RPGs

OneBookShelf / DriveThruRPG Price changes

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Quick one here.

One Book Shelf

So last week I got a note from OneBookShelf about changes in their prices.  This will not go into effect until July, but I wanted to make you all aware.

This means that some prices might be changing for some of my books.

No idea which ones yet.  My inclination is to leave the prices of older titles the same and take the hit on the increase, but I need to figure out how much that is.  

Also, while I am still picking away at my High Witchcraft book as the last of my "Basic Era" witch books, I have also been mulling the idea of a "Complete Witch" for the new Swords & Wizardry boxed set.

It would be for Swords & Wizardry. 1-20+ levels and contain all the material from all my S&W books. I would put a big disclaimer on it to let people know what they are getting. It would be the class, all the traditions and spells, and magic items.  No monsters unless they are needed (like for a spell).  Same digest size as the S&W boxed set.  Maybe, maybe, some new content.

Thoughts?


 

Van Richten's Guide to Ravenloft, Part 4. Do You Wanna Build a Darklord II?

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Demon Eyed ElsaI am going for this

Nothing exists in a vacuum. RPGs are no exception to this rule. While Van Richten's Guide to Ravenloft is a great tool for a DM wanting to add horror to a D&D game and it is the tool to use to run a D&D 5e Ravenloft game, it is by no means the only tool.  

I have so many horror RPGs that I have tools for just about any type of horror game I ever want to run.  I have not even gotten into doing things like adding WitchCraft's Book of Hod to Ravenloft (and I have been doing it for years) or even getting into the material from World of Darkness or Call of Cthulhu RPGs.  

WitchCraft, World of Darkness, and Call of Cthulhu are all fantastic games.  Each one has a different approach to their own types of horror.  If I am fighting against the cosmic horrors then CoC is my game.  If I want to explore the horrors of existence within myself as a monster tr something that is no longer truly human then WoD.  If I want a mixture of the two with a grounding in philosophies of the world as all being true then WitchCraft/Armageddon is my game of choice.  This is only three games. I can grab from Chill, Kult, Little Fears, and more.   All are great. All are fun. Not every one of them is great for a Ravenloft game.

So. Let's build another Darklord like I did last week with Darlessa. I am not going to go into the same level of detail as I did with her.  Instead, I am going to use some other horror sources to do my heavy lifting.  NOW to be sure, I don't NEED to add anything to Ravenloft for me to use it.  Everything I am doing here I could do from scratch from the material in Chapter 2 of VRGtR. I happen to also have all these other books with great ideas. 

I have this thing that happens with all my campaigns.  I collect a lot of data, materials, products whatever for a campaign. I pick, I choose, I write, I rewrite and in the end, I get something that is often not at all exactly like what I wanted, but that is great really. But I also have this stack of other "Stuff" that I didn't use but is still compelling to me.  My campaign "Ogre Battle" grew out of my old "Shadow War" for example.  I ran this huge war that worked as a prequel to this big AD&D campaign.  The Second Campaign grew right out of Come Endless Darkness.  Right now my big campaign taking a lot of my creative energy is War of the Witch Queens.  I have barely got into it (characters are 3rd level) and I already have leftovers and plot threads that have grown larger than the campaign can handle.

Before I pull that into this conversation let me shift gears and talk about Pathfinder.

Pathfinder is the biggest alternative to D&D out there.  They gained a lot of traction in the 3e days and boomed in the 4e days as the go-to choice for D&D-like games.  I have a lot of really cool, really well-written Pathfinder books. None of them are currently in use because I am not currently playing Pathfinder.

For Ravenloft, the best Pathfinder book you can get is Pathfinder Horror Adventures.  I reviewed this book a while back and there is a lot overlap between what this book does and what Ravenloft does. The Pathfinder book is more "Domain agnostic" so it has more room for things like new classes and spells.  The Pathfinder book also covers sanity, fear, and madness.  I mentioned in my overview of Ravenloft that I usually don't like how most games do "madness." What they do here works well, for Pathfinder, I am not sure how it would work for D&D 5.   I do like Pathfinder's approach to Darklords in their Dread Lords. I am going to keep this in mind for the next bit.

Note: The Horrific Inspirations on pages 252 to 253 in Horror Adventures covers movies, television, and print for the same types of Horror Genres found in Van Richten's Guide to Ravenloft. 

Land of the Ice and Snow

Pathfinder forever gets a special place in my heart because it gave me Irrisen, the land of the Witch Queens. Home to the Daughters of Baba Yaga and has included such notables as Tasha/Tashana/Iggwilv. I have a bunch of material from the Winter Witch Queen adventure path from Pathfinder and other books.   I love the idea of Winter Witches, both in fiction and history.   If I am going to pull in some Pathfinder bits from various books then why not build a Dark Domain that is Pathfinder based.

So. Let's do this.  Irrisen is a land ruled by a Witch Queen and she gets 100 years to rule until Baba Yaga comes in a pulls her out. There have been a few that rebelled and try to go longer and there is always a rivalry between the various Daughters of Baba Yaga over who will get to rule. Queen Elvanna is a good example. There is a lot of potential her then for someone to be a little more pissed off and try to kill her rivals. Now. That in of itself is not a good enough reason to drag someone into the mists. In fact, Baba Yaga encourages such machinations to guarantee the strongest one will rule. It's hard to imagine then what a Witch Queen would need to do to get the mists' attention.  One would have to assume a crime or act so vile that mists have to take notice.

Building a Pathfinder / Ravenloft Domain

Let's take an easy example.  I'll start with Elvanna, but I don't have to.  Let's just say any Winter Witch Queen.  We don't know what happens to these queens when Baba Yaga is done with them.  Tashanna is the only we do know about, but she has been banned from returning to Golarion.  We can assume that Grandmother Bony Legs doesn't let them retire to a beach home in Florida.

When Elvanna was defeated let's say she came up with a plan, if she could not rule Irrisen then no one could.  She whips up a ritual to destroy the whole land in a winter that even the inhabitants of Irrisen would fear.  She started her ritual managed to wipe out a village or two, the key here is that people important to Baba Yaga have been killed. Either the mists open up to grab her OR maybe Baba Yaga has the power to summon them. One thing is for certain.  She killed her own sister, who was going to be the next Queen. Her name likely ends in "-anna."

I would steal some ideas from the 4e adventure Winter of the Witch.  I could even use Koliada the Winter Witch. I did 5e stats for her, but I really don't need stats.  I also have access to the Snow Queen a Winter Fey creature from Kobold Press' Tome of Beasts for 5e.

Snow Queen

If it looks like I am going for evil Elsa, then you would be right. Well. Elsa actually was evil before Disney got to her.

The idea with this Domain is to use the rules presented in Pathfinder Horror Adventures to get my ideas and then the rules from Ravenloft Chapter 2  to detail them. 

I do admit, I am likely to steal some ideas from the old Domain of Vorostokov from the 2nd Ed Darklords book.  The Darklord of that land, Zolnik, was not all that interesting as a Darklord, but the land was.

Think of a landlocked in an endless deadly winter.  Everyone is poor, miserable, cold and the only source of food is what the hunters can bring in.  I would call it Ikkesen.  Combining the Norwegian word for "not" (Ikke) and Irrisen. 

The Dark Domain (5e) / Realm (Pathfinder) is one of Dark Fantasy, but it is also really Survival Horror and just enough Folk Horror to keep you on your toes. Ikkesen rarely gets above sub-zero temps and never above freezing.  It is a dark land of endless winter.  Wolves of the worst sort roam the woods. There are skinwalkers, wendigos, undead and worst things. It is what happens if Ragnarök occurred and the Frost Giants won. 

I will detail this one some more, but I am also waiting to see what I have leftover from War of the Witch Queens.  

Classic Adventures Revisited: X2 Castle Amber

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X2 Castle Amber (Chateau d' Amberville)What can I possibly say about Castle Amber?

This adventure had always been something of a Holy Grail quest for me. I was a huge fan of Tom Moldvay, I had heard this adventure took place in Glantri and it was full of horror elements. As time went on and I still never found a copy I began to hear more; that it was a crazy dungeon full of crazier NPCs. That it is was more of a thinking module and not a hack and slash one and finally, it was heavily influenced by Clark Ashton Smith, whom I always felt was superior to Lovecraft in many respects.

I did finally get a copy from my FLGS, paid a lot for it, and I also got a copy from DriveThruRPG. The module lives up to the hype. It is not a particularly easy module to run and you better spend a lot of time with it. But for me at that time (the mid-90s when I finally got a copy) it became a great addition to my growing Ravenloft collection. It was not officially part of Ravenloft mind you, but so much of it feels the same that it would have been a crime not to bring them together.  

Later I ran it for my family under D&D 5e rules and it quickly became one of their most favorite adventures ever.  I started a trend in my family's games; they love anything done by Tom Moldvay. 

For this review and retrospective, I am considering my original Castle Amber module, the PDF and POD from DriveThruRPG, and the Goodman Games hardcover of the Original and 5e update.

X2 Castle Amber

Castle Amber is an adventure for characters level 3 to 6 for the D&D Expert Set.  It was written by Tom Moldvay, who gave us D&D Basic set half of the B/X D&D line. This adventure shows that.  While the Expert set was more focused on wilderness adventures, this is a romp through a "haunted house."  For many gamers of a certain age this became the template for all sorts of Haunted House dungeons that are still being published today.

Physically the original adventure was a 28 page book with color covers by Erol Otus with the maps of the titular castle in old-school blue on the inside covers.  The art inside is black and white and done primarily by Jim Holloway.  The art has a duel effect here.  Otus was the prime B/X cover artist, so the feel here is 100% his weird fantasy vibe of B/X.  Jim Holloway was also at this time the primary artist for the Horror game Chill.  Come for the weirdness, stay for the horror. 

Averoigne

The adventure is overtly an homage to the tales of Clark Ashton Smith.  The area where it all takes place, Averoigne, is used right out of the works of CAS.  The Amber family would fit right-in in one of his tales and that is the Colossus of Ylourgne, or rather his D&D counterpart, on the cover.  The adventure even includes a reading guide for those that want to read up on the tales of CAS, and I highly recommend doing so.

CAS, and his contemporary H.P. Lovecraft, were no strangers to the D&D world by 1981.  Indeed Molday's pulp sensibilities shine throughout in this adventure as much as they did with X1 The Isle of Dread and B4 The Lost City.  All three adventures have also been updated by Goodman Games for 5e in their hardcover Original Adventures Reincarnated series, making Moldvay their most reprinted designer. Even more than Gygax himself who as of this writing only has 1, soon to be 2.

There is a lot to love about this adventure too.  There are monsters to kill yes, but this is not a kick in the doors and kill the monster sort of deal.  There is a mood and atmosphere here.  In fact this is the prototype for the horror adventures of later date, in particular Ravenloft (which I will discuss).

On one hand, we have a haunted house filled with the not-quite-dead members of the Amber family.  This can be a pulpy nightmare or even a Gothic tale.  The room with the Tarot cards and their abilities gives us a sneak peak of some the things we will see in Ravenloft. On the other we have creatures from beyond that are quite Lovecraftian.  The Neh-Thalggu, or the Brain Collector, is a creepy ass aberration that can give the Mi-Go a run for their money.  

There is travel to other worlds via some strange mists and 16 new monsters. Some of these monsters also appeared in The Isle of Dread, but here they feel a bit different.  Plus what other B/X D&D book can you name that has "Demons" and "Pagans" in it. 

The background of this is rich enough that you want more of it. More on Averoigne and its connection to Glantri, more on the Amber family, and more on the world that this adventure implies.  It is no surprise really that much of this adventure and what it all implies found welcome homes in the BECMI version of Glantri.   

For me though the best connection is the one to Ravenloft. I have to admit the last time I ran this adventure I made the tie-ins to Ravenloft more specific, but I did not have to do much. I have to admit I was rather gleeful inside at the scene where they have to run from the "Grey Mists" to get into the castle.

Classic Modules Today & Revisited

I mentioned the Goodman Games hardcover above, but it really is a gem of a product.  With it, you get the original adventure and a 5e version of the adventure (where was that when I needed it!) as well as some fantastic comments about the adventure itself.  I wish Tom Moldvay had still been alive to give us his thoughts on this.   The 5e version expands on the Castle and those within.  There are a lot more monsters included and there are full NPC stat writeups for members of the Amber family. 

NPCs

Most of all this new version expands Averoigne in ways I would have loved to have had years ago. 

Additionally, there is the Classic Modules Today version published on DMsGuild by Chris Nolen. This one is a straightforward conversion. You need the original adventure but it is a fraction of the cost of the Goodman Games version.  I have both and have used both to great effect.   

Plays Well With Others

Castle Amber is a fantastic adventure and I am a big fan if you can't tell.  What I enjoy the most about it is that by the nature of the adventure itself and how it is written it can easily be added to any world and slotted into any sort of campaign. For me it was a no-brainer for my Come Endless Darkness campaign.  While that campaign is overtly a "Greyhawk" again the nature of it allowed a side trip to Mystara/The Known World. I would later use it as the "front door" to my Ravenloft adventure.  It was something I have wanted to do for so long and it worked so well I want to do it more.  A lot more.  While I gladly mixed and matched Basic, AD&D, 3e and 5e in my games, it is now much easier now that everything I want speaks the same, 5e, language.

Castle Amber & Ravenloft 5e

I have long postulated that not only is Castle Amber a Proto-Ravenloft, but Barovia is from Mystara/The Known World.   These connections are made more explicit with the D&D 5e adventure Curse of Strahd.  With the 5e Curse of Strahd, 5e Van Richten's Guide to Ravenloft, and Goodman Games 5e Castle Amber this is now a trivial effort.

Ravenloft and Castle Amber

In fact, using the same process from Chapter 2 of Van Richten's Guide to Ravenloft you could easily make the Averoigne of Castle Amber into a Domain of Dread. 

Averoigne is Gothic Horror and Dark Fantasy, with some Cosmic Horror and some Folk Horror.  I could turn up the horror elements a little, but I would not need to do much, to be honest.  Thinking back to my original running of X2 Castle Amber and I6 Ravenloft using the then-new 5e rules I had great fun. If I had tied them closer together then it would have been fantastic. 

Black Rose

Back in the early days of this blog I discussed a game I wanted to run; Black Rose, a combination of Blue Rose and Ravenloft.  Now with the 5e version of Blue Rose out, it would be a lot easier. 


I will have to write my review of the new Blue Rose Adventurer's Guide

This also begs for a good (or Goodman) version of B3 Palace of the Silver Princess for 5e.

Castle Amber is easily one of my favorite adventures and the appeal of it has only grown for me over the years.

Links

The Black Gate ran a fantastic series on Clark Ashton Smith.  I won't link all of them here, just ones that are germane to this discussion, but they are all good.

