RPGs

October Horror Movie Challenge: Mother of Tears (2007)

The Other Side -

Mother of Tears (2007)The third of Dario Argento's "Three Mothers" series that began with Suspiria (1977) and followed into Inferno (1980). This one deals with the Mother of Tears, Matter Lachymarum, the most beautiful and cruelest of all the mothers. 

Mother of Tears (2007)

A crypt is uncovered in an ancient Italian graveyard with a coffin and a reliquary.  Inside the reliquary are little stone carvings of demons and a red vest that they keep calling a talisman.  It is sent to the Museum of Ancient Art in Rome to be studied by the curator Michael Pierce. He is out so it is opened by art student (and Pierce's girlfriend) Sarah Mandy (director's daughter Asia Argento).  She lets out some demons that attack and kill her colleague. Sarah manages to escape by listening to a voice that tells her where to go.

Soon Rome descends into violence as more witches from all over the world begin to come to town. We learn that they have heard the call of Matter Lachymarum. She has returned from the dead with her red talisman. Sarah is watched by the police for her colleague's disappearance and by all the witches for reasons we don't know yet.  The voice she hears keeps getting her out of trouble. 

We learn that Sarah is the daughter of a powerful white witch that dealt a serious blow to Mater Suspiriorum (Suspiria). It is implied that she was one of the dancers.  Sarah also has power and that is why Matter Lachymarum is seeking her out. 

The witches coming to Rome manage to kill pretty much everyone that Sarah knows. 

Sarah finds Matter Lachymarum's home and before she can be sacrificed she uses a spear to rip off Matter Lachymarum red talisman and burns it.  All the witches panic and Matter Lachymarum is killed.

--

So. It's not a great movie. There are some good moments. I think what I should do is watch all three back to back sometime to get Argento's full experience.

Asia Argento is not a great actress.  She was ok in this, but someone with more skill would have been better. 

The witches coming to Rome though were great. One of the things I loved here was that the witches all spoke a language they alone understood. I have seen this in MotherlandCoven, and Emerald City.  Now I really want to try and implement it in a game somehow. 

Creating a language though. That is WAY beyond my skillset. 


2021 October Horror Movie Challenge

October 2021
Viewed: 45
First Time Views: 32

She Kills Monsters or "Is it 1982 again?"

The Other Side -

It is not often that I bring my Atheism into my posts over here.  I mean in D&D my preferred classes to play are clerics, druids, paladins, and witches; all pretty much the exact opposite of my own beliefs (or lack thereof).   So my blog reading is fairly split between RPG blogs and Science and Atheism blogs. 

It's nice when they combine. 

Case in point with the latest "scandal" with the play "She Kills Monsters."

She Kills Monsters

Briefly, the play, written by award-winning Qui Nguyen,  centers around a recently orphaned girl, Agnes, who wants to learn more about her younger sister Tilly by playing the D&D adventure Tilly had written.  In the process, she learns more about her sister and Tilly's struggles with being bullied for being gay.  The play happens both in the real world of Agnes and the game world where Tilly was Tillius the Paladin.  People from the real world are also represented in the game world. For example, Tilly's girlfriend Elizabeth "Lili" becomes "Lilith" in the game. Cheerleaders are Succubi, and so on.

She Kills Monsters

This in and of itself is worth talking about.  A well-received play featuring how a young woman comes to know her late sister a little more and her friends from playing Dungeons & Dragons. It is sweet and actually wholesome.

So, of course, some religious asshole is going to have a problem with it.

Enter said asshole, Jeff Lyle, and his cult at Good News Gathering

I found out about his fuckery from Hemant Mehta over at The Friendly Atheist. I guess for "God" reasons, Jeff Lyle wanted the play canceled. Because that is what religion does.  And he succeeded.  Sot of.

Here is a local news report discussing it

It is 2021. Why are LGBT issues still being censored?  Why are Dungeons & Dragons-themed media still being attacked by the right-wing members of the religious community?  

When I say "politics" are an important facet of my gaming THIS is what I mean.  The optics here are...well EXACTLY what we have been seeing forever.  Some white, hetero male sees something HE doesn't like, especially since it is a.) female focused, b.) has magic /occultism/demons involved, and SHOCK c.) might have a LGBT character in it HE decides that NO ONE ELSE can see it either.

That's original fucking cancel culture right there.  

But, just like all great D&D games, when our hero is down the party comes in to save the day!

In this case, the "party" is a Go Fund Me page set up to take the play off-campus so they can still perform it.   As of this writing, it has raised $13,762 of its original $5,000 goal! That is great!

So yeah. If you have a couple of bucks and want to send the message that this is not the Dark Ages, nor the 17th Century nor even 1982 anymore, then give it to these kids.

The Go Fund Me is here: https://www.gofundme.com/f/save-she-kills-monsters-hillsboro

[Free RPG Day 2021] Into the Würmhole

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

—oOo—


Into the Würmhole is a disgusting adventure set in the Vast Grimm universe, a standalone, art-filled, punk-fuelled Old School Renaissance role-playing game about the few humans remaining in a universe being consumed by growing parasitic würms. Some time in the future, the Earth has been shattered, carved up, and gnawed upon by würms such that all remains are vestiges. All that remains of humanity resides in habitats and spaceships, scavenging what it can, surviving the best that it can, everyone hoping that they will not fall prey to the infestation that will turn them into one of the würms, that they can find some kind of surviving civilisation, or perhaps they can find escape via the Gate of infinite Suns. In ‘Into the Würmhole’, the Player Characters are members of a Legion, investigating an urgent distress call from inside a dark and foreboding asteroid… Into the Würmhole includes every necessary to play—an explanation of the rules, the short four-page ‘Into the Würmhole’ scenario, and four ready-to-play pre-generated Player Characters.
Published by Infinite Black, Vast Grimm shares its mechanics and much of its tone with Mörk Borg, and indeed they are compatible, although not from the same publisher. Thus it is player-facing in that the players do almost all of the dice rolling, a test requiring a player to roll equal to, or greater than, a given Difficulty Rating, typically twelve, usually modified by the appropriate attribute—either Strength, Agility, Presence, or Toughness—which ranges from -3 to +3. Thus in combat, a player will roll for his character to avoid being attacked as well as his character making an attack. A Player Character also has a Tribute, for example, Grimm Reaper enables the character to command Grimm (Grimm those infected by parasites and würm things) for a number of rounds, whilst Strength of 1,000 Würms lets the character increase the strength of another character or creature. Tributes are the equivalent magic in Mörk Borg and cost Neuromancy Points to use, whereas Skillz, which represent skills and other abilities. For example, ‘Schwarze’s Stoogie’ is a mechanical cigar that always tastes like a fine Cuban and once per day its ash can be flicked at an enemy to blind him for a short while, whilst ‘Last to Die’ means that the character is weak and puny, never seen as a threat, and always the last to be attacked! Lastly, a Player Character has a number of Favours each day, which might grant maximum damage, allow a reroll of any dice, reduce damage taken, neutralise a critical strike or a fumble, or lower the Difficulty Rating of a test. 
The rules are explained in a single page of a small booklet, so there is a certain brevity to them. However, anyone with any roleplaying experience should have no difficulty picking one of the pre-generated Player Characters and beginning play, whilst the potential Game Master will need a little experience under her belt. Both will find Into the Würmhole easier to play or run if they have any experience with Mörk Borg—or any of the more minimalist retroclones. In fact, an experienced Game Master could easily pick up Into the Würmhole, read through it in five minutes, brief her players how everything works, and be running the scenario in ten.
The scenario, ‘Into the Würmhole’ sees the Player Characters descend into the carcass of a dead Würm which had burrowed deep into an asteroid. This is in answer to a distress call from another Legion, and inside the decaying corpse of they will encounter former members of the Legion turned Grimm, a variety of foul stenches and miasmas, and giant Leukocytes and Immunigoblins—humanoid defence mechanisms that attempt to immobilise any intruders, such as the Player Characters, so that the body of the Würm can digest and decompose them.
To play the ‘Into the Würmhole’ scenario, Into the Würmhole provides a quartet of pre-generated Player Characters. These include an Emo|Bot, a former communications ’bot which suffers from kleptomania, but which can access any computer; a Treacherous Merc; a Lost Technomaniac, who is accompanied by a Borg Bat, a cybernetic bewinged rat who acts as a scout; and a Soul Survivor. These are a mostly rotten bunch, intentionally so, desperate survivors, attempting to get by, make it to the next mission…
If there is an issue with Into the Würmhole, it is that it does on occasion refer back to Vast Grimm. So it suggests referring to the rules for further random monsters and it does not include any rules on what happens when a player fumbles a test for using a Tribute. Really it could have done with one less encounter table and a table of fumble results instead.
Physically, Into the Würmhole takes its design cues from Mörk Borg in its use of strong colours. Here they are done mostly as text boxes of psychedelic blue and pink, typically against a black background or swathes of bloody, meaty pink, suggesting something intestinal… The writing is generally clear, but given the short length of the booklet, does suffer from a certain brevity.
Except with a minor issue or two, Into the Würmhole and its scenario is incredibly easy to grasp and easy to bring to the table. Its scenario is short, probably offering no more than a couple of hours’ worth of play, but will nevertheless, provide a taster of the future that Vast Grimm has for us—an icky, festering, vile future with what is essentially a grim and perilous version of Fantastic Voyage.

October Horror Movie Challenge: Lady Bathory Night

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Lady of Csejte aka The Blood Queen (2015)I have seen a lot of attempts of telling the Bathory story.  This one focuses more on the history than the vampire retellings. Though it gets some of that wrong as well.

The Blood Queen (2015)

The acting by the young stars,  Isabelle Allen as Aletta and Lucas Bond as her brother Mischa, is quite good really.  I expect to see more of them in the future.

Equally, Svetlana Khodchenkova is hypnotic as Bathory. Watching her on-screen you really want her to be something other than the monster we know her to be. 

Aletta and Mischa get arrested for being thieves but are soon rescued by the Countess' aides, Dorata and Ilona.  Both children are taken to the castle.

The Countess takes an interest in Aletta, and it is not entirely a wholesome one.  

While Aletta is getting more involved with the castle, and the more Mischa is getting beat up, we discover that kids go missing all the time from the castle.

Mischa is caught stealing Bathory's book and is thrown in the dungeons.  The book is Bathory's diary of the children she tortured, mutilated, and killed.  

Mischa manages to escape and get back to the judge to tell him about Bathory, but the judge decides that Mischa is lying and sentences him to death.    Aletta also tries to escape, thinking that Mischa has left her.  She runs into Katja, the gypsy girl we saw in the beginning.  Katja is Aletta's older sister that went missing the year before.  She had been at Castle Csejte but had escaped.   Katja almost gets away with Aletta, but is killed by Dorata.

Bathory has Aletta chained up above her bath to drain her, but Mischa arrives with Bear, the jailer that Mischa had impressed with his ability to get out of any locks.   Bear saves Aletta, but not before Bathory kills Mischa.  The King's men arrive in time to arrest Bathory. 

After this, the story follows what history tells us.   It's not a bad flick at all, but not a great one either. Light on the explicit horror but heavy on the implied.  They changed Bathory's victims to boys and girls instead of just girls.  I suppose they needed to do this to allow Mischa in.   There was just so much more they could have done with it I feel.

The movie was very stylish. It scene was great to look at and Svetlana Khodchenkova was great as Bathory.  It reminded me a lot of the Daughters of Darkness.  Then I recalled I had a brand new Ultra 4k BluRay I had gotten for my birthday!  I figured I should pop it in.

Daughters of DarknessDaughters of Darkness (1971)

This is still one of my favorite horror films from the 70s. This new Ultra 4k transfer is fantastic looking.  Blue Underground does a great job as always.  This one is a 3-disc set. An Ultra 4k BlueRay, a regular BluRay, and a soundtrack CD.  

I did Daughters of Darkness in 2019. So watching it now I still have my DVD version in mind.  This one is so much clearer, so much sharper.    For example, when Valerie (Danielle Ouimet) is reading the newspaper you can actually see the page she is reading.   The scene where Stefan beats Valerie is also much, unnecessarily so, clearer.  The car crash at the end is so much brighter and clearer you can see all the skid marks on the road from the other takes. 

Plus it is great watching this right after The Blood Queen is kind of fun.  Both movies featured a haunting portrayal of Ezerabet Bathory as a blonde from two fantastic actresses. Both movies also feature her servant Ilona.  

I have not checked out all the special features yet, but they look interesting. There are two features I did check out are the interviews with Danielle Ouimet "Valerie" and Andrea Rau "Ilona."  Danielle Ouimet's was fantastic and a lot of fun.   Andrea Rau's was also great and also great to hear sounding excited in this.   They look like they were filmed in 2006. Both actresses have nothing but wonderful things to say about Delphine Seyrig.

Each time I watch this I am just fascinated by Delphine Seyrig.  She seems like she is much classier than this movie should be allowed to have. I think about a modern remake of this and I can't think of anyone who could play her the same way.  Though I do admit that Svetlana Khodchenkova came very, very close.

Eternal (2004)Eternal (2004)

I figure lets keep going.  I had seen most of the other adaptations of the Bathory story from her time period, I had often wondered though what filmmakers had in mind for her post-1971.  I guess the answer is "Canada."  Or at least that is the way that filmmaker Wilhelm Liebenberg sees it in 2004's Eternal. Here we get Caroline Néron as Elizabeth Kane aka Erszabet Bathory.  We don't have an Ilona character, well and Irinia, but there is an actress whose real name is Ilona. 

We open with a woman,"Wildcat" played by Sarah Manninen, who goes to see Elizabeth for some pre-arranged sexual hook-up.  Elizabeth promptly kills her and asks her assistant to prepare her bath.

Soon we learn that the woman was the wife of cop, Raymond Pope (played by Conrad Pla). Raymond is not what you call a faithful husband.  He is having sex with another woman (who we learn is Nancy, the wife of his friend) when he gets the call about his wife's car.  Pope goes to see Erszabet/Elizabeth.  BTW Conrad Pla is not a great actor.  His son Joey Pla, who plays his son Nathan, is a better actor.  Now to be fair the role he is playing is not supposed to be subtle.   Caroline Néron on the other hand is much better. 

Ray continues to investigate Bathory while she kills Nancy.   Ray investigates and drinks and spends time in strip clubs while his friend and son's babysitter Lisa is killed by Irina. 

Ray follows Bathory to Venice (despite being wanted for murder and having a kid to watch)  where he ends up at Bathory's house. Here he hunts her down during her orgy but is shot and stabbed.  He is saved by the Interpol Detective he talked to in Montreal, Inspector Thurzo. Somehow Thurzo, who also seems to be a priest of some sort, has everything cleared up for him. Of course like an idiot Raymond drinks the wine Elizabeth gives him. It is hinted he will go rescue her when she is transferred to a clinic in Switzerland. 

