Tuesday, October 22, 2013

The Art of Eldritch Witchery

One of the things that I love about working on RPG books is looking for art.  Sure there are other aspects I enjoy, but once I am done I love looking for art. It's like a treasure hunt for me.  But for Eldritch Witchery I knew EXACTLY what I wanted before I began.


Back when I was younger and wrote what would become by first ever witch I loved books on witchcraft, demonology and the occult.  I still do in fact. I love all the great artwork from these books, whether medieval woodcuts, drawings on pamphlets denouncing witchcraft on up to the art of the Pre-Raphaelite Brotherhood.

One of the more influential books on my writing was Rossell Hope Robbins's "Encyclopedia of Witchcraft of Demonology".


For me it was not just a great book of ideas for my class in particular and D&D in general, it was also a manual of style.

It features fantastic works of art that I just knew I wanted to include in a book of my own.
Since Eldritch Witchery is my ode to Original D&D, I didn't want to include anything really new.






I also enjoyed adding art about fairy tale witches; an equally important aspect of my witch as the mytho-historical one.





While some of these (or similar ones) appeared in The Witch, for Eldritch Witchery I wanted just these sort of images.

I hope you enjoy this art as much as I do.  For me it really is like picking up a copy of The Encyclopedia of Witchcraft and Demonology or even a copy of Eldritch Wizardry.

Eldritch Witchery is available now at DriveThruRPG!

Monday, October 21, 2013

October Movie: Les deux orphelines vampires (1997)

You would think I had nothing left to say about Jean Rollin or he would have nothing left to say about vampires.
You would be wrong on both counts!

Les deux orphelines vampires or The Two Orphan Vampires surprised me on a number of levels.

For starters it was much newer that I thought it was.  It was also bigger budget, though not by much.  It also gave us another twist on the vampire story.
In this one two girls, Henriette and Louise, are blind orphans living in a Catholic orphanage.  But these girls have a secret, they are only blind during the day.  But at night they can see and they hunt for food.

The girls seem to recall past lives, of being in New York and other places, and they are the same; blind vampires.

They get adopted. They meet what we suppose is a werewolf woman and later another, but different sort of vampire.  The girls imply, but never really confirm, that they are Aztec Goddess that remember great blood sacrifice.

I like the link to the Aztecs and being blind during the day, really neat touch.

Rollin regular Brigette Lahaie makes a cameo appearance which is cool.
All in all I rather liked this one.




Tally: Watched 24,  New 20

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Eldritch Witchery is LIVE!

Eldritch Witchery is now live!



Here is the official press release:

ELF LAIR GAMES PRESS RELEASE 10/21/2013

Elf Lair Games is pleased to announce that our long-awaited second sourcebook for Spellcraft & Swordplay, entitled Eldritch Witchery, is now available for purchase as an ebook! The print edition will follow soon.

A Return to the New Class of Old School!

Witches & Warlocks.
Monsters, demons and devils. What horrors await you in dark caves and passages forgotten by mortal-kind? What eldritch secrets await in the dark? Will they be yours to claim or will you be claimed by them?

Eldritch Witchery takes you back to the roots of fantasy role playing, back to a time when witches cast mighty spells and demons were new to the lands. Inside this book you will find:

- Two new elite paths, the Witch and the Warlock
- Hundreds of new spells
- New monsters, such as the vile Hags
- Demons, including the vile Calabim, the rageful Shedim, the seductive Lilim, and the Baalseraph, the rulers of the Nine Hells, amongst others.
- New magic items and treasure
- Complete guidelines for running witch-centric adventures or incorporating these spellcasters into your existing game
- And more!

Everything you need to add witches, warlocks, and demons to your Spellcraft & Swordplay game is here...what are you waiting for? Eldritch Witchery awaits...

Due to the nature and content of this book, as well as to some of the artwork involved, we are marking it as an adult product. User discretion is advised.

Get your eBook/PDF copy now.  Print book on the way.

Sunday, October 20, 2013

October Movie: Requiem pour un Vampire (1971)

Still on my Jean Rollin kick.  I have one more after this.  Requiem pour un Vampire or
Requiem for a Vampire is an interesting flick.  It features Marie-Pierre Castel without her sister as a thief that hides out in an old castle with her accomplice  Mireille Dargent.  Her they discover a bunch of degenerate men, a couple of vampire women and an old vampire.
The vampires try to bring them into their vampire cult saying that the old vampire is the last true vampire and he is changing the women.
Lots of scenes of near pornographic content makes this one of the more hard core of Rollin's movies I have seen so far (though I do know there are others that cross that line).

