RPGs

[Fanzine Focus XXIV] Mörk Borg Cult: Feretory

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 showed another Dungeon Master 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 retroclone garnering attention via fanzines is Mörk Borg.
Mörk Borg Cult: Feretory—‘Feretory’ meaning ‘a portable shrine containing the relics of a saint.’ is a fanzine of a different stripe, both in terms of content and style. It is and it is not a fanzine, but it is for Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. The format is that of a fanzine, A5-sized, on matte paper rather than the gloss of the Mörk Borg rulebook, but sharing the same riotous assault of electrically vibrant yellow and pink highlights on swathes of black, abrupt font changes, and metallic embellishments. Essentially, production values higher than that typically found in most fanzines, but influential nevertheless, as seen in the recent Knock! #1 An Adventure Gaming Bric-à-Brac. This is because although the origins of the content in Mörk Borg Cult: Feretory are amateur in origin, they have been curated from submissions to the Mörk Borg Cult, the community content programme for Mörk Borg by the designers of the roleplaying game and collated into a fanzine format. And unlike most fanzines is available through distribution. It is essentially, a cross between a fanzine with gorgeous production values and a supplement with fanzine sensibilities.
At sixty-four pages and fourteen or so entries, Mörk Borg Cult: Feretory is also longer than most fanzines. Most of its articles are fairly short though and written and presented in a sparse, often bullet-point style which makes their content easy to digest. It can be boiled down to a variegated array of tables, scenarios, and character Classes, and Mörk Borg Cult: Feretory does not waste any time in getting down to its trademark doom and gloom with the first of its tables. Slipped inside the front cover, ‘The Monster Approaches’ is a quick and dirty random monster generator which with a roll of a handful of dice, the Game Master can create something vile and unnerving to throw at her Player Characters—who are of course, just as likely to be almost, if not equally as vile and unnerving. It is quickly followed by Svante Landgraf’s ‘Roads to Damnation: Travel Across a Dying World’ which provides rules and randomness for travelling across the large island which is all that remains of the Dying Lands. It covers distances as well as events on and off the road, but like all tables has only a limited number of entries, so may be exhausted fairly soon. For a roleplaying game like Mörk Borg, which is designed for short campaigns, this is not so much of an issue.
Longer is ‘Eat Prey Kill’ by Karl Druid, which can work as a companion to ‘Roads to Damnation: Travel Across a Dying World’, providing as it does rules for hunting in the Dying Lands. In effect, it is a set of mini-tables, one for each region of the Dying Lands (indicated by the often-indecipherable use of Gothic script), with each entry on the these mini-tables being a complete monster description and its stats. So in the Bergen Chrypt, a hunter might find a Tunnel Sneak (or it might find him), Nephalix Monkeys who leap from peak to peak on boney wings, tossing their victims down the cliffs below, laughing as they do, or a Ragpie, what appears to be bundle of old cloth near a pile of bones, but which embraces and chokes its victims like a dark cloak. So it is a bestiary of new creatures also, but what makes it grim is not just the table for hunting mishaps, but also what a hunter might find in the belly of the beast he is hunting…
‘d100 Items and Trinkets’ by Pelle Svensson provides exactly that, whilst Anders Arpi, Ben H, Dom Cohen, Ripley C, Johan Nohr, karl Druid, Leander E, Paul Wilde, and Flora v/d B all contribute to ‘The Tenebrous Reliquary’ which is a much lengthier and more table which contains ‘d66 Items of Doom’, including the ‘Plasmatic Idol’ which blood is spilled over it, the blood becomes a poison or the owner gains a temporary boon; a ‘Tyrant’s Tongue’, which when placed in the mouth of a skull, screams the tongue’s final words—over and over; and the ‘Claw of the Sloth’, a dagger whose small cuts can eventually freeze a victim on the spot. All of these items have a grim, dark edge to them befitting the tone of the roleplaying game. They could easily be adapted to other roleplaying games or settings with similar atmospheres. ‘The Tablets of Obscurity’ is a list of ten magical relics of a forgotten mind-cult, essentially stone tablets used like scrolls, whilst ‘The Black Salt Wind’ blows through tombs, palaces, and places deep beneath the earth, such as in the Valley of the Unfortunate Undead and the Wästland plains, its effects random each time, such as burning eyes which weep black tears encrusting the eyes or Old Salt Madness singing to you, telling to either mock or befriend everyone you meet!
Carl Niblaeus’ ‘The Death Ziggurat’ is the first of three scenarios in Mörk Borg Cult: Feretory. The Player Characters are hired by Cretun monks to climb down into a cold and dank sinkhole in the forests of Sarkash to find an ancient ziggurat and prevent a demon laying waste to the world. This is a mini-hexcrawl, set in a freezing landscape, with just a handful of locations, including the ziggurat itself, and even fewer NPCs. Combined with a set of tables to populate the sinkhole with ruins and encounters, ‘The Death Ziggurat’ is playable in a session or two and is easily added to a campaign or run as a one-shot. It also nicely tags the core concept behind Mörk Borg and that is that the world is doomed… ‘The Goblin Grinder’ by Ripley Caldwell moves the action to the city of Galgenbeck which has become infested with Goblins, with the number of its citizens affected by the Goblin Cure growing day by day. Fortunately, a local alchemist has a cure—at a cost of forty silver a vial! The scenario comes with several reasons for the Player Characters to get involved, at least initially, but not necessarily how to take the next step and get them to locations where the scenario is likely to be resolved. Once the Player Characters get to the primary location in the scenario, it is nicely detailed, grim and grimy with a certain grinding crunch to its climax. The scenario needs a little effort upon the part of the Game Master to work, but once done, this again, is playable in a session or two.
‘The Grey Galth Inn’ is not a scenario as such, but rather another set of tables for generating elements and storyhooks when at this, or another inn. So, there are tables for both ‘Would you prefer the Select Menu?’ and ‘Ah, I see, you lack funds’ (watery femur soup or thick ooze soup—ooze is pure—sound lovely), along with tables for ‘Why is the Innkeeper Twitching?’ and ‘Patron traits’. Also included is rules for the dice-based gambling mini-game called Three Dead Skulls. Of course, these tables can be used to generate content and hook the Player Characters into whatever is going on in and around the inn. 
Mörk Borg Cult: Feretory includes four new Classes. These begin with Karl Druid’s ‘Cursed Skinwalker’, a shape-shifter able to assume the form of a singular creature, such as a Murder-Plagued Rat or a Doomsaying Monkey, within a bone-cracking painful minute. The ‘Pale One’ by Tim Rudluff is an alien of weird origins and manner, able to cast a random blessing once per day, but beset by incoherent madness and self-destructive rages, whilst Greg Saunders’ ‘Dead God’s Prophet’ listens to the voices in his head telling him what to do, and is blessed by his dead god, perhaps with poison-seeping stigmata or eyes of holy fire. Lastly, the ‘Forlorn Philosopher’ who studies have failed him and rails at the lies left. The ‘Forlorn Philosopher’ can freely use and understand ‘The Tablets of Obscurity’. Some of these Classes are easier to play than others, the Cursed Skinwalker’  and ‘Pale One’ in particular feeling underwritten in comparison to the ‘Dead God’s Prophet’ and ‘Forlorn Philosopher’, both of which add to the feel and atmosphere of the Dying Lands.
Included in Mörk Borg Cult: Feretory is ‘Dark Fort’, the solo game which formed the basis for Mörk Borg. It is a short, and in keeping with Mörk Borg, nasty solo game. Complete with five character sheets, a player rolls on its tables to generate encounter after encounter, the aim being for the victim/character to survive each room, collect silver, gain a Level, and so on. Once a player has ticked each of the six advancements from gaining a new Level, the character retires, lives comfortably, and just like Mörk Borg, the world ends. It is quick and dirty, even slight, but a nice nod to the origins of the roleplaying game.
Mörk Borg Cult: Feretory can add so much to your fantasy game—especially if it is dark and grim. Its content would work in Warhammer Fantasy Roleplay, Zweihänder: Grim & Perilous, Shadow of the Demon Lord, and others—with a little bit of adaptation. As a supplement for Mörk Borg it expands aspects of adventuring in the Dying Lands whilst keeping them as grim and grimy, as grisly and grotty, and as ghastly and grubby as both Game Master and players would want. Mörk Borg Cult: Feretoryy is a joyously foul and febrile first supplement, offering up a jumble that the Game Master will want to sort through and add to her game.

Sword & Sorcery & Cinema: Star Wars (1977)

The Other Side -

Star Wars Movie PosterFor my next S&S&C, I want to get to a movie that is Sword & Sorcery (and D&D) to its very core, even if most people consider it a sci-fi movie.

Star Wars (1977)

I have said it before that Star Wars (A New Hope) is the perfect Dungeons & Dragons movie.  We have a hero, a villain, a princess (who is also a hero), an old wizard, a rogue, an impenetrable fortress (the Death Star), war, magic (tell me to my face the Force is not magic) and a quest.  There are sword fights, monsters, and interesting locales. It is D&D in all but name.   They even meet the rogue in a bar! 

Sure it is another retelling of the monomyth or The Hero with a 1,000 Faces.  That's why it works so well.

I loved everything Star Wars growing up too.    I still have a couple of Boba Fetts (one I had to save proof of purchases for, one I bought) sitting on my desk.  I went from being a hard-core fan to a more relaxed one.

Not only was it out at the same time (more or less) I discovered D&D. It became so much a part of my experiences as a kid that is hard to tease out where one influence begins and the other ends. 

This is also one of the reasons I like the d20 Star Wars game over the West End Games d6 one.  For me, Star Wars and D&D are the same.  If I were to run a Star Wars game it would be with the d20/ D&D 3.x rules.

It should also be no surprise that Star Wars movie posters are the only movie posters hanging in my game room/office.

Star Wars Movie Poster
Empire Strikes Back Movie Poster
Return of the Jedi Movie Poster 

Gaming Content

Are you serious?  You have the Internet, right?

--

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 that is if I can get my co-admins to agree this is the best hashtag for this!


[Fanzine Focus XXIV] Echoes From Fomalhaut #05: The Enchantment of Vashundara

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 showed another Dungeon Master 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 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.

Echoes From Fomalhaut is a fanzine of a different stripe. Published and edited by Gabor Lux, it is a Hungarian fanzine which focuses on ‘Advanced’ fantasy roleplaying games, such as Advanced Dungeons & Dragons and Advanced Labyrinth. The inaugural issue, Echoes From Fomalhaut #01: Beware the Beekeeper!, published in March, 2018, presented a solid mix of dungeons, adventures, and various articles designed to present ‘good vanilla’, that is, standard fantasy, but with a heart. Published in August, 2018, the second issue, Echoes From Fomalhaut #02: Gont, Nest of Spies continued this trend with content mostly drawn from the publisher’s own campaign, but as decent as its content was, really needed more of a hook to pull reader and potential Dungeon Master into the issue and the players and their characters into the content. Echoes From Fomalhaut #03: Blood, Death, and Tourism was published in September, 2018 and in reducing the number of articles it gave the fanzine more of a focus and allowed more of the feel of the publisher’s ‘City of Vultures’ campaign to shine through, whilst Echoes From Fomalhaut #04: Revenge of the Frogs drew from multiple to somewhat lesser effect.
Echoes From Fomalhaut #05: The Enchantment of Vashundara contains just four entries, and is all the better for it. Published in April, 2019, the issue opens with the titular, ‘The Enchantment of Vashundara’, by Zsolt Varga. This is an otherworldly scenario designed for Player Characters of Third and Fourth Levels. It begins with a giant peacock landing in front of the Player Characters and lowering her wings as if to suggest that they might climb onto her back. If they do, they are flown up into the clouds and over an ocean to a land far, far away where the bird alights at the entrance to a villa. It is an interesting start because the peacock never speaks, although the Player Characters may find animals in the villa who will, many of them quite eccentric. They will also discover that the villa is clearly built for a giant, and that giant—complete with six arms and six heads—is chained up and deeply asleep in the stables. What exactly is going on in this villa? The scenario is a mix of investigation and combat and plays upon the idea of the adventurers as midgets in a land of giants, much like Castle Gargantua, making what would be small things for a giant of a size that the adventurers can use. They are free to poke about as is their wont in the gardens—hanging or otherwise, fabulously clean bathing facilities, and lake (which is actually upstairs) of the villa. There is no one way to approach this scenario or investigating its situation, so the suggested set-up is exactly that, and whilst there is an ideal outcome given, the scenario is open enough that events could play in plenty of other directions… The second-place winner in a scenario writing competition the editor was judging, it is easy to see why ‘The Enchantment of Vashundara’ came second (and to wonder what happened to the first), because it is simple and flexible, but with plenty of scope for the players and their characters to interpret the how they will. Its set-up also makes it easy to drop into a campaign with relatively little preparation.
The bulk of Echoes From Fomalhaut #05: The Enchantment of Vashundara is dedicated to the town of Tirwas, but in two parts. The first part is ‘The Divided Town of Tirwas’ which describes the harbour town with its unfinished walls, its inhabitants, various locations, and the various tensions which make it fraught place to visit, let alone live. Located towards the eastern end of the Isle of Erillion—detailed in previous issues—this was once a sleepy village at best, known for its communal customs and penchant for smuggling, but little else. Now it has grown into a town in which smuggling is a way of life; strangers have a habit of going missing or become the victims of attacks or other crimes unless they have paid (or been extorted) for membership into one of the town’s many factions; and factions headed by the town’s Landlords. As with the town writeups in previous issues of Echoes From Fomalhaut, ‘The Divided Town of Tirwas’ goes into some detail about the town and its inhabitants. This includes all eight Landlors and their aims and rivalries, customs such as what might happen to the Player Characters if they are not willing to wear one of the Landlords’ emblems, and numerous NPCs and locations accompanied by rumours and potential hooks. 
The second part is ‘Plunder of the Stone Sacks’, a scenario for Player Characters of Third to Fifth Level. This details a series of caves which in the past were worked and expanded into a series of communal shelters below Tirwas, each family in the town having and furnishing their own cave, but which have since been partially abandoned with some areas closed off, some used as storerooms, others as a means to smuggle goods into the town, and lastly, one area as a gaol and holding area for a certain nasty trade… The Stone Sacks is a cross between a classic dungeon and a working area, the Player Characters needing to use stealth to get around sections of it to avoid being noticed in the areas under guard. Beyond mere curiosity, several hooks are suggested to push the Player Characters to investigative activities in the town and in the Stone Stacks, including disappearances in the town, stopping the smuggling activities, or even looking for an ancient, long-forgotten shrine. Together, ‘The Divided Town of Tirwas’ and ‘Plunder of the Stone Sacks’ form a solid pairing, which could easily be added to a Game Master’s campaign, but really it provides her and her players and their characters with motivations not just with reasons to visit and investigate the town of Tirwas, but also the Isle of Erillion. This is excellent support for the setting and hopefully future issues will see support in a similar fashion.
Rounding out Echoes From Fomalhaut #05: The Enchantment of Vashundara is ‘All is Well in Sleepy Haven’ This describes another coastal settlement on the Isle of Erillion. Where ‘The Divided Town of Tirwas’ and ‘Plunder of the Stone Sacks’ take up half of the fanzine, ‘All is Well in Sleepy Haven’ is a mere tenth of the issue’s length. It is described as unexciting, even dull, and the problem is that it is. There are some missing persons and suggestions that treasure hunters are operating in the area, but it is debatable as whether this would be enough for the Player Characters to be motivated enough to visit the village. To be fair, the descriptions are well done, just as they are elsewhere in the issue, but the write-up of Sleepy Haven is exactly that.
Previous issues of the fanzine came with a map which depicts the outline of a city or town, intended as a handouts for the players. Echoes From Fomalhaut #05: The Enchantment of Vashundara goes one step further with two maps on a double-sided sheet, one of Tirwas and one of Sleepy Hollow. These are done on sturdy paper and as before, nicely done. Physically, the issue is decently presented, the choice of public artwork and new illustrations, all feel fitting. It needs an edit in places, but is otherwise, well written.
Echoes From Fomalhaut #04: Revenge of the Frogs had four articles and felt the better for it, and Echoes From Fomalhaut #05: The Enchantment of Vashundara has four articles and feels all the better for it. In fact, it is better for having the two articles describing a town and the dungeon below it together with reasons to explore both, as well as an intriguing and likeable scenario in the form of the titular ‘The Enchantment of Vashundara’. Echoes From Fomalhaut #05: The Enchantment of Vashundara is a solidly entertaining issue.

