Showing posts with label Iggwilv. Show all posts
Showing posts with label Iggwilv. Show all posts

Thursday, October 8, 2026

Tales of Jackson: We Are Not Alone

 I recently talked a bit about going home and not finding Jacksonville, or even Jackson, I remember. I was standing out in front of what we called "the old High School," the Newton-Bateman building where people in my town went to school up until about 1983. I never went there. We had the "new" High School out north of town. That structure survives in Jackson with the old, haunted High School and the new school. 

Old Jacksonville High School

I also wrote a bit about Charmed. The one thing the new Charmed series established was that the "Power of Three" was repeated over and over in the Warren Witch Family line. That included the witches Macy, Mel, and Maggie, as well as Prue, Piper, Phoebe, and later Paige. History repeats itself. Another structure I grabbed for Jackson.

So excuse me if this post feels a little schizophrenic. It was really two posts that never really gelled on their own, and I figured out they needed each other. So, let me start with the original post, and for that, we need to talk about Iggwilv.

Iggwilv, Tasha, and Jackson

It is no surprise that I adore Iggwilv, Tasha, Hura, Zyblina, or whatever she is calling herself this week. I have known for a while now that she was going to make an appearance in Jackson in some role. Not Iggwilv from Greyhawk, but my "Shard" of her, reflected in Jackson's mirror. BUT I wanted her to be important, but not so important that she would overshadow my playtest characters (and thus your characters). So I have been sitting on a few ideas for a bit, and none of them felt right to me.  In fact, my first idea came up around my birthday, but it also didn't gel the way I liked. It DID, however, give me the tragic coven of witches that protected Jackson before Larina and her friends. 

So instead, Lena, Alyssa, and Keeley were born. And...Lena and Keeley died trying to protect Jackson, and Alyssa lost her mind.

But they were not the first coven of witches, nor were they the last. I mean I knew this, but I did not have names for them yet. 

Though maybe I did.

I am working on something else right now: my next Witches of Appendix N post and reading some L. Sprague de Camp, and thinking about what sorts of witches actually came from these books. I am not ready to present my thesis on that just yet, but it got me thinking about Iggwilv again and how she was never supposed to be a main or face character. Maybe my Iggwilv shard in Jackson is the same way. She is there, but working in the shadows. Not evil, per se, but certainly amoral. 

Then it hit me. Lena and Keeley are dead because it was Iggwilv who sent them to their deaths.

Professor Natasha Wilcox
Natasha Wilcox

My "Iggwilv shard" is Natasha Wilcox. Professor of Classics at MacAlister College and one of the few people who intellectually challenges Larina. She is one of those nightmare professors who knows everything about her subject and dares you to bullshit your way through it. She is intelligent, shrewd, driven, and knows exactly what she wants. She is also a witch. 

Back in 1983, she was the "adult in the room" when Lena, Alyssa, and Keeley were in school. She was a professor at Mac, but came to the High School to teach Latin. Alyssa was her star pupil. Equally as brilliant in both academics and magic. Natasha saw a little of herself in Alyssa and sought to train her to become even better. But that training wasn't enough. Alyssa learned she was brilliant but never learned to fear the things Jackson bred. 

Natasha Wilcox caused Lena and Keeley's deaths because she had not taught Alyssa the limits of her powers. Her hubris and three lives were destroyed.

I figured out then that Kiera "Keri" Moreau told Natasha that if she ever set foot in Jackson Public High again, she would kill her. A bit of a strong reaction? Maybe, but it tracks with two things. Who these characters are/were in my AD&D games AND what they were before in Jackson.

Natasha Wilcox, Kiera Moreau, and Sylvia Velasco were members of the coven that protected Jackson in the 1950s.

