RPGs

Jonstown Jottings #31: Legion

Reviews from R'lyeh -

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

—oOo—
What is it?

Legion presents ninety-six pre-generated Broo, nine new deadly diseases, a Broo name generator, and a scenario for use with RuneQuest: Roleplaying in Glorantha.
It is ninety-two page, full colour, 28.82 MB PDF.
The layout is clean and tidy, and many of the illustrations good. It needs a strong edit.

Where is it set?
Legion can be set almost anywhere where Broo may be found (although there are references to Prax in the text). The included scenario, ‘Imperial Waystation 42’, can be set anywhere on the boundaries—or former boundaries—of the Lunar Empire.
Who do you play?No specific character types are required when encountering the creatures in Legion. The Broo are not that fussy (mostly). Of course, an initiate or priest of Chalana Arroy will probably be useful after any encounter with the Broo.
What do you need?
Legion requires RuneQuest: Roleplaying in Glorantha. The RuneQuest: Glorantha Bestiary may be useful.
What do you get?
Echoing supplements such as RuneQuest Source Pack Alpha: Trolls and Trollkin, RuneQuest Source Pack Beta: Creatures of Chaos 1: Scorpion Men and Broos, and RuneQuest Source Pack Gamma: Militia & Mercenaries, as well as the Foes and Runemasters supplements, Legion is a supplement of deadly monsters and enemies that the Game Master can bring to her game. The monsters and foes in question are Broo—the horned, often goat-headed species befouled by Chaos and vile practices, widely known as carriers of horrid diseases and worshippers of dread Chaos gods. Legion presents some ninety-six pregenerated Chaos enemies, broken down into twenty Rune Lord, Priests, and Rune Lord Priests, twenty-six Initiates, and some forty-eight lay members, plus nine new deadly diseases, a Broo Name Generator, and ‘Imperial Waystation 42’, a location and short scenario. There is also a breakdown of the Broo according to their Cult, so along with the expected Malia and Thed worshippers there are worshippers of Cacodemon, Nysalor/Gbaji, Pocharngo, and even the Seven Mothers and a Sorcerer!
All of the Rune Lord, Priests, and Rune Lord Priests and the Initiates are full write-ups as well as their stats. For example, Gukgaz Khul is a Rune Priest of Primal Chaos, host to thousands of pin worms that constantly wriggle out of and across her body, and the ‘Bleak Hill Blindness’ and capable of controlling the unintelligent things which crawl from the chaos ooze, such as gorp and dragon snails, and including a small gorp which is home to her allied spirit, whilst Khul Gruc, a Rune Lord Priest and Shaman of Thed, one of three to be found in Dragon Pass, who is typically found in a discorporate state and guarded by other Rune Lords and Initiates of both Thed and Malia. His body is a riotous swathe of brightly coloured fungi and mushrooms that sprout from every available inch of his body. Initiates include Black Shuck, a Broo with the shaggy head of a fighting dog who constantly drools from both mouth and nose, and who worships Malia; Wild Face, an Initiate of Thed has the face and claw of a puma, who has issues loading his crossbow; and Khi Ghul, a sable-horned devotee of Seven Mothers with slick, black fur that has a dark red stripe running down it and who despite hating life, actually works as a translator for any human contact and idolises the Lunar Empire!
Legion being a supplement about Broo, it includes several new diseases—and they are deadly indeed. They are described as serious diseases, purportedly appearing and spreading in the wake of the withdrawal of Lunar forces from Prax. For example, Bleak Hill Blindness causes weeping and loss of vision; The Laughing Death, which causes the sufferer to collapse into fits of uncontrollable laughter and it is thought to have originated amongst Eurmal worshipers; and Dermal Glue, in which the sufferer exudes a fouling smelling glue which leads to everything sticking to him! All of these diseases are really vile.
‘Imperial Waystation 42’ is a ‘defend the flag’ one-shot, combat-orientated scenario. It describes a fortress at the edge of the Lunar Empire’s expansion, only partially completed before it was abandoned. The fortress is described such that it can be used elsewhere, but here it comes under attack by Broo. Several reasons are given for the Player Characters to visit the fortress and defend it, and the scenario comes suggestions as to which Broo to use from Legion, although the Game Master is free to pick and choose to match her players’ characters.
As well as the degree of invention on show in Legion, many of the Broo are accompanied by some fantastic artwork, much of it fully painted. The artwork and the map is decent throughout. In terms of the writing, one thing that should be made clear about Legion is that avoids the repellent nature of Broo procreational practices, although it alludes to it obliquely. Whether or not the Game Master wants to include this aspect of the Broo in her campaign is left up to her to decide.
Is it worth your time?YesLegion presents a vilely inventive array of foes and even NPCs (in some cases) that the players and their characters will remember not just for the confrontation, but also for the diseases that Broo will infect them with as a reminder.  NoLegion is probably best avoided if the Game Master does not want to bring Broo, their diseases, and their reputations into her game.MaybeLegion presents foes which vary widely in power level, and many of them are likely to be too powerful for many groups of Player Characters, so the Game Master will need to use them with care.

1990: Buck Rogers XXVC

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—
As the hobby in 2020 awaits the much-anticipated release of Cyberpunk Red, the fourth edition of Cyberpunk, the year also marks the thirtieth anniversary of both its highly regarded forebear, Cyberpunk 2.0.2.0., and another roleplaying game designed by Mike Pondsmith. That roleplaying game is Buck Rogers XXVC, or ‘Buck Rogers in the 25th Century’. Published by TSR, Inc. in 1990, as the title suggests Buck Rogers XXVC is based upon the character originally created by Philip Francis Nowlan in the novella Armageddon 2419 A.D., and subsequently popularised in newspaper comic strips, a film serial in the late nineteen thirties, and then a television series in the late nineteen seventies and early nineteen eighties. In the original novella, Buck Rogers is frozen in a mine by radioactive gas and kept in a state of suspended animation for nearly five centuries, only to awake in 2419 to find a North America ruled by the Air Lords known as the Han and their allied gangs from fifteen great cities, Americans left to fend themselves beyond the confines of the cities, but putting up a resistance against the Han and their gang allies. The original novella, the film serial, the television series, and both roleplaying games—TSR, Inc. publishing Buck Rogers XXVC in 1990 and then the High Adventure Cliffhangers Buck Rogers Adventure Game in 1993—have expanded upon, to varying degrees, the scope of their Buck Rogers settings. For example, the Buck Rogers in the 25th Century television series takes the character and story into space and beyond the confines of the solar system, and its look is influenced by Star Wars, at the time being nearly everyone’s idea of what Science Fiction should be like; Buck Rogers XXVC takes the character into the space, but only the confines of the solar system, and its Science Fiction, is more Pulpy in its styling; and the High Adventure Cliffhangers Buck Rogers Adventure Game takes Buck Rogers back to his roots of the novella—a conflict set on Earth only, fought with the technology of the Great War and the nineteen twenties. What they share in common is the same cast of characters, and of course, Buck Rogers himself, a man out of the past, frozen in time for centuries, and awoken to help to fight an oppressive enemy.

Buck Rogers XXVC would be TSR, Inc.’s second attempt at a Science Fiction roleplaying game, following on from 1982’s well-regarded Star Frontiers, and preceding the High Adventure Cliffhangers Buck Rogers Adventure Game and the Amazing Engine and its subsequent line of supplements—both from 1993, and finally Alternity in 1998. It would come about because Lorraine Williams, the then president of TSR, Inc., was the granddaughter of John F. Dille, the publisher who had originally syndicated Philip Francis Nowlan’s Buck Rogers comic strip and as a property, Buck Rogers, is owned by the Dille Family Trust. Williams wanted to combine Buck Rogers with the popularity of Advanced Dungeons & Dragons, and this would lead to the development of a new background for Buck Rogers, by Williams’ brother, Flint Dille. This new background would be initially showcased in 1988 in the board game, Buck Rogers - Battle for the 25th Century, and then the roleplaying game, Buck Rogers XXVC, in 1990.

The setting for Buck Rogers XXVC is the year 2456. The twenty-fifth century is a future in which atomic powered rocket ships fly between the plants of the solar system, great power blocs work to terraform Mars and Venus, corporate warlords use genetically engineered workers and warriors to dominate whole worlds and enforce their will, and an Earth, a political and economic backwater still recovering from a war in the first half of the twenty-first century, bucking against off-world powers who see it as a source of clean water, historical art and objects and treasures, and other resources to be plundered. The solar system is dominated by three great power blocs, formed in response to the Last Gasp War fought between the United States of America and the Soviet Communist bloc which began with the successful destruction of Russia’s powerful new orbital offence system, Masterlink, by United States Air Force Lieutenant Colonel Anthony ‘Buck’ Rogers—who was assumed killed in the attempt and ended in a limited exchange of nuclear missiles. The three power blocs, the Russo-American Combine (RAM), the Euro-Bloc faction, and the Indo-Asian Consortium (IAC) quickly formed a world government and then, as the rest of the solar system was explored, settled, and terraformed, the System States Alliance. Each bloc claimed a different world, RAM took Mars, the Euro-Bloc Luna, and the IAC Venus, with both RAM and the IAC making great efforts to terraform their worlds. To date, both RAM and the IAC have made great strides such that parts of both worlds are habitable. Ultimately, RAM would rebel against the System States Alliance and by the end of the Ten Year War in 2285, break both Earth as a power and fearing the IAC as an economic rival, sabotage colonisation and terraforming efforts on Venus. As RAM tightened its grip and influence on the Solar System, refugees from Earth, Mars, and Venus would flee to Mercury where the most powerful colonists would establish a ‘Sun King’ monarchy made wealthy on the energy and minded ores it sold to the rest of the solar System. A later wave of refugees would flee into the asteroids, and to Jupiter and Saturn, these Outer Worlds eventually to become home to The Black Brotherhood, bands of pirates feared for their raids across the system. Earth, the majority of its population residing in Arcologies, with mutants confined to reservations or the polluted and scavenged Badlands, and its technology regressed to that of the twentieth century, is under the thumb of RAM, as part of its ‘Solar Alliance Protectorate’. More recently, an alliance of smugglers, traders, and rebels who have banded together to form the New Earth Organisation (NEO), an underground resistance group dedicated to freeing Earth from RAM’s yoke. (Notably, parallels are drawn between NEO and RAM, and the Continental Army and British forces during the American War of Independence, but of course, NEO’s enemy is corporate, rather than imperial, though no less autocratic.) Recently, NEO’s hopes and plans have been bolstered by the discovery and revival of Buck Rogers, the hero of The Last Gasp War.

Buck Rogers XXVC comes as a richly appointed box set, which start with three black and white books—‘Characters & Combat’, the ninety-six-page rulebook; the sixty-four-page ‘The World Book’, which covers the background and includes information and a scenario for the Referee’s eyes only; and the thirty-two-page ‘The Technology Book’, which covers the setting’s equipment and weaponry. The Referee is given a plain, but serviceable Reference Screen: Tables and Statistics, plus twenty-four reference cards. On the font of these is a full colour illustration, showing either a ship, an NPC—such as Ardala Valmar, Buck Rogers, or Killer Kane, or a map of one of the setting’s worlds, with the stats and background on the back. These reference cards feel reminiscent of Spelljammer, the space setting for Advanced Dungeons & Dragons, Second Edition. There are two double-sided poster maps. One poster has a map of Tycho Arcology Spaceport on one side and an outer-space hex grid for running space combat on the other, whilst the other poster has the deck plans for a small cruiser and a medium cruiser—both suitable for use with 25 mm figures—on one side, and a map of the orbits of the inner planets and various settlements in the Asteroid Belt on the other. Lastly, there is sheet of counters for use on the maps, a set of polyhedral dice, and a plastic overlay. This is used to determine travel and communication times between the planets as they orbit around the sun, the Referee having to move them along in their orbital paths once every thirty days in game to reflect the changing distances. Overall, the box set is nicely appointed.

Buck Rogers XXVC is a classic Race, Class—or Career, and Level system. It is based on Advanced Dungeons & Dragons, Second Edition, but with various tweaks to account for the genre. The Player Characters, traders, adventurers, spies, resistance fighters, and more, are assumed to be members of, or at least affiliated to NEO. A Player Character is defined by seven attributes—Strength, Dexterity, Intelligence, Constitution, Wisdom, Charisma, and Tech. These provide various bonuses, notably serving as a bonus to skill rolls, and range in value from one to twenty-two. A Character also has a Race, Buck Rogers XXVC offering thirteen options. They start with Terrans, unmodified Humans, and then add Martians, Lunarians, Venusians, and Mercurians, each type having been modified to survive on their respective home worlds. The other eight are ‘gennies’, or ‘genetic mutants’, modified with animal DNA to survive in certain conditions or perform various tasks. So Tinkers are crossed with lemurs and gibbons, and are short, have long fingers, a longer reach, and fine fur and are suited to engineering and technical tasks—especially in tunnels; the Martian Desert Runner has feline and canine DNA to give claws and the ability to run on all fours, and webbing between fingers and toes to run on the sands of Mars; and the dread Terrine have Shark DNA with tough skeletons, retractable talons on hands and feet, and sandpaper-like skin, and are bred by RAM as its shock troops. In terms of Class—or Career, Buck Rogers XXVC gives Rocketjocks, the pilots of the setting, Warriors—fighters and professional soldiers, Scouts—planetary explorers and loners, Engineers, Rogues—gamblers and information traders, and Medics. All six Careers have attribute requirements, and some cannot be selected by Gennies. Each Career provides a few abilities. The Rocketjock grants a bonus to Driving and Piloting skill checks and a Charisma bonus when interacting with a member of the opposite gender; the Warrior rolls a six-sided die for unarmed damage and gains a specialisation bonus every other Level to use a particular weapon, up to +3 for each weapon; a Scout a bonus to his Career skills at each Level; an Engineer receives a to hit and damage bonus when using a tool as a club in combat; the Rogue receives a bonus to his Career skills; and only the Medic can use a Drug Fabricator or Autosurgery. Each Career has its own set of skills. For example, the Rocketjock has Drive Jetcar, Drive Groundcar, Manoeuvre in Zero G, Notice, Pilot Fixed Wing, Pilot Rocket, Pilot Rotorwing Craft, and Use Rocket Belt, whilst the Rogue has Bypass Security, Climb, Fast Talk/Convince, Hide in Shadows, Move Silently, Notice, Open Lock and Pick Pockets.

To create a character, a player rolls three six-sided dice for each attribute, and selects a Race and Career. He divides forty points between his Career skills and another twenty between General skills. He also adds the value of the appropriate attribute to each skill the character has as well as any bonuses from the Career. Each time his character goes up a Level, he will receive another forty points to assign to his Career skills and another twenty to his General skills—that is, those skills not granted by his Career. He then receives between two hundred and two thousand credits to spend on equipment.

Name: Seldona Clarke
Race: Human
Career: Scout Level: 1

Strength 10 (Weight 40, Max. Lift 115, Strength Feat 2)
Dexterity 12
Constitution 09 (System Shock 65)
Intelligence 13
Wisdom 11
Charisma 13
Tech 10

Armour Class: 10
Hit Points: 8

Abilities
N/A

Career Skills
Animal Riding (Dex) 13, Befriend Animal (Chr) 01, Climb (Dex) 18, Move Silently (Dex) 17, Notice (Wis) 16, Planetary Survival (Wis) 16, Planetology (Int) 27, Tracking (Wis) 16

General Skills
Cook (Tech) 15, Geology (Int) 18, Navigation (Int) 18, Sensor Operation (Tech) 15

Equipment
Laser Pistol, Mono Knife, Utility Belt, Smart Clothes, Messkit, Backpack, Inertial Compass, Cr 75

Mechanically, Buck Rogers XXVC employs not one, but three different mechanics. The first a simple attribute test, a roll equal to, or less than an attribute on a twenty-sided die. The second is the skill check, a roll under—but not equal to, a skill rating. The difficulty of a skill check is directly modified, its skill rating doubled if the task is easy, halved if difficult, and quartered if impossible. The third is the combat roll, rolled on a twenty-sided die, rolled to beat an opponent’s Armour Class. However, Buck Rogers XXVC being designed in 1990 and not 1992 when Gamma World, Fourth Edition was published means that Buck Rogers XXVC uses descending, not ascending Armour Class. Further, Buck Rogers XXVC being based on Advanced Dungeons & Dragons, Second Edition, the value used to determine the number a player rolls to his is ‘To Hit Armour Class Zero’, or THAC0.

