RPGs

The Other OSR: .GIF

Reviews from R'lyeh -

The Shattered Dominion stands broken by war and the passing of the Last Gods. Only the Warriors of the Grand Guild are now touched by the dwindling spark of their fleeing divinity, imbuing a rage that sees them smash and savage their way through the underground complexes of ancient races or the up towers of overly ambitious wizards, wiping out all before them and looting great relics, but always missing much and leaving a rather big mess in their wake. Thus, they are always followed by members of the Lesser Orders. Chaplains, cut off from their gods and in search of new purpose. Rogues, avoiding a life of crime that might be deadlier than disarming traps and uncovering secrets in a dungeon. Scholars, bereft of magic also, whose sage-like knowledge and ability to keep records might be useful. Their job, perhaps with the addition of the hired help, is to follow the Warrior into the dungeon and there clean up in his wake, map everywhere, record every detail, pick up on anything that the Warrior might have missed, and report back. Their duty is not to fight, especially since the Warrior should technically have dealt with everything, and more importantly, sending a fighting man to clean up after a great Warrior would be exceptionally rude. That though does not mean that they will not have to fight, since the Warrior likes to be direct and straightforward—quite literally in some cases—when dealing with a dungeon.

This is the set-up for With Guile, Incantation and Faith, a ‘Genre Set-Up’ for Sanction: A Tabletop Roleplaying Game of Challenges & Hacks. Published by Just Crunch Games, this is in fact, an expansion to a Genre Set-Up, also called ‘With Guile, Incantation and Faith’, one of the two given in Sanction. Of the two, it was most familiar and consequently, not quite as interesting, whereas the other was far more intriguing. That said, With Guile, Incantation and Faith—or .GIF as it is annoyingly abbreviated—does do something interesting with Dungeons & Dragons-style play. This is to make any dungeon replayable again. Not by simply restarting afresh, but by starting after a party of Player Characters—or in this case, a mighty Warrior—has worked their way through the dungeon, leaving a trail of broken bodies, traps, puzzles, and treasures behind him as well as a myriad number of rooms and locations unattended. It can be a dungeon that the players might even have played through previously or it can be one that the Game Master creates or adapts herself. Whatever the source of the dungeon, when the members of the Lesser Orders work their way through it, it is in the aftermath.

The expansion in With Guile, Incantation and Faith sees the setting developed further—if only a relatively little—and more details given to the Lesser Orders. That is, the Rogue, the Scholar, the Chaplain, and the Hireling. To this are added extra Abilities, the means of the Lesser Orders members’ survival. These include Boating, Disguise, Excavation, Anatomy, Brewing, Passage & Pathway (the dungeoneering equivalent of traffic analysis), Astrology, Gambling, Signs, and more. These are intended not necessarily as options available during character generation, but rather Abilities that can selected once a Player Character has some experience working as member of the Lesser Orders. Two suggestions—Dungeon Designer and Fate the Stars Foretold—are mentioned, but left undeveloped. The two new Specialities are more obvious and easier to use. The Druid worships the Force of Nature, which might be the only Old God that remains, and has access to Animal Lore, Animal Whispering, and Trapping, whilst the Ranger is a guide and trapper who has access to Hunting, Orienteering, and Passage & Pathway.

Cantrips are treated in a very basic fashion in Sanction: A Tabletop Roleplaying Game of Challenges & Hacks as just simple, single words that are left for the players and the Game Master to develop. In the world of Shattered Dominion, cantrips are remnants of spells that when have disappointing limited effects. With Guile, Incantation and Faith, each of the single words in the core rules are developed to set the boundaries of what each can do. The descriptions are not written in stone, a player allowed to develop his own interpretation or use of the cantrip, though what is written in stone is that any suggested use of a cantrip which feels or sounds like a fully fledged spell should not be allowed.

Although the set-up and running of With Guile, Incantation and Faith and what the Player Characters do is predicated on the actions of the Warrior, the Warrior remains a nebulous, offscreen presence, but one that is nevertheless constantly felt by the Player Characters. In mechanical terms he becomes a timing mechanism marked by alternating periods of progress and sleep, the latter also marked by a sudden silence after all of the crashing, banging, and wails cut off mid-scream. Then with a yawn and stretch, the Warrior is off again, either to leave the dungeon all together—good for a single session or a convention game—or ready to continue smashing his way through the dungeon.

Random tables are given to track the Warrior’s way through a dungeon with the Player Characters following on behind, and these can be used in a couple of ways, depending on the degree of preparation that the Game Master wants to do. The tables can be used to direct the movement of the Warrior with relatively little regard for the consequences upon the wider environment in a low preparation game, whereas in a high preparation game, the Game Master can use them in combination with asking what effect the Warrior has on the wider dungeon. This will include the obvious scattering of corpses, but to that can be added rescuers, reinforcements, looters, wanderers, vermin, and more. The Warrior’s progress can also cause instability in a dungeon, either break traps or ignore them, likely ignore puzzles, and so on. A handful of monsters are be added, but together with those given in Sanction: A Tabletop Roleplaying Game of Challenges & Hacks still does not feel enough. Perhaps there is scope for a bestiary of broken and unbroken dungeon monsters, both scarred and unscarred, for With Guile, Incantation and Faith?

With Guile, Incantation and Faith ends with a ‘Sample Dungeon’. It feels more like a manor house than a dungeon, one which the Warrior has run straight through rather entering rooms to the left or right. However, the path can be altered with a few rolls on the random tables to provide some deviation and add more chaos and destruction. Overall, it is short, but detailed and should provide single session’s worth of clear up and accounting in the Warrior’s wake.

Physically, With Guile, Incantation and Faith is a slim, little book, cleanly laid out and easy to read. It is lightly illustrated, but the artwork is good. The cartography is plain.

With Guile, Incantation and Faith is a clever, even witty twist upon classic Dungeons & Dragons-style play, and this supplement nicely expands upon the information first given in Sanction: A Tabletop Roleplaying Game of Challenges & Hacks. However, it does feel as if there could be more—more monsters, more background, and more adventure sites—but nevertheless, With Guile, Incantation and Faith is a decent further exploration of a world of lost gods, missing magics, and damaged dungeons.

Dracula, The Hunters' Journals: 29 September; Seward's Diary, Mina and Jonathan Harker's Journals

The Other Side -

Very busy, and horrifying, day for our hunters. But these horrors also lead to new insights.

Dracula - The Hunters' Journals

Dr. Seward’s Diary.

29 September, morning..... Last night, at a little before ten o’clock, Arthur and Quincey came into Van Helsing’s room; he told us all that he wanted us to do, but especially addressing himself to Arthur, as if all our wills were centred in his. He began by saying that he hoped we would all come with him too, “for,” he said, “there is a grave duty to be done there. You were doubtless surprised at my letter?” This query was directly addressed to Lord Godalming.

“I was. It rather upset me for a bit. There has been so much trouble around my house of late that I could do without any more. I have been curious, too, as to what you mean. Quincey and I talked it over; but the more we talked, the more puzzled we got, till now I can say for myself that I’m about up a tree as to any meaning about anything.”

“Me too,” said Quincey Morris laconically.

“Oh,” said the Professor, “then you are nearer the beginning, both of you, than friend John here, who has to go a long way back before he can even get so far as to begin.”

It was evident that he recognised my return to my old doubting frame of mind without my saying a word. Then, turning to the other two, he said with intense gravity:—

“I want your permission to do what I think good this night. It is, I know, much to ask; and when you know what it is I propose to do you will know, and only then, how much. Therefore may I ask that you promise me in the dark, so that afterwards, though you may be angry with me for a time—I must not disguise from myself the possibility that such may be—you shall not blame yourselves for anything.”

“That’s frank anyhow,” broke in Quincey. “I’ll answer for the Professor. I don’t quite see his drift, but I swear he’s honest; and that’s good enough for me.”

“I thank you, sir,” said Van Helsing proudly. “I have done myself the honour of counting you one trusting friend, and such endorsement is dear to me.” He held out a hand, which Quincey took.

Then Arthur spoke out:—

“Dr. Van Helsing, I don’t quite like to ‘buy a pig in a poke,’ as they say in Scotland, and if it be anything in which my honour as a gentleman or my faith as a Christian is concerned, I cannot make such a promise. If you can assure me that what you intend does not violate either of these two, then I give my consent at once; though for the life of me, I cannot understand what you are driving at.”

“I accept your limitation,” said Van Helsing, “and all I ask of you is that if you feel it necessary to condemn any act of mine, you will first consider it well and be satisfied that it does not violate your reservations.”

“Agreed!” said Arthur; “that is only fair. And now that the pourparlers are over, may I ask what it is we are to do?”

“I want you to come with me, and to come in secret, to the churchyard at Kingstead.”

Arthur’s face fell as he said in an amazed sort of way:—

“Where poor Lucy is buried?” The Professor bowed. Arthur went on: “And when there?”

“To enter the tomb!” Arthur stood up.

“Professor, are you in earnest; or it is some monstrous joke? Pardon me, I see that you are in earnest.” He sat down again, but I could see that he sat firmly and proudly, as one who is on his dignity. There was silence until he asked again:—

“And when in the tomb?”

“To open the coffin.”

“This is too much!” he said, angrily rising again. “I am willing to be patient in all things that are reasonable; but in this—this desecration of the grave—of one who——” He fairly choked with indignation. The Professor looked pityingly at him.

“If I could spare you one pang, my poor friend,” he said, “God knows I would. But this night our feet must tread in thorny paths; or later, and for ever, the feet you love must walk in paths of flame!”

Arthur looked up with set white face and said:—

“Take care, sir, take care!”

“Would it not be well to hear what I have to say?” said Van Helsing. “And then you will at least know the limit of my purpose. Shall I go on?”

“That’s fair enough,” broke in Morris.

After a pause Van Helsing went on, evidently with an effort:—

“Miss Lucy is dead; is it not so? Yes! Then there can be no wrong to her. But if she be not dead——”

Arthur jumped to his feet.

“Good God!” he cried. “What do you mean? Has there been any mistake; has she been buried alive?” He groaned in anguish that not even hope could soften.

“I did not say she was alive, my child; I did not think it. I go no further than to say that she might be Un-Dead.”

“Un-Dead! Not alive! What do you mean? Is this all a nightmare, or what is it?”

“There are mysteries which men can only guess at, which age by age they may solve only in part. Believe me, we are now on the verge of one. But I have not done. May I cut off the head of dead Miss Lucy?”

“Heavens and earth, no!” cried Arthur in a storm of passion. “Not for the wide world will I consent to any mutilation of her dead body. Dr. Van Helsing, you try me too far. What have I done to you that you should torture me so? What did that poor, sweet girl do that you should want to cast such dishonour on her grave? Are you mad to speak such things, or am I mad to listen to them? Don’t dare to think more of such a desecration; I shall not give my consent to anything you do. I have a duty to do in protecting her grave from outrage; and, by God, I shall do it!”

Van Helsing rose up from where he had all the time been seated, and said, gravely and sternly:—

“My Lord Godalming, I, too, have a duty to do, a duty to others, a duty to you, a duty to the dead; and, by God, I shall do it! All I ask you now is that you come with me, that you look and listen; and if when later I make the same request you do not be more eager for its fulfilment even than I am, then—then I shall do my duty, whatever it may seem to me. And then, to follow of your Lordship’s wishes I shall hold myself at your disposal to render an account to you, when and where you will.” His voice broke a little, and he went on with a voice full of pity:—

“But, I beseech you, do not go forth in anger with me. In a long life of acts which were often not pleasant to do, and which sometimes did wring my heart, I have never had so heavy a task as now. Believe me that if the time comes for you to change your mind towards me, one look from you will wipe away all this so sad hour, for I would do what a man can to save you from sorrow. Just think. For why should I give myself so much of labour and so much of sorrow? I have come here from my own land to do what I can of good; at the first to please my friend John, and then to help a sweet young lady, whom, too, I came to love. For her—I am ashamed to say so much, but I say it in kindness—I gave what you gave; the blood of my veins; I gave it, I, who was not, like you, her lover, but only her physician and her friend. I gave to her my nights and days—before death, after death; and if my death can do her good even now, when she is the dead Un-Dead, she shall have it freely.” He said this with a very grave, sweet pride, and Arthur was much affected by it. He took the old man’s hand and said in a broken voice:—

“Oh, it is hard to think of it, and I cannot understand; but at least I shall go with you and wait.”

CHAPTER XVI

DR. SEWARD’S DIARY—continued

IT was just a quarter before twelve o’clock when we got into the churchyard over the low wall. The night was dark with occasional gleams of moonlight between the rents of the heavy clouds that scudded across the sky. We all kept somehow close together, with Van Helsing slightly in front as he led the way. When we had come close to the tomb I looked well at Arthur, for I feared that the proximity to a place laden with so sorrowful a memory would upset him; but he bore himself well. I took it that the very mystery of the proceeding was in some way a counteractant to his grief. The Professor unlocked the door, and seeing a natural hesitation amongst us for various reasons, solved the difficulty by entering first himself. The rest of us followed, and he closed the door. He then lit a dark lantern and pointed to the coffin. Arthur stepped forward hesitatingly; Van Helsing said to me:—

“You were with me here yesterday. Was the body of Miss Lucy in that coffin?”

“It was.” The Professor turned to the rest saying:—

“You hear; and yet there is no one who does not believe with me.” He took his screwdriver and again took off the lid of the coffin. Arthur looked on, very pale but silent; when the lid was removed he stepped forward. He evidently did not know that there was a leaden coffin, or, at any rate, had not thought of it. When he saw the rent in the lead, the blood rushed to his face for an instant, but as quickly fell away again, so that he remained of a ghastly whiteness; he was still silent. Van Helsing forced back the leaden flange, and we all looked in and recoiled.

The coffin was empty!

For several minutes no one spoke a word. The silence was broken by Quincey Morris:—

“Professor, I answered for you. Your word is all I want. I wouldn’t ask such a thing ordinarily—I wouldn’t so dishonour you as to imply a doubt; but this is a mystery that goes beyond any honour or dishonour. Is this your doing?”

“I swear to you by all that I hold sacred that I have not removed nor touched her. What happened was this: Two nights ago my friend Seward and I came here—with good purpose, believe me. I opened that coffin, which was then sealed up, and we found it, as now, empty. We then waited, and saw something white come through the trees. The next day we came here in day-time, and she lay there. Did she not, friend John?”

“Yes.”

“That night we were just in time. One more so small child was missing, and we find it, thank God, unharmed amongst the graves. Yesterday I came here before sundown, for at sundown the Un-Dead can move. I waited here all the night till the sun rose, but I saw nothing. It was most probable that it was because I had laid over the clamps of those doors garlic, which the Un-Dead cannot bear, and other things which they shun. Last night there was no exodus, so to-night before the sundown I took away my garlic and other things. And so it is we find this coffin empty. But bear with me. So far there is much that is strange. Wait you with me outside, unseen and unheard, and things much stranger are yet to be. So”—here he shut the dark slide of his lantern—“now to the outside.” He opened the door, and we filed out, he coming last and locking the door behind him.

Oh! but it seemed fresh and pure in the night air after the terror of that vault. How sweet it was to see the clouds race by, and the passing gleams of the moonlight between the scudding clouds crossing and passing—like the gladness and sorrow of a man’s life; how sweet it was to breathe the fresh air, that had no taint of death and decay; how humanising to see the red lighting of the sky beyond the hill, and to hear far away the muffled roar that marks the life of a great city. Each in his own way was solemn and overcome. Arthur was silent, and was, I could see, striving to grasp the purpose and the inner meaning of the mystery. I was myself tolerably patient, and half inclined again to throw aside doubt and to accept Van Helsing’s conclusions. Quincey Morris was phlegmatic in the way of a man who accepts all things, and accepts them in the spirit of cool bravery, with hazard of all he has to stake. Not being able to smoke, he cut himself a good-sized plug of tobacco and began to chew. As to Van Helsing, he was employed in a definite way. First he took from his bag a mass of what looked like thin, wafer-like biscuit, which was carefully rolled up in a white napkin; next he took out a double-handful of some whitish stuff, like dough or putty. He crumbled the wafer up fine and worked it into the mass between his hands. This he then took, and rolling it into thin strips, began to lay them into the crevices between the door and its setting in the tomb. I was somewhat puzzled at this, and being close, asked him what it was that he was doing. Arthur and Quincey drew near also, as they too were curious. He answered:—

“I am closing the tomb, so that the Un-Dead may not enter.”

“And is that stuff you have put there going to do it?” asked Quincey. “Great Scott! Is this a game?”

“It is.”

“What is that which you are using?” This time the question was by Arthur. Van Helsing reverently lifted his hat as he answered:—

“The Host. I brought it from Amsterdam. I have an Indulgence.” It was an answer that appalled the most sceptical of us, and we felt individually that in the presence of such earnest purpose as the Professor’s, a purpose which could thus use the to him most sacred of things, it was impossible to distrust. In respectful silence we took the places assigned to us close round the tomb, but hidden from the sight of any one approaching. I pitied the others, especially Arthur. I had myself been apprenticed by my former visits to this watching horror; and yet I, who had up to an hour ago repudiated the proofs, felt my heart sink within me. Never did tombs look so ghastly white; never did cypress, or yew, or juniper so seem the embodiment of funereal gloom; never did tree or grass wave or rustle so ominously; never did bough creak so mysteriously; and never did the far-away howling of dogs send such a woeful presage through the night.

There was a long spell of silence, a big, aching void, and then from the Professor a keen “S-s-s-s!” He pointed; and far down the avenue of yews we saw a white figure advance—a dim white figure, which held something dark at its breast. The figure stopped, and at the moment a ray of moonlight fell upon the masses of driving clouds and showed in startling prominence a dark-haired woman, dressed in the cerements of the grave. We could not see the face, for it was bent down over what we saw to be a fair-haired child. There was a pause and a sharp little cry, such as a child gives in sleep, or a dog as it lies before the fire and dreams. We were starting forward, but the Professor’s warning hand, seen by us as he stood behind a yew-tree, kept us back; and then as we looked the white figure moved forwards again. It was now near enough for us to see clearly, and the moonlight still held. My own heart grew cold as ice, and I could hear the gasp of Arthur, as we recognised the features of Lucy Westenra. Lucy Westenra, but yet how changed. The sweetness was turned to adamantine, heartless cruelty, and the purity to voluptuous wantonness. Van Helsing stepped out, and, obedient to his gesture, we all advanced too; the four of us ranged in a line before the door of the tomb. Van Helsing raised his lantern and drew the slide; by the concentrated light that fell on Lucy’s face we could see that the lips were crimson with fresh blood, and that the stream had trickled over her chin and stained the purity of her lawn death-robe.

We shuddered with horror. I could see by the tremulous light that even Van Helsing’s iron nerve had failed. Arthur was next to me, and if I had not seized his arm and held him up, he would have fallen.

When Lucy—I call the thing that was before us Lucy because it bore her shape—saw us she drew back with an angry snarl, such as a cat gives when taken unawares; then her eyes ranged over us. Lucy’s eyes in form and colour; but Lucy’s eyes unclean and full of hell-fire, instead of the pure, gentle orbs we knew. At that moment the remnant of my love passed into hate and loathing; had she then to be killed, I could have done it with savage delight. As she looked, her eyes blazed with unholy light, and the face became wreathed with a voluptuous smile. Oh, God, how it made me shudder to see it! With a careless motion, she flung to the ground, callous as a devil, the child that up to now she had clutched strenuously to her breast, growling over it as a dog growls over a bone. The child gave a sharp cry, and lay there moaning. There was a cold-bloodedness in the act which wrung a groan from Arthur; when she advanced to him with outstretched arms and a wanton smile he fell back and hid his face in his hands.

She still advanced, however, and with a languorous, voluptuous grace, said:—

“Come to me, Arthur. Leave these others and come to me. My arms are hungry for you. Come, and we can rest together. Come, my husband, come!”

There was something diabolically sweet in her tones—something of the tingling of glass when struck—which rang through the brains even of us who heard the words addressed to another. As for Arthur, he seemed under a spell; moving his hands from his face, he opened wide his arms. She was leaping for them, when Van Helsing sprang forward and held between them his little golden crucifix. She recoiled from it, and, with a suddenly distorted face, full of rage, dashed past him as if to enter the tomb.

When within a foot or two of the door, however, she stopped, as if arrested by some irresistible force. Then she turned, and her face was shown in the clear burst of moonlight and by the lamp, which had now no quiver from Van Helsing’s iron nerves. Never did I see such baffled malice on a face; and never, I trust, shall such ever be seen again by mortal eyes. The beautiful colour became livid, the eyes seemed to throw out sparks of hell-fire, the brows were wrinkled as though the folds of the flesh were the coils of Medusa’s snakes, and the lovely, blood-stained mouth grew to an open square, as in the passion masks of the Greeks and Japanese. If ever a face meant death—if looks could kill—we saw it at that moment.

And so for full half a minute, which seemed an eternity, she remained between the lifted crucifix and the sacred closing of her means of entry. Van Helsing broke the silence by asking Arthur:—

“Answer me, oh my friend! Am I to proceed in my work?”

Arthur threw himself on his knees, and hid his face in his hands, as he answered:—

“Do as you will, friend; do as you will. There can be no horror like this ever any more;” and he groaned in spirit. Quincey and I simultaneously moved towards him, and took his arms. We could hear the click of the closing lantern as Van Helsing held it down; coming close to the tomb, he began to remove from the chinks some of the sacred emblem which he had placed there. We all looked on in horrified amazement as we saw, when he stood back, the woman, with a corporeal body as real at that moment as our own, pass in through the interstice where scarce a knife-blade could have gone. We all felt a glad sense of relief when we saw the Professor calmly restoring the strings of putty to the edges of the door.

