No. Appearing: 1 (1-3 in lair)
Saves As: Fighter 5
Morale: 7
Treasure: None
Alignment: Evil
XP: 150
Hellhounds cause fear as per the spell (Save vs. Paralysis to negate). They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge.
Five systems is pretty good. That's a whole pack of hellhounds.
Monday, April 8, 2013
G is for Geryon
Every D&D player from the late 70s and 80s knows about the Arch Devil Geryon. He never really seemed to fit well with the other Arch Devils/Dukes of Hell. For example, most devils have horns, Geryon did not. The other devils were fallen angels or appeared in various Christian demonologies. Not so for Geryon.
He was described as "The Wild Beast" which I took as being a reference to the Great Beast, but still he wasn't more or less beastly than some of the other devils.
Geyron is based on the character from Dante's Inferno who lives between the Seventh and Eighth Circle of Hell. He bares no resemblance to the mythical Geryon of the Twelve Labors of Heracles.
In later Planescape-related D&D Geryon gets kicked out of Hell, though he is still around. In my campaign from the late 90s, A Sojourn in Hell, (which merged my old 80s D&D game with my more modern horror ones) Geryon was killed outright. In the official treatments he was exiled because he thinks that there is some task he needs to do so terrible that he could not perform it as an Arch Devil. I have to admit I kinda like that.
Maybe it was the classic Clash of the Titans, but I have always thought Geyron needs a huge bow. Play up his hunter-like qualities.
Despite my previous use of him I think I might take him back to his hunter-like role. He haunts the wilds of the Seventh Circle of Hell
In my update Geyron is no longer a devil or Baalseraph, but he is the archetypical rage demon or a Shedim.
NAME: Geryon
Alignment: Chaotic (Evil)
Movement: 90'/120' (flying)
Armor Class: -2
Hit Points (Hit Dice): 150 hp (20 HD)
Attacks: claws (2), tail sting or bow
Damage: 1d10/1d10/1d8+poison or 2d8+posin
Special: Fear gaze, spells, bull’s horn, summon shedim, +2 or better weapon to hit, immunity to fire and poison, regeneration (3 hp/round), see in darkness, magic resistance (65%), telepathy 100 ft.
Save: F20
MORALE: 11
XP: 10,000
Geryon is a massive beast. He towers over most creatures at 15' tall. His head is massive, nearly three times as wide as a human's with features of both human, lion and ape. His head can rotate 180 degrees around, so he can see directly behind himself. He is barrel chested, with massive arms that resemble that of a gorilla ending in lion-like claws. His 40' long body ends in a snake like tail tipped with a poisonous tip like that of a scorpion. His massive bat-like wings gives him the overall impression of wyvern.
His eyes burn with intelligence and hate.
Geryon patrols his lands in search of prey to hunt. Normally he hunts the wild kine of the hells, his favorite prey of course is human. He can attack with his massive claws (he has the strength of a cloud giant) and his tail sting. The poison of the sting does no additional damage, but the victim must save vs. poison or die in agony. He prefers to hunt with his bow. The arrows from this massive bow do more damage than mortal weapons and the arrows are also often tipped with the same poison found in his tail. The bow itself is so huge that a normal human can not use it and it would require a Strength of 24 to use.
Geryon can be pressed into service by occultists that know the secret means to do so.
Geryon himself can summon other, lesser Shedim to aid him. He rarely does this though as he sees himself as superior to all around him (save for maybe the Baalseraph Dukes). Because of his renown as a hunter in the Hells he is often sought after by Baalseraph and Calabim Lords as an assassin.
OGL Section 15.
Geryon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by
Gary Gygax.
He was described as "The Wild Beast" which I took as being a reference to the Great Beast, but still he wasn't more or less beastly than some of the other devils.
Geyron is based on the character from Dante's Inferno who lives between the Seventh and Eighth Circle of Hell. He bares no resemblance to the mythical Geryon of the Twelve Labors of Heracles.
In later Planescape-related D&D Geryon gets kicked out of Hell, though he is still around. In my campaign from the late 90s, A Sojourn in Hell, (which merged my old 80s D&D game with my more modern horror ones) Geryon was killed outright. In the official treatments he was exiled because he thinks that there is some task he needs to do so terrible that he could not perform it as an Arch Devil. I have to admit I kinda like that.
Maybe it was the classic Clash of the Titans, but I have always thought Geyron needs a huge bow. Play up his hunter-like qualities.
Despite my previous use of him I think I might take him back to his hunter-like role. He haunts the wilds of the Seventh Circle of Hell
In my update Geyron is no longer a devil or Baalseraph, but he is the archetypical rage demon or a Shedim.
NAME: Geryon
Alignment: Chaotic (Evil)
Movement: 90'/120' (flying)
Armor Class: -2
Hit Points (Hit Dice): 150 hp (20 HD)
Attacks: claws (2), tail sting or bow
Damage: 1d10/1d10/1d8+poison or 2d8+posin
Special: Fear gaze, spells, bull’s horn, summon shedim, +2 or better weapon to hit, immunity to fire and poison, regeneration (3 hp/round), see in darkness, magic resistance (65%), telepathy 100 ft.
