Tuesday, April 16, 2013

White Dwarf Wednesday #61

It's Wednesday...er Tuesday!  And that means it's time White Dwarf.
Ok, with the A to Z posts and the S&W Appreciation Day it is going to be a busy day of posting tomorrow.
Today. Not so much.  So instead of giving you WDW late, I figure early is better.  So let's begin.

White Dwarf Magazine #61 is our first issue of 1985.  The first thing we should notice int he increase in price to 95p or $3.00 here in the US. Well that and the cool cover, which is again a Chris Achilleos one, but I think it must be an older one. Ian Livingstone has some bits about things coming up in future WDs, but no mention of the price increase.

Oliver MacDonald is up first on more alchemy for RuneQuest.   I devoured all sorts of articles like this; I always wanted more out of the magic I was doing in AD&D and games like RQ seemed to have all those things.  Or at least that was my perception at the time.

Open Box is a BIG one for me personally. Let's dive in.
First up is the review of the LONG awaited Companion Rules for the D&D Basic game.  I discussed my own history with the Companion Rules before, but long story short I had already gone the route of AD&D (and other games) by this time.  To me, this Companion Set was too little, too late.  Megan C. Robertson (whom I also consider a friend and have worked together a number of times) gives it only a 7/10.  At the time I would have given it lower, but today it would have fared better.  So I can't disagree with her logic.
Next is TimeMaster from Pacesetter.  Man I really, really wanted this game back then.  I was (and still am) a HUGE Doctor Who fan and at the time this seemed like my best bet for getting a Doctor Who game going.
I never got to play TimeMaster though I do own it today. Steve Norledge gives it and it's associated adventure both 7/10.   Also reviewed is a game I never get tired of talking about, Chill. Also from Pacesetter, Chill was MY horror  game.  Not as in "I wrote it" but as in I loved it.  Angus M. McLellan gives it 7/10 and the adventure Village of Twilight a 6/10.  I would have given it more myself.
Witch Hunt is an odd little game and it is next.  I also owned this game. While playing it and Chill I came up with a number of things that would later become part of my games today.  Certainly my Witch book has some DNA from these two games. Jon Sutherland only gives it a 5/10.  Actually that is reasonable since re-playability was low in my opinion and the rules were not great.
Lastly we have Indian Jones.  A lot has been said about this game.  Andrian Knowles gives it a 7/10 and that is very generous.

A bit on Critical Mass.  Dave Langford reviews Job: A Comedy of Justice by Robert A. Heinlein. I read Job at about this time as well and really, really enjoyed it.  It might very well be one of my favorite RAH books along with Friday.  I have never seen this cover for it before.

Part 3 of Eye of Newt is back.  Great ideas that didn't see an official counterpart till 15 years later.  Mix it with the Alchemy article for some good magic-based fun.

Andy Slack has some Traveller ideas on how to motivate characters (other than just money).

Beyond the Shadow of a Dream is next. It is an adventure for Basic D&D or Fighting Fantasy, though it is not a programmed adventure.  Kudos for WD for trying something new.  There is a defiant influence of Traveller of Call of Cthulhu here in this adventure design.

Letters talking about how boring the letters page is.

A programmed Fighting Fantasy adventure is next. Four pages and 104 entries.

The last part of Superhero games by Simon Burley.  In particular he looks at various other world for Supers games like high fantasy and sci-fi.  I have seen similar treatments in various Supers books out now, but it is still interesting to read this system-free point of view.

Fiend Factory continues with AD&D stats (thought we would be going to CoC or RQ stats as well).  Al sorts of weird bugs.  Perfect if you were running Q1 at the time (and we were).

RuneRites has some treasures, including the Ray Harryhausen inspired Fang Warriors.
Treasure Chest has an adventure contest.  They provided the map you provide the scenario.
Tabletop Heroes gets shoved to the back of the magazine. Must be all those letters they got.

Rumors: A new West End Star Trek Game. Mayfair gets Sanctuary. More Marvel Superhero books coming out.

Followed by ads and small ads.

A good issue. 1985 starts out big for WD and it will get bigger.
Issue 62 has one of my favorite adventures and soon we will see the end of an era.