Cherry Pink (and Apple Blossom White)

In the mid-1950s, Jackson Public High School had three girls who were the best of friends. Mundane circumstances threw them together, but it was their magic that united them. Natasha Wilcox's family had survived World War II and had come to America fleeing Nazi oppression when Natasha was only a baby. Likewise, Sylvia's family had fled Spain and had come to Jackson via Mexico. Kiera Moreau was the half-nymph daughter of a sea god, but her human guise was that of the daughter of a wealthy family who had made millions in import and export deals (easy to do when you can control the seas); sadly, even in enlightened Jackson, with its abolitionist history and place on the Underground Railroad, her skin color was an issue with many other residents. All three girls were social outcasts within the very tight, insular cliques of Jackson Public High School. So they formed their own group. 

They had no idea they were part of a legacy that stretched backward and forward in time. 

The Trio in Jackson PHS' halls.

No one knew they were magical. Natasha and Sylvia, with their magic, and Kiera, with her psychic abilities and half-sea nymph powers, protected their school and home. But more than that, they were friends. Kiera bought Sylvia that pink cardigan sweater, and Natasha said it looked great on her. 

They fought monsters. Had boyfriends. Though Natasha was always too serious about her work for any romance, Sylvia still managed to have boyfriends and girlfriends in 1955. They all went to MacAlister together. They thought they would be doing this when they were old and gray.

And then things began to fall apart. Natasha was studying magic for magic's sake and no longer stopping the monsters. Kiera fought the monsters, but could not do it on her own. Sylvia began selling off little bits of her soul for more and more power until her hair had gone completely white from Soul Burn. They only grew further and further apart.

Then in 1979, teachers Kiera and Natasha saw Alyssa, Lena, and Keeley coming up through the school and recognized them right away. "They are us." And they began to disagree right away on how to deal with these new students. Natasha sees witches. Kiera sees young women. Sylvia sees an omen. Their disagreements were at first minor, but gained in intensity as the years went on. Kiera thought Natasha was being too cavalier with their lives. Natasha thought Kiera was being too soft. Sylvia wanted to know what magics these new girls knew.

Then, in 1983, Lena and Keeley were killed. Alyssa had been committed to the state hospital.

Natasha didn't see herself as responsible. She taught Alyssa everything she believed Alyssa needed to know. Alyssa was exceptionally gifted, perhaps the most talented student Natasha had ever encountered. But Alyssa overestimated her abilities, failed to account for some variable, and the spell or ritual went catastrophically wrong.

For Natasha, this was a problem of magical theory and practice. Something went wrong. She needs to understand what happened so she can prevent it from happening again.

For Kiera, two girls are dead, and a third has lost her mind. 

To Kiera, this is a tragedy. To Natasha, it is a puzzle. Neither recognizes the girl they used to call "sister."

"If you set foot in this school again, I will kill you," Kiera told Natasha. Her heart was broken, but the threat was real, and Natasha knew Kiera could carry it out.

There is another important distinction here. Natasha, Kiera, and Sylvia went to the Old School. So did Lena, Alyssa, and Keeley nearly thirty years later. Larina, Stephanie, and Faye attend the New School, north of town. They never walked those same halls or sat in those same classrooms. Their connection to those earlier witches isn't the building itself, but the photographs they left behind. Three girls smiling at the camera, unaware of what awaited them. Larina looks at those pictures and recognizes something that has nothing to do with the school they attended. There is no magical presence of either coven in 1986. That building sits near the heart of the town, with its haunted halls and broken bell. 

It is less about the buildings they attended and more about the roles these young women found themselves playing.

And the yearbook photographs are the only evidence of something the monsters haven't managed to destroy: the memory of ordinary happiness.

"They were all happy. Like us. And then they weren't."

What does this mean to the current generation?

We Are Not Alone

This gets me back to Jacksonville.

I was driving around taking some pictures of buildings. I wanted to drive out to the "new" High School (now 40+ years old) and take some pictures. I saw a group of kids walking downtown, laughing and generally just being kids. I mused, "Maybe they are the new witches?" I was not far from where the bookstore I based Paula's on used to be. I thought about Larina riding her bike every Saturday in 1985-86 to head to the Square for Paula's. For an odd moment, the past, present, and future of Jacksonville and Jackson all overlapped. I thought about Larina, Stephanie, and Faye. I thought about Lena, Alyssa, and Keeley before them, and all the witches who had come before them and those who would come after.

