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

Thursday, January 19, 2023

More Updates: Home Games

Frantically working on a lot of updates behind the scenes here. But one I want to address that I am looking forward too is what am I doing with the games I run.

The Games I Play

Presently I am still in the middle of three different D&D 5e games. They are all part of my Come Endless Darkness mega-campaign:

All are presently 5e.

My plan is to convert one to Castles & Crusades and the other to Pathfinder 2e.

The obvious choice here is to convert The Second Campaign to Castles & Crusades since it has a lot of old-school 1st material. The next obvious choice is to convert my Into the Nentir Vale to PF2 since it is a broader mix, and I think it is funny that D&D 4 is once again losing out to Pathfinder.

I am not sure how much I'll talk about them online. BUT I do want to talk about how the conversions go.

So in each case, I will grab a PC or NPC from them and see how they convert. I will post that since that is something people will be interested in. In fact, as I am writing this, I am thinking of two PCs in particular that would really make good examples of conversions.

I also might post the Big Bad for each in their new stats. The Second Campaign is overtly about Demogorgon, but I had always thought they would not actually encounter him.  The Nentir Vale is all about Orcus.

In any case, it should be a lot of fun.

Thursday, December 8, 2022

One Man's God Special: Syncretism Part 4, Orcus and Dispater

This post really is a transitory one.  It takes on ideas from my One Man's God and my One Man's God Special: Syncretism and transitions it in-a-matter of speaking to my new In Search Of posts. 

Today I want to talk about syncretism, but not in the sense I have in my last few posts. I covered the basics of syncretism a while back. In two different posts syncretized the Greek and Egyptian gods and the Roman and Norse gods.  It is to the Greek and Roman gods that I turn today.  In particular, I will focus on the Roman side of the Greek One Man's God posts in OMG: Greek and Roman Mythos, Part 4 Tales of Brave Ulysses, and my attention is on Orcus. 

In Search of Orcus

Demon Lord Orcus
Orcus, Demon Prince of the Undead

Orcus has always been a major bad guy in my and many others' games. Not just because he is a great demon lord and master of the undead, that is plenty of reason, but even more so from the very mysterious Etruscan background of the god Orcus

I mentioned Hades a lot in this series before. He is the God of the Underworld and was so feared that he was often never called on by name, he gains the epithet "The Rich One" and, much later on, "The Lord of this World," something that has also been later attributed to Satan. 

As Greek myths merged into Roman myths, several gods were syncretized to arrive at the Roman Pluto.  These include many gods of the underworld, the dead (but not death), and riches such as the Etruscan Atia, the Etruscan Tuchulcha, and the Roman Dīs Pater.   Mixed in all of this are the Greek Horkos and Roman/Etruscan Orcus

This is what is going on in our world. But what of the worlds of Dungeons & Dragons?

I'll be 100% honest here. I think the "official" history of Orcus is pure garbage. Orcus starting out as a human? No. Not in my world. Orcus was a god. Romans swore sacred oaths to him. He has a dwarf planet named for him. He was not some human necromancer. He was more.

But before I get to Orcus and what he was or is, I want to discuss Dis.

In Search of Dīs Pater

Dispater, The Iron Duke
Dispater, the Iron Duke

I will admit that the AD&D Dispater was always one of my favorite devils. Looking into his official background is more appealing than it is for Orcus, largely because there is not much of it.  I think role-playing wise I molded him after the devil character from the TV series "From the Brothers Grimm" episode Bearskin. Sort of the evil gentleman devil.  

In later editions of D&D, the "Iron Duke" have become akin to an infernal arms dealer and paranoid. Certainly an interesting choice but how does that square with the Dīs Pater, or Rex Infernus, of Roman myth?

Both Dispater and Dīs Pater are very wealthy. Both are considered to be the Lord of the Underworld (or at least one of them). Dīs Pater has a connection with the dead via Pluto/Hades who he was conflated later on. Dispater's only connection with the dead is via the souls he traffics in Hell.

Like the god Orcus and later on Satan, Dīs Pater is a good of riches and "Lord of the World."  This does fit into the notions of how Dispater is currently being presented.

How the Gods Die, and are Reborn

Things with Gods never should be clean-cut. If there is nothing else I want to show here, then let it be that Gods and Demons are a messy bunch.  They live, and they can die, and they can be split up and recombined.

