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DMGR7 The Complete Book of Necromancers (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/26/2022 12:05:27

Originially posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-complete-book-of.html

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.



Rating:
[5 of 5 Stars!]
DMGR7 The Complete Book of Necromancers (2e)
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PHBR4 The Complete Wizard's Handbook (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/26/2022 12:00:58

Originally posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-complete-wizards.html

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.

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.

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.



Rating:
[5 of 5 Stars!]
PHBR4 The Complete Wizard's Handbook (2e)
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The Plane Above: Secrets of the Astral Sea (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/24/2022 15:29:21

Originally posted here: https://theotherside.timsbrannan.com/2022/10/monstrous-mondays-devils.html

PDF and Hardcover. 160 Pages. Color covers and interior art. I am considering both my hardcover (one of the last D&D books I ever bought at Borders I believe) and the PDF from DriveThruRPG.

4e reordered the Cosmos and that is fine for me really. In 3e they explained that how one perceives the outer planes is largely based on how they believe they should perceive them. So Hell in 4e is both a "Lower Plane" and an "Upper Plane." No contradiction really.

This book has the same relationship to The Plane Below as the Fiendish Codices have to each other.

Chapter 1: Astral Adventures cover adventuring on the Astral Sea. Again it is easy to see why Wizards of the Coast moved their version of Spelljammer to the Astral. The seeds for that are all here. Indeed Spelljammers are mentioned on page 19 as a means of siling the Astral Sea.

Chapter 2: Divine Dominions deal with the homes of the gods and the afterlives of mortals. Different sorts of creatures are detailed here; gods, angels, the exalted, and Outsiders. A few divine domains are also detailed. Arvandor is the home of elves and eladrin. Celestia the Seven Heavens. Chernoggar is a plane/world that essentially has the Lawful Evil Gods of War Bane and Gruumsh fighting it out for all of eternity.

The Nine Hells get their own special sections. This repeats some of the details (but not copy-paste) from 3e about the fall of Asmodeus and the creation of Hell. [Aside: D&D really needs its own Silmarillion, Kalevala, or Enūma Eliš] There some small adventure encounters here too. A few more domains are also detailed.

Chapter 3: The Deep Astral Sea is very far removed from the normal lives of mortals. Here various new races are discussed like the familiar Githyanki, and the less familiar Maruts and Quom. Here there are also forgotten and "shattered" domains like Carceri and Pandemonium.

Chapter 4: Astral Denizens cover our "monsters." Here are 44 new monster stat blocks including six new devils. Among these, there is the return of Bahgtru, Luthic, and Other Side favorite Vaprak.

This book would make for a great trilogy of books with "The Plane Below" and "Manual of the Planes." With the PDFs from DriveThruRPG it would not be too difficult to print them out and rearrange as needed. It would be a 480-page book, but it would also be the ultimate source of the planes knowledge in D&D 4e.



Rating:
[4 of 5 Stars!]
The Plane Above: Secrets of the Astral Sea (4e)
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Fiendish Codex II: Tyrants of the Nine Hells (3.5)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/24/2022 15:28:28

Originally posted here: https://theotherside.timsbrannan.com/2022/10/monstrous-mondays-devils.html

PDF and Hardcover. 158 Pages. Color covers and interior art.

This book does for Devils what the Fiendish Codex I: Hordes of the Abyss did for demons. Sadly there is no Fiendish Codex III. For this review I am considering my hardcover I bought back when it came out and the PDF on DriveThruRPG.

Preface: This might one of the more important bits of D&D fiction out there. Devils in D&D have always had a problem. No not from busy-body mothers and evangelicals looking to ban D&D because of devils and demons (they would find something else anyway), the issue is that the very nature of the devils in question tie them closely to the Abrahamic religions. Asmodeus is a Jewish demon, Baalzebul comes to us from Beelzebub, another demon found in the Bible by way of Judaism. Mammon comes from the New Testament and Belial from the Old Testament. Remove the Judeo-Christian origins who are these demons? This new(ish) preface gives us the new origins of these devils and how they fit into the D&D cosmology and the Blood War.

Introduction is just that, tells you what this book is about.