The movie is not great, not by any stretch of the imagination. 

2021 October Horror Movie Challenge

October 2021
Viewed: 44
First Time Views: 31

1981: I1 Dwellers of the Forbidden City

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
—oOo—
I1 Dwellers of the Forbidden City is important for several reasons—all of them firsts. It was the first scenario written by David ‘Zeb’ Cook for TSR, Inc. It was the first scenario in the ‘I’ series—I for Intermediate, designed for Player Characters of between Fourth and Seventh Level. It marked the first appearance of the monsters, the Aboleth, the Yuan-ti, the Mongrelmen, and the Tasloi in Dungeons & Dragons, whilst many of its other monsters would be drawn from the then recently published Fiend Folio. It was one of the first scenarios for TSR, Inc. to be heavily influenced by the Conan stories of Robert E. Howard. And if it was not the first sandbox scenario for Advanced Dungeons & Dragons, First Edition, then it was one of the earliest. For many reasons, I1 Dwellers of the Forbidden City is regarded as a classic and in 2004, was ranked the thirteenth greatest Dungeons & Dragons adventure of all time by Dungeon magazine for the thirtieth anniversary of the Dungeons & Dragons.

I1 Dwellers of the Forbidden City began life as a tournament scenario for 1980 Origins Game Fair and when originally accepted, was intended to be part of the ‘C’ or Competition series of scenarios. This is very much evident in the design of the module and has profound consequences upon its play and its development. Similarly, its inspiration—the Conan short story, Red Nails, has profound consequences upon its play and its development, though nowhere near as much as its origins as a tournament scenario. (Notably, Cook would later design The Conan Role-Playing Game published by TSR, Inc. in 1985.) It is set in a deep rift valley in a faraway jungle, a lost city in the vein of the stories of Edgar Rice Burroughs and H. Rider Haggard, and of the story of archaeologist and explorer, Colonel Percy Harrison Fawcett, who would inspire Sir Arthur Conan Doyle’s The Lost World, Indiana Jones (and notably, Cook would also later design The Adventures of Indiana Jones Role-Playing Game for TSR, Inc. in 1984), and the character of Jackson Elias in Masks of Nyarlathotep, the genuinely classic campaign for Call of Cthulhu. It has pulpy undertones which are just a little bit at odds with the cod-medievalism of traditional Dungeons & Dragons—and certainly, of Advanced Dungeons & Dragons, First Edition.

The adventure takes place in the far south amidst a mountainous jungle region. The Scarlet Brotherhood, a 1999 supplement for Advanced Dungeons & Dragons, Second Edition, would later set the module in the mountains south of the Pelisso Swamp in Hepmonaland in the World of Greyhawk. The supplement would also identify the Forbidden City as Xuxuleito and place it in Xaro mountains and previously ruled by Batmen and Olman before the Yuan-ti as detailed in I1 Dwellers of the Forbidden City. From this region come reports of bandits waylaying and attacking caravans, the few survivors from the ambushed merchants and guards letting slip tales of strange flora and dangerous fauna, but having no idea as to who took the goods or where. Certainly the goods have not appeared in the markets since, so the question is, where have they been taken and by whom? Further, since the goods included singular pieces of treasure, including books, scrolls, and other items, all of them identifiable and valuable, somewhere to the south, someone is sitting on a hoard of treasure. This has been enough to spur multiple parties of adventurers to venture south into the jungles, though again, little has been heard of them since. The latest band of adventurers to travel south in search of these riches are the Player Characters, who after a long and perilous journey, have reached a village home to native people who are both friendly and happy to share information about the dangers of the surrounding jungle. The village chief tells them of creatures called the Yuan-ti and their servants, the Tasloi, lamenting that they recently kidnapped his son before retreating back into the jungle. The village shaman also warns them about a ‘forbidden city’ that lies deep in the jungle, which the village inhabitants believe houses the ghosts of their dead enemies. In return for their rescuing his son, the village chief will provide guides to the entrances to the ‘Land of the Demon-men’, but will go no further.

From here, there are two stages to I1 Dwellers of the Forbidden City. The first is getting into the city. The second is exploring the city. Five entrances to the city are described. Some are mere paragraphs, simple descriptions of how the Player Characters might use vines or a tall tree to climb or lower themselves down into the valley below, but two are detailed entrances into the valley. Both are long tunnels, mostly linear in nature, consisting of ten or so locations. Both are notoriously challenging, but for different reasons. The Forgotten Entrance is guarded by the Yuan-ti and their minions, the bugbears, and features two grand set pieces. One makes sense, the other does not. The encounter which makes sense is a great swinging or rope bridge across a chasm, guarded by Tasloi on an upper platform who will fling rocks down onto the Player Characters as they make their way across. The bridge is sturdy enough, but if it takes enough damage, it will splinter and fall, dropping everyone on it to the bottom of the chasm. This will inflict the maximum amount of dice rolled for falling damage—probably enough to kill most of the Player Characters. Despite this potentially total party killing—and thus scenario ending—outcome, this is a grand, pulpy encounter, much like the end of Indiana Jones and the Temple of Doom (though of course, that was not released until 1984).

The encounter which makes far less sense takes place in the Hall of Meditation. Here the Player Characters must get through a locked door in order to proceed on towards the city, but the key has been locked in a chest to prevent the Bugbear guards from simply deserting their post. In order to make even more difficult for the Bugbears to get hold of, the chest has been stuck upside down on the ceiling in an anti-gravity sphere, and is not only locked, but trapped with fear gas. Rungs on the ceiling enable the Bugbears, the Yuan-ti, or the Player Characters to swing out to the anti-gravity sphere and the chest. The intention is that if the trap is triggered and the saving throw failed against the fear gas, the Player Characters will run away, out of the anti-gravity sphere, and thus fall to the floor and take damage. Which is a clever trap, but it makes no sense in context as it simply blocks the Bugbears from attempting to warn their Yuan-ti masters against any intruders, such as the Player Characters. The whole encounter feels much more like an excerpt from a funhouse or death trap dungeon rather than a logical piece of design for this adventure. The encounter, and indeed, the whole tunnel entrance, is in fact, a holdover from the origins of I1 Dwellers of the Forbidden City as a tournament module and can be better viewed as the next stage in a competitive event, presenting the Player Characters with a puzzle or thinking challenge rather than another combat encounter. The tournament origins are further emphasised by the fact that the chief’s son—whom the Player Characters have agreed to rescue—can be found outside the exit into the city at the far end of the forgotten entrance. In effect, the culmination of the tournament would be the Player Characters rescuing the chief’s son, thus marking their ultimate success.

The other tunnel entrance, the Main Entrance, does not lead to where the chief’s son is and is wilder in tone and in content, having fewer guards to encounter, but nevertheless still very dangerous. In fact, it is very dangerous from the start. The very first encounter in the Main Entrance tunnel will be with an Aboleth—the very first encounter with an Aboleth in Dungeons & Dragons!—and it is a tough encounter. Worshipped by the Mongrelmen of the Forbidden City as a god, the Aboleth has four attacks that can inflict a disease which turns the victim’s skin membranous, inflicting further damage if not kept wet, and which takes a Cure Disease spell to deal with. So the Player Characters need to have a Cleric or Druid who can cast Third Level spells amongst their number. Then, the Aboleth also has Psionics, which is a serious problem for the Player Characters if they do not have them. The other encounters in the Main Entrance tunnel are not necessarily as tough, but they are challenging, and when compared with the Forgotten Entrance, there is much more logic to them. One of the more entertaining encounters is with a Xorn who is not interested in attacking the Player Characters, but wants food—ideally precious metals—before it will let them pass. This presents a fun roleplaying challenge and a monster with much less of a lethal motivation.

Whatever route the Player Characters take into the city, what they discover is a set of vast ruins stretching across a steeply walled rift valley in the mountains, one part of it under a swamp. Just as the vista has opened up after the linear nature of the tunnels, so too, do the play options of I1 Dwellers of the Forbidden City. Here is where the module’s inspiration of Red Nails comes into play, although Dashiell Hammett’s novel Red Harvest, Akira Kurosawa’s Yojimbo, and Sergio Leone’s A Fistful of Dollars, all have similar set-ups. The Forbidden City is home to several factions—Bullywugs and their god, a Pan Lung dragon, the Tasloi and their Bugbear minions, and the Mongrelmen. At the heart of it is Horan, an evil Magic-User, who resides in a compound in the city almost like a Bond villain, and who has been manipulating the factions in an attempt to control them all and take power. Ultimately, it is Horan who is responsible for directing the attacks by the Yuan-ti.

Although there is no great metaplot or story line to I1 Dwellers of the Forbidden City, the broad idea is that the Player Characters will set up camp in the city and begin investigating, dealing with the factions in turn, and ideally, either leading one or more against the others, or driving them to attack the others. Typically, this will be during the day when the city is quiet, whilst the Player Characters rest and hold up in their hopefully defensible base of operations when the inhabitants of the city are active at night. How the characters go about this is up to their players, and they could easily ignore this in favour of taking out the factions one-by-one. To support whatever course of action the players and their characters decide to take, locations are described for each of the city’s factions—the Bullywugs, the Tasloi, the Bugbears, and the Mongrelmen. Some of these are more detailed than others in terms of story and plot. For example, if the Mongrelmen capture the Player Characters, they are expected to select a champion from amongst their number and wrestle the Mongrelmen chieftain to the death, or go willingly as sacrifices to the Mongrelmen god. If the champion wins, he becomes the new Mongrelmen chieftain, and is expected to lead them, for all intents and purposes, a hostage. Amongst the Bugbears is Shruzgrap, a rebellious and deceitful young warrior, who wants to be chief of his tribe and who offer to make a deal with the Player Characters if they help him. Of course, if they do, he will betray them.

In addition, I1 Dwellers of the Forbidden City offers four backgrounds or reasons to use the Forbidden City in campaign play and four adventure ideas. The former include merchants hiring the Player Characters to investigate and put a stop to the raids as detailed in the background to the module, rescuing victims kidnapped from the surrounding lands, scouting and clearing the city ahead of an invasion, and recovering important papers stolen from a courier before other interested parties do. The adventure ideas include investigating the city’s sewer systems, home to jungle-ghouls, demonic leaders, and the fabulous, lost temple of Ranet; stopping a vile tentacular creature from another plane which the Yuan-ti have summoned and begun to worship from destroying the city; investigating and destroying a spy network which is organising the raids on the caravans—this idea will take the Player Characters out of the Forbidden City; and being thrown back in time to explore the city before its fall…

Rounding out I1 Dwellers of the Forbidden City are the complete stats and writeups of the new monsters presented in its pages—the Aboleth, the Mongrelmen, the Tasloi, and the Yuan-ti. Also included are stats for the Pan Lung and the Yellow Musk Creeper from the Fiend Folio. Finally, there is a roster of ready-to-play Player Characters, the first six of these having been used in the original tournament of the module.

Physically, I1 Dwellers of the Forbidden City is a mix of the good and the bad. Errol Otus’ front cover depicting a desperate fight between a Bullywug and Fighter with the Fighter in its clutches and drives his sword into its belly as a Gnome Wizard blasts another Bullywug in the background is superb. In fact, all of the artwork is excellent in the module. In general, the module is well written and presented, though some of the monster descriptions and stats are repeated in the main body of the text, and the individual maps of the locations in the city are nice and clear. However, the map of the city itself is difficult to read, despite it being a stunning piece.

I1 Dwellers of the Forbidden City is a module with a huge number of problems. In terms of its most basic design, it has a split personality between the tournament play elements (with advice how to run the entrance tunnels as a tournament, but not the means, since the module is not part of the part of the ‘C’ or Competition series of scenarios) and the sandbox aspect once the Player Characters are in the Forbidden City. The former is highly detailed where the latter is not, the former has the players pushed in one direction, whereas the latter does not. Now whilst at least one of the encounters in the tunnels makes sense, the actual city is underwritten, with little description as to its current state or background as to its origins or who its original inhabitants were, with only the bases for each of the factions receiving any real attention or detail. And of those factions, the Yuan-ti suffer from the same issue. The module also treats its NPCs badly, few of them being named—even at the start the unnamed chieftain is not given the name of his son (when he is found, it is given as Zur), and few of the monstrous NPCs are named. So Shruzgrap the Bugbear is, as is the shaman who will secretly support him, but not the chieftain he wants to overthrow. Further, even the one named NPC in the scenario who will readily come to the Player Characters’ aid, an Elf Magic-User who is the only survivor from a previous expedition, has an unpleasant manner which will only serve to at least annoy the Player Characters, if not completely drive them off. Of course, none of her former companions are named.

Worse, I1 Dwellers of the Forbidden City ignores the primary reason for the Player Characters to travel as far south as the Forbidden City—the treasure from the caravans. It is completely omitted from the scenario, leaving a motivation to be unfulfilled. And without that, once the chieftain’s son has been rescued, there remains little motivation for the Player Characters to stay in the city. Now, there are plenty of potential motivations and adventure ideas given at the end of the module, but these are not used in the module as written despite the fact that they are infinitely more interesting than the very basic ones of searching for treasure (which does not exist) and rescuing the chieftain’s son given at the beginning of the module. As a consequence of their not being written into the module, there are no sewer systems filled with jungle-ghouls, no lost temple of Ranet, no temple to tentacular thing from another plane, no spy network, no travel back to explore the city in its prime, and so on.

The fact is, I1 Dwellers of the Forbidden City is begging for all of these—and more. The module is begging for development, for the input of the Dungeon Master, and then the players and their characters. The scope for development and thus for storytelling and adventure in I1 Dwellers of the Forbidden City is huge, but like that potential, the tools to do so are all too often severely underwritten.

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I1 Dwellers of the Forbidden City was extensively reviewed at the time of its release. Anders Swenson reviewed it in Different Worlds Issue 16 (November 1981) and was in the main positive about the module, concluding that, “Overall, the module is a good buy – there is a lot of interesting text crammed into the pages, and most of it is useful right off. The Forbidden City can be played as written, and if you want to jazz it up, so much the better.”

However, Gerry Klug, writing in ‘RP Gaming’ in Ares Magazine, Number 12 (January 1982) was not as positive. He described I1 Dwellers of the Forbidden City as being, “…[I]llconceived, disorganized and, in some places, so ridiculous as to make me think TSR has lost editorial control over their product.” before lamenting, “TSR has set a standard in the FRP-ing community which the rest try to keep up with. If Dwellers of the Forbidden City is any indication of what is coming, they may not live up to their own standards. E. Gary Gygax, where are you?” (With thanks to Luca Alexander Volpino for access to Ares Magazine, Number 12.)

