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Showing posts sorted by date for query tiamat. Sort by relevance Show all posts

Saturday, March 17, 2018

All Hail the Prince of Demons!

Wide on the wasteful Deep; with him Enthron'd
Sat Sable-vested Night, eldest of things,
The Consort of his Reign; and by them stood
Orcus and Ades, and the dreaded name
Of Demogorgon
— John Milton, Paradise Lost II. 961-965

Ever since I first picked up the Monster Manual way back in 79 (or 78, I started playing in 79) there were some names that jumped out at me as an invitation to use them in some way;  Orcus, Tiamat, Asmodeus, and Demogorgon.

Back when 4e was the new hotness I picked up the Orcus mini. No surprise, he is the bad guy of not one, but two campaign capstone adventures.  He is also the "mascot" of both Necromancer Games and Goblinoid Games. So yeah, he is pretty popular.

Before that, I picked up the Mage Knight Apocalypse Dragon to stand in for the full Tiamat.  Works well.

For Asmodeus, I figure just about any devil will do really. He doesn't even really need to be big.

I have my Tharizdûn and my Lolth.
What I didn't have was a good Demogorgon.

Until now.

Last year I picked up a Demogorgon last year at AdeptiCon. Earlier this year I grabbed the Classic Creatures Collection from WotC which had two Demogorgon figures; a full size and an aspect.

I was ok, though I wished all of them were bigger.  THEN I discovered the Loot Crate DX Demogorgon.   Well, I wished I hadn't because I became obsessed with finding one.

Finally, this weekend my quest ended.


He is huge!



As you see he compares nicely to 4e Gargantuan Orcus.



He compares even better to his smaller "aspects".  That is my demon-hunter paladin there.  I hope he is ready!

None are exactly the same and that is a good thing.  Demons, especially this demon, should have shifting forms.

Right now I have him hidden.  My kids know all about the older Demogorgons (and Orcus and Tiamat), but this one will be a surprise.

My wife saw it too and I told her what I was doing and she is very excited.  I can't wait to pull this bad boy out!

Now I all I need is a good Graz'zt mini.

Thursday, March 15, 2018

This Old Dragon: Issue #65

Dragon Magazine #65 from September 1982 might, in fact, be the very first Dragon I had ever laid eyes on.  It is, without a doubt in my mind, one of the more pivotable issues in my gaming career.  Given that it is a perfect "first issue" of a NEW collection of Dragons sent to me by Eric Harshbarger. Eric contacted me a few weeks back to ask about some extras and gaps in my collection.  I mentioned that most of the Dragons I have are collected from larger lots of game materials I buy and most times they are in pretty sad shape. So he offered to send me some.  There are some duplicates with my collection, but these are in much better shape.  So if you can pop on over to his website.  Thanks, Eric! Now it is time for your contribution to This Old Dragon!

Ok. Where to start with this one? First, of course, is that cover.  It is great to see it here next to me instead of having to go to my CD-ROM to get the PDF (which is good since the PDF scan is not as good).  It is a wonderful, and surprisingly thigh-less, effort by Clyde Caldwell.   I always loved Caldwell's work and this cover is no exception. I love that Dragon sneaking down on the cross-eyed fighter.  Ok, he isn't cross-eyed, but it always looks like he is when I first look at it!  At least the dwarf sees it.  But my attention is focused on the witch in the background.  Is she a witch?  Well to me she is and she was one of the subconscious elements I would later use for my own witch character Larina.

Witch by Clyde Caldwell, Larina by Jacob Blackmon
So the red hair, purple dress with cloak and hood, the necklace (though different), the bangles on the wrists. Pretty archetypical image items really. But that image stuck with me.  I'd say it was Larina's mother, but I always pictured her as a blonde!  Maybe my little witch is having adventures I don't know about!  So this is what I can say when I have a cover to actually look at!

We are not quite at that "golden age" of Dragon that I think everyone is nostalgic about.  OR maybe we are.  When I say "Golden Age" maybe you all have a different picture in mind. Anyway.  This is the time before I started buying Dragon.  I have no doubt however that this is the first one I ever saw.

Out on a Limb covers some letters on Ed Greenwood's article on Firearms a few issues back. Everytime I pick up an older Dragon my mental timeline of Ed's involvement gets pushed back a little bit more.  I REALLY did not give this guy enough credit.

Gary is up next with his Guest Editorial. Ok...what to say about this.  It is basically a 3-page rant against GAMA and Origins.   I am happy to say that things are better between GenCon and Origins, and in about a decade from this original publication Gen Con and Origins will host a co-Con, but for now Gary is really irritated.  I don't know what is going on behind the scenes at this point. Back then I would have read this and been firmly on Gary's side, but today it seems like an old man yelling at clouds (and to be 100% fair here, Gary at this point is younger than I am right now!)  Ok. Moving on.

Blastoff! gives us all the information we need to know about the brand new Star Frontiers game.  We get to see that iconic Larry Elmore cover for what I think is the first time. We learn the about the new races (Vrusk, Yazirians, and Dralasites), a bit on the new character creation system and some of the in-universe background.  We also get some background on the game itself.  Design work began in 1979 by Dave Cook and  Lawerence Schick and spent the next two years in design, development and playtesting.  I guess there was a more "hard core" version of the game at one point.

Gary is back and this time with a classic.  From the Sorceror's Scroll covers Character Classes to Consider.  We learn that there will be an expansion volume to AD&D.  This book will eventually become Unearthered Arcana but until then he gives us a sneak peak.  We know now that all of these classes did not make it to that book.  Some would later go on to be rumored for the 2nd Edition of the AD&D game; or rather the 2nd Edition as penned by Gygax himself.  This is one of the main articles that +Joseph Bloch would later use to build his "what-if" version of a Gygax 2nd Edition in Adventures Dark and Deep.

Rob Kuntz is next with another installment of Greyhawk's World.  This covers Events of the Eastern and Southern Flanaess. I always enjoyed these articles. It made me feel like the World of Greyhawk was a living place, even though at this point I was still very much entrenched in the Known World of the D&D Basic and Expert sets.

Feel like I am dropping names left and right here, but after that we have Len Lakofka's Leomund's Tiny Hut.  This issue Len is focused on Keep(ing) Track of Quality.  Or how the quality of the goods affect the price, time to make and how that can play out for the player character.  This article covers mostly sheilds, armor, and some weapons.  A bit of converting for AC and you have a good article you can still use today.

Almost the counterpoint to weapon quality is character quality.  Christopher M. Townsend presents a new proficiency system for use in AD&D in Weapons Wear Out, Not Skills. This system is neither as complicated as the ones will later get nor as crunchy.  In fact, this system is light on the crunch and heavy on the role-playing aspects.  Or at least insofar as training in general in AD&D was a roleplaying aspect.  Now your training has some other purposes and can take longer.   Rereading it now I can see using this as a guideline in my D&D 3.x and D&D 5 games.

Gary is back again with some new creatures. These Featured Creatures are considered to be official AD&DTM monsters, so that takes care of that argument (but opens it up for the next batch!).  We get two good-aligned monsters, the Baku and the Phoenix.  Both of these monsters will appear in the Monster Manual II due out soon.  But that is not what grabbed me about them.  Flipping the page something burrowed deep, deep into my psyche.


To me, the Phoenix was a god-like creature.  They were the natural enemies of darkness and chaos.  The mere look of one could destroy a vampire.  They were not some giant bird to be hunted for their feathers and beaks, they were divine agents of rightous wrath.  In many ways they were the opposite of the Dragons.  Yes, we have good Dragons, but the Phoenix (capitalization is mine and for emphasis) opposed the evil Dragons more.  I remember reading this issue from friends (sometimes many, many times) and at one point I wrote down "It was a time of great chaos. It was the time of the Dragon and the Phoenix."  Yes, yes I know there is a Chinese dish of the same name, trust me, growing up in the deep mid-west in the 70s and 80s the only Chinese I ever saw was "Chop Suey".  I would only later the myths and stories behind it.  The Dragon and the Phoenix became something BIG in my games.  So big in fact that I would later take some of those ideas and adapt to my Buffy the Vampire Slayer game and run a campaign I called The Dragon and the Phoenix.  Those games would later be the basis of my Ghosts of Albion RPG.

