RPGs

Halloween Hangover 2021

The Other Side -

I am sad too pumpkin.Here we are at the end of another October! 

I watched a lot of movies, talked a lot about horror, and generally speaking had a really good time.

I want to thank everyone that came by to talk about the horror movies and participate in the October RPG Blog Carnival.

For this October I watched 62 horror movies with 48 of them first-time views.  That's double what is needed, but about where I expected. 

The Challenge started out with the idea of doing a Lovecraft Film Fest. But as it turns out I had seen most of those movies and many of them are actually fairly terrible. I moved on to horror/sci-fi, witch movies, demons, and a sprinkle or two of werewolves, vampires, and sea monsters. 

What I *DID* end up doing was watch a bunch of foreign language films. Here are all the languages I got to listen to in my Challenge;  German (both standard and Swiss German), Italian (lots), Spanish (with a touch of Yucatec), Portuguese, Czech and Slovak (which I loved), Hungarian, Indonesian (2 of those!), Russian, Swedish, Turkish, and yes English.   That is easily the most I have seen in one challenge. 

This year I also identified a new sub-genre of witch movies that I call Daughters of the Craft. I went back and applied this tag to past movies as well.  I'll keep an eye out for more.

I enjoy having a theme for my Challenges because it gives me a challenge, finding movies that fit, and I can compare and contrast them.  Now I need to think about what my theme for next year is.

I know today is the first of the month and that has meant a new character.  It is also Monday and that means a new monster.  But I call today Halloween Hangover day for a reason.  I am rather mentally drained.

Going to spend some time gathering up my thoughts and seeing how I want to proceed with the rest of the year.  I have a lot of reviews I want to do, so maybe that is what November will be for.

Review 1500: Call of Cthulhu

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
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Call of Cthulhu was first published in 1981. Written by Sandy Petersen, it is famously, the roleplaying game based upon the works and creations of American horror writer, H.P. Lovecraft, drawing upon the adage, “The oldest and strongest emotion of mankind is fear, and the strongest kind of fear is fear of the unknown.” from his own essay, ‘Supernatural Horror in Literature’. Indeed, it is the first roleplaying game to so as its sole focus—other roleplaying games and supplements included the creatures of Lovecraft’s Mythos within their pages, but not in the way that Call of Cthulhu does. The roleplaying game places the action—and by action, mostly investigation—in Lovecraft’s own period of the Jazz Age, the nineteen twenties, and has ordinary men and women investigate the machinations and conspiracies of creatures and entities best left unknown to man, the creatures and entities of the Cthulhu Mythos, as well as their all too human cultists and acolytes, and if not save the world in the long term, at least save the world for now. In doing so, their bravery in the face of Cosmic Horror, will remain unknown and go unrewarded save the knowledge that mankind is safe—for now, for ultimately the stars will come right, and Cthulhu will rise from where lies dreaming deepest R’lyeh to reclaim what was once his, along with a host of other aliens and beings beyond our understanding who regard Humanity as nothing more than an infestation—if they do at all. However, their investigations will see them delve into secret places, peruse and study ancient tomes, learn blasphemous knowledge and incantations, and see things and beings best left unseen, all of which might drive them insane, such is the nature of the truth about the world and the cosmos which has long been forgotten.

An Investigator in Call of Cthulhu has nine attributes—Strength, Constitution, Size, Intelligence, Power, Dexterity, Appearance, Education, and Sanity. Of these, Sanity is actually derived from the Investigator’s Power, and plays a major role in the roleplaying game, whilst Education determines the number of points a player has to assign to the skills granted by his Investigator’s Occupation. This Occupation can be Antiquarian/Historian, Author, Dilettante, Doctor, Journalist, Lawyer, Professor, Parapsychologist, and Private Eye (the choices available will greatly expand with subsequent editions and supplements), granting skills such as Anthropology, Archaeology, History, Library Use, Occult, Psychoanalysis, Psychology, Read/Write Other Language, and Speak Other Language for the Parapsychologist occupation. In addition, an Investigator’s Intelligence determines the number of points a player has to assign to personal interest skills.

The skills themselves are very modern and geared towards the investigative playing style of the game. Thus Library Use for conducting in libraries and newspaper morgues, Read/Write Latin or Ancient Greek for reading ancient or Mythos related tomes, Psychology for determining if a potential cultist is lying or even insane, Credit Rating for getting a loan or moving in the right social circles, and so on. There are combat skills too, such as Handgun or Fist, but these are always reliable in play, since many of the Mythos creatures are immune to their effects. One notable skill is Cthulhu Mythos, which represents an Investigator’s knowledge of the cosmic horror which threatens mankind’s understanding of the universe, knowledge which will permanently damage an Investigator’s Sanity. Investigator creation is actually very simple, but the range of Occupations and skills lend themselves to a multitude of ideas and concepts for Investigators and their backgrounds all inspired by the historical setting of the roleplaying game.

Our sample investigator is Henry Brinded, a Bostonian from a wealthy family who studied Classics at Yale before serving as an artillery officer with the American Expeditionary Force in Northern France during the Great War. As a consequence he is slightly deaf and abhors loud noises. He owns and runs a small antiquarian shop which specialises in ancient and medieval manuscripts.

Henry Brinded
Occupation: Antiquarian
Strength 11 Constitution 11 Size 12 Intelligence 16
Power 14 Dexterity 13 Appearance 17 Education 17
Sanity 70 Hit Points 11

Archaeology 20%, Bargaining 30%, Boating 30%, Credit Rating 40, Cthulhu Mythos 00%, History 65%, Law 30%, Library Use 50%, Make Maps 20%, Psychology 25%, Read/Write English 85%, Read/Write Latin 50%, Speak French 25%, Swim 25%

Combat Skills
75 mm Field Gun 20%
Rifle 20%

Mechanically, Call of Cthulhu famously uses Basic Role-Playing for the basis of its mechanics, the percentile system derived from RuneQuest. In comparison to RuneQuest, the mechanics of Call of Cthulhu are much simpler and would remain virtually the same until their revision with Call of Cthulhu, Seventh Edition. It is primarily a skills-based game, a player rolling under his Investigator’s skills or if against an object or NPC, on the Resistance Table, using percentile dice. Really, this is not very much more than Basic Role-Playing—a copy of which is included in the box as an introduction to the rules—with a plethora of different skills to account for the change in genre and time period.

The one notable addition to the rules is Sanity. An Investigator begins play with his Sanity equal to his Power attribute times five, and it is tested if he encounters something scary, be it the dead body of a fellow Investigator or a creature of the Mythos. Fail the test and the Investigator might lose a few points for seeing the corpse, eight or ten for encountering a Mythos creature, and even one hundred points for seeing a Great Old One such as Great Cthulhu himself! If an Investigator fails the Sanity roll (and sometimes even when he succeeds), then he can not only lose Sanity he can go insane, temporarily if he loses five points in one go, but indefinitely if he loses a fifth within the space of an hour, such is the corrosive effect upon the fragility of the mortal mind. Such an Investigator might end catatonic or suffering from amnesia, but one of the probable outcomes is that he suffers from a phobia, and the rulebook includes a lovely list such as Ballistophobia or Teratophobia. Now there are only a few here, but subsequent expansions to the game would add many more.

Sanity can also be lost for reading Mythos tomes such as the infamous Necronomicon or the dread Revelations of Glaaki, but sometimes they have to be read to learn the means or the spells necessary to thwart the Mythos—at least temporarily. However, doing so means gaining points in the Cthulhu Mythos skill, representing the fundamental understanding as to the true nature of the universe and mankind’s place in it. The more points in the Cthulhu Mythos skill an Investigator has, the lower his maximum Sanity. Now it is possible to regain points of Sanity, typically by defeating or thwarting the plans of a cult or a Mythos creature, but also by undergoing Psychoanalysis. The latter takes a while though, is not guaranteed to work, but is safer than the former option—depending upon the Alienist and the institution of course. In the long term, as an Investigator loses points of Sanity, the lower the chance he has of withstanding shocks and exposure to the Mythos, the greater the chance of losing more Sanity, and so on, until his Sanity is so low, he retires alive but unhinged or it drops below zero and he is insane. Permanently.

Much of the rest of the rest of the core rule book is dedicated to the Mythos itself. This begins with the gods and creatures, from Azathoth, Cthuga, and Great Cthulhu to Y’Golonac, Yig, and Yog-Sothoth, from Byakhee, Chthonians, and Dark Young of Shub-Niggurath to Shoggoths, Star-Spawn of Cthulhu, and Star Vampires. All are given full stats and extensive write-ups, much of which will be familiar from later editions of Call of Cthulhu. Here though, Petersen classifies them not once but twice. First into Outer Gods and Great Old Ones as well as Alien Races and Monsters, and second, into classes—Minor, Moderate, Major, Great Old Ones, and Outer Gods. Thus, Shub-Niggurath is an Outer God, Ithaqua a Great old One, Hounds of Tindalos are Major, Shoggoths Moderate (!), and Mi-Go Minor. It does feel oddly forced, but as a way of quantifying them it works well enough. The well-done chapter of the Mythos Monsters is followed by an explanation of how Mythos magic works and the dangers of reading the various Mythos tomes. Again, the explanations are well done, and again, the spells reinforce how this is not a roleplaying game in which the Investigators learn a spell and blast away at their enemies with eldritch power. Most of the spells consist of call, contact, summon, and/or bind the things of the Mythos, which means bringing them to the Investigators and exposing their minds to the unspeakable horrors to the detriment of their Sanity, and many spells cost Sanity to cast. Which is fine if you are an insane sorcerer with no Sanity! Lastly, the Mythos tomes are simply listed and do feel as if they warrant further development.

And then there is the ‘How to Play the Game’ chapter. This is a superb chapter—which like so much of the rest of Call of Cthulhu will be visited again and again—which explains, if it was not clear from the first six chapters, how Call of Cthulhu is a roleplaying game of a different stripe. With the first sentence it states that, “Call of Cthulhu differs in feel and motivation from other roleplaying games.”, warning that direct confrontation with the Mythos will not only fail, but probably end up with the death of the Investigators involved. The solution is to investigate, to visit libraries, conduct interviews, read arcane tomes, scout out locations, and more. It also advises that the Investigators avoid too much gunplay lest they arouse the suspicions of the authorities. It is a fantastic read and it is followed by good advice for the Keeper of Arcane Secrets—as the Game Master is known in Call of Cthulhu, in setting up and running a scenario and a campaign. As good as the chapter is, the two subject matters—one for the players and one for the Keeper—do not feel as if they should be together, in case of the advice for the player, this far into the book. Nevertheless, this is an excellent chapter, its contents pertinent today as it was in 1981. It is followed by an example play, which sadly does not involve Harvey Walters.

The core rulebook includes not one, but two scenarios. First up is ‘The Haunting’—more recently renamed ‘The Haunted House’, a scenario which inserts the Mythos into a classic haunted house set-up and delivers some great shocks and scares in what has since become almost everyone’s first encounter with Call of Cthulhu. It has been developed since, and appeared in almost every version of the Call of Cthulhu rulebook except for the Call of Cthulhu Keeper’s Rulebook for Call of Cthulhu, Seventh Edition. (It is instead included in the Call of Cthulhu, Seventh Edition Quick-Start and returned to the Call of Cthulhu Keeper’s Rulebook for its fortieth anniversary edition.) It is a creepy little classic, here feeling a little barebones, but effective all the same for a single session. The second is ‘The Brockford House’, which has never been reprinted beyond the pages of the core rulebook, has the Investigators looking into another house and the strange noises coming from underneath. Located just off the coast of Maine, this is a more physical scenario than ‘The Haunted House’, involving little in the way of investigation or research, leaving the Investigators even more ill prepared for what they face than usual. Although it has its moments, ‘The Brockford House’ is unimpressive.