Monstrous Mondays: The Bagman

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Van Richten's Guide to Ravenloft has been a lot of fun.  One of the most talked-about monsters featured in it, the Bagman, doesn't have stats. Now before you freak out about this, it is by design.  

In Chapter 5 the section Creating Unique Nightmares covers how one could make a Bagman. 

For example, perhaps you’ve got an idea for a troll that ambushes adventurers while they rest. Considering its origins and appearance, the troll literally being a troll isn’t important to you; you’re more interested in that general challenge and look for the creature. To make your troll feel notorious, you think of what would scare adventurers—where they’re vulnerable and what they’re sensitive about. You come up with an idea for a creature that can come from anywhere, maybe even within the adventurers’ own gear. With tactics and traits in mind, you think of your troll as an abductor and give it the Grappler trait of a mimic and the Amorphous trait of a black pudding so it can sneak in anywhere. Finally, you don’t think of the troll as a minion, but you give it the Alien Mind trait to reect its tormented psyche. Then you esh out its story and give it a name: the Bagman.

- Van Richten's Guide to Ravenloft, p. 225

The Bagman is described as an "Urban Legend," it is what happens when someone crawls into a bag of holding out of fear and dies inside.  Troll + Mimic + Black Pudding = scary monster that you can scale to meet the needs of your party.   Sounds great.  But MY Bagman would be a little different.  Sure Troll is a great place to start, but I want something a little scarier.

bagman"I was an adventurer once just like yoooooou!"Bagman
Large Undead (Corporeal)

Frequency: Very Rare
Number Appearing: 0 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 5 [14]
Hit Dice: 8d8+8** (44 hp)
 Large: 8d10+8** (52 hp)
THAC0: 8 (+11)
Attacks: 2 claws, fear aura
Damage: 1d8+3 x2
Special: Amorphous, fear aura, grab, magic required to hit, undead
Save: Monster 8
Morale: 12 (12)
Treasure Hoard Class: None
XP: 1,750 (OSE) 1,840 (LL)

Str: 18 (+3) Dex: 16 (+2) Con: 13 (+1) Int: 7 (-1) Wis: 7 (-1) Cha: 6 (-1)

The bagman is an undead creature found hiding inside Bags of Holding.   Legend has it that the first bagman was an adventurer who in a fit of panic crawled inside a bag of holding to hide.  His fellow party members were all killed and the bag was tied up and stuffed into a troll's treasure hoard.  The adventurer died inside that bag and the extra-dimensional properties keep their spirit from moving on.  It also twisted their body into an elongated shape.  Their hair and nails have grown long and their bodies are thin and emaciated from dying of starvation.

The bagman is only encountered in their lair; a bag of holding.  Once the bag is picked up and carried away by an unsuspecting victim the bagman will wait until the bag is motionless again and then it will attack.  They emanate an aura of fear like the spell cause fear.  While the fear is creeping over the potential victims the bagman crawls out of their bag of holding. They will surprise on a 1-3 on a d6.  They move silently and stealthy as an 8th level thief with Dex 16. The bagman never speaks.  They attack with their long claws. 

On a successful critical hit (natural 20), it grabs the victim and pulls it into the Bag of Holding it was using as its lair.  Inside it will attempt to strangle the victim.  The bagman feeds on the dying energies of the victim.  

It is believed that to destroy a bagman one also must destroy the bag of holding they are attached to.

As undead monsters, they are immune to mind-affecting spells.  Magic spells or weapons are needed to hit it. They turn as Spectres.  Any "T" result will send them back inside their bag of holding.

--

I like it. A creepy-ass monster / urban legend.  Something old Grognards tell young adventurers before they head out on their first campaign.  "Watch out for those bags of holding!  The bagman will get yeah when you sleep!"  They laugh and drink their ales, and quietly, and hope no one notices, the slight tremble in their voice or the shake of their hand as they remember a time when the bagman came for them.

The best part about this?  Everyone should create their own bagman stats.  Some are slimy monsters. Others are extra-dimensional aberrations that enter our world via a bag of holding.  Others are stranger still.  Every campaign out there has a different bagman with different powers, attacks, weaknesses.

It might be interesting to see what others do!  

Miskatonic Monday #64: One for One – Old Man Tompkins

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—
Name: One for One – Old Man Tompkins
Publisher: Chaosium, Inc.
Author: Sean Liddle

Setting: 1950s Massachusetts
Product: Introductory Scenario
What You Get: Six page, 387.14 KB Full Colour PDF
Elevator Pitch: Sometimes the Old Man who lives at the end of the lane really is the monster...Plot Hook:  No town can be this perfect—and it takes teenagers to see it.Plot Support: Map, plot, and staging advice.Production Values: Rough.
Pros
# Decent introductory scenario# Solid, single-session horror scenario# Potential convention scenario# Keeper can design her own NPCs
# Different historical setting# Mythos-lite
# Simple, direct plot# Inexpensive
Cons
# Needs an edit
# Keeper needs to create her own NPCs# Does not name the books# Mythos-lite# Inconsistent Sanity losses
Conclusion
# Needs an edit
# Simple, single-session horror scenario# Requires some preparation

Worriment on the War Road

Reviews from R'lyeh -

Jackals: The Fall of the Children of Bronze is something a little bit different. It a supplement—the first supplement—for a roleplaying game from Osprey Games. Over the past couple of years or so, the publisher has diversified into the roleplaying hobby to publish a number of well-presented titles, including Paleomythic: A Stone and Sorcery Roleplaying Game, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying, and Those Dark Places: Industrial Science Fiction Roleplaying, as well as Jackals – Bronze Age Fantasy Roleplaying, but none them, however, have received supplements. That is, until now. Jackals: The Fall of the Children of Bronze is not just a supplement for Jackals, but a whole campaign. In Jackals, the Player Characters take the eponymous roles of mercenaries, accepted ‘outcasts’ who undertake tasks and missions up and down the War Road which connects the various towns, cities, and city-states of the Zaharets, the Land of Risings where four kingdoms and cultures meet. The Zaharets is only recently free of the yoke of the monstrous bestial folk known as the Takan and their great kingdom of Barak Barad, and there remain ruins to be explored and cleansed of Takan influence, secrets of the past to be uncovered, merchants to be protected, alliances to be forged, and more. Yet no good community would have truck with the Jackals. For who knows what evil, what chaos they might bring back with them? Nevertheless, Jackals face the dangers that the community cannot, Jackals keep the community safe when it cannot, and from amongst the Jackals come some of the mightiest heroes of the Zaharets, and perhaps in time, the community’s greatest leaders when the Jackals decide it is time to retire and let other Jackals face the dangers beyond the walls of the towns and cities of the Land of Risings.

Jackals: The Fall of the Children of Bronze provides a grand campaign for Jackals, encompassing some fourteen adventures across nine years. These fourteen adventures will take the Jackals up and down the War Road from Ameena Noani in the north to Sentem in the south, and back again, time and time again. They will search for new sources of tin—a vital resource in the manufacture of bronze, hunt for the rare ingredients needed in a ritual to save a potential patron, face the corruption creeping into the towns and the hearts of men and women across the Zaharets, discover histories and pacts made long before man’s subjugation at the claws of the Takan, reclaim lands long lost, strike at the heart of the Takan presence in the Zaharets, and even as they stand between Law and Chaos, become involved in the growing conflict along the War Road. It grows to become an epic campaign that not every Jackal will see to the end. Some will die. Others will find it too much and retire.

As is made clear, Jackals: The Fall of the Children of Bronze is not a traditional campaign in the sense that it is formed of a singular interconnected story a la an adventure path. Rather, it is formed of multiple stories that lead up to a more singular series of events. There is also much more going on around the Jackals, so the nature of the campaign is episodic, almost part of the hustle and bustle of their lives from one season to the next. For the first five years, the campaign consists of two adventures per year, essentially one in the dry season and one in the rainy season. There is scope here for the Jackals to undertake a couple of adventures at each end of the War Road at a time, one at the end of each season, and one at the beginning of the next, but more likely, the players and their Jackals could simply focus on missions at either end of the War Road and ignore the other. That though, would not be without its consequences, if the Jackals undertake more than one mission, they will be forced to choose sides as the campaign comes to a close. Either way, this leaves plenty of room for the Loremaster to add encounters and adventures of her own.

By the time that Jackals: The Fall of the Children of Bronze focuses on just the one scenario per year, the Jackals will have become ‘Regarded’ up and down the War Road for their deeds, some of their number may have retired or died—their replacement Jackals will gain several benefits, which vary depending upon how long it is into the campaign, upon joining such a well-known Pack, and they will have participated in a great raid upon the Takan which if successful, will undermine their activities in the Zaharets. This will see the Jackals in turn capturing and clearing out a strategically located fortress, undertaking a ritual which may lead to the mighty of a large number of Takan, and finally, participating in the battle which will bring about the end of the Wars of Unification.

Every chapter of the campaign is organised in the same fashion, with an introduction and explanation of that year’s theme—this varies from year to year, a list of the important NPCs, a list of events in both the North and the South, and retirement benefits if a Jackal decides to retire. Most adventures run to three acts, and offer a good mix of roleplaying, investigation, combat, and exploration, with the start of individual locations listing the sights, smells, and sounds that the Jackals will encounter there, all nicely placed for the Loremaster’s reference. Each chapter ends with a list of hooks and other events going on up and down the War Road. For the most part, the individual scenarios should provide between two and three sessions’ worth of solid play, with the final four adventures lasting longer each.

Jackals: The Fall of the Children of Bronze will need some effort upon the part of the Loremaster to prepare. She should least have a ready supply of monsters and NPCs—especially Takan who often menace the Jackals and she should apprise herself of the War Road’s geography, both sections on the Northern and Southern Reaches to be found in Jackals – Bronze Age Fantasy Roleplaying. Essentially this is to familiarise herself with the various NPCs and places that the Jackals will be visiting. Although the campaign is a sequel to the three adventures in Jackals – Bronze Age Fantasy Roleplaying, the Loremaster needs to supply her players and their Jackals with a Hook to pull them into the campaign. There is a table of these provided, such as ‘Terrors from the Night’ in which each night an Ukuku, one of the grey, horned owls who serve the lord of the dead, visits the Jackal in his dreams and attempts to deliver a message from beyond. Which is a harrowing experience, and throughout the campaign, events and encounters are tied into these hooks. In addition, the Loremaster may need to design other encounters and scenarios depending upon the outcome of the Jackals’ actions. There is a little advice to that end in the aftermath of every adventure.

Physically, Jackals: The Fall of the Children of Bronze is well presented, in the now standard, full colour format for all of the roleplaying titles from Osprey Games. The artwork is scarce, but excellent where it does occur and the maps in general are decent, all arguably many of the numbers implicating position on the map could have been moved off the actual maps in some cases as they obscure details. If the book has an issue, it is that its font size is not all that large and there is quite a lot of cramped text, meaning that it may not be easy to read for some of its target audience.

Unfortunately, the episodic nature of the campaign in Jackals: The Fall of the Children of Bronze does not make it easy to run as a campaign and thus build the links between the epsiodes. It does not really focus on anything until the last four adventures in the campaign, and whilst the hooks do serve to draw the Jackals further into the campaign, they feel underused. None of this is really helped by the lack of a strong overview of the campaign and its events, which leaves the Loremaster to often make the connections herself for her own benefit, let alone the players and their Jackals in play. Overall, Jackals: The Fall of the Children of Bronze is a solid campaign for Jackals – Bronze Age Fantasy Roleplaying—and exactly the support it needed. However the Loremaster will need to work hard to lift it above being simply solid and make it good.

Sword & Sorcery & Cinema: Belladonna of Sadness (1973)

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Green is the color of the devil.

Looking over my plans for a new Darklord and some other ideas I went search for a very specific sort of movie. I wanted something set in the Dark Ages, I wanted it to involve a witch, and a normally innocent person turning to evil, or at least revenge.

I got a few hits, but the one that keep coming up in various permutations of my searches was the Japanese Animated feature, Kanashimi no Beradonna, also known as La Sorcière, Tragedy of Belladonna, and Belladonna of Sadness.

The movie takes place in an undisclosed time and place, but it is obviously some sort of feudal time.  Though we later learn it was medieval France, it could be anywhere.  Jeanne and her husband Jean have just gotten married and the Lord of the land demands jus primae noctis since Jean can't pay all his taxes.  That night Jeanne is brutalized and she returns home bloodied and bruised. While her husband wants her to forget Jeanne has visions of a phallic-shaped devil that promises her power in return for just small things.   She hesitates at first but soon succumbs to the little monster.

Soon Jeanne has power. Her husband is elevated to tax collector, though when he can't collect all the taxes the Lord chops off his hand.  As she grows in power her devil grows in size. Soon Jeanne is the true power in her village.  When the Lord returns from a war he seeks to arrest Jeanne, but she flees into the forest where she lives for a while.  The villagers start to die from the Bubonic plague and it is Jeanne that saves them with her magic.  They celebrate by throwing a huge orgy.

Jeanne runs afoul of the Lord and his wife again. She manages to get the wife killed when a young page comes to her for a love potion for the Lord's wife. The Lord offers to marry Jeanne but she refuses, claiming she wants everything he has.

She burned at the stake but as she looks out at the onlookers she sees their faces turn into hers. Knowing they sympathize with her.  The narration tells us that Jeanne's spirit lives on in the women of France and they will rise up to eventually overthrow the monarchy in the French Revolution.  It is implied that she is reborn as Liberty in La Liberté guidant le peuple

This was not like any anime movie I have ever seen before.  Check out the trailer for it.

The artistic style is not what many consider "anime" and there is almost a Ralph Bashski psychedelic about it.  The story is of course quite sad. Jeanne never has a choice in her actions, but at least she makes the best of them and she is defiant even to the point she is burning on the stake. 

Articles keep calling it "X" Rated. But that really is sensationalism.  Yes, there is a rape in the beginning, but it is all done in metaphor. Ok. Graphic metaphor.  The trailer has a lot of nudity in it, but that might be every cut in movie.  No, where this movie is the most disturbing is the violence perpetrated on Jeanne (and some to Jean) and how she reacts to it all. 

There is a lot to process in this movie, to be honest. I am severely disappointed I never saw it before this.  

Gaming Content

Would Jeanne be a Darklord? I am not sure, she doesn't seem to live up to the evil witch she is described as or thought of by others.  Instead, she becomes something else. Liberty if the movie is followed.  But there are moments when she could have turned a lot more evil.  I would have a very difficult time blaming her to be honest. 

I do like the subtle seduction the little devil does. As she grows in power, so does he.  This would be a good Warlock Patron.   

There is more I would love to do with this. I think I am going to need the BluRay. 

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.

Magazine Madness 3: Wyrd Science – Session Zero

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.


