Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Monday, December 16, 2024

A Random Demon

Being a big fan of the humorous illustrations of Wil McLean, I thought I'd share this fun little comic from issue #20 of Dragon (November 1978). 

Tuesday, August 30, 2022

White Dwarf: Issue #48

Issue #48 of White Dwarf (December 1983) boasts what is, I suppose, a winter-themed cover illustration by Alan Craddock, though someone ought to give the poor woman something a bit warmer to wear! The issue begins with "Open Box," in which a passel of game products are reviewed, starting with several D&D and AD&D modules. They are Beyond the Crystal Cave (9 out of 10), Dungeonland (9 out of 10), The Land Beyond the Magic Mirror (9 out of 10), and Curse of Xanathon (7out of 10). The Traveller Starter Edition is given 8 out of 10, because it lacked a few things (rules for drugs and self-improvement) that other editions of the game included. Two adventures for use with Call of Cthulhu (published by TOME), Arkham Evil and Death in Dunwich score 7 and 8 out of 10 respectively. Finally, there are reviews of Autoduel Champions and the Car Wars Reference Screen, rated at 8 and 6.

Dave Langford's "Critical Mass" brief tackles a number of different books this month, including novels by Robert Silverberg, Tanith Lee, and Brian Aldiss. One of the things I always liked about Langford's reviews was the coolness of his praise, while his criticisms frequently ran very hot indeed. Nowadays, I find his reviews a bit more mean-spirited than I did in my youth, but that probably says more about my middle-aged softness than it does about Langford, many of whose reviews are still fun to read.

"By the Gods!" is a short article by Lewis Pulsipher – did he write something for every issue of White Dwarf? – in which he touches on the questions of the extent to which the gods might involve themselves in the outcome of mortal battles. Pulsipher marshals several arguments, based largely on Earth mythology, that the gods won't interfere much, but I'm not convinced myself. After all, why should the gods of a fantasy world follow the pattern laid down in The Iliad or Norse sagas rather than a logic all their own? That said, I understand why he offered this answer and am somewhat sympathetic to it. On the other hand, divine intervention is a possibility in many fantasy RPGs and it seems a shame not to consider it.

"Stomp!" is a fun little article by Rick Priestley, in which he presents rules for adding giants into Warhammer Fantasy Battles. Of particular amusement is the section entitled "Giants and Alcohol," which explains that "giants have a very irresponsible attitude towards alcohol" and then notes that elves believe this is due to "'environmental factors' and 'widespread social and economic deprivation'." Because giants are likely to be drunk when encountered, the article provides procedures for simulating their staggered movement. As I said, it's great fun and a pleasant reminder of when fantasy gaming put greater stock in whimsy and humor.

"The Dark Brotherhood" by Chris Felton is a collection of advice on better integrating assassins into an ongoing AD&D campaign, along with sketches of a few scenarios involving this deadly character class. The article is nothing special, but not everything in an issue is going to be gold, is it? "The Game of the Book …" by Charles Vasey touches on the extent to which various wargames accurately reflect the books that inspired them. This is a topic of some interest to me, though my lack of direct familiarity with many of the games Vasey cites limits it utility to me.

"Database" by Marcus L. Rowland is a sensible expansion of the computer rules in Traveller, something that nearly everyone who played the game felt was necessary. Even in the early 1980s, before personal computers were ubiquitous, gamers found Traveller's approach to the topic inadequate, leading to a plethora of articles like this one. "Ice, Desert, and Swamp" presents three new monsters for use with RuneQuest, including the Cactus Devil, show here:

"The Lone and Level Sands" by Dave Morris and Oliver Johnson is a scenario for use with both AD&D and RuneQuest. As I recall, this was a common practice in the pages of White Dwarf, suggesting, I think, just how popular RQ had become in Britain by this time. The scenario itself involves a trek across the desert to explore a partially buried temple complex, populated with all manner of deadly enemies, including several that appear in this issue's "Fiend Factory" installment. The whole thing is atmospheric and well done, but then I'm a sucker for a good old fashioned excavation in the desert sands.

"The Demonist's Grimoire" by Phil Masters is a collection of new spells for use with the demonist class introduced in issue #47. I wish I could say that any of the spells was so good that it changed my mind about the utility of the class itself. Instead, this is just another filler article of the sort that all gaming magazines published regularly. Fortunately, there are more installments of the comics "Gobbledigook," "Thrud the Barbarian," and "The Travellers" to keep me happy. 

Issue #48 is perhaps a bit of a letdown compared to its immediate predecessors. That was probably inevitable, since issue #47 marked the conclusion to the excellent "Irilian" series and there was nothing this time to rival it. Even so, the AD&D/RQ adventure is memorable and the Traveller article welcome. With luck, issue #49 might better grab my attention.

Tuesday, August 23, 2022

White Dwarf: Issue #47

White Dwarf regularly featured very striking covers. Whether because of their style, subject matter, or both, I generally can't help but find them much more compelling than those of other gaming magazines from the same period of time. The cover of issue #47 (November 1983) is no exception to this, with its undead samurai as painted by Gary Chalk, who's probably best known for his work on the Lone Wolf series of gamebooks (about which I'll talk more later this week). 

"The Demonist" by Phil Masters is a new character class for use with AD&D, following in the footsteps of the demon summoning rules for RuneQuest presented in the previous three issues. The class is basically a variant (evil only) cleric, with a unique spell list, including some original spells, like soul shield and summon imps. New character classes – or "NPC classes," if it's published in the pages of Dragon – have been a staple of the hobby since 1974. Most of them aren't especially interesting, so Masters deserves some credit for creating one that's not dull. That said, I'm not sure there's much need for the demonist as a distinct class, when simply creating new spells for evil clerics would suffice.