Lastly, the appendices provide two scenario vignettes, which can be used to begin or add to a campaign. The first involves a deadly encounter on a bus tour in Vermont, leading to the Investigators being hounded by allies of the Mythos, whilst the second is a detailed summoning site in the crater of an extinct volcano. The first is the better of the two and works better as the beginning of a campaign, something that the Keeper can take away and develop on her own. The second has plenty of detail, but necessarily the scope as intended. Lastly, the appendices contain a list of libraries and ‘Notes on a Fragment of the Necronomicon’, penned by Phileus P. Sadowski. This is a delightful in-game examination of the dread tome, which adds detail and history to its listing earlier in the core rulebook. However, the fact that the given date for the article is 1979 and it references Lovecraft: A Biography by L. Sprague de Camp, it does feel out of step with the rest of the game! Otherwise this is an engaging piece with which to end the rulebook.

If the rulebook for Call of Cthulhu focused on Investigators and the weirdness of the Mythos, the second book in theCall of Cthulhu box provides the context. ‘A Sourcebook For the 1920’s’ is both an almanac for the Jazz Age and an expansion to the rules. Even the cover is put to good use with a set of deck plans for an airship, but inside there are maps of noted archaeological sites—from Ife in Nigeria, Scara Brae in the Orkney Islands, and Çatal Hüyük in Turkey to Moundville in the USA, Pan-P’o-Ts’un in China, and Luxor in Egypt. These in particular are eye opening, in many cases the reader’s first exposure to some of the amazing archaeological sites, ripe to be visited by the Investigators’ resident archaeologist or used as a site by dread cultists, their accompanying text spurring a Keeper to research more. ‘A Sourcebook For the 1920’s’ also includes timelines ordinary and outré for the decade, thumbnail biographies for the notables of the period, a list of companies with goods and services to add flavour to a game, floorplans of the railway coaches (terrifying train journeys would go on to become a staple of Call of Cthulhu scenarios), travel speeds and times, and goods and prices.

In play, there is the addition of Nautical skills and new weapon stats and notes for the war boomerang, the musket, Thompson submachine, and even a 75 mm field gun! The ‘A Sourcebook For the 1920’s’ also provides a short guide to crimes, arrests, and handling bribery too, including notes about the 18th Amendment and thus Prohibition (a subject which the roleplaying game would revisit numerous times over the next four decades). The guide to handling arrests are really very good, highlighting what might happen if the Investigators’ actions arouse suspicion and the potential consequences are, because ultimately, although their actions may be morally right, legally they may be anything other than right. This enforces the sense of the ordinary world around them versus the Cosmic Horror they face. Organised crime is covered as well, as is the Ku Klux Klan. For the Keeper there is advice on cultists and cults, including primitive cults, and the nature—both benefits and costs—of worshipping the unnameable. ‘Beasts & Monsters’ expands on the list of entities and forces of the Mythos, but with more ‘mundane’ creatures. So crocodiles and pythons, but also the ghost, the mummy, the pixie, the vampire, the werewolf, the wraith, and the zombie. The latter, the more traditional monsters have their own Sanity losses, of course, and their inclusion opens up the realms of possibility and using Call of Cthulhu as a more traditional horror roleplaying game, and again, that possibility would be revisited again and again in the next forty years, most notably with the anthologies Blood Brothers and Blood Brothers II.

However, there is some variation between the content of the ‘A Sourcebook For the 1920’s’. Later versions provide ‘Other Occupations’ such as Gangster, Missionary, Policeman, and Soldier, plus rules for Sages, from whom an Investigator can learn more of the nature of the world and perhaps gain other help too. In the earlier version—the version included with the Call of Cthulhu Classic reprint—in a section called ‘Previous Experience’. This offers a more random means of creating an Investigator, a player rolling to determine his Investigator’s attributes and then gender, starting age, birthplace (in the USA), Education (this can be lower in rural areas) and where he went to school. This will add some points to various academic skills, and then he selects one or more Occupations, and works out his prior experience. This is done in five-year terms (much like the roleplaying game Traveller does, but in four-year long terms), the Investigator receiving the given skill bonuses for the Occupation. For example, the Gangster this is Climb (5), Jump (5), Fast Talk (10), Credit Rating (10), Drive Auto (10), Listen (10), Bargain (5), Spot Hidden (5), Law (5), Dynamite (5), Sub-Machine Gun (5), Revolver (5), Shotgun (5), and Pick Pocket (5) for each term. It even comes with a complete example, the prior experience of Eben Stone, whose fortunes remain unknown in comparison to those of the perennial Harvey Walters.

Whichever version of ‘A Sourcebook For the 1920’s’ was present in the Call of Cthulhu box, there is no denying the wealth of detail it provides player and Keeper alike. There is so much information in its pages that the Keeper can use to bring her campaign to life and add verisimilitude, and so much of it has since been re-explored and developed—if not by Chaosium, Inc., then by other publishers. Certainly both The Keeper’s Companion vol. 1 and The Keeper’s Companion vol. 2 can be seen as developments of ‘A Sourcebook For the 1920’s’ as well as various aspects of the core rulebook.

In addition to the core rulebook and ‘A Sourcebook For the 1920’s’, Call of Cthulhu includes a sheet of Character Figures, which can be cut out and used as figures during play instead of miniatures. Both Investigators and Cthulhu entities are done as silhouettes, those for the monsters the same as their illustrations in the core book. The silhouettes of these Character Figures would also influence the sculpture of the miniatures manufactured Grenadier Models. Lastly, the box contains a poster map of the world, marked with sites of interest across the globe, both Mythos and mundane. It is nice and clear, but perhaps a little large to use easily.

Physically, Call of Cthulhu is well presented, it is easy to read, and is broken up by boxed text and the occasional illustration. Actually there is very little artwork in the core rulebook and whilst not all of it is of the highest quality it is in the main effective in evoking a certain dark and lonely mood. The use of a single Investigator, Harvey Walters, as an example throughout the rulebook, from creation to insanity really helps the reader understand the roleplaying game’s mechanics. ‘A Sourcebook For the 1920’s’ feels a little cramped in comparison, but that is down to the amount of content within its pages.

It is difficult to pinpoint any real issues with Call of Cthulhu as it originally appeared. There are details which perhaps the reader might feel the designer got wrong about the Mythos, but there are perhaps two issues, one more serious than the other. The lesser issue is that the scenarios are variable in quality, but to be fair, these are the first scenarios for Call of Cthulhu, so cannot be expected to be amazing the first time out. The major issue is the lack of advice for the Keeper on the design and presentation of NPCs, especially cultists. There are some notes in ‘A Sourcebook For the 1920’s’, but the Keeper is very much left on her own to develop these herself with little real guidance. Of course, in subsequent editions of the roleplaying game, as well as innumerable scenarios and campaigns, the Keeper would be shown again and again what a cultist or other NPC might look like in terms of the rules, but here in the core rulebook, she is left wanting.

—oOo—
Call of Cthulhu would go on to win the Origins Awards for Best Role-Playing Game in 1982 and receive the Game Designer’s Guild, Select Award in 1981, and ultimately, be conducted into the Origins Award Hall of Fame in 1995. Within a year of its publication, it would be reviewed several times, some of them in quite lengthy write-ups.

William Barton, who would go on to write Cthulhu by Gaslight, reviewed Call of Cthulhu in Space Gamer Number 49 (March, 1982) and said, “Overall, CALL OF CTHULHU is an excellent piece of work.” He noted that there were several inconsistencies in the interpretation of the Mythos, but considered, “Petersen’s depth of research in the books and in the Mythos is next to remarkable.” and despite a number of failings overlooked in the simplification of Basic Role-Playing into Call of Cthulhu, concluded that, “The worlds of H. P. Lovecraft are truly open for the fantasy gamer.”

In ‘Call of Cthulhu is a challenge’ in Dragon #61 (May 1982), David Cook was critical of the rules, especially what he called, “[T]he incompleteness of the combat system.” with its small list of weapons, and a lack of rules for cover, movement, surprise, and the like. He was particularly critical of ‘A Sourcebook For the 1920’s’, complaining that, “It, like the appendices, appears to be notes and unfinished design work.” and suggested that it could have been better used to present the background to Lovecraft’s stories for those unfamiliar with them. His most serious complaint was that “The most serious flaw in the game is the lack of rules for NPC’s. The rules do say, and quite rightly, that Investigators should seldom meet any of the monsters listed. Doing so will often result in Investigator death or insanity, not a pleasant prospect for a player. Therefore, the Investigator will be dealing with and battling NPC’s. However, there is nothing given in the rulebook about creating interesting NPC’s. There is no quick system for generating NPC characteristics and skills. There are no suggestions for what NPC’s will know, how they will be armed, or what (or why!) they are doing. This lack of information puts an extremely large burden on the Keeper and makes it especially hard to create NPC’s that will keep the players’ interest. There should have been a section devoted to this in the rules.

Although Cook’s initial conclusion was initially less than positive, “It is difficult to either love or hate the game.”, but ultimately said, “It is a good game for experienced role-playing gamers and ambitious judges, especially if they like Lovecraft’s type of story. However, those players and judges just getting into roleplaying or who have never read a Lovecraft story are well advised to wait on this Game until they have more experience.”

Reviewing Call of Cthulhu in Open Box in White Dwarf No 32 (August 1982), Ian Bailey wrote, “Sandy Petersen has faithfully reproduced the tone of Lovecraft’s with the Call of Cthulhu game system and as a result, it is not about hacking and slaying, it is about investigation, which boils down to a rewarding battle of wits between the players and the Keeper.” He also noted that, “The game encourages good role-playing from the players. The rules embody a number of deterrents for the would be ‘fighter’.” His only criticism was that the sourcebook was too “U.S. orientated and consequently any Keeper ... who wants to set his game in the UK will have a lot of research to do.” Before concluding that, “Call of Cthulhu is an excellent game and a welcome addition to the world of role-playing.” and awarding it a score of nine out of ten.

Call of Cthulhu would be voted number one in ‘Arcane Presents the Top 50 Roleplaying Games 1996’ in Arcane #14 (December, 1996). The article summed it up as “Call of Cthulhu is fully deserved of the title as the most popular roleplaying system ever – it’s a game that doesn't age, is eminently playable, and which hangs together perfectly. The system, even though it’s over ten years old, it is still one of the very best you’ll find in any roleplaying game. Also, there’s not a referee in the land who could say they’ve read every Lovecraft inspired book or story going, so there’s a pretty-well endless supply of scenario ideas. It’s simply marvellous.”
—oOo—
It is surprising to note that when Call of Cthulhu was published, there was no other horror roleplaying game on the market. There were plenty of roleplaying games with horror elements in them—primarily classic monsters such as werewolves, vampires, and zombies—but none dedicated to the genre itself, so when Call of Cthulhu was published in 1981, it was not only ground-breaking, but it was also ground-breaking in its genre again and again. To begin with, it quantified the Mythos, its creatures and gods, spells and tomes, not as something to fight and defeat as was the case in their previous appearances in roleplaying games and supplements, but as something to be scared of and thus avoid, as a real threat to the Investigators and humanity, and in doing so elevated the Mythos in the hobby into something more than just fodder for sword and spell. The general lack of familiarity with the Mythos also meant that the creatures and gods presented in the pages of Call of Cthulhu were also all the more unknowable, so the scares and the horror that the Keeper could bring to her game were all the more effective. Arguably, this presentation would spur interest anew in Lovecraft’s fiction and ultimately lead to the popularity that his creations have today. It presented a whole new way of roleplaying and game—investigating, researching, interacting with NPCs to get information, and attempting to find a means to defeat the ghastly enemy using the mind and knowledge rather than brute force. It emphasised the skills and the knowledge of the Investigators, who are just ordinary men and women, rather than the might and powers of adventurers in other roleplaying games. When combined with the fact that the roleplaying game was set in the real and comparatively modern world, although one several decades before, it made the Investigators all the more human and relatable. It also inverted the way in which the roleplaying game was traditionally played. In most roleplaying games, the player characters gain in power and heroic stature, becoming better warriors, learning more powerful spells, and gaining more wondrous magical artefacts or other equipment. Not so in Call of Cthulhu. In Call of Cthulhu, the Investigators can improve their skills, but they do not gain amazing powers or even better equipment, or even increase their Hit Points. There is no ascending spiral of heroic power. Instead, the more the Investigators learn of the Mythos, whether through encounters or research, they may gain secret, arcane knowledge, but they suffer for it, becoming mentally unbalanced, even insane if they learn too much. Theirs is a descending spiral of insanity, theirs is at best a desperate and secret battle to save humanity, heroic but still unknown.