—oOo—

Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. Wyrd Science is different—or at least, the very first issue is very different. Its bright and breezy, pastel-shaded pages features not a single monster, spell, treasure, review, scenario, or the like. Instead, its ninety odd pages contain some eighteen entries—divided between ‘Common Items’ and ‘Rare Items’—consisting of columns and retrospectives, along with a slew of interviews with just a handful of some of the hobby’s creators and commentators.

Wyrd Science Session Zero—actually the first issue, but misnomered to confuse everyone—was published by Best in Show in January, 2021 , following a successful Kickstarter campaign. The strand that runs throughout the issue is that the year 2020 has been terrible (which is certainly true), but what is interesting about 2020 is how we as gamers have adapted to the adversity and changed to deal with the challenge of not being able to game together. In the opening diary entry of ‘Quickstart – Manga’s Musings’, Mira notes our shift to online gaming, how there continued to be new content to support our hobby, and that despite the difficult conditions, publishers such as Wizards of the Coast and Games Workshop were even more successful. This is something that John Power, the editor of Wyrd Science, will return to later in the issue with ‘2020 Vision’ with his own appraisal of the year just gone, along with his note about the growing diversity amongst the creators and players of games of all types. Anna Maxwell looks at another trend from the last year ‘Quickstart – Alone In The Dark’, which is that of solo play. There has always been a solo aspect to the hobby with long running series of Fighting Fantasy books and Tunnels & Trolls solo adventures, but a newer trend has seen the rise of roleplaying games specifically written to be played solo, often in the journal format. The title which has got all of the attention is Tim Hutchings’ Thousand Year Old Vampire, an exploration of alienation and loss as with a few rolls of the dice the player determines events and charts his vampire’s responses to them from his transformation into the undead until his final death. It is the nearest that Wyrd Science Session Zero gets to a review, but it is clear that no what your experience of the last year was, Thousand Year Old Vampire is possibly one of the most thematically appropriate roleplaying games to be published in 2020.
Fans of the Old School—Renaissance or otherwise, will doubtless enjoy ‘Quickstart – Publish And  Be Damned’ and ‘Quickstart – Cast Pod!’. The former is an interview with Andre Novoa of Games Omnivorous, which released a surprising number of titles in 2020. As well as discussing some of those titles, including the well-received Mausritter and the Manifestus zines—Cabin Risotto Fever, The Feast on Titanhead, and The Seed, the interview discusses the production values which the publisher has become known for. What notable here is that the publisher does not use traditional roleplaying designers as part of its production, in fact, designers who do not roleplay at all. It is an enjoyable interview as is the latter. This is with Dirk the Dice of the Grognardfiles RPG Podcast. The interview covers the origins and history of the podcast, and for listeners of the podcast, there is much here that will be familiar, as much of this story has been told via episodes of the podcast. However, for anyone who has never listened, this is a good introduction. Only fifty episodes to catch up on, but enjoyable they are too. The Grognardfiles RPG Podcast is not the only British podcast given space in Wyrd Science Issue Zero. In ‘Zoom Of Horrors – The Smart Party On Gaming Online In 2020’, the hosts of What Would the Smart Party Do? explain how they adapted to playing online in 2020—quite easily it would seem—and how it came to dominate much of their social life and how they coped with so many roleplaying games competing for their attention.
“THE LIFEBLOOD OF OUR COMMUNITY, good gaming clubs are a home away from home.” is the opening line of ‘Quickstart – Roll Deep’, an interview with Sasha Bilton of H.A.T.E. (Hackney Area Tabletop Enthusiasts) about his ‘local’ gaming club. The role of clubs cannot be underestimated, but it is debatable as to whether their role is quite as important as the title of the article suggests, especially after the last year of almost everyone having moved online to play. In effect, the article straddles 2020 though and is far from relevant in a year when we were all playing online, and perhaps the issue should have focused more on that rather than on something which nobody knows if and when it will be possible again. Nevertheless, it throws a spotlight on what sounds to have been—and should be again, a well-run and vibrant gaming club.
Wyrd Science does not restrict its content to just roleplaying. In ‘Table For One – Matt Thrower Embraces Solo Gaming’ continues the issue’s theme about solo gaming, not roleplaying though, but board games. Of course, it mentions Pandemic, but it looks at other titles too and points out that solo options are becoming a regular design feature in the creation of boardgames. ‘Meeple Hold On – Dan Jolin Finds Solace In Board Games’ explores a similar vein, but extends the play of boardgames online as with the play of roleplaying games moving online. However, whilst the author can, “…[F]irmly believe that you can never be bored as long as you have board games in your house.”, he cannot escape regurgitating a cliché that was tired ten years ago and is dead, dead in 2020, let alone 2021. At what point will writers about boardgames stop trotting out something along the lines of, as the author does here, “Thanks to a recent resurgence of the board game hobby and industry, those shelves need no longer limit you to, say, the roll-and-move slog of Monopoly, or the dragged-out, dice-dependent conquesting of Risk.”? It shows a complete lack of awareness of both the hobby and the market, and to be clear, board games have been growing in popularity for the last two decades at least, and there is no such resurgence and if so, it is certainly not recent. What next, comics are no longer just for kids?
The status of wargaming and miniatures is featured in ‘A Miniature Renaissance – Chris Mcdowall Scouts Out The Future Of Wargames’, written by the designer of Into the Odd and Electric Bastionland, suggesting that even as the success of Games Workshop grows, there is a movement in the hobby towards simplicity combined with fewer restrictions in terms of miniatures  brought to the table. ‘Model Behaviour – Luke Shaw On Building Miniature Communities’ looks at the other side of the wargaming and miniatures hobby, and that is painting. This is no tutorial though, but instead discusses where to go online to discover more about painting your miniatures and the community which has built up around the hobby online. It nicely casts that hobby in a new light.
As well as reflecting the shift in the hobby from face-to-face to online gaming, Wyrd Science also reflects the shift in diversity with series of articles on Queer and disabled gaming, women in gaming, and non-Western gaming. Together, ‘Beyond Violence – Jay Dragon On The Queer Future Of TTRPG Design’, ‘Sisters Of Battle – Danie Ware On The Changing Face Of Fantasy’—with an emphasis on fiction slightly more than gaming, and ‘Making Waves – Pamela Punzalan On The Rise Of RPGSEA’ respectively give room for voices that might not otherwise be heard in a traditional gaming magazine. The latter article is particularly interesting in that it is rare to hear about gaming and gaming culture outside of the English-dominated market. All three are to be welcomed though, and hopefully future issues of the magazine will provide a platform for other voices and opinions too, as these are all good articles.
A similar shift in diversity in terms of subject matter in the hobby is echoed in two other interviews in the issue. One is ‘Phantoms Of Oppression’ is with Banana Chan, the co-designer and co-publisher of Wet Ink Games’ Jiangshi – Blood In The Banquet Hall. This roleplaying game combines Chinese food with unknown horrors against the backdrop of racism and oppression, the Player Characters running their family Chinese restaurant by day and stopping actual monsters terrorising their neighbourhood by night. The other is ‘Home On The Strange’, an interview with Chris Spivey of Darker Hue Studios about his award-winning Harlem Unbound—one of the best supplements of 2017—and   his forthcoming Haunted West, which presents a Weird West roleplaying game against the backdrop of continued post-American Civil War Reconstruction, rather than discontinued Reconstruction. Again, these are lengthy pieces which showcase how the hobby can explore some of history’s difficult issues. 
The continuing growth in the popularity of more traditional and Scandinavian roleplaying games is placed under the spotlight with another pair of interviews. Simon Stålenhag’s artwork has not only inspired two roleplaying games—Tales from the Loop and Things from the Flood, but also captured our imaginations with his artbooks which juxtapose outré technology—rusting robots and hovering container ships—with the ordinary everyday life to be found in the Swedish suburbs. The artwork is fascinating, the viewer able to see the odd nature of each scene, know that the people within it accept this as the norm. He is interviewed in ‘Mazes & Monsters’, exploring his inspirations and how his cinematic visions have been adapted in both the televisual and roleplaying mediums. It only hints at what is to come in the next book, a more apocalyptic vision than has been seen to date, but the fans of his artwork will know that it will be worth the wait. Almost at the opposite to Simon Stålenhag’s clean visions is the Doom-laden Artpunk of the award-winning MÖRK BORG, the pre-apocalypse Old School Renaissance roleplaying game. ‘The Apocalypse Meant Something’ is with its graphic designer, Johan Nohr, which examines how the look and feel of the roleplaying game does everything good graphic design should not and how that contributed to the game. Not only is this different, but it means that the interview is taking a different approach too, but still highlighting how the visual and the physical design has an impact on the design of the game itself.

The featured and longest interview in Wyrd Science Session Zero is ‘The Man With The 20-Sided Brain’. This is with the author of the comics The Wicked + the Divine and the Dungeons & Dragons-cartoon inspired DIE, roleplayer, ex-games journalist, and Warhammer 40,000 comics author, Kieron Gillen. It is an enjoyable and informative read and makes you wonder what the author might do with a roleplaying game, but at least should make the reader want to go out find a copy of DIE (of which there is a roleplaying game), if not The Wicked + the Divine.
The contrasting strands of old and new—or at least the relatively old and relatively new—that run through Wyrd Science Issue Zero are seen in two board games. The old is the Escape The Dark... series of games, such as Escape the Dark Castle and Escape the Dark Sector, the solo-style boardgames which can be played by one or more players. These are heavily inspired by classic fantasy and Science Fiction, as well as the Fighting Fantasy series of solo adventure books and consequently the interview with creator Thomas Pike in ‘The Dark Is Rising’ emphasises the stories created in playing either. The new is Root, one of the biggest boardgames of the last few years, which layers its political elements under woodland and anthropomorphic animals, explored in ‘If You Go Down To The Woods Today’ and examines the different ways which faction is played and how that affects the game. Again, these are excellent articles which highlight just two elements of the board game hobby.
Physically, Wyrd Science Session Zero is impressively bright and breezy. The layout is clean and tidy, with decent use of photographs against pieces of art as more like spot fillers. The issue does need another edit in places though.
Anyone coming to Wyrd Science Session Zero expecting content for his favourite game will definitely be disappointed. The inaugural issue of the magazine is very much about the hobby—interviews and retrospectives, and similar—rather than for the hobby (or a particular game). In particular, the issue highlights just how much our hobbies—roleplaying, boardgaming, and miniatures gaming, have been forced to change and adapt in the last year, and us along with them. In doing so, Wyrd Science Session Zero captures much of what our gaming has been like in 2020 with a series of entertaining and informative interviews. Just like all three of these hobbies covered in the issue, it will be just as interesting to see where Wyrd Science Session Two goes...
—oOo—
The next issue of Wyrd Science—actually marked ‘Issue Two’—is currently being funded on Kickstarter.

Kickstart Your Weekend: Knock-Down Drag-Out: Country Noir RPG

The Other Side -

I do love Kickstarter. I love it when it is used for a smaller company that has an idea and wants to get it off the ground.  Not companies that are using it as a "pre-order" system, but rather a real venture capital like solution.

Case in point.

Knock-Down Drag-Out: Country Noir RPG

https://www.kickstarter.com/projects/kddo/knock-down-drag-out-1?ref=theotherside

Country Noir is best described as Americana Folk Horror.  Here are what the authors have to say.

Dark country roads, darker forest lands. Crumbling factories and dying towns. Bare-knuckle brawls and gunfights. Mystery and danger. These are just a few of the elements common to “country noir” (sometimes also called hillbilly noir, grit-lit, or southern noir), a category of crime fiction and film where secrets are everywhere and the restoration of order and justice are by no means a sure thing. Winter's Bone, Justified, Ozark, Hap & Leonard, and the Slim in Little Egypt series. Knock-Down Drag-Out is a way for you and your friends to bring these kinds of stories to life.

I mean it sounds really great. 

Now full disclosure. I know of the authors, but they might not remember me. Jason & Ian Miller both worked with my brother at a movie theatre in the heart of Little Egypt.  They had even been to my house at a Halloween Party where they drank some mead my roommates and I had made the year before.  We thought one of them was going to go blind from it.

The game looks like a lot of fun and one I would really enjoy.

So it would be great if it got funded!

Check it out and throw some coin in their direction.

Scenario Sounds

Reviews from R'lyeh -

In November, 2020, S3 Expedition to the Barrier Peaks, the classic fantasy meets Science Fiction scenario by E. Gary Gygax for Advanced Dungeons & Dragons, First Edition received of all things, its own rock album. When it comes to roleplaying, music has long been seen as something to add to the experience, to build the atmosphere, but rarely, the other way, the single by Sabbat, Blood For The Blood God, inspired by Warhammer Fantasy Roleplay, which appeared in White Dwarf #95, the Traveller concept album by the band, The Lord Weird Slough Feg, and the work of the band, Gygax, being clearly inspired by Dungeons & Dragons, all being the odd exceptions. The Barrier Peaks Songbook, the resulting ten-track concept album from Loot the Body described itself as a psychedelic rock album, though it felt more Prog Rock than psychedelic rock, but to be fair, just as The Barrier Peaks Songbook is an exception in being a rock album inspired by roleplaying, Reviews from R’lyeh reviewing a rock album—or indeed, any music, is also an exception. Nevertheless, The Barrier Peaks Songbook turned out to be a thoroughly enjoyable album, adding voice and sound to the weirdness and the contrast of genres at the heart of S3 Expedition to the Barrier Peaks.
Fans of Dungeons & Dragons and music inspired by that roleplaying game will therefore be pleased to discover that Loot the Body has returned to that well for another album. Titled, Hex Volume 1, this is not another concept album like The Barrier Peaks Songbook, but rather a collection of songs inspired by classic scenarios for both Dungeons & Dragons and Advanced Dungeons & Dragons, First Edition. There are six tracks in the album and they draw from from a diverse range of scenarios for Player Characters of all Levels. The collection opens with a crash of heavy guitar riffs that the chart the rise and fall of the great evil wizard, Keraptis, whose heinous acts drove the warlords of the north to rise up against him. Thirteen hundred years ago he descended into the volcanic mountain with a company of gnomes and disappeared, the mountain of course, being White Plume Mountain from the special scenario, S2 White Plume Mountain. The track, also called ‘White Plume Mountain’ really works as an introduction to the scenario, telling of Keraptis’ dark deeds and foreshadowing just some of the dangers to be encountered should the Player Characters venture into his lair. Perhaps a bit too heavy to be played in-game (but then a light, lute-based version would probably not be as entertaining), but as a precursor to the scenario of the same name, ‘White Plume Mountain’ is a solid introduction and a good start to the album.
It is followed by ‘Dwellers of the Forbidden City’, a more reflective piece of mystery and horror inspired by the pulpy I1 Dwellers of the Forbidden City. It warns of the fearsome things to be found lurking within the depths of the jungle-bound city, the sacrificial pool, the alien voice of the Aboleth—in its first appearance for Dungeons & Dragons—inside the adventurers’ heads, the glint of evil in the snakemen’s eyes, and worst of all, “There’s something alive, Something alive in the ruins, There’s something alive, Something alive and it calls”. The tone is very much one of foreboding and brings to life the horror which pervades the scenario itself, but which is often slightly lost in the pulp overtones. The mystery and horror continues, but is joined by decadence and weirdness with ‘Castle Amber’. Based on the X2 Castle Amber, the scenario for Basic Dungeons & Dragons, this captures the listener in the slumber that strands them inside Chateau d’Amberville, home to the louche, the deadly, and merely insane members of the strange Amber family. There is some delightful wordplay here, such as “When you’re inside Castle Amber mingle with nobility, They like their magic like their coffee, Everything’s a little deadly everywhere there’s lunacy, But they try to keep it in the family” which highlights the insular weirdness of the castle’s inhabitants. From its shimmering start, ‘Castle Amber’ never more than hints at some of the secrets to be found inside Chateau d’Amberville, and whilst the lyrics prove to more than worthy of X2 Castle Amber, the music feels just little too upbeat, a little too much for the delicacy of its inspiration.

