Thursday, April 18, 2013

P is for Paimon

Paimon is another demon that was once an Angel.  When he was a Angel he was is in Lucifer's* service and remained there after the Fall.  Paimon is a great king of Hell and he commands 200 legions of demons, a full 25 legions of these demons are his personal retinue of musicians and singers that announce his arrival.  Another 10 are his court, followed by his marshals, generals, and captains. All in his court are scholars of fine learning and repute. These demons are not soldiers and are not expected to go into battle.

Paimon is great scholar in his own right, in fact he may be the greatest mind in the infernal court.  He has no desire for personal power, but he has amassed so much knowledge that no plan gets enacted that he does not know about.  His familiars granted to mages and witches never fail to teach his subjects whatever knowledge they need to know.  All he requires of course his their ever-lasting soul.
While he gives out good familiars he is never summoned himself.  It is said that in order to summon Paimon the would be conjurer first needs to learn his secret language; no small feat.  Then properly summon Paimon in this language and converse with him in it.  Anyone that attempts to summon him will instead get his two chief advisers Beball and Abalam.

Paimon appears as a man with an effeminate or even a woman's face. He ride on a camel that breathes fire.   He is richly dress and always appears kingly.  He carries a rod that he uses to command  or on the rare times that he partakes in combat.
If attacked Paimon sees fighting beneath him and will send his legions in his stead. If he found alone he will summon Beball and Abalam to fight for him.

All other Baalseraph fear him but they also value his sage advice and knowledge. None dare openly plot against him.

Paimon
Alignment: Lawful Evil
Movement: 180'
Armor Class: -2
Hit Points (Hit Dice): 125 hp (24 HD)
Attacks: Rod
Damage: 1d8 +save vs. death on critical hit
Special: +2 or better weapon to hit, immunity to fire, electricity and poison, regeneration (1 hp/round), see in darkness, magic resistance (75%), telepathy 300 ft., knows everything
Save: F24
MORALE: 11
XP: 25,000


Beball and Abalam fight as powerful (full hp) Pit Fiends.  Paimon's mount is a camel, but it possess all the same powers of the Shedim including a fire breath weapon like a red dragon.

*For the record, while I have nothing against adding Lucifer to my games it seem far to Judo-Christian for my tastes.  Especially when I can achieve the same goals using the D&D version of Asmodeus or Tharizdun.

Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day: The Witch

Swords & Wizardry Appreciation Day


Today is Swords & Wizardry Appreciation Day hosted by Tenkar of his eponymous Tavern.
Nearly 150 blogs are gathered to talk about S&W.  He did the same thing a few months back for Basic Fantasy Role-Playing and it was a huge success.   I am a fairly late comer to the world of S&W, having read it and then dismissed it.  I have recently come back to it and detailed my findings in  review and post

I do have to hand it to Frog God Games to have gotten me re-interested in this game with their Complete Rulebook.
If you would like to get some products for this game here's a coupon you can use at the D20PFSRDshop.com, thanks to  John Reyst: SWAD252013

So what should I post about today?  Well really there is only thing I can and should do.  I get a some emails asking me for me for a S&W compatible version of the Witch.  Now to me ALL the retro-clones are largely compatible, but sometimes a ready to go product is also nice.  So for you, the S&W fan, here is the Witch for S&W.

You will still need my book, The Witch: A sourcebook for Basic Edition fantasy games, and a copy of the S&W rules.  But this will get you going. 
I am also including a new Tradition for you to use with ANY version of the Witch you might want to play.

OGL Notice: The following text is considered OPEN under the Open Gaming License. 
Section 15: "The Witch for Swords & Wizardry" and "Amazon Tradition" copyright © 2013 Timothy S. Brannan.
Art is not considered open and copyright is retained by the artist, Toby Gregory and is used here with permission. 

Witch

Prime Attribute: Charisma
Hit Dice: 1d4 per level up to 10th level.  At 11th level, +1 hit point per level.
Armor: Cloth, Padded or Leather only, no shields.
Weapons: A witch may only use a dagger, staff, flaming oil, holy water, net, thrown rock, sling, and whip as weapons.
Special Abilities: Occult Powers; witch spells, ritual spells, herb use.
Race: Elves, Half-elves and Humans may be Witches. Dwarves and Halfings may be NPC Witches.

Witch Experience Table Spells / Level
Level
XP
Hit Dice (d4)
Saving Throw
Occult Powers
2 3 4 5 6 *7 **8
1
0
1d4
15
Power
1 - - - - - - -
2
2,600
2d4
14
Herb Use
2! - - - - - - -
3
5,200
3d4
13

