RPGs

Plays Well With Others: BASSH, Basic Astonishing Swordsmen & Sorcerers of Hyperborea

The Other Side -

I love my Basic-era games, Holmes, B/X, and BECMI and their clones.
BUT I also love Astonishing Swordsmen & Sorcerers of Hyperborea.  The games are similar of course, drawing from the same sources, but there are also a few differences. 
Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) is more closely aligned with "Advanced Era" D&D, but its feel for me has always been more OD&D, though over the last few years I have been treating it as another flavor of Basic.  

I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.
In fact, it works so well with Basic that I have featured AS&SH with other Basic-era books in previous "Plays Well With Others."I find the game that useful and that inspiring.
Class Struggles: Which Each Game OffersOriginally this was going to be a Class Struggles post, but with the inclusion of the monsters below, I felt it had grown beyond just that.  
If Basic-era D&D lacks anything in my opinion it is class options. Yes. I know the classes are supposed to be archetypes to play anything.  A "Fighter" works for a Paladin, a Ranger, a Barbarian, a Knight, and so on.  But I like a little game mechanics with my flavor.  I also like to have choices.
AS&SH achieves this in a beautiful way that can be adopted by any Basic-era game, but in particular, ones that cleave closest to the original sources and of course Holmes, B/X and BECMI.
So we are going to go beyond the Basic Four (Cleric, Fighter, Magic-User, and Theif) here.  I'll talk about demi-humans in a bit.
In AS&SH we have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get  Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has the Cyromancer (a new favorite of mine), Illusionist, Necromancer, Pyromancer, and Witch (an old favorite of mine).  The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman (see BECMI).  Finally, the Thief has the Assassin, Bard, Legerdemainist,  Purloiner, and the Scout.  Each subclass is very much like it's parent classes with some changes. Every class goes to the 12th level.

Looking over at the Basic side of things we have a few more choices.  Holmes, B/X, and BECMI all cover the Basic Four in more or less the same ways.  BECMI gives us the additions of Paladin, Avenger, Knight, Druid, Mystic, and the NPC/Monster classes of Shaman and Wicca/Wokani/Witch.
Advanced Labyrinth Lord gives us the Assassin, Druid, Illusionist, Monk, Paladin, Ranger in addition to the Basic Four.
Old-School Essentials' Advanced options give us the Acrobat, Assassin, Barbarian, Bard, Druid, Illusionist, Knight, Paladin, and Ranger.  It also gives us the new race-as-classes Drow, Duergar, Gnome, Half-elf, and Svirfneblin.
The B/X RPG from Pacesetter has the Druid, Monk, Necromancer, Paladin, and Ranger along with the Gnome and Half-elf.  (Yes, a review for this is coming)

AS&SH classes go to the 12th level.  Basic classes, at least B/X flavored ones, go to the 14th level.  I like the idea of splitting the difference and going to the 13th level. 
Additionally, AS&SH has different cultures of humans to provide more flavor to the human classes.
All the Basic-era books have demi-humans that AS&SH lacks. Lacks is a strong word, the game doesn't need demi-humans by design, but they are still fun to have.  Combining these gives us the best of all worlds! Kelt Elves? Dwarf Picts? Lemurian Gnomes?!  This could be a lot of fun.
Plus the mix of cultures in AS&SH is second only to mix found in BECMI Mystara in terms of "let's just throw it all in there!"
I might let people choose one of the Basic Four and stealing a page from D&D5 allow them at 2nd or 3rd level to take "sub-class."  I'll have to see what the various classes all get at first level vs 2nd and 3rd level.
Monsters! Monsters!It's can't be denied that AS&SH has some great monsters.  Not only does it give us demons and devils (Basic-era is lacking on both) but also Lovecraftian horrors.  Sure, "At The Mountains of Madness" took place at the South Pole, who is to say there is not a similar outpost in the North? 
BECMI does talk about "The Old Ones" a lot and in the Core Rules is never very clear on who or what they are.  But it is not a stretch to think that those Old Ones and the Lovecraftian Old Ones have a connection.  

Oddly enough these things feel right at home in a Basic game.  If one goes back to the Masters and Immortals sets with the original idea that the Known World is our world millions of years ago this tracks nicely with some Lovecraftian mythology of our world.
I have talked about Demons in Basic/Mystara already, but AS&SH offers us "The Usual Suspects" and then some.  While Labyrinth Lord has always been good about opening the "Advanced" monsters to the Basic world, the monsters of AS&SH are of a different sort.
Maybe more so than the classes these require a bit more conversion.  Here is a monster we are all familiar with (and one I am doing something with later), drawing from the same sources to give us three or four different stat-blocks. 



Well. Not that different I guess. They are left to right, top to bottom, Advanced Labyrinth Lord, AS&SH, OSE, and B/X RPG.
AS&SH looks like a "best of" stats, combining features from both Basic and Advanced. Bite damage does a bit more on the average and the XP value is higher.  But nothing I am going to call game-breaking.
So the AS&SH monsters can be dropped pretty much "as is" into a Basic-era game. 
Anyone that plays these games should have no trouble with this really.
Putting it all Together and then Putting it in the NorthIt's settled then, AS&SH is part of my "Basic World" and where to put it is easy.In the Known World of Mystara, there is already a Hyboria. It is one of the features of both D&D (Mystara) and AD&D (Hyperboria, Oerth) just as Blackmoor is (Mystara, Oerth). but Blackmoor is a topic for another day.
While none of the maps can be reconciled with each other to make one perfect Hyperboria, the concepts certainly can. This is something I have been considering since I first got the 1st Edition Boxed set.I know that my family of witches, the Winters, come from the Hyperborean area.  Likely closer to more civilized areas, but not too civilized.  This became the basis for my Winter Witch book. 
BASSH is BornSo take what I love from AS&SH, mix in what I love from Basic and I have Basic Astonishing Swordsmen & Sorcerers of Hyperborea, or BASSH.  Yeah. This will be fun.

All the Colors Above Them: Gloria Miklowitz’s ‘The War Between the Classes’

We Are the Mutants -

Eve Tushnet / July 14, 2020

Assign teenagers to different socioeconomic classes and require the lower classes to perform humiliating rituals of obeisance to the upper. Give other students the power to enforce class boundaries and punish those who get ideas above their station. Make sure the artificial hierarchy affects the students’ friendships and grades. What could go wrong?

This is the setup for Gloria D. Miklowitz’s 1985 young adult novel, The War Between the Classes. But it’s also the premise of a real classroom exercise developed in the late ’70s by Occidental College Professor Ray Otero. Otero’s “Color Game,” in which students wear armbands whose colors indicate whether they’re upper-class, upper-middle, lower-middle, or lower, is one of many similar classroom experiments in which students take on new identities in the hopes of gaining insight into social dynamics. (You can watch a short 1983 feature on the Color Game here.)

Perhaps the experiment that had the greatest impact on ’80s pop culture was “The Third Wave,” a 1967 exercise intended to teach California high school students about the rise of Nazism. The experiment got out of hand, of course, leading to both a fictionalized TV movie and a novelization, The Wave, in 1981. The Third Wave has inspired everything from a Canadian musical to an episode of the children’s cartoon “Arthur”—and even a Sweet Valley Twins book, 1995’s It Can’t Happen Here. The story of the Third Wave has had a recent renaissance in Germany, with a 2008 film and a 2019 Netflix series, We Are the Wave.

Although Miklowitz’s novel did get a 1985 Emmy-winning television adaptation, the Color Game never managed the big pop culture footprint of the Third Wave. And the real-life game didn’t please everybody, especially once it moved beyond the control of its developer. Otero was sued in 1988 by the parents of a high school student who claimed her experience as a “lower-class” Color Game participant had traumatized her. But as an exercise for college students, led by an experienced teacher, the Color Game proved popular—and Miklowitz’s fictional version offers far more insightful social criticism than the usual YA “the game got out of hand!” cautionary tale. The Wave has two fairly simple messages: “The desire to belong will dull your conscience,” and, “Anybody will buy into fascism if you market it right.” The War Between the Classes is teaching subtler lessons about shame, solidarity, and meritocracy.

Miklowitz specialized in YA novels about social issues: cult recruiting, nuclear war, teen suicide, single motherhood. Her prose in The War Between the Classes is workaday, her dialogue often preachy; characterization is quick and simple, and the obligatory YA romance is useful to the plot, but predictable. That romance crosses both color and Color Game lines. Emiko Sumoto—always “Amy” at school—is a middle-class Japanese-American girl whose boyfriend, Adam, is a rich white bro. His first romantic gesture in the novel is a flower with a note: “To my exotic, inscrutable Amy….” This is about the level of subtlety the book aims for.

Amy ends up wearing the armband of the upper-class Blues, whereas Adam is relegated to the lowest class, the Oranges. This is no coincidence. In the novel, the fictional Otero rigs the game so that students of color are assigned to the upper strata and the white kids are more likely to end up in the lower. Meanwhile, the game also reverses their sex roles: in a twist taken from the real-life Color Game, boys (called “No-Teks”) must now curtsy to and otherwise defer to girls (“Teks”).

In fact, the game relies heavily on shows of deference. The novel’s Otero explains, “Oranges must always show their inferiority by bowing when they meet their superiors, all colors above them. Light Greens must bow to the Dark Greens and Blues… But the Blues, bless them, don’t bow to anyone. Why should they?” He continues, “Inferior colors may not speak with or socialize with superior colors. A superior color may address an inferior one, but not vice versa.” Otero throws in derogatory comments about the “lower” colors (“I wouldn’t want to confuse you… Especially you Oranges”) and warns them that a “spy network” of enforcers called G4s have the power to report and punish disobedience. “You can be fined, harassed, given lower status”; you can also gain status by “squeal—er, uh, reporting” on others who break the rules.

The students must keep a diary of their impressions of the game; they can be punished if they’re caught without an up-to-date journal—even outside of school. Oranges sit at the back of class and wait at the end of the cafeteria line. “Lower” colors must run errands at the command of “higher” colors. Even when they break the rules, Blues get warnings; Oranges get punishments.

Amy is sweetly conflicted about the taste of power the game gives her over her boyfriend. Her blue armband gives her the power to confront the racism of the rich white kids, and uncovers an anger she didn’t realize she harbored. Adam has a harder time: “I was rewarded yesterday. You know why? For being submissive when a G4 chewed me out. I feel sick just thinking about it!”

The most noticeable feature of the Color Game’s understanding of class is how heavily it relies on humiliation. That’s simple necessity, since neither a college professor nor a high school teacher can actually take away their students’ food or shelter, deny them health care, or force them to live in unsafe neighborhoods. And yet necessity becomes a virtue here, as the students confront how deeply poverty and inequality humiliate those who endure them. Americans often blame the poor for their poverty (this is true across class lines; poor people blame themselves as well as their neighbors). All forms of need are treated as personal failure. This is the aspect of poverty that the Color Game can best replicate, and so the experiment overturns the assumption that the worst thing about poverty is that you have less stuff. (Monks have less stuff and they’re rarely ashamed of it, to use just one example.)

The “lower-class” students quickly begin to experience self-doubt, feeling constantly scrutinized and vulnerable, even helpless. The scene where Brian, one of the enforcers of the game’s hierarchy, forces a Dark Green student to turn over her game diary so he can mock her private thoughts aloud is startlingly raw. This humiliation is deepened by the way the Color Game (in the novel) exposes the flaws in the meritocratic ideal. Tests are handed out in order by color, so the better your economic position, the more time you have. The “higher” colors even get easier tests. And of course the point is that even before the Game started, the intelligence and academic ability of the students didn’t define their worth—and their grades were never fair.

The recurring use of the diaries to humiliate offers a strange, painful nuance. Why are the G4s so intent on learning, and exposing, what the “lower classes” really think? In the novel it’s camouflage so that Otero can monitor whether students are learning from the Game; but there’s an unexpected parallel with 2017’s Get Out, in which privileged characters similarly hunger to both understand and control the experience of the oppressed. Over the course of the Game, the students who are privileged in real life begin to feel that they’ve been missing something—something important that they neither knew nor wanted to know. Only when they themselves begin to experience humiliation do they wonder if their previous experience of power has somehow damaged them.

In the 1983 video on the “real” Color Game, one participant, like the fictional Amy, broke the rules by bowing to her “inferiors” and got busted down to Orange. She noted, “There’s not much unification among the upper classes. It’s kind of everyone for themselves… When you become part of the lower class, you’ll notice there’s much more of a sense of unity. People band together, we help each other out much more.” Miklowitz captures this solidarity too—a solidarity that is even harder to find outside the game now than it was in 1985, as low-income families, communities, and institutions are even more fragile.

The novel ends happily, of course. Amy leads a cross-class rebellion against the Game. There’s a cathartic ceremony in which the students shed their armbands and embrace, even hugging Brian, the G4 who seemed to relish his work. Interestingly—and depressingly—the characters walk away with relations between the sexes more obviously changed than relations between the classes. Amy has learned to assert herself in her romance with Adam, and he’s learning to see that as a gain for himself rather than a loss. Friendships have been forged across IRL class lines, and we can hope that some of them will last. And yet these friendships don’t seem to impose any obligations of change, the way the shift in Amy’s self-understanding requires Adam to change.

Ultimately, the girls learn to assert themselves, but class relations don’t budge: it’s easier to figure out how a boy might listen to a girl than how a rich kid might relinquish his power. Despite the confrontations in the mall food court and kids who use “black jive,” in some ways The War Between the Classes feels painfully contemporary.