Ok, speaking of those dragons.  Richard Alan Lloyd gives us The Missing Dragons. Based on the "color wheel theory" he decides that there must be more dragons, the Yellow, Orange, and Purple.  Now few articles were as controversial in my early days as this one!  There were people that hated the idea of more dragons. There were people that hated the idea of these colors for dragons (this group though usually let the Purples in) and there were those that liked them but would not include them since they were not "official" AD&D monsters.  And of courses there those that liked them and used them.  Myself, I liked the idea. I thought the logic was faulty. I mean are there Draconic Evolutionary theorists of the RGB sort versus the CMYK ones?  I did use the Purple dragons once or twice.  I used an orange one once and I said the yellow had all died out.  The biggest issue with this article is Tiamat.  She has five heads, not eight. If we limit it to five, then the green head needs to become yellow.  Now there are many, many (MANY) other dragons in D&D now and Tiamat is still just five-headed.  So maybe I need to bring these back to my games.

An ad for the RPGA.

Dropping more names Lew Pulsipher is next with a new NPC character class, Timelords. These are not your two-heart, regenerating Time Lords.  These are more like Time Protectors or Time Guardians.   They are fighters with some basic time manipulation magic that gets more powerful as they go up in level. When I first read it I hated it.  I also used to have a pretty hard core rule in my D&D games of "No Time Travel!"  I have loosened up a bit on that over the years.

Next is Monsters of the Midway, BUT I don't have it in my copy.  So the rules state I must move on.

Ah, here is something else that wormed it's way into my psyche.  Robin Emrys Atkinson presents the Tuatha De Danaan, A revised Celtic Mythos.  With amateur drunk day Saint Patrick's Day in a couple of days, this is another reason why this is a good choice. This is designed to replace and add to the section on Celtic myths in the Deities and Demigods book. And it is much better.  It was here that I went into a HUGE Celtic myths kick that I never really got out of.

And the hits keep comming!  Ed Greenwood (I feel like I am the MC of a Night of Thousand Stars) is next with Law of the Land. A six page article on the legal system and political systems of the AD&D world.  Or as I like to think of it, the PCs do not live in a vacuum. Also a great system-free article and something to help curb the influx of Murder-Hoboism in your games.

Lew Pulsipher is back again (!) and takes a D&D (not AD&D) perspective on War! and how it can give the characters reason to "live".  Again this is a very system free sort of article and covers the types of wars that PCs might find themselves in.  Very usuful stuff.

Some Top Secret information from James "Pong" Thompson. It covers recon and assassinations.

An editiorial of sorts from Lew Pulsipher in Up on a Soapbox. In this, he discusses the difference between the Classical Role-player and the Romantic.  Lew is coming from a solid Wargamer point of view here.  I don't get the feeling that either of these types are bad, just they have certain ways of playing.  More the point in a Wargame if you can identify their style you will know how to defeat them since you know what risks they are likely to take.

The Dragon's Augury has some reviews including one of the first Computer games I can recall being reviewed.  WIZARDRY costs a then princely sum of $49.95 and you will need an Apple II computer with 48k and DOS 3.3. 
Tom Watson reviews some books for Traveller while Gary Gygax himself reviews Empire Builder by Mayfair games (he loves it).

Comics are next.
Phil and Dixie talk about how much Fantasy and SciFi are alike.
Wormy is only one page.

An ad for Chaosium's Trollpak takes half of Dragon mirth's page.  I always wanted that. It looked cool. 

Back cover has an ad for Grenadier Models and flip over for Gang Busters.

Wow. What a packed issue.  Not just name after name of the whos who of the early RPG scenes, but great content as well.

Want to know what I thought of White Dwarf from the same time? Check out White Dwarf Wednesday #33.  It was also a good issue.

Thursday, August 31, 2017

This Old Dragon: Issue #98

June 1985. Later this month I'll turn 16, but due to the fact I need new glasses, I won't get my license for a few more weeks.   Rambo First Blood is in the theatres and Tears for Fears is on the radio.  On the shelves, the new covers for the AD&D hardbacks and you can buy This Old Dragon issue #98.

The cover features a dragon horde filled with modern day items.  This is also the 9th Anniversary issue.  As far as I can recall all the anniversary issues featured dragons on the cover.  This cover though does not strike any memories with me. It's a cool cover.

We get to the main feature of the issue, all about Dragons.
Up first is Tailor-made Treasure from Roger E. Moore.  This is a new system for figuring out a dragon's treasure hoard.  It has some great quotes from various works of literature. Reading it over it could work well with pretty much every version of the game.

The Magic of Dragon Teeth by Gregg Chamberlain covers the various effects of burying dragon teeth. Each color of dragon will produce a different sort of warrior ala Jason and the Argonauts.
Most gamers of a certain age remember the old movie featuring the Harryhausen skeletons.


There are some neat ideas here.  To be honest I never felt the need to codify this.  Through the dragon teeth on ground and skeleton pop up.  Cause weird shit like that happens in a magical world.
Though more recently I have been using Dragon Tooth Talismans.  These provide protection from the that dragons' type of breath weapon.

Need music from the Ancient Empires for your game?  Well, you can get it in STEREO from Ramal LaMarr!  (I am sure that is 100% his real palindrome name too).


I have to admit I loved these ads.  So corny and over the top.  You can find his music online still.



You keep doing you Ramal!

Leonard Carpenter gives us a nice brief one in Dragon Damage Revised.  A great add for AD&D 1 but something you see now in most newer editions of D&D.

Roger Moore is back again with some background on The Dragons of Krynn.  In this, we learn that Takhisis and Paladine are similar to (but not the same as) Tiamat and Bahamut.    We get some Krynn history that is familiar to all of us now, but here it was all new.   A lot of Dragonlance has migrated back into D&D proper since the 3.0 days and I think that is largely a good thing.  Back in the 80s we used to talk about how the dragons of Krynn were larger and somewhat more "dragon" than the ones you found in Greyhawk.  I know that there are plenty of old-school fans that are aghast with this, but hey. They focused more on dragons in Krynn than Oerth.

Nice big ad for the Dragonlance Chronicles book 2, Dragons of Winter Night.

Ken Hughes gives us an entry with Creative Magic Items.  I want to talk less about this specific article and more about the type of article it is.  There were always a lot of articles in Dragon that I call "You are not bound by books!" articles.  I get that many people want to play RAW, but we were always doing things not in the books. Creating new monsters, new magic items, spells, classes.  Everyone I had gamed with had the books memorized back in Junior High, there was no way to surprise them unless you were willing to go out side of the books. Most of these articles elicited a "no shit, doesn't everyone do this?" but after a while I came to the conclusion that no, not everyone.

Detailing a Fantasy World is from Jim Dutton, whom I feel I should know but don't (flipping further I see his company runs the AD&D PBM game). Now this has some great advice on how to build your fantasy world from the ground up, or at least detail enough areas to keep your players busy.  At only three pages it feels too short to deal with the advice given, but it is short and succinct and should give any budding world builder a place to start and the seasoned ones some new ideas.

I am usually cautious of reviews of TSR products in Dragon. Such is the case of this reveiw of the first two Dragonlance novels by John C. Bunnell in It's a Neat Idea, but ... NOT just a Gimmick. I think we can be adults here and talk about the fact that the Dragonlance novels have some shortcomings. That being said these are fun books and they did represent a sea change in *D&D as a game and as a product.

A surprisingly long article from Dave Rosene discusses what PCs are likely to find in local shops in Knowing What's In Store.   We live in a world today where everything is available at our finger tips. In the 80s even we had malls (lots of malls) but historical medieval lands did not. Fantasy worlds need to tread this line carefully.

The Forum is next.