Lastly, of course, there is Insanity. Call of Cthulhu introduced a Sanity mechanic and it was simple and elegant. No more could a roleplaying game get by without addressing the mental fortitude, or lack of, of its Player Characters, and although there have been many ways to handle fear and being scared half to death in roleplaying games since, Call of Cthulhu did it first and did it simply and elegantly.

In the years since it was first published, Call of Cthulhu has been presented in multiple new editions, and its concepts explored again and again, in ways that the original designer probably never envisioned, in hundreds of scenarios and tens of campaigns, from the ancient past to the here and now (and even beyond). Call of Cthulhu is and has been incredibly well supported in its forty years of being in print. And the great thing is that the content from forty years ago can still be played using the rules presented in the original edition of the roleplaying or the latest. Which is a testament to the firm foundation that was laid by Sandy Petersen for Lovecraftian investigative roleplaying with the first edition of Call of Cthulhu.

There is a reason why Call of Cthulhu is regarded as one of the greatest roleplaying games ever published. It is a classic piece of design that successfully emulates the singular genre it is inspired by and in doing so, introduced new ways to roleplay and tell amazing stories as well as innovations to the roleplaying hobby that are still influential today. It is always going to be the greatest horror roleplaying game there is, not just because of the Mythos, but because of its influence, innovations, and that it can still give you a great playing experience.

October Horror Movie Challenge: Witchcraft Documentaries

The Other Side -

Last year I did a few documentaries and I rather enjoyed it.  I am WAY over the requirements for the challenge, so these are fine in my book.  Given all the streaming choices I have, I collected a nice list of these.  Hope to get through them all. 

The Witch of Kings Cross (2020)

I mentioned this one earlier the week.  This is documentary from Sonia Bible about surealist occult artist ] Rosaleen Norton. It is quite good really and an interesting look into an interesting life.  There is horror here, but the normal kind of what humans will do to each other when they are afraid of what they don't know or understand.

The Witch of Kings Cross (2020) Vampira and Me (2012)

Vampira and Me (2012)

A look at a contemporary of Norton, though on the other side of the world. This one covers the career and life of Maila Nurmi, aka Vampira. Writen, directed and produced by Ray Greene, this documentary doesn't shy away from the problems Nurmi faced in her life, but this is obviously a piece made by someone that considers Nurmi a friend.  Completed a few years after her death it features archival footage of Nurmi being interviewed by Greene for another project. I was sad to hear, though not surprised, that no material from her Vampira days still exist.   

Parallels can be drawn between Nurmi and Norton, women that bucked and went against the trend of what was expected of women in the 1950s.  Both embracing something darker in their own psyche I suppose to give us something entirely new.

I also read "Yours Cruelly, Elvira: Memoirs of the Mistress of the Dark" by Cassandra Peterson this past month and there are plenty of parallels between Nurmi and Petersen as well as Vampiria and Elvira.  I heard the tale of of how Vampiria was involved, then not, with what would become Elvira Mistress of the Dark from both sides.  Again it is a tale where a woman is not given any agency for her creative efforts and how it turns out. Poorly in the case Nurmi and Vampiria.  Or what happens when she takes control and how it turns out. Well in the case of Petersen and Elviria. 

Ultimately Nurmi's tale is a sad one and one I fear is not all that uncommon.

Magic: Witchcraft and Magic (2004)

This one featured Patrick Macnee of The Avengers. Not the Marvel ones, the BBC ones.  This might have been made in 2004, but it feels like something out of the 80s or 90s.  There is not a lot of substance here.  In fact, pretty much anyone that reads this blog knows everything already knows all the material presented.  I was annoyed by some of it with some out right wrong information and other things, like talking to a white "magic shop" owner as their expert on Voodoo.  I supposed it is fine given how much of it they got wrong.   Can't recommend it all. 

Witchcraft and Magic (2004)

Witchcraft: A History of Dark Arts (2020)

From writer/director Kim Harrington.  The narration is from Deryn Oliver.  

It covers all sorts of witch-related topics, but none in detail.  The video is made up of a bunch of clips that have all the feel of "stock art."  They often never line up with what is being spoken about.  For example, a discussion of the Salem witch trials features an image of what appears to be a Bronze Age Rabbinical tribunal. Many of the images/clips are often reused. 

In general, the research is pretty good, this one might have more information that the readers here may or may not know.  If you have read most of my books then likely not.  Though there is more about Luciferian Witches than I typically talk about.

Deryn Oliver gives a great narration and her voice reminds me of Julie Andrews as Mary Poppins. 

 A History of Dark Arts (2020) Ghosts and Witches of Olde England (2001)

Ghosts and Witches of Olde England (2001)

This one largely focuses on stories of witches and ghosts of England. 

We cover ghosts like the ones from Dickens to evil ghosts in Cornwall.  Plenty of ghosts of priests were killed in the conversion of England from Catholicism to the Church of England. 

It was a fun watch, but there was not all that much that was new for me here.  I guess I should not be surprised at this point.

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Here we are. The end of another October and Halloween.

HAPPY HALLOWEEN from The Other Side!


2021 October Horror Movie Challenge

October 2021
Viewed: 62
First Time Views: 48

October Horror Movie Challenge: Halloween-eve Marathon

The Other Side -

Hit a bunch of movies all day. One repeat, a couple are new, and couple are not very good.

Butcher, Baker, Nightmare Maker (1981)

Also known as Night Warning is a fairly terrible movie I always remembered from the salacious cover. Baby Billy is left with his aunt while his parents drive out to start their new lives and jobs with plans to get Billy in a little bit.  Good thing because their breaks give out and they are killed. 

Move forward 15 years later and Billy is not a high school senior with a girlfriend and still living with his aunt.  I could go on, but the movie is like I said terrible. Aunt wants to bang Billy. So bad that she is killing everyone to keep him with her.

Man Beast (1956)

This was on Midnight Pulp while I was looking for something else.  Bigfoot-like creature in the Himalayas.  I watched it to double-check to see if I still dislike horror from the 1950s.   Yeah. Still do.  I nearly fell asleep.

Wicked Lake (2008)

Rewatched this one with the DVD commentary.  The cast had a blast doing this one.  Was sorting through all my horror DVDs to see which ones I can unload at Half-Price books.  It's still fun. It starts out looking like an "I Spit on Your Grave" rip off but at midnight the women turn the tables and kill everyone.  They are all witches and have powers.

Butcher, Baker, Nightmare Maker (1981)Man Beast (1956)Wicked Lake (2008)


2021 October Horror Movie Challenge

October 2021
Viewed: 57
First Time Views: 43

Sword & Sorcery & Cinema / October Horror Movie Challenge: Vlad the Impaler (2018)

The Other Side -

Vlad the Impaler aka Deliler (2018)Found a good movie for double duty today, though it is a bit light on the Sorcery and Horror.

Vlad the Impaler aka Deliler (2018) 

This is a Turkish movie detailing the battle between the Turks and Prince Vlad of Wallachia in the 15th century.  It is pretty obvious from the start that this movie is very pro-Turkish and paints Vlad as not just evil, but the embodiment of evil.

The Deliler of the Turkish title refers to the band of elite warriors of the Sultan Mehmed sent to stop Vlad. A bit like the 15th-century SAS.  There is seven total, and they are all portrayed as bad-asses, but bad -asses in the service of the side of good. They are also kind to widows, small children, and babies. They are featured on the cover (the top three anyway, Gökkurt is the one with the wings) and Vlad on the lower right is the obvious bad guy.

Vlad is seen killing his own people, working with an alchemist to devise weaponized rats, and even having his men kill the beggars that help them collect the rats.   All the while claiming to be the Son of God.

They are not going for subtlety here. 

Despite what the American covers of the movie might have you think, this movie is about the Deliler, not so much about Vlad. Throughout the movie, the Deliler seem to have a sort of supernatural connection to each other and their Sultan.  Not to mention their near-supernatural fighting ability. 

It takes a while but we finally get to the big battle at the end.  Six Deliler against all of Vlad's army.  How do you think it will go?  Well more of the Sultan's men show up just in time. 

A lot of reviews online claim this movie is nothing more than a propaganda piece by the Turks. Maybe. Maybe not. I don't know enough about Turkish politics to be able to say for sure.  The movie is very obviously pro-Turk and anti...anti bad guy? I am not sure what it is against.  I suppose it must be like seeing an American movie with a Rambo like figure, or seven of them, fighting some Commie, or Nazi, or whomever we are mad at today.  I guess this is "Team America: World Police."

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Game content.  Well, it would not be bad to get a good feel for how you could run Barovia with a more 15th-century feel as opposed to the Hammer-Horror filter of the 15th to 19th Century.  How about this. A group of elite, obviously Good, warriors (fighters, barbarians, bards, a ranger, and paladin) whose only purpose is to destroy vampires and Strahd in particular.  Maybe something like the Order of St. Johan

Are there better, more historically accurate tales? Of course. But this is a place to start for some D&D background. 

2021 October Horror Movie Challenge

October 2021
Viewed: 54
First Time Views: 41

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



Universal Horror Co-op

Reviews from R'lyeh -

Monsters have arisen and the village is under attack! Dracula, The Mummy, Frankenstein’s Monster—and his Bride, the Invisible Man, the Wolf Man, and the Creature from the Black Lagoon are all on the rampage and it is up a dedicated team of heroic monster hunters to keep the villagers safe from their predations, find the means to thwart each and every one, and then put an end to their reign of terror! This is the set-up for Horrified, a co-operative board game from Ravensburger, designed for between one and five players, ages ten and up, in which they face the classic foes of the Universal monsters series of films from the nineteen thirties and nineteen forties. If you are a regular player of board games, then you will definitely spot the architecture and design elements of the first classic co-operative board game, Pandemic, but Horrified is far from a drily themed race to find the cure to four different diseases! It is a desperate race to defeat classic monsters, each of which is very different in terms of what they do and what the players need to do to defeat them, it oozes both theme and charm, and its horror is scary, but not terrifying, so it can be played by the family as well as the dedicated horror fan—and both will enjoy it.

Open up a copy of Horrified and the first thing you see is a warning about the potentially horrifying experiences to be found in the box. Of course it is a little tongue in cheek and so perfectly in keeping with the tone of the Universal Monsters, but what is clever is where this warning is placed. Not on a separate sheet of paper or the back of the rulebook, but on the back of the game’s board. It is a clever use of space and points to the degree of thought and detail which has gone into this game. The board itself depicts various locations within a village, a curious mix of the American small town and the European Gothic, so there is a precinct and a mansion as well as an abbey and a tower with an adjacent dungeon. A river runs through the village, connecting a lagoon and the waterfront. At the top of the board is the Terror Track.

The Heroes in Horrified—and there are seven of them—are each represented by a Hero Badge, essentially character cards detailing their abilities and their playing pieces. Each has good illustration, a number to indicate how many Actions he or she can take a turn, and a special action or ability. For example, the Mayor has five Actions per turn, but no special action or ability, whereas the Courier has four and can travel to any location where there is another Hero, and the Professor, also has four and can move any Hero or Villager one space.