N is for Nergal

Nergal comes to us from Mesopotamian mythology, the same that gives us Pazuzu, Tiamat and Lilith (after a fashion).  He is an old god of the noon day sun, war, pestilence, disease and the planet Mars.  It could be said that he even symbolizes the worst aspects of the god that would later go on to become Ares/Mars.
Like most old gods he was later demonized by Christian authors.  He even appears in the Hebrew and Christian bibles as one of the few named demons (2 Kings, 17:30).
Christians would equate him with the Devil.  Earlier Zoroastrianism would connect him with the Angra Mainyu, or their evil spirit.

In many of the myths/stories of Nergal he is the lord of underworld, but not the sole lord.  It is a task he shares with his lover Ereshkigal, or as I like to call her, the world's first Goth chick. Depending on the story Nergal either rapes Ereshkigal, she tricks him into staying in the underworld or they have a loving relationship.  All could be true.

In various games Nergal usually gets demoted. In AD&D 1st ed and D&D 3rd ed he gets only a mention as being one of the Rabble of Devilkin.  Again this is unfortunate since it lacks a lot of what Nergal interesting.  He gets a much better writeup in the 1st Ed Deities & Demigods and his girl friend is central to many adventures and games.  I used her in my Army of Darkness/D&D mash up and again in my current 1st ed game with my kids.



Nergal

Alignment: Neutral Evil
Movement: 120'
Armor Class: -3
Hit Points (Hit Dice): 110 hp (19 HD)
Attacks: Rod (x2)
Damage: 1d8/1d8 +save vs. death on critical hit
Special: +1 or better weapon to hit, command undead, immunity to fire, electricity and poison, regeneration (1 hp/round), see in darkness, magic resistance (55%), telepathy 150 ft.
Save: F19
MORALE: 11
XP: 13,000


Nergal is the Lord of the Underworld.  While his origin is more closely aligned to the Baalseraph, he is closer in nature to a Demondand or Shedim.  He is a demon that had been a god, but was killed and returned.  He shares this quality with a number of other demon lords including Orcus.
He appears as a tall, older man with thick black hair and beard.  He stands 7' tall, but can appear taller.He wears clothing fitting a king of his time (ancient Babylon) and carries a long rod that he uses in combat.
Like most kings he prefers to stay out of combat himself.  Instead he can summon up to 4 dead enemies from a person's past to fight on his behalf.
He can also command any undead as if he were a 19th level evil cleric.
When angered his countenance changes to that of a lion with a long black mane and skin pocked as if with disease.
Nergal prefers to stay out mortal affairs except in times of war.  Other powerful demon lords (typically Shedim and Baalseraph) employ him as a general or war marshall for their wars against each other.
While Nergal has lost much of his former power he still considers himself a god and not a demon.

Links
http://www.gatewaystobabylon.com/gods/lords/undernergal.html
http://en.wikipedia.org/wiki/Nergal
http://en.wikipedia.org/wiki/Ereshkigal
http://en.wikipedia.org/wiki/Nergal_(Dungeons_%26_Dragons)
http://forgottenrealms.wikia.com/wiki/Nergal_(deity)
http://zyntara.com/VisualAstrologyNewsletters/van_April2006/VAN_april2006.htm

Monday, April 15, 2013

M is also for Migraine, MRIs, May, Mars and Majus

So what's on my mind lately?  Well. Have a look for yourself.



Yeah that's my brain stuff.  I have had migraines my entire life, recently though (two weeks in fact) they have been turned up to 12.   So we are trying to figure out what is causing them.
My posting will be sporadic   It's hard to think with a constant pain in your head.  Harder when I am taking the drugs to dull the pain.

But that is a cool picture though.   I still remember enough of my psych to id all major parts.  Good news is that my doctor does not expect to see anything "devastating" in his words. But who knows.  The pain sucks.

Anyway...other things are going on.

I am SO woefully behind in reviews that I am going to spend a lot of time in May catching up.

I'd also love to detail a Mars/Barsoom game using OD&D or S&W.  That would be awesome really.
Something like this, Warriors of Mars.

Don't forget that the Majus Kickstarter is still going on.
http://www.kickstarter.com/projects/1895361773/majus-a-magic-noir-pacesetter-game


M is for Mammon

Mammon, also know as the "Lord of this World" or "Lord of Greed" in my games made his AD&D debut in "From the Sorcerer's Scroll: New Denizens of Devildom," in Dragon #75 from 1983.  He later was featured in the Monster Manual 2.  Though the Mammon he is based on is actually a much more interesting character. He appeared in the Milton's Paradise Lost, Edmund Spenser's The FaĆ«rie Queene, the New Testament and has roots in earlier myths as well.  There is a lot of debate about the roots of his name, but it is almost always connected to money and/or greed.