Armour Class itself runs from nothing and ten down to zero and Battle Armour. Battle Armour with Fields is even lower, and Armour Class is adjusted by cover, Dexterity, and illumination. It is also lowered if a Player Character does nothing but parry or dodge. Combat also covers melee and firearms combat, weapons like the Laser Pistol and Rocket Pistol doing one eight-sided die and one ten-sided die’s worth of damage respectively. At lower Levels, this can be enough to kill a Player Character, and a Player Character whose Hit Points is lowered to zero is dead, unless someone can get the would be corpse to a life suspension device, but these are expensive and bulky. So the likelihood of low Level Player Characters owning one is equally as low… Add in rules for heavy weapons, suffocation, radiation, extreme heat and cold, and until a Player Character has gained a few Levels, the world of Buck Rogers XXVC is grim and gritty rather than pulpy. That said, the Referee is advised that when possible to narrate ways of his Player Characters surviving near certain death—though not inescapable death!

Buck Rogers XXVC includes rules for both rocketship combat and construction for fighters, cruisers, battlers, transports, and freighters. Ships are expensive, running to hundreds of thousands of Credits. Space combat involves weapons like lasers, missiles, gyrocannons, and acceleration guns, played out at scale of fifty miles per hex. Essentially, a ship’s pilot—ideally a Rocketjock—maneuvers the ship whilst everyone else takes different stations aboard the ship. Weapons need to be manned in order to be fired, the Engineer needs to be able to conduct repairs, the Medic provide first aid, and so on. Each section of ship, whether that is sensors and communications, controls, life support, or hull, has its own individual Hit Points. Reducing any section to zero or fewer Hit Points has the same effect as a critical hit. Otherwise, the ship combat rules work as per personal combat, including the use of THCA0, and are serviceable enough.

Apart from the addition of Gennies, the other significant technology in Buck Rogers XXVC is that of Digital Personalities. Each is an artificial intelligence which can project a three-dimensional image of itself, which mechanically has mental, but not physical attributes. A Digital Personality cannot fight actual people, but can fight other Digital Personalities. A Digital Personality also has the ability to use computer programs such as Control Remote, Stealth, or Virus Attack. A Digital Personality is actually an NPC Career, as is the Scientist, someone who possesses skills and abilities, like gadgeteer, which Player Characters cannot. Notably, Doctor Huer is a Digital Personality, as is the head of RAM, Simund Holzerhein. This is not the only major change to the characters of the Buck Rogers in the 25th Century setting. For example, Ardala Valdemar is a freelance Martian RAM agent with high connections who serves as an information broker and espionage agent, whilst the infamous Rocketjock, Killer Kane, who defected to serve RAM, but only to save his then lover, Wilma Deering. In the meantime, Killer Kane has come to believe that RAM has the people of Earth’s best interests at heart.

In addition to covering each of the worlds of Buck Rogers XXVC in some detail—their economy and culture, their politics and government, ‘The World Book’ also includes rules for creating more Gennies, guidance for the Referee for running the game and its genre, and a scenario, ‘Ghost in the Machine’. This has a recently fired rocketship crew hired to get hold of a RAM yacht and its secrets before RAM can recover it. Intended for Player Characters of First and Second Level, it should provide sessions of play and enable the Player Characters to try out the various rules, including combat and space combat. ‘The Technology Book’ covers everything from terraforming and space elevators down to personal weapons and gear. Lastly, the Reference Cards present further information on aspects of the setting—major NPCs, the worlds, and ships. They are handy and accessible, providing illustrations and easily accessible content that the Referee can show to her players.

Physically, Buck Rogers XXVC is generally well presented. The artwork whether black and white in the books, or colour on the Reference Cards is good throughout. Equally, the maps are bright and colourful, though the counters are plain. In general, Buck Rogers XXVC is well written. Nice touches include the short, but involving ‘choose-your-own-path’ adventure which serves as an introduction to roleplaying in the ‘Characters & Combat’ book, the roleplaying and cultural notes on the various Races, and the Reference Cards, the maps, and the plastic overlay are all great.

Yet mechanically, Buck Rogers XXVC is underwhelming. In terms of the attributes, only Strength, Dexterity, and Constitution provide any bonuses; there are no special abilities assigned to each Race—at least not in terms of the mechanics; the various abilities Careers feel underpowered and unbalanced, some Careers, like the Rocketjock and the Warrior gaining an improvement every other Level, whilst others like the Engineer and the Medic, a single ability. And, in terms of the Medic, if a playing group wants to have a character who can operate a Drug Fabricator or Autosurgery, then one player has to select that Career, or an NPC be added. Also, there is no mechanical means for the Player Characters to be heroic, so no luck or hero points. It all comes down to the dice rolls, and whilst there is a means to determine the difficulty by adjusting the skill score, there is no corresponding way to handle degrees of success or failure.

Lastly, having three different sets of mechanics—one for attribute checks, one for combat, and one for skills, complicates rather than eases the play of the game. The use of THAC0—the use of THAC0!?—and skills as percentages feels more like a cultural and design clash rather than a decision, almost as if Buck Rogers XXVC is straining to get away from the constraints of Advanced Dungeons & Dragons, Second Edition, and be its own thing—rather than a hybrid. Of course, Buck Rogers XXVC was designed to ride on the back of the popularity of Advanced Dungeons & Dragons, Second Edition and so was designed to be familiar to the players of that game, but without those constraints, there is no denying that Buck Rogers XXVC could have been a better game. Indeed, the Referee could easily take the background of Buck Rogers XXVC and adapt it to the rules of her choice, especially if she wants more competent Player Characters and to reflect a pulpier, more action orientated style that reflects the Space Opera of the nineteen thirties and nineteen forties—the source material for Buck Rogers XXVC.

There is a great deal to like about Buck Rogers XXVC—the setting is well done and it is well presented, but ultimately, the mechanics and the low Level of the Player Characters do not feel suited to either the genre or the game. Buck Rogers XXVC is a great setting to delve into, but not necessarily play as written.

In-Line & In-Country

Reviews from R'lyeh -


Delta Green: Kali Ghati is a scenario for use with Arc Dream Publishing’s Delta Green: The Role-Playing Game which can be played using the roleplaying game’s full rules or those from Delta Green: Need to Know. It is set in Afghanistan, so shares parallels with ‘Night Visions’ from Control Group: Horrifying Scenarios for Delta Green: The Role-Playing Game and concerns the fate of a missing Agent, so shares parallels with the scenario  ‘Last Things Last’, from Delta Green: Need to Know. It comes with six ready-to-play Agents, so it can be run as a one-shot, as a convention scenario, as an introduction to the Unnatural—as the Mythos is called in Delta Green: The Role-Playing Game—and Delta Green a la Control Group, or simply added to an ongoing campaign.

Delta Green: Kali Ghati opens with the Agents in-country, having been sent to Forward Operating Base Turner in Patika province, in the eastern part of Afghanistan, close to the border with Pakistan. The base has been the process of shutting down and being handed over to the Afghan National Army, and only sixty U.S. Army soldiers posted still there. Unfortunately, a CIA clandestine services officer named Tim Ellis, also stationed there, has gone missing and the last thing that the U.S. Army wants is news breaking out of another American citizen having been captured by the Taliban. Worse, Tim Ellis is actually a Delta Green agent and the organisation does not want him—or the esoteric knowledge he has acquired over the years—falling into the hands of the Taliban either. The player character Delta Green Agents are sent in to locate him, retrieve him, and if unable to do that, make sure that he does not fall into the wrong hands.

Delta Green: Kali Ghati is essentially divided into three acts. In the first act, the Agents will investigate Ellis’ activities at F.O.B. Turner, dealing with the officers and soldiers who had dealings with him, as well as an interpreter and the members of the Afghan National Army. They are a mixture of helpful and reluctant, but with some careful roleplaying, the Agents will learn that Ellis was fascinated by the strange tales of a nearby village that go back to the nineteenth century, and more. They are likely to also be given warnings not to go to the village, but duty demands that they do. The second act consists of the drive to Kali Ghati—and here the action hots up as attempts are made to prevent them getting there. This is a big scene and will need careful staging from round to round, almost like a wargame.

The third act takes place at the village of Kali Ghati and sees the Agents learning the secrets that the villagers are hiding. They will very likely also discover the whereabouts of Tim Ellis. As plotted, once they discover the secrets of Kali Ghati, all hell breaks loose and the best they can probably do is get the hell out…

Delta Green: Kali Ghati is a problematic scenario. Its issue is that it is linear and does not allow a high degree of player agency. In the initial scenes where the Agents are investigating Ellis’ activities and interactions, they have plenty to do, but in later scenes, there is less and less that they can do. Should the players want their Agents to push harder and harder at the constraints of the plot, the more effort that the Handler will have to make to accommodate their actions. The scenario is also more combat focused in comparison to other scenarios for Delta Green: The Role-Playing Game, which will put Agents with fewer or limited combat skills at a disadvantage. Of course, replacement characters abound in the form of other U.S. Army soldiers, but the likelihood of having to replace the Agents—either early in the scenario or at the climax, undermines players’ roleplaying. Essentially, the combats are all but unavoidable, and the second combat is likely to become something of a grind, likely to be preceded by a grind of dice rolls to get to that second combat…

Physically, Delta Green: Kali Ghati is nicely produced. The maps are clear and the artwork excellent as is usual. The six pregenerated Agents, including a CIA Officer, an FBI Agent, CIA Consultant, a biohazard specialist, and two U.S. Army soldiers, are for the most part, decently done. They have a few details missing, but these are not pertinent to the scenario and can be easily made up by the Handler or the player. 

Delta Green: Kali Ghati is linear and is tightly constrained in terms of storytelling. In fact, to the point that it feels more like a film than a roleplaying game—indeed, the scenes in the village of Kali Ghati are reminiscent of the film, The Man Who Would Be King. The short length and the straightforward, narrow nature of its plot means that Delta Green: Kali Ghati is best suited as a one-shot or a convention scenario, especially for players looking for action rather than investigation.

#FollowFriday: Tasha / Iggwilv on the Web

The Other Side -

It is another Follow Friday here and since we are wrapping up Tasha's Week of Everything I thought it might be nice to detail some of the sites on the web and social media that feature Iggwilv, Tasha, and items from her history.

The Web

Tasha from HeroForgeTasha from HeroForge
Lots of great stuff here really. 

Greyhawk Online has a wiki full of details.

Likewise, the Forgotten Realms wiki has some entries for her. 

She has even made appearances in Golarion from the Pathfinder wiki.  In particular as a former Queen of Irrisen.  According to the Golarion timeline, she ruled 4113 AR to 4213 AR (current year 4720 AR).If you want some fiction about Tasha/Iggwilv then there is Tommy John Kelly's Greyhawk Stories PageGreyhawk Online has a number of posts featuring S4 The Lost Caverns of Tsojcanth.

Blogs

Iggwilv from HeroForgeIggwilv from HeroForge
Lots of people have had some words about Iggwilv in the blogging circles too. Here are some of them

James over at Grognardia gives her an uncharacteristically brief mention in his post about The Lost Caverns of Tsojcanth.

Sean McG has written up an extensive post on the publication history of Iggwilv, which he keeps updated at the Power Score.

Mike Bridges at Greyhawkery also has a few posts.

And of course, Greyhawk Grognard has some posts. Though he is not as enamored with the adventure as I am. 

Blogger Trent over at The Mystical Trash Heap has some thoughts on S4 as well.
Paleologos at the OSR Grimoire has a post on Drelnza the Vampiress Lord and talks a lot about the original Lost Caverns of Tsojconth
Social Media
Baba Yaga from HeroForgeBaba Yaga from HeroForge
There is a ton of social media out there. What places are best for Iggwilv and Tasha?
Facebook
Twitter


MeWe


YouTube

1965: Nuclear War

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—

Invented in 1965 by Doug Malewicki and published by Flying Buffalo, Inc. since 1972, the Nuclear War Card Game is a satirical game of Cold War brinkmanship, black propaganda, and mass destruction designed for between two and eight players. Designed for players with a sense of humour, aged thirteen and up, who each control a major nuclear power, it  can be played in roughly thirty to forty-five minutes. Whilst the aim of the Nuclear War Card Game is to win by defeating a player’s rivals—either by persuading their population to defect or bombing them back into the Stone Age, either way reducing their population to zero—a game can also end in a storm of retaliatory missile and bomber strikes that leaves everyone’s population dead and dying. In which case, everyone loses. If you think that this sounds M.AD., then that is Mutually Assured Destruction for you.

The Nuclear War Card Game consists of two decks of cards, eight player boards, a Nuclear Spinner Board, and a four-page rules leaflet. The two decks are the Population Deck and the much larger Nuclear War Deck. The Population contains cards representing between one and twenty-five million persons, whilst the Warhead Deck contains cards of various types. Warhead cards represent nuclear warheads ranging in size from ten to one hundred megatons, each indicating how many members of a population it will kill, ranging from two to twenty-five million. Delivery cards indicate the size of Warhead tonnage they can deliver to a target, raging from a single ten megaton warhead in a Polaris missile to a Saturn rocket capable of carrying a single one hundred megaton warhead, whilst a B-70 Bomber can carry multiple warheads up to a total of fifty megatons. Other cards include Anti-Missile cards which will bring down incoming missiles during an attack, whilst others are Top Secret or Propaganda cards. Top Secret cards can decrease an opponent’s or the current player’s population, force him or the current player to lose a turn. For example, ‘Your Cold War prestige soars due to being the first on the Moon’ causes five million of the enemy to join the current player’s country and ‘TEST BAN!’, which called by the President of the current player’s country forces him to miss a turn. Propaganda cards simply cause Population from a rival country to defect to the current player’s country.

Each of the Player Boards, illustrated with a photograph of a Titan missile launch station, is marked with six spaces—‘Face Up Card’, ‘1st Face Down Card’, ‘2nd Face Down Card’, two ‘Deterrent Force’ spaces, and ‘Population’. A player uses the ‘Face Up Card’ and ‘Face Down Card’ spaces to set up and bluff using his country’s nuclear arsenal; the ‘Deterrent Force’ space to establish a threat against anyone who might attack his country; and the ‘Population’ space to keep track of his Population cards. The infamous Nuclear Spinner Board is spun whenever a missile is launched or a bomb is dropped to give a random effect, such as ‘Explodes a Nuclear Stockpile! Triple the Yield’ to increase the number of Population killed or ‘Bomb Shelters Saves 2 Million’ which reduces the damage inflicted. The Nuclear Spinner Board also tables to get the same effects from rolling either two six-sided or two ten-sided dice as an alternative, or if the spinner is broken! Lastly, the rules sheet both explains the rules, answers various questions, and gives some suggestions as to tactics when playing the game.