The Universal Monsters in Horrified—and there are six of them—are each represented by plastic playing piece of a different colour and a Monster Mat. Each Monster Mat details what the Monster can do and how it is defeated, the latter requiring two steps. For example, Dracula can use his Dark Charm to pull a Hero to his space, and to advance to point where they can him, the Heroes need to visit each of the four locations where his coffins and destroy them, before confronting the vampire prince directly. At least six points of Red Item Tokens are required to destroy a coffin, and six points of Yellow Item Tokens to destroy him. The Mummy has a tablet on which Scarabs can be moved, the number of moves determined by the value of Yellow Item Token used. Move them into the right order and the curse is broken, and the Mummy can be entombed by confronting him and expending at least nine points of Red Item Tokens. However, the Mummy can fortify the curse by turning one of the Scarabs upside down! Perhaps the most interesting Monster to defeat, at least thematically, is that of Frankenstein and his Bride. Both have to taught to live peacefully together, Blue and Yellow Item Tokens being expended to increase their Humanity on a dial for each of them in their respective spaces. They constantly move towards each other, and can be ‘defeated’ if they have sufficient Humanity when they meet, if not, they flee back to their starting positions and the Terror Level goes up by one.

In addition, there are Monster tokens which are added to the game when particular Monsters are selected as the foes. For Dracula, this is his four coffins and for Frankenstein and his Bride, it is the dials to tack their Humanity, but the Creature from the Black Lagoon includes an overlay piece which replaces the Camp location and instructs a player what to do to direct the boat counter—which also comes with the Creature from the Black Lagoon—ever closer to its lair where it can be defeated. Essentially, the means of defeating each Monster is different and requires the Heroes to collect and expend the different coloured Item Tokens.

As well as the game pieces for the Heroes and the Monsters, Horrified comes with ten Villagers. When they appear on the board, they always want to reach their safe locations and the Heroes can guide them there. If they do, then they will be rewarded with a Perk Card. If a Monster reaches a Villager and defeats him, the Terror Level is increased. The Item Tokens come in three colours—red for physical items, blue for intellectual, and yellow for spiritual—and range in value between one and five. There are Markers for both Terror and Frenzy, the former used on the Terror Tracker, the latter to indicate when a Monster is Frenzied. Along with three dice, there five Reference Cards, one for each player; thirty Monster Cards to indicate Monster actions; and twenty Perk cards, awarded when a Hero gets a Villager home. Each Monster Card indicates how many Item Tokens are drawn from the game’s cloth bag and added to the board and gives an event such as ‘Thief’, in which case, the Invisible Man appears at the location where there are the most items and steals them, forcing them to be discarded. The Monster Card also reveals which of the Monsters move on a turn, including the Frenzied Monster—which can mean that a Monster can move and act twice in a turn, how many spaces, and how many dice it rolls to attack. Some Monster Cards can be beneficial, for example, the ‘Sunrise’ Monster Card will force Dracula to flee back to the Crypt, which might be away from a Hero or a Villager, and some might not have any effect, either because the Monster is not being played in the current game or because it has already been defeated. The Perk cards provide single benefits, like a ‘Taxi Ride’ which gets a Hero to any non-water location or ‘Late into the Night’, which grants the current player two further actions.

Horrified has one win condition and two loss conditions. The Heroes triumph and the players win the game if they defeat all of the Monsters. However, they lose if the Terror Level reaches its maximum level, forcing everyone in the village to flee in horror and allow the Monsters to take over. And they also lose if the Monster deck is emptied and one more Monster card needs to be drawn, the Heroes and thus the players having taken too long to save the village.

Game set-up is simple enough. The Terror Marker is set at zero and the selected Monsters set up as instructed. Then each player selects a random Hero, receives a Perk card, and the sixty Item Tokens placed in the cloth bag. Twelve of these are drawn at random and placed on the board. The rule quickly guides the players through the process, but goes not one, not two, but four steps further. It suggest that the players’ first game be against Dracula and the Creature from the Black Lagoon, any two Monsters for the Novice game, any three Monsters in the standard game, and any four in a challenging game. Thus it eases the players into the game and its play whilst showing them how to make the game more difficult.

A player’s turn has two phases. In the Hero phase, a player expends his Hero’s Action Points to move, guide a Villager to or from an adjacent location (a villager will accompany a Hero and move with him), take a Special Action, pick up Item Tokens or share them with a Hero on the same location, Advance a Monster’s task, or Defeat a Monster. The latter two task are different for each Monster and are given on their respective Monster mats, and require the Hero to be in specific places. In the Monster phase, a Monster Card is drawn from the Monster card deck, and the number of Item Tokens given on the Monster Card placed, its Event carried out, and then any movement and attacks conducted. The latter requires rolling dice, which have exclamation point and star symbols on them. Rolls of the exclamation point active a Monster’s power, such as Dracula’s Dark Charm, whilst rolls the star symbol force a Hero to discard Item Tokens, and if a Hero has none, defeats him, sending him to the Hospital and raising the Terror Level one step!

Physically, Horrified is a well-presented game. Everything is in colour, the board is painted in dark shades with pools of light to suggest that it might be midnight, the Item Tokens and cards are all easy to read, and the rules are well explained. In fact, the rules are very well written, with plenty of clarification and explanation of how each Monster works and can be defeated, along with several good examples of play. A player with some experience of playing board games could easily open up the box to Horrified, read the rules, and be playing within a relatively short time. Plus there is a little advice here and there on playing again, strategy, playing it solo—which is even more challenging, and so on. Another nice touch to the graphic design is the inclusion of an explanation of who the Monsters are on the outside of the inner box, also done in colour. However, the production values are not high as they could be. The plastic miniatures for the Monsters lack detail and the card stock for the game’s various cards is thin and will not stand up to too much handling.

In terms of game play, where in Pandemic, as members of the CDC, the players are travelling the world, visiting cities and treating diseases, and drawing and swapping city cards of the right to cure the game’s four diseases, in Horrified, the players as the Heroes, are moving round the village collecting as many Item Tokens as they can in order to have enough of the right colour to first advance the condition on each Monster Mat to the point where the Monster can be defeated. Hindering the players in Pandemic is the constant appearance of new cases the four diseases, and worse sudden outbreaks where a disease spreads to other cities, whereas in Horrified, the Heroes need to track where both the Monsters and the villagers are, because if the Monsters get to the Villagers, they kill them and so drive up the Terror Level. The Heroes also need to avoid the Monsters themselves until the time is right to confront them directly and defeat them. Of course, if a Hero can get a villager to his or her safe location, that earns him Perk card.

However, defeating two Monsters—the base difficulty in Horrified—is fairly easy. Defeating three, though—the standard difficulty—is challenging. Four is another matter altogether! The difficulty will also vary slightly depending upon the Monsters in play, plus the more players a game has, the more Monster cards are drawn and the more Villagers appear to be taken by the Monsters and so increase the Terror Level. The higher difficulty levels may not necessarily suit all players though, casual or family players potentially finding Horrified too difficult at three Monsters, and more so at four.

Horrified is a good game for a number of reasons. In terms of game play, it is relatively light, suitable for casual players and the family, but offering enough for the hobbyist player as a lighter option. Its theme is really well handled, from the different means of defeating the various Monsters and the inclusion of the villagers from the films those Monsters appeared in, to graphical design and the attention to detail which evoke a sense of nostalgia for the Universal Monsters. It offers a decent degree of replay value too, with seven Heroes and six Monsters to choose from, enabling players to mix and match both. However, it would be great to see an expansion with even more and different Monsters. In terms of value, Horrified is a game you can buy on the high street and specialised game shops, and as a mass market board game, it is not just a good game. In fact, it is fantastic game, because as a mass market board game, it is not only inexpensive, but it combines its theme and its mechanics really well. No longer do we have board games based on intellectual properties that are just throwaway ‘roll and move’ designs, but like the earlier Jaws: A Boardgame of Strategy and Suspense, we have mass market board games designed to fit their themes and make use of their themes, that are readily available and consequently, make you want to play again. Jaws does that, and so does Horrified. Lastly, it is also great to see a horror themed board game which involves neither zombies or Cthulhu, and so Horrified is not just nostalgic, it is also a refreshing change.

Thematically, Horrified is a great piece of design and it showcases just how modern game designers have been able reach beyond the hobby and bring thematically appropriate design and game play to the general audience. Horrified is a light co-operative game that horror fans will enjoy for the nostalgia and the family can play for the fun and the scares.

October Horror Movie Challenge: Draug (2018)

The Other Side -

Draug (2018)This one was interesting. I was looking for a movie about one of my favorite topics, the last stand of Paganism against the rising tide of Christianity.  I was looking for something with witches, or even vampires.  If it was Swedish or Norwegian even better.  I was rather pleased to find this one.  It is in Swedish, so that is another language that I can add to my list this month.

Draug (2018)

In the 11th century, a missionary goes missing in the forests and Hakon (Ralf Beck) and his fosterling Nanna (Elna Karlsson) who is on her first mission.  They travel with the local Lord and Sherif Kettil (Thomas Hedengran), who feels a little like a Viking Lord of old.   We are told that there is something "old and evil" in the forests.

Kettil would like to torture all the villagers he encounters to get them to tell them where the missionaries are, later revealed to be a bishop, but Hakon, formerly "Hakon the Terrible" convinces him they don't have to. 

They travel through the dark Ödmården forest in Hälsingland on Sweden's east coast when they are attacked by bandits. The normal, human, kind, but it is still a horrific battle.  

While torturing one of the captives Nanna thinks she sees a body that later moves.  She then notices carrion birds that lead them to the dead bishop.

During the night Odd, one of the party that was wounded, is woken up by what looks like a dead body.  It attacks him and Deja, Kettil's slave and healer, sees it and screams. 

The Draugr attack in the night and kill most of the group leaving only Kettil, Nanna, Gunder, and Kol. They try to leave by a boat they find, but Kettil attacks Nanna thinking she is the witch that summoned the draugr.  Nanna has figured out how to stop the draugr and wants to try before they leave.  She enters some sort of trance where she is confronted by a witch (Lina Hedlund), who may or may not be her real mother. 

Nanna stays in the trance till dark. Gunder tries to wake her, and get everyone onto the boat. But he is killed by a draugr.  The boat capsizes leaving only Kettil and Nanna.  He kills Nanna, but only to late does he discover she isn't controlling the draugr and they kill him. 

In the post-credits scene we see Kol survive the boat wreck and he swims to shore.

Not a bad flick with some good scares, but the plotting could have been a little tighter.


2021 October Horror Movie Challenge

October 2021
Viewed: 53
First Time Views: 40

 

[Free RPG Day 2021] Achtung! Cthulhu 2d20 Quick-start

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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For Free RPG Day 2021, Modiphius Entertainment released not one, but three titles, two for existing roleplaying games, one for a forthcoming title. The first for the existing roleplaying game is the Star Trek: Adventures Quick-Start, an introduction to Star Trek Adventures, whilst the release for the forthcoming title is the Achtung! Cthulhu 2d20 Quick-start, which includes the scenario, ‘A Quick Trip to France’. This is an introduction to the 2d20 System version of Achtung! Cthulhu, the roleplaying game of pulp action fighting a Secret War during World War II against the Nazi organisations who have harnessed the forces and entities of the Cthulhu Mythos. Originally published in 2013 following a successful Kickstarter using Call of Cthulhu, Sixth Edition, Savage Worlds, and other rules systems, Achtung! Cthulhu was supported with numerous supplements, miniatures and miniatures rules, board games, and more, all presenting a more muscular and action-orientated take upon Lovecraftian investigative roleplaying. In 2021, Achtung! Cthulhu returns using the 2d20 System first seen in the publisher’s Mutant Chronicles: Techno Fantasy Roleplaying Game and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, and since developed into the publisher’s house system.

