Wednesday, October 19, 2022

AFFLICTION: Salem 1692 (2017)

A witch-themed board game that I have had forever it seems. 

AFFLICTION: Salem 1692 (2017)

This game was successfully Kickstarted back in 2016. I picked up my copy soon after. 

Affliction: Salem 1692

In the game you try to influence the powers of Salem (Judge, Magistrate, Governor, Minister) to either exonerate or damn others to set them free or arrest them.  The game features many of the famous names from the Salem Witch Trials. 

The game itself is rather gorgeous, as you can see from the pictures below.  But for us there was too much going on in the game to really enjoy it. Now I could see my family having fun with this at Gen Con with someone knowledgeable to show us all the rules. 

The game is well-reviewed and I can tell a lot of work went into the design, it just wasn't a good fit for my family mechanically speaking. The theme though was fun.

You can get a copy at the publisher's webstore.

Use in My War of the Witch Queens / Traveller Envy

Obviously I got to fuel my Traveller Envy. I wanted an experience that was a little more than what we get in the Witch Hunt RPG from 1983  (which I just now realized I have never reviewed!). Somewhere between this board game and the Witch Hunt RPG is the perfect Salem game for me.  I haven't found it yet and I might need to write it myself.

Still kudos to the designers of AFFLICTION: Salem 1692. 

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

AFFLICTION: Salem 1692


100 Days of Halloween: The Dark Eye - Witch's Dance

The Dark Eye - Witch's Dance
Yesterday I reviewed The Dark Eye. Tonight I want to cover an adventure for it that I might want to make work for my War of the Witch Queens.

The Dark Eye - Witch's Dance

PDF and Print. 16 pages. Color cover and interior art.

This is actually a rather good adventure to introduce people to The Dark Eye game. 

Briefly, we have an evil warlock taking control of a small coven of witches. But one witch, Alevtia, refuses to submit. Luckily she finds the heroes. That's you all.

This is a detective story and wilderness adventure. So social skills are just as important as combat here. The characters will need to meet with the other members of the sisterhood to get all the details they need. But that also puts them in contact with the Warlock Codax, and he needs items from the heroes (hair, blood, saliva) to make his curses work.

There are plenty of interesting tables of rumors and various locations all throughout the area including a forest. There is even an ogre nearby (and stats for him) and "Predatory Mushrooms!" The adventure feel like a fairy tale. 

Of course, the goal is to stop the warlock. He doesn't have to be killed even, there is a potion to turn him into a toad for example.

It is perfect for a couple of afternoons and even better for new players.

Alevtia The Witch's Dance print

For My War of the Witch Queens

Well, you can set the village of Wireslhome anywhere. Well since I already have the characters popping all over the multiverse I'll even change the name to Westhafen.  But I would still keep it in the northern half of Aventuria, where witches are more common.

The plot here, a warlock taking over a coven, is nearly the same plot of the War of the Witch Queens writ on a local level.  One could even make parallels of what is happening here and to what is happing with the larger cosmos of witches. As above, so below.  Even our cover girl Alevtia's grandmother has just died. In parallel to the Witch Queen herself. 

For me, this adventure is to essentially tell my players what is going on but on a smaller scale.   

There are no stats for Alevtia, but I feel that NPC stats on page 148 of the Core book would be perfect.  In the adventure though, she is listed as part of the Sisterhood: Beauty of the Night or a Cat Witch (p. 146).  The art in the book is closer to 148, so that is what I'll use. I should point out that all the NPCs in the core do have a name attached to them, though in the case of the Toad Witch the description does not match the art.

She is listed in both the core and the adventure as "Inexperienced" so for my purposes that works as 1st level. 

So let's give her a go.  Described as an (Apparently) Simple Country girl (spoiler isn't simple or all that innocent), which would make her a good fit for the Pagan, Green, or even Classical traditions. I am more inclined to go Pagan. But she will get cantrips. This works well since my Pagan Witch book and my Warlock book are both for OSE. 