Chapter 1: All About Devils covers devils and hell. The only valuable things in Hell to the devils are souls.These are what they strive to collect, to barter, and bargain with. Where demons are spit up from the nature of the Abyss itself, devils need souls to make more devils. This should imply there is a distinct dichotomy in the devilish hierarchy; devils that were raised up from souls to devils that fell. Speaking of hierarchy this chapter goes into that and how devils rise up from one form to the next. Also discussed are Demons and Devils and the Blood War.

There is advice on running devilish encounters and how to deal with Faustian Pacts, devil worship and infernal alliances. Yeah, this in not 80s D&D. Pretty much everything in this chapter can be used with any edition of D&D.

Chapter 2: The Hells. A detailed "guided tour" of Hell. We are going over some of the same ground back when Ed Greenwood took us here in 1983 in Dragon #75 and Dragon #76. There is more details here and some layers have changed a bit; Avernus comes to mind. Throughout the layers, we also get a listing of the various D&D Gods that live in the Hells. Something that I spent a lot of time covering in my series One Man's God. There are updates not just from the AD&D 1st ed time of Ed Greenwood's article and the Blood War material of late 2nd Ed AD&D, but from 3.0 D&D as well. Phlegethos is now controlled by Fierna instead of jointly controlled by her and her father and Glasya in the newly anointed Lord of Malbolge having offed the Hag Countess. All great material and more than I'll ever use in a game.

Chapter 3: Game Rules. This cover the 3.5 D&D specific rules. There are Hellbred characters, new feats, and new Prestige Classes. Of special interest to me is the Hellfire Warlock. There are also plenty of new spells.

Chapter 4: Devils are our new monster listings of devils. The Abishai are back, along with 16 other devils, some new and some updated.

Chapter 5: Lords of the Nine detail the Nine Archdukes. You can pretty much tell what version of D&D you are using by who the Archduke of Avernus is. In 3.5 it is Bel. Though I think he might have been it for late 2nd ed as well. All the Archdukes get a bit of a makeover from their 1st Ed days. Dispater has hair now, Mammon has a new cursed form, Levistus is the lord of Stygia, and Glasya gets the best upgrade and is now Lord of Sixth Layer Malbolge. Baalzebul still looks like a slug. Mephistopheles is still working on Hellfire. Only Asmodeus is constant. As he demands it.

As its sister product, this is a great book on Devils and the Nine Hells for any edition of D&D.



Rating:
[5 of 5 Stars!]
Fiendish Codex II: Tyrants of the Nine Hells (3.5)
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Witchblood
Publisher: Fantasy Heartbreaker
by Timothy B. [Featured Reviewer]
Date Added: 10/23/2022 14:56:52

Originally Posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-witchblood.html

Witchblood

PDF. 237 pages. Color cover, black & white interior art.

There is a hardcover option for this book, but I do not have it. Yet.

I knew this game was going to be good when I started reading it. First off the authors list Howard's Conan and Tanith Lee's "Kill the Dead." Seriously. I LOVE Kill the Dead. I love Tanith Lee. We are off to a great start. Also listed are Russian Folk Tales and Gimm's Fairy Tales. Also mentioned is Ron Edward's Sorcerer, a game I do rather enjoy.

Rules Basics

Ok we learn that this game is based on One Roll Engine. Knowledge of that game is not needed here, which is good because while I know it I have never played it.

This is a character focused game so we are going to focus on that. All characters (called Wanderers here, more on that) have Identities and Qualities. Identies come in pairs and characters have three of them. They are numbered from 0 to 5. This is a dice pool game where you will roll a number of d10 based on the Identities and one of the Qualities. So anywhere between 3 and 10 dice. Successes, Critical successes and failures are also detailed.

The Fiction

The world of Witchblood is the Forrest. A giant forest that covers an area about the size of Europe, which tech levels about late 18th early 19th century. Ok another plus for me. The game discusses how to being to create the world.the

The game is divided into this Basic Introduction, the Player's Guide, and Storyteller's Guide.

Player's Section

Chapter 1: We start here with some background setting fiction to get a feel for this world. It sets the mood and stage well. For me it already feels familiar. I have seen this world before. No. Not in print, but it is the world you see in fairy tales.

Chapter 2: Character creation follows. The characters are known as Wanderers, people who wander the world to learn more about their world and themselves. You build a character in 6 steps. 1. Name and Concept, 2. Birthright. 3. Calling. 4. Profile. 5. Bonuses. 6. Finishing touches.