"Open Box" reviews four products this month, starting with FGU's Privateers and Gentlemen, which earns 9 out of 10 – much higher than I would have expected. The Asylum and Other Tales also receives 9 out of 10, while Starfleet Battles Supplement #1 is rated 7 out of 10. Big Rubble, on the other hand, gets a fairly nuanced rating: 10 at best, much 8–9, some scenarios 5–6. Nuanced ratings is nothing new to White Dwarf. Many ratings are divided between presentation, rules, playability, and complexity, with a single overall rating for the entire package. This is the first time, though, that I can recall seeing the "overall" rating (which is what I usually report in my posts) broken up in this way. 

Dave Langford's "Critical Mass" reviews Asimov on Science Fiction, a nonfiction book in which Isaac Asimov offers his thoughts and opinions about the genre and its practitioners. Langford's opinion of the book is mixed. Much of it is clear, lucid, and sensible. However, Asimov's own prejudices and his incessant self-promotion mar what might have otherwise been a solid tome. Fond though I am of much of Asimov's oeuvre, I find it difficult to disagree with Langford's assessment. "Zine Scene" by Mike Lewis is the inaugural column devoted to gaming fanzines. Lewis introduces himself to the reader, along with a handful of 'zines he thinks worthy of mention.

"Extracts from the Travels of Tralk True-Eye" by Ian Bailey presents details and game stats for several types of goblins for use with RuneQuest. The goblins are imaginative and varied, which is nice, though I'm not sure how well they'd fit into Glorantha. Mind you, I often forget that White Dwarf regularly published "generic" RQ articles that were not tied to Glorantha and this appears to be another of them. I suppose it's a testament of how ingrained Glorantha is to my own conception of RuneQuest that I even think to ponder questions like this. "Aliens" by Phil Masters presents two new non-human species for use with Traveller: the crustacean-like Phulgk'k'k'k and the small ape-like Ghashruan. 

The conclusion to Daniel Collerton's "Irilian" gives readers a two-page color map of the entire city. Irilian's main buildings are keyed but, to make full use of it, one must possess the previous five issues of White Dwarf. Accompanying the map is the final part of the six-part adventure, "The Rising of the Dark," which takes place within the city's walls, along with random encounter tables and information on civil and religious law. It's a terrific end to a terrific series of articles. "Irilian" was what finally convinced me to subscribe to White Dwarf after picking up single copies of it for years. That likely explains the fondness I have for the whole series and the city it depicts.

"Rune Rites" presents two very short articles for use with RuneQuest. The first, "Daily Health" by Paddy Barrow is a very odd one. It's a set of random tables to determine "how a player character feels on a certain day." Sub-tables are used if a character feels particularly good or bad, with game mechanical effects coming into play. Perhaps this might be useful on occasion, but it strikes me as a perfect example of the randomness fetishism that frequently afflicts long-time gamers. Much better is Dave Morris's "Force of Will," which codifies a system for measuring a character's ability to resist debilitating/demoralizing effects. The system is simple and easy to use; it makes a for a consistent alternative to the haphazard way RQ used to handle this sort of thing.

"Kwaidan" by Oliver Johnson and Dave Morris is a nifty little adventure scenario for Bushido. As its title suggests, it presents a ghost story set in feudal Japan. It's quite well done, with detailed NPCs, maps of a village, a monastery, and a manor house, and of course the ghosts wreaking havoc in the region. I haven't had the chance to play Bushido in years; reading "Kwaidan" makes me wish I were. "Treasure Chest" presents a mini-scenario based around a couple of weird magic items, including the "Dorianic Portrait," while "Mini-Monsters" offers five small monsters for use with D&D. The issue concludes with the latest installments of "Thrud the Barbarian" and "The Travellers," the former of which is especially amusing.

As I alluded to earlier, this issue comes from the period when I was reading White Dwarf religiously, as a companion and counterpoint to Dragon, to which I was also subscribing. Consequently, I have a lot of affection for these issues. At the same time, it's obvious in retrospect that White Dwarf was changing – becoming slicker, more professional, and diversifying its content. In addition, Game Workshop was itself changing and those changes would soon enough impact White Dwarf itself. This knowledge doesn't adversely affect my delight in re-reading issues like this one, but it does remind that Golden Ages rarely last long, no matter how great their glory.

Monday, August 22, 2022

Another View of Orcus

While issues 44, 45, and 46 of White Dwarf offered up rules for demon summoning in RuneQuest, issue 20 of Dragon (November 1978) did the same for Dungeons & Dragons, with an article entitled "Demonology Made Easy: How to Deal with Orcus for Fun and Profit" by Gregory Rihn. The article is quite interesting in its own right, but what immediately stands out about it is the following illustration that accompanies it:

That's Orcus, the Demon Prince of Undead, as drawn by Dave Trampier. So far as I can recall, this is the first (and only?) time Trampier ever drew Orcus. The rendering doesn't completely match the demon prince's description in either Eldritch Wizardry or the Monster Manual – his ram's horns, for example, are absent – but I like it nonetheless. Along with Dave Sutherland, Tramp is one of the artists whose work defines D&D for me, so it's always a joy when I discover a new piece of his that I'd previously not seen.