On the other hand, no delicacy is required for ‘Tomb of Horrors’, a track inspired by the scenario which set the standard for every ‘Deathtrap’ Dungeon which it inspired—S1 Tomb of Horrors. From the punchy opening “Step into the tunnel past the jackal headed man, Make it to the archway if you can, Into the mouth of the devil you lost another friend, Forsaken in a prison without end”, it is a doom-laden warning to any would be tomb raiders and grave robbers wanting to test their skills and satisfy their avarice against the last resting place of the demi-lich, Acererak. Where ‘Castle Amber’ felt it could have been lighter, ‘Tomb of Horrors’ could have perhaps been heavier, but again the lyrics certainly make up for that. Similarly, ‘Ravenloft’ carries some heft to it, a mournful goth-inspired lament based on what is often regarded as one of the best scenarios to be published for Dungeons & Dragons, which is of course, I6 Ravenloft. And yet, as Count Strahd von Zarovich stands on the balcony of his castle, surveying his domain before him, ruing his misfortunes and regretting the decisions he made in the pursuit of love, the lament is restrained from reaching its full impact. The vocals are simply too positive, too smooth to really reflect the regrets in the lyrics. Had ‘Ravenloft’ been sung by a voice like Trent Reznor* or Johnny Cash, its impact would have been stronger.

* Please note that this reference required the input of this household’s resident Goth.
Hex Volume 1 ends on a more upbeat note with ‘Keep on the Borderlands’, an ode to those guards who stand against villainy out on the frontier and the last refuge for travellers who want to journey beyond the civilised lands. Inspired by the classic B2 Keep on the Borderlands, probably the one module played more than any other, whether that is for Dungeons & Dragons or the Basic Dungeons & Dragons it was written for. There is a strong twang of Americana to this last track, drawing parallels between its fantasy frontier and that of the Old West and edging slightly towards being Country & Western.
Hex Volume 1 does not quite succeed in capturing the feel of every old-school hex map or scenario that it draws its inspiration from, and so is not quite as successful as the earlier The Barrier Peaks Songbook. Nevertheless, the album is still entertaining and will enjoyed by anyone who has played through any of the six scenarios it explores in song. In fact, some of the scenarios which inspire Hex Volume 1 could easily inspire Loot the Body to base songbooks of their own upon them—Reviews from R’lyeh awaits a song titled ‘Bree-Yark!’ for The Keep on the Borderlands Songbook. In the meantime, Dungeons & Dragons devotees and supporters of the Old School Renaissance will find much to enjoy in the lyrics and  references of Hex Volume 1.

Ginny Di: Backstories don't have to be tragic to be interesting

The Other Side -

Ginny DiLet's take a quick break from Ravenloft to talk about something that will send many DM's screaming for the hills in horror.

Character backstories

Now, most old-school players will argue that 1st level characters don't need a backstory.  That would be fine and all, but I remember playing in the 80s. I have lost count of how many "disgraced princes," "lost royalty," or "tragic orphans" I ran into in games.  I get it, it was fantasy and a way to play out various ideas, concepts, whatever.  D&D was cheaper than therapy. I get it. I do.  And it is fine you don't want to do them now.

But don't pretend it didn't happen.

I have no issues with backstories.  In most of the RPGs I play a backstory is an excuse for the GM (me) to torture your character some more.  Have the Love quality/drawback in the Buffy RPG?  Yeah. Might want to rethink that one.  But I don't always have to do that.   

Our two primary modern examples of "The Hero with a Thousand Faces" by Joesph Campbell are Luke Skywalker and Harry Potter. By all accounts, they are 1st level characters.  Luke is a farm kid. Harry is an abused 11-year-old.  BOTH have great backstories.  "Yer a wizard Harry!" "My name is Luke." "Yer a Jedi Luke!"  But, yes, both are tragic backstories.  Take Campbell's own example of the Monomyth, Gilgamesh.  Gilgamesh is already the King when the story starts.  That's a backstory no one would accept!

Let's just say that there is going to be some sort of backstory.  How should you do it?

Well once again let's turn to Ginny Di.  

She might be new at D&D but her enthusiasm is greater and more infectious than a room full of Grogs blogging about it. Your humble author included.

Her recent video is overtly about one topic, but she actually makes two very good points here that pretty much everyone should agree with.

So her two major points are:

  1. Backstories don't need to be tragic or even dark
  2. Leave it open enough for your DM to work it into the campaign

That's solid advice. One I would like to hope that most Old-Schoolers follow already.

My oldest son has already instituted a "maximum" limit on what a backstory in his games are.  Right now I think it is a page, but he has talked about a paragraph.  Me? I don't care, make as long as you like just keep it in reason.

Ginny points out that characters, and this is true for every version of the game, are not normal people. A level 1 character is still better than a 0 level Normal Human.  They have more hp, are better at fighting or even have magic.  Even in Van Righten's Guide to Ravenloft, the Survivors are slightly better than normal humans.  Luke already was Force-sensitive, Harry could still do some minor magic and talk to snakes.  

Also, no normal person is going to live a life to go out adventuring.  So find those reasons.  Even if that reason is "I just want a pile of treasure." 

Taking Ginny's Advice

At the end of the video, she asks us two questions.  

Have you ever had a character with a happy backstory?
What kind of problems do you run into when writing character backstories?

These are good questions to ask.  

Happy Backstory?

Yes. My wizard Phygora, like his namesake and idol Phygor, came from a well to do, happy prosperous family in Glantri.  He was well-liked, no issues with school, loves, or friends. Just one day he decided, like Phygor before, him to travel the world to learn all the magic he could.  While this could have been tragic, it was symbolic of my own desires to learn all sorts of things.

I have had fighters and thieves that have "only it for the money" or as the kids say "the lolz."

Backstory Problems?

Sadly I do find the tragic backstory easier to write.  Larina's family died in their apothecary shop while she was away studying.  Though I recently brought her mother and father back. Johan's twin brother was killed by ghouls, then he died to become another's character's back story.  I have the usual suspects of orphans, outcasts and other murder hobos.  They far outweigh the happy stories.

Over the years though I have been looking at other ways to generate characters and backstories.

It occurred to me years (ok. decades) ago when sitting in my History of Psychology course.  We were going over Freud's theories of self and were contrasting them with later theorists. Now I have always preferred Jung over Freud.  I guess I am just Jung at heart! (sorry. That joke is mandated by my university, if I don't use it they take away my degrees.)

I am planning to expand on this, but I came to see many of my characters as representations of various Freudian and Jungian concepts.

The easiest one to show is Larina, she is a manifestation of my Jungian Anima/Shadow Self.  Phygora is my Freudian Super-Ego, Johan is my Ego and my assassin character represents my Id.  

I have always been curious if others have done this.

You can find Ginny Di online at:

Fractal Accidents: Attachment and Agency in Chris Shaw’s ‘Split’

We Are the Mutants -

Jonathan Lukens / June 3, 2021

As a young man, I felt that most people conceived of memory differently than I did, believing that failures of memory were errors of playback more than of recording. This idea, that memory works like a vinyl record in which everything we experience has its groove, supposes that it’s just a matter of knowing precisely where to put the needle down to replay the experience. In contrast, my younger self operated with the also erroneous belief that our memories are only hazy recordings of what we have somehow deemed worthy of recalling—that memory is like finding old semi-legible notes to ourselves written in an old notebook and trying to  figure out what they mean.

It was with this theory of memory in mind that I had begun to consider Split, a movie that I thought I remembered renting from a video store up the street from my childhood home sometime around 1990. For over a decade, my occasional recollections of the film, often spaced years apart, might prompt a web search with no results, which would then introduce a sense of disorientation: I could not experience the instant gratification of finding some online mention that might confirm that what I remembered was real. Was Split (that was the name, right?) just an Easter Egg written into the script of my past—some sort of Berenstain (sic?) Bears thing? After all, and with all due respect to the films’ creators: if my adolescent mind was going to fabricate a memory, this is the sort of thing it would have come up with. 

Originally released theatrically in 1989, and subsequently on VHS in 1991 by Futura Home Video, Split was reissued on DVD in 2018 by Verboden Video and is also available through Alamo Drafthouse’s streaming app, which is how I was able to confirm its existence and watch it again. Spoilers of the film follow, but only insofar as my synopsis is veridical to the plot—a nested disclaimer I wouldn’t need to make if the film were less fractured. Whether its cracked mirror nature is a deliberate mindfuck, the result of freshman filmmaking hamfistedness, or both, is not something I can tell you. 

The film opens with Starker, our hero, wandering the streets of San Francisco. His ripped jeans show his bare rear end, and he’s wearing the sort of jagged and discolored false teeth that might have been advertised in old comic books alongside fake vomit and squirting flowers. He walks through a parking lot full of city buses, suddenly looking directly at the camera and yelling, “Stop following me. Leave me alone.” At first, we believe he is addressing us, the viewers, and breaking the fourth wall, but the camera cuts to two men dressed in a mid-‘80s Ivy League casual style—like they just walked out of a JC Penny catalog shoot. One sits at a computer; the other, older and mustachioed, is framed over his right shoulder. The younger man was surveilling Starker, and, as the dialogue reveals, the populace more broadly. He rewinds a recording of Starker’s camera-facing monologue and consults with the older agent, who says Starker is just crazy, but capitulates to the younger agent’s desire for further observation.

They run a face recognition program, presented as a musical montage, in which we see Starker’s head rendered as a 3D model as the camera hops around a black and white grid of similar hairless heads looking for a match. The sequence is still enthralling and somewhat hypnotic after 30 years. This isn’t a real 3D scan of a human head; rather it’s a painstakingly created proof of concept showing us what the technology that would soon become ubiquitous might look like. It dances. We hear pitch-shifted human voices of the sort we might associate with Laurie Anderson’s “O Superman,” and they create a synthetic and escalating harmonic pattern as the facial recognition nears completion.

This is the first of a few similarly rendered and soundtracked scenes that make Split worth more attention than it will ever receive. Analog processes are used to pre-mediate future digital operations, and there is a lo-fi poetry to them. These skies are the color of the ancestors of our flat-screen TVs, their saturations and frequency roll-off the stuff of a time when there really were dead channels, and tuned-in heads bobbed to the tangible yet barely audible click that the phone made just before it rang. Different media have different dispositions, and I explain these in the hope of being descriptive, while mindful of any argument about the veracity of concepts of authenticity.

Jittering a bit and mumbling, Starker heads into a diner and has a seat at a booth. He orders coffee from a waitress we’ll meet again later while speaking in a hybrid of fake European accents. Making a mess while examining a ketchup bottle, then pouring a packet of artificial sweetener onto the table and snorting it up his nose like cocaine, he talks to himself as the surrounding patrons begin to grow nervous. One of them gets up, takes him by the shoulder and leads him outside. At one point the camera lingers for a moment—letting us know that a brightly colored fabric pouch that Starker has left behind means something. 

As the film progresses, we watch Starker give the agents surveilling him the slip. After being knocked out and having his jacket tagged with a tracking device, he discovers the device, removes his jacket, and changes clothes to elude his pursuers. To illustrate the process of his being tracked we are treated to a primitive color representation of a 3D vector map of the city. It’s like an isomorphic video game built of an extruded and pastel colored De Stijl painting that says, “Welcome to the control society. Now you’re playing with power.” The whole sequence provides a taste of the ‘90s to come, bringing to mind critiques of the automatic production of space and tactical media projects like the Institute for Applied Autonomy’s iSee and the performances of the Surveillance Camera Players.

Starker retrieves the brightly colored fabric pouch from the trash outside the diner. He dons a new—and more ridiculous—disguise: a stick-on mustache and goatee paired with wire-rimmed glasses, a brown turtleneck, and a beige corduroy sports coat. Setting the scene for an art gallery opening, a lovingly blocked shot of Starker creates the sort of recursion we would associate with a Magritte or Escher through a row of champagne flutes. The camera lingers over a series of paintings reminiscent of Basil Wolverton’s or Erol Otus’s more psychedelic work. Gallery patrons talk trash about the paintings and each other while Starker shoves food in his pockets—John Belushi in Animal House style—as a lovely minimal synth piece by Robert Shaw, the director’s brother and creator of the computer generated effects seen through the film, begins to warble and flutter.

Conversing with the fictional creator of these paintings (in reality those of writer/director Chris Shaw himself), a flat-topped New Waver wearing a mustard yellow dinner jacket over a t-shirt, our ludicrously costumed hero mentions preparing to “wake people up.” As they discuss the artwork hanging on the gallery walls, they stop to look at a storyboard—which we realize is the storyboard of the current scene. As the artist begins to realize the same truth, he becomes enraged. He screams, but none of the patrons seem to notice or care.

The film meanders for a while, if it was not already meandering. We see the junior and senior agents discuss an analysis that reveals no discernible patterns in Starker’s behavior, and they escalate their attempts to find him. Now at the artist’s apartment after the art opening, Starker is coaxed into revealing his plan: “All we have to do is change the program!” he says, later addressing the painter’s skepticism with, “I have the way. The way is here—in my package!” Removing the pouch from an inside coat pocket, Starker then opens it to reveal a white plastic disc approximately the size of his hand. The artist remarks that it resembles a urinal deodorizer.

Starker goes on a tear: “Science is a jealous god.” The mystical “separates us from robots.” “What I am holding is a mutant biological organism.” He almost immediately contradicts himself and says the substance is just a placebo because people require a scientific reason to believe in something and that that is necessary for “the dream” to have power. He explains that he is going to dose the city’s water supply with this substance and then it will spread around the world as people excrete it through their urine. Sort of an Amanita muscaria re-trip meets infrastructural schwerpunkt: The MacGuffin is Elan Vital as urinal cake.