I mentioned in my Syncretism of the Greco-Egyptian Gods that, in some cases, scholars have pointed to the syncretism of Set and Hades in early notions of the Christian Satan. There is more than this of course (see the "messy" note above), but this is a good start for me today.

One of the themes I like to play with in my games is the conflict between the old and new gods, or more specifically, the conflict between Paganism and the rise of Monotheism. In D&D this has its manifestation in the Dawn War

In my games the servants of the good gods, angels, and the like, who fell became the Baalseraph or the unique devils.  Demons have various origins, but some used to be gods.

Orcus used to be a God. 

Sort of.  In my overly complicated mythologies here Orcus was an avatar of a God of the Dead. I am currently using Hades/Pluto as a stand-in here but I will come up with something later. So this God of the Dead creates an avatar and this is Orcus of Roman myth, he also has another avatar, more akin to Dīs Pater but is more of psychopomp (like Hermes or Vanth).  Here is where things get weird. This god is killed, maybe during the Dawn War, maybe before. The two avatars do not die, but rather go a little mad, each thinking they are the rightful heir to this god's mantle. Both "fall" and are "demonized." The psychopomp of Dīs Pater falls and becomes Dispater the Iron Duke.  The other avatar is demonized to become Orcus, the Demon Prince of the Undead.

Each remembers being a god, if somewhat vaguely.  For Orcus, this manifests in his desire to become a God himself and his rage to destroy all life when he can't. For Dispater, this manifests as his extreme paranoia, his desire to control all around him, and his hoarding of his wealth.

It also has one other aspect may be unique to my games.  Orcus and Dispater hate each other. It is a deep existential dread that the other has something they need OR need to destroy. Both work against the other. Their warlocks, priests, and cultists (who have rituals that are oddly similar) work against each other.  It goes beyond anything that the Blood War might suggest; it is a personal hatred they share.

What would happen if Dispater and Orcus put aside their animosity and worked together? Or worse, what if some magic was used to re-combine them back into the God they were?  I shudder to think to be honest, but there is no way that would be good for anyone.

Maybe there is a third part of this god. A Neutral Evil one that does know what they were and what roles Orcus (CE) and Dispater (LE) play in this. Who is that entity? What do they want?

I still might take a page from Christopher Golden and Thomas E. Sniegoski's series, The Menagerie, and have Hades dead. This third creature, likely much weaker than the other two, would live in the remains of Hades' kingdom.

Links

One Man's God Special: Syncretism

Wednesday, November 30, 2022

Class Struggles: The Necromancer, Part 2

The Necromancer
I have not done a Class Struggles in a bit. Let's change that today.

The Necromancer is fertile ground for gamers.  I featured the Necromancer as one of the first Class Struggles.  There is still more to be said. Also in the last few months, I have bought at least three new necromancers. So lets see what we have.

Dragon #76 The Death Master
I spoke a lot about this one when I covered Dragon #76 in This Old Dragon and in my original Class Struggles. It really is the model I follow when creating an evil necromancer type though Len's here was a bit of an arcane necromancer with a bit of a death priest of Orcus mixed in. As I became savvier in what I knew about necromancers and the various D&D worlds I decided that Death Masters were unique to the Word of Greyhawk's Oerth. 

The Death Master became a playable class in the 3.x era with the publication of Dragon Compendium Volume 1 (there was never a vol. 2). Here the Death Master got a full 20 levels and was based directly off of Len Lakofka's class. Personally, I think a Prestige Class would have been a better choice. In fact a Prestige Class with just 13 levels like the original. I'd structure the prerequisites to need 3 levels of cleric and four levels of wizard or something like that. Sadly the Dragon Compendium Volume 1 is not just out of print, it is also not available on DriveThruRPG.  But Amazon has a copy and sometimes Noble Knight Games has them too.  

The Genius Guide to the Death Mage
Speaking of the old Death Master by Len Lakofka in Dragon Magazine. Owen K.C. Steven remembers! it! And this 20-level class for Pathfinder "feels" like that class, but it is its own thing.

This class is a stand-alone class (like most of the Pathfinder classes) complete with new powers and spells over 14 pages. In truth, it is a lot of fun. The author compares it to necromancer wizards, death priests, and undead-bloodline sorcerers, and how it is different. A better comparison is to druids. But where the druid is dedicated to life, the Death Mage is dedicated to death and the spirits of the dead.