When this was done, he lifted the child and said:

“Come now, my friends; we can do no more till to-morrow. There is a funeral at noon, so here we shall all come before long after that. The friends of the dead will all be gone by two, and when the sexton lock the gate we shall remain. Then there is more to do; but not like this of to-night. As for this little one, he is not much harm, and by to-morrow night he shall be well. We shall leave him where the police will find him, as on the other night; and then to home.” Coming close to Arthur, he said:—

“My friend Arthur, you have had a sore trial; but after, when you look back, you will see how it was necessary. You are now in the bitter waters, my child. By this time to-morrow you will, please God, have passed them, and have drunk of the sweet waters; so do not mourn overmuch. Till then I shall not ask you to forgive me.”

Arthur and Quincey came home with me, and we tried to cheer each other on the way. We had left the child in safety, and were tired; so we all slept with more or less reality of sleep.

29 September, night.—A little before twelve o’clock we three—Arthur, Quincey Morris, and myself—called for the Professor. It was odd to notice that by common consent we had all put on black clothes. Of course, Arthur wore black, for he was in deep mourning, but the rest of us wore it by instinct. We got to the churchyard by half-past one, and strolled about, keeping out of official observation, so that when the gravediggers had completed their task and the sexton under the belief that every one had gone, had locked the gate, we had the place all to ourselves. Van Helsing, instead of his little black bag, had with him a long leather one, something like a cricketing bag; it was manifestly of fair weight.

When we were alone and had heard the last of the footsteps die out up the road, we silently, and as if by ordered intention, followed the Professor to the tomb. He unlocked the door, and we entered, closing it behind us. Then he took from his bag the lantern, which he lit, and also two wax candles, which, when lighted, he stuck, by melting their own ends, on other coffins, so that they might give light sufficient to work by. When he again lifted the lid off Lucy’s coffin we all looked—Arthur trembling like an aspen—and saw that the body lay there in all its death-beauty. But there was no love in my own heart, nothing but loathing for the foul Thing which had taken Lucy’s shape without her soul. I could see even Arthur’s face grow hard as he looked. Presently he said to Van Helsing:—

“Is this really Lucy’s body, or only a demon in her shape?”

“It is her body, and yet not it. But wait a while, and you all see her as she was, and is.”

She seemed like a nightmare of Lucy as she lay there; the pointed teeth, the bloodstained, voluptuous mouth—which it made one shudder to see—the whole carnal and unspiritual appearance, seeming like a devilish mockery of Lucy’s sweet purity. Van Helsing, with his usual methodicalness, began taking the various contents from his bag and placing them ready for use. First he took out a soldering iron and some plumbing solder, and then a small oil-lamp, which gave out, when lit in a corner of the tomb, gas which burned at fierce heat with a blue flame; then his operating knives, which he placed to hand; and last a round wooden stake, some two and a half or three inches thick and about three feet long. One end of it was hardened by charring in the fire, and was sharpened to a fine point. With this stake came a heavy hammer, such as in households is used in the coal-cellar for breaking the lumps. To me, a doctor’s preparations for work of any kind are stimulating and bracing, but the effect of these things on both Arthur and Quincey was to cause them a sort of consternation. They both, however, kept their courage, and remained silent and quiet.

When all was ready, Van Helsing said:—

“Before we do anything, let me tell you this; it is out of the lore and experience of the ancients and of all those who have studied the powers of the Un-Dead. When they become such, there comes with the change the curse of immortality; they cannot die, but must go on age after age adding new victims and multiplying the evils of the world; for all that die from the preying of the Un-Dead becomes themselves Un-Dead, and prey on their kind. And so the circle goes on ever widening, like as the ripples from a stone thrown in the water. Friend Arthur, if you had met that kiss which you know of before poor Lucy die; or again, last night when you open your arms to her, you would in time, when you had died, have become nosferatu, as they call it in Eastern Europe, and would all time make more of those Un-Deads that so have fill us with horror. The career of this so unhappy dear lady is but just begun. Those children whose blood she suck are not as yet so much the worse; but if she live on, Un-Dead, more and more they lose their blood and by her power over them they come to her; and so she draw their blood with that so wicked mouth. But if she die in truth, then all cease; the tiny wounds of the throats disappear, and they go back to their plays unknowing ever of what has been. But of the most blessed of all, when this now Un-Dead be made to rest as true dead, then the soul of the poor lady whom we love shall again be free. Instead of working wickedness by night and growing more debased in the assimilating of it by day, she shall take her place with the other Angels. So that, my friend, it will be a blessed hand for her that shall strike the blow that sets her free. To this I am willing; but is there none amongst us who has a better right? Will it be no joy to think of hereafter in the silence of the night when sleep is not: ‘It was my hand that sent her to the stars; it was the hand of him that loved her best; the hand that of all she would herself have chosen, had it been to her to choose?’ Tell me if there be such a one amongst us?”

We all looked at Arthur. He saw, too, what we all did, the infinite kindness which suggested that his should be the hand which would restore Lucy to us as a holy, and not an unholy, memory; he stepped forward and said bravely, though his hand trembled, and his face was as pale as snow:—

“My true friend, from the bottom of my broken heart I thank you. Tell me what I am to do, and I shall not falter!” Van Helsing laid a hand on his shoulder, and said:—

“Brave lad! A moment’s courage, and it is done. This stake must be driven through her. It will be a fearful ordeal—be not deceived in that—but it will be only a short time, and you will then rejoice more than your pain was great; from this grim tomb you will emerge as though you tread on air. But you must not falter when once you have begun. Only think that we, your true friends, are round you, and that we pray for you all the time.”

“Go on,” said Arthur hoarsely. “Tell me what I am to do.”

“Take this stake in your left hand, ready to place the point over the heart, and the hammer in your right. Then when we begin our prayer for the dead—I shall read him, I have here the book, and the others shall follow—strike in God’s name, that so all may be well with the dead that we love and that the Un-Dead pass away.”

Arthur took the stake and the hammer, and when once his mind was set on action his hands never trembled nor even quivered. Van Helsing opened his missal and began to read, and Quincey and I followed as well as we could. Arthur placed the point over the heart, and as I looked I could see its dint in the white flesh. Then he struck with all his might.

The Thing in the coffin writhed; and a hideous, blood-curdling screech came from the opened red lips. The body shook and quivered and twisted in wild contortions; the sharp white teeth champed together till the lips were cut, and the mouth was smeared with a crimson foam. But Arthur never faltered. He looked like a figure of Thor as his untrembling arm rose and fell, driving deeper and deeper the mercy-bearing stake, whilst the blood from the pierced heart welled and spurted up around it. His face was set, and high duty seemed to shine through it; the sight of it gave us courage so that our voices seemed to ring through the little vault.

And then the writhing and quivering of the body became less, and the teeth seemed to champ, and the face to quiver. Finally it lay still. The terrible task was over.

The hammer fell from Arthur’s hand. He reeled and would have fallen had we not caught him. The great drops of sweat sprang from his forehead, and his breath came in broken gasps. It had indeed been an awful strain on him; and had he not been forced to his task by more than human considerations he could never have gone through with it. For a few minutes we were so taken up with him that we did not look towards the coffin. When we did, however, a murmur of startled surprise ran from one to the other of us. We gazed so eagerly that Arthur rose, for he had been seated on the ground, and came and looked too; and then a glad, strange light broke over his face and dispelled altogether the gloom of horror that lay upon it.

There, in the coffin lay no longer the foul Thing that we had so dreaded and grown to hate that the work of her destruction was yielded as a privilege to the one best entitled to it, but Lucy as we had seen her in her life, with her face of unequalled sweetness and purity. True that there were there, as we had seen them in life, the traces of care and pain and waste; but these were all dear to us, for they marked her truth to what we knew. One and all we felt that the holy calm that lay like sunshine over the wasted face and form was only an earthly token and symbol of the calm that was to reign for ever.

Van Helsing came and laid his hand on Arthur’s shoulder, and said to him:—

“And now, Arthur my friend, dear lad, am I not forgiven?”

The reaction of the terrible strain came as he took the old man’s hand in his, and raising it to his lips, pressed it, and said:—

“Forgiven! God bless you that you have given my dear one her soul again, and me peace.” He put his hands on the Professor’s shoulder, and laying his head on his breast, cried for a while silently, whilst we stood unmoving. When he raised his head Van Helsing said to him:—

“And now, my child, you may kiss her. Kiss her dead lips if you will, as she would have you to, if for her to choose. For she is not a grinning devil now—not any more a foul Thing for all eternity. No longer she is the devil’s Un-Dead. She is God’s true dead, whose soul is with Him!”

Arthur bent and kissed her, and then we sent him and Quincey out of the tomb; the Professor and I sawed the top off the stake, leaving the point of it in the body. Then we cut off the head and filled the mouth with garlic. We soldered up the leaden coffin, screwed on the coffin-lid, and gathering up our belongings, came away. When the Professor locked the door he gave the key to Arthur.

Outside the air was sweet, the sun shone, and the birds sang, and it seemed as if all nature were tuned to a different pitch. There was gladness and mirth and peace everywhere, for we were at rest ourselves on one account, and we were glad, though it was with a tempered joy.

Before we moved away Van Helsing said:—

“Now, my friends, one step of our work is done, one the most harrowing to ourselves. But there remains a greater task: to find out the author of all this our sorrow and to stamp him out. I have clues which we can follow; but it is a long task, and a difficult, and there is danger in it, and pain. Shall you not all help me? We have learned to believe, all of us—is it not so? And since so, do we not see our duty? Yes! And do we not promise to go on to the bitter end?”

Each in turn, we took his hand, and the promise was made. Then said the Professor as we moved off:—

“Two nights hence you shall meet with me and dine together at seven of the clock with friend John. I shall entreat two others, two that you know not as yet; and I shall be ready to all our work show and our plans unfold. Friend John, you come with me home, for I have much to consult about, and you can help me. To-night I leave for Amsterdam, but shall return to-morrow night. And then begins our great quest. But first I shall have much to say, so that you may know what is to do and to dread. Then our promise shall be made to each other anew; for there is a terrible task before us, and once our feet are on the ploughshare we must not draw back.”

CHAPTER XVII

DR. SEWARD’S DIARY—continued

WHEN we arrived at the Berkeley Hotel, Van Helsing found a telegram waiting for him:—

“Am coming up by train. Jonathan at Whitby. Important news.—Mina Harker.”

The Professor was delighted. “Ah, that wonderful Madam Mina,” he said, “pearl among women! She arrive, but I cannot stay. She must go to your house, friend John. You must meet her at the station. Telegraph her en route, so that she may be prepared.”

When the wire was despatched he had a cup of tea; over it he told me of a diary kept by Jonathan Harker when abroad, and gave me a typewritten copy of it, as also of Mrs. Harker’s diary at Whitby. “Take these,” he said, “and study them well. When I have returned you will be master of all the facts, and we can then better enter on our inquisition. Keep them safe, for there is in them much of treasure. You will need all your faith, even you who have had such an experience as that of to-day. What is here told,” he laid his hand heavily and gravely on the packet of papers as he spoke, “may be the beginning of the end to you and me and many another; or it may sound the knell of the Un-Dead who walk the earth. Read all, I pray you, with the open mind; and if you can add in any way to the story here told do so, for it is all-important. You have kept diary of all these so strange things; is it not so? Yes! Then we shall go through all these together when we meet.” He then made ready for his departure, and shortly after drove off to Liverpool Street. I took my way to Paddington, where I arrived about fifteen minutes before the train came in.

The crowd melted away, after the bustling fashion common to arrival platforms; and I was beginning to feel uneasy, lest I might miss my guest, when a sweet-faced, dainty-looking girl stepped up to me, and, after a quick glance, said: “Dr. Seward, is it not?”

“And you are Mrs. Harker!” I answered at once; whereupon she held out her hand.

“I knew you from the description of poor dear Lucy; but——” She stopped suddenly, and a quick blush overspread her face.

The blush that rose to my own cheeks somehow set us both at ease, for it was a tacit answer to her own. I got her luggage, which included a typewriter, and we took the Underground to Fenchurch Street, after I had sent a wire to my housekeeper to have a sitting-room and bedroom prepared at once for Mrs. Harker.

In due time we arrived. She knew, of course, that the place was a lunatic asylum, but I could see that she was unable to repress a shudder when we entered.

She told me that, if she might, she would come presently to my study, as she had much to say. So here I am finishing my entry in my phonograph diary whilst I await her. As yet I have not had the chance of looking at the papers which Van Helsing left with me, though they lie open before me. I must get her interested in something, so that I may have an opportunity of reading them. She does not know how precious time is, or what a task we have in hand. I must be careful not to frighten her. Here she is!

Mina Harker’s Journal.

29 September.—After I had tidied myself, I went down to Dr. Seward’s study. At the door I paused a moment, for I thought I heard him talking with some one. As, however, he had pressed me to be quick, I knocked at the door, and on his calling out, “Come in,” I entered.

To my intense surprise, there was no one with him. He was quite alone, and on the table opposite him was what I knew at once from the description to be a phonograph. I had never seen one, and was much interested.

“I hope I did not keep you waiting,” I said; “but I stayed at the door as I heard you talking, and thought there was some one with you.”

“Oh,” he replied with a smile, “I was only entering my diary.”

“Your diary?” I asked him in surprise.

“Yes,” he answered. “I keep it in this.” As he spoke he laid his hand on the phonograph. I felt quite excited over it, and blurted out:—

“Why, this beats even shorthand! May I hear it say something?”

“Certainly,” he replied with alacrity, and stood up to put it in train for speaking. Then he paused, and a troubled look overspread his face.

“The fact is,” he began awkwardly, “I only keep my diary in it; and as it is entirely—almost entirely—about my cases, it may be awkward—that is, I mean——” He stopped, and I tried to help him out of his embarrassment:—

“You helped to attend dear Lucy at the end. Let me hear how she died; for all that I know of her, I shall be very grateful. She was very, very dear to me.”

To my surprise, he answered, with a horrorstruck look in his face:—

“Tell you of her death? Not for the wide world!”

“Why not?” I asked, for some grave, terrible feeling was coming over me. Again he paused, and I could see that he was trying to invent an excuse. At length he stammered out:—

“You see, I do not know how to pick out any particular part of the diary.” Even while he was speaking an idea dawned upon him, and he said with unconscious simplicity, in a different voice, and with the naïveté of a child: “That’s quite true, upon my honour. Honest Indian!” I could not but smile, at which he grimaced. “I gave myself away that time!” he said. “But do you know that, although I have kept the diary for months past, it never once struck me how I was going to find any particular part of it in case I wanted to look it up?” By this time my mind was made up that the diary of a doctor who attended Lucy might have something to add to the sum of our knowledge of that terrible Being, and I said boldly:—

“Then, Dr. Seward, you had better let me copy it out for you on my typewriter.” He grew to a positively deathly pallor as he said:—

“No! no! no! For all the world, I wouldn’t let you know that terrible story!”

Then it was terrible; my intuition was right! For a moment I thought, and as my eyes ranged the room, unconsciously looking for something or some opportunity to aid me, they lit on a great batch of typewriting on the table. His eyes caught the look in mine, and, without his thinking, followed their direction. As they saw the parcel he realised my meaning.

“You do not know me,” I said. “When you have read those papers—my own diary and my husband’s also, which I have typed—you will know me better. I have not faltered in giving every thought of my own heart in this cause; but, of course, you do not know me—yet; and I must not expect you to trust me so far.”

He is certainly a man of noble nature; poor dear Lucy was right about him. He stood up and opened a large drawer, in which were arranged in order a number of hollow cylinders of metal covered with dark wax, and said:—

“You are quite right. I did not trust you because I did not know you. But I know you now; and let me say that I should have known you long ago. I know that Lucy told you of me; she told me of you too. May I make the only atonement in my power? Take the cylinders and hear them—the first half-dozen of them are personal to me, and they will not horrify you; then you will know me better. Dinner will by then be ready. In the meantime I shall read over some of these documents, and shall be better able to understand certain things.” He carried the phonograph himself up to my sitting-room and adjusted it for me. Now I shall learn something pleasant, I am sure; for it will tell me the other side of a true love episode of which I know one side already....

Dr. Seward’s Diary.

29 September.—I was so absorbed in that wonderful diary of Jonathan Harker and that other of his wife that I let the time run on without thinking. Mrs. Harker was not down when the maid came to announce dinner, so I said: “She is possibly tired; let dinner wait an hour,” and I went on with my work. I had just finished Mrs. Harker’s diary, when she came in. She looked sweetly pretty, but very sad, and her eyes were flushed with crying. This somehow moved me much. Of late I have had cause for tears, God knows! but the relief of them was denied me; and now the sight of those sweet eyes, brightened with recent tears, went straight to my heart. So I said as gently as I could:—

“I greatly fear I have distressed you.”

“Oh, no, not distressed me,” she replied, “but I have been more touched than I can say by your grief. That is a wonderful machine, but it is cruelly true. It told me, in its very tones, the anguish of your heart. It was like a soul crying out to Almighty God. No one must hear them spoken ever again! See, I have tried to be useful. I have copied out the words on my typewriter, and none other need now hear your heart beat, as I did.”

“No one need ever know, shall ever know,” I said in a low voice. She laid her hand on mine and said very gravely:—

“Ah, but they must!”

“Must! But why?” I asked.

“Because it is a part of the terrible story, a part of poor dear Lucy’s death and all that led to it; because in the struggle which we have before us to rid the earth of this terrible monster we must have all the knowledge and all the help which we can get. I think that the cylinders which you gave me contained more than you intended me to know; but I can see that there are in your record many lights to this dark mystery. You will let me help, will you not? I know all up to a certain point; and I see already, though your diary only took me to 7 September, how poor Lucy was beset, and how her terrible doom was being wrought out. Jonathan and I have been working day and night since Professor Van Helsing saw us. He is gone to Whitby to get more information, and he will be here to-morrow to help us. We need have no secrets amongst us; working together and with absolute trust, we can surely be stronger than if some of us were in the dark.” She looked at me so appealingly, and at the same time manifested such courage and resolution in her bearing, that I gave in at once to her wishes. “You shall,” I said, “do as you like in the matter. God forgive me if I do wrong! There are terrible things yet to learn of; but if you have so far travelled on the road to poor Lucy’s death, you will not be content, I know, to remain in the dark. Nay, the end—the very end—may give you a gleam of peace. Come, there is dinner. We must keep one another strong for what is before us; we have a cruel and dreadful task. When you have eaten you shall learn the rest, and I shall answer any questions you ask—if there be anything which you do not understand, though it was apparent to us who were present.”

Mina Harker’s Journal.

29 September.—After dinner I came with Dr. Seward to his study. He brought back the phonograph from my room, and I took my typewriter. He placed me in a comfortable chair, and arranged the phonograph so that I could touch it without getting up, and showed me how to stop it in case I should want to pause. Then he very thoughtfully took a chair, with his back to me, so that I might be as free as possible, and began to read. I put the forked metal to my ears and listened.

When the terrible story of Lucy’s death, and—and all that followed, was done, I lay back in my chair powerless. Fortunately I am not of a fainting disposition. When Dr. Seward saw me he jumped up with a horrified exclamation, and hurriedly taking a case-bottle from a cupboard, gave me some brandy, which in a few minutes somewhat restored me. My brain was all in a whirl, and only that there came through all the multitude of horrors, the holy ray of light that my dear, dear Lucy was at last at peace, I do not think I could have borne it without making a scene. It is all so wild, and mysterious, and strange that if I had not known Jonathan’s experience in Transylvania I could not have believed. As it was, I didn’t know what to believe, and so got out of my difficulty by attending to something else. I took the cover off my typewriter, and said to Dr. Seward:—

“Let me write this all out now. We must be ready for Dr. Van Helsing when he comes. I have sent a telegram to Jonathan to come on here when he arrives in London from Whitby. In this matter dates are everything, and I think that if we get all our material ready, and have every item put in chronological order, we shall have done much. You tell me that Lord Godalming and Mr. Morris are coming too. Let us be able to tell him when they come.” He accordingly set the phonograph at a slow pace, and I began to typewrite from the beginning of the seventh cylinder. I used manifold, and so took three copies of the diary, just as I had done with all the rest. It was late when I got through, but Dr. Seward went about his work of going his round of the patients; when he had finished he came back and sat near me, reading, so that I did not feel too lonely whilst I worked. How good and thoughtful he is; the world seems full of good men—even if there are monsters in it. Before I left him I remembered what Jonathan put in his diary of the Professor’s perturbation at reading something in an evening paper at the station at Exeter; so, seeing that Dr. Seward keeps his newspapers, I borrowed the files of “The Westminster Gazette” and “The Pall Mall Gazette,” and took them to my room. I remember how much “The Dailygraph” and “The Whitby Gazette,” of which I had made cuttings, helped us to understand the terrible events at Whitby when Count Dracula landed, so I shall look through the evening papers since then, and perhaps I shall get some new light. I am not sleepy, and the work will help to keep me quiet.


Jonathan Harker’s Journal.


