Wednesday, October 26, 2022

October Horror Movie Challenge: Bulbbul (2020)

Bulbbul (2020)
I have not watched many films from India despite my enjoyment of many of their action films. So tonight was another choice by my wife (who also loves the all-singing and all-dancing Bollywood movies). 

Bulbbul (2020)

Bulbbul is a child bride in the Bengal Presidency, India in 1881. She thinks her husband-to-be is Satya, but instead it is his much older brother Indranil. Over the next 20 years they grow up Bulbbul becomes much closer to Satya.  So close that Indranil arranges to send Satya to London.  

Much of the movie is given in various flashbacks. We see Satya telling Bulbbul a story about a demon-woman witch (a Churel or Chudail) who lives in the trees and kills men. Her most notable feature is her feet; they are on backward. They spend the next few years writing the story out. Satya leaves for London early causing Bulbbul to get upset and burn her story. Her husband finds the partially burn book but only sees "Satya and Bulbbul" not realizing that it was both their names as authors.  Indranil goes to Bulbbul who is bathing, he pulls her out of the tub where he beats her with a fireplace poker. We don't see anything but blood.

He beats so bad that her legs are broken and her feet are deformed.  While she is in bed with her legs trussed up to heal. Shamed, Indranil leaves the manor and leaves his twin's wife Binodini in charge. His twin, Mahendra, is also mentally challenged.  While essentially tied down Mahendra comes to her room and rapes her.  Later Binodini cleaning Bulbbul up tells her that she is in a very rich family and she should just keep quiet and everything will be fine.

Back to the present Satya has returned home to discover that Mahendra is dead, Binodini is living in one of the smaller houses on the manor property and previously shy Bulbbul is the undisputed Lady of the house.  Meanwhile men in the local village are all being killed. Satya thinks it is some sort of animal, the villagers say it is the Witch.

Satya decides, because he went to Law School in London I guess, to investigate on his own.  After he finds the body of a man in a tree he decides that it must be a man doing the killing. When asked by Bulbbul "why not a woman?" he laughs her off. 

Satya begins to suspect Dr. Sudip who has been at every man's home recently.  He takes him at gunpoint to arrest him. Sudip isn't worried and is quite blasé about it. Satya says the only way he will be seen as innocent if there really is a witch. At that point, there is a thud, and the carriage stops.  Satya finds the driver dead. Satya tells the Doctor he is innocent because the witch is real and he is going to kill the witch. The Doctor tries to stop him (knowing who the witch is). Satya and the Doctor fight and in the process start a fire with their torches.  Satya runs into the forest, following the same paths he and Bulbbul did as children and he realizes that it is Bulbbul doing all the killings.

We now see (here and in flashbacks) that it is Bulbbul killing all the men. Each one had done something to harm a woman; the husband who broke his wife's bones, the husband who took a younger second wife and the first killed herself, the older man raping little girls and also Mahendra. She uses her mutilated feet to run in the treetops like the Churel in the stories. By now the fire has engulfed the forest and Bulbbul is trapped up a tree. Staya leaves.

Sometime later Indranil returns to his now deserted manor. He is lying in bed alone when he sees a cloud of smoke. The smoke solidifies into a burning figure that becomes Bulbbul.

--

Ok! This one was a lot of fun and completely unexpected. Great choice.


October Horror Movie Challenge 2022
Viewed: 39
First Time Views: 29

October Horror Movie Challenge 2022


The Village Crone (2015)

 Some more witch board games today and the last one for this season.

The Village Crone (2015)

You play one of six witches (1 to 6 players) and work to take control of a village (Wickersby) without a crone. You send out your familiars (up to 5) to gather ingredients for spells. The first to 13 points wins and becomes the new Village Crone of Wickersby.

The Village Crone

The Village Crone

The Village Crone

The Village Crone - Witches

The Village Crone

The Village Crone

The Village Crone

The game is fun enough and the rules are easy enough. The replayability is high so that is good and there are enough random elements to keep it interesting enough. 

I rather like the idea from an RPG standpoint. Witches going out into the world to find a little hamlet to call their own. Certainly, something they would all like to brag about at the Tredecim. 

You can get The Villiage Crone here: https://firesidegames.com/games/village-crone/


100 Days of Halloween: The Complete Book of Necromancers

DMGR7 The Complete Book of Necromancers (2e)
Yesterday I reviewed the Wizard's Complete Class book and last week I covered the Death Master in Dragon Magazine #76, I thought this would be a good one for today.

In AD&D 1 the example of the Illusionist gave birth to the specialty wizards of AD&D 2nd Ed.  One of those specialty wizards was the Necromancer. Though, unlike the Illusionist, the Transmuter, or even the Evoker, the Necromancer got its own book.  