There are five "Sub-types" of Death Mages presented. Corpse Mages, Ghoul Mages, Tomb Mages, Reaper Mages, and Shadow Mages.

There are 11 new spells. I think an opportunity was missed here to have 13 spells.

One of the newest necromancers on the block and designed specifically for Old School Essentials.  This is designated as "Play Test Material" but it really is ready to go. There have been necromancers for OSE before and there is at least one necromancer for other B/X-Basic games written by Gavin Norman already. Here the Necromancer is a subclass of the Magic-user, as would be expected, and some notes are given about using these new spells for the magic-user.  But thematically they fit with the necromancer much better. The new spells are from 1st to 6th level and there are 12 of each. I see why there are twelve of each; to fit the style and layout of what Gavin does with his OSE games. But I would have been tempted to make it a nice 13 per level myself. 
The spells are good and fit well. Some we have seen in other forms and formats over the past few years, but that does not detract from this book at all. Do you want a great OSE necromancer? Well, here it is.
The format used here could be adopted for all sorts of other magic-user type classes or subclasses like the Illusionist or Enchanter for example.

Castles & Crusades Black Libram of Naratus
I am a huge fan of Castles & Crusades and frankly, I don't think the game gets anywhere near as much love.

So I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy). There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D. The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add-on for any CK really. There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself! That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items, and some new monsters. Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages.

I have to give special attention to my other "new" necromancer.  This one does not differ from the previous editions of AS&SH/Hyperborea. At least not that I can tell. The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers. It is still one of my favorites, but the new OSE one has a lot of great spells to go with their's so a combination might be in order. 

For Pathfinder we have a few choices. 

Mysteries of the Dead Side: Sacred Necromancer
This book is presented in landscape orientation for easier screen reading. We are given a 20-level base class for Pathfinder with six "Callings" (sub-types). I have to admit this got may attention since my cabal of evil necromancers is called "The Order of Six" so I could restat them as one of each type here. No new spells, but there is a fully...fleshed out...NPC. So it is worth the download really.

New Paths 7: Expanded White Necromancer
This 17-page book gives a new perspective a, GOOD necromancer that protects the dead. I like the idea, to be honest.  It comes with a complete 20-level base class and six new spells. There are also feats and stats for various undead companions. It makes for a great companion piece and counterpoint to the 3.x Death Master from Dragon Compendium Volume 1.

Special Mention: Shadow of the Necromancer

Not a class, but an adventure from friend of the Other Side Mark Taormino. This is a short adventure for 1st to 3rd-level characters. And most importantly (to me) it comes in both Old-School/1st Edition and 5th Edition D&D versions!
The adventure comes with a map, in beautiful old-school blue for the 1st ed version and full color for the 5th edition version. The module itself is 16 pages (one page for title and credits, one page for OGL , one page blank).  The adventure is a simple "strange things are going on! The PCs must investigate!" situation. It turns into "stop the minion of the Necromancer from finishing his evil plans." It's tried and true and it works fine here.  The adventure, as with many of the Darl Wizard/Maximum Mayhem Dungeons, is a deadly affair. Not as deadly as the Hanging Coffins of the Vampire Queen, but it is not a walk in the graveyard either. It is a fun romp and really captures the feel of old-school playing. Both versions are great and I can keep the 1st-ed version for myself and give the 5th-ed version to my kids to run.

Shadow of the Necromancer


I certainly have enough here to do an "Against the Necromancer" sort of campaign. Or even bring back my Order of the Six.

Monday, October 31, 2022

Monstrous Mondays: D&D Undead

Libris Mortis: The Book of Undead (3.5)
Wow. It is the last Monday of October and it is Halloween.  If you think I have been saving something special for today then you would be correct.  Today I want to talk about the Undead!

Ghosts. Vampires. The Undead. These are the monsters that got me into D&D from the start. Yes it was fun to see all the monsters of mythology here, but I didn't want to be Perseus or Heracles, I wanted to be Van Helsing (I ended up as Dr. Seward, and that is fine). 

So it is to the undead that my monster-hunting eye has always turned. This has been true for every edition of D&D I have played. Second Edition AD&D had Ravenloft and The Complete Book of Necromancers. Third and Fourth Editions have had today's subjects.