29 September, in train to London.—When I received Mr. Billington’s courteous message that he would give me any information in his power I thought it best to go down to Whitby and make, on the spot, such inquiries as I wanted. It was now my object to trace that horrid cargo of the Count’s to its place in London. Later, we may be able to deal with it. Billington junior, a nice lad, met me at the station, and brought me to his father’s house, where they had decided that I must stay the night. They are hospitable, with true Yorkshire hospitality: give a guest everything, and leave him free to do as he likes. They all knew that I was busy, and that my stay was short, and Mr. Billington had ready in his office all the papers concerning the consignment of boxes. It gave me almost a turn to see again one of the letters which I had seen on the Count’s table before I knew of his diabolical plans. Everything had been carefully thought out, and done systematically and with precision. He seemed to have been prepared for every obstacle which might be placed by accident in the way of his intentions being carried out. To use an Americanism, he had “taken no chances,” and the absolute accuracy with which his instructions were fulfilled, was simply the logical result of his care. I saw the invoice, and took note of it: “Fifty cases of common earth, to be used for experimental purposes.” Also the copy of letter to Carter Paterson, and their reply; of both of these I got copies. This was all the information Mr. Billington could give me, so I went down to the port and saw the coastguards, the Customs officers and the harbour-master. They had all something to say of the strange entry of the ship, which is already taking its place in local tradition; but no one could add to the simple description “Fifty cases of common earth.” I then saw the station-master, who kindly put me in communication with the men who had actually received the boxes. Their tally was exact with the list, and they had nothing to add except that the boxes were “main and mortal heavy,” and that shifting them was dry work. One of them added that it was hard lines that there wasn’t any gentleman “such-like as yourself, squire,” to show some sort of appreciation of their efforts in a liquid form; another put in a rider that the thirst then generated was such that even the time which had elapsed had not completely allayed it. Needless to add, I took care before leaving to lift, for ever and adequately, this source of reproach.


Notes: Moon Phase: First Quarter

Ok. That's a lot. 

A few observations.

Van Helsing was not likely given an indulgence by the Catholic Church to use the Host in such a manner unless there is some special arm of the church that deals with supernatural threats. 

Lucy hair changes from "sunny ripples" to "dark-haired" here. Is Stoker trying to imply that her hair color is somehow a barometer for her evilness? It seems a bit, I don't know, amateurish for Stoker.  Frankly, I still think of Lucy as the redhead Sadie Frost from the 1992 movie. 

There is a sexual connotation to this violence. Arthur hammering the stake into Lucy on what would have been her wedding night. This was not an accident by Stoker. Lucy acts far more sexually adventurous in death than she ever did in life.  

Mina arrives to join our hunters. She seems surprised at the phonograph, which seems odd given Lucy had one. She starts to collate the notes from everyone and make copies. While this might sound like secretarial work it is actually the most crucial element of the entire novel. Mina is the one that gets everyone up to speed and connects the dots.  They now have a name for the architect of their horrors, Count Dracula. 

Jonathan, not to be outdone begins to use his new-found power as a solicitor to discover the locations of the Count's earth boxes.

There is now no doubt as to what, and who, they are all facing. While there are a lot of pages in the novel for this, time-wise it is all one really long day.

The Alternative

Reviews from R'lyeh -

The Pathfinder Roleplaying Game has a relatively short history that really runs parallel to that of Dungeons & Dragons. Originally published by Paizo, Inc. in 2009, it was an extension and development of Dungeons & Dragons, 3.5, published by Wizards of the Coast, a reaction to the development and direction of Dungeons & Dragons, Fourth Edition, which was radically different to the previous editions of the roleplaying game. That reaction to Dungeons & Dragons, Fourth Edition would result in three separate developments. One is that that the Pathfinder Roleplaying Game would acquire the nickname of ‘Dungeons & Dragons 3.75’; the second is, of course, the publication in 2014 of Dungeons & Dragons, Fifth Edition; and the third is that the Pathfinder Roleplaying Game sold very, very well, though never enough to actually outsell Dungeons & Dragons, Fourth Edition. In the years since, the Pathfinder Roleplaying Game has continued to sell very well, receiving a second edition in 2019. Then, in 2023, it was revealed that Wizards of the Coast was planning to make updates that would revoke the previously authorised use of the Open Gaming Licence upon which many roleplaying games, including the Pathfinder Roleplaying Game, relied. Although Wizards of the Coast never followed through on its planned changes, by the time it decided not to, Paizo Publishing, along with several other publishers, had developed and was using the Open RPG Creative Licence in its stead. For Paizo, the result would be the Pathfinder Roleplaying Game, Second Edition Remaster. Its four core rulebooks—Player Core, GM Core, Monster Core, and Player Core 2—replacing the previous books—Core Rulebook, Bestiary, Gamemastery Guide, and Advanced Player’s Guide.

The Player Core contains everything that a player needs to play the Pathfinder Roleplaying Game, Second Edition Remaster. Well, almost, but this review will come to that. It is a handsome sturdy volume that provides a player with an introduction to the game, an explanation of what it is, and then the means to create a variety of different characters and begin play. The explanations are clear and simple, noting that the Pathfinder Roleplaying Game is for everyone, defining what a character is and what it looks like, and describing how the game is played. This is supported by a clearly presented two-page spread of the roleplaying game’s key terms and more importantly, by an example of play that mixes in exploration, interaction, and combat. It is decently done. An experienced player will read through these pages and very quickly pick up the basics of the game, whereas a less experienced player will find himself eased into the game.

The point of the Player Core is the creation of Player Characters. Each Player Character is first defined by six attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. He also has an Ancestry, Background, Class, and then extra details. Ancestry represents the broad family of people that the Player Character belongs to; Background is what the Player Character before he became an adventurer; and Class is his profession as an adventurer. The Ancestry sets the Player Character’s beginning Hit Points, languages, senses, and Speed, as well as Ancestry Feats; Background gives a feat and training in one or more skills; and Class grants the Player Character his extra Hit Points at each new Level, the majority of his proficiencies, and Class Feats. Eight Ancestries and eight Classes are given in the Player Core. The eight Ancestries are Dwarf, Elf, Gnome, Goblin, Halfling, Human, Leshy, and Orc. Of these Leshy is an immortal nature spirit granted physical form, and all of the Ancestries have Heritages which define them further. For example, the Orc Ancestry offers the Badlands Orc, Battle-Ready Orc, Deep Orc, Grave Orc, Hold-Scarred Orc, Rainfall Orc, and Winter Orc. Each grant quite different abilities. For example, the Battle-Ready Orc is the descendant of very scary battle leaders and is trained in Intimidation and has the Intimidating Glare skill Feat, whilst the Winter Orc is trained in Survival and can cope with more extreme cold environments.

In addition, there are three versatile Ancestries, the Changeling, the Nephilim, and the Mixed Ancestry. These build off a base Ancestry, but offer alternative Heritages to those normally associated with the base Ancestry. The Changeling was stolen as a child and taken elsewhere; the Nephilim is a character who has had dealings with immortal beings; and the Mixed Ancestries offered are the Aiuvarin and the Dromaar. The Aiuvarin has one parent who was an Elf, whilst the Dromaar has one parent who was an Orc. An Aiuvarin Player Character can choose from both Aiuvarin and Elf Ancestry Feats and the Dromaar Player Character can choose from both Dromaar and Orc Ancestry Feats.

The eight Classes in the Player Core are the Bard, Cleric, Druid, Fighter, Ranger, Rogue, Witch, and Wizard. Notably, the Cleric, the Fighter, the Rogue, and the Wizard Classes are illustrated with signature pieces of artwork for the Pathfinder Roleplaying Game which actually predate the roleplaying game when they appeared as example Player Characters in the Rise of the Runelords Adventure Path back in 2007. Also notable is the absence of certain Classes that one would expect to see in the core rulebook for a roleplaying game such as Pathfinder. The Barbarian, Monk, and Sorcerer Classes are absent, and so the Player Core does not feel complete. However, they do appear in the Player Core 2, along with a host of other Ancestries and Classes.

Character creation in the Pathfinder Roleplaying Game, Second Edition Remaster is a matter of making a number of choices rather than rolling any dice. The lack of the latter is because once a player has selected both an Ancestry and a Class, attributes are not rolled to determine the bonuses they grant as in similar other roleplaying games. In fact, the classic three to eighteen spread for attributes is done away with entirely and instead the bonuses that the attributes might have generated in those other roleplaying games, actually become the attributes. It is not a new idea, having previously been seen in roleplaying games such as True20 Adventure Roleplaying and Fantasy AGE, both published by Green Ronin Publishing. Instead of rolling dice, a player applies Attribute Boosts to the attributes, which will come from the character’s Ancestry, Background, Class, plus some free ones. An Ancestry may also apply an Attribute Flaw, but these are rare. At First Level, no attribute can be boosted above +4 and when it can, it takes two Attribute Boosts to raise an Attribute by another full point.

Name: Eglund
Ancestry: Human
Heritage: Versatile Human
Background: Farmhand
Languages: Common

Class: Fighter
Class DC: Fighter (Trained) 16
ATTRIBUTES
Strength +4 Dexterity +2 Constitution +2 Intelligence +0 Wisdom +1 Charisma +0
Hit Points: 18
Hero Point: 1
Armour Class: 16 (18)
Melee Strike: +5 Ranged Strike: +3
Saving Throws: Fortitude (Expert) +7, Reflex (Expert) +7, Will (Trained) +4
Attacks: Simple Weapons (Expert) +5, Martial Weapons (Expert) +5, Advanced Weapons (Trained) +3, Unarmed Attacks (Expert) +5
Defences: All Armour (Trained) +3, Unarmoured Defence (Trained) +3
Class Features: Reactive Strike
Class Feats: Reactive Shield
Ancestry Feats: Co-Operative Nature
General Feats: Ride, Shield Block
Skill Feats: Assurance (Athletics)
Skills: Acrobatics (Trained) +3, Athletics (Trained) +3, Farming Lore (Trained) +3, Intimidation (Trained) +3, Nature (Trained) +4, Perception (Expert) +6, Survival (Trained) +4
Equipment: Scale mail, dagger, adventurer’s backpack, grappling hook, longsword, steel shield, 6 gp, 2 sp

One major change in the Player Core and thus the Pathfinder Roleplaying Game, Second Edition Remaster is the replacement of Alignment, an aspect of game design which has been with us from the start of the hobby, with Edicts and Anathema. Edicts suggest acts and behaviour driven by a personal code or philosophy, whilst Anathema are acts and behaviour which run counter to that personal code or philosophy. The various Ancestries suggest commonly held Edicts and Anathema amongst that particular species, whilst certain Classes more or less mandate them. The most notable of those are the Cleric Class, which will have Edicts and Anathema according to the deity worshipped by the Cleric. Violating the Edicts and Anathema can lead the Cleric to lose some Class abilities. The Player Core includes details of the gods commonly worshipped on Golarion, the setting for the Pathfinder Roleplaying Game. Of course, a Player Character need not be a Cleric to worship any of these gods.

This change from Alignment to Edicts and Anathema has a profound effect upon the player of the Pathfinder Roleplaying Game. No longer is the world around the Player Character sharply categorised according to a moral compass. Nor is there any need for the Player Character to adhere to its diktats. The player and his character is freed to make choices according to the latter’s Edicts and Anathema, which can be those shared with an Ancestry, a deity, nation, or other organisation, or they can be more individual than that. It also means that the morality of the play or the roleplayed actions of the Player Character come out through play rather than necessarily being rigidly defined. Also gone are spells like Detect Evil since they are based on Alignment, whilst Protection from Evil is simply changed to Protect which provides a bonus to Armour Class and Saving Throws.

In addition to the mechanical aspects, the Heritages and Feats for the Ancestries, the Features, Skills, and Feats for the Classes, every Ancestry and Class is accompanied with suggestions as why a player might choose it and what they might do in play. Each Ancestry also covers physical descriptions and typical society and beliefs, whilst a Class also suggests what a Player Character might during combat and social encounters, when exploring, and during downtime. It offers some possible motivations and broad ideas about what others might think of the Class. Every Class description includes some sample concepts too, which suggests Attributes, Skills, beginning Feat, and higher-Level Feats to take to recreate the concept. There are notes too on creating Multiclass Player Characters, to create archetypes, though this is a more complex option.

In terms of progression, every Class goes up to Twentieth Level—and at every Level, a Player Character will receive something. The Ancestry will provide Ancestry Feats, whilst the Class will provide its own Feats, plus options to choose Skill Feats and General Feats. Plus, Attribute Boosts as well. Since a Player Character gains a new Level every thousand Experience Points, progression is consistent between the Classes and every player will feel like he and his character is being rewarded at regular intervals. The range of Feats available across all of the categories gives a player a wealth of choice and options when designing the type of character he wants to play.
The four spell-casting Classes in the Player Core are the Bard, Cleric, Druid, Witch, and Wizard. All have access to a range of cantrips and spell defined by magical tradition. This is another change like that of Alignment. Instead of Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, and Necromancy, what the Pathfinder Roleplaying Game, Second Edition Remaster has is four magical traditions. These are Arcane, Divine, Occult, and Primal. The Bard can also infuse his performances to create Compositions and will be inspired by a Muse such as Enigma or Maestro; the Cleric gains extra spells from his Divine Font that can either harm or heal, as well as those from his deity; the Druid belongs to a Druidic Order such as Animal, Leaf, or Storm which grants further spells; Witches are granted hexes and taught lessons by a patron such as ‘Faith’s Flamekeeper’ or ‘Silence in Snow’; and Wizards study a thesis, such as ‘Improved Familiar Attunement’ or ‘Staff Nexus’ which changes the way in which they cast spells and attend an arcane school which grants further spells. In addition, some spellcasters, like the Witch and the Wizard, have a familiar through which they can cast their spells. Any Player Character can have an animal companion if they have the right feat, and whether the animal is a companion or familiar, it will grow and improve as the Player Character gains experience and Levels.

Name: Thulee
Ancestry: Goblin
Heritage: Unbreakable Goblin
Background: Cultist
Languages: Common, Draconic, Dwarvish, Kholo, Goblin, Orcish
Class: Witch
Class DC: Witch (Trained) 17 Spell DC: Witch (Trained) +7
ATTRIBUTES
Strength +0 Dexterity +4 Constitution +0 Intelligence +4 Wisdom -1 Charisma +2
Hit Points: 16
Hero Point: 1
Armour Class: 16
Melee Strike: +0 Ranged Strike: +5 Spell Attack (Trained): +7
Saving Throws: Fortitude (Trained) +3, Reflex (Trained) +7, Will (Expert) +4
Attacks: Simple Weapons (Trained) +3, Unarmed Attacks (Trained) +3
Defences: All Armour (Untrained) +0, Unarmoured Defence (Trained) +3
Class Features: Patron (Spinner of Threads), Witch Spellcasting
Class Feats: Cauldron
Ancestry Feats: Goblin Song
General Feats: Pet (Familiar) – Badger
Skill Feats: Schooled in Secrets
Skills: Arcana (Trained) +7, Craft (Trained) +7, Deception (Trained) +5, Lore (Spinner of Threads) (Trained) +7, Medicine (Trained) +7, Occultism (Trained) +7, Perception (Trained) +2, Performance (Trained) +5, Stealth (Trained) +7, Thievery (Trained) +7Lessons: Lesson of Fate’s Vicissitudes, Familiar of Balanced LuckSPELLS
Cantrips: Daze, Detect Magic, Know the Way, Shield, Telekinetic Hand
First Level: Grim Tendrils, Summon Undead
Equipment: Explorer’s clothing, staff, sickle, sling and 20 bullets, staff, adventurer’s backpack, cookware, healer’s toolkit, 7 gp, 1 sp, 8 cp

The Player Core includes an introduction to Golarion and the Inner Sea, the default setting for the Pathfinder Roleplaying Game, describing the various regions and their themes, and possible ideas for example characters. There is a list too of the various deities worshipped on Golarion. Besides a description, each god write-up includes areas of concern, Edicts and Anathema, and associated divine attribute. For the devotee, it gives spells for the Cleric, its Divine Font, skill, domains, and even a divine weapon. Together, this provides background details for the Player Character who wants a faith to follow and fundamental aspects of a Cleric’s worship. There are not just gods listed, but faiths and philosophies too, such as Atheism and the Green Faith. The latter two are in keeping with the Pathfinder Roleplaying Game giving a player more choice, and avoiding the diktats of Alignment.

Much of the Player Core is devoted to the numerous feats and spells within pages, so it is almost four hundred pages into the book when it looks at how to play the Pathfinder Roleplaying Game and its core mechanics. There is some guidance on the Pathfinder baseline in terms of content and tone, more detail being provided in the GM Core, but the focus here is on the core rules. It covers the three modes of play—Exploration, Encounter, and Downtime, rolling checks, attacks, damage, spellcasting, and so on. Checks are made against a Difficulty Class, the roll modified by the Attribute modifier, Proficiency bonus from skills, and circumstance modifiers. If the result is ten more than the Difficulty Class, it counts as a critical success, whilst if it is ten less than the Difficulty Class, it is a critical failure. A roll of natural twenty counts as a critical success, whilst a roll of one is a critical failure. Attacks, of course, are rolled against a target’s Armour Class, and that includes spell attack rolls. Damage and its effects work as you would expect, although Hit Points cannot be reduced below zero. If they reduced to zero, the Player Character will be dying if the damage is lethal or knocked out if the damage is nonlethal. If his character is dying, his player must make Recovery Checks, each failure increasing the character’s Dying Value, which if it reaches a value of four, the character dies.
The actual play of the Pathfinder Roleplaying Game includes two notable additions. The first is Actions. Each round, a Player Character has three Actions. Activities can either take one, two, or three Actions. (The number is indicated by an icon in the rules, so initially it is not obvious.) The basic activities are One-Action, such as Leap, Raise a Shield, Sense Motive, Stride, and Strike. Notable of these is the Raise a Shield Action, which when taken means that a Player Character raises his shield to protect himself against a possible attack against him. The default position is thus: a shield is carried, but not raised, the protection it provides is not automatic and the player has to choose to raise it. The three Actions per round gives some flexibility to what a Player Character does over the course of a round. So, a Fighter might use the Stride Action to move to attack the enemy, attack with the Strike Action, and then do the Raise a Shield Action to provide himself with further protection. Or, a Cleric might cast his Bane spell, which takes two Actions and then do the Raise a Shield Action or the Take Cover Action. The rest of the Player Core covers movement, area effects, conditions, and more.

Physically, the Player Core is a thick heavy book. But it designed for use. It eases the new player in and there is an indication where the reader is in the book on each righthand page, whilst at the back the glossary and index are combined, which is very helpful. The book is also a good-looking affair. The layout is clean and tidy, and the artwork is excellent.

Of course, the Pathfinder Roleplaying Game, Second Edition Remaster offers play that is like Dungeon & Dragons—after all, that is what it is derived from, but that play is different and, in many places, more nuanced. These include the three Action economy of the combat round, the Edicts and Anathema, and so on. Their combined effect is to give a player more choice in game and support that choice mechanically, beginning with the range of Ancestries and Classes that just that bit different and then in the long term, reward the character and his player at every Level. The Player Core is a everything that a player needs to get started with the Pathfinder Roleplaying Game, Second Edition Remaster and makes that getting started, accessible and easy.

Dracula, The Hunters' Journals: 28 September; Seward's Diary

The Other Side -

Dr. Seward reflects on Van Helsing's ideas.

Dracula - The Hunters' Journals


Dr. Seward’s Diary.

28 September.—It is wonderful what a good night’s sleep will do for one. Yesterday I was almost willing to accept Van Helsing’s monstrous ideas; but now they seem to start out lurid before me as outrages on common sense. I have no doubt that he believes it all. I wonder if his mind can have become in any way unhinged. Surely there must be some rational explanation of all these mysterious things. Is it possible that the Professor can have done it himself? He is so abnormally clever that if he went off his head he would carry out his intent with regard to some fixed idea in a wonderful way. I am loath to think it, and indeed it would be almost as great a marvel as the other to find that Van Helsing was mad; but anyhow I shall watch him carefully. I may get some light on the mystery.

Notes: Moon Phase: Waxing Crescent

So Seward thinks Van Helsing is crazy. That is a reasonable assumption, really.

By the way. Today was the day Lucy and Arthur were to be married. 

The Other OSR: Book of Beasts

Reviews from R'lyeh -

With Forbidden Lands – Book of Beasts, the name of creatures and threats with which to menace the Player Characters doubles! Published by Free League Publishing, Forbidden Lands – Book of Beasts provides twenty-eight descriptions of monsters fierce and fearsome adding to the twenty-three given in the core rulebook for the ‘Retro Open-World Survival Fantasy RPG’, Forbidden Lands – Raiders & Rogues in a Cursed World. Every entry comes with a short piece of colour fiction, full stats and abilities, and a table of Monster Attacks. That though is not all. For there is also a table for the player to roll his character’s Lore skill and so determine what Insights he might have into the creature. Then there is not one but two random encounters, each with some flavoursome description and an indication of the terrain types where the monster might be found. Lastly, there is a description of the ‘Resources’ that might be harvested from a monster if the Player Characters manage to kill one. Last, but least, there is a superb illustration. Beautiful, rich, and detailed, every image of a creature in Forbidden Lands – Book of Beasts is captivating. Any time that the Game Master shows one of these to her players, she really is going to amaze them.
So the Mummy is depicted as a dried husk of a warrior, grinning as it holds a victim by the throat in one hand, whilst readying a sword in the other. It is described as being in life a great lord who lusted after power, a lust that was not dimmed by the cold death of the crypt. In its unlife, it reigns over the steel and gold it was buried with and now jealously guards. Its body is hollowed out and empty and it hungers for the salts and juices that flow through the bodies of the living, having become a predatory cannibal in death. Some of this will be revealed in a Lore roll, but there is more that the Player Characters can learn. One of the random encounters is just a simple tomb description, whilst the other is a bit more exciting—a Mummy’s tomb that is already open and would have been plundered by some graverobbers were it not for the fact that they are being attacked by a Mummy and its servants!

In terms of stats, the Mummy is incredibly strong, but otherwise slow. It is unnaturally drawn to human entrails, but bound to its tombs. Its attacks include ‘Lordly Strike!’, which inflicts such a heavy blow that the defender is knocked prone, whilst with ‘Heart Constriction’, the Mummy makes a crushing genre with his fingers at an opponent who suffers a sudden and terrible pain in his chest and is potentially overcome with mortal terror! This is of course, in addition to the other four attacks listed for the Mummy, whilst the last entry in the monster description suggests the only Resource that can be harvested from a Mummy is the powder ground from its bones that when swallowed grants a bonus to the imbiber’s Strength.