He is almost always depicted a large, fat devil with red skin, bald head.   I most respects his appearance is supposed to represent the over-indulgence that greed and avarice can lead too. Compare if you will the AD&D version and the DC Comics version I posted on Saturday.



Not really all that different.

In my games Mammon is the lord of Greed and one of the Baalseraph.  Not all characters have to be complex and Mammon is a good example.  He fell because he wanted more. He was greedy and that lead to his downfall.

It is believed that he is akin to the Roman god Pluto who also protected the riches of the world.  This in a way makes him kin to Dispater (another AD&D Devil) who also has his roots in Pluto/Hades.  So in my games I would make Mammon and Dispater bitter rivals. Each trying to out-do the other in opulence and overt expressions of wealth and greed.  Mammon would be the physically more powerful devil, but Dispater may have more influence.

It is not a stretch to think of Mammon a bit like Jabba the Hutt. In fact that may have been the idea on his new form in the 3rd and 4th edition materials.  Another good example is Kingpin from Marvel Comics.
Mammon is the archetype of the fat, bloated crime boss surrounded by loyal henchmen, women (in this case Succubi) and wave upon waves of goons.

Mammon

Alignment: Lawful Evil
Movement: 90'/180' (flight)
Armor Class: -2
Hit Points (Hit Dice): 140 hp (22 HD)
Attacks: sword (x2)
Damage: 1d10/1d10 +flame
Special: +2 or better weapon to hit, immunity to fire, electricity and poison, regeneration (2 hp/round), see in darkness, magic resistance (75%), telepathy 250 ft.
Save: F22
MORALE: 10
XP: 17,500

When a mortal makes a deal with a demonic entity for riches, it is most often Mammon at the root of it all.   His "standard contract" is wealth and power for a set number of years. Afterwards the contracted party forfeits his soul to the Baalseraph lord and all the riches return to him.  There are plenty of tales where the summoner, knowing his time is running out, attempts to trick or fool the devil into letting him out or granting him more time.  Mammon is very cunning and usually gets his way.
He rarely if ever enters into combat himself. He has a retinue of lesser Baalseraph, Pit fiends and other demons to aid him.  If he must enter into combat he is perfectly capable of defending himself.

Sunday, April 14, 2013

Sunday Updates

Here we go another weekly round up of stuff I find interesting.

New Kickstarter for Atlantis the Second Age
http://www.kickstarter.com/projects/1269000670/atlantis-the-second-age-rpg
Not sure how it is different from this product yet.

Orphic Vellum Books
I love old books. Orphic Vellum is an online book store that specializes in odd books on all sorts of topics from spiritualism, witchcraft, myth and psychology.  So my kind of place and it is run by Oddities own Wednesday Mourning.
http://wednesdaymourning.com/zencart/

DriveThruRPG Map Tiles & Terrain Print Program
DriveThru is teaming up with publishers Fat Dragon Games and Drama Scape to print high quality map tiles and terrain you can use a dry-erase marker on.
You can see a video and some photos here: http://youtu.be/BQdgyJSydUQ

Dungeon: http://rpg.drivethrustuff.com/images/site_resources/photo%201.JPG
Medieval Ship: http://rpg.drivethrustuff.com/images/site_resources/photo%202.JPG


To kick off the launch of these tiles and terrain, they are offering two very special introductory low prices.
Fat Dragon Games' E-Z TILES: Medieval Ship is only $2.99!
DramaScape's Power Room and Computer Room is only $5.99!
All of the tiles and maps can be seen here: http://rpg.drivethrustuff.com/index.php?filters=0_2210_0_44294_0&affiliate_id=10748

Swords & Wizardry Appreciation Day
Tenkar is doing a Sword & Wizardry Appreciation Day on April 17, 2013 and it keeps getting bigger and bigger.
http://www.tenkarstavern.com/2013/04/spes-magna-games-is-adding-to-swords.html

Big Give-a-way
I am keeping the details on this one a little close to the chest right now.  But I am planning something big in May or June and want to give away some prizes to readers.  Keep watching this space for some more details!
It will be big though!