An ad for Traveller races. At this time and now these books make me want to play Traveller. I want to know more about the Aslan, Vargr and K'kree.  Maybe someone has ported them over to White Star or Starfinder already.

Some coming attractions for TSR products. Highlights include the D&D Masters Rules and the AD&D Unearthed Arcana.

Ad for Chill.  Still love that game.

Our centerfold is the first Gamma World Mutant Manual.  I am very pleased that it is still in this magazine too. Some would make for great additions to an OSR D&D game or a Mutant Future game.

Merle and Jackie Rasmussen have their Part II of Authentic Agencies for Top Secret.  A great find for the pre-internet world, but also real world agencies spelled out in Top Secret format.

The Ares section is next.
The Volturnus Connection is first by Stephen Bonario.  I have to admit, if I ever run a Starfinder game I'd consider a "Return to Volturnus" like game. I had a lot of fun with Star Frontiers.

When History Goes Awry by Mark Acres deals with parallel and alternate timelines for the Timemaster game.  Degree in History not required but certainly helpful.

Big index of all the heroes published for the Marvel Super Hero game in Marvel-Phile.

Huge list of conventions for June to October 1985.

Gamer's Guide has a lot of cool ads including one for the new Super Endless Quest books. These included a simple character sheet/bookmark.

Comics include Wormy and Snarf Quest.  Snarf is long, Wormy is down to a page.

A fun issue really and one I'll go back to for more information on dragons.

Want to see what I was saying about White Dwarf magazine for June of 1985?  Check out my White Dwarf Wednesday for issue #66.

Wednesday, January 25, 2017

Retro Revival Blog Challenge Week 3: Toys

Today I am joining the Retro Revival Blog Challenge.  Seem like a good fit, they talk about a lot of 80s and so do I.  This is Week 3 and the first one I wanted to chat about.

This week's topic is on Toys.  Now the original post was about favorite toys. But instead, I want to talk about the Advanced Dungeons & Dragons toy line from LJN.

I was never a big collector of these, to be honest.  I had a few figures that I thought were cool, Kalek for example, but that was about it.  My brother had collected some and I bought some myself, but always said they were part of his collection.  I was 13-15 at the time and was not into buying toys anymore.


So a few years back I got the whole collection given back to me by my brother with bits my youngest brother added to it.  I remember buying the Ogre and the Umber Hulk.  The others were new to me.


You can see all I have left of Kalek is his spellbook.  Maybe I'll put that in my witch figure display in my game room.  I really like the ogre and the hook horror.  That hook horror looks like he walked out of my Fiend Folio and I still prefer this look to the "revised" one we get today.


Of course what my son was most psyched about is the Tiamat figure.  She does not have her wings anymore, but he quickly said "she is the god of dragons, she can fly without wings if she wanted to".  Plus he has been coveting my aspect of Tiamat D&D mini for a very long time.  So this is a nice little prize for him.


When I first got these from my brother I thought I would not use them in my games, but recently I have used the Ogre as a proto-Orcus demon and the Troll as Vaprak the Destroyer.

In the adventure, the boys were transported back to the Dawn War where He Who Was was killed by The Destroyer (who will become Demogorgon) and Dis, the god that dies and then becomes the demon Orcus.


I am not sure if finding the other toys in this line is something I want to pursue.  It would not be easy and it would not be cheap.  I hit plenty of swap meets, flea markets, and second-hand-stores though that when I find one, I pick one up.

Of course, no discussion of these toys is complete without mentioning Skylla.
I have taken my obsession with this character to, well, my typical levels of obsession.

She is the evil magic-user/with from the LJN Advanced Dungeons & Dragons toyline and Basic/Expert modules. So there is a lot of reason for me to like her.  So I made witch stats for her for every game I currently play.

I even made a Hero Forge mini of her to use in my games now (more on that tomorrow).





There you have it!  There is a great listing and discussion of all these toys at The Toy Archive.


Check out the other posting this week at Retro Revival.

http://retroramblings.com/retro-revival-blog-challenge-week-3-toys/
http://retroramblings.com/retro-revival-blog-challenge/

Thursday, September 22, 2016

Witch Wars and Second Campaigns

Again, no gaming for me this weekend. So when I am not working on my current 5e game my mind tends to wander a bit. Lately, I have been thinking a lot about what needs to be done next.

A brief recap though.

I started playing with my kids when my son turned 5, so about 2005 or so.
That adventure was the start of what would become the Dragonslayers campaign. There was no over arching plot and we made a lot up as we went along. The rule system was a modified version of D&D 3.0 with bits of Mutants & Masterminds, BESM d20 and Star Wars thrown in for good measure. Soon my youngest son joined and there was a rotating cast of characters (sometimes joined by their friends) under the vague notion of stopping the threat of evil dragons. Eventually the party decided that they had to stop Tiamat herself. We went through many of the classic adventures and a lot that were completely made up on the day of gaming.

When D&D 4 came out we tried a couple of times to get a game going under that but to no real success. Though those failures lead to what we called the Order of the Platinum Dragon games, or what I have been calling here the Come Endless Darkness game. Like every time I have changed rule systems I usually use the children of the characters I was playing before. This time, we started using AD&D 1st Edition. We played that for a couple of levels, notably for adventures B1 and B2. When D&D 5th Ed came out we switch wholesale over to that with flashbacks using AD&D1 and D&D Basic.

Now I want to try something a little different.

The Second Campaign is (in theory) supposed to run in parallel to the Come Endless Darkness game. Different characters, but the same world and time. One of the elements of this game is that one of the characters that went missing from the CED game will show up here. That game is limited to only 12-14 levels, then for the big finale all the characters would come together in the end. BUT...that might not work so well since I didn't get the Second Campaign started when I should have. Or rather, the CED game had too much momentum and we kept going. In the CED game they are going to deal with the Lolth-Orcus threat, in TSC it will be Dagon and Demongorgon.
Since it is a "Second Campaign" I want to follow the model of the "First Campaign" or Come Endless Darkness and use classic modules. These are the ones I am considering.

N1 Against the Cult of the Reptile God, levels 1-3 (novice)
U1 The Sinister Secret of Saltmarsh, levels 1-3
U2 Danger at Dunwater, levels 1-4
U3 The Final Enemy, levels 3-5
I1 Dwellers of the Forbidden City, levels 4-7
I3 Pharaoh, levels 5-7
I4 Oasis of the White Palm, levels 6-8
I5 Lost Tomb of Martek, levels 7-9
X4 Master of the Desert Nomads, levels 6-9
X5 Temple of Death, levels 6-10
I9 Day of Al'Akbar, level 8-10
Gary Gygax's Necropolis, levels 10+

The only one that I am 100% sold on is Necropolis.

Since these are all AD&D modules (save Necropolis) I might stick to AD&D, but it is far more likely that this will be a combination of Basic/Expert D&D, Astonishing Swordsmen & Sorcerers of Hyperborea, Adventurer Conqueror King, Basic Fantasy RPG, Labyrinth Lord and any other OSR book I have laying around. It is a mix-mash that I often refer to as "Black Box Basic".

The trouble it that it make much more sense for this game to use Castles & Crusades. Converting between C&C and D&D5 is a no brainer really. Super easy. I want to play C&C. I also want to play Black Box.

The only ones I don't have PDFs for.
The campaign after this will be my War of the Witch Queens.
That one will be run under Castles & Crusades and also use a variety of adventures.

The Stealer of Children (LL), level 1
B7 Rahasia (Basic D&D), levels 1-3
The Ruins of Ramat (S&W), levels 1-3
Return of the Warlock (S&W), levels 2-4
The Manor Issue 6 (OSR), low level (roughly 3rd)
Witch of the Tarriswoods (OSR), 3rd level
Saga of the Witch Queen (DCC), 4th level
A3 Wicked Cauldron (C&C), levels 3-5
Night of the Spirits (C&C), levels 4-6
No Salvation for Witches (LotFP), not mentioned, likely levels 5-7
Witches Court Marshes (AD&D_ish), around 7
Fane of the Witch King (3.0/d20), levels 10+
Dark Druids, AD&D1/OSRIC, levels 8-12
The Dancing Hut of Baba Yaga (AD&D_2e), levels 7-20
The Witch Queen's Revenge (Pathfinder), levels 15+
The Witchwar Legacy (Pathfinder), levels 17+
Winter of the Witch (D&D4), Epic levels

One campaign has a variety of rules, but adventures that are for the same system. The other uses one set of rules, but each adventure is for a different system.