Alevtia
Alevtia

1st level Witch (Craft of the Wise tradition)
Human Female

Strength: 12
Intelligence: 15
Wisdom: 14
Dexterity: 12 
Constitution: 13
Charisma: 17

Saving Throws
Poison: (+1) 11
Wands: 14
Turn to Stone: 13
Breath Weapon: 16
Spells: 15

THAC0: 20
AC: 9[10]

Occult Powers
Familiar: Toad ("Kitty")

Spells
Cantrips: (5) Clean, Mend, Open, Palm, Spark
1st level: (1+2) Control Face, Glamour, Toad

Since I could not make up my mind whether she was a "Toad" witch or a "Cat" witch, I gave her a toad, as in the picture, but decided she treats her toad like it was a cat.

She could be a fun witch to come back to after she has gained some levels.

The Other Side - 100 Days of Halloween


Tuesday, October 18, 2022

October Horror Movie Challenge: Return to the Witchouse

Witchouse II: Blood Coven
I already covered Witchouse* and it was...well not great. I went into Witchouse 2 with low expectations.  Did it live down to them? What about the hard-to-find Witchouse 3? 

Witchouse 2: Blood Coven (2000)

So this one has a couple of things working for it. Ariauna Albright is back as Lilith, this time in the flesh, not just a voice. Horror mainstay (and frequent Trek actor) Andrew Prine stars as both Sheriff Jake Harmon and Angus Westmore (it makes sense in the movie) and is easily the best actor in this lot. Yet I never felt like he was "Slumming it" he gave this one the same level of professionalism I see in all his movies.

The plot is simple. A university professor and her grad students are sent to this old house where bodies are discovered. The city wants to tear down the old house to make way for a new shopping mall and the city can't wait. So when the bodies are found and deemed to be too old for a cold case they bring in the archeologist and her students. 

Right away you can see the effect The Blair Witch Files had on this movie with all of the "first person video" shots. It is not effective here.

The bodies are dug up and soon the professor is processed by the ghost of Lilith and so are her students with the ghosts of her coven. Only the willing sacrifice of an innocent can stop Lilith, but Andrew Prine goes along as well after being wounded.

Good bits: For an RPG guy and former grad student like me the good bits are showing all the different avenues of research the students go though to get all their data information. 

Bad bits: most of the acting is not great. The "interviews" with the locals (while likely fun to make) was dull and rather pointless. 

*I noticed I had watched Witchouse (1999) back in 2015 and completely forgot it. Since I counted it this year as an "FTV" I am going to count this one as a rewatch, even though it is new to me to balance my tally.

Witchouse 3: Demon Fire
Witchouse 3: Demon Fire

Annie (Tanya Dempsey) is in an abusive relationship with Burke (Paul Darrigo). Three minutes in and I already want the guy dead. She goes to see her friends Stevie (Debbie Rochon) and Rose (Tina Krause) and stays at their place. Stevie and Rose are filming a witchcraft ritual when she comes in. They tell her she can stay with them as long as she likes.  

Stevie has a grant to film a witchcraft documentary. Which they have to discuss in the hot tub of course. After a night of drinking Stevie convinces them to try one of the rituals she found curiously enough in an antique store in Covington County, MA, the location of the other movies. 

They start the ritual and summon Lilith LeFey. But it turns out the book was something that Stevie got at gag shop and all the pages are blank. She made up the ritual on the fly. 

The next day they all wake up hung-over, except for Stevie who is excited about filming some wiccan at a festival. Soon they all begin to see things in the house. It is Lilith, this time played by horror icon Brinke Stevens.

Annie and Rose are all freaked out about the video. Stevie tells them they are overreacting. Soon even Stevie is seeing things. Soon Lilith is talking to both Stevie and Rose, but doesn't let them see her.

