RPGs

Crowdfund Your Weekend!

The Other Side -

Today's weekly KickstartCrowdfund Your Weekend looks at projects beyond Kickstarter. 

Mistletoe Massacre - Horror Comedy Slasher Film

Mistletoe Massacre

https://www.indiegogo.com/projects/mistletoe-massacre-horror-comedy-slasher-film#/

I love Indie horror movies and this one looks like a lot of fun.  They are crowdfunding, which is also fun.  I have participated in crowdfunded projects like this before and it is cool to see your name on the screen under "thanks!"

Seriously though, check this out and give what you can.  I know a lot of you love horror films as much as I do. So help them out, get a fun new horror flick and some memorabilia too!  The signed poster looks nice. 

Bundle for Ukraine

Bundle for Ukraine

https://itch.io/b/1316/bundle-for-ukraine

Another RPG Bundle from Itch.io.  This time they are raising $4M+ for aid to Ukraine.

For $10 you get $992 pdfs/games from 733 creators.  That's a hell of a deal.


Both of these are very worthy so check them out!

Friday Filler: Captain Sonar

Reviews from R'lyeh -

Some games have table presence. They simply look good out and set up—even before anyone sits down to play. For example, the Spiele des Jahres award winning Colt Express is a fun game to play, but with its slot-together Wild West train, great artwork, and individualised Meeples, it really looks great on the table. Similarly, Captain Sonar looks good when set up and ready to play, but its actual table presence is incredibly simple and is really down to a pair of large dividing screens and the number of players. Published by Editions du Matagot, Captain Sonar is a cat-and-mouse game of co-operative hidden movement and deduction played in real time by two teams. Each team is control of a state-of-the-art submarine-and as the Captain, the Chief Mate, the Radio Operator, and the Engineer, you work together to manoeuvre your boat, keep it from breaking down, determine where the enemy is, and then blow it out of the water by launching torpedoes and dropping depth charges. It can be an incredibly tense experience, quickly switching from barked orders to whispered responses and back again, and if a team wants to defeat their rival submarine, they must co-operate, listen to each other, and listen to their rivals to locate exactly where they are.

Captain Sonar is designed for two to eight players, aged fourteen and up, and can be played in less than an hour. The components consist of two sets role sheets, two transparent sheets, eight erasable marker pens, and two screens. The role sheets are divided between the game’s four roles, with the First Mate and Engineer receiving the same role sheet each game, and the Captain and Radio Operator using a different one depending which scenario is being played. There are five scenarios in the game. In addition, each role sheet is double-sided, the side used depending on the game’s mode. One mode is for real time play, the other is for turn-by-turn play. The two screens are large, four-panel affairs and are illustrated with a scene on the bridge aboard a submarine. They are intentionally difficult to see over and their artwork really gives the impression of being aboard a submarine. Their combination of artwork and size is one factor giving Captain Sonar its presence at the table. The other is the number of players and the number of chairs they need and a reasonably sized table. Captain Sonar can be played with just two players, each controlling their respective submarines, or played with teams of two, three, or four players. With one, two, or three players on either side, some of the game’s roles have to be combined, and with fewer players, the game played turn-by-turn rather than in real time. However many the number of players, Captain Sonar has a presence at the table—and that only increases the more players there are.

The four roles in Captain Sonar are Captain, Chief Mate, Radio Operator, and Engineer. The Captain begins each turn by announcing out loud the direction in which the submarine is going to move—north, east, south, or west—one space and plots that on the Captain’s sheet. He cannot announce another move until both the First Mate and the Engineer have given him a verbal ‘Okay’. The Radio Operator’s sheet is identical to that of the Captain—on both teams—and it is his job to listen into the directions given by the opposing Captain on the other side of the screen and map them on a transparent sheet which is placed over his role sheet. By successfully marking down the directions and adjusting this overlay so that it ignores obstacles such as islands and mines, the Radio Operator may be able to deduce where the enemy submarine is.The First Mate’s task is to monitor the submarine’s equipment—Mine, Drone, Silence, Torpedo, Sonar, and Scenario specific item—and alert the Captain when it is ready to activate or launch. Each piece of equipment has a gauge and when the Captain announces the submarine’s movement, the First Mate fills in one space on one of the gauges. When one is full, he announces it as ready. Again, this done out loud. At any time, the Captain can launch a Torpedo or drop a Mine, and then later detonate a Mine. If a Mine or Torpedo detonates adjacent to the enemy submarine, it inflicts a point of damage, two on a direct hit. He can also activate the Silence and send his submarine up to four spaces away in any direction in a straight line. This also erases the track which the Captain has been tracing on his sheet, which is important the submarine cannot cross its track. The First Mate can launch the Drone and ask the enemy Captain if his submarine is in particular sector, and he has to answer truthfully; he can activate Sonar, which will force the enemy Captain to provide him with two pieces of information about his submarine’s position (either row, column, or sector), though one of them is false; and the Scenario varies according to the map being played.

Lastly, the Engineer is in charge of keeping track of the breakdowns which occur as the Captain orders the submarine in different directions. His sheet consists of the submarine’s systems indicated by various symbols—‘Mine + Torpedo’, ‘Drone + Sonar’, and ‘Silence + Scenario’, plus ‘Radiation’—divided across four boxes corresponding to the cardinal directions in which the submarine can travel. When the Captain declares a move, the Engineer must mark off one of the symbols in the corresponding box. If any ‘Mine + Torpedo’, ‘Drone + Sonar’, or ‘Silence + Scenario’ is crossed out, then none of the corresponding systems work. If all of the symbols in a box are crossed out, the submarine suffers a point of damage, and likewise, if all of the ‘Radiation’ symbols are crossed out, the submarine suffers a point of damage. It is part of the Engineer’s role to communicate this damage back to the First Mate and Captain, since it limits the direction in which the submarine can move and what systems can be used.

Fortunately, a submarine can be repaired. When all of the symbols in a box or the ‘Radiation’ symbols are crossed out, repairs can be carried out, the damage is erased and the submarine can use all of the systems and movement directions again. The submarine still suffers a point of damage in either case. Alternatively, the Captain can command that the submarine will surface. This erases all damage, but to do that, the Captain, the Chief Mate, the Radio Operator, and the Engineer has to take in turn to draw around one of the four sections of the submarine marked on the Engineer’s role sheet, making sure to remain in the white border. Once done, the enemy Engineer must verify it has been done correctly, and if so, the damage is erased, the submarine can dive, and begin hunting for the enemy and start a new track. If not, everyone has to do it again until it is…

In the meantime, what is the enemy submarine doing? Since Captain Sonar is played in real time, the enemy submarine is steaming towards the very sector where your submarine is on the surface effecting repairs. So no hurry then… Or rather try not to panic, because that enemy submarine could be really, really close and have a mine or torpedo ready! This is when Captain Sonar gets really tense.

Play continues like this until one submarine has suffered four damage—whether from Mines, Torpedoes, or that inflicted on its various systems, and is destroyed. In which case, the other submarine and its crew (and thus the players) are the winners.

Captain Sonar can be played in two mode—turn-by-turn or real time. Both are fun, and turn-by-turn can be used as means of teaching the game if necessary, but the game comes alive when played in real time. For that, you need a minimum of five players, but really—really—Captain Sonar comes alive with the full crew complement of eight players. Not only that, it comes alive and you can really imagine yourself in a submarine, having turned the light down low and have some submarine noises playing in the background, not knowing where the enemy is, but hunting them, and knowing they are in exactly the same situation.

This though, is only the standard game, played on the basic map. Captain Sonar includes five maps of increasing complexity. Most open up the space between the islands, because having more islands restricts movement and makes it easier to track the enemy submarine, but the more advanced maps have the submarine hunt play out under the ice pack with only limited holes through which either submarine can surface, effectively restricting where a submarine can conduct repairs or lace the map with a network of mines ready to detonate.

Physically, Captain Sonar is comprised of relatively few components. All though are of good quality. The screens are sturdy, the maps and role sheets easy to use, and the rules are easy to read and come with plenty of examples to help understand the game. If there is a downside to Captain Sonar, it is that whilst both enjoyable and playable with fewer players, it really delivers its best playing experience at eight, the maximum number of players. For which of course a sizeable playing area is required.

Captain Sonar is on one level, a party game—especially given the number of players it is designed for, but that hides the sophistication of play behind its simple concept and rules. This does not mean that you could not take this game and introduce it at that level and then pull everyone into its taut little game play and the nervousness of the situations it sets up. It could also be described as a game of team Battleships and on one level it is, but it is much, much more than that. First, it is a clever development of that base idea, of hunting for enemy vessels (or vessel), but having them constantly moving and then turning it into an experience that can be shared. Second, it is a game of co-operation and in particular of communication, as the players need to listen to each other and work together in order to use their submarine effectively and find and destroy their enemy. Third, it is an amazing means of playing out and telling an incredibly tense story, just like the submarine films. Captain Sonar is a great game and a great playing experience, and short of joining the navy together, this is the closest you and your friends are going to go on a submarine hunt.

Guest Blog: Using The Witch and Eldritch Witchery as a NIGHT SHIFT Resource

The Other Side -

I am over on the Elf Lair Games blog today to talk about how you can use my OSR books The Witch and Eldritch Witchery to expand on your NIGHT SHIFT games. 

The Elf-Lair Coven

With this, you can add new spells, new Arcane Powers, and Traditions like The Aquarian Order, The Cult of the Magna Matter, The Hermetic Lodges, and the Masters of the Invisible College. 

https://elflairgames.blogspot.com/2022/03/guest-blog-using-witch-and-eldritch.html

Authentic Music from Another Planet: The Howard Menger Story

We Are the Mutants -

Stephen Canner / March 8, 2022

From the opening years of the 1950s, various terrestrials came forward claiming to be in contact with the occupants of flying saucers. Their stories were often quite similar. The discs usually came from our own solar system: Venus, Jupiter, or Saturn. Communication was sometimes accomplished via telepathy, sometimes verbally. Perhaps most importantly, the aliens were portrayed as “perfect” specimens of Homo sapiens, although this ideal was almost always a suspiciously Northern European one. Dressed in crisply tailored ski wear, they preached pacifism, universal love, and a cosmic version of the perennial philosophy. A fundamental disagreement over economic theory coupled with the recent discovery of atomic weapons may have driven humanity to the brink of self-destruction, but there was no reason to fear. The “space brothers”—along with a few space sisters—had arrived in their saucers to show us the true path.

Early contactees such as George Van Tassel, Daniel Fry, and George Adamski appeared before microphones, in television studios, and in front of movie cameras, with claims that seemed more like something from the pages of a pulp magazine than from any consensus reality. Even by the standards of the era their tales were simplistic, like the plots of bad B-movies, not believable anecdotes of actual experience. Despite this, credulous souls flocked to these men, eagerly tape recording their public speeches and jotting down the details of their claims. If there was an A-list star among the contactees, it was Adamski. Born in what is now Poland in 1891, Adamski immigrated to the United States with his family when he was about two years old. As a young adult, he became interested in theosophy, an early gateway philosophy to things esoteric. By the early 1930s he had relocated to Laguna Beach, California, where he founded the Royal Order of Tibet. A Los Angeles Times report of the period referred to Adamski as “Professor”—a title he would use for the rest of his life, despite his lack of any academic degrees—and added that his father was Polish, his mother Egyptian, and that he had spent his childhood “in the ancient monasteries in Tibet and learned the laws of the lamas.” He was already, long before he was associated with flying saucers, spinning a fictional web of mystery around himself. In interviews, Adamski went out of his way to make it clear that his organization was not anti-Christian. He told the paper that “The Order of Tibet acknowledges God and Christ. We hold to the basic thought of Hinduism, Buddhism, Christianity, to which are added the ancient law of Tibet.” This is a basic philosophical position that the space brothers of two decades later would certainly recognize.

By the end of World War II, Adamski and his wife were living on the southwestern slopes of Palomar Mountain, northeast of San Diego, where he opened a café. By 1950 he was lecturing on flying saucers, appearing on local television, and showing his soon-to-be-famous photographs. His fame exploded when Flying Saucers Have Landed—a book that bore his name as co-author, although actually mostly written by Anglo-Irish aristocrat Desmond Leslie—was published in 1953. A large part of the volume’s appeal was undoubtedly its inclusion of photographs of flying discs that Adamski had allegedly taken. These images, although proven to be fakes shortly after they were published, provided the original model for what we still think of as the “classic” flying saucer. Two years later, Adamski continued his unlikely tale in a ghostwritten follow-up, Inside the Space Ships (1955). By the late 1950s, Adamski was as close to a superstar as it was possible to be in the tiny world of ufology. He and Leslie had together created the basic template that would inform the dominant UFO narrative for many years to come. Following this model, a number of other contactees emerged making claims very similar to Adamski’s. It was in this environment that Howard Menger first appeared on the scene.

Howard Menger was born in Brooklyn in 1922. When he was eight years old his family relocated to the small town of High Bridge in rural northern New Jersey. These facts are relatively reliable and stable. The rest of Menger’s story, however, is a web of claims and counterclaims that subtly changed in detail from week to week and month to month, even when he himself told it. With that in mind, what follows should not be viewed as the story of Howard Menger, but simply one possibility among many. As recounted in his 1959 book From Outer Space to You, Menger and his younger brother had begun to see unidentified objects in the sky as early as the summer of 1931. After one particularly dramatic close encounter experience in which the brothers witnessed a landed saucer that quickly shot off into the sky, Howard began to wander the woods alone, drawn by an “impulse” to do so. It was on one of these impulsive rambles in 1932, at the age of ten, that he met “the most exquisite woman” he had ever seen sitting on a rock. Wearing what appeared to be a ski outfit, she addressed him by name and told him that her people had been watching him for a very long time. She explained that he had a special purpose on Earth, one that he was still too young to understand, but that in time would become clear. “We are contacting our own,” she told him mysteriously. She began to teach him things that she admitted were still beyond his grasp, then added that over time his mind would play them back “like a phonograph,” with the meaning becoming clearer after each replay. After much talk of “frequency,” “vibration,” “evolvement,” and “universal laws,” she stood to depart. As he began to cry from the emotion of the powerful experience, she comforted him by suggesting that they might meet again, although not until many years in the future.