Saturday, April 13, 2013

L is for Lilith and Lilim

Lilith by Isra2007
Lilith.  Ah, Lilith.

I have written so much about her over the last 20 years I hardly even know where to start today.

For those that don't know, Lilith is from the ancient Talmud and Jewish texts as the First Woman.  The woman created before Eve at the same time as Adam.  She rebelled against God and Adam and became her own thing.  She is not really a demon, but something else.

As a horror author who loves witches, demons and vampires, Lilith is all of those rolled up into one thing.
As an Atheist, Lilith is a great example of a "glitch" in the "Source code" of the bible.  Contradictions in the text that show that Genesis was even written by a number of different people over the ages.
As someone that considers themselves a feminist she is a "recent" icon.  In short what is not to love?

Lilith was a major character in my "Willow & Tara" game Season of the Witch (a Buffy game where I playtested the rules for Ghosts of Albion).  Characters (and players) didn't know if she was the Big Bad or on their side. In the end she was on her own side, but was not after the characters.

In my "Willow & Tara" games Lilith plays not just a central role in the events of the season, but in my revised mythos of world.  Lilith was not just the "mother of demons" and possibly the mother of vampires. She is also the mother of all witches and even the Slayer.  (See "Every Angel is Terrifying").  I like it since it gets rid of Whedon's overt rape metaphor and makes the Buffy game more compatible with the mythos of the WitchCraft game.

Back in the 2nd Edition AD&D days I "created" a new race of demons called the Lilim.  They were the "Daughters of Lilith" and included the Succubi and a number of related all female demons.  I later used these demons in my Buffy/Willow & Tara games "The Dragon and the Phoenix" and "Season of the Witch" along with Lilith herself.

I am revising these races once again for Eldritch Witchery.

Lilith by John Collier
These demons have their creative origins from Lilith, but also the Lilin, Lilu, and Lamashtu.  I have included creatures such as the succubus, the night hags and other related creatures.


Lilim
The Lilim are an old race of demons, though some scholars debate on whether they are a true race unto themselves or not.  Lilim are also known as the daughters of Lilith, the “Queen of Demons”. A title she abhors.  Each subrace of Lilim is believed to have come from Lilith herself and her congress with other demon types such as the Baalseraph, Eodemons and Shedim.

The Lilim all share a number of unique qualities in addition to the powers all demons share. Lilim are also fully immune to poison and poses Nightvision instead of Darkvision.
All Lilim have a draining attack, as detailed below.  Most Lilim can switch between a “human” and a “demonic” form.  The human form allows them to infiltrate society and collect the souls they require.  Any time the lilim is under stress or in combat she will revert to her demonic form.  Both types of forms are detailed below.
Nearly all Lilim can cast spells as if she were a witch.

Alrunes: These demons are legion. It is most commonly believed that they are the offspring of nymphs, sayyrs and other fey with other Lilim, in particular Succubi. A succubus will sometimes shape change to a male to seduce fey creatures, and sometimes they are even seduced themselves. These demons have only the most basic of the powers of the Lilim and indeed they only have one form, a “human” one.  Though many have features can give away their demonic heritage.  They posses small vestigial horns, wings and sometimes even a tail.  Most opt for some demonic form of witchcraft.  Like all members of this demonic race they are female.  Of all the Lilim only Alrunes are not wholly evil, though very, very few are ever good.  Alrunes do not have a draining attack per se, but their kiss can lure a victim into a deep sleep as per the spell.

Batibat: These are among the weakest of the Lilim.  They prey on people in their dreams.  They house themselves in a tree near where their victim is sleeping and invade their dreams.  They have only a weak physical attack (1-3 hp) but their dream attack requires a Wisdom saving throw each night or the victim looses 1 point of Constitution.  When their victim dies (reaches 0 Constitution) they can summon a Nightmare and return to their master with the soul.  During the day they sleep in their tree and are helpless. These deams appear to be small, elfin like women and are sometimes mistaken for a dryad.  Their hair though is dark black.