A few meaning-laden but plot-insignificant scenes later, Starker heads back to the diner. After a scuffle in which he startles Susan (the waitress we saw earlier) and she kicks him to the ground, he pressures her to let him hide out at her place. Reasonably viewing him as a crazy and potentially dangerous creep, she declines his offer. But, after following her to her car, he convinces her to relent by claiming that he used to be a veterinarian and that he may be able to explain the lethargy of the cat in a carrier in her back seat. The absurdity of this caged animal suddenly appearing to move the plot along is rendered even more absurd when Susan later explains that she already understood that the cat was lethargic because she had had it sterilized earlier in the day. There is something so metaphorically overt about this detail that I can’t tell if it’s a bad joke or a catastrophic mistake. In any event, Starker seems no less concerned about going home with a woman that left a post-op feline in the back of a car all day than Susan is about bringing home a man who claimed he was being followed and sat in her place of business snorting Sweet and Low through a straw while ranting in a fake French accent.

I will omit a lot of interpersonal awkwardness, strange dialogue, and things that may be significant to alternate interpretations in revealing that Starker crashes at Susan’s place (Pop Tarts and chill). The time they spend together only serves to make her subsequent death at the hands of the Starker’s pursuers insufficiently tragic to motivate his subsequent attempt at revenge. Discovering her murder at the hands of the Izod-clad archons, Starker—now in drag and blackface—follows the agents back to their bosses’ HQ. They enter through a large circular metal door, and Starker, who they don’t realize is following behind, is unable to enter.

Their boss, perhaps too obviously referred to as the “Agency Director” in a film about agency panic, laments his “monstrous” newly installed cybernetic arm. In an abrupt spasm of the plot that seems to indicate that the Director’s body is deteriorating, a lab-coated flunky soothes him by explaining that he has created that ultimate mad-scientist expression of mind-body dualism: a machine that can transfer a mind into another body. The camera cuts to Starker, unseen on the Agency Director’s CCTV, who is loading a pistol. He tries to find a way to open the door while the minions inside hurry to find a body to receive the Agency Director’s mind. The agents open the door and grab Starker, having seemingly no idea that they have apprehended the very person they were relentlessly pursuing earlier. Starker drops his gun in the struggle, and they strap him to a chair and lower a brain transfer apparatus over his head.

“Let me out! It worked!” Starker says, but it’s not clear if the process was successful or if Starker is trying to convince the agents that it was. We’re left to wonder if this Camp Concentration-style mind transfer worked at all. It’s set up as a techgnostic climax that never happens, as if this cyberpunk yacht rock anthem makes it to the guitar solo just as the amp blows. The enraged Agency Director yells and tells his minions to get rid of “her.” They throw Starker out, not seeming to care that this random person just entered their secret bunker, and still not realizing that it was Starker himself. 

The final quarter of the film involves agents pursuing Starker while the Agency Director’s body is gradually replaced with a mechanical one. The music is great here and evokes both a sort of period instrumental soft rock call-center hold music and early Chrome. Someone with disposable income should release a proper soundtrack.

Now looking like a lo-fi Robocop or a reject from a Shinya Tsukamoto film, the Agency Director’s cybernetic augmentations (or too on-the-nose self-amputations) have endowed him with new powers. He accesses satellites while issuing abrasively vocoded directives that also appear on a camera-facing screen, perhaps to ensure intelligibility to the audience. Starker’s location is revealed on a map as crescendoing lo-bit sound effects accompany synth pads and drums. “Eradicate!” The Agency Director yells in a Davros-like moment. The camera cuts to Starker hopping over fences and traversing a roadside embankment, while the Agency Director seems to glitch out as he installs one last bionic eye into his head. 

Now fully metal-skinned and ambulatory, he walks over to a pool of water inside headquarters. Elsewhere in a meadow, Starker stumbles into a pool himself, grabbing the white disc he revealed earlier. Somehow, both pools have become a sort of fold in space—the Agency Director reaches through and grabs Starker. They struggle, each remaining primarily in their own physical location while their arms bend through each others’ space. Starker breaks free and releases the chemical in the white disc. White dust floats in the air.

The end credits roll (well, melt, actually) and no further explanation is given.

***

Ultimately, outside of the beauty of the graphics and soundtrack, the joy and frustration of Split is that we are confronted with something that we can’t quite classify. Foregrounds and backgrounds of plot and image oscillate and change places, but so do the cues we’d typically use to determine whether or not we approached the material as comic or tragic, accidental or deliberate, high brow or trash stratum.

Watching Split (had I really seen it before?) left me with the distinct feeling that I just missed five minutes of it without leaving my seat. Shaw never really makes it clear what we should focus on, and the director’s commentary on the DVD doesn’t provide much help. There Shaw describes the film as “a dream that doesn’t really explain itself.” He does, however, talk a bit about chaos—not just disorder, but the branch of mathematics we might associate with Lorenz, Mandelbrot, the butterfly effect, and fractals. While history might provide examples of minor perturbations in complex systems causing them to collapse or toggle into alternate states, it seems here that chaos is really just used as a sort of “magic” (in the same way that “science” is used in superhero comics) to attempt to explain how Starker has a capacity for action that exceeds that of the archons that surveil him.

Really thinking about agency as contingent and distributed means something quite different and perhaps far more unsettling. I’d like to tell you that Split reveals a negotiation between ideas of cowboy individualism on one end, and on the other an appreciation of the behavior of complex adaptive systems of which human “individuals” are both composed of and parts of. In reality, the film presents 20th century ideas of autonomy and individuality taken to such an extreme that they become a bit goofy. The film presents an inverse relationship between attachment and individuality. Take, for example, this dialogue between the two primary agents who discover and begin tracking Starker, in which the frustrated junior agent asks:

How can he make it? We all have something: our family, our friends, something, but he… he gets by on nothing. How can he be that free? No human needs, no weaknesses, no feelings, nothing.

As they discuss their pending report to the Agency Director, the senior agent explains that they will just have to tell it like it is:

       No recurrent behavior, no attachments, no soft spots: superman.

So, the superman, the “free” man, is the man who cares about no one and has no routine. Attachment to others is presented in the same way that an ascetic might present an attachment to material things, but also as a commodity that the system of surveillance capitalism depicted in the film exploits. In the world of Split, one can either be “free” and thus detached from social forces one can’t actually detach from, or part of some sort of winkingly self-aware Matrix.

Many of the characters, including Susan, the painter, some street crazies, and the pursuing agents, seem to have some awareness that by participating in society they are being had. It’s as if they are wearing the glasses from They Live (1988) but realize that if they call attention to their alien overlords they will just be ignored anyway.

Shaw’s broader argument seems to be that as an “individual” who is truly “free,” Starker exists without a data-body; he’s an Übermensch who cannot be profiled or reduced to his so-called statistical self. As such, Starker stands outside of culture—the infrastructure of shared social and material substrates that both the one and the many call upon to act. But he still has the magic urinal cake, the fulcrum and lever by which he is super empowered.

Like a bad haircut, dosing the water supply with mutagenic hallucinogens seems cool in high school, when we are naive enough to dream that control is simply a matter of centralization and that shocking the dupes out of their somnambulism is something they will high five us for afterwards. But while portrayed as some sort of systems-disrupting black swan herald of a “new age,” maybe Starker—and the film itself—just represents a dance around the collapse of any sort of shared systems of meaning. After all, at the climactic moment when Starker releases the mutagen, the end credits roll. Were not shown what comes next—just the end of the now.  

Jonathan Lukens is a cultural worker from Atlanta. His work has been shown at the Centers for Disease Control and Prevention, played through omnifarious speakers, and published in The AtlanticDesign Issues, and The International Journal of Design in Society.

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Van Richten's Guide to Ravenloft, Part 2b. Do You Wanna Build a Darklord?

The Other Side -

Darlessa, the Vampire QueenWait.  Shouldn't this be Part 4?  Yes, but everything I am talking about here deals perfectly with the material I reviewed in Part 2 and very little of Part 3.  

One of the shifts in design goals of the new Ravenloft book is a move to focus more on the Darklords you can create for your own game. 

While several updated and new Darklords and Domains are detailed, the fun comes creating your own, and in particular, one that has meaning for your players and characters.   Chapter 2 covers this well and comes before Chapter 3 on the existing Darklords and Domains to get the readers and potential DMs to think about what the domains mean to them.

So let's take the advice of the book and create a new Darklord and Domain.  Now my first horror game likely happened as soon as I got my Moldvay Basic set if not before.  I dig horror. A lot. So I have at least 40+ years' worth of horror gaming to draw on.  And while such D&D campaigns I have run in the past, The Shadow War, Ogre Battle, or even The Dragon and the Phoenix had horror elements to them, but none really rose up to the levels of Ravenloft worth horror, though the Shadow War back in 1991 came close and even featured some Ravenloft game sessions.  My own Ravenloft campaign was essentially a tour of the then Domains ala "The Fantastic Journey" only horror and not sci-fi.  I imprinted on a lot of weird shit as a kid. While a lot of fun, it does not give much in the way of "new" material.  Sure there is a lot of old material I could bring back, but that's not what I want to do here now. 

So let's start with Chapter 2 and build a Domain. And do that, we need a Darklord.

Who is My Darklord?

It's going to be a vampire. Why? I like Vampires. I played a cleric as my first class ever so I could be like Van Helsing. My goal what to fight vampires and undead.  Let me put a pin in that idea for a moment. 

I thought about maybe using my cavalier that I ran through Ravenloft as a player or one of my favorite NPCs I used as a reoccurring character that would torment the players because while she was a vampire she was not overtly evil. But my cavalier died in the Shadow War and the NPC, well she ended up the focus of a ritual to bring a vampire back to life.  She is human now, and given the history of that character, I kinda want to keep it that way. 

There is only one NPC that could really be my Darklord.  That is Darlessa the Vampire Queen.

Spend any time here and you will know about my history obsession with the various Vampire Queens.  I love them.  Blame Hammer Horror, blame 60's and 70's Giallo, but they are so great.  Darlessa comes to me via Small Niche Games and the Valnwall products where she is credited with killing St. Johan, my very first Cleric character. So the origin here is still Basic, B/X style at that, D&D.   Truthfully there is a multitude of reasons why this works for me, so I am not going to bore you with the justification and the details and just state "it works."  

So let's start with Darklord Creation.  Van Richten's Guide to Ravenloft says:

A Darklord’s memories, desires, mistakes, and evil deeds shape the domain’s twisted lands, inhabitants, and features. You need not create these in a vacuum, though. When creating your own Darklord, consider the relationship that will define their evil in your adventures: their conflict with your players’ characters.

- Van Richten's Guide to Ravenloft, p. 39

Well...I don't have any players, not just yet.  You all are my players now. The adventures you have had are reading this blog. 

One this is clear off the bat.  The Darklord is evil.  Darlessa might be a lot of things, but a misunderstood villain is not one of them.  This notion of evil and evil deeds is repeated many times in this section. So much for Ravenloft not having good vs. evil. 

What are Darlessa's evil deeds? She kills people. Well, lots of vampires do that. She used her evil and power and privilege to command others.  She tolerated no rivals. She kidnapped the granddaughter of Johan Werper and threatened to kill her. She caused Johan's death instead and this was her last act that damned her.  Let's consult this questionnaire from VRGtR, answers in parentheses:

  • Where was the Darklord before the Mists took them?  (In the swamp outside her castle)
  • Who was the Darklord’s family? (none, she had killed them all centuries ago)
  • How was the Darklord’s family oppressed, oppressive, or both? (domineering over her, killing them might have done the world some good)
  • What was the Darklord’s childhood like?  (oppressive. She was bullied and bullied in return)
  • Whom did the Darklord care about? (Only herself mostly, BUT I am willing to work on this)
  • Who cared about the Darklord? (Maybe a sister?  I will think about this.)
  • Who hurt the Darklord? (everyone, but usually only once)
  • Whose respect or love did the Darklord crave? (only those who had more power than her)
  • What did the Darklord value? (power)

So Darlessa is a vampire, not because she craves lives and blood, but because she craves power. Her desire to control everyone and everything around her was her undoing as a vampire and led her to become a Darklord.  But lots of vampires never become Darklords.  She has to be something else.

In "Corrupt Beyond Redemption" on page 40 we are given some ideas of what makes a Darklord more than your average villain.  The Darklord needs to commit Evil Acts, or "The Dark Powers consider an act to be evil if it is intentional, unnecessary, and successful, and most importantly if it causes significant harm."  Those Harmed have to be significant.  In this case, it was my first character trying to protect my first AD&D 2nd Ed character.  Maybe not significant to you but for me it has gravitas.  And finally, the act has to be Irredeemable.  Darlessa was about to drain the life out of a seven-year-old girl just to get to her parents and grandfather. She managed to cause the death of the grandfather and scar the granddaughter so much she was terrified of the dark.  (Role-Playing tip. Try playing an AD&D character who you have decided is afraid of the dark. All dark, all the time.)

Background

Darlessa always fancied herself as a Queen, which of course is impossible because she is from Glantri. She might have been an upstart Princess if fate had been kinder to her, but instead, the only magic she learned was witchcraft, a "lesser" form of magic to the Glantri ruling class.  Rejected by those she considered her peers and laughed at by those she considered underlings it was no surprise that she turned to evil.  She married a minor noble and soon had him murdered.  She moved up in social status by marrying one of the lesser Princes.  She could not kill him as easily so she had him locked away due to madness, which she of course caused.  She was always vying for more and more power, a better position in the social hierarchy. While she felt she was in control of her situation and had everyone else figured out in truth all the nobility saw through her ruse and were just toying with her.  When discovered this and was laughed out of court she sought out her demon to turn her into a vampire. But even then she chaffed under this yoke and sought to kill her new master. 

She managed to escape and had planned her glorious revenge on all who had mocked her, only to discover that everyone from the court was dead.  Not of some nefarious or evil plan, but of the natural progress of time.  She had taken decades to break free and now it was too late. All that remained were the offspring of those who had rejected her.  She reinvented herself as a noble and re-entered court, this time none knew her.  She would have been successful too had it not been for the cleric Johan.  Clerics had been banned in her day in Glantri, but Johan was distantly related to a noble and had proved a wise council on ecclesiastic and occult matters.  He quickly spotted Darlessa for what she was and thus began 40 years of open conflict between the two.  

Until the night she got what she had desired.  She was going to kill Johan and his granddaughter. Johan had taken his granddaughter to see the court. Her chance had come, everyone who had stood against her were all in one place. She had killed every servant in the castle to get to the girl and had taken her back to her own keep.  Johan followed. The ancient enemies fought and both died by the flaming holy oil.  Only the young granddaughter survived.  Johan was canonized and became St. Johan.  