“Throughout my life the things I had learned in the forest were to lead to conflict with the traditional ideas of the world,” he later wrote. For the rest of his childhood he became something of an outsider, with teachers and classmates finding him odd. After graduating from high school in 1941, he went to work at Picatinny Arsenal in northern New Jersey, where he met a co-worker named Rose Mary Pusinelli. Howard enlisted in the Army in November 1942, and soon afterwards he and Rose were married. While in the Army he saw discs in the sky outside El Paso and encountered more beautiful space people—all of them male—in Mexico, California, Hawaii, and on Okinawa. It was on Okinawa that he again began having “impulses” that drove him to do unwise things, like wander off alone into territory infested with enemy troops who had dug in. After an encounter with three Japanese soldiers who he managed to incapacitate, but not kill, he returned to camp, where he met another space brother. They began to discuss the space people’s pacifist philosophy and the futility of war. Here Menger learned of “universal law,” according to which, in the words of the space brother: “The soul lives on eternally, learning by its mistakes, always progressing. The good that is done is accredited to that soul. The mistakes are forgotten.” He then explained that the aliens effectively controlled advanced technology through the will of the “Infinite Creator;” humans were still too irresponsible to use it for creative, not destructive, purposes. The Venusian also assured him that the war would end soon, with the Japanese “blasted into submission by a power which will shock the world.” Once this prophecy came true, Menger was discharged and returned home fully indoctrinated in the basics of the space brothers’ proto-New Age philosophy.

He settled in the town of Washington, New Jersey, just up the road from his hometown of High Bridge. There he opened a sign painting business, and he and Rose soon had three children. On the surface, their life seemed one of small-town normalcy, but Menger was not destined to lead a normal life. In June 1946 he again met the beautiful alien woman he had first encountered as a child. After a bit of mild flirtation, she told him more about cosmic philosophy and what his mission on Earth was to entail: “You will form groups and teach people,” she said. “Some of these whom you will teach will themselves become teachers and assist you in your mission.” Menger’s own account of the next few years, as told in his book, reads like a very bad and somewhat tedious science fiction espionage novel. Using prearranged meeting sites called Field Locations #1 and #2, he claims that he was telepathically summoned into the woods to meet robust, healthy Venusians filled with interplanetary vim and vigor. It was during this period, after moving his home and business back to High Bridge in 1955, that Menger was allowed to photograph the Venusian spacecraft. The pictures always came out fuzzy, however. At first, he thought this might indicate a problem with the camera. But the aliens told him that the difficulty in photographing the saucers was due to the radiation field around them. Eventually, he began taking photographs using a Polaroid, which produced reasonably clear pictures. As a bonus, there were no inconvenient negatives for doubters of his story to analyze.

In the autumn of 1956, Menger seemed to pop up out of nowhere as a full-blown media personality. Few accounts of his career consider how this occurred, but evidence suggests that the photos he had taken were the key. In late October of that year, contactee George Van Tassel was scheduled to give a talk at a New York hotel. Van Tassel was already famous in UFO circles due to his role as host of the annual Giant Rock Spacecraft Convention held at his private airport in the Southern California desert. He had also published a book in 1952 called I Rode in a Flying Saucer! Menger heard that Van Tassel was going to be in the city—the aliens told him—and traveled there to meet him. Van Tassel was impressed enough with the fantastic story, and especially the photographs, that he invited Howard and Rose to appear on Long John Nebel’s radio show with him on October 30. This was quickly followed by a television appearance on The Steve Allen Show on Thursday, November 1. Long John Nebel, an overnight talk show host on local station WOR, hadn’t been on the air long at this point, but he would soon become a fixture of late-night New York radio. His show would also become a primary big market media outlet for the saucer crowd, with Nebel himself becoming well-known in those circles. The appearance on Steve Allen’s show, a very popular mainstream program, was an even bigger coup. Newspapers jumped on the story and, when United Press picked it up, it went national. Immediately after his return to California, Van Tassel published a long piece on Menger’s photographs in the November 1956 issue of his Proceedings of the College of Universal Wisdom. In the tiny world of saucer fanatics, at least, Howard Menger had arrived. 

The Mengers were soon bombarded with telephone calls, letters, and visits from both the credulous and the skeptical. Independent witnesses also began to come forward, such as Mrs. Joseph Tharp, who said she was taken into a field by the Mengers where she witnessed three saucers, including one from which a man emerged. Howard and Rose were now a hot local news item, with reporters interviewing waitresses and auto mechanics for their opinions on the couple’s unlikely tale. In general, the tone of these articles was both playful and skeptical. The furor prompted Leonard Randolph of The Pocono Record in Stroudsburg, Pennsylvania—only about 35 miles from High Bridge—to begin an in-depth, seven-part series on the subject of UFOs that ran throughout the middle of November. Although the Mengers’ appearance as local celebrities was the catalyst for the series, it also provided a solid overview of the various angles of the phenomenon. The articles approached the subject with a healthy skepticism that still allowed for the possibility that there were things science did not yet understand. Randolph seems to have been very familiar with the subject. In the sixth installment, through a point-by-point comparison, he carefully analyzed the similarities between George Adamski’s claims and Menger’s. He concluded that for all intents and purposes they were identical, right down to the philosophy of the aliens. He went so far as to point out that both sets of aliens were fond of ski trousers and turtleneck sweaters. A media-savvy observer at the time may also have noticed that in both sartorial taste and philosophy these visitors sounded very much like Michael Rennie’s portrayal of the alien Klaatu in the 1951 film The Day the Earth Stood Still.

Curiously, on November 14, on the same page as the first article in Randolph’s series on UFOs, the paper ran a report that in late October four men had sighted an object with a “long cigar-shaped body roughly resembling a Liberator bomber in general shape” over Tobyhanna, Pennsylvania. The object was completely silent and seemed to be moving at about 150 to 200 mph. Instead of wings, it had “two appendages, one on each side, which were not projected away from the body.” A number of other witnesses also claimed to have seen the same thing. The date of the sighting roughly coincides with Menger’s first meeting with Van Tassel. It seems, if nothing else, that a certain synchronicity may have been at work here. 

Throughout the first half of 1957, Menger lectured, appeared on the radio, and was the subject of a reasonable amount of press coverage. In May, he and Rose traveled to California to speak at Van Tassel’s fourth annual Giant Rock Spacecraft Convention in Yucca Valley. Howard now found himself among the heavyweights in the field. Others scheduled to speak during the weekend were Donald Keyhoe, Daniel Fry, Orfeo Angelucci, George Adamski, Desmond Leslie, Edward Ruppelt, Frank Scully, and Truman Bethurum. This list is very close to a complete “Who’s Who” of the biggest names in 1950s saucerdom. The newspaper coverage the convention attracted intensified the spotlight on Menger. In June, The Morning Call in Allentown, Pennsylvania, ran a feature article on him. For the first time, the press explored the metaphysical aspects of his story. In the piece, reporter Russ Davis called Menger “a deeply religious man although inclined, he admits, ‘to be independent.’” Echoing George Adamski’s perennialism of the 1930s, Menger explained the aliens’ philosophy: “There is a definite plan to everything and everybody worships the same creator. They are not against any religion that seeks God and the truth. Jesus, Moses, and Buddha are regarded by them as great teachers among hundreds of great teachers whom they acknowledge.”

Menger was soon to have his faith tested. On June 13, his 12-year-old son died of a brain tumor. Less than three months later, his father died. This string of tragedies that began with the loss of his brother in an auto accident two years earlier had to have a huge impact on every aspect of Menger’s life. His ideas, plans, attitudes, and personal relationships would have all emerged from an underlying foundation of grief. To add to his stress, it appears that his father had disinherited him; Howard Senior divided his estate equally between a nephew and a niece. It would be easy to spin a story in which Howard’s father was disappointed in him for publicly espousing such wild claims and bringing unwanted attention to the family. But in light of future events, it’s also tempting to surmise that the disinheritance may have been because his father simply did not approve of how Howard was handling his own domestic affairs. By the end of the year the family farm had been sold, and Menger’s time in High Bridge was about to come to an end.

The first mention of Howard’s new wife in the media comes as something of a shock to anyone reading through the record chronologically. It is a bit like turning on the television in the fall of 1969 to find that Dick Sargent had replaced Dick York as Samantha’s husband on Bewitched, with no explanation whatsoever. The actor had changed; the role was the same. It is not certain exactly when Howard met recently widowed Connie Weber. In his book, Menger claims that he first met her at George Van Tassel’s lecture in New York in October of 1956. Elsewhere, Connie has implied that she was one of the “believers” who enthusiastically showed up at the Menger home in droves after the news of his experiences broke. Either way, Menger quickly decided that they were “a natural couple”—reincarnated Venusians, in fact, who had known each other in a previous life—and this was why they were “irresistibly drawn to each other.” He wrote that, “though both of us tried to fight off the predicted outcome, we were caught up in the overwhelming remembrance of a long ago promise to each other.” An obvious interpretation would be that this is euphemistic language used to indicate that the two had had an affair. Menger spends an entire chapter of his book defending the “naturalness” of their union, couched in the language of the “cosmic philosophy.” He does, however, clearly state that his first marriage had not been altogether happy since his return from the war, and that he and Rose had been at “different states of development.” And of course, even under the best of circumstances, the loss of a child often drives couples apart. According to the records of the Clark County Recorder’s Office in Las Vegas, Connie and Howard were married there on May 26, 1958. 

Like many in the saucer crowd of the era, Menger was quick to use modern audio technology. Just two weeks after his appearance on The Steve Allen Show, he was playing a tape recording of the account of his experiences to visitors at his home, one originally recorded for a radio broadcast. This undoubtedly saved him the tedium of repeating his story to each new group of the steady stream of visitors that appeared daily at his door. He was known to use a tape recorder as part of his presentation in his formal lectures as well. Menger was also the first major name in saucerdom to make use of another current technology: the microgroove record. Sometime during the first half of 1958, he released a phonograph album called Authentic Music from Another Planet. This was an ingenious new way to promote his message, but was also likely an attempt to further monetize his fame, which was taking a large amount of time away from his business but not bringing in a corresponding amount of income. 

In his book, Menger told a curious story about how the record came to be. One day while driving in the countryside, he realized he no longer had control over his car, which seemed to be driving itself. By now he was used to such bizarre occurrences, so he thought little of it. The car took him to a cabin some distance into the woods. As he approached the building, he could hear the strains of the “most inspiring, soul-tingling music” he had ever heard coming from within. Entering, he encountered a man with long brown hair, seated at a strange piano-like instrument. Around him, spread across the floor, were a number of other bizarre musical instruments. Soon two blonde men entered the room and greeted Howard by name. They told him that they were from Venus, and the pianist was from Saturn. When Menger complimented him on his playing, the Saturnian invited him to sit down and play a tune. Howard protested that he had no musical talent. The alien then told him, “From this time on you will be able to play a piano whenever you are moved to do so, and not only this tune, but any melody you wish.” At this point, the analytical reader might well ask how this superpower—for this is what it amounts to—would help Menger in his stated mission to spread cosmic philosophy among the inhabitants of the Earth. The aliens explained to him that anyone who heard this music “would get a feeling, or reach an awareness, which would act as a mental assist to release something from the subconscious. People hearing the theme would react in their conscious state with increased understanding and brotherly love toward one another.” This was quite the superpower, indeed.

Menger soon began to play this new space music on the (terrestrial) piano for friends. He claimed that the “congenial president of Slate Enterprises” in Newark was “so impressed with the music” that he suggested the company release an album. It is more likely that Howard arranged for a custom pressing with the label, but this explanation still leaves room for doubt. In any case, Menger had a copy of the album to play for guests on Sunday, July 13, 1958. The Slate label itself appeared in 1946 and primarily released singles of light rhythm and blues, first on 78 and later on 45. Very little else is known about the company except for what appears on the labels of its handful of releases. The problem with assuming that Authentic Music from Another Planet was a custom release is that Slate is not known to have done any other custom work of this sort. In fact, it is also the only known LP on the label. It is possible that, like many other outfits, Slate released its custom works using other label names. So far, however, no such examples have come to light. There is another purely speculative possibility. Perhaps the “congenial president” of the label was also a saucer fan and made an exception in working with Menger?

The cover of Authentic Music from Another Planet shows one of Menger’s fuzzy black and white Polaroids, tinted blue, with the caption: “Actual photograph of interplanetary spacecraft.” At first it seems nothing more than an abstracted landscape, but looking carefully the viewer can pick out a figure at the bottom of the composition who appears to be looking at an indistinct smear in the sky through binoculars. The image is vague enough that it actually works. Unlike many photos of the era, even today it can instill a twinge of doubt in the viewer—that moment of indecision that tells us we may be in the realm of the impossible. More of his saucer images appear on the back cover, as do photos of Howard and Connie. Although Connie’s real biography is provided—including the intriguing fact that in her youth she had worked as a model for a “famous Cuban sculptor” while living in Mexico City—she is identified as “Marla Baxter.” This was a pseudonym she was already using for her “fantastic” writing and the name Howard used to refer to her in his book.

The album opens with Howard’s narration. Here he gives a condensed version of the unlikely story of how this music came to him. He introduces the first track, “Marla,” as being about “the young lady pictured with me on the album cover.” He then adds that “she is the sister of the beautiful blonde Venusian who spoke to me many years ago.” This track and the next, “Theme from the Song from Saturn,” he says are “interpretations that are taken from the actual music that has come to me from another planet.” He then instructs the listener to “turn the record over and listen to ‘The Song from Saturn,’ as it is played by me while my fingers are guided by this strange force.” In other words, he appears to claim that side two is channeled. This was a strategy that many early contactees adopted, but not one that was common elsewhere in Menger’s narrative.