Empusa: These are the daughters of Lilith and various calabim demons, most likely the Utukku.. They are the most “demonic” of all of the Lilim.  The Empusae (or “forcers-in”) like all Lilim can appear as a stunningly beautiful woman or as a demon.  The demonic form of the Empusa is the one of the most hideous of all of the Lilim.  The body remains mostly humanoid and female, but covered in fine scales.  It’s legs become like those of an horse or ass and end in hooves that are made of brass or bronze.  It’s back supports a set of large leathery bat-like wings, similar to that of a succubus.  It is its head that features it’s most horrible transformation.  The creature’s long following tresses are replaced with a mass of snakes similar to that of a medusa.  It’s facial features are blocked by an area of complete darkness, only it’s glowing eyes are visible.  It is said among sages that face of the empusa is not shrouded in darkness, but it is so horrible that our minds block the vision from us.  It is also said that other demons can actually see the empusa’s face and run in fear from it.  Its former delicate hands now end in razor tipped claws.  A long reptilian tail completes the picture.
An empusa can appear as human or it can also shape shift into a large dire wolf (statistics as per Dire Wolf).  Unlike the combat shy succubus, empusae live for battle. They can either use their natural claw/claw/bite routine or use a flaming sword that strikes for 2d6 points of damage plus 1d6 of flame damage.  Empusa gain to hit and damage bonuses due to their high strength (21) as well.
The touch of an empusa drains the Intelligence of the victim at 1 point per bare handed, not weaponed, attack.

Lamashtu: Are powerful demons, close only to the Lilitu themselves.  Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms.  Their natural form is a horrid hybrid of a linoness’ head, donkey ears and teeth, a hairy human female body, with the hind quarters of a pig.  They are commonly holding a large snake.  In their “human” form they prefer to disguise themselves as old women or nursemaids.  This gives them access to their preferred prey, new born babies.  Once she has gained access to  a new-born babe she will carry it off till she can find a safe place to eat it.  Lamashtu are not tempters, they hunger and only flesh will satisfy them.  They can be held at bay if a witch prepares a special talisman.    Her song drains Constitution to all who hear it, 2 points per night.  Anyone so drained must make a Consititution based save or fall asleep.  
Lamashtu may cast spells as a 7th level witch.

Lamiae: Lamiae can appear as any female type humanoid they choose.  They typically choose to emulate humans and elves of high charisma.  Their demonic form is less innocent.  The Lamiae has the same upper body of a beautiful woman, but her features have become twisted to show only evil.  The lower half of the creature becomes serpentine.  This gives them a look similar to the Marilith,  much to both races displeasure and distaste.  Other Lamiae appear to be women with the lower body of a lion.  It is believed they are the offspring of Lilith and various Animal Lords. 
Lamiae will most often attack her prey when they are sleeping.  They have a song that acts a sleep spell cast as a Witch of 14th level.  They may use this song once per day.  Lamiae then embrace their victim to drain their wisdom or blood (1d6 hit points).  Typically a lamiae will spend many nights corrupting a single man by draining his wisdom, all the while laying with other men to drain them of their blood.  A Lamiae will not let the corpses stack up to betray her nature. 
If forced into combat a Lamiae can use a weapon or change to her normal form and use a claw/claw/bite routine. A Lamiae will avoid open combat at all costs except to save her own life.  She would rather poison a rival, or better yet, get someone else to do the killing for her. 
While a Lamiae can gate in 1-4 Empusa to aid her, she rarely does.  But if her life is threatened she can and has a 1-4 on a 1d6 chance.
Lamiae drain Wisdom, up to 2 points per touch.  The touch must be with their bare hand and not a damage causing hit.

Lilitu: The Lilitu are not only the most powerful of the Lilim, but they may be among the most powerful demons, outside of the Balor. The Lilitu are the daughters of the Goddess Lilith and powerful spirits.  Every Lilitu are millennia old. A Lilitu’s human form is unearthly beautiful. Unnaturally tall, they have perfect voices and skins.  Their beauty is only matched by their minds; intelligent, witty and full of grace. Their personalities are in a word, formidable.  Of course this is all a faƧade, the Lilitu are demonic and should not be underestimated. Their demonic form is very similar to that of their human form.  Their beauty remains, but their unearthliness becomes apparent.   A set of large dark feathered wings spring from their back, alternately described as looking owl or crow like. Their once fine fingers curl into razor sharp talons.  Their legs are replaced with those of a giant predatory bird complete with claws for feet.  Despite appearances lilitu are not related to harpies and to suggest so to one invites certain death.
Lilitu do not avoid combat.  While they would rather have someone else do their fighting, they are perfectly capable of protecting themselves. Lilitu can attack open handed with both hands or with a weapon in both hands with no penalty.  They are also preternaturally strong (Strength = 20) and gain the appropriate bonuses to hit and damage.  Their touch or kiss can drain 2 points of Strength and 2 points of Constitution per hit.
Lilitu may also cast spells as if she were a 10th level Witch.