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

Monstrous Mondays: Knockers, the Good* Kobolds for Basic-era and Night Shift

The Other Side -

There has been some debate on the nature of good and evil when it comes to some monsters.  I plan on saying more about it later (spoiler: dropping alignment restrictions is a good thing!) but allow me to welcome D&D to 2,500+ years of organized philosophical debate and over 6,000 years of religious ones.  They have not worked out all the details yet so I don't expect D&D to do it yet either.
But that is not today's discussion.  Today I want to discuss Knockers.
Knockers are a subterranean species that frequent old mines.  They are common to Cornwall so they could be related to any number of Cornish faeries (and they have a lot of the Fey there) but in reality, they seem closer to the Kobold.  Or at least how the kobold has been depicted in German folklore.
Around the time of 2nd Ed Kobolds went from evil little dog men to evil little lizard men. Personally, I rather liked the change.  I love the idea of these scrappy little lizards running around. I am also fine with them being evil, or at least very, very self-centered as a species.  Their lizard brains only allow for survival in the most brutal ways possible. As such, they worship the things that look like them, only bigger, evil dragons.  If your god is evil then you probably are as well.  Do I leave room for a potentially "good" kobold? Of course, the world is vast, strange and wonderful, anything is possible.

But as it turns out I have good kobolds covered. 
Knockers are good* kobolds.  
I say good* because good ≠ nice.  
They are happy to work with each other, they get along fine with gnomes and the local pixies. They will even help lost miners find their way out of mines when they are lost.  But their reasons are hardly altruistic.  They feel that humans are big lumbering idiots and think they belong to the same species as ogres or trolls. They will lead miners out via a series of knocking or raps on stone not because they feel bad for the human but because one lost human brings in many more humans to look for them.
Knockers and kobolds share a history. Once they were the same people. Living in deep subterranean mines looking for veins of precious metals.  Their diggings brought them into contact with goblins, dwarves, gnomes, and even orcs.  All these encounters ended poorly for the kobolds as they were smaller in size. They grew to despise most other species.  As time went on the waters began to return as the last Ice Age began to thaw. When their homelands were taken by the sea, some moved west while others moved east and south.  The two peoples became distinct.  The kobolds of the south took on the worship of evil gods and dragons. Their lust for gold and power corrupted them into smaller forms and they took on more draconic features.  The kobolds of the west became more and more introverted and xenophobic.  Their distrust of others never abating but deciding that their best course of action was not to fight but to hide deeper and deeper in the Earth. The two sub-species of kobold barely resembles the other today, but there are still similarities if one knows how to look.
Knocker (Kobold)Basic-era GamesHumanoid (Subterranean) Frequency: RareNumber Appearing: 2-20 (2-4)Alignment: Neutral (Neutral Any)Movement: Basic 90' (30') [9"]Armor Class: 6 [13]Hit Dice: 1d6 (3 hp)Attacks: 1 Damage: 1d4 (weapon)Special: Hide in shadows 95%Size: SmallSave: Normal HumanMorale: 7Treasure Hoard Class: I (XIII)XP: 7
Knockers are a relative of the kobold. They resemble them in most respects save that these creatures appear to be more "humanoid" than their lizard-like counterparts.  Often described as "dog-faced" it is unclear whether that is a reference to their actual canine-like appearance or to their general ugliness.Knockers speak their own variation of the kobold language, but either sub-species can understand the other given a little time.
Knockers are believed to have interbred with gnomes and goblins in their travels west, and this is used to explain their changed temperaments.  Knockers generally get along well enough the gnomes and local fae and even tolerate goblins. Consequently, their greatest enmity is with kobolds and humans. 
For the most part, knockers look to be left alone to continue to mine their mines.  They will defend their communities if attacked using group tactics. If left alone, they will often leave others alone as well.
One Man's GodKurtulmak is the god of Kobolds, though in truth he should also be a Demon Lord like Yeenoghu.  He is described as being a bit reptilian as well.  In keeping with a theme the demon lord (lady) that evil knockers follow is Zsusr
KnockerNIGHT SHIFTNo. Appearing: 2-20AC: 6Move: 30ft.Hit Dice: 1Special: Hide in Shadow 95%, Pack tacticsXP VALUE: 7
Knockers are a subterranean humanoid people related to the fae.  They typically live in old mines and in the dungeons under old castles. 
Generation HEX: Some magical schools, particularly AMPA Cornwall in Great Britain, has a group of knockers living below the school. AMPA faculty have yet to decide what needs to be done with them if anything at all.
Ordinary World: Knockers have been known to live in the White and Adirondack Mountain ranges. They are believed to have migrated with English, Welsh, and Cornish immigrants. Here they have interacted with the local populations of Pukwudgie peoples.

Note: Want more information? Dump Stat goes into a Deep Dive of the Kobold across many editions.

Miskatonic Monday #42: Ice Cream Man

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: Ice Cream Man

Publisher: Chaosium, Inc.
Author: Michael LaBossiere
Setting: Modern day

Product: Scenario
What You Get: 1.018 MB nine-page, full-colour PDF
Elevator Pitch: How dangerous can a  Mr. Whippy be?
Plot Hook: When a father says the Ice Cream Man is the monster who took his son, and he wants you to kill him, is he mad, or is he right? Plot Development: A murderer, a victim, and chasing the sounds of the Ice Cream Man all summer...Plot Support: One handout, one picture, and a unique monster.

Pros
# Easily adapted to the ice cream carts of the 1890s and 1920s
# Strong, non-traditional set-up
# Investigator research pre-prepared
# When does hunting become stalking?
# Player driven# Potential kids versus the Mythos situation# Just how dangerous is a 99 and a Flake?
Cons# Why does the father know of the investigators?
# Needs a list of victims
# When does hunting become stalking?
# Needs a floorplan

Conclusion
# Easy to adapt to the 1890s and 1920s
# Strong, non-traditional set-up# Needs some support by the Keeper

An Amazing Game

Reviews from R'lyeh -

Jim Henson’s Labyrinth: The Adventure Game is a roleplaying game based upon the 1986 film Labyrinth. In that film, the frustrated sixteen-year old Sarah wishes away her baby brother, Toby, whom she has to babysit, but upon discovering that he has been kidnapped by Goblins, realises her error. However, Jareth, the Goblin King, offers here a deal—her dreams in exchange for the return of her brother. When she refuses, he gives an ultimatum: Enter and solve his labyrinth and find Toby before thirteen hours are up and he is turned into a goblin forever. In the course of the story, Sarah will find her way through the labyrinth, passing through the Hedge Maze, the Goblin City, and more, to confront the Goblin King in his castle and so gain her brother back, all with the help of friends and allies. In Labyrinth: The Adventure Game, several brave adventurers—each of whom has also lost something to the Goblin King—shall venture into the Labyrinth, solve its puzzles, overcome its challenges, make allies, and help each other in order to get back that which was lost.

Published by River Horse Games—the publisher of the surprisingly good Tails of Equestria – The Storytelling GameLabyrinth: The Adventure Game is a self-contained roleplaying game, designed to be played by four or five players plus the Goblin King. In fact, it is so self-contained that open up the book and you will find a pair of dice sitting in a pocket punched through the corner of the pages. This is of course, in addition to the full rules and some ninety or so locations and encounters the adventurers can explore and have in the course of their making their way to the Goblin King’s Castle. Its format and style of play echo the solo adventure books of Fighting Fantasy—and others, but the number of encounters and scenes means that even if a group of players get through the Labyrinth and defeat the Goblin King, they could play through again and not necessarily repeat either encounters or scenes. The roleplaying game’s simple mechanics, quick set-up time, and linear way in which the encounters organised—though not necessarily played—means that the Goblin King, as the Game Master is known in Labyrinth: The Adventure Game, could bring to the game to the table with relatively little preparation.

Each Player Character in Labyrinth: The Adventure Game is defined by three things—his Kin or Race, a Trait—something that he is good at, and a Flaw—something that he is bad at. The six given Traits are paired abilities like ‘Singing and Dancing’ and ‘Lifting and Pushing’, but a player is always free to create his own as long as they fit the setting. The Flaws include ‘Overconfident’ and ‘Coward’, and again, a player is free to create his own. The listed Kin include not just the protagonists as in the film, but others that were at best minor members of the cast or adversaries. So, they include Human, like Sarah; Dwarf, like Hoggle; Horned Beast, like Ludo; and Knight of Yore, like Sir Didymus. The others are Firey, Goblin, and Worm. Each Kin has its own particular Trait. So, a Dwarf has a Job like Gardner or Plumber and associated tools; a Firey can separate his limbs and head and create small fires from his fingertips with Detachable Limbs and Fire Fingers; a Goblin gas Goblin Features and can get into a lot places unnoticed that others cannot; a Horned Beast has the Very Big Flaw, but can mentally control a type of object like plants or water; a Human has two Traits, not one; a Knight of Yore is Honourable and can find and tame a Steed; and a Worm has the Very Small Flaw and the Wall Climbing Trait. All of these model the character types seen on screen in the film, but there is nothing to stop a player and the Goblin King working out something else about their character if he wants to play something different.

To create a character, a player simply selects a Kin, a Trait, and a Flaw. He also decides on a name and a reason why he is in the Labyrinth, that is, what exactly does the Goblin King have of his? Given the limited number of options, a player could actually create his character in sixty-seconds, and four or five players create theirs and be ready to play in five minutes! Where there is a problem is with what drives the Player Characters forward, further into the Labyrinth. The discussion of this is a little light, and whilst experienced roleplayers will have no problems coming up with ideas, for anyone new to the hobby via Labyrinth: The Adventure Game, well some suggestions and inspiration might have been useful for them.

Our sample character is Bobby, a teenager with well-deserved reputation as a sneak and a thief. At home he is bratty and difficult as his parents are going through a divorce, and most recently his mother’s jewellery has disappeared. He fears for the consequences should he be blamed and desperately wants to get them back.

Bobby
Traits: Listening and Spotting, Sneaking and Hiding
Flaw: Selfish
Goal: To recover his mother’s jewellery

Mechanically, Labyrinth: The Adventure Game is very simple. Whenever a Player Character wants to undertake an action which has consequences, his player rolls a single six-sided die. If the result is equal to, or exceeds, a difficulty—ranging from two or ‘Piece of Cake’ to six or ‘It’s not fair!’—the Player Character succeeds. Should a Player Character have an advantage, such as from a Trait, the player rolls two dice and takes the better result. Conversely, if a Player Character is at a disadvantage, his player rolls two dice and takes the worse result. Having a suitable piece of equipment or another Player Character help a Player Character out using one of his Traits, lowers the Difficulty, or in some cases ensures that the acting Player Character succeeds.

Instead of combat mechanics, Labyrinth: The Adventure Game opts for action scenes, since this is not a game where the Player Characters or NPCs can be killed, or violence is necessarily the answer. In purely mechanical terms, characters do not have weapons, armour, or even the equivalent of Hit Points. This is not to say that neither weapons or armour could come into play, but their effects would really be narrative rather than mechanical, and the same goes for injuries suffered. However, there are no rules or little in the way of guidance for handling this and again, for anyone coming to Labyrinth: The Adventure Game as their first roleplaying game, this may be a problem. 

What it means though, is that the players and their characters will need to be more inventive in how they overcome the challenges they face. Ideally though, both the Goblin King and her players should be taking a cue for this from the film itself, so action scenes and what might be combats in other roleplaying games should here be slightly cartoonish in style and the way that they play out. 

Another aspect of the mechanics is that they are player facing, that is, the Goblin King never roles against the Player Characters—only the players roll, either to act, to persuade, or avoid a threat. The Goblin King can roll though on any one of the random tables that litter the scenes and encounters to determine something about the scene or an NPC, and she also rolls to determine how far the Player Characters will progress into the Labyrinth as they move from scene to scene. Throughout their progress through the Labyrinth, the Player Characters will find equipment and potions and things to help them, and these can be used to get past obstacles, to barter with the inhabitants of the Labyrinth, and so on. Ideally, although each Player Character can carry a limited number of items, each player should be looking to pick up as many as they can and be inventive in their use.

All of the rules, character creation, and advice for the Goblin King take up just the first thirty-five pages of the two-hundred-and-ninety-two pages of Labyrinth: The Adventure Game. The other almost ninety percent consists of descriptions of the Labyrinth itself. These are divided across five chapters—the Stonewalls, the Hedge Maze, the Land of Yore, the Goblin City, and finally the Castle of the Goblin King. Each one is strictly a two-page spread, which makes them very to use at the table—no need to flip back and forth anywhere. Each comes with a description to read to the players, a map and a key explaining its features and challenges, a table of random elements, and possible consequences. So ‘The Wrecking Crew’ in the Stone Walls has the Player Characters run into a Goblin gang demolishing a corridor for renovation and the bad news is that they have no idea what they are doing! Tables enable the Goblin King to randomise both explosives and the Goblins, and the consequences are either that they get past and continue onward, or the explosives are detonated, and the Player Characters are blinded, knocked down, coughing, and covered in green powder in the next scene. Some of Scenes, such as the Oubliette, The Land of Stench, and Ted’s Quest will be familiar from the film, but many are not from the film and so will surprise anyone who knows the film well.