Writing in Open Box in White Dwarf #40 (April, 1983), Jim Bambra gave I1 Dwellers of the Forbidden City average scores for playability, enjoyment, skill, and complexity, before giving it an overall score of five out of ten, and said, “To give the module its due it does offer a mini-campaign setting and many ideas of how to expand it. Any DMs using it, however, are going to have to put in a lot of work to make it more than a series of encounters and you’re prepared to this you may as well design your own from scratch!”. He concluded by saying that “… I1 is just not worth considering.” (With thanks to Emma Marlow for access to White Dwarf #40.)

More recently, I1 Dwellers of the Forbidden City was included in ‘The 30 Greatest D&D Adventures of All Time’ in the ‘Dungeon Design Panel’ in Dungeon #116 (November 2004). It was ranked at number thirteen with Eric L. Boyd describing it as classic adventure in which Cook created a “[L]ost city jungle in the great tradition of Edgar Rice Burroughs” and “The PCs can battle their way into the city through a labyrinth of traps and monsters or find their own way into the sprawling, jungle-cloaked ruins... Cook provides a host of backgrounds to motivate exploration of the city, but the map itself is inspiration enough.” Wolfgang Baur, editor of Dungeon magazine, added, “This adventure may be best remembered for its monsters—it was from Forbidden City that D&D gained the Aboleth, the mongrel-man, the tasloi, and the yuan-ti. The aboleth that guarded one of the entrances to the city was worshipped by the local mongrelmen as a god.”(With thanks to Paul Baldwin for access to Dungeon #113.)

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Wolfgang Baur is right to suggest that the module is best remembered for its monsters. Of course, it is memorable for introducing the Aboleth, the Yuan-ti, and other monsters, but I1 Dwellers of the Forbidden City is neither a classic, nor does not deserve its revered status, and it certainly does not deserve to rate as high as thirteen on the list of greatest Dungeons & Dragons adventures of all time by Dungeon magazine for the thirtieth anniversary of the Dungeons & Dragons. As written, it simply is not that good, its tournament versus sandbox style of play giving it a split personality and its sandbox elements severely underwritten and underdeveloped in far too many places for the Dungeon Master to bring to the table and make playable without undertaking a great deal of development work. Yet if she can, there is a fantastic adventure to be got out of I1 Dwellers of the Forbidden City, the setting has both Lovecraftian and Pulp sensibilities—the Yuan-ti essentially being Robert E. Howard’s Serpent Men, and the factions, the plots, and the setting are all ripe for development, such that it could form the basis of its own sandbox mini-campaign. There is room aplenty in the Forbidden City for this and more, including the Dungeon Master adding factions and locations of her own, whether that is in caves along the wall of the valley, in or underneath the ruined buildings of the city, and even outside of the city. This suggests then that I1 Dwellers of the Forbidden City is ripe for another visitation and development, expanding upon what author David Cook began with, and notably, Wizards of the Coast would do this with Tomb of Annihilation for Dungeons & Dragons, Fifth Edition, a campaign which would work in S1 Tomb of Horrors as part of the Forbidden City.

Ultimately, if I1 Dwellers of the Forbidden City is remembered as a classic for more than its monsters, it is not because of what is written on the page, but because of what the Dungeon Master did to make the adventure playable—and what she had to do to make it playable.

October Horror Movie Challenge: Lilith (2019, 2018, & 2017)

The Other Side -

Lillith (2019)Some movies about one of my favorite mythological figures Lilith.  

Lillith (2019)

Ok, this one is spelled with two Ls and is a bit of a silly movie, but even then there is a good-sized body count.    Jenna played by Nell Kessler discovers her boyfriend cheating on her. She and her friend Emma decided to get some revenge by summoning the demon "Lillith."  Trouble is she never really believed it would work even when she shows up.  Savannah Whitten is so much fun as Lilith.  She brings a real dark sense of humor to the role.  I love the makeup effects they use for her too.

A few other things.  I love the Tarot card they are using here. And 69 action news? Sure why not!

Let's be honest...this is not a great movie, but it is a fun one.  There is a solid vibe here of just a bunch of friends getting together to shot a horror movie.  It is quite fun.

They have/had a good social media presence, so that is also really fun.

Lilith (2018)Lilith (2018)

Ok now, this one is 180° from the one above.  This one is an anthology where the central theme is Lilith getting revenge on men who have wronged women. The connective tissue here is Police Detective Ryan Carson.  We see him shooting Lilith (we learn later) in the first scene.

The first story deals with Brook Carson (Brialynn Massie), the detective's teenage daughter.  She is having sex with her teacher and gets pregnant.  Unable to deal she kills herself.  Brooks friends, who abandoned her when she needed them try to blackmail the teacher, but they screw it up. One kid gets shot and the teacher tries to kill the others.  While he is hunting them down Brook comes back, but possessed by Lilith.  She kills her former friends for abandoning her and the teacher.  When she is done though her father sees her and tells her that Lilith will take care of her now.

In the next one Lilith poses as a caregiver for an old man.  She takes on the form of "Joanne" the old man's dead wife. In this one Philip (Vernon Wells) expects her to show up and has been waiting. There is the implication that Lilith is now in charge of Hell.  She kills Philip and Det. Carson shows up later to investigate. 

The next story deals with a guy, Darren (Colton Wheeler), and his porn addiction.  His wife heads out to a religious retreat.  His skeezy buddy convinces him to call this call-girl, who is of course Lilith.  They have sex. A lot of sex. Lilith kills him. Madison, his wife, comes home and finds his dead body posed like Baphomet.  Det. Carson investigates this murder too.

The last story deals with a serial killer Frank (played by Frank Tryon) and he kidnaps Melissa (Kimberly Roswell).  He brings her to his home where he has been torturing her.  Frank is remembering all the women he killed (and their shoes) and is getting ready to dismember a still living Melissa when there is a knock on the door.  It is Lilith (no shock).  Frank tries to drug her, but Lilith manages to switch the drug to Frank's drink. Lilith proceeds to torture him, but sets him free.  Melissa shows up behind him and shoves the drill into him.  Lilith then rips out Frank's heart.   As expected Det. Carson shows up.

The connecting scenes between the stories deal with Det. Carson and a priest trying to trap Lilith, but it is obvious there are in way over their heads.  It is also the least interesting of the tales. 

The makeup effects are kind cool and Lilith is played in each story by a different actress. I admit this is what drew me to the movie to start with. Some of the actors were good, many were only ok.  It was still a fun little romp.  I do love a nice horror anthology.

Lilith's Hell (2017)Lilith' Hell (2017)

This one is a little odd.  It is filmed as a point of view movie staring the "filmmaker" Ruggero Deodato as himself and two others to film a horror movie. I say "filmmaker" since he is playing himself and he is the filmmaker in the movie, the actual director is Vincenzo Petrarolo. Though Ruggero Deodato is an actual director, just not in this one.  He is most famous for "Cannibal Holocaust." This movie is a nod to that,  

The movie is taking place "just outside of Rome" and it is obvious that the filmmakers (in the movie) have no idea what they are doing. 

There is some security came footage, ala Paranormal Activity which could have been scary, but ends up just being tense.  The only scare comes when Marco hides under the bed of the actresses (everyone has to share) and then reaches up to grab Michelle's leg.  Everyone then tries to go back to sleep. Michelle wakes up startled and walks around the house.  She finds Marcond Alberto in the pool and seems to warm up to them. That is until she bites off Alberto's penis. Ryans and Sara find them and start freaking out.  Michelle is nowhere to be found and Alberto is dead.   They find Michelle but she seems all possessed.  She screams, but it sounds like an animal and the security cameras go all weird. 

They stumble into another room that is covered in drawings and runes that look demonic.  The room is connected to the security room where all the cameras are.  They also find the body of Marco's grandmother.  Of course, Ryan is freaking out, but not because of the deaths or the evil room, but because what is they are filming now is better than his movie.  

They find a camera on the ground and play the SD card on it.  There are robbed people in the evil room and they performing a seance to summon Lilith.   She appears to possess the young woman in the video. The men in the video get terrified and try to stop Lilith and Marco's grandmother, but they all end up killing each other, leaving the possessed girl tied up in the room.  They realize she is still there, and she begins to scream.   It looks like the girl, Linda, is ok, and in pain, and only Sara seems to understand what is going on.  She demands that they tie her up since Lilith can possess her.  Though in their excitement to find a phone and call the priest they let Sara loose.

Credit to Manuela Stanciu who plays Michelle as a vapid actress wanting drugs, to a scared woman, to a demon-possessed monster.  Her exorcism scene is quite good.  Joelle Rigollet also does a great job as Sara, the make-up artist that knows a lot about Lilith.  Speaking of make-up, her running and smeared mascara is a great touch. 

--

What do these all have in common?  Well, they get a lot of it right at least in terms of popular cultural understanding of Lilith.  In two of the three cases, priests are unable to exorcise her.  In the 2017 movie, he says it is because she is Sumerain and can't be removed.  She can charm with her eyes and get men to do what she wants.  She only possesses women, but that might be a personal preference.   When she does her eyes turn yellow or gold. 

None of the movies were "great" but all were fun and I honestly enjoyed them all. 

2021 October Horror Movie Challenge

October 2021
Viewed: 41
First Time Views: 28

BlackStar: Whispers in the Outer Darkness

The Other Side -

Mi-GoSoon after I posted my discussion on Aliens and Horror for use in sci-fi horror and in BlackStar in particular I found a wealth of information.  Here are the fruits of those findings.

Whisperer in the Outer Darkness

I see this as the "second" episode of the season after the two-parter "The Stars Are Right" that introduces the Cthulhuoid Horrors we share space with. 

The crew gets new orders from Starfleet.  They are to pick up a professor Alyson Wilmarth.  While setting up a new subspace relay on Pluto the Starfleet Corp of Engineers uncover two startling discoveries.  The first is the remains of a Tellarite survey team that dates back to the early 20th Century, circa 1930-31.  The second is what the Tellarite's were investigating.  The remains of a small outpost of any unknown civilization that dates back to 12 million years ago.  Among the remains are a frozen Danuvius guggenmosi, a human ancestor from the Miocene.   Artifacts from the civilization bear a resemblance to other artifacts found on Earth in the Andes, Appalachians, and Himalayas mountain ranges.  Dr. Wilmarth is an expert on these.

Naturally, Starfleet contacted Tellar Prime about this to see what they knew, and maybe figure out what they were doing on Pluto in the 1930s.  This puts Dr. Wilmarth in contact with Dr. Akeley, her counterpart in the Tellarite College of Exoarcheology.  Dr. Wilmarth was scheduled to take a sabbatical and head to Tellar Prime when the term was done.  Dr. Akeley, in typical Tellarite fashion claims he can't wait for her and takes their data and heads out to a remote system he thinks has the answers.

Once on Tellar Prime, we learn that the Tellarite name for Pluto is Yuggoth, though they claim that name was not one they made up, but what they were able to decipher.  Much like Earth, there is evidence of this unknown species having lived on Tellar Prime, the 5th planet on the 61 Cygni/Tellar system.  The Tellarites wanted to know how artifacts from Yuggoth got to Tellar Prime.

The crew, with Dr. Wilmarth still in tow, head out for the remote system discovered by Dr. Akeley.

<<I'll add some bits about getting to the planet, the tech on the planet here.>>

They discover Dr. Akeley, but he is acting with a flat affect is very polite to everyone (should be a dead giveaway that something is wrong).  He claims to have been in contact with the civilization, the Mi-Go, and they are friendly and only wish to share their secrets of over 70 million years of space travel with the Federation.  Akeley of course has stayed hidden in the shadows this whole time.  When he is confronted they will discover the entire back of his skull has been opened and "scooped" out.  His brain and eyes are gone.  The look is similar to the original Tellarite masks on The Original Series that made their eyes look like they were missing.  Only a tiny device is left in his otherwise empty skull.  It is apparently "piloting" the body.

Here the ship is attacked by Mi-Go.  They can't appear on sensors and are only known by the gravity they displace when they land on any deck with artificial gravity. 

I am certainly going to use some ideas from Forbidden World even if it is just to model a Mi-Go creature from the movie poster.  I like the idea of a human/Mi-Go hybrid that can talk.  Maybe it will have Dr. Akeley's or even Dr. Wilmarth's face.  Recreate the poster art, but not the movie, Galaxy of Terror.

I still need to come up with a resolution for this. What do the Mi-Go want? How does the crew "defeat" them? Still need to work out those details as well.

This will be a good test of Star Trek Adventures mixed with Achtung! Cthulhu 2d20 both from Mōdiphiüs.

[Free RPG Day 2021] Threshold of Knowledge

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Paizo Inc. has always been supportive of Free RPG Day, typically donating scenarios for Pathfinder, typically involving goblins, and more recently, for its Science Fiction counterpart, Starfinder as well. The contribution for Free RPG Day 2021 for Pathfinder Second Edition is Threshold of Knowledge, a short adventure for First Level Player Characters. It comes with five pre-generated characters and can be played in a single session, but does feel a little long for a standard four hour session in comparison to a typical Paizo five hour session. To play through Threshold of Knowledge, the Game Master requires just copies of Pathfinder Second Edition and the Pathfinder Bestiary.

Threshold of Knowledge takes place at the prestigious Magaambya, the oldest school of magic in the Inner Sea region and in the nearby city of Nantambu. The Player Characters are prospective students at the Magaambya, undertaking training with Teacher Takulu Ot who is their sponsor. His initial task is for Player Characters to become part of the community and the first step in that is to help Alandri, a local fisherwoman, with whatever tasks she asks of them. This means going out into Nantambu and down to the canal where she wants them to fish for her. On the way, another student challenges them to a race to get to her stall. Presented as a series of challenges using a variety of skills and player ingenuity, this is not actually a good start to the scenario. Whilst there is no doubt that students might engage in such a race, there is no real benefit to it in terms of the story to Threshold of Knowledge, especially since when the Player Characters arrive at Alandri’s house, the first thing says is, “You’re late.”—and that is whether they win or lose the race. It feels artificial and forced, more a case of the adventure setting out to teach the players how to roll dice and use their characters’ skills than anything else. Certainly, if the Game Master wanted to shorten Threshold of Knowledge, then this section could easily be excised and the players be left none the wiser.