Libris Mortis: The Book of Undead (3.5)

PDF and Hardcover. 192 pages. Full-color cover and interior art. For this review, I am considering both the PDF from DriveThruRPG and my hard-cover book.

Libris Mortis was the undead book for 3.5. Undead were covered in the Book of Vile Darkness for 3.0 and here they get more attention and more details.

Introduction

Tells us all about this book and the basics of the Undead and undeath.

Chapter 1: All About Undead

Gets into the detail of the undead including how they manifest; largely along the traditional Corporeal/Incorpeal lines. Undead physiology and details like metabolism and feeding are covered. There is a useful table of various undead monsters and whether or not they feed, what they feed on, and whether it is needed or just desired. This also covers their senses which can be very different than the living stock they came from. All Undead have Darkvision 60' for example, but their sense of touch is limited. 

Also, undead psychology is covered. Namely, how does one deal with being nearly immortal and never changing? There is a bit on undead religion including some gods (in 3.x format) of the Undead. Some of these we have seen before or have seen mentions of. Doresain the King of Ghouls, Nerull the Reaper, and our good friend Orcus are all mentioned here. 

Though one of my favorite sections is the Fighting Undead section which covers weaknesses and tactics that can be used in fighting the undead.  Much like Professor Hieronymus Grost informs us in Captain Kronos – Vampire Hunter, all undead (not just vampires) have a means to their destruction.  This section should make the undead scarier than other monsters. Orcs and Dragons die the same way. You reduce their HP enough with weapons and they will die.  Not always so with Undead.

Chapter 2: Character Options

This is a 3.5 book so there are going to be character options. These start with the feats. They are split between undead-friendly feats and undead-hunting feats.

Building off of the Savage Species there are rules for Undead Characters. This includes level adjustments for undead characters. Not every group will want undead characters, but these rules do help. There are even some Monster Classes. Of course, the best use of these is to make unique undead NPCs to threaten characters with. 

Chapter 3: Prestige Classes

3.x was all about the prestige classes. And there are several here that I found a lot of fun. There are Death's Chosen (high level lieutenants for the undead),  Dirge Singer (a fun bard idea), Master of Radiance (one my Paladin went into), Master of Shrouds (their evil counterpart), Pale Master (Prestige Divine Necromancer), Sacred Purifier (another good undead fighting class), True Necromancer (Prestige Arcane AND Divine Necromancer).  The True Necromancer advances in both Divine and Arcane spellcasting classes and gets special powers. It is also an odd Prestige Class in that it has 14 levels. Obviously to give the maximum effect of taking three levels in a divine class (need Knowledge Religion 8 ranks, cast summon undead II) and three levels in an arcane class (need Knowledge Arcan 8 ranks, cast command undead). I also can't help but think this is an obvious nod to the Death Master.

There are also Undead Prestige Classes such as Lurking Terror, Master Vampire, and the Tomb Warden.

At this point, I could run a 3.5 campaign and battle only undead and never run out of combinations and permutations of monster, class, feat, and prestige class combinations. 

Chapter 4: Spells

Covers spells for Assassins, Blackguards, Clerics, Druids, Paladins, and Sorcerer/Wizards. There are many here that are new. I'd have to go line by line to see how many came from the Complete Book of Necromancers. 

Chapter 5: Equipment

A shorter chapter that covers new equipment. There are alchemical substances, toxins, poisons as well as undead grafts and magic items. 

Chapter 6: New Monsters

Nearly 50 new monsters here and only a few seem to come from previous versions of D&D. The Brain in a Jar stands out as a previous one, but the rest are new. 

I never get tired of new monsters, especially undead ones. 

Chapter 7: Campaigns

This covers the last quarter or so of the book. It covers how to use undead in various roles including using them in encounters. There is also a great section on variant undead. I believe that all undead should be unique in some fashion, often relating to how they lived or died (see "A Christmas Carol"). Only a few examples are given, but they can be extended to all sorts of undead. 

There are various cults here that can be used anywhere and in any version of D&D. There are also adventure sites and seeds which can also be dropped anywhere but require some minor conversion for other versions of the game. 

This is one of those books I keep coming back to for more ideas. Yes I have been using the undead in my own games for more than 40 years now, but there is something else to do, something else to learn, and more to the point, more monsters to fight. 

Open Grave: Secrets of the Undead (4e)
Open Grave: Secrets of the Undead (4e)

PDF and Hardcover. 224 pages. Full-color cover and interior art. For this review, I am considering both the PDF from DriveThruRPG and my hard-cover book.