Darlessa awoke to find herself in a finely appointed castle much like that of the court.  She was surrounded by servants and nobles, and all addressed her as Queen.

Photo by Quang Nguyen Vinh from PexelsPhoto by Quang Nguyen Vinh from PexelsThe Domain

The Domain of Darlessa is a small island, or at least that is what it seems to be. There is the island and it is surrounded by water, but they are on a lake and the island is in that lake.  Beyond are only mists.  Darlessa is the Queen, but she has no subjects. She has servants, the very ones she had killed to get to Johan, but they are mindless, repeating the same tasks every day, day in day out.  Members of her court have the exact same conversations over and over again.  Games of chess or cards always result in the same outcomes no matter how many times they are played. Everyone in the castle adores her and they tell her this, often. Every day. The exact same way.  She has tried to feed on her servants, but they provide her with no life and they are returned the very next day.  She has gone on berserk killing sprees, killing every member of her court, and they return the next day acting as they always have.

The night she was rejected by society plays over and over again as it did in her mind when she was subservient to her demon lord. Now it plays out for real and she holds the place of power and honor. Her every desire has been given to her. And she is tortured by it all. 

This Domain has treated Darlessa everything she ever wanted and she is sickened by it all.  The fawning courtiers, the sycophants, the hangers-on. They all disgust her and there is no release.  The sun remains behind dense clouds and is never bright enough to kill her.  She thirsts constantly, but no one inside her domain can satisfy her.  Even her small cadre of warlocks (of the Undead) who do her bidding are revolting to her.  Though they do leave the island to gather new souls for their Queen.  In truth, she longs for a great Paladin or Cleric to come to destroy her to end her endless torment. Sadly, for her, those were outlawed. 

For the Darklord Connections (p. 44) we have the following:  1: An adventurer reminds the Darklord of their bond, desire or loved one.  OR in this case as the clerics Johan or his granddaughter Celene.  Darlessa is convinced that only Celene would be able to free her. 

Genres of Horror

This Domain is pure Dark Fantasy with bits of Gothic Horror and Psychological Horror. It should feel like a D&D world (Mystara in particular) in the movie Groundhog's Day.  The same day repeats over and over in an endless cycle. It is Dark Fantasy with the trappings of Gothic Horror.  The castle is haunted, but not by ghosts, but by memories.  Psychological horror comes from the "Repeat" and not knowing who is on repeat or not.  Also, how does one get out of it all?

Arevenir
Domain of the Vampire Queen

Darklord: Queen Darlessa
Genre: Dark Fantasy, Gothic Horror
Hallmarks: Undead ruler, same day repeats over and over.
Mist Talismans: Invitation to the Royal Court, a book of beginner spells from the School of Magic, a single candle.

Arevenir is a depressing domain consisting of a small island, a castle on the island and the surrounding village.  The locals are glum and speak no language the characters will understand right away.  The populace will claim the woods nearby are haunted with evil fae creatures and wolves with eyes that glow with balefire. 

The castle offers a respite from the cold, uninviting village. Inside the events of the same night play over and over again. The PCs will find they are trapped inside with no hope of escape except from the evil Queen herself and her warlock acolytes.

To escape they have to find the proper talisman. 

--

I am sure I can develop more if needed. But this is a good start.  With this setup the PCs do not need to fight Darlessa at all. So while I have stats for her I don't need stats for her.  Even if they did like everything else in the castle she would just return the next day. 

What I want here is a land influenced by the French and Italian horror of the mid 1970s.  Similar to the most recent October Horror Movie marathon I just did where I focused on Pre-Exorcist European Horror.

It would be fun little diversion. 

Now if I were making a new Domain for players well I get more player input.  Every successful horror game I have ever run has had one thing in common; Player's buy-in.  They have to want to play it in order to make it work out fine.

Character Creation Challenge: Swords & Wizardry Boxed Set

The Other Side -

Swords & Wizardry Boxed setIs it really June 1st??  Spent my Memorial Day weekend the same way I always do; grilling a bunch of food and spending all my time helping my wife in her garden.  So far we have 61 tomato plants in, 3 tomatillos, 74 peppers ranging from sweet to "Satan's Kiss,"  untold numbers of onions, potatoes, celery, squash and I have no idea what else.  Sadly we ended up losing all of our okra plants due to a late-season frost.

But today is a new month and that means a new character.  Although today's character is not new, per se, it is new since this is the first time I have presented this character before she became a Vampire.

The Game: Swords & Wizardry Boxed Set

I got my Swords & Wizardry Boxed set in the mail over the weekend from the Kickstarter.  It is a great-looking set and I want to spend some more time with it.  Getting a set of dice inside was a nice touch.  The books are top-notch really. Though I fear that my old-school itch is now being scratched by Old-School Essentials. Still, my oldest saw my set and admired it so maybe he will do some running with it.

There is a lot to like about it.

Old School Boxed sets

The Character: Darlessa

Long-time readers know of my love for the various "Vampire Queen" adventures out there and my own history with them.   Darlessa is one of the Vampire Queens I most often use.  She has a nice personal history with me and my characters and she is 100% OGC so others can use her too.

I am going to be using her in another project very soon, so I thought it might be nice to talk about her today before she became a Vampire.  Since I have this new rule system here that mimics the oldest RPG in our hobby, I thought it might be nice to go back and see her as a human witch. Right before her humiliating betrayal and her seeking out her demonic patron to turn her into a vampire.

Darlessa as a human witchDarlessa

Chaotic Female Human Witch, 13th level

Strength: 10
Dexterity: 12
Constitution: 13
Intelligence: 15
Wisdom: 14
Charisma: 18

Saving Throw: 5
Hit Points: 43
AC: 1

Occult Powers

Familiar (Raven)
Evil’s Touch
Devil’s Tongue

Spells by Level

1st (4): Burning Hands, Cause Fear, Minor Curse, Read Languages
2nd (4): Agony, Bewitch II, Enthrall, Rite of Remote Seeing
3rd (3): Clairaudience/Clairvoyance, Danse Macabre, Toad Mind
4th (3): Arcane Eye, Bewitch IV, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation

Magic Items

Bracers of defense, ring of protection, ring spell storing.

Background

Darlessa always fancied herself as a Queen, which of course is impossible because she is from Glantri. She might have been an upstart Princess if fate had been kinder to her, but instead, the only magic she learned was witchcraft, a "lesser" form of magic to the Glantri ruling class.  Rejected by those she considered her peers and laughed at by those she considered underlings it was no surprise that she turned to evil.  She married a minor noble and soon had him murdered.  She moved up in social status by marrying one of the lesser Princes.  She could not kill him as easily so she had him locked away due to madness, which she of course caused.  She was always vying for more and more power, a better position in the social hierarchy. While she felt she was in control of her situation and had everyone else figured out in truth all the nobility saw through her ruse and were just toying with her.  When discovered this and was laughed out of court she sought out her demon to turn her into a vampire.

Darlessa, S&W character sheet

That is the sad tale of Darlessa. One of jealousy, anger, and hubris.  What happens to her next?  Tune in tomorrow and see!

[Fanzine Focus XXV] Andjang

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support. Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Andjang: The Queen on Dog Mountain is a little different. Penned by Zedeck Siew—author of Lorn Song of the Bachelor—and drawn by Munkao, it is the fourth title published by the A Thousand Thousand Islands imprint, a Southeast Asian-themed fantasy visual world-building project, one which aims to draw from regional folklore and history to create a fantasy world truly rooted in the region’s myths, rather than a set of rules simply reskinned with a fantasy culture. The result of the project to date is eight fanzines, plus appendices, each slightly different, and each focusing on discrete settings which might be in the same world, but are just easily be separate places in separate worlds. What sets the series apart is the aesthetic sparseness of its combination of art and text. The latter describes the place, its peoples and personalities, its places, and its strangeness with a very simple economy of words. Which is paired with the utterly delightful artwork which captures the strangeness and exoticism of the particular setting and brings it alive. Barring a table of three (or more) for determining random aspects that the Player Characters might encounter each entry in the series is systemless, meaning that each can be using any manner of roleplaying games and systems, whether that is fantasy or Science Fiction, the Old School Renaissance or not.

The first, MR-KR-GR The Death-Rolled Kingdom, described the Death-Rolled Kingdom, built on the remains of great drowned city, now ruled by crocodiles in lazy, benign fashion, they police the river, and their decrees outlaw the exploration of the ruins of MR-KR-GR, and they sometimes hire adventurers. The second, Kraching, explored the life of a quiet, sleepy village alongside a great forest, dominated by cats of all sizes and known for its beautiful carvings of the wood taken from the forest. The third, Upper Heleng: The Forest Beloved by Time, takes the reader into a forest where its husband Time moves differently and the gods dictate the seasons, Leeches stalk you and steal from you that which you hold dear, and squirrels appear to chatter and gossip—if you listen. the fourth takes you into the mountains.

What rumours do you hear from Andjang: The Queen on Dog Mountain? That it is taboo to put down old racing dogs, but bad luck to keep them, so they are sent to the dog heaven that is the Mountain. That you will never see a graveyard there. Instead the dead are dumped in their rice paddies, one corpse per field. Which why their rice crops are so rich. That witchery runs in the people’s blood and they like to buy minor curses from you. Andjang is a place of mystery, but its wan and thin inhabitants want to trade. They want metal goods, wine, fabrics, livestock especially, even slaves, and in return, their meaty black rice is known for its capacity to boost energy and the circulation of the blood, the region’s strangely red loam soil always guarantees that the next crop is a bumper one, and the rattan puppets that bud fruit from the top of their heads when a certain spell is cast. The puppet will obey anyone who eats the fruit, and the locals use them as ‘beasts of burden’ instead of the animals they strangely lack. Perhaps, the Player Characters can sign on as guards on Risala’s cattle train?

If the Player Characters visit Andjang, they will find the kingdom to be stranger than the rumours. None of the villages, each nestled in a valley below the mountains has any animals. Weapons, some murderous, some gossipy, others cranky, have settled into retirement in Andjang, but perhaps they might be traded or stolen out of retirement? The villagers live by three laws. The first is a blood tithe paid in a monthly parade. The second is the recognition of the kingdom’s boundary, marked by megaliths bearing the dog sigil, part of treaties signed with the gods which invading armies lose their way, carnivorous beasts losing their senses, wild spirits freezing… The third is obeisance to Andjang’s prices and princesses, their wishes are law, and they are the only ones who will arrange audiences with the Queen, their mother. And they appreciate gifts.

Yet untold numbers of the kingdom’s Royalty are dumped into the forest to die. There they learn to work together, then hunt to survive, and then they hunt each other. When they leave the forest, they are scarred, but worthy of a name. They are marked though—some have eyes that shine at night, loud joints that constantly pop, a servant trailing behind constantly touching the gold paint which covers them, a detachable head which can reattach to any decapitated corpse, and more.

The palace stand high atop a crag above the valleys with their single villages. Seemingly ruined, it is home to the languorous Queen who spends each day stretched out on a throne that is as much day bed as it is throne, accepting visitors and petitioners who have trailed their way up the mountain and waited weeks to see, her nights stretched out in her boudoir in the mountain cave behind the palace, her open air bath containing two pools. One is full of water, the other is of blood. Below, the caves stretch into the mountain, beginning with a grotto containing a lake of blood… Elsewhere in the palace, the kitchen appears connected to the palace gaol, the treasure house is full of weapons clamped to their stands and pardons from the lowlander cities, and every guest room has a tap out which flows blood. Time may seem to pass differently from room to the next, breathing and knocking seems to come from the walls, and children marked with a tattoo of open eye wander from room to room…

Besides a poster map of the palace, the Game Master is accorded table upon table to add detail and flavour to the encounters, personalities, and things found in the valleys and the palace. These add to the atmosphere of the kingdom, which is one of the oppressive Gothic, heavy on the suggestion that the Queen might be a vampire, but never openly stated. There is a creepy weird feeling throughout, of being watched, of blood being vital to the kingdom, of paranoia, and more. However, much like the earlier Upper Heleng: The Forest Beloved by Time, the issue with Andjang: The Queen on Dog Mountain is not immediately easy to use. Again because of the remote nature of the kingdom and because it is difficult to engage the Player Characters until they climb up to Andjang. That is its biggest weakness. It has the hooks—both ethnographic and cosmological—but it is a matter of getting the Player Characters there, but once there, the kingdom oozes a creepy charm of its own.

Physically, Andjang: The Queen on Dog Mountain is a slim booklet which possesses the lovely simplicity of the Thousand Thousand Isles, both in terms of the words and the art. The illustrations are exquisite and the writing delightfully succinct and easy to grasp.

In terms of story, Andjang: The Queen on Dog Mountain is easy to use once the Player Characters get there. There are hooks and plots which the Game Master could develop and engage the players and their characters with, and the setting is easy to adapt to the world of the Game Master’s choice, whether that is a domain on the Demiplane of Dread that is Ravenloft for Dungeons & Dragons, Fifth Edition or a remote kingdom in Hollow Earth Expedition or Leagues of Adventure. However it is used, if the Game Master can get her Player Characters to its borders, Andjang: The Queen on Dog Mountain is creepy and weird, a beautifully and simply presented vampire kingdom off the beaten track.

—oOo—
The great news is that is Upper Heleng: The Forest Beloved by Time, MR-KR-GR The Death-Rolled Kingdom, Kraching, Andjang: The Queen on Dog Mountain, and the others in the Thousand Thousand Isles setting are now available outside of Malaysia. Details can be found here.