Fortunately, after that, Threshold of Knowledge settles down and gets on with its plot. Alandri has the Player Characters fish for her—and the intimation is that the Player Characters will be doing this daily for the first year or so of study at the Magaambya—but not with either net or rod, but by diving into the canal! This is much more fun and intriguing than the earlier race and it foreshadows events to come later in the scenario. The plot really triggers when the Player Characters return to the Magaambya. Teacher Ot’s office is awash with water and he himself is missing! The clues lead to a store room elsewhere in the Magaambya and from there back to the canal and back again to the Magaambya. There is a puzzle for the Player Characters to solve first, a series of tunnels and a grotto to explore, and some semi-aquatic combat encounters to overcome. Of these, the puzzle is the most difficult challenge to handle and will need careful study upon the part of the Game Master to really understand and then impart with her players. There are some fun encounters here, such as with a shark gliding across the floor of a partially flooded library!

To accompany the adventure, Threshold of Knowledge includes five pre-generated Player Characters. These consist of an Ekujae Elf Monk, a Human Fighter, a Grippli Rogue, a Human Cleric, and a Half-Orc Sorcerer. Each is neatly arranged on their own individual pages and complete with background and clear, easy to read stats. Of course, the players do not have to use these, but could instead substitute their own characters, especially if the Game Master is planning to run a campaign set at the Magaambya. Otherwise though, these are a decently diverse range of characters. In addition, there is a selection of magical items and spells, such Gritty Wheeze, an exhalation of abrasive sand and grit, which appear in the scenario.

Physically, Threshold of Knowledge is as well presented as you would expect for a release from Paizo Inc. Everything is in full colour, the illustrations are excellent, and the maps attractive.

Threshold of Knowledge is perhaps a little long and perhaps does not handle its single puzzle as well as it could have done, but it is a very likeable adventure. It provides a diverse range of Player Characters and has a pleasing different feel to its fantasy than that atypical of most roleplaying fantasy. As written, Threshold of Knowledge is a good introduction for Pathfinder Second Edition or a good starting adventure for a campaign based at the Magaambya.

[Free RPG Day 2021] Star Trek: Adventures Quick-Start

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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For Free RPG Day 2021, Modiphius Entertainment released not one, but three titles, two for existing roleplaying games, one for a forthcoming title. The first for the existing roleplaying game the Star Trek: Adventures Quick-Start, an introduction to Star Trek Adventures, the tenth roleplaying game to be licensed or at least derived from that Science Fiction intellectual property. As with other quick-starts, it provides an explanation of the rules, a complete adventure, and six ready-to-play Player Characters. All of which comes in a full colour—or is that full black?—thematically perfect LCARS pastel shades and layout on deep black, with the pre-generated Player Characters presented on a white background for easy printing. All the Game Master has to do is find some tokens, some twenty-sided dice, and some six-sided dice, and she has everything she needs to run the adventure in the Star Trek Adventures Quick-Start.

A Player Character in Star Trek Adventures is defined by Attributes, Disciplines, Focuses, Values, Traits, Talents, and Values. The six Attributes—Control, Daring, Fitness, Insight, Presence, and Reason—represent ways of or approaches to doing things as well as intrinsic capabilities. They are rated between seven and twelve. The six Disciplines—Command, Conn, Engineering, Security, Science, and Medicine—are skills, knowledges, and areas of training representing the wide roles aboard a starship. They are rated between one and five. Focuses represent narrow areas of study or skill specialities, for example, Astrophysics, Xenobiology, or Warp Field Dynamics. Traits and Talents represent anything from what a character believes, is motivated by, intrinsic abilities, ways of doing things, and so on. They come from a character’s species, upbringing, training, and life experience, for example, Trill (representing their ability withstand parasites and serve as a host to Symbionts), a character having undertaken the Kolinahr, his approach to Science (Cautious), and so on. A character’s attitudes, beliefs, and convictions are represented by their Values, such as Kirk’s ‘Doesn’t believe in a No-Win Situation’, which can be triggered to provide various benefits by spending a character’s Determination points.

Star Trek Adventures employs the 2d20 System first used in the publisher’s Mutant Chronicles: Techno Fantasy Roleplaying Game and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, and since developed into the publisher’s house system. To undertake an action, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Discipline. Each roll under this total counts as a success, an average task requiring two successes. Rolls of one count as two successes and if a character has an appropriate Focus, rolls under the value of the Discipline also count as two successes.

In the main, because a typical difficulty will only be a Target Number of one, players will find themselves rolling excess Successes which becomes Momentum. This is a resource shared between all of the players which can be spent to create an Opportunity and so add more dice to a roll—typically needed because more than two successes are required to succeed, to create an advantage in a situation or remove a complication, create a problem for the opposition, and to obtain information. It is a finite ever-decreasing resource, so the players need to roll well and keep generating it, especially if they want to save for the big scene or climatic battle in an adventure.
Now where the players generate Momentum to spend on their characters, the Game Master has Threat which can be spent on similar things for the NPCs as well as to trigger their special abilities. She begins each session with a pool of Threat, but can gain more through various circumstances. These include a player purchasing extra dice to roll on a test, a player rolling a natural twenty and so adding two Threat (instead of the usual Complication), the situation itself being threatening, or NPCs rolling well and generating Momentum and so adding that to Threat pool. In return, the Gamemaster can spend it on minor inconveniences, complications, and serious complications to inflict upon the player characters, as well as triggering NPC special abilities, having NPCs seize the initiative, and bringing the environment dramatically into play.

Combat uses the same mechanics, but offers more options in terms of what Momentum can be spent on. This includes doing extra damage, disarming an opponent, keeping the initiative—initiative works by alternating between the player characters and the NPCs and keeping it allows two player characters to act before an NPC does, avoid an injury, and so on. Damage in combat is rolled on the Challenge dice, the number of star symbols and Starfleet insignia symbols rolled determining how much damage is inflicted. A similar roll is made to resist the damage, and any leftover is deducted from a character’s Stress. If a character’s Stress is reduced to zero or five or more damage is inflicted, then a character is injured. Any Starfleet insignia symbols rolled indicate an effect as well as the damage. In keeping with the tone of the various series, weapon damage can be deadly, melee or hand-to-hand, less so. Rules cover stun settings and of course, diving for cover, whilst a lovely reinforcement of the genre is that killing attacks generate Threat to add to the Game Master’s pool.

The rules themselves in the Star Trek Adventures Quick-Start take up half of its pages, covering basics as well conflict resolution and suggestions as to Momentum expenditures. They do not cover starships or starship combat. Nor do they need to, since neither feature in the accompanying adventure. ‘Signals’ is an away mission set in the default setting for Star Trek Adventures, the Shackleton Expanse, and during the Star Trek: The Next Generation and Star Trek: Deep Space Nine time periods. (However, an experienced Game Master who has access to the core rules for Star Trek Adventures could easily adjust it to take place during the other two time periods for the roleplaying game, Star Trek: Enterprise and Star Trek: The Original Series, or even set it elsewhere.)

‘Signals’ is a mystery involving plenty of action. The Player Characters are an away team assigned to locate a missing runabout, the Susquehanna, which was investigating an alien signal deep in the Shackleton Expanse and has not been heard from. Her last known location was the planet of Seku VI and it is here that the adventure begins with the Player Characters beaming down to the surface. From there it quickly throws the away team into the action—the Romulans have got there first! Once the team has dealt with them, it can follow the signal and discover a colonist settlement and the source of the alien signal. The source is detailed, but not the how and the why, so the Game Master is free to develop what the purpose of the alien sign and also improvise the conclusion to the mission. If there is an issue, there really is only the one scene where players get to roll their character’s Science skills, and there is a strong emphasis in the scenario on combat (to the point where ‘Signals’ seems almost better suited to Star Trek: The Original Series than Star Trek: The Next Generation). Overall though, it is a decent scenario and does a good job of showcasing the rules to Star Trek Adventures.

To go with the adventure, the Star Trek Adventures Quick-Start provides a sextet of pre-generated Player Characters. All six are Star Fleet officers, and include a Bajoran First Officer, a Human Conn Officer, an Andorian Chief of Security, a Trill (with Symbiote) Chief Engineer, a Denobulan Science Officer, and a Vulcan Medical Officer. They are all well presented and easy to read, although three members of the away team have Talents which require them to be aboard ship to use, whilst the Conn Officer has three Talents related to piloting and ‘Signals’ does not involve either starships or shuttles. What this means is that the Conn Officer should not really be used as it will be difficult to bring her into play.

Physically, the Star Trek Adventures Quick-Start is well presented and easy to use. The artwork is excellent, and includes a number of illustrations which depict scenes from the scenario. That said, it is not as sturdy as it could be as it does not have a card cover. Nevertheless, the Star Trek Adventures Quick-Start is a solid introduction to Star Trek Adventures, providing an excellent explanation of the core rules and showcasing them in a reasonably good adventure.

October Horror Movie Challenge: The Demoniacs (1974) and Red Scream Vampyres (2009)

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The Demoniacs (1974)Every year I try to work in at least one Jean Rollin film. They are usually not great but usually fairly fun. Tonight's choice is one that has also been on my list for a bit and thanks to fine folks at Redemption, I now have my own copy.

The Demoniacs (1974)

We begin the movie with an introduction to a group of "Wreckers" I guess these were people that would shine lights out into the sea at night to "wreck" ships on the rocks and steal their cargo.  The Captain, Le Bosco, Paul, and the "beautiful but perverted" Tina.

After a recent wrecking, two young women survive and come to shore where they are brutalized by the Wreckers.  

The crew heads to the village brothel to drink, and the Captain gets all weird and paranoid.  They decide to go back to the wreck and kill the women.  They set fire to ship but never find the bodies.

The girls, believed to be dead, make a deal with the Devil, who is locked in an old castle for some reason, to have the power they need to get revenge.   Of course to give them the power he has to have sex with them.

Though I am not exactly what power he gives them.  They find the Wreckers, but it seems they are brutalized some more and all six die in the end.

Well.  I suppose it could have been worse. It could have been Jeunes filles impudiques, aka Schoolgirl Hitchhikers, which was just dreadful.

Red Scream Vampyres (2009)

Caught this one streaming after I was done with the Demoniacs BluRay.  Needed something a little newer. Well. I am really disappointed and should have gone to bed instead. 

Earlier I was complaining about the "Daughters of the Craft" movies. Well, I'd take the worst Craft remake here over this bottom basement "Vampyres" remake. I have seen terrible remakes of Vampyers before, this one is unwatchable.

Red Scream Vampyres (2009)



2021 October Horror Movie Challenge

October 2021
Viewed: 38
First Time Views: 25

This Old Dragon: Issue #43

The Other Side -

Dragon Magazine #43It's October and that means horror here at the Other Side. It also used to mean horror in the pages of Dragon Magazine.  While the horror-themed issues would not start in earnest until the mid- and late-80s, this little gem of an issue was released in November of 1980.  

Let's put this all into context.  Holmes Basic was the D&D people were going to now to get started. AD&D was about to hit its highest levels of popularity.  The famous Moldvay Basic set was still a year away from publication.  Personally, I had just learned of the Monster Manual a year before and had gotten my hands on a shared copy of Holmes Basic that had been making the rounds.  I can vividly recall riding my bike to the burned-down Burger King in my neighborhood thinking it would make a great dungeon.  Ok. I was 11.  I wonder how things might have been different if I had gotten ahold of this issue before Dragon #114 (for reasons that will be obvious)?

But let's start at the beginning and that is November 1980. Queen's "Another One Bites the Dust" is the #1 song on the radio.  The Awakening is the number one movie and on the stands is issue #43 of This Old Dragon.

One of the real joys of reading any old magazine, and reading Dragon in particular, is seeing all the old ads.  

Ral ParthaRal Partha, a huge favorite, is up with some of their boxed board games. Here we see one that would vex me for years, Witch's Cauldron.  I mention it more below, but here is the start of what would become my "Traveller Envy."

A couple of things I noticed right away.  One, I tried reading "The Dragon Rumbles" a couple of times and I still am not sure what it was trying to tell me.  Maybe it's because I am tired.  The second one of the featured artists in this issue is Ed Greenwood.  He really was doing it all.

The grinning hag cover art was done by Ray Cioni, a Chicago artist and we are told there are more color pages in this issue of Dragon than any other.  This includes the witch art from Alan Burton and pages of Wormy and Jasmie from Tramp and Darlene respectively.

Out on a Limb covers the questions of the time. Where can I get a copy of Issue 39? Do Angels have psionics? It is continued later in the magazine. Breaking up longer articles was more common then.

Our main feature is Brewing Up A New NPC: The Witch.  This is an update to the witch found in issue #20. Though the presentation is better here.  There is a lot here to unpack.  This article is written by Bill Muhlhausen, revised and edited by Kim Mohan and Tom Moldvay.  The witch here is very similar to the one found in Dragon #114.  Again, we get Low Order Witches limited to 16th level and High Order Witches limited to 22nd level.  I wondered if this was related to the 22 level cap found in the Greyhawk supplement.  The class reads through much like that of #114 and I am hard-pressed to find the exact differences. The article covers several pages.  I have had a fairly poor photocopy for years in my research binder. It was a thrill to finally read it again, this time with color, on the Dragon Magazine CD-ROM.  Now I have a print copy.

The Witch
 The true gem for me is The Real Witch: A Mixture of Fact and Fantasy by Tom Moldvay.  This article covers what a witch could be in D&D.  It is only half a page but is punching way above its weight class and I reconsult it often.  With Holmes' "promise" of a witch class and Tom Moldavy Basic about to rock my world in just one year's time, I have often (and I mean all the time) wondered what a Basic witch might be like as penned by Holmes or Moldvay.   I have mine, but they are my witches, not theirs. Especially a couple of scholars like them.

Jake Jaquet is next with the Convetions 1980 report.  It was a pretty good year for cons.   Speaking of which Dave Cook reports from Gen Con XIII with Survival tips for the Slave Pits.  And a report on the winning Dungeon Master of the tournament play, in  He's the top Dungeon Mentzer with none other than a very young-looking Frank Mentzer.

Sage Advice covers some AD&D questions that really are new.  A brief article on D&D in Germany from a West German player.  West German, I have not had to write that in a while. 

There is a six-page questionnaire/survey to determine how good of a DM you have.  It is more of a self-guide to help the players figure out what their DM is or can do for them.  It is a tool for discussion, not actually dissimilar to the RPG Consent list.  The difference lies in who should have the supposed power in this structure.  

Len Lakofka is up with his Leomund's Tiny Hut discussing Action in the Meele Round. It is always nice to go back to these and read not just what the official interpretation of the rules are/were but what were the areas where they were ambiguous.  41 years and 4 other editions later we lose track of these things.

We get some more color with the Dragon's Bestiary.  Not only color but Erol Otus art at that.  One of the "monsters" is an Amazon.  This is not the first time we get a witch and amazon connection. There is art in the OD&D books of a "Beautiful Witch" and an Amazon together.   It is one of the reasons I like to include Amazons in my witch books.  Both for the Cult of Diana and the duality of magical and martial qualities.   