This book has a solid pedigree. First off one of the authors of this, Bruce R. Cordell, was also one of the authors of Libris Mortis: The Book of Undead.  He was also one of main designers of the epic HPE series of Orcus-focused adventures for 4e. This means to me at least that if you are running the HPE series and using undead (and of course you are) then this book is a must-buy.  There are more details in this book that make it a great book on D&D Undead, but I will get to those in due time.

Chapter 1: Undead Lore

This book starts much like it's 3.5 Edition counterpart. This chapter covers the hows, whats, and whys of undead. There are sections on physiology, outlook, and psychology, as well as society.  These sections are very similar to the 3.5 edition, which makes sense, with the addition of edition specific details.  

For my point of view, the two books (Open Grave and Libris Mortis) both compliment and complete each other. Together they are not the final words on Undead, but they cover quite a lot. 

The section that is newest here is the one on Shadowfell (and thus why it is a great resource for the HPE adventures). 

There are few undead monster stat blocks featured here as well. 

Chapter 2: DM's Guide to Undead

This covers DM's rules. In particular there are skill challenges, how to handle hauntings, and building undead into campaigns. This section in particular is good advice to any DM of any edition wanting to use undead in their games. 

There are also some artifacts detailed here including the Mask and Sword of Kas, the Soul Sword, the Von Zarovich family sword, and more. Like 3.5 there are even some undead grafts. 

New rituals are also detailed. Something I felt D&D 4e never had enough of.  

Chapter 3: Undead Lairs

Location-based encounters were a big deal in 4e. This covers ones with an undead flavor to them for Heroic, Paragon, and Epic level tiers. Three of each are featured with character levels from 1st to 26th. As with all 4e encounter listings, there are plenty of quasi-unique monsters here. Sometimes they are new, and often they are just an edit on an existing creature.  

Chapter 4: New Monsters

Ah, here is what we want! There are more than just undead here, there are the "unliving" as well; monsters that have cheated death but are not undead themselves. There are 122 statblocks of monsters here. These included variations on the Ghoul, Lich, Mummy, Skeleton, Vampire, and Zombie. There are new creatures including undead constructs and oozes. Our old friend the Brain in the Jar from Ravenloft is also back. So many of these are at least familiar to me and some are new.

Undead Hall of Infamy

This flows from the Chapter 4 material and is nominally part of Chapter 4, it is its own section. Here we get some stats for some of the biggest undead names in D&D history. They include Acererak, Ctenmiir the Cursed (from White Plume Mountain), Kas the Betrayer, Kyuss, Osterneth the Bronze Lich (a new NPC but has the relic, the Heart of Vecna), Strahd von Zarovich, and Vecna himself.

Templates

Also part of Chapter 4 these are templates for undead creatures.

Alternative Powers

Undead should be unique, so these are alternate power for various undead that replaces one or more of the powers they have listed. 

The utility of this book to the 4e DM can not be overstated. Especially if you are running the HPE adventures or dealing with any undead.

Undead

For me, these books complement each other well. They cover the same basics but go into different sorts of details even outside of their system-related materials. 

Sunday, October 30, 2022

100 Days of Halloween: Out of the Abyss

Sorry for the delay on this one. The perfect combination of a migraine and no internet all day conspired against me.

I have spent time with all the previous editions of D&D, let's do 5th today.  And for that, I think I want to spend some time with 2015's Rage of Demons adventure Out of the Abyss.

Out of the Abyss

Hardcover. 256 pages. Full-color cover and interior art.

This adventure was produced by Green Ronin and sold by Wizards of the Coast and is the third adventure made for D&D 5 if I recall right. I bought this one largely because I wanted 5e stats for demons and some places in the Abyss as this book has that.  I also was working on my Forgotten Realms campaign ideas, what would be come part of the Second Campagin

The adventure is an interesting one. For characters 1 to 15. You start in the Underdark and end fighting demon lords in the Abyss itself. That's the least interesting thing about the adventure. We get the aforementioned demon lords and a lot NPCs and a cool new feature of demons, madness. Not only are most demons a little (or a lot) insane and this insanity is contagious. 

We get some new monsters and some updated variants of older monsters.  For our demon lords we get Baphomet, Demogorgon, Fraz-Urb'luu, Graz'zt, Juiblex, Orcus, Yeenoghu, and Zuggtmoy. Interestingly enough, no Lolth. 