These Scenes are ordered one after the other from The Gatekeepers to the Goblin Castle. Now the Player Characters will start at The Gatekeepers and end at the Goblin Castle, but they will not play them one after the other. Instead, at the end of most scenes, the Goblin King will roll a die and move the number rolled that number of Scenes forward. Their movement forward is measured as Progress and they need to complete Scenes to increase their Progress, but if a Scene proves too challenging or they want to revisit an earlier Scene, the Player Characters can move backwards. This does not mean that they reduce their Progress, but it does mean that Player Characters can go back to an earlier Scene and attempt to find another route forward if they get stuck, and it also builds the labyrinthine feel of the game. 

What this also means is that on an average playthrough of Labyrinth: The Adventure Game, a group of Player Characters will play between twenty-five and thirty Scenes before getting to the Goblin Castle. This is played differently to the previous Scenes, with the Player Characters chasing the Goblin King round his castle, moving more freely from room to room, and it more has the feel of a board game, Tortoise and the Hare-like, as they chase down the Goblin King and he runs away from them.

The other tracking factor that runs throughout Labyrinth: The Adventure Game is the time limit. Just like the film, the Player Characters have thirteen hours in which to penetrate the Labyrinth and get to the Goblin King’s Castle and defeat him. In general, as long as the Player Characters are moving forward and overcoming obstacles and challenges from one Scene to the next, they will not lose time. However, failing to overcome challenges in some Scenes, wasting time in certain Scenes, and occasionally, but not always, going back to an earlier scene, will cost the Player Characters time—an hour each time. Specifically, there is no countdown—though it would be fantastic to have a thirteen hour countdown at the table when playing Labyrinth: The Adventure Game—but when the thirteen hours are up and the Player Characters have failed to get to the Goblin Castle or have got there and failed to defeat him, then they do actually lose.

To win though, all the Player Characters have to do is defeat the Goblin King. That though is not physical confrontation, but rather like the film, a demonstration that he has not influence or power over the Player Characters. Fans of the film can of course cite the mantra from the end of the Labyrinth—and that is included in Labyrinth: The Adventure Game. Success means that the Player Characters can grab back stolen goods, kidnap victims, or the solution to whatever was driving them to enter the Labyrinth. Afterwards, Human characters can go home, other characters can get on with their lives, but in a nicer world free of the Goblin King.

Unfortunately, this final confrontation is really underdeveloped. The problem is that the Goblin King is not really described and whilst there is a Goblin King character sheet for the Goblin King to use, and it is suggested that the Goblin King create a Goblin King NPC of her own, there is no advice or help to that end either. Now obviously in the film, the Goblin King is mean to be ephemeral, almost a cypher, but Labyrinth: The Adventure Game leaves the Goblin King to make him as best she can, perhaps basing upon the version played by David Bowie in the film. Given that it is possible to play through Labyrinth: The Adventure Game more than once, this seems such a missed opportunity upon the part of the designers.

Physically, Labyrinth: The Adventure Game is stunning little digest-sized hardback. The artwork by Brian Froud—whose illustrations formed the basis of the film—is excellent as you would expect, but the other illustrations are also good. The writing is decent, and the maps are fantastic, and it is clear that a lot of thought put into layout and the organisation which make the book so easy to use. Further, Labyrinth: The Adventure Game comes with not one, but three cloth bookmarks, and not just because. The red bookmark is used to mark the Player Characters’ progress, the others where they might actually be in the Labyrinth, and so on, which is easier than perhaps making a physical note of it.

Of course, anyone who is fan of the film coming to Labyrinth: The Adventure Game needs to know that this is not something like the board game—also published by River Horse Games—that can be brought to the table, played in a single session, and put away again. As easy as it is to set up and start playing, Labyrinth: The Adventure Game will take multiple sessions to play through, unless you want to play through it in one long session.

Labyrinth: The Adventure Game is not the roleplaying game for the film, Labyrinth. In other words, it is not a sourcebook for the setting portrayed on the screen and it does not allow a Game Master or Goblin King to create that world which her players can visit again and again. Almost like a programmed module or solo adventure—or even a co-operative board game like PandemicLabyrinth: The Adventure Game presents a series of challenges and obstacles which the players and their characters can play through multiple times to see if they can defeat the Goblin King. In fact, they may need to if they do not first succeed, and further, the linear order of the Scenes combined with the Progress mechanic means that on a second, or even a third playthrough, the players might not repeat any Scenes except those at the beginning or the end. Though again, playing through it more than once is not a topic that Labyrinth: The Adventure Game addresses.

Labyrinth: The Adventure Game is adorable and charming and it captures the feel of the Labyrinth world with its mixture of bolshiness and bravado and beauty through Scene after Scene, but it is incredibly underdeveloped in places—motivations for the Player Characters, creation and portrayal of the Goblin King, revisiting the Labyrinth, and so on, are just explored enough or at all. None of this will challenge an experienced Game Master, but anyone coming to Labyrinth: The Adventure Game new to roleplaying games and they will find it challenging because Labyrinth: The Adventure Game provides no help—and it should do.

Labyrinth: The Adventure Game is a fantastic format and a fantastic adaptation of the Labyrinth film. It enables a playing group to revisit the story of the film multiple times—whether they succeed or feel in defeating the Goblin King—and do so with very light, easy to grasp storytelling mechanics that emphasise problem-solving and co-operation, all packaged in a beautiful book.

The Zone Quartet V

Reviews from R'lyeh -

Mutant: Year Zero Zone Compendium 5: Hotel Imperator is the fifth supplement for Mutant: Year Zero – Roleplaying at the End of Days, the post-apocalypse set RPG based on Mutant - År Noll, the Swedish RPG from Free League Publishing distributed by Modiphius Entertainment. As with the previous supplements in this series—Mutant: Year Zero – Zone Compendium 1 – Lair of the Saurians, Mutant: Year Zero – Zone Compendium 2 – Dead Blue Sea, Mutant: Year Zero Zone Compendium 3: Die, Meat-Eater, Die!, and Mutant: Year Zero Zone Compendium 4: The Eternal War—this is a slim supplement that presents various scenario set-ups and situations, or ‘Special Zone Sectors’ which can be quickly and easily dropped into a Game Master’s campaign and the sectors of her Zone map.

Where Mutant: Year Zero Zone Compendium 4: The Eternal War was a supplement to a supplement, providing further robot encounters for Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying, Mutant: Year Zero Zone Compendium 5: Hotel Imperator returns to the Zone found in Mutant: Year Zero – Roleplaying at the End of Days—either the Big Smoke, the Big Apple, or a Zone of the Game Master’s own devising. It includes numerous encounters with the anthropomorphic animals of Mutant: Genlab Alpha and the sentient robots of Mechatron – Rise of the Robots Roleplaying, as well as some Humans of Mutant: Year Zero – Elysium. However, technically, Mutant: Year Zero Zone Compendium 5: Hotel Imperator is set before the events of Mutant: Year Zero – Elysium, and really, would work just as after its events too, perhaps in conjunction with Mutant: Year Zero – The Gray Death.

The first of the four ‘Special Zone Sectors’ in Mutant: Year Zero Zone Compendium 5: Hotel Imperator is the eponymous ‘Hotel Imperator’. This describes a weirdly still functioning hotel, complete with advanced features, but put to another purpose. It is the headquarters of a Psionically capable cabal called the Brain Ring with long term plans of domination for the Zone. If the Player Characters get inside, they will find an almost cornucopia of artefacts and things to be scavenged, but also a certain creepiness to both its atmosphere and its inhabitants. The situation and relationship between the inhabitants is on a knife edge, really awaiting the arrival of the Player Characters, but ‘Hotel Imperator’ is not best used simply plumped down as just another place for them to visit. Its write-up includes a number of events—some of them linked to previous entries in the ‘Zone Compendium’ series, suggesting how it can be worked into a campaign, but as a location it best works as the final part of plotline which the Game Master has worked into her campaign.

Of more immediate use is ‘The Long Road’, an encounter with relatively recently formed caravan operated by a band of anthropomorphic animals. Lead by an aggressive Orangutan, this is a relatively flexible encounter which does not have the big plot of ‘Hotel Imperator’, but rather can be used in a number of different ways, including trading partner, blockade, furthering another plot, and so on, but being nomadic, it can be moved around a lot.

Where Mutant: Year Zero Zone Compendium 4: The Eternal War took the robots to a theme park, the Wild West-themed ‘Fort Robot’, Mutant: Year Zero Zone Compendium 5: Hotel Imperator takes us to ‘The Zone Fair’. This is an amusement park, replete with various attractions such as Fortune Teller, Shooting Range, Casino, and more. The Player Characters can come here to trade, enjoy the entertainments, and even participate in the upcoming poker contest—rules are provided for ‘Zone Poker’, as well as get involved in other plots. As a static location, there is plenty for the Player Characters to do, and the likelihood is that they will return again and again. However, there is at least one element to do with an NPC which is left undeveloped and the Game Master wondering what to do with him if the Player Characters want to dig into his background.

The last of the four ‘Special Zone Sectors’ in Mutant: Year Zero Zone Compendium 5: Hotel Imperator is ‘The Great Zone Walker’. This is another mobile encounter, but where the caravan of ‘The Long Road’ consists of just a few vehicles, ‘The Great Zone Walker’ is a behemoth, a monstrously colossal device which trundles across the Zone, home to a small tribe. In fact, in comparison to the encounters the Player Characters will have had in the Zone, it is on the scale of Mortal Engines, and being so big, it is not a subtle thing to bring into a campaign, and indeed could smash it apart. As an object though, its huge physicality means it is a fantastic object to clamber over and swing across.

Rounding out Mutant: Year Zero Zone Compendium 5: Hotel Imperator is something different to the other titles in the series—new rules. These though are relatively minor additions and tie back to the ‘Hotel Imperator’ ‘Special Zone Sector’ found at the start of the book. They include a number of new psionic mutations and two related artefacts. These are the Psionic Enhancer and Psionic Blocker, and whilst their inclusion makes sense, the inclusion of the new mutations not quite so much. Unfortunately, they only seem to have appeared in the Mutant: Mechatron – Custom Card Deck and so needed to put into print, and since Mutant: Year Zero Zone Compendium 5: Hotel Imperator includes the one psionic encounter, it makes sense to have them included here.

Physically, Mutant: Year Zero Zone Compendium 5: Hotel Imperator is as well presented as the other titles in the series. The artwork is excellent and the maps, both illustrated and cartographic, are nicely done. In fact, the artwork also serves as great illustrations to show the players when they encounter the various locations and NPCs. The book is also well written, with solid descriptions and a handful of events and scenario ideas for the Game Master to flesh out.

Mutant: Year Zero Zone Compendium 5: Hotel Imperator presents a good collection of Special Zone Sectors. The second, third, and fourth—‘The Long Road’, ‘The Zone Fair’, and ‘The Great Zone Walker’—are generally easy to bring into a campaign and the Game Master’s Zone, but ‘Hotel Imperator’ will need some to work into a campaign and lay the groundwork for its payoff climax. In general, these are really useful to add to a standard campaign as detailed in Mutant: Year Zero – Roleplaying at the End of Days, but one which mixes elements from both Mutant: Genlab Alpha and the sentient robots of Mechatron – Rise of the Robots Roleplaying. Overall, Mutant: Year Zero Zone Compendium 5: Hotel Imperator is a great addition to a late campaign of Mutant: Year Zero – Roleplaying at the End of Days.

Working the NIGHT SHIFT!

The Other Side -

Early mail-call this week and I can't be more pleased.


Night Shift: Veterans of the Supernatural Wars RPG
Hard copies my Jason Vey's and my new game are appearing in the wild and I am so happy.  Here are my leather and standard copies.
The insides also look fantastic.  Better than I had hoped for really.



And of course, it has my favorite of my Night Worlds, Generation HEX.

You can get PDFs from DriveThruRPG and Print copies (not PODs!) directly from Elf Lair Games.
Can't wait to share more with you all including an Other Side exclusive Night Spot. Come back for adventures in Valhalla, Alaska.  A Night Spot that can be used in the Ordinary World setting or added to any game.
Been looking forward to this for some time now!

Kickstart Your Weekend: Pixie Trix Comix Volume 1 & more!

The Other Side -

Pixie Trix Comix Volume 1 & more!

https://www.kickstarter.com/projects/pixietrixcomix/pixie-trix-comix-volume-1-and-more?ref=theotherside
I have enjoy the comics of Gisèle Lagace for a number of years now. "Ménage à 3" and "Eerie Cuties" in particular.  Well, this is her ultimate collection. You can add on any number of their previous Kickstarter packages and other Pixie Trix comics. I am fond of "Dangerously Chole" (about a shy succubus) and "Exorsisters." 
There are only a few hours left of this one, so I hope you take advantage!

Which Witch II

Reviews from R'lyeh -

It is an undeniable truth that the Witch gets a lot of bad press. Not necessarily within the roleplaying hobby, but from without, for the Witch is seen as a figure of evil, often—though not necessarily—a female figure of evil, and a figure to be feared and persecuted. Much of this stems from the historical witch-hunts of the fifteenth, sixteenth, seventeen, and eighteenth centuries, along with the associated imagery, that is, the crone with the broom, pointy hat, black cat, cauldron, and more. When a Witch does appear in roleplaying, whether it is a historical or a fantasy setting, it is typically as the villain, as the perpetrator of some vile crime or mystery for the player characters to solve and stop. Publisher The Other Side has published a number of supplements written not only as a counter to the clichés of the witch figure, but to bring the Witch as a character Class to roleplaying after being disappointed at the lack of the Witch in the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. Each of these supplements draws upon more historical interpretations of the Witch—sometimes to counter the clichés, sometimes to enforce them—and presents her as a playable character Class. Each book is published under the label of ‘Basic Era Games’, and whilst the exact Retroclone each book is written to be used with may vary, essentially, they are all compatible. Which means that the Game Master can mix and match traditions, have player characters from matching traditions, and so on.