So every monster and every creature in Forbidden Lands – Book of Beasts is given this treatment to great effect. The entries are all easy to read and easy to use, and include things such as a Dread Raptor, Giant Spider—which has descriptions of hatchlings, adults, and elders, the Iron Dragon, the Nature Spirit, Rat King, Twisted Ent, and more. There are some great monsters here and they provide the Game Master with some fantastic new options in terms of presenting challengers to her players. However, that is not all that there is in the pages of Forbidden Lands – Book of Beasts, although they do take up nearly two thirds of the book.

The content beyond the monsters in Forbidden Lands – Book of Beasts begins with a random encounter table for the thirty-six encounters that follow. All of these again, have a single paragraph of colour fiction, suitable to read out to the players, and typically a half page of detail, though some have more. Stats are included where necessary, but there is always a list of the terrain where the encounter can take place. They range from finding a man locked in a hanging iron cage pleading to be let free and coming across an old battlefield that could be salvaged to going to the aid of a legendary brewer and being employed to track down the bandits that attacked him and having to placate the spirit of an orc lord after sitting on his somewhat bedraggled stone throne. Some are as simple as coming across a piece of statuary and the opportunity to learn some lore about the history of the region, whilst others are more complex like discovering a length of a Dwarven wall and with the aid of an expert on its history finding a way to the tomb of an ancient chieftain. Not all of them are quite ready to run though, so there are several which require more development than others, such as the meaning behind a coded message that is found on a dead pigeon. This is though, a good selection of encounters and scenario hooks.

Oddly, Forbidden Lands – Book of Beasts has its own section of ‘Game Master Tools’ as if none of the previous content was for the Game Master and this section is for her eyes only. Of course, the whole book is for the Game Master. The section contains a list of traps, from nets, poison darts, and crusting boulders to domination, magical traps, and teleportation, which can be rolled for or selected, whilst ‘Books, Ballads, and Grimoires’ expands upon the ‘Carried Valuable Finds’ and ‘Carried Precious Finds’ from the Game-master’s Guide. These can all be studied and in return, a Player Character can gain a bonus, which can be a Talent or a skill increase. For example, ‘Easy Little Dwarfling’, a lullaby by Yendra grants the Lightning Fast Talent, whilst ‘Sweet, Courage, and Leverage’ by Nilia Trollvälte is a manual that increases the Might of anyone who studies it. Between the various categories, there are over seventy entries here and even just having the names of either the manuals and ballads, and their authors, adds to the immersive nature of the Forbidden Lands setting. A similar set of tables adds new artefacts to the roleplaying game, though they lack the description and detail given to those in the core rules.

‘Journeys’ adds further tables, but this time for nature of different locations or terrain types, ranging from plains, forests, and dark forests to quagmires, marshlands, and ruins, and then it does the same for camps, plus there is trio of quick and dirty weather tables. In general, the ‘Journeys’ only adds a little extra detail and the tables are limited in their number of entries. Strongholds form a major part of play in Forbidden Lands – Raiders & Rogues in a Cursed World, whether that is the Player Characters needing to investigate one, either to take and hold it as a base of operations or explore and scavenge its contents, or as a base of operations, work to make the surrounding area safer. ‘Rules for Strongholds’ adds to the rules found in the Player’s Handbook with a short table of events and a long table of potential servants, their personalities, and secrets. The table of events could have been much, much longer, whereas in a campaign, the Game Master will get much more out of the table of servants.

‘Potions & Poisons’ opens up a new aspect of play, especially for the Player Character with the Herbalist Talent. It allows a Player Character with this Talent to forage for herbs and with the addition of the new Alchemist Talent, him to brew and concoct various potions, tinctures, and more. There are rules here for a new function that can be added to the Player Characters’ stronghold, a Laboratory, which adds a bonus to brewing potions and poisons. In addition to the list of various alchemical potions, there is a list of poisons too, which is useful for the Poisoner Talent. There is a new rule what happens if too many potions are consumed in too short a time.

Lastly, Forbidden Lands – Book of Beasts includes ‘Solo Rules’. This addition to various roleplaying games has become popular since the advent of COVID-19 and the extended periods of lockdown, enabling players to play face-to-face gaming at the table proved impossible. The rules here give the player, which of course, can be the Game Master, the means to explore the Forbidden Lands alone. The Player Character needs to be a little more powerful than a standard Player Character, and suggests that Lucky be taken as an extra General Talent. There are rules here for including a companion character, potentially a replacement Player Characters, and tables for the creating encounters and providing answers that the Player Character might have about the world around him. An ordinary deck of playing cards is required to generate the answers from what the rules call ‘Oracles’, covering simple ‘Yes/No’ questions, ‘Helpful/Hazardous’ situations, and more. As with other solo rules, the ones presented here make play more procedural than standard play and of course, they lack the capacity for roleplaying. Nevertheless, they are a useful option.

Physically, Forbidden Lands – Book of Beasts is a black and white book, but an absolutely fantastic-looking one. The artwork is exquisite. Otherwise, the book is very well written and easy to read.

Forbidden Lands – Book of Beasts is great addition to Forbidden Lands – Raiders & Rogues in a Cursed World and so much more than a simple bestiary. In fact, as a bestiary, it is not even simple. The monsters and creatures described are things out of nightmare and folklore, memorably menacing and dangerous. There is more to them than just encountering a gaggle of Goblins as in other roleplaying games, aided by the uncertainty of their different and random attacks, their lore, and of course, the encounter descriptions which accompany each entry. Then, there is the rest of the content in Forbidden Lands – Book of Beasts—encounters, traps, alchemy and potions, and quite a lot more. Forbidden Lands – Book of Beasts is not just a great bestiary for Forbidden Lands – Raiders & Rogues in a Cursed World, but a good companion to its rules as well.

The Little Book of Death

Reviews from R'lyeh -

Escape the Dark Castle: The Game of Atmospheric Adventure is about survival. About making a break from the deep dank dungeon cell you have been thrown into and working your way through the rooms and corridors of the dark castle until you can get to the main gate and escape. Of course, in between there is lots of uncertainty and plenty of death—the latter your own included, and that is all before you encounter the big Boss who will definitely try to kill you and prevent your escape. Published by Themeborne Ltd., inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books, Escape the Dark Castle offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Castle: Adventure Pack 1 – Cult of the Death Knight, Adventure Pack 2 – Scourge of the Undead Queen, and Adventure Pack 3 – Blight of the Plague Lord. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Castle is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Castle, nor any of its expansions could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is The Death Book. This is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the vents in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Dark One’ reads as follows:

“Your pitiful trinkets are no match for my dark magic!”

As YOU enter the Dark One’s presence, any items YOU are carrying vaporise (other players keep theirs). Discard them now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Castle, he picks up The Death Book and after finding the entry for ‘The Dark One’, he reads aloud the following:

The Dark One

From the strange, clawed fingertips of The Dark One a terrible torrent of dark magic pours, crackling through the air and striking you down. The unrelenting stream intensifies, coiling around you and holding you in place like spectral chains. You roll and twist on the chamber floor, wracked with agony, foaming at the mouth. With a single motion of it staff, The Dark One sends you hurtling through the air. Your body slams into each of fellow prisoners, the impact knocking them from consciousness one by one. By an upward motion of the staff, you are now sent soaring high into the air, only to be released as The Dark One turns his back and glides out of the chamber. As quickly as rose you tumble helplessly downward, slamming to the cold stones and exploding in a shower of gore.

Your adventure ends here.

Physically, The Death Book is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, The Death Book fits easily into Escape the Dark Castle: The Collector’s Box Set.

The Death Book is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Castle is an enjoyable game, but character deaths can feel little, “Is that it?”. With The Death Book, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Castle to a nasty and unfortunate, but fitting end.

Dracula, The Hunters' Journals: 27 September; Seward's Diary and Van Helsing's letter

The Other Side -

Van Helsing and Seward make another terrible discovery, Van Helsing goes it alone.

Dracula - The Hunters' Journals


27 September.—It was two o’clock before we found a suitable opportunity for our attempt. The funeral held at noon was all completed, and the last stragglers of the mourners had taken themselves lazily away, when, looking carefully from behind a clump of alder-trees, we saw the sexton lock the gate after him. We knew then that we were safe till morning did we desire it; but the Professor told me that we should not want more than an hour at most. Again I felt that horrid sense of the reality of things, in which any effort of imagination seemed out of place; and I realised distinctly the perils of the law which we were incurring in our unhallowed work. Besides, I felt it was all so useless. Outrageous as it was to open a leaden coffin, to see if a woman dead nearly a week were really dead, it now seemed the height of folly to open the tomb again, when we knew, from the evidence of our own eyesight, that the coffin was empty. I shrugged my shoulders, however, and rested silent, for Van Helsing had a way of going on his own road, no matter who remonstrated. He took the key, opened the vault, and again courteously motioned me to precede. The place was not so gruesome as last night, but oh, how unutterably mean-looking when the sunshine streamed in. Van Helsing walked over to Lucy’s coffin, and I followed. He bent over and again forced back the leaden flange; and then a shock of surprise and dismay shot through me.

There lay Lucy, seemingly just as we had seen her the night before her funeral. She was, if possible, more radiantly beautiful than ever; and I could not believe that she was dead. The lips were red, nay redder than before; and on the cheeks was a delicate bloom.

“Is this a juggle?” I said to him.

“Are you convinced now?” said the Professor in response, and as he spoke he put over his hand, and in a way that made me shudder, pulled back the dead lips and showed the white teeth.

“See,” he went on, “see, they are even sharper than before. With this and this”—and he touched one of the canine teeth and that below it—“the little children can be bitten. Are you of belief now, friend John?” Once more, argumentative hostility woke within me. I could not accept such an overwhelming idea as he suggested; so, with an attempt to argue of which I was even at the moment ashamed, I said:—

“She may have been placed here since last night.”

“Indeed? That is so, and by whom?”

“I do not know. Some one has done it.”

“And yet she has been dead one week. Most peoples in that time would not look so.” I had no answer for this, so was silent. Van Helsing did not seem to notice my silence; at any rate, he showed neither chagrin nor triumph. He was looking intently at the face of the dead woman, raising the eyelids and looking at the eyes, and once more opening the lips and examining the teeth. Then he turned to me and said:—

“Here, there is one thing which is different from all recorded; here is some dual life that is not as the common. She was bitten by the vampire when she was in a trance, sleep-walking—oh, you start; you do not know that, friend John, but you shall know it all later—and in trance could he best come to take more blood. In trance she died, and in trance she is Un-Dead, too. So it is that she differ from all other. Usually when the Un-Dead sleep at home”—as he spoke he made a comprehensive sweep of his arm to designate what to a vampire was “home”—“their face show what they are, but this so sweet that was when she not Un-Dead she go back to the nothings of the common dead. There is no malign there, see, and so it make hard that I must kill her in her sleep.” This turned my blood cold, and it began to dawn upon me that I was accepting Van Helsing’s theories; but if she were really dead, what was there of terror in the idea of killing her? He looked up at me, and evidently saw the change in my face, for he said almost joyously:—

“Ah, you believe now?”

I answered: “Do not press me too hard all at once. I am willing to accept. How will you do this bloody work?”

“I shall cut off her head and fill her mouth with garlic, and I shall drive a stake through her body.” It made me shudder to think of so mutilating the body of the woman whom I had loved. And yet the feeling was not so strong as I had expected. I was, in fact, beginning to shudder at the presence of this being, this Un-Dead, as Van Helsing called it, and to loathe it. Is it possible that love is all subjective, or all objective?

I waited a considerable time for Van Helsing to begin, but he stood as if wrapped in thought. Presently he closed the catch of his bag with a snap, and said:—

“I have been thinking, and have made up my mind as to what is best. If I did simply follow my inclining I would do now, at this moment, what is to be done; but there are other things to follow, and things that are thousand times more difficult in that them we do not know. This is simple. She have yet no life taken, though that is of time; and to act now would be to take danger from her for ever. But then we may have to want Arthur, and how shall we tell him of this? If you, who saw the wounds on Lucy’s throat, and saw the wounds so similar on the child’s at the hospital; if you, who saw the coffin empty last night and full to-day with a woman who have not change only to be more rose and more beautiful in a whole week, after she die—if you know of this and know of the white figure last night that brought the child to the churchyard, and yet of your own senses you did not believe, how, then, can I expect Arthur, who know none of those things, to believe? He doubted me when I took him from her kiss when she was dying. I know he has forgiven me because in some mistaken idea I have done things that prevent him say good-bye as he ought; and he may think that in some more mistaken idea this woman was buried alive; and that in most mistake of all we have killed her. He will then argue back that it is we, mistaken ones, that have killed her by our ideas; and so he will be much unhappy always. Yet he never can be sure; and that is the worst of all. And he will sometimes think that she he loved was buried alive, and that will paint his dreams with horrors of what she must have suffered; and again, he will think that we may be right, and that his so beloved was, after all, an Un-Dead. No! I told him once, and since then I learn much. Now, since I know it is all true, a hundred thousand times more do I know that he must pass through the bitter waters to reach the sweet. He, poor fellow, must have one hour that will make the very face of heaven grow black to him; then we can act for good all round and send him peace. My mind is made up. Let us go. You return home for to-night to your asylum, and see that all be well. As for me, I shall spend the night here in this churchyard in my own way. To-morrow night you will come to me to the Berkeley Hotel at ten of the clock. I shall send for Arthur to come too, and also that so fine young man of America that gave his blood. Later we shall all have work to do. I come with you so far as Piccadilly and there dine, for I must be back here before the sun set.”

So we locked the tomb and came away, and got over the wall of the churchyard, which was not much of a task, and drove back to Piccadilly.

Note left by Van Helsing in his portmanteau, Berkeley Hotel directed to John Seward, M. D.

(Not delivered.)

27 September.

“Friend John,—

“I write this in case anything should happen. I go alone to watch in that churchyard. It pleases me that the Un-Dead, Miss Lucy, shall not leave to-night, that so on the morrow night she may be more eager. Therefore I shall fix some things she like not—garlic and a crucifix—and so seal up the door of the tomb. She is young as Un-Dead, and will heed. Moreover, these are only to prevent her coming out; they may not prevail on her wanting to get in; for then the Un-Dead is desperate, and must find the line of least resistance, whatsoever it may be. I shall be at hand all the night from sunset till after the sunrise, and if there be aught that may be learned I shall learn it. For Miss Lucy or from her, I have no fear; but that other to whom is there that she is Un-Dead, he have now the power to seek her tomb and find shelter. He is cunning, as I know from Mr. Jonathan and from the way that all along he have fooled us when he played with us for Miss Lucy’s life, and we lost; and in many ways the Un-Dead are strong. He have always the strength in his hand of twenty men; even we four who gave our strength to Miss Lucy it also is all to him. Besides, he can summon his wolf and I know not what. So if it be that he come thither on this night he shall find me; but none other shall—until it be too late. But it may be that he will not attempt the place. There is no reason why he should; his hunting ground is more full of game than the churchyard where the Un-Dead woman sleep, and the one old man watch.

“Therefore I write this in case.... Take the papers that are with this, the diaries of Harker and the rest, and read them, and then find this great Un-Dead, and cut off his head and burn his heart or drive a stake through it, so that the world may rest from him.

“If it be so, farewell.

“Van Helsing.”


Notes: Moon Phase: Waxing Crescent

Van Helsing seems to imply here that Lucy is not really to blame for all she did before she died and now that she is just doing Dracula's bidding. Thus, the use of "trance."  The movies, particularly the 1979 and 1992 movies, show "Lucy" as a more active participant in her transformation and later crimes.

This build-up is important so we can really see the threat that Dracula is. 

Friday Fantasy: The Emerald Enchanter

Reviews from R'lyeh -

The green-skinned wizard known as the Emerald Enchanter has been a presence in the region for as long as anyone can remember. In recent times a number of inhabitants from nearby villages have gone missing and the clues point to him being responsible. It is feared that the Emerald Enchanter will use them as subjects in the experiments he is said to conduct. Hopefully, someone will be brave enough to make a rescue attempt. Thus, a number of brave adventurers have assembled outside the gates to his citadel, which sits atop a windy cliff, a foreboding presence over the whole of the region. This is as much set-up as there is for Dungeon Crawl Classics #69: The Emerald Enchanter, the third scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed for a group of eight to ten Second Level Player Characters, it is an important scenario for three reasons. One is that it is written by the publisher, Joseph Goodman, the second is that it is the third scenario to be written for the Dungeon Crawl Classics Roleplaying Game and the second to be written for Player Characters who are not Zero level, and the third is that it is the first scenario for Second Level Player Characters.

Dungeon Crawl Classics #69: The Emerald Enchanter is as grim and weird and as challenging as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The scenario feels in part inspired by B1 In Search of the Unknown and ‘The Halls of Tizun Thane’ from White Dwarf Issue No. 18 reprinted in The Best of White Dwarf Scenarios) as well as Mary Shelley’s Frankenstein; or, The Modern Prometheus in that it involves the home of a wizard—though not a dead one—and the creation of new constructs. The latter are not composed of the flesh of the dead, but of blocks of emerald, green gemstone. The Player Characters will quickly discover that there are two types, one rough as if an unfinished sculpture, the other exquisitely detailed it had been a living person transformed into a block of moving emerald, green gemstone. Which of course, is what it is, and what some poor victim has been transformed into after having dunked into the Transmogrification Vats in the Emerald Enchanter’s workshop. Pairs, consisting of one unfinished and one finished, can be found throughout the manse of the Emerald Enchanter. Worse, the Player Characters will discover that upon killing a finished one, it reverts back to the person they were before the Emerald Enchanter experimented upon them. Sadly, they still die, but if they can revert back, does this mean that a way can be found to reverse the process and keep them alive?
The scenario beings with the Player Characters outside the doors to the Emerald Enchanter’s citadel faced with the first of the various pairs of emerald constructs. Once inside, the path from the front door to the Emerald Enchanter’s laboratory and the final confrontation with his evil ways is quite straightforward and linear. There are some entertaining encounters on the way, such as the ‘Hall of Mosaics’ and the ‘Hall of Anguish’. The first is with a Tile Golem, which pulls itself off mosaics on the walls and can draw more tiles from the wall to heal itself, blast the Player Characters with a stream of tile shards, and even create tile beasts that can harass the party! The second is of grey rock into which the Emerald Enchanter has imprisoned his enemies as ebon spirits. Now they haunt the hall, able to reach out from the walls, floor, and ceiling to attack the Player Characters. The encounter description references the fate of Han Solo in The Empire Strikes Back as to how they look, but of course, they are much, much more menacing! There is even an initial encounter with the Emerald Enchanter who comes to check on the intruders, weirdly appearing up through an emerald gemstone table. This is only a fleeting encounter, though it does offer a way to circumvent the whole of the rest of the adventure and cut straight to the final confrontation—if the Player Characters are adventurous enough to take it. If they do not, though, they are stalked by a number of bewinged, flying emerald skulls that appear and disappear out of the walls.

Before the Player Characters get to the confrontation with the Emerald Enchanter in his laboratory—fantastically illustrated with a player handout on the inside front cover—there is an encounter with the source of his power. This is a demon, long held captive in a pentagram. This is primarily a roleplaying encounter, one that can grant the Player Characters a major bonus, but oddly what it does not do, is actually help them in defeating the Emerald Enchanter. In fact, nothing does except their abilities, spells, and luck. Narratively, this is underwhelming, especially if, as given in an earlier encounter, the Player Characters could have leaped straight into the final encounter with little in way of penalties. There are elements which can be discovered to help solve aspects of the scenario, but none them of help the Player Characters defeat the Emerald Enchanter and none of them are time sensitive. The confrontation though, is fun and full of action. Roiling vats of boiling green liquid, flying emerald skulls that fire beams of deadly energy from their eyes, an automatic pulley system ferrying cages with villagers screaming in terror on their way to immersion in the nearest vat, and the Emerald Enchanter himself! If the Player Characters can defeat the Emerald Enchanter, they will be praised for their courage, and if they manage to save the villagers, they will be feted as true heroes! For the Elf or Wizard there is some decent loot too.
The scenario does have some requirements. One is the large number of players which may be difficult for some groups to get together. Alternative options are either to have a number of replacements in the event of Player Character death or increase the Player Characters from Second to Third Level. Neither are quite satisfactory. The other requirement is perhaps more important and that is the need for a spellcaster, whether a Wizard or an Elf. Since the adventure takes place in a wizard’s manse, there are numerous encounters in which items or parts of the encounter are activated by spell checks. Whilst it is possible for non-spellcasting Player Characters to attempt such checks, the probability of their succeeding each time is so low that in combination with high number that occur in the adventure means that the without an actual spellcaster, the play of the scenario is going to be much slower than the author intended.
Dungeon Crawl Classics #69: The Emerald Enchanter also includes a second scenario—‘The Emerald Enchanter Strikes Back’. This a sequel, also written for eight to ten Player Characters of Second Level, in which it revealed that they failed to kill the Emerald Enchanter, and now he roams area, enraged and bent on revenge. Only he is not on foot, but now in command of the Emerald Titan, a towering arcane colossus, in which strides the land, targeting the surrounding towns and villages in his revenge. This is a much more open scenario, primarily a mini-wilderness adventure—although the Judge might want to consult Dungeon Crawl Classics #66.5: Doom of the Savage King about one of the locations—in which the Player Characters must track down the Emerald Titan (although how difficult is to hide a thirty-foot tall emerald green robot?), gain access and deal with the Emerald Enchanter once and for all. This is a fun addition which requires a little more careful handling by the Judge as it is a wilderness adventure and bit more open.
Also, as much fun as this adventure is, and as fun as some of the things that the Emerald Titan can do to dislodge or kill the Player Characters once they are inside it, like stepping into a river to fill its legs with water and drown them, poke at them between its armour plates with splintered trees, or even pushing a bee hive through a crack, the inside of the Emerald Titan is barely described, if at all, making it feel very sparse and not really helping to emphasise the odd nature of the Player Characters’ situation. ‘The Emerald Enchanter Strikes Back’ is a great addition to Dungeon Crawl Classics #69: The Emerald Enchanter, but it just needed that bit more fleshing out.
Physically, Dungeon Crawl Classics #69: The Emerald Enchanter is as solidly produced as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The maps are decent for both scenarios and the artwork is nicely done too.
Dungeon Crawl Classics #69: The Emerald Enchanter is a grim scenario that feels like a Hammer Horror scenario as much as it does a scenario for the Dungeon Crawl Classics Roleplaying Game. It is playable as is, but at the same time, the Judge is left wanting more information about the Emerald Enchanter and might want to give a temporary bonus that will weaken the Emerald Enchanter if the Player Characters defeat his source of power. Other than that, Dungeon Crawl Classics #69: The Emerald Enchanter is an  entertainingly engaging and grim scenario that should really challenge the Player Characters.