Dragon's Bestiary

I didn't find the other two monsters, the Tolwar and the Lythlyx to be as interesting. Though I did find the Ed Greenwood art credit. He created the text and art for the Lythlyx.

Philip Meyers discusses illusions in Now you see it . . .but is it really there?.  I wonder that if Dragon #43 had been my first Dragon about witches and not #114, would my witches today have more illusion spells?

Ad for the 1981 Days of the Dragon calendar. If you can find one it will work for 2026 as well. 

For our big center-piece is a Traveller adventure called Canard from Roberto Camino. I have read through it a couple of times and it looks fun. I might need to use this Summer of 2022 when I plan my big outing for Traveller.   

Speaking of Traveller.  The reviews section is next and Roberto Camino is back reviewing the latest Traveller product Azhanti High Lightning in Azhanti: Almost too Creative.   This is likely the start of my Traveller Envy.  This was popular among the "older kids" that played Traveller a lot and it just looked so cool to me. It's a game all by itself AND it is a supplement to the main Traveller RPG.    

Douglas P. Bachmann reviews SPI's DragonQuest.  While he is not a fan of the ad copy hyperbole, he does make me want to try out this game even more.  Though we are warned that with the supplements then planned that DragonQuest could end up costing you $94 to #98 to play. A very expensive game!

A reminder of our forebears is next from Bryan Beecher in the next in his series of Squad Leader articles, #5: The Fall of Sevastopol. This one deals with a battle between the Russians and Germans in the late Spring of 1942. The DM I would meet the very next year was WAY into Squad Leader and tried to get me to play a few times.  He drifted away from RPGs eventually and even deeper into Wargames and Reenacting.  Not my bag, but I could see how he enjoyed them.  This was the DM that ran me through the Slave Lords series years ago. 

An opinion piece is up from Larry DiTillio.  The same that worked on He-Man and She-Ra as well as the Masks of Nyarlathotep.  The article, Apples, Oranges, Role-playing, and Morality, replies an article (in Dragon #39) by Douglas P. Bachmann on morality in fantasy. This article works on the premise that Mr. Bachmann did not truly understand the game worlds and the responsibility of DMing.  It's hard to evaluate this response without reading the first, but there are some interesting takeaways. There is room in AD&D (and other RPGs) for both DiTillio's world and Bachmann's.  As AD&D  game progresses with a good DM there will be other solutions to deal with problems other than with "the sword" (Witchlight is a good modern example).

Hate Orcs? You'll Love this Campaign by Roger Moore details his ideas for an all dwarven game in AD&D.  Now this might strike newer players as odd' not because of the all dwarf nature, but because back then in AD&D dwarves had class limits making it a different sort of challenge.  For example there were no Dwarven wizards.  While I like the newer versions of the game and can choose any class, I personally still find Dwarven wizards a little odd.  BUT that is not the point of Moore's article. His point is how to make it work in spite of the rule of rule limitations. 

Out on a Limb continues. We get a letter from an "E. Gary Gygax" from Lake Geneva, WI. He addresses an article from Dragon #40 about buffing up undead. This Gary guy seems to know a thing or two.

The Electric Eye covers Four From Space on Tape by Mark Herro. What we have are four different space-themed computer games on one cassette tape. I am not going to be all "well..back in my day computer programs were on cassette tape and you had the CLOAD them before you could play..."  No instead I want to reflect on two things.  First. Wow, have we come a long way!  These game were designed for the TRS-80 Level II Basic on a 16k computer.  16k! As of right now this post is 8.5k and takes up 12K of disc space.  One of my new hardware projects here at home is rebuilding a TRS-80 Color Computer 2 (with a HUGE 64k).  Let's pause a moment and be impressed by how far technology has come since the 80s.   The second point is, wow, companies really were fairly open about their copyright infringement back then.  This cassette has four games, Ultra Trek (Star Trek), Romulan (also Star Trek), Star Wars (what it says), and Star Lanes which was an outer space stock market.

Dragonmirth is next with the comics. In our color section, we get Finieous Fingers, a Wormy, and Jasmine.  The art in Jasmine is so different from anything else here. This is of course thanks to artist, cartographer, and under-sung hero of the World of Greyhawk, Darlene. I think Jasmine was too "adult" for the target audiences of Dragon at the time. Not "Adult" as in nudity (we have a bare ass on page 70, six pages before this) but in content. The art is fantastic, but the story doesn't pull you in, at least not unless you were there in the start.  Sadly Jasmine was cut for space, but I would like to do a retrospective on it someday.

Jasmine by Darlene

Really one of the great issues for me and it captures a time, for me at least, where there truly was no end of the possibilities in sight. 

Minus Issue #5 (but represented my Best Of Vol 1) I have all the published Dragon Magazine Witches.

Dragon Witches


October Horror Movie Challenge: 5ive Girls (2006)

The Other Side -

5ive Girls (2006)I am not going into this one with very high hopes.  It deals with demons, witches, and Ron Perlman.  

5ive Girls (2006)

The movie begins with Ron Perlman as Father Drake.  He is the teacher of a Catholic girl's school, St. Marks.  One of his students, Elizabeth, is drawing a scene from the Bible where Jesus casts out the Legions of demons (is Legion the number or the name? Sunday school was a long ass time ago).  Anyway, while Drake is talking to some students, Elizabeth starts to hear voices.  Soon the door slams shut and she begins hearing the voices of demons.  Drake finally gets into the room, but Elizabeth is gone, leaving only blood.

Five years later, the school reopens with just only five students and recovering drunk Father Drake.  The newest girl, Alex, is a witch with TK and can hear voices coming from nowhere. She also sees Elizabeth walking around the halls.  The other girls also experience strange happenings.  Leah passes through a filing cabinet.  Cecilia is blind but has second sight. Connie is a Wiccan.  Not sure what Mara does other than being a pain in the ass.  No, actually her power is healing by touch. 

Former student and current head Mistress, Miss Anna Pearce played by Amy Lalonde, also can see Elizabeth.  She tells her she is trying to help her.

We get typical Catholic School Girl shenanigans. Spanking with a ruler, girls sneaking off to smoke, breaking into the third floor.  While there they find a pentagram in a magic circle. At the same time, Miss Pearce is casting a diabolic spell to try and free Elizabeth with the other five girls as the sacrifices. 

Elizabeth, or a demon, is summoned and lands in Connie, but Mara is able to heal her.   Alex discovers a book belonging to Elizabeth. 

The next day a possessed Connie tries to kill Leah and then vomits a bunch of demons into her.  The girls realize right away that Leah is possessed. Leah confronts Father Drake and he tries to exorcise her, but she stabs him with the crucifixes instead.  We learn that Miss Pierce is Elizabeth's sister. 

Legion jumps from girl to girl, killing them along the way. 

The ending is kind of neat with the demon made of blood. But otherwise fairly derivative and predictable. 

About the cover. In this movie when you get possessed your eyes don't go all black, but all white.

--

Ok, I think I need to create a category of movie, Daughters of the Craft.  These are movies made after 1996 with teen witches, usually four, sometimes five. One should be good and one should be evil, or at least misunderstood. The filmmakers obviously loved the Craft and thought that was the movie they wanted to make.  I'll go back and see which ones fit it. 


2021 October Horror Movie Challenge

October 2021
Viewed: 36
First Time Views: 23


The NPCs of "The Wild Beyond The Witchlight"

The Other Side -

Skylla, my exWhile "The Wild Beyond The Witchlight" has a lot going for it the reason, well one of the reasons, I really wanted it was because we were getting some official D&D 5th Edition stats to some classic NPCs, in particular, Skylla and Kelek two "iconic" characters that I am using in my War of the Witch Queens campaign. So I want to look at these old friends and maybe a couple of new ones too.  I'll leave poor old Thaco alone with his pipe and bitterness today.  Plus it is October and Horror month, so I really just want to talk about my favorites, the bad guys.

Who Are These Characters?

Long before the use of the term Iconic Characters to refer to reoccurring D&D characters in publication, there were names like Warduke, Strongheart, Ringlerun, and Kelek.  They appeared in the AD&D toy line from LJN and in other media including coloring books, stickers, adventures, and sometimes even the Dungeons & Dragons cartoon.   It is also one of the reasons why I have to laugh when people today will see a stuffed Owlbear and complain that "WotC is selling out and ruining D&D."  They must have forgotten the Official Advanced Dungeons & Dragons™ Yoyo or Sunglasses.

Of all of these characters, there were a few standouts who got extra attention.  Ringlerun, the Good Wizard would be the cover boy for the Jeff Easley recover of the AD&D Player's Handook, although many at the time did not see the connection.  Kelek and Warduke would go on to get a guest spot on the D&D cartoon.  Warduke in particular would go on to be a minor celebrity in D&D iconic circles, getting 1st Ed (well...Basic really), 3rd Ed, and now 5th Ed Ed stats.

LJN D&D Toys

We would get all their official D&D Basic and Expert set stats, not AD&D, in the product AC1 The Shady Dragon Inn.  This was sort of a Rogues Gallery for BECMI D&D. You can read my review of it here

What I would like to do here today is compare these characters from the Wild Beyond the Witchlight to their Shady Dragon Inn and Quest for the Heartstone counterparts. 

Bad guys

The League of Malevolence

Heroes are great, but give me a "good" villain any day of the week.  Here are five iconic D&D villains. I will compare them to their D&D Basic versions to see what has changed and what has stayed the same.

Kelek

First up is the leader of the League of Malevolence, our Legion of Doom for D&D.  All these characters are Chaotic Evil which tracks well to their original alignments of Chaotic.  

In Basic D&D Kelek was an "Evil Sorcerer" of course at this time a "Sorcerer" was the level title for a 7th level Magic-user.  In 5e his class has become a Sorcerer.  This actually make a lot of sense and I approve of this change.  His stats are pretty much the same from edition to edition with the exception of his Charisma which goes from 7 to 17.  Charisma is the "prime" stat for sorcerers. Here he is described as a sociopath. That tracks with how I have seen him in the past

Part of this adventure is searching for a lost Unicorn horn. Well that was more or less the plot of the only D&D Cartoon to feature Kelek.  If nothing else I am saying he is still after unicorn horns. 

Skylla

Ah. My beloved Skylla.  I was the most excited and the most worried to see what the Wizard's dev team was going to do to you.  I have to say I am not disappointed. In Quest of the Heartstone, she is listed as a 6th level Warlock. Again, this time "Warlock" meaning 6th level magic-user. I do note that the TSR team avoided calling her a "Witch" at the time. Likely due to the Satanic Panic (but Warlock is fine?).  Like her former boss Kelek, the level title is translated to Class here and she is a 6th level Warlock. It fits well if you ask me

Skylla's stats are mostly the same with some tweaks to improve what she needs to be a Warlock.  Though the best changes are in her background.  For starters, her patron is not a demon (like I did) but rather with Baba Yaga (like...I did).  Additionally they tackle the Skylla/Charmay art issue head-on as sometimes Skylla goes by the name Charmay.  It's different than what I do with her, but it works out fine in my mind.

For the record, they got Skylla as close to a "witch: as D&D 5e's rules will currently allow.  I think they did a great job with her.  Kelek too.

Warduke

I do have to ask. Why does everyone like this guy so much? I never quite got it, but hey someone out there is looking at my nearly 30 posts about Skylla and scratching their head. 

That all being said, Warduke here is fairly impressive. I think the fans will be happy.  His stats are all the same in both versions.  His Dread Helm in Basic gave him Infravision to 60'.  The D&D 5e version only makes his eyes glow red.  Well, as I have said many times, I have a pencil.

Zarak

The half-orc Assassin was just an odd dude in Basic D&D that didn't have half-orcs as monsters, let alone as a character race, nor did it have assassins.  Yet there he is on page 18 of my Quest for the Heartstone. In D&D 5 he also has some strangeness. He is a full orc here BUT he is a short one to fit the AD&D/D&D Basic orcs.  Though he is still a Chaotic Evil Assassin.  His Dexterity gets a buff in 5e, but he loses his "boomerang" dagger!

Zargash

The evil cleric is back.  He is 7th level, so that makes him an evil Bishop. Zargash is still Chaotic Evil and he worships Orcus. Stats are tweaked a bit, but otherwise he is largely the same.

Missing Evil Characters™ include, Grimsword (Evil Knight aka Anti-Paladin), Zorgan (Evil Barbarian) and Drex (Evil Warrior) all from Quest for the Heartstone. Fox Fingers (Thief) and Raven (Evil Cleric) from Shaddy Dragon Inn.  In might be fun to make Raven. She is evil (but maybe not totally), and in love with Warduke. She was once friend with Mericon. Who is up in the next batch.

Valor's Call

Our group of good hereos had the real chance of being boring on one hand and overly sanctimonious on the other.  Thankfully were spared the worse.  They are not as interesting as our bad guys, but they are still fun and there are still some tweaks that make them worth reading and using.

Elkhorn

Our Lawful Good dwarf might have been one of the more popular figures right behind Warduke.  His stats are the same in both versions.  I do like how they took an essentially blank canvas and made a dwarf that is not a Flint Fireforge clone or a Dime store Thorin and gave him some goals.  He is a staunch enemy of evil.  If Strongheart is the founder of Valor's call, then Elkhorn is its heart.

Mercion

Ok. She is no Aleena, but Mercion is the cleric of the group. Her stats are tweaked a bit to give her better Strength and a higher level, but the Mercion in 5e is much more interesting.  In what I feel is a real homage to her Basic D&D roots, she does not worship a god but rather an ideal. She believes that truth gives life to artistry and beauty.  It's kind of a cool concept. If I were to use her as an NPC I would make sure she never lies about anything, ever. In fact, the brutal truth is better for her than a sweet lie. 

Molliver

Molliver the good thief was not in the Shady Dragon Inn product but can be found in the Quest for the Heartstone. In Quest no gender is given for Molliver, so in the 5e book their pronouns are "they."  I like it. I like it because a.) it works for the character and b.) it will certainly piss off the ones that need pissing off.

Molliver is also the only Chaotic Good member of the party. A "Lawful" thief does not make much sense really. Stats are largely the same with a buff for Dex. They even have their boots of levitation, handy for a thief.  

Ringlerun

Our Lawful Good Wizard from Basic remains a Lawful Good Wizard in 5e.  Never as interesting as Kelek, Elminster, or Mordenkainen he was on the cover of the Player's Handbook and a popular figure. 

RinglerunHis arm must be tired

He is still largely a generic wizard. He has kind of a James Randi in his later years look about him.  In my games he is dead; died of old age, but that doesn't really make sense for a wizard I guess.  I have some ideas forming that I might explore later.  Or not. After all he was never very interesting.