Save: F20
MORALE: 11
XP: 10,000
Geryon is a massive beast. He towers over most creatures at 15' tall. His head is massive, nearly three times as wide as a human's with features of both human, lion and ape. His head can rotate 180 degrees around, so he can see directly behind himself. He is barrel chested, with massive arms that resemble that of a gorilla ending in lion-like claws. His 40' long body ends in a snake like tail tipped with a poisonous tip like that of a scorpion. His massive bat-like wings gives him the overall impression of wyvern.
His eyes burn with intelligence and hate.
Geryon patrols his lands in search of prey to hunt. Normally he hunts the wild kine of the hells, his favorite prey of course is human. He can attack with his massive claws (he has the strength of a cloud giant) and his tail sting. The poison of the sting does no additional damage, but the victim must save vs. poison or die in agony. He prefers to hunt with his bow. The arrows from this massive bow do more damage than mortal weapons and the arrows are also often tipped with the same poison found in his tail. The bow itself is so huge that a normal human can not use it and it would require a Strength of 24 to use.
Geryon can be pressed into service by occultists that know the secret means to do so.
Geryon himself can summon other, lesser Shedim to aid him. He rarely does this though as he sees himself as superior to all around him (save for maybe the Baalseraph Dukes). Because of his renown as a hunter in the Hells he is often sought after by Baalseraph and Calabim Lords as an assassin.
OGL Section 15.
Geryon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by
Gary Gygax.
Sunday, April 7, 2013
Sunday Updates
Moving this to Sunday since there are people hitting the blog then and I generally don't post on Sundays.
Plus I can collect these all through out the week and report them back to you.
Jeff Dee on the recent Villains and Vigilantes lawsuit:
http://my.deviantart.com/art/Villains-and-Vigilantes-RPG-News-360833993
An interesting Kickstarter, Monster Tome:
http://www.kickstarter.com/projects/monstertome/monster-tome
Tenkar is doing a Sword & Wizardry Appreciation Day on April 17, 2013.
http://www.tenkarstavern.com/2013/04/spes-magna-games-is-adding-to-swords.html
Wizards has put up some humorous walk throughs for two of their classic modules.
Additionally Tomb of Horrors will be redone in Dungeon #213 for D&D Next.
http://www.wizards.com/dnd/TOC.aspx?x=dnd/4new/dutoc/213
You all might know this, but I just found it. D&D T-shirts at DNDMerch.com.
Have a great sunday!
Plus I can collect these all through out the week and report them back to you.
Jeff Dee on the recent Villains and Vigilantes lawsuit:
http://my.deviantart.com/art/Villains-and-Vigilantes-RPG-News-360833993
An interesting Kickstarter, Monster Tome:
http://www.kickstarter.com/projects/monstertome/monster-tome
Tenkar is doing a Sword & Wizardry Appreciation Day on April 17, 2013.
http://www.tenkarstavern.com/2013/04/spes-magna-games-is-adding-to-swords.html
Wizards has put up some humorous walk throughs for two of their classic modules.
Additionally Tomb of Horrors will be redone in Dungeon #213 for D&D Next.
http://www.wizards.com/dnd/TOC.aspx?x=dnd/4new/dutoc/213
You all might know this, but I just found it. D&D T-shirts at DNDMerch.com.
Have a great sunday!
Saturday, April 6, 2013
F is for Foras and Furcas
Today's demons come to us from the Lemegeton of Of The Arte Goetia (Lesser Key of Solomon) and Dictionnaire Infernal.
Foras is an interesting demon. He is described as a President. Now the use of the term president is not the same as our modern usage. In this case President means to "preside over". Like one does a meeting, club or college.
From the Lemegeton (Keys of Solomon):
Up next is a demon that is often confused with Foras, Forcas. Also known as Furcas. Furcas is also found in the Lemegeton and Johann Wier’s Pseudomanarchia Daemonum.
He is known to teach logics and the secrets of plants and gems, gives invisibility and reveal hidden treasures.
What is most interesting about Furcas though is his rank. He is known as a Knight of Hell. A rank unique to him. Given the picture of him, and old knight on an old horse, I can't help but think of Don Quixote.
He is described in the Pseudomanarchia Daemonum as:
Foras is an interesting demon. He is described as a President. Now the use of the term president is not the same as our modern usage. In this case President means to "preside over". Like one does a meeting, club or college.
From the Lemegeton (Keys of Solomon):
The 31 spirit in order, [as Salomon saith,] is named Foras, he is a mighty great president & appeareth in ye form of a strong man, in humane shape he can give ye understanding to men how they may know ye vertues of all hearbs & precious stones, & [he] teacheth them ye art [of] Logick & Ethicks in All their partes if desired, he maketh men Invisible, witty, Eloquent & to live Long; he [can] discover Treasures and recover Things lost, & he ruleth over 29 Legions of spirits, his seale or Character is thus to be made & worne as a Lamen.So he is a powerful demon who controls 29 legions. He is also one of the knowledgeable demons so it is likely he is summoned for his knowledge of herbs and medicine. It is claimed he can teach men the secrets of longevity.