Magazine Madness 31: Senet Issue 11

Reviews from R'lyeh -

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

—oOo—
Senet
—named for the Ancient Egyptian board game, Senetis a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 11 was published in the summerof 2023. It opens with the editorial noting the death of Klaus Teuber, the designer of one of the world’s most successful board games, Settlers of Catan, and that he had hoped to interview him in the future. Of course, that is not to be, but perhaps a tribute may appear in a future issue? After that, the issue gets down to business with ‘Behold’. This is the regular preview of some of the then-forthcoming board game titles. As ever, there are some interesting titles previewed here, including Crumbs!, a mini-card game about making sandwiches and Empire’s End, a board game in which the players’ empires are beset by plagues, floods, barbarian hordes, and more. Players bid to win the least worst of the disasters, their empires suffering the effects, but also learning and growing hardier from the experience. This sounds like a fascinatingly different game from the usual treatment of empires in board games.

‘Points’, the regular column of readers’ letters, contains a mix of praise for the magazine and a discussion of gaming culture, including representation in the hobby and the appeal of co-operative games. Just four letters, so it does not seem enough. As with the previous issue, Senet Issue 10, there is scope here for expansion of this letters page to give space to more voices and readers of Senet. One way of doing that is perhaps to expand it when ‘For Love of the Game’ comes to end. This regular column continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth. In this entry in the series, he wanders off on a tangent about game designs which could have been, including one which appeared to the designer in a dream! Just how much this is useful to anyone interested in the design process is really up for debate.

Definitely more interesting is ‘Bez in Show’ by Alexandra Sonechkina. This is the first of the two interviews in the issue and with the designer and publisher Bez Shahriari, best known for the games Yogi and the ELL deck. This gives a little of her history and goes into more detail about her design process. The process for each designer differs, more obvious perhaps if you have read the interviews with other designers in previous issues and so can compare, but as an independent designer, hers differs perhaps more than most, focusing as it does on titles and subjects that are not necessarily as commercial, but still interesting and playable. Senet always includes two interviews, one with with a designer and one with an artist. Dan Jolin’s interview with the artist in this issue is with Adrian Smith. He has created art for publishers such as CMON and Games Workshop, specialising in Science Fiction and Horror. ‘Gods and Monsters’ showcases Smith’s artwork for Zombicide, Cthulhu: Death May Die, Rising Sun, and many more. Each piece is accompanied by a commentary from the artist to enjoyable effect.

In addition to the interview with an artist and a designer, each issue of Senet also includes one article examining a theme and a mechanic. Senet Issue 11 is no exception. ‘Sowing the Seeds’ is both an examination of a mechanic and an exploration of the proliferation and spread of a particular. The mechanic is ‘count and capture’ or ‘sow and harvest’ in which a player picks up seeds from one of his pits and sows them one at a time in the adjacent pits, aiming for certain objectives. The objectives will vary according to the different game variations, but they are all based upon Mancala. This is said to have originated in either Africa or Southeast Asia, but has subsequently spread around the world via various trade routes. It is perhaps one of the oldest of games and one of the oldest mechanics, but has been revisited by designers in more recent years. Most well known is Five Tribes, in which players manipulate the placement of the members of five different Arabian tribes and Trajan, an area control and set collection game set in Rome which uses a rondel (a mechanic previously examined in Senet Issue 5). More recent designs have used the mechanic for gunslinging duels as in A Fistful of Meeples and even improving links to attract supplicants to English abbeys in Pilgrim. This is a fascinating article which puts Mancala under the spotlight and engagingly explores its more modern applications.

Equally as interesting is ‘Power Play’. Written by Matt Thrower, this is the theme article in the issue, which is politics. It begins with The Landlord Game, which has today been transmogrified into Monopoly and its many variants, before coming up to date with SHASN, an Indian design which explores ideology in general elections and even Brexit: The Board Game of Second Chances, which examines the absurdities of that vote. In between, looks at political games with focuses big and small, the latter including games around the Suffragette movement, including the more recent Votes for Women, whilst the former includes Twilight Struggle, a game which covers the whole of the Cold War. Parodies and polemics are also covered, such as the less than serious Kremlin and the more then serious designs from Brenda Romero, such as Train, though it is as much an art piece and thought exercise rather than actual game. Both ‘Power Play’ and ‘Sowing the Seeds’ explore fascinating aspects of the gaming hobby, but in both cases do feel as if there is much more to be said about both. Especially political games. One sub-genre of the political game is only touched upon briefly here with 1960: The Making of the President and that is games about the U.S. election. The repetitive nature of the American election cycle means that designers often return to the subject. Not necessarily every election, but certainly often enough to warrant a whole article of its own.

‘Unboxed’, Senet’s reviews section covers a wide range of games. This incudes Verdant, a drafting and placement game about houseplants; Till The Last Gasp, a two-player skirmish game which involves elements of roleplaying; and even a reissue with Cranium 25th Anniversary Edition. ‘Senet’s top choice’ is Frosthaven, a sequel to Gloomhaven, which offers even more game play. Of course, Senet cannot cover every board game being released, but this is a good selection.

As is traditional, Senet Issue 11 comes to a close with the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘Confessions of a bad board gamer’, James Lewis explains why it does not matter that he is not a good player when it comes to board games. What he means is that he is not a good player at winning games, rather than being a poor player in social terms. He even points out that games need losers as well as winners. At the same time, he makes clear that when not winning, he is actually learning about the game and how it can be won. All very obvious, but it is still an entertaining enough piece. Danielle Standring, takes Mechs vs Minions off her ‘Shelf of Shame’ and discovers that she enjoys it enough to want to play again, and so brings the issue to a close.

Physically, Senet Issue 11 is very professionally presented. However, it does need an edit in places, but otherwise looks and feels as good as previous issues of the magazine. Oddly, the cover with Lady Liberty rolling dice does suggest that issue include some roleplaying content, since the dice are polyhedral dice more associated with that hobby rather than board games. There is no roleplaying content in the issue though.

Senet Issue 11 is an enjoyable read, made all the better for two excellent articles. These are ‘Sowing the Seeds’ on the influence of Mancala and ‘Power Play’ on politics in games. The latter though, does feel as if it barely scratches the surface and could have been much, much longer. Together they are worth the price of picking up Senet Issue 11, whilst everything else in the issue is a bonus.

Dracula, The Hunters' Journals: 26 September; Jonathan Harker’s Journal and Dr. Seward’s Diary

The Other Side -

Two of our heroes pick up their journals again. Van Helsing and Seward make a disturbing discovery.

Dracula - The Hunters' Journals


Jonathan Harker’s Journal.

26 September.—I thought never to write in this diary again, but the time has come. When I got home last night Mina had supper ready, and when we had supped she told me of Van Helsing’s visit, and of her having given him the two diaries copied out, and of how anxious she has been about me. She showed me in the doctor’s letter that all I wrote down was true. It seems to have made a new man of me. It was the doubt as to the reality of the whole thing that knocked me over. I felt impotent, and in the dark, and distrustful. But, now that I know, I am not afraid, even of the Count. He has succeeded after all, then, in his design in getting to London, and it was he I saw. He has got younger, and how? Van Helsing is the man to unmask him and hunt him out, if he is anything like what Mina says. We sat late, and talked it all over. Mina is dressing, and I shall call at the hotel in a few minutes and bring him over....

He was, I think, surprised to see me. When I came into the room where he was, and introduced myself, he took me by the shoulder, and turned my face round to the light, and said, after a sharp scrutiny:—

“But Madam Mina told me you were ill, that you had had a shock.” It was so funny to hear my wife called “Madam Mina” by this kindly, strong-faced old man. I smiled, and said:—

“I was ill, I have had a shock; but you have cured me already.”

“And how?”

“By your letter to Mina last night. I was in doubt, and then everything took a hue of unreality, and I did not know what to trust, even the evidence of my own senses. Not knowing what to trust, I did not know what to do; and so had only to keep on working in what had hitherto been the groove of my life. The groove ceased to avail me, and I mistrusted myself. Doctor, you don’t know what it is to doubt everything, even yourself. No, you don’t; you couldn’t with eyebrows like yours.” He seemed pleased, and laughed as he said:—

“So! You are physiognomist. I learn more here with each hour. I am with so much pleasure coming to you to breakfast; and, oh, sir, you will pardon praise from an old man, but you are blessed in your wife.” I would listen to him go on praising Mina for a day, so I simply nodded and stood silent.

“She is one of God’s women, fashioned by His own hand to show us men and other women that there is a heaven where we can enter, and that its light can be here on earth. So true, so sweet, so noble, so little an egoist—and that, let me tell you, is much in this age, so sceptical and selfish. And you, sir—I have read all the letters to poor Miss Lucy, and some of them speak of you, so I know you since some days from the knowing of others; but I have seen your true self since last night. You will give me your hand, will you not? And let us be friends for all our lives.”

We shook hands, and he was so earnest and so kind that it made me quite choky.

“And now,” he said, “may I ask you for some more help? I have a great task to do, and at the beginning it is to know. You can help me here. Can you tell me what went before your going to Transylvania? Later on I may ask more help, and of a different kind; but at first this will do.”

“Look here, sir,” I said, “does what you have to do concern the Count?”

“It does,” he said solemnly.

“Then I am with you heart and soul. As you go by the 10:30 train, you will not have time to read them; but I shall get the bundle of papers. You can take them with you and read them in the train.”

After breakfast I saw him to the station. When we were parting he said:—

“Perhaps you will come to town if I send to you, and take Madam Mina too.”

“We shall both come when you will,” I said.

I had got him the morning papers and the London papers of the previous night, and while we were talking at the carriage window, waiting for the train to start, he was turning them over. His eyes suddenly seemed to catch something in one of them, “The Westminster Gazette”—I knew it by the colour—and he grew quite white. He read something intently, groaning to himself: “Mein Gott! Mein Gott! So soon! so soon!” I do not think he remembered me at the moment. Just then the whistle blew, and the train moved off. This recalled him to himself, and he leaned out of the window and waved his hand, calling out: “Love to Madam Mina; I shall write so soon as ever I can.”

Dr. Seward’s Diary.

26 September.—Truly there is no such thing as finality. Not a week since I said “Finis,” and yet here I am starting fresh again, or rather going on with the same record. Until this afternoon I had no cause to think of what is done. Renfield had become, to all intents, as sane as he ever was. He was already well ahead with his fly business; and he had just started in the spider line also; so he had not been of any trouble to me. I had a letter from Arthur, written on Sunday, and from it I gather that he is bearing up wonderfully well. Quincey Morris is with him, and that is much of a help, for he himself is a bubbling well of good spirits. Quincey wrote me a line too, and from him I hear that Arthur is beginning to recover something of his old buoyancy; so as to them all my mind is at rest. As for myself, I was settling down to my work with the enthusiasm which I used to have for it, so that I might fairly have said that the wound which poor Lucy left on me was becoming cicatrised. Everything is, however, now reopened; and what is to be the end God only knows. I have an idea that Van Helsing thinks he knows, too, but he will only let out enough at a time to whet curiosity. He went to Exeter yesterday, and stayed there all night. To-day he came back, and almost bounded into the room at about half-past five o’clock, and thrust last night’s “Westminster Gazette” into my hand.

“What do you think of that?” he asked as he stood back and folded his arms.

I looked over the paper, for I really did not know what he meant; but he took it from me and pointed out a paragraph about children being decoyed away at Hampstead. It did not convey much to me, until I reached a passage where it described small punctured wounds on their throats. An idea struck me, and I looked up. “Well?” he said.

“It is like poor Lucy’s.”

“And what do you make of it?”

“Simply that there is some cause in common. Whatever it was that injured her has injured them.” I did not quite understand his answer:—

“That is true indirectly, but not directly.”

“How do you mean, Professor?” I asked. I was a little inclined to take his seriousness lightly—for, after all, four days of rest and freedom from burning, harrowing anxiety does help to restore one’s spirits—but when I saw his face, it sobered me. Never, even in the midst of our despair about poor Lucy, had he looked more stern.

“Tell me!” I said. “I can hazard no opinion. I do not know what to think, and I have no data on which to found a conjecture.”

“Do you mean to tell me, friend John, that you have no suspicion as to what poor Lucy died of; not after all the hints given, not only by events, but by me?”

“Of nervous prostration following on great loss or waste of blood.”

“And how the blood lost or waste?” I shook my head. He stepped over and sat down beside me, and went on:—

“You are clever man, friend John; you reason well, and your wit is bold; but you are too prejudiced. You do not let your eyes see nor your ears hear, and that which is outside your daily life is not of account to you. Do you not think that there are things which you cannot understand, and yet which are; that some people see things that others cannot? But there are things old and new which must not be contemplate by men’s eyes, because they know—or think they know—some things which other men have told them. Ah, it is the fault of our science that it wants to explain all; and if it explain not, then it says there is nothing to explain. But yet we see around us every day the growth of new beliefs, which think themselves new; and which are yet but the old, which pretend to be young—like the fine ladies at the opera. I suppose now you do not believe in corporeal transference. No? Nor in materialisation. No? Nor in astral bodies. No? Nor in the reading of thought. No? Nor in hypnotism——”

“Yes,” I said. “Charcot has proved that pretty well.” He smiled as he went on: “Then you are satisfied as to it. Yes? And of course then you understand how it act, and can follow the mind of the great Charcot—alas that he is no more!—into the very soul of the patient that he influence. No? Then, friend John, am I to take it that you simply accept fact, and are satisfied to let from premise to conclusion be a blank? No? Then tell me—for I am student of the brain—how you accept the hypnotism and reject the thought reading. Let me tell you, my friend, that there are things done to-day in electrical science which would have been deemed unholy by the very men who discovered electricity—who would themselves not so long before have been burned as wizards. There are always mysteries in life. Why was it that Methuselah lived nine hundred years, and ‘Old Parr’ one hundred and sixty-nine, and yet that poor Lucy, with four men’s blood in her poor veins, could not live even one day? For, had she live one more day, we could have save her. Do you know all the mystery of life and death? Do you know the altogether of comparative anatomy and can say wherefore the qualities of brutes are in some men, and not in others? Can you tell me why, when other spiders die small and soon, that one great spider lived for centuries in the tower of the old Spanish church and grew and grew, till, on descending, he could drink the oil of all the church lamps? Can you tell me why in the Pampas, ay and elsewhere, there are bats that come at night and open the veins of cattle and horses and suck dry their veins; how in some islands of the Western seas there are bats which hang on the trees all day, and those who have seen describe as like giant nuts or pods, and that when the sailors sleep on the deck, because that it is hot, flit down on them, and then—and then in the morning are found dead men, white as even Miss Lucy was?”

“Good God, Professor!” I said, starting up. “Do you mean to tell me that Lucy was bitten by such a bat; and that such a thing is here in London in the nineteenth century?” He waved his hand for silence, and went on:—

“Can you tell me why the tortoise lives more long than generations of men; why the elephant goes on and on till he have seen dynasties; and why the parrot never die only of bite of cat or dog or other complaint? Can you tell me why men believe in all ages and places that there are some few who live on always if they be permit; that there are men and women who cannot die? We all know—because science has vouched for the fact—that there have been toads shut up in rocks for thousands of years, shut in one so small hole that only hold him since the youth of the world. Can you tell me how the Indian fakir can make himself to die and have been buried, and his grave sealed and corn sowed on it, and the corn reaped and be cut and sown and reaped and cut again, and then men come and take away the unbroken seal and that there lie the Indian fakir, not dead, but that rise up and walk amongst them as before?” Here I interrupted him. I was getting bewildered; he so crowded on my mind his list of nature’s eccentricities and possible impossibilities that my imagination was getting fired. I had a dim idea that he was teaching me some lesson, as long ago he used to do in his study at Amsterdam; but he used then to tell me the thing, so that I could have the object of thought in mind all the time. But now I was without this help, yet I wanted to follow him, so I said:—

“Professor, let me be your pet student again. Tell me the thesis, so that I may apply your knowledge as you go on. At present I am going in my mind from point to point as a mad man, and not a sane one, follows an idea. I feel like a novice lumbering through a bog in a mist, jumping from one tussock to another in the mere blind effort to move on without knowing where I am going.”

“That is good image,” he said. “Well, I shall tell you. My thesis is this: I want you to believe.”

“To believe what?”

“To believe in things that you cannot. Let me illustrate. I heard once of an American who so defined faith: ‘that faculty which enables us to believe things which we know to be untrue.’ For one, I follow that man. He meant that we shall have an open mind, and not let a little bit of truth check the rush of a big truth, like a small rock does a railway truck. We get the small truth first. Good! We keep him, and we value him; but all the same we must not let him think himself all the truth in the universe.”

“Then you want me not to let some previous conviction injure the receptivity of my mind with regard to some strange matter. Do I read your lesson aright?”

“Ah, you are my favourite pupil still. It is worth to teach you. Now that you are willing to understand, you have taken the first step to understand. You think then that those so small holes in the children’s throats were made by the same that made the hole in Miss Lucy?”

“I suppose so.” He stood up and said solemnly:—

“Then you are wrong. Oh, would it were so! but alas! no. It is worse, far, far worse.”

“In God’s name, Professor Van Helsing, what do you mean?” I cried.

He threw himself with a despairing gesture into a chair, and placed his elbows on the table, covering his face with his hands as he spoke:—

“They were made by Miss Lucy!”

CHAPTER XV

DR. SEWARD’S DIARY—continued.

FOR a while sheer anger mastered me; it was as if he had during her life struck Lucy on the face. I smote the table hard and rose up as I said to him:—

“Dr. Van Helsing, are you mad?” He raised his head and looked at me, and somehow the tenderness of his face calmed me at once. “Would I were!” he said. “Madness were easy to bear compared with truth like this. Oh, my friend, why, think you, did I go so far round, why take so long to tell you so simple a thing? Was it because I hate you and have hated you all my life? Was it because I wished to give you pain? Was it that I wanted, now so late, revenge for that time when you saved my life, and from a fearful death? Ah no!”

“Forgive me,” said I. He went on:—

“My friend, it was because I wished to be gentle in the breaking to you, for I know you have loved that so sweet lady. But even yet I do not expect you to believe. It is so hard to accept at once any abstract truth, that we may doubt such to be possible when we have always believed the ‘no’ of it; it is more hard still to accept so sad a concrete truth, and of such a one as Miss Lucy. To-night I go to prove it. Dare you come with me?”

This staggered me. A man does not like to prove such a truth; Byron excepted from the category, jealousy.

And prove the very truth he most abhorred.

He saw my hesitation, and spoke:—

“The logic is simple, no madman’s logic this time, jumping from tussock to tussock in a misty bog. If it be not true, then proof will be relief; at worst it will not harm. If it be true! Ah, there is the dread; yet very dread should help my cause, for in it is some need of belief. Come, I tell you what I propose: first, that we go off now and see that child in the hospital. Dr. Vincent, of the North Hospital, where the papers say the child is, is friend of mine, and I think of yours since you were in class at Amsterdam. He will let two scientists see his case, if he will not let two friends. We shall tell him nothing, but only that we wish to learn. And then——”

“And then?” He took a key from his pocket and held it up. “And then we spend the night, you and I, in the churchyard where Lucy lies. This is the key that lock the tomb. I had it from the coffin-man to give to Arthur.” My heart sank within me, for I felt that there was some fearful ordeal before us. I could do nothing, however, so I plucked up what heart I could and said that we had better hasten, as the afternoon was passing....

We found the child awake. It had had a sleep and taken some food, and altogether was going on well. Dr. Vincent took the bandage from its throat, and showed us the punctures. There was no mistaking the similarity to those which had been on Lucy’s throat. They were smaller, and the edges looked fresher; that was all. We asked Vincent to what he attributed them, and he replied that it must have been a bite of some animal, perhaps a rat; but, for his own part, he was inclined to think that it was one of the bats which are so numerous on the northern heights of London. “Out of so many harmless ones,” he said, “there may be some wild specimen from the South of a more malignant species. Some sailor may have brought one home, and it managed to escape; or even from the Zoölogical Gardens a young one may have got loose, or one be bred there from a vampire. These things do occur, you know. Only ten days ago a wolf got out, and was, I believe, traced up in this direction. For a week after, the children were playing nothing but Red Riding Hood on the Heath and in every alley in the place until this ‘bloofer lady’ scare came along, since when it has been quite a gala-time with them. Even this poor little mite, when he woke up to-day, asked the nurse if he might go away. When she asked him why he wanted to go, he said he wanted to play with the ‘bloofer lady.’”