In Achtung! Cthulhu, players take the roles of soldiers and agents seconded to services more secret than SOE or the OSS—Section M in the United Kingdom and Majestic in the USA. They face the forces of two even more secret Nazi organisations. One is Black Sun, which through Hyperborean magic and dark pacts with the ancient gods of the Mythos, practices foul sorcery and summons evil creatures from other dimensions to rule the battlefields of men and delves into the Dreamlands. The other is Nachtwölfe, the Night Wolves, a splinter organisation which scours the world for the rare mineral Blauer Kristall and even rarer Atlantean technology, and employs it to develop science, technology, progress, biological enhancements, and wonder weapons powered by Blauer Kristall.
What this means is that Agents of both sides, Player Characters and NPCs, can use magic. This comes as two forms, one is ‘battlefield magic’, shorter-term enchantments, spells, curses, hexes, charms, and blessings, which are primarily used to aid forces involved in combat. The other is ritualistic magic, which is much more complicated and intricate, and thus more potent and powerful. It is used to contact and communicate with the forces and entities of the Mythos, to summon them, and even change the world! Either is learned through the traditional means of studying an occult path for years or researching forbidden tomes, occult lore, and fragments of precious knowledge, but dabblers might pick up fragments and spells that might be of use… Of the three, traditionalists and researchers are the more powerful, but all battlefield spells cast by the three types are stored in the sorcerer’s mantle, a token, fetish, icon, or wand, from which it is cast—and once cast, it must be stored again. In the midst of battle, a spell must be prepared—which in game terms, takes an action, and can inflict mental stress upon the caster when actually cast.

A Player Character in Achtung! Cthulhu is defined by Attributes, Disciplines, Focuses, Values, Traits, Talents, and Truths. The six Attributes—Agility, Brawn, Coordination, Insight, Reason, and Will—represent ways of or approaches to doing things as well as intrinsic capabilities. They are rated between seven and twelve. There are twelve skills—from Academia, Athlectis, and Engineering to Survival, Tactics, and Vehicles—which are fairly broad, whilst Focuses represent narrow areas of study or skill specialities, for example, History, Occultism, Handguns, Leadership, Instincts, and Battlefield Tactics. Truths are single words or short phrases, which describe a significant fact or aspect about its subject, such as ‘British’ or ‘Glimpsed What Mortals Should Not Know’. A Truth can make an action easier or more difficult, or even simply make it possible or impossible.

To undertake an action in the 2d20 System in Achtung! Cthulhu, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill. Each roll under this total counts as a success, an average task requiring two successes. Rolls of one count as two successes and if a character has an appropriate Focus, rolls under the value of the Skill also count as two successes. In the main, because a typical difficulty will only be a Target Number of one, players will find themselves rolling excess Successes which becomes Momentum. This is a resource shared between all of the players which can be spent to create an Opportunity and so add more dice to a roll—typically needed because more than two successes are required to succeed, to create an advantage in a situation or remove a complication, create a problem for the opposition, and to obtain information. It is a finite ever-decreasing resource, so the players need to roll well and keep generating it, especially if they want to save some for the big scene or climatic battle in an adventure.

Now where the players generate Momentum to spend on their characters, the Game Master has Threat which can be spent on similar things for the NPCs as well as to trigger their special abilities. She begins each session with a pool of Threat, but can gain more through various circumstances. These include a player purchasing extra dice to roll on a test, a player rolling a natural twenty and so adding two Threat (instead of the usual Complication), the situation itself being threatening, or NPCs rolling well and generating Momentum and so adding that to Threat pool. In return, the Gamemaster can spend it on minor inconveniences, complications, and serious complications to inflict upon the player characters, as well as triggering NPC special abilities, having NPCs seize the initiative, and bringing the environment dramatically into play.

Combat uses the same mechanics, but offers more options in terms of what Momentum can be spent on. This includes doing extra damage, disarming an opponent, keeping the initiative—initiative works by alternating between the player characters and the NPCs and keeping it allows two player characters to act before an NPC does, avoid an injury, and so on. Damage in combat is rolled on the Challenge dice, the number of Achtung! Cthulhu symbols rolled determining how much damage is inflicted. A similar roll is made to resist the damage, and any leftover is deducted from a character’s Stress. If a character’s Stress is reduced to zero or five or more damage is inflicted, then a character is injured. Any Achtung! Cthulhu symbols rolled indicate an effect as well as the damage. In keeping with the tone of the various series, weapon damage can be deadly (and nearly every character—Player Character or NPC, is armed with a firearm of some kind), melee or hand-to-hand, less so.

Lastly, the Player Characters all begin play with several points of Fortune, which can be used to pull off extraordinary actions, perform exciting stunts, make one-in-a-million shots, or provide an edge during life-or-death situations. These can be spent to gain a Critical Success on any roll, reroll any dice, gain an additional action in a round, to avoid imminent defeat, and to add new element to the current scene. More can be earned through play, and although how is not explained in Achtung! Cthulhu Quick-Start, there are numerous opportunities presented in the accompanying adventure, for the Game Master to award them to her players.

The rules themselves in the Achtung! Cthulhu Quick-Start take up a quarter of the quick-start. ‘Mission: A Quick Trip to France’ takes up more than a third, begins en media res, with the Player Characters about to parachute into France in the Rouen area. This is in response to a coded, but garbled message from a local resistance leader about a Black Sun Master, Jans Stöller, spotted in the village of Saint Sulac, leading a detachment of Black Sun troops. Essentially, the agents once on the ground, have to locate the resistance leader, investigate the Black Sun activities in the village whilst avoiding their attention, and ultimately thwart whatever dark plan Jans Stöller is concocting. Players expecting something akin to The Dirty Dozen or a host of war movies will probably be disappointed by ‘Mission: A Quick Trip to France’. A stand-up fight or going in all guns blazing will very likely get the Player Characters killed, and the adventure very much leans into the stealth and guile of secret missions in enemy territory, so the Player Characters will be sneaking around the village, trying to find out what is going on, before striking…! Overall, ‘Mission: A Quick Trip to France’ is a good adventure, does a decent job of showcasing the rules to Achtung! Cthulhu, and should provide a solid session or two’s worth of gaming.

To go with the adventure, the Achtung! Cthulhu Quick-Start provides a sextet of pre-generated Player Characters. The six are all members of Section M or Majestic, and include Agent Daphne Rogers, an Occultist Investigator; Sven Nilsen, Norwegian Dauntless Resistance Leader; Captain James Swann, a British Officer; Private Dan Gregg, a Genius Mechanic; and Corporal Sarah Walker, an Australian and Fearless Soldier. Two of these use magic—Daphne Rogers and Sven Nilsen, whilst Corporal Sarah Walker is accompanied by her loyal companion, a mutt called Crook. These are comparatively more complex than the other Agents—especially the two users of magic—and that means they receive double-page spreads each. Their players should be aware of their relative complexity ahead of time.

Physically, the Achtung! Cthulhu Quick-Start is well presented and easy to use. The artwork is excellent, and includes a number of illustrations which depict scenes from the scenario. That said, it is not as sturdy as it could be as it does not have a card cover. In comparison to other d20 System roleplaying games, Achtung! Cthulhu is more complex, crunchier even, but it has to handle the action of World War II, and more. Nevertheless, the Achtung! Cthulhu Quick-Start is a solid introduction to Achtung! Cthulhu, providing an excellent explanation of the core rules and showcasing them in an exciting and terrifying adventure.

Dungeons & Jinkies!

Reviews from R'lyeh -

Zoinks!! Someone has gone and turned Scooby-Doo, Where Are You! into an adventure for Dungeons & Dragons, Fifth Edition. In fact, that someone has gone and turned it into two adventures for Dungeons & Dragons, Fifth Edition—of which A Night of Fright! is the first. However, this is not a straight adaptation of the long running cartoon, so not a modern-set adventure. Rather, it is a parody adventure, ‘A haunting adventure of meddling heroes and their talking gnoll’! And since you get a talking Gnoll, it can only be Dungeons & Dragons fantasy, but that is Dungeons & Dragons fantasy with the aforementioned talking Gnoll, The Clue Cruiser,* five pre-generated Player Characters, four Subclasses, ghosts, a mystery, and of course, an opportunity for the Dungeon Master to utter the classic line, “And I'd have gotten away with it, too, if it weren't for those meddling kids!!”

* Sorry, no Mystery Machine, this is a parody, remember?

A Night of Fright! casts the not-Scooby gang—or rather the S’koobi gang—as members as Mystery LLC, the area’s leading mystery solving meddlers. Together, many years ago, Sha-Gi, Sir Frederick, Dafni, S’koobi, and Vell’mah, helped a man named Uldryn Beauregard who believed his vineyard to be haunted, until the team that there were no ghosts, but rather a rival winemaker attempting to drive him from his property. Now they have received a mysterious invitation from Uldryn Beauregard—if they can spend a full night in a haunted house, they will receive one million gold pieces!

Thus we have a classic set-up—and of course, it only gets worse. For not only do the team have to spend the night in a haunted house, it also has to do it with some thoroughly unpleasant members of the Beauregard family! Then it only gets worse, for the team find itself trapped in the haunted house, of course, still with some thoroughly unpleasant members of the Beauregard family! With nothing else to do, the team begins do what it does best, and that is, investigate the greatly dilapidated house, dusty, grimy, strewn with cobwebs, and worse… All the classic elements of a haunted house are here—secret doors, paintings in which the eyes move, ghostly moans and arms reaching out of mirrors, faces in mirrors, books that float in the air, and more. Plus, there are traps and puzzles to discover and deal with, clues to find (because this is a mystery after all), and this being a S’koobi mystery, villains to run away from and ultimately unmask.

However, as much as A Night of Fright! is a parody of Scooby-Doo, Where Are You!, it is no straight parody of Scooby-Doo, Where Are You! Being written for use with Dungeons & Dragons, Fifth Edition means that the Player Characters are a lot more powerful than the members of the actual Scooby gang, but equally they are not up against ghoulies and ghosties as those that appear in A Night of Fright! In addition, the Dungeon Master gets to fling encounters at her players. These come in three flavours—Scary, Very Scary, and Important. These scale up, so that Scary encounters are simple parlour tricks intended to scare the members of Mystery LLC out of the Beauregard mansion; Very Scary encounters are actually real, definitely sinister, and potentially deadly; and Important events are story events, important plot points upon which the story turns.

In addition, the mansion is laced with traps, some of which are designed to separate the members of the Mystery LLC. Of course, this runs counter to the play of Dungeons & Dragons, Fifth Edition in which you never split the party, but it is perfectly in keeping with a Scooby-Doo, Where Are You! mystery. However, this means that the duties of the Dungeon Master are doubled up as she has to keep track of where each group of Player Characters is and which of the three flavours of encounters—Scary, Very Scary, and Important—apply to which group. It also means that the Dungeon Master will need to give the scenario a very careful read through so as to understand how they work and when they apply, especially as once the Player Characters are separated, the advice for the Dungeon Master is to switch back and forth between the various group so that neither focus nor tension is lost. Ideally, the Dungeon Master should prepare some floor plans of the Beauregard mansion and plot the movement of the Player Characters as they move about the house or suddenly shifted from one part of the house to another. Fortunately, A Night of Fright! comes with several maps of the mansion, including plain and squared, as well as a set of tokens for all the Player Characters and the NPCs in the scenario. Which means that with a little bit of effect, the scenario is ready to be set up and run online.