The idea of the last vampire in interesting and I'll give Rollin credit, he goes down this vampire road many times, but it is always a little different each time.

Again, not a particularly scary movie but it does have a cool art-house vibe to it.




Tally: Watched 23,  New 19

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Friday, October 18, 2013

October Movie: Lèvres de Sang (1975)

Lèvres de Sang or Lips of Blood is another Jean Rollin Vampire movie.  Like his previous works this one features a lot vampires, lots of nudity, the Castel twins and like La Vampire Nue, a story that doesn't get interesting till the end.

The story focuses on Frédéric. He is at a party for a photographer and notices a castle in one of the photos. He flashes back to a time when he was 12 and was lost. He found this castle and a girl, Jennifer, helped him.   He complains to his mother that he can't remember anything from his childhood since his father died.
He seeks out the photographer (ie more excuses for Rollin to film young women nude. Mind you, I approve) and she says she can't tell him the castle, but if he comes to the aquarium she will tell him.
Meanwhile four mostly naked female vampires are roving about town and killing people.

Frédéric goes at the Aquarium, which turns out to be a movie theater; (bad translation maybe?) We do get a nice little 1975 version of the Easter Egg.


He sees what he thinks is Jennifer but he doesn't catch her.  Later he finds out she isn't Jennifer, only pretending to be (she is later killed by the vampires).  He is then chased by a man with a gun (whom the vampire girls kill), he finds the dead photographer and is even put into a psych ward by his own mother.  The Castel Twins (Vampires, nach) kill the psychiatrist and Frédéric gets away.  During all this time he sees visions of the real Jennifer.

We find out that Jennifer is a vampire and the other four are her vampire minions.   Frédéric's mother and father tried to kill them but only managed to seal them up. Fred's father is killed by Jennifer.

For what ever reason the villagers are now not afraid of the vampires and hunt down and kill the four girls.  Frédéric is the one that must kill Jennifer.  They throw the bodies in a fire and Frédéric tosses in Jennifer's head.   We soon discover the the head was from a statue and Jennifer is still in her coffin.  Many scenes of Jennifer telling Frédéric that they belong to each other now which I guess must be done while both of them are standing on a beach naked.

They climb into Jennifer's coffin and let the tide take them out to sea where they will live on an island and feed on rich sailors.

I thought the bit where Jennifer was trapped but projecting her astral self out to lead Fred to her was kind of cool.

Special shout out to Fascination: The Jean Rollin Experience for providing me a list of "must see" for this year.



Tally: Watched 22,  New 18

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Review: Adventures Dark & Deep The Darker Paths

Nearing the end of my delve into Adventures Dark and Deep so here are two older products. In fact I picked them up about a two years ago and reviewed them then.

These two classes appeared under the subtitle "Darker Paths" and they are two favorite classes of mine.

Darker Paths 1: The Necromancer
The Necromancer is the first in a set of alternate classes for the Adventures Dark and Deep RPG.
The Necromancer is one of the more popular "alternate classes" developed for any fantasy RPG.  Almost always an alternate class and never a core one, the necromancer is the ultimate foe in many games or the ultimate PC in others.  But as long as horror and undead are popular in game, then the necromancer is right there with them.
Darker Paths 1: The Necromancer packs a lot of  punch in a small book. At only 24 pages, we get a new class, a "new" race and 75 new spells.  No small feat really. The material is for the Adventures Dark and Deep game, but it certainly can be used with any retro-clone, near-clone or any other game that emulate AD&D 1st ed or Basic D&D.  The art is mixed, but very evocative of the era.  Some new pieces and some public domain works (and it looks like the editor did his research too).
If you like Necromancers and play an older edition of the game, whether an honest older edition or a newer clone, then this is a good choice.

Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other.  In the end I think I just need to review the product as is.  Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D.  Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales.  This must be recalled when reading the rest of this book.  These witches are more Baba Yaga and not Circe for example.  There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom.  Their Charisma must start high, but it degrades as the witch rises in level.  Interesting.  I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one.  It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules. That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid.  She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons.   Like other witches of folklore, this witch can also have multiple familiars.  A nice touch in my mind.
The spells are the real gem of this book.  Nearly 50 new spells there are a lot of classics here.  There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).

Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book.  In the end this is a very good evil witch class.