[Fanzine Focus XXV] Black Pudding #5

Reviews from R'lyeh -

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style  fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square HexBlack Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Issues onetwo, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Published in August 2018, Black Pudding #5 is more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It does, however, begin to suggest a campaign setting.
Black Pudding #5 opens with ‘Standing Stones of Marigold Hills’. This is a mini-sandbox consisting of a series of hills strewn with tombstones and graves, with many of the latter occupied with the undead and the region by the spirits of the dead. Some of these occupants are given thumbnail descriptions for easy portrayal by the Labyrinth Lord. The tombstones were once tended to by the Marigold Witch, but although she is long gone, it is said that she left her spellbook behind. Perhaps it is in one of the tombs? The Book of Marigold is also detailed as is the fact that it will avoid being ‘captured’ and the three spells it contains. These spells are cartoonishly inventive, such as Arrow Road, which creates path of arrows which the targets of the spell must follow, and Marigold Charm, which creates a sphere of pungent aroma that renders those inside immune to poison, gas, and insect attacks, but at the cost of a reaction penalty and inability to surprise anyone.
The second adventure is ‘The Rat Queen Dies Tonight’, designed for Player Characters of Fourth and Fifth Levels. It is a thirteen-location, fairly linear cavern complex, sparsely written, but nicely detailed. The Player Characters trail a band of marauding rats to this complex and discover what appears to be at first a scavenged tomb then hot and steamy caves. The secret is that the Rat Queen has entered a pact with a demon and according to that pact, she dies tonight! Are the Player Characters the means of fulfilling that pact or is there another solution? There is lots of treasure to be found, including Malefysto’s Grimoire of Nefarious Incantations, another book of spells. These are all fire-themed, such as Malefysto’s Hands of Fire, which gives the caster flaming fists that he can even throw them like mini-fireballs, and Malefysto’s Eyes of Doom which turns the caster’s eyes black and his gaze capable of vaporising anyone he looks upon! The spellbook will be a suitable reward for any Wizard, but there is plenty of treasure to go around and the scenario itself is fun.
 ‘Adventures in the North’. The details a small region taken from the land of Yria, the ‘Doomslakers’ campaign, dotted with independent villages and dwarf strongholds, the latter abandoned after the blue giants known as the Norg drove them out. Even now, the dwarves plan to take their lands back. It takes the traditional concept of the barbarian north and its frosty weather, adds big tables of encounters and rumours of the north, and new monsters and magical items. The new monsters include the Ice Witch, a twisted, cold-hearted woman who lives in an icy house or cloister with her sisters, can cast numerous cold and ice-themed spells, and can be healed from or even reflect cold attacks. When slain, they can rise again as Witch Wights which seek out the warmth of the living, and some Ice Witch matriarchs carry a Staff of the Ice Witch, which will might freeze anyone who grasps it, can cast further spells than those of the Witch Wight, and once a month, conjure a blizzard! There is a lot packed into the four pages of this and it is great to some setting content from the author’s own campaign. Hopefully this will be supported with an adventure or two and more support in future issues.
Black Budding is renowned for its one-page, slightly tongue-in-cheek new character Classes and Black Pudding #5 is no exception with a total of three. The first is the Ninja, which does everything you would expect. The Ninja cannot wear metal armour or wield two-handed weapons, but is good with ranged weapons, a better backstab attack than the Thief potentially inflicting a deathblow, is adept at stealth and can throw flash and smoke bombs. Each Ninja comes from one of eight Ninja Orders which sets certain requirements for being a Ninja, such as the Red Finger order requiring its members to wear red gloves and those of the Morbid Moons to honour the undead! The Ninja Class feels nicely done, but perhaps slightly overly potent in comparison to other Classes.
The Orbii is an ancient race of protectors, said to have served the Daughters of the Moon. They fight as Thieves, but each has a single special talent like being able to forge weapons and armour, including magical weapons and armour at Fifth Level or being able to track and forage. They can also pray to the Moon Goddess once per day to gain ‘Moon Luck’, such as a kiss which heals the supplicant or teleporting the character and his allies anywhere they like! The Boola is the buxom matron of wild places and mother to secrets, who fights as a Cleric, can listen to nature to learn its secrets, and is accompanied by one or more animal companions. Both are thematically strong, the Boola essentially a variant upon the Druid Class.
The monsters in the issue begin with a quartet of unconnected and a quartet of connected creatures. The former includes the Star Troll, wise in cosmic wisdom and with a penchant for Elf flesh; the Ipzee , a cave-dwelling many-toothed thing which cannot be pushed over, swallows its treasure, and whose teeth can be turned into wands; the Ninja Devil, packs of miniature devils which practice Ninjitsu and assassination; and the Angry Shell, a grumpy if multi-lingual sea beast with a great shell who hates to be disturbed, but which might be bribed to talk. The connected creatures are the Arqod Illuminara, the Arqod Champion, the Arqod Dreadling, and the Arqod Sauropod. The Arqod Illuminara are ancient mind-bending, hyper-intelligent humanoids from the time before, always accompanied by their fearsome zealot Arqod Champions, almost suicidal, perpetually hungry for live flesh (and brains and bones) Arqod Dreadlings, and perhaps riding a great Arqod Sauropod, whose ichor can be harvested for its magical properties, and when not serving as beast of burden, likes to play practical jokes by pretending to be small hills. There is something very much of the Alien Universe in these creatures, the Arqod Illuminara being a little like the Engineer for example. Each of these creatures is accompanied by thumbnail descriptions—sometimes a little more, illustrations, and stats, all enough to be both entertaining and playable.
One of the best on-going features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters (or in a pinch, replacement Player Characters). There is a decent range of NPCs given here, such as Iko Rain, a Fourth Level Ninja whose turn-ons are infiltration and turn-offs are yaks, turtles, and big fights, and The Beast of Bogl, a Four Hit Dice Beast who likes food and fighting, hates talking and not eating, and will not carry anything. Much like the monsters, they each come with full stats, thumbnail description and portrait, as well as a list of their abilities and how much they can be hired for. Unfortunately, seventeen is too many, just as they did in Black Pudding #4, and as inventive and as fun as these are, they do begin to like place fillers rather than actual gaming content.
‘They Come… But What Are They?’ is a one-page NPC/monster generator. With a roll of a handful of dice, the Labyrinth Lord can create the encounter’ looks, alignment, magic, special defences and attacks, toughness, and more. It is quick and dirty and useful. Rounding out The Black Pudding #5 is a quartet of detailed magical weapons. Zam is a +2 sword which can read magic and grant levitation once a day, but really wants to kill Dark Elves; Traumch, a Chaotic +2 battle axe which can smash armour and deals double damage against unarmoured opponents and the undead; and Riveredge and Moonbeam are +1 swords, the first granting water breathing, increased swimming speed, and the ability to walk on water, whilst the second inflicts double damage on lycanthropes and can capture moonlight and shine like a torch. All four are nicely themed and interesting enough that any character capable of wielding them would have fun with them. Lastly, on the back of the issue is a new character sheet for the retroclone, this time laid out as the face of the demon statue being plundered on the cover of the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. It is silly certainly, but a bit of fun, and a nice nod to the origins of the game.
Physically, Black Pudding #5 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are in places are underwritten. The obvious issue with Black Pudding #5—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #5 does something that previous issues have to dated avoided. That is, showcase parts of the author’s ‘Doomslakers!’ campaign and that lifts Black Pudding out of just being a madcap medley of monsters, Classes, and NPCs.
Again, just as in previous issues, Black Pudding #5 has too many NPCs and whilst there is still room for ‘Meatshields of the Bleeding Ox’, it should ideally be reduced in size to make way for other content. Especially the author’s ‘Doomslakers!’ campaign which deserves more attention in the pages of the fanzine. Once again, Black Pudding #5 combines a slightly gonzo style and look in a professionally published package offering fun new content and the promise of more of the ‘Doomslakers!’ campaign setting.

Sword & Sorcery & Cinema: Frankenstein

The Other Side -

May has been split between two themes for me.  We started off with Sci-Fi month with a bunch of reviews on sci-fi games and movies and I ended with a week-long journey back to Ravenloft with the new 5e Ravenloft book.

What movie could I watch that would cover both halves of this theme?

Well really there is only one that could do it proper justice and I have a LOT of choices of that one.

The story is Mary Shelley's Frankenstein.  The movie is...well there are a lot of them.

While Frankenstein, or as it properly titled, Frankenstein; or, The Modern Prometheus, was written by Mary Shelley and published in 1818 when she was only 20 years old.  

While it is a horror novel and a Gothic and Romantic Horror novel at that, it really is more properly one of the very first Science Fiction novels published. Jules Verne and H.G. Welles were not even alive at this point.  They might be known as the fathers of Science Fiction, but the mother of Science Fiction was a teenage girl and one of the most prominent feminist icons of her day.

So suck it up. Science Fiction was created by a teenaged feminist.

Currently, there are over 70 movies featuring Frankenstein and/or his monster. And those are just the ones I have access to on the Internet, there are likely even more.

No way am I going to watch them all tonight!  That would be a good October Movie Marathon month. But here are some I have seen in the past.

I am surprised by what is not on my list.  Mary Shelley's Frankenstein (1994) directed by and starring Kenneth Branagh is one of my favorites and the closest we have seen to Shelley's book.

Maybe a Frankenstein Movie Marathon is in order after all!

[Fanzine Focus XXV] The Undercroft No. 13

Reviews from R'lyeh -

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.
Published since July 2014 by the Melsonian Arts Council, the frequency of issues of the fanzine, The Undercroft is no longer as regular as it once was. After a four-year gap between the publication of The Undercroft No. 10 and The Undercroft No. 11 in August, 2020, it was something of a surprise to see the publication of The Undercroft No. 12 the following October. In addition, although previous issues provided support for Lamentations of the Flame Princess Weird Fantasy Roleplay, the more recent issues have moved away from providing direct support to providing not only support for the Old School Renaissance in general, and thus any fantasy retroclone. The Undercroft No. 11 even went as far to provide support for use with Dungeons & Dragons, Fifth Edition! There is no support for that roleplaying game in The Undercroft No. 13, although there is advice for using one of the articles with it. Otherwise, the issue does feel as if it is moving away from its Old School Renaissance origins.
The Undercroft No. 13 contains but three articles. The first of these is Sándor Gebei’s ‘Familiars for Witches’. This is a list of six dark and disturbing alternatives to the familiars that you might find in other roleplaying games with witches. For example, a witch has three crows, out of whose eyes she can see and cast hexes. Each time she casts a hex via one of her crows, it is set free from the witch’s bidding. When the witch subsequently strangles someone with her own hands, the victim returns to the witch as one of her crows. The other five familiars are of a similar or worse nature.
The main article in The Undercroft No. 13 is ‘So, it’s the End of the World’ by Dennis Manning. This is an exploration of the post-apocalypse genre. It is a solid overview, beginning with asking the cause of the disaster, such as a new Ice Age or extreme flooding from Climate Change or a virus, a plague, or zombie outbreak unleashed as the result of ritual magics or super science, before emphasising that adventures in this genre are about survival and rebuilding rather than delving and plundering. It suggests the use of Resilience value to represent what is essentially a Player Character’s mental Hit Points. If through loss, tragedy, or danger, enough points of Resilience is lost to reduce it to zero, the player rerolls a new total on the next lower die type, potentially gains a Condition, such as ‘Sleeping less than usual’ or ‘Temper tantrums’, and continues playing. If the die type for a Player Character’s Resilience drops below a four-sided die, it is time for him to retire. A table of Conditions is provided as is one for Injury Conditions, although the rules for handling injuries in the same fashion as Resilience are barely discussed.
Other rules for the genre include item quality, barter economics, personal inventory and storage, and detailing and running the homebase. The Player Characters are expected to protect the inhabitants of their base, build and manage resources—represented by die types, and face the consequences of their actions if the inhabitants are upset at all, such as killing or exiling a resident or exposing them to danger. There is a table for this, as there is for individualising the home base, essentially the reason it was selected in the first place. The rules creating and running a homebase and the dangers to the well-being of the Player Characters and the residents are all serviceable. Serviceable and no more, because they are not really anything which has not been seen before, whether in fanzines or other roleplaying games. Of course, if the genre and the set-up is new to the reader, then fine, but if not, the rules feel somewhat out of place in the fanzine, too modern a subject or genre in comparison to the usual Old School Renaissance fantasy that is usual fare for The Undercroft. So it is debatable just much use a reader of the fanzine will get out of them. The lack of examples do not help with this either, and overall, ‘So, it’s the End of the World’ feels as if it is actually the prototype for ‘The Apocalypse Hack’ a la The Black Hack and perhaps might have been suited to a dedicated ‘post-apocalypse’ issue or even roleplaying game of its own rather than sandwiched between two fantasy articles.
Rounding out The Undercroft No. 13 is Alex Clements’ ‘You Have Been Cursed’, a list of mostly minor curses that can be inflicted in the Player Characters for fun and roleplaying potential. It suggests a change to the rules for curses and removing them in Dungeons & Dragons, Fifth Edition. In particular, needing a Remove Curse spell of a particular Level to remove a curse, either that or fulfilling the removal terms of the curse. A typical curse states that the Player Character has been cursed by Sainted Bartholomew and consequently badgers hate the Player Character. They will crawl from their cets in the dead of to seek him out, perhaps even take him whilst he is awake, though probably not as badgers are strong, but not foolish. They are patient and they are good tunnelers… As can be seen, not every curse has conditions which can be fulfilled in order to lift it, but all thirty-six are inventive and engaging and are really going to make a player curse his Dungeon Master.
The Undercroft No. 13 needs a slight edit in place, but is otherwise neat and tidy, and enjoyably illustrated. The cover, wraparound in full colour, is weird and creepy. 
The Undercroft No. 12 felt slight because of the long articles, and so does The Undercroft No. 13—for exactly the same reason. Further, as reasonable as they are, not all of the articles in The Undercroft No. 13 fit the fanzine and whilst the individual articles are in no way bad, together the end result is underwhelming rather than engaging.

Van Richten's Guide to Ravenloft, Part 3 Horrors and Monsters

The Other Side -

Ravenloft Spirit BoardThis is Part 3 of my coverage of Van Richten's Guide to Ravenloft.  For this, I am going to cover Chapters 4 and 5.You can also read Part 1, Part 1b, and Part 2.

Chapter 4: Horror Adventures

This chapter covers how to do horror in Ravenloft.  No to be sure this is "how to do horror in the situated rules of D&D and Fantasy Heroics."  It is not, nor should it be "how to do Horror for every other RPG out there."  The advice is good, but only when used in the proper situations and circumstances.  The advice given here is good advice, and it is not dissimilar to any number of horror games I have played in the past. 

For reference, I compared this chapter to some other horror games and books I have here.  In particular, I used: 

These are the ones I use the most, though I could grab examples from another couple dozen or so games.

VRGtR covers Preparing for Horror and this covers not just what sort of horror game everyone wants to play it also covers things like consent. Yes. Consent. No this is not a political stance, it is what I like to call "not being a fucking dick about it."   Section 7.3 of Nightmares of Mine states that 

"Even if the player has originally given his consent, he should be able to veto further exploration of a theme that causes real discomfort, insult, or distraction. Many people don't know exactly where their discomfort zones begin until it is too late."

- Nightmares of Mine, p. 119

And that was written over 20 years ago.  If you are complaining about consent being part of a horror game you lost that battle a long time ago.

Horror Guides

Ravenloft's Session 0 (p. 186) almost matches perfectly to Spooky's "Pre Game Checklist" (p.34) in terms of what sort of horror game is this? Who are the characters? What purpose does the story serve?  Spooky asks "What is the Monster?" Ravenloft asks "Who is the Darklord?"

VRGtR also covers the physical environment to running a horror game. This includes advice, while not exactly cribbed from 2nd Ed Ravenloft, certainly inspired by it.  This includes dimming the lights, props, music, and so on.  Chill also addresses this throughout their game. No shock, Chill 2nd Ed and Ravenloft both came out of the same section of the upper midwest at pretty much the same time.