“I hope,” said Van Helsing, “that when you are sending the child home you will caution its parents to keep strict watch over it. These fancies to stray are most dangerous; and if the child were to remain out another night, it would probably be fatal. But in any case I suppose you will not let it away for some days?”

“Certainly not, not for a week at least; longer if the wound is not healed.”

Our visit to the hospital took more time than we had reckoned on, and the sun had dipped before we came out. When Van Helsing saw how dark it was, he said:—

“There is no hurry. It is more late than I thought. Come, let us seek somewhere that we may eat, and then we shall go on our way.”

We dined at “Jack Straw’s Castle” along with a little crowd of bicyclists and others who were genially noisy. About ten o’clock we started from the inn. It was then very dark, and the scattered lamps made the darkness greater when we were once outside their individual radius. The Professor had evidently noted the road we were to go, for he went on unhesitatingly; but, as for me, I was in quite a mixup as to locality. As we went further, we met fewer and fewer people, till at last we were somewhat surprised when we met even the patrol of horse police going their usual suburban round. At last we reached the wall of the churchyard, which we climbed over. With some little difficulty—for it was very dark, and the whole place seemed so strange to us—we found the Westenra tomb. The Professor took the key, opened the creaky door, and standing back, politely, but quite unconsciously, motioned me to precede him. There was a delicious irony in the offer, in the courtliness of giving preference on such a ghastly occasion. My companion followed me quickly, and cautiously drew the door to, after carefully ascertaining that the lock was a falling, and not a spring, one. In the latter case we should have been in a bad plight. Then he fumbled in his bag, and taking out a matchbox and a piece of candle, proceeded to make a light. The tomb in the day-time, and when wreathed with fresh flowers, had looked grim and gruesome enough; but now, some days afterwards, when the flowers hung lank and dead, their whites turning to rust and their greens to browns; when the spider and the beetle had resumed their accustomed dominance; when time-discoloured stone, and dust-encrusted mortar, and rusty, dank iron, and tarnished brass, and clouded silver-plating gave back the feeble glimmer of a candle, the effect was more miserable and sordid than could have been imagined. It conveyed irresistibly the idea that life—animal life—was not the only thing which could pass away.

Van Helsing went about his work systematically. Holding his candle so that he could read the coffin plates, and so holding it that the sperm dropped in white patches which congealed as they touched the metal, he made assurance of Lucy’s coffin. Another search in his bag, and he took out a turnscrew.

“What are you going to do?” I asked.

“To open the coffin. You shall yet be convinced.” Straightway he began taking out the screws, and finally lifted off the lid, showing the casing of lead beneath. The sight was almost too much for me. It seemed to be as much an affront to the dead as it would have been to have stripped off her clothing in her sleep whilst living; I actually took hold of his hand to stop him. He only said: “You shall see,” and again fumbling in his bag, took out a tiny fret-saw. Striking the turnscrew through the lead with a swift downward stab, which made me wince, he made a small hole, which was, however, big enough to admit the point of the saw. I had expected a rush of gas from the week-old corpse. We doctors, who have had to study our dangers, have to become accustomed to such things, and I drew back towards the door. But the Professor never stopped for a moment; he sawed down a couple of feet along one side of the lead coffin, and then across, and down the other side. Taking the edge of the loose flange, he bent it back towards the foot of the coffin, and holding up the candle into the aperture, motioned to me to look.

I drew near and looked. The coffin was empty.

It was certainly a surprise to me, and gave me a considerable shock, but Van Helsing was unmoved. He was now more sure than ever of his ground, and so emboldened to proceed in his task. “Are you satisfied now, friend John?” he asked.

I felt all the dogged argumentativeness of my nature awake within me as I answered him:—

“I am satisfied that Lucy’s body is not in that coffin; but that only proves one thing.”

“And what is that, friend John?”

“That it is not there.”

“That is good logic,” he said, “so far as it goes. But how do you—how can you—account for it not being there?”

“Perhaps a body-snatcher,” I suggested. “Some of the undertaker’s people may have stolen it.” I felt that I was speaking folly, and yet it was the only real cause which I could suggest. The Professor sighed. “Ah well!” he said, “we must have more proof. Come with me.”

He put on the coffin-lid again, gathered up all his things and placed them in the bag, blew out the light, and placed the candle also in the bag. We opened the door, and went out. Behind us he closed the door and locked it. He handed me the key, saying: “Will you keep it? You had better be assured.” I laughed—it was not a very cheerful laugh, I am bound to say—as I motioned him to keep it. “A key is nothing,” I said; “there may be duplicates; and anyhow it is not difficult to pick a lock of that kind.” He said nothing, but put the key in his pocket. Then he told me to watch at one side of the churchyard whilst he would watch at the other. I took up my place behind a yew-tree, and I saw his dark figure move until the intervening headstones and trees hid it from my sight.

It was a lonely vigil. Just after I had taken my place I heard a distant clock strike twelve, and in time came one and two. I was chilled and unnerved, and angry with the Professor for taking me on such an errand and with myself for coming. I was too cold and too sleepy to be keenly observant, and not sleepy enough to betray my trust so altogether I had a dreary, miserable time.

Suddenly, as I turned round, I thought I saw something like a white streak, moving between two dark yew-trees at the side of the churchyard farthest from the tomb; at the same time a dark mass moved from the Professor’s side of the ground, and hurriedly went towards it. Then I too moved; but I had to go round headstones and railed-off tombs, and I stumbled over graves. The sky was overcast, and somewhere far off an early cock crew. A little way off, beyond a line of scattered juniper-trees, which marked the pathway to the church, a white, dim figure flitted in the direction of the tomb. The tomb itself was hidden by trees, and I could not see where the figure disappeared. I heard the rustle of actual movement where I had first seen the white figure, and coming over, found the Professor holding in his arms a tiny child. When he saw me he held it out to me, and said:—

“Are you satisfied now?”

“No,” I said, in a way that I felt was aggressive.

“Do you not see the child?”

“Yes, it is a child, but who brought it here? And is it wounded?” I asked.

“We shall see,” said the Professor, and with one impulse we took our way out of the churchyard, he carrying the sleeping child.

When we had got some little distance away, we went into a clump of trees, and struck a match, and looked at the child’s throat. It was without a scratch or scar of any kind.

“Was I right?” I asked triumphantly.

“We were just in time,” said the Professor thankfully.

We had now to decide what we were to do with the child, and so consulted about it. If we were to take it to a police-station we should have to give some account of our movements during the night; at least, we should have had to make some statement as to how we had come to find the child. So finally we decided that we would take it to the Heath, and when we heard a policeman coming, would leave it where he could not fail to find it; we would then seek our way home as quickly as we could. All fell out well. At the edge of Hampstead Heath we heard a policeman’s heavy tramp, and laying the child on the pathway, we waited and watched until he saw it as he flashed his lantern to and fro. We heard his exclamation of astonishment, and then we went away silently. By good chance we got a cab near the “Spaniards,” and drove to town.

I cannot sleep, so I make this entry. But I must try to get a few hours’ sleep, as Van Helsing is to call for me at noon. He insists that I shall go with him on another expedition.

 


Notes: Moon Phase: Waxing Crescent

Both Harker and Seward pick their journals again.

Van Helsing praises Mina, and not for the last time. 

Van Helsing, who is now everywhere, it seems, gives Seward the Westminster Gazette from yesterday. He has already made the connection between Lucy and the Bloofer Lady, he is just waiting for Seward to catch up. 

Here we run into a another possible clue about dates. Yesterday I frimly planted a flag on 1892 based on the fact that Sept. 22 was a Thursday in 1892. Today we get a discussion about Jean-Martin Charcot, who died in 1893 on Aug 16. This discussion seems to assume that Charcot is already dead. This would place the novel in 1893. Though that doesn't line up with the Thursday unless Mina was writing on Sept. 22 Friday and talking about the previous day.  Neither is satisfactory to me. The simple answer, of course, is that Stoker, writing in 1897, miscalculated either the date of a Thursday OR misremembered the date of Charcot's death.  While noted Dracula scholar Leonard Wolf preferred 1893 in his 1993 "The Essential Dracula," I am still more inclined to stick with 1892. I have not looked into his 2004 edition to see if he has changed his mind or not. Sadly, Prof. Wolf passed in 2019, so I can't ask him what he thinks now. 

Dracula and Old Parr
A toast to Prof. Wolf

Again, Stoker shows his fondness for Americans by paraphrasing Mark Twain, someone he met prior to the publication of Dracula. Twain's "Adventures of Huckleberry Finn" was published in 1884, so plenty of time for Van Helsing to have read it. If you think I am going into great detail here about Dracula, wait till you see my analysis of "Adventures of Huckleberry Finn" as a Dante-like metaphor of the descent into the underworld.

Van Helsing also reveals, to a shocked Seward, about the nature of the Bloofer Lady. 

They go to Lucy's grave (I have provided only a likely candidate) and open her coffin to discover she was not there. They plan to come back.

Dracula, The Hunters' Journals: 25 September; Many Entries

The Other Side -

Things are speeding up now. The horrors, and heroics, start anew.

Dracula - The Hunters' Journals


The Westminster Gazette,” 25 September.

A HAMPSTEAD MYSTERY.

The neighbourhood of Hampstead is just at present exercised with a series of events which seem to run on lines parallel to those of what was known to the writers of headlines as “The Kensington Horror,” or “The Stabbing Woman,” or “The Woman in Black.” During the past two or three days several cases have occurred of young children straying from home or neglecting to return from their playing on the Heath. In all these cases the children were too young to give any properly intelligible account of themselves, but the consensus of their excuses is that they had been with a “bloofer lady.” It has always been late in the evening when they have been missed, and on two occasions the children have not been found until early in the following morning. It is generally supposed in the neighbourhood that, as the first child missed gave as his reason for being away that a “bloofer lady” had asked him to come for a walk, the others had picked up the phrase and used it as occasion served. This is the more natural as the favourite game of the little ones at present is luring each other away by wiles. A correspondent writes us that to see some of the tiny tots pretending to be the “bloofer lady” is supremely funny. Some of our caricaturists might, he says, take a lesson in the irony of grotesque by comparing the reality and the picture. It is only in accordance with general principles of human nature that the “bloofer lady” should be the popular rôle at these al fresco performances. Our correspondent naïvely says that even Ellen Terry could not be so winningly attractive as some of these grubby-faced little children pretend—and even imagine themselves—to be.

There is, however, possibly a serious side to the question, for some of the children, indeed all who have been missed at night, have been slightly torn or wounded in the throat. The wounds seem such as might be made by a rat or a small dog, and although of not much importance individually, would tend to show that whatever animal inflicts them has a system or method of its own. The police of the division have been instructed to keep a sharp look-out for straying children, especially when very young, in and around Hampstead Heath, and for any stray dog which may be about.

“The Westminster Gazette,” 25 September.

Extra Special.

THE HAMPSTEAD HORROR.

ANOTHER CHILD INJURED.

The “Bloofer Lady.”

We have just received intelligence that another child, missed last night, was only discovered late in the morning under a furze bush at the Shooter’s Hill side of Hampstead Heath, which is, perhaps, less frequented than the other parts. It has the same tiny wound in the throat as has been noticed in other cases. It was terribly weak, and looked quite emaciated. It too, when partially restored, had the common story to tell of being lured away by the “bloofer lady.”


Telegram, Mrs. Harker to Van Helsing.

25 September.—Come to-day by quarter-past ten train if you can catch it. Can see you any time you call.

“Wilhelmina Harker.”


MINA HARKER’S JOURNAL.

25 September.—I cannot help feeling terribly excited as the time draws near for the visit of Dr. Van Helsing, for somehow I expect that it will throw some light upon Jonathan’s sad experience; and as he attended poor dear Lucy in her last illness, he can tell me all about her. That is the reason of his coming; it is concerning Lucy and her sleep-walking, and not about Jonathan. Then I shall never know the real truth now! How silly I am. That awful journal gets hold of my imagination and tinges everything with something of its own colour. Of course it is about Lucy. That habit came back to the poor dear, and that awful night on the cliff must have made her ill. I had almost forgotten in my own affairs how ill she was afterwards. She must have told him of her sleep-walking adventure on the cliff, and that I knew all about it; and now he wants me to tell him what she knows, so that he may understand. I hope I did right in not saying anything of it to Mrs. Westenra; I should never forgive myself if any act of mine, were it even a negative one, brought harm on poor dear Lucy. I hope, too, Dr. Van Helsing will not blame me; I have had so much trouble and anxiety of late that I feel I cannot bear more just at present.

I suppose a cry does us all good at times—clears the air as other rain does. Perhaps it was reading the journal yesterday that upset me, and then Jonathan went away this morning to stay away from me a whole day and night, the first time we have been parted since our marriage. I do hope the dear fellow will take care of himself, and that nothing will occur to upset him. It is two o’clock, and the doctor will be here soon now. I shall say nothing of Jonathan’s journal unless he asks me. I am so glad I have type-written out my own journal, so that, in case he asks about Lucy, I can hand it to him; it will save much questioning.

 

Later.—He has come and gone. Oh, what a strange meeting, and how it all makes my head whirl round! I feel like one in a dream. Can it be all possible, or even a part of it? If I had not read Jonathan’s journal first, I should never have accepted even a possibility. Poor, poor, dear Jonathan! How he must have suffered. Please the good God, all this may not upset him again. I shall try to save him from it; but it may be even a consolation and a help to him—terrible though it be and awful in its consequences—to know for certain that his eyes and ears and brain did not deceive him, and that it is all true. It may be that it is the doubt which haunts him; that when the doubt is removed, no matter which—waking or dreaming—may prove the truth, he will be more satisfied and better able to bear the shock. Dr. Van Helsing must be a good man as well as a clever one if he is Arthur’s friend and Dr. Seward’s, and if they brought him all the way from Holland to look after Lucy. I feel from having seen him that he is good and kind and of a noble nature. When he comes to-morrow I shall ask him about Jonathan; and then, please God, all this sorrow and anxiety may lead to a good end. I used to think I would like to practise interviewing; Jonathan’s friend on “The Exeter News” told him that memory was everything in such work—that you must be able to put down exactly almost every word spoken, even if you had to refine some of it afterwards. Here was a rare interview; I shall try to record it verbatim.

It was half-past two o’clock when the knock came. I took my courage à deux mains and waited. In a few minutes Mary opened the door, and announced “Dr. Van Helsing.”

I rose and bowed, and he came towards me; a man of medium weight, strongly built, with his shoulders set back over a broad, deep chest and a neck well balanced on the trunk as the head is on the neck. The poise of the head strikes one at once as indicative of thought and power; the head is noble, well-sized, broad, and large behind the ears. The face, clean-shaven, shows a hard, square chin, a large, resolute, mobile mouth, a good-sized nose, rather straight, but with quick, sensitive nostrils, that seem to broaden as the big, bushy brows come down and the mouth tightens. The forehead is broad and fine, rising at first almost straight and then sloping back above two bumps or ridges wide apart; such a forehead that the reddish hair cannot possibly tumble over it, but falls naturally back and to the sides. Big, dark blue eyes are set widely apart, and are quick and tender or stern with the man’s moods. He said to me:—

“Mrs. Harker, is it not?” I bowed assent.

“That was Miss Mina Murray?” Again I assented.

“It is Mina Murray that I came to see that was friend of that poor dear child Lucy Westenra. Madam Mina, it is on account of the dead I come.”

“Sir,” I said, “you could have no better claim on me than that you were a friend and helper of Lucy Westenra.” And I held out my hand. He took it and said tenderly:—

“Oh, Madam Mina, I knew that the friend of that poor lily girl must be good, but I had yet to learn——” He finished his speech with a courtly bow. I asked him what it was that he wanted to see me about, so he at once began:—

“I have read your letters to Miss Lucy. Forgive me, but I had to begin to inquire somewhere, and there was none to ask. I know that you were with her at Whitby. She sometimes kept a diary—you need not look surprised, Madam Mina; it was begun after you had left, and was in imitation of you—and in that diary she traces by inference certain things to a sleep-walking in which she puts down that you saved her. In great perplexity then I come to you, and ask you out of your so much kindness to tell me all of it that you can remember.”

“I can tell you, I think, Dr. Van Helsing, all about it.”

“Ah, then you have good memory for facts, for details? It is not always so with young ladies.”

“No, doctor, but I wrote it all down at the time. I can show it to you if you like.”

“Oh, Madam Mina, I will be grateful; you will do me much favour.” I could not resist the temptation of mystifying him a bit—I suppose it is some of the taste of the original apple that remains still in our mouths—so I handed him the shorthand diary. He took it with a grateful bow, and said:—

“May I read it?”

“If you wish,” I answered as demurely as I could. He opened it, and for an instant his face fell. Then he stood up and bowed.

“Oh, you so clever woman!” he said. “I knew long that Mr. Jonathan was a man of much thankfulness; but see, his wife have all the good things. And will you not so much honour me and so help me as to read it for me? Alas! I know not the shorthand.” By this time my little joke was over, and I was almost ashamed; so I took the typewritten copy from my workbasket and handed it to him.

“Forgive me,” I said: “I could not help it; but I had been thinking that it was of dear Lucy that you wished to ask, and so that you might not have time to wait—not on my account, but because I know your time must be precious—I have written it out on the typewriter for you.”

He took it and his eyes glistened. “You are so good,” he said. “And may I read it now? I may want to ask you some things when I have read.”

“By all means,” I said, “read it over whilst I order lunch; and then you can ask me questions whilst we eat.” He bowed and settled himself in a chair with his back to the light, and became absorbed in the papers, whilst I went to see after lunch chiefly in order that he might not be disturbed. When I came back, I found him walking hurriedly up and down the room, his face all ablaze with excitement. He rushed up to me and took me by both hands.

“Oh, Madam Mina,” he said, “how can I say what I owe to you? This paper is as sunshine. It opens the gate to me. I am daze, I am dazzle, with so much light, and yet clouds roll in behind the light every time. But that you do not, cannot, comprehend. Oh, but I am grateful to you, you so clever woman. Madam”—he said this very solemnly—“if ever Abraham Van Helsing can do anything for you or yours, I trust you will let me know. It will be pleasure and delight if I may serve you as a friend; as a friend, but all I have ever learned, all I can ever do, shall be for you and those you love. There are darknesses in life, and there are lights; you are one of the lights. You will have happy life and good life, and your husband will be blessed in you.”

“But, doctor, you praise me too much, and—and you do not know me.”

“Not know you—I, who am old, and who have studied all my life men and women; I, who have made my specialty the brain and all that belongs to him and all that follow from him! And I have read your diary that you have so goodly written for me, and which breathes out truth in every line. I, who have read your so sweet letter to poor Lucy of your marriage and your trust, not know you! Oh, Madam Mina, good women tell all their lives, and by day and by hour and by minute, such things that angels can read; and we men who wish to know have in us something of angels’ eyes. Your husband is noble nature, and you are noble too, for you trust, and trust cannot be where there is mean nature. And your husband—tell me of him. Is he quite well? Is all that fever gone, and is he strong and hearty?” I saw here an opening to ask him about Jonathan, so I said:—

“He was almost recovered, but he has been greatly upset by Mr. Hawkins’s death.” He interrupted:—

“Oh, yes, I know, I know. I have read your last two letters.” I went on:—

“I suppose this upset him, for when we were in town on Thursday last he had a sort of shock.”

“A shock, and after brain fever so soon! That was not good. What kind of a shock was it?”

“He thought he saw some one who recalled something terrible, something which led to his brain fever.” And here the whole thing seemed to overwhelm me in a rush. The pity for Jonathan, the horror which he experienced, the whole fearful mystery of his diary, and the fear that has been brooding over me ever since, all came in a tumult. I suppose I was hysterical, for I threw myself on my knees and held up my hands to him, and implored him to make my husband well again. He took my hands and raised me up, and made me sit on the sofa, and sat by me; he held my hand in his, and said to me with, oh, such infinite sweetness:—

“My life is a barren and lonely one, and so full of work that I have not had much time for friendships; but since I have been summoned to here by my friend John Seward I have known so many good people and seen such nobility that I feel more than ever—and it has grown with my advancing years—the loneliness of my life. Believe, me, then, that I come here full of respect for you, and you have given me hope—hope, not in what I am seeking of, but that there are good women still left to make life happy—good women, whose lives and whose truths may make good lesson for the children that are to be. I am glad, glad, that I may here be of some use to you; for if your husband suffer, he suffer within the range of my study and experience. I promise you that I will gladly do all for him that I can—all to make his life strong and manly, and your life a happy one. Now you must eat. You are overwrought and perhaps over-anxious. Husband Jonathan would not like to see you so pale; and what he like not where he love, is not to his good. Therefore for his sake you must eat and smile. You have told me all about Lucy, and so now we shall not speak of it, lest it distress. I shall stay in Exeter to-night, for I want to think much over what you have told me, and when I have thought I will ask you questions, if I may. And then, too, you will tell me of husband Jonathan’s trouble so far as you can, but not yet. You must eat now; afterwards you shall tell me all.”

After lunch, when we went back to the drawing-room, he said to me:—

“And now tell me all about him.” When it came to speaking to this great learned man, I began to fear that he would think me a weak fool, and Jonathan a madman—that journal is all so strange—and I hesitated to go on. But he was so sweet and kind, and he had promised to help, and I trusted him, so I said:—

“Dr. Van Helsing, what I have to tell you is so queer that you must not laugh at me or at my husband. I have been since yesterday in a sort of fever of doubt; you must be kind to me, and not think me foolish that I have even half believed some very strange things.” He reassured me by his manner as well as his words when he said:—

“Oh, my dear, if you only know how strange is the matter regarding which I am here, it is you who would laugh. I have learned not to think little of any one’s belief, no matter how strange it be. I have tried to keep an open mind; and it is not the ordinary things of life that could close it, but the strange things, the extraordinary things, the things that make one doubt if they be mad or sane.”