Strongheart

If I have one purely AD&D gripe it is that I rarely see anyone playing a paladin a good way.  "Sanctimonious Asshole" is not a Paladin. Neither is "Grim, tortured because there is so much evil in the world" isn't either.   I was worried that Strongheart was going to fall into one of those two camps. Or even worse, weak Sturm Brightblade clone.

Thankfully, that is not what we got. Instead, 5e Strongheart is the kind of paladin who is all about "we should get together to defeat evil because there is so much good in the world to enjoy!" He makes a good leader.  Again his stats are slightly tweaked to give him a better Strength (13 to 15) which, by the way, his D&D Basic stats were not good enough to make him an AD&D Paladin!

He was the character I was prepared to dislike the most (I have played paladins in EVERY version of D&D) and his actually was pretty cool.

It is mentioned that there are more characters in Valor's Call, off doing Good elsewhere.  They do have a solid feel of "The Superfriends" here. Not s big surprise I guess. Potential other members from Quest of the Heartstone include Peralay (Elf Fighter/Mage), Figgen (Halfling Fighter or Fighter/Theif), Deeth (Fighter), Hawkler (a totally NOT the Beastmaster Ranger), Bowmarc (Good "Crusader") and Valkeer, a half-giant warrior.  Of these Valkeer might the most fun to update to 5e.  Of these Peralay also appears in The Shady Dragon Inn.  

Strongheart and Warduke

Other NPCs

There are plenty of other really interesting NPCs in this book.  Many I plan to lift and convert back to D&D Basic for use in my War of the Witch Queens campaign.

Burly the Hobgoblin

Before D&D, a hobgoblin was more a trickster as exemplified by Puck or Robin Goodfellow. In Witchlight we have Burly a Neutral Good Hobgoblin.  Ok, I'll go with that. My favorite bit is he is a hobgoblin who wears a pumpkin on his head.  Now, where have I seen that before?

Pumpkin head

Bugbear. Hobgoblin.  The differences are largely academic.

Likewise, Chucklehead is a goblin with a  head shaped like a taffy apple.

Iggwilv the Witch Queen

Yes! Getting Skylla was one thing, getting a new Iggwilv?  That's just crazy good.

This is Iggwilv after she has left the Abyss and has been hiding out in the Feywild for centuries. Here she is also known as Tasha, Natasha, and Zybilna.  There is an interaction here with Kelek that plays so well into my plans it is hard not to use it all.  There is an interesting Maiden-Mother-Crone aspect of Iggwilv here in the form of Tasha-Zybilna-Iggwilv.

Iggwilv

Now I am perfectly happy with the formerly Chaotic Evil Iggwilv becoming more Chaotic Neutral as time goes on.  What I am not 100% sure about is her desire to abandon all her research on the Abyss and Demons in favor of learning about the Feywild instead.  But...I can live with it.

The Hour Glass Coven

I like them. Very interesting bunch of witches and hags.

The Minis

This is such an interesting group of NPCs it makes sense that there is also an equally interesting group of minis to go with them.  Sadly the supply chain breakdown has pushed many of these minis till 2022.  But I am really looking forward to them.

KelekKelek
SkyllaSkylla
ZyblinaZyblina


Looking forward to them.

Petrarchy

Reviews from R'lyeh -

For fans of Tales from the Loop – Roleplaying in the '80s That Never Was and Things from the Flood, the roleplaying games based on the paintings of Simon Stålenhag, as well as other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, but ultimately provide something which the Game Master can bring to the table and engage her players with. Such is the case with Puppy Love.

Puppy Love is written by one half of the hosts of the podcast, What Would Smart Party Do?—the other half designed King of Dungeons and presents an engaging and entertaining mystery with lots of Mats and puppies, plus a dilemma or two. It could easily be played in a single session, perhaps two at most, and would make a good option for a convention scenario just as it would for the Game Master’s own campaign.

The scenario begins at the start of the new school year, with the Player Characters all eager to return and catch up with friends at least, if not necessarily return to their lessons. However, on their way to school they spot two things. First, posters for a missing puppy belonging to a boy at school, Mats, and then further along and second, the missing puppy, Petra. Problem solved then. All the Player Characters have to do is take Petra back to Mats when they see him at school. Except, when they get there, Mats is nowhere to be found, and oddly, another pupil, the popular, but catty Doris, also has a puppy—a puppy which almost looks like Petra! What is going on? Is there more than one Petra or just more than one puppy? Where did Doris’ puppy come from? Where is Mats and is his puppy still missing?

The scenario takes an even odder turn—no surprise there, given that it is for Tales from the Loop—when the Player Characters attempt to find Mats. For when they get to his house, they find not Mats, but Mats and Mats. Two of them! Really what is going on?

Of course it has to do with the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi, and since shut down. The question is how and then how do the Player Characters get in? Actually the latter is relatively easy, but the former will take a little more investigation. The actual difficulty comes in interacting and dealing with Mats—multiples of them, because all of them are slightly different and slightly wrong. The Game Master is accorded a pair of tables to randomly determine the appearance and personality of each Mats, though the scenario does come with a warning because the personality traits are potentially a little extreme for what is still a little boy.

Physically, Puppy Love is decently presented with the usual plot diagram for Tales from the Loop scenarios, nicely done artwork for each the scenario’s NPCs, and clear maps of the location for the scenario’s denouement. It is also well written and easy to read.

Although Puppy Love is set in Sweden on Mälaröarna, the islands of Lake Mälaren, which lies to the west of Stockholm, which is the site of the Facility for Research in High Energy Physics—or ‘The Loop’, it actually has an English sensibility to it. There is a mystery, and this being a scenario for Tales from the Loop, a countdown which escalates the situation, there is no real threat, and so it has the feel of Children’s Film Foundation television series or film. Certainly as weird as having multiple Mats and Petras is, having multiple Petras gives it a certain cosiness or cuteness.
Puppy Love presents a thoroughly charming, even cute mystery for Tales from the Loop. It is easy to add to a campaign and just as easy to use as a demonstration or convention scenario.

A Spellbinding Corollary

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Magic plays a vital role in the world of Glorantha and thus RuneQuest: Roleplaying in Glorantha. Characters—both Player Characters and NPCs—commonly have access to magic, typically Rune magic and Spirit magic. The manifestation of the former represents the connection between the mortal world and the realm of the gods, between Age of Time and God Time, and bringing of the power the gods into the mundane realm, whilst the manifestation of the latter is the result of communicating with the spirits found in world’s natural energies. Rune magic is the more powerful of the two and characters have only limited access to it, whereas Spirit magic can be more freely cast to limited effect. What that means in terms of gameplay is that every player needs to know what his character’s spells do and every Game Master what her NPCs’ spells do. This is where The Red Book of Magic comes to the fore.

The Red Book of Magic, however, is much more than just a big list of spells. Published by Chaosium, Inc., it is in fact two big lists of spells—one for Rune magic and Spirit magic—and then some more. Between the two lists it details some five hundred and more spells, almost four-hundred-and-fifty Rune spells and almost seventy Spirit magic, of which over one-hundred-and-fifty Rune magic spells and over thirty Spirit magic spells that are new to RuneQuest: Roleplaying in Glorantha. Further, there is an explanation of spell terminology, explanations of how both types of magic are cast and work—and appear, sound, and feel to work when cast, discussion of rituals, and more. The coverage though is wholly upon Rune and Spirit magic rather than either Sorcery. Doubtless, it will receive its own supplement, as may Shamanism—which of course uses Spirit magic, but its greater effects are more than just simple Spirit magic, and of course, a book devoted to Rune magic and Spirit magic, like The Red Book of Magic, has greater utility in RuneQuest: Roleplaying in Glorantha.

Within Glorantha itself, The Red Book of Magic is an important magical text, consisting of fragments of the Red Revised Book, itself based on the much earlier Red Book, penned by Zzabur the Sorcerer Supreme. The Red Revised Book was the first work to separate Rune magic from Spirit magic, and to codify numerous different spells with near-identical effects, for example, Bladesharp or Heal, into a common spell with a simple and widely accepted descriptive name. It is supplemented by the Carmanian mystic Hepherones’ Statement of Magic, which serves to add colour before going into detail, but in effect, what this means that The Red Book of Magic is a resource in game and out, and thus any character–and thus his player or her Game Master—could consult its pages (barring technicalities such as literacy of course). Most of all though, with descriptions of hundreds of spells, The Red Book of Magic is a simple and accessible resource to have at the table, its size making it a lot easier to reference than the RuneQuest: Roleplaying in Glorantha rulebook.

In the pages of the RuneQuest: Roleplaying in Glorantha rulebook there is an emphasis upon the Rune spells known by the cults associated by the Lightbringers, which is understandable given their prominence in Sartar and its surrounds, the default setting for RuneQuest: Roleplaying in Glorantha. The Red Revised Book expands greatly upon that list of spells, with lots of new Rune spells associated with the Beast, Chaos, Fire, and Plant Runes. So for example, Butterflight is a Beast spell grants the caster the wings of the butterfly and the ability to fly, and Summon Insect Swarm enables the caster to summon swarms of insects of various sizes, depending upon the Rune points stacked into the spell; Bat Wings is a Moon and Chaos spell which grants bat’s wings to members of the cult of the Crimson Bat and Devour Book a Chaos spell which enables the caster to rip the knowledge from books, scrolls, and even carvings; Arrow of Light is a Fire spell which inflicts one six-sided die’s worth of damage direct to the target’s Hit Points ignoring armour if his POW is overcome and Destroy Clouds clears the immediate sky of clouds; and Chameleon is a Plant spell which increases the caster’s Hide skill and lets him use it when moving and Plant Spy turns any plant it is cast on into a remote spy, transmitting sound and touch to caster from its leaves. Similarly, there are numerous spells for the Darkness, Illusion, and Water Runes.

Spirit magic is given a similar treatment, again exploring how it is cast and works—and then appears, sounds, and feels to work when cast, and so on, before detailing its descriptions. Fun new spells given here include Hotfoot, which causes a burning sensation in the target’s strong enough that they cannot stand upon it, Sneeze which inflicts a nearly incapacitating sneezing fit on the target, and Solace, which relieves the mental distress in a target. In comparison with the Rune magic spells, the Spirit magic spells, certainly the new ones, feel less useful, because every Rune spell description includes its associated Runes, and therefore it is actually easier to link them to their casters and their cults, whether that is Plant Rune spells for Aldryami, the Chaos Rune for various vile Chaos worshippers as well as Lunar worshippers, and the Darkness Rune for Trolls.

The other reason why The Red Book of Magic is a useful resource is that in addition to presenting new spells adds a handful of new rules and other elements. This includes rules for creating new Rune spells, which when combined with the wide range of Rune spells in the supplement, could be used by the Game Master to create her own cults for her game; the addition of monsters like the War Tree (which requires the Plant Rune spells Animate War Tree and Create War Tree to create and control) and Manlings (Chaotic humanoids which bud from the caster of the spell, Spawn Manling); a guide to Rune metals and their properties; how illusions work with the various Illusion Rune spells such as Illusory Sight and Illusory Substance; and the collection and use of healing plants. In addition, many of the spells previously presented in other supplements and scenarios for RuneQuest: Roleplaying in Glorantha have been revisited and revised—not such that they function differently, but rather to provide clarity. For example, the Heal Wound Rune spell is accorded supplementary information that not only clarifies its function, but explains how it works from cult to cult.

The Red Book of Magic is not without its issues. One is that there is no list of Rune magic spells, when there is a list of Spirit magic spells. In part, this is understandable. The list of Spirit magic spells is less than a page long whereas such a list of Rune magic spells runs to forty pages (the Rune Spell Reference Tables are available for free download as well as accompanying the PDF for the supplement), and that would increase the book’s page count by a third. Similarly, there is no list of spells by cult for either Rune magic or Spirit. Again, its inclusion would have greatly increased the page count. Yet its inclusion would have been undoubtedly useful, helping Game Master and player link the various spells to the cults and thus to Glorantha as a setting. Plus it would also have made it easier to cross reference with the forthcoming Gods of Glorantha supplement. Ultimately this is not to say that The Red Book of Magic is a bad or useless supplement because it lacks either of those lists, far from it. Rather, that their inclusion would have not only enhanced the utility of what is already a very useful supplement, but gone beyond that into making it indispensable.

Physically, The Red Book of Magic is on par with the standards set by previous releases for RuneQuest: Roleplaying in Glorantha. It is clearly written and easy to read, which after all, was the point, and it is decently illustrated.
At its most basic, The Red Book of Magic is a serviceable supplement to have at the gaming table during play, a book to refer to when the RuneQuest: Roleplaying in Glorantha core rulebook is in use, and away from the gaming table, for reference by the Game Master. It is very much a useful rather than a must-have supplement, that is, at its time of publication. The usefulness of The Red Book of Magic is going to grow and grow as more supplements are released for RuneQuest: Roleplaying in Glorantha. Not just the forthcoming Gods of Glorantha, but future supplements devoted to the Aldryami, to Trolls, and to the Lunar Empire, for example, with The Red Book of Magic serving as the corollary or magic companion to the new supplement. (And that does not include the many titles available on the Jonstown Compendium.) Right now, The Red Book of Magic is undoubtedly useful, but for the future of your Glorantha game, it is an investment.

Evil on the East Coast

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The Darkness Over Eaglescar – A Modern Day Call of Cthulhu Scenario is the tenth scenario from publisher Stygian Fox. Although the title suggests that it is a modern-day scenario for use with Call of Cthulhu, Seventh Edition, it is actually set in 1999. It is also set in England’s north-east, in the fictional coastal town of Eaglescar. What this means is that it has a certain English seaside town ambiance that certainly British Keepers and players will enjoy. Despite the specifics of the setting, The Darkness Over Eaglescar can easily be adapted to the setting and period of the Keeper’s choice, whether that is the Purple Decade of Cthulhu by Gaslight or the Jazz Age of Call of Cthulhu, or indeed, updated to a more contemporary period. With some adjustment the scenario could be adapted to run using Delta Green: The Role-Playing Game.
Designed for roughly four investigators and to provide two sessions or so’s worth of play, The Darkness Over Eaglescar begins with the Investigators being contacted by an old friend, Georgina Angler. She believes that her teenage daughter, Cassandra, is in trouble, having become involved with some shady characters, and she suspects, drugs, as well, and wants the Investigators’ help in finding her. Georgina will point to one of the business owners on the esplanade as someone who might know more, and he indicates two further leads, one a local drug dealer, the other a sea front fortune teller. Both will point towards the Voice of the Machine, a local New Age cult run by Eleanor X. Researching her reveals that her parents were members of a seventies hippie cult, The Children of the Vortex. This cult was notorious for its drug dealing, the exploitation of its members, and ultimately, the stabbing and murder of its founder. Background on the cult can be discovered by research at the local library and Eleanor X herself, will contact the Investigators to reassure them that Cassandra is fine. However, the cult leader will not let them see the missing girl.