One day I'll do something easy.

Wednesday, June 29, 2016

The Dancing Hut of Baba Yaga

Well, it has taken us a year but we finally finished the Dancing Hut of Baba Yaga.

I made some changes to the adventure to have it fit in better with the overall arc of the Dragonslayers in their quest to stop the rise of Tiamat.  I also foreshadowed events of my Come Endless Darkness and War of the Witch Queen campaigns.

In the process of this adventure the characters began roughly at 20th-24th level in 3.x, converted over to 5e and they are leaving the adventure as 1st Ed characters.  In the course of the year they leveled up in the Hut so now everyone is about 29th level.  This is the reason for the switch to 1st ed since I think it handles 20+ levels better than 3e or 5e.   Also in the course of the last year I took bits and pieces from the Dragon Magazine (1st Edition) version of the Hut and something I found for 4th edition.

They fought the Four Horsemen of the Apocalypse.



The last Rainbow Dragon.


The dragon is supposed to be this dragon:


And finally, a re-ensouled, and very, very pissed off Kostchtchie.


For Kostchtchie I used an idea I had read years ago in White Dwarf #15; the Russian Nesting Doll monster.  Though I flipped it and started with a kobold, then a goblin, orc, hobgoblin, ogre, hill giant and then finally Kostchtchie himself.    Freaked the kids out that each time they hit him he got stronger.
Yes, that is one of the old ogre figures from the AD&D action figures line.

I mentioned in my review of this adventure that it is more plot driven than the other S series adventures. Baba Yaga is more of a defined character than say Acererak or Drelnza. In fact, she is presented in much of the same manner as Strahd was in Castle Ravenloft. Though there is the assumption that the PCs won't be so stupid as to attack her. Could the right group do it? Sure, but that is not the fun of this adventure. The fun here is investigating her magical hut and finding things that might be unique in your world. The Hut itself is almost a mini-campaign world, complete with it's own rules of magic and control over the daylight and nighttime hours. It does recall some of the "funhouse" dungeons of the S series in terms of what is being offered but there is some logic applied to most of the rooms. Others, unfortunately, feel like filler.
It was a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.

Now given the levels the characters are at I will need to start looking into some of the really high level adventures for them.  Though really they should be ready to retire.

I did add Baba Yaga as a fully stated out monster thanks to the Baba Yaga Boss Stats (5E) from 00Games. But thankfully the kids did not piss her off enough to attack her.

Up next...are the Dragonslayers ready to stop the rise of Tiamat?

Saturday, April 9, 2016

A to Z of Adventure! H is for High Level / Bloodstone

H is for High Level / Bloodstone.

The H series is an odd one, even in a group that includes a lot of odd ones.  There is a connecting story, of sorts; dealing with the interference of Orcus, but there are other things going here.
The first adventure, H1 Bloodstone Pass was for 1st edition AD&D but was also part of their new Battlesystem mass warfare rules.  H2 Mines of Bloodstone is more of a straightforward adventure.  H3 brings us back to Battlesystem and finally H4...well, let me get to H4 in just a bit.

H1 Bloodstone Pass 13–17
H2 The Mines of Bloodstone 16–18
H3 The Bloodstone Wars 17–20
H4 The Throne of Bloodstone 18-100

H4 The Throne of Bloodstone was fairly notorious back in the day.  It was another adventure I bought and then gave to my DM with screams of "run this!"  We ran it the first summer I was home from college.

The basic plot is that all the trouble caused in the previous modules was not just due to a cult of the Demon Prince Orcus, but Orcus himself.  In H4 the characters went to his lair in the Abyss and killed him.  Ok...where to begin with this one!

Well let's start with that cover.

This is the only adventure in the series that is labeled for the Forgotten Realms.  The first, H1, assumed any world.   There is Orcus himself coming out of the mouth hell or something (the Abyss really).   Oh and the recommended levels...let's see, 18 to 100!  100th level characters?

I have to admit that was one of the reasons why I grabbed this.  We had been playing a LONG time and I have many characters well past the by-the-book levels.  AD&D at the time really only went to about 25th level, but figuring out higher levels was not that big of a deal.  Generally speaking, adventures topped off at 20th level.
So I took some characters, right around 20th - 25th level...and a couple of them died right away!  This was not an adventure to screw around with.

The other thing you notice with this adventure is that it is long. The module itself is like 96 pages and tons of maps.  I seem to recall it took us a while to get through it too, most of the summer I was home from college.

You do get to fight Orcus in the end, as well as Tiamat, Baphomet, a giant Red Dragon, and potentially Asmodeus.  It is just a deadly, deadly module.

After this, I retired all the characters that went through.  After all what was left for them to do?

Fighting Orcus is a theme that D&D would come back to again and again.  The HPE series for 4e, especially the Epic modules.  In 2nd edition, the events of this module would later play out as part of the Dead Gods' adventure.

For me, today, this adventure is a template for other high-level adventures.  While the module said up to 100th level, there are not really many qualitative differences between a 25th level character and a 100th level one.  Fighters top off in attacks. Clerics top off on undead turning at 14th level and so on.   I was a little disappointed that the AD&D designers did not take a page from the D&D team in this case.  At this point in time AD&D and D&D were two different, but similar, systems.  D&D characters could go to 36th level and even become immortal.  Some of that would have been helpful here.

Much like the E modules, this module is likely to use as a source of material, but not so much as the adventure itself.  Still...running it could be a lot of fun.

In truth fighting Orcus is always a good idea. He is a demon, he wants to destroy everything AND in the E series, he desires to become a god.  This H series and the E series only scratches the surface when it comes to fighting Orcus.  And even if you do kill him there is still the Dead Gods adventure that deals with him coming back from the dead. In fact, there is no lack of products out there to let you match up against the Demon Prince Orcus.

This is certainly an end-game adventure after this buy that castle in southern Nyrond, hang your +5 Holy Avenger over the mantle, hire some Valley Elves to make some wine and kick up your heels and smoke pipeweed to end of your days.

Thursday, February 4, 2016

Show. Don't Tell.

I was thinking about my post from this morning about Tharizdûn, the Temple and various things that happened in the wee hours of history.
While I have a nice little mythology going here with bits that date back all the way to when I first started playing my players, my kids, do not have the same investment.

I told tell them the story of course, but that is just a story.
Then I recalled the old adage; "Show. Don't tell."

So via a dream or flashback sequence, I am going to have my players participate in the Dawn War.
Here they are going to be figures from that mythical age in the fight against Tharizdun.

Here is what I have so far. The participants in the war are Tharizdun, Orcus and Demogorgon, though he only had one head at this point. I will also have some of the other Elder Evils there too.
On the side of good are He Who Was (who will be killed here), Bahamut (as a PC), Samuel (a PC, HWW's right hand and the future Asmodeus), Corellon Larethian (also a PC) and some others.  Maybe Wee Jas.
Tiamat and Lolth will be there, but they do not fight.  This is why Tharizdun hates them.

I am going to let the battle play out.

I thought I would stat up all these gods in 5e and put them at 30th level.  Sure I could make them all 3rd level and the battle will be similar, but I want my players to feel like these are really powerful beings.
But I started thinking about D&D 5. It is great, but I have not done a lot of gaming at 20+ level with it.    So to add to the dream-like quality of it all AND to get the characters up to the 30+ level AND to have them be true immortals I am going to do something fun.

I am going to run this dream/flashback battle using D&D Basic.  Though OD&D is also on my mind.
The players know the rules, but they will be just off enough to make them have to think about what they are doing.  Plus looking down and seeing 31st level and over 100 hp will impress them.
It will also give me the chance to use some of my favorite B/X-BEMCI material.