Each Birthright is like your species or race. We have Changeling, Commoner, Ghostborn, Noble, Troll, Witchblood (thus the name), and Zver. Each gets two pages and helps decide your Indenties and advancement paths.

Callings are like classes or professions though they go deeper than that. They are the Balladeer, Devoted, Fortune Teller, Robber, Sellsword, Trader, and Wise One. Birthright is balanced against Calling.

Chapter 3: We get the section on Identies and Qualities. Identities as mentioned before are in pairs, Patience and Cunning, Vigor and Grace, Understanding and Persuasion. These are subdivided into two more pairs. For example Patience and Cunning also has aspects Generosity and Selfishness and Demonstration and Observation.

Points in these allow the characters to perform actions.

Chapter 4 covers these actions. The identies and qualities give you points that you then roll d10s. Roll these and look for matches or sets. So things like riding a horse in a dangerous situation would be Graceful Endurance. Just riding a horse would need no to roll. Various sorts of rule situations are covered.

Chapter 5 is the chapter on Magic. Magic here is not the organized magic of D&D. Its not even the emotional but structured magic of say Mage. Magic is, in the words of this book, bloody, blunt, and feral. There are many ways magic can manifest. There is "Petty Magic" or minor magics and anyone with a supernatural birthright can have Petty Magics. Charms are things you can pick up along the way and allow characters to do things others can't. Hunches are ways the characters can manipulate magic around them into effects. They are not something the character "does" but rather "discovers." Divination, Pacts, Lineage and Deeds, Sorcerery, Spoiling, Gifts and Shapeshifting are all magical talents that have their own means of working. The variety here is amazing and paints a picture of a world steeped in magic.

Storytelling Section

Chapter 6: This starts our Storytelling section or GMs section. It explains again that this world is largely a combination of two genres; pulp fantasy and fairy tales. This first chapter goes over the elements of these two genres and how the designers break the down the themes and rebuild them in the world of Witchblood. It is an interesting breakdown of both genres and what makes them work.

We also get some Storytelling tips. There is section on NPCs like Companions, or characters essential to the Wanderers and how they fit into the story, and Locals, or the NPCs that don't interact all the time with the Wanderers. Antagonists are those NPCs that work against the Wanderers. So exactly what they sound like. Each of these types get their motivations defined. A good guide for any game really.

Given the nature of magic in this world/game, Enchantments are the NPCs of magic. They are continuing or permanent magics. So Sleeping Beauty's sleeping curse is a good example of what this sort of thing is. They are defined more or less like other NPCs. Now this is a FANTASTIC idea.

Chapter 7: Covers "The Village" or "Where the Mild Thing Are." Ok that is a bit glib on my part. It is about where the humans live. This covers the various people living in the "Village." There are various roles like Butcher, Miller, Fisher and so on. There are also people outside the Village, like Bandits, Creeping Trees (LOVE THIS), Predators and so on.

We get themes going on in the Village, like Abuse of Authority, Domestic Violence, Human Sacfrice and more. This can be a dark game if you choose.

Chapter 8: Encounters. This covers what is in the Woods outside Village. What I love about this is everything I wanted to be here, is here; So Spirits, Ghosts, and Witches. And things I didn't like The Aunts, the Burned Man, the Dead Robbers, the Hearteater, the Mancutter and more.

This chapter is great. These encounters are so well detailed and thought out that I would love to add them to other games. Just so much flavor here.

--

This game is so rich in flavor and depth. I once said that even in D&D I don't explore dungeons, I explore characters. This is one of the better character exploration games. The Villiage, the Forest, even the Burned Man and the Mayor. They are all there for the sole purpose of exploring your character. Think about the fairy tales you know, most are named for the lead character. This is what we have here.

This game lets you do that. And to do that there is plenty of adversity here. Not just in terms of the features in the Woods but in the themes you are expected to explore. Not all of them will be comfortable or nice. It is Grimdark, but not always nihilistic. Characters work towards making things better OR at least that is their expectation. In many ways this makes things much darker than say Dungeon Crawl Classics (no slight on DCC).