This all hit in a few minutes. I was amused by these kids. Then, in typical 50+-year-old fashion, I thought, "They better get out of the road; that's not safe."

In Jackson, one of the themes is "this has all happened before." The monsters keep coming to the Bad Land. There are protectors, there are fighters, and there are those who have the power and still do nothing about it. 

Larina (in my games) sees the yearbook photos of Lena, Alyssa, and Keeley and thinks, "That was us." She looks at the picture of Natasha, Kiera, and Sylvia and wonders what happened to cause these girls to grow into women who can barely stand to be around each other now.

That's what I want to happen in your games. That connection your characters have to the setting's past. Your witches can look at these girls and think, "They were like us." Fighters like Val, Andy, and Ami, or protectors like Rowan, Candy, and Denise. They all have a role to play. Not just as my NPCs but as your NPCs. 

There is no occult registry. No one knows who the past witches and protectors were unless they told someone. There may have been years without one. Lena and Keeley died in May of 1983. Larina didn't arrive in Jackson until July of 1985. That is two years when no one was watching the gate. No wonder the place is a mess. Even Kiera and Valerie, who were still in Jackson, did little.  

I have no real intention of filling up the in-between years with witches, fighters, and protectors. Not here, and certainly not in any published version of Jackson. Those years belong to you. The game masters and players of Jackson. I mean, I might have an idea or two, but nothing solid beyond maybe thinking that the 1990s could use someone.  

The Trio
I saw (them) in black and white; there ain't no color in memories.

Somewhere in Jackson right now, there might be another group of kids walking downtown, laughing with their friends, completely unaware of the dangers around them. Maybe they are the next witches. Maybe they are the next fighters or protectors. Maybe they are just kids enjoying an afternoon together. I like to think that Natasha, Kiera, and Sylvia were once just like them. So were Lena, Alyssa, and Keeley. So were Larina, Stephanie, and Faye.

Jackson has a long history, and not all of it has been written yet. Some of those adventures are mine. The rest of them are yours.

Or they will be.

Friday, January 30, 2026

Character Creation Challenge: Day 30, Iggwilv Witch Queen of the Demonic Tradition

Iggwilv Witch Queen of the Demonic Tradition
 I rather love Iggwilv. 

There is a quote attributed to her that I think is spot on. "I can't remember the number of times I have burned everything to the ground and started over." It captures her well I think. From the girl Natasha to Natasha the Dark, to Tasha, to Tashanna, to Hura, Iggwilv, and now? Zyblina. I see no contradictions here. Witches are fluid, liminal creatures, and witch queens more so. 

Iggwilv has never been a creature of stasis, either in her world or ours. She does not cling to names, crowns, or even worlds. She sheds them. Each incarnation is not a disguise so much as a molting, a deliberate abandonment of what no longer serves her. Where other archmages obsess over legacy and continuity, Iggwilv embraces rupture. Reinvention is not a failure state for her, it is a strategy.

This is what separates her from the traditional wizard archetype and places her squarely in the lineage of witch queens. Wizards accumulate. Witches transform. Iggwilv understands that power calcifies if it is not periodically broken down and reforged. When she burns everything to the ground, it is not an act of petulance or nihilism. It is pruning. It is alchemy. 

There is also a deeply witchy pragmatism to her infamous dealings with demons. Iggwilv is not a supplicant, nor is she a true believer. She does not worship, and she does not kneel. Demons are tools, dangers, lovers, rivals, and sometimes mirrors, but never masters. Her greatest victories over fiends were not won through brute force or righteous opposition, but through understanding their nature better than they understood themselves. 

Iggwilv Witch Queen of the Demonic Tradition

The Demonic Tradition she embodies is not about corruption for its own sake, but about sovereignty. To bind a demon is to assert that no cosmic hierarchy is absolute, that even Hell has rules that can be learned, exploited, and rewritten. She is part of the Demonic Tradition because she knows demons, she can gain power from them, and not let it harm herself. Well. Most times.

If Baba Yaga is the archetypal Witch Mother, eternal and terrible, then Iggwilv is the Witch Daughter who refused to remain in her shadow. She learned everything she could, then walked away.