Tuesday, August 9, 2022

White Dwarf: Issue #45

Issue #45 of White Dwarf (September 1983), featuring a very weird cover by Gary Ward, is an important one in the history of the magazine, at least for me. First, this issue marks the premier of two new comic strips, both of which are very dear to me. Ian Livingstone would seem to agree, since he uses his editorial to announce this fact and urges readers to give the new comics "a chance to settle in." I gather from his comments that not all readers like comics in their gaming magazines, which is understandable, as gaming comics tend to be very hit or miss (mostly the latter, in my experience). Second, this issue also marks the appearance of the very first battle scenario for Warhammer in the pages of White Dwarf. It is an omen for things to come.

The issue kicks off with "Open Box," which reviews Avalon Hill's Wizards. This is a game I regularly saw in game stores but never owned or played. The reviewer, Alan E. Paull, found its presentation somewhat frustration, but liked its gameplay enough to give it 7 out of 10. Meanwhile, Oliver Dickinson gives Pavis 9 out of 10, which is, I think, a little stingy. The older I get, the more I have come to appreciate the output of Chaosium in the late '70s and early '80s, with Pavis and Big Rubble among its masterpieces. Also reviewed are three modules for AD&D and one for D&D: Tomb of the Lizard King (9 out of 10), Pharaoh (10 out of 10), Oasis of the White Palm (10 out of 10), and Blizzard Pass (6 out of 10) respectively. With the exception of Blizzard Pass, I think these ratings are a bit generous, but tastes differ, of course, and I recall thinking much better of the "Desert of Desolation" series at the time than I do now.

Dave Langford's "Critical Mass" spends most of its space on a lengthy review of C.J. Cherryh's Downbelow Station, which was the winner of the previous year's Hugo Award for best novel (for what it's worth). Langford seems genuinely well disposed toward Cherryh as a writer, but doesn't think this is her best effort. He also does quick reviews of three other books, including Italo Calvino's If On a Winter's Night a Traveler, which is an admittedly strange book to review in White Dwarf, though "Critical Mass" frequently devoted itself to books other than those that could easily be called fantasy or science fiction. 

Part 2 of Dave Morris's "Dealing with Demons" focuses on lesser demons, describing them and their abilities for use with RuneQuest. The article's main attraction, in my opinion, is that these demons are (mostly) original rather than drawing on real world myths and legends. It's a clever approach to the topic, I think, though they're a good fit for RQ's Glorantha setting is another matter (assuming that was the intention, since the article is silent on the matter). "Gateway to Adventure" by Bob McWilliams is a "cameo" adventure, which is a coinage of McWilliams for "small scenes or themes that could be fitted into an ongoing campaign." In this case, the cameo is about researching an interplanetary transport device – the titular Gateway – that leads somewhere else. McWilliams doesn't provide any information on what's beyond the gate, leaving that to the referee to decide, which is admittedly a little unsatisfying. On the other hand, the set-up is fairly good and it's an unusual one for Traveller, which is a plus.

"Stop, Thief!!" by Marcus L. Rowland is a short article detailing the contents, along with individual weight and costs, of the items in a typical thieves' kit. I personally don't care for this level of detail, but I can appreciate its utility in certain circumstances. Part 4 of Daniel Collerton's "Irilian" is as good as its predecessors. In addition to the usual mix of local businesses, this installment describes the town's guards, bureaucracy, and ruling council. It's packed with the kind of detail that a referee needs if he intends to use a town as regular locale for his campaign. There's also an adventure set in the town relating to religious corruption and false relics – good stuff!

As I mentioned earlier, this issue marks the debuts of two new comic strips. The first is Thrud the Barbarian by Carl Critchlow. Thrud is a delightful parody of Conan and his mighty-thewed knock-offs. Most of Thrud's adventures involve random mayhem and destruction as a result of his penchant for attacking first and then thinking later, if at all. I'm especially fond of his encounter with an Elric clone, but most of his stories are great. Also premiering in this issue is Mark Harrison's The Travellers, which is a similarly broad parody of science fiction, filtered through the lens of GDW's Traveller. If anything, it's even more delightful than Thrud and I simply adored it back in the day (and still do).

"Divinations" by Oliver Dickinson is largely a collection of errata and clarifications to RuneQuest and RQ products. As such, it's only of interest to diehard fans. "Thistlewood" is a Warhammer Fantasy Battles scenario intended for two, four, or six players, plus an umpire. The scenario is a fairly typical "defend a sleepy little village against invaders" kind of thing, but it's filled with lots of charming details and information from the early days of Warhammer, before it became the behemoth of later years, so I find it strangely compelling nonetheless. Of particular note is the fact that the scenario is written by Joe Dever, best known for his work on the Lone Wolf series of gamebooks.

"Fiend Factory" offers up four new elemental monsters for use with D&D and AD&D. The somewhat misnamed "Elemental Items" by Daniel Hooke is actually a collection of eight new magic items that pertain to the para-elemental planes. Finally, "Super Mole" is a gossip column about the RPG industry, written by an anonymous author, after the fashion of Gigi D'Arne of Different Worlds but without the bitchiness. Most of the gossip is ephemeral stuff that has little lasting value, but I did find the section relating to Chaosium and its licensing of RuneQuest to Avalon Hill fascinating. According to Super Mole, Greg Stafford stated that the Chaosium crew simply wanted to design games and had no interest in "printing, selling, credit control," and the more tedious, business-related aspects of producing RPG materials. This is something I've long suspected to be the case (and indeed may have read somewhere else), but it's fascinating to see it stated here so baldly.