The truth is that Authentic Music from Another Planet is basically an exploitation album, a record that promises something beyond anything the listener has ever experienced, only to ultimately disappoint. After the consumer has spent his or her money, the album reveals itself to be nothing more than noodly, easy listening piano tracks with a bit of explanatory narration tacked on. Fittingly, this follows a model used by many low budget science fiction films at the time, where more effort was spent on promotion and hype than on the actual product. Had Menger made his compositions sound more avant-garde, especially by creative use of an early electronic instrument such as an ondes Martenot or a theremin, listeners might have believed the music originated “from elsewhere,” and his album would now be a heavily sought-after cult item, commanding hundreds if not thousands of dollars from collectors. In truth, it would have been a more interesting record had he simply banged randomly and atonally on the keyboard for two sides. Unfortunately, the record sounds like what it undoubtedly is, a recording of someone from New Jersey who has had a few piano lessons playing uninspired “light classics.”

Given the paucity of information on the album, it is not known how many copies were pressed. It shows up for sale often enough not to be considered truly rare, but is uncommon enough for a large print run to be unlikely. In 1974, during the middle of a huge revival of interest in UFOs, the album was reissued on the Gold-A label out of Maplewood, New Jersey, its title shortened to Music from Another Planet. It is unclear whether Menger was involved in this reissue or not. Sealed copies of the reissue were still being advertised for sale as late as 1982

One of the major events in the career of Howard and Connie Menger was their East Coast Interplanetary Space Convention—held on Connie’s 100-acre farm near Lebanon, New Jersey, where the couple was then living—on September 13 and 14, 1958. This followed an appearance by the couple on Jack Paar’s television program the previous week, and was covered heavily in the local media. Among the convention’s attendees were Long John Nebel, Ellery Lanier of Fantastic Science Fiction magazine, arch-skeptic Jules St. Germain, and Major Wayne Aho. These back-to-back media events were excellent opportunities for Menger to promote the new album. It seems, though, that the response to the disc ranged from lukewarm to actively hostile. One participant in the crowd was quoted as saying, “It sounds like an 8-year-old practicing music for a teacher and not very good at that.” There will always be believers, however. In the September 1959 issue of its newsletter, the Spacecraft Research Association, a UFO club in the Phoenix area, reported that its members had listened to the album at a recent meeting. They were evidently so impressed that at the next meeting they listened to it again, followed by a talk by one David Moore on “the composition of the music and its differences from music of earth.”

Another of the attendees at Howard and Connie’s UFO convention that summer was Saucer News publisher and sometimes-prankster Gray Barker. According to Jim Moseley, it was here that Barker made the deal with Menger to publish an account of his experiences via his Saucerian Books imprint. The deal must have already been in the works, though, as Howard mentions the name of the book on the album, which certainly already existed at this point. Also, on the following Monday, the local paper reported that Menger was taking advance orders for the book. Connie (as Marla Baxter) had released a novel earlier in the year, My Saturnian Lover, which was mentioned on the liner notes of Menger’s LP and during the opening narration. There was no mystery as to who the author was, though, and the local press had fun pointing out that it “might be the story of [the Mengers’] astral love affair—but neither will admit it.” Howard’s book, called From Outer Space to You, was published in 1959. A case could be made that it was actually Connie’s second book, because it is extremely probable that it was largely, if not entirely, ghost written by her. On the back flap of the dust jacket was a large ad for Authentic Music from Another Planet, evidently being distributed by Barker, which also hints at the slight possibility of his involvement in the production of the record.

One aspect that sets Howard Menger’s story apart from other contactees of the era is the constant presence of the feminine. The first alien he encountered was not a virile space soldier, but a beautiful woman. While on the surface the story of a ten-year-old boy meeting a grown woman who teaches him things might seem to hint at maternal symbolism, there is a definite sexual undertone to Menger’s telling of the event. When he meets her again as a grown man, freshly returned from combat and probably in the best physical shape of his life, the sexual attraction is now obviously mutual. And although most of the aliens Menger reported meeting were men, there were a number of women among them, and they seemed to be quite independent. In one scene in his book, a group of space women tell Howard that they do not wear bras on their planet. This subtle, sexually-charged undercurrent could explain some of the appeal that audiences found in these tales.

It is also important to consider the real women in Menger’s life. Despite whatever differences they may have had, his first wife Rose was very supportive of him and his extraordinary claims. Besides helping explain the finer points of his tales to journalists, she even reported to have seen a saucer after getting a “strong impulse” to go outside, the same sort of impulse that drove many of Howard’s actions. Anyone who has ever met their soulmate will probably understand Howard’s idea that there exists such a thing as a “natural couple.” It’s not necessary to believe his complex story of interplanetary reincarnation in order to relate to the deeper truth of the claim. Some individuals just click so perfectly, sharing interests, attitudes, and a fundamental outlook, that it seems they were indeed made for each other. Whatever other chemistry existed between Howard and Connie, it is likely that both were avid readers of esoteric books when they met. Although never specific, references in their writings as well as statements made to the press often revealed knowledge of ideas from both eastern religion and the newly emerging New Age movement. Howard got most of the press, but there is no question that they were a team. In any case, even if they didn’t prove it, they tested the “natural couple” hypothesis pretty thoroughly. Their marriage lasted for 51 years, ending only with Howard’s death. 

Howard and Connie had a son in late April 1959. A week later, Howard was arrested on probation violations for “falling in arrears in support payments to his first wife and their two children, now living in Paterson.” He quickly paid the debt to avoid further incarceration, but was again arrested in mid-August on the same charge. He was taken to the Passaic County jail, but again paid his outstanding debt and was released. By the end of the month, Connie’s farm had been sold for the sum of $43,000. Whether or not the sale was necessitated by Howard’s financial troubles is an open question. Not long after this period of chaos in his personal life, on July 17, 1960, Howard appeared on Long John Nebel’s short-lived television show. Here he explicitly backed away from his original claims, announcing that he may have been “hoaxed or hypnotized” during the events described in his book, and was not at all certain that his experiences had been real. This reportedly did not go over well with Nebel.

Howard and Connie, circa 1950s

In 1963, there were rumors that Howard planned to host another convention similar to the one the Mengers held five years earlier. During this time, he was rumored to be developing a prototype saucer somewhere in the mountains of northeastern Pennsylvania. Throughout his life Menger tinkered with technology, and this appears to be one of the many projects that never got further than his workshop. Soon afterwards, Connie and Howard relocated to Florida, with a new baby daughter in tow. There, Howard continued his sign painting business, but seemingly could not resist the lure of the spotlight. In August 1965, he convinced the Civic Association of Sebastian, Florida, to hold an Aeronautical and Space Convention with himself serving as chair. The idea was approved, but in mid-September the association learned of Menger’s past. The convention plans were soon canceled. Immediately after this unwelcome publicity, Howard put his name on the ballot to run for Sebastian city council. During the campaign he further backed away from his original claims, telling the press that From Outer Space to You was a “fact/fiction” book. The winners of the election received 182 and 174 votes respectively. Howard came in dead last with an embarrassing 20 votes.

The couple soon relocated a bit farther down the coast to Vero Beach. Howard continued to appear occasionally on radio and television. Connie continued her writing, working as a reporter on general interest topics for a local newspaper. In the spring of 1967, a second edition of Menger’s book was published. That June, he was invited to be a speaker at Jim Moseley’s Congress of Scientific UFOlogists in New York City, held to mark the 20th anniversary of Kenneth Arnold’s first UFO sighting, the event that spawned the saucer craze. Here Howard delivered a rambling speech in which he mentioned his tinkering with saucer technology. In contrast to what he told Long John Nebel in 1960, he defended the original claims made in his book as fact. He then complained at great length and in great detail about the cancellation of his planned 1965 space convention. Other speakers on the roster were Nebel, Ivan T. Sanderson, Gray Barker, Ray Palmer, and contactee-come-lately Frank Stranges. These were big names, but this was to be Howard’s last great moment in the spotlight.

Howard and Connie lived out their remaining years together quietly in Vero Beach. They self-published a few books on esoteric subjects, including a 1991 follow-up to Howard’s first book called The High Bridge Incident, and from time to time would briefly resurface in the media. In 1992, they appeared together in Robert Stone’s documentary Farewell, Good Brothers. In the film, they seem very relaxed and at ease in each other’s company, a “natural couple.” Howard Menger died on February 25, 2009. Connie followed him on January 7, 2017. In a letter to Saucer Smear just after Howard’s death, ufologist Jerome Clark wrote:

Perhaps Adamski and Menger created fantasy worlds for their followers and at some point entered those worlds themselves. Human beings experience that elusive thing called ‘reality’ in sometimes peculiar, hard-to-define ways. Contactees, mediums, and other self-identified communicators between worlds may be able to create imagined alternative realities, which coexist with, possibly even overwhelm, consensus understanding and experience. I suspect that anything you could say, good, bad, or indifferent, about the motives of Adamski or Menger needs to be appended with an asterisk.

The claims made by contactees like George Adamski and Howard Menger seem so very absurd today that we can’t help but wonder about their motives. It is always possible that a story originated with an actual anomalous experience and grew from there. I do have a hypothesis about Howard, though. He seemed to truly believe the things that he said about brotherly love, the soul, and the nature of God. What if it were his goal all along to simply become a teacher of these New Age ideas? To accomplish this requires some form of authority. The traditional path is to attend a university and get an advanced degree in the subject you wish to teach. An alternative path would be to call yourself “Professor” and claim to be the son of an Egyptian mother who grew up in a lamasery in Tibet, as Adamski did in 1934. When this story became a bit rusty, Adamski simply updated it to one in which he was a “chosen” contactee of the occupants of those things in the sky so many people were reportedly seeing in those days. By adopting Adamski’s later model and publicizing it via the mass media, Menger imbued upon himself a certain authority and soon had a number of followers. He became in reality a teacher of the ideas the space people allegedly taught him. It doesn’t matter whether his claims were literally true or not. The ideas existed, and he was teaching them to mankind, just like the guy in his story.

Stephen Canner is an archivist, discographer, musician (The Victor Mourning, Swarme of Beese), and historian of artifacts that emerge from the margins of culture. He blogs at Mediated Signals.

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Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 4

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Monstrous Compendium Ravenloft AppendixBack at it today with more monsters from AD&D 2nd Edition.  I have to say that going through all of these has put me in the mood for an AD&D 2e game at some point. 

I have mentioned this many times before but for me AD&D 2nd Ed was synonymous with Ravenloft for me. For most of AD&D's heydays, I was at university, either as an undergrad, in grad school, or working on my first Ph.D. So both money and free reading times were limited. I focused my efforts on the campaign world that I enjoyed the most, though I did dabble a bit into Planescape.

While I bought the Monstrous Compendiums as I could, I made an effort to get the Ravenloft ones. 

MC10 Monstrous Compendium Ravenloft Appendix

PDF 64 pages, Color cover art, black & white interior art, $4.99

I don't remember when exactly I bought this product the first time, but I do remember I was living in my first apartment after the dorms.  I thought it was amazing and I could not wait to use some of these monsters.   This product also expands on many of the monsters that had been briefly mentioned in other products, namely the Ravenloft boxed set and some early adventures.

This compendium appendix covers 55 monsters "Bastellus" to "Zombie Lord" and includes the "demi-human" vampires.  Up to this point, I had argued that only humans could become vampires, but I guess the Demiplane of Dread is such that any race can become a vampire. 

vampires of all sorts

In addition to all the monsters, this book includes an "Encounters in Ravenloft" that is helpful for the different rules that monsters can follow here. 

MC15 Monstrous Compendium Ravenloft Appendix II: Children of the Night (2e)

PDF 64 pages, Color cover art, black & white interior art, $4.99. Covers just 20 monsters from "Brain, Living" to "Vampyre."

This second compendium draws from many of the adventures and books published for Ravenloft at this point.  It has similar monster types to the first one, but all of these monsters are unique NPCs. For example, the MC10 had the Ermordenung creature, this one has the specific entry for Nostalla Romaine. Some, like Desmond LaRouche, the Half-golem and Jacquelline Montarri, even get 4 pages of treatment each.  This is part and parcel of the nature of monsters in Ravenloft, each and everyone has the potential to become a unique encounter and a specifically planned one.  This is one of the reasons I really don't do "random monsters" anymore.  In Ravenloft, there never should be a random encounter.  Even "non-Ravenloft" creatures get a unique Ravenloft treatment like Althea (medusa) and Salizarr (a meazel).  

This might make the utility of this book a little less than the others, it is a book of NPCs really, not just monsters.  The advantages though are a way to show how nearly any monster can get the "Ravenlot" treatment and expand to something more than a collection of HP to be traded for XP.

Monstrous Compendium - Ravenloft Appendix III (2e)

PDF 128 pages, Color cover art, black & white interior art, $9.99

This is one of the first "bound" Monstrous Compendiums I ever bought.  By this time TSR had learned that the three-ring binder experiment was over.  So no attempt here is mad to keep up that pretense. 

This book is larger, 128 pages, and takes on the trade dress of later (middle era) Ravenloft products.  This one does feature a guide of what monsters from other Monstrous Compendiums are suitable for Ravenloft.  Additionally, the "Climate/Terrain" section lists which Domain they are found in or even when they are found on other worlds.

This book covers 120 monsters from "Akikage" to "Zombie, Wolf." Some are repeats, but all are updated. We get newer versions of Flesh Golems and Strahd Zombies, and yet another version of the Baobhan Sith.  Some more vampires (Drow and Drider) and a bunch of Liches.

Monstrous Compendium - Ravenloft Appendices I & II (2e)

PDF 128 pages, Color cover art, black & white interior art, $9.99

This product features the final Ravenloft trade dress and is one of the last Ravenloft products to be wholly TSR and not TST/Wizard of the Coast.  Again, like the Ravenloft Appendix III, this is a 128 page book that first appeared as a softcover.  The monsters are the same as Appendices I & II; even dividing them up into two sections of Part I Creatures of Dread and Part II: Children of the Night.