Character Creation Challenge: Star Trek Adventures

The Other Side -

Star Trek Adventures from ModiphiusIt's the start of May!  Let's begin the new month like I have been doing all year long so far with a new character.

My "soft" theme for May is going to be Sci-Fi games.  I am dedicating all month to it, but a good portion of the month to be sure.  So for this I am starting with a the character I played WAY back in the day under FASA Trek.   I wanted to pull out my FASA Trek rules I got as a gift, but I forgot how damn involved character creation was for that game!  So instead I am going to pull out the newer Star Trek Adventures from Modiphius.

Plus I like the Star Ship creation rules from Modiphius.

While I am still excited about the prospect of doing my BlackStar game set in the 2350s, right now it is my "Starfleet Doctors Without Borders" idea, Mercy, set in 2295 that has me excited today.

Plus I needed to work some of the details of the titular starship, the NCC-3001 USS Mercy.

The Game: Star Trek Adventures (and some FASA Trek)

Star Trek Adventures has a lot going for it right now including a ton of material out there, support by the publisher and the rules don't have me reaching for the Tylenol.   At the same time there is a nice feel of continuity here.  I do feel like I could play any era of Trek I wanted and these rules would cover me.  Plus the Modiphius Trek has the advantage of me being able to add some material from John Carter of Mars and Dune if I later choose.  

If my only game was BlackStar then I'd add in some of the material from their new Achtung! Cthulhu 2d20 be done with it.   But Mercy needs something a little different and I am going to borrow heavily from FASA Star Trek on this one. BTW the 2d20 Achtung! Cthulhu looks amazing. I am going to grab it the moment I can.

FASA Trek had a more ship combat emphasis than Modiphius Trek does.  I think for my Star Trek Mercy game that will be important.  Not that the Mercy is going to fly into combat with phasers hot, but more like they will be needed in situations where there is plenty combat happening.  I am toying with the idea of the Orion Syndicate as the big bads, but no idea just yet.  

I do know that the captain of the Mercy will be a promoted FASA Trek Character.

The Character: Cmdr. Scott Elders, MD

Scott Elders was the CMO of the USS Andromeda, the last ship I used in FASA Trek all the way back in the later 1980s.  My game play covered the time between the TOS Movies and the TNG TV series.  So that is the time I like to think of him in. 

For Mercy he has been promoted to Commander and is now the "Captain" of his own ship, the newly christened USS Mercy, NCC 3001.  Second ship in the Asclepius Class medical starships.  Something of a cross between the Daedalus Class and the Olympic Class.  The ship is designed to be a state of the art (for 2295) medical transport and emergency response. 

Though I guess given the time the registry would be more like 25xx or something.

Before I get to the ship here is her Commander.

Scott Elders, Character sheet

I do like these character sheets.

The Ship: USS Mercy

The Mercy is a new ship. But unlike the Protector, she is built on tried and true technologies. 


Not a bad little ship.  


I'll do some more tinkering, but I like how these both are coming together.

Now I just need to kitbash or 3D print a Mercy starship!

Links


Star Trek Mercy


[Fanzine Focus XXIV] Casket of Fays #1

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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.

Fanzines are fundamentally a means and a platform to support a publisher’s and authors’ favourite roleplaying game. This can be in the good times and the bad, when the roleplaying game a fanzine supports is in print, and when it is not. And when it is not, a fanzine can become the focal point for a roleplaying game’s fans, a way for which they can maintain their interest in the game. This can be whether the fanzine is in print or electronic format. This is the case with Dragon Warriors and Casket of Fays. Dragon Warriors, the fantasy role playing game system published by Corgi Books in the mid-eighties originally as a series of paperbacks, then in the noughties by Magnum Opus via Mongoose Publishing, and more recently by Serpent King Games, as a series of standard-size books. Casket of Fays is a fanzine published by Red Ruin Publishing [https://www.redruin.org/], a fan-community-driven community, and available for free as a PDF.

Published in July, 2020, Casket of Fays #1 – a Dragon Warriors RPG fanzine is a short fanzine, running to just twenty pages. In that limited space it packs in a new monster or two, a preview, new weapons, a new profession or more. Short of an adventure, or two, this is a generally pleasing little medley of content which a Game Master can use in her campaign. The issue opens with Wayne Imlach’s ‘Mere-Trolls’, first of two monster types in the issue. The Mere-Troll is a riverine hunter, humanoid, but reptilian and bestial, which prefers to lair in the muddy waters of the banks of rivers or lakes. They are not however necessarily a danger to most, whereas their wives, or ‘Mere-Hags’, are. Anyone forced to drink the blood of a Mere-Troll or Mere-Hag becomes subservient to them, but being more intelligent and cunning, only the Mere-Hag takes advantage of this. Which means that if adventurers are forced to confront such a creature, she will be guarded by many other beasts!

‘Welcome to the Thousand Islands’ by Damian May is an ‘Extract from the Journal of Damprong Kak of Batuban, Captain of the junk Śakra.’ and a preview for then—and still—forthcoming supplement, Thousand Islands, from Ambula in Fabulam. It is readable, but bereft of context, it simply just is, and without that context, it just feels as if it is taking up space. More useable though are Damian May’s ‘Weapons of the Thousand Islands’, which describes a trio of blades used in the region, such as the Mandau, a heavy chopping sword often with a hilt carved from human bone and used in head-hunting ceremonies and the Karambit, a knife whose blade is shaped like the claw of a tiger and whose hilt has a finger ring which can be used to punch an opponent and prevents the user from being disarmed—though this is jarring when such attempts are made.

Even more useful though, are the entries in Lee Barklam’s ‘A Spell and a Nasty Magical Item’. The spell is Moonthread, a Sorcerer spell which creates a strand of the moon’s light into a thread as light as silk, but strong as heavy rope. It cannot be cut, remains as long as there is moonlight (or the light of the Moonglow spell), and vanishes if exposed to sunlight or touched by a magic weapon. A nice simple spell, which although utilitarian in nature, has some nice flavour and a couple of wrinkles or two. The nasty magical item is nasty, the Scarred Pearl, a short, plain silver rod topped by a heavily scarred pearl, which scarred again with a sharp implement and that scar inflicted permanently on the face of the user’s target, which reduces their looks. It lives up to its description and would be a perfect addition to any villain jealous about the looks of others.

‘Chaubrette: The Barony of Séverac’ by Greg Dzi provides an overview of the Barony of Séverac which lies between the cities of Méore and Quadrille on the Mergeld Sea. It is dominated by Baron Enguerrand backed by the Merchant Guilds of Varnais, known as the Sleepless Port, whose fleets of ships trade far and wide. It also describes the city, along with ‘le Chancre’ or ‘Canker’, the maze of slums and hovels that make up the shanty town outside its walls, in detail enough that a Game Master could draw a simple map, perhaps the only thing that is missing from the article. Wayne Imlach also gives a write-up of ‘Bödvar Bjorn’, a great hero of the Mercanian sagas, a famed sea wolf, berserker and archer of unmatched ability. There are not full stats for him, but again enough for the Game Master to create him should she want to include him as an NPC.

‘The Light Elementalist’ by James Healey and Joshua Roach details a new Profession. The Light Elementalist follows one of the two non-traditional Elemental Paths, the other being Time. They originally drew their power from seven Sun Orbs, but one has been stolen and used by the Priests of the True Faith and two have been bonded to Darkness. The Profession feels underwritten, but is supported with a set of ten increasing powerful spells, such as Flare, which creates a bright light in the sky which blinds everyone within a mile; Sunbeam which inflicts a ray of pure light at a target; and Purge, which removes all diseases and poisons from the subject of the spell. There is a good mix of spells, some intended to heal, others not, which brings spells normally associated with healers and clerics to the sorcerer type of Profession.

Last in the first issue of Casket of Fays is ‘The Tatzelwurm’ by Brock. This is a serpent with the head and forelegs of a cat, which is a minor danger encountered in the northern mountains of the Coradian mainland. It has a poisonous bite and can even exhale the poison. It is a colourful enough creature, but does not come with suggestions as to how to use it since it only appears to prey on lone villagers, shepherd, and the like.

Physically, Casket of Fays #1 is plain and simple. The few illustrations are decent, but like any amateur publication, it could always benefit from a few more. More useful perhaps would have been an extra map in one or two places. The editing is decent, but overall, the issue feels somewhat underdeveloped. This is the first issue though and to an extent, that is to be expected. And of course, Casket of Fays #1 is free to download, so it is very much a labour of love as opposed to be being a commercial venture. For the Game Master running a fantasy campaign—whatever the setting or rules system—Casket of Fays #1 is worth perusing for ideas given that it is free. For the Game Master of a Dragon Warriors campaign, Casket of Fays #1 is definitely worth perusing for ideas, though she may have to develop the content further herself in order to bring some of it to the table..

Friday Night Videos: Zombie Music

The Other Side -

Today is the last day of the A to Z Challenge.  

Since today's monster was a zombie I thought some Zombie music was in order.

So let's get to it!

Up first, the original Zombies.


I have to include the next big Zombie band, White Zombie.


And Rob's solo work singing about a couple of undead.

And since it IS Walpurgis Night lets have some witches, Zombie style. Plus lots of monsters in these.

Don't wory, the poor witch killed in the first video comes back and gets a kickass Harley.

Honestly I could Rob Zombie songs all night.  But we have other Zombies tonight.

Not a zombie, but rather a song about the violence in Northern Ireland from the sadly late Dolores O'Riordan and the Cranberries.

Dolores was to cover the song for the Nu Metal Band "Bad Wolves" but she died on the same day. 

There are some more I am sure!

Happy Zombie Day.

#AtoZChallenge2021: Z is for Zombie, Drowned

The Other Side -

Here we are!  At the end of another A to Z Challenge. I am pretty pleased with how this all turned out to be honest.  I got a lot of monsters done and found some new blogs to follow.  I had not participated since 2016 and I was curious about how it all might be different. Well, it was. Far fewer people were in it now (no surprise) and it also seemed to have a bit less interaction.  Some sites I noticed had quite a few comments, while many others had none at all.  

I'll have to think about what I am doing for next year.  I guess it depends on what book I have coming out.  An A to Z of Demons part 2 might be in order.  But that is the future, today I want to talk Zombies!