Stevie runs into Burke and he tells her Stevie is crazy. He never hit her and she was the one writing "Witches Burn" on her mirror. We later see Burke in a car watching the house and someone, presumably Lilith, films him while his car fills with exhaust fumes. Coming home Rose and Annie see a "Play Me" sign on the TV and watch it.

Rose and Annie run out, but Rose goes back into the house and is attacked by an unseen assailant. Annie returns to the house to see Stevie crying over Rose's bloody body.  

There is a video of Rose getting killed. Stevie and Annie watch it and it revealed that Annie was the killer all along (shocked I know), BUT she actually WAS possessed by Lilith.  Turns out Annie wanted revenge because Rose and Stevie both slept with Burke. 

Angry at the death of Rose, Stevie does the most un-horror movie thing I have seen in a while. She beats the living shit out of Annie.  Lilith is impressed and offers her a deal.

Not sure what happened but Stevie is no long worried about getting caught for Burke and Rose (assuming she is leaving Annie to take the fall) and now she is in league with Lilith.

Ok. The acting is not great here, but it is better and this is a much better movie. Debbie Rochon had some good moments. While it was no shock that the killer was Annie, the procession by Lilith was a good switch-up.

For use in NIGHT SHIFT and War of the Witch Queens

Now, more than ever I need to work on an adventure where one of the evil witches from the War of the Witch Queens comes back to plague the characters of NIGHT SHIFT.

Just gotta figure out who and how.

October Horror Movie Challenge 2022
Viewed: 27
First Time Views: 20

October Horror Movie Challenge 2022

Review: The Dark Eye

The Dark Eye
I have known about this game for a while, both The Dark Eye and the original German Das Schwarze Auge. I always wanted to own the original German, having taken German in both high school and college, but not using a language for, well longer than I care to admit, you lose it. Das tut mir leid.

The Dark Eye always attracted me as a sort of darker fantasy RPG.  A game where Mirkwood is replaced by the Black Forest.  

I picked the 2nd Printing of the English edition at my local game auction.  I grabbed the core rules and a bunch of add-ons that I suspect came from Kickstarter. There is a lot and it all looks so good. There is even a basic QuickStart.

The Dark Eye - Core Rules

Hardcover & PDF. 414 pages. Full-color cover and interior art (and all of it is gorgeous).

For the purposes of this review, I am considering both my hardcover version and the PDF from DriveThruRPG.

There is so much about this book and game that I love. Before I go into my deep dive I want to say that this game is wonderfully crunchy; this is not a rules-light game. BUT, and I can't stress this enough, it works so well here.  This easily could have come across as an artifact of the mid-80s with some early 2000s notions added on, but it doesn't. It actually all holds together rather well. I can well imagine that this is what D&D would have been like if instead of the wilds of Wisconsin it grew up in the wilds of Germany.  In both cases, the beer and brats would have been good. The adventuring world, Aventuria (and I will be discussing that more), is a dark place but the characters seem lighter for it. It is a nice antidote for the "Grimdark" worlds where the characters are equally grim. 

Chapter 1: Introduction 

This chapter gives us the basics of the game including what an RPGs are. We also get some background on the adventuring land of Aventuria including the lands of Middenrealm and surrounding lands. There is a nice map too. We get a brief on all the gods and demigods and even the five major dragons of the world. 

Chapter 2: Basic Rules

Covers what it says, basic rules. The game mostly uses d6s and d20s. There are eight attributes; Courage (Cou), Sagacity (Sag), Intuition (Int), Charisma (Cha), Dexterity (Dex), Agility (Agl), Constitution (Con), and Strength (Con). Remember I said it was wonderfully crunchy. Attribute checks are rolled on a 1d20, rolling under their score. Pretty easy. There are modifiers to these rolls as to be expected. A roll of "1" is a success and "20" is a botch.  If a modifier ever brings an attribute below "1" then it can't be attempted. This chapter also covers the basic of Skill checks and combat. 

There are also various Conditions, like confusion, pain, paralysis and so on that also modify various rolls and even combat and movement. 