Issue #45 is another solid one. White Dwarf has really hit its stride in my opinion, though I am undoubtedly biased, since I'm now well into the run of issues with which I am most familiar. We're not quite yet at the point when I was a regular subscriber, though that will come soon and I'm rather excited to revisit those particular issues. In the meantime, though, I continue to enjoy these revisits to one of the truly great magazine's of our hobby.

Monday, March 8, 2021

Pulp Fantasy Library: Naturally

Gary Gygax's Appendix N serves two very useful purposes in my opinion. First, and most obviously, the list reveals the authors and works that "were of particular inspiration" to Gygax in creating his particular version of Dungeons & Dragons. Second, and just as important in my opinion, the list introduces younger readers – or those simply new to the genres of fantasy and science fiction – to the significant writers of earlier generations with whom they might otherwise be unfamiliar. I know I learned a great deal, not just about the literary origins of Gygaxian D&D, but also about literary history more generally by seeking out the names Gygax cited at my local library.

In a few cases, it was difficult, because, by even the early 1980s, these writers, who had been so prominent and influential in their day, had faded into obscurity. Such was the case of Fredric Brown, an author whose name meant nothing to me when I first came across it in Appendix N – though it should have. The eighteenth episode of the first season of the original Star Trek series is "Arena," written by Gene L. Coon, and it might have been inspired by Brown's 1944 short story, also entitled "Arena," leading to his being given a story credit and payment. The episode memorably features the reptilian Gorn and was a favorite of mine as a child, so it's quite likely I saw Brown's name in the credits many times and yet it would be years before I made the connection between him and Gygax's Appendix N.

Eventually, I was able to locate a collection of Brown's fiction called Honeymoon in Hell and devoured it. Though Brown did write several mystery and science fiction novels, his preferred medium was the short story – and by "short," I mean really short. Brown was the master of what was known at the time as "short short fiction" and is now often called "flash fiction." Many of his yarns are no more than three pages long, with a significant number being even shorter. This short format enabled Brown to refine his characters and ideas into their purest form, which led to fiction with remarkable bite. That his stories, regardless of their length, also included wry or black humor only added to the overall effect. It's little wonder, then, that Gygax regarded Brown so highly that he simply recommended him as an author in Appendix N rather than as an author of a particular work or works.

"Naturally" is a perfect example of Brown's skills as a writer. Originally appearing in the September 1954 issue of Beyond Fantasy Fiction, it tells the tale of Henry Blodgett, a college student who is so anxious over his upcoming geometry test that he is unable to sleep. Henry is terrible at all types of mathematics, including, it seems, geometry and fears failing the test. If he doesn't pass, the college will expel him and his dreams will turn to ashes. In desperation, Henry turns to magic as a solution.

The occult had always interested him. He had books on it and he’d often read the simple instructions on how to conjure up a demon and make it obey his will. Up to now, he’d always figured that it was a bit risky and so had never actually tried it. But this was an emergency and might be worth the slight risk. Only through black magic could he suddenly become an expert in a subject that had always been difficult for him.

From the shelf he quickly took out his best book on black magic, found the right page and refreshed his memory on the few simple things he had to do.

"Naturally" being a fantasy story, Henry's incantation works, summoning a demon into his dorm room, but things don't quite work out the way he had hoped. I won't say any more about the conclusion of this story consisting of only nine short paragraphs except that I laughed out loud, something I rarely do when reading, upon reaching its penultimate paragraph. It's a great story and I urge everyone who's never read it to seek it out. For that matter, seek out any of Brown's fiction you can find. He was an imaginative writer, with a keen sense of humor and it's a crime he's not more well known and celebrated today. In a world overrun with phonebooks masquerading as fantasy novels, we could use more of Brown's short short stories.

Thursday, January 21, 2021

Grognard's Grimoire: Vephar

Vephar (Old School Essentials)

Vephar by Jason Sholtis
AC –2 [21], HD 22**** (132hp), Att 2 × claws (1d10), 1 × tail slap (1d6), THAC0 5 [+14], MV 360' (120'), SV D2 W2 P2 B2 S2, ML 12, AL Chaotic, XP 10,500, NA 1, TT I, K, N, O

Vephar is a duke whose watery domain can be found on Demon World Dawo within the Fifth Shell. His 29 legions include many cohorts of aegaei (q.v.), as well as even more terrible aquatic demons. Vephar's preferred form is an emaciated humanoid whose grotesquely distended belly reveals his viscera. Instead of legs, he has a fish-like tail. His gangly arms end in large, clawed hands. Vephar's designation in the Grimoire Major is 01-23 Blue.

Vephar may only be struck by +3 or better weapons. While in contact with water, he regenerates 2 hit points per round. He has the following spell-like abilities, usable at will: cause fear, control weather, detect invisible, detect magic, dispel magic, feeblemind, polymorph self, read languages, read magic, teleport, and wall of ice. Vephar can summon (with 60% chance of success) 1–6 aegaei. Damage dealt by his claws does not heal unless the spell cure disease is first applied.

Vephar claims suzerainty over all Chaotic marine life, including amphibians. This latter point is a source of contention between himself and Bael (q.v.), as both demon lords regard the Ranine (q.v.) as their subjects alone. Evil Men sometimes beseech Vephar to cause storms at sea, an appeal he is only too happy to oblige.