Moromo: The Mormo, or Momolyceia (“frightening wolves”), may the most frightening of the Lilim.
The mormo can appear fair and beautiful, but such forms are only an illusion, their demonic form is horrible to behold. The are tall, 7’-8’ feet tall and appear to much like a type of hag.  Their lower half is that of a wolf and they have a set of large bat-like wings on their backs.  The mormo is covered with a fine coat of gray or black hair.  Their hands end in long talon like nails and their mouths are filled with large, sharp canine fangs.
The Mormo have no fear of combat, in fact they relish in it..  They can fight in their demonic form with a claw, claw, bite routine.  She may also choose a weapon, but rarely do. They can also drain Strength points.  Typically they withhold this power to use among her victims; draining a point here and a point there to keep them weak in body so that she can work on their wills.
Like the Empusa, the Mormo feeds on human blood and human children.

Night Hags: Night hags spend much of their time moving between the worlds of men and that of demons.  They are the couriers of souls of humans to their demonic lords and can found in the employ of any demon greater in power to themselves.  Though night hags have their pride and only sell their services to most power of the demon lords and ladies.  Since most Lilim have little regard for their “sisters” Night Hags are most often found with Shedim or Baalseraph masters.
The Night Hag appears as other Lilim, as a tall humanoid female, but unlike the others they do not have a natural “beautiful” form and must accomplish that with any magic they have.  Night Hags can cast as a Witch of 8th level.   In addition to the powers in common with all Lilim night hags can cause a deep paralysis so they may drain a victim of their vital essence (constitution, 1 point per night).
They have a claw/claw attack, but avoid using it since their goal is to drain their victims to 0 Constitution. Night hags also have a horrible bite that can inflict a disease known as Demon Fever.  This fever causes an additional 1d6 points of Constitution damage and leaves the victim bed ridden.
Night hags also may form coveys with other hags if they choose.  Occult scholars have not determined why this might be the case, but many speculate that night hags are the offspring of other lilim and the more common hags.

Succubi: Succubi are the most common of the Lilim.  These female demons are not found in great numbers and never working together.  These demons, while not physically very powerful, are capable of controlling other demons that are far more powerful.  Succbi are charged with the tempting of mortals, a task they relish in.  They appear as unearthly beautiful women (or men if needed), in their true form they stand 6' high and feature small horns, a tail and large bat-like wings growing from their backs.
A Succubus can cause Darkness 5', have Nightvision, can Dominate any one (1) PC and can become Incorporeal at will.  The succubi lures her victim into acts of passion and drains their life force with a kiss.  This Energy Drain takes 1 life level/hit dice.  She can also use the following spells as a Witch of 6th level, Charm Person, Detect Good, Continual Flame, ESP, Clairaudience, Hold Person, and Polymorph Self. Succubi also have Spell Resistance against fire based magic.  If pressed they can attack with two claw attacks (dagger -2), if each attack succeeds then she can also grapple for her energy drain attack/kiss.
A succubus can gate in another demon (expect another succubus) but prefer not too since that would compel the succubus to a service for that demon or it’s master. 
They can also with a touch, kiss or embrace drain 1d6 points of strength and constitution.  Often this accomplished by touch as the Lilitu see humans as little more than animals.  As with all Lilim, they choose whether or not their touch will drain life energy or not.


Posts about Lilith here:
Every Angel is Terrifying: The Secret and True Origins of the Slayer
Pseudo Slayers
Going Up to Hell: Cosmology
Sympathy for the Succubus
- Part 1, Part 2, Part 3
Let's Talk About Sex(y)
E is for Eodemon
The Dragon and the Phoenix: Episode 7
Season of the Witch: Episode 2


Zatannurday: Zatanna vs. Demons

Been doing demons all week and Zee has had her own share of run ins with them.  Not as much as say Constantine, but enough.


The arc of her recent Paul Dini helmed run had Zee in Vegas battling the whims of the demon Lord Mammon.



And runs into some minor demons.



Of course this is not the first time. She even battled Satan.  Well. The Satin Satan.


There are many more examples, but my scanner is acting up.