I wanted to end this challenge with a monster I first made on one of my first computers.  This is NOT the first monster I ever made. This is, roughly, the same monster I first created on my Tandy Color Computer 3 with my first ever word processing software, VIP Writer.  I looked to see if I still had the printout, on dot-matrix paper no less, but I am afraid that is long since gone.  

Additionally, this creature was inspired by the creatures in the 1980 movie The Fog.

The Fog
Zombie, Drowned
Medium Undead (Corporeal)

Frequency: Rare
Number Appearing: 1d8 (3d8)
Alignment: Chaotic [Neutral Evil]
Movement: 60' (20') [6"]
  Swim: 240' (80') [24"]
Armor Class: 7 [12]
Hit Dice: 5d8* (23 hp)
THAC0: 13 (+6)
Attacks: 1 weapon
Damage: 1d8+2
Special: Undead
Save: Monster 5
Morale: 12 (12)
Treasure Hoard Class:  X (M)
XP: 300 (OSE) 350 (LL)

Str: 16 (+2) Dex: 10 (0) Con: 10 (0) Int: 5 (-2) Wis: 7 (-1) Cha: 3 (-3)

The drowned zombie, or sometimes called a sea zombie, is the reanimated corpse of a drowned sailor.  Often reanimated via some curse or the desire of their captain to continue their mission at sea.  They will rise up from the sea at night and terrorize local coastal villages.  They seek out warm bodies to feed on. 

Similar to other zombies, these creatures though have a bit more intelligence and free will. They are subject to control over whatever animating force brought them back. If it is a curse then they will seek out whatever means they can to either break or satisfy the curse so they may rest at the bottom of the sea. 

Drowned zombies attack with whatever weapons they had in life. Their strength adding a +2 to hit and damage. They can be hit by normal weapons, but slashing and piercing weapons only cause 1 hp per hit regardless.  As undead, they make no noise until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). 

Drowned zombies are turned as mummies or 5 HD undead.

--

And there we go!  

I did not get my Treasure figured out, nor did I figure out which XP system to go with.  OSE is in general lower than LL, I could present it as a range of values.

Will I do this again next year? No idea yet. But this was a lot of fun.

April 2021 A to Z

[Fanzine Focus XXIV] Crawl! No. 8: Firearms

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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! is a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying.
Published in November, 2013, as its title suggests, Crawl! No. 8: Firearms! is another focused issue, and that focus is on guns and adding guns to your Dungeon Crawl Classics roleplaying game campaign. Guns are something of a difficult subject when it comes to Dungeon Crawl Classics because it is a fantasy roleplaying game and guns, whether because of their history or their technology, do not belong in a fantasy roleplaying game. Much like firearms historically negate the degree of training necessary to wield a bow effectively on the battlefield, in fantasy, they negate the years of study and training necessary to become a wizard, as well as being easier and faster to reload. They are in the main, the province of roleplaying games and campaigns set in the modern day or the future, although historically, the modern day begins in the seventeenth century when armies and individuals wield arquebuses, flintlocks, wheellocks, and the like. Historical precedent aside, this does not mean that a Dungeon Crawl Classics Judge cannot include or add them to her campaign, and well as providing rules for their use, Crawl! No. 8: Firearms! gives at least one way in which they can be added to a campaign.
Crawl! No. 8: Firearms! opens with Reverend Dak’s ‘Firepower!’. This gives a quick discussion of how and why firearms might be introduced into a campaign before providing rules for their use. Should they be powerful and rare or mundane and not much pop? The advice for power and rare at least is to build limitations into their use, whether that includes limiting them to black powder or non-automatic, or using the optional rules included. The basic rules include their being fast and that they can be aimed, so that the user gains Die Bump up to a bigger die for the initiative, attack, and damage rolls. Damage is always the one die, except when it is doubled for aiming. Taking cover is an action and increases Armour Class, and duels are extremely deadly, inflicting a number of dice’s worth of damage equal to the Level of the Player Character or NPC. Since the duellists will be standing facing each other, this seems fair enough—if nasty! 
Optional rules include making Critical hits deadly, firearms complicated—giving users a negative Die bump to rolls until they are properly trained, and automatic weapons can be used to attack everyone in a ten feet area. Actual stats for guns are given in ‘From Gold to Guns’ by Mike Evans with the Reverend Dak. This covers weapons across four eras—of powder and smoke, gear and bullet, destruction and calamity, and lasers and rockets. The latter group is where the article strays into the realms of Science Fiction, but its contents are very easy to use.
Reverend Dak provides a reason for the inclusion of firearms in a campaign with ‘Invasion!’. This sets up an invasion by an alien species, the reasons why it is invading, and so on, with a series of tables. Thus, who they are, where they are from, what they want, and who and what they brought with them, whilst stats are provided for all of the given invaders in a separate appendix. This is the first of several appendices which round out Crawl! No. 8: Firearms!. ‘Appendix R: References’ lists other roleplaying games where firearms play a role, whilst ‘Appendix S: Submissions’ collects the best submissions to the editor’s blog, and notably adds explosives and bombs to the mix. Lastly, ‘Appendix T: Firearms Critical table’ and ‘Firearms Fumble Table’, both by S.A. Mathis, provide exactly what you expect.
Physically, Crawl! No. 8: Firearms! is decently presented. The writing and editing are good, and artwork, if not of highest quality, is all very likeable. The wraparound cover is a nice touch. The subject matter—and thus the whole issue—is going to be a hit or a miss for most Judges, players, and campaigns. It all boils down to whether or not they want to include the use of firearms alongside their fantasy. If they do, then everything is here in a handy fashion to include it. If not, then the issue will be of little interest, though this does not mean that the issue is by any means a bad one. Even if a Judge has no plans to add firearms to her campaign, there is nothing to stop her reading the issue to find out how it might be done, and Crawl! No. 8: Firearms! certainly provides that. Overall, Crawl! No. 8: Firearms! is a solid, serviceable treatment of its focused subject matter which is easy to bring to the table if that is what a Judge wants for her game.

#AtoZChallenge2021: Y is for Yeti, Almas

The Other Side -

Pursuing the AD&D Monster Manual back in 1979 I could not help to notice that while most of the monsters were obviously mythology in origin, one stood out.  There are on the next to last entry stood tall and proud, the Yeti.

Now you have to remember what the late 70s were like.  Bigfoot fever was all over the place then, there were no less than a dozen movies about Bigfoot in the 70s alone. Only the 2010s exceed it.  So seeing a Yeti, who I knew was a relative, was very interesting.  At first I didn't want to use him, it seemed so "off" to me.  But over the years I have changed my mind and now I use all sorts of hominid cryptozoological creatures.   But one of my favorites might just be the Almas.

The Almas featured in my first Ghosts of Albion adventure, Almasti, found in the Ghosts RPG core rule book.  I spent a lot of time with them and decided I needed to port them over to D&D.   This version is different than the Ghosts version, but still compatible.

Yeti, Almas
Medium Humanoid (Cold)

Frequency: Very Rare
Number Appearing: 1d4 (1d8)
Alignment: Neutral [True Neutral]
Movement: 120' (40') [12"]
  Fly: 240' (80') [24"]
Armor Class: 7 [12]
Hit Dice: 3d8+6** (20 hp)
THAC0: 11 (+8)
Attacks: 2 fists or by weapon
Damage: 1d6+2 x2 or by weapon type +2
Special: Fly, immune to cold, spells
Save: Monster 3
Morale: 8 (10)
Treasure Hoard Class:  None
XP: 100 (OSE) 135 (LL)

Str: 16 (+2) Dex: 14 (+1) Con: 16 (+2) Int: 13 (+1) Wis: 15 (+1) Cha: 11 (0)

Almas are the smaller, more intelligent cousins of the Yeti. Due to their smaller size, they do not have the yeti’s hug attack.  For every group of six Almas, one will be a shaman who has the spellcasting ability of a 2nd level winter witch.

With the aid of the shaman, an Almas can fly on the boreal winds, but only after the sun has gone down.

They are immune to normal and magical cold.  Almas speak their own language and that of giants.

Almas are usually found in lower parts of the same mountain ranges one will find the yeti.  The two groups will avoid each other, mostly due to the fact that interactions between them have caught the attention of humans and that is a far worse out for them.

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Simple monster with plenty of role-playing power.  Plus they are fun to pull out when the players are expecting a yeti and these guys just fly away.

April 2021 A to Z

Fire Islanders: The Myth-Making Geography of ‘Boys in the Sand’

We Are the Mutants -

Sam Moore / April 28, 2021

One of the first, most potent images in Wakefield Poole’s groundbreaking 1971 adult film Boys in the Sand is that of Casey Donovan emerging from the waves before making his way onto the beach. The image feels like a queering of a common cultural touchstone: a figure of great beauty surrounded by water, as if the waves and sea came together to create it. From Botticelli’s Birth of Venus to Ursula Andress in 1962’s Dr. No (subverted decades later by Daniel Craig in 2006’s Casino Royale), there’s something about the water as a site of (re)birth that’s full of power and myth. This idea of a loaded geography, at once physical and representative of something greater, runs deep in the DNA of Boys in the Sand; the film wouldn’t exist without the Fire Island locale that it calls home. 

Poole’s film explores both the reality and mythical unreality of New York’s Fire Island, a place that’s taken a heightened place in queer art and culture for decades now—a kind of sanctuary, a place of freedom, one made all the more tempting by the fact that it isn’t available for everyone. In the director’s commentary for Boys in the Sand, Poole says that when it came to Fire Island, “a lot of people had heard of it, but never seen it.” Boys is a kind of strange travelogue, capturing both the island’s reality—how elemental it is, the heat and the water—and also imbuing it with a kind of magic, helping to turn the place into a myth. The film is a perfect escapist fantasy: there are no straight people, there’s no violence, all the men are beautiful, and the sex is plentiful. It becomes something utopian, the kind of gay-only place that people might normally have only dreamed of. The nature of queer life at the time, the extent to which it was something that had to be kept secret, is one of the things that’s gone on to make Fire Island such a staple of queer culture, an iconic part of its history. This idea—attractive men bathed in a sunlight so bright that it seems almost unreal—is echoed in a lot of art that explores the Fire Island milieu, perhaps most explicitly in the images detailed in Tom Bianchi’s 2013 Fire Island Pines: Polaroids 1975-83. 

Bianchi’s images echo the aesthetic of Boys in the Sand, and looking at Donovan in the film alongside some of the men who appear in Bianchi’s Polaroids, it becomes clear that they share the same approach to Fire Island: both artists echo the same Arcadian myth of the pines. A certain type of body populates the vast majority of the snapshots: buff, gym-going, masculine, tanned—the tan lines on Bianchi’s subjects, in fact, are often vivid in contrast to their sun-kissed bodies. Poole’s actors fall into a similar camp, and this creates the sense that Fire Island is a place that’s by and for a narrow group of people within queer communities: conventionally attractive men. The prevalence of these images inverts similar ideas in a straight tradition: tempting women on distant islands, stretching all the way back to the sirens in The Odyssey. From a queer perspective, this idea is both new and old all at once; while it changes the ways in which male bodies are viewed—and challenges mythical traditions that often only frame female bodies in this way—it continues to show that only certain kinds of bodies are worth immortalizing via images. 

For all of the possibility in the air, the bodies that occupy these spaces make it clear that the Fire Island that exists in queer art is a place to showcase a certain type of body, a way to look and a way to live that’s the price of admission for this very specific utopian escape. Boys in the Sand finds power in these bodies as objects of desire—a magical pill literally causes a boyfriend to materialize out of thin air in the film’s “Poolside” section—the currency with which the place is navigated. This is echoed in some of the queer art that comes in the wake of Boys in the Sand. The Andrew Holleran novel Dancer from the Dance (which uses one of Bianchi’s Polaroids as a cover photo in a recent reprint) is obsessed with the mythical image of Fire Island, populating it with characters who exist through gossip and assumption as much as through their own lives, much like the island itself, so it makes sense when Holleran writes: “we queens loathed rain at the beach, small cocks, and reality, i think, in that order.” None of these things exist in the images of Fire Island put forward by Poole and Bianchi; the sun is always out, and the real world is always on the other side of the water. 

How one stayed at Fire Island is one of the other great dividers of the place. Poole himself acknowledges this in his Boys commentary, where he argues that the economics that defined much of the island came down to whether you came in on the ferry or owned your own boat. None of Poole’s characters seem to be on the lower end of the economic spectrum; the houses they stay in are nice, and the integration of domesticity—a lot of the characters in Boys want relationships beyond a sexual fling, and there’s an air of loneliness that exists in a push-and-pull dynamic with the possibility inherent on the Island—carries with it the idea of a kind of ownership that not everyone can afford. The idea of loneliness—both on and beyond Fire Island—is echoed in an interesting way in Bianchi’s Polaroids: it’s rare for any of his subjects’ faces to be seen, as if the specter of the world beyond the island stops them from revealing all of themselves to the camera. 