I found the adventure was a great introduction to the Underdark and to demons and, for me, a nice hook into the Forgotten Realms. 

I might run it someday, but I have cut it up (not literally) and used pieces of it in other places now so it would need to be with a new group.


The Other Side - 100 Days of Halloween


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



Monday, October 10, 2022

Monstrous Mondays: Books of Vile Darkness

It is the spooky season out there and we need spooky material to work with. So today I am going to cover the two different Books of Vile Darkness for the D&D 3.0 and D&D 4.0 games.  But first a bit of an explanatory note.

Books of Vile Darkness

History

The Book of Vile Darkness was a magic item / semi-artifact found in the original Dungeon Master's Guide. It was a book of power for evil clerics. It raised your wisdom by 1 point and gave you enough XP to move up one level. Its counterpart for good was the Book of Exalted Deeds. 

For both reviews, I am using my physical copies and the PDFs from DriveThruRPG

Book of Vile Darkness (3e)
Book of Vile Darkness (3e)

PDF and Hardcover. 192 pages. Color covers and interior art.

This one caused a bit of a stir when it was first released. For starters, there was a warning label on the cover "WARNING! Content is intended for mature audiences only." There were discussions online about it before it was released, many thinking there was nothing but shock value here. It even took some hits from Dragonlance co-creator Tracy Hickman. The book does cover more than a few topics people might find distasteful and there is more nudity in this book than ever seen in an official D&D book.

The book however was less shocking than expected and it even received praise for the author Monte Cook.

The book is filled with all sorts of ideas and if you are planning to send your players to any of the lower planes then this is a book you should consider. 

The first six chapters are, briefly:

Chapter 1: The Nature of Evil. This covers evil as a very real force in the multiverse of Dungeons & Dragons. There are a few new evil gods, some purely evil races, and notes on creating evil villains and some examples. There is a very cool demon-possessed blue dragon, Enesstrere.

Chapter 2: Variant Rules. This short chapter has rules for possession, sacrifice, disease, curses, and aspects of evil. 

Chapter 3: Evil Equipment gives us torture devices, execution equipment, drug, magic, and quasi-magical alchemical items. 

Chapter 4: Feats and Chapter 5: Prestige Classes have our D&D 3.0-specific materials.  Some of the Prestige Classes are rather fun like Demonologist and the Diabolist. Many Devils also get a "Disciple of ..." prestige class.  Demons likewise get a "Thrall of ..." class.  I will note that the Thrall of Graz'zt on page 69 features art very reminiscent of the witch on the cover of Dragon #114. Not the pose mind you, but it could be the same character.

Chapter 6: Magic is exactly that. Spells and magic items of an evil nature. There are lot of spells here and quite a few evil magic items all the way up to evil major artifacts including the Ruby Rod of Asmodeus. 

Chapter 7: Lords of Evil and Chapter 8: Evil Monsters are the chapters that bring this book to my attention today.

Lords of Evil gives us a brief description of the lower planes and a bit of background on the Blood War. then it gets to the good stuff. Up first are all our Demon Lords. Most of the big names are here too, Demogorgon (before his Netflix fame, though I am not a fan of the art), Graz'zt, Juiblex, Orcus, and Yeenoghu. Arch-devils are also covered. Bel is lord of the First layer here, latest (well for 2003) in a line of lords of the First. Dispater, Mammon (looking like Geryon), the incestuous Belial/Fierna (if you look closely you can see she it flipping the bird in the art on page 152), Levistus, the Hag Countess as Lord of the Sixth (a new one for me back then), Baalzebul, Mephistopheles (now a master of Hellfire), and Asmodeus. Each one is listed with major servants, lieutenants, and followers.

Evil Monsters gives us a bunch of old favorites and some new ones. In particular, we got the new Eye of Fear and Flame and the reptile-insect monsters, the Kython.

While I would not buy this for the monsters alone, it is worthwhile for the Lords and the magic chapters.

Book of Vile Darkness (4e)
Book of Vile Darkness (4e)

PDF 128 pages. Two soft-cover books 96 and 32 pages. Color covers and interior art.

This one is a bit different. The physical edition comes in two softcover books in a cardstock slipcase/sleeve.