If your goal is to print out pages for your own Monstrous Compendiums, then the original MC10 and MC15 might be the better choice.  If you are collecting the PDFs to have all the monsters then this product is the better bet. 

I am a Ravenloft fan. So I have all four.


Ravenloft Monstrous Compendium IIRavenloft Monstrous Compendium IIIRavenloft Monstrous Compendium I & II

I also find quite a lot in these I can still use in my 5e games and in my OSR/Old-School games.

Miskatonic Monday #99: Carnival of Madness

Reviews from R'lyeh -

The carnival is everything that society is not—exciting and exhilarating, romantic and raucous, uncertain and unsettled, even freakish and fearful. It seems appropriate that the modern idea of the carnival—at least the travelling carnival—would be propelled out of the 1893 World’s Columbian Exposition with its rides, games of chance, freak shows, and burlesque, let alone the horrors it would hide. From Ray Bradbury’s Something Wicked this Way Comes to the television series Carnivàle, the carnival and its workers, the often-mistrusted Carnies, have always been something to fear, the apprehension of the unknown tipping over into abhorrence as this classic slice of Americana slipped into our consciousness, set up its booths and displays, switched on the bright lights and jaunty pipes, barked out its delights, promised gaiety and fun, before switching off the lights and slipping away in the morning, leaving behind just memories and the promise of a return the next year. Almost from the start, the carnival became a vehicle behind which the horrors of the Mythos could wend their way across America, their impact barely felt from one town to the next, including in Call of Cthulhu with David A. Hargrave’s scenario ‘Dark Carnival’ from Curse of the Chthonians: Four Odysseys Into Deadly Intrigue. However, that was all setting with neither narrative nor background; the setting populated by a gallery of grotesques devoted to an unexplained cult – the Society of the Great Dark – and sitting over what is essentially a dungeon. Fortunately, the newest scenario for Call of Cthulhu, Seventh Edition to offer a carnival of consternation is far more chilling and much more cunning. Welcome to Carnival Pandemonium.

Carnival of Madness: A Call of Cthulhu Scenario for the 1970s is from the same team behind Highway of Blood and The Pipeline. It is inspired by the low-budget horror, splatter, and exploitation films of the period, shown in a ‘grindhouse’ or ‘action house’ cinema, such as Duel, I Spit on Your Grave, Last House on the Left, Texas Chainsaw Massacre, The Hills Have Eyes, and the more recent Death Proof. Carnival of Madness is a one-session, one-shot which takes place on the Friday the day before Halloween in 1970 just off the Aylesbury Pike in western Massachusetts. The Player Characters—who may or not be investigators—are visiting a carnival which has set up there, whether for fun, looking for Alice, a little girl who has been abducted from Worcester State Hospital (she will come to play a significant role in the scenario whatever the Player Characters’ motivations), or to investigate a curious cluster of similar dreams in the area. This is as either a quartet of ‘Meddling Kids’ in the mode of Scooby Doo—though minus the Great Dane, a team of Mythos dream investigators, a pair of Massachusetts State Police detectives, or a team of Private Investigators. Of these, Carnival of Madness includes pre-generated Investigators for the Meddling Kids and the two Detectives.

Carnival of Madness opens with the Investigators on the road and directed onto the grounds of the Carnival Pandemonium to the sound of jaunty party pipes [https://youtu.be/pct1uEhAqBQ] and encouraged to play games such as Whack-A-Monkey, Ring Toss, Duck Pond, Wheel-O-Fortune, and more. They are pushed, even pulled towards various booths and other events, including a series of performances announced by a classic carnival barker, as well as a Fortune Teller and the Asylum, the carnival’s Funhouse and Freak Show. The Freak Show contains the most obvious and most immediate evidence of the presence of the Mythos at the carnival and despite being a cliché, is appropriate. Yet there are oddities amongst the Carnies too, some of which are obvious and perhaps easily passed off, but if the Investigators look close enough (or is that too close?) many have something disturbing about them... The Asylum is subtler in its horror, being based on the classic facility for the mentally disturbed which constantly seems to play with the Investigators’ sense of perspective and that runs throughout Carnival of Madness.

Carnival of Madness is also a timed event and as the Investigators spend more time on the carnival grounds, reality seems to slip in and out around them, and they seem to slip in and out of reality. In actuality, they are descending deeper and deeper into Pandemonium, a space which distorts the world around them. What is pulling them is a vector, an Unreality, an infection which is making them more susceptible to the effects of the Pandemonium. At first there are only minor differences—colours not as bright, flavours blander, and sounds flatter, whilst those around the Investigators who are already one of the Infected, will seem to act strangely and see madness in everyone but themselves, but further and further in, the world will wear out, the people will disappear and reappear, the sun will take on a golden corona, chaos reigns as thoughts and emotions run rampant and have a physical presence, until the point where they are no longer at the carnival, or even on Earth. In and out of this slips Alice, sometimes taking an Investigator by the hand, sometimes stepping out of sight… The Investigators’ descent into Pandemonium is measured by Sanity loss and requires some extra tracking upon the part of the Keeper, the effects of any occurrence of any Bout of Insanity being marked by a drop further on that descent and a roll on the provided Unreality Tables.

For the players and their Investigators, Carnival of Madness comes with some excellent handouts, including tickets, photographs and images, posters, and maps, one of which delightfully hints at the Mythos entity at the heart of the scenario. The standout handout is the leaflet for the Carnival Pandemonium itself, which definitely needs to be printed out and handed to the players as it adds so much verisimilitude to the scenario. Six Investigator sheets—though only the front of the sheets—are given for the four Meddling Kids and the two Detectives.

For the Keeper there is the complete background to the scenario and the antagonists’ plans which come to fruition at the climax of the scenario, an explanation for Pandemonium is and how it works, a complete description of all the booths and events at the carnival—including all of the games, so the Investigators can get involved, stats for the major NPCs, descriptions of three Mythos artifacts, spells, and tomes, and a new Mythos creature. There is also advice and a warning or two—all of which are needed. Carnival of Madness is upfront about the fact that it involves body horror, graphic violence, drug use, adult language, gaslighting, and mental health issues—the gaslighting in particular. Across the course of the evening on which the scenario takes place, the Keeper is constantly presenting the players and their Investigators with seemingly false narratives and manipulating and misleading their perceptions. The scenario advises that the Keeper should be upfront with her players as well.

Carnival of Madness is a busy scenario, perhaps too busy to run in a single session and the Keeper will need to maintain a tight rein on the pace of the scenario as it builds to the climax. There is the suggestion that it could be run in two or three sessions, though that may lessen some of the scenario’s impact, for this is a scenario which is designed to build and build in intensity and some of that may be lost between sessions. The scenario is flexible enough that it could easily be set at any time from the Purple Decade of Cthulhu by Gaslight to nineteen eighties without any real changes.

Physically, Carnival of Madness is a fantastic looking book. The artwork is good, the writing decent, and the handouts excellent. Perhaps an index or a cheat sheet of tables to cover the rules additions would have been useful, but the book is relatively short.

Carnival of Madness is a scenario whose fantastic atmosphere and creepiness and weirdness grows and grows in intensity as the Investigators descend into Pandemonium and madness. It not only brings the raucous and rowdy nature of a carnival to life with all of the games and performances and booths, but infuses them with an unmellow yellow that will play and play again with the Investigators’ perceptions like a carousel of consternation.

Jonstown Jottings #57: The Cups of Clearwine

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Cups of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha presents the dozen or so households, twenty-seven fully written up inhabitants and more, plus maps and plot hooks of ‘Elisanda’s Grove’ (or ‘Sandy Corner’), a district in the corner of the tribal city of the Colymar for use with RuneQuest: Roleplaying in Glorantha.

It also includes the spell, Command Goose.

It is a follow-up to the earlier The Dregs of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha which described another corner of Clearwine.

It is a sixty-three page, full colour, soft cover book.
The layout is clean and tidy, and the portrait thumbnails are nicely done.

Where is it set?
The Cups of Clearwine is specifically set to the right of Oldgate in the tribal city of the Colymar. With some adjustment it could be moved to another Sartarite city.
Who do you play?No specific character types are required when encountering the inhabitants of The Dregs of Clearwine. Engizi and Heler worshippers will enjoy the included scenario.

What do you need?
The Cups of Clearwine requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the city of Clearwine. The RuneQuest: Glorantha Bestiary will be useful for details on the Telmori and Trolls and The Red Book of Magic for certain spells, whilst The Smoking Ruin & Other Stories details NPCs who may be important to the inhabitants of Clearwine. To get the very fullest out of The Cups of Clearwine, both Cults of Glorantha and the Sartar Boxed Set will be useful.
What do you get?
The typical supplement for RuneQuest: Roleplaying in Glorantha focuses naturally on adventurers and the great and the good and the bad, that is, Player Characters and NPCs who possess the agency and freedom to go anywhere or do anything. The Cups of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha is radically different, focusing on the lives and loves of those further down the social ladder, but unlike the earlier  supplement, The Dregs of Clearwine, not all that far down the social ladder, most of them being middle class. The inhabitants of the area make a good living and certainly enough to get by. The supplement details the eleven households and establishments of the neighbourhood and their inhabitants, as well as various family members and employees who live and work there. The majority of these are fully statted up and nicely illustrated, and all include detailed descriptions of their hopes and relationships with others in their household and the wider community.
For example, Oraninna Goodwine and her husband Rastadath, she a respected vintner and Initiate of Minlister, he a retired warrior, own two properties in the neighbourhood. One is a draughty, but impressive stone tower, the other, a larger, more homely home. However, the effects of the Great Winter forced them to let their house to tenant farmers with a large family, headed by Jenyr the Weaver, something that Oraninna is jealous of, her children having died or been killed as a result of the Lunar occupation of Sartar. Further, whilst renting out the house has restored their fortunes, Oraninna and Rastadath want to move back in, but cannot. However, Jenyr’s son, Fararan, is fascinated with Rastadath’s war stories, as are several of the boys in the neighbourhood, much to their parents’ dismay, who want them to follow in their safer footsteps. Rastadath drinks with Findaral, an old comrade, at the wine shop, complaining about both the changes locally, especially those his niece has made to his wife’s pottery shop, now turning it into ‘The Hot Food Shop’, and any newcomers to the area, despite the fact that outsiders come to both ‘The Hot Food Shop’ and the wine shop, let alone the others visiting the neighbourhood’s other craftsmen and women. One of these is the argumentative Tifira Wolf-Friend, a Telmori who has become friends with Indromast, the introverted perfume maker, who is the subject of gossip as to who he should marry and there are occasional attempts to match-make for him. He sells to the Earth Temple and the Temple of Uleria in Apple Lane, as well as private citizens, including Brudelia Norinel, an Ersolian courtesan, who resides here, far away from her family politics and who buys from all of the sellers in the neighbourhood, if she can. She has no dislike for anyone nearby, but Rastadath’s conservatism is at odds with her progressive views, and she pities Oraninna Goodwine for the loss of her family. Threads like this weave in and out of the nearly thirty or so fully written up NPCs, and to a certain extent the others as well, creating a web of relationships that in play, the Player Characters can follow and unpick.
The eleven households include a perfume maker, landlords and tenants, a wine shop, a food shop, an entertainer, a courtesan, jewellers, glassmakers, and a foreign farmer. These all cluster around a courtyard at the centre of which is a well and a tree that Sartar himself changed from an old oak into a new sapling to prevent the tree from dying when new walls were built. The neighbourhood is busy as the wine shop and the food shop both attract outside custom, as do the perfume maker, jewellers, and glassmakers, all three of whom have regular patrons across the city of Clearwine. The courtyard throngs with geese—who also act as guard animals, and pigs, and at least one alynx whom the geese hate and will chase! Apart from the wine shop and food shop, the courtyard is quiet at night, and when closed, the area is patrolled by a recently hired Trollkin, though not everyone in the neighbourhood is happy with his situation.
Every household is accompanied by a big box of plot hooks—and that in addition to a selection of general plot hooks, a side elevation of the house, and the maps of the neighbourhood includes a rooftop map as well as a footprint map showing the floorplans of the mostly one-room households. Throughout, sections of boxed texts cover supplementary information, ranging from detailing the neighbourhood committee and spindles and spinning to how the disposal of  night soil is handled and the nature of courtesans in Glorantha. Rounding out The Cups of Clearwine is ‘The Cursed House’, an investigation into an abandoned house in the centre of the neighourhood which seems to be making people ill, which blossoms into a delightful exploration of the magical realism of Glorantha.
At the heart of The Cups of Clearwine is a very nicely constructed web of relationships and sense of community that the supplement’s many plot hooks dig their barbs into. There is material here that could fuel session after session of roleplaying as the Player Characters come to involve themselves into the doings of the neighbourhood, and unlike in The Dregs of Clearwine, it is likely to be easier to pull the Player Chaarcters into the doings of the locals presented in The Cups of Clearwine. This is because the Player Characters are likely to be on an equal footing in terms of social standing, at least for the most part.
The set-up of The Cups of Clearwine however, suggests another possibility. That is to run it as a mini-campaign location with the Player Characters are inhabitants of the neighbourhood, either having grown up there or moved there very recently as a result of recent events. This would lead to a campaign of small lives, but strong emotions, essentially a soap opera amongst the middle classes of Clearwine a la the BBC television series, EastEnders or the ITV series, Coronation Street. It is a pity that the supplement does not include ready-to-play sample Player Characters or guidelines to create such characters, but perhaps that is scope for some such supplementary support. The other alternative is to have the players take the roles of the NPCs themselves, though it would depend if the players want to take the roles of NPCs rather than characters of their own creation.
However the Game Master decides to use The Cups of Clearwine: A Sourcebook for RuneQuest: Roleplaying in Glorantha, it is full of detail, flavour, and rife with roleplaying and adventure possibilities.
Is it worth your time?YesThe Cups of Clearwine presents a rich slice of almost soap opera life that will involve your Player Characters in the big stories of small lives, whether they are simply visiting or even residents themselves.NoThe Cups of Clearwine presents a busy suburban corner of Clearwine and your campaign may not even be set there, let alone want to pay a visit.MaybeThe Cups of Clearwine presents an array of NPCs, relationships, and plot hooks which the Game Master can adapt to other locations if she does not want to use them as written.