Ultimately, the Investigators will need to investigate the cult’s properties and possible links between The Children of the Vortex and the Voice of the Machine. The latter will probably involve the Investigators having to commit a couple of acts of breaking and entering, which presents its own challenges in a small town, suburban environment. In doing so, they will likely be involved in one or more violent confrontations, and perhaps rescue Cassandra.

In terms of its horror, The Darkness Over Eaglescar is a scenario with a very human face. The Investigators will not be confronting any of the traditional elements of the Mythos, and to be fair, not really confronting the Mythos directly, more its effects upon the members of the cult. This will come primarily in a pair of intentionally surprisingly violent encounters, but depending upon what the Investigators discover, they may be able to get hold of another means to thwart the cult—a more magical means.

The Darkness Over Eaglescar is a relatively short adventure and although the players and their Investigators do not know it, they are up against a time limit. The players will need to use their Investigators’ time with some care, but unless they really waste it, they should be able to conduct their inquiries with alacrity. In fact, there are few plot strands to follow in the scenario, so the given timeline could be effectively collapsed into a couple of days or so and the scenario run in a single session as a convention scenario. However, that would be quite tight in its plotting. The alternative would be to reduce the number of Investigators—the scenario could be played with just two and still work.

The scenario is decently supported with a handful of handouts, some of which are really very good. Likewise, some of the artwork is also very good. Similarly, The Darkness Over Eaglescar is a very good-looking scenario, but unfortunately, looks can be deceiving. The cartography looks good, but feels a little odd in the design of its two houses. Plus, why is there no map of the Eaglescar itself? Then there are several element crashes between the scenario’s images and handouts and the text. This is not enough to make the text totally unreadable, but it is unnecessarily challenging. In addition, and although it is not as bad in previous releases from the publisher, The Darkness Over Eaglescar is further indication that Stygian Fox Publishing is still very much in need of a professional editor.

Let down by disappointing production values, The Darkness Over Eaglescar includes a decent mix of investigation and interaction, as well as some surprisingly violent scenes—ones that if played in the scenario’s British setting, the Investigators will probably be unprepared and ill-equipped to deal with. A more than serviceable scenario, The Darkness Over Eaglescar neatly captures the faded ambiance of the British seaside town, but is flexible enough to be set elsewhere and else when.

Ice Box

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Mutant Crawl Classics #11: The Omnivary of Eden is the eleventh release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. Designed for Second Level player characters, what this means is that Mutant Crawl Classics #11: The Omnivary of Eden is not a Character Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. By the time the Player Characters in Mutant Crawl Classics #11: The Omnivary of Eden have  reached Second Level, they will have had numerous adventures, should have understanding as to how their mutant powers and how at least some of the various weapons, devices, and artefacts of the Ancients they have found work and can use on their future adventures.
The set-up for Mutant Crawl Classics #11: The Omnivary of Eden casts the Player Characters as members of the tribe known as ‘The Ones Who Dig’. For centuries, the tribe has been digging deep into the ground and has finally broken into an underground complex built by the Ancient Ones. This is the long-buried entrance to the Garden of the Gods, which is said to be the repository of the Seeds of Creation, the seeds and biological records of all life of Terra A.D. from before the Great Disaster. It was foretold by the prophet, Boxx the Curious, that one day, a tribe would dig deep enough to locate the Earth Canoe which would take the faithful to the Garden of the Gods—and now that day has come. Unfortunately, the Player Characters are not among those deemed worthy to take the first journey in the Earth Canoe. They will be present though, when things go very wrong. Not everyone wants anything of the world before the Great Disaster restored to Terra A.D., and they would not only deny it to others, but destroy it too!.
Mutant Crawl Classics #11: The Omnivary of Eden begins with a bang and quickly throws the Player Characters into the action and then the quest. This takes them into a seed vault—a little like the Svalbard Global Seed Vault, but of course, updated for the twenty-ninth century and then turned upside down by the events of the Great Disaster. After the confrontation and the escape aboard the Earth Canoe, the majority of the scenario takes place in the seed bank, which is described in no little detail across its two levels. This detail combines weirdness of both the twenty-ninth century and Terra A.D., such as lickable walls and rabbits all with the same face of an old man, but everything is well explained. The latter is necessary because there is a lot of information to impart to the players as their characters explore the complex. This comes not just in the form of the purple text of the room descriptions, but also the secrets to be discovered by the Player Characters. Of which, there are a lot and most of which come in the form of audio-visual recordings, and as well as revealing what has been happening in the Garden of the Gods for the past three millennia do also hint about life before the Great Disaster.
Although there is some combat involved, the emphasis in Mutant Crawl Classics #11: The Omnivary of Eden is on exploration and examination of the strange place in which the Player Characters find themselves. Instead of artefacts and devices, the Player Characters will be mostly discovering secrets, and there really is very little ‘treasure’ to be found in the adventure. However, the adventure could have done with a little more combat, or at least, more threat. Mutant Crawl Classics #11: The Omnivary of Eden opens with an attack upon the ‘The Ones Who Dig’ tribe by the Gene Police, a faction of human fanatics, an attack which is problematic in terms of storytelling—not once, but three times. The first problem is that attackers successfully carry out at the beginning of the scenario and then do not appear again. Essentially, they serve as means to sabotage the expedition and get the Player Characters getting to go instead, which seems a wasted opportunity. Having set up a ‘Chekov’s Gun’ of the Gene Police attack, it seems a wasted opportunity to leave the possibility of their following the Player Characters to Garden of the Gods and attempting to destroy it, giving the adventure a greater sense of urgency in the process.
The second really stems from Mutant Crawl Classics #11: The Omnivary of Eden being written for Second Level Player Characters. It leaves both the Judge and her players to wonder what their characters were doing before the events of the scenario begin. In terms of Mutant Crawl Classics Roleplaying Game, what they were doing on their Zero Level Character Funnel, and subsequently, when they were First Level. With such questions, it leaves the scenario to be run as a one-shot, or worked with difficulty into the Judge’s own campaign, and just like Mutant Crawl Classics Roleplaying Game, there is no real advice on setting up or working the scenario into a campaign. There are no answers to the questions, “What if the Player Characters do not come from ‘The Ones Who Dig’ tribe?” and “What if there is no ‘The Ones Who Dig’ tribe?”. The third problem stems from the first two—just who are the Gene Police? The adventure describes them as having inveigled their way into the ‘The Ones Who Dig’ tribe, but does not say who they are or give them personalities. They are just treated as throwaway enemies and that seems like a wasted opportunity.
What happens after the scenario is much less of an issue, since the author includes notes for continuing Mutant Crawl Classics #11: The Omnivary of Eden. These are useful, since the discoveries to be found in the Garden of the Gods have potentially major ramifications for both the future of Terra A.D. and the Judge’s campaign. It would be nice to see these explored in a sequel to this scenario, if not multiple sequels.
Despite the issues with its set-up and follow through of that set-up, Mutant Crawl Classics #11: The Omnivary of Eden is an enjoyably detailed and entertaining adventure. It wears its inspirations openly on its sleeve—or at least in the colour gem in the palm of its right hand—and these are fun for the Judge and players alike to spot. This shows most obviously in the change in environment which the scenario undergoes as part of its story line, which is radically different to that for most scenarios for Mutant Crawl Classics #11: The Omnivary of Eden.
Physically, Mutant Crawl Classics #11: The Omnivary of Eden is nicely presented. It needs an edit in places, but is generally well written and the artwork is decent. The map is rather plain though.
Mutant Crawl Classics #11: The Omnivary of Eden is a thoroughly likeable scenario, designed to be played in two sessions or so, and full of detail and flavour. Whilst it should be fun to play as is, to get the most out of it, the Judge will need to develop more of the set-up and the consequences of the outcome of the scenario.

Jonstown Jottings #47: GLORANTHA: A Trek in the Marsh

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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?

GLORANTHA: A Trek in the Marsh is a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is a four page, full colour, 963.55 KB PDF.
The layout is clean and clean. It is art free, but the cartography is reasonable.
Where is it set?
GLORANTHA: The search for the Throne of Colymar is set in Sartar in the Upland Marsh. 

Who do you play?
Player Characters of all types could play this scenario, but is best suited to members of a nearby Colymar tribe or Ducks. Humakti will, of course, relish the opportunity to curb the influence of Delecti the Necromancer.

What do you need?
GLORANTHA: A Trek in the Marsh requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary. The later is a necessity as no stats or creature or monster write-ups are included.
What do you get?GLORANTHA: A Trek in the Marsh is set on the northern edge of the Upland Marsh and presents an opportunity for a nearby tribe to reduce the great swamp’s boundaries and reclaim land lost centuries ago to the magics of Delecti the Necromancer. One of the magical rods which enforces his malign influence has been located and the local tribal chief thinks it can be removed or destroyed and so sends some trusted adventurers to deal with it.
Consisting of really only two pages, the adventure is linear, the Player Characters proceeding rom the edge of the map straight to the location of the magical rod, perhaps having an encounter or two on the way to the marsh—depending upon if they veer slightly left or slightly right. These encounters, as are the majority of the encounters in the scenario, all combat based. No NPCs are encountered or detailed in the course of the adventure. No encounter, even the encounter with the altered Dancer in the Darkness which protects the rod is accorded more than three sentences.
GLORANTHA: A Trek in the Marsh is not badly written, but very much like the earlier GLORANTHA: The search for the Throne of Colymar, it is underwritten and underdeveloped. As presented it is not a whole scenario, but rather the middle of a scenario. Despite the fact that the Player Characters are on a quest to destroy or remove a magical artefact, the artefact itself is not detailed or illustrated, and there is no information as to how the local tribal chief learned of the location of the artefact, how the artefact is removed, and what happens once the artefact is removed. In addition, the protector of is described as a combination of a Darknesselemental and a Dancer in Darkness, but stats or abilities are given, leaving the Game master to develop these herself without guidance. Omitting the stats for monsters and creatures which can be found in the Glorantha Bestiary is not wholly unreasonable, as the Game Master can easily provide these, but not providing the stats or write-up of a new combination of monster is simply nonsensical.
Similarly, the lack of set-up and consequences for the scenario, leaves the Game Master with more work than should have been necessary. The author need not have tied either to a specific tribe, but with sufficient background, the Game Master could easily have tied in both set-up and consequences to the tribe of her choice. Instead, the author leaves all of the development work to the Game Master rather than some of it.
Is it worth your time?YesGLORANTHA: A Trek in the Marsh contains the germ of an interesting scenario if the Game Master is willing to completely develop its set-up and consequences which its author failed to do.NoGLORANTHA: A Trek in the Marsh is a third of a scenario, no more than a series of combat encounters, in need of development in the beginning, middle, and end. Cheap, but avoidable.MaybeGLORANTHA: A Trek in the Marsh contains the germ of an interesting scenario if the Game Master is a running a campaign in and around the Upland Marsh, and is willing to completely develop its set-up and consequences which its author failed to do.

I Got The Altered Morphology Blues II

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A decade ago, on January 12th, a plague struck the world. A flu-like plague which seemed resistant to the then available treatments. Fortunately nobody died, but eleven days later, on January 23rd, all of the symptoms vanished and everyone recovered. Only later did people realise the significance of what became known as ‘Ghost Flu’ as months later, sufferers began exhibiting powers and abilities only found in mankind’s wildest imaginings and biggest cinema screen franchise. The ability to fly, phase through walls, read the minds of others, control gravity, flatten or enhance the emotions of others, and read or even enter dreams. Literally, people had superpowers. This manifestation becomes known as the ‘Sudden Mutation Event’ or ‘SME’, and in the next ten years approximately one percent of the population will manifest SME. In response, there was no rash of costumed heroes or villains, though a few tried. The most photogenic of SME suffers became celebrities, sportsmen, television and film stars, or politicians, others found jobs related to their newly gained powers, for example, a firefighter who control flames or oxygen, a transmuter who could literally turn lead into (industrial) gold, or a healer who work as a medic or doctor, and the most popular sports found ways of incorporating them into their play. Some though turned to crime, and of course, there were criminals who exhibited SME, and whilst the Heightened as they became known were mostly assimilated into society, they could still be victims of crime and they were also victims of a prejudice all their very own. For example, the Neutral Parity League campaigns against ‘Chromes’ (from ‘Chromosome’) as the Heightened are nicknamed, often violently, whilst organisations like the Heightened Information Alliance campaigns for the protection of their rights. In general, the Heightened have become one of society’s accepted minorities and most just get on with their lives.

When one of the Heightened is involved in crime—whether as victim or perpetrator—the police will investigate and handle the matter just as they would any other crime. However, most big city police forces have established a unit to specifically deal with such cases. This is the Heightened Crimes Investigation Unit (HCIU), staffed by Heightened members of the police force and tasked with investigating and solving SME related crimes, whether committed by or against SME sufferers. The HCIU also serves as a combination liaison/bulwark between the mutants and ordinary folk. The law has also adapted to take account of the prevalence of Heightened abilities. Thus investigative powers such as Observe Dreams and Read Minds require consent or a legal warrant, the use of X-Ray Vision ability must follow strict health and safety guidelines as its emits radiation and can cause cancer, the wrongful use of Impersonate is fraud, and several powers, including Radiation Projection, Invisibility, and Read Minds are deemed inherently dangerous. Such powers fall under Article 18 which regulates their use and may even see their users being monitored. The study of superpowers and SME expressives is known as Anamorphology, while members of the HCIU are trained in Forensic Anamorphology.

This is the set-up for Mutant City Blues, a super powered investigative roleplaying game, originally designed by Robin D. Laws and published by Pelgrane Press in 2009. It uses the author and publisher’s GUMSHOE System, designed to play investigative games which emphasise the interpretation of clues rather than their discovery, and which has been used with another genre in a number of roleplaying games from the publisher, including horror in The Esoterrorists, cosmic horror in Trail of Cthulhu, space opera in Ashen Stars, and time travel in Timewatch. In Mutant City Blues the other genre is the classic police procedural of Law & Order, Hill Street Blues, and NYPD Blue. The combination though is specific. The Player Characters are police officers with powers, not superheroes who are cops. So not DC Comics’ Gotham Central or the Special Crimes Unit from Superman’s hometown, Metropolis, or indeed, Wildstorm’s Top 10. This is very much not a ‘Four Colour’ superheroes setting. The action and the investigation of Mutant City Blues also takes place in a real city, whether New York or Toronto, or a city the Game Moderator is familiar with. Although Mutant City Blues has the feel of a setting that is North America, it would be easy to set a campaign elsewhere, and there are notes on adapting it to the United Kingdom.