This would be a great game for a group of good friends to explore. I also think it is a good game for people to use to explore different aspects of themselves. I talked about notions where the characters we make are different extensions of our own psyche. For example my Paladin character Johan is a manifestation of a Freudian Super-Ego and my Witch character Larina is a manifestation of my Jungian Anima. Just to add some armchair psychology to it. This game would do the same.

The game is fantastic and I am going to have to come back to it later this week. Maybe create a character.

There is not a ton of art (though the cover is fantastic), but I don't see this as a negative thing. Reading this reminded me of a book of fairy tales and legends I had as a kid where the only art was on the chapter pages. It invoked that same feeling in me and that is likely exactly what the designers wanted.

This not a game to do in an afternoon and be done. This one should be played a few times. I would even suggest on a regular interval; much like you read to your children before bedtime every night, this should be done at the same time in the same place. Really get that feeling you are leaving this world and move into one that sits in that liminal place between dreams and nightmares and being awake.

Can't wait to explore it more.



Rating:
[5 of 5 Stars!]
Witchblood
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Fane of the Witch King
Publisher: Necromancer
by Timothy B. [Featured Reviewer]
Date Added: 10/22/2022 00:03:35

Originally posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-fane-of-witch-king.html

I have spent all month long so far on "Witch Queen" adventures, I thought maybe a Witch King might be nice. Spoiler. There is still a Witch Queen here.

Fane of the Witch King

Print and PDF. 68 pages. Color cover, black & white interior art.

So this one goes all the way back to the 3.x days from Necromancer Games. It is an adventure for 4 to 6 characters of 10th level and higher.

The adventurers investigate the site of an ancient and evil city where the minions of the now-dead Witch King reside and plot his return. Among them is his former lover, the Witch Queen Kytara Bane.

"Witch" in both cases just means "evil spell-caster" but I can work with it. So this is a Necromancer Games product so expect there to be plenty of monsters to kill, deep forgotten dungeons and everything that made 1st Edition adventures so much fun. The NPCs are also great in a "how can we make something so evil" sort of way. The Witch King Osenkej for example was the product of a Balor father and Red Wyrm mother. Kytara Bane, his queen, was/is a Half-nymph/Half-demon. There is the Ghul Legion a band of dark elves and gnolls working for a group of evil Stone Giants and their Black Dragon leader Ghul Lacronus. All who they have to fight to get into the Black Fane and then to get out they have to face Kytara Bane herself. Along the way they can also run into the Covenant of the Claw, they are a half-elf/half-dragon, a half-human/half-dragon and a half-gnoll/half-dragon. Really giving those half-dragon template rules a workout.

Not to mention all the demons and undead running around including a demonic triceratops! This adventure is a meat grinder and the characters are assumed to be level 10. I think they need to be a little stronger.

The appendices are full. A new spell. New magic items including new artifacts. Five maps.

The locations are great, and that is what the adventure gives top billing, but for me, it is really about these NPCs.



Rating:
[5 of 5 Stars!]
Fane of the Witch King
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The Witch's Daughter- Adventure Module GSAM01
Publisher: Grinning Skull Studios
by Timothy B. [Featured Reviewer]
Date Added: 10/21/2022 10:21:52

Originally posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-witchs-daughter.html

I have spent all month so far working with adventures from various systems, tonight I think I will try a systemless one tonight.

The Witch's Daughter - Adventure Module GSAM01

PDF. 68 pages. Color cover, black & white interior art.

This is a systemless adventure centered around a village where a witch was attacked and killed leaving her daughter behind. The adventure is a quasi-sandbox. There are 60 some-odd pages of backstory and details of the village, its people, and most importantly the NPCs.

There is a lot here to be honest, maybe more than needed for an adventure? This is more of a mini-setting.

The strength of this adventure is the lack of stats. Why? I think by having go through the effort to stat ups the NPCs like Count Ducas Fellbane and the titular witch's daughter. For example, I might make Count Ducas a vampire. I know I shouldn't it would be so cliche, but I kinda want to do it to be honest. And the thing is. I can do this if I want.

Again, like some of the other adventures I have reviewed this month I might use this one to shore up some of the others that are not as rich in background as this one is. Yes. This adventure is perfectly fine on its own and it can be used anywhere. But my time is limited on how many adventures I can run; 14th level is going to be the max level.

I think I might try starting this up for a couple of systems to see which ones feel the best.