The Complete Book of Necromancers was one of those books that everyone seemed to want.  I remember picking it up back when it was first published. I paid $15 for it.  Later the cover price jumped to $18 and soon it became very rare. No idea why.  The aftermarket price jumped considerably and I ended up selling mine on eBay back in 2000 for $81. Not a bad deal really. I ended up re-buying again recently at Half-Price Books for $9.

DMGR7 The Complete Book of Necromancers

PDF and softcover book. 128 pages. Black & white interior art. For this review, I am considering my softcover edition and the PDF from DriveThruRPG.

Let's be honest, few classes have had the spotlight quite like Necromancers have had. There have been many attempts before and since. But when comes down to it, the 2nd Ed Complete Book of Necromancers is the gold standard that all other books on Necromancy are compared to. This book is packed. Even the font size is smaller than the other Class books for AD&D 2nd Ed. 

Introduction

Our introduction informs us that this is a book for DMs to make memorable foes. Indeed throughout the book refers to the Necromancers as NPCs.  Even warnings are given about Necromancer PCs of higher than the 9th level. 

Chapter 1: Necromancers

Details "The Standard Necromancer" or even "The Masters of the Dark Art" with minimum ability scores and the rolling methods to gain them (with a table on page 10). Additionally, only humans can be necromancers. Role-playing wise I can see this. Elves would not be concerned with the spirits of the dead and if they wanted to speak to them then they have the books they wrote. Dwarves and Halflings are very much about the here and now. Mechanically though there is no reason to assume they can be, save that this is AD&D.

We get an extended Necromancer (Wizard) XP advancement table to level 30. There are also details about weapon and non-weapon proficiencies. New non-weapon proficiencies are also given.

There are also new Kits for the Necromancer. They are the Archetypal Necromancer, Anatomist, Deathslayer (killer of the undead), Philosopher, and Undead Master. Additionally, two kits from the Complete Book of Wizards and the Complete Sha'ir's Handbook are brought over for use here. They are the Witch and the Ghul Lord.

Chapter 2: Dark Gifts

Covers the powers of Necromancy. This starts with a discussion on Dual Classes characters (remember Human only) each combination is discussed such as Fighter/Necromancer, Thief/Necromancer, Cleric/Necromancer, and the Psionicist/Necromancer.  

Vile Pacts and Dark Gifts cover the powers Necromancers are likely to pick up as they gain the notice of dark powers. 

Despite all the recommendations above, up next is a section on Humanoid Necromancers like Drow and Githyanki. 

Chapter 3: The Price

Details the down-side of dealing with necromancy.  While the social stigma stuff might be a blessing to many necromancers, things like deformities and body afflictions are less welcome. 

Chapter 4: The Dark Art

This deals with the magic and the spells of Necromancy. A great section for any sort of AD&D 2nd ed DM really.  It discusses "Black" or "Criminal" Necromancy, "Gray" or Neutral Necromancy, and "Benign" or "White" Necromancy.

There are 25 new spells from levels 1 to 9 here. Many I note still live on in new editions. 

Chapter 5: Death Priests

Can't let wizards have all the fun. Besides, Necromancy is not just a school of arcane magic but a sphere of divine magic as well. Death Priests (Clerics) get the same treatment as did the Wizards above. Including an advancement table to level 30.  Here different gods/faiths are discussed that might be a home to a Death Priest. The obvious are the God of the Dead. But also the Goddess of Murder, God of Pestilence, God of Suffering, and the Lord of the Undead.

Chapter 6: The Priest Sphere

Cover the necromancy priest sphere and spells. Here we get 18 new priest spells of levels 1 to 7.

Chapter 7: Allies

Covers everything from Apprentices, Henchmen, Familiars (including Undead ones), and Undead minions. Undead minions get the most detail with various sorts of undead discussed. 

There is a great section on Secret Societies. I used this one quite a lot when I developed my Circle of Six Necromancer group.  A group of bad guys that I STILL use today (though only three are still active). 

Chapter 8: Tools of the Trade

Covers potions, poisons, various magical items (including some new), and necromantic lore. 

Chapter 9: The Campaign

Looking back I realize there is a lot in this chapter I *STILL* use. The first is Sahu the Island of the Necromancer Kings. Granted an Ilse of Necromancers is not 100% original and I could have easily got it from Clark Ashton Smith, but this one comes together nicely for AD&D 2nd and still works for me today. 

There are some adventure hooks connected to Sahu and some more connected to the various NPCS found at the end of this section.  That's is the other thing I still use. The NPCs here were quite memorable to me. 