Now I need to make some good looking "God" sheets and figure out who was there and who is going to play who.   Obviously if a character worships a god that is who they will be playing.

I have done this in the past, use a different system to invoke a different feel in the players.
When the dream is done each character will get a boon from that god to help them out later on.

The more I think about the more I like it.

Monday, December 28, 2015

Christmas Gaming

It's been busy time this Christmas.  So far I have gotten a lot of gaming in.
We went to my in-laws to see my wife's sister and her kids and my kids brought out D&D.  I got hit with some allergies and could not run, but my oldest decided to run some games.  He got both of my nephews to play some D&D 5.  They had a great time.  So great in fact that I went out got them some dice, minis, a Starter Set and the Basic Rules.


We went back out to visit and Liam ended up running Hoard of the Dragon Queen.  Instead of Tiamat he used his own creation, Aži Dahāka.  It went fantastic.  Really fantastic.




Even their other cousin and her boyfriend joined in for a couple of sessions.

They had such great time that the brand new Xbox One went largely ignored.  Not to bad really.

So I got 4 new people into gaming this holiday.  How did you do?

Monday, December 21, 2015

Kids vs. Krampus

Had a great time this weekend.
We went out to see my in-laws on Saturday. My wife's sister was in and she also has two boys close to the same ages as my boys. We took out Dungeon! a game they really love and on the advice of my wife took out some D&D 5th edition, some minis and the Krampus adventure I was going to run for my kids.

Once out there I didn't want to get right into playing; long drive and I wanted to visit first. So my oldest took it upon himself to help them roll up new characters and he started running them through some quick and simple adventures.  He was hesitant at first, but soon really got into a groove DM'ing his first game.  He was having fun doing the voices and playing all the npcs and really coming up with a cool little adventure on the fly.  I was very, very pleased with him.  The kids enjoyed it because they played they played till almost 1:00am; about 12 hours straight!  So now I need to pick up a D&D5 starter kit for the other two boys so they can play at home.

On Sunday I ran the Krampus adventure, "Twas the Night Before Krampusnacht". I had been working on one for a little bit but something was not quite right about it.  So I was reading through some adventures for another campaign and I came across +Pete Spahn's Stealer of Children.  It did 90% of what I wanted to do I just made some tweaks. The Grombel was now Krampus, the dryad Merrit was now La Befena the Christmas Witch, I even used the Burgomeister Meisterburger and Grimsley from Santa Claus is Coming to Town (though here they were good) and the village became more like Whoville.  The kids discovered that Father Christmas was also captured by Krampus and if he is killed on the eve of Krampusnact the entire area will be plunged into endless winter.   They were able to defeat Krampus, thanks to a potion cooked up by La Befana.



The boys are already talking about when they will play next and my oldest is considering running the Rise of Tiamat adventure for them on Christmas eve when we seen them next.

Wednesday, September 30, 2015

Class Struggles: The Invoker (4e)

Taking an odd turn today and looking at a 4th Edition class.

One of the nice things about 4e was the number of class choices. There were dozens, if not not scores, of classes.  4e popularized the notion that each class has a role; Leader, Controller, Defender and Striker to roughly correspond to the classic four classes of Cleric, Wizard, Fighter and Thief respectively.  There are also areas of power, Divine, Arcane, Martial, Primal and Psychic.  For the game it worked well and there was a lot of interesting class choices that were based on role and power choice.

The Invoker has no precedent and no update (so far).  It first appeared in Player's Handbook 2 for the 4th edition and it is described as a Divine controller than channels raw divine power.  In a way this makes them the divine counterpart to the Wizard; an arcane controller.
It could be described as the "Fist of the Gods".

What makes the Invoker an interesting choice is not just it's role, but the fluff text that goes along with it.  So an Invoker would worship or honor a god as part of the whole pantheon.  The examples given state an Invoker of Bahamut would also likely honor Tiamat.  Invokers are all shown worshipping older gods; not Old Gods or even Old Ones...but the first gods that are still worshipped today.

In fact most invokers would be the tireless enemy of any "Old Ones".  In the 4e fluff they are described as the human/mortal agents of the Godswar vs the Primordials.  Replace that with Titans, or Old Ones or even demons and you get the idea.

What strikes me most about this class is how well it could be added to any old-school or 5e game.
In 1st/2nd Ed it would be a sub-class of the cleric.  The invoker can turn/rebuke undead like a cleric and it also has access to divine spells.  Of course you could make an invoker easy enough with good role-playing and a conscious choice to take damage dealing spells and limit yourself on the healing magic.  Since invokers are much more of a "kill them all and let the gods sort them out" type of holy warrior I would also say that Raise Dead, Resurrection and Reincarnate are out of the question.

For their spell lists. Well the powers/spells in the 4e PHB2 are very colorful; Blades of Astral Fire, Glyph of Imprisonment, Cascade of Five Suns.  Most do damage based on Wisdom modifiers (which in 4e includes level).  If I were to create an old-school Invoker I would give them some invocation spells from the wizard's list.  Not more than 1 or 2 per level though.  I would make sure they had plenty of damage causing spells they can do from a distance.   Plus the spells all need to have very grandiose names, such as "Righteous Fury of 10000 Blazing Suns" or "Wrathful Vengeance of the Plough God" (Plough god?  Yeah, think about how important agriculture, growing and food was/is to people).  These are not hippy clerics of the "God is Love" type, these are the Old Testament, destroying people in a genocidal flood types.

The closest thing Pathfinder has to this concept is the Inquisitor. While their missions are the same, the invoker is believed to have a piece of divine power instilled in them while the inquisitor is all too mortal.  Still though there are some good ideas for some more spells on the inquisitor spell lists.

I think the reason I like the invoker so much is that it really is how I always liked to play to some clerics.  I have played several clerics over the years. First first character was a cleric of the "investigate and destroy evil" type.  I have played a number of paladins as well.  In fact my 3.x edition one was known as "The Fist of Pelor".
This class appeals to me as another sort of cleric. One that is more action and dealing damage than one that is contemplative and healing damage.

Plus I forgot how much fun some of the 4e stuff really is.  There is a lot going on in this game and it is a shame it will be tossed aside as a failed experiment.

BTW +Jonathan Becker has been running a series of posts on his thoughts of 4e. If you have played the game it is interesting to see it through the eyes of someone experiencing it for the first time.  If you have never played it then it is worth your time.  He has not gotten around to the invoker yet, but I am curious to see what he has to say.

Wednesday, January 28, 2015

Checking in on my Plan

Over the years I have discussed my Plan.  The Plan is what adventures I am going to take my kids through.

For D&D 3.x I was content to take anything as it came, make stuff up and generally going towards a  stopping the cult of Tiamat plot.  It was/has been fun and we are nearing the end of that.

For the new adventures I was looking at 3rd, then 4th, then 1st and now 5th Edition as the primary game system.

http://timbrannan.blogspot.com/2010/01/i-have-plan.html
http://timbrannan.blogspot.com/2012/02/lets-play-1st-ed-dad.html
http://timbrannan.blogspot.com/2012/07/my-kids-are-awesome.html

At the present here is where I am.
  • B1 Into the Unknown, levels 1-3
  • B2 Keep on the Borderlands, levels 1-3
  • L1 The Secret of Bone Hill, levels 2-4
  • X2 Castle Amber, levels 3-6 (where we are now!)
  • I6 Ravenloft, levels 5-7
  • A0-5 Slave Lords, levels 4-7
  • G123, Against the Giants, levels 8-12 (I also have the Stone Giant one from Dragonsfoot, just need to find it)
  • D12,3 Against the Drow, levels 8,9-14
  • Q1 Queen of the Demonweb Pits, 10-14
  • CM2 Death's Ride, levels 15-20. (Again, unless I use it in my current 3.x game which the boys want me to do)
If I don't do Death's Ride I am seriously considering the classic H series to go after Orcus.
  • H1 Bloodstone Pass, levels 15+
  • H2 The Mines of Bloodstone, levels 16-18
  • H3 The Bloodstone Wars, levels 17-20
  • H4 The Throne of Bloodstone, levels 18-100
But I would REALLY edit these since they have a lot of issues.  Truthfully my best plan is to just use H4 and add bits from H1-3 and maybe even some stuff from the 4th Ed E-Series.  But that is if I want to have Orcus as the big bad guy at the end.  It has appeal.