Rating:
[4 of 5 Stars!]
The Witch's Daughter- Adventure Module GSAM01
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Gregorius21778: Vengeance of a Burned Witch
Publisher: Kai Pütz a.k.a Gregorius21778
by Timothy B. [Featured Reviewer]
Date Added: 10/20/2022 09:05:09

Originally posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-vengeance-of.html

Tonight we have a slightly different take on the "Witch comes back for Vengeance" adventure. But is it different enough from what we have seen all month?

Vengeance of a Burned Witch

PDF. 15 pages. Color cover and interior art.

Or more properly, "Gregorius21778: Vengeance of a Burned Witch" with Gregorius21778 the label of Kai Pütz.

This is a tight little investigation adventure. The premise is simple, the PCs will stumble onto this village of Hillsgreen Crossing where last year they burned a witch, Ginniver by name, and now her ghost is back.

It is billed as a Halloween adventure, so perfect for this time of year.

I could go over the plot, but we have seen this sort before here. Instead I want to talk about what makes this one good. The idea is the PCs know nothing. Zip. Nada. If they want to know anything they have to go ask the mostly terrified villagers. They need to investigate, ask around, and piece the history and the present together. Plus they will need to figure out how to rid the village of this pesky witch.

Ginniver comes back not just as one, but two creatures. The first his her burned skeleton (which needs to be destroyed) and as a "Witch-Wraith" the ghost of a burned witch.

So to destroy this witch you have to destroy her skeleton and destroy the contract she signed, gives her something of what I would call a Unique Kill in other games.

Note we are warned up front that English is not the author's first language, but I did not find that to be an issue really. There is some canned text, but I use that only as a suggestion anyway.

All in all there is a lot of fun packed into just 13 pages of content.

It is PWYW with a suggested price of $1.00. Following my guidelines (which I haven't all year,b but whatever) a $1.50 is better. I say to encourage more like this toss them $2.00.



Rating:
[5 of 5 Stars!]
Gregorius21778: Vengeance of a Burned Witch
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The Dark Eye - Witch's Dance
Publisher: Ulisses Spiele
by Timothy B. [Featured Reviewer]
Date Added: 10/19/2022 08:34:01

Originally posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-dark-eye-witchs.html

The Dark Eye - Witch's Dance

PDF and Print. 16 pages. Color cover and interior art.

This is actually a rather good adventure to introduce people to The Dark Eye game.

Briefly, we have an evil warlock taking control of a small coven of witches. But one witch, Alevtia, refuses to submit. Luckily she finds the heroes. That's you all.

This is a detective story and wilderness adventure. So social skills are just as important as combat here. The characters will need to meet with the other members of the sisterhood to get all the details they need. But that also puts them in contact with the Warlock Codax, and he needs items from the heroes (hair, blood, saliva) to make his curses work.

There are plenty of interesting tables of rumors and various locations all throughout the area including a forest. There is even an ogre nearby (and stats for him) and "Predatory Mushrooms!" The adventure feel like a fairy tale.

Of course, the goal is to stop the warlock. He doesn't have to be killed even, there is a potion to turn him into a toad for example.

It is perfect for a couple of afternoons and even better for new players.



Rating:
[5 of 5 Stars!]
The Dark Eye - Witch's Dance
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The Dark Eye - Core Rules
Publisher: Ulisses Spiele
by Timothy B. [Featured Reviewer]
Date Added: 10/18/2022 14:39:04

Originally posted here: https://theotherside.timsbrannan.com/2022/10/review-dark-eye.html

I have known about this game for a while, both The Dark Eye and the original German Das Schwarze Auge. I always wanted to own the original German, having taken German in both high school and college, but not using a language for, well longer than I care to admit, you lose it. Das tut mir leid. The Dark Eye always attracted me as a sort of darker fantasy RPG. A game where Mirkwood is replaced by the Black Forest.

I picked the 2nd Printing of the English edition at my local game auction. I grabbed the core rules and a bunch of add-ons that I suspect came from Kickstarter. There is a lot and it all looks so good. There is even a basic QuickStart.

The Dark Eye - Core Rules

Hardcover & PDF. 414 pages. Full-color cover and interior art (and all of it is gorgeous).

For the purposes of this review, I am considering both my hardcover version and the PDF from DriveThruRPG.