I think this great to have all of this up front since it helps with the Character Creation section next.

Chapter 3: Hero Creation

This chapter details character creation. There are 15 steps outlined. Sounds like a lot, but character creation is quite detailed. It is a 4-page character sheet after all. There are many human cultures that provide some roleplaying differences and some mechanical ones. Additionally, there are Elven and Dwarven cultures too. By Step 5 we are getting to allocating points to our Attributes. Going pretty fast so far. This is a point-buy system and like many modern RPGs you can set caps on attributes and the total number of points.  You can choose a Profession (detailed in Chapter 6), as well as choosing Advantages and Disadvantages. You can then modify abilities, calculate combat techniques, choose any special abilities, calculate your derived characteristics, buy equipment, choose your starting age and name. 

There are some sample characters given and some details of how they were made. With all these cultures, professions, advantages, and disadvantages you can make a wide variety of characters. 

I created one for a Character Creation Challenge last year, the process was long but really fun.

Chapter 4: Races

This gets into detail on the races available to us. In addition to the Humans, Elves and Dwarves we have met there are also Half-Elves (who use elf or human culture).

Chapter 5: Cultures

Cultures are the more important aspect of your character's background. So there is more on culture than on race. The cultures are highly detailed and have some Earth analogues, but not exact copies which is nice. 

Toad Witch
Chapter 6: Professions

These are the "classes" of The Dark Eye. And there are a lot of them here. They are divided into three types, Mundane, Magical, and Blessed.

Mundanes include Bard, Courtier, Gladiator, Guard, Healer, Hunter, Knight, Mercenary, Merchant, Performer, Rogue, Sailor, Spy, Tribal Warrior, and Warrior. 

Magical professions are: Spellweaver, Wyldrunner, Cat Witch, Raven Witch, Toad Witch (three witches!), Black Mage, Gray Mage, Guildless Mage, and White Mage.

Blessed professions are your cleric and religious types. They are: Blessed One of Boron, Blessed One of Hesinde, Blessed One of Peraine, Blessed One of Phex, Blessed One of Praios, and Blessed One of Rondra. Or, the various gods of the land, but not all of them.

Chapter 7: Advantages and Disadvantages

This covers the same lists found in character creation, but much more detail.

I am a huge fan of Advantages and Disadvantages. We used them all the time in Unisystem and became a great mechanic. I would love to see them ported over to D&D in someway.  But I guess modern D&D has feats, so there is that. These are great here and hit all the ones I expect to see.

Chapter 8: Skills and Chapter 9: Combat

Both chapter deal with how to run skills, non-combat, and combat respectively.  Chapter 8, like Chapter 7, provide more detail than what was presented in Character Creation, Chapter 3.

Chapter 10: Magic

My favorite part of any fantasy RPG is Magic. This one is no exception. In the Dark Eye we have two basic methods of controlling arcane power, Spellcasting and Rituals. 

Now various spell-casting checks rely on different combinations of attributes, so no one mage is going to be great at everything unless all their attribute are high. Point-buy mostly assures this won't happen. Magic is a highly detailed affair, as to be expected. So one magic-using class is certainly not like the other. 

There are rules for traditions, artifacts, illusions. Just tons of details here. It is certainly one of the most robust magic systems I have seen in a while. Even elves have a complete different set of magics. 

And of course, there are spell listings. 

Chapter 11: Works of the Gods

This is similar to the Magic chapter, but for the Blessed Ones.  The magic here has different mechanics as to be expected really. While the "Spells" are largely similar format (for ease of reading) they feel very different.

Chapter 12: Detailed Rules

Covers all sorts of other rules. Healing, disease, poisons, heat and cold, and gaining experience. Also how Arcane Energy and Karma are replenished. 

Chapter 13: Bestiary

Usually, my next favorite chapter after Magic and this one is great.  We get all sorts of demons, elementals, animals, and familiars listed here. Obviously room for much more. The monsters are built like characters, so have similar statblocks.