The 32-page book is a replica of the Book of Vile Darkness on outside (great to show players) and on the inside has character options (in line with the original BoVD). This includes character themes, of the Cultist, the Disgraced Nobel, Infernal Slave, Reaver, and my favorite the Vile Scholar. Paragon Paths include the Blood-Crazed Berserker, Contract Killer, Demonlogist, Idol of Darkness, and the Vermin Lord. We get one Epic Destiny, the Exemplar of Evil. 

The 96-page book covers many of the same topics from the 3e version. This includes the nature of evil and running evil games. But does not go into the detail that the 3.0 version did.

There are some monsters here, but not a lot. There are Fallen Angels, something new to this book. A demon, a devil, and a new type of hag.  So not as dark as its predecessor. 

Still, it is one of the 4e books I have held on to because there are some good ideas here. 

Saturday, October 8, 2022

100 Days of Halloween: Reign of Winter

Reign of Winter: Snows of Summer
When Pathfinder wanted to introduce us to their witch class they did so with a lot of pomp, circumstance, and many great adventures. The Magnum Opus of this has to be their Adventure Path: Reign of Winter.

Once again we are taken to Irrisen and to the court of Witch Queen Elvanna. Only now her reign is at an end and she won't go quietly.  The PCs have to intervene.

Reign of Winter Adventure Path

Six adventure books, print (oop), and PDF. Full-color covers and interior art. Each book 100 pages.

First a bit about the adventure paths. Paizo created their adventure path idea largely as a means to to support  D&D 3.5 and then their Pathfinder Core RPGs. They were a direct competition the D&D Adventure League (in format anyway).  While D&D has moved on to larger hardcover adventures for 5e now, Pathfinder was still doing the Adventure paths in six or so various softcover adventures for characters 1 to 20.  

Land of Ice and Snow

Reign of Winter dealt with the Witch Queen Elvanna, daughter of Baba Yaga, and her machinations to keep control of Irrisen now that her reign of 100 years is over. There is involvement with Baba Yaga, her dancing hut, the Demon Lord Kostchtchie, The Mad Monk Rasputin, AND none other than THE Anastasia Nikolaevna Romanova.  Now I have been a fan of Baba Yaga for decades, but I also am a huge fan of the whole mystery of Anastasia Romanova and whether she could have still been alive.  So all of this and add world hopping on top of it all?  Yeah! Sign me up!

While I have all of the adventures and supplementary materials in PDF, I am missing a couple of the physical books.  I did grab as many of the minis as I could.

Each adventure has an overview outline of the major events to help explain what will happen. Lots of new monsters, NPCs, great-looking maps, and more. I will say this, Paizo goes all out on these.

Each Adventure path module is released every month, so a half of a year from start to finish.

Adventure 1 (of 6): Snows of Summer

The PCs start at 1st level and should end the adventure at or around 4th level. This is the adventure that introduces them to Irrisen.  The hook is winter is moving southwards and encompassing more lands.  It is here that we learn that the Great Witch Baba Yaga has been captured and imprisoned. 

Adventure 2 (of 6): The Shackled Hut

Here the PCs must find Baba Yaga's famous hut and use it to find her. But there is an entire city filled with monsters between them and the hut. And then they have to deal with the Winter Witches. This adventure is for PCs 4th to 7th level.

Adventure 3 (of 6): Maiden, Mother, Crone

The PCs are transported around the world. They end up in another frozen wasteland of Iobaria on the far-off continent of Casmaron. Here they find three magically linked dungeons and the secrets of the Demon Lord Kostchtchie the Deathless.  
A note about Kostchtchie. Back in the late days of TSR the notion came about that Orcus was once a human. I always hated that notion. Now we get the same thing here with Kostchtchie and I like it. It works so much better for him than for Orcus.

This adventure is for PCs levels 7 to 10.

Adventure 4 (of 6): The Frozen Stars

In a true world-hopping adventure the PCs will take the Hut to Triaxus, the seventh world in Golarion’s solar system, now in the midst of its decades-long winter (of course!). Here the gain useful information on the whereabouts of Baba Yaga.

This adventure is for PCs levels 10 to 13.

Adventure 5 (of 6): Rasputin Must Die!

Now THIS is an adventure! You have to go to Baba Yaga's home world of Earth in 1918 to retrieve her and stop her captor the Mad Monk Grigori Rasputin himself. The PCs have to face him, his minions and 20th-century tech of WWI. 