Game set-up is simple. Each player receives a Player Board, a number of Population cards (the number determined by the number of players), and nine cards from the Nuclear War deck. On a round each player takes it in turn to play all the cards marked Secret or Top Secret in his hand, draw back up to nine cards, play any cards marked Secret or Top Secret in his hand so added, draw again, and so on until he no cards marked either Secret or Top Secret in his hands. The fun of these is a player using the text on the cards to build a story about his country, taking it through the Cold War to the point where Nuclear confrontation turns hot…

Then each player places two cards face down in the first two slots on his Player Board. They will be revealed in subsequent turns and in doing so, will reveal a player’s strategy. A player with weak warheads or inadequate means of delivery—bombers or missiles, or who does not immediately want to turn the Cold War hot, can play Propaganda cards to reduce a rival country’s population. A player who wants to go aggressive immediately can put down a delivery system—bomber or missile—followed by a warhead, which has to be launched at a rival country once the combination has been revealed. A player can also bluff, playing a warhead, but not a delivery system—and vice versa, instead playing a Propaganda card. In some instances, a player does not have a choice as to which option he chooses, it very much depends upon the cards in his hand.  Alternatively, a player can place Anti-Missile cards or even a combination of a warhead and a delivery system onto the Deterrent spaces of his board. These are placed face up rather than face down and serve as a warning against any other player who might be thinking of launching a nuclear strike at that country. The classic combination being a Saturn missile with a hundred megaton warhead ready to launch in retaliatory fashion against an enemy. 

Once a player has put two cards into the first two slots, and sets up his initial strategy, he draws a third from the Nuclear War deck and places a third card into the third slot on his Player Board. The last thing a player does is turn over and reveal the card in the first slot on his Player Board. This will reveal the initial suggestions as what his current strategy is. On subsequent turns, a player will draw a card first and then play the rest of the turn as per normal.

If a player reveals on subsequent turns that he has a delivery system loaded with a warhead—in the order of delivery system first, followed by the warhead, he is ready to launch a nuclear strike! He designates his chosen target, spins the spinner on the Nuclear Spinner Board and applies the results to the warhead’s detonation. If the warhead is successfully detonated, the targeted player loses the indicated number of casualties from his Population. Once a nuclear strike has been launched at another player, a State of War exists not between the attacker and defender—but between all players! This State of War continues until one player, whether the attacker, defender, or another player is eliminated. An eliminated player can retaliate by combining warhead and bomber or missile cards and target not just the player who struck at him, but any player! It is entirely possible for an eliminated player to eliminate a rival with a retaliatory strike, and that rival to eliminate a rival with a retaliatory strike, and so on. Basically in one giant M.AD. conflagration!

Peace then breaks out… until another player has a warhead ready to launch. Play continues with rounds of missile and warhead build-ups punctuated by deadly strikes. Of course, during the build-up phases, there is scope for further bluff, as well as negotiation, counter bluff, and intimidation. A game of the Nuclear War Card Game continues until one player is left standing (amidst the irradiated rubble) undefeated and still with a Population of at least a million. Alternatively, everybody might have been wiped out, in which case, everybody loses.

With simple rules and direct mechanics, the blast ’em, bomb them style of play of the Nuclear War Card Game is quick. Which means that once a player is eliminated, he should not have to wait too long before either the game finishes (with a winner or not) and a new one, quickly and easily set up to start play anew or a wholly different game chosen. In this way, the Nuclear War Card Game serves as a solid filler.

Physically, the Nuclear War Card Game does not share the production values as more contemporary titles. The card stock for both the Player Boards and the Nuclear Spinner Board is adequate enough though still feels slightly cheap. The cards for the game feel slightly thin, but apart from the Propaganda cards which are rather plain and lacking in flavour, all of the cards are brightly and engagingly illustrated. The rules sheet is simple and utilitarian, but like everything else in the game, does its job.

—oOo—

In 1984 Games Magazine called Nuclear War, “the quintessential beer and pretzels game” and put it on its  top 100 list. The game also won the Origins Hall of Fame Award as one of the best games of all time in 1998 and in 1999, Pyramid magazine named it as one of The Millennium's Best Card Games. Editor Scott Haring said “Back when people were well-and-truly scared of the possibility of nuclear vaporization (I guess today either the threat is lessened, or it's become old hat), Nuclear War dared to make fun the possibility of mankind's dreaded nightmare via a card game.”

Designer and publisher Steve Jackson reviewed the Nuclear War Card Game in Space Gamer Number 34 (December, 1980). He described it as, “...[N]o sense a serious simulation - and even as a game it is very, very simple. Other than that, the only drawback is that the "strategy" rules often lock you into a bad move a couple of turns ahead. Real life is like that - but this game isn't real life and shouldn't try to be.” before concluding that, “This is NOT an "introductory" wargame - it's not a wargame at all. It's a card game. Recommended for a quick social game or for when everyone is too sleepy to play anything complex.”

In Dragon Issue #200 (Vol. XVIII, No. 7, December 1993), Allen Varney included it in a list of ‘Famous & forgotten board games’, in his article, ‘Social Board Games’. He stated that, “It’s a sin for a multi-player design to throw out a player before the game is over, but in this venerable game, that’s the whole point.”, ultimately describing it as the “black-humored contemporary of Dr. Strangelove.” More recently in Scarred For Life Volume One: The 1970s (Lonely Water Books, 2017), authors Stephen Brotherstone and Dave Lawrence described the Nuclear War Card Game as “A card game about the unthinkable, featuring a Twister-style spinner containing results such as ‘RADIOACTIVE BETA RAYS KILL ANOTHER 5 MILLION’ and ‘ADDITIONAL 1 MILLION ARE ENGULFED IN THE FIREBALL’ might not seem like most people’s idea of a fun night in, but Nuclear War is a darkly comedic, even educational game. And it’s a brilliant one to boot.”

—oOo—

The Nuclear War Card Game is a game of nuclear brinkmanship, of nuclear standoffs and deterrence, one in which peace is always temporary and war always inevitable. Its subject matter—notoriously black, if not tasteless, in terms of its humour—combined with its mechanics (especially the retaliatory strike rule) make it the ultimate ‘take that’ game, often escalating into everyone having to ‘take that’ and suffer the consequences. The Nuclear War Card Game captures the foolishness and absurdity of the Cold War, pushing everyone to slam their fists on the big red button in the ultimate ‘take that’ game—whether as first strike or in revenge.

—oOo—

With thanks to Steve Dempsey for locating Allen Varney’s ‘Social Board Games’ in Dragon Issue #200 and Jon Hancock for Steve Jackson’s review in Space Gamer Number 34.


Supernatural: Carry On, Sam and Dean Winchester for NIGHT SHIFT

The Other Side -

Wow.  

Here we are.  I know last week seemed like the "season finale" but tonight is the big "Series Finale".

Let's do this!

the road so far

I have talked a bit about Supernatural here.  Certainly not as much as my fandom might indicate.  Supernatural is the one show that everyone in my family all watches together. My wife and kids all sit down to watch it. Doesn't matter what else we watch or what we do, this is the one show we always watch.

Supernatual then was also the test bd for NIGHT SHIFT.  

I have been pretty open about what my personal design goals for NIGHT SHIFT have been.  I wanted to be able to play ANY modern supernatural urban-fantasy I know.  I want a game where I can create any sort of witch I want and have access to magic, demons, and the like.  NIGHT SHIFT does all of this.

So when I was playtesting this with my kids there were two characters that were absolutely perfect. Sam and Dean Winchester.

Dean WinchesterDean Winchester
15th level Veteran, Human

Strength: 16 (+2) s
Dexterity: 18 (+3) P
Constitution: 18 (+3) s
Intelligence: 14 (+1) 
Wisdom: 14 (+1)
Charisma: 18 (+3)

HP: 120 (15d8+45)
AC: 6 (varies)
Fate Points: 1d12

Check Bonus (P/S/T): +7/+4/+3
Melee bonus: +8 (+12)  Ranged bonus: +9 (+16)
Saves: +5 to all saves

Special Abilities: Combat expertise, Melee combat bonus, Increased damage, improved defense, ranged combat bonus, Supernatural Attacks, Tracking

Skills: Hand to hand combat, Steady hands (Dex), Resistance (Con), Insight (Wis), Charm/Intimidate (Cha)

Languages: English

Equipment: Leather jacket, handguns, cell phones, hunter's equipment, "Baby" 1967 Chevrolet Impala.

Dean is the archetypical hunter and Veteran.  He has been described as "the perfect killer" by many including God (aka Chuck).

Sam WinchesterSam Winchester
9th level Veteran, 1st level Psychic, 5th level Sage, Human

Strength: 15 (+1) 
Dexterity: 15 (+1) 
Constitution: 16 (+2) 
Intelligence: 18 (+3) P
Wisdom: 16 (+2) s
Charisma: 18 (+3) s

HP: 95 (9d8+18 + 1d6+2 + 5d6+10)
AC: 7 (varies)
Fate Points: 1d12

Check Bonus (P/S/T): +7/+4/+3
Melee bonus: +5 (+8)  Ranged bonus: +5 (+8)
Saves: +5 to all saves

Special Abilities: Combat expertise, Melee combat bonus, Increased damage, improved defense, ranged combat bonus, Supernatural Attacks, Tracking, Psychic: TK (Cha based), Sage: Survivor skills at level 2, Read Languages, Spells

Skills: Research (Int), Steady hands (Dex), Computers (Int), Insight (Wis), Charm (Cha)

Languages: English, Latin, Greek, Enochian, Sumerian

Equipment: Thick jacket, handgun, cell phones, hunter's equipment, laptop

Sam has had an interesting arc.  He starts out as a veteran at a very young age. Because he also has/had some demon blood in him he was telekinetic for a while, but that only manifests when he drinks demon blood. He is also a Sage and has played that role well in the 15 seasons of the show.   

It was also stated a few times that he was Rowena's "student" so a couple levels of Witch might have been appropriate, but I think Sage covers it well. I could also see Sammy with a couple of levels of Survivor, but again, the Sage abilities cover that. 

Both brothers have high Charisma. They need to be able to talk their way in and out of situations a lot. Plus they have been on the air for 15 years.

Likewise, Dean could have also had a level or two of Sage, due to his Men of Letters status, but really Veteran covers it all.

Regardless where tonight's LAST episode takes us (and it was looking a little dicey two weeks ago!) I know that if I want to continue the story I have these write-ups and NIGHT SHIFT.

Other Supernatural Characters for NIGHT SHIFT

Gonna miss these guys.  Ok Kansas, play us out.


American Fetish Meets Pop Art: Russ Meyer’s ‘Faster, Pussycat! Kill! Kill!’

We Are the Mutants -

Sam Moore / November 19, 2020

It’s easy to spot an exploitation film by the cover of the poster or DVD. Maybe more so than any other type of art, you can judge it by its cover: a woman, often barely dressed, holding some kind of weapon. Think Pam Grier on the cover of Coffy or Foxy Brown. Even contemporary grindhouse fare like Planet Terror embraces this tradition, with a machine-gun-legged Rose McGowan among the most immediately recognizable images from the film. That’s because exploitation films always know what they’re selling. That’s where the name comes from; there’s something in these films—normally sex and violence—that is being exploited in order to lure an audience. And that’s where Russ Meyer comes in, the filmmaker whose Faster, Pussycat! Kill! Kill! (1965) takes everything about the exploitation genre and ramps it up to an eleven. It’s a strange film that at once knows the genre’s problems and is willing to embrace them. 

In the film’s poster, true to form, instead of one woman, there’s two, and the angle of the camera seems designed entirely to highlight Varla’s (Tura Satana) chest. She’s thrown a man to the ground, and there are two cars, engines roaring, behind her. In many ways, it’s the perfect crystallization of the film itself: women, breasts, violence, fast cars. This excess is a “come hither” moment for exploitation audiences, taking everything that they love and blowing it up to extremes. That’s what makes Pussycat so compelling, the strange combination of exploitation and the reverence with which it treats its objects, like a piece of lurid pop art, amplifying and magnifying the tastes of the seediest corners of grindhouse cinema.

One of the ways in which Pussycat challenges the nature of exploitation is by approaching these common tropes—oversexed and ultraviolent women—with a kind of self-awareness, looking at the genre with a nod and a wink. This is made clear from the very beginning of the film, and the way it uses voiceover narration—there’s no other voiceover in the film after this, which is unusual—that beckons the audience by welcoming them to “violence, the word and the act.” The voice goes on to talk about the way in which the “favorite mantle [of violence] still remains sex,” and the “voracious appetite” that the film gives to its leading ladies is something that obviously applies to the audience as well. Pussycat is explicitly designed for an audience that’s hungry for the intersection of sex and violence, for images of powerful women—as long as they’re not too powerful.

The women in Pussycat are fascinating contradictions, something that the film explores through the ways in which the gaze of the camera operates, often changing to enhance different aspects of the characters, from their sexuality to the power they possess over men. As the film begins, Varla and her soon-to-be partners in crime, Billie and Rosie (Lori Williams and Haji), are go-go dancing. The camera loves it, obsesses over and objectifies their bodies, the way that they move, embracing the male gaze at a level that almost feels like parody, even though it’s clearly played straight as can be in every possible way. But beyond just leering at the women, this sequence establishes the fact that they are powerful, with a shot straight out of Film School 101: with the camera low down, looking up at them, it makes the women seem bigger and more prominent—in more ways than one, they fill the screen. As the camera cuts between the dancing women and the borderline rabid men who watch them, bellowing “GO, GO, GO,” it becomes clear that this is, for better or worse, a film about women—about the power they can exert, about the way that they’re looked at. The opening voiceover offers a warning about the kind of women capable of violence, and it’s clearly aimed at men, with examples like “your secretary, your doctor’s receptionist, or a dancer in a go-go club.” It’s power through the lens of female characters, but clearly designed for the consumption of men, the great contradiction that defines the gaze of Pussycat, and much of the other exploitation fare of the era.

The women are placed among a landscape of things that define American masculinity, and the object most rooted in this is a fast car. Driving, racing, and time trials animate much of the drama and narrative of the film. Varla, Billie, and Rosie race through the California desert; they play high speed games of chicken with one another, and the film climaxes in a chase sequence that takes place both on foot and on four wheels. The three women are placed in a position normally associated with masculinity, which is what makes them such fetishistic objects of male wish fulfilment. The camera never lets the audience forget about the assets of these women, but they’re also shown to be “one of the guys” in the way that they drive, fight, and flirt. They can—up to a point—hold their own against the men, and there’s often a kind of role reversal in terms of gender.

In action films, with the James Bond franchise being a prime example, it’s the men who are good drivers and use women purely for sex. But in Pussycat, the women do that, with Varla’s attempted seduction of Kirk, a man she’s hoping will lead her to some money that’s been stashed away. There’s something striking about the way in which, in the moment, Pussycat engages in this role reversal without any asterisk or caveat, simply allowing the women to be powerful and sexual on their own terms. This understanding of how sexuality works on screen comes through in one of the most common exploitation tropes—the catfight, which occurs early on in the film. Billie and Rosie fight each other, their shirts get wet, and it’s all set to a strange, almost dissonant jazz score that undercuts the sexploitation angle of the scene. If the score had been different, then it would seem lifted directly out of porn.

This strange combination of a kind of female empowerment (one built on having the characters embody ideas of strength that are typically associated with maleness and masculinity) and exploitation fare is what makes Pussycat a unique, more aesthetically curious film than a lot of its contemporaries. And some of these images: the cars racing across the desert, Billie and Rosie in the water after a catfight, are reminiscent of pieces of perverted pop art. Pop art as a movement was all about taking the lowbrow and mass-produced elements of American culture, from Warhol’s soup cans to Lichtenstein’s comic strips, and elevating. This relationship between commerce, mass-production, and artistic merit is something that is rooted in a uniquely American tradition; Jasper Johns even reproduced the American flag itself. All you need to turn stills from Pussycat into a Lichtenstein print are some kitschy captions and speech bubbles.  