[Fanzine Focus XXVII] The Dead Are Coming

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, whilst the fanzine format is typically used to support other roleplaying games, it has also been used as a vehicle for complete, if small roleplaying games of their own.
The Dead Are Coming: a zombie apocalypse survival rpg is a minimalist roleplaying game built on the architecture of Into the Odd. It was published by Gallant Knight Games in 2020, following a successful Kickstarter campaign as part of the Old Skull Zine RPG Trilogy—the others being Running Out of Time and Screams Amongst The Stars—for ZineQuest #2. As the title suggests, it is a post apocalyptic roleplaying game in which the dead have arisen and the survivors are forced into a struggle to survive, look after their friends and family and keep them safe, and perhaps build a refuge from which they can gain some measure of protection. Arrayed against them are not just small bands of the living dead, but potentially hordes—and not necessarily of the ordinary members of the shambling corpse cortège. They include the Sluggish, the Runner, the Hulk, the Spitter, the Toxic, and more... The Dead Are Coming includes thirty-six character backgrounds, simple player-facing mechanics, a deadly combat system which emphasises some potentially deadly nasty outcomes, simple rules for handling communities and their actions, ten zombie types, and a set of tables around which the Game Master can build a scenario or campaign. Throughout the world of The Dead Are Coming is presented as a dangerous one, a world where choices have consequences, and a world where death is just around the corner... Typically shuffling towards you on two legs.
A Survivor in The Dead Are Coming is defined by three attributes—Strength, Dexterity, and Willpower, his Hit Points, his Resources, and his Background. Resources consist of Food, Water, Bullets, and Fuel, whilst a Background can be anything from a Highschool Student or Foodtruck Chef to Clown or Soccer Star. To create a Survivor, a player rolls two six-sided dice and adds three for each attribute, and can swap two, and rolls one six-sided die for both Hit Points and Resources, the latter determining how many the Survivor has for all four types of Resource. Cross-referencing the results for Hit Points and Resources determines the Survivor’s Background, which gives him one or two useful items. Name, physical details, and personality traits can be rolled on separate tables. The process is quick and easy and takes a few minutes.
Name: Ryan MurdockStrength 9Dexterity 10Willpower 11Hit Points 4Background: ZookeeperResources: 2 (Food 1 Water 1 Bullets 0 Fuel 0)Equipment: Torch, photograph of partner, monkey, tranquiliser darts, dart gunDescription: Goatee, Fanatical
Resources and a Survivor’s Inventory are an important aspect of the game. Food and Water are required daily, Fuel is consumed per four hours of travel, and Bullets are expended only when a one is rolled on a damage die. For ease of play, there is no difference between Fuel types or Bullet types, the emphasis being on survival and play rather than unnecessary details. A Survivor’s Inventory is not just important because of what he is carrying, but how he is carrying it is. It is listed in order of packing and accessibility on the Survivor’s character sheet and if he needs to pull something out of a bag or backpack fast, his player needs to roll higher than the number it is stored on. Of course, this only comes into play when dramatically appropriate, but when it does, it adds to the tension. In addition, every items has a limited durability, after which a Survivor will need to repair, recharge, or refill it that item to use it again—if the item has not been destroyed.
Mechanically, The Dead Are Coming uses Saves. These are rolls of a twenty-sided die against the appropriate attribute. Depending upon how well prepared a Survivor is, what equipment he has, or whether he an appropriate Background, his player will roll with Advantage, that is roll two twenty-sided dice and use the lowest result. Conversely, if the Survivor is ill-prepared, outmatched, or hindered, his player will roll with Disadvantage.
Combat in The Dead Are Coming is deadly. Initiative is handled narratively, the Game Master determining who acts depending upon the situation. Any attack always hits, so instead of rolling to hit, the player or Game Master just rolls damage. All weapons ‘explode’ and allow an extra die to be rolled and added to the total if the maximum number on a die is rolled. It is also possible to attack with an advantage or a disadvantage. The former increases the damage inflicted, whilst the later reduces it. Defence, whether unnatural for a Zombie or cover for a Survivor, and any armour worn by a Survivor will reduce the amount of damage done, but after that, it is first deducted from their Hit Points and their Strength. Once a Survivor suffers damage to his Strength, this is Critical Damage and his player must make saves against his Strength and if failed, he becomes Incapacitated. If a Survivor’s Strength is reduced to zero, he is dead, and similarly, if his Dexterity is reduced to zero, he is paralyzed.
In between Strength and Hit Points, there is the Scars table. This is rolled on if a Survivor’s Hit Points is reduced to exactly zero without any Strength damage. The amount of damage suffered determines the result. For example, a two means that the Survivor falters and shakes his head, is forced to reroll his Hit Points, and can Save against one of his attributes, which if failed, will increase its value by one. This and other options are the only way to increase a Survivor’s attributes or Hit Points. The entries on the Scar table are all interesting and can lead to some fun roleplaying outcomes, but because attacks are more likely to inflict damage that will result in Critical Damage, the likelihood of these results coming into play is uncommon.
The Dead Are Coming is a horror roleplaying game and it includes rules for the effect of encountering the cadaver cavalcade. Seeing someone devoured by zombies results in the loss of Willpower and when that is reduced to zero, a Survivor suffers a Stressful Event. This can be anything from the Survivor holding it together and having Advantage for all saves for a short while, to suffering a heart attack and either dying or passing out. Willpower is regained by resting and spending time with a personal item.
The Dead Are Coming is not just about fighting the undead threat, but also dealing with other Survivors, gaining Followers, and eventually forming a Band and perhaps even a Community. Guidance is given for how many Resource Units it might take to gain a favours or trade deals, and simple rules acquiring Followers and how to use them when they coalesce into a Band of twenty people and then a Community of a hundred or more, composed of five Bands. Mechanically, they are treated like a large Survivor, and in battles, they can become broken when they suffer Critical Damage. As part of a Community, a Band can be assigned activities such as scouting ahead, recruiting other Survivors, searching for Resources, and reinforcing the walls of the Community’s home.
For the Game Master there are rules for handling travel, the weather, and encounters, the latter supported with some NPC stats—which are not your average Survivors, for example, Death Cultists and Opportunities pricks—and tables for their gear. Another set of tables, the ‘Apocalypse Toolkit’, provides landmarks, structures, findings, and hazards to be found in the countryside, small towns, and cities. Another pair of tables gives simple adventure hooks and ideas on what to do in the zombie apocalypse. Then there are the zombies. Unlike Survivors, they do not suffer Critical Damage when they suffer Strength damage, but all damage against them explodes when the highest result on any dice is rolled. However, if a Survivor suffers Critical damage against, his player make Saves against Strength, first to avoid being Infected, and when Infected, three more for it to be permanent. The zombies are nasty, and include the expected Sluggish and Runner type zombies, as well as the Zombie Mass, the Exploding Zombie, the Z Dog, and the Z Elephant! Plus there is a table of mutations to spice them up a bit…
The Dead Are Coming includes advice for both the player and the Game Master. For the player, this is ask questions and plan and work with others, build alliances, especially to avoid both risk and dice rolls, the latter because dice rolls because they have consequences. He should also play to survive and play hard—dirty if necessary—but enjoy his Survivor’s death. After all, Survivors are replaceable. For the Game Master, the world of The Dead Are Coming should be presented as dangerous and make that danger obvious to her players, present choices, show the consequences of those choices, and have her players roll Saves as a result of their making choices. 
Physically, The Dead Are Coming is well presented, its discordant and sometimes urgent layout stressing the unnatural of its post apocalypse. The writing is succinct and to the point, and the artwork decent.
As mechanically simple and straightforward as The Dead Are Coming is, it will require some set-up upon the part of the Game Master, but that will typically amount to no more than the details of an environment where the Survivors will come together, whether that is one of the Game Master’s devising or one based on a real-world location. Either way, since the game is set in the real world just a few moments into the future, it is a world that is easy to imagine and a world that will be easy to contribute by both players and the Game Master working together. Plus, there is the familiarity of the zombie genre and the roleplaying does come with a good of tables for added inspiration. 

The Dead Are Coming combines simple rules with a familiar set-up and genre in which the Survivors need to learn from their Scars to withstand the dangerous nature of the world they now find themselves in. However, that world is brutal and nasty, a post apocalypse in which sometimes the best option is to run—whether that is from the zombies or other Survivors—and that should be a lesson learned fast...

Mapping Your Wilderness

Reviews from R'lyeh -

Given the origins of the roleplaying hobby—in wargaming and in the drawing of dungeons that the first player characters, and a great many since, explored and plundered—it should be no surprise just how important maps are to the hobby. They serve as a means to show a tactical situation when using miniatures or tokens and to track the progress of the player characters through the dungeon—by both the players and the Dungeon Master. And since the publication of Dungeon Geomorphs, Set One: Basic Dungeon by TSR, Inc. in 1976, the hobby has found different ways in which to provide us with maps. Games Workshop published several Dungeon Floor Sets in the 1980s, culminating in Dungeon Planner Set 1: Caverns of the Dead and Dungeon Planner Set 2: Nightmare in BlackmarshDwarven Forge has supplied dungeon enthusiasts with highly detailed, three-dimensional modular terrain since 1996; and any number of publishers have sold maps as PDFs via Drivethrurpg.comLoke Battle Mats does something a little different with its maps. It publishes them as books.

Loke BattleMats book comes as a spiral-bound book. Every page is a map and every page actually light card with a plastic covering. The fact that it is spiral-bound means that the book lies completely flat and because there is a map on every page, every map can be used on its own or combined with the map on the opposite page to work as one big, double-page spread map. The fact that the book is spiral bound means that it can be folded back on itself and thus just one map used with ease or the book unfolded to reveal the other half of the map as necessary. The fact that every page has a plastic covering means that every page can be drawn on using a write-on/wipe-off pen. It is a brilliantly simple concept which has already garnered the publisher the UK Games Expo 2019 People’s Choice Awards for Best Accessory for the Big Book of Battlemats and both the UK Games Expo 2019 Best Accessory and UK Games Expo 2019 People’s Choice Awards Best Accessory for Giant Book of Battle Mats.
The Wilderness Books of Battle Mats is a ‘Set of 2 Battle Map Books for RPG’. As a set, it comes as two volume set of map books in a slipcase—open ended at either side for easy access. Each of the two volumes is a twelve-inch squire square, spiral bound book, with each containing sixty maps, all marked with a square grid. These start with a pair of maps depicting in turn plain grasslands, tundra, and desert—the nearest that the two volumes get to blank, unfeatured maps, but quickly leap into depicting particular locations. There are rivers, waterfalls, and pools; stretches of worked forest with nothing but stumps left; the ruins of a tower and its nearby outbuildings; desert and rocky desert ravines; narrow ravines crossed over by both a log and a bridge, with a stream running the length of the ravine; rich jungle undergrowth; the shores of both arctic temperate territory; and much, much more. And this is more or less the same in each of the two books. This does not mean that the maps are exactly the same in each book. Rather they are thematically similar and this leads into what is perhaps the greatest feature of The Wilderness Books of Battle Mats.
Each two-page spread of the two volumes of The Wilderness Books of Battle Mats consists of two linked maps—physically and thematically. The Game Master can use either of the maps on the two-page spread on their own or together, as a twelve by twenty-four-inch rectangular map. That though is with the one volume. With two volumes together, the Game Master can combine any single map from one volume with any single map from the other, and if that is not flexible enough, any two-page spread from one volume can be placed next to a two-page spread from the other, in the process, creating a twenty-four by twenty-four-inch square map. What is means is that the Game Master can connect the river to the pool via the waterfall, have the ruined tower guarding the shore of a lake or the sea, and so on. Thus this gives The Wilderness Books of Battle Mats a fantastic versatility which the Game Master can take advantage of again and again in choosing a combination of map pages from the two volumes to create location after location, and then use them to build encounter after encounter.
The individual maps are excellent, being bright, vibrant, detailed, and clear. They are easy to use and easy to modify. A Game Master can easily adjust them with a write-on/wipe-off pen to add features of her own. This is especially important if the Game Master wants to use a map which has previously featured in one of her adventures. She can also add stickers if she wants new features or even actual physical terrain features.
Where perhaps The Wilderness Books of Battle Mats improves on the The Dungeon Books of Battle Mats is that there are fewer limitations on how and when the contents of the two volumes can or should be used. This is primarily because their locations—unlike those of The Dungeon Books of Battle Mats—are not as specific in terms of their role. Unlike the dungeon maps, they are obviously more open and there are fewer elements of their design that the Game Master has to consider when bringing them to the table. This also means that the maps can be used again and again without familiarity becoming too much of an issue. Of course, creating an encounter at a moment’s notice is not necessarily easy, and to really get the best out of The Wilderness Books of Battle Mats, the Game Master should definitely prepare some with the maps in mind that she wants to use, but it is easier with this two-volume set.
Physically, The Wilderness Books of Battle Mats is very nicely produced. The maps are clear, easy to use, fully painted, and vibrant with colour. One issue may well be with binding and the user might want to be a little careful folding the pages back and forth lest the pages crease or break around the spiral comb of the binding. Although there is some writing involved in The Wilderness Books of Battle Mats, it is not really what a Game Master is looking for with this two-volume set. Nevertheless, that writing very much needs the attention of an editor—just as it was with The Dungeon Books of Battle Mats.
There is no denying the usefulness of maps when it comes to the tabletop gaming hobby. They help players and Game Masters alike visualise an area, they help track movement and position, and so on. If a gaming group does not regularly use miniatures in their fantasy games, The Wilderness Books of Battle Mats might not be useful, but it will still help them visualise an area, and it may even encourage them to use them. If they already use miniatures, whether fantasy roleplaying or wargaming, then the maps in The Wilderness Books of Battle Mats will be undeniably useful. And there are so many fantasy roleplaying games which The Wilderness Books of Battle Mats will work with, almost too many to list here…
The Wilderness Books of Battle Mats is full of attractive, ready-to-use maps that the Game Master can bring to the table for the fantasy roleplaying game of her choice. Both practical and pretty, The Wilderness Books of Battle Mats is an undeniably useful accessory for fantasy gaming in general. 