This is one of the things that makes Fire Island such a strange, liminal place in queer art. It exists in a singular way, unlike anywhere else, and also unlike a real place. There’s a scene in Boys where a door is opened to seemingly nowhere, a sort of non-space that’s divorced even from the rest of the island. The episodic structure of the film—”beachside,” “poolside,” and “inside”—break the place down into a series of fragmented landscapes, at once connected and not connected to one another. This is never a place that people will stay in for the long-term, we know. Even if the domestic moments suggest some kind of future, it isn’t a future that’s possible here.​

​And yet, queer art keeps returning to Fire Island, this place that’s at once impermanent and inescapable. For Poole, much of the drama in Boys is the act of cruising itself: the slow-moving camera that follows the movements of his lonely lovers, the immediacy and intimacy that’s only available on Fire Island. For Bianchi, it’s a bright escapism, even if his images don’t always show all of their subjects—that incompleteness allows viewers to fill in the blanks, imagining their own dream man.

Holleran’s novel makes for a fascinating contrast with both Poole and Bianchi. He seems more willing to engage with the idea of the myth, where the others, knowingly or not, contributed instead to the act of myth-making. The echoes of Fire Island also echo some of the problems inherent in the ways that queer culture is understood. There’s a reason that the bodies across all these different media are so uniform, and one of the strangest, most compelling parts of the Fire Island myth is how explicit it is about the fact that freedom and joy won’t be offered to everyone who arrives. The thing that most clearly, most viscerally ties together the film, the photographs, and the novel are these bodies—their conventional, masculine attractiveness serving as a kind of shorthand for the acceptable face/facelessness of Fire Island, a small sample of the kind of men who are most likely to be accepted here. Even though the entrance to Fire Island is restricted—by how you look, by how much money you have—the return, season after season, still seems inevitable. It makes sense. All of these people, fictional or otherwise, escape here because the island offers them something that the real world won’t.

Sam Moore‘s writing on queerness, politics, and genre fiction in art has been published by the Los Angeles Review of Books, Little White Lies, Hyperallergic, and other places. Their poetry and experimental essays have been published in print and online, most recently in the Brixton Review of Books. If their writing didn’t already give it away, they’re into weird stuff.
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#AtoZChallenge2021: X is for Xana

The Other Side -

I have another water-spirit/fey today.  Unlike the undine, this one was on my list from day one. These creatures are from the Asturian area of Spain. I will admit, there are not a lot of X monsters out there. 

Lamia, by John William Waterhouse, 1909 ~ Oil on canvas, 91.5 x 57 cmXana
Medium Fey (Water)

Frequency: Rare
Number Appearing: 1 (2d6)
Alignment: Neutral [Neutral]
Movement: 90' (30') [9"]
  Swim: 240' (80') [24"]
Armor Class: 8 [11]
Hit Dice: 4d8* (18 hp)
THAC0: 17 (+2)
Attacks: None
Damage: None
Special: Charm potion, invisibility, witch spells
Save: Witch 4
Morale: 6 (6)
Treasure Hoard Class:  X (M)
XP: 125 (OSE) 135 (LL)

Str: 8 (-1) Dex: 13 (+1) Con: 10 (0) Int: 10 (0) Wis: 10 (2) Cha: 20 (+4)

Xana are a type of water faerie that lives in cool rivers, streams, and freshwater ponds. They are described as beautiful with long curly brown or blond hair.   They are similar to other water faeries in that they prefer to spend their time in their watery lairs. 

They are social creatures, with several living in an area.  Their lairs are under the water where they are 100% invisible. 

They will leave their lairs to seek out mates.  They can take their waters and make a weak love potion that will affect one male of her choice. They get a saving throw vs. poison. If they fail they are treated as if they have a charm person spell on them.  A successful save means the potion had no effect.   The children they have from these encounters, xanín, can’t be cared for by the xana.  They will sneak into homes at night and leave their children in place of human babies.

Xanín will grow fast. The girls will seek out their mothers and join them.  The boys will tend to grow up to become sailors.

Xana can cast spells as a 3rd level witch.  They however will not attack physically. They will swim to the deepest part of their watery lairs. 

There is a rumor of a smaller xana that feeds on children.  These creatures are indistinguishable from other xana and are chaotic evil. 

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There are a lot of water spirits and water fey out there.  How to make them all different from each other will be my goal.  

April 2021 A to Z


#AtoZChallenge2021: W is for Wight, Barrow

The Other Side -

It would be disingenuous to claim that Greek and Norse Mythology were my only gateways to my obsession with Dungeons & Dragons. No. Like so many gamers before and after me my D&D games were heavily fueled by my love for Tolkein. I discovered the Hobbit around the same time I discovered D&D. So naturally while my games had a mythic feel, there was also a feeling of "leaving the Shire" to them. 

It also doesn't hurt that I am listening to Led Zeppelin while working on this.

So much of Tolkein's DNA is threaded throughout this game, Gygax's testimonials to the contrary.  

One of the most memorable creatures to me were the Barrow Wights from Fellowship of the Ring.  The Wight from Basic and Advanced D&D was a thin imitation of those creatures in my mind.

Gustave Doré, Dante and Virgil observe a wightDante and Virgil observe a wight

Wight, Barrow
Medium Undead (Corporeal)

Frequency: Very Rare
Number Appearing: 1d4 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 3 [16]
Hit Dice: 6d8+6* (33 hp)
THAC0: 11 (+8)
Attacks: 1 touch + ability drain or weapon
Damage: 1d6+2 or weapon type
Special: ability drain, undead
Save: Monster 6
Morale: 12 (12)
Treasure Hoard Class:  XXI (B)
XP: 650 (OSE) 680 (LL)

Str: 16 (+2) Dex: 14 (+1) Con: 13 (+1) Int: 12 (0) Wis: 10 (2) Cha: 6 (-1)

Barrow-wights are greater undead of fierce warriors. They remember their lives from before and are fast, dangerous, and particularly deadly. They are usually encountered in the ancient burial mounds that give them their name, barrows.  Wight is an older word for a man, or more commonly, a fighting man.

The most horrific attack of these creatures is their ability to drain the life force of their victims. A successfully hit a target loses one point of the Constitution. This incurs a loss of any bonus hit points, as well as all other benefits due to the drained ability. A person drained of all constitution becomes a wight  (common wight) in 1d4 days, under the control of the barrow wight that killed them

As undead, these creatures make no noise until they attack. They are immune to effects that affect living creatures (e.g., poison). Additionally, they are immune to mind-affecting or mind-reading spells (e.g., charm, esp, hold, sleep).

Barrow-wights can only be harmed by magic. They are turned as 6 HD creatures, or as Spectres.

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This is closer to the creature I remember fighting in my summers of the 80s.  

Like many of my undead, I have done aways with "level drain" and replaced it with ability drain. I just like the feel of it better and it is a threat to both low-level and high-level characters.  Undead should always be scary.


April 2021 A to Z

#AtoZChallenge2021: V is for Vampire

The Other Side -

Image by Rondell Melling from PixabayAs of this writing, I have 292 monsters written and complete for the Basic Bestiary I.  I have about 10-12 more that are mostly done.  Of the total 355 entries I have, a full 43 of them are Vampires

Yeah. That's a lot.

I have said it before but long before I was known as "the Witch guy" I was known as "the Vampire guy." 

I have talked about my origins of the Basic Bestiary before. My love of Greek, Norse, and Celtic myth, old "monster movies" with my dad, and the day I picked up the AD&D Monster Manual for the first time.  BB is my love letter to the MM.  But it is not my first monster book, it is just the first one I am going to publish.  I have sitting on my hard drives monster books that go all the way back to my earliest days.  Some of these monsters have been revived in my various witch books.  Many have been posted here. Among the files I have here and there there is one that is really old. 

File "necro.txt" contains all the undead monsters I hand-typed from the Monster Manual, Fiend Folio, and Monster Manual II plus all the undead I could get from Dragon magazine and all the ones I made up.  There are over 150 creatures in that file.  Many of them are vampires.

Now the issue I have now is not whether to stat up all these creatures (I already have in some places) but how many to include as full monster entries and which ones are just AKAs.

So instead of posting a monster today (I did Vampires in the 2015 A to Z) I thought I might instead post the list of possible ones and see how I might combine, rearrange or otherwise categorize.

When I talked about the Undine on Saturday I mentioned large categories. Vampires will be a category in BB1.

Vampires

Vampires are among the most fearsome and feared of the undead.  Unlike most undead creatures the vampire can often pass for a living creature. Moreso they charming, both in terms of personality and in magical ability, they are physically strong (19+) and difficult to kill. Vampires exist for a long time so many are also quite intelligent (16+) and have mundane and supernatural protections in place.

As undead, the vampire has all the following features of a corporeal undead creature.  They do not need to check for morale and are immune to fear effects from spells or other creatures.  They are susceptible to the Turning effects of clerics or other holy warriors.  They are immune to the effects of  Charm, Sleep and Hold spells or other mind-affecting magic.

Vampires take 1d6+1 hit points of damage from Holy Water and it is treated as though it were acid. As corporeal undead slashing and piercing damage of weapons are largely ineffective since their damage is done to vital organs or blood loss. Vampires take no damage from mundane weapons.  Silvered piercing or slashing weapons only do 1 hp per hit. Magic weapons calculate damage per normal.  Vampires only take half damage from electrical or cold attacks. They are immune to paralysis, poison or any gas-based weapon. 

Most vampires drain blood to survive. This is done at the rate of 2 Constitution points per attack unless otherwise stated.  Vampires also regenerate 3 hp per round.

Many vampires have alternate shapes they can assume. Most common are animals of the night and gaseous forms. Others may become moonlight or stranger things. All vampires need to rest at some point.  Many are vulnerable to the light of the sun and all have at least some sunlight weakness.  VAmpires also have common items that will repel them, such as garlic, a mirror, or rice, and nearly all will be forced back by holy symbols. 

All vampires have a unique means to kill them these are detailed in each entry. Often this is what sets one type of vampire from the other.

Unless otherwise noted, all Vampires turn as Vampires.

Vampire (Base)
Vampire Lord
Vampire, Alp
Vampire, Anananngel
Vampire, Asanbosam
Vampire, Astral
Vampire, Aswang
Vampire, Berbalang
Vampire, Blautsauger
Vampire, Brukulaco
Vampire, Bruxsa
Vampire, Burcolakas
Vampire, Ch’ing-Shih
Vampire, Children of Twilight
Vampire, Dearg-Due
Vampire, Ekimmu
Vampire, Eretica and here
Vampire, Estrie
Vampire, Farkaskoldus
Vampire, Gierach
Vampire, Hsi-Hsue-Kue
Vampire, Jigarkhwar
Vampire, Kathakano (Catacano)
Vampire, Krvopijac
Vampire, Kyuuketsuki
Vampire, Lobishumen
Vampire, Moroi (Living Vampire)
Vampire, Mulo
Vampire, Neuntöter
Vampire, Nosferatu
Vampire, Ovegua
Vampire, Pĕnanggalan
Vampire, Rolang, Demonic
Vampire, Rolang, Personal

Vampire, SoucouyantVampire, Spawn
Vampire, Strigoi
Vampire, Tenatz
Vampire, Upierczi
Vampire, Vrykolakas (Burcolakas)
Vampire, Wurdalak (Vourdalak, Vlkodlak)
Vampire, Xiāng-shī
Vampire, Yara-ma-yha-who
Vampire, Zburător (Zemu, Zmeu)

--

And there you go! Clicking on the links above is like doing archeology into my ever-changing and adapting stat-block.

I did include some AKAs in the list above and those will likely just be a paragraph in the main entry of what makes them different.  AS I work the remaining monster up I am likely to discover more.

This list though makes me wonder if I need yet another Basic Bestiary just for the undead. I know I have enough.  But will it make my first book too light?

Here is where I am at right now.  Aberration (0), Beast (24), Celestial (9), Construct (12), Dragon (5), Elemental (7), Fey (73), Fiend (0), Giant (4), Humanoid (45), Monstrosity (8), Ooze (0), Plant (3), Undead (71), Vermin (0), Total (261).

Removing the 71 undead would make the book stand at 190 monsters right now.  I still have to add all those vampires, so 120+ undead creatures total?  Would make for smaller books, and thus cheaper ones. Fiends are already going into their own book, Basic Bestiary II.

What do you all think?