Meyer’s relationship to exploitation film is a lot like the relationship that pop art has with capitalism. They’re both at once slyly aware of what the systems they exist in are doing, and they are either satirizing it (the dissonant jazz score over the catfight highlights the absurdity of the trope) or embracing it in all of its ugliness. The difference, sometimes, is almost impossible to distinguish. It’s easy to imagine Varla, for instance, even at her lowest point, aping Lichtenstein’s famous Drowning Girl. The original contains the thought bubble “I don’t care! I’d rather sink — than call Brad for help!”, and while the words don’t appear in Pussycat, Varla might have said exactly this, replacing Brad’s name with Kirk’s. The film is even willing to lampoon the misogyny that defines so many responses to independent and powerful women, notably when the Old Man whose family the dancers ingratiate themselves with in the hopes of finding money says: 

Women! They let ’em vote, smoke and drive—even put ’em in pants! And what happens? A Democrat for president! A bunch of smoke up your chimney! Russian roulette on the highways! Can’t even tell brother from sister, unless you meet ’em up close.

This line highlights the biggest problem with Pussycat’s relationship to the grindhouse: while it’s more than willing to show these women being sexual, strong, and violent, it always reins them in when the male characters get too uncomfortable, a response that typifies a kind of masculinity that both objectifies, and is afraid of, powerful women. The film makes them monstrous, in a way—they always exist in counterpoint to the sweet and innocent Linda, who they’ve kidnapped and who offers a different kind of womanhood, one more palatable to male audiences once the credits have rolled. It’s no wonder that Varla’s demise in the climactic finale—in a moment of what feels like purposeful irony, she’s run over by a truck driven by Linda—that she gets described as “nothing human” by Kirk, before he and Linda drive off into the sunset in the very truck that she used to kill Varla.

In a way, the end of Pussycat is the only way that such a distinctly American exploitation film could end: after a whirlwind tour of tropes associated with male action heroes, set against a uniquely American desert landscape, normalcy returns. The power (and gender) dynamics of the real world—where your secretary or doctor’s receptionist are unlikely to kidnap your girlfriend, or try to seduce and rob you—are reinforced by the violent end that the subversive women meet. In contrast to this, the sweet Linda and righteous Kirk ride off into the sunset together to begin a quote-unquote normal relationship. Exploitation cinema reached its heights in the early 1970s, and while the template of Pussycat is there, the films that came in its wake were less willing to embrace the larger-than-life aspects of their characters and stories. Pussycat remains unique for the ways in which it refuses to look away from the complicated relationship that its characters have with the gaze of both the camera and the audience. These women are simultaneously manipulating that gaze and being manipulated by it, something that makes Pussycat the kind of gaudy pop art that you could only ever find on 42nd Street.

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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Classic Adventures Revisited: S4 The Lost Caverns of Tsojcanth

The Other Side -

One of my all-time favorite adventures is S4 The Lost Caverns of Tsojcanth.

A solid two-level dungeon crawl, filled with new monsters, dangers, and the promise of great treasures. Additionally, there are rumors of an ancient witch/archmage and her battles with demons and even the threat that some of those demons are still around. There is plenty of wilderness area as well. A wide expanse with a gnome community nearby and a raging blue dragon.

With its "Booklet 2" filled with new spells, magic circles, and demons it made me think that a witch class with ritual magic could be something that would work for D&D. 


There is so much great stuff in and around this adventure it is hard to know where to begin.  So let's start with the adventure itself.

S4 The Lost Caverns of Tsojcanth

The adventure, S4 The Lost Caverns of Tsojcanth, was published back in 1982 by TSR. It was written by none other than Gary Gygax himself. It is listed as "S4" and was the last of the labeled "S series" or Special modules.  This includes some of the most popular adventures ever written; S1 Tomb of HorrorsS2 White Plume Mountain, and S3 Expedition to the Barrier Peaks

The adventure itself is comprised of two 32 page booklets. The first book is the adventure itself, which I will get into detail in a bit.  The second booklet covers all sorts of new magic, monsters, and more. 

Book 1: The Adventure

The adventure is of the classic sort; the rumor of treasure and a vague threat coming from an area of the map known as Iggwilv's Horn.  The adventure is designed for characters level 6 to 10.   I have found over the last 40 years that it can be adapted to a variety of levels, though higher levels are better. Though the original tournament adventure featured slightly lower levels. Likely due to the addition of the wilderness adventure. 

The wilderness adventure is actually well put together and not the older crazy random monster encounters.  The encounters make sense for the area. Among the encounters are the Hermit, and I could not help make this the same hermit from Keep on the Borderlands (also a Gygax creation) and the Blue Dragon.  The Blue Dragon, in particular, became so much a hit the first time I ran this that in future runnings of this I changed the dragon to Korbundar from CM2 Death's Ride to have a reoccurring villain.   A lot of adventure is packed into 12 pages.

The second part of the adventure covers the Lost Caverns themselves, which includes the Lesser and  Greater caverns. This features a large variety of new monsters, some living here, some just wandering around. Even encounters such as "The Garden of One Thousand Earthly Delights" have a good (enough) reason to be there. 

The final encounter is in the center of the Greater Caverns and it is not for Iggwilv's Treasure, but rather against Iggwilv's Treasure; the vampire Drelnza.  She is a bit more powerful than your average vampire and she has magic to help her out.  Eventually, she will succumb to heroes and the treasure will be found including the infamous Demonomicon of Iggwilv, Daoud's Wonderous Lanthorn, and the Prison of Zagig.

Book 2: Monsters and Magic

This second booklet, as I have mentioned, grabbed my attention as much as the first, if not more.  Listed inside were new monsters, only some appeared in the adventure, including new demons and demon lords. There were the mysterious Xag-ya and Xeg-yi, the Derro and the awkwardly named (for the early 80s) Valley Elf. All these creatures would later be reprinted in the Monster Manual II for 1st Edition. This is fitting since the original tournament adventure introduced monsters that would become part of the first Monster Manual.  There are some magic items including some wonderful artifacts mentioned above.  Of these The Demonomicon of Iggwilv capture not just my imagination, but that of hundreds of others. The Demonomicon became a feature in Dragon Magazine and even a 4e book of the same name. Iggwilv went from a "long-dead archmage" to "The Mother of Witches" and the premiere demonologist in D&D.   This little booklet also contains plenty of new spells.  

This was classic AD&D at the end of its 1st Golden Age.

The adventure is extremely playable and I have adapted it over the years for AD&D 2nd ed, D&D 3rd, and 5th Editions as well.

If you want to play it for 5th Edition D&D then the team over at Classic Modules Today has made a 5e conversion

There are also maps you can print out with DM's notes.

And other realistic maps also for printing

The Sequels

The first true sequel to this adventure was WG4 The Forgotten Temple of Tharizdun (though no WG1-3 were made*). This was published the same year and dealt with a Temple of Tharizdun. It was designed to be played right after S4 and used the same wilderness map.  The adventure fits in well enough. I justified in my games by saying that Iggwilv, like Tsojcanth before her, chose this area due to its arcane and eldritch properties.  The adventure also has a wealth of information on the World of Greyhawk and Tharizdun.  All of these will be explored later in Gary Gygax's novel series about Gord the Rogue

S4 and WG4 would also get a review in White Dwarf #44 and both get 9/10 from Jim Bambra. He calls them the last of the Golden Age adventures.

*The rumor is that WG1 was Village of Hommlet, WG2 Temple of Elemental Evil and WG3 was The Lost Caverns of Tsojcanth, or Tsojconth in the original.


Another sequel of sorts was The Dancing Hut of Baba Yaga. Published much later in 1995 for 2nd Ed AD&D and written by Lisa Smedman, this adventure was labeled "S5" but it never appears in any of the classic reprints of the S Series adventures.  While the connection is little more than any of the other "S" series, there is the connection of Iggwilv, then Tasha as the adopted daughter of Baba Yaga.  Lisa Smedman would also work on Ravenloft and ShadowRun. Some Ravenloft monsters make their way into this adventure.


Yet again another sequel, this time for 3.5 D&D, was published in 2007.  Iggwilv's Legacy was published in Dungeon Magazine in October 2007 and appeared for free on Wizard's of the Coast website well into the 4e era. Sadly no longer available, it added another level to the caverns to explore, The Hollow of the Horn, the areas left behind by Tsojancth himself with the implication that even Iggwilv was afraid of these areas. The adventure and the additions were converted and updated to 3rd Edition.  I ran this version for my family at their first Gen Con in 2009.  Here we meet the half-demon  archmage Tsojcanth and his vile witch mother Vilhara.


The Reprints

As part of the much-loved S-series, the Lost Caverns of Tsojanth has been reprinted twice.  Both times bundled with the other three S-series adventures.

The first reprint was called Realms of Horror and it was all the S-series adventures combined into a loosely tied together "Super Module" that was all the rage in the late 80s.  All the maps were reprinted in a small booklet and personally, I found them harder to read.

The second reprint was the more faithful reprint from Wizards of the Coast, Dungeons of Dread, in 2013. 


The Original Tournament Adventure

The original tournament adventure, the Lost Caverns of Tsojconth (note the spelling) appeared at the Wintercon V game convention in 1976.  This would have been akin to a playtest version of AD&D.  Also Iggwilv is described as being dead, and male.

While the adventure does not feature the wilderness areas, the caverns seem to have a more mystical bent to them, with the center "nexus" described as the connection point between worlds to help explain all the new and weird monsters in it.  It would make sense, to be honest, and help explain why Tsojcanth and later Iggwilv possessed it. 

Paleologos at the OSR Grimoire talks a lot about the original Lost Caverns of Tsojconth.
The era of 1976-1978 was an interesting time and lead to some interesting styles of play.  We had the Holmes Basic Set and the B1 In Search of the Unknown (1978) adventure out and we had the AD&D Monster Manual.  This Holmes + Monster Manual actually became the game of choice for many.  I would later play this same hybrid of D&D/AD&D in 1979.Likely as a way to replicate that Demos Sachlas/Paleologos over at the Vaults of Pandius recreated the original tournament adventure, along with some descriptions from the full 1982 S4 adventure and reformated it to fit the style of B1 to give us a "Holmes version of the Lost Caverns of Tsojconth."  This adventure is a tight 16 pages with two more pages for maps.  It feels like a late 70s offering.  Reading through it I do get the feeling that B1 and S4 could be bookends of a classic 70s adventure series.  All it is missing a nice monochrome cover.  I might need to mock one up someday.
Greyhawk Online has a side-by-side comparison of the 1976 Tsojconth and the 1982 Tsojcanth.
If you want to buy your own Noble Knight Games has one on sale for only $7,195.50. If you are worried that is overpriced it does come with the original zip-lock bag. 

Playing in Hyperborea

Normally at this point in my Revisted posts I would talk about using this adventure with other games.  But instead, I think I just want to focus purely on Astonishing Swordsmen & Sorcerers of Hyperborea.

A while back I posted about HS4 The Lost Caverns of Acheron, a Hyborian Age reskinning of S4 from the Hyborian Age site dedicated to the d20 Conan RPG.  They have a lot of adventures including some reskinned ones on their Adventures in the Hyborian Age page.  But it is S4 that interests me today.

Combining this idea with the Holmes flavored Tsojconth above you could have a perfect game for AS&SH.  The idea came to me while reading Eric Fabiaschi's Swords & Stitchery blog.   He even pointed to me that he had done exactly this. 

The pulp sensibilities of Gygax's adventures comes through in S4 with vampires in lost temples, ancient eldritch forces, and strange creatures from beyond.  Pairing this with AS&SH and the Lost Caverns of Acheron turns it up to 11 as it were. 


With its history of magic, archmages, witch queens, vampires, and demons it is no wonder that this is one of my favorite adventures. Like B1, it is one I like to come back to again and again. 

Tasha's Cauldron of Everything

The Other Side -

Today is the day I was waiting for.  The release of Tasha's Cauldron of Everything.  I just picked it up about an hour ago so I have not had a chance to get into it in detail, but here are some initial thoughts. I am also going to talk about it from the point of view of an Old School Gamer and how well does it mesh with the established history of Iggwilv.

Tasha's Cauldron of Everything covers

The Book

The book itself is 192 pages, full color.  Both covers retail at $49.95.

The big update here is the various classes and subclasses.  We get a new(ish) class, The Artificer, bringing the total to 13 classes for D&D.  The artificer gets the subclasses Alchemist, Armorer, Artillerist and Battle Smith.  

Each of the 12 standard classes also gets one or more new subclasses.  Also, many of the spellcasting classes get new spells, detailed later.  There are a lot here, among the one I like the best are Cleric Twilight Domain, Druid Circle of Stars, Fighter Rune Knights and Psi Warrior, this is in addition to all sorts of maneuvers the fighter can get for the Battle Master.  The Ranger gets the Fey Wanderer, the Rogue gets the likely new favorite.  The Wizard gets another Bladesinger (not sure how different this one is) and one I am looking forward to trying the Order of the Scribe.  There are a lot more, but those are the ones I want to try.

One of the new ideas is Group Patrons.

These are essentially people, things or organizations that fund your characters' adventuring career.  This is something that was kinda done ad-hoc or less explicitly. This entire section can be used AS IS in any version of D&D with no changes. 

A book about/by/from Tasha would not be complete without new Magic. In this case some new spells and magic items.  We get some explicit spells for traveling to other D&D worlds, as befitting Tasha.


Some old familiar items back their 5e comeback including Baba Yaga's Mortar and Pestle, the Crook of Rao, The Mighty Servant of Leuk-O, and the Demonomicon of Iggwilv.  There are also rules on personalizing spells and some magical tattoos. 

The is also a section on DM's Tools.  This can also be adopted by players of any version of the game.  There is some advice on Session Zero which includes how did the party come together, a useful bit in light of the new Patron rules. A bit on social contracts as well as hard and soft limits. 

Something sort of new is the idea of Sidekicks.  These are "semi" or NPC classes that go along with the party or adventurer.  These are a restating of the 3.x Edition NPC classes from the Unearthed Arcana' Warrior, Expert, and Spellcaster. Substitute Fighter, Thief, and Magic-User if your version is older and you can do the exact same thing. 

There is a section on parleying with monsters, something I have seen used since the Moldvay Basic set.  Environmental hazards of supernatural, natural, and magical regions. 

And the puzzles. Again easily used as-is for any versions of the game.

So like it says on the tin, a little bit of everything.

I was talking with my friend Greg just a bit ago and not only did we just miss each other at our FLGS, he said the book has a solid Unearthed Arcana feel to it.  I have to agree.

Is it Tasha?

Iggwilv is a storied character in D&D lore.  But in truth what we know about her is very, very limited.  For 1st Edition AD&D we know her from the modules S4 The Lost Caverns of Tsojanth and WG4 The Forgotten Temple of Tharizdun.  Most other details come to us from 2nd ed and beyond. Maybe the most we learn from her is actually from 3.x era.  So to make the claim "is this Gary's Tasha/Iggwilv" is a fallacious one; there never was a Gary's Tasha.  "She" was, in fact, a "He" in the first drafts of the "Lost Caverns of Tsojconth."


There are little sidebars and enough information here to make a few things clear. This is Tasha before she became Iggwilv.  So I am placing it at or around CY 395 to CY 406 (Current year is CY 597 or so).  This Tasha has wit and charm and maybe a little bit of a caustic or salty sense of humor.  She is not really interested in killing Mordenkainen (nor really do I think she ever was) but she does want to take him down a peg or two.




She acknowledges she was Hura (Hura appears in Ket around CY 297) and plenty of references to Baba Yaga. This is very much the remembrances of a powerful spell caster on what would be considered her "University Years."

Is it Tasha?  Yes. This is the person that would later go on to become the ruthless and amoral Witch Queen Iggwilv.  Spend some time as a prisoner of a Demon Prince, especially one as depraved as Graz'zt, and see if that doesn't change you a little.

The art really gives you the feeling of "brilliant university girl trying to show her teachers she is smarter than they are" vibe. 


Old School Content

I mentioned in a few places that there is a lot here that old-school D&D players can use and that is true.