2 1 - - - - - -
4
10,400
4d4
12

2 2! - - - - - -
5
20,800
5d4
11

2 2 1 - - - - -
6
40,000
6d4
10

3 2 2! - - - - -
7
80,000
7d4
9
Power
3 2 2 1 - - - -
8
160,000
8d4
8

3 3 2 2! - - - -
9
320,000
9d4
7

3 3 2 2 1 - - -
10
440,000
10d4
6

4 3 3 2 2! - - -
11
560,000
10d4+1
5

4 3 3 2 2 1 - -
12
680,000
10d4+2
4

4 4 3 3 2 2! - -
13
800,000
10d4+3
4
Power
4 4 3 3 2 2 1 -
14
920,000
10d4+4
4

5 4 4 3 3 2 2! -
15
1,040,000
10d4+5
4

5 4 4 3 3 2 2 1
16
1,160,000
10d4+6
4

5 5 4 4 3 3 2 2!
17
1,280,000
10d4+7
4

5 5 4 4 3 3 2 2
18
1,400,000
10d4+8
4

6 5 5 4 3 3 3 2
19
1,520,000
10d4+9
4
Power
6 5 5 4 4 3 3 2
20
1,640,000
10d4+10
4

6 6 5 5 4 4 3 3
21
+120,000
+1 hp/level
4

6 6 6 5 5 4 3 3
* 7th Level Spells usable only by Witches with CHA of 16 or greater
** 8th Level Spells usable only by Witches with CHA of 17 or greater
! A Witch may take a ritual spell at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th levels.


Witch Class Abilities

Saving Throws: The witch gains a +2 bonus to any save verse charm or hold spells.

Spell Casting: The witch owns a book of spells called a “Book of Shadows” this is similar to the books used by magic-users, but each book is unique to each witch.  A Read Magic spell will not enable another witch or magic-user. Witches may cast up to 8th level spells.

Familiar: The witch gains a familiar at 1st level.  This is a supernatural creature that often appears to be a normal animal such as a cat or frog.

Occult Power: At first level and every 6 levels hereafter the witch gains an Occult Power.  These powers vary from Tradition to Tradition.

Ritual Magic: At 2nd level the witch may opt to choose a Ritual Magic spell. These spells have special requirements in terms of components needs and multiple participants. 

Coven: at 13th level a witch may leave her coven to form her own coven. 

New Tradition: Amazon
Witches of the Amazon tradition are one of the most misunderstood witches.  To begin, “Amazon” is a misnomer.  These witches are only remotely related to the legendary female warriors of the same name.  Also these witches are not a group of female warrior-witches, though they opt for fighting professions more often than members of other traditions.

Witches of the Amazon Tradition can only be female; no man may enter this Tradition. This attitude of superiority further extends beyond their own Traditions and covens.  Amazon witches believe that no man should be allowed to be a witch regardless of Tradition.  An Amazon witch will always refer to a male witch as a warlock.

These witches also share an honoring of the Goddess Diana with their warrior cousins. They are associated so much with the Goddess Diana that many call their Tradition The Cult of Diana.  Nonetheless, some small groups of Amazon witches do worship other Goddess, such as Freya, Artemis, Brigit, or even Hecate.

Despite stereotypes, not all Amazon witches are man-haters.   Some are happily married with children. This is not viewed as a problem for these witches as Diana is also viewed as the Patron of children and of women in childbirth. They just believe that men should not be witches.

Humans make up the majority of the witches in the Amazon traditions.  Elves, dwarves and halflings, from a racial standpoint, do not share the Amazon’s philosophy.  Elves in particular gravitate more towards the Faerie tradition.  Dwarves have a special type of Amazon-like tradition that is embodied in the Xothia, the Dwarven witch.

Role: Amazon witches represent, what they believe, to be the righteous anger of the Goddess.  It is believed that these witches may have began as part of the Classical tradition.  When witches began to be hunted and killed, mostly by the priesthoods, the Amazon rose up to fight this oppression.

This tradition overlaps, geographically at least, with areas that are common to Classical traditions and druids.  Thus there have been successful attempts over the years to work for each group’s mutual benefit.  The philosophical differences between the groups have always been the greatest hurdle.

Joining this Tradition: There are no special ability scores required to be an Amazon, although high Strength and Constitution are entirely desirable. The only requirement to becoming an Amazon Witch is the character must be female.

Amazon Witches usually meet in groups, called Meets, during the time of the waxing moon till the full moon.  These meets are very secretive and there is a rumor that any man viewing one will be put to death.
Amazons for the most part are neutral, with some gravitating towards lawful.

Leaving this Tradition: The belief system of the Amazon witch are deeply ingrained into her personality and culture. So most will never leave this Tradition.  Generally, an Amazon who leaves the Tradition will be warmly welcomed into the arms of the Classical or Craft of the Wise Traditions.

Occult Powers:
Minor: 1st Level: Minor Fighting Prowess.  The Amazon witch gains some minor fighting ability and may add one of the following weapons to her skill set; long sword, large axe, long bow or spear.  She may use one of these weapons as she chooses.  She still uses the Magic-User attack tables, but she adds +1 to her “to hit” rolls.  The Amazon witch may also sacrifice one spell per day to give her a bonus to hit and damage equal to that spell level.  This will allow her to overcome the natural resistance that require some creatures to only be hit by magical weapons.

Lesser: 7th Level: Immune to Fear. The Amazon witch becomes so focused in purpose and drive that she becomes immune to the effects of mundane and fear.  She also gains +4 to any checks versus magical induced fear.