Thursday, October 22, 2020

Grognard's Grimoire: Bael

Bael (Old School Essentials)

Bael by Jason Sholtis
AC –7 [26], HD 23**** (184hp), Att 2 × bite (2d6), THAC0 5 [+14], MV 150' (50'), SV D2 W2 P2 B2 S2, ML 12, AL Chaotic, XP 10,500, NA 1, TT R, S, T, V

Bael is a great demon king, arguably the most powerful of his kind. From his citadel on the dark side of Aido in the Sixth Shell, he commands 66 legions. Though capable of assuming many guises, his preferred form is that of an eight-legged creature with three heads—his right one looking like a cat, his left like a toad, and his central one like a cadaverous human king wearing a two-tiered crown. When Bael speaks, it is through the mouth of his human head, which possesses a harsh and haughty voice.

Bael may only be struck by +3 or better weapons. His human head has a charm gaze (no saving throw) that affects creatures within 300' for 1 turn. The number of creatures affected is determined by their hit dice, as follows: 3 HD or fewer, 1d10×10; 4–6 HD, 5d8; 7–9 HD, 3d8; 10–12 HD, 2d6; and 13+ HD, 1d4. Creatures possessing 15 or more hit dice are entitled to a saving throw versus spells. His toad head has a breath attack identical to the effects of a wand of cold. His cat head causes fear as a wand of fear. These two attacks are usable at will. Both the toad and cat heads may also bite, but Bael rarely stoops to such attacks, deeming it beneath him. 

Bael may use the following spell-like abilities at will: clairvoyance, continual darkness, detect invisible, detect magic, dispel magic, ESP, invisibility, levitate, polymorph self, read languages, read magic, telekinesis (5000 coins per head), wall of ice, water breathing, web, and summon (with an 85% chance of success) any demon of the first through sixth shells. Once per day, he can use feeblemind or projected image.

All spiders do Bael homage, as do Chaotic felines and batrachians. The Grimoire Major (which designates Bael 06-02 Red) claims there is a rivalry between the King of the East and Duke Vephar (q.v.) regarding the Ranine (q.v.), with both demon lords asserting dominion over them. On Telluria, cultists and witches make pacts with Bael to gain the powers of subtlety and invisibility.

Grognard's Grimoire: Phlogerus

Phlogerus (Demon of the Sixth Shell) (Old School Essentials)
A phlogerus by Jason Sholtis
AC –2 [21], HD 8+7*** (43hp), Att 2 × sword (1d8+1), 1 × bite (1d6), 1 × constrict (2d4), THAC0 12 [+7], MV 60' (20') / 150' (50'), SV D8 W9 P10 B10 S12, ML 10, AL Chaotic, XP 2300, NA 1d3 (1d6), TT

The phlogerus is a 12-foot tall demon, whose serpentine lower half is surmounted by a humanoid torso with a frightful reptilian head. Although capable of doing so, it rarely deigns to set foot on the ground, preferring instead to float aloft. The demon's scaled skin radiates intense heat and light, making it difficult to look directly at it (–2 to all attack rolls against it unless the attacker's eyes are somehow shielded). 

The phlogerus wields two swords +1 in battle, but is equally fond of employing its teeth and tail in battle. An opponent grabbed by the tail is constricted and drawn toward its body, so as to expose him to the heat emanating from its hide (dealing 3d6 damage). It is immune to ordinary weapons, like all demons of the sixth shell. At will, it can use the following spell-like abilities: cause fear, detect invisible, detect magic, dispel magic, feeblemind, mirror image, read languages, and read magic. Also, it can summon (70% chance of success) a demon from the first five shells.

Like the amenus (q.v.), the phlogerus is rarely found on Telluria. It is more common in the upper air and even in astral space. It is claimed (in the Kenomicon, among other volumes) that phlogeri existed in vast numbers during the time of the Great Ancients, when travel between the Four Worlds was commonplace. 

Grognard's Grimoire: Amenus

Amenus (Demon of the Fifth Shell) (Old School Essentials)

An amenus by Jason Sholtis
AC –6 [25], HD 7+6*** (37hp), Att 2 × front claw (1d6), 2 × back claw (2d4), 1 × bite (1d6), THAC0 12 [+7], MV 90' (30') / 120' (40'), SV D8 W9 P10 B10 S12, ML 10, AL Chaotic, XP 1650, NA 1d3 (1d6), TT

The amenus is a frightening demon sporting bristly fur and four wings. It is rarely seen on Telluria, except when summoned by foolhardy magicians or on an errand for its lord, the mighty president Camio (q.v.). Its coming is preceded by a powerful blast of cold air that extinguishes all unprotected flames within 80' of itself.

The amenus prefers to fight while flying, so that it can use all four of its claws as well as its powerful bite. Being a demon of the fifth shell, it is immune to ordinary weapons. All of the following spell-like abilities are available to it, usable at will: cause fear, control weather, continual darkness, detect invisible, and projected image. An amenus can summon (75% chance of success) a single demon from the first five shells (determined randomly).

Tuesday, October 6, 2020

Grognard's Grimoire: Aegaeus

 Aegaeus (Demon of the Fourth Shell) (Old School Essentials)

An aegaeus by Jason Sholtis

AC –1 [20], HD 11*** (49hp), Att 2 × claw (1d6), 1 × bite (2d4), 1 × tail slap (1d4), THAC0 11 [+8], MV 90' (30'), SV D6 W7 P8 B8 S10, ML 10, AL Chaotic, XP 3500, NA 1d3 (1d6), TT

The aegaeus is a blasphemous hybrid of fish and frog, standing only slightly taller than a Man. Its skin is scaled and slimy and radiates a noisome stench whose effect is similar to that of a troglodyte (q.v.), except that it is more potent (–2 saving throw). The aegaeus prefers to haunt watery locales both above and below the surface of the world, but is little impeded by dry land. Wherever it goes, the aegaeus remains wet and drips fetid water.