A lot of it can be used right out of the book as-is.  The classes would need some work, but as many in the old school community are so quick to point out that the differences are largely one of role-playing. Ok, here are some role-playing ideas.

Some things, like the fighter maneuvers, feel like they could be right at home in BECMI.  The tattoos, something I have used here before, can be easily translated.

Was it worth the wait? Yeah, I say it was.  Looking forward to trying some of the ideas here.

Things it Didn't Cover that I Wish it Had

Or. I just have not found them yet. 

I would have liked to know more about Tasha's face tattoo and why Iggwilv no longer has it.  Related when did Tasha's stop calling herself that and instead became Iggwilv. We do learn that her tattoo is an Eldritch Claw tattoo.

Given her timeline, I am sure it had a lot to do with her summoning of Graz'zt and her imprisonment in the Abyss. Also likely around the time she fled Greyhawk with the Tome of Zyx.


Definitely, a lot to use in this book.

The Thrill Is Worth the Pain: Hell and Survival in Dio’s ‘The Last in Line’

We Are the Mutants -

Mike Apichella / November 17, 2020

The first music videos to air on MTV and broadcast television were chaotic blurts of arty nonsense defined by pastel colors, cheesy dance party theatrics, and avant-garde visual effects. Often realized by student auteurs working with little to no budget, even the weirdest of these clips didn’t aim for scares.  

Early heavy metal videos were an exception. Sans any playful abstraction, these emerged as S&M nightmares brandishing dystopian, Mario Bava-esque atmospherics, and other classic horror movie elements. Iron Maiden, W.A.S.P., Ratt, Mötley Crüe, Judas Priest, and the ever disturbing Ozzy Osbourne were some of the earliest metal acts to dabble in these themes, and headbangers were mega-stoked to find their favorite shredders interspersed among skinny tie New Wave bands, foppish New Romantics, Barnes & Barnes’ “Fish Heads,” and all the other tamer acts that typically formed music video programming in the age before American Idol and reality shows.

No heavy metal chiller got more immersive or confrontational than the 1984 video Don Coscarelli directed for Dio’s “The Last In Line” (watch it here). By ‘84, Coscarelli was already well known in the genre circuit for cult classics like Phantasm (1979) and The Beastmaster (1982). The work he turned in here is a claustrophobic melange of suspense and political subtext, overflowing with scenes of torture and psychological horror.

The clip starts off with a courier (child star Meeno Peluce) bicycling in a peaceful California suburb, gliding through a squeaky clean business district. Sporting long curls, a dangling earing, and tight Levi’s, it would’ve been tough to find another actor who looked more like a young suburban rocker. Once he arrives at his office-plex destination, a beardo in an old sports car (Dio member Claude Schnell) gestures ominously with the sign of the horns, possibly an attempt to stop the kid from entering the glassy industrial space. Confused and annoyed, the teenager avoids the mysterious hairball. As he enters the building, the music chimes along with a folky lilt and forlorn vocals describing “a ship without a storm.”

The kid gets in the elevator, going up, then makes a sudden high speed plummet as the guitar distortion kicks in, crashing deep beneath the Earth’s crust. The elevator doors open to an attack of screaming riffage that ushers our hero into a murky, post-industrial Hades. Freakish processions of enslaved deformity mob the kid: shambolic zombies, doomed souls covered in infectious scars and pockmarks, and hastily assembled androids (including one that’s extremely Borg-like in appearance, years before the Star Trek: The Next Generation characters made their debut). The hapless creatures are pressed into electronic torture chambers by cyborg storm troopers armed with glow-in-the-dark cattle prods.

Several images here signify economic blight. One zombie can be seen clutching a grocery cart filled with sundry garbage (a boom box, a broken record, scraps of fabric) while dressed in a tattered trench coat. A balding middle-aged man limps along in filthy business attire wearing a cracked pair of reading glasses. Their vacant stares are fearsome, but also touched with overarching sadness and tragedy. Some of the less monstrous extras appear to be outcasts from L.A.’s Skid Row (whose hordes of homeless the LAPD was desperately trying to “clean up” on the eve of the 1984 Summer Olympics).  

Of the video’s many scenes of suffering, there are two big standouts. The first occurs as our hero finds a fenced-in arcade where kids are chained to video game machines. Their wrists are locked in manacles that shock them whenever they make a mistake. If they lose a game, they’re fried to death. An obvious interpretation here involves criticism of consumer culture and the moral panic surrounding video games. 

Another interpretation involves game theory—the belief that dog-eat-dog competition is a major building block of civilization. So Long Sucker (originally Fuck You Buddy) was a board game co-created by the infamous RAND Corporation and Nobel prize-winning mathematician John Forbes Nash Jr., a paranoid schizophrenic whose battles with mental health weren’t publicly known until several years after his research had concluded. In the early 1950s, Nash and RAND conducted a series of experiments in which people were monitored while playing So Long Sucker. They hoped the project would yield undeniable scientific proof of game theory’s validity. According to RAND’s own documentation, their first experiment was a failure; the others were successful, but occurred in an environment much more tightly controlled than that of the first one. Regardless, after many years of therapy and introspection, Nash later declared his belief in game theory to be nothing more than a bi-product of the paranoia brought on by his mental illness.

The deadly arcade serves as the proving ground for this cynical realm, ruled by a mutant military-industrial establishment. The players here, like the protagonist, are teens. Unlike the other haggard rogues, they’re fresh-faced and clean cut. The arcade of doom pinpoints and rewards those driven by the insane competition while rooting out and killing those who are not addicted to conquest. Presumably whoever endures gets a special place in the wretched promenade. 

The scariest torture scene unfolds when Peluce’s character wanders into a theater where another large group of teens have been fastened to metal racks, their mouths stuffed with big red ball gags, foreheads primed for lobotomizing. They all face a giant screen TV that plays footage of singer Ronnie James Dio belting out incendiary lyrics:

Two eyes from the east
It’s The Angel or The Beast
And the answer lies between the good and bad
We search for the truth
We could die upon the tooth
But the thrill of just the chase is worth the pain

In the track notes of the 2003 Dio anthology Stand Up and Shout, the singer described “The Last In Line” as an open-ended tribute to perseverance: “This song has many interpretations. You could be the last in line meaning, oh shit, all the good stuff is already gone. Or you could be the last, the strongest, and, to me, it’s always been that, the perseverance that comes from going through challenges in life. And when you get to the end and you’re the last one standing, and you ask yourself, ‘Was it worth it?’ You better say yes. That’s gonna be my answer.” The song’s revelatory chorus reinforces this sentiment:

We’ll know for the first time
If we’re evil or divine
We’re the last in line!
See how we shine!

No one goes further with over-the-top theatrics than Ronnie James Dio himself. The guttural overlord gets to do all the things that have rightfully made him a superhero to generations of heavy metal fans. In many scenes he’s shown standing on a bonafide pedestal! His greatest moments come at the end of the clip with a hilarious sequence that’d be a spoiler if given any detailed description.

The other Dio band members also get interesting cameos. They emerge as impartial overseers breaking the netherworld tension by hamming it up in one ridiculous arena rock pose after another. Along with Schnell’s cryptic allusion are the scenes where drummer Vinny Appice flails away at a zany bronto-bone drum kit, while guitarist Vivian Campbell solos atop a bashed up car before an adoring crowd of zombies all clad in skull-crunching electrodes that are actually hooked into his axe. The rapt attention that the ragged zombies give to Campbell and his guitar’s connection to their head gear combine to symbolize another great creator of iconic ‘80’s trance states: the Sony Walkman and similar portable stereo devices, distractions that could just as easily enhance or annihilate reality. The scene also refers to another great moral panic of the time: the idea that heavy rock could turn people into disciples of Satan. It was one of many irrational fears that inspired the anti-metal crusades of The PMRC and other right-wing Christian groups. 

Just like the dehumanizing repetition of factory work or the brain melt one experiences while stuck at the local post office or DMV, the prisoners keep on marching around and around, enduring the same endless cavalcade of machine-induced humiliation. In harmony with the lyrical themes, Peluce’s character stays focused on survival from start to finish, even when fear seems to control every expression. Coscarelli’s horrors only encourage the kid to resist the overwhelming bleakness. 

While videos for tracks like The Plasmatics‘ “The Damned” and Motley Crue’s “Looks That Kill” prominently featured dystopian aesthetics, “The Last In Line” is one of the few clips to serve as an unflinching commentary on defying the apocalypse. Don Coscarelli turned the Dio anthem into an ideal soundtrack for Reagan-induced nightmares of cruelty and destruction. Grotesque monsters, wayward youth, and the impoverished are all enslaved in the same excruciating hell—what lies beneath the glassy veneer of the suburban industrial park. To find a way out of this infernal world the young courier must move against the tide of pain. His will to survive—tenacious individualism is another Reagan-era requisite—provides the only path to freedom. 

Mike Apichella has been working in the arts since 1991. He is a writer, multimedia artist, musician, and a founder of Human Host and the archival project Towson-Glen Arm Freakouts. Under his real name and various pseudonyms, his work has been published by Splice Today, Profligate, Human Conduct Press, and several DIY zines. Mike currently lives in the northeast US where he aspires to someday become the “crazy cat man” of his neighborhood.Patreon Button

Monstrous Monday: Daughters of Iggwilv

The Other Side -

image of Drelnza holding Daoud's LanternIt's Tasha's Week of Everything this week here at the Other Side.  So I thought I'd start Monstrous Mondays with a monster that has been suggested to me over the years.

Today's monster comes from a variety of sources. First, there is Iggwilv-Louhi connection that I talked about it in the Finish Mythos.  Louhi, despite being an old witch is said to have lovely maiden daughters that the heroes often seek out.  By extension shouldn't Iggwilv have some daughters too?

If we go with "yes" (and I always go with yes) then there are two issues, what are they like and who is the father.  Let's go with the father question first.  Among the candidates of "people" she has been involved with include the Demon Prince Fraz-Urb'luu, the half-demon Arch-Mage Tsojcanth, the wizard Zagig Yragerne, even Mordenkainen himself is a possibility and of course the Demon Prince Graz'zt.

We know all about Iggwilv's love affair with Graz'zt.  We know from other sources, chiefly the Gygax Greyhawk novels, that Iuz is the offspring of Iggwilv and Graz'zt.  Or maybe not. In the World of Greyhawk Fantasy Game Setting entry for Iuz it is suggested that he is "some by-blow of Orcus."  I personally liked the idea that Orcus had mortal agents in the world.  While this idea was later dropped it became an element of the Forgotten Realms, where I think it works out a little better.  But it still is a tantalizing idea.  

While Louhi might have daughters known as "the Maidens of Pohjola" I am not expecting Iggwilv's daughters to be so innocent. Her only other daughter, Drelnza, was a vampire, described as a "false Disney Princess" (she is not the damsel in distress, she is the monster), and most certainly not the offspring of Graz'zt.  Going back to the Louhi/Lovitar connection for a bit, Lovitar is known as the mother of the Nine Diseases.  Nine is a good number.

Iggwilv taken to OrcusI think I have something.

When Iggwilv was defeated by Graz'zt the former master was now the slave.  Graz'zt had intended to keep the fallen Witch Queen in the Abyss to have her suffer an eternity of imprisonment as she had kept him.  Iggwilv however was more clever than the Demon Prince knew and soon she went from prisoner to consort, to confidant to his main advisor.  While she was rising in the ranks of Graz'zt courts she was "traded" to the Demon Prince Orcus over a loss Graz'zt had suffered at the hands of the Demon Prince of undead.  

Taken from Azzagrat in chains she arrived in Thanatos at the feet of the Lord of Undead to serve a tredecim (13 years) of service between CY 503 and CY 516.

Enraged, Iggwilv plotted revenge on both Graz'zt and Orcus.  Her carefully constructed lies and seductions learned from Fraz-Urb'luu that were so effective on Graz'zt held no sway on Orcus. Save for the occasional bit of violence Orcus showed no interest in the Witch Queen other than to deprive Graz'zt of her.  Within that century though Iggwilv gave birth to nine daughters that she was able to keep secret from both Orcus and Graz'zt.  These nine daughters were all of the same fierce, dark beauty as their mother, but had the taint of undeath like their father.  In secret, Iggwilv taught her daughters the ways of witchcraft and fashioned Abyssal weapons for each of them.  Once they were grown their curse of undeath took hold and they became something akin to vampires. Iggwilv sent them into the world to cause as much havoc and chaos as they could and, most importantly act against the designs and will of both Graz'zt and Orcus.

Noidan TytärNoidan Tytär
Medium Undead (Demonic)
Frequency: Unique (only 9 are known to exist)
Number Appearing: 1 (1)
Alignment:
Chaotic [Chaotic Evil]
Movement: 240' (80') [24"]
  Fly: 180' (60') [18"]
Armor Class: -4 [20]
Hit Dice: 14d8+42**** (105 hp)
Attacks: by special weapon, claw/claw, or by magic or special
Damage: 1d10+6, 1d4+4 x2, special
Special: Magic required to hit (+2 or better), Vampire abilities, Witch spells, Undead
Size: Medium
Save: Monster 14
Morale: 12
Treasure Hoard Class:
Special, see below
XP: 5,150

The Noidan Tytär, or Daughters of the Witch, are a unique group of undead demonically spawned creatures.  These creatures, as beautiful as they are powerful, evil and deadly, are thankfully very, very rare. In fact, only nine are known to exist.  Thankfully they also never work together by order of their mother the Witch Queen. 

Each of the Noidan Tytär is a skilled fighter and possesses both superior arms and armor. Typically magical plate mail of etherealness +2, and a bastard vorpal sword +2 that they wield with one hand due to their preternatural strength. 

In addition to their fighting ability, the Noidan Tytär are also undead akin to vampires. Magic is required to hit them and they are immune to charm, hold and sleep magic as well as any mind-affecting magics. Unlike vampires, they do not require blood to survive but drain the life energy (Constitution points) at the rate of 2 points per touch.  They can go long periods without feeding but it will cause them to go into a deep stupor until a victim can be found.  They can not enter a personal dwelling or holy/blessed land like a vampire and holy items can keep them at bay and cause damage.  They are however immune to the effects of garlic. A stake through the heart will destroy them, but if the stake is removed they will reform in one round.  They can become gaseous, but cannot assume the shapes of animals.  They can fly as per the spell.

They can be Turned as Special (14 HD) by a cleric of high enough level. Any result of a D only discorporates them until the next new moon.  The only way to truly destroy them is stake them, remove their head, and burn both the body and head in separate pyres.  An exorcism or cleanse spell must then be used to force their spirits back to the Abyss. 

Additionally, each Noidan Tytär can cast spells as a 7th level witch of the Mara Tradition. 

The Noidan Tytär are often used as mercenaries for powerful chaotic rulers, demon lords, and evil cults. Secretly they work to undo the efforts of Graz'zt and Orcus.

Miskatonic Monday #55: Endless Light

Reviews from R'lyeh -

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


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


—oOo—


Name: Endless Light

Publisher: Chaosium, Inc.
Author: Allan Carey

Setting: Jazz Age lighthouse island
Product: Scenario Set-up
What You Get: Twenty-three page, 30.60 MB Full Colour PDF
Elevator Pitch: In an unnatural confrontation between two greater foes, sometimes the only natural option is survival...
Plot Hook:  A engineer leading a work crew to clear a construction site on a lighthouse island discovers the island already a’tremor, as strange creatures roil below and the waves bring others ashore.Plot Support: Plot set-up, two Mythos entities, two maps, one handout, and five pre-generated Investigators.Production Values: Clean and tidy, gorgeous maps, and clearly done pre-generated Investigators.
Pros
# Type40 one-night, one-shot set-up
# Potential convention scenario
# Solid moral climax# Superb maps and handouts
# Pre-generated Investigators nicely fit the setting
# Easily adjustable to other periods# Possible first encounter with the Mythos?