Also I have the mind flayer adventure A Darkness Gathering to work into the mix.

It has taken me a while to get through all this because I am alternating with my 3.x game, some AS&SH and other games.

So far the adventures have seemed random and the characters are wandering about.  But they are about to get some items in the X2/I6 series that will help them later on.  

Right now, with out their knowing about it the Drow, Vampires and Illithids have gathered together to put the final phase of their ultimate plan into motion.  The PCs will discover a little of this plan when they encounter the Slavers.  The slavers are all vampires now and they are not dealing in slaves, but human cattle.    After they have defeated them the last part of the bad guys plan comes into fruition.  

The sun goes completely out.  

There is panic. Everyone gathers in the Freecity of Greyhawk.  The Church of Pelor/Ixion is hardest hit, but also the loudest voice.  All the "big names" are there and they are trying to figure out what to do.
There is a plan to set the moon a flame, but the various clergy of the Moon Goddesses are against that.  Finally they agree to instead use a large asteroid to keep life going till they can re-ignite the sun.
While all the big names are trying to figure this out the PCs have to deal with some raids nearby of giants...

The PCs will then go through the GDQ series to discover the plan and that the drow are working with mind flayers.  After defeating Lolth in Q1 the PCs will have to deal with the vampires who have Pelor captured.  In order to re ignite the sun they will need to set him free from his prison in ..... and that is all I have.

Yeah it is kinda story-gamey.  It's my game, my house and my kids. They will eat this up.
I guess it is hard for me to get away from the idea of vampires as the big bads.

Those of you who have been reading this blog a long time might notice that there was a similar plot in my Buffy Season 7 game, Episode 12 No Other Troy.  Though that one the sun being blocked was a side effect. 

I am inclined to use Orcus as the big bad holding Pelor.  
I have a huge ass mini of him and a crap ton of material for him.

But I have also wanted to use Camazotz as the demon-god of Vampires in his abyssal plane of Xibalba.  Maybe I still can use him in some way.  It is possible he is something like a high priest to Orcus and his job is to sacrifice Pelor on a bloody altar.  Once that is done Orcus will suck up his godly powers and reign as the God of Death and Darkness.

And he would have gotten away with it too had it not been for those meddling PCs.

Wednesday, January 21, 2015

Monster Guides over at The Power Score

The Power Score, a great blog that could use some more attention has been doing some great D&D monster guides.

In these Sean has been taking various monsters and looking at their growth and changes across as many editions of D&D he can as well as supplementary products.

So far he has covered:

Plenty of art and comparisons between the editions.
The thing I like is he treating the editions as evolving understanding of the monsters.

So pop over and check these out. A leave a comment or two. That's the neighborly thing to do really.


Wednesday, December 31, 2014

Goddesses of the Witches

Some things I have been playing around with for various books.  Didn't fit with anything I am working on now, but I don't want to go to waste.

Names of the Goddess
The Goddess is known by many names, but each is but an aspect of the true goddess.  What follows is a listing of Goddesses from Earth’s mythologies.  In each case a possible or likely alignment is included as well as areas of domains for clerics and witch coven spells. Descriptions of that Goddess’ coven might also be included.

Artemis
Witches who worship the Artemis aspect of the Goddess are on good terms with druids.  These witches are common in amazon societies. As a witch of Artemis a woman pledges never to copulate with a man.  These witches are both chaste and celibate.  These witches may also choose to take the bow and arrow as their weapon.
She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone).
Alignment: N or CG
Areas of Influence:Hunting, Moon, Women

Astartë
Astartë (Ah-star TAY) is the goddess of love, fertility as well as war and lasciviousness (lust) to the ancient peoples of Canaan and Phoenicia, she was worshiped as far West as Carthage, Sicily, Sardinia and Cyprus.  Her name and cult were derived from Babylonia, where as Ishtar, she represented the evening and morning stars and was accordingly androgynous in origin. Under Semitic influence, however, she became solely female, although retaining a trace of her original character by standing on equal footing with the male divinities. She represents the productive power of nature. She is also a moon goddess. Her symbol is the crescent moon with “horns” turned up.
She is related to the devil Astoroth, some say that she is now this devil, others say that that Astoroth is her son/consort.  Astoroth has also been associated with the Canaanite god of Thamudzi/Damuz.
Alignment: N or LN
Areas of Influence:Fertility, Magic

Athena
The Goddess of War and Wisdom sprang fully grown and armored from Zeus’, her father, head. She represents wisdom in matters of life and war.
Her worshippers are normally generals fighting just causes. The witches of this sect are usually on good terms with those of Artemis. This witch is favored in the Craft of the Wise tradition because of Athena’s renowned wisdom. They may choose the spear as their weapon.
Alignment: LG
Areas of Influence: War, Wisdom, Women

Bast
Bast is an ancient Goddess and the mistress of all cats.  Nearly every Find Familiar spell known invokes her name. Witches of Bast, few as they are, live a cat-like life style.  They prefer the comforts and leisure life that cats enjoy.  Then spend long afternoons lying in the sun and enjoying the sensuous side of life. Regardless, do not confuse leisure with laziness.  Witches of Bast are dedicated fighters of evil, in particular the workings of the minions of Set. Witches of Bast may choose weapon mastry in one edged weapon at the loss of one feat.  They also gain a +1 to hit and damage when fighting snakes.
Her consort is Aelurus, who appears as a tanned human male with a cat’s or lion’s head.
Alignment: NG or N
Areas of Influence: Cats, Good, Hunting

Brigit
Brigit, also known as Brigantia, Bridget, or Brigid, is the Celtic Goddess of the rivers and rural life. She is also the Goddess of Healing, Midwifery and Wisdom. She was raised on the milk creature of the other-world, a white, red-eared cow. Brigit is one of the great Triple Goddesses of the Celtic people. She appeared as Brigit to the Irish, Brigantia in Northern England, Bride in Scotland, and Brigandu in Brittany. Many legends are told about Brigit. Some say that there are three Brigits: one sister in charge of poetry and inspiration who invented the Ogham alphabet, one in charge of healing and midwifery, and the third in charge of the hearth fire, smithies and other crafts. This actually indicates the separate aspects of her Threefold nature and is a neat division of labor for a hard-working Goddess. Indeed, various interpretations of her name exist including, “Bright Arrow,” “The Bright One,” “the Powerful One” and “The High One,” depending upon the region and the dialect.
Her coven is known as the Daughters of the Flame.  These lawful good witches keep a holy flame burning at all times.
Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone.
Alignment: NG or LG
Areas of Influence: Fire, Healing, Wisdom

Cardea
Often called the Roman Hecate, Cardea is the goddess of doors and the knowledge behind those doors.  Cardea is a capricious Goddess, often requiring her witches to memorize a section of poetry or building a center of learning in exchange for Her gifts of knowledge.  Cardea is open to all who wish to seek her out, but she makes no guarantees that her knowledge will be helpful to the seeker.
Alignment: CN or CG
Areas of Influence: Knowledge, Paths, Wisdom

Cerridwen
Celtic Goddess of wisdom, intelligence, magic, divination and enchantment. She is the Goddess of the cauldron. Popular among the Celtic Classical and Craft of the Wise Traditions.
Cerridwen’s cauldron has the power to return the dead to life.
Alignment: N
Areas of Influence: Intelligence, Magic, Wisdom