The first book in the series, Daughters of Darkness: The Mara Witch for Basic Era Games is written is designed for use with Goblinoid Games’ Labyrinth Lord and presents the Witch as dedicated to the Mara Tradition, that of the Dark Mother—Lilith, the First Woman, the First Witch, and the Mother of Demons. The next book in the series is The Children of the Gods: The Classical Witch for Basic Era Games and its approach to the witch—whilst starting from the same base—is broader and gives more options, is less focused on ‘Evil’ or Chaotic witches, as well as being written for a different roleplaying game. Specifically, it focuses upon the Classical traditions of Egypt, Greece, Phoenicia, Rome, and Sumeria, and it is written for use with Dreamscape Design’s Blueholme Rules, the retroclone based on the 1977 Dungeons & Dragons Basic Set designed by J. Eric Holmes.

The Children of the Gods: The Classical Witch for Basic Era Games starts by presenting the same version of the Witch Class as in Daughters of Darkness: The Mara Witch for Basic Era Games, but what this means is that from one book to the next, this Class is going to serve as a template for the rest of the other supplements devoted to the Witch from The Other Side. So the Witch is spellcaster capable of casting Witch spells and Witch rituals—a mixture of arcane and divine spells, has Occult Powers including herbal healing, many are reluctant to cast ‘black’ or evil magic, many are of Lawful Alignment, and have answered the Call of their Goddess (or other patron). 

So far, so good, but where The Children of the Gods: The Classical Witch for Basic Era Games begins to get interesting is in the number of options it gives beyond this. First in the Combination Classes, so Witch/Cleric, Witch/Fighter, Witch/Magic-User, and Witch/Thief. These are not treated as dual Classes, but Classes of their own with an explanation of how they work in play and in a campaign as well as their own Experience Tables. So the Witch/Fighter often, often known as a Witch Guardian, protects other Witches against persecution and so can use any weapon a Fighter can, whilst the Witch/Thief has no title, though Jugglers often find themselves labelled as Witches and Thieves, but they are typically streetwise and useful when it comes to dealing with the dangers of exploring underground. Next, the supplement looks at the tradition of the Witch amongst non-humans, from Amazons, Bugbears, and Deep Ones to the ape-like Sagath, Troglodytes, and Trolls. Each entry gives some idea as to who or what they worship, so Trolls follow either the Faerie or Winter Witch Tradition, Deep Ones worship the demonic Dagon and his consort, and Medusa worship the daughters of primordial sea god and goddess, Phorcys and Ceto. This section does not just focus on NPC or monstrous Races, but covers how the Witch Tradition is found amongst the Dwarves, Elves, Gnomes, and Halflings in lengthier descriptions. With the latter, the supplement provides solid context for Player Character Witches from those Races, especially together with the Combination Classes, whilst with the former, the Dungeon Master has some background upon which to create some interesting non-human Witch NPCs.

Both The Children of the Gods: The Classical Witch for Basic Era Games and Daughters of Darkness: The Mara Witch for Basic Era Games offer the one Tradition. In The Children of the Gods: The Classical Witch for Basic Era Games this is the Classical Tradition, a Witch who has a familiar, the ‘Gift of Prophecy’’, can refresh many of her spells with ‘Drawing Down the Moon’, and even summon the power of her patron with the ‘Charge of the Goddess’. The Children of the Gods: The Classical Witch for Basic Era Games is also different because it does not offer one Coven, but many. These are drawn from Classical Tradition and various ancient cultures. These include the Brotherhood of Set from Egypt, an evil cult which practices human sacrifice and which only allows male Witches to join; the Cult of Ereshkigal, which has some crossover with the Cult of Mara from Daughters of Darkness: The Mara Witch for Basic Era Games and whose members serve the Queen of the Night; and the Coven of Hecate, which consist of covens of three and claim to be the first witches. In general the combination of the Classic Tradition with these Covens is designed to cover Classic, Neo-Classical, and Pagan traditions, and whilst the Covens provide no mechanical benefit, they do add further flavour and detail.

Mosco Took
Second Level Witch Guardian
Alignment: Lawful Neutral
Coven: Temple of Astártē

STR 10 (+0)
DEX 15 (+1 Missile Attack)
CON 03 (-1 HP)
INT 15 (+5 Languages, Literate)
WIS 14 
CHR 15 (5 Retainers)

Armour Class: 7 (Padded)
Hit Points: 5
Weapons: Dagger, Bow, Staff
THAC0 20

Halfling Abilities: +1 to hit to all ranged weapons; Resilient: +2 bonus on all saves.
Languages: Halfling, Common, Elvish, Dwarvish, Gnomish, Dragonic, Faerie

Occult Powers
Healing balms (1d4+1/three times per day)

Spells: (First Level) – Foretell, Obedient Beast, Protection of the Dead (Ritual)

Familiar: Owl (+2 Wisdom checks)

The Children of the Gods: The Classical Witch for Basic Era Games offers some hundred spells, twenty monsters, thirty magic items, or so. The spells are more of a supportive nature—though there are a few offensive spells also—and feel markedly different from the standard spells of Dungeons & Dragons. So, Athena’s Blessing fills allies with battle insight with a +1 to hit bonus and +2 bonus to Wisdom checks; Obedient Beast makes animals lie down and take no action or makes trained animals obey verbal commands; and House Spirits calls upon the ‘Lares Familiares’ to protect a home or structure. There are familiar spells too, such as Augury and Spider Climb, but these do not feel out of place and the supplement includes plenty of new spells that help add flavour and feel to the Witch Class. As do the Rituals, each of which takes multiple Witches—or a coven—to cast, many of them again being of a supportive nature, for example, Drawing Down the Sun brings down healing upon allies and fear upon enemies, all allies receiving 2d6 points of healing, a +2 bonus to all Saves, -2 Armour Class, weapons are all +1 to hit and considered to be magical, and Undead are struck with fear and react as if Turned.

The monsters also feel less adversarial, more beasts and beings to interact with rather than simply fight. Many are drawn from classical myth and legend—just as those of Dungeons & Dragons are, but more so. Thus, they include Dryads, Fauns, Hags, Lares Familiares, Sphinxes, and more. The Classical is carried into the selection of magic items, such as the Ankh of Life, a holy symbol which adds a bonus to turning undead and healing; the Book of the Dead contains spells for the protection of and speaking with the dead; the Minoan Labrys is a brass axe which is both a +1 weapon and a holy symbol; and Hydra’s Teeth can be sown onto the ground to have skeletons appear and fight for you. Rounding out The Children of the Gods: The Classical Witch for Basic Era Games is a trio of stats and write-ups of Classical Witches—Circe, Medea, and Medusa. These provide major NPCs for a campaign involving the Witch Class, especially one drawing upon the ancient world.

Physically, The Children of the Gods: The Classical Witch for Basic Era Games is generally tidily presented. It needs an edit in places, but the artwork is better handled, and the content is better organised, meaning that neither Dungeon Master nor player will need to dig quite so hard to get the most out of the book. Overall, the book is a definite improvement over Daughters of Darkness: The Mara Witch for Basic Era Games.

Daughters of Darkness: The Mara Witch for Basic Era Games was good, but The Children of the Gods: The Classical Witch for Basic Era Games is simply better. It would work really well with a campaign set in or inspired by the Ancient World, but then it would work with most other fantasy settings too. It provides more options for the type of witch a player wants to roleplay or a Dungeon Master wants to create with the combination of the Class and its Tradition with the Combination Classes and the Covens. Even more, it fulfils the author’s agenda of creating a Witch Class which is not inherently evil, and which is neither a cliché nor a stereotype. In doing so, The Children of the Gods: The Classical Witch for Basic Era Games presents the Witch as a Class which is more inclusive, more diverse, more interesting, and thus more appealing to a wider group of players and Dungeons Masters.

One Man's God: Basic Demons (BECMI Demons, Part 2)

The Other Side -

Last week I cover the topic of Demons in BECMI D&D and Basic Era D&D in general.  I want to expand on that a bit today. Again, this is a bit of a different tone for One Man's God, but it does get at the heart of what OMG is about.
One of Basic D&D's features vs. Advanced D&D is its alignment system of Law vs. Chaos with Neutrality in the middle.  Now a lot of ink and pixels have been spilled over the pros, cons, and everything else about alignment. I am not going to go into that here.  Although I am currently rereading Søren Kierkegaard for the first time since college and he is "still stuck on Abraham," so I wonder if I am going to do a proper talk on demons I might need to go back to the basics and address alignment someday.

So my discussions on demons in BECMI were covered in my Immortals Set Review and One Man's God: The Immortals and Demons of BECMI
Writing so much about witches you can't help but have to read about and write about demons.  The two subjects have been conflated for so long that "witchcraft" and "demonology" are either synonymous in some circles or so tied up together that separating them is difficult. 



Demonic Families and "The Usual Suspects"
SuccubusOne of the Usual Suspects. ePic CG
For the "Basic-Era" demons were introduced in the classic D&D (OD&D) Supplement III: Eldritch Wizardry.  Here we get what I call "The Ususal Suspects" of demons; Type I to Type VI, Succubi, Orcus and Demogorgon.  The same group appears in the AD&D Monster Manual (with some additions and some names) and then again in the D&D Immortals Set under new names again.  The AD&D game introduces Devils as a separate type of fiend.  Though it should be noted that D&D 4 looked over all the fiends and moved some around.  Notably, the Succubus became a type of devil, due to some machinations of Asmodeus in the "Brimstone Angels" novels.  They became an "independent" type of fiend in D&D 5.
Despite all of that, there is a good reason to include Demons (a chaotic evil fiend) into the milieu of D&D and its cosmic struggle of Law vs. Chaos.   Devils?  Let's save them for AD&D.  Besides, the division is artificial at best.
This division became more pronounced in the AD&D 2nd ed era when TSR caved to the Religious Right and pulled demons and devils.  
Tanar-what? Baate-Who?
One of the Unusual suspects, ePic CG
Demons and Devils would return in Planescape with the bowdlerized names of Tanar'ri and Baatezu respectively.  I remember at the time I was very disappointed in TSR for caving to the pressure of what I felt was a fringe group of religious nutjobs.
While I disapprove of why TSR caved, I approve of what became of it. "Demon" became a generic term to describe any evil outsider.  The "Tanar'ri" were now a specific group of Evil Outsiders that also happened to be chaotic and inhabited the Abyss.  They certain features, such as resistance to various magic and other attacks and certain vulnerabilities too. They were a family of creatures related by certain phenotypical descriptors. Now we have different demonic "families" of fiends. Add Yugoloths/Daemons and Demodands to the official rosters.  We don't have to be limited by "demon" or "devil" alone.  Sometimes the constraints force us to be more creative.
Later in D&D 3rd Editon era we would get the official Obyrith and Loumara families of chaotic evil demons.  In Green Ronin's Armies of the Abyss and then later Paizo's Pathfinder then added Qlippoth, the OGC version of the Obyriths. Mongoose Publishing gave us the Tzaretch family.  Back at the end of 2nd Edition, I made the Lilim family.  In my Eldritch Witchery (use the link to get it at 50% off!) I introduced the Calabim and Shedim families and the Baalseraph, which is sort of like a family.  In my various Warlock books, I also added Eodemons, or dawn demons. My take on the first of the demonic families.
The scholars can then argue who belongs where.
Spend any time reading demonology text you will soon figure out that these "learned scholars" were just pulling things out of thin air. Sure sometimes you see the same names or even some descriptions that are similar, but otherwise, there is no more validity to the Ars Goetia of the Lesser Key of Solomon than there is to the Monster Manual II when it comes to naming and categorizing demons.  For me, the "key" to unlocking this was the demon Astaroth.
Astaroth and AstártēWhat really got me going was what Christian demonologists did with the Goddess Astarte.  Astarte, also known by many other names including Astoreth, was Goddess of love and lust (sex), fertility, and war.  She was obviously connected to Ishtar, Innana,  Isis, and maybe even Aphrodite. She appears throughout the Middle East and even makes an appearance in the Hebrew texts and even in later Christian writings.  But her transformation from fertility goddess to nature goddess to a demon is odd, but not uncommon.  Early Christian writers saw any other god or religion as demonic or even devil worship.  Early Jewish scholars usually never had an issue with other gods. So it is conjectured that when Christian writers and scholars saw Astarte/Astoreth and her crescent moon horns she became a demon.  And a male demon, Astaroth, at that.  It is the primary example for me of how "one man's god is another man's demon." 
Often who was on what list of demonic entities depended on who was writing it and when. One can claim to "go back to the research" but when you are researching what is essentially a completely made-up topic it is not difficult to find something to support your claim.   
For me, that leaves only one satisfactory conclusion.  Classify these creatures as I like. 
Demons In Basic-Era Games
Do demons belong in (my) Basic-era games?
I figure I have witches, vampires, all sorts of fey creatures, and other monsters.  So yeah there is no good reason to keep them out. 
So there are "demons" in the sense as the world defines them. And there are "demons" as I plan to use them here or, more to the point, have been using them here.  Translation: Some devils are now demons in my game. 
I have been doing this with the lesser devil types like the barbazu, cornugon and gelugon.  They are all part of the Shedim or demons of rage.   Erinyes remain fallen angels, so technically I suppose that makes them Baalseraphs.
One thing that came up in my review of the Immortals set was how powerful the BECMI demons are vs. their AD&D counterparts.  My idea is to scale them back down.  I like to think of all creatures as being Normal Human focused since that is the world they are in. Player Characters are the rare exceptions. So when a succubus drains life levels with her kiss then it needs to be scaled so that if she chooses a normal human the kiss can still be deadly, but not always so.  I mean someone needs to survive to tell their priest/cleric so it can be written down in a demonology somewhere.
Every version of the game has translated these creatures somewhat differently.  Though there are more commonalities between them than say Medieval demonologies from the so-called experts.  Demons are legion and defy classification attempts, but that is exactly what I am trying to do.  Essentially make my own "Demonomicon of Iggwilv."