Chapter 14: Equipment

All the gear your characters will need.

Chapter 15: Game Tips

Both tips for the Players and the GMs. Kudos to them showing apples as the game snack.

Appendix

This includes a checklist for optional rules (with page numbers), common abbreviations, and tables.

There is just SO MUCH with this game.

The Dark Eye RPG

I am overjoyed AND overwhelmed with all the options.  I can easily see why this game is so popular here and in Germany.  It is a game I would love to do more with. There is just so much material to be had, both to buy and for free. There is even a Community Content section for fan-produced works.

I could spend another year with it and still be finding something new. My only regret is not having anyone I can play this one with.  

Well. I suppose I will mine it for ideas.

This game will not be everyone's cup of tea, but it will be the perfect game out there for some groups.

100 Days of Halloween: The Priest, the Witch, and the Lost Temple: An Adventure

The Priest, the Witch, and the Lost Temple: An Adventure
Tonight we have a DMsGuild adventure for 5e. It has a lot great things going for it for my ongoing campaign so let's see what it can do for me.

The Priest, the Witch, and the Lost Temple: An Adventure

PDF. 40 pages. Full-color cover and interior art. 

This adventure is for characters levels 2 to 3. This fits the archetype of the "strange newcomers who MUST be witches" deal. Our two "witches", Ashali and Lathna, one a Red Wizard of Thay and the other her apprentice and lover, are not really witches, but everyone around them is treating them as such.  Quick aside, I wrote a one-shot years ago when I first wanted to run something in the Realms about an underground of would-be good Red Wizards trying to escape Thay. They had help from a group in Aglarond. This ties in so perfectly to that adventure I might dust it off as an opening.

The focus of the adventure is to investigate the witches and find out they are mostly harmless but discover a bigger evil along the way. It works for me.  It is a nice little adventure I can fit in nearly anywhere If I want. Though I do have some specific ideas. And let's be honest, who DOESN'T like stopping a bunch of undead? 

There are some new magic items and new NPCs (featured for the adventure). The art is from DMsGuild so it is good, but the layout is something the author did and it looks good. So really a good-looking adventure.

The town of Whitehaven is just detailed enough to make it usable and enough detail left out to make it flexible. I really appreciate that bit. And much like the Villiage of Hommlet for Greyhawk, this would make for a good base of operations for low-level characters.  I get why the adventure is for the 2nd to 3rd level, but I wonder if a bit of work could make it more suited to 1st to 3rd level for a true starting feel.  You are far enough away from the Sword Coast to make it feel like a different world but still close enough to know where you are. If that makes sense. 

Kudos to the author for taking a chance on a "good" or at least redeemed Red Wizard. 

Is this a perfect adventure? No, but it is perfect for what I need it for.

For My War of the Witch Queens

There is so much here that fits right in, even if the witches themselves are not really witches. The "Whitehaven" of this adventure is a perfect stand-in for my own "West Haven."  Indeed, much as I used "Haven" from Krynn as the alternate universe of West Haven in my world, the character will find themselves later in "Whitehaven" in the Realms and "Winterhaven" in the Nentir Vale.

Ashali and Lathna also fit in perfectly as a Red Wizard and her maid turned lover and apprentice that they are almost exactly like the characters I made (no plagiarism here, I never published mine!) so close in fact that I will drop the location I had them in (in Rashmeen) and instead have them here. 

For a stronger link I might have them mention they knew the Witch Queen (but don't yet know she is dead).

So yeah, this one will work great for me.

The Other Side - 100 Days of Halloween


Monday, October 17, 2022

October Horror Movie Challenge: Burnt Offerings (1976)

Burnt Offerings (1976)
Tonight's is an "attack of opportunity" the movie I wanted to watch was flaking out on me. This is one of those movies that is a candidate for my "Mystery Movie" one I vaguely remember from the late 70s or early 80s. 