One thing that is nice about these classes is  they are sub-classes of the Mage and Cleric respectively.  So you multi-class them.  Well...it's not in the rules per se but you should be able to.   Of course I have teh perfect test character for this.  My latest acquisition, Light Core Hex!

Hex
CE Female Dark Elf
Witch 5 / Necromancer 5

Abilities
STR: 10
INT: 15
WIS: 18
DEX: 9
CON: 10
CHA: 13

Saving Throws
Paralyzation, Poison, Death: 9
Petrification, Polymorph: 12
Rod, Staff, Wand: 11
Breath Weapon: 15
Spells: 12

Special Abilities (class)
Magic bonus: +6 to magical saves
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar
Limited to 13th level in Witch
Charisma degradation

Special Abilities (race)
Infravision 120'
Speed 150'
Bonus Spells
Sunlight Vulnerability

HP: 13
AC: 6 (Bracers)

Experience: 38,050 (19,025 each)

Spells
Witch
Blue Flame, Ghostly Hands, Witch's Mark, Blight Field, Fascinate, Magic Broom, Fear, Hand of Glory, Spit Poison

Necromancer
Chattering Skull, Death Mask, Detect Bones, Ectenic Blast, Eyes of the Dead, Animate Dead

Bonus (race)
Faerie Fire, Dancing Lights, Darkness 5' radius, Detect Magic, Know Alignment, Levitation, Clairvoyance, Detect Lie, Suggestion, Dispel Magic

Bonus (wisdom)
Detect Good, Ears of a Bat, Charm Monster, Misfortune, Magic Missile, Sleep

That's a lot of magic!

I have done Skylander's Hex before for other systems:
This one is by far one of the more powerful!  To get an idea of the rule differences between the systems, have a look at all these versions.

So +Joseph Bloch, if I ever play Adventures Dark & Deep with you at a convention can I use this character?!

Review: Adventures Dark and Deep Bestiary

If you ever only buy ONE product from BRW and the Adventures Dark & Deep line then make sure it is this one.

I love monster books. I have said so many, many times. But I also hold them to a high standard.  While I Will gladly buy any monster book, few get my high praise.  Adventures Dark and Deep Bestiary is one of those few.

Let be honest up front.  We have seen most if not all the monsters somewhere else before.
Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.

And none of that matters.  This is still a great book.
At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in.  So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes.  But I am getting ahead of myself.

The book begins with two monster spell casters, the Shaman and the Witch Doctor.  Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day.  Heck I once tried a Wemic Shaman in early 2e days myself.  Maybe I'll see if I can do that here.  The classes are not detailed and they don't need to be. The do what they need to do.

The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions.
Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not score but an adjustment.  Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules.  Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt.  Each monster then gets a couple of paragraphs of text.  Many are illustrated thanks to the highly successful kickstarter for this (more on that later).  The illustrations are great too as you can see here and here.

All the monsters have General, Combat and Appearance sections in their write-ups.

Unlike 2e (and 4e) monsters are not confined to one-page entries.  Some have paragraphs, others just a few lines.  This is good since I think we would have something like 1000+ pages.  I think I read there are 1100 monsters in this book. Maybe 900.  Anyway it's a lot.  I spot checked a few monsters I thought might not be there, but sure enough they were.  Ok so the ones that are Closed via the OGL are not here, but I was not expecting those.  There are some alternates and stand ins if you really, really need them though.

The book sections are:
Wilderness and Dungeon, aka Most of the Monsters
Underwater and Waterborne, larger than expected, but not surprised given the material in the core books.
Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals.
Extra Planar Monsters, your Outsiders.

Appendix A details creating your own monsters.
Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes.
Appendix C covers random creatures from the Lower Planes.  This is the first "Gygaxian" touch I have noticed in this book.  Reminds me of a really old Dragon magazine article from years ago..
Appendix D is magic resistance table
and Appendix E covers the abilities of Gods.

All of this in a PDF for just under $15.

I have mentioned before that Joe gets his work done and gets it done fast. Well this is not only no exception but it is the new benchmark.  Joe ended his kickstarter and then got printed books out to people 6 months early.  Let that sink in for a moment.  In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months, Joe and BRW are out there, turning out product and getting it to people early.
You should buy a copy of this book on that principle alone.

So should you get this book?

If you like monsters then yes.  If you need monsters for your oldschool game then yes.  If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.

Lots of good reasons to get in my book.  It is also the best book in his line. Kudos to +Joseph Bloch .