I think if I pursue this idea more I would have to come up with my own demonologies and groupings.  I like the ones I have been using so far, maybe a couple of others might be nice too.   Could be a fun exercise.
Maybe even come up with a witch to do the authoring of it.  I can't really use (nor do I want to use) "Demonomicon" or "Iggwilv." Plus someone new would be fun for a while.
What do you do? Do you have Demons in your Basic, not advanced, games?

“Style Is Surely Our Own Thing”: Nate Patrin’s ‘Bring That Beat Back’

We Are the Mutants -

Michael Grasso / July 8, 2020

bring that beat back coverBring That Beat Back: How Sampling Built Hip-Hop
By Nate Patrin
University of Minnesota Press, 2020

It’s practically impossible to imagine popular music in the year 2020 without considering the central role digital sampling now plays in making beats and reshaping melodies. It’s part of the very backbone of today’s music production. Whatever vogues that studio production wizards employed back in the day to find and engineer that perfect take, sampling has proven itself a wholly different animal. Constructing a brand new edifice out of building blocks sourced from musicians of the past is now so de rigueur in popular music as to be almost banal. But a few decades ago, this novel method of musicianship was denigrated, deemed dangerous, compared to outright theft, and fraught with vast social and economic ramifications.

Ultimately, all musicians who use sampling in a contemporary context have a small cohort of DJs and MCs in 1970s New York City (and a few other American urban centers) to thank. This historical role of the DJ—to build community by getting audiences out on the dance floor while rescuing and re-presenting lost musical classics for a new generation of listeners—is at the center of Nate Patrin’s dynamic and riveting new study, Bring That Beat Back: How Sampling Built Hip-Hop. Sampling began at block parties and in discos, where the nascent hip-hop scene was born, matured amidst the rapidly-expanding recording technology that revolutionized popular music in the ’80s, and reached maturity as DJs and producers sought and treasured the rarest breaks and the sweetest jams to back their MCs. The four legends of sampling and hip-hop production examined by Patrin in the book—Grandmaster Flash, Prince Paul, Dr. Dre, and Madlib—each embody a specific phase and philosophy in this evolution of sampling in hip-hop and, by extension, all of popular music.

Patrin digs deep into the record crates of the first hip-hop DJs, tracing the essential breakbeats that defined early hip-hop tracks. The MCs and DJs whose skills on the mic and turntable eventually created hip-hop owe much to West Indian DJ traditions such as toasting; Patrin notes that early seminal hip-hop DJs Kool Herc, Afrika Bambaataa, and Grandmaster Flash all share Caribbean roots. And the shared desire of DJs to provide the freshest, rarest, and most “eclectic” beats to get people out on the dance floor—sometimes even head-to-head at a block party or dance night—echoed the competition that was happening on the dance floor between gangs and crews. Patrin notes that “Herc made a point of removing the labels from his records… and keeping them in nondescript sleeves so nobody else could capitalize on his discoveries.” Finding a forgotten gem at a record store or in someone’s collection was the real prize, which meant an encyclopedic knowledge of jazz and soul rarities. “Real DJs ignored the big names on the front of the record for the small ones on the back,” Patrin writes. “Certain previously semi-anonymous session players became must-haves. Did Bernard Purdie play drums? Was Chuck Rainey on bass? Cop that shit.” It wasn’t just esoteric musical knowledge that made the DJ; technical knowledge was highly prized and necessary. Herc’s giant sound system—powered by cutting-edge turntables imported from Europe and massive amps and speakers—was a testament to his deep technical know-how.

As awareness of hip-hop began moving downtown in the late ’70s—into the clubs, the discos, and the art scene in New York City—DJing and MCing began cross-pollinating with the contemporary music scene. Even at the Edenic outset of this exciting and dynamic new culture, there was conflict between DJs and the musicians they sampled over a perceived “theft” of their musical work. Sugarhill Gang’s “Rapper’s Delight,” the first rap song to make the Top 40, copped the bass line and melody from Chic’s recent massive disco hit “Good Times,” which led to the first of what would become many lawsuits and settlements over sampling in hip-hop. But Pandora’s box had been opened, and, by 1983, hip-hop as an art form had a solid canon of traditions to draw upon—as well as a new generation of MCs and DJs who sought to emulate the crate-digging obsessiveness of trailblazers like Herc and Flash. Whole compilation albums of classic drum breaks started being released; even James Brown got into the act with an album of ’70s rarities that would become hip-hop essentials, including a nine-minute version of classic “Funky Drummer” that would propel countless ’80s and ’90s hip-hop tracks.

In the “Prince Paul” section of Bring That Beat Back, focusing on the innovators in sampling in the late ’80s, Patrin hits the sweet spot of the beginning of my own personal awareness of hip-hop. Whether it was seeing Run-DMC spar with Aerosmith on MTV, or the cassettes circulated by friends and classmates—names like Ice-T, N.W.A., Public Enemy, Boogie Down Productions, De La Soul, A Tribe Called Quest—the cultural wave of hip-hop began to crest and splash over the invisible walls that redlining had built around our white suburban neighborhoods. These tapes felt to us like samizdat: they all regularly played on Walkmen instead of boom boxes so parents and teachers couldn’t catch what we were listening to. And it’s no surprise that, as the hip-hop artists got younger and closer to our own age, the samples started to consist of music that our late Generation X selves remembered fondly from our own living memory, a first fleeting feeling for our generation of pop culture nostalgia. The Prince Paul-produced 1989 De La Soul long-player 3 Feet High and Rising was a seminal hip-hop experience for listeners of Patrin’s (and my) age group. Its playfulness and willingness to cheekily appropriate radio-friendly smooth hits of the late ’70s and early ’80s was nothing less than a cultural bridge between old school and new school, Black and white: “[On 3 Feet High and Rising], sampling didn’t just build loops,” Patrin says, “it formed conversations.”

Patrin also asserts that this mainstreaming of sampling and the increased plumbing of our collective memory didn’t happen in a vacuum. It was part of a larger and more profound cultural (and political and economic) pivot thanks to the end of the Cold War and the much-talked-about “end of history”:

The timing for all this was fortuitous. The presumed triumph of the West’s form of capitalist democracy that followed the 1989 fall of the Berlin Wall dovetailed with a late ’80s surge of commercialized nostalgia. As aging baby boomers and their younger siblings and offspring in Generation X faced the waning years of the decade with a turn toward a fondly remembered past—Beatles albums reissued on the new must-have CD format, all your old favorite shows airing constantly on Nick at Nite, every movie you remember from your childhood available to rent on VHS—hip-hop’s awareness of the past, and its creators’ ability to reconstruct it, took on its own undercurrents of longing. If the end of history felt like a slow but sure turn toward the idea that an unwritten future had no real shape or form to it, this wave of music arose from the very idea that the past was all they really had to build the present with—the future would have to wait.

Prince Paul does his best Rod Serling impression in the music video for De La Soul’s massive summer of ’89 MTV hit “Me Myself and I”—buoyed by an electrifying hook copped from Funkadelic.

But this increased visibility and popularity is precisely what led to sampling’s first great prolonged controversy. Lawsuits multiplied; sampling masterpieces like the Beastie Boys’ sophomore album Paul’s Boutiquestuffed with hundreds of samples and beats—stand as a final testament to a more lawless era when samples didn’t get comprehensive financial and legal clearance. And it wasn’t just white artists like The Turtles (and their landmark lawsuit against De La Soul) who were resentful of the “theft” of their music. The Black jazz and soul and funk artists whose work was the foundation of those early DJing days in the ’70s—the artists on those label-less LPs guarded like a hoard of treasure by Herc and Flash and their fellow hip-hop trailblazers—felt their hard work was stolen, and expressed this opinion in terms of Black pride. Patrin notes that jazz musician and Black political activist James Mtume had harsh words for what he perceived as the creative and cultural cul-de-sac of sampling and DJing: “You cannot substitute technique for composition. We’re raising a generation of young black kids who don’t know how to play music.” While rap groups, producers, and DJs routinely asserted that their collage of sound created from bits and pieces of old recordings produced something entirely new—and that hip-hop was in turn bringing knowledge of and veneration for these older artists to a new generation—this tension remained for much of hip-hop’s rise to prominence in the 1990s.

I may be giving the later chapters of the book on the mid-’90s and beyond slightly short shrift in this review, but rest assured they are also a thrilling ride. Dr. Dre’s humble beginnings in LA dance clubs in the early ’80s, eventually expanding into a “G-Funk” record-production empire thanks in large part to George Clinton and Bootsy Collins-filled record crates (that also led to a career renaissance for the Parliament-Funkadelic collective in the ’90s), is an amazing and dramatic story. And the final section of Bring That Beat Back, focusing on Madlib and other more contemporary sampling wizards, brings the story full circle, as their desire for rarer and rarer beats and a compositional virtuosity calls to mind those heady years of hip-hop in the Bronx some 40 years earlier.

The technological advances that accompanied hip-hop’s rise—from booming systems and turntables, to drum machines and sequencers that could only spit out a few seconds of sound, to the fully computer-driven music production of today—allowed for further and further subtlety to be applied to the music and thus, paradoxically, a deeper understanding and appreciation of it. “It wasn’t just listening to a band and affecting its aesthetic,” Patrin says about one of Madlib’s pseudonymous projects, “it was putting in the time, decoding the pieces, pulling them apart, and reassembling them that helped grow the knowledge of where this music actually came from, what it first meant, and what else it could mean in the hands of someone decades later. When an artist like Madlib used that knowledge to build a new facade of his musical self with those old formative records as a mediator, the opportunities for self-expression ironically became even more wide open.”

The final chapters of Patrin’s book prove that hip-hop—now nearly half a century past its origin point in the dance halls and street parties of New York City’s outer boroughs—hasn’t changed its basic identity at all. Record crate archeologists still take on new names and identities to share their musical treasures with the world and get people dancing—and thinking seriously about their material conditions under American apartheid. The aesthetics and technology of hip-hop may have been revolutionized several times over since the mid-1970s, but the fundamental core of its cultural meaning and value haven’t.

Grasso AvatarMichael Grasso is a Senior Editor at We Are the Mutants. He is a Bostonian, a museum professional, and a podcaster. Follow him on Twitter at @MutantsMichael.

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Eldritch Witchery on Sale! Mara Review! Night Shift PDF!

The Other Side -

Pretty busy and exciting times around here.  Let's get started.

Up first I have a Pomo Code for you to get my Eldritch Witchery at 50% off from Elf Lair Games to celebrate the PDF release of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS.
(until July 31, 2020).

You can use Eldritch Witchery with any of my other Witch books AND it can be used with NIGHT SHIFT as well.
In Eldritch Witchery I introduce the demonic families of the Lilim (a race I used back in the 2nd Ed AD&D days), the Calabim, the Shedim, and the powerful Baalseraph
Eldritch Witchery uses Elf Lair Games O.R.C.S. while NIGHT SHIFT uses the more advanced O.G.R.E.S. but translation between the two is easy.   In fact, the demons, devils, and fiends of my "Night Worlds", in particular, my Ordinary World, uses the same demonic classifications.  So grab a demon from here to use in NIGHT SHIFT!
PLUS you can use all the spells from EW in NIGHT SHIFT to really increase the number of spells you have for your magic characters.
If Demons and Witches are your thing then also check out this review of my Daughters of Darkness: the Mara Witch Tradition, from the Reviews from R'lyeh.

This book also goes into more detail about the Lilim Demons. Both books feature Lilith on the cover too. 
I might need to spend more time with the demons.