This is all I can recall about it: 

  • There is a very memorable scene near the end of the movie where a group of "Satanists" are each placing a blood stain/drop on a woman's forehead prior to her sacrifice. I don't think they made it to the sacrifice.
  • It aired on TV in the late 70s or early 80s. I *believe* it was the movie of the week or something like that for ABC or NBC. It was right around Halloween. I remember this because I didn't want to go out trick or treating, I wanted to watch this movie. This was prior to cable TV as we know it today, so only 13 total channels.
  • There is a scene where our hero and maybe the girl above (or another woman) are going up a spiral staircase. I believe the woman above was at the top (or bottom) of the stairs.

And that is all I have.

I have tried for years to find it, but no luck. I even stumped Reddit

I thought that tonight's movie might be it.  It is a rewatch, but I wanted to try.

Burnt Offerings (1976)

This one has an amazing cast. Robert Reed, Karen Black, Burgess Meredith, and Bette Davis. Marian Rolf (Karen Black) and Ben Rolf (Oliver Reed) along with their son Davey (Lee H. Montgomery) and Ben's aunt Elizabeth (Bette Davis), move into an old house to take care of its owner, Mrs. Allardyce, and elder woman who never leaves her room. The rent for this huge house is $900 for the whole summer; a good deal even in 1976. They are given instructions from her children Arnold (Burgess Meredith) and Roz (Eileen Heckart).

The Rolfs spend the first week fixing up the house, which needs a lot of attention. It appears on the surface to be a classic haunted house movie, but there is a really fun twist.  The house is making everyone a little crazy.  Marian becomes obsessed with the house and Mrs. Allardyce in particular, even though we never see her. And she becomes more and more distant from her family. Ben and Davey start noticing all sorts of odd things going on. For example, anytime an accident happens something in the house is repaired. Ben starts seeing a smiling creepy looking hearse driver, the same from his mother's funeral decades ago. 

Then people start to die. First, it is aunt Elizabeth and Marian does not go to the funeral. Ben confronts her on this and discovers she is in the room of Mrs. Allardyce and is now older. Ben is thrown out of the window and lands on the car three stories below. Davey seeing this runs to the house and is killed when the chimney collapses on him.

The Allardyce siblings return to a completely renovated house. We see Mrs. Allardyce, now Marian, in her room and there are pictures of Ben, Davey, and Elizabeth have now been added to the mantle. 

It is a nice creepy story with slow-burn horror. Great for an alternative to the haunted house story. 

Sadly, and I was pretty sure of this, it is not the movie I have been looking for. 

October Horror Movie Challenge 2022
Viewed: 25
First Time Views: 19

October Horror Movie Challenge 2022

Monstrous Mondays: Demons

I have spent the past year or so going through all the various D&D monster books. Seeing what makes them work well and what doesn't. My homage, as it is, to the book that introduced me to D&D in the beginning.

Today I want to cover some of my favorite creatures to use (and pit players against) demons.

Demon books in D&D

Demons, as D&D describes them, are Chaotic and Evil. But more than that they are of unrepentant evil. You never hear of demons becoming good, ever. So rare that when it does happen, it becomes a thing of legend

It also means that the only appropriate way to deal with a demon is to send it screaming back to the Abyss from where it came. 

So if 2nd Ed AD&D was the golden age of Settings. Then 3rd and 4th Ed D&D was the golden age of fluff and story.  Here I have some books about Demons and the Abyss with details that are still in use in 5th Edition today.

Fiendish Codex I: Hordes of the Abyss (3.5)

Fiendish Codex I: Hordes of the Abyss (D&D 3.5)

PDF and hardcover. 162 pages. Color covers and interior art.

Published in 2006 this product had three aims. First, update all the various demons to the 3.5 D&D rules. Second, introduce new rules about the Abyss and new demons. Finally to provide a more "PG" sort of book rather than the "R" rated Book of Vile Darkness. This book expands on everything we know so far. Indeed for a chaotic race, the power structure of the Abyss has been in place since the introduction of Eldritch Wizardry 30 years prior.