A demon of the Fourth Shell, the aegaeus is immune to ordinary weapons. It can employ all of the following spell-like powers at will: cause fear, continual darkness, detect invisible, detect magic, dispel magic, and read languages. Likewise, an aegaeus may summon (65% chance of success) a single demon from the first four shells (determined randomly).

Aegaei serve the demonic duke Vephar and often act as his emissaries and generals. It is therefore not uncommon to find an aegaeus leading a group of ranine (q.v.) or troglodytes, to name but two terrestrial races who serve the Lord of the Sail Road. 

Thursday, September 24, 2020

Grognard's Grimoire: Talpus

Talpus (Demon of the Third Shell) (Old School Essentials)

A talpus by Jason Sholtis
AC –4 [23], HD 10*** (45hp), Att 2 × claw (2d4), 1 × bite (2d6), 1 × gore (1d6), THAC0 11 [+8], MV 90' (30'), SV D6 W7 P8 B8 S10, ML 9, AL Chaotic, XP 3500, NA 1d3 (1d6), TT

The hulking talpus resembles a nightmarish mole, With its immense claws, it burrows through the earth, creating the labyrinthine tunnels it calls home. This demon delights in surprising (1–4 on a six-sided die) prey on the surface and dragging it back to its lair underground, where it cruelly torments it before consuming it. 

The talpus is a demon of the Third Shell and thus susceptible to ordinary weapons. It has the following spell-like abilities, usable at will: cause fear, continual darkness, detect invisible, fear, and wall of stone. It can also summon another talpus with a 35% chance of success.

The Book of Black Blood states that talpi hail from the same Demon World as the chthonii, but, if true, this common origin has done nothing to foster amity between them. Demonologists quickly learned to keep the two demon races from coming into contact with one another, lest they shatter their bindings to do battle (and then turn on their erstwhile summoner). 

Grognard's Grimoire: Chthonius

 Chthonius (Demon of the Second Shell) (Old School Essentials)

A chthonius by Jason Sholtis

AC –2 [21], HD 9*** (40hp), Att 2 × fist (1d12), THAC0 12 [+7], MV 60' (20'), SV D8 W9 P10 B10 S12, ML 11, AL Chaotic, XP 3000, NA 1d3 (1d6), TT

The chthonius is a lumbering, 10-foot tall pile of rock shaped into the mockery of a man. Although it can be found almost anywhere underground, it prefers magmatic regions, which resemble the Demon Worlds from which it comes. Its ambitions elsewhere are obscure and few magicians bind chthonii into service, though there are tales that these demons played a role in the fall of the the monastery of St. Gaxyg-at-Urheim. 

As a demon of the Second Shell, a chthonius is susceptible to ordinary weapons. In combat, it fights with its powerful fists. Its mouth froths and exudes a mephitic vapor that causes violent choking to all living creatures within a 10-foot radius who fail a saving throw versus poison. The effect lasts 2–5 rounds and a new saving throw is required every time an opponent leaves the range of the vapor and re-enters it. A chthonius can use the following spell-like abilities at will: cause fear, continual darkness, and detect invisibile. It may also summon another chthonius with a 25% chance of success.

Wednesday, September 16, 2020

Retrospective: The Book of Ebon Bindings

Fan though I am, I will be the first to admit that Professor M.A.R. Barker's Tékumel has a reputation for being abstruse and even unwelcoming to newcomers. Barker himself disagreed, saying that "once one gets past the original alienness, it is easy for others to become immersed in the elaborate societies, politics, and adventures of Tékumel." I agree with his belief (but then I would), yet I can certainly understand why some roleplayers have felt, since the release of Empire of the Petal Throne in 1975, that Tékumel is too complex, too weird, and even too non-European to get into easily. 

Tékumel's reputation probably hasn't been helped by the fact that, in the last 45 years, most of the products released to support the setting have been, if anything, even more difficult for neophytes than the original boxed set. A good case in point is 1978's The Book of Ebon Bindings, released by the Imperium Publishing Company. Unless one counts the fanzine, The Tékumel Journal, whose first issue appeared in 1977, The Book of Ebon Bindings (hereafter TBoEB) was the very first supplement to Empire of the Petal Throne, which had languished under TSR's stewardship (an interesting story in itself). One might think, given this situation, that Professor Barker and Imperium Publishing would have wanted to publish something to fill an obvious gap, such as providing more player-oriented detail of the setting or even an introductory adventure. Instead, what Tékumel got was a cramped, 86-page dissertation on demonology that's devoid of any game mechanics and is presented as a real in-setting text on the subject.

It's a shame really, because TBoEB is a wonderful piece of work. Barker does an excellent job of evoking real world grimoires, with their baroque verbiage and obscure meanings. TBoEB positively drips with flavor. Reading its descriptions of the major and lesser demons of Tékumel is exquisitely kaleidoscopic, a torrent of strange names, details, and concepts, most of which are not explained but instead left to the reader to piece together from the crumbs Barker provides. You get hints about the esoteric magical rituals and disciplines of the ancient peoples of Tékumel, as well as "sorcerously explicit" – to borrow a phrase from the warning on the back of the book – discussions of the manner by which one might invoke these otherworldly beings. Barker does such a magnificent job of manufacturing his own demonology text that one might be forgiven for thinking one was reading the Clavicula Salomonis Regis or Liber Juratus Honorii.