The Dragon #16 Vol 3.2

D&D Chronologically -

What’s new?
  • it’s 36 pages instead of 32 – to accommodate the size of the L Sprague deCamp Green Magician story
Editorial
  • why do so many people take themselves and their hobby so seriously – have fun and a laugh!
Articles
  • a rebuttal to the letter about Cthulhu in Dragon #14 – too much detail for me to care less
  • Adventures of Monty Haul 3 – I find these tedious and just skim them
  • Sorcerer’s Scroll (always my most enjoyable part of the magazine) – Gygax talks about the same theme as the editorial – that D&D is a game which is meant to be fun and that one of the most frequent ways other people try to ‘improve’ it is to try and make it more realistic – which generally just makes it more tedious, not fun. An example he gives is of the Vancian system D&D uses vs making it more complex by having spell points. He also has a go at fanzine type publications, which to my mind always makes him come off as having a chip on his shoulder when he should really just ignore them. I guess some of the personal attacks just got to him.
  • Ward writes about game balance – basically the advice is: don’t make things too easy or too hard for your players
Variants
  • near eastern mythos – ie Sumerian, Babylonian, Canaanite
  • an extensive (5 pages) new class – the ninja
  • some variant to allow clerics and magic-users the use of swords but with big downsides (or something – I didn’t take the time to fully grok the mechanics)

Warden Encounters

Reviews from R'lyeh -

Warden Adventures is a book of scenarios designed for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.

Warden Adventures presents eight adventures for Metamorphosis Alpha, all written by the designer of the roleplaying game, James M. Ward. Each is accorded a two-page spread and each comes with an explanation of its story, its situation, and essentially what is its development. This is typically accompanied by a map and whatever stats are necessary. They are designed to be placed anywhere on the Starship Warden—though some are connected to Epsilon City and thus to the Epsilon City boxed set—and whilst some can played in a single session or encounter, some may well take longer than that to explore or deal with the issue or threat at hand.

‘Adventure Two: Security At Its Best’ actually presents the Player Characters with a problem and so something that they can obviously act against. Explorers have long known about the swarms of exploding flying bots to found at the crossroads in one of the built areas on the level of Starship Warden, and these bots have become a threat to anyone nearby. Numerous attempts have been made to destroy the swarms, but the bots always keep coming back. Where do they come from and what is it that they protecting? This is primarily a big combat encounter combined with exploration once the swarms have been dealt with, so the Player Characters will definitely need to come armed for more than bear.

‘Adventure Three: Sanpetra Rift’ describes a nasty creature which makes hit and run attacks out of the darkness and can track its quarry for miles. The Player Characters may never actually encounter it (enabling the Game Master to save it for later), but when they come across a seemingly abandoned raft curiosity is likely to get the better of them. There is plenty to be found here, all of it interesting, but not all of it safe. There is fun here though, for the Game Master who has an interesting NPC to roleplay, an engineer recently unfrozen from cryo-sleep, and not happy to be in his current situation. There are plenty of details here which the Game Master can develop further depending upon what her Player Characters decided to do.

‘Adventure Four: Willow Tree’ describes the Metamorphosis Alpha version of the deadly willow tree which has formed a symbiotic relationship with a bear mutant which inhabits the adjacent swamp. Metal can be seen the lake, so that may mean artefacts—and of course, the Player Characters always want and need more artefacts. However, they will find themselves assailed from above by the tree and from below as the swamp seems to rise up and attack them! This is a messy encounter that has a mucky, fetid feel.

‘Adventure Five: The Ultimate Boss’ confronts the Player Characters with a ‘holy knight’ who prevents them from entering into Epsilon City. Scketre stands tall, sometimes flanked by a pair of stalwart spearmen, in front of a portal—hung with Wolfoid pelts—through which can be smelled fresh food dispensers and beyond that seen a park of strange trees. He will challenge anyone who attempts to pass through the portal, but will be distracted by the nearby Wolfoid packs who send their warriors out to face him in a rite of passage. However, Scketre can be engaged in conversation and reasoned with, so clever Player Characters may be able to take advantage of him, which will take good roleplaying upon the part of the Game Master.

‘Adventure Six: Encounter Among The Trees’ is the third of three scenarios involving trees in Warden Adventures. Perhaps the Player Characters are attracted by the strange piles under the canopies of the five Mutated Australian Baobab Trees, but when they go to investigate, they are attacked. It does not amount to much more than that and so is the least interesting of the eight scenarios in the anthology.

The Player Characters encounter another big android-type in ‘Adventure Seven: Clowny The Android Clown’, this as the title suggests, a clown android! Standing at an entrance to Epsilon City, he only wants to make everyone he meets happy and is particularly militant about it. Wolfoids are another matter, since they seem to lack a sense of humour, but if the Player Characters are prepared to take a joke and have a laugh, then they will be rewarded. Of course, there is the loot that Clowny has taken from the unreceptive Wolfoids to grabbed if Clowny can be dealt with. He is a tough old clown, even ready to turn ‘killer clown’, and even if the Player Characters do defeat him, there are problems with the loot they find.

The last entry in the anthology is ‘Adventure Eight: Erector Pit’. This details a bacterial research lab, which of course, was drastically affected when the Starship Warden passed through the radiation cloud which caused the ship-wide breakdown. Trapped within its walls is a nasty, intelligent virus which is looking to escape. This is nicely described and quickly turns into a locked room filled with blind panic.

Physically, Warden Adventures is cleanly presented. The maps are clear and simple, the illustrations decently done, and lastly, it includes some sample character sheets for Human, Mutant, and Robot type characters. As a collection, Warden Adventures does feel as if involves one too many trees, but the anthology includes a good mix of horror and combat encounters as well as some roleplaying. The adventures are all easy to use and place (especially if the Game Master has access to Epsilon City boxed set) and would even work for other post-apocalypse set roleplaying games like Mutant Crawl Classics.

TTRPGs for Trans Rights in Texas!

The Other Side -

In a move that shocks no one, Texas (and it is always fucking Texas) Governor Greg Abbott signed an order to classify medical transitioning for transgender youth as child abuse.   Again, I am not surprised because just like his abortion doctor bounty of a while back the purpose here is not to protect the children (as a state that ranks 34th in k-12 education and 43rd in infant mortality they obviously don't care about real children) but instead about bein cruel. 

I say this and can't stress this enough, Fuck Texas

Thankfully there are still good people. And there are an absolute ton of them over on Itch.io

I don't spend a lot of time over there and I don't sell my RPGs through there.  It is a very indie sort of scene and I have found some good things there but I don't really "click" with the place.  That's fine we both can still live very happily.  But in this one case, we are in 100% agreement. 

Creators on Itch.io are offering up a bundle of TTRPG PDFs to support trans rights in Texas. 

TTRPGs for Trans Rights in Texas!

TTRPGs for Trans Rights in Texas!

https://itch.io/b/1308/ttrpgs-for-trans-rights-in-texas

You saw that price right.  For $5 you get 493 games!  That is just a fraction more than a penny a game.

If you find 10 in that lot that you like then it is still a deal.

The funds will go to support two organizations: Transgender Education Network of Texas (TENT) and Organización Latina de Trans en Texas (OLTT).

Many, many kudos to Rue (ilananight) for setting this up.  

As you can see this is already past its funding goal with a month still to go!  Given the markdown of these games, I think it would be great if they got 10 times their goal!

So spare a Lincoln (that's $5 for everyone outside of the US) here and support a very worthy cause. 

Friday Fantasy: The City of a Hundred Ships

Reviews from R'lyeh -

The City of a Hundred Ships is an adventure for Dungeons & Dragons, Fifth Edition. Published by Critical Kit, it is designed for a party of four to five Player Characters of Sixth Level and is intended to be played in a single session, either as a one-shot or as part of an ongoing campaign. As part of a campaign, it is a direct sequel to the earlier Lady Trevant’s Bones, but whether it is used as a one-shot or a sequel, it involves a revolution (or a counter-revolution) which takes place on a strange night celebrating twilight, the period between day and night, aboard a giant fleet of seagoing vessels. The scenario will very probably involve some combat in its dénouement, but it primarily emphasises intrigue and interaction.

In Lady Trevant’s Bones the Player Characters became involved in a long-standing feud and subsequent Perigee Summit between two rival nations of Elves, the underworld dwelling Evershades and the maritime Midnight Banner, both descended from the same sea-faring Sea Elves that split roughly four thousand years ago. The summit is being held because the necromancer and Moonshade exile, T’Zraam, had broken into the tomb of Lady Trevant, the first leader of the Evershades, and attempted to raise her from the dead and in doing so, take command of the Evershades Elves. Neither faction could send anyone into the tomb because both regard it as hallowed ground, so thus the Player Characters were called upon to enter the tomb on the Elves’ behalf. At the end of the scenario, they will have stopped T’Zraam and taken possession of Lady Trevant’s Bones—which are regarded as equally sacred by the Evershades and the Midnight Banner—and in The City of a Hundred Ships, those bones will play a major role in the future of both groups of Elves.

The City of a Hundred Ships begins with the Player Characters aboard The Regolith, the flagship of Admiral Kalen Thriz, which is returning to the floating city of Maradusc, the famed ‘City of a Hundred Ships’, which is home to the Midnight Banner. They are the guests of the admiral, who wants to recognise them for their efforts in saving Lady Trevant’s Bones in the previous scenario. However, Admiral Kalen Thriz has another agenda. She wants a seat on the Umbra Ministry, the ruling council for Maradusc, currently split equally between the conservative theocrats and the progressive New Moon, with the former dominating because the head of the Umbra Ministry, Grandmaster T’Alath breaks ties and is a theocrat. Admiral Kalen Thriz is a known progressive and would stand alongside the New Moon, which would enable the faction to dominate the Umbra Ministry. This is not something that Grandmaster T’Alath and theocratic allies are prepared to tolerate.

Admiral Kalen Thriz and the Player Characters arrive on an auspicious night. Located in the far south, Maradusc spends half of the year in permanent night and half in permanent daylight with short periods of twilight between them. Great festivals are held on these twilight days, and one of these, the Festival of Shadows, is due to be celebrated during the twilight between the long night and long day. The Player Characters are invited to participate in this celebration, but when Grandmaster T’Alath moves against Admiral Kalen Thriz, they find themselves in an awkward situation as effectively, they no longer have the protection of  their patron and employer. However, they are given the means to move around and so have at least the length of the Festival of Shadows to decide what to do.

The City of a Hundred Ships provides a small sandbox—or since it takes place aboard a city of ships, is that a ‘shipbox’?—for which the Player Characters to explore and aboard which they can formulate their plans. Various NPCs and locations are detailed, including all six members of the Umbra Ministry, the Faculty of Diegesis where scholars record the history of the Midnight Banner through poetry, the prison ship where Admiral Kalen Thriz is being held, and The Aphelion, the largest vessel at the centre of Maradusc where the Umbra Ministry meets. For the Dungeon Master and her players there are two or three plot threads to follow—kept purposefully simple and straightforward because The City of a Hundred Ships is designed to played in the one evening, plus one or two random events, as well as the ceremonies for the Festival of Shadows. How it all plays is down to the players…

The Dungeon Master is also supported with stats for the scenario’s NPCs and a description of the Midnight Banner cannons which are to be used in the Festival of Shadows. These use the firepowder mined and milled in the town of Sercana, which suggests a possible link to the scenario, Lock-in at the Blind Raven. Unlike the other scenarios from Critical Kit, there are no treasures included in The City of a Hundred Ships. The centrespread for The City of a Hundred Ships consists of a map of Maradusc and there is a small poster map included too.

Physically, The City of a Hundred Ships is decently presented, everything is easy to grasp, and the map is decent enough. It is an easy scenario to use, but not as easy a scenario to use in other settings as other scenarios are from Critical Kit. This is because, ultimately, The City of a Hundred Ships really works best as a sequel to Lady Trevant’s Bones. Where The City of a Hundred Ships is lacking is in the possible rewards that the Player Characters might earn in helping Admiral Kalen Thriz bring the bones of Lady Trevant to Maradusc or those that they might earn in coming to his aid when he is arrested. Some individual deck plans for the various ships in Maradusc might have also been useful, but those are something that the Dungeon Master can find and use herself.

Although it is not as developed in places as perhaps it should be, The City of a Hundred Ships is definitely best run as a sequel to Lady Trevant’s Bones and these is scope too, for the Dungeon Master to expand the scenario beyond its one night’s playing time. If it is run as a sequel to Lady Trevant’s Bones, then The City of a Hundred Ships packs a decent enough story for one night’s worth of intrigue, interaction, and stealth. 

Happy Birthday to the Other Side from Laura Guldemond

The Other Side -

While this week is not my "blog birthday" it is the anniversary of my first website called The Other Side, of which this blog is the continuation.  In celebration, I thought I would get myself something fun for it. 

So here is Laura Guldemond, lead singer of The Burning Witches to welcome you to my site!


I have to say Laura was an absolute sweetheart to work with!  I knew I wanted to get a Cameo of someone to mark the occasion this year and she popped up in my searches and I knew she was the one.

Laura Guldemond

I rather enjoy The Burning Witches and have featured them here before on a Friday Night Videos segment. 

So with that. Welcome again "where all witches love the Other Side!"