April 2021 A to Z


1981: Merc

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—


Published by Fantasy Games Unlimited in 1981, Merc: A modern Roleplaying Game of Counter Insurgency was one of the first military themed roleplaying games. It had been preceded by The Morrow Project from Timeline, Ltd., although that was a post-apocalypse roleplaying game, and would be followed by FASA’s Behind Enemy Lines and Role Playing Games, Inc.’s Recon: The Roleplaying Game of the Viet Nam War, both in 1982. The genre would arguably reach its apotheosis in 1984 with the release of Twilight 2000 from GDW. Of course, the earlier Traveller Book 4: Mercenary from 1978 from GDW would cover some of the same subjects and situations as Merc, but being a Science Fiction roleplaying game, it would avoid some of the real-world issues that Merc deals with. What is interesting about the titles in this genre is not that they were published at all, but rather that it took so long for the roleplaying industry to publish straight, non-fantastical treatments of military subjects given that hobby had essentially come out of the wargaming hobby and that many of its designers and players had military experience. 
The designers of Merc set out their stall with, “Think of the possibilities: go back to 1954 and go on patrols with the Legion in Indo-China, or search the countryside of Ireland for I.R.A. terrorists, join 5 Commando in 1964, or even lead a patrol of Soviet 103 Guard Army Airborne into Afghan hill country. With these rules and your imagination you can visit Rhodesia, Chad, Angola, El Salvador, Panama, or even Cuba. Of course, your accommodations won’t be first class and you’ll have people shooting at you, but we guarantee lots of excitement.” Thus, Merc is a role-playing game of modern mercenaries in action, carrying out missions for their employers anywhere in the world, being employed as Soldier of Fortunes operating in small teams. Missions will be covert or overt, and range from assassinations and search and destroy to sweeps and reconnaissance.
Merc comes as a boxed set, which contains a thirty-six-page book, four cardstock reference sheets, plastic transparent overlay, and two six-sided dice. The book covers character creation, including former service and why the Player Character decided to become a mercenary, rules for movement and stealth, small arms combat, vehicles, experience, and a short mission. The reference sheets reprint various tables from the book, whilst the plastic transparent overlay has a target which is placed over the silhouettes of vehicles and men on the other reference sheets and the hit location rolled for. This is likely one of the first uses of a transparent overlay in a roleplaying game, and would most notably be seen again in 1991’s Millennium’s End from Chameleon Eclectic Entertainment and 2007’s Aces & Eights: Shattered Frontier from Kenzer & Company.
A Player Character in Merc is defined by his Physical Appearance, Physical and Mental Attributes—Strength, Agility, Intelligence, Knowledge, Intuition, and Prior Military Service, and one or more Military Specialities. The latter two will be defined by a mercanary’s Physical and Mental Attributes. Physical Appearance values are rolled on three six-sided dice. All Physical and Mental Attributes are measured as percentile values, but range from eleven to sixty-six. These are all generated by rolling two six-sided dice and treating one as the tens dice and the other as the ones dice, again one of the earliest uses of the ‘d66’ in a roleplaying game. The process is relatively straightforward and a player is free to assign the rolls to the attributes as he likes, primarily to be able to select the ‘Military Occupational Specialty’ of his choice.
Name: Ernest LuddeAge: 31Height: 5’ 9”Weight: 170 lbs.
Hair Colour: BlackEye Colour: BrownComplexion: AverageVoice: AverageHandedness: Ambidextrous
ATTRIBUTESStrength 62 – Strong (+5 Test Modifier)Agility 63 – Nimble (+5 Test Modifier)Intelligence 24 – AverageKnowledge 54 – Knowledgeable (+10 Test Modifier)Intuition 61 – Primordial (+5 Test Modifier)Prior Military Service 44 – Extended Service (+10 Test Modifier)
MOS #1: Heavy Weapons ExpertMOS #2: Martial Arts Expert
Frame: MediumCarrying Capacity/Build: Above Average (125 lbs.)
MAJOR TESTSStress Test: 46Dexterity Test: 46Command Control: 51
Mechanically, Merc uses two core mechanics. The first is Major Tests, of which there are three—Stress, Dexterity, and Command Tests. The first is rolled when a Player Character is in a tight situation, under sniper fire, in a minefield, and so on, and can result in him freezing, bolting for cover, or blindly opening fire. The second covers acts of agility and athleticism, whilst the third is how well troops follow a Player Character’s command. All are rolled as percentiles on ‘d66’, the aim being to roll under. The second type of test is the Skill test, and there are nine of them—Detection, Evasion, Pathfinder, Stealth, Intercept Messages, Decipher, Concealment, Set/Disarm Explosive Devices or Traps, and Set/Disarm Non-Explosive Devices or Traps. All are rolled on two six-sided dice, the aim being to roll under a target of six or less, though this target can be modified by the situation and the Merc’s Primary and Secondary MOS.
As a military game, Merc recommends that it be played using 20 mm miniatures. It covers just about everything you would expect—types of movement, terrain, vehicles, types of opponents, combat, ambush, traps, and equipment. Movement is by type, cross-referenced with terrain and how far a mercenary can get in thirty seconds. The vehicles tend to be light and relatively small, so trucks and jeeps, no more than armoured personnel carriers, scout cars, and light tanks, plus limousines and private jets. Opponents include government troops, terrorists, guerrillas, and natives. The list of equipment is exactly that, and anyone expecting something more complex or detailed is likely to be disappointed. Combat uses three different mechanics. Unarmed combat is a standard Skill Test, as are use of grenades and mortars, though with higher targets. Small arms fire though, is rolled on three six-sided dice, the aim being to roll under a target of twelve or less, though this target can be modified by the situation. Sniper shots use the transparent overlay placed over a silhouette. Two six-sided dice are rolled, modifiers are applied, and the result compared to the number on the transparent overlay. The aim is to roll as low as possible to get closer to the aim point. Rolls of zero or below are considered to be on target.
There is not a huge amount of depth to Merc, but damage is where it definitely feels underwritten. Located in the section for the Corporation—the name for the Referee in Merc, and also the employer for the teams of the Player Character mercenaries—it is handled on a single table which with a roll or two, determines hit location, severity and damage inflicted, and effect. Typically, this includes the initial damage, the ongoing damage, and whether or not the damage inflicted is a mortal wound. There is no effect from skill or weapon type as such. The rules also state that Body Points are lost, when in fact they are not. Rather they are gained, whether from the initial damage, from wounds, and ongoing damage, such as internal bleeding. As a mercenary gains more, the greater the chance of his falling unconscious or dying from his wounds. Similarly, the rules for medical care are also underwritten and undeveloped.
Also, for the Corporation, there is a guide to mission types and how many Experience Points a mercenary will earn from successfully completing it. A mercenary will earn more if his MOS is pertinent to the mission and he performed it well, so a medic will earn more for keeping a hostage already known to be seriously wounded, alive long enough to bring him back after being rescued. Experience Points are then divided in two, one half being paid as money to the mercenary and the other awarded as actual Experience Points, and these are split between Attributes and MOS. Exactly how that works is not quite fully explained. Ultimately, should a mercenary acquire enough Experience Points, he is hired by the corporation and retires.
The Corporation is provided with an example of play, which is definitely of use when trying to understand the rules and how the game is meant to be played. There is also a scenario set in Rhodesia in 1975. The Player Characters are mercenaries hired by the White minority government to strike at a village harbouring ‘terrorists’ who have crossed the border with Zambia and begun operating in the area. It comes with a couple of maps and six pre-generated mercenaries. There is a distinct anti-Communist tone to some of them and in comparison, to the pre-generated mercenaries, the scenario does not even name any of the terrorists, give them any personalities or motivations, or backgrounds—and the villagers are ignored all together. The orders for mercenaries are to eliminate the terrorists—and if necessary, the village. Much more of a wargaming than a roleplaying scenario, would anyone really want to roleplay such a mission? There is no denying the historicity of the situation, but that does not make it any less abhorrent.
—oOo— 
It would be at least a year before Merc: A modern Roleplaying Game of Counter Insurgency was reviewed at the time of its release. In the January 1983 edition of The Space Gamer (No. 59), Brian R. Train thought that the game suffered from a lot of ambiguous rules, saying, “This is quite a good game for an (assumed) first effort – I feel its flaws are due basically to not enough development time and design limits. If a later, revised edition of Merc were put out, I would heartily recommend it. As it is, though, I would warn the buyer to ‘approach with caution’ unless he is already quite familiar with the subject matter, in order to fill in the numerous holes.”
Paul Cockburn gave Merc only a thumbnail review in Imagine No. 9 (December 1983), alongside reviews of other Fantasy Games Unlimited titles—Daredevils, Daredevil Adventures, Vol 2, No. 1 & 2, Merc Supplement 1, and Swords & Sorcery for Chivalry & Sorcery. He wrote, “Merc is clearly designed for the gun nut, the sort of role-player who likes to know just how much of a mess his assault rifle will make of a ‘soft’ target.” before concluding “The book is dedicated to ‘Mad’ Mike Hoare, (Mercenary Extraordinaire)—and I’m sure he’ll be delighted.” In comparison, William A. Barton, writing in Different Worlds Issue 32 (Jan/Feb 1984), gave Merc and its first supplement a more detailed review, in the process identifying several issues with the rules which felt should have been caught in the editing and playtesting stages. He stated that, “If the thought of going into corporate employ for combat missions in third-word countries on a regular basis is appealing to you—or if you desperately need additional information to bolster campaigns based on systems such as Traveller’s Mercenary, which lacks data on most of the situations covered by Merc—FGU’s little game of modern counter-insurgency situations might not prove a bad buy for you at all.” However, he thought that the price was “…[j]ust a bit steep for those not thoroughly committed to modern merc role-playing.”
—oOo—
When it was published in 1981, Merc: A modern Roleplaying Game of Counter Insurgency was a very contemporary roleplaying. After all, Colonel ‘Mad’ Mike Hoare would attempt a coup d’état in the Seychelles in November of that year, the film The Wild Geese and the book it was based upon appeared in 1978, and The Dogs of War, the film based upon the book by Frederick Forsyth, had been released the year before. The concept of mercenaries conducting small unit operations in faraway countries was common, and as Soldiers of Fortune, such men were revered and reviled in equal measure. It is rare that a roleplaying game can be or would be as contemporary. Forty years on, and both Merc and the world it depicts are very much a piece of history—and a troublesome one at that. Today, mercenary work has been corporatised as security work and is rarely in the news as it was then, but the world of Merc is one of post-colonial intervention, even meddling, in Third World countries, and it feels, and is, distasteful. As is mention of the fact that mercenaries served with the Nazis in World War II, as is having to determine height, weight, build, and so on, according to ethnicity, as is the scenario being set in Rhodesia (now Zimbabwe) and being employed by the White government to prevent ‘terrorists’ sneaking over the Zambian border and attacking the railway. This was the situation in Rhodesia, but having to roleplay that now as well as the other elements, means that it is horribly dated, and feels at least horribly inappropriate, if not actually racist. And that is not even mentioning that all of the Player Characters are meant to be male. Of course, it depicts what was a male world, but again, it feels unintentionally misogynist.
In some ways more a military skirmish wargame than a roleplaying game, Merc: A modern Roleplaying Game of Counter Insurgency has not dated well in the forty years since it was originally published. At best, it showcases why sometimes the contemporary is not always the best realm for a roleplaying game to be exploring. It might be serviceable for what it is, and arguably not even that in some places, but the world it depicts and what it involves the Player Characters doing is most definitely a different country, and beyond its limited historical significance as a roleplaying game, perhaps Merc: A modern Roleplaying Game of Counter Insurgency should stay there.

Mail Call: B7 Rahasia, Print on Demand

The Other Side -

Got a nice treat in the mail last week.

Module B7 Rahasia

Rahasia is one of the next adventures I will be running in my War of the Witch Queens campaign for Basic-era D&D.  I have a copy of the original B7 version, but I thought a Print on Demand would be nice to have as well.  

I was not wrong.

Interior of Module B7 Rahasia
Interior of Module B7 Rahasia
Interior of Module B7 Rahasia
Interior of Module B7 Rahasia
Back of Module B7 Rahasia

As with all the PoD modules from the TSR era the maps are not printed on the inside covers but rather as pages.  Not a huge deal to be honest, just make sure you buy the PDF as well and print them out at home.


I had hoped that Rahasia's letter had been cleaned up.  It hasn't. But the source version was difficult to read as well.  I had to retype it so I could have it ready for my War of the Witch Queens game.  

To get this once rare and hard-to-find adventure for just under 12 bucks (I paid $11.99 total) is a really great deal, to be honest. 

Rahasia Links

Young Gods

Reviews from R'lyeh -

“Good evening, and once upon a time…” What if these were the opening words of the six o’clock news? What if the news was not only of the latest government initiative, a war in a faraway country, threat of famine in another, a new economic report, a celebrity’s scandalous activities, and all you would expect, but also of Gods walking the Earth, their cults proudly and joyously celebrating festivals dedicated to them, of myths being enacted and reinforced? What if corporations and celebrities and politicians purposefully align their brands with the Gods in the hope gaining their patronage, the love affairs and scandals of the Gods are the subject of the magazines at the supermarket checkout, Valkyries and Amazons work as mercenaries, Satyrs make for the greatest party hosts and revellers, and victorious sports teams give praise to Nike? And not millennia ago, but yesterday, last week, and tomorrow? This is The World, which is just like ours except that the Gods are real, their faiths accepted alongside the more modern monotheistic faiths of ours, and the supernatural is real, but occluded rather than hidden.

The World is one with multiple pantheons—the Aesir, Manitou, Theoi, Netjer, Kami, Tuatha Dé Danann, Óríshá, Devá, Shén, and Teōtl pantheons—often rivals and competitors for the same myths, legends, artefacts, and aspects of The World. As much as they are idolised, it is rare for any one of the Gods to walk the Earth or directly intervene in the affairs of mortals, primarily because they need to maintain a balance between the human belief and worship in them which forms both their personalities and their roles and the danger that the fickle nature of that belief and worship will drastically change their personalities and their roles. Instead, they reside in Overworlds and Underworlds from which they project Terra Incognita, lands of myth once removed from The World, but accessed via Gates such as Bifrost or Fengdu Ghost City, or Axes Mundi, like travelling the aether or sailing the ocean to reach the River Styx. Many of these Terra Incognita parallel real-world locations in The World. For example, Boston’s Catholic churches double as Tuatha sancta, whilst its city parks are strewn with fairy mounds from which lead stray paths where tolls must be paid or riddles answered to again access dreamlike gardens. Sailors carrying a piece of wood or stone from Ireland may find themselves voyaging into Tir na nÓg rather than docking in Boston Harbour. The shining metropolis of Memphis in Egypt with its skyscrapers and maglev mass transit is contrasted with the ancient and macabre necropolis of Saqqara next door, where with the right spells, entry into the Duat, the realm of the dead, may be found.