Up next is a demon that is often confused with Foras, Forcas. Also known as Furcas. Furcas is also found in the Lemegeton and Johann Wier’s Pseudomanarchia Daemonum.
He is known to teach logics and the secrets of plants and gems, gives invisibility and reveal hidden treasures.
What is most interesting about Furcas though is his rank. He is known as a Knight of Hell. A rank unique to him. Given the picture of him, and old knight on an old horse, I can't help but think of Don Quixote.
He is described in the Pseudomanarchia Daemonum as:
Furcas is a knight and commeth foorth in the similitude of a cruell man, with a long beard and a hoarie head, he sitteth on a pale horsse, carrieng in his hand a sharpe weapon, he perfectlie teacheth practike philosophie, rhetorike, logike, astronomie, chiromancie, pyromancie, and their parts: there obeie him twentie legions.So despite what sounds like a lower rank he still commands 20 legions of lesser demons. Given his name the "sharp weapon" is assumed to be a fork of some sort. The AD&D 1st Ed Monster Manual 2 attaches him to Dispater, the oldest of the Arch Dukes. It could be that Furcas was a knight in whatever service he was in before his fall and he still considers himself such. This might given him some sort of twisted sense of honor; somewhat like the character Orcini from Doctor Who. I think it would be interesting to know more about his background. Maybe he was once and noble and honorable knight till following his Master to Hell. Maybe he is just as evil all the same.
Zatannurday: Zatanna News and Web Round-up
So I get pictures sent to me all the time of various versions or pics of Zatanna. Here are some recent ones. Each has something a little different or special about them.
First up, Zatanna gets another new costume and moves over to the Justice League!
http://www.newsarama.com/comics/zatanna-new-look.html
Looks like a combination of her classic costume and the one she wore in Identity Crisis.
Glad to see the fishnets back, though I do hope she gets her top hat back. I know, fishnets and high-heels are not good super hero costumes, but she is a stage performer. After all have a look at Misty Lee, a real life magician and performer. Ok I know that is a cheat. Misty Lee is also Mrs. Paul Dini.
Also talked about here, http://dcwomenkickingass.tumblr.com/post/47101162553/zatanna-gains-role-in-justice-league-loses-pants which leads me the the next picture too.
This has been making the rounds and it is a nice contrast to what I normally post, is a "fully dressed" Zatanna.
http://www.geeknative.com/38733/drawing-the-impossible-fully-dressed-superheroines/#lightbox/4/
and
http://dcwomenkickingass.tumblr.com/post/47040890525/a-look-at-costume-designs-to-fully-clothe-some-comics
I like it, but miss her classical stage magician look.
And this one from Hanie Mohd
http://haniemohd.tumblr.com/
http://calvinscanadiancaveofcool.blogspot.com/2013/03/more-super-girls-by-hanie-mohd.html
In a very special treat Paul Dini released this animation cell of a proposed Zatanna cartoon,
It would have been so cool!
These great mono-chrome ones,
http://aaronnsn.deviantart.com/
And this one,
http://funrama.deviantart.com/
And finally,
Leonardo Gondim
A to Z posting later today.
First up, Zatanna gets another new costume and moves over to the Justice League!
http://www.newsarama.com/comics/zatanna-new-look.html
Looks like a combination of her classic costume and the one she wore in Identity Crisis.
Glad to see the fishnets back, though I do hope she gets her top hat back. I know, fishnets and high-heels are not good super hero costumes, but she is a stage performer. After all have a look at Misty Lee, a real life magician and performer. Ok I know that is a cheat. Misty Lee is also Mrs. Paul Dini.
Also talked about here, http://dcwomenkickingass.tumblr.com/post/47101162553/zatanna-gains-role-in-justice-league-loses-pants which leads me the the next picture too.
This has been making the rounds and it is a nice contrast to what I normally post, is a "fully dressed" Zatanna.
http://www.geeknative.com/38733/drawing-the-impossible-fully-dressed-superheroines/#lightbox/4/
and
http://dcwomenkickingass.tumblr.com/post/47040890525/a-look-at-costume-designs-to-fully-clothe-some-comics
I like it, but miss her classical stage magician look.
And this one from Hanie Mohd
http://haniemohd.tumblr.com/
http://calvinscanadiancaveofcool.blogspot.com/2013/03/more-super-girls-by-hanie-mohd.html
In a very special treat Paul Dini released this animation cell of a proposed Zatanna cartoon,
It would have been so cool!
These great mono-chrome ones,
http://aaronnsn.deviantart.com/
And this one,
http://funrama.deviantart.com/
And finally,
Leonardo Gondim
A to Z posting later today.
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