Medial: 13th Level: Shape Change. The Amazon witch may shape change as per the Druid ability Wild Shape or Polymorph Self. This may be done once per day at 13th level. The witch may only change shape to a natural animal that is within one size category of her normal size. So a Medium sized witch may only change to a Small, Medium or Large animal.

The number of times the witch may do this per day increases with every other level.  So 2 times per day at 15th, 3 times per day at 17th and 4 times per day at 19th.  The witch may opt to sacrifice one of these times to go outside of her normal range of sizes.  So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shape shifts per day).

Greater: 19th Level: Charge of the Goddess. The Amazon witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself.  The witch radiates an aura of Fear at 15’ to all her enemies.  She gains a bonus of +3 to all her saves and AC.  She also gains +2 to all offensive attack forms, spells or weapons.  This charge lasts for a number of rounds equal to the witch’s Wisdom or Charisma score, which ever is better.  It may be performed once per day and takes one full action to perform.

Special Restrictions:  Only women may join this tradition.

Equipment:  None required. Amazon witches are more likely to use martial weapons, such as a longbow or spear, than any other Tradition.

The ritual tool of the Amazon witch is the cauldron (representing the Goddess). If adventuring, the witch can or will use a staff, which can double as a weapon.  Both items may also be used for more mundane purposes.

Preferred/Barred Covens: This Tradition is suited mostly to all Amazon covens. Amazon Witches will join covens with other Traditions, but the coven must be exclusively female.

Relationship to the Goddess/Patron: Diana is the protector and guardian of the Amazon witches; they are Her children and heirs to Her world.

Source/Views of Magic: Magic comes from the powers of Creation.  As the bearers of children, only women can be true receptacles of creative forces.  Men can only destroy or pervert this pure and sacred power.

Wealth: Amazon witches start with the amount of wealth allotted to any witch.

Other: Amazon witches generally get along well enough with other traditions, in particular Classical and Craft of the Wise.  The Amazon’s views on male witches usually leads to the Amazon being seen with distrust by the other traditions. Amazon witches do not get along well with clerics of any type, even if they have the same alignment and similar world outlook. They view priests and wizards as patriarchal tyrants.
Amazons will always burn the body of a deceased witch as a proper funeral. It is also common that the coven will burn the witch’s Book of Shadows with the body.


You can download this a PDF file from my Box.com service.

My A to Z post is here: http://timbrannan.blogspot.com/2013/04/o-is-for-ordog.html

O is for Ördög

I first saw the word Ördög in the pages of Dracula. It was the Hungarian word for Devil I came to learn.  As is my habit, I wrote the name on my bookmark and went on.  It was not till later that I saw the name again that I starting thinking it would make a good devil-type.

The Ördög is part of the Hungarian folk tradition. They appear much as a satyr or faun; humanoid with the upper torso of a human male and lower portions of a goat.  Their hooves are black and cloven.  Their features are bestial and they have long ram-like horns.  It is sometimes remarked that the best way to know the difference between an Ördög and a Satyr is by the size of  their horns, but this is not always foolproof.
The Ördög also has a long black tail that ends in a blade.  They can't attack with it, but it looks frightening.  Another part of the ördög that is frightening is their overtly large phallus.

The Ördög shares more than surface similarities to the satyr.  Like the satyr, the ördög can be found in rural or wooded areas. Also, the ördög is summoned up most often to partake in the sabbats and rituals of witches.  These devils partake in the infamous orgy-like sabbats of witches, held at midnight.   Children born to the witches after these orgies become ördög themselves if male or witches if female.
One of the more famous (or infamous) Ördög was Caliban, son of Sycorax.

An Ördög can appear as human male, albeit one with thick black hair and black eyes, or as a large fox.

Some occult scholars believe that ördög share the same relationship to hags as satyr's do with nymphs.
Consequently, the offspring of  an ördög and a nymph is a Forlarren.


Since today is Sword & Wizardry Day, here is the ördög in S&W format.

Ördög
Hit Dice: 6
Armor Class: 4 [15]
Attacks: 2 claws (1d6)
Special: Magic resistance (45%), regenerate (1 hp/round), shape change (human, fox)
Move: 18
Save: 11
Alignment: Chaos
Challenge/XP: 7/650

Ördög are among the lowest of the Shedim. They spend quite a bit of time in the prime material plane where they work as messengers for higher level demons.  Much like imps, they can teach witches of the Malefic, Diabolic or Demonic traditions spells.  A witch can learn one new spell per interaction with an Ördög; once per sabbat.  The ördög needs payment for learning this new spell; usually in the form of a sacrifice or sexual congress.
Ördög are wild demons, they attack with their claws like that of animal; often ignoring weapons even when they are handy.


Swords & Wizardry post is later today.

Tuesday, April 16, 2013

Adventures Dark & Deep is here!

Got home today and look what I found at my door.





My Adventures Dark and Deep hardcover is here.
It is really nice and my hat is off to Joesph Bloch on this one.

Look for a review after a bit.  gotta survive this month first.


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