To help the Game Moderator adapt Mutant City Blues to the city of her choice, the roleplaying game comes with a number of elements which mapped onto that city. This includes a future timeline which runs from the outbreak of Ghost Flu to the present day, a guide to the future city’s politics and leading figures, as well as its new institutes and businesses. First and foremost amongst them is The Quade Institute, the world’s foremost Anamorphological research centre, run by the renowned geneticist, Lucius Quade. The Quade Institute is also where members of the Heightened Crimes Investigation Unit are trained in Forensic Anamorphology. A complete Heightened Crimes Investigation Unit is described, ready for the Player Characters to be slotted into. Lastly, there is a ready-to-play scenario, ‘Food Chain’, which introduces the history of the Mutant City Blues setting as well as providing a case for the Heightened Crimes Investigation Unit to investigate.

In actuality that is the set-up for Mutant City Blues as published in 2009. In 2020, Pelgrane Press published a second edition, this time by Gareth Ryder-Hanrahan and Robin D. Laws. Mutant City Blues still retains the same set-up and flexibility in terms of where it can be set, but it also introduces a number of changes, not least of which is a new scenario, ‘Blue on Blue’. The majority of these changes have been implemented to make the game faster and easier to both set up and play.

As with other GUMSHOE System games, Player Characters in Mutant City Blues are defined by various abilities, either Investigative or General. Investigative Abilities are further divided into Academic, Interpersonal, and Technical. As a superhero roleplaying game, Player Characters in Mutant City Blues also have superpowers or Mutant Powers, which are again split between Investigative and General Powers. What defines the split between Investigative and General Abilities and Powers is how they are used. In the first edition of Mutant City Blues both Investigative and General abilities are represented by ratings or pool of points. For Investigative abilities, if the Player Character has the ability, he can always use it to gain core clues during an investigation, and his player could always spend more points from the Investigative ability pool to gain more information. For General abilities, such as Health, Infiltration, and Preparedness, a player expends points from the relevant pool and uses them as a modifier to a die roll to beat a particular difficulty. This is on a six-sided die and a typical difficulty is four, but can go as high as four. In the second edition of Mutant City Blues, a Player Character still has pools of points for his General abilities, including mutant powers, but not for Investigative abilities and powers. Instead of ratings, a Player Character either has the Investigative ability or power, or he does not. During an investigation, a Player Character will always pick up a clue related to an Investigative ability. If a Player Character wants more information, he can Push.

The Push is the major rule change in the second edition of Mutant City Blues. Replacing ratings for Investigative abilities, a Push is primarily used to gain more information or overcome obstacles preventing progress in an investigation. For example, it might be used to speed up the investigative process, such as getting the results back from the laboratory quicker than usual for Forensic Anthropology or Ballistics, to add an expert in the field as a friend using Art History or Occult Studies, or even use Cop Talk to impress the media or a Player Character’s superiors. A Push can also be used to sidestep or lower the difficulty of a General ability test. However a Push is used, a player only has two to expend per session, and they cannot be saved between sessions.

To create a member of the Heightened Crimes Investigation Unit, a player receives three pools of points to spend on his character. These are standard for both General abilities and Mutant Powers, but will vary for Investigative abilities, the value depending upon the number of players. To ease the creation process, the second edition of Mutant City Blues includes templates that model particular police departments, such as the Forensic Science Division, Gang and Narcotic, Robbery, and Special Weapons & Training. Each template has a cost in points, with any excess being used to purchase other Investigative abilities and purchase and increase General abilities.

Whilst choosing Investigative and General abilities is relatively straightforward, selecting Investigative and General Powers is more involved. In standard superhero roleplaying games, a player is free to choose what powers he likes, in any combination, often to model particular superheroes from the comic books and films. Now that option is possible in Mutant City Blues, but that diverges from Mutant City Blues as written. Mutant powers in Mutant City Blues are clustered together genetically, so that if a Heightened has the Transmutation power, he is also likely to have the Disintegration, Phase, Touch, Reduce Temperature, and Ice Blast powers. He may also have the Wind Control, Healing, Radiation Projection, and Self-Detonation powers, but not Pain Immunity or Gravity Control. All this is mapped out on the Quade Diagram—as devised by the renowned geneticist, Lucius Quade of The Quade Institute—and in addition to using it to select powers during the character creation, the Quade Diagram serves as a forensic tool in the game. HCIU officers can use it to determine the powers used at a crime scene, as many of them leave some form of residue. It can determine the involvement of one Mutant if the residue is clustered, more if there are several clusters. The point here is that mutant powers are known quantities and do not vary, and in addition, where in the comics, a superhero will often tweak or adjust his powers from one issue to the next, this is very difficult to do in Mutant City Blues.

Our sample member of the Heightened Crimes Investigation Unit is newly appointed Grace Bruckner who transferred across from Robbery where she specialised in art theft. She has become adept at identifying forgeries from merely touch alone. Her tendency towards Disassociation means she has few friends on the force, her colleagues seeing her as cold and unfriendly. This is despite the fact they know her genetics.

Detective Grace Bruckner, 1st Grade
General Abilities: Athletics 4, Composure 10, Driving 2, Filch 2, Health 10, Infiltration 4, Mechanics 2, Preparedness 5, Scuffling 5, Sense Trouble 5, Shooting 4, Surveillance 6
Investigative Abilities: Architecture, Art History, Bureaucracy, Bullshit Detector, Charm, Document Analysis, Evidence Collection, Fingerprinting, Forensic Accounting, Forensic Anthropology, Languages, Law, Negotiation, Photography, Research, Streetwise
Investigative Powers: Touch
General Powers: Disintegration 1, Healing 3, Phase 5, Transmutation 3
Defects: Disassociation

Certain powers and clusters, however, also have ‘Genetic Risk Factors’ associated with them. For example, Heightened with the Night Vision and Thermal Vision powers have tendency for Watcher Syndrome, whilst those with Telekinesis and Force Field, suffer from Sensory Overload. As she has both Phase and Disintegration, Detective Grace Bruckner can suffer from Disassociation, which means that she has a tendency to emotionally withdraw from people, and if the condition worsens, to see the world and her actions as unreal. Genetic Risk Factors need not come into play though, but it all depends upon the mode in which the gaming group has decided to play Mutant City Blues. The roleplaying game has two modes. In Safety Mode, Genetic Risk Factors are seen as potential risks to the Player Characters and may occasionally be topics of conversation, but in the main do not enter play except when they might affect Heightened criminals. In Gritty Mode, Genetic Risk Factors can express themselves in the members of the Heightened Crimes Investigation Unit, and in play, are one source of Subplots.

Subplots are plots extra to the main investigation, the ‘B’ plot to the ‘A’ plot, and are typically personal or tied to another case. The players are encouraged to suggest them and the Game Moderator can add them, but in Gritty Mode they can also take the form of a personal Crisis which will affect a particular Player Character, and they can be triggered by the expression of a Genetic Risk Factor or an event which occurs in the line of duty. The latter can affect all police officers, not just members of the Heightened Crimes Investigation Unit, but those triggered by a Genetic Risk Factor is specific to the Heightened. Mechanically, a Crisis requires a test and if failed, earns the Player Character a Stress Card. Similarly, if a Player Character exhausts the points from a power, but manages to refresh it by testing his Genetic Risk Factor (done against its resistance ability, which is different for each Genetic Risk Factor), he also gains a Stress Card due to the strain. Mutant City Blues lists over fifty, each with a tag like Addiction or Home Life, and Deactivation or Discard conditions, these being ways a Player Character effectively forestall the effects of a Stress Card or get rid of it completely. Should a Player Character acquire three or Stress Cards, then he is forced to quit or is fired from the force due to stress and his consequent actions.

Crises and Stress Cards are obviously storytelling and roleplaying tools, but they are also ways of enforcing the conventions of Mutant City Blues’ genre. In effect, Crises and Stress Cards are a way of handling a Player Character’s story arc over the course of a campaign. Just as in the television shows which inspire it, characters in Mutant City Blues leave, resign, take a new assignment, or are killed. Similarly, the use of the two modes—Safe and Gritty—model the two types of police procedural. Safe Mode represents a police procedural which focuses on the powers and the cases, and less on the personal and home lives of the Player Characters, whereas the grimmer Gritty Mode brings into play the personal and home lives of the Player Characters as well as the dangers of using their mutant powers. Of the two, the Gritty Mode more strongly enforces its genre than the Safe Mode. And this is in addition to the grind of dealing with the bureaucracy of the job, the Player Characters’ superiors, the media, and the criminals.

The two genres for Mutant City Blues—police procedural and superheroes—will be familiar to most, but not necessarily together. The roleplaying game’s authors provide plenty of advice to that end. The rules and advice cover collecting clues and using Pushes and their benefits, action at non-lethal, lethal, and superpowered levels, including combat, shootouts, chases, and more. There is a lengthy discussion of how the Heightened Crimes Investigation Unit operates, including an orientation manual (with annotations from a member giving an explanation and opinion on how things are actually done), handling interrogations and court scenes, how the presence of the Heightened has changed the law, and running cases of the week and big plots. Plus there is a guide to the future world of Mutant City Blues, its politics, cultures, sports, and notable figures that the Game Moderator can map onto the city of her choice. Plus that mapping need not be onto a city in the near future, but could be the here and now, and there is advice for doing that too. The players are not left out here with advice on selecting their characters’ watch commander, using subplots, and suggesting some interview techniques, since after all, few of the players are going to be trained police officers. Lastly, there is an adventure, ‘Blue on Blue’ which does a good job of introducing the setting of Mutant City Blues and its various elements as they are affected by the Heightened, and takes the story of SME all the way back to the beginning. That said, it very much has the feel of a North American city and the Game Moderator will need to make some adjustments to set it elsewhere.

Throughout the pages of Mutant City Blues, there is another option discussed. That is instead of the Player Characters as members of the Heightened Crimes Investigation Unit, they are Private Investigators. This gives the players and their characters greater flexibility in terms of how they approach investigations, as well as less responsibility and also less authority. However, they are still private citizens and they will need to be equally as careful, if not more so, in their use of their powers than members of the Heightened Crimes Investigation Unit. Rather than the set-up and organisation provided by the Heightened Crimes Investigation Unit, the players and their characters will need to work out the details of their agency ahead of time. The scenario, ‘Blue on Blue’ does have notes to enable it to be run using private investigators, but it is really written to be played using Heightened Crimes Investigation Unit officers.

Physically, for a book published in 2020,Mutant City Blues is surprisingly done in black and white. In some ways, that is thematic, and to be fair, it does not detract from the book in any way. In general, the artwork is excellent, the book is well written, and the layout clean and tidy, and best of all, easy to read.

If there are any issues with Mutant City Blues, it is in tone and setting. Some players may well find its strongly implied setting to be too North American, but the police procedural is very much a North American television staple, which for others it is that its superpowers are too low powered, to be not quite Four Colour enough. Yet even the roleplaying game’s Safe Mode is not Four Colour, although it is much closer than Gritty Mode, and after all, it is written to be a police procedural with superpowers, rather than it is a superpowered police procedural.

The GUMSHOE System was always designed to ease the process of playing investigative roleplaying games, but its iteration here in the second edition of Mutant City Blues has gone even further, switching from the previous edition’s pools of points to a simple binary yes/no for its Investigative abilities. Combined with the equally as simple Push mechanics and Mutant City Bluesmakes investigations even easier, shifting any prior complexity to the game’s action when General abilities—mundane and mutant come into play. And really, they are not that complex.

Inspired by two genres—police procedural and superheroes—Mutant City Blues still remains underpowered for handling either separately, but merged together, the result is an appealing combination of familiar genres that are consequently easy to roleplay. And that is made even easier by the streamlining of the GUMSHOE System and the cleaner presentation in this new edition. Mutant City Blues does what it says on the badge, present police procedural and investigative roleplaying in a near future that is almost like our own world, and make it accessible and engaging. The combination is very specific, but there can be no doubt that Mutant City Blues does it very well.

AD&D Monster Manual

D&D Chronologically -

Yes, finally AD&D is here!

Well almost. Still have to wait for the actual rules. But it makes all kind of sense to publish this first, as it could be used by existing players regardless.

The Monster Manual is definitely a step up in quality – being hardback is the most obvious thing – a first for the role-playing industry, let alone TSR.

Then there’s all the illustrations and the general layout with nice use of white space Also the organisation and comprehensiveness. It’s kind of funny that being Alphabetical is such a feature!

Shannon points out some interesting stuff on DriveThruRPG. In particular, I never realised the Monster Manual doesn’t even include the XP worth of each monster! I think that’s because, funnily enough, we didn’t have the Monster Manual growing up, only the list of monsters in the back of the DM’s Guide, which has the XP amount.

I like the occasional whimsy, eg the Tom Wham illustration of the Lynx. Also the Leprechaun – not only is one riding the nearby Giant Leech, one of them has tilted the organising title found at the top of each page on its side.

As I read it, I was constantly struck by how few monsters I’ve actually encountered while playing. And I’m not just talking about the zillions of dinosaurs like the Archelon Ischyras. I’m talking about things like the Floating Eye, not a Beholder or Eye of the Deep, just an eye that hangs out in water. Or the Masher. Or the Baluchtherium.

Whereas the descriptions in Holmes basic are often straight copies of the text in OD&D, a spot check of the descriptions in the Monster Manual against OD&D shows them to be completely reworked.

So, anyway, yeah, being a reference work, reading through every entry was at times a bit tedious. However, in amongst the boring stuff, there’s quite a lot of good flavour text.

Of special note are the occasional hints at lore yet to be discovered/published. For example, under Elf, the Drow are mentioned in a very brief paragraph that says they’re “only legend. They purportedly dwell deep beneath the surface in a strange subterranean realm”. And likewise, Mind Flayers “are rumored to have a city somewhere deep beneath the earth”.

Image Info

Left is a first printing, middle is a UK soft cover, right is a more ubiquitous 4th (gamma) printing.

Illustrations

David C Sutherland III, David A Trampier, Tom Wham, and later additions by Jean Wells.

Date info

Acaeum states “The first print was intended to be released in Sep 1977, but due to delays at the printer, was not released until after Christmas 1977 — possibly even Jan 1978”.

Obviously it was in the December Dragon magazine – both an ad and two editorial pieces saying it would be available soon. The February issue of the Dragon says it out in the shops.

Further, in the May Dragon issue, Gygax says the Monster Manual “… was anticipated to be ready prior to Christmas. (As usual, there were delays, mainly from the printer and the binder.)”

So really it was probably January but I’m still going to go with December – especially considering the copyright page says 1977.

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