Cons
# Potential Sanity gains potentially outweigh the losses?
# Needs a careful read for preparation# Needs some stats creating before play# Another ‘trapped on a lighthouse’ set-up?# Investigator interaction hooks and relationships could have enhanced the tension.
Conclusion
# Great production values
# Relatively low set-up time# Taut twist upon the ‘trapped on a lighthouse’ set-up

Tasha Cosplay (Start of Tasha's Week of Everything)

The Other Side -

You know I love my theme-Weeks.  On Tuesday we get the new "Tasha's Cauldron of Everything" from Wizards of the Coast featuring Tasha, aka Natasha the Dark aka Iggwilv.

So far we have learned that this book will be focusing on the younger Tasha. The girl who was adopted by Baba Yaga.  While I have always thought that Eva Green would make a fantastic Iggwilv, here is cosplayer, D&D streamer, and all-around cool gal Ginny Di cosplaying AS Tasha in a WotC sponsored shoot.

Her Instagram, https://www.instagram.com/p/CHdiPg0FUgb/ 

View this post on Instagram

"Tasha, in her brilliant curiosity, is untroubled by the various moral variations in the planes of existence." ⁠⠀ — Jeremy Crawford, Lead Rules Designer of "Tasha's Cauldron of Everything"⁠⠀ ⁠⠀ I couldn't resist my own little attempt at recreating the cover of the new @dndwizards sourcebook!! Mine has a completely different vibe, but I still love it. ????⁠⠀ ⁠⠀ By the way, thank you to everyone congratulating me on the partnership with Wizards!! I couldn't believe it when they emailed me saying they wanted to sponsor a costume, and it has been such an incredible experience working with them on this project and seeing all these names I recognize complimenting the cosplay on Twitter ???? I'm so grateful for how the tabletop community has welcomed me over the last few years, and I can't wait for what the next few years hold!!⁠⠀ ⁠⠀ ✨ Tasha is from Dungeons & Dragons⁠⠀ ✨ Costume made & modeled by me⁠⠀ ✨ Watch the whole build on YouTube (link in bio!)⁠⠀ #TashasCoE #sponsored #tashascauldronofeverything #tashathewitch #tashacosplay #dnd #dungeonsanddragons #dndwizards #dndcosplay #dndcostume #witch #witchyvibes

A post shared by Ginny Di ???? #Natural2021 (@itsginnydi) on Nov 11, 2020 at 11:02am PST


And her YouTube video, https://www.youtube.com/watch?v=ySRmaMYaV6I


This is just another example of what I love about the new gamers to D&D, they bring so much love and energy to their creations in and out of the game.

Let's hope the book lives up to all this hype. But even if it doesn't this has all still been great fun!

A Frustrating First

Reviews from R'lyeh -

As a country, Spain is rarely visited by roleplaying games of Lovecraftian investigative horror—and when they do, it is primarily during periods of great conflict or turbulence, such as the Spanish Inquisition of fifteenth and sixteenth century or the Spanish Civil War of the nineteen thirties. Examples of the latter include ‘No Pasaran!’ from the Miskatonic University Library Association monograph Shadows of War: Four Scenarios Set In and Around the Second World War published by Chaosium, Inc. for Call of Cthulhu and Soldiers of Pen and Ink, a scenario for Pelgrane Press’ RPG of clue orientated Lovecraftian investigative horror, Trail of Cthulhu, whilst ‘Garden of Earthly Delights’ in Strange Aeons from Chaosium, Inc. and ‘Fires of Hatred Defile the Sky’ in Red Eye of Azathoth: Unspeakable Adventures Straddling a Millennium by Open Design, LLC, are examples of the former. There is not even a Call of Cthulhu campaign supplement for Spain in any period, so it was pleasing to see to see the publication of Campo De Mitos: A Campaign Setting of Lovecraftian Mythology Based in El Campo De Gibraltar, despite the fact that it is not a Call of Cthulhu campaign supplement for Spain. Rather, it is a campaign supplement for part of southern Spain, the ‘El Campo De Gibraltar’ of the subtitle, focusing in particular upon the town of Algeciras. Also pleasingly, it is written by a native, Paco García Jaén, and it is systemless, which means that its contents can be adapted for use with Call of Cthulhu, Seventh Edition, Trail of Cthulhu, or the roleplaying game of Lovecraftian investigative of your choice. However, Campo De Mitos is also the first book from a new publisher, Mindscape Publishing, and that is not without its consequences.

Presenting a fictionalised rather than a historical version of the town and region, specifically in 1924, Campo De Mitos is designed as a sort of sandbox, the Investigators able to go anywhere and encounter anyone in the region, but particularly in the town of Algeciras. Primarily the sandbox is built around numerous NPCs and their places of work, whether that is Manolo the ‘Ice Cream Man’, a street vendor who sells ice cream, sweets, and treats all year round from his cart in the Plaza Alta in the centre of the town, or Anselmo Arrubal, the quiet and fastidious, but also misogynist owner of Santos Bookstore, who worked with Aleister Crowley to open up access to a seemly infinite library behind the counter of the bookshop. Being a systemless book, none of the NPCs have any stats, but what they do have is a set of three profiles—friendly, neutral, and antagonist, each of which sets their attitude towards not just the Investigators, but also other NPCs, who in turn will also have their own attitudes towards the Investigators and other NPCs. This is a nice, simple gauge that helps the Game Master roleplay each NPC when the Investigators interact with them.

The various locations in Algeciras are all outwardly ordinary, ranging from La Alicantina Pastry Shop to the Post and Telegraph Office. Some are, of course, inherently Spanish, such as the Convent Of San José, the Bullring La Perseverancia, and the White Cross Monastery, and their inclusion go towards emphasising the atmosphere and feel of the town and region—which are obviously different to that of locations typically seen in Lovecraftian investigative roleplaying. All of the locations and NPCs have their secrets, many of them weird or odd, or connected to the Mythos. Some of them are perhaps in terms of Lovecraftian investigative roleplaying prosaic, but others are inventive and engaging. For example, the Juan Moya Barbershop whose owner is renowned for the ointments, balms, and other concoctions he has on his shelves, many of which repulse women as much as they attract men. Juan Moya mixes them from the plants he harvests from the Dreamlands, not by going into the Dreamlands himself, but by reaching into the Dreamlands via a portal he is able to open in the basement of his shop.

Throughout the book, boxed sections add adventure seeds and little snippets of background material, typically where they relate to a location or establishment being described, such as the box discussing female bullfighters next to the description of the Bullring La Perseverancia. Beyond Algeciras, there are entries on a handful of nearby towns and villages, including the surprisingly nearby Rock of Gibraltar, which has been in British possession for over two centuries. A Bestiary also describes a number of creatures and beings. They include a Cyäegha Tick, a rare parasite which feeds on its host’s brain energy and amplifies it in psionic attacks, as well as turning the host into a tentacles ending stingers, eyes, and tweezer-like claws; the sea-dwelling, mermaid-like Gnorri which have asymmetrical arms and long tails and little regard for humanity; and Meigas, beings of the Dreamlands which appear as women when on Earth, and which come in various types. For example, the Feiticeira, or Sorceress, is ancient and lives near rivers or streams and uses its hypnotically beautiful voice to attract children, and then drown and devour them, or the Vedoira, slender and pleasant diviners, who for a price, can contact someone in the afterlife and determine whether he is enjoying eternity in Heaven or is still in Purgatory. Many of these are drawn from Spanish folklore, but others will be familiar from other roleplaying games of Lovecraftian investigative horror. It would have been nice to have seen some of these used in the supplement’s setting content, but the Game Master will have to do that herself.

Physically, Campo De Mitos is a handsome book and the publisher has put a great deal of thought into the choice of period appropriate photographs and had it illustrated with some delightful artwork that looks great in greyscale, but really makes you wish that the book was in colour. However, the book lacks any usable map of any kind, either of Spain, the region of El Campo De Gibraltar, or indeed, of Algeciras. Which hinders the supplement’s intended use as a sandbox. That though, is not the real issue with Campo De Mitos. Nor is the fact that entries in the index refer to the wrong pages. The real issue with Campo De Mitos is that it has not been professionally edited and as a consequence, it reads poorly, it is obvious that English is not the author’s first language, and it lacks the development necessary to make it an accessible, easily referenced, and easily utilised sourcebook for the region it sets out to describe. To be clear, the English is not necessarily bad English—the author’s English is infinitely superior to the reviewer’s Spanish, but to a native speaker it simply does not read sufficiently natural. Thus, Campo De Mitos needs editing, needs localising, and needs developing—and the latter would probably have solved the supplement’s other issues and pushed the supplement towards what author and publisher intended it to be.

As a supplement dealing with Spain—or at least a part of a region of Spain—in 1924, it does not pull back enough to introduce to the country as a whole. There is no idea of its politics, its religions, its culture, and so on, or how to get there during the Jazz Age. From a roleplaying point of view, it does not address what type of Investigators might be found there or ask if there are any careers that they might have which are common or native to the setting. There are mentions of historical events, but which are completely left unexplored. For example, the Rif War is mentioned, but no explanation of who, what, and why it is, is given. As a consequence, Campo De Mitos lacks context and feels disconnected from the rest of the world, let alone the rest of Spain.

In terms of its descriptions, Algeciras fluctuates in size—from village to city, and back again; numerous details are added, often suggesting mysteries, but very rarely with any explanation and simply left as unknown; and too many of the NPCs in Campo De Mitos share traits in common, such as having perfect recall as to their clients and what they purchased or reasons for coming to the region and Algeciras, and that they keep secret—from both their fellow townsfolk and the Game Master! Also, so many of them possess strange devices whose origins and workings are left up to the Game Master to determine. For example, a pair of needles which ease the creation of fine ladies’ hats, the hats when worn imparting a sense of euphoria to the wearer and the needles when inserted into the spine, travelling up into the brain to take possession of the victim’s consciousness—to unpredictable effects. The effects are left up to the reader or Game Master to decide, as are the origins of the needles, just as the secrets of too many NPCs are left to the Game Master to decide and develop.

In terms of the Mythos, Campo De Mitos again suffers from inconsistency. For example, for all that Algeciras is a port town and that the Deep Ones have played a role in the region, they are barely mentioned, whereas Ghouls have strong ties to the town’s cemeteries and authorities. However, the Ghouls themselves are left unexplored—and the same can be said of the Mi-go, who also have had a presence in the region. As to other entities and races of the Mythos, there is no mention. Of course, there are limitations upon what such elements from Lovecraft’s fiction can be used, but Campo De Mitos does not sufficiently develop the ones it does use—or at least mention. And whilst the supplement does provide an overview of the Mythos in the region, it is again underwritten and underdeveloped.

Campo De Mitos is not without its charm, which shows in its artwork, its atmosphere and feel for small town life in Southern Spain, and some of its ideas. Yet the fundamental failure to either edit or develop the supplement sufficiently leaves a prospective Game Master with too much to decide or create on her own. For the publisher, Campo De Mitos: A Campaign Setting of Lovecraftian Mythology Based in El Campo De Gibraltar can be described as a flawed, but not unworthy first effort, and definitely something to learn from. In the meantime, Lovecraftian investigative roleplaying awaits the publication of a good supplement dealing with Spain.

Blue Collar Sci-Fi Horror II

Reviews from R'lyeh -

In the ecologically ravaged future, twelve billion people live on Earth in environmentally sealed kilometre high city blocks clustered around ‘lungs’, the colossal city-sized atmosphere processors located on the coasts. They grow and  process the algae that provides humanity with air, and eventually, food. Life is about surviving, but there is a way to make it better—work in space. Sign up to crew the service vessels maintaining stations, outposts, and mines in other star systems; the tugboats hauling the refineries back to Earth; the Arbiter ships as Colonial Marshals investigating crimes on behalf of the Interstellar Department of Trading; as military units preventing (or even conducting) civil unrest or hostile takeovers; as scientific survey teams; or as Deep Space Support Teams—DSSTs, or ‘Dusters’, effectively serving as troubleshooters for their employers. Last twenty-five years and you get to retire to a life of luxury. However, it is not that easy… 

Space travel takes time. Even with the Gravity Assisted Drive, a minimum of a week per light year. It means that trips can take months with most of that time spent in LongSleep. Fortunately, that time counts towards time served. When not in LongSleep crews work to maintain their ship, because if anything went wrong, it could be weeks before anyone responded. Starships are not luxurious, but places to work and protect you from the vacuum of space, radiation, and random asteroids. Yet despite the safety standards, there are budget considerations, especially if your employer is a corporation, and whilst your ship might protect you, it will still have been built on the cheap. The same goes for outposts and mining facilities and the few settlements on other worlds—for no one has struck it lucky and found the equivalent of an Earth as she was planet. So living and working space is rough, hard, and sometimes lonely. And that is before you consider the dangers of corporate feuds, off-the-books scientific research, the psychological stresses of working cooped up with others for long periods, and then there is always the unknown… 

This is the set-up for Those Dark Places: Industrial Science Fiction Roleplaying, a roleplaying game inspired by the Blue Collar Science Fiction of the nineteen seventies and early nineteen eighties, such as Alien, Outland, Silent Running, and Blade Runner, plus computer games like Dead Space. Published by OspreyGames—the imprint of Osprey Publishing best known for its highly illustrated military history books—Those Dark Places is its third roleplaying game after Paleomythic and Romance of the Perilous Land. Although it very much wears its influences on the hard-wearing material of its sleeves, Those Dark Places is not necessarily a Science Fiction roleplaying game in which the crew will encounter strange aliens which morph into xenomorphs that want to hunt them and turn them into incubators. This is not to say that it could not be, but that is very down to what type of game that the General Monitor—as the Game Master is known in Those Dark Places—wants to run. Instead it is a game of environmental horror and dread, of loneliness and fear, of stress and strain, at the limits of mankind’s survival. Expect encounters with crazed killers driven to madness and murder by loneliness and never being able to walk under an open sky—or poisoned by their environment or the drugs they have been taking to numb the boredom; feuds over scientific discoveries and research which have escalated from industrial espionage to open conflict between corporate militaries; scientific discoveries and research gone to devastatingly deadly effect and which a corporation will do anything to cover up or prevent from being stolen; and more… 

A Crew Member is defined by his name and description, CASE File, Crew Positions he is qualified for, and Pressure. His CASE File represents his actual attributes—Charisma-Agility-Strength-Education, which are rated between one and four. It should be noted that Strength works as the equivalent of a Crew Member’s Hit Points, as well as his physical presence. His Crew Position can be Helm Officer, Navigation Officer, Science Officer, Security Officer, Liaison Officer,  Engineering Officer, or Medical Officer. To create a Crew Member, a player assigns values of one, two, three, and four to his Crew Member’s CASE File. Then he selects his Crew Member’s primary Crew Position, which is rated at +2, and his secondary Crew Position, which is rated at +1. The process is as simple as that! 

Warrant Officer Grieg is an Engineering Officer aboard the CSV Lullaby, a commercial tug owned by Bellerophon Incorporated. He is six years into his contract and is a strong advocate of workers’ rights. He is always the Union representative on any vessel he serves aboard. 

Oran Greig
Charisma 3 Agility 1 Strength 4 Education 2
Pressure: 6
Pressure Level: 0

Crew Position: Engineering (Primary)
Crew Position: Liaison (Secondary) 

Mechanically, Those Dark Places is very simple and requires no more than a six-sided die or two per player. To have his Crew Member undertake a task, a player rolls a six-sided die and adds the values for the appropriate Attribute and Crew Position. The target difficulty is typically seven, but may be adjusted down to six if easier, or up to eight if more difficult. If the task warrants it, rolling the target number exactly counts as a partial success rather than a complete success. In that case, the player needs to roll over the target difficulty. Combat uses the same mechanics, with damage inflicted being deducted from an opponent’s Strength. A Crew Member is unconscious when his Strength is reduced to zero and dead when it drops to minus two. Sample damage is just one for a punch, three for a pistol, and four for a rifle. 