There is so much about this book and game that I love. Before I go into my deep dive I want to say that this game is wonderfully crunchy; this is not a rules-light game. BUT, and I can't stress this enough, it works so well here. This easily could have come across as an artifact of the mid-80s with some early 2000s notions added on, but it doesn't. It actually all holds together rather well. I can well imagine that this is what D&D would have been like if instead of the wilds of Wisconsin it grew up in the wilds of Germany. In both cases, the beer and brats would have been good. The adventuring world, Aventuria (and I will be discussing that more), is a dark place but the characters seem lighter for it. It is a nice antidote for the "Grimdark" worlds where the characters are equally grim.

Chapter 1: Introduction

This chapter gives us the basics of the game including what an RPGs are. We also get some background on the adventuring land of Aventuria including the lands of Middenrealm and surrounding lands. There is a nice map too. We get a brief on all the gods and demigods and even the five major dragons of the world.

Chapter 2: Basic Rules

Covers what it says, basic rules. The game mostly uses d6s and d20s. There are eight attributes; Courage (Cou), Sagacity (Sag), Intuition (Int), Charisma (Cha), Dexterity (Dex), Agility (Agl), Constitution (Con), and Strength (Con). Remember I said it was wonderfully crunchy. Attribute checks are rolled on a 1d20, rolling under their score. Pretty easy. There are modifiers to these rolls as to be expected. A roll of "1" is a success and "20" is a botch. If a modifier ever brings an attribute below "1" then it can't be attempted. This chapter also covers the basic of Skill checks and combat.

There are also various Conditions, like confusion, pain, paralysis and so on that also modify various rolls and even combat and movement.

I think this great to have all of this up front since it helps with the Character Creation section next.

Chapter 3: Hero Creation

This chapter details character creation. There are 15 steps outlined. Sounds like a lot, but character creation is quite detailed. It is a 4-page character sheet after all. There are many human cultures that provide some roleplaying differences and some mechanical ones. Additionally, there are Elven and Dwarven cultures too. By Step 5 we are getting to allocating points to our Attributes. Going pretty fast so far. This is a point-buy system and like many modern RPGs you can set caps on attributes and the total number of points. You can choose a Profession (detailed in Chapter 6), as well as choosing Advantages and Disadvantages. You can then modify abilities, calculate combat techniques, choose any special abilities, calculate your derived characteristics, buy equipment, choose your starting age and name.

There are some sample characters given and some details of how they were made. With all these cultures, professions, advantages, and disadvantages you can make a wide variety of characters.

I created one for a Character Creation Challenge last year, the process was long but really fun.

Chapter 4: Races

This gets into detail on the races available to us. In addition to the Humans, Elves and Dwarves we have met there are also Half-Elves (who use elf or human culture).

Chapter 5: Cultures

Cultures are the more important aspect of your character's background. So there is more on culture than on race. The cultures are highly detailed and have some Earth analogues, but not exact copies which is nice.

Chapter 6: Professions

These are the "classes" of The Dark Eye. And there are a lot of them here. They are divided into three types, Mundane, Magical, and Blessed.

Mundanes include Bard, Courtier, Gladiator, Guard, Healer, Hunter, Knight, Mercenary, Merchant, Performer, Rogue, Sailor, Spy, Tribal Warrior, and Warrior.

Magical professions are: Spellweaver, Wyldrunner, Cat Witch, Raven Witch, Toad Witch (three witches!), Black Mage, Gray Mage, Guildless Mage, and White Mage.

Blessed professions are your cleric and religious types. They are: Blessed One of Boron, Blessed One of Hesinde, Blessed One of Peraine, Blessed One of Phex, Blessed One of Praios, and Blessed One of Rondra. Or, the various gods of the land, but not all of them.

Chapter 7: Advantages and Disadvantages

This covers the same lists found in character creation, but much more detail.

I am a huge fan of Advantages and Disadvantages. We used them all the time in Unisystem and became a great mechanic. I would love to see them ported over to D&D in someway. But I guess modern D&D has feats, so there is that. These are great here and hit all the ones I expect to see.

Chapter 8: Skills and Chapter 9: Combat

Both chapter deal with how to run skills, non-combat, and combat respectively. Chapter 8, like Chapter 7, provide more detail than what was presented in Character Creation, Chapter 3.