Appendix 1: Common Spells for Necromancers: Lists of spells and their sources by Offensive and Defensive capability.

Appendix 2 and Appendix 3 Necromancy spells for Wizards (2) and Clerics (3).

Appendix 4 Index of Necromantic spells: Alphabetical listing.

There is so much here that would later find homes in the 3e Book of Vile Darkness and the 4e Heroes of Shadow.  And much that is still very useful today.  

I will come back to this one when I decide to work through more of my Isles of Avalon.


The Other Side - 100 Days of Halloween

Tuesday, October 25, 2022

October Horror Movie Challenge: Night of the Werewolf (1980)

It would not be an October Horror Movie Challenge unless I did a Paul Naschy movie. And it wouldn't a proper October without an Elizabeth Bathory movie too. So about a double-shot movie? 

Night of the Werewolf (1980)

We start this one with the trial of Elizabeth Bathory. She is condemned to be buried alive. Her servants are burned at the stake and her main servant Waldemar Daninsky (Naschy) is condemned as a werewolf. A mask of shame is placed on him, and a silver cross is hammered into his heart.

Fast forward to the modern day and three college girls are working on their thesis on the occult and Bathory in particular. They are planning a trip to the Carpathian mountains to visit Bathory's tomb. One of the girls, Erika, though wants to go a step further and bring Bathory back to life. While this happening two grave robbers beat them to it and ending freeing Daninsky by pulling the silver cross out of his heart. The moon is full and he kills them both in werewolf form.

The girls get to the Carpathian but are attacked by a group of men.  From the woods, someone shoots the men with a crossbow and kills them.  The girls find Bathory's tome and Erika hear the Countess' voice convincing her to kill the others and drain their blood for her.  They discover a woman with her face half-burned. 

Next thing we know the girls are now the guests of Waldemar Daninsky in his castle. The woman with the burned face is his servant. 

Erika starts killing people and brings Bathory back to life. Daninsky turns into a werewolf and kills people. Everyone is dying.

Daninsky learns that Bathory is alive and he decides she must die. They fight, Vampire and Werewolf (ha take that White Wolf and Sony!). Bathory is killed by Daninsky, but then he tries to kill his lover while in werewolf form, but she kills him with the silver knife. 

Well, it's not great, but still fun. 


October Horror Movie Challenge 2022
Viewed: 38
First Time Views: 28

October Horror Movie Challenge 2022

Larina for Witchblood

Witchblood
Today is October 25th, the day I traditionally observe as the "birthday" of my first real witch character Larina.  Since I rolled her up in 1986 she is now 36 years old! Not too bad really.  I thought she might be a perfect character to try out for Witchblood. I reviewed this game just this past Sunday to start my last full week of #100DaysOfHalloween

The Game: Witchblood

This is a new game from Rose Bailey, (author of the great "Die For You" RPG), Benjamin Baugh ("The Shadow of Golgotha" with Bailey), and Jacqueline Bryk (lots of Onyx Path titles). While reviewing it I knew I wanted to build some characters right away. The only downside for me is that character building for this game is best done with all the players in Session 0 so everyone knows what they are doing and how all the characters work together.

I don't have that luxury here and now, but at least using a character I know so well makes some choices easier. So I printed out my sheets and hit Chapter II: Wanderers and went through the extremely easy Character Creation process.

I knew some things up front. Larina was a Witchblood and a Wise One. But there were still things for me to discover about a character I have known for 36 years.

The Character: Larina Nix

In Witchblood you start with your name, your Birthright, and your Calling. You Birthrighe sets your points for the Identity pairs of Patience-Cunning (Mental Identities), Vigor-Grace (Active Identities), and Understanding-Persuasion Spiritual Identities).  

Your Calling sets your points for dual Quality pairs of Generosity-Selfishness and Demonstration-Observation, Courage-Wrath and Endurance-Defiance, and Trust-Faith and Honesty-Deceit.  These points can change in the course of the game. Sometimes rapidly and often. Always due to the nature of what is going on around them (these changes are called Slides).

For Larina here, these were easy choices for me. Her Birthright is Witchblood and her Calling is Wise One. For her Profile, I went back to her early incarnations as a lone solitary witch so the Stranger seemed like a good one.

Next, I added her bonus dots/points. I get to raise my Birthright or Calling by +1, I picked Calling since the earliest versions of Larina always had her hearing the "Call of the Goddess" at an early age.  I get +3 points for Identities but none can be raised over 3. All my pairs had one 3 in them, so that meant just adding to the ones with only one in them. I kept her Patience at 1 and moved Understanding to 3.  Lastly, for points, I get +5 points for Qualities. These were distributed across all six pairs. Finally I calculate my Violence Potential, which is a 9. This is mostly used in combat situations. 