Links for Laura Guldemond

New NIGHT SHIFT Content from Elf Lair Games

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Night's CompanionMy *other* publisher, Elf Lair Games, has been putting out some great free content for all of February in support of the new Night Companion and I would be remiss if I didn't share or point some of it out to you all.

Click on the links below for more information.

The Order of the Dragon

This is a holy order of knights set to defend Christianity from Muslim incursions.  Vlad Dracul was a member, but when he became a vampire the order shifted focus to destruction of all vampires and hunting of the supernatural. 

The Divine Order of the Sisters of Orleans  

A sister organization to the Order of the Dragon created by and in the name of Jeanne d’Arc.  They have also survived to the modern day to fight supernatural threats.

Folk Horror

Jason gives some advice on adding Folk Horror to your NIGHT SHIFT games.  This part was left out of the core rules. 

The Mandragora Book Store

Our old friend from the Eden days Derek Stoelting has been part of NIGHT SHIFT from the start.  He is up with more information on the location mentioned in the Quick Start Kit

Supers

A couple of good posts on Supers including how to create street-level supers in NIGHT SHIFT using the Inventor class.  Followed up by adding supers to a fantasy style RPG, with NIGHT SHIFT as the translator.

This naturally branched out to and from the next two topics.

Cyberpunk and how NIGHT SHIFT, or more accurately O.G.R.E.S. is a great Rosetta Stone for all sorts of old-school play. 

Finally we get some discussion on the Fighter class.

I also have more NIGHT SHIFT goodness for you all coming up including some more weirdness from Valhalla, AK and a new feature I am working on called From the Editor to support my Weirdly World News NIGHT WORLD from the Night Companion, and GenHEX from the NIGHT SHIFT Core Rules.

So keep an eye out here and on the Elf Lair Games blog for more material for Jason, Derek and myself.

No Bondage, No More: ‘Poly Styrene: I Am a Cliché’

We Are the Mutants -

Eve Tushnet / February 28, 2022

“Oh, I saw a flying saucer last night. It told me to give up the electric, plastic way of life.” 

I first heard about the X-Ray Spex from a Riot Grrrl flier handed out at punk concerts in the mid-’90s. Their one album, Germfree Adolescents, was on a list of woman-led punk music, alongside the Raincoats, the Delta 5, Crass, and Jayne County. I loved the band’s name, so I haunted record stores pawing through the XYZ bin until I found the album on cassette during a beach vacation in the summer of ’95. I stuck it in the player and from the moment I heard Poly Styrene’s inimitable voice—at once forthright and teasing, poppy and punishing, skidding from a husky croon to a paint-stripping wail—I was in love.

And that’s the public story of Poly Styrene, née Marianne Elliott: Poly the pioneer, an Afro-British woman fronting a punk band in the overwhelmingly white and male scene of the late 1970s; Poly the artist, the singer/songwriter/designer whose Day-Glo sensibility was the candy coating over lyrics exploring the convergence of consumer culture and personal identity. Poly Styrene: I Am a Cliché, the new documentary co-created by Poly’s daughter Celeste Bell and Paul Sng, gives you plenty of Poly the pioneer. Musicians like Bikini Kill’s Kathleen Hanna cite her as an inspiration; Neneh Cherry says, “I actually started singing because of her.” Poly’s artistic influences and choices aren’t explored in as much depth, but maybe all you have to do is play some footage of her howling into the microphone, in a dress that looks like bacon and eggs, to paint the picture. What I Am a Cliche does that no other documentary could do is close the gap between Poly Styrene and Marianne Elliott.

It would be easy to think that Poly Styrene had a band, and then Marianne Elliott had a baby; that Poly Styrene had insights, and Marianne Elliott had a nervous breakdown. But I Am a Cliché doesn’t just show you life after the X-Ray Spex—Elliott’s brief marriage, the birth of her daughter, her mental health crises, her stints in hospitals and with the Hare Krishnas. Bell’s act of insight and mercy is that she allows us to see that Poly Styrene was her mother all along, and vice versa. The documentary is a moving portrait of, among many other things, someone whose struggles with mental health interweave with her incisive cultural critique. You can talk about this interweaving in many ways: maybe Poly expressed her first break with reality in terms of a rejection of “electric, plastic” consumer culture because that’s what she was thinking about anyway. Maybe she rejected the culture of advertisement and consumption, glitz and fame, because it was making her ill. But this film lets its subject salvage wisdom from the wreckage of reason. It’s rare and precious to find a film that doesn’t glamorize mental illness, but also doesn’t let it discredit the sufferer.

There are a lot of inspirational angles to I Am a Cliché, a lot of things it will make you feel okay about, if feeling okay about these things is something you struggle with. It’s okay to be mixed-race in a world that wants to force you to pick sides; it’s okay to be plump in a world that wants to airbrush you for your album cover; it’s okay to have a council-estate accent and the sweetest smile in punk. It’s okay to be a divorced single mother struggling with mental health. It’s okay if you can’t forgive your mother for abandoning you; and if you find that time, against your will, is wearing you down into forgiveness, that’s okay too. But maybe the most unexpected inspirational message of this film is: if you’ve been given something true to say, it’s okay if you say it while taking your clothes off and explaining to your bewildered bandmates that you heard it from a flying saucer. 

***

As art, I Am a Cliché’s most notable feature is Celeste Bell’s slow, deliberate speaking style. Her quiet retrospective is itself a critique of the high-speed punk life—her mother’s career got started in 1976 and crash-landed three years later. This is mostly a straightforward documentary. Bell’s voice, not the images or storytelling techniques (or the bland instrumental music), is what makes space for meditation. The movie opens, “My mother was a punk rock icon. People often ask me if she was a good mum.” It’s not a question anyone could answer briskly. Bell does her mother the honor, and offers viewers the subtle rebuke, of not even asking it too fast. She lets it sink in: what it would mean to be asked that, and to take on the responsibility of answering.

“Marianne Elliott from Brixton” taught her daughter “to love the sea, because water is the beginning and the end of life on earth.” Elliott spent her childhood in public housing, with “a bath in the kitchen with a lid on.” An early poem, “Half Caste,” describes the violence she faced as the child of a Somali father and a white mother, and the violence others projected onto her: “Do you wanna fight…. Will she cut me with a flick knife.” “I remember her coming home with bruises on her legs where boys had kicked her,” Elliott’s sister Hazel recalls. “She was a fighter.” 

A fighter and a seeker, always. Someone always aware of what others saw when they looked at her; who struggled to see herself in the mirror. Poly was “obsessed with fashion,” and her DIY Space Age, Pop Art look defines her punk image almost as much as her lacerating voice—goggles and helmet, bright blocks of clashing color, braids hiding her eyes and braces flashing on her teeth: Mad Max by way of Lisa Frank. People who have long wished they could dress cool like Poly Styrene will be startled and ruefully delighted by Bell’s complaint, “I pretty much hated everything she wore… especially when she forced me into ridiculous outfits too, like the matching mother-and-daughter Laura Ashley phase she got into.” Poly’s style wasn’t a protective coating: watch her still, sad, hopeful eyes and listen to her silence after a TV interviewer cracks, “With those braces on, she’s hardly Linda Ronstadt.” Fame, for Poly Styrene, meant being handled by other people’s eyes.

The documentary presents the X-Ray Spex’s New York debut as a turning point. In New York, Poly discovered that the commercial apocalypse was now. New York was neon, cocaine, the future punching you in the face every time you turned around. Poly felt that New Yorkers really lived the stuff she sang about, and her reaction was horror: “God, if that’s what it’s gonna be like, I don’t want it.” New York refined Poly’s philosophy, as well as her “perverse fondness” for the plastic, throwaway culture she found equal parts seductive and threatening. New York, obsessed with fame, also provided the spark for her bipolar disorder. It was after New York that people close to her began to notice erratic behavior—like that night she saw the flying saucer. Once she started tipping into mental illness, she fell fast: “The first time she saw herself singing on the telly,” Bell recounts, “she was on the psychiatric ward.”

“Lots of episodes” followed. Marianne Elliott was misdiagnosed with schizophrenia—another false identity imposed from the outside. Bell doesn’t sugarcoat it: “I saw my mum being sedated many times… I was scared of her.” Elliot sought solace with the Hare Krishnas, where she received another new name, Maharani Dasi, and reconciled with Lora Logic, the X-Ray Spex’s first saxophonist. The peace Elliot found with the Hare Krishnas was intermittent at best. She still wasn’t able to care for her daughter, and losing Bell, who was primarily raised by Elliott’s own mother, “broke her heart.”

Yet her belief remained firm and sincere. Toward the end of her life, Poly Styrene returned to the stage, doing a comeback concert in which she called Bell onstage to join her in singing one of the X-Ray Spex’s most famous songs, the feminist provocation, “Oh Bondage! Up Yours!” It’s an edgy song, but there’s nothing but tenderness in Bell’s voice as she recalls, “It was amazing.” Elliott and Poly flow together here; but Elliott was Maharani Dasi too, and Maharani was Poly, the seeker, the rejecter of modern tech-based life in favor of ascetic community. And so the film ends not with the shared concert, but with a different mother-daughter ritual. Bell honors her mother’s last wish, to have her ashes scattered in the city believers consider the birthplace of the god Krishna.

To my surprise, this movie reminds me of nothing so much as Daniel Kelly’s 2014 Living on Fire: The Life of L. Brent Bozell, Jr. Marianne Elliott was a generation younger than the conservative Catholic firebrand and co-founder of National Review, and differed from him on almost every other demographic marker too. And yet their stories resonate with one another: both founded a vigorous cultural critique on personal alienation from contemporary complacency; both were harrowed by bipolar disorder, which disrupted the family they loved; both sought a deeper truth in religion and found it to be no cure for their suffering, but remained true to their faith anyway, at last experiencing reconciliation and peace. Both found wisdom in experiences that, to unsympathetic normal eyes, might look like nothing but symptoms.

Eve Tushnet is the author of two novels, Amends and Punishment: A Love Story, as well as the nonfiction Gay and Catholic: Accepting My Sexuality, Finding Community, Living My Faith. She lives in Washington, DC and writes and speaks on topics ranging from medieval covenants of friendship to underrated vampire films. Her hobbies include sin, confession, and ecstasy.Patreon Button

Jonstown Jottings #56: Jallupel Goodwind

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Jallupel Goodwind presents an encounter with a ‘monster’ for use with RuneQuest: Roleplaying in Glorantha.

It is a fourteen page, full colour, 1.94 MB PDF.
The layout is clean and tidy, and its illustrations and cartography are decent. It does need a slight edit in places.

Where is it set?
Jallupel Goodwind is set in the Valley of the Blight near the village of Greenhaft on the lands of the Greenhaft Clan of the Cinsina Tribe.

Who do you play?
No specific character types are required to encounter Jallupel Goodwind, but Orlanthi and Lunar characters will find it interesting. A Lankhor Mhy may prove useful for his research skills.

What do you need?
Jallupel Goodwind requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, and The Red Book of Magic
What do you get?
The second volume of ‘Monster of the Month’ presents not monsters in the sense of creatures and spirits and gods that was the feature of the first volume. Instead, it focuses upon Rune Masters, those who have achieved affinity with their Runes and gained great magics, mastered skills, and accrued allies—corporeal and spiritual. They are powerful, influential, and potentially important in the Hero Wars to come that herald the end of the age and beginning of another. They can be allies, they can be enemies, and whether ally or enemy, some of them can still be monsters. However, Jallupel Goodwind differs from this pattern in presenting a mini-scenario rather than an NPC and his entourage.
The Player Characters are asked to investigate and kill an evil red whirlwind, known as the ‘Whirling Moon’, which has been stalking a nearby valley at night since Dragonrise. This is a simple enough set-up, but everything else is far from it. The monster appears to be tougher and weaker than at first seems and if the Player Characters can communicate with it or possibly conduct some research, they can learn that it might be connected to a local tribal hero who fought a battle and died in the valley long ago and the ‘Whirling Moon’ might not be one thing, but two. Finding the former out should not be too difficult, whilst finding out the latter will be only slightly more so, but the really challenging aspect of the scenario is actually deciding what to do about the ‘monster’...
Jallupel Goodwind presents the Player Characters with an interesting problem—how do you seperate two souls which have been entwined with each other for centuries? The primary method discussed is physical, that is combat, in part because this will be hampered by the cyclical nature of the ‘monster’ and in part because it is likely to be the obvious—or at least, the initial—solution for the Player Characters. However, alternative solutions to the problem are not explored in depth and ultimately it really is down to the players and their characters to come up with an idea of their own and see if it works. This may be an issue if neither the players of their Game Master have sufficient experience with either the roleplaying game or the setting.
If Jallupel Goodwind does not explore any solutions to any real degree, it at least provides plenty of support and storytelling potential around the situation, which is a clever personification of the relationship between the Orlanthi and the Lunars. This includes the event which created the ‘Whirling Moon’, the reaction of the locals to it at the time, and the reaction of the locals now. The latter includes the possibility of the Player Characters gaining a reputation for not doing a proper job if the situation goes awry...
Designed to be played in a single session, Jallupel Goodwind is also easy to relocate elsewhere and the authors include a number of options to that end. These include Prax as well as being asked by the City Ring of Jonstown to look into the problem, meaning that Jallupel Goodwind could be run in connection with the RuneQuest Starter Set (although the Game Master will still need access to the other supplements).
Is it worth your time?YesJallupel Goodwind presents an intriguing challenge, nicely tied into the background for RuneQuest: Roleplaying in Glorantha which can be set almost anywhere and be played in a single session.NoJallupel Goodwind presents an intriguing challenge, but does not really help the Game Master with sufficient advice as to how to deal with it and this may leave both her and her players floundering.MaybeJallupel Goodwind presents an intriguing challenge, but does leave the handling of any solutions to the challenge in the hands of the Game Master. If she is fine with that, then okay, but if not...

Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 3

The Other Side -

MC 11 Monstrous Compendium Forgotten Realms III am continuing my dive into the AD&D 2nd Ed Monstrous Manuals and today I am reviewing three that are nominally under the Forgotten Realms umbrella.  

There is no doubt that the biggest game world for AD&D 2nd Edition was the Forgotten Realms.  I was fairly anti-Realms back then.  I felt it was a cheap imitation of Greyhawk and I was a little irritated that Greyhawk got pushed to the side.   The 3rd Edition Forgotten Realms setting book did a lot to change that for me and now, especially with my investigations around my This Old Dragon posts, I have come to better appreciate the Realms for what they really are, not for what I thought they were.

That all being said I still bought Realms-related products like these because, well, I love monsters.

MC11 Monstrous Compendium Forgotten Realms Appendix II (1991)

My series This Old Dragon has served me well for this one since many of the creatures here have appeared in the pages of Dragon Magazine, most authored or edited by Ed Greenwood himself.

This PDF is listed at 64 pages + the dividers. The interior art is all black & white with blue accents. The list price is $4.99. There are a total of 76 monsters (with sub-types) here Alaghi to Tren (a troglodyte/lizard man crossbreed).  The Peryton, one of my favorites from the original Monster Manual finally makes its 2nd Ed debut here. Likely due to the "Ecology of" article. I went back to look over some old favorites, namely the Saurial.  I always kind of liked the Saurial since there had been some articles in pop-science magazines about what would a humanoid race evolved from dinosaurs look like.  I was a big fan of the Silurians and Sea Devils from Doctor Who and this was the "Paranoid 90s" when X-Files was about to reign.  So reptiloids, dinosauroids, and more were on my mind.  The entry here says that "Saurials are not native to the Realms, but originate from an alternate Prime Material Plane."  This reminds me of what authors would later do with the Dragonborn in the Realms; have them come from Toril's twin planet of Abeir.  I see in more recent Realms lore they are still from an unknown realm but I like this idea. 

While these monsters are "generic" enough to be used anywhere, most (like the Saurials above) are tied a little more to the lore of the Realms, so extracting them can be done, but they will need some edits.

MC13 Monstrous Compendium Al-QadimMC13 Monstrous Compendium Al-Qadim Appendix (1992)

The Al-Qadim Monstrous Compendium had been the only product I ever purchased for the Al-Qadim setting back when it was new.  Again the reasoning was I loved monsters. But while reading it over I discovered there was a very interesting setting here.  

Like the Kara-Tur setting, Al-Qadim was pulled into the Realms. It was added to the Realms quickly after its release but the campaign setting box was designed a bit more for a general placement anywhere.

This PDF is listed at 74 pages and has a $4.95 price tag.  The art is typical for the time color covers and color dividers with black & white pages. Interestingly the accent color here is gold and not blue.  Ravenloft used red so I wonder how it would have been if all the settings had a different accent color to help separate them.  A dark-gray for Greyhawk, burnt orange for Dark Sun, and so on. 

There are 58 monsters from Ammut to Zin. This includes a large number of various Genie/Gin types. 

Divorced from their setting the monsters certainly lose some of their best flavor, but I do plan on using these in a desert-based campaign I have coming up and I think they will work fine.

MC6 Monstrous Compendium, Kara-TurMC6 Monstrous Compendium, Kara-Tur Appendix

Kara-Tur did not begin as a Forgotten Realms land. Quite the contrary it was designed to be used as part of Oerth in the 1st Edition Oriental Adventures.  This Monstrous Compendium brings the creatures listed in the 1st ed book, and more, into the 2nd Edition game. 

This PDF is listed at 64 pages (more with binder dividers) and a price tag of $4.99.  The cover and dividers are full color (including Easley's Oriental Adventure cover) and the interior art is Black & White. There are 76 monsters from Bajang to the Yuki-on-na.

Interestingly enough the Eastern Dragons from the Original Fiend Folio are not here.  They appeared in the MC3 Forgotten Realms one, but I thought they should appear here instead.  Likely to solidify the claim of Kara-Tur in the Forgotten Realms or maybe to give the 3rd MC some popular dragons.

There are some very unique monsters here. This is one of the few that I keep separate and do not integrate into my larger monster sets.

We are at a point with the Monstrous Compendiums where we get a bit of overlap.  For example, the Ashira (MC13) has a lot in common with the Hamadryad (MC11).  And the Black Cloud of Vengeance (MC13) is very much a larger, more evil version of the Tempest (MC11).  


Which is which? You tell me.

This is not a surprise, there are over 2100 monsters created for AD&D 2nd Edition, there are bound to be places where they overlap.

The scans for all are pretty crisp and clear. I certainly can see printed out a couple of pages and using them in a smaller binder for a specific AD&D 2nd Ed campaign.  Like I have said before, these PDF are fulfilling the promises made by the Monstrous Compendiums in the 1990s.

Strontium Dog III

Reviews from R'lyeh -

In the year 2150, the Great Nuclear War wipes out 70% of Britain’s population and results in a huge increase of mutant births due to exposure to the nuclear fallout of strontium-90, the children typically afflicted with one or more physical deformities. As the number of mutant births grows, so does the adverse reaction to them until the prejudice against them is open and adverse, with politicians, in particular, Nelson Bunker Kreelman of New Britain and his anti-mutant police force known as the ‘Kreelers’, actively campaigning on an anti-mutant platform. The prejudice would grow to the point where the Mutants banded together and formed a Mutant Army that would lead a Mutant Uprising in 2167. Although the rebellion fails, Kreelman is forced to resign and the Kreelers disband and whilst they continue to face prejudice, there are no pogroms against them. Most either move into the segregated ghettos set up for them, such as the large settlement of Milton Keynes, or because their work and business opportunities are severely limited, leave Earth all together.

The surviving members of the Mutant Army are also forced to leave Earth. They are also given a pardon in return for their joining the Search/Destroy Agency as galactic bounty hunters, tasked with hunting down criminals and threats deemed too dangerous to be handled by ‘norms’. The combination of their mutations being the result of strontium-90 radiation and the distinctive ‘S/D’ (for ‘Search/Destroy’) badges they wear, means that they are nicknamed Strontium Dogs, and their orbital base the Doghouse. This is set-up for the Strontium Dog comic strip from the pages of 2000 AD, which tells the tales of one of the most famous S/D bounty hunters, Johnny Alpha, a former leader of the 2167 Mutant Uprising, including going back in time to collect a bounty on one Adolf Schicklegruber! The comic strip, which originally appeared in the pages of Starlord in 1978 before transferring to 2000 AD in 1980 ran until 2018 with the death of its artist, Carlos Ezquerra. It is also the basis for Strontium Dog, a roleplaying supplement for Judge Dredd & The Worlds of 2000 AD.

Strontium Dog, published by En Publishing, is not the first roleplaying treatment for Strontium Dog. Mongoose Publishing released a version using the Traveller mechanics, and before that, there was a version from Games Workshop based on Judge Dredd: The Role-Playing Game, but which was never published. In Strontium Dog for Judge Dredd & The Worlds of 2000 AD the players take the role of Mutant Search/Destroy Agents, collecting bounties on the scum of the universe, travelling in the cargo hold from system to system, and suffering prejudice against Mutants along way—and not just from Norms, but from other Muties too. This can be because the Muties are criminals or simply because they hate the idea of Muties acting against other Muties. And although Strontium Dog is all about bringing in the scum of universe—dead or alive—and sometimes of the scum of other dimensions and other time periods, it is also possible for the players to take the roles of the scum of the universe and play criminals rather than bounty hunters! This would use the rules for creating criminals from Judge Dredd & The Worlds of 2000 AD, which can also be used for potential Strontium Dog/Judge Dredd crossovers—just like the comic—as they share the same universe.

Strontium Dog leaps straight into creating a character for the setting, beginning with options for Species. These include Humans and Mutants as well as Gronks, the intrepidly cowardly aliens known for their timidity and medical skills, whilst the Mutants, there are tables for physical, cosmetic, and metabolic/metaphysical mutations. Thus it is possible to play a mutant with boils or warts, tentacles, a rubberised body, acidic blood, an ice-cold metabolism, shimmering skin, a rash of fake eyes, a face full of teeth, and more. All of these individualise a mutant and should suggest a possible nickname, not necessarily a serious one, in addition to their skills and exploits. An option is included for the selecting the cruel and identical Strix as a species, and there is a guide to including robots in the setting too (although they do not appear in the comic strip as bounty hunters). Outlaw and Civilian careers includes everything from the Animal Rights Activist, Anti-Mutant Enforcer, and Bandit to the Theme Park Staffer, Vis Presenter, and Xenodiplomat, whilst specific Mutant Careers include Mutant Cultist, Mutant Stalker, and Sideshow Freak. Many of these could be used in the Judge Dredd and other settings for Judge Dredd & The Worlds of 2000 AD. Less easily adapted are the S/D Careers, which cover both recruitment and actual careers with the agency. The former include Born to It, mentored by an Older Dog, and Score to Settle, whilst the path for every S/D Agent is the same from Rookie S/D Agent to Veteran S/D Agent, with a choice of Agent in Time, Dimensional Agent, and S/D Agent in between. These are accompanied by a choice of Exploits such as ‘Nux for All’, which causes extra damage when using Electronux, ‘Making a Name for Yourself’ which grants a bonus to REP (reputation) checks because the rookie is trying to make a name for himself, and ‘I’ve SEEN Things’ (in other dimensions) enables an S/S Agent to initially ignore the Afraid condition!

The life of an S/D Agent means collecting bounties and making, hopefully big, money, but it also means paying out too. A Mutant gets nothing for free, and that includes his equipment. Strontium Dog includes a lengthy list of guns, grenades, and gadgets. These start off with the ubiquitous Westinghouse Variable-Cartridge Blaster and the dreaded ‘Der Happy Sick’ Warhammer wielded by Johnny Alpha’s friend, Wulf Sternhammer, and go from there… Some of the devices and bombs are extremely powerful, such as Dimension Warp which opens up a rift to another dimension, the Pocket Nuke (Throwing) capable of levelling a city, the Time Drogue for rewinding time on a victim or target, interrogating them, and then letting them die a second time, and the Time Shrinker, which speeds up time for the target to the point of death and beyond. It is suggested that the Player Characters only have access to these as plot devices rather than being readily available, but in general, they will have access to a lot of the gear and guns presented—if they have the credits, but then so are the criminals!

For the Game Master, there is a lot of support in the pages of Strontium Dog. This begins with advice about setting the tone, which is very much that of a Sci-Fi Spaghetti Western with blasters, mutant powers, and heavy prejudice. The latter runs throughout the setting and the players will need to have a thick skin when playing a campaign set in this twenty-second century. That said, their characters are armed—often heavily armed—and they have a lot of agency. Similarly, this future is not one in which there is a lot of trust, not even with the Player Characters’ fellow Muties, especially if they are rival bounty hunters. The notes on describing the world of Strontium Dog are pleasingly evocative, and this is backed up with descriptions of typical locations and then the various locations visited by Johnny Alpha in the pages of the comic strip. Both are really quite detailed and give the Game Master plenty to work with when taking her Player Characters there. Plus, there is a timeline for Johnny Alpha and the comic strip running from 793 AD to the 37th Century.

Almost a fifth of Strontium Dog is devoted to a series of Bounty Contracts. There are six of these, which can either run standalone, but they really work as a full campaign—the ‘En System’ Campaign. The campaign begins on Weaver’s Rock with a bounty of the Wispa gang, who have gone from robbing cargo trucks to murder! The first bounty is fairly simple and once completed, there are plenty of hooks if the Game Master wants to expand the Player Characters’ time in the backwaters of Weaver’s World. The second bounty takes the Player Characters to the planet’s big settlement, Paradise City, where they can continue tracking down the remaining members of the Wispa gang. Besides the main bounty, the Game Master is given another list of bounties available in the city, but once on the main trail, they become involved in a big chase across the city skyline. The third takes a darker turn when on the trail of an assassin, the Player Characters are inadvertently diverted—or are they?—to another planet and probably the best pun in what is a campaign packed with puns as they have to assault the ‘Merlock of Firestop Mountain’! The final encounter turns up the gonzo and the Merlock theme for an underwater, shark-infested big fight. In the fourth part it quickly becomes clear that the authors are really big fans of Doctor Who as the names and references fly thick and fast when the Player Characters are tasked with tracking down the creator of a gas which quickly grows anyone who breathes it into a zombie! They accidentally get dumped into an alternate dimension in the fifth part after they have to deal with a Mutie who has been terrorising Gronks—there is a bonus if no Gronks die during the apprehension of this bounty, so good luck with that!—and then fight their way out of it in readiness for the final showdown in the last part of the campaign. As the Player Characters have bounced from one bounty to the next, it has become clear that someone has been monitoring their actions and there they learn that it has been much more than that—the real villain has been broadcasting them across the galaxy! Cue lots of television jokes and shenanigans which bring the campaign to an entertaining close.

The ‘En System’ Campaign is not just a lot of fun, but it is clear that the authors had a lot of fun writing it. The jokes are as silly and as groanworthy as you would expect and they should be, and both Game Master and her players will appreciate the campaign even more if they get them. The Strontium Dog supplement is rounded with a lengthy section of Allies and Enemies, including Johnny Alpha, Wulf Sternhammer, the Gronk, Durham Red, Middenface McNulty, and a whole cast of criminals. This is the only section where the black and white artwork from the comic strip’s early days is seen, which is a pity. However, it is the ‘En System’ Campaign which pulls everything together and gives a playing group something to get started with.

Physically, Strontium Dog is a bright and breezy affair, which lots colour artwork drawn from the comic strip. It needs a slight edit in places, but is an easy read otherwise.

Strontium Dog is an impressive supplement for Judge Dredd & The Worlds of 2000 AD that with the addition of the ‘En System’ Campaign the Strontium Dog feels complete and succinct. It gives the Game Master and her players everything necessary to play an entertainingly gonzo, over the top game of hunting bounty on the scum of the universe and more!

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