“Thank you, thank you, a thousand times! You have taken a weight off my mind. If you will let me, I shall give you a paper to read. It is long, but I have typewritten it out. It will tell you my trouble and Jonathan’s. It is the copy of his journal when abroad, and all that happened. I dare not say anything of it; you will read for yourself and judge. And then when I see you, perhaps, you will be very kind and tell me what you think.”

“I promise,” he said as I gave him the papers; “I shall in the morning, so soon as I can, come to see you and your husband, if I may.”

“Jonathan will be here at half-past eleven, and you must come to lunch with us and see him then; you could catch the quick 3:34 train, which will leave you at Paddington before eight.” He was surprised at my knowledge of the trains off-hand, but he does not know that I have made up all the trains to and from Exeter, so that I may help Jonathan in case he is in a hurry.

So he took the papers with him and went away, and I sit here thinking—thinking I don’t know what.

Letter (by hand), Van Helsing to Mrs. Harker.

25 September, 6 o’clock.

“Dear Madam Mina,—

“I have read your husband’s so wonderful diary. You may sleep without doubt. Strange and terrible as it is, it is true! I will pledge my life on it. It may be worse for others; but for him and you there is no dread. He is a noble fellow; and let me tell you from experience of men, that one who would do as he did in going down that wall and to that room—ay, and going a second time—is not one to be injured in permanence by a shock. His brain and his heart are all right; this I swear, before I have even seen him; so be at rest. I shall have much to ask him of other things. I am blessed that to-day I come to see you, for I have learn all at once so much that again I am dazzle—dazzle more than ever, and I must think.

“Yours the most faithful,
“Abraham Van Helsing.”

Letter, Mrs. Harker to Van Helsing.

25 September, 6:30 p. m.

“My dear Dr. Van Helsing,—

“A thousand thanks for your kind letter, which has taken a great weight off my mind. And yet, if it be true, what terrible things there are in the world, and what an awful thing if that man, that monster, be really in London! I fear to think. I have this moment, whilst writing, had a wire from Jonathan, saying that he leaves by the 6:25 to-night from Launceston and will be here at 10:18, so that I shall have no fear to-night. Will you, therefore, instead of lunching with us, please come to breakfast at eight o’clock, if this be not too early for you? You can get away, if you are in a hurry, by the 10:30 train, which will bring you to Paddington by 2:35. Do not answer this, as I shall take it that, if I do not hear, you will come to breakfast.

“Believe me,
“Your faithful and grateful friend,
“Mina Harker.”


Notes: Moon Phase: Waxing Crescent

Lots going on.

The remark about Ellen Terry could be called an Easter Egg, or even "Fan-service." Terry was undoubtedly known to Stoker through their mutual connection with Henry Irving.  I could go on a lot more here, but that is better left to others. Back to the horrors.

These two newspaper clippings about the "Bloofer Lady" or Beautiful Lady, are important because, as we will discover, it is none other than Lucy herself preying on these children in something like a horrible reverse of the motherhood role. Lucy, who never got to be a mother, now feeds on small children.

Mina sends Van Helsing a telegram inviting him to come over to talk. In terms of words per impact to the story you could hardly find a better ratio than these. Save for of course "because I know."

This all leads to Mina's Journal and letters back and forth between Mina and Van Helsing, who now call each other "faithful and grateful friend(s)."

We learn a lot here. 

I do want to point out the Mina states that Sept. 22, the day Jonathan saw Dracula, was a Thursday. This puts the year as 1892.  I have gone back and forth on this year for a bit, but this a good confirmation. Though this could put is as early as 1887, another date I am fond of.  I will chat more about this tomorrow.

We get more evidence of how industrious Mina is. Not only is she a fast typist (on a clunky manual typewriter!), she also has the train schedules memorized, in case Jonathan might need to know when a train was arriving or leaving.  

This was quite the pivotable day in the lives of our hunters.

Review: Forgotten Realms Adventures

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Forgotten Realms AdventuresWhile I have been flirting with AD&D 2nd Ed and Realms for the last few months, it is time to dive in head first with the combination that defined Dungeons & Dragons for many in the early 90s. While I was away playing in the gothic-horror land of Ravenloft, most of the AD&D 2nd Edition fanbase was playing on Faerûn and in the Forgotten Realms, and this book was their entry point.

Forgotten Realms Adventures

1990. By Jeff Grubb and E Greenwood, cover art by Clyde Caldwell. Interior art by Stephen Fabian. Interior paintings by Clyde Caldwell, Ned Dameron, Jeff Easley, and Larry Elmore. Cartography by Dave "Diesel" LaForce. 148 pages.

This is a guide book not just to the Forgotten Realms but very specifically to the Forgotten Realms post "Time of Troubles" and to the AD&D 2nd Edition game. I want to delve into the Time of Troubles and discuss it not just in the Universe but how it was a very clever way to bridge the editions and rule changes.  However, I am not really qualified to do it any justice. I have not read the novels involved nor have I played the games, either tabletop or video games. But I can talk about what this book says, post Time of Troubles.

Before I get to the book proper, I want to discuss its position in terms of the "Adventures" hardcovers.

TSR's three main campaign worlds at the end of the 1980s were Dragonlance, Greyhawk, and Forgotten Realms. All got a special hardcover treatment that very much spanned the gap between 1st and 2nd Editions of AD&D.

Dragonlance, Greyhawk, and Forgotten Realms Adventures

Dragonlance featured ideas unique Krynn that would become part of the AD&D 2nd edition rules. The Greyhawk book was a hybrid of 1st and 2nd Ed rules, and finally the Forgotten Realms was solidly AD&D 2nd Edition with plenty of conversion notes for the very recently published Forgotten Realms boxed set.  A lot of what is in this book is both updates to the new rules and updates to the world post Time of Troubles. Elegant no? 

Reading this book now and knowing the directions both the Realms and AD&D/D&D were going to take, it seems that many of the rules for AD&D 2nd Ed were made to suit the Realms and vice versa. 

So what is in this book?

Chapter 1: The Forgotten Realms Post Avatar

This section is not large, but it packs a punch. In its dozen+ pages, we get the changes to the Realms Post-Avatar and adapting your game to the new AD&D 2nd Edition rules. Changes in character classes are covered, like what to do about those Cavaliers, Barbarians, and Assassins that no longer exist in the new rules. Psionics no longer exists (for now) and anyone who tells you they did are obviously mistaken. While AD&D 2nd Ed strongly adheres to a 20-level character maximum, there are plenty of NPCs that do not. So there are spell advancements for wizards and priests to 30th level. 

One of the newest additions are Magic-dead and Wild-magic zones. The Forgotten Realms always had more magic than either Dragonlance or Greyhawk, so these are a fun addition. 

Firearms are covered by the AD&D 2nd Ed rules, too, since they exist in the Forgotten Realms. 

Chapter 2: Gods and their Specialty Priests

Reading this, I can't tell you if specialty priests were created for AD&D 2nd and adapted well to the Realms or if they were created with the Realms in mind. In any case, we get all the (then) current Gods in their then-current forms and their specialty priests.  This is about two dozen pages and you can get a good feel on what the Time of Troubles was all about; at least this part of it.

Also as someone played a lot of clerics over the years this is a great set of examples of how to do the AD&D specialty priests. This also features the first instance I know of depicting the garb of the various priests together. 

Specialty Priests

Chapter 3: Magic and Mages of the Realms

Not to be under-represented, the various changes to magic are covered here along with what the Realms, or at least Ed Greenwood, is well known for; lots and lots of new spells. Honestly even if you never play in the Realms these two chapters are worth the price of the book alone. 

Chapter 4: Cities of the Heartlands

This covers the major cities of the heartland of the Realms, covering the West to East expanse of the continent. The cities are presented in alphabetical order. The material is similar to what we have seen before, updated for the post Time of Troubles and new rules.  Still I never get tires about reading about these cities and looking at the maps. Yes, I spent a lot of time looking over the map of Baldur's Gate after spending so much time there. 

Chapter 5: Secret Societies of the Heartlands

Covers the "Big Three," The Harpers, The Zhentarim, and The Red Wizards of Thay. I found the section on the Zhentarim to be better than what I have read so far. 

Chapter 6: Treasure

This covers special and unique treasures of the Realms. While it does feel like padding, it is still useful information.

We end with some Appendices; Treasure Tables, Wizard Spells by School and by Level, and Random Spell Lists. 

The most useful section, even if woefully out of date, is the published Forgotten Realms bibliography. At least to March 1990. If I was serious about reading about the Time of Troubles, then I would have my reading list right here. I am a little surprised about how much of this list I have read. I may know more than I am giving myself credit for. 

The book has the feel of all the books from this time. With the Clyde Caldwell cover and Stephen Fabian art, one could be excused into thinking this was a Ravenloft book (next month...) but the Elmore and Easley art quickly dismisses this notion. 

There is not enough in this book to really run or play in the Realms. You should have the boxed campaign set, but there is enough to provide adventure seeds. The book, though, holds more promise than crunch, and that is a good thing for me at this point in my exploration of the Realms. With these books, I could imagine taking a trip along the roads, moving east from the west to visit all these great cities and all the adventures in between. Finding strange sigils from other adventurers, Harpers, or even the Black Network. Sounds like a great adventure trek for Sinéad, Arnell, Rhiannon, and Nida. Especially since I last left them while talking about cities. I'll update their characters to AD&D 2nd Edition rules later on. This also reminds me that I want to have Nida end up in Ravenloft. Why? I have my reasons.

This book isn't why so many people associate the Realms so strongly with 2nd Edition AD&D, but it is the place to start.

Dracula, The Hunters' Journals: 24 September; Mina Harker's Journal, cont. Letter from Van Helsing

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Mina learns more, our main heroes are introduced. 

Dracula - The Hunters' Journals


24 September.—I hadn’t the heart to write last night; that terrible record of Jonathan’s upset me so. Poor dear! How he must have suffered, whether it be true or only imagination. I wonder if there is any truth in it at all. Did he get his brain fever, and then write all those terrible things, or had he some cause for it all? I suppose I shall never know, for I dare not open the subject to him.... And yet that man we saw yesterday! He seemed quite certain of him.... Poor fellow! I suppose it was the funeral upset him and sent his mind back on some train of thought.... He believes it all himself. I remember how on our wedding-day he said: “Unless some solemn duty come upon me to go back to the bitter hours, asleep or awake, mad or sane.” There seems to be through it all some thread of continuity.... That fearful Count was coming to London.... If it should be, and he came to London, with his teeming millions.... There may be a solemn duty; and if it come we must not shrink from it.... I shall be prepared. I shall get my typewriter this very hour and begin transcribing. Then we shall be ready for other eyes if required. And if it be wanted; then, perhaps, if I am ready, poor Jonathan may not be upset, for I can speak for him and never let him be troubled or worried with it at all. If ever Jonathan quite gets over the nervousness he may want to tell me of it all, and I can ask him questions and find out things, and see how I may comfort him.

Letter, Van Helsing to Mrs. Harker.

24 September.
(Confidence)

“Dear Madam,—

“I pray you to pardon my writing, in that I am so far friend as that I sent to you sad news of Miss Lucy Westenra’s death. By the kindness of Lord Godalming, I am empowered to read her letters and papers, for I am deeply concerned about certain matters vitally important. In them I find some letters from you, which show how great friends you were and how you love her. Oh, Madam Mina, by that love, I implore you, help me. It is for others’ good that I ask—to redress great wrong, and to lift much and terrible troubles—that may be more great than you can know. May it be that I see you? You can trust me. I am friend of Dr. John Seward and of Lord Godalming (that was Arthur of Miss Lucy). I must keep it private for the present from all. I should come to Exeter to see you at once if you tell me I am privilege to come, and where and when. I implore your pardon, madam. I have read your letters to poor Lucy, and know how good you are and how your husband suffer; so I pray you, if it may be, enlighten him not, lest it may harm. Again your pardon, and forgive me.

“Van Helsing.”

Notes: Moon Phase: Waxing Crescent

Lets take a moment here and refelct on what this means.

Mina, reading Jonathan's journal not only believes him, but she is pulling out her typewriter and transcribes the whole thing so others could make benefit of it. That is some Nancy Drew/Louis Lane level shit right there. 

Make no mistake. Mina Harker is the hero of Dracula. Had it not been for her, Van Helsing would have no idea where to start. Without Van Helsing and his connections vis-à-vis Holmwood, Morris, and Seward, they would have never gotten to Dracula.

Van Helsing does have the forethought to reach out to Mina. Mina has the forethought to record all of Jonathan's journals. 

This is where the hunted become the hunters.

In Search Of...Bruno's Earth

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 Who is Bruno? What is his Earth? Is there a Bruno's Mars? Why am I searching for it? These questions...are not likely to get fully answered, but I will give it a try in this segment of "In Search Of..."

So I found this curiosity on Amazon a while back. Two books, super cheap called "Bruno's Earth Game Book" and "Bruno's Earth Creature Manual."

Bruno's Earth

Here is a quote from the Amazon page.

This is an expansion to the game that fills in the holes and gets rid of the obscure contradictory rules. It is more consitent and more detailed, yet easier to play. The games on the shelves these days are so complex and have so many volumes of rules, a dozen lawyers couldn't sort it out. Bruno's Earth goes back to the beginning and rebuilds from scratch, enhancing all aspects that make the game fun to play and fizes all the problems that made it hard to play. Bruno's Earth is a trim, detailed, cohesive game system that is fun to play and easy to learn.

I mean, this is no different than hundreds of forgotten Fantasy Heartbreakers out there. What makes this one special, or more to point, notorious? 

Here are some bold claims on the back covers.

Bruno's Earth

The author is listed as "Jim Patrick Guyer."  Now there is Jim Patrick Guyer, who is an author and invented a game called Diamond Chess (old, inactive URL: http://diamondchess.net/) who passed away in 2021. I can't confim that this is the one and only Jim Patrick Guyer. Goodreads seems to think so, but that does not mean a lot.  He does have a hotmail email address, so that at least gives some evidence this is old. 

BrunosEarth.com listed in the Game Book was first indexed back in 2011. A coming soon page was up for a while, then it went blank.

thread on ENWorld claims that it is from 1986. An ISBN search for Bruno's Earth Game Book does list Jan 14, 1986, as the publication date. This is likely for the 10-digit ISBN and not the newer 13-digit one.

An ISBN search for Bruno's Earth Creature Manual says it was registered in 2012. I am not sure why there is a 26-year gap when the books are obviously contemporaneous. Though that could just be in their current forms/format. Further searches only bring up the Amazon pages.

In truth, outside of the ISBN registration, I can't see much else for these books. 

There are no threads on RPG.net for it. Same with Dragonsfoot

I tried searching the Usenet, but all the search engines I used to use are behind paywalls now.

That is just the foundational searching. What about the books themselves?

Bruno's Earth

These books are the pretense of a game. Despite the author's claim these are not what AD&D Second Ed should have been. Not even close.

The game book is 136 pages, and the monster book is 92 pages.

Bruno's Earth Game Book

Ok, I really have no idea what this is about. 10 pages for a Table of Contents (that's about 8% of the whole book). I am not sure what bugs me more. The only original art (that I can tell) is bad, the ComicSans font, or the text on the page. 

What do I mean? Well out of the gate one of our player races is an Albino. Yikes. We also get Hobbits. So lets just get everyone to sue us all at once. 

Of note, the art here includes some gray-scale, descaled versions of D&D 3rd Edition art.  

Characters have 8 Ability scores, the normal 6 plus Memory and Comeliness, and are generated using 3d6, 3d20, and 4d24.  How?? Don't ask me.

I could go on, but reading the rules are giving me a headache. That or the ComicSans font.  I was hoping there were some ideas here I could mine, but no. Not really.

Brunos's Earth Creature Manual

Again, I do love monster books. But this one is testing my patience. 

The monsters are divided up into broad categories (Natural, Super-Natural, Elemental, Undead), then alphabetically. These are largely copied from the AD&D 1st Monster Manual, with some from theFiend Folio and Monster Manual II.  There are no demons or devils.

There are some new monsters. Skrags, a type of undead, some new dragons. There is one, an Orinthopter. It is listed with the Golems under Elementals. The image looks like a crudely drawn glider or kite. There needs to be a description on what this is supposed to be. Is it a construct? An object? It has a Wisdom score, so is it alive?

Look, I could keep on going, but I won't. The author is not around anymore and there is no need for me to be a dick here.

I am not sure how this thing got onto my radar but I have it and no idea what to do with it.

As I said before, it is notable due to its mystery, availability on Amazon, and the author. There might be a story here, but I need help to dig up. I have been researching this since December 2023 and working on this post since June 2024.

In this case, my deep dive gives us nothing.

Dracula, The Hunters' Journals: 23 September; Mina Harker's Journal

The Other Side -

A quick word from Mina as we begin Chapter 14.

Dracula - The Hunters' Journals


CHAPTER XIV
MINA HARKER’S JOURNAL

23 September.—Jonathan is better after a bad night. I am so glad that he has plenty of work to do, for that keeps his mind off the terrible things; and oh, I am rejoiced that he is not now weighed down with the responsibility of his new position. I knew he would be true to himself, and now how proud I am to see my Jonathan rising to the height of his advancement and keeping pace in all ways with the duties that come upon him. He will be away all day till late, for he said he could not lunch at home. My household work is done, so I shall take his foreign journal, and lock myself up in my room and read it....


Notes: Moon Phase: Waxing Crescent

A short, but profound, entry today. Jonathan is at work (and not contributing to the plot) so Mina secludes herself by reading Jonathan's journal. This event is every bit as important, if not more so, than Van Helsing proclamation yesterday. 

Van Helsing might "know," but Mina is about to figure it all out on her own. 

While I am not trying to put a lot of stock in the various moon phases and times of year, I can't help but draw the parallels of Lucy dying during a new (dark) moon and Mina and Van Helsing having their revelations during the waxing, or brightening, of the moon. 

Monstrous Mondays: The Monster Movie Marathon & RPG Blog Carnival

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 It is that time of year again! Ok, that's lie, it is always that time of year for me. But it is that time of year when I start talking about it. And by "it" I mean my October Horror Movie Challenge

The goal is basically the same every year: Watch 31 Horror movies, with at least 20 of them as first-time views.  I often throw in a little twist to the theme. One year, it was all Vampire movies; another movie just before 1973 when The Exorcist came out.  This year, we will have a theme as well. 

The Monster Movie Marathon

To celebrate 50 Years of Dungeons & Dragons, I am going back to watch a bunch of classic (say pre-1977) movies featuring monsters from the AD&D 1st Edition Monster Manual.

Monster Movie Marathon

This all works out great for me.

"Monster Movies," as my Dad and I used to call them, were a big influence on my childhood and primed me for when Dungeons & Dragons came into my life. 

So I am going to watch a bunch of horror movies, mostly from before the Monster Manual was printed in 1977, featuring monsters that would later appear in those pages. 

I am not making any claims that these movies inspired these monsters, but certainly, they would have been known by the authors and artists of D&D at the time. They WERE certainly an inspiration to me at the time. The challenge here will be finding 20 I have never seen.

I have been reviewing my lists of monsters and comparing them to the book "The Classics of the Horror Film" I mentioned about a month ago. Along with other books, that for me, were the pillars of my love of monsters and ultimately D&D.

I'll watch the movie and talk about their Monster Manual counterparts. 

Should be great! So join me all month long next month.

I am also hosting the The RPG Blog Carnival for October. My theme is "Horror and Fantasy." Many of the monsters I'll be talking about have a toe, or tentacle in both. Monsters like the vampire, Medusa, and the mummy are featured in both genres. Creatures like the ogre and goblin began as horror monsters (of the time) and became more fantasy. Greek Myth for example has a lot of fantasy creatures that would later appear in horror.

So I have my work cut out for me to be sure! So join me in talking about Horror and Fantasy in your games and I'll link to you in future posts.

RPG Blog Carnival


Unknown Ukraine

Reviews from R'lyeh -

Vaesen: Spirits and Monsters of Mythic Ukraine is a special book. Obviously, it is a supplement for Vaesen – Nordic Horror Roleplaying , the Roleplaying Game of investigative folklore horror set in nineteenth century Scandinavia published by Free League Publishing. It is special because it something more than a straightforward supplement for the roleplaying game, though to be fair, it is actually a very straightforward supplement. Vaesen: Spirits and Monsters of Mythic Ukraine is special because it is the first book to be published as a result of the Free League Workshop, the community content programme for Free League Publishing’s various RPGs such as Mutant: Year Zero – Roleplaying at the End of Days, Sybaroum, and Twilight 2000. More importantly, it is special because of the circumstances of its development and publication, and that the proceeds of its sales go towards charitable causes in support of the Ukraine. These include United24, Come Back Alive, and Uanimals.
Vaesen: Spirits and Monsters of Mythic Ukraine is an anthology of creatures of myth and legend drawn from the folklore of Ukraine. Published by Society of Mythic Ukraine, based on an earlier project, Maloviy, which combined descriptions and details of these famous creatures with excellent artwork. This is continued in this Vaesen: Spirits and Monsters of Mythic Ukraine. The volume may only be a very slim one at just seventy-four pages and just twenty-seven entries, but it is superbly illustrated. Each is given a detailed write-up that runs to two or three pages which includes an excerpt from the Society’s library, a description, the creature’s characteristics, a full list of its magical powers—and all of them have this list, combat stats, the ritual associated with the creature, and examples of conflicts, plus a secret associated with the creature. The rituals are typically commonly held means of warding against the creature, whilst the conflict examples are actually story hooks that the Game Master can develop into mysteries of her own. There are three such conflicts per entry, giving her a total of eighty-one to play with! However, the creature entries in Vaesen: Spirits and Monsters of Mythic Ukraine do differ from those in the core rulebook. This difference is the inclusion of specific examples of Enchantments, Curses, and Trollcraft that a creature might employ. These are not normally listed in Vaesen – Nordic Horror Roleplaying, but are included here to make the use of each creature by the Game Master that much easier.