Chapter 10: Magic

My favorite part of any fantasy RPG is Magic. This one is no exception. In the Dark Eye we have two basic methods of controlling arcane power, Spellcasting and Rituals.

Now various spell-casting checks rely on different combinations of attributes, so no one mage is going to be great at everything unless all their attribute are high. Point-buy mostly assures this won't happen. Magic is a highly detailed affair, as to be expected. So one magic-using class is certainly not like the other.

There are rules for traditions, artifacts, illusions. Just tons of details here. It is certainly one of the most robust magic systems I have seen in a while. Even elves have a complete different set of magics.

And of course, there are spell listings.

Chapter 11: Works of the Gods

This is similar to the Magic chapter, but for the Blessed Ones. The magic here has different mechanics as to be expected really. While the "Spells" are largely similar format (for ease of reading) they feel very different.

Chapter 12: Detailed Rules

Covers all sorts of other rules. Healing, disease, poisons, heat and cold, and gaining experience. Also how Arcane Energy and Karma are replenished.

Chapter 13: Bestiary

Usually, my next favorite chapter after Magic and this one is great. We get all sorts of demons, elementals, animals, and familiars listed here. Obviously room for much more. The monsters are built like characters, so have similar statblocks.

Chapter 14: Equipment

All the gear your characters will need.

Chapter 15: Game Tips

Both tips for the Players and the GMs. Kudos to them showing apples as the game snack.

Appendix

This includes a checklist for optional rules (with page numbers), common abbreviations, and tables.

There is just SO MUCH with this game.

I am overjoyed AND overwhelmed with all the options. I can easily see why this game is so popular here and in Germany. It is a game I would love to do more with. There is just so much material to be had, both to buy and for free. There is even a Community Content section for fan-produced works.

I could spend another year with it and still be finding something new. My only regret is not having anyone I can play this one with.

Well. I suppose I will mine it for ideas.

This game will not be everyone's cup of tea, but it will be the perfect game out there for some groups.



Rating:
[5 of 5 Stars!]
The Dark Eye - Core Rules
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The Priest, the Witch, and the Lost Temple: An Adventure
Publisher: Dungeon Masters Guild
by Timothy B. [Featured Reviewer]
Date Added: 10/18/2022 08:29:59

Originally posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-priest-witch-and.html

Tonight we have a DMsGuild adventure for 5e. It has a lot great things going for it for my ongoing campaign so let's see what it can do for me.

The Priest, the Witch, and the Lost Temple: An Adventure

PDF. 40 pages. Full-color cover and interior art.

This adventure is for characters levels 2 to 3. This fits the archetype of the "strange newcomers who MUST be witches" deal. Our two "witches", Ashali and Lathna, one a Red Wizard of Thay and the other her apprentice and lover, are not really witches, but everyone around them is treating them as such. Quick aside, I wrote a one-shot years ago when I first wanted to run something in the Realms about an underground of would-be good Red Wizards trying to escape Thay. They had help from a group in Aglarond. This ties in so perfectly to that adventure I might dust it off as an opening.

The focus of the adventure is to investigate the witches and find out they are mostly harmless but discover a bigger evil along the way. It works for me. It is a nice little adventure I can fit in nearly anywhere If I want. Though I do have some specific ideas. And let's be honest, who DOESN'T like stopping a bunch of undead?

There are some new magic items and new NPCs (featured for the adventure). The art is from DMsGuild so it is good, but the layout is something the author did and it looks good. So really a good-looking adventure.

The town of Whitehaven is just detailed enough to make it usable and enough detail left out to make it flexible. I really appreciate that bit. And much like the Villiage of Hommlet for Greyhawk, this would make for a good base of operations for low-level characters. I get why the adventure is for the 2nd to 3rd level, but I wonder if a bit of work could make it more suited to 1st to 3rd level for a true starting feel. You are far enough away from the Sword Coast to make it feel like a different world but still close enough to know where you are. If that makes sense.

Kudos to the author for taking a chance on a "good" or at least redeemed Red Wizard.

Is this a perfect adventure? No, but it is perfect for what I need it for.