Iggwilv Witch Queen of the Demonic Tradition
Iggwilv

30th level Human Arch Witch/Witch Queen (20/10), Chaotic Neutral (Evil)
Tradition: Demonic (formerly Daughters of Baba Yaga)

Secondary Skill: Scribe

S: 10
I: 20
W: 17
D: 21
C: 19
Ch: 22

Paralysis/Poison: 3
Petrify/Polymorph: 3  
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: -10 (leather armor +4, Bracers of Defense +3, Ring of Protection +5, Dex 21 -4, Tastchti's Mark -2)
HP: 66
THAC0: 10

Weapon
Dagger +1 1d4/1d3

Familiar: Quasit, "Black Comet"

Occult Powers
1st level: Familiar
7th level: Touch of Evil

Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Witch Queen Powers: Awesome Presence, Occult Eminece (Polymorph Other), A Thousand Faces, Timeless Body, Ninth Level Spells (5)

Spells
Cantrips: Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Summon Vermin
First level: Bad Luck, Cause Fear, Charm Person, Darkness, Fey Sight, Ghostly Slashing, Glamour, Protection from Spirits, Silver Tongue
Second level: Agony, Biting Blade, Discord, Enthrall, Evil Eye, Invisibility, Mind Obscure, Phantasmal Spirit, Tasha's Hideous Laughter (Ritual)
Third level: Astral Sense, Bestow Curse, Dispel Magic, Feral Spirit, Ghost Ward, Toad Mind, Witch Writing
Fourth level: Analyze Magic, Divination, Intangible Cloak of Shadows, Phantom Lacerations, Spiritual Dagger, Tears of the Banshee, Withering Touch
Fifth level:  Break Enchantment, Enslave, Greater Command, Magic Jar, Witch Box
Sixth level: Anchoring Rite, Anti-Magic Shell, Break the Spirit, Dismissal (Ritual)
Seventh level: Banishment, Draw Forth the Soul, Forbidding
Eighth level: Astral Projection, Gate, Trap the Soul
Ninth level: Bind Soul, Foresight, Imprisonment, Seal the Gate, Power Word Kill,

Theme Song: I Hate Myself for Loving You

What makes Iggwilv compelling is not that she is powerful, but that she is unfinished. Or more to the point, ever-changing and ever-growing. Even now, even under yet another name like Zybilna, she is still becoming. A Witch Queen is not a static end-state like lichdom or apotheosis. It is a road, and Iggwilv has walked it forward, backward, and sideways across multiple realities.

For a campaign, Iggwilv should never be a simple antagonist. She is an event. An inflection point. Crossing paths with her should permanently alter the trajectory of a story, even if swords are never drawn and spells are never exchanged. She might teach, betray, ignore, manipulate, or save the party, but she will never do so for their sake alone. There is always a larger calculus at work.

And yet, for all her monstrous reputation, there remains something profoundly mortal at her core. She still loves, still hates, still remembers. Her many names are not masks to hide emptiness, but scars that prove she has survived herself over and over again.

That may be her greatest magic of all.

Character Creation Challenge


Tuesday, June 10, 2025

Mail Call Tuesday: Queen Iggwilv

 Quick one today. I am not what I consider to be a FunkoPop collector. I have a couple I really like, mostly little witches and Red Sonja. But I saw this new one out and decided to treat myself to an early birthday present.

Funko Pop Iggwilv

Funko Pop Iggwilv

Funko Pop Iggwilv

She looks great next my Funko Pop Larina.

Funko Pop Iggwilv and Larina

Funko Pop Iggwilv and Larina

And they share the shelf with my books on witchcraft and demonology appropriately enough.

Like I said, I am not a huge collector, but I think one of The Simbul might be fun.


Thursday, February 13, 2025

In Search Of...Drelnza, Iggwilv's Treasure

Drelnza, Iggwilv's Treasure
Drelnza holding Daoud's Wondrous Lanthorn aloft.
Art by Jeff Easley, 2012.
My son is getting ready to run Module S4, The Lost Caverns of Tsojconth, one of my all-time favorite adventures. And as it turns out I recently re-acquired my original S4 from my old DM's collection. So I have that, the 5e version from Quests from the Infinite Staircase, the 3e extension, and other variants so I am well prepared to help him out.