Included with the scenario are five, ready-to-play pregenerated Player Characters. These are the five members of Mystery LLC or S’koobi gang, all of Fifth Level. It is possible to play the scenario using other characters, in which case, they also should be Fifth Level. The provided Player Characters come as ready-to-play character sheets or in plain text, although the latter will need some adjustment in terms of their layout. All five use the standard character Classes from the Player’s Handbook, although S’koobi is designed as a talking Gnoll, and all have their own Subclasses. The four new Subclasses are ‘The Way of the Coward’ for the Monk, the ‘Oath of Traps’ for the Paladin, ‘The Damsel’ Otherworldly Patron for the Warlock, the ‘College of Snacks’ for the Bard, and the Bespectacled Sleuth for the Rogue. Which correspond to Shaggy Rogers, Fred Jones, Daphne Blake, Scooby, and Velma Dinkley, or rather in A Night of Fright! to Sha-Gi, Sir Frederick, Dafni, S’koobi, and Vell’mah. Thus, ‘The Way of the Coward’ is all about running away, including being able to run away so fast that you temporarily leave an Afterimage behind you; the ‘Oath of Traps’ favours nets and snares and spells such as alarm and ensnaring strike; ‘The Damsel’ Otherworldly Patron receives Distress Points whenever she activates a trap or is restrained or grappled, which can then be spent to increase damage from the spells she casts; the ‘College of Snacks’ specialises in magical cooking such as Courage Crunch treats that grant allies Advantage on the next attack or end particular Conditions they are suffering from; and the Bespectacled Sleuth has to wear glasses that there is chance of being knocked off, has a keen ear for catching lies, can use insight to gain a tactical advantage over an opponent and make a Sneak Attack from any angle, and of course, has Advantage on Investigation and Perception checks. Now because A Night of Fright! is designed for Player Characters of Fifth Level, none of the pregenerated characters—Sha-Gi, Sir Frederick, Dafni, S’koobi, or Vell’mah—have all of their Subclasses’ abilities, but in A Night of Fright! campaign?

Physically, A Night of Fright! is decently presented. The cover is very nicely done, but the rest of the scenario uses publicly available artwork, which though all appropriate to a haunted house is a little disappointing after the tone set by the cover. The floor plans are decent too, though the Dungeon Master will find herself flipping back to them a lot. The layout is busy and that does make finding things and quite grasping what is going on a little more challenging.

A Night of Fright! does have something of a split personality, that of Dungeons & Dragons versus the Scooby-Doo, Where Are You! Or in other words, the not really being scared of Dungeons & Dragons versus the ‘Zoinks!!’ and you are definitely going to be scared of Scooby-Doo, Where Are You! The designers of A Night of Fright! push the latter rather than the former, with lots and lots of fear checks, the failed outcome being that the Player Characters will flee—if only for a little while. This may become a little tiresome in play, the advice is that the players should lean into them as much as they should be leaning into their characters and genre, and anyway, the scenario very quickly turns up the scares all the way up to the climax.

A Night of Fright! is a fun, silly parody of its source material that goes not just one step further in turning up the scares and the horror, but several. Doing so means that the Player Characters have to be lot tougher to face the blood and the monsters that the scenario also throws at them, and the nicely done members of Mystery LLC are exactly what is needed. Players and Dungeon Master alike should enjoy the knowing mix of horror and Scooby-Doo, Where Are You! coventions in A Night of Fright! before the Dungeon Master really turns up the genre!

October Horror Movie Challenge: Another aka Mark of the Witch (2014) and Sorceress (2017)

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This is another couple of movies that came recommended. Not sure if the recommendation though panned out.  These two have a lot in common. Both movies deal with dead mothers of witch girls, family curses, insanity, and both movies are way, way damn slow.

Another aka Mark of the Witch (2014)Another aka Mark of the Witch (2014) 

On her 18th birthday, Jordyn (Paulie Rojas) begins to notice some strange things going on around her, starting with her Aunt harming herself.   Turns out that her mother was in some sort of cult with her sister and Jordyn was conceived during some ritual.   Her mother died in childbirth and her aunt has protected her this entire time.

Jordyn is going crazy seeing all sorts of strange things, but mostly someone that looks just like her doing evil acts.  As the movie, slowly, develops, we learn her doppelgänger, is the spirit of her mother trying to take over her life. 

The movie is 80 mins long, but if all the slow-motion scenes were played at normal speeds it would have only been an hour long, tops.

I wanted to like this movie more. It had a lot of good ideas going into it, but they never quite jelled in my mind.


Sorceress (2017)Sorceress (2017)

So, oddly enough a lot of similar elements here.  We have girl, this time Nina (Naama Kates, also the writer and director) who's mother just died by suicide.  Nina has traveled to Russia to visit her mother's family.  Nina was told her life that she was a witch like her mother.  While she does not get along with her uncle and his family she does meet Katya.  Katya (Oona Airola) flirts with Nina and soon both women are living together.  Nina though is either going crazy, like her mother did, or does have magic, also...like her mother did. 

This one looks great; I find there is a bleak beauty to Russia, I find it oddly fascinating.  Sadly this is not enough to save this movie.

There is something about the intersection of madness and witchcraft.  Something that I think Rosaleen Norton was tapping into.  I was hoping for more with both movies to be honest. I am going to need to find more on this topic.  Hopefully ones that won't put me to sleep.

2021 October Horror Movie Challenge

October 2021
Viewed: 52
First Time Views: 39

This Old Dragon: Retrospective, Devils and the Nine Hells

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It's the last full week of Halloween (October to you mundanes out there) so what better topic than the go over all of the Devils that have appeared in the pages of Dragon Magazine. 

Dragons #75 and #76

This Retrospective could go on for a long time, so I think I am going to limit myself to mostly 1st Edition treatments.  Thanks to TSR bowing to the moral panic of the time we got exactly one article about Devils proper that I can find for the 2nd Ed days.  They pick back up for D&D 3rd Ed, but that is getting beyond the scope of "This Old Dragon."

dragon magazine 13 demons"The Dragon" Days

These were some of the earliest discussions on the Devils and the Nine Hells. They typically coincide with the release of the AD&D 1st Edtion Monster Manual when we introduced devils to D&D for the first time. Demons had already been added in Eldritch Wizardry for OD&D and had become a staple as these articles show.  This also set the divide of Chaotic Evil Demons and Lawful Evil Devils that persists to this day.  But before we get to devils proper, let's have a look at some early articles on Demons.

The Dragon #13

This issue comes to us from April 1978.  This issue is notable in our discussions for two reasons. First is an ad in the back for the Monster Manual and secondly, there is the brief one-page article on Demon creation.  Ok, so not devils, but the same logic could apply. 

The Dragon #20

I covered this one in a proper This Old Dragon a little bit back. In this issue we have Demonology made easy; or, How To Deal With Orcus For Fun and Profit by Gregory Rihn.  This expands the above article and makes it more AD&D than OD&D.  Again these are demons, but the same rules can apply to devils.

The Dragon #23

This is the third attempt at a random demon system, this time from Gary himself. This one draws from the first two. Random Generation of Creatures from the Lower Planes is exactly what it says on the tin really.  We should make a note here. This is for creatures of the Lower Planes, not just demons.

The Politics of Hell

Dragon #28, or more specifically for me, The Best of Dragon Vol. II gave us a landmark article that is almost entirely fluff; The Politics of Hell by Alexander von Thorn. Mr. von Thorn's only other contribution to Dragon would be 10 issues later with some skill for Traveller. He continued working, mostly on GURPS, and is still active online.  

Politics of Hell

This was a landmark article that among other things it lets us know why Asmodeus, a lesser demon from the Tobit originally, was the ruler of Hell and where Satan was.  The mythology presented here is extremely Judeo-Christian, so that may or may not work for a lot of games and gamers.  It did however introduce me to Astaroth and by extension Astarte. 

Dragon #42 would make a good choice for a future This Old Dragon.  I'll have to see if I have it in my big old box of Dragons.  This is the October 1980 Halloween-themed issue and has a few articles on Devils and even features on of the most famous pictures of Orcus ever.

The article "Demons, Devils and Spirits" comes to us first from Tom Moldvay.  This one features four new spirits that are Lawful Good, Neutral, Chaotic Evil, and Lawful Evil. So a full house!  Ashleigh Parker is next with The Possessors, or demons that can possess others.  Lewis Pulsipher wraps it up with Patron Demons, a forerunner to what we will see in warlock pacts

The Nine Hells by Ed Greenwood

Not since Dragon #28's The Politics of Hell did Devils and Nine Hells get as much attention as they did in the pages of Dragons #75 and #76.  There is a faint hint of the Realms here, but not so much that I felt this was world-specific.  In fact, in the summer of 1983, we were still a couple more years away from the Forgotten Realms being a thing for the rest of us.

The Nine Hells, parts 1 and 2

These two articles cover every layer of the Nine Hells in descending order and discuss the Dukes that rule them, their consorts, their advisors, and even some of the other devils that can be found here.  There are shades of Dante's Inferno here but this is pure D&D.

This series casts such a long shadow that one would be forgiven if they forgot that Gary opened the series with the Devils that would appear in the upcoming Monster Manual II.  This includes the Abishai devils, which are the spawn of Tiamat.   Even though in my personal campaigns I have taken Tiamat out of Hell, the Abishai remain and are still her spawn. 

Combining these we can see there is a certain level of world-building that has gone on past the publications of books like the Deities & Demigods.  In particular, all non-Devil Gods have been kicked out of the Hells.  I took this a step further and even removed Tiamat and placed her on her own plane.

The articles are long and just filled with great information.  It would not be until the later AD&D 2nd Ed years that we would get this much detail on Devils.  

For Dragon #400, Wizards reprinted the entire series, with AD&D 1st ed stats.

Dragon #91

Greenwood (and Gygax) are back a little more than a year later.  Gary has a revised Goristro demon from Monster Manual II. But the big news is Ed has more Nine Hells with some details left out of the original series. It is quite a long one to be honest.  Of note for me there is a devil "Gargoth" that should replace "Astaroth" from the Politics of Hells article. We are told that Astaroth is a demon prince, but that is all.  Astaroth/Astarte just can't catch a break at all.

This is followed by Eight Devilish Questions, something of a FAQ about devils. 

Interestingly enough, this is also the issue that Ed gives us the sword that would change my campaign in very profound ways; Demonbane.

What the Hell is a Baatezu?

Dragon #223

It will be a little more than 10 years before we get anything else about Devils in the pages of Dragon.  This time it is a similar article to Politics of Hell but the new Lords of the Nine only have a little connection to old lords. Some are the same like Dis, others are related, like Fierana, and others still are new or so heavily disguised they might as well be new (Levistus and the Dark Lord respectively).

Honestly, it wasn't until Wizards of the Coast bought TSR that we ever got proper Devils back.  These lords though have been woven back into the history of the Devils since 3e.  Even in this article the term "Devil" to mean these fiends is never used. 

Final Thoughts

Doing a retrospective like this is mostly just time-filling fluff unless I want some takeaways from it all. 

Cosmic Chicken

There seems to be a game of cosmic chicken going on in the early depictions of devils. While there are some that are different in their mythological origins, Geryon from Dante's Inferno and the Erinyes from Roman Myth to name two, the vast majority of these creatures, especially the ones in Dragon, are from Judeo-Christian sources.  That is of course except for The Devil himself.  The authors are willing to pour through all the Medieval demonologies for names, but when it comes to Satan they blink. That is except for one article.  I get it.  There is a lot of baggage with "The Devil" both for religious and cultural reasons.  If you are going to mine "The Inferno" and "Paradise Lost" then why leave out one of the main characters?

Though I will admit I have also struggled in using the Big D in my games, only because it needs to be something special.

Worlds Apart

While a lot of "game rules" can be applied to both demons and devils equally, I am reminded in this retrospective that they are not, and should not be the same.  So while I was mentally looking over the differences and resorting (something that D&D 4e tried to do as well and met with some successes but most criticism from the fans) them into different categories, one category began to show itself in a surprising way.

Gary was better at creating demons and demon-like devils, Ed Greenwood was better at devils.  So for this reason I have decided that in my games demons take a larger interest in the world of Oerth (Greyhawk) and devils take more of an interest in the world of Toril (Forgotten Realms).  There are some exceptions of course.  Orcus has tried to make headway into the Realms many times.  But generally speaking in the games I have run and the D&D novels I have read, this seems to hold true.