For My War of the Witch Queens

There is so much here that fits right in, even if the witches themselves are not really witches. The "Whitehaven" of this adventure is a perfect stand-in for my own "West Haven." Indeed, much as I used "Haven" from Krynn as the alternate universe of West Haven in my world, the character will find themselves later in "Whitehaven" in the Realms and "Winterhaven" in the Nentir Vale.

Ashali and Lathna also fit in perfectly as a Red Wizard and her maid turned lover and apprentice that they are almost exactly like the characters I made (no plagiarism here, I never published mine!) so close in fact that I will drop the location I had them in (in Rashmeen) and instead have them here.

For a stronger link I might have them mention they knew the Witch Queen (but don't yet know she is dead).

So yeah, this one will work great for me.



Rating:
[5 of 5 Stars!]
The Priest, the Witch, and the Lost Temple: An Adventure
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Fiendish Codex I: Hordes of the Abyss (3.5)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/17/2022 12:21:32

Originally posted here: https://theotherside.timsbrannan.com/2022/10/monstrous-mondays-demons.html

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 (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.

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?



Rating:
[5 of 5 Stars!]
Fiendish Codex I: Hordes of the Abyss (3.5)
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The Plane Below: Secrets of the Elemental Chaos (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/17/2022 12:21:22

Originally posted here: https://theotherside.timsbrannan.com/2022/10/monstrous-mondays-demons.html

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.

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.

Great material here.

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?



Rating:
[5 of 5 Stars!]
The Plane Below: Secrets of the Elemental Chaos (4e)
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Demonomicon (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 10/17/2022 12:21:13

Originally posted here: https://theotherside.timsbrannan.com/2022/10/monstrous-mondays-demons.html

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.

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.

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.

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?



Rating:
[5 of 5 Stars!]
Demonomicon (4e)
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Tomb of the Witch Queen
Publisher: Jon Paget Roleplay
by Timothy B. [Featured Reviewer]
Date Added: 10/17/2022 08:28:23

Originally posted here: https://theotherside.timsbrannan.com/2022/10/100-days-of-halloween-tomb-of-witch.html

Tomb of the Witch Queen (5e)

PDF. 13 pages. Color cover and interior art.

Truthfully it is not fair to compare this one to ones done by professional teams with Kickstarter money. This is just one guy, Jon Paget, doing things on his own. The adventure is for 5e and claims to be for characters 1st to 12th level. Ok.

We start this one like so many of the other witch queen tomb adventures. The PCs hear of about the tomb and the riches within. Officials have gone to seek it out but never returned. So it decided that expendable experts are needed. That's the PCs.

The adventure can be scaled to three different levels Low (levels 1-4), Mid (levels 4-8), and High (9-12). The adventure is divided into four separate "layers." Each follows the last and increases in difficulty. Until you reach the tomb of Sassaya herself.

I can see this being a good Convention style game when people could bring their own characters.

But I am not sure if even this idea overcomes some of the shortcomings of this adventure. The adventure is as linear as it can get. While I am ok ignoring this in some older adventures, this is a 5e one published in 2021. The rewards at the end are uninspired. Sure there is a table to scale the rewards, but this sort of thing comes right out of the DMG of many editions. I don't need an adventure for that. Give me some new magic or something interesting. NOW there are some here. There is a d12 table of interesting additional rewards. THAT should have been the model for the main rewards. Again I have said it many times, if I am going to plunder a witch's tomb I better find some cool spell books.

I mentioned the adventure was linear. Well it is so much so that there are no proper maps. The Labyrinth, Level (or Layer previous) 3 has a kind of a flow-charty color-coded thing that the author obviously is proud of AND it is a neat idea in theory. I am not sure how it acts in practice though. Maybe I am getting hung up on the word "Labyrinth". This piece does look like it scales well.

The list price is just under $5. Even by my revised guidelines of 25 cents a page for content (this has 10 pages of content for 13 overall pages) that only gets us to $2.50. There is not much in the way of art; no imagery of what the characters might see for example. Only one newish monster with a stat block. Mostly skill checks really. If it had been at or under $2.50 I could have merited giving it another star.



Rating:
[3 of 5 Stars!]
Tomb of the Witch Queen
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Creator Reply:
Thanks for your honest review, including the module's shortcomings. I've adjusted the price and given more of a description to explain that the labyrinth isn't a mapped out area, but rather a player-led section of the roleplay.
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