This is also TBoEB's greatest flaw. As interesting as this fake demonology information is, it's largely useless in actual play – not completely useless, as players in my House of Worms campaign know, but certainly not something that most players or referees will need. That's not simply a function of the fact that it's presented as if it were a critical edition of an in-setting text lacking in any game mechanics. It's also that the book is the kind of thing that only a handful of high-level sorcerers possess within the world of Tékumel. This is not an everyday book of spells, like those used by temple priests or magic-users. This is closer to the Necronomicon or some other blasphemous tome from the works of H.P. Lovecraft. Most campaigns will have no need of it.

And yet, I can't help but like TBoEB. Its lengthy introduction is a remarkable disquisition on the nature of the gods of Tékumel and provides more insight into the setting's cosmology than anything Professor Barker ever wrote. For that alone, it's valuable. Likewise, the book's descriptions of Tékumel's demons offer plenty of fodder for referees looking to add bizarre locals and frightful devices into his game. I've swiped numerous things for my House of Worms campaign and will likely continue to do so as events continue to unfold. 

There's no question that The Book of Ebon Bindings is an unusual RPG book and one that certainly did little to make Tékumel more accessible to newcomers. As inspiration for existing campaigns, though, it's unmatched and it's for that reason that I'm glad to have it in my collection.

Thursday, September 10, 2020

Grognard's Grimoire: Lucifugus

Lucifugus (Demon of the First Shell) (Old School Essentials)

A lucifugus by Jason Sholtis

AC 0 [19], HD 8** (36hp), Att 2 × claw (1d8), 1 × bite (1d10), THAC0 12 [+7], MV 120' (180'), SV D8 W9 P10 B10 S12, ML 12, AL Chaotic, XP 1750, NA 1d3 (1d6), TT

Looking like an unholy amalgam of man and bat, the lucifugus is one of the weakest demons of the Great Void. Barely sentient, it acts purely on the twin instincts to flee the light and to destroy any Lawful beings it encounters. Consequently, the lucifugus cannot be reasoned with or bribed, though magicians and cultists who know the appropriate black rites (such as those contained in the Book of the Void) may press a lucifugus into temporary service.

Like all demons of the First Shell, a lucifugus is susceptible to damage from ordinary weapons. It possesses the following spell-like abilities, usable at will: continual darkness and detect invisible. Additionally, a lucifugus may summon another demon of its kind with a 10% chance of success.

The Tome of Avowal claims that small numbers of lucifugi descend every new moon, fleeing into the dark places of the earth to set up lairs from which to attack the unwary. True or not, the lucifugus is unquestionably the commonest terrestrial demon, to the point that there are orders of fighting men who dedicate themselves solely to their eradication. 

Monday, November 5, 2012

Demon Mini Pics

Brett Zeleznik of Fractured Dimensions produces some excellent fantasy miniatures that draw on old school esthetics. I'm particularly impressed with his demon figures, perhaps because demons figure prominently in Dwimmermount. So, when Brett sent me photos of the greens for his upcoming Type III demon figure, I knew I'd like to share them.

Those look terrific, don't you think?

Friday, May 27, 2011

Cultists of Dwimmermount

This is my latest take on the idea of anti-clerics. I never got the chance to use it extensively in the Dwimmermount campaign, but, when I did, I didn't encounter any problems with it.
Cultists
Requirements: Chaotic alignment
Prime Requisite: Wisdom
Maximum Level: None
As noted above, all clerics must be Lawful in alignment. This is because all the gods, regardless of their spheres of influence, support and protect the civilization of Man. There are, however, some Men who regard neither the gods nor the civilization to which they give aid to be worthy of their own devotion. Such Men have instead thrown in their lot with Chaos, as embodied as the various demon lords and princes of the Great Void and are known as cultists.

Cultists might be called “anti-clerics,” as they possess all the cleric's abilities but with one significant difference: they can only cast the reverse of any cleric spell listed in Labyrinth Lord “reversible.” That means, for example, that a cultist cannot cast cure light wounds but only cause light wounds . Many cultists infiltrate Lawful religions, passing themselves off as clerics and working from within to sow dissent and distrust. Others form secret societies dedicated to demons and attract like-minded individuals to join their evil cause. All live to bring about the destruction of Man, his civilization, and even his gods.

Cultists have no ability to turn the undead, as clerics do. Instead they may attempt to command them, using the turning undead table. If successful, the cultist may command a total number of hit dice of undead equal the number of retainers he may possess based on his Charisma score. This ability has no effect on the cultist's being able to attract retainers, however. These undead remain under the cultist's command for a number of days equal to the cultist's level. Command can, at the cultist's discretion, be reestablished after these days have elapsed, but a new roll may required to do so. A “D” on the turning undead table means that, not only can the undead be commanded automatically, but they also serve indefinitely.

While under the cultist's command, intelligent undead use the Monster Reaction Table to determine their willingness to obey commands that are potentially self-destructive. If this results in a “Hostile” result, the undead breaks free of the cultist's power and attacks him. The same result occurs if an attempt to command an undead fails.

Cultists (but not clerics) have access to the 3rd-level spell animate dead.

Tuesday, April 5, 2011

D is for Demon

"Demon" is a term used to describe a wide variety of intelligent, Chaotic beings native to the otherworldly dimension generally called "the Void" or "the Abyss." Unlike most other beings, who are believed by Men to have been created by one or more gods, demons have no such divine origin, although their exact relationship to the gods and to Creation itself is a matter of debate among sages and priests. One popular theory holds that demons are spontaneously generated by Chaos itself, while another suggests that demons are the inadvertent consequence of the gods' attempts to bring order out of Chaos. For their part, demons explicitly deny both such theories, for they also deny the existence of the gods themselves, claiming them to be merely the fancies of Men.