The feuds and rivalries between the Gods are not the only sources of conflict in The World. The primary conflict is between the Gods and the Titans. The Titans are also deities, but are archetypal embodiments of a particular purview whose pursuit of their primal urges tend to have destructive effects, especially on the mortal realms. Consequently, the Gods, many of them children of the Titans, imprisoned the Titans, who have rattled their chains ever since, more recently weakening them and allowing their more monstrous offspring to enter The World and threaten humanity. Into this conflict step the Scions. Each is the half-divine child of one the Gods and humanity. Many do not know the true nature of their parentage and so explain their amazing abilities and skills as being due natural talents, others have undergone the Visitation, the moment when their true nature and divine lineage is revealed and they are granted their Birthright, gifts from their godly parent.

This is the set-up for Scion: Second Edition, published by Onyx Path Publishing. Inspired by The Wicked + The Divine by Keiron Gillen and Jamie McKelvie, Roger Zelazny’s Lord of Light, American Gods by Neil Gaiman, the television series Carnivàle, and others, this is a contemporary roleplaying game of modern myth and epic heroism in which not only do the gods walk amongst us, they often have children too. These children, the Scions of the gods, born to the magic of yesterday and the promise of tomorrow, are caught up in a war with the Titans, elder beings who rage against the human world and its wayward gods. As children of the gods, the Player Characters protect the interests of their parents on Earth whilst protecting humanity against the ravages of the Titans. It is explored through not one book, but four, each book representing a different Tier. These are Scion: Origin, Scion: Hero, Scion: Demi-God, and Scion: God, which explore the Scions’ growing ties to their own myths and legends and to the mortal world, the latter weakening as the former strengthens, as they become increasingly involved in divine conflicts.

Scion: Origin is the starting point. The Player Characters are mortals, not yet aware of their true nature, even though divine ichor flows through their veins. They might be a faith healer whose powers are truly divine in nature, a stuntman whose physical prowess enables him to throw himself into any situation, a gambler whose luck truly shines, a mercenary for hire always able to get the job done, but part of that will be their unknown divine mature. Alternatively, a Scion may not be the son or daughter of a God, but a Supernatural being. These include Saints, Kitsune, Satyrs, Therianthropes, Wolf-Warriors, and Cu Sith, who may in turn achieve true divinity like the sons and daughters of the Gods.

A Player Character in Scion: Origin is first defined by a Concept and three Deeds—short-term, long term, and band-term—which combine the Scion’s aims and what his player wants. He has three Paths, one each connected to his Origin, Role, and Society/Pantheon, representing decisions the Scion has made or experiences made, the Origin his background, the Role his occupation or area of expertise, and Society/Pantheon his connection to an organisation, cult, or pantheon. Origin Paths include Adventurer, Life of Privilege, Military Brat, or Child of the Street; Role Paths include Charismatic Leader, Detective, and Technology Expert; and Society/Pantheon the Aesir, Manitou, Theoi, Netjer, Kami, Tuatha Dé Danann, Óríshá, Devá, Shén, and Teōtl pantheons and one of its Gods. In the long term, a Path also provides a route along which a player can develop his character, and will be rewarded in doing so with slightly reduced Experience Point costs. He also has Skills and Attributes, and lastly, a Calling and Knacks. The Calling is an archetype such as Creator, Guardian, Hunter, Lover, and so on, each of which has several associated natural or supernatural benefits, or Knacks. For example, ‘The Bare Minimum’ for the Healer Calling, enables a Scion to tend someone safely even without the right tools and ‘Experienced Traveler’ for the Liminal Calling lets a Scion quickly pick up social cues and language even in the remotest of locations, and is unlikely to be seen as out of place. Some Knacks require the expenditure of Momentum—acquired from failed dice rolls, and whilst a Scion can know multiple Knacks, at the Tier of Scion: Origin, he can only have the one active.

Creating a Scion is a matter of making choices building upon the Concept and selected Pantheon, the player deciding which of his Scion’s Paths is primary, secondary, and tertiary and assigning dots to skills based on each Path’s skills. Attributes are divided into three arenas—mental, physical, social, and are assigned dots based whether they are primary, secondary, or tertiary. The Scion’s Approach, how he prefers to act, whether through Force, Finesse, or Resilience, grants further dots in the three associated attributes. The process is not complex, and whilst it is supported by a solid example, it could have been eased with a clearer summary at the start of the process.

Our sample Scion is the Pre-Visitation Elias Castro who made it big as a successful lawyer defending even bigger-name clients, some of whom were guilty and he managed to get off. He made himself rich and famous—even infamous—and then his conscience got to him. Elias began to drink and gamble, putting himself in debt, leading to a vicious circle of terrible clients, drinking, and gambling. Part of him wants to be off the rollercoaster, part of him continues to enjoy the ride.

Name: Elias Castro
Concept: Off-the-deep-end Gambler
Parent: Hermes
Origin Path: Surburbia – Everybody’s gotta grow up somewhere
Role Path: Charismatic Leader – Honey tongued lawyer
Pantheon Path: Hermes – Caught between two worlds
Calling: Trickster (1)

DEEDS
Short-Term Deed: To take one more risk (Courage)
Long-Term Deed: To get sober (Conviction)
Band-Term Deed:

SKILLS
Culture 3 (Rough & the Smooth), Empathy 5 (I can see through you), Integrity 3 (I stand by everything I say), Leadership 2, Persuasion 5 (Would I lie to you?), Subterfuge 4 (God of Gamblers), Technology 1

ATTRIBUTES
Intellect 3 Might 1 Presence 3
Cunning* 4 Dexterity* 2 Manipulation* 5
Resolve 2 Stamina 1 Composure 3

Movement: 2
Defence: 1

KNACKS
Aura of Greatness, Rumour Miller, Wasn’t Me

Mechanically, Scion: Origin employs the Storypath system, which can be best described as a distillation of the Storyteller system—the mechanics of which date all of the way back to Vampire: The Masquerade—and certainly anyone familiar with the Storyteller system will find that it has a lot in common with the Storypath system, except that the Storypath system is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to fly a helicopter, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, the aim being any situation is to score one or more Successes, a Success being a result of eight or more (this can be lowered as Scions become more powerful). Rolls of ten are added to the total and a player can roll them again.

To succeed, a player needs to roll at least one Success, and may need to roll more depending upon the Difficulty of the task. Should a Scion succeed, he can increase the number of Successes with an Enhancement, such as having a fast car in a race or the favour of a particular God, but he needs to succeed in order to use the Enhancement. Any Successes generated beyond the Difficulty become Threshold Success and represent how well the character has succeeded. These can be spent by the player to buy off Complications, for example, not attracting the attention of the Police in a car chase, or to purchase Stunts. These can cost nothing, for example, the Inflict Damage Stunt, whereas the Disarm Stunt costs two and the Critical Hit Stunt costs four. Characters in Scion: Second Edition often have Stunts due to their Birthright, such as Loki, which grants the ability to positively influence someone, but only when the character lies, but Birthrights are outside the scope of Scion: Origin.

Under the Storypath system, and thus in Scion: Origin, failure is never complete. Rather, if a player does not roll any Successes, then he receives a Consolation. This can be a ‘Twist of Fate’, which reveals an alternative approach or new information; a ‘Chance Meeting’ introduces a new helpful NPC; or an ‘Unlooked-for Advantage’, an Enhancement which can be used in a future challenge. Alternatively, a character gains Momentum which goes into a collective pot and which can be spent to add extra dice to a dice pool or used to fuel various Knacks possessed by the Scions. Scion: Origin focuses on three areas of action—Action-Adventure, Procedurals, and Intrigue. The first covers combat and is fairly straightforward. The second handles information gathering, which is divided into two categories. Leads start or continue the plot and so do not have to be rolled for by the players, whereas Clues provide extra information, are more challenging to find, and do require a roll. Intrigue covers social interaction and the reading and shifting of the attitudes of both NPCs and player characters.

Scion: Origin is a roleplaying game of supernatural and divine beings, many of varying power and scope. The mechanics cover this with Scale, both Narrative and Dramatic. Narrative Scale covers minor characters and story elements, whilst Dramatic Scale covers situations when it applies to the Player Characters. When Scale comes into play, it adds a number of Enhancements equal to the difference between the two sides involved in the scene. As with the rest of the Storypath system, Enhancements come into play as effects if successes are generated as part of a test.

The advice for Storyguide includes the general and the specific. The general is the fairly standard and includes ignoring or modifying rules she does not like, ensuring that everyone around the table is comfortable with the tone and content of the game being played, and so on. This does feel underwritten and could have included further advice and safety tools such as the X-Card. The specific discusses how to set up a campaign through steps of what it calls the Plot Engine—the seed, the pitch, and deeds and arcs. Naturally, it emphasis how to bring the myth into the game, but keep it subtle because the Scions are not truly divine, so will not be enacting the Saga of Argonauts, the search for the Golden Fleece, or penetrating the maze of the Minotaur—at least not literally. Instead, they might be enacting them with the myth alluded to, but underlying the mundane. So at the Myth Level of Scion: Origin, set at Iron Level—with the divine present in the mundane world as signs and omens which may or may not be real, bordering on Heroic Level—in which the supernatural has begun to become apparent, the search for the Golden Fleece might turn into a road trip to get a fleece jacket back , whilst penetrating the maze might mean a bureaucracy rather a labyrinth. This can be as subtle or not as the story warrants, the Storyguide advised to play with and enforce mythic tropes such as the Rule of Three, Hometown Advantage, Beauty is Only Skin Deep, and so on. To do this, the Storyguide will need to research and adapt myth upon myth, and depending upon the choices made by her players, the mythos of pantheons she is not familiar with. She is also advised to keep it dramatic, including repeating a call to adventure over and over if a Scion ignores it, slightly changing the nature of the call each time. This is delightfully unsubtle and whilst you might not do it in another roleplaying game, it is perfectly in keeping with the Urban Fantasy genre and thus Scion: Origin.

The setting to Scion: Origin is explored in several ways. This includes several pieces of fiction, all by Kieron Gillen—author of The Wicked + Divine—telling the story of Scion discovering the true nature of the world around and her place in it. Along with the sample pre-generated Scions, these a holdover from the roleplaying game’s first edition, they bring a personal perspective to the setting. One of these examples includes a God not given in the list pantheons to show other deities can be included. As well as exploring the nature of The World and its differences with ours, several cities are described, including their links to the Terra Incognito and the Axis Mundi. They include Boston and New York, Kyoto and Memphis, Mexico City and Varanasi, and more. Not all in the same detail, but they do suggest how other cities might be explored in a similar fashion. There is also a good chapter of antagonists, including archetypes, using qualities, flairs (one-shot abilities which require a cool-down period to use again), and utilities to build important NPCs, advice on creating them, and numerous ready-to-play examples. The latter are accompanied by design notes which explore the principles of each mythic creature, suggesting how they can be used and adapted from one pantheon to another.

Rounding out Scion: Origin is a set of appendices. The first explores six Supernatural Paths. These include Saints, Kitsune, Satyrs, Therianthropes, Wolf-Warriors, and Cu Sith. Of these, Therianthropes are lycanthropes, Wolf-Warriors are berserkers, and Cu Sith are fey canines. Guidelines are given on how to adjust them to model other mythical figures, such as adapting the Wolf-Warrior to be a classical Amazon, a Dahomey Amazon, and a Shieldmaiden. These shift Scion: Origin away from being a roleplaying game about the divine, and more to encompass the Urban Fantasy genre, as well as pleasingly demonstrating the flexibility of these archetypes. That said, more of them included in the book would have been nice. The second lists all of the major Gods and their Callings and Purviews for all ten pantheons presented in Scion: Origin. They include the Aesir or Norse Gods, the Manitou or Algonquian pantheon, the Theoi or Greco-Roman pantheon, Netjer or Egyptian pantheon, the Kami or Japanese Gods, the Tuatha Dé Danann or Irish Gods, the Óríshá or Yórúba pantheon, the Devá or Gods of South Asia, the Shén or Chinese pantheon, and Teōtl or Aztec pantheon. These are lists only, and whilst useful, further research upon the part of the Storyguide and her players will be needed beyond this. The third and last appendix provides a conversion guide from the first edition to the second edition of Scion: Origin.

Physically, Scion: Origin is well-written, the full colour artwork throughout is excellent, and the whole affair is attractive. Perhaps in places it feels a little too concise, especially in the examples of the rules. What Scion: Origin is lacking though, is a beginning scenario, which would suggest some idea as to how the designers intend the roleplaying game to be played. However, there is the quick-start for it, A Light Extinguished: A Jumpstart For Scion Second Edition, which could be played with the full rules using Scions of the players’ own design, rather than the pre-generated ones provided in the quick-start. More of a problem is the lack of story hooks or campaign suggestions which might have helped spur the Storyguide’s imagination. Similarly, it would have been interesting to see myths taken from the different pantheons and worked through to see how they could work in Scion: Origin. Doing so would also have been a chance for the designers to showcase some of the less familiar pantheons. Elsewhere an example of play and a full example of combat would both have been helpful.