Monstrous Mondays: Ethyl Critchlow, Urban Hag

The Other Side -

Backers are now getting their copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS so the PDF was opened up on DriveThruRPG.  If you were not a backer you can get a copy for yourself now.
Night Shift: Veterans of the Supernatural Wars
I am going to be posting more content and support for Night Shift here but thought I'd start off with a monster/NPC from my West Haven setting.
Ethyl Critchlow, Urban Hag
Every child, whether human or witch-born, knows to stay away from the house on the corner of Taylor and Bell.  Here sits an old run-down house that everyone thought would either fall in on itself or the city would have condemned.  But it is not the house that frightens the children, though it is frightening.  Nor is it the small angry dog that everyone remembers from their own childhoods, making it at least 25 years old or older.  Rumor in the neighborhood is that once the dog got out and bit the fingers off of a boy who could not run fast enough. It is not the dog or the house. It is the owner of both that keeps people away.
Ethyl Critchlow looks like a stereotypical old witch, but this is just a glamour, her true form is that of an ancient and hideous old hag.  She is an Urban Hag and has been living in West Haven for nearly as long as there has been a West Haven.  She hates all children and takes glee in terrorizing them, but pact made with the City Council keeps her from doing any actual harm to them.  Though if their toys land in her yard she will keep them and if any child climbs her fence to get these toys then she will send her "dog" (in actuality a glamoured Hell Hound) Maximillian after them.  
Ethyl would also admit that at her age (almost 400) that eating children, especially modern ones, given her terrible heartburn.  Though she did eat a couple of missionaries from East Haven back in the 1960s, but no one came looking for them.  
She stays in West Haven because frankly, she has nowhere else to go. The city tolerates her and is just waiting for her to finally die of old age or a magical mishap.   She is also a great source of magical knowledge and history. She can be bribed with 18-year-old single malt scotch. Ethyl is a heavy drinker, so bring more than one bottle if you plan to use this for information.  Also fair warning, as Ethyl drinks her glamour begins to fade. By the time she has worked through two bottles, her glamour will be gone.
Ethyl Critchlow (Urban Hag)No. Appearing: 1 (Unique)AC: 2Move: 30ft.Hit Dice: 10Special: Adapt to locale, Cackle, Horde, Spellcasting, Strength, Vulnerability (iron)XP VALUE: 10,240
Ethyl casts spells as a 9th-level witch.
Urban Hags are hoarders. Her home is a falling apart pit of junk she has collected over her nearly four centuries of life.  Amongst the filth, garbage and debris of decades, there are also some magical treasures.  In particular, Ethyl has several magical scrolls with spells that can be used by any witch or scholar. There is also a magical pipe that can lure the undead to sleep. Though one is advised not to go looking for such treasures.
find Ethyl and the other citizens of West Haven in Night Shift: Veterans of the Supernatural Wars.

Restraints & Responsibilities

Reviews from R'lyeh -

High and Dry is an introductory adventure for Béthorm: The Plane of Tékumel, the most recent roleplaying game to explore the world of Tékumel, the linguistic and cultural setting developed by Professor M.A.R. Barker. Published by UniGames, it is designed to be played between four and six players with beginning characters, but can easily be adjusted should there be more. It takes place in the small town of Mishábar, east of Katalál which has been beset by a rash of disappearances. All three of them have been of good clan women belonging to the Flat Rock clan of Mishábar, but worse, the disappearances have disrupted the Flat Rock clan’s farming business. Worse than that, this has come to the attention of the local clan’s patron and since business has been disrupted, there must be something wrong. From this background, High and Dry comes not with one introduction, but five! There is one each for if the Player Characters are all from the same Clan, from the same temple, from the same legion, they belong to a bunch of typical adventurers, or the Game Master is running a ‘Heroes of the Age’ campaign. So, if the Player Characters are from the Clan or temple, they are sent to find out why the most recent grain shipment is late; if they belong to a Legion, then they have been sent to assess the condition of a ruined fort near Mishábar, for possible future strategic use; if they are adventurers, then they will have heard childhood tales about the ruins of an accursed castle east of Katalál, and after hearing of the disappearances, decide to visit; and lastly, in an ‘Heroes of the Age’ campaign, they are drawn by a vision.

What the Player Characters find in Mishábar is a fraught situation. The local Clan Chief and mayor Shrakán hiTekkú’une has reacted poorly to the situation that both he and the town find themselves in. Not only is his third wife, Dijáya, one of the missing women, but he knows that the town and the clan are in trouble because of the missed grain shipment. This has made him paranoid and exacerbated his pettiness—he does not trust the newly arrived Player Characters, but he wants their help in locating the missing women and solving the situation before it escalates out of his control. The other clan elders are worried about the mayor’s current mental state and what it means for the future of the clan as well as the disappearances.

Dealing with the bullish mayor will be a challenge for beginning Player Characters, and even if they have greater status than he does—a distinct possibility—they may need to be subtle about how they deal with him rather running over him roughshod with their social differences. Ultimately, whether the Player Characters are pushed to act by the mayor or working with the other elders, they will find themselves tracking down the missing women. The actual mystery behind the missing women will actually be very quickly solved, being tied to the ruins of the accursed castle east of Katalál. As this should be the Player Characters’ first adventure this should be played up to be slightly creepy, but should otherwise be a straightforward bit of action to counter the awkward social situation in Mishábar.

High and Dry can really be divided into two parts—the social and the action, but its primary focus is upon the social interaction with the mayor and the elders. The issue with this is that the scenario does not include notes to help explain to the Player Characters their roles and responsibilities and thus their standing with the mayor when dealing with him. All of course will vary according to the positions held by the Player Characters—clan, temple, military, or mere adventurers, but some advice would have been useful. There is advice on the Tsolyáni custom of Shámtla or ‘blood money’, and this is useful as it does feature in the scenario.

Physically, High and Dry is a fifteen-page, full colour, 16.04 MB PDF. The artwork is excellent, the maps are decent, and everything is easy to read. Unfortunately, High and Dry does need another edit.

As an introductory adventure, High and Dry works best with the Player Characters as members of a Clan, Temple, or Legion. The lack of advice on handling the social interaction and the relationship between the Player Characters may hinder players new to Tékumel and the Empire of the Petal Throne, but experienced ‘Petalheads’ will not have a problem. Similarly, a Game Master with knowledge of Tékumel will not have a problem running High and Dry, and if necessary, can supply the advice on handling the social interaction and the relationship between the Player Characters at the heart of the scenario. Overall, High and Dry is a good introductory scenario for playing on Tékumel with Béthorm: The Plane of Tékumel, but will benefit from being run by a knowledgeable Game Master.

Short Stabs of Cthulhu

Reviews from R'lyeh -

Fear’s Sharp Little Needles: Twenty-Six Hunting Forays into Horror is an anthology of scenarios published by Stygian Fox for use with Call of Cthulhu, Seventh Edition. Published following a successful Kickstarterter campaign, it follows on from the highly-regarded Things We Leave Behind in being set in the modern day, in dealing with mature themes, and in containing contributions from a number of tried-and-tested scenario authors from the last decade or so. What sets it apart though, is that Fear’s Sharp Little Needles contains some twenty-six scenarios, all but one of them, short, sharp stabs of horror—typically each five or six pages in length and thus the length of a magazine scenario or so. All twenty-six can work as one-shots, all but the last can work as convention scenarios, and all but the last require minimum preparation—the latter feature making Fear’s Sharp Little Needles a useful anthology for the Keeper to pull off the shelf at the last minute and have something ready for her gaming group with relatively little effort. In many cases, the scenarios would also work with just the one player and Investigator and the one Keeper. However, with a little more effort, many of the scenarios in the campaign would also work in an ongoing campaign, and in fact, some of them would work with Arc Dream Publishing’s Delta Green: The Role-Playing Game and some of them are actually linked together.

The design and the shortness of the scenarios in Fear’s Sharp Little Needles means that none of them are lengthy, sophisticated, or convoluted pieces of investigation. They are direct, straightforward pieces of horror—in other words, ‘sharp, little needles’, each with a quick set-up, a relatively easy mystery to investigate and explain, and a solution. Each follows the same format. This starts with a one-page, full colour illustration as a frontispiece, and an introduction followed by a guide to ‘Involving the Investigators’  and ending with ‘Rewards and Repercussions’. In between which is the scenario itself. The frontispiece includes the scenario’s title, author, and four tags for the scenario’s four elements. So, for Brian Courtemanche’s ‘Do Not Call Up That Which You Cannot Put Down’, these are ‘Sea Monster’, ‘Summoning’, ‘Cover-Up’, and ‘Martin’s Beach’. The ‘Rewards and Repercussions’ covers the possible Sanity rewards and losses for a successful or unsuccessful conclusion of the scenario respectively as well as any consequences. This section is also where the monster and NPC stats are listed. Lastly, some scenarios contain an extra box marked ‘Track Marks’, not only keeping in theme with the anthology’s title, but also making connections between some of the scenarios in Fear’s Sharp Little Needles. Not every scenario has a ‘Track Marks’ section, and even those that do can still be run as standalone scenarios rather than being linked in some way.

The anthology opens with the first of two scenarios by Jeffrey Moeller. ‘Separation Anxiety’ concerns a missing biomedical researcher whose investigation into her own condition lead to her being covertly investigated herself and then her disappearance. In tracking her down, the investigators will end up in the hometown of a creepy family in what is nicely traditional style Call of Cthulhu scenario to start the collection with.

Simon Brake’s ‘Undertow’ is more underplayed in its horror in comparison to the other scenarios in the anthology. A new horror novel from Justin Hayes after a gap of a few years has hit the bestseller lists, but its dark tale of a Los Angeles-based actress whose downward spiral into despair appears to be influenced by the Cthulhu Mythos. The question is, just how much does the novelist know about the Mythos? What exactly is going on feels slightly oblique, but the relative lack of lethality means that it would nicely work as a single-Investigator scenario.

Oscar Rios contributes three scenarios to Fear’s Sharp Little Needles. The first is ‘Sins Of My Youth’, in which a seemingly inexplicable attack by a homeless person swathed in manky clothing quickly escalates into something much more personal. Inspired by The Terminator franchise, this is a nasty confrontational set-up which best works when played out as a series of interludes. Oscar Rios’ second scenario, ‘Poetry Night’ takes place at a poetry event at The Lakeside, a coffee shop which sits on Juniper Lake in the Pine County Artist Enclave. What should be a relaxing evening takes a nasty turn as a bad ode draws the attendees to the shores of another lake. Veteran devotees of Call of Cthulhu will recognise familiar elements in the scenario, but the brevity of the format means that the author pleasingly filters these elements down to an espresso rather than perhaps a latte. Oscar Rios’ third scenario, is the penultimate scenario in Fear’s Sharp Little Needles. ‘The Winoka Point Research Center’ is really a location-based scenario, being primarily set on an island that is the subject of several urban legends. It is said that it was once home to a government research facility, but this is utterly disavowed and seemingly wiped from history—and as the Investigators get closer to the island, actually increasingly difficult to get ashore. Of course, there is certainly more than a grain of truth to the urban legends and there are some nasty surprises to be found in the Winoka Point Research Center. The issue here really, is player or Investigator motivation, so using this scenario in an ongoing campaign is likely to be challenging.

In ‘Walter’s Final Wish’, the Investigators are either visitors, employees, or residents at the Whispering Willow Retirement Home when everything goes to hell. Initially, Matt Wiseman and Jennifer Thrasher’s scenario has a traditional horror set-up—a zombie outbreak—which gives a fun, familiar feel until it delivers a nasty twist to the ‘Investigators’. Jason Williams’ ‘Whose Fuel Is Men And Stones’ is specifically written to be played by one Investigator and one Keeper and takes that Investigator on holiday to London as the result of an inheritance. The holiday takes an increasingly odd, even weird turn, and then has a nasty twist. This though is balanced against an opportunity for some solid roleplaying interaction between player and Keeper, and so will require fairly careful roleplaying upon the part of the Keeper to work effectively.

Matthew Sanderson contributes two scenarios to Fear’s Sharp Little Needles. The first, ‘Pulvis Et Umbra Sumus’ brings together several Investigators from across the USA to rural Maine. Each is from a large city, each is relatively poor and in debt, but all learn that they are the beneficiaries of a will. Of course, being the beneficiary of a will is never a good thing in Call of Cthulhu and such is the case in this scenario, which places innocents in a terrible situation and forces them to deal with it. In the second scenario, ‘Dissociation’, has the Investigators all aboard a night flight up the USA’s Pacific coast when the aeroplane is cut up, the passengers are sucked out into the open sky, and- This has the Investigators running around like rats in a maze and whilst both scenarios essentially cast the Investigators as victims, ‘Dissociation’ is the more interesting of the two, and definitely has the more powerful opening scene.

‘The Great And Terrible Awto’ by Jo Kreil, begins with a ‘hit and run’ and the victim begging for help. It turns out that he is a scientist working on a revolutionary new automobile engine, but who would want to kill him? The truth is as always, both weird and horrifying and the Investigators will need to rush in order to prevent one hell of a car crash.

‘Spilsbury #9485’ is the first of two scenarios by Adam Gauntlett. It takes its set-up from the idea of the disposing of bodies in large pieces of luggage and then turns that luggage—in this case, a well-travelled steamer trunk which certainly got as far as Istanbul—into an artifact which keeps appearing over and over to spread chaos, horror, and death. Unfortunately, the Investigators are just at the railway station when this happens once again… The Spilsbury of the title refers to the noted pathologist, Sir Bernard Spilsbury, and also in the scenario to the Spilsburys, a group dedicated to keeping track of the steamer trunk. The Spilsburys would certainly work as an Investigator group with some development. The scenario also affords the Keeper—or Handler—the opportunity to bring PISCES from the Delta Green: The Role-Playing Game into play, has some entertaining nods to Call of Cthulhu scenarios past, and in general, this has nicely done echoes of Nigel Kneale’s work (or even the television series, Sapphire & Steel). Adam Gauntlett’s second scenario is co-written with Brian M. Sammons, and is a much bloodier, nastier affair. ‘The Special Menu’ would also work well with the Delta Green: The Role-Playing Game as various investigators and agencies are called into to investigate an incident at a Wyse Fries fast food outlet where an employee and a customer have been found dead from having ingested rat poison.