Then he asked about Drelnza.

Of course I know who she is in the context of this adventure. I know who she is in relationship to Iggwilv, but beyond that...there is just not a lot about her. So I set out to discover more. Was she once a Lawful Good Paladin? Who was her father? How did she become a vampire? I might not be able to answer all these questions, but I will give them a try as I go In Search of Drelnza, Iggwilv's Treasure.

In Search Of...Drelnza, Iggwilv's Treasure

What can we say we know for certain?

Drelnza (sometimes Drelzna) is a vampire found in the spherical chamber guarding Iggwilv's stash of magical treasure. 

She is called "Iggwilv's Treasure" and is her daughter. Whether that is a biological daughter can be debated.

 She is a standard vampire in the original S4 for AD&D 1st Ed. In later editions, she gets a few upgrades, including fighter (or Samurai) levels and a really powerful sword (named "Heretic").

What is tantalizing about her is how little we really know. 

From reading the original Winter Con V version of the adventure, we do know that she was originally just a "vampiress lord" sleeping on a stone slab, a bit like Sleeping Beauty, and designed to catch the characters and players off guard. It is a ruse that is only likely to be used once and lampooned in the later Castle Greyhawk adventure "Temple of Really Bad Dead Things."

Outside of that, there is very, very little about her in the adventure itself. However, I have learned that on Oerth-Prime, she was killed by Melf.

Drelnza - Quests from the Infinite Staircase
Drelnza's Life and Unlife

Nearly nothing is known here. We have one tidbit of information, though. The warlock Mary Greymalkin is the daughter of Drelnza and an Eladrin. This makes Mary the grand-daughter of Iggwilv. Something I should explore more. 

According to the Dastardly Decimal System Podcast, Drelnza was a warrior Princess. I like the idea of her being something akin to Xena. 

In any case, she must have had Mary while she was young, which means she is not a very old vampire at all.

Who's Your Daddy?

Gary never confirmed, or even really knew, who Drelnza's father was. He firmly left that in the hands of the players to decide in their own games if they ever felt the need.  According to Dragon Magazine #336 (October 2005), Drelnza was born between 481 and 491 CY. But this seems really late into Iggwilv's rule of Perrenland and not long enough ago to be "centuries" since Iggwilv was last seen. Reminder the "current" year in Greyhawk is considered to be 591 CY.  

In the article "History Check: The Iggwilv-Graz’zt Affair" from Dragon #414 it is stated that her father is still unknown and she might be the only being in the multi-verse Iggwilv ever truly loved.  So I'd like to think she was born early enough in Tasha's/Iggwilv's life when she was still capable of loving someone. 

Let's say that Iggwilv conquers Perrenland with her undead army in 481 CY. She is a Queen, but she needs a general, and who better to be a general of her undead army than her own vampire daughter, who also happens to be an excellent fighter (or even paladin/anti-paladin). 

So, her exact date of birth is really in question (by me), but honestly, I would push it back to the 460s or even the 450s. This would give Drelnza time to grow into a woman, have her own child (Mary), and then get turned into a vampire, likely something caused by Iggwilv herself. 

As for her father, there are many interesting prospects here. Let's look at them one by one.

Graz'zt

He has been the father of Iuz since his time with Iggwilv, but it is almost universally agreed that he is not the father of Drelnza.

Mordenkainen

Now here is an interesting idea. I like the idea that Iggwilv, maybe when she was still known as Tasha, and Mordenkainen having an illicit affair resulting in a daughter. The basic trouble here is one of timing. Back when Iggwilv/Tasha was young she had not met Graz'zt yet and it widely held that Iuz is older than Drelnza. Unless Drelnza is older, but was turned into a vampire and the age refers to her "living" age. Still...the timing is not exactly right. 