This book gives us the notion, likely introduced in the 2nd E and I may have missed it, that demons are spawned from the Abyss itself, which may also be alive. 

Chapter 1: Demonic Lore 

This covers what is currently known about demons and the Abyss. It also introduces a new source of demonic knowledge, the Black Scrolls of Ahm. We get a bit on demonic physiology, in this case, a dretch, though it is also noted this can vary from demon to demon. A bit on the nature of death in demons. Demonic roles and possession. 

Chapter 2: Demons

Ah. Now I was one of the first ones to complain about the bowdlerization of Demons into Tanar'ri during the AD&D 2nd days. D&D 3rd Edition kept them, but also kept demons. Here is the payoff for them doing that. Tanar'ri are but one of three (in this book) types of demons. Green Ronin began this with their demon books early one and I even did it back at the end of my 2nd Ed days.  It is a natural and logical assumption in my mind. And one I am glad to see here.  The two new types are Loumara subtype (a new type of demon) and the Obyrith (an ancient, primeval type of demon). Each has different traits. So now demons are listed as something like "Always CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)" or similar. There are still chaotic evil monsters in the abyss that are not any of the three demon sub-types.   

Among the Loumara we have: Dybbuk, Ekolid, and Guecubu. For the Obyriths we have the Sibriex. There are more Obyrith lords coming up.

Chapter 3: Demon Lords

Here we have names going all the way back to the beginning, but all updated. The art for Demogorgon reminds me of the cover of Eldritch Wizardry. There are plenty of old favorites here. As well as plenty of new and somewhat revised ones. There are Obyrith lords like Dagon, Obox-ob, Pale Night, and Pazuzu. Dagon has had an interesting history in D&D due to the god, devil, and Lovecraftian creature that all share the same name. This Dagon tries to, and largely succeeds in, uniting all three into one horrible creature. 

Chapter 4: Trafficking with Demons

Deals with demonic followers, both human and demon. It's 3.x so there are feats to be had here! There are also new spells and uses for skills. We are introduced to the Black Cult of Ahm and their lore including the various scrolls of Ahm. There is the Abyssal Mundus, the Black Writings, and the Rubric of Tulket nor Ahm. There is also the Transcriptions of Ergon, rumored to be an apprentice to Tulket nor Ahm.

Chapter 5: Into the Abyss

I mentioned this was a golden age of story and fluff, this chapter is a good example. We get a brief history of the Abyss, the various demon types, and of course The Blood War. We also get details on various Abyssal layers and areas. We get Graz'zt capital of Zeltar which exists on three layers simultaneously. The infamous Demonweb, Orcus' layer of Thanatos, and many more.

Appendix I covers all the lords of the Abyss, their titles, areas of concern, and their layers.  Appendix II covers the known named layers of the Abyss and their rulers. Appendix III covers demonic monsters from other 3.x books. 

Even if you are not playing 3.x or any system similar to it, this is still a great book on demons.

The Plane Below: Secrets of the Elemental Chaos (4e)
The Plane Below: Secrets of the Elemental Chaos (4e)

PDF and hardcover. 162 pages. Color covers and interior art.

This book also expands on demonic lore. This time for 4e. Though this book also expands on various chaotic and elemental forces. Making the connections between the Abyss and elemental chaos stronger. 

 This is divided in five chapters. 

Chapter 1: Chaos Incarnate

This chapter covers the nature of the Elemental Chaos of the Astral Plane. You can see the start here of why Wizards of the Coast is setting Spelljamer in the Astral and not Wildspace. It makes sense. This deals with the nature of chaos, traveling in it, and features of the plane including hazards and various skill challenges. 

For warlocks, there are even three new Patrons. And "new" cults like the Cult of the Elder Elemental Eye. And "new" artifacts like the Crystal of Ebon Flame.