However, Those Dark Places does get more complex when dealing with stress and difficult situations, or Pressure. A Crew Member has a Pressure Bonus, equal to his Strength and Education, and a Pressure Level, which runs from one to six. A Pressure Roll is made when a Crew Member is under duress or stress, and all a player has to do is roll a six-sided die and add his Crew Member’s Pressure Bonus to beat a difficulty number of ten. Succeed and the Crew Member withstands the stress of the situation, but fail and his Pressure Level rises by one level. However, when a Crew Member’s Pressure Level rises to two, and each time it rises another level due to a failed Pressure Roll, the Crew Member’s player rolls a six-sided die and the result is under the current value of his Pressure Level, the Crew Member suffers an Episode. This requires a roll on the Episode table, the results ranging from ‘In Shock’ and losing points from a Crew Member’s Attributes , up through Rigid, Catatonia, and ‘Insane Fear and Driven to Violent Flight’. Whenever a Crew Member’s player needs to make a roll on the Episode Table, the maximum result possible is limited by the Crew Member’s Pressure Level. So at Pressure Level 3, a Crew Member can only be In Shock and suffer points lost from either his Agility or Strength, but not anything worse. 

One issue with Pressure Level and Episodes is that a Crew Member cannot immediately recover from either. It takes time in LongSleep or back on Earth to even begin to recover… Worse, once a Crew Member suffers an Episode, its effects linger, and he can suffer from it again and again until he manages to control his personal demons. 

And that is the extent of the rules to Those Dark Places. For the General Monitor, there is a more detailed discussion of how they work, the various roles or Crew Positions aboard ship, the types of campaigns that can be run—typically based around the type of ship that the Crew Members are operating. So tugboats, passenger ships, science vessels, arbiter ships, tactical vessels, and more, each suggesting ideas about what such a crew would be doing and it might be tasked with doing. These are accompanied with descriptions of the types of reports that the Crew Members will be expected to make. These include Personnel Reports, Accident Reports, Industrial Espionage Reports, and more. Essentially combine a Personnel Report and a ship type and a General Monitor has a decent selection of campaign ideas to inspire her. Rounding out Those Dark Places is The Argent III Report, a complete scenario surrounding the sudden appearance of a research vessel thought lost for decades. It is playable in a session or two. 

Physically, Those Dark Places is well presented, although untidy in one or two places. The artwork is good, definitely showcasing its inspirations. 

Although clearly inspired by films like AlienThose Dark Places is not a roleplaying game about facing strange, horrible creatures. This is reflected in the fact that there are no rules for creating such things in the book. Indeed, the rules for creatures focus on creating pets like cats and dogs for companionship in space rather than monsters. There are though, rules for running and playing Synthetic Automatons if the General Monitor includes them. Essentially, Those Dark Places is about facing horrors human and environmental rather than actual monsters. Nor is it a roleplaying game with a set background, although one is outlined should the General Monitor want one. At two pages, even this background is short enough to allow the General Monitor room aplenty to insert content of her own, that is if she does not want to create a background of her own. 

However, all of this is not about roleplaying Blue Collar or Industrial Science Fiction and Horror in space—although Those Dark Places could be run like that. In actuality, what Those Dark Places is about is applying for a career working in deep space. The process of creating a Crew Member, of filling in a CASE File, is writing the application form. And then, the playing of Those Dark Places is not roleplaying missions out on the frontier, but simulations—run by the interviewer as part of the application process—run to test their suitability for working between Earth and the frontier of space. All of this is delivered in an game voice that is a mix of wearied tone, corporate cheeriness, and faux ‘I believe in you’ attitude of a Human Resources interviewer that manages to both capture the tiresome nature of applying for employment and make the reader/potential Crew Member want to punch the writer/speaker. It is a brilliant conceit which creeps up on the reader as he works his way through the book. 

Unfortunately, Those Dark Places is being released when there are already two roleplaying games within its genre, the Alien Roleplaying Game from Free League Publishing and Mothership Sci-Fi Horror RPG from Tuesday Knight Games, both having been released relatively recently onto the market. However, Those Dark Places is very much its own thing, a combination of simple mechanics and human and environmental horror—plus its simulation/employment application conceit rather than necessarily being a game of facing horror and horrible monsters in deep space or being based on a licence. 

Combining light mechanics and an easily familiar genre, Those Dark Places: Industrial Science Fiction Roleplaying is a pleasingly accessible treatment of Blue-Collar Science Fiction of the seventies and eighties. It enables the General Monitor to run simulations in which the horror lies not only in isolation and what we might find on the fringes of space, but also in what humanity brings with it.

Friday Filler: Beasts & Behemoths

Reviews from R'lyeh -

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? Then what monsters will face? What adventures will you have? For nearly all of us, answering these questions are not all that far from being a challenge, for all started somewhere and we all had to make that first step—making our first character, entering our first dungeon, and encountering our first monster. As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering these questions in an easy to read and reference fashion.

Step forward the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. This is a series of introductory guides to Dungeons & Dragons, designed as primers to various aspects of the world’s leading roleplaying game. Each in the series is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to the different aspects of the roleplaying game covered in each book in the series, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, every entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is an attractive little package.

The first in the series, Warriors & Weapons provided an introduction to the various Races of Dungeons & Dragons, the martial character Classes, and the equipment they use. Subsequent entries in the series have examined Monsters & Creatures and Dungeons & Tombs, culminating in the surprisingly late and seemingly out of sequence, Wizards & Spells. And there it would seem that the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ had covered just about everything that the reader and potential play of Dungeons & Dragons, Fifth Edition need to know before progressing onto the roleplaying game itself. So the publication of Beasts & Behemoths, the fifth entry in the series, comes as something of a surprise, the unexpected equivalent in the series of the Monster Manual II to the Monster Manual. Of course, another book about monsters makes sense, since not only are books about monsters fun, but there are an awful lot of monsters and creatures in Dungeons & Dragons, and the earlier Monsters & Creatures cannot have been expected to cover all of them!

Where Monsters & Creatures categorised its entries by terrain, so Caverns & Dark Places, Forests, Mountains & Other Terrain, Oceans, Lakes, & Waterways, and more, Beasts & Behemoths breaks them down by size—Tiny & Small, Medium, Large & Huge, and Gargantuan. Its forty or so entries include Cranium Rats, Demilich, and Pseudodragon under Tiny & Small; Drow, Gnoll, and Sahuagin are listed as Medium creatures; Corpse Flower, Minotaur, and Umber Hulk for Large & Huge; and Purple Worm, Roc, and the dread Tarrasque for Gargantuan. The mix includes the familiar, such as the Hobgoblin, Orc, and Minotaur alongside the little known, like the Yuan-Ti and the Oni, but all are classic Dungeons & Dragons monsters and creatures. In addition, Beasts & Behemoths includes two subcategories, Lycanthropes and Metallic Dragons—or Good-aligned Dragons. So the former category has descriptions of the Wereboar, Wererat, and Weretiger as well as the Werewolf, whilst the latter ranges from the Brass Dragon to the Gold Dragon. This compliments the writeups of the Dragons of various colours in Monsters & Creatures. Every entry is given a double page spread, the left hand page showing an illustration of the creature or monster, a listing of its special powers, a description of its size, and an indication of its Danger Level, from ‘0’ or harmless to ‘5’ for really nasty. On the right-hand page there is a description of the monster or creature and its lair, accompanied by a list of things to do or not do when dealing with it.

Thus for the Medusa, the given Danger Level is ‘1’ and her Special Powers are, of course, her Petrifying Gaze. Her size is listed as being typically Human-sized—except that is, for her hair, which might be a whole bigger (and writhing, of course). Her write-up includes a description of how she comes upon the transformation into a Medusa and the price paid, plus the types of lair she prefers. The entry advises that when encountering a Medusa, an adventurer should carry a mirror with which to catch her reflection, as well as a powerful healing potion which undo the effects of her Petrifying Gaze. It also advises that an adventurer not catch her gaze nor seek out immortality.

Like Monsters & Creatures before it, Beasts & Behemoths adds legendary entries and encounters to complement its ordinary encounters. The description of the Death Knight is accompanied by a  legendary entry for Lord Soth, the fallen Knight of Solamnia from the world of Krynn who would later be plucked from Krynn by the mysterious mists of Ravenloft. It covers his history, his lair, and the fearsome skeleton army he has at his command. Again, this is a nice accompaniment to the legendary entry for Vampires, the feared Count Strahd von Zarovich, to be found in Monsters & Creatures. These legendary creatures are foes that the adventurers are unlikely to face for a very long time, but they are ones to be whispered about in hushed tones—even the ones who are not evil or chaotic. Each of encounters consists of a short piece of fiction which sets up a situation that ultimately ends the reader being asked how he might react or what he might do next. To accompany the description of Pseudodragon, the encounter describes how Florizan Blank, the bard known as the ‘Dandy Duellist’ who combines dance moves and swordsmanship, comes upon such a creature in woods whilst he is tracking down a Hobgoblin tribe which attacked a nearby village. Will he attempt to tame the creature and take it as a companion—and if so, how? Will continue on his way, hurrying after his quarry lest they launch a raid on another village? These encounters nicely illustrate the play of Dungeons & Dragons and the type of encounters and questions that players will be dealing with from session to session. In addition, the inclusion of Florizan Blank is a nice call back to the fourth book in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’, Wizards & Spells.

Just as in Monsters & Creatures, the last words in Beasts & Behemoths are about using beasts to create stories and build a hero, taking the reader on his first steps to composing his adventurer’s story. It opens up a little to ask the player to wonder about the other heroes his character will adventure alongside, what and where his adventures take place, and of course, why? It explains a bit more about the play of Dungeons & Dragons, so serving as a light primer before the player gets to the table.

There are just two issues with Beasts & Behemoths. First, for a book filled with great Dungeons & Dragons artwork, it does not list or credit one single artist. This is really disappointing, not so say inexcusable, and both the publisher and Wizards of the Coast should know better. Second, Beasts & Behemoths commits the same error as Monsters & Creatures in using anachronisms when it comes to describing the size of the monsters and creatures in the book. For example, the Cranium Rat is described as being the size of a sneaker or Hobgoblin as being the size of a professional (American) football player in all of his gear. Again, the inclusion of such modernisms breaks the verisimilitude of the book, making very much a reference work out of the game when it could have been a reference work both out of the game and in the game.

Physically, Beasts & Behemoths is an attractive little hardback. It is bright, it is breezy, and it shows a prospective player what his character might face, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

Now obviously, Beasts & Behemoths is designed to showcase Dungeons & Dragons and introduce the prospective player to what his character might encounter—especially in Dungeons & Dragons, Fifth Edition. However, much of its content would work just as well as introduction to some of the monsters of Dungeons & Dragons-style retroclones, though in its look, it is brighter and breezier than the style and tone of the typical fantasy roleplaying game from the Old School Renaissance.

Monsters & Creatures introduced the prospective player to just a tiny, but often iconic, few of the monsters and creatures in Dungeons & Dragons. Beasts & Behemoths adds to that, but also stands alone in that a player could read it rather than Monsters & Creatures to get an idea of some of the foes his character might face or encounter in the game. Similarly, Beasts & Behemoths is more of a general reference work, something suitable to have at the table during play, since its contents can serve as the legends and the folklore that a player character in a fantasy world might have learned about said monsters and creatures as he was growing up. That said, doing so adds another book to the table, and that may add unnecessary clutter during play. When it comes to clutter, are two books devoted to monsters in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ enough—or will there be a slew of them, cluttering up the series?

Beasts & Behemoths is another bright and engaging entry in the series, providing another light introduction to the monsters of Dungeons & Dragons, and the game itself. It again nicely works as a gift as much as it does a useful reference work, but as an entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’, it feels very much like an extra in the series rather than part of the essential quartet of titles.

This Old Dragon Retrospective: The Gods and Goddess of the Suel

The Other Side -

World of Greyhawk booksSomething a little different today.  I had always wanted to combine two of my regular features, "This Old Dragon" and "One Man's God" into a series of the gods and goddesses presented in the pages of Dragon Magazine.  I can think of a few examples off the top of my head without cracking the musty pages.  I had always wanted to start with the Suel Pantheon, but I wanted to wait till I was done with the Deities & Demigods.  

Well, last month we all learned about the death of Len Lakofka and I wanted to mark it in some way.  I thought maybe this would be a good way of doing that.

Introduction

A little bit of background here on This Old Dragon. I had purchased a couple of large gaming collections over the last few years. My brother also gave me a box of Dragons in really bad shape. After combining, keeping some, selling off others, and tossing (yeah, had too) ones that were in terrible shape I was left with about 100 or so Dragons that were in pretty bad shape. Most were missing covers, many are missing pages and maybe one or two are fully intact. In This Old Dragon, I am grabbing an issue out at random and reviewing them. I can only review what I have, so if it is missing I won't talk about it. The only exception I make is the covers. If I feel too much is missing or something important is missing I'll check my Dragon-Magazine CD-ROM. 

One Man's God is my feature on the various mythos, gods, and goddesses as presented in the AD&D 1st Edition Deities & Demigods.  Here I look through the various gods and monsters and see which ones would be better classified as AD&D 1st Ed Demons as defined by the Monster Manual.  When there is nothing I look to the original myths to see what we can find.

Today I am going to do both features for the Suel Pantheon.

This Old Dragon: The Suel and their Gods

This feature began in Dragon Magazine #86 from June 1984 to #92 in December 1984. Or in my prime AD&D time.  The feature was authored by Len Lakofka and had Gary Gygax's official stamp of approval on them.  Len had also created the L Series of modules and the Lendore Isles.  So in my mind, that meant there was still active Suel worship in the Isles and that the wizard on the cover of L1 The Secret of Bone Hill was a worshiper of Wee Jas.  But I am getting ahead of myself. 

The Suel made their very first appearance in the pages of the first The World of Greyhawk folio as an ancient empire whose language was still used. The Gods would get names, but not information blocks in the boxed set World of Greyhawk Fantasy Game Setting.  Soon after we began to get the gods in Dragon.

Before I get into the Gods proper, there are a few other issues we should cover.

Dragon Issue #52

This issue gives us a very new looking Leomund's Tiny Hut from  Len Lakofka. This is so new in fact that I think this might be the first-ever Tiny Hut article.  There is an introduction by Gary himself.  This installment covers giving more depth to the humans and languages of the Flanaess.  Cool article and one that every Greyhawk DM should have handy.  Actually, it is good for most DMs. The article is pretty long, longer than most Tiny Hut articles in my memory.  

This is the article that lets us know that Suel are very near albino looking save with shades of violet for eyes.  Given that these were the forerunners of the Lawful Evil Scarlet Brotherhood then it was kind of obvious that the Empire was some kind of a cross between the Melnibonéans and the Nazis.

Dragon Issue #55

In his From the Sorcerer's Scroll Gary gives us some more details on the Suel and how they moved across the continent to the Snow, Frost, and Ice Barbarian lands and how these peoples are the purest strains of the Suel bloodline. If the picture being painted is these are not particularly nice people then consider the painting done.  Still, there are some interesting tidbits and it made me want to find out more and it made me want to find an offshoot of the Suel that weren't such xenophobic dicks.

I think Len made a lot of that possible in his series.

Dragon Issue #86

Dragon #86 was one of those issues that punched way above its weight class. I mean there was just so much in this that one would be excused if Len's article, Presenting the Suel Pantheon, was ignored.  Here we are introduced to Lendor (the chief god) and Norebo (the god of thieves).  The gods are presented in the same format as the D&DG gods; which sadly in the early 80s meant these were creatures that could be fought and could be killed.  But I want to ignore that for bit and instead focus on what is really one of these first full (A)D&D pantheons.  In the 3e era some of these gods would be folded back into the "Greyhawk" pantheon, but here they are on their own with their fellow Suel.  