Tasha and Mordenkainen

Ok. So not Drelnza's father, but maybe there is another child out there where Mordy and Tasha are the parents. Maybe this is the origin of the "Son of Pohjola" who she gave birth to on an alternate Earth?

Orcus

This is who I went with when I created the Noidan Tytär, or the Daughters of Iggwilv. However, I think I will stick with this for Iggwilv's Nine Daughters. I feel less inclined these days to make Drelnza among their number. This means Noidan Tytär, Iuz, and Drelnza are all half-siblings.

Tsojcanth

We also don't have many details on who Tsojcanth was. The ever-helpful OSR Grimoire features a bit of an interview with Gary about Tsojcanth, stating he was a powerful wizard, and almost certainly Good and human. This contradicts what is presented in Iggwilv's Legacy: The Lost Caverns of Tsojcanth. I am more inclined to go with Gary's notion that Tsojcanth was human and good if not Lawful Good. The "fiend" Tsojcanth feels lazy and dull to me. Not to say he was not corrupted later on, but it still feels lazy. Plus it just means that Tsojcanth is the same as Iuz, only instead of Graz'zt and Iggwilv it is Fraz-Urb'luu and Vilhara. Even down to the imprisoning. No. We can do better. 

I am more likely to go with Tsojcanth dying and Fraz-Urb'luu pretending to be Tsojcanth turned evil.

So let's say Tsojcanth was a lawful good wizard. Iggwilv in her search for more power seduces and corrupts him (she is evil, after all) but there is an unexpected consequence; Drelnza. Drelnza becomes a fighter, no, a lawful good Paladin, until Iggwilv twists her into her "treasure" and makes her a chaotic evil Anti-Paladin Vampire.

I like it. It is evil, devious, and filled with tragedy. 

BUT the dates don't work here either since Tsojcanth was also supposed to have been dead for centuries. 

Lerrek

One last choice comes from The Oerth Journal. In Issue #13 Lerrek (and sometimes "Lerrik") is mentioned as the father of "Drelzna." According to author Andy Seale (aka Fallon, Ranger-Sage of the Vesve), Drelzna was born in 453 CY. 

Now this is from a fan publication, but the Oerth Journal has some weight behind it, and in the absence of other details we might as well use it. 

Given her two "birth" years, I am going to say she was born in 453 CY and turned into a vampire between 481 and 491 CY. That 453 CY works well with my own thoughts on when she should have been born. 

Drelnza's Character sheet

Ultimately, I guess it doesn't really matter who Drelnza's father was. The more important relationship is between her and her mother Iggwilv.

In the current state of things, Iggwilv is shedding her past to become the new Arch Fey Zybilna, and her alignment is drifting from Chaotic Evil to Chaotic Neutral. I guess we all slow down as we get older. While it is often stated that Iggwilv truly loved her daughter, I don't think there would really be a joyous family reunion even if Drelnza had somehow survived. 

Still. I would like to say she did somehow and is still out there somewhere in the Multi-verse. Is she searching for her mother? And if so what will happen if they meet up again after so many years apart?

Sounds like something I might want to run someday.

Drelnza welcomes the characters to Iggwilv's treasure room

Links


Drelnza sleeps


Wednesday, October 16, 2024

Witchy Wednesdays: Mini Tasha

 So we have word now that Greyhawk has been "unlocked" on DMsGuild and prospective game authors can work in the World of Greyhawk. Maybe I'll contribute something. No idea yet, but the "Witches of Greyhawk" sound like an obvious choice.

In meantime Greyhawk's most famous witch Tasha/Iggwilv is getting a lot of attention. We got to see her "final form" as Zyblina in the 5e "Witchlight" adventure and an earlier version of her when she was still just Tasha in the more recent Vecna one.  This means we are getting some great minis of her. 

Mini Tashas

This is the new Vecna-line mini for Tasha and the LEGO mini-fig of her. Likely from about the same time period in her life.


Tasha, Iggwilv, and Zyblina

Here we have Tasha, Iggwilv, and Zyblina. Tasha and Zyblina are new(er) WizKids minis and my Iggwilv is a HeroForge one.  I did a Tasha a while back on HeroForge too. Very similar. 