I have to admit for a lot of reasons this one might be my favorite out of all six. 

This adventure is for PCs levels 13 to 15.

Adventure 6 (of 6): The Witch Queen’s Revenge

The PCs have found Baba Yaga but she is trapped in a matryoshka doll. They have to free her AND still defeat Queen Elvanna and put a new Witch Queen on the throne.

This adventure is for PCs levels 15 to 17. Leaving the last three levels for something else I guess. 

Adventure 7? Witchwar Legacy

Interestingly enough the adventure I reviewed a couple of nights ago, The Witchwar Legacy, is for characters level 17 and up. It also features contact with the Witch Queen Elvanna of Irrisen.  In fact it reads like a rough draft to this adventure. It was written by Greg A. Vaughn who wrote the Witch Queen's Revenge.  If I used this then it would need to be the new Queen of Irrisen or Baba Yaga that sends them on their way.  I am safe in saying "new Queen" because if the PCs don't defeat Elvanna in Adventure 6 they will surely be dead.

Personally, I like this plan. Given that I have an overabundance of Winter Witches I could run this independently of my War of the Witch Queens.

The Witch Queen’s Revenge

Maybe I'll convert the whole thing to Pathfinder 2 or D&D 5/One D&D someday and run that. There is just too much fun stuff here NOT to use.


The Other Side - 100 Days of Halloween

 

Friday, October 7, 2022

100 Days of Halloween: Winter of the Witch

My search for my Winter Witch for War of the Witch Queens continues. Today's candidate comes in two flavors 4e and 5e. She gets a few extra bonuses as well.

As always I will be following my rules for these reviews.

Dungeon #162 (4e) - Winter of the Witch

PDF. 111 pages, color covers and interior art.

I am not reviewing the entire issue of Dungeon here, though I will briefly talk about the other contents. Robert J. Schwalb has two adventures here. A Scales of War Adventure Path adventure and “Depths of Madness” from the Madness trilogy. Schwalb does great work and I am sure these are both top-notch. 

Winter of the Witch is by Stephen Radney-MacFarland with illustrations by Dave Allsop, Eric Deschamps, Izzy, William O'Connor, Wayne Reynolds, Amelia Stoner, Sam Wood, and cartography by Jason A. Engle, and Sean Macdonald. 

This adventure calls the characters back to Winterhaven to the Keep on the Shadowfell. The plot is similar to what we would later see with the Night King and Winterfell in Game of Thrones. (But this was published in 2009.) Koliada is marching south with her army of Undead and winter follows after her. This could easily be tied in with the HPE series of adventures from 4e if you could find a way to slot them in. All the right elements are here it is a matter of working it out. OR it would make for a great epic-level adventure for some other D&DF 4 campaign. It is set for levels 21-30.

Personally, the adventure is fine, but the true star here is Koliada the Winter Witch. She is so much fun that I have used her in BECMI D&D and made my own D&D 5 stats for her. I also thought she might make a great Dark Lord if part of Pathfinder's Irrisen got sucked into Ravenloft as Ikkesen.  She is a standout character and one I love to keep coming back to.  The fantastic Wayne Reynolds art doesn't hurt either.

The adventure is a tight 34 pages.

Winter of the Witch (5e)
Winter of the Witch (5e)

PDF. 32 pages. No art.

This conversion is from Michael "solomani" Mifsud making use of the WotC fan license to convert older products. This is a conversion of the Monsters (and just the monsters) from the Winter of the Witch adventure from Dungeon 162.

Monster stats are limited to one per page to make printing easy with the notable exceptions of our white dragon Kurikveaeri and Koliada herself.  His stats don't match mine save where we both drew from the original, but he has a some good ideas here to be sure.

The product doesn't not try to convert the whole adventure. It also doesn't claim to try to convert it all either, this is just the monsters.  For just under $2 that's not bad, but I would have liked some more. Still this is a lot of work and plenty to get me going.

--

For use in War of the Witch Queens

I can use this adventure largely as is, I would drop the Orcus involvement altogether. She is interesting enough on her own.

Why is Koliada invading now? Simple the High Witch Queen, whom even she feared, is now dead and she thinks there is no one to stop her. Even the PCs should have time trying to stop her to be honest. Regardless of how I use her, she is too interesting to NOT use.

Koliada, the Winter Witch