Lendor has a solid Odin feel to him and Norebo (maybe one of the most popular gods during my AD&D years) is like a slightly less evil Loki.  This trend is going to continue.

A box of old Dragon magazines

Dragon Issue #87

This issue covers the gods Kord and Phaulkon.   Kord is the son of the lesser gods Phaulkon and Syrul, though he himself is a greater god.  He is also one of the most popular and worshiped Suel god.  He is the god of battle, swordsmanship, and berserk rage. He has thousands of semi-mortal/semi-divine children, any of which who meet his challenges can claim demi-god status.  If you are thinking Thor with a sword mixed with Conan then you are not too far off.  Since this issue also featured the Ecology of the Dryad, I figured that Kord had a particular affection for them.  In fact I am going to say that the Korreds, who would later appear in the Monster Manual II, began as the offspring of Kord and the multitude of dryads he..uh.seduced. Sure let's go with that word. 

Phaulkon is the winged god of air, flying and archers. If Kord is the superior melee combatant, then Phaulkon is the superior missile combatant. He can speak with any bird or any creature that uses wings to fly, including demons and devils.  He is Chaotic Good so I always felt there would a natural rivalry between Phaulkon and Pazuzu, both striving for control over the air and air creatures. 

Wee Jas by Jeff ButlerDragon Issue #88

Here we get Syrul, Fortubo, and Wee Jas the unrequited love of my life (circa age 14).  Wee Jas, of course, grabbed my attention like nothing else in this issue. She was a gorgeous goddess of magic known as the Witch Queen?  How in the hell was I supposed to ignore that?  For years I thought this art was a Larry Elmore piece, but it is actually Jeff Butler.  I think the wide eyes are what really sets this piece off. Bella Donna indeed.

Of all the Suel gods it is Wee Jas that has had her best life in the years following this publication. What do we learn about her?  Well at this point she is still a greater goddess of magic and death.  She knows every magic-user spell and all other spells to 5th level (why only 5th??).  She can cast up to 9 spell levels worth of spells each round; so 1 9th level spell or 9 1st level or any combination.  She has 90% magic resistance and a globe of invulnerability that floats around her. She is attractive (Charisma 20) and always appears so.

If she is anything she is very lawful.  To the point where good and evil are mostly meaningless to her just as long as you are not chaotic.  In fact, she pretty much hates anything chaotic except for the chaotic neutral god Norebo; who is her brother (or half-brother) and occasional lover.  Gods. Go figure.

In the letters section in a couple Dragons later it is mentioned that Norebo's entry mentions Wee Jas, but Wee Jas' doesn't.  The editors reply that it is because Wee Jas is loathed to admit it and Norebo could also be bragging.

Also, have a look at her name "Wee Jas" or "Wee" and "Ja" or "Oui Ja".  She is the goddess of the Ouija board as well. Magic. Death and Spirits. Clever Gary.

Syrul is the evil goddess of lies and false promises.  Fortubo is the dwarf-like god of mountains, stone, and metals. Neither are half as interesting as Wee Jas.  Well, Fortubo was interesting on his own, but not compared to my 1984 girlfriend here. 

To stretch out Norse analogies a bit Wee Jass is a bit of Hel and Freyja combined. But there is also a good amount of Hecate in her.

Since Len also created the Death Master NPC class I figured at least a few Death Masters were aligned with Wee Jas instead of Orcus.  This was part of their strong rivalry for the dead. 

Dragon Issue #89

This issue continues those wonderful Denis Beauvais "Chess" covers.  So therefore the Suel Empire invented chess on Oerth.  

In this issue, Len features Pyremius, Beltar, and Llerg.  It is interesting to see which of these gods survived to today. These gods made it to the 3.x Living Greyhawk Gaz and Complete Divine. Pyremius is the God of Fire, Poison, and Murder. He looks like a conehead to be honest.  The next goddess, Beltar, just has a Conehead sounding name.  She is the Goddess of Deep Caves, Pits, and Malice.  She appears as an old crone, a beholder or as a Type V, or Marilith, demon.  I would say she has a few of both types of creatures under her command.  Llerg is the God of Beasts and Strength and appears a bear-like man. He seems like a decent enough god. He prefers to live on his own in the woods and deals more with animals and other beasts. I was half-tempted back in the day to also make him the God of Bears, in the sub-culture sense. Now I am fully tempted. 

This issue also gave us the first Creature Catalog from Dragon. Here are a number of creatures that could easily be re-classified as demons; at least in the OMG sense. These include the Fachan, the Ghuuna (already has a demonic origin), and the Utukku.  Beltar in particular would have Utukku under her control. I went back to the original myths and did my own Utukku and Umu demons for Ghosts of Albion and a completely different version was created for Pathfinder.

pages from the Creature Catalog

Dragon Issue #90

Before we get to the Suel article proper, Out on a Limb covers the seemingly impossible relationship between chaotic to the core Norebo and hard-line lawful Wee Jas.  Kim Mohan makes two suggestions. First, opposites attract and Norebo has a big mouth.  Second, they goofed.   I like the idea of them being together, to be honest.  Gods need to be complicated.  Though given that Norebo and Wee Jas are also half-siblings, I guess really complicated. Well, no one bats an eye when it happens in Egyptian and Greek pantheons. 

You can also go with Mike's take on it over at Greyhawkery.

On to the article proper we have a collection of sea gods. Phyton, Xerbo, and Osprem.    Phyton is the God of Beuty and Nature, he is our ersatz Baldur.  Xerbo is our God of the Sea, Money, and Business, so a cross between Nord and Poseidon/Neptune.  Osprem is the Goddess of Sea Voyages. Our two sea gods Xerbo and Osprem both have tridents.  I guess there is a rule that sea gods must have one. They only have cool relations with each other.  They try not to fight each other and when a threat challenges the seas they are allied. But otherwise, they do not get along.  Osprem is in particular worship in and around the Lendore Isles.

This issue also featured the Incantatrix. Under normal situations, I would figure out a way to bring her into the fold with the Suel gods, but the write-up is not only so Realms specific, the Incantatrix has a history in the Realms.  So she stays where she is. 

Dragon Issue #92

Here again, we come to the end. Not just of 1984, but of this series. 

This issue also covers some new rules and ideas for clerics. Since I played a lot of clerics back then I rather enjoyed this issue.  Gary offers up some advice ("Clerics Play by Different Rules")  and a few others. This issue also gave us installment III of Pages from the Mages, but that was covered in a previous retrospective

Out Suel gods are Lydia, Bralm, and Jascar.  Lydia is the goddess of light and song. Bralm the Goddess of Insects and Industriousness, and Jascar the God of Hills and Mountains. No mention of his relationship to the other mountain god, Fortubo.  These gods and their write-ups were a nice working model of what Gygax was saying above about how clerics need to be different.

That is all the Suel gods from the World of Greyhawk.  These gods all survived to the 3rd Edition Living Greyhawk Gazetteer with some edits.  I guess the Suel Empire is not so forgotten after all!

One Man's God: The Demons

The nature of these articles did not include demons or even demonic creatures. They were very focused on the Gods themselves.  For demons that fit into this pantheon, I would suggest we go back to the source, the Monster Manual.  Here are the demons of this pantheon.  

Of the ones mentioned above, I think Orcus, Pazuzu, and Yeenoughu are the obvious choices.  

The Demihuman Mythos from the D&DG is another good source.  The Oerth gods though do have their own "devil" in the form of Tharizdûn.  He is a god, or was, or still is, but a fallen one. 

The Suel were a people of such xenophobia that any non-lawful god, godling, or monster would have been considered a demon. The Suel in fact would have more in common with devils and the 4e lost empire of Bael Turath.  In fact there could even be a link between Bael Turath and the Suel Empire.

In my own games, the Suel Empire were still the xenophobic dicks they always are, but they also had a special hatred for demons. The great artifact sword "Demonbane" was of Suel manufacture.

There is always more to hear about the World of Greyhawk and the Suel. Sadly one of the voices is now no more.   Gonna miss you Len!

NIGHT SHIFT: Game Design, GM's Screens and Amazon

The Other Side -

Quick one today.  My NIGHT SHIFT Co-designer and the main author, Jason Vey, has been posting about some of the game design choices we made in NIGHT SHIFT and why we wanted to stick with an old-school feel instead of creating a new system.

You can read his thought over on his blog for Elf Lair Games.

Night Shift books
For my part, I agree with Jason.  I have played around with dozens of systems for my two Night Worlds; "Generation HEX" and "Ordinary World." 
Long time readers here will recall a time when Generation HEX was part of my magic-school project which had a lot of homes and even spent some time as a "D&D" world.  The great thing with these rules I can STILL do that.
Ordinary World began as a Cinematic Unisystem idea, morphed over to Mutants & Masterminds, and even spent some time as a BESM 3.0 idea.  I enjoyed all these forms of the setting, but none gave me what I wanted.  So one night during a huge snowstorm where I was stuck in traffic for over 2 and a half hours I came up with a new system for OW.  I thought it was great. I half-jokingly referred to as the Power of Three System since it only had three attributes.  But as I worked on it it became obvious to me at least all I was doing was creating the bastard child of BESM/Tri-Stat and Unisystem.

The points Jason makes in his posts are salient here.  Going back to a well-known system at least for me has solved a number of problems. 

New GMs Screen & Amazon

Jason just released the new GM screen on DriveThruRPG.  Grab these for your Portrait style screens.

NIGHT SHIFT GMs Screens, front
NIGHT SHIFT GMs Screens, back

Also, you can now get hardcover versions of NIGHT SHIFT from Amazon.

You can still get your hardcover and the special edition, numbered, hardcover from the Elf Lair Games store.

Can't wait to share more with you!

NIGHT SHIFT Links

Current Works In Progress: Basic Bestiary & High Witchcraft

The Other Side -

Work has me really busy right now, so I have been slow on getting new material out.  Either in book form or for this blog (except for Halloween).  But I wanted to give an update on what I am working on now.

I recently went through all my research notes, books, and files.  This has been a good thing and something I like to do every so often to keep me grounded in what sort of game I want.  It is far, far too easy in game design to drift away from your core principles into something else.  One example of this power-creep in games, though there are other reasons for power-creep too.  The other is scope-creep and that is when a project gets too unwieldy and becomes much larger than intended. 

Both types have hit my latest two works in progress, so I have been taking a step back to see what I really have.

Basic Bestiary

This is the "Big" project that has my focus now.  The project began with collecting all the monsters from all my witch books, plus all the monsters for Monstrous Mondays, and additional ones I have but have not published.  Once I pull them all together I had over 220 pages with 300 or so monsters with no art (yet).  For me that felt like a "good size" but I got to thinking.  Even if I edit them all and standardize them all, which is no small amount of work, these are all essentially "re-runs" material people have already seen and in some cases paid for.   That didn't feel right to me.  So I started adding more (power and scope creep!) and that is where the issues began.

For starters, I publish most for Basic-era (B/X, BECMI, OSE, LL) and Swords & Wizardry games.  Add in all the other games I post about here I have monsters in six to seven different but still largely compatible systems.  I needed to standardize my monster stat block.  You have seen it's evolution here on my blog. The current and most stable version can be seen in yesterday's Fenodyree.  Essentially a Labyrinth Lord stat block with some other information thrown in that I like to use in my games.   If you go back and look at something like the Wendigo then you can see that there are three different, similar but not the same, stat blocks.   So there is that process now going on.  Some stat blocks like S&W and OSE are great, but far too minimal for me. 

Also since the hardcover of The Craft of the Wise went over so well I decided that the Basic Bestiary needed softcover (Basic) and hardcover (Advanced) options.  Here are the covers as they sit now.  These very likely will change again.

Basic Bestiary cover, version 1 Basic Bestiary cover, version 2
For these covers, I made two changes.  First I switched to Goya's "The Witches' Sabbath" to reflect the feel that this book is mostly witch related monsters.  It also fits better with the quote I use in the Preface, "El sueño de la razón produce monstruos." or "The sleep of reason produces monsters."
I am also going with my own compatibility logos on these since they really have gone beyond one system or the other.  They are still largely "Basic" in nature, but as you can see from my stat blocks they have a little bit of everything in the OGC. 
Switching from Fuseli to Goya also was an outward sign of another issue.   I had WAY too many demons.  Not just demons, but devils and all sorts of fiends.  I also had my own demonic families of Baalserph, Lilim, Eodemons, Calabim, and Shedim.  I mean you can't do as much reading, researching, and writing about witches like I do and not collect some demons.    There really was only one solution.
Split them into two books. 
This actually works well since in my discussions with people there are decidedly two camps. The ones that use demons in basic-era games and those who don't.   This gives both groups buying options.
Basic Bestiary II, Basic coverBasic Bestiary II, Advanced cover
Regardless of whether you buy the "Basic" softcover or the "Advanced" hardcover, the material inside will be the same.  The Basic Bestiary I will be heavy on undead, vampires, fey, hags, and other witch-related monsters.   The Basic Bestiary II will cover demons, devils, and all sorts of fiends.
Right now there is no projected publication dates.  BUT I want to get BBI out and follow up with BBII maybe three or six months later.
Between those two I will also publish my "Last Witch Book,"  The High Secret Order Witchcraft book.

Going back to Rosetti for this one, a perennial favorite of mine.  The piece is "Astarte Syriaca" which harkens back to the first witch coven I ever wrote, the Coven of Astártē Queen of Heaven.
All three books (five covers) will be under my "Basic-Era Compatible" banner to indicate greater compatibility with each other and my desire to use what I consider the best or best of all the systems along with my own additions. Compatibility is key, but innovation is the driving goal here. 
The weakest link right now is The Secret Order book.  I have a ton of material and none of it put together the way I want yet.

Personally, I am really excited about all of these. 

Monstrous Mondays: Fenodyree

The Other Side -

Working through some notes for my two current projects; The High Witchcraft Tradition and the Basic Bestiary.  One of the things is to move around some content.  Items, mostly monsters, that I had considered for the High Witchcraft book are now moving over to the Basic Bestiary.  Some notes I had written for witches, in general, are also moving over the Basic Bestiary. This one of those.

There are a lot of Celtic creatures in mythology and many have similar-sounding names and others have different names in different locales.  The Fenodyree from the Ilse of Man might be the same creature as the Brownie or the Woodwose. Or it might not.  

fenodyreeFenodyree
Small Fey
Frequency: Very Rare
Number Appearing: 1 (1)
Alignment:
Neutral [Chaotic Neutral]
Movement: 60' (20') [6"]
Armor Class: 6 [13]
Hit Dice: 1d8* (5 hp)
Attacks: 1 harvest scythe
Damage: 1d6
Special: double damaged by cold iron, invisibility, teleport
Size: Small
Save: Elf 1
Morale: 6 
Treasure Hoard Class:
None
XP: 23

The Fenodyree are small fey that at first appear to be some sort of fur brown creature. They are very hairy small man-like creatures that appear like a brownie, woodwose, or even a small satyr.  Their long brown hair covers their entire body.  If they are wearing clothes, no one has been able to tell.

Like many solitary faeries, the fenodyree are very shy around humans, or anyone larger than a halfling. They are on decent terms with gnomes but do not make a habit of socializing with them.

The fenodyree lives to mow.  They love nothing more than to be able to use their miniature harvest scythe and cut grass, wheat, barley, or any grain ready to harvest.  Often they will harvest all the grain of a family in need, especially widows with young children. Like many fey, an offering should be left out for them. Fenodyree are fond of whiskey and rye. Also like most fey, they will disappear if spotted. If by turning invisible or by teleporting away.  They can use either power at will or once per day respectively.

They prefer never to attack but will do so to protect their lives. They will teleport away at the first sign of trouble. 

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