Danu
The Celtic Mother-goddess known as Danu to the Irish and Don to the Welsh (and simlar to the Greek Demeter below).  The race of the Tuatha deDannan means “The Children of Danu”. She is also the mother of many Irish Celtic gods Diancecht, Lir, Lugh, Oghma and others.  Dagda is alternately mentioned as her son or father.  She is fierce protector of home and hearth.
She is part of a trinity of Brigit (maiden), Danu (mother), and Morigann (crone).
Alignment: N
Areas of Influence: Earth, Fertility, Nature

Demeter
Also known as Kore. The great Greek Earth Goddess. She is the Goddess of grain and of the harvest. Her witch cults are among the oldest known. She goes down to the underworld to retrieve her daughter.  During this time winter covers the land. Origin of most of the “Descent of the Goddess” legends.
Alignment: NG
Areas of Influence: Earth, Fertility, Nature

Diana
Diana is the Roman Goddess of fertility, the hunt and forests. She is the roman equivalent of the Greek Goddess of Artemis.  But unlike Artemis, the witches of Diana are not required to be chaste or celibate. In the celebration of Beletane the witch copulates with a druid priest in order to bring fertility back to the earth.  Some have even become Tantric witches.  Obviously these witches are on very good terms with Druids.  Their religious practices are very similar to Druids and to that Artemis.
The covens of Diana are often very old and very popular. The Amazon tradition is often known as the Cult of Diana because of their fervent devotion to the Goddess.
Alignment: N or CG
Areas of Influence: Hunting, Moon, Women

Eir
Eir is the Scandinavian Goddess of Healing, and handmaiden of Frigg.  No one is Her equal when it comes to healing.  Her worshipers are all healers, either clerical or as herbal healers.  Her clerics and witches must never pick up a weapon in anger or vengeance.
She is depicted as been a slight woman with reddish-blonde hair and blue eyes. Her arms are muscular.  She commonly wears blue and red. Fires always light her temples and covens, which are known as centers of healing and succor.  She is known for her patience.
All her worshipers must take the healing and profession (herbalist) skills.
Alignment: NG
Areas of Influence: Healing, Peace

Gaea
Gaea (Gaia) is an Earth Goddess of Greek origin.  It is she who is ultimately responsible for all life. It is claimed that she emerged from darkness and mated with Uranus (the Sky god) and bore the twelve titans.
Alignment: N
Areas of Influence: Earth, Fertility, Nature

Hathor
Egyptian fertility Goddess.  She is the celestial cow who created the earth and the sun. As a cow goddess she ruled love, joy, merriment, music and dance.  She nourished the living with her milk , suckling Pharaoh and all others.  She is also known as the Goddess of love, music, song, and pleasure. In this aspect She has many followers among Lorelei and Tantric witches. She was one of the Egyptian gods that help guide the dead to the other side.
She is a Goddess that represents life, thus all her witches must be forces of life.  While some celebrate life, like the Lorelei and Tantric witches, others actively pursue careers to destroy those that threaten or mock life, such as the followers of Set or undead.
Alignment: CG
Areas of Influence: Creation, Fertility, Life, Magic

Hecate
Hecate is, in Greek mythology, the Goddess of darkness, magic and witchcraft.  She is the daughter of the Titans Perses and Asteria. Unlike Artemis, who represented the moonlight and splendor of the night, Hecate represented its darkness and its terrors. On moonless nights she was believed to roam the earth with a pack of ghostly, howling dogs. She was the Goddess of sorcery and witchcraft and was especially worshiped by magicians and witches, who sacrificed black lambs and black dogs to her. As Goddess of the crossroads, Hecate and her pack of dogs were believed to haunt these remote spots, which seemed evil and ghostly places to travelers. In art Hecate is often represented with either three bodies or three heads and with serpents entwined about her neck.
Of all the deities who have covens, Hecate’s covens are the most widespread and well known. Hecate was once a fairly benign goddess in early Greek times. She later became the dread Greco-Roman Goddess of ghosts, a close confidante of Persephone and a patron of witches. The brutally wronged Hecuba of Troy was reincarnated as one of Hecate’s black dogs, which accompanied her on her night walks. When Hades kidnapped Persephone in the later Greek myth, farseeing Hecate was the only one who witnessed it. Hecate was worshiped at three-way crossroads at night even by ordinary Greek families and could ward off ghosts if properly propitiated. But Romans also believed She had more sinister worshipers; the witches and sorceresses who could coerce even the gods to do their will.
Alignment: LE or LN
Areas of Influence: Ghosts, Magic, Moon, The Crossroads

Hel
One side of Hel’s face was that of a beautiful woman. The other half was that of a rotting corpse, green and black, or of a skull.  She ruled the realm of Niflheim, a huge black canyon in icy mountains, where those who did not die gloriously in battle went when their span of life was up. Niflheim was not burning but icy cold, filled with sleet, icy slush, cold mud and snow. Garm, the horrible hound whose breast was splattered with the blood of the dead, guarded the entrance. Her hall was called Damp-With-Sleet. Her plate was Hunger, Her knife Famine; Her two servants were both called Slow-Moving. Her bed was Sick-Bed, the stone at the entrance to her hall Drop-to-Destruction. So the Vikings described Her and Her home. Though the Vikings regarded her with horror, the common people worshiped her.
Alignment: NE
Areas of Influence: Death, Destruction, Evil

Hestia
Hestia is one of the Grecian hearth goddesses.  The Romans later called her Vesta.  Hestia was said to preside over all sacrifices.  One of the prohibitions was that should her fire ever go it, it could not be rekindled by an ordinary fire but only by the sun’s rays or by the friction of two pieces of wood.  As Vesta, the leaders of her cult were the Vestal Virgins (these were six girls from ages six to ten) who entered her college and stayed there for thirty years. Those breaking their vow of chastity were whipped to death or entombed.  Her witches will be the older women who have completed their temple service.
She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone).
Alignment: LG
Areas of Influence: Hearth, Healing, Home

Holda
Holda, or Frau Holt, is the Goddess of Teutonic witches and Hags.  She is seen as both a caring mother and a frightening hag—a witch that calms children’s fears or eats them.  These polar opposites are common in many of the guises of the Goddess.  Classic witches typically honor her “good” side and Hags her “evil” one.  Holda is often depicted as riding a broom or a giant flying goose.  She can appear as a kindly old mother, a small child wearing all white or a viscous hag-like monster. She is the goddess of spinning, vegetation and children.  She is also a fertility goddess and her consort is known as the Wood Man.
The Oskorei, or the Furious Horde, a legion of fallen heroes and others, who have died before their time, similar to the Wild Hunt of the Celts or the Valkeries of the Norse, follow her on her nightly rides.
It is also believed that Frau Holt is the model for the children’s storybook character “Mother Goose”.
Alignment: CG or CE
Areas of Influence: Night, Mysteries, Witches and Hags

Ishtar
Ishtar of the Babylonians, and alternately Inanna of the Sumerians, represent the duality approach to the female deity, both are to be considered Nature deities; that is, human nature.  Both are the chief goddesses of their pathos, both are the goddesses of love, and therefore sexuality.  Also both are the goddesses of War, and therefore violence.  Their witches tend to have mercurial, almost chaotic personalities.  Covens tend to be very ancient and set in their ways.  Rituals will usually be consisted of old, lengthy litanies and sacrifices.  Ishtar’s witches are also as likely to pick up a weapon, as they are to use magic.
Alignment: CN
Areas of Influence: Love, Nature, War

Isis
Covens of Isis are old and represent ancient powers of the universe.  These witches are in tune with the fundamental powers and forces of the universe.  Isis’ name is called in rights of fertility.  She is also the patron Goddess of Magic.  There is much rivalry between Hecate and Isis in this category.  All of Isis’ covens are the paramount of good.  Isis is also a feminine ideal. With Osiris, Isis and Horus (the divine child) made up a Holy Trinity. She is the Goddess of marriage, motherhood, fertility, magic, healing, reincarnation and divination, to name but a few. Isis is the patroness of priestesses. One myth has Isis poisoning the Sun God Ra, offering to save him only if he would reveal his secret name. At last, at the brink of destruction, Ra gives Isis his heart, with the secret name it held, and his two eyes (the Sun and the Moon).  Isis quells the poison and ends up with Ra’s supreme power. In time the great Eye was passed along to her son Horus.  Proclus mentions a statue of her which bore the inscription “I am that which is, has been and shall be. My veil no one has lifted”. Hence, to lift the veil of Isis is to pierce the heart of a great mystery.
Alignment: NG or LG
Areas of Influence: Healing, Magic, Women