Joe Trier’s ‘Lights Out’ begins as a simple missing persons case—a teenager, depressed after the death of her boyfriend, has disappeared. However, it quickly escalates into murder and arson, and presents the Investiagtors with a potentially difficult dilemma. This scenario moves smartly along and feels not unlike a horror film. Strange murders and missing body parts spur the investigation in Alan Goodall’s ‘Bone Deep’, which again would work with the Delta Green: The Role-Playing Game. A weird medical condition and a winding down funeral home are nicely tied together by new lore for the ghoulish antagonists. In comparison to the previous ‘Lights Out’, this has more of a televisual feel.

However, ‘Do Not Call Up That Which You Cannot Put Down’ has again a filmic tone—in particular, Jaws. Brian Courtemanche’s scenario is the first of two in the anthology to be set at sea and is set aboard a boat whose crew is taking part in the Massachusetts State Fisheries Department’s annual shark-tagging programme. The crew—or Investigators—have already had an encounter ashore with a drunk rambling about sea monsters,  and whilst they will probably have dismissed his ravings, events out at sea prove that they should have listened. Taking place aboard a small boat, it has a claustrophobic feel despite it being at sea and really delivers a horrible dilemma for the Investigators.

In Tyler Hudak’s ‘Hit And Run’, the Investigators witness the eponymous death on the road. That would seem to be that, but then the driver of the other car comes to them for help, telling them that following the incident, he is being hunted. This is a serviceable adventure which has potential as an on-the-road encounter between the larger parts of a campaign.

Andi Newton has two scenarios in Fear’s Sharp Little Needles. The first is the other sea-based scenario in the anthology, ‘Remaking The Hatteras Reef’. This is set on the North Carolina coast where strangely mutated fish have recently begun to be caught and a diver has been badly injured in a fish attack. The North Carolina Wildlife Resource Commission believes that an old ship, recently scuttled to rebuild the reef, has leaked some sort of contaminants. Getting  the Investigators directly involved may be difficult for a campaign, but with the right characters this has a nice sense of atmosphere and place, and sets up an interesting technical challenge.

The second scenario by Andi Newton is ‘The Tormiss Crd Model Z-17’. The Tormiss CRD Model Z-17 of the title is a successful model of pacemaker which has a perfect record. Now when one is removed from a cadaver at a mortuary, a strange discovery is made—the leads which connect to the heart are full of a clear, viscous fluid instead of the standard electrically conductive material, and then the fluid seems to wriggle… Now a video of the device has been put online and the Investigators are tasked with looking into both what happened and the strange device. Of course, the trail leads back to the manufacturer. This scenario would work well with Delta Green: The Role-Playing Game, but however it is used, it makes nice use of a common medical device.

Most of the scenarios in Fear’s Sharp Little Needles are set in the USA. Of course, many of them can be moved elsewhere, but ‘The Sores’ by Helen Gould is specifically set elsewhere. In the 1990s, a terrible illness swept the small town of Dirgel, Wales, causing weeping sores and, eventually, death. Now, it has returned. Whether as medical personnel, police detectives, or even local residents in the now quarantined town, the investigators must race to find out the cause even as they break out in sores… This is weird and creepy, though the Keeper may want to do a little research on what Welsh towns are like as part of her scenario preparation.

Chad Bowser’s ‘Up Jumped The Reaper’ is another case of a missing person. This time a promising graduate student pursuing a degree in American Folklore. Her research has taken her into the Western North Carolina Mountains and her family is growing concerned about the whereabouts of both her and her boyfriend. Essentially, this is a decent rural bogeyman horror tale. In the earlier ‘Sins Of My Youth’, only the one Investigator is the target, but in Stuart Boon’s ‘Resurrection’, all of the Investigators become the targets. The scenario begins at the rain-sodden funeral of a college friend when they are confronted by someone who looks like another college friend who disappeared years ago and is thought to be dead. The question is, where has he been, and then, why is he targeting the Investigators? This scenario is simply okay.

‘Waiting To Be Born’ by Christopher Smith Adair is a one-location scenario, primarily being set in and around the New Life Fertility Center in the Canyon Lake, Texas area, fifty miles north of San Antonio. The clinic was set up to provide holistic solutions for infertile couples, but the Investigators are asked to look into it by a couple who blame their son’s death on the clinic. Alternative options are suggested, which give stronger reasons for the Investigators to be at the clinic, as perhaps this is not the strongest reason for them to investigate or get into the clinic. That said, when they do, there is a slightly odd feel to the clinic, which turns downright weird once they penetrate its depths. One potential angle or location feels slightly underdeveloped, but overall the scenario really works once the Investigators are inside the facility.

Scott Dorward’s ‘Unland’ takes place at former amusement park which was shut down two decades ago following a terrible scandal. The Investigators will need a good reason to visit the dilapidated site, but once inside find themselves trapped in a horrid funhouse, full of hellishly collapsed rides, mirrors, and strange remnants of former attendees. Ultimately the horror in ‘Unland’ will take a very personal turn for each of the Investigators and so may not be to the taste of every player. Nevertheless, short and creepy. 

At just three pages, ‘The Focus Group’ by Simon Yee, is the shortest scenario in Fear’s Sharp Little Needles at just three pages. Prior to the start of the scenario, the  Investigators were brought together as a play test focus group for a geo-caching, puzzle-solving game called ‘The Cage of Morpheus’, but after a problem with the music, they are brought back in to test the new version. When their smartphones start displaying odd content and things start getting weird, is it the game or is it something else? This is a good scenario if the Keeper wanted to inflict pithecophobia on an Investigator, but it is a short scenario, probably too short to run as a convention scenario.

Glynn Owen Barras’ ‘Ghosts Of Ravenscar’ is another missing persons case, this time in England, at an abandoned village, just south of Whitby, on the Yorkshire coast. The investigators find themselves stalked amongst the ruins and must deal with the monsters if they are to escape. Coming towards the end of the anthology, this suffers from being too similar to earlier adventures and reliant upon a similar set-up. So again, it is okay.

Rounding out Fear’s Sharp Little Needles is ‘Phlebotomy’, Jeffery Moeller’s second contribution to the anthology. Unlike the previous twenty-five scenarios in the book, this is a full length scenario, one which will take multiple sessions to complete. It begins in nasty fashion at the QwikLab Phlebotomy Clinic in Cleveland, Ohio when on an ordinary morning, a patient suddenly begins screaming in rage and pain, before driving a syringe through the eye of a nurse and into her brain, thus killing her. He then explodes into a puddle of goop. This set-up leads into a lengthy and convoluted investigation, perhaps linked to a mysterious patient who was also at the clinic that morning. The problem with the scenario is the difference between the set-up and the investigation. The set-up really works well with one or more of the Investigators at the clinic and the investigation really works with the Investigators as law enforcement or Delta Green agents. However, having the Investigators as the law enforcement or Delta Green agents means that they are unlikely to experience the set-up, and having the Investigators at the set-up makes it harder for them to be law enforcement or Delta Green agents, and so the investigation is going to be a whole lot more challenging. Find a way to balance the issue and this is still a good investigative scenario, throwing the Investigators into a modern celebrity culture, a conspiracy of sorts, and potentially, to a link back to the first scenario in the book, ‘Separation Anxiety’. In fact, the two work well together and perhaps it would have been interesting to see the two pulled out of the anthology and perhaps developed with another scenario or two as a mini-campaign. Ultimately, this scenario is not as good as the author’s ‘Ladybug, Ladybug, Fly Away Home’ from Things We Leave Behind, but it is still a very good, well detailed scenario. The nod to the superb Nameless Cults Volume One: Lost in the Lights – A Call of Cthulhu sourcebook of cult horror in the handouts is a nice touch.

Physically, Fear’s Sharp Little Needles is very well presented, the layout being pleasingly uncluttered and easy to read. Reuben Dodd’s colour artwork is excellent, the layout is clean, the maps are clear, and the writing is good. Plus all of the handouts, all of them done in full colour, are repeated at the end of the book.

Whether they are looking for a one-shot, a convention scenario, or something short to add to a campaign, then Fear’s Sharp Little Needles has about everything a Keeper would want. Though some of them will need some development in terms of set-up for a campaign or even just preparation of pre-generated Investigators, there is not a bad scenario amongst the twenty-six entries in the anthology, and some of them are excellent pieces of horror. Each one of the short scenarios in this anthology is clearly presented, easy to understand, and easy to prepare, enabling the Keeper to deliver each one of Fear’s Sharp Little Needles: Twenty-Six Hunting Forays into Horror with the horror they deserve.

Zatannurday: Zatanba Live Action Movie in the Works?

The Other Side -

I know we have all heard this one before, but it seems like a new live-action Zatanna movie is in the works at Warner Brothers.
DCEU Mythic / Comic Book Resources reports.

https://dceumythic.com/2020/07/03/wb-has-begun-development-on-a-zatanna-movie/
https://www.cbr.com/zatanna-film-warner-bros-report/
http://epicstream.com/news/NicoParungo/Warner-Bros-Might-be-Working-on-a-Live-Action-Zatanna-Movie
We have all heard rumors before of Emilia "Mother of Dragons" Clarke being eyed for the part for either the movie or the HBOMax Justice League Dark series.  But right now everything is either hearsay or rumor. 
But hope springs eternal here at the Other Side.
In other DC news, Ray "Cyborg" Fisher accuses Justice League relief Director Joss Whedon of unprofessional behavior.
https://www.hollywoodreporter.com/heat-vision/justice-league-star-ray-fisher-accuses-joss-whedon-abusive-unprofessional-behavior-1301362

Joss Wheadon’s on-set treatment of the cast and crew of Justice League was gross, abusive, unprofessional, and completely unacceptable.

He was enabled, in many ways, by Geoff Johns and Jon Berg.

Accountability>Entertainment

— Ray Fisher (@ray8fisher) July 1, 2020
Or the same thing I have been saying about this asshole for the last 20 years.
Here is hoping that we start seeing something better from the DC Movies.

Which Witch I

Reviews from R'lyeh -

It is an undeniable truth that the Witch gets a lot of bad press. Not necessarily within the roleplaying hobby, but from without, for the Witch is seen as a figure of evil, often—though not necessarily—a female figure of evil, and a figure to be feared and persecuted. Much of this stems from the historical witch-hunts of the fifteenth, sixteenth, seventeen, and eighteenth centuries, along with the associated imagery, that is, the crone with the broom, pointy hat, black cat, cauldron, and more. When a Witch does appear in roleplaying, whether it is a historical or a fantasy setting, it is typically as the villain, as the perpetrator of some vile crime or mystery for the player characters to solve and stop. Publisher The Other Side has published a number of supplements written not only as a counter to the clichés of the witch figure, but to bring the Witch as a character Class to roleplaying after being disappointed at the lack of the Witch in the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. Each of these supplements draws upon more historical interpretations of the Witch—sometimes to counter the clichés, sometimes to enforce them—and presents her as a playable character Class. Each book is published under the label of ‘Basic Era Games’, and whilst the exact Retroclone each book is written to be used with may vary, essentially, they are all compatible. Which means that the Game Master can mix and match traditions, have player characters from matching traditions, and so on.

Daughters of Darkness: The Mara Witch for Basic Era Games is the first book in the series and is designed for use with Goblinoid Games’ Labyrinth Lord. It presents the Witch dedicated to the Mara Tradition, that of the Dark Mother—Lillith, the First Woman, the First Witch, and the Mother of Demons. Although for use for Labyrinth Lord, it presents several options for the Class, depending upon the Dungeons & Dragons ‘tradition’ that a gaming group follows. So that is Levels One to Thirty and with Race limits or not, so Daughters of Darkness can be run with Labyrinth LordLabyrinth Lord and Advanced Labyrinth Lord, or another retroclone. In addition to the Class, the supplement includes some one-hundred-and-seventy-five spells and rituals for the Witch character Class, almost forty monsters as allies or enemies, and a trio of unique witches for the Player Characters to encounter.

As a Class, the Witch has much in common with the Cleric and the Wizard. Primarily, the Witch is an arcane spellcaster who studies her spells and records them in her spell book or Book of Shadows. However, she may also gain some divine or ritual spells. She is religious in that she honours, follows and worships a patron, a single Goddess, and where for the Cleric, this worship is for good of the community, for the Witch, it is very much personal in nature. Where a Wizard prepares his spells and a Cleric prays for his spells, a Witch prepares them via ritual to her goddess or patron. Whatever her god, goddess, or patron, the Witch does not believe in the afterlife, but sees life as a cycle of life, death, and rebirth—and so cannot be raised from the dead or use the spells Raise Dead or Resurrect. Most Witches are Lawful and are reluctant to cast ‘black’ or evil magic, but can be of any Alignment. Like the Warlock, the Witch’s primary attribute is Charisma and gains more spells and an Experience Point bonus the higher her Charisma is. They see their magic as being older than that of either the Cleric or the Wizard. The Witch also has Occult Powers, the most basic of which is an understanding of healing herbs at Second Level and beyond.

Each Witch, after answering ‘the Call’ to her goddess or patron, follows a Tradition. This can be a Family Tradition, the Witch following her family into or joining a Coven; she can follow a mix of Traditions—an ‘Eclectic’ Tradition; or even be a Solitary Practitioner. The Tradition explored in Daughters of Darkness: The Mara Witch for Basic Era Games is the Mara Tradition. This Tradition serves deities dedicated to Death, Transition, Change, and even Destruction. In terms of Alignment, it can be either Lawful or Chaotic, never Neutral, but a Daughters of Darkness—or Mara—Coven is typically Chaotic and Evil in nature, their primary patron being Lilith, the Queen of the Night. They may revel in, and benefit from, death and destruction, and consort with vampires and demons.