What does this give me?  Well, I am actually rather pleased with it.

Larina in a purple dress
Larina y Diamynedd, art by me 
Larina Nix

"The Witch of the Wood," "y Diamynedd (The Impatient)"

Birthright 3
Calling 2
Profile: The Stranger

Patience 1 / Cunning 3

Generosity 3 / Selfishness 1

Demonstration 1 / Observation 2

Vigor 2 / Grace 3

Courage 2 / Wrath 2

Endurance 2 / Defiance 3

Understanding 3 / Persuasion 3

Trust 1 / Faith 2

Honesty 3 / Deceit 1

Violence Potential: 9

Traits

She knows,

  • the speech of the higher animals, though they owe you no fealty.
  • the best paths through the wilds your witch dwells in, such as the forests, glaciers, or deserts.
  • appropriate gifts to attract the attention of most supernatural beings.

  • the difference between illness, poison, and curses.
  • how long a wounded or injured person has to live.
  • herbal or other remedies for common illnesses, poisons, and curses.

Liar’s Magic
Awaken the Wilds
Fulfill Fate

Predict Weather
Treat Wounds
Ward Curse

Stranger Prompts

What do they call you?
  Larina y Diamynedd (The Impatient one)

What do you do?
  I travel to learn more about the nature of magic

Why do you stand out?
   People can tell there is something off about me. Even when they can't see my witchmark on my left wrist.

Why can’t you go home?
   My home burned. I have nothing and no one left.

What have you picked up on your travels?
   Knowledge of the world and friends. 

Why do you travel with companions?
   They are my found family. People who accept me for who and what I am.

Why are you dangerous to your companions?
   There is a darkness that follows me. Whatever gave me my magic is jealous of my attention.

Why do you interfere?
   Because I must. Not everyone in this world has my gifts and the world is not just.

--

OK! I like this. In fact, I like it so much these sheets might get stapled to my D&D version of her as a role-playing guide. 

Now to find a group to play with!

Oh. And Happy Birthday Larina. 36 looks good on you!

100 Days of Halloween: The Complete Wizard's Handbook (AD&D 2nd Edition)

The Complete Wizard's Handbook (AD&D 2nd Edition)
This week is all about D&D. Since I have been doing spooky things in general and witchy things in particular, this one *might* stretch this notion a bit. But this book does give us our first-ever official Witch class, er... kit for AD&D. So for that reason alone I should consider it.  But there are other reasons for me to consider this.

The Complete Wizard's Handbook (AD&D 2nd Edition)

PDF and softcover editions. Black & White interior art. 128 Pages.

For this review, I am considering the PDF on DriveThruRPG and my softcover book from 1990.

So a bit of background first. AD&D 2nd Edition came out in later 1989 and introduced the concept of Kits. These were roles that could be taken by a class. They are similar in many respects to the sub-classes or archetypes of D&D 5. You took a kit at the first level and that gave some powers, abilities, and restrictions. They quickly got bloated and dare I say, game-breaking (looking at you The Complete Bard's Handbook) but the early ones like this gave the game some great flavor, and others, like The Complete Psionics Handbook, extended the rules in interesting ways.

The Complete Wizard's Handbook is all about wizards, magic-users, and magic.

Ok class what spell is this?
Chapter 1: Schools of Magic

This is not a classroom-like school (though it can be) it discusses the 8 schools of magic codified by AD&D (that is still around today). In AD&D 2e you could have a "Specialist Mage" or someone dedicated to a particular school, they excel in casting spells from that school but can't cast spells from an opposing school.  The example in the Players Handbook is the Illusionist, a holdover from AD&D 1st Ed. Arguably the most popular would become the Necromancer. (more on that later).

Each school is detailed and the requirements for each are also given on top of the requirements for a Generalist Wizard. For example, a Conjurer must have some human blood (seems random) and Enchanters need a Charisma score of 16 or above (that makes sense).

Chapter 2: Creating New Schools

This covers the creation of new schools of magic that either augment or abandon the schools above. It is a great primer on how magic might work and how it could be learned. While the standard schools are not dropped here, they are reorganized. This chapter is also helpful for anyone wanting to rethink their wizards can do. If Original D&D gave us a magic-user that can do anything, this gives us multiple types of wizards that collectively can do it all and not always the same way.