Scion: Origin is a roleplaying game about playing Gods to be, so it is almost as if Scion: Origin is wanting to pull the Scions onto the step in their Paths to divinity, which technically would be Scion: Hero, but it never goes as far as pulling the setting of The World and the Scions over that threshold. There is a sense of the liminal to Scion: Origin which is not helped by the lack of examples and the Storyguide being left to research, adapt, and develop myths of the pantheons to really get started. This is not to say that the tools are not there for the Storyguide to get started—the Storypath system is suitably cinematic, the advice is solid, and the background is good, but Scion: Origin does not help the Storyguide make that first step into The World easy. However, Scion: Origin is a roleplaying game full of great potential and a roleplaying game in which the Player Characters are also full of great potential. For the Storyguide willing to work myths, Scion: Origin will turn into some potentially mythic stories and adventures.

Tomb of the Warden

Reviews from R'lyeh -

Doom on the Warden is a scenario for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists, and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to make use of the fantastic devices of the gods and the ancients that is technology, and ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.
Published following a successful Kickstarter campaign, Doom on the Warden is a special scenario. Written by James M. Ward, the designer of Metamorphosis Alpha, it is intended to be played using between six and eight characters with plenty of play experience behind them and plenty of scavenged equipment and artefacts. It can be played as a convention scenario and there are guidelines towards that end, but Doom on the Warden is definitely a scenario which experienced and long-time players of Metamorphosis Alpha will get the most out of. This is primarily for three reasons and why the scenario is so special. First, the scenario takes place on the fabled Level Zero, the equivalent of a lost Xanadu or Atlantis where some, all, or even none of the answers might be found as to exactly what is going on aboard the Starship Warden. Second, in exploring this Level Zero and discovering its secrets, one potential outcome is that Doom on the Warden could set the Game Master’s campaign on an entirely different course—literally and figuratively. Third, Doom on the Warden is inspired by another scenario all together—S1 Tomb of Horrors.
Published in 1978, and more recently in the 2013 Dungeons of Dread and Tales from the Yawning Portal from 2017, S1, Tomb of Horrors was designed by E. Gary Gygax and has always had the reputation of being the ultimate ‘Deathtrap Dungeon’, being filled with puzzles and traps which when combined with a seeming random factor makes it a challenge that is almost impossible to beat. It would be reprinted multiple times, receive a boxed sequel in the form of Return to the Tomb of Horrors, and its legendary status would ensure that it appeared at number three in Dungeon #116’s “30 Greatest D&D Adventures of All Time” (November, 2004). S1 Tomb of Horrors was always intended to present a challenge to the most experienced of players and James M. Ward has taken the same approach to Doom on the Warden. It is designed to challenge the players of Science Fiction roleplaying games, presenting difficult situations and fearsome opponents, but is different to S1, Tomb of Horrors in a number of ways. Obviously, it is a Science Fiction rather than a fantasy adventure—although buildings and bunkers to be found in the scenario could lend it the description of being a Science Fiction ‘dungeon bash’, but the puzzles and traps to found on Level Zero of the Starship Warden are less random and less arbitrary, and there is not the feeling that there is with S1, Tomb of Horrors that the Game Master—and thus E. Gary Gygax—is trying to kill his players’ characters. Lastly, where the title of S1, Tomb of Horrors suggested that as a scenario it was a combination of horror and fantasy, and was not, the title of Doom on the Warden does not suggest that it is a combination of Science Fiction and horror, but actually is. Doom on the Warden takes its Player Characters from megalophobia to nyctophobia to triskaidekaphobia to phobophobia to simply a sense of quiet dread…
Whether through discovery of their own or learning of it through a myth or legend, perhaps imparted by a tribal shaman, Doom on the Warden begins with the Player Characters at the entrance to ‘heaven’, an engineering hatch through which rises a great chimney, ascending to the home of the Ancients. Inside they discover several bodies of the Ancients—perhaps cast out of Heaven?—and as the chimney turns into a walkway, the Player Characters find themselves seemingly in a land of the giants, a forest of Brobdingnagian proportions, filled with giant trees, hornets the size of fists, and beasts such as rabbits and squirrels large enough to become beasts of burden. As with other levels on the Warden, Level Zero is a large oval shape, approximately eighteen miles across from the bow to the stern and fourteen miles from port to starboard. The level is divided into three concentric ovals or zones, working inward, a forest of giant willows, a berry plantations laid out with patches of mutant berries, and extensive flower gardens full of glens of mutated flowers, each one of different character and invoking a different sense of fear. There are plenty of encounters to be had in each of these zones, depending upon the direction in the Player Characters want to explore. They are free to wander and there is a table of random encounters included for each zone. Most of these encounters will either be dangerous or hostile, but there are plenty which are not and many of these are quite lightly done, adding an element of humour and roleplaying which nicely contrasts with the dangers and hostilities to be found elsewhere. One thing that the Player Characters will discover is that there is something or someone at work on the level—forestry robots work the forests, others work to restore the damage done by the catastrophe centuries ago, and there are transport devices readily and willing to ferry the Player Characters onward.
Ultimately, the Player Characters should make their way to the centre of the level and the island in the centre of Blume Lake—the latter a nod to the brothers who were early investors and co-owners of TSR, Inc. The island is home to a bunker, a place of the Ancients, and clearly an important one. Numerous robots protect it, but whatever intelligence is at work on the Level, it seems to want help… The final scenes of Doom on the Warden will see the Player Characters either save the Starship Warden or…?
Doom on the Warden is a difficult and challenging adventure. There are numerous encounters which will kill the Player Characters, a few simply by design, many through a player’s foolishness, but most through luck and the roll of the dice. As they proceed across this secret level, the players and their characters will be rewarded if their play is both careful and intelligent—and not just in terms of their characters’ survival, for there are plenty of artefacts and equipment to be scavenged too.
There are two ways in which Doom on the Warden can be run. One is as part of an ongoing campaign, the author suggesting that it be run as the midpoint of such a campaign. By that time, the players and their characters should have accumulated plenty of playing experience of Metamorphosis Alpha and the Starship Warden, as well as their characters having collected numerous artefacts, devices, and weapons of the Ancients. Even then, Doom on the Warden may be too challenging a scenario and its degree of lethality too high, such that it may even be a campaign-ending scenario. If so, it might be better off run towards the end of a campaign, or even as the culmination of campaign, more so because if the Player Characters are successful, the scenario sets the campaign and the Starship Warden in a wholly new (old) direction.
The other way of running the Doom on the Warden is as a tournament scenario much as S1 Tomb of Horrors was originally intended. This is run as a more linear scenario, rather than allowing the Player Characters the freedom to roam, the aim being to get them to Blume Lake and the bunker on the island at its centre. As well as advice on running the scenario, the author includes three sets of different pre-generated Player Characters and their motivations for exploring Level Zero aboard the Starship Warden. For the purposes of tournament play, each of the three groups of pre-generated Player Characters begin play with more knowledge about Level Zero than they would if the scenario is being as part of an ongoing campaign. The first group consists of Pure Strain Humans, members of the Vigilist tribe which dates back to the original Metamorphosis Alpha campaign run by James Ward. The Vigilists and their village were created by E. Gary Gygax and their inclusion is a nice tribute to him alongside the author being inspired by S1 Tomb of Horrors. The aim of the Vigilists is to ascend to Heaven and restore the Starship Warden to its original course. The second group consists of Wolfoids from Epsilon City—as detailed in the supplement of the same name—and like the Pure Strain Humans, their aim on Level Zero is to take control of the ship. Lastly, the third group consists of Mutants, drawn from across multiple levels of the Starship Warden, who also want to take control of the ship, primarily to deny control to the Pure Strain Humans. Almost a fifth of Doom on the Warden is dedicated to character sheets for the three different groups. They consist of eight Mutant, one Pure Strain Human, and six Wolfoid pre-generated character sheets, there being just the one Pure Strain Human character sheet because they are easy to roll up in comparison to Mutants and Wolfoids. Lastly, Doom on the Warden includes three pre-generated Player Characters inspired by backers of the Kickstarter.
Physically, at just forty-eight pages, Doom on the Warden is a nicely presented hardback. Both writing and editing are decent and as you would expect from a title from Goodman Games, the range of artwork is excellent. In particular, Peter Mullen’s double-page spreads inside the front and back covers really capture the scope and scale of the Starship Warden. They, like much of the artwork can be used as handouts when running Doom on the Warden.
If there is an issue with Doom on the Warden, it is perhaps that it is difficult to use, that it has the potential to end a campaign. That though is by design and by inspiration, S1 Tomb of Horrors itself suffering from both issues. Fortunately, Doom on the Warden is very much less arbitrary in its play and its design than S1 Tomb of Horrors. If there is anything missing from Doom on the Warden, it is a gallery of its artwork which the Game Master can use as handouts for her players. 
Doom on the Warden is a fantastic scenario. It is big, it is nasty, it is dangerous, and it has the scope to either end a campaign, whether as a Total Party Kill or as the culmination of an ongoing campaign, or set both campaign and the Starship Warden on a wholly new (old) course. It lives up to its inspiration, S1 Tomb of Horrors, but goes beyond it to have the Player Characters’ actions have an effect upon Level Zero of the Starship Warden, on the Starship Warden itself, and on the campaign, and is better for it. Doom on the Warden is deadly and if the Player Characters are not careful or smart, they will get killed, but not necessarily in as arbitrary a fashion as S1 Tomb of Horrors. Which means that if the Player Characters can succeed and overcome the challenges presented in Doom on the Warden, then both they and their players truly have the right to feel a sense of great accomplishment.

2001: Zombies!!!

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—


The undead have arisen and are dead set on chewing down on any still alive. A handful of Survivors are stuck in the centre of a city, but know if they can get to the helipad, there is a helicopter which they can escape aboard. Between them though, is a cadaver cavalcade with Bullets in short supply—though nearby buildings can be scavenged for further supplies and weapons, and the Survivors are as equally as desperate to escape as each other. This is the set-up for Zombies!!!, which takes a classic zombies movie plot and turns it into a board game designed for between two and six players, aged fifteen plus. Originally published by Journeyman Press in 2001—and by Twilight Creations, Inc., since 2002, Zombies!!! combines dice rolling, hand management, and take-that mechanics with the themes of exploration, combat, and bloody zombie horror!

Open up Zombies!!! and you find a lot of components—thirty map tiles, a fifty-card Event deck, Life and Bullet tokens, six human Survivor miniatures, and a hundred zombie miniatures! Yes, really. A hundred zombie miniatures! The miniatures are simple. The humans all wield shotguns, whilst the zombies are all reaching out for their next victim whilst moaning , “Brainssss…” The map tiles are each four inches square and marked with a three-by-three grid of squares. They depict the streets and buildings of the town where Zombies!!! takes place. Some have named buildings like the Toy Store, Police Station, and Hospital. Each named building indicates the number of zombies found in the building and the number of Life and Bullet tokens which can be scavenged from the building. One map tile is marked with a helicopter. This is the Helipad, the destination which is one of the ways of winning a game of Zombies!!!. The map tiles are done in grey and muted tones, reflecting that this is a town at night.

What stands out though about the production values of Zombies!!! are its Event cards. Painted by Dave Aikins these are superb slices of horror, each depicting a Survivor dealing with the zombies swarming the town. Perhaps sneaking past as in ‘Alternate Food Source’, which stop all zombies from attacking that Survivor until his next turn; confronting them like throwing a ‘Grenade’ in the Army Surplus Store, killing all zombies inside, but inflicting damage on the Survivor too; or healing from their attacks, such as applying a ‘First Aid Kit’, which prevents the Survivor from taking damage when in the Hospital or Drug Store. Many of the cards are designed to complicate the lives of other Survivors. For example, ‘Butter Fingers’ forces a target Survivor to discard a weapon or two Bullets; ‘Your Shoe’s Untied’ halves the target Survivor’s movement roll; and ‘Slight Miscalculation’ fills a target building up with zombies, up to double the amount given on the named map tile. Many of the Event cards work only specific buildings, for example, the aforementioned ‘First Aid Kit’ and ‘Grenade’. Lastly, the rules are done in simple black and white and easy enough to read and understand. The rules run to three pages, the other page devoted to a piece of fiction and a nice little foreword by George Vasilakos, publisher of the zombie roleplaying game, All Flesh Must Be Eaten.

Set-up for Zombies!!! is easy. Each player receives a Survivor miniature, three Life tokens, three Bullet tokens, and three Event cards. The Town Square map tile is placed in the centre of the table, the other map tiles are shuffled and the Helipad tile placed at the bottom. Then on each turn, a player draws a new map tile and places it anywhere on the map as long as any of its roads connect to the adjacent tiles. Zombie miniatures are added to the new tile and building on a name tile as indicated. The player refreshes his hand of Event cards back up to three, rolls a die to determine how far his Survivor can move, fighting any zombies encountered square by square. To defeat a zombie, a player rolls a die and hopes to get a four, five, or six. If he does, the zombie is defeated and added to the player’s collection. If he rolls a one, two, or three, he loses a Life token. If he loses all of his Life tokens, his Survivor miniature is moved back to the Town Square map tile to start again, and he loses any weapons he has from Event cards and half of his accumulated Zombie miniatures. Alternatively, if the player has any Bullet tokens, he can spend them on a one-for-one basis and hopefully increase the value of the roll to survive the combat and continue moving. Lastly, the player rolls a die and moves that number of zombies in any direction he likes. Typically, this will be either away from his Survivor miniature to ease his path on his next turn or towards the Survivor miniature of another player to make his next turn just that bit more difficult, or a mixture of both. During the turn, a player can also play a single Event card and also discard one.