The Mara Tradition adds a number of elements to the base Witch Class. It grants the Witch a Familiar, such as a Crow, Hyena, or Wolf, more as the Witch grows in power. At higher Levels, a Witch can invade the dreams of others and drain their Constitution, polymorph into nightmares, and places curses on others. The Mara Tradition grants access to Necromancy spells, though not the Raise Dead or Resurrect spells.

Artemise Mallor
Second Level Witch
Alignment: Chaotic Evil

STR 10 (+0)
DEX 13 (-1 AC, +1 Missile Attack/Imitative)
CON 15 (+1 HP)
INT 15 (+1 Languages, Literate)
WIS 13 (+1 Saving Throw Modifier)
CHR 17 (-1 Reaction Adjustment, six Retainers, Morale 9)

Armour Class: 7 (Padded)
Hit Points: 3
Weapons: Dagger, Sling, Whip
THAC0 20

Occult Powers
Healing balms (1d4+1/three times per day)

Spells: (First Level) – Allure, Blood Augury, Consecration Ritual, Minor Curse

Familiar: Jackal (+1 Intelligence, +1 Constitution checks)

In terms of spells, Daughters of Darkness: The Mara Witch for Basic Era Games offers a wide selection. So, at Level One, Bewitch I is a variant of the Charm spell, Blood Augury allows the caster to ask a single question of her own blood, Minor Curse temporarily inflicts a -3 penalty on a target, and Sickly reduces both the victim’s health and constitution. At Level Two, a Witch gets familiar spells such Augury and Cause Light Wounds, but also spells particular to her Class like Ghoulish Hands which the victim’s hands clawed like those of a ghoul, complete with paralysing effect, and Raven Spy for sending a corvid to keep watch on a victim. The spells go all the way up to Eighth Level and really include some meaty spells that are more interesting to roleplay than the simple flashbang of a Wizard’s repertoire. In addition, the Witch also has access to Ritual spells, which gains at every even Level. These are cast as a group, so require more than the one Witch. So, Curse of Lycanthropy lets a coven turn the victim of the spell into a wererat or wereboar or werewolf.

Daughters of Darkness: The Mara Witch for Basic Era Games describes nearly forty monsters. Many are drawn from folklore and lore to do with witches—Barghests, Black Cats, Demons, Imps of the Perverse, and more. Others are less obvious in their sources, such as the Demonic Ghūl, a worse type of the Ghoul or Ghast, or the Olitiau, a monstress riding bat. The Lilim are included as another group who claim Lilith as their mother and may be seen as the sisters to the Daughters of Darkness, some of whom claim to be part-demon as a consequence. The bestiary section is rounded out with a selection of vampires. The last section of the supplement describes three unique witches—‘Bloody’ Mary Worth, who haunts mirrors scaring away girls who come looking for their fates; Darlessa is a Queen of Vampires and  former witch; and lastly Lilith herself.

Physically, Daughters of Darkness: The Mara Witch for Basic Era Games is generally tidily presented. It needs an edit in places and some of the illustrations—which do vary in quality and style—are poorly handled. In general, the supplement feels slightly rough around the edges.

There is a great to like in Daughters of Darkness: The Mara Witch for Basic Era Games. There are some good monsters and lots and lots of spells which should be fun to game when roleplaying a Witch. Yet there is an issue at the heart of the supplement and that is that as much as the Witch Class clicks together easily with the Mara Tradition, there are dissonant differences between the Class and the Tradition. What it boils down to is that the Witch Class as written is not inherently evil, and in fact, the Class states that Witches avoid casting ‘black’ evil magic, yet to get the fullest out of Daughters of Darkness: The Mara Witch for Basic Era Games, a Player Character Witch will have to be evil—or at least Chaotic. Some players may have an issue with this, as will some playing groups, and that is understandable. However, for a player wanting to roleplay that type of character, there is a fair amount of detail in Daughters of Darkness: The Mara Witch for Basic Era Games for him to dig into and bring into his portrayal of his character, whereas a player not wanting to play a Witch from the Mara Tradition, or not wanting to play a Witch of the Mara Tradition who is neither evil or Chaotic, will have a harder time. Similarly, the Labyrinth Lord can easily take the information in this supplement and make an interesting NPC and more.

Overall, Daughters of Darkness: The Mara Witch for Basic Era Games is a good supplement for a player wanting to play a darker, perhaps even evil character in a Dungeons & Dragons-style campaign which allows such characters or for the Game Master wanting to create Witch NPCs for her campaign.

Jonstown Jottings #23: Petty Spirits

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 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?
Monster of the Month #6: Petty Spirits presents four minor spirits for use with RuneQuest: Roleplaying in Glorantha.

It is an eight-page, full colour, 911.74 KB PDF.

Monster of the Month #6: Petty Spirits is well presented and decently written.

Where is it set?
The four petty spirits may be found almost anywhere in Dragon Pass, although some may not be found in the Praxian Wastes.

Who do you play?
Shamans, farmers, and redsmiths will be interested in some of these spirits.

What do you need?
Monster of the Month #6: Petty Spirits requires both RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary

What do you get?
Monster of the Month #6: Petty Spirits presents four different, minor spirits which can annoy, interact with, or even be used by the Player Characters. The four are Bronzebiters, Lily’s Eyes,Premonitions, and Seed-Eaters. Each is broken down to cover its ecology and both superstitions and rites related to it, as well as stats.

Bronzebiters are red mouths with black teeth which devour the bones of Air and Storm gods—or bronze. When they attack bronze, it appears pitted and discoloured, or diseased. They are a nuisance, but also a warning to oil, polish, and maintain a weapon. They cannot enter a space sacred to Gustbran, the god of redsmiths, and Praxian shamans will bind them and send them against enemy tribes.

Lily’s Eye spirits are flowers with tiny eyes which grow in the Spirit World before they manifest and grow in the Middle Realm—especially in wild, fertile areas. Oddly, Aldryami consider them to be spies, as do Orlanthi. Lily’s Eye spirits can be plucked, their magical properties being highly valued by shamans and alchemists.

Premonitions are manifestations of the Movement Rune which carry a glimpse of the future from the far Outer Regions of the Spirit World, where boundaries grow vague, and Eternity draws near.

Seed-Eaters are small rural Darkness spirits with long snouts used to rummage through the furrow of plowed fields, plucking up and eating seeds. They like spiritual foods linked to Chaos—strife, disease, and hate. Despite this, they are associated with Mallia, the Goddess of Disease.

On one level, these are four inconsequential spirits which the heroes should not be bothering themselves with, but on another there is scope with each one to add flavour or detail to an adventure or scenario. The presence of Seed-Eaters might suggest the influence of Mallia and thus work as a clue, but the passing of the seasons could be indicated by the annual ceremony to win their favour. Similarly, Red Mouths might be a simple annoyance, but perhaps be the indication of an attack by the shaman from a rival tribe. 

Is it worth your time?
Yes. Monster of the Month #6: Petty Spirits gives the Game Master four interesting spirits that can be used to add small, flavoursome details, and serve as clues, challenges, and so on.
No. Monster of the Month #6: Petty Spirits consists of details too small to really bother about—especially if the Player Characters lack a shaman.
Maybe. Monster of the Month #6: Petty Spirits are mostly colour, mostly the small details, and some of the four are easier to use than others. 

Kickstart Your Weekend: Nightfell: Horror Fantasy Setting for 5e

The Other Side -

I have not one of these in a while so let's get to it!
Nightfell: Horror Fantasy Setting for 5e

https://www.kickstarter.com/projects/278542219/nightfell-horror-fantasy-setting-for-5e-0?ref=theotherside
While I could do with less Grimdark these days, this one does look like a lot of fun and promises to have some nice Stretch Goals.  Plus I have chatted with the creator a bit and looks really fantastic.
So yeah, I think I'll give this one a try.

Friday Fantasy: The Feast on Titanhead

Reviews from R'lyeh -

Somewhere on the far reaches of Europe’s north, high amidst its snow-covered mountains lies the Dorag Passage. Recently, a scientific expedition consisting of botanical cataloguers, geographers, geologists, and even a noted alchemist, led by Hastik Melmark, headed into the region. It has been weeks, even months since the expedition has been heard of, and perhaps there are rumours of nightmares and hysteria plaguing the sparsely settled regions near the Dorag Passage. Does the expedition need rescuing or simply checking upon? Is there any truth to the rumours? Perhaps the Player Characters are employed to conduct that check or need to find Hastik Melmark—or another member of the expedition—for reasons of their own. This is the set-up for The Feast on Titanhead, a weird-fantasy, Lovecraftian-tinged scenario of body horror which echoes Death Frost Doom by way of The Thing From Another World. It is also a heavy-metal, grind-core interpretation of the Manifestus Omnivorous.

Published by Games Omnivorous, The Feast on Titanhead is a system agnostic scenario of fantasy horror which would work with any number of Old School Renaissance retroclones. The most obvious one is Lamentations of the Flame Weird Fantasy Roleplay, another is the publisher’s own 17th Century Minimalist: A Historical Low-Fantasy OSR Rulebook, but with some adjustment it would work with Cthulhu by Gaslight or a darker toned version of Leagues of Gothic Horror for use with Leagues of Adventure: A Rip-Roaring Setting of Exploration  and Derring Do in the Late Victorian Age!. Take it away from its European setting and The Feast on Titanhead would work well with Mörk Borg as they share a similar tone and sensibility. Notably though it adheres to the Manifestus Omnivorous, the ten points of which are:
  1. All books are adventures.
  2. The adventures must be system agnostic.
  3. The adventures must take place on Earth.
  4. The adventures can only have one location.
  5. The adventures can only have one monster.
  6. The adventures must include saprophagy or osteophagy.
  7. The adventures must include a voracious eater.
  8. The adventures must have less than 6,666 words.
  9. The adventures can only be in two colours.
  10. The adventures cannot have good taste. (This is the lost rule.)

So yes, The Feast on Titanhead adheres to all ten rules. It is an adventure, it is system agnostic, it takes place on Earth, it has one location, it has the one monster (the others are extensions of it), it includes Osteophagy—the practice of animals, usually herbivores, consuming bones, it involves a voracious eater, the word count is not high—the scenario only runs to twenty-eight pages, and it is presented in two colours—in this case, black and grey. Lastly, The Feast on Titanhead does lack good taste. Be warned, this scenario is one of gut churning—in some cases, literally—horror, bodily fluids, and madness. To that end, the scenario includes a sense of ‘Contagious Pyschosis’, a fairly brutal countdown and timing mechanism which drives the Player Characters into insanity and the maw of the monster at the heart of the scenario. This is quite a blunt mechanic and if the roleplaying mechanics that the Game Master is running The Feast on Titanhead with has sanity or madness mechanics of its own, she may want to substitute those instead of using the ones given.

The play of The Feast on Titanhead is actually quite straightforward. The Player Characters will ascend to and Dorag Passage, and after a nasty encounter with weirdly behaving beasts of burden, they descend into a series of passages and rooms uncovered by Hastik Melmark’s expedition. Here in a strange, horridly fetid and organically bloody complex they are likely encounter the former members of the expedition, their possessions, signs of madness, odd energy, and vomit-inducing monsters. The encounters get odder the deeper they penetrate into the complex until they get to the centre of the complex and the scenario, where they can confront the inhuman force behind what is going on. That is, if they get there. Although The Feast on Titanhead presents two options in terms of motivation for the Player Characters to get to the adventuring location, but once inside, there is a dearth of clues or hooks for them to find which would drive them onwards and pull deeper into the complex—though there is the possibility that a Player Character could be snapped up and taken there already, hopefully motivating to rescue them. Balanced against this is the scenario’s weirdness and its ‘Contagious Pyschosis’ which may actually drive the Player Characters to flee before they learn anything.

Much of the problem in The Feast on Titanhead is that it only names three NPCs. Two are members of the expedition, one being Hastik Melmark, whilst the third is a treasure hunter. The latter is left up to the Game Master to develop and decide what he is going to do and how he reacts with the Player Characters—the advice being rather slight. Of the expedition, there is relatively little sign, no real clues as to what they discovered, and so the Player Characters never quite have anyone to actually care about or emphasise with. Ultimately, the Player Characters will only actually learn or gain hints as to what is going on if they penetrate into the complex’s furthest reaches and defeat the monster at its core—and that is a difficult prospect.

Physically, The Feast on Titanhead is a black and grey book a sperate card cover. The map is on the inside of the card cover and the internal illustrations reflect the heavy-metal, grind-core interpretation of the Manifestus Omnivorous manifesto. It needs a slight edit in places, but is overall quite a sturdy product, being done on heavy paper and card stock.

The Feast on Titanhead is short and brutal, it being possible to play through the scenario—and win or lose (even if they survive)—in a single session. It needs fleshing out somewhat in terms of Player Character motivation and drive to delve deeper, and if played as part of a campaign, any failure upon their part—again, if they survive—may have a profound effect upon the future of that campaign. In need of some development upon the part of the Game Master, The Feast on Titanhead probably works best as a heavy-metal, grind-core, bloody body horror grindhouse style one-shot.

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