Chapter 3: Wizard Kits

At only 20 some-odd pages this section feels larger. And it is also the focus of my attention today. There are 10 kits detailed here, each with requirements, preferred schools, barred schools and what they do. The kits are the Academician (scholar of magic), Amazon Sorcerers (what it says on the tin, but all the The Complete Class book had an Amazon kit), Anagakok (Wizards from primitive cultures), Militant Wizard (also what it sounds like), Mystic (in this case a sort of pacifist wizard), Patrician (a wizard of noble birth), Peasant Wizard (just the opposite), Savage Wizard (wizard from very remote areas), Witch (why we are here), and the Wu-Jen updated from the 1st Ed AD&D Oriental Adventures

I mentioned this was the first official witch in AD&D, this is true, but it is not the first official witch of D&D. That honor goes to the witch school for Magic-users in GAZ3 The Principalities of Glantri which predates this by 3 years.  The witch here is easily the most detailed of the all the kits along with the Wu-Jen.

The kit creation section was a well-used and abused feature of this book for me when working on other kits and subclasses.

Chapter 4: Role-Playing

This chapter covers all sort of role-playing advice and tips for wizard characters. Various personality types are covered here; the Altruist, the Brooder, the Mystery Man, the Showman., and more. There are also adventure ideas and plot hooks for wizard characters. 

Not the Scarlet Witch
Not the Scarlet Witch

Chapter 5: Combat and the Wizard

AD&D wizards at low levels are easy to kill, so combat tips are most welcome. This covers Defensive spells and Offensive spells and how to best use them. There is also a bit about the restricted weapons list of the wizard.

Chapter 6: Casting Spells in Unusual Conditions

Details what spells are effective where and more importantly which ones are not effective. This includes the mundane underwater and the more fantastic environments like the planes. Also various conditions on the spell caster like blindness, impaired hearing, and speech.

Chapter 7: Advanced Procedures

Covers level and spell advancement to 32nd level. Details on various spells and a bunch of materials on how illusions work in the game. Details on spell components, spell research, and magic item research and creation.

Chapter 8: New Spells

Pretty much what it says. 40 new spells for AD&D.

Chapter 9: Wizardly Lists

Various lists from 25 helpful familiars, to five unusual places for spell components, nine magic items that have not been invented yet, and more. There are maps, locations, and even 12 new magic items.

The utility of this book for AD&D 2nd can't be undersold. There is more here than just class information there is also information on the very lifeblood of most fantasy games; magic.  While the book is solid AD&D 2nd ed there is enough information here for players of any edition of D&D. 

I have mentioned in the past that the magic school and wizard training information makes a great complement to the magic school found in GAZ3 The Principalities of Glantri.  In fact most of my late 90s AD&D 2nd ed games revolved around this idea.  I even brought many of those ideas back to my short-lived D&D 4th Edition game.  And most recently have gone back to this book for my newest AD&D 2nd ed character Sinéad.

I am surprised about how much I can still get from this book.

And obviously, it was the model I followed when I did my very first witch book 23 years ago this week!

Wizards and Witches



The Other Side - 100 Days of Halloween

Monday, October 24, 2022

October Horror Movie Challenge: Witchcraft (1988)

Witchcraft (1988)
Here is one that has been on my list forever it seems. I had dismissed it because the later entries into this series were barely more than soft-core.

Witchcraft (1988)

Grace (Anat Topol) is a new mother. During her delivery she has visions of two witches, a man and woman, getting burned at the stake.  Her baby, William is fine and to help her out her husband John (Gary Sloan) suggests they move in with his mother Elizabeth (the impossibly named Mary Shelley). Grace already suspects something strange about Elizabeth. She keeps having bad dreams and Elizabeth keeps pushing this tea onto her.

Grace asks her priest, who took care of her after her father killed her mother and himself when she was a child.  But when he gets to the home he sees visions of Hell. When we see him next his face is covered in boils. 

John is avoiding Grace, and spending more time with his mom. Grace finds a secret room with a weird mirror that shows her the same vision she saw before but now the man and woman are seen to be John and Elizabeth. 

She tries to leave but learns her home has burned down, she reaches out to her priest, but he hangs himself, and she gets her friend to come over to help her, but she gets beheaded.

We learn that John and Elizabeth are the reincarnations of the witches burned and her baby is the baby Elizabeth was pregnant with when she was burned.   Grace is about to sacrifice to Satan when their butler stabs John and Elizabeth kills the butler (with a great practical effect). Grace kills Elizabeth and leaves with her baby.

The movie is not great, but it has good points. Ok not a lot, but given what I know about the sequels it does put them in a better light.


October Horror Movie Challenge 2022
Viewed: 37
First Time Views: 27

October Horror Movie Challenge 2022