October Horror Movie Challenge: Coven of Evil (2020)

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Coven of Evil (2020)I wanted to get in more witch movies this Challenge, but I am running out of days.  I added this one early one and just never got around to it till now.  Many of the reviews for it online are fairly bad but a couple suggests checking out for yourself. So I did.

Coven of Evil (2020)

Joe is a journalist and he just published his first article about a coven of witches in England.  He is later approached by the high priestess Evie asking him if he wants to come to one of their rituals so he could correct some inaccuracies he published.

He meets many of the members including Evie's jerk husband Zander and a few other guys who all live in the house.  There is also a woman upstairs that no one acknowledges.  

He agrees and is soon joining a ritual where he gets high and ends up having sex with one of the other girls, Talia (we think).  The next morning Joe wants to leave until he sees one of the other guys hitting one of the other girls. 

Joe finally runs into Alice, the girl he saw in the upstairs room. She later returns to her room where she is beaten with a belt by Zander.  He does it again when she sleepwalks out. The guy is a sadist.   For some reason, they don't want or let Alice join the coven.  

Some errors in the plot/script.   The night after she gets beaten by Zander so bad she needs a healing spell, she is walking around the house with a low-cut dress in the back.  No scars.  

We learn they are planning on sacrificing Alice, so they practice by killing Talia.

While all of this is going on Joe and Alice end up having sex, or at least trying. Turns out that when Joe had sex with "Talia" it was actually a drugged-out Alice. 

We get to the sacrifice and learn that Alice is no longer suitable for sacrifice but her unborn baby will be. 

The eclipse comes and Alice sees herself talking to herself telling her not to be weak.   She wakes up from her stupor and turns the knife onto Evie, who she ends up killing.   Turns out they summon the "Gate Keeper" anyway and he is pissed off that the sacrifices were inadequate. 

The Gatekeeper takes everyone to hell (or wherever) and leaving Alice and Joe.

A year later the baby is born and it might be evil.

They try for a "Wicker Man" vibe here and more or less get it.  The movie is independent, so don't expect great special effects, acting, or production values.   The biggest issue is the movie is slow and the script for the most part makes little sense at times.

2021 October Horror Movie Challenge

October 2021
Viewed: 50
First Time Views: 37

October Horror Movie Challenge: Carmilla (2019)

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Carmilla (2019)"I'll never let the devil into this house Lara."
- Miss Fontaine

Not too long after saying this, she does exactly that.

One would think I had seen every version of Carmilla out there. And in truth I had, until very recently.  This is a new one and one that came highly recommended to me. 

The cast is pretty amazing with a personal favorite of mine Jessica Raine as Miss Fontaine, the Mademoiselle De Lafontaine character from the novella.  Tobias Menzies of Game of Thrones and Outlander fame as The Doctor (Spielsberg).

It also includes new(-sh)commers, Hannah Rae as Lara "Bauer" (not sure why the name is changed), and Devrim Lingnau as Carmilla.

The movie more or less follows the basic story novella but also takes a few liberties.  It is atmospheric and gothic and sadly dreadfully slow. It does play up the tension between Carmilla and Miss Fontaine more.

The story is fine, not a lot of horrors though and some of my favorite lines from the book are gone.

Not really a fan of how it ended.

2021 October Horror Movie Challenge

October 2021
Viewed: 49
First Time Views: 36

 

Review: She is the Ancient: A Genderbent Curse of Strahd

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 A Genderbent Curse of StrahdA couple of months ago, beginning of September I think, I was made aware of a new title on DMsGuild called She is the Ancient: A Genderbent Curse of Strahd by Beth the Bard. 

I checked it out and liked it. Hopped on to Twitter to offer her congratulations and mentioned that she would hit Gold Best Seller status.  Well, this past month she did it!  I thought with Halloween coming up and so many people running the 5e Curse of Strahd this would be a great time to review it.

She is the Ancient: A Genderbent Curse of Strahd

by Beth the Bard

157 pages, color art, PDF.

To start with you will need the 5th Edition version of Curse of Strahd to use this resource. Though I am going to also talk about how this can be used with the original AD&D 1st Edition adventure I6 Ravenloft.

She is the Ancient is more than just giving us a distaff Strahd. You don't need a guide for that.  This guidebook shows how changing the gender of Strahd, but keeping her as a strong warrior figure, changes the nature of her relationship with, well everyone. The most interesting is her new rivalry and even hatred of Tatyana.  These new relationships take up a good bit of this guide. 

Beth the Bard reminds us that this IS a horror adventure and to assume that bad things can't happen to, well, everyone, is unreasonable.  So yes there is still violence here and it's directed at everyone this time.

The changes are largely of these sorts:

Characters/NPCs.  Several characters get changes, some minor, others are major.  Strahd is now female, as is Van Richten.  Others get minor changes. Any of these can be used optionally.  Many of these are much more interesting than the ones we get in Curse of Strahd

Relationships. Related to the characters are new relationships.  These are very well detailed and even if you never change a single character according to this guide this is a very useful tool for Curse of Strahd.

Encounters.  There are also changes to various encounters all over the Curse of Strahd adventure.  This takes the shape of some encounter rewrites and others with tips.  Additionally, there are encounter "flowcharts" that show how the various encounters are related to each other.  There are also new handouts that you can print out to give to players.

That is overly simple, there are 157 pages here after all, but this is the gist of it. 

The layout is clean and clear and the art is rather fantastic.  It is on sale right now, but even at its regular price of $19.99 is a good deal, especially considering all we are getting here.

She is the Ancient

The overall feel is the same I get from watching a classic horror movie.  "Dracula" is a horrid monster, someone that kills pretty much everyone in his path.  "The Bride of Dracula" is just as evil, and likely kills as many people, but for some reason, her story seems more tragic.   This new guide turns even this around.

Strahd is tragic, his love for Tatyana has driven him to become a monster.  In this new Strahd, she is still a tragic figure, but it is nothing so prosaic as love that drives her, but hate and betrayal and yes jealousy.  THIS Strahd is motivated by more violent emotions and desires.  You anger her at your peril. 

There is an accessible version of this adventure available. Link included in the PDF.  There are tokens and NPC portraits you can use with this OR with the original Curse of Strahd if you choose.

I6 Ravenloft

Curse of Strahd is the newest iteration of the classic Ravenloft tale.  This is "Dracula Untold" with Luke Evans.  "I6 Ravenloft" is Hammer Horror with Christopher Lee.  SO it stands then that "She is the Ancient" applied to I6 Ravenloft is Ingrid Pitt, in her "Countess Dracula" role. 

I have not sat down with this new guide and Ravenloft and analyzed it line by line, but I have run Ravenloft several times since I purchased the original shortly after it was released.  I have run it for every version of D&D since 1983, including D&D 5e before Curse of Strahd was released.  My feeling here is that She is the Ancient can be used with the classic module just as easily. 

All versions of Castle Ravenloft

Much of what is presented in the She is the Ancient is relationship-based. So conversion to or from 5e and 1st Ed is not an issue.  There are some 5e stat blocks, but nothing that can't be easily replaced or swapped out. 

Honestly the next time I run I6 I am going to give this a try.

What I like best about this is an attempt to do something different with what is now can be considered a classic sort of tale. It shows that like love, the topics of hate, revenge, and undying purpose are universal and can transcend simpler concepts of gender. 

I had thought, originally, that this would give me some ideas for my own Darklord and Domain, Darlessa and Arevenir.  Thankfully, She is the Ancient is not only NOT distaff Strahd, it is also NOT just a generic female vampire Darklord.  I will, however, adopt the adventure flowchart idea and the relationships as they are modeled here.  There are some great ideas to be honest.

Who should buy She is the Ancient?   Anyone who has run and wants to re-run Curse of Strahd and wants to try something different. Personally, I feel the DMs that have run Curse of Strahd already will benefit the most from this.

I also think that first-time DMs of Curse of Strahd will enjoy this, but there is a LOT going on in both Curse of Strahd AND She is the Ancient.

Once you have this you can adopt/adapt as much or as little as you like.   Or even just use the flowcharts and relationships to flesh out all the characters more.

I would say my ONLY complaint is that there is no POD option, but in truth, the layout and design are such that any page or collection of pages can be printed out and slotted into your Curse of Strahd book. Though a POD would be nice. 

She is the Ancient: A Genderbent Curse of Strahd is not going to be for everyone and that is OK.  BUT, for the people that are inclined to use it is a great resource and guide.  It is well written with great art and layout.  A lot of work went into this and like the original Ravenloft, it provides yet more options for replayability.  

October Horror Movie Challenge: The Queen of Black Magic (1981, 2019)

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Believe it or not, I did not get the streaming channel Shudder, until really recently.  I was building my list and I saw one I knew of but had not seen yet, 1981's The Queen of Black Magic, also known as Ratu Ilmu Hitam or Queen of the Dark Arts. I also saw there was a Shudder exclusive, 2019's The Queen of Black Magic.  Thinking they might be the same I opted to make a night of it.  

The Queen of Black Magic (1981)The Queen of Black Magic (1981)

This one came highly recommended.  

Baedah is getting married, but something is wrong.  She sees maggots, snakes, and the groom as a corpse and his men as demons. Something also is attacking the local shaman.  The groom, Kohar, quickly decides that it must be Murni's fault because she is a witch. She is a witch because this is all her fault. Solid logic!  We learn that he had seduced Murni and took "her dignity" (virginity) but would not marry her. 

Murni is played by Indonesian horror queen Suzzanna (Suzzanna Martha Frederika van Osch).  "Murni" by the way means "Pure" in Indonesian.  Kohar and his mean go to her home and lynch her. He even slaps her old mother and sets their home on fire.  They toss her off the side of a cliff to make sure to "get rid of her black magic" but she is caught by a strange man.   

The man rescues her and nurses her back to health.  He tells her if they accuse of her black magic then she should use black magic to get her revenge. She will be the Queen of Black Magic.  

We get a "training montage" which involves Murni doing naked backflips under a full moon until smoke comes out of her head.  This had to be near-pornographic for Indonesia in the early 80s.

Murni returns to her village, much to the shock of the men that tried to kill her.  They try to warn Kohar, but she summons bees to kill one of them.  She then causes huge boils to form on another and they explode, filled with blood.   Gruesome, yet satisfying.  Lots of great examples of sympathetic magic here too.  

An Indonesian Lionel Richie-looking dude shows up to the village. He seems very religious and immune to the effects of black magic. 

Murni killing Kohar by getting him to rip off his own head is worth the price of admission alone.  Then watching Kohar's head fly around is just great. 

The becomes a battle between black magic and the power of the new stranger, Permana, invoking god. 

In their battle, we learn that Permana is Murni's older brother to learn from a holy man far away.  Makes sense since they both can do the same backflips.

They fight, but when the evil priest/magician that trains Murni shows up to kill Permana, Murni turns on him instead.  She blows him up with magic, but it is implied she dies as well.

Some great effects really, given the time and budget, and a fun story.


The Queen of Black Magic (2019)The Queen of Black Magic (2019)

This one is also Indonesian and described as a loose-remake of the first. 

This one starts out strong. A family is driving back to visit the orphanage the father grew up in.  While talking they hit something. Getting out they find a deer on the side of the road, but it seems like it has been there a bit.  As they drive off we see a bloody girl on the other side of the road that they missed. 

They meet at the orphanage and others are also here to see the old caretaker., Mr. Bandi.

We learn that one of the kids from the orphanage was a girl named Murni. But no idea if it is the same one. Obviously, there is something about Murni that makes the adults very squeamish.  

Hanif, the father, is getting food from his car when he notices the blood on the car but also the black hair.  The deer he hit was brown.  Driving back he and one of his brothers, Jefri, find the girl.  They also find a bus full of the orphans and they are all dead. Murdered. 

They let their other brother Anton know and he drives back to see and go get the police.  He gets trapped on the bus and attacked by bugs. So many that his eyes pop out of their sockets.  Back at the orphanage the same thing is happening to his wife Eva.  Lina, believing she is too fat due to hormone treatments and begins cutting off bits of her flesh.   Eva rips off some of her skin and bugs come crawling out.