There is also a section on using the Tarokka Deck (there are many available) and the spirit board that is replicated on the last page of the book. I am hoping that one becomes commercially available. 

Pause for a second here and consider this.  D&D along with Ouija Boards were a favorite target of busy moms and the Christian far-right during the Satanic Panic.  Now consider this. Ravenloft is back, full of all sorts of horror themes AND there is their own version of a spirit board included.  And yeah it is still getting attacked.  I guess some things never change.

There is a fun Horror Toolkit that includes some great Curses to lay down on people, places or whatever needs it.  Similar to what we saw in the AD&D Forbidden Lore set. There is a Fear and Stress mechanic.  Madness is gone. Good ridance.  Here is something I wrote about Madness in my own Sanity in Ravenloft: Masque of the Red Death. 1997

I have always had a problem with the way that the various Ravenloft rulebooks have handled fear, horror and madness checks, but madness in particular. In real life and in most Gothic literature, madness is a gradual thing, usually built up over long periods of time; think of the madness as described in Poe or even Lovecraft. The Madness checks from Ravenloft and later Masque of the Red Death were an all or nothing affair, one failed roll could turn anyone into a raving lunatic. Plus the rules in The Realms of Terror and the Masque of the Red Death books mostly dealt with madness as an after effect of psionic interference. Of course millions of people suffer from mental illness without the “benefit” of being psionic.

Sanity in Ravenloft: Masque of the Red Death. 1997

I wrote that because as someone with multiple degrees in psychology and a former Qualified Mental Health Professional I have NEVER been happy with how any RPG's system for "Madness" or "Sanity" worked.  Call of Cthulhu was an exception because what it did was so closely tied to the stories it emulated.  I attempted to do the same. 

This new system works better for the Fantasy Horror of Ravenloft. For me, the guy who used to be in charge of the night shift at a mental facility for schizophrenics, this system is better.  Yeah, people are going to say "but madness is part of horror!" No. It is part of Gothic Horror and to a degree Cosmic Horror, but there is nothing in Fantasy Horror that needs Madness. Yes, you can use it. No, you don't NEED to use it.  AD&D 2nd Ed used it, I used my own mechanics. I am happy to drop both today.

Though, there is no corruption mechanic here or a fall to Dark Powers.  The underlying assumption is that the PCs are heroes in the pure and true sense.  That is great, but D&D 5 players are no different than AD&D 1st ed players.  Dangle power in front of them and they will grab it with both hands and ask for more.  I get that, I really do and it works for this game. I am going to have to see how it works for me as I play Ravenloft 5e. On one of the few times I was a Ravenloft player and not a DM I had a character, a cavalier-sort, who was sucked in to the Mists and went blind.  He gained the ability to "see" while fighting but no other time (think Daredevil) it was a struggle to keep him from reaching out for more. He did move from Lawful Good to Lawful Neutral, but that was as far as his slide went.

Moving on to a GREAT piece are Survivors.  Survivors are a little bit more than normal humans, and a little bit less than a 1st level character.  These would be the people/characters in Ravenloft that would have souls. There are four basic types and they map on perfectly to the four class archetypes.

  • Apprentices have a minor talent for magic (Wizards, Magic-Users)
  • Disciples adhere to the tenets of the faith (Priests, Clerics)
  • Sneaks survive by their wits and are petty thieves. (Rogue, Theif)
  • Squires have some martial prowess or training. (Warrior, Fighter)

There are stat blocks for these four on the following page. They get a minor talent (like a feat, but not as strong).  Basically, they are Basic D&D 1st level characters.  If I was going to start a Ravenloft game, I would figure out what everyone wanted to play and then give them these level 0.5 characters that match their archetype.  Playing a Warlock? You start out as an Apprentice. And so on.  

House of LamentThe House of Lament

The included adventure deals with the House of Lament.  To new players it is a creepy ass haunted house that holds the spirits of Mara Silvra and Dalk Dranzorg (which are totally names you would find in Glantri, just saying). To older fans, the House of Lament was just as evil.  Now Mara goes from helpless victim to warrior now complicit in her own damnation in Ravenloft.  In both cases, her body is entombed in the house and her spirit haunts it.   The House of Lament was introduced in one of the first accessories for Ravenloft, RR1 Darklords which was released in 1991.  This new house has all the chills of the first.

There are rules for séances and the replies from the various spectral inhabitants.  There is even a handy adventure flowchart.  You don't have to follow it, but it does help.  The new house pretty much looks like the one in Darklords.  The maps are not 100% the same, but close enough that is obvious there are supposed to be the same place. Or at least built by the same hand. BTW the maps of the House of Lament are by none other than Dyson Logos

The change is interesting and hits on things we all talked about online back in the 90s.  So in the original House, Mara was an innocent victim, yet her soul was stuck in this house with the other spirits.  We always wondered why the Mists would trap an innocent soul.   We came up with a lot of reasons, but the current authors bypass the issue altogether and make Mara more active in her placement here.

Still, tt is a great introductory adventure.

Chapter 5: Monsters of Ravenloft

The very last part is a collection of new (well...new to some) monsters found in the Mists and Domains of Ravenloft.

First, we get a bit about how to use monsters in a horror game.  It is good but I do feel it could have been longer. Then we get into the monsters themselves.  First off. I LOVE the Bagman!  Why I never came up with it myself I will never forgive myself for. We get the expected cast.  Invasion of the Body Snatchers Pods, Brain in a Jar, Boneless, evil dolls, headless horsemen, ghosts, Star Spawn of Cthulhu Emissary, slashers, couple of different Vampires, zombies. The expected cast.  Given Ravenloft's history, there are tons more that could be added.  Well, it will keep the folks on DMsGuild busy for a long time!

Ok. So. Let's address it. The monsters do not have alignments listed.  "Oh no" the cries come from the Internet, "nothing is evil anymore! D&D is DOOOOMED!" Oh, grow the fuck up.

Monsters. They are still evil.

I have lost track of how many times over the last 40 years someone has brought up "hey maybe we should get rid of alignments in D&D."  Also aside from Ravenloft how many Horror RPGs have alignments?  Right. None.  Well...maybe Beyond the Supernatural. Just checked, yeah it does, but none of the other non-D&D-derived Horror games have it. One thing is made abundantly clear, monsters are there to be fought and fought against.  There is no "Subjective morality" here the monsters are described in terms of their "Wrongness" (p. 224) or their nightmarish qualities (p. 225). To be clear here every monster listed either wants your soul, your body, your blood, your life, or some combination of all the above.  In truth, there should never be anything at all like a random monster. Everything should be in place to maximize the effect the DM is wanting.  At no point should a random goblin show up in the middle of investigating an undead killer moving through the streets. Every monster should thought out, planned and figured out where they exist in the ecology of fear the DM is creating.  If that means a Boneless is a horrible creature trying to attack OR is it a helpless victim that needs the PCs, then alignments printed on the page would not matter. 

My only complaint about this chapter is there needs to be more. But I do love my monsters.

We end with an art page of the spirit board.

Edited to Add: Wizards of the Coast has a free PDF where you can print out the Ravenloft Spirit board. Print it out and glue it to some wood or cardboard.

All in all this is my favorite D&D 5 book.  I can see myself reviving (reanimating?) my old Ravenloft game with these new rules.  My original players are all over the world now, but I have new ones.  OR what I am more likely to do is add elements of Ravenloft into my current games.  The Second Campaign is headed to a large desert.  You know that Ankhtepot is going to be there.

There has been much ado about the changes to the Vistani. They are less of a cultural stereotype now so that is good. They can be good, or evil, as individuals choose, so that is also good.  Generally improved all the way around.  I have to be honest, I never used them very much save in Barovia, but that was it.

D&D 5 Books

With all the other D&D books out now you can build quite a collection of resources for Ravenloft.  The Candlekeep mysteries adventure, Book of the Raven, was our D&D 5 introduction to the Vistani and some Ravenloft concepts. 

More D&D 5 Books

The new various "Guides" have plenty of monsters and other ideas to flesh out your Ravenloft for 5e.

[Fanzine Focus XXV] Crawl! No. 9: The Arwich Grinder

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game.
Published in January, 2014, Crawl! No. 9: The Arwich Grinder continues the run of focused issues of the fanzine. In fact, the focus has got tighter and tighter with each subsequent issue such that Crawl! No. 9: The Arwich Grinder contains just the two articles—a scenario and an encounter, both of which are written by Daniel J. Bishop, who has written quite a lot for the Dungeon Crawl Classics Role Playing Game. The scenario is ‘The Arwich Grinder’ of the title and it is designed as a ‘Character Funnel’. If there is a singular feature to the Dungeon Crawl Classics Role Playing Game, it is the ‘Character Funnel’. This takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities and Hit Points that a Class would grant them, a Class is what each of these Player Characters aspires to and can acquire if they survive the challenge each of them will face in the dungeon or adventure. Thus prepared by their terrible experiences they can go onto greater adventures of ever higher and higher Levels. In the meantime, there is the ‘Character Funnel’ in which there is death and danger aplenty, as well as a challenge for the designer, because every has to present the right mix of death and danger if any of the characters are to survive. This is because the characters lack the abilities, spells, and combat acumen that First Level adventurers possess, instead they have to rely upon their luck and their wits.
The scenario begins in almost traditional fashion for the Player Character—they begin in The Hound, the village tavern. Suddenly, a Very Large Man stumbles into the tavern and collapses. Short, but of enormous girth with short arms and legs, he is naked, and also dead. From no discernible cause. However, in his hands he clutches a bonnet belonging to the beautiful Bessie Curwen, one of the Curwen family which has lived up in the pine woods surrounding Arwich Village for long as anyone remembers. The Curwen family keep themselves to themselves, a little odd perhaps and rarely venturing down to the village, but it has always been kind to the inhabitants of Arwich Village. During the very hard winter two years ago, they helped keep many alive with freshly caught food. So the village owes at least a debt of gratitude to the Curwens, and thus somebody must venture up to their family home to find out what has happened and if everyone is all right. That someone will be the Player Characters.
Mention the name Curwen and all good gamers—and especially those with a penchant for Lovecraftian investigative roleplaying—will be thinking of H.P. Lovecraft’s ‘The Case of Charles Dexter Ward’ and they would be almost right to make that connection. ‘The Arwich Grinder’ is a Lovecraftian ‘Character Funnel’, but it has elements of ‘The Dunwich Horror’ too, and whilst the setting is the Curwen family home, it is in effect, a dungeon. The Player Characters will climb up into the woods and perhaps after an encounter, find the Curwen family home. It is damp and dilapidated, mould-ridden and malodorous, seemingly abandoned except for the senile and the unhinged. There are signs of slaughter almost everywhere—hooks and cleavers, preserved meats and curing meats, meat grinders, butcher’s knives and aprons, a coppery tang on the tongue, and more… There are pigs too, but seemingly all too few. The Curwen family must have done a great deal of hunting…
The Curwen family seat is described across two storeys, an attic, a cellar, and caves below that. There are some forty or so locations, each full of details—large and small, which constantly nag at the Player Characters. There are of course horrors to be encountered, and like any good ‘adventure’ for Lovecraftian investigative roleplaying, the best solution would be to run away, especially given the capabilities of Zero Level characters. That is, all but nothing. Eventually, whether through the nagging nature of the facts discovered at the Curwen home or direct confrontation, the Player Characters will realise what is going on. Amusingly, the best solution given to what is actually going on in the Curwen household is a cliché favoured by many a fan of Lovecraftian investigative roleplaying.
However, ‘The Arwich Grinder’ does come unstuck slightly when it comes to the explanation of exactly what is going on in the Curwen household. The problem is that author never tells the Judge what is going on and it is entirely up to the judge to read through the scenario and put two and two together. It is actually fairly easy, but effectively doubles the preparation time of what is actually a very easy scenario to prepare and run. In fact, the scenario could almost be run from the page with no preparation, it is that straightforward. There is a time limit in terms of when the Player Characters can explore the Curwen house and means to drive them to act if they decide not to, but it feels a bit forced and perhaps it would be easier to simply move the time frame so that the Player Characters get there when they need to. Another issue is that although ‘The Arwich Grinder’ is Lovecraftian themed, both it and the Dungeon Crawl Classics Role Playing Game lack a Sanity mechanic. Which is fine, since the Dungeon Crawl Classics Role Playing Game is a fantasy roleplaying game, but perhaps the Sanity mechanic could be adopted from Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1? Or indeed, ‘The Arwich Grinder’ run using the rules from that fanzine?

Overall, ‘The Arwich Grinder’ is a decent scenario, which although it does not actually explain what is going on, has it instead become apparent during play. All the whilst skirting around not one, but two short stories by H.P. Lovecraft. It is grimy and atmospheric, and like every ‘Character Funnel’ before it, deadly. The scenario does not necessarily set out to kill the Player Characters—except where it matters, and that gives both room and time for the players to build a rapport with and between their characters, and those of the other players. Which means that when they finally fed into the grinding climax, the deaths of Player Characters are going for just that little bit more.
The second entry in Crawl! No. 9: The Arwich Grinder is also by Daniel J. Bishop. ‘But He Sure Had Guts! A Short Encounter’ lives up to both its title and subtitle. It is short and it does involve guts, providing a nasty comeuppance for any Player Character who happened to have disemboweled an opponent in the last few days. The Player Character begins to dream about intestines, seemly alive, seemly wanting to crush? Are they real? Do they belong to someone, perhaps even the Player Character? This is really only suitable for a campaign involving body horror, and maybe even then, it might be better if it remained just a nightmare... ‘But He Sure Had Guts! A Short Encounter’ is weird and not a little creepy, but too short to really build up the atmosphere of ‘The Arwich Grinder’, so it feels very much like an afterthought.
Physically, Crawl! No. 9: The Arwich Grinder is decently presented. The writing and editing are good, and much of the artwork is certainly decent enough to be shown to the Player Characters. As to the content, ‘But He Sure Had Guts! A Short Encounter’ is very much an afterthought, whereas ‘The Arwich Grinder’ is intended as, and is, the main attraction. Sometimes it can feel as if there are too many ‘Character Funnel’ style adventures for the Dungeon Crawl Classics Role Playing Game. This is no surprise as it is the signature feature of the roleplaying game and it almost a rite of passage for an designer to write one for it. ‘The Arwich Grinder’ stands out because of its Lovecraftian themes and atmosphere and potential adaptation, either for First Level Player Characters or to a modern iteration. Either way, the scenario is easy to prepare and should provide a session or two of grimy, creepy play. Crawl! No. 9: The Arwich Grinder provides an atmospheric ‘Character Funnel’ which players of the Dungeon Crawl Classics Role Playing Game who like horror will enjoy.

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