The collection opens with Bezdonnyk, which lives at the bottom of abysses and chasms where there is a bottomless lake or stream. It cannot stray from these locations because it represents the body of a suicide victim never found there and so never buried. When confronted, it might cause blindness or Christian symbols to shatter, or it might bestow the Gaze of the Abyss and magical power as well as knowledge of an enchantment or curse. The conflicts include looking for a missing, often bullied boy, removing the Sight from a boy who believed he has been cursed by a Bezdonnyk, and a village which secretly makes sacrifices to a Bezdonnyk to ensure its nearby springs grant healing. The grim nature of the entries in Vaesen: Spirits and Monsters of Mythic Ukraine continues with the Bohynka, an evil spirit born from the deaths of women who died giving birth, committed suicide, or aborted their babies, as well as from the deaths of betrothed girls who died before their weddings. She stalks pregnant women and women with newborns, stealing the babies before they are baptised and leaving behind monsters in their cradles. The stolen child is then twisted into an evil spirit. If that is not enough, Bezdonnyk also strangle people in their sleep, frighten and attack cattle, drive horses away, and devastate pastures. She appears as either an ugly old crone or a pale girl with long black hair. The conflicts include a village where the inhabitants cannot sleep feeling as if they are being strangled and a priest summoned to help was found strangled dead, a village where a new mother is being driven mad because she feels that her child is not hers, and a Bohynka who has returned to enact its revenge on those who drove her to suicide.

Other entries include the Chort, an evil spirit that is the cause of most misfortunes in the world. Cunning, wicked, insidious, and dangerous, it can inflict illness and bad luck to both people and livestock, incite people to commit evil deeds, tempt them to sell their souls to it in return for magical powers, and wilt fields and crops. A Chort is humanoid with animal features—hairy with horns, donkey ears and tails, a pig snout, and hooves—and always dresses in shades of red, typically fancy boots, a hat and a coat. The Nichnytsia is an evil night spirit that appears as a pale woman with long, dishevelled hair, bulging eyes, and a mouth twisted in terror, as well as gnarled, bony hands with long nails, dressed in a white nightdress so long that she looks like she is floating. Either the restless soul of a girl who suffered an unnatural death, a witch, or of someone who died in terrible agony or grief, she lives by day in nearby chasms, but at night sneaks into houses to pick first on children, sending nightmares, pinching and tickling, and feeding them a foul yellow milk which causes a child to be sick. She can also inflict insomnia or a lethargic sleep in which the sleeper has terrible nightmares. The Pesyholov is more typically monstrous, a wolf-headed humanoid with a single eye, believed to be descended from man-eating giants, a practice it keeps today, keeping its victims in pits, fattening them up until they are ready to eat!

Not all of the creatures or spirits in Vaesen: Spirits and Monsters of Mythic Ukraine are malevolent. For example, the Brodnytsia, which looks like a pretty girl with thick black braids, builds and protects fords across rivers and swamps so that people can cross them in safety as well protecting children who come too close to the water. This kindly spirit lives with beavers in their dams and will also protect places and people nearby, breaking damns to unleash the held back waters on fires or invaders! She can detect evil doers or those up to no good and lead them into whirlpools where they will drown. Since the Brodnytsia is a kindly spirit, conflicts associated with her involve things that have been done or anger her. The three include looking for the missing wife and brother of a famous hunter and tanner, who unfortunately has annoyed a Brodnytsia by hunting her beaver living companions; searching for a missing troupe of performing artists; and discovering why the dams and fords near a village keep breaking and the area flooding despite the villagers making good repairs.

Khukha are cute and fluffy nature spirits found in fields, forests, steppes, and caves, their forest types often waking with an incredible noise under the canopy that resembles knocking, squeaking, purring, and grunting. They do help those trouble and warn about the dangers in a forest, though some do see them as evil and vengeful. The Krynytsia is the spirit of the well or water spring, who ensures that the weather is good for the harvest and the fertility of the land. When she appears, it is as a young woman of great beauty with long, flowing blond braids. The better maintained her well or spring is, the better the weather and the better the harvests, and the more beautiful she is, but if neglected, the waters will stagnate, and the village and its surrounds will be beset with drought and evil spirits, the latter inflicting misfortune, illness, and disasters.

One of the stranger creatures in the bestiary is the Skarbnyk. Only appearing as a set of floating red eyes, the Skarbnyk guards hidden treasure, but only evil treasure that has been gained through theft, betrayal, or pacts with wicked spirits. The Skarbnyk will do this in return for the owner’s soul when he dies and if anyone does try to steal it, the treasure will turn into potsherds or snakes! However, the Skarbnyk will allow a swap to take place if the thief is willing to give up his soul. The Spryiia is the spirit of a person’s skill or talent which normally dies with the person, but it can be passed on to a child at birth, this being indicated by a birthmark. The Spryiia appreciates hard work and so will leave a person if he becomes too lazy. Mechanically, the increase in the skill is represented by a magical gift that increases a skill by two. The Zharook is either a household spirit or a god of fire that resides in the stove. This many-headed, many-eyed serpent can also be vengeful if it or the stove is shown disrespect and will set fires in the house. It can also make people gossip because it enjoys talking about rumours and news between its various heads!

Physically, Vaesen: Spirits and Monsters of Mythic Ukraine is a lovely looking book. The artwork is rich, wonderfully bringing its entries to life. The writing is slightly rough in places and it does need another edit. However, it would be churlish to grumble too much about this, given that the book is for a good cause and how good the book looks otherwise.

There are some common themes running through Vaesen: Spirits and Monsters of Mythic Ukraine, such as girls and women having suffered terrible deaths, spirits protecting streams, wells, or swamps, and so on, but this countered by the strangeness of other entries such as the Zharook or Skarbnyk. Yet all of the entries in the bestiary are going to be strange to most of the audience for it, the folklore and stories of creatures and monsters native to Ukraine having rarely travelled beyond its borders. With Vaesen: Spirits and Monsters of Mythic Ukraine they have, and in return, Game Masters and players of Vaesen can travel east to cross those borders and investigate mysteries new and different. Vaesen: Spirits and Monsters of Mythic Ukraine is an excellent introduction to Mythic Ukraine for Vaesen – Nordic Horror Roleplaying.

Mapping Your Gothic

Reviews from R'lyeh -

Given the origins of the roleplaying hobby—in wargaming and in the drawing of dungeons that the first player characters, and a great many since, explored and plundered—it should be no surprise just how important maps are to the hobby. They serve as a means to show a tactical situation when using miniatures or tokens and to track the progress of the player characters through the dungeon—by both the players and the Dungeon Master. And since the publication of Dungeon Geomorphs, Set One: Basic Dungeon by TSR, Inc. in 1976, the hobby has found different ways in which to provide us with maps. Games Workshop published several Dungeon Floor Sets in the 1980s, culminating in Dungeon Planner Set 1: Caverns of the Dead and Dungeon Planner Set 2: Nightmare in Blackmarsh; Dwarven Forge has supplied dungeon enthusiasts with highly detailed, three-dimensional modular terrain since 1996; Loke BattleMats publishes them as books; and any number of publishers have sold maps as PDFs via Drivethrurpg.com. 1985 Games does none of these. Instead, as the name suggests it looks back to the eighties and produces its maps in a format similar to the Dungeon Floor Sets from Games Workshop, but designed for use in 2025 not 1985.
Dungeon Craft: Cursed Lands – Game Pieces of Dread is a box of terrain geomorphs, some forty-six sheets of them! Each sheet is of light card, covered in plastic so that it works with both wet and dry erase markers, and marked with an eight-by-ten grid of one-inch squares. All of the sheets are depicted in full vibrant colour. Some are also marked in dotted lines which indicate lines where the Game Master can cut and sperate buildings, ruins, trees and flowers, threats and monsters. Some sheets depict single locations, locations, or monsters, such as a shop, a ruined windmill, a coffin makers, homes occupied and unoccupied, a church or temple, taverns and inns, wizards, necromancers, spiders, wraiths, gargoyles, wolves and hounds, black cats, murders of crows, chopping blocks with axes, a great tree hut, flaming skulls, and more. There is a lot of cemetery features, including statues and headstones, ground sections which have skeletal hands reaching up ready to claw at the Player Characters or pull themselves out of the earth, giant skulls and broken gates, and so on. Which sounds all great, but there is more to each of these sheets, and that is because each is double-sided.
Dungeon Craft: Cursed Lands – Game Pieces of Dread does not simply reprint the same locations, objects, and creatures on the other side. In some cases, it reprints the same location or object, but with a change in status. For the most part, this is to show the roofs of buildings, but for other pieces, the other side is very different. For example, the other side of the chopping blocks with axes shows piles chopped wood, the various creatures and monsters and NPCs are shown by day on one side and by night on the other, trees are shown with foliage on one side and without on the other, and so on. Whilst the reverse side of most building tiles show their roofs, others do depict up floors of the same building. Thus simply flipping the counters and locations over doubles usefulness of the Dungeon Craft: Cursed Lands – Game Pieces of Dread as well as helping to keep parts of a location or encounter secret until the Master Master is ready to reveal them.
Dungeon Craft: Cursed Lands – Game Pieces of Dread is obviously designed to work with a fantasy setting such as that for Dungeons & Dragons, Pathfinder, or any number of retroclones or fantasy roleplaying games. Indeed, Dungeon Craft: Cursed Lands – Game Pieces of Dread would very well with the Curse of Strahd and Vecna: Eve of Ruin campaigns for Dungeons & Dragons, Fifth Edition. Of course, the most obvious use for Dungeon Craft: Cursed Lands – Game Pieces of Dread is with the Ravenloft setting, which has a particular gloomy, Mitteleuropean feel to it. This does not necessarily limit it to the mediaeval pulp horror of Gothic, since the look and feel of the locations depicted in this map could be any time from the sixteenth century to the twentieth. So not just Ravenloft, but also Masque of the Red Death and Other Tales, as well as any pulp horror adventure where the heroes might encounter vampires and the undead, venture down streets swathed in shadow and passing moonlight, and out into cemeteries to dig up bodies to check to see if they are truly dead! Chill would work very well with Dungeon Craft: Cursed Lands – Game Pieces of Dread, as would any roleplaying game with a Pulp sensibility, whether that is Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos or Achtung! Cthulhu, especially if the Investigators wanted to vampire hunting or the Nazis were recruiting! Lastly, combine with the BattleMap: Turned Earth/Graveyard pack to create the locations of uprisings of the dead and the BattleMap: City/Dungeon pack for town streets where the undead can lurk and prey on random tourists whilst the locals know better than to be abroad at night and lock their doors!
Physically, Dungeon Craft: Cursed Lands – Game Pieces of Dread comes in a sturdy which also contain a single introduction and instructions sheet. Beyond that, the rest of Dungeon Craft: Cursed Lands – Game Pieces of Dread is all maps that can be easily adjusted with the addition of the various terrain pieces and marked up and wiped clean as necessary.
Dungeon Craft: Cursed Lands – Game Pieces of Dread is an appropriately gloomy and gothic-themed box of maps and geomorphs. In comparison to other Dungeon Craft boxed sets from 1985 Games, Dungeon Craft: Cursed Lands – Game Pieces of Dread is not as vibrant (since of course, it is set in the shadows) and it does not include quite as much variety in its pieces. Nevertheless, this is a good box of maps, floor plans, and map tiles, and for the Game Master using miniatures and wanting to take her campaign into the gloom of the gothic where only the moonlight shines and vampires stalk the night, Dungeon Craft: Cursed Lands – Game Pieces of Dread is packed with everything she will need.*
* Stake not included.

Friday Fantasy: The Dusk Bringers

Reviews from R'lyeh -

Two centuries ago, a heretical cult that had begun as a radical sect within the Church of Zonurandi brought to fruition its plans for a great ritual which it believed would bring about a new Dawn for their Sun God when he would shine so very brightly. Yet in order to bring about this age of enlightenment, the world must first enter a perpetual Dusk. The Dusk never came. The cultists—including many secret members within the ranks of Church of Zonurandi—disappeared. In the time since, the Herald of the Sun, the name of the original sect within the church, and the Dusk Bringers, the name for the cult, have become nothing more than an interesting side note in the history of the Church of Zonurandi, and then only to sages and archivists. Recently, a message has been received by the authorities from the remote Wichama Valley. It is a Rite of Protection, an ancient tradition which if fulfilled would be answered with an Oath of Loyalty. What is curious is about this message is that the Wichama Valley is part of the estates belonging to the Mayweather family which has long been loyal to those it owes fealty to. So, the question is, who has sent this Rite of Protection, and what exactly do they need protection from?

This is the set-up for The Dusk Bringers, a scenario published by LunarShadow Designs. The scenario is a departure for the publisher, which is best known for solo journalling games such as Signal to Noise or roleplaying games such as Project Cassandra: Psychics of the Cold War, because The Dusk Bringers is very much an Old School Renaissance-style adventure. Excepts for one thing. There are no stats. In other words, The Dusk Bringers is a systemless or systems agnostic scenario. This is a fantasy scenario which could be dropped into numerous settings and not so much adapted, as given stats to run with Old School Essentials, Dragonebane, or the Dungeon Crawl Classics Role Playing Game. To name, but three. Ultimately, all the Game Master needs to apply stats and if the names do not fit her campaign, then change them so that they do. And if the Goblins and Ghostly Knights that comprise the majority of the scenario’s monsters—though not its threats—do not fit her campaign either, then they can be changed to. What all of this boils down to is that The Dusk Bringers is at its heart, a plot, a scenario in the true sense of the word.

However, The Dusk Bringers is not all plot. There are maps too and much of the scenario’s plot is wrapped around those maps. The Dusk Bringers was a submission to the ‘Dyson Logos Jam’, which ran throughout October 2021, using those that are available from his commercially available maps. Dyson Logos is renowned for the quality of his maps which have appeared in numerous releases for the Old School Renaissance. These include maps of what the scenario calls a keep, but is more of a tower, plus a strange temple complex connected to a mine and a map of the nearby walled settlement of Motuen township. The plot concerns a clan of goblins, which like all of its kin, lurked in the hills and caves surrounding Wichama Valley, but without being any real threat to the inhabitants. They have been driven out the mine in which they had made their home and taken refuge in Veranna Keep. However, whatever it was that the Goblins disturbed in the tunnels of their previous home has followed them to Veranna Keep and lurks still, ready to pounce on anyone foolish enough to be alone. The Goblins want help with the thing outside the walls of Veranna Keep and they want to return home, which also means dealing with what it they found in the mines.

Investigating the mines raises questions that cannot be answered there, but might be in the records to be found at the temple to Church of Zonurandi in nearby Motuen. The walled town was once prosperous, but has fallen on hard times with the paying out of the nearby mines. This has led to a loss prestige and power by the local branch of the Mayweather family to the influence of the church and the town’s merchants. The result is some tension between the head of the Mayweather family and the rest of the town, though this is more resentment than anything else. Only a two-page spread is devoted to Motuen along with an accompanying one-page description of the temple to Church of Zonurandi and its staff, but together these three pages are the highlight of The Dusk Bringers providing some local colour and roleplaying opportunities for the Game Master. Details beyond this are left for the Game Master to develop, but the basic building blocks are there.

The plot to The Dusk Bringers has a certain circularity to it, and the whole scenario can be played through in two or three sessions. Beyond this, there is a handful of story hooks that require full development upon the part of the Game Master and there is also a discussion of what happens if the Player Characters deal with the actual threat to the Wichama Valley and what happens if they decide not to. The latter has greater ramifications than the former. There are also notes on all of the scenario’s NPCs and detailed descriptions to accompany the maps.

Physically, The Dusk Bringers is cleanly and tidily presented. Both artwork and cartography are good—very good in the case of the cartography—and whilst there is very little artwork in the scenario, all of it I used to illustrate the various NPCs and monsters to be found in the scenario.

Without any stats, The Dusk Bringers feels threadbare. There is though decent advice on how to run the scenario, as well as questions that the players, their characters, and the Game Master might want answer by the end of the scenario. The outline of the scenario is also decently done. Overall, if the Game Master is looking for something that is ready-to-play with a modicum of preparation, then The Dusk Bringers is not going to be for her, but if the Referee is looking for a scenario that she can readily more design the monster and NPC stats around and adjust to make it her own, then The Dusk Bringers is a good choice.

Friday Filler: Holi: Festival of Colours

Reviews from R'lyeh -

Celebrated as the Festival of Colours, Love, and Spring, Holi is the Hindu festival that both celebrates the eternal and divine love of the deities Radha and Krishna and commemorates the victory of Vishnu as Narasimha over Hiranyakashipu. It is notable outside of India as the festival in which richly coloured ‘gulaal’ powder is flung by the celebrants resulting in street scenes that are a riot of colour. It is also the theme of Holi: Festival of Colours, a board game from Floodgate Games, in which the players will try and outscore each other by placing more of their colour on the board, grabbing sweets, and hitting each other with their colour. It combines area control mechanics with elements of hand management and pattern building, the result being a colourful, abstract design that has a very physical, vertical presence at the table. It is designed for two to four players, plays in about half an hour, and is designed for players aged thirteen and up. That said, younger players who plenty of experience with board games should have no difficulties learning to play Holi: Festival of Colours.

The components to Holi: Festival of Colours really begin with its Courtyard Tower. This is a three-level tower with each level consisting of a clear plastic tray with a six-by-six grid of spaces. The Courtyard Tower requires construction for each play. It does wobble slightly, but is sturdy enough. The other components consist of four Helper Cards, twenty-four Sweets Tokens, a Score Tracker and four Score Markers, twenty-one Rivalry Cards, fifty-two Colour Cards in four colours, one-hundred Colour Tokens, four Player Markers, and the First Player Marker. All of the Sweets Tokens, Colour Tokens, and the frame for Courtyard Tower are done in rich, vibrant colours. Colour Cards show the pattern of spaces in a three-by-three grid that Colour Tokens will land on when thrown. The Rivalry Cards are bonus cards. For example, ‘Sweet Tooth’ scores extra points for each Sweets Tokens and ‘Snack’ forces a player to give up a Sweets Token if another player scores a Direct Hit on him.

To set up, the Courtyard Tower is put together and Sweets Tokens are placed on the ground and middle levels. Each player receives the Colour Tokens and Colour Cards in his colour and a Helper Card. Two or three Rivalry Cards are revealed. These affect scoring or add a new rule to game, often radically changing how the game is played. It is suggested that the Rivalry Cards be omitted for a simpler play experience.

On his turn, a player can take between one and three actions, in any order. The mandatory action is the ‘Throw Colour’ action, whilst the others are Move and Climb. For the Throw Colour action, the player chooses one of his Colour Cards—he always has three in his hand and plays it. Each Colour Card indicates the point where the player’s Marker is located and then the pattern where the Colour Tokens will fall when he throws him. The player can rotate the Colour Card to fit the pattern onto the board. If a Colour Token lands on another player’s Marker, then a Direct Hit is achieved. This scores the player a point and the Colour Token which lands on the other player’s Marker goes into the other player’s supply of Colour Tokens. Colour Tokens in another player’s supply will score the scoring player further points. This can only happen when the players have their Markers on the same level.

Alternatively, a player can simply expend the Colour Card to place a Colour Token anywhere on the level. This includes on a Sweets Token, but not on another player’s Marker.

The ‘Move’ action enables a player to move his marker to anywhere on the level. This can be anywhere, including on Colour Tokens, which are returned to the player’s supply. If they belong to another player, they go into the moving player’s supply and will score the other player points at the end of the game.

The third option is ‘Climb Up’. When a player’s Marker is surrounded on all four orthogonal sides, the player can choose to move up to the same space on the next level up. Once a player has moved to an upper level, he cannot move down. Once on an upper level, when a player does a Throw Action, if there is no Colour Token in the squares in the corresponding squares on the levels below, then the Colour Token will fall to the level until it lands on an empty square. This means that a Colour Token can fall from the top level to the ground level.

Play continues like this until each player is unable to do the Throw Colour action and have run out of their Colour Tokens. This triggers the end of the game. Each player score points for the Colour Tokens he has on the three levels of the Courtyard Tower, the higher the level, the more points scored; Colour Tokens in other players’ Colour Supply; and lastly for each player who has a fewer number of Sweets Tokens than he does.

Physically, Holi: Festival of Colours is a very nice-looking game. The Player Markers are bright and cheerful and eye-catching. The rules are easy to understand and the components are of a sturdy quality, though the Courtyard Tower does wobble a bit despite its sturdiness. It remains to be seen if the Courtyard Tower will stand up to too much taking apart and putting together necessary for each play. The artwork is excellent and the cover of the box is stunning.

Holi: Festival of Colours is simple to learn and play. It is perhaps a little fiddly to play between levels, especially when working out where Colour Tokens will land when they fall from another level and if there is another token below. The game does include a ‘Take That’ element in that another player’s Marker can be targeted with a Direct Hit, but this is very much a minor part of play. The Rivalry Cards do add a much-needed element of randomness to the game in scoring and rules, though it is a pity that they are used for all of the players rather than each player being able to draw his own and keep them secret until the end.

From its box artwork to its Courtyard Tower, Holi: Festival of Colours is eye-catching. That it takes a little known—at least in the West—Hindu festival and turns it into a pleasingly light, but physically impressive and tactile game, is an indication of the skill of the designer and publisher. Game play is solid rather than spectacular, but Holi: Festival of Colours is a decent game, not so light as to be less enjoyable for experienced gamers, but not too difficult for family or casual players. Overall, Holi: Festival of Colours an impressively lovely looking game, with easy to understand and playable rules, with a playing time that suits a filler.

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