Chapter 2: Races of Chaos

This covers Archons, Djinn, Efreets, Genasi, Giants and Titans, Githzerai, Slaad, and brief entries on others like Dao, Dwarves, and Primoridals. No stats, all background information.

Chapter 3:  Elemental Locales

Various important locales in the Elemental Chaos. These include The Brazen Bazaar, Canaughlin Bog, Gloamnull the City of Rain, Irdoc Morda, the Pillars of Creation, The Riverweb, the Glittering Mine (with encounters), and The Body Luminous (with adventure). Save for the last two there is only minor game-related details. So use in any game would work.

Chapter 4: Into the Abyss

Same title as Chapter 5 of Fiendish Codex I: Hordes of the Abyss this covers similar ground.  Travel and hazards of the Abyss, the so-called "bottom" of the infinite elemental chaos. We get a listing fo demons from other 4e books and ideas for adventures and skill challenges.

Some demonic locations are given and these are for the most part different than what we have had before.

Chapter 5: Creatures of Chaos

Now, this is the reason I pulled this one out for today. We get new oozes, new archons, and of course new demons. There are mostly elemental creatures here and chaotic ones like Slaad who are largely chaotic evil here. There are some unique creatures as well including Ygorl the Lord of Entropy.

Demonomicon (4e)
Demonomicon (4e)

PDF and hardcover. 160 pages. Color covers and interior art.

Easily one of my favorite D&D 4e books. This one presages the 5e books with excerpts from the infamous Demonomicon of Iggwilv. 

This one has three chapters, but each one is packed.

Chapter 1: Demonic Lore

Here get the introduction to the Demonomicon of Iggwilv, its history and its special features.  We learn the first of six volumes titled the Demonomicon of Iggwilv was based on an earlier work, the Tome of Zyx.  What follows is said to be from these tomes.

We go back to the birth of the Abyss with the Obyriths coming into this universe from their dying one. Here Tharizdun planted the "Seed of Evil" into the Astral Sea and from it, a tear in reality opened creating the Abyss.  Here we learn that an ancient Primordial came to the Abyss to become one of the first Demons, he became known as Demogorgon. Here Dagon, an Obyrith, challenged Demogorgon for control while Obox-ob claimed the seed and became the first Demon Prince.

Here in this Dawn Time, the Cult of Elemental Evil was formed. Demons rose, Angels fell and soon even Tharizdun fell and was chained. Here we get the start of the Blood War.

Much like the Fiendish Codex I: Hordes of the Abyss we get some details on Fiendish physiology. Most notable is how demons adapt to their environments by changing their physiology. We cover topics of demonic possession, demonic ascension, lords, cults, summoning demons (with one reused bit of art), and legions. There are legions for every demon lord but only a few are detailed here. 

Quite a bit of material here that feels like an expansion of the material that came before it.

Likewise, there is some reused art, but it is good art so I can't complain.

Graz'zt and Iggwilv

Chapter 2: The Abyss

This one covers the nature of the Abyss, expanding on what the Elemental Chaos book covered. Many layers are also covered, most getting a few pages of content. Graz'zt layer of Azzagrat gets some detail. While some of this is familiar to readers of Fiendish Codex I: Hordes of the Abyss it also provides new details and different information. This is true for some other layers as well. 

There are also minor realms and Abyssal portals, delves, and temples. Some with encounter information.

Chapter 3: Demons

There are 45 new abyssal monsters here which are mostly demons (Tanar'ri and Obyrith) and a few Demon Lords not covered in the Monster Manuals.

If you are playing 4e and dealing with demons (which many of the adventures do) then this is really a must-have book.  If you like the history of demons in D&D then this is also a must-have.

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All three add to the sum total knowledge of demons in D&D. Having the PDFs I am tempted to print out the fluff sections and add them to a guide of demons I have had since the 2nd Edition days.

Maybe D&D is about demons after all?