I have to admit, seeing them like this, I am VERY tempted to go with a Maiden, Mother, and Crone thing with them. Iggwilv is the mother of both Iuz and Drelnza. This doesn't consider Iggwilv's "true" form, which is supposed to be very hag-like.

Maybe that is my DMsGuild book right there!

Monday, September 9, 2024

Monstrous Mondays: Monsters in Miniature

 I picked up the new D&D 5.5 last week, I also picked up some of the new 50th Anniversary minis and the next two Monster Manual classic minis. 

D&D 50th Anniversary minis


The packs come with one large and three medium or small minis. We lucked out and got a Pit Fiend and Goblin in both 1st and 5th Edition versions. I will admit, I do like the 1st Edition versions more.


D&D 50th Anniversary minis - Red Dragon

D&D 50th Anniversary minis - Red Dragon

We also got the David Sutherland III Red Dragon from the Holmes Basic set. That one is sold separately.

Monster Manual Minis

I also picked up two sets of Monster Manual minis. Sets K-N and O-R.

Lizard Man

Lizard Man

Lich

Lich

Merman and Mind Flayer

Merman and Mind Flayer

Minotaur

Minotaur

Naga (and photobombing Otyugh)

Naga (and photobombing Otyugh)

Mummy

Mummy

Otyugh and old-school Owlbear

Otyugh and old-school Owlbear

Pseudo-Dragon

Pseudo-Dragon

Quasit

Quasit

Remormaz

Remormaz

Rust Monster

Rust Monster

Roper

Roper

Rakshasa

Rakshasa

So pretty happy with those.

AND last night one of gamers my son's regular group brought me this!

LEGO Tasha

LEGO Tasha

LEGO Tasha

LEGO Tasha! She comes with cauldron, hat and a spell book with what can only be Tasha's Hideous Uncontrollable Laughter.

I'll have to compare her to all my other Tasha/Iggwilv minis.

Monday, October 17, 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.

--

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?

Friday, October 14, 2022

100 Days of Halloween: Adventure Module V3 - Toil and Trouble (and the V Series)

Adventure Module V3 - Toil and Trouble
One of the things I wanted most for my War of the Witch Queens campaign was to involve as many editions of D&D and Clones as I could. I wanted it to be a nice sampling of the entire OSR movement.  The second thing I wanted was to have the characters visit all sorts of different worlds.  So tonight we are headed back to Oerth/Greyhawk or some facsimile of it for the next round of adventures.

Tonight I am going to cover the "V Series" of modules by Joseph Bloch and BRW Games. While I will review all three it is likely that only the last one, Adventure Module V3 - Toil and Trouble, will be used in my campaign.  The reasons will be rather obvious.

This is, essentially from my point of view, an alternate reality Oerth. This is good since the game they are designed for is Adventures Dark and Deep RPG which is an alternate reality AD&D 2nd Edition. Though can easily be used with AD&D 1, 2, Basic D&D, or any clone.

They are low-level enough that they can be easily used with just about any form of D&D including 5e.

Each module is done in what I would call the middle phase of modules or ones from the early 80s. Not quite the rough around the edges of the earliest ones from the 1970s nor the more polished Dragonlance/Ravenlofts of the near mid 80s. No, these are solid 1982-1983 in feel and form.

Adventure Module V1 - The Hamlet of Volage
Adventure Module V1 - The Hamlet of Volage

PDF. 13 pages (+ covers). Color cover, black & white interior art.
Designed for 4 to 6 characters of 1st to 3rd level.

This is where we get our "V" in the V series; the Hamlet of Volage (not to be confused with the Village of Hommlet a few miles over). This adventure introduces the players (and characters) to Volage which in the middle of a battleground between two warring covens of witches. The Cloven Hoof Coven (Diabolic) and the Dark Star Coven (Demonic).  

Though the adventure does not start that big. It begins rather with a rivalry between local families and accusations of witchcraft. 

Much like the adventures this is an homage too, we get a nice selection of memorable NPCs. Tables of rumors (some true, some false) and a village.