Play continues like this until the Helipad map tile is drawn. This is always placed by the player with the least number of zombies currently in front of him. This will typically be nearer that player’s Survivor miniature than those of his rivals, but at that point, Zombies!!! becomes a race game to get to the Helipad first. The player whose Survivor gets there first wins the game. The other way to win is by defeating and accumulating a total of twenty-five zombies in front of you.

Physically, Zombies!!! is a decently produced game—at least for 2001. The rule book is a bit plain, but the zombie miniatures are fun and the tiles decent, if a little thin. The Event cards are to reiterate, fantastic. They really capture the grim, bloody nature of the situation that the Survivors find themselves in, and they are the exact reason why Zombies!!! would go on to win the 2001 Origins Awards Best Graphic Presentation of a Board Game. They are also the same reason why later editions of Zombies!!! would raise the suggested minimum playing age from twelve to fifteen.

Zombies!!! manages to be both a great game and a terrible game at the same time. It is a great game because it is pure Ameritrash. It is high on luck, it involves lots of deadly combat, has a high take that aspect as everyone plays Event cards against each other, and it does not so much ooze theme, as bash it against the nearest wall and splatter it across the room. It is also easy to learn, easy to teach, and it can be fun to play. It can also be tense because each player is desperately trying to husband both Life and Bullet tokens against the need to search for more, entering the dark confines of buildings to do so. It is a terrible game because it is pure Ameritrash. It involves too much luck and the take that value is high; many of the weapon Event cards only work in specific buildings, which whilst thematic, limits their use; there is too much combat without any real significance, which slows game play—Zombies!!! does feel as if it should be a shorter game; and ultimately, the Survivors are just waiting for the Helipad map tile to be drawn and the race for the endgame to begin, because trying to get the twenty-five zombies necessary to win is really challenging.

In 2021 Zombies!!! is twenty years old. Not only did it win an Origins award, but would receive sixteen expansions, which in turn added a military base, a mall, a school, and more, including new themed map tiles, Event cards, and zombie miniatures. As much as these added theme and further showcased Dave Aikins’ art, they did have the side effect of increasing the space and time needed to play Zombies!!!. Plus, the game received spin-off titles enabled players to play as the zombies hunting humans, deal with an alien invasion, and even have the players face skeletons rather than zombies back in medieval times. Which all serve to highlight how successful Zombies!!! was. Indeed, it would ride the wave of popularity that hit board games in the noughties all the way up to the release of The Walking Dead television series, and beyond… Notably, it would make the jump from specialist shops that supported the hobby into mainstream shops, especially ones that sold CDs, DVDs, and the like. With its eye-catching, action-packed cover, this ensured that Zombies!!! reached a wider audience that it would not have done otherwise.

It is easy to dismiss Zombies!!!, but it has been highly popular and despite its flaws, it is still playable, it is very easy to bring to the table, and it can be fun to play, even after twenty years. Zombies!!! is a still a classic ‘beer ‘n’ pretzels’ treatment of a classic horror situation.
—oOo—
Twilight Games is currently running a campaign for the Zombies!!! 20th Anniversary Edition on Kickstarter. (With thanks to Niamh for her loan of her copy of Zombies!!!, which she can definitely have back.)

#AtoZChallenge2021: R is for Rakshasa

The Other Side -

The demon KumbhakarnaGoing to the other side of the world from where I have been spending most of my time in the A to Z of monsters to one that always fascinated me back in my younger days.  Flipping through the Monster Manual  I recognized many of the creatures from myth and story, but one was new to me (ok there were more than one, but this one stood out).  

The Rakshasa of Indian myth was new one.  I had read a total of two Indian myths by this time so the Rakshasa was new to me.  Looking at the entry in the Monster Manual you would be excused for thinking they were some sort of cat-headed humanoid.  Much like the similarity named Rakasta from the D&D Expert module Ilse of Dread. 

In my naïve understanding of the differences between what was Advanced Dungeons & Dragons vs to what I was playing Basic Dungeons & Dragons, I tried to reconcile many concepts, and the Rakshasa / Rakasta was one of the round peg in a square hole that got me thinking maybe these, in fact, different creatures and different games.

Now a day I just mix and match as I see fit.

But that was not the last time the Rakshasa was going vex my efforts. 

Soon after I reconciled the whole Basic vs. Advanced D&D thing the next question, and one that stayed with me for a while, is why aren't these guys Devils?  Certainly, they felt like devils, they were Lawful Evil outsiders. They liked Illusion magic.   I played around with that idea for a while but never got it right.  It wasn't until I dropped the whole "Demon vs. Devil" and embraced the "Fiend" idea did it come to me. WotC would end up doing the same thing in D&D 5 in 2014.

Back in 2013 I reclassified these creatures as Yaksas and I was pretty happy with this.   That is until I began my research for my One Man's God series.  For India, I went back and reread the Ramayana. Rakshasas in these are much more complicated. Especially named Rakshasa like Ravana and his sister Shurpanakha.  Plus I learned more about Yaksas.

So. Where does that leave me today?  Well.  I want to do more research, but I think the classification of Rakshasa as a fiend belonging to the group of Asuras, who are sometimes referred to as "anti-gods."

Is this my final take on it?  No.  I am still doing more research and going back to the myths and stories, but I feel like I am on a good path now.

The three headed RakshasaRakshasa
Medium Fiend (Asura)

Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Lawful Evil]
Movement: 150' (50') [15"]
Armor Class: -4 [23]
Hit Dice: 7d8+21** (53 hp)
THAC0: 13 (+7)
Attacks: 2 claws, 1 bite or special
Damage: 1d3+1 x2, 1d6+1
Special: Illusory appearance, special magic resistance, spell-like powers
Save: Monster 7
Morale: 10 (10)
Treasure Hoard Class: XVII (F) 
XP: 1,250 (OSE) 1,300 (LL)

Str: 14 (+1) Dex: 17 (+2) Con: 18 (+3) Int: 13 (+1) Wis: 16 (+2) Cha: 20 (+4)

Rakshasas belong to a group of evil outsider spirits known as Asuras.  These creatures are an ancient primordial race of fiends that are sometimes known as the "anti-gods".  Their main diet is human flesh and they use deception to get it.   They often appear as animal-headed humanoids, with baboon and tiger being the most common, but they and also appear as multi-headed demons with long tongues and huge tusks.  Regardless of the form they take a curiosity of the rakshasa is that its palms will always appear to be inverted; that is their palms on the "tops" of what humans would consider their hand and thus their fingers appear to bend backward. 

When first encountered a rakshasa will use its ESP to detect whomever the victim trusts, then use illusion to assume that form. Once the victim lets his or her guard down the rakshasa will reveal its true self and attack. They are immune to normal weapons and magical weapons below +3 only do half damage.  The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has a +2 on saving throws against all other spells and magical effects.  A rakshasa would prefer to avoid combat, but when they do choose to fight they are vicious, enjoying the taste of blood as they fight.

All rakshasa have the following spell-like abilities:

  • At will: detect thoughts, disguise self, mage hand, minor illusion
  • 3/day each: charm person, detect magic, invisibility, major image, suggestion
  • 1/day each: dominate person, fly, plane shift, true seeing

Rakshasas are evil but not unintelligent. They will know when to attack and when to hold back.  A poisoned cup of tea takes care of an enemy just as well as claw to the neck.

Multi-headed Rakshasas: It is believed that the more head a rakshasa the more powerful it is.  Each head would increase the creature's HD by 2 levels and Intelligence by 1 point for each head.  Rakshasas with five or more heads become Large creatures.

--

There is likely a lot more I can say and do with these guys, but this is a great start.  I am pretty happy with this as it is, but I know I am going to discover more.

April 2021 A to Z

#AtoZChallenge2021: Q is for Qliphoth

The Other Side -

QliphothOne of the things I want to establish in my Basic Bestiary II is there are a LOT of different kinds of "demons" out there.  In AD&D we basically had two, then three, major groups, demons (chaotic evil), devils (lawful evil), and the awkwardly named daemons (neutral evil).  When 2nd ed came around the publisher caved to the angry mom crowd the authors came up with the replacements Tanar'ri, Baatezu, and Yugoloths respectively.  While many of us chaffed under these names they did open all the fiends up to reinterpretation.  And that was a good thing.  Also, I preferred Yugoloths over Daemons anyway. 

As the editions continued on the "Species" of fiends also grew.  The official D&D products in the 3e era added the Obyriths and Loumara types of demons to represent to oldest and youngest races respectively (not subject to the OGL) and other companies began to add their own as well. 

I myself have added the Lilim, Eodemon, Shedim, Baalserph, and Calabim fiends.  I have a few more as well.  Personally, I like the idea of all these competing hordes of fiendish creatures, fighting each other as much as they want to fight the power of good. 

Some of the newer types are not included in the SRD or part of the OGL.  For example, I can't use Obyriths in my books. I can use Pazuzu who is described as an Obyrith, I just can say anything about his "species."  I do say he is an "Eodemon" or "Dawn Demon" which is what the obyrtihs are trying to do.  Pazuzu is from world mythology so he is fair game.  Pale Night, a very powerful obyrtih is not.

This brings me to the Qliphoth.  The Qliphoth is open in terms of the Open Gaming License. The term, קְלִיפּוֹת, itself comes from Jewish Kabbalah.  So I am free to use that.   The Qliphoth in Pathfinder have a particular background.  I want something a little different, though I am likely to keep them similar just to aid people moving from system to system.  Rereading "Eodemon" as "Obyrith" is no big deal.  Having a name refer to two completely different sets of creatures is something else.   

Borrowing from the Kabbalah where Qliphoth means "Peels", "Shells" or "Husks" (mostly husks) here is what I am saying the Qliphoth are.

Qliphoth

Æons before the first demons crawled out of the Primordial Chaos or the first Angel fell to become a Baalseraph there was a race of beings of surpassing knowledge, grace, and power. Akin to gods they were and like gods they wished to be.  Not for power or glory, but for the purpose of knowing the fundamental workings of the cosmos to become one with it.  Their success was gained when they came upon a plan to shed all that was impure, unholy, and evil in their natures and discard them.  They sluffed off this evil and became luminous beings of pure energy and light.  Leaving behind the husks of what they were, tainted with unspeakable evils as only an immortal race of super-beings can produce.  These husks began of a "life" of their own. Evil, knowing they had been discarded, and festering in the darkest parts of Chaos.  It took them millennia, and in that time other creatures had come to populate the sinkholes of evil they had called their prison and home.  They despised these creatures as much as they despised their former selves and their new selves.  The Qliphoth had been born.

Qliphoth inhabits the same areas that are inhabited by the Calabim, demons of destruction, the chaotic demons that call the Primordial Chaotic abysses their home.  They share some qualities, immune to poison, possessing telepathy, and darkvision. Like other demons, they take only half damage from electricity and fire, but also acid.  Their minds are so alien to humanoids that they are resistant to any mind-affecting magics like sleep, charm, and hold spells.  All Qliphoth are the stuff of nightmares and only vaguely resemble something the human mind can process, so a save vs. Petrify or Paralysis is required when they are first seen. If the subject fails they cannot attack for 1d4 rounds.

It is said that Qliphoth exists for one reason alone, to reunite with the begins that cast them off.  Each subtype of Qliphoth is connected to a particular individual.  If they can reunite then all of that type will cease to be.  Otherwise, they will attempt to kill and devour the being that abandoned them.  Until such time they will kill and devour anything else in their path of destruction.

The Qliphoth are named for the part of the Tree of Death they are said to have originated in. 

Nehemoth.  These are whisperers or the night specters.  They are the weakest of the qliphoth having only spirit forms.

Gamaliel. These are the "obscene ones" and appear as nightmarish distortions of human figures with exceptionally large and exaggerated sexual organs. They were the unnatural sexual urges cast off by the Luminous Ones.

Samael. These Qliphoh appear as beautiful humans but all their words are lies. They drip poison and are a horror to behold in their true form which takes the shape of nightmares.

A'arab Zaraq. These are the Ravens of Dispersion.  They appear as hideous demon-headed ravens with wings of molten lava. 

Tharirion. These are are the Zomiel, giant demons coated in dark black blood that burns to the touch. They constantly fight amonst themselves unless ordered by a stronger creature.

Golachab. These creatures are demons surrounded by fire. They constantly burn the exist only to cause destruction and pain.

Gha'agsheblah. These creatures are giants with the heads of demonic cats. They eat everything they can.

Sathariel. These creatures are heads surrounded by swirling black mists. Only their glowing red eyes can be seen.  Their riddles cause madness.

Ghagiel. Huge demons with serpents wound around them.  They are found of destroying libraries and other institutions of learning and wisdom. 

Thaumiel. The most powerful of the Qliphoth. The shadow of their former selves.  Appears as a towering beast of shadow and destructive purpose. 

--

Ok. No stat block on this one yes because I am not far enough along yet to merit one.  Plus I need to get these demons to really be scary. Right now they are not.  And I'll need to read some more Kabbalah to get a good feel about what these creatures do and how to tease them apart from other types of demons.

I have some time. This is just the first draft of these guys.

April 2021 A to Z


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