We learn the three boys as orphans discovered that Ms. Mirah had abducted a girl and was using black magic. So they locked her in a room where she banged her head against a door until she split her own skull open.  So with Mr. Bandi's help, they tore up the floor, put her body in, and covered it in cement. 

We see her ghost at one point. Damn. The Indonesians have some scary-ass monsters.

Nadya, Hanif's wife, discovers a bunch of photos of half-dressed underage girls that apparently Mr. Bandi took.  One of the girls is Siti, the woman married to Maman who invited them all there.   When confronted with the photos Siti tells everyone he did it with all the girls. When three were going to tell, he locked them in a room and poisoned them.  It seems that Ms. Mirah was protecting the girls and she was going to kill Mr. Bandi.   

Nif finds another picture and we learn that Murni was Ms. Mirah's daughter.

Something, Murni likely, begins to torture everyone. Eva is clawing her skin off, the orphans are being scalded with steaming water. Nif's children are getting whipped. It's all pretty brutal. 

Murni gets her head cut off, but puts it back on in an obvious nod to the first movie.  Nadya sets Murni on fire.

Later Nadya is picking Haniq from school but thinks she sees Murni. 

The movie ends with scenes from the 1981 original. 

--

Both movies were pretty good with some good scares and a good story.  Glad I watched them back to back. 

2021 October Horror Movie Challenge

October 2021
Viewed: 48
First Time Views: 35

Featured Artist: Rosaleen Norton

The Other Side -

I have not done one of these for so long.  I am watching "The Witch of Kings Cross" the documentary of artist Rosaleen Norton.  The movie is great and it reminded me how much I love her work.  Before I get into talking about Roie, I want to mention that actress Kate Elizabeth Laxton who plays Roie in the documentary is just fantastic.  

Ok. On to Roie.

Rosaleen Norton

Rosaleen Miriam Norton was born October 2, 1917 and lived till December 5, 1979.  She was considered to be an esoteric artist and one of Australia's most notorious artists.  She was one of the first women to ever be charged with obscenity for her art. 

So I guess fair warning for the art that follows.

satanic orgies

She referred to herself as a "witch" and used altered states of consciousness to make her art. She often called herself "Thorn," much like a craft name.  But her friends all called her Roie.

I came to know her via her art "The Seance."  I thought she had tapped into something deep and maybe even a little dark.  For someone young and obsessed with witches and the writings of C.G. Jung she seemed like some sort of prophetess or seeress to me. 

The Seance by Rosaleen Norton

Later I learned her art was fueled by drugs, sex, and trying to commune with other powers, in particular Pan.  Sounds perfect to me.  

If The Seance grabbed me, then her Lilith cemented her in the pantheon of people that influenced my RPG writings.


Lilith
The Spinner by Rosaleen Norton
She does a lot of Jungian archetypes in her art and I use the same ones when I wrote my first books on witches.

Bacchanal by Rosaleen Norton
Firebird by Rosaleen Norton
Fohat by Rosaleen Norton
Her demon Fohat (above) was something of her personal demon or even a Jungian Animus. 

Black Magic
Norton art
Rosaleen Norton


Norton art
Norton art
Norton art

Interviewer: What would be the state of the world if evil ruled?
Roie: Exactly as it is now.

If I could, her art would be the covers for all my books.

"I came into this world bravely, and I will leave this world bravely."

- Last Words of Rosaleen Norton

October Horror Movie Challenge: Astaroth (2017)

The Other Side -

Astaroth (2020)This one came up as a suggested movie on Tubi so I had to check it out.   I have long been fascinated by the Goddess Astarte and her literal demonization to the male demon Astaroth. This movie covers some of that and adds some neat little tidbits as well. 

Astaroth (2017)

The movie is Brazilian and completely in Portuguese.  Thankfully the captions are in English.  Not that it would matter much, it's not a difficult one to follow.

Our stars are three college students living together whose primary interests seem to be tattoos and metal.  There is tattoo artist Dri (Ju Calaf),  guitarist Lia (played by former top Brazilian porn star Monica Mattos), and martial artist Mai.  Dri and Lia meet up with tattoo artist Gregório (Janderson Tucunduva) who has been communing with the demon Astaroth (also played by Mattos).

Gregório has been tattooing sigils on to people so Astaroth can claim them.  Once she has enough she can come into the mortal world.

All in all not a bad premise.  The movie feels like an American horror movie circa 1995, only a lot less sex and nudity if you can believe that.  The movie doesn't really get going until the half-way mark. 

Eventually, Lia gets possessed by Astaroth kills Dri, but not before Mai can find out.  Mai figures out what Astaroth is and kills Gregório and the possessed Lia to send Astaroth to hell.

The movie is quite obsessed with metal with the bands getting top billing right after the actresses. Not a bad thing really; demons, metal, horror, it all fits together.  The trouble is sometimes it comes across as an 80s training video.  If it had been made in the 80s there would have been a larger body count and at least one song by Dokken.

It wasn't a bad flick really, it just had the feel of some people doing this on a budget and they got all their friends over to do it. 

2021 October Horror Movie Challenge

October 2021
Viewed: 46
First Time Views: 33

Monstrous Mondays: Nicnevin, Faerie Queen of Witches

The Other Side -

Been spending some time working on my various Lords and Ladies of the land of Faerie. With the new Wild Beyond the Witchlight out, I have been thinking more and more about what I'd like to do with them.

Case in point is an old favorite, Nicnevin the Faerie Queen of Witches from Scottish lore.   I mentioned her all the way back in 2014 as servant/ally of Aradia. She would later appear in the Tome of Beasts from Kobold Press.

My version fits into my vision of the Lands of Faerie and my War of the Witch Queens a bit better.  She is the Witch Queen of the Faerie Tradition and can be a patron for witches or Fey Pact Warlocks.

Nicnevin, Faerie Queen of Witches
Faerie Lady

Nicnevin, Faerie Queen of WitchesFrequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
  Fly: 150' (50') [15"]
Armor Class: 0 [19]
Hit Dice: 13d8+39*** (98 hp)
  Large: 13d10+39 (111 hp)
To Hit AC 0: 8 (+11)
Attacks: 1 sickle or by spell
Damage: 1d6+2 or by spell
Special: Fly,  Immune to charm, hold, and sleep spells, Magic Resistance 50% (all magic), Magic Resistance 100% (Witch magic), witch spells and powers
Size: Large
Save: Witch 13
Morale: 12
Treasure Hoard Class: See below 
XP: 4,200 (OSE) 4,350 (LL)

Str: 17 (+2) Dex: 12 (0) Con: 19 (+3) Int: 16 (+2) Wis: 18 (+3) Cha: 20 (+4)

The Witch Queen of the Faerie is also known by the names Nicneven, Nicnevin, Nicnevan or Nic an Neachneohain.  She is the current Witch Queen of the Faerie tradition and the longest-serving.  Previous Faerie Queens of Witches were known as Satia, Bensozie, Zobiana, Abundia, and Herodiana.  She is both a Faerie Lord (Lady) and the Queen of Witches for all witches in the Faerie Traditions.  She is served by faerie witches of all courts.  Her retinue includes elves, nymphs, and hags among many others.  Any faerie creature that becomes a witch or has witch-like powers are hers to command.

The Witch Queen can attack with a special sickle made from pure moonlight.  It can attack creatures as if it were a +3 weapon.  In her hands, the sickle acts as a sword of sharpness +3 and will do double damage to clerics and magic-users (wizards).  In anyone else's hands, it is only a simple harvesting sickle.  She also may cast spells as a 13th level witch of the Faerie Tradition with the appropriate occult powers.  She knows all the spells of the Faerie tradition and does not need to prepare them beforehand.  She employs a magical cloak that reduces her AC to 0 [19] and provides her an additional +3 to all saves. 

Magical attacks against her have a 50% chance of failure. If a witch casts a spell at her the spell is completely negated.  No witch may harm her via magic or mundane means.

The Queen of Witches appears to be a statuesque, 7' tall, Faerie woman of middle age.  She is beautiful in a wild, uncontrolled way like that of a towering waterfall or a dangerous storm.   Her hair is a bright red that seems to shimmer like flames, glowing brighter as her emotions run higher.  Her eyes are a uniform blue that glows when she casts spells.  Her skin is covered in blue woad designs. 

She rides out at night with her retinue of nymphs and hags on great faries steeds like giant elk or stags searching the countryside for girls to add to her coven of witches and for clerics that honor gods of the sun to kill. 

--

Might tweak her a bit. Have a couple books on Scottish folklore I'd like to go over again. Plus I want to work out her relationship with Scáthach.  Likely Nicnevin is a daughter or something similar. 

Nicnevin, Faerie Queen of Witcheshttps://www.heroforge.com/load_config%3D17900174/

The Dragon #12 Vol 2.6

D&D Chronologically -

There’s a lot in this one.

What’s New
  • From the next issue in April, the Dragon will be going monthly
  • We get circulation information – there are basically about 6000 copies of each issue printed and that number is continuing to rise
  • The Souvenir font is used in a couple of ads. Eg:
Articles
  • Humourus encounters in D&D with some funny anecdotes
  • Variant – illusionists – basically a bunch of spell changes
  • Variant – Persian mythos – ie a bunch of demi-god stats
  • Thoughts on the Speed of a Lightning Bolt – tedious plussing and minussing of various factors in a melee round as detailed in Eldritch Wizardry (which splits rounds into segments) to show how a magic user could react before a fighter
  • Ship’s Cargo – random table to determine what’s in the hold of a captured ship
  • The Druids – the real world history of druids
  • Official article – Cthulhu Mythos – this was pretty well done – not just stats and mechanics but quite a lot of flavour text – my knowledge of Lovecraft’s Cthulhu mythos is almost non-existent so this was quite a good primer
  • A very short review of the Monster Manual – big thumbs up
Story
  • Quag Keep by Andre Norton – this is a preview of the full book, the first D&D book. Usually I don’t read the fiction in Dragon but in this case I’ve made an exception and I’ll read the book, seeing as it’s the first semi-official D&D book. Having said that, the writing is a bit rubbish! Lots of tortured sentences. More on this when I read the full thing.
Date Information

Along with the announcement of going monthly, Kask mentions that the April issue will be sent out in the last week of March. Also in future, many articles will be selected a month or two before publication with only a few written just prior to publication.

Miskatonic Monday #87: La Recette

Reviews from R'lyeh -

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


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

—oOo—

Name: La RecettePublisher: Chaosium, Inc.
Author: G.A. Patrick

Setting: Jazz Age Louisiana Bayou Country
Product: Scenario
What You Get: Sixteen page, 5.29 MB Full Colour PDF
Elevator Pitch: Voodoo treasure hunt hoedown with a corpse in the trunk.Plot Hook: When you need a dead man to talk, sometimes you got to do the voodoo that you do.Plot Support: Detailed plot, one good handout, five NPCs, one spell, and three pre-generated Investigators. Production Values: Good.
Pros
# Short, one-session, one to three Investigator scenario# Suitable as a one-shot or first part of a very dark campaign# Solid NPCs the Keeper can sink her roleplaying teeth into# Strong Pulpy plot confronts the Investigators with the Mythos# Entertainingly sweaty set-up and plot# Advice on using the plot with another backstory# Scope for the set-up to be played out# Set-up begging to be told in a flashback in a roadside interrogation# Whole scenario begging to be told in a flashback in a police interrogation
Cons
# Requires a strong edit# Requires access to the Malleus Monstrorum (alternatives suggested)# Does involve human sacrifice upon the part of the Investigators# Adult tone means it may not be suitable for all players# Begins en media res

Conclusion
# Requires a strong edit# Whole scenario begging to be told in a flashback# Entertainingly hot, sweaty, and desperate zombie noir set-up and plot

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