Regardless of the truth, demons are potent agents of Chaos, possessing a wide range of powers and abilities, from the lowliest dretch to the mightiest lord. Despite this, no demon can enter the material world unbidden, which is why they rely heavily on a network of cults and secret societies to provide them with the means to do so. Demons are renowned deal-makers, offering mortal beings power in exchange for service. Of course, some mortals, most notably the Eld, believe themselves superior to demons and dare to employ dark sorceries to command rather than serve them. Though possible, such a path is risky and many a would-be black magician found himself destroyed rather than aggrandized by his actions.

Demons amid no hierarchy among their own kind except that of power. Greater demons rule over lesser types through strength alone, with even more powerful demons -- called variously "lords" or "princes" -- ruling over them all. A few of the most well-known and influential of these demon lords are the following:
  • Furfur: Lord of Secrets
  • Orcus: Lord of the Undead
  • Tsath-Dagon: Lord of Aquatic and Amphibian Beings
  • Yan-Gant-Y-Tan: Lord of Thieves
Demons are also known for their ability to twist and shape living things according to their whims, a talent the Eld learned from them and put to good use in the creation of beastmen and similar abominations. Many monsters found in the material world are in fact demonic hybrids or the result of demonic experimentation upon existing creatures.

Saturday, November 6, 2010

Anti-Clerics Redux

As I'm sure I've mentioned before, there are no Chaotic gods in the Dwimmermount campaign. For that matter, there are no Neutral ones either. All deities are Lawful, being strongly connected to human civilization (no other races have gods of their own, though some occasionally adopt human ones for various reasons). Now, "Lawful" does not equate to "Good." Quite a few of the gods couldn't be called "Good" by most moral standards, Typhon, protector of the city-state of Adamas, being a good example.

This conception is derived in part from my reading of OD&D, which terms Chaotic/Evil clerics as "anti-clerics" and denies them both healing/restorative magic and the ability to turn the undead. The use of the prefix "anti-" in this context is suggestive and is almost certainly the model for the later "anti-paladin," a coinage that remains current to this day, while few talk of anti-clerics anymore. Given the pseudo-Christian trappings of the OD&D cleric, I tend to conceive of anti-clerics after the fashion of 60s and (especially) 70s pop cultural Satanism -- a vast conspiracy in thrall to otherworldly evil and attempting to subvert the natural order from behind scenes.

That's why anti-clerics in the Dwimmermount campaign serve not gods but demon lords and princes. It always bugged me that, in AD&D, it wasn't technically possible to be a cleric of an archdevil or demon prince, since they weren't "gods" according to the rules set forth in Deities & Demigods (someone can correct me if I'm misremembering this). To me, the lords of the Nine Hells and the Abyss were far more interesting as potential patrons to evil clerical types than to the evil gods I encountered in almost every fantasy setting. That's why, in my old campaigns, I came up with the idea that all demon/devil worshiping clerics were secret ones, ostensibly serving a "real" god and siphoning the power to cast spells from him, said secret being maintained through a dark blessing that cloaked their true alignment and allegiance.

In OD&D, there's no need to worry about such matters, because there's thankfully no know alignment spell, which I consider one of the most damaging additions to the game and a prime mover in the shifting presentation of alignment in Dungeons & Dragons. Likewise, the deities of Dwimmermount aren't personally active, a fact demons use to their great advantage. So, if the high priestess of Tyche is secretly an anti-cleric dedicated to the demon lord Tsath-Dagon -- note to my players: she's not -- you won't be able to determine this simply by checking her alignment through magic. Granted, in such a case, the high priestess wouldn't be able to cast cure light wounds or raise dead, but that's easily worked around. She has underlings, after all, and there are always scrolls.

Consequently, demon cults in the Dwimmermount campaign operate in the shadows, infiltrating and subverting existing temples and other power blocs. There's no formal coordination between them, as the demon lords and princes all have their own schemes and, even when they complement one another, they rarely have interests in cooperating with others of their kind. For that matter, two cells devoted to the same demon lord may work at cross purposes; that's just the nature of Chaos and an important reason why Law has not yet been overthrown. Despite its power and willingness to use it without remorse, Chaos is, well, chaotic and that limits its effectiveness. Of course, there are lots of demon cults, so, what they lack in organization, they more than make up for in numbers and zeal.

Saturday, September 11, 2010

Old Demon Minis

My apologies for the lack of posts today; I was busy with real world chores, like cleaning my basement and sorting through books and games I really ought to get rid of. Anyway, I also spent some time going through the issues of The Strategic Review and pre-AD&D issues of The Dragon (more on that later). Anyway, in issue 11, from December 1977, I came across an ad for a series of miniatures based on the demons featured in Supplement IV to OD&D by a company called Miniature Figurines Ltd. I'd never heard of this company [Correction: Fool that I am, I somehow didn't connect "Miniature Figurines Ltd" and "Minifigs," a company I have heard of] and I certainly don't recall ever seeing this miniatures:

Has anyone out there ever seen these? Were they ever in fact produced?

What's particularly interesting to me is that, based on the image above, they would appear to be OD&D miniatures, using Dave Sutherland's art from Eldritch Wizardry as models, right down to the fact that the Type IV demon has no wings. It's interesting too, because this issue of Dragon is the last "pure" OD&D one, insofar as the first volume of AD&D, the Monster Manual was released in the same month, even though, as others have surmised, the MM seems to follow OD&D's rules more closely than it does AD&D's.