In this first adventure, you have to deal with the witches (here a subclass of Cleric) of the Cloven Hoof coven. Their patron is Dispater. Nice, great choice. Though there is a note that if you have BRW Games product Darker Paths 2 - The Witch you can use that for these NPCs. 

There are some new spells and two new magic items.

It feels like it can be played in an afternoon or longer setting, maybe 6 hours. Faster if the PCs figure out what is going on. 

Adventure Module V2 - Red in Tooth and Claw
Adventure Module V2 - Red in Tooth and Claw

PDF. 12 pages. Color cover, black & white interior art.
Designed for 4 to 6 characters of 2nd to 3rd level.

This one takes place six months after the first adventure in the series. Following the pattern laid down at the time of the earliest adventures this one now includes some hex-crawling with some random encounters. These are encountered before the party returns to Volage. Indeed this module is very explicitly a hex crawl to investigate the area around the Hamlet of Volage.  So there is no true purpose or "victory condition" nor should there be. The purpose is the exploration of the surrounding area. Though there is the threat of the Dark Star Coven. Details have to be uncovered before the next adventure can take place.  There is a nice little teaser about the "Queen of Witches."

I will admit I not 100% sure why it has to be 6 months later except to allow a season to pass. 

The most fun here are the werewolves in the woods. 

Adventure Module V3 - Toil and Trouble
Adventure Module V3 - Toil and Trouble

PDF and softcover book. 20 pages. Color cover, black & white interior art.
Designed for 4 to 6 characters of 3rd to 5th level.

For this one I have both the PDF and softcover versions. Also, we are given our first real and proper introduction to the "Witch Queen" none other than Natasha.  It has everything a good adventure should have. Plots and intrigue, a ruined tower, cultists, caves, giant bugs, new monsters and new spells.

In this one, you have to stop the Dark Star coven dedicated to Natasha. 

Again the witches of Natasha are presented as clerics or you can use the BRW Witch class.

I also admit I find the modules colored in Red, Blue, and Green to be very esthetically pleasing. 

Use with my War of the Witch Queens

Given the events here I think I would combine this all into one "Super-module." They can be easily combined and it would work well.  For me I would need to decide if I needed another Iggwilv stand-in or not. I love that the first adventure uses Dispater. In my own games there is something of an open war between Dispater and Orcus. I could convert these Natashian witches into Mara or Demonic witches following Orcus. I would need to up the undead, but that is never a bad idea. Of course, I bought these BECAUSE they featured Natasha/Iggwilv. I could insert a Witch Queen as a proxy for Orcus, much like Natasha is an intermediary for the demons worshiped by the Dark Star Coven.

Ok...so this adventure is located in the Vesve Forest, sorry the Sesve Forest. That is near the Yatil MountainsYahdel Mountains where part of the third adventure takes place.  Hmm.

Ok here is what I am doing. Everything is largely the same, but I am swapping out Natasha for Xaltana, the Vampire Witch Queen. She combines elements of Iggwilv and Drelzna. Though I currently have her as a Hyperborean Witch Queen. Well, that is not a problem since I still have The Witch-Queen of Yithorium and Methyn Sarr and they are too busy fighting each other to worry about others.

Xaltana is a dead/undead Witch Queen. When the High Witch Queen is murdered she stirs enough to be able to gather followers again. She is this Oerth's Natasha (see note about an alternate reality) instead of Graz'zt/Grash’t as her paramour it will be Orcus.

Xaltana

This all gives me:

  • A chance to use Xaltana and a reworked Lost Caverns of Acheron later on.
  • A chance to play out my rivalry between Dispater and Orcus, something I will detail later.
  • Frees up Iggwilv/Natasha to do other things. 
  • Helps differentiate Xaltana from Darlessa another Vampire Witch Queen. 
  • Gives me an excuse to add more demonic powers to Xaltana.

Given this is going to be an "Alternate Universe" I might even make Adventures Dark and Deep characters for my group that are the alternates of their OSE characters. Not too difficult really. The purpose would be to make the players also feel a bit out of sorts. The rules are close enough to use for this and yet different enough. 



The Other Side - 100 Days of Halloween