Kali
Kali is the supreme Dark Goddesses. It has been claimed that Her name is derived from the Hindu word for Time, yet also means, “black”. She is also called Durga.
Her very appearance is meant to terrify. She is black and emaciated, with fangs and claws. She wears a girdle of severed arms, a necklace of skulls or severed heads, earrings of children’s corpses, cobras as bracelets or garlands. Her mouth is smeared with blood.   Often She is shown standing or dancing on the corpse of the god Shiva; here, She feasts on his intestines.
Yet even Kali is not always dark. She also is a loving mother, and especially in that aspect is worshipped by millions of Hindus and her witches.
Her witches also see Kali as an Earth-Fertility Goddess, is thus worshiped by many Tantric witches. There are many parallels between the witch’s view of Kali and that of Ishtar.  Kali’s regular priests (Thuggee) see her as the destroyer and a Goddess of death.  Her witches, however, view Kali as the Force of Nature, a mother who can give life and take it away.  Witches of Kali generally have several Thuggee males in their covens as their strong arms.  Slaves are kept and human sacrifice is common.  Kali’s holiest nights are on the new moon and Wednesdays.
Alignment: CE
Areas of Influence: Death, Destruction, Fertility

Lilith
Lilith is many things, first woman, wife, mother of demons, consort to men, demons, devils and gods, witch, demon and Goddess.
Lilith was the first wife of Adam, the first man. Adam and Lilith never found peace together, for when he wished to lie with her, she took offence at the recumbent position he demanded. “Why must I lie beneath you?” she asked. “I also was made from dust, and am therefore your equal”. She became proud and refused to lie beneath him during intercourse. This violated the command to be fruitful and multiply, since she was not being impregnated. Some traditions hold that she was impregnated and bore demons from him. Others claim She had two daughters with Adam. Naamah and Tubal are referred to as Cain’s sisters.  Naamah is the mother of many devils. He pushed the issue of her submission, and she uttered the Holy Name of God and flew away.
It is said that soon after Lilith left Adam he stood in prayer before his creator and said: “God of the World, the woman that you gave me has run away from me”. God tried to force her to return to Adam and sent therefore the death-angel Azrafil to her in the desert at the Red Sea, where she dwelled with the djinns, giving birth to countless demons.  Then God dispatched the three angels, Sanvai, Sansanvai, and Semangelof to bring her back. They caught up with her in the desert near the Red Sea, a region abounding in lascivious demons, to which she bore Lilim at the rate of more than one hundred a day. “Return to Adam without delay,” the angels said, “or we will drown you!” Lilith asked: “How can I return to Adam and be his woman, after my stay beside the Red Sea?” “It would be death to refuse!” they answered. “How can I die,” Lilith asked again, “when God has ordered me to take charge of all newborn children: boys up to the eighth day of life, that of circumcision; girls up to the twentieth day? Nevertheless,” she said, “I swear to you in the name of God who is living and exists, that if ever I see your three names or likenesses displayed in an amulet above a newborn child, I promise to spare it”. To this day they agreed; however, God punished Lilith by making one hundred of her demon children perish daily, and if Lilith could not destroy a human infant, because of the angelic amulet, she would spitefully turn against her own.  As late as the 18th century, mothers and children across many cultures took advantage of the protection offered by these amulets. Charms and rituals accompanied the use of the amulets, protecting mothers and infants from the retribution of Lilith. Baby girls were considered vulnerable in their first three weeks of life. Boys, on the other hand, were believed to be vulnerable for longer periods of time. Any boy under the age of eight was possible prey.
Alignment: CE
Areas of Influence: Evil, Moon, Women

Lovitar
Of the Finnish, “the people who ran from the woods,” few Goddesses are as evil and sadistic as Lovitar, Maiden of Pain.  Witches of Lovitar dispense pain to all of their enemies. Typical garb is white and all kinds of daggers are allowed as weapons.  Her coven spells deal primarily with pain and cold.
Alignment: NE
Areas of Influence: Cold, Evil, Pain

Mabd
The Queen of the Sidhe. Mabd is the prototypical elven Goddess of Celtic lore.  Her high time is the Summer Solstice. She is also known as Mab, Meave and to the Briton Celts, Titania. She is a mercurial Goddess that reflects the nature of the forest; life giving to some, deadly to others.
Witches of the Faerie Tradition honor Mabd and many of the Classical Traditions also pay her honor.
Alignment: CG or CN
Areas of Influence: Elves (Sidhe), Mysteries

Morigann
The Raven, the Celtic goddess of war.  Known as The Morigann, Morigan, Macha and Morigu.  She is the Goddess of war, battle and death, but not evil.
Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone.
Alignment: CN or CE
Areas of Influence: Chaos, War

Rhiannon
This Welsh Goddess is well known for her appearance in the Mabinagion.  In penance for a crime that she did not commit, she sat for seven years outside Pwyll’s palace and offered to carry any visitor on her back like a horse.  The singing of her three magic birds could be heard over the sea, could wake the dead and could lull the living to sleep.  She was also identified with Epona (a horse cult).  The Roman Calvary favored Epona and her shrines were covered with roses.
Alignment: CG
Areas of Influence: Horses, Fertility, Women

Tiamat
Tiamat is the great creation Goddess of water and chaos to the Sumerians.  She gave birth to all of the Sumerian (Babylonian) gods and ruled them all, until the god Marduk defeated her.  He used Her body to create the sky and earth.  She was described as a great dragon or a being of chaos. Like so many other destructive Goddesses, Tiamat is a Goddess of creation.  It is believed by the Sumerians that she created the world.  In Babylonian myths, Tiamat is a huge, bloated female dragon that personifies the saltwater ocean, the water of Chaos. She is also the primordial mother of all that exists, including the gods themselves.
The Cult of Tiamat is extremely far reaching.  The primary duties of her witches are to venerate Tiamat and destruction in any way they can and to spread the word of the cult.  Often “spreading the word” implies random acts of violence and attributing them to Tiamat herself.  It is her capacity as the dark Goddess of chaos and creation that attracts so many witches to her cult.
Her witches tend to belong to the Malefic or dark Tantric Traditions.
Alignment: CE
Areas of Influence: Chaos, Creation, Dragons, Water

Tlazolteol
Aztec witches who worship Tlazolteol, the Goddess of vice, are often tantric or malefic witches.  They spend a great amount of time on their appearance and try to look as desirable as possible. Once they have someone alone they will attempt to corrupt or kill them. Most prefer to corrupt others. Bards speak of a particularly successful witch of Tlazolteol who had been in the bedrooms of many of a particular country’s politicians.  Single handedly she had very nearly toppled the government through jealousy and deceit.
Tlazoteol is also seen as a necessary evil. She takes in filth and sin so it may be disposed of.   It is this aspect that she is most often worshiped and served by her witches.  Confessing ones sins to her or to her witches, one would be purified of those sins.  Mothers in childbirth often called on her aid. Her witches, learned in all manners sexual, are also skilled midwives and nursemaids, after all birth is a natural consequence of sex. Her witches are believed to be adulterous and women born under her sign (The Ocelot) were believed to become her witches.
She is seen as lustful maiden, mother or priestess and crone, devourer of youth, depending on her mood.  She is always depicted nude in all of her aspects, as the Mother she is seen having just given birth.  She wears a gold and turquoise necklace and her temples are adorned with gold bells.  Of note she is also sometimes depicted as wearing a conical “witch’s” hat.
Alignment: CE or CN
Areas of Influence: Chaos, Fertility, Trickery, Vice