The Other Side

BlackStar: The Ambassador Curse

Ambassador Class StarshipLast night was the premiere of Star Trek Discovery Season 4.  Not only that we also had a new episode of the Kid-focused (but adult enjoyed) Star Trek Prodigy.  Two new Trek episodes from different series on the same day.   That has not happened since Voyager and DS9 were on the air in 1999.

Both episodes had a similar plot element, though dealt with in very different ways.  On Discovery they are recovering from "The Burn" which destroyed all dilithium in use a little over a hundred years ago.  The new Federation president (who looks like she might have some Cardassian DNA) mentioned that there were ongoing Warp Drive developments.   She mentioned a new version of Discovery's Spore Drive and that a new Pathway drive had been developed and placed into the new Voyager.

Over on Prodigy, which shares the Voyager connection, we learn that the USS Protostar is more than just a neat name.  Its warp drive is not just powered by an anti-matter reactor, it has in its heart an actual protostar. 

There is a constant level of warp drive development going on in Star Trek. But the Spore Drive has proven difficult to get right or recreate, Trans Warp was a failure, and slipstream conduits are difficult to navigate.   

All of this and one other bit of information I recently unearthed sets the stage very nicely for what is going on in BlackStar.  

Let me restate something I said back in 2019. 

We don't see many Ambassador class ships in the TNG time-frame, why? I am going to say there was a design flaw that was later discovered after Starfleet Corp of Engineers went over why the Ent-C was destroyed. There is a flaw in the nacelle arrangement that was missed in the R&D phase and only seen in practice. This lead to newer warp nacelle configuration that gave us the Galaxy and Nebula class ships. Despite living in the 24th century, human Starfleet personnel can still be somewhat superstitious and the Ambassador class gained the status of a "cursed ship".

This is also why there are 21 decommissioned Ambassador class ships outside of Neptune Station. Here, Commodore Peter Quincy Taggert, with a signed order from Admiral Nyota Uhura (who had been fond of the Ambassador class and hated to see them go to waste), began work on the Mystic Project. The NX-3100 (mislabeled on the hull as NX-3000 due to a clerical error) was developed at the Klatuu Nebula Yards in conjunction with the Theremin Science Council and launched to Earth on SD 30007.21. (2351 or there abouts)

We have 21 (or 22) decomed Ambassador ships over in the "junk yards" of Neptune Station. A prototype (the Mystic) was b

uilt at the Klatuu Nebula Yards by the Theremins.  A desire by Starfleet to work on new types of warp drive, BUT all available engineers are working on the super-sexy new Galaxy-class project over a Utopia Planitia on Mars.  This is why CDRE Taggert gets them.  No one else wants them. But why are they here?  I said due to a flaw in the nacelle arrangement.  I said this because I replaced the warp nacelles on my model.  But is there more?  

Enter my "I have too much work to do, but instead I am watching Star Trek Starship videos on YouTube" moment earlier this week.

Enter TriAngulum Audio Studios on YouTube. They have a series called "Truth or Beta" that discusses Star Trek "Alpha" content (for Memory Alpha, or cannon material named for the Memory Alpha planetoid that is the Federation Library and the first stop for the USS Protector) vs. "Beta" (for Memory Beta, non-cannon material that appears in books).  This series collects various bits of Alpha lore and select bits of Beta lore to make for a fuller picture of what is going on.  

Here is their series on what went wrong with the Ambassador class ship.


The premise is basically the same.  After the destruction of the Enterprise-C, the Ambassador class was given a top to bottom inspection.  Where I claimed it was the warp nacelles, here it is an issue with the new warp core and other systems with the older duotronic computers. If you look at the Enterprise-C computer screens you can see they look more like the ones from the Enterprise-A and B eras.  Whereas newer Ambassador class ships have the isolinear computers and the LCARS OS. 

That works for me too.  In any case it explains why we never saw a lot of the Ambassador class ships in the TNG Era despite the class having had an Enterprise among its numbers. It also explains why I can have a couple of dozen just sitting out by Neptune waiting to be used for something else.

Now I just need to get my reviews up of Star Trek 2d20 and Achtung! Cthulhu 2d20 from Modiphius up. 

One Man's God Special: Syncretism Part 3, the Roman-Norse Pantheon

Thor as King of the GodsLet's partake in a thought experiment.  I am going to take the Gods as written from The Deities & Demigods and take them on a little trip.

This thought experiment, or Gedankenexperiment, as Einstien was fond of saying, was designed to cover a thought I had going back to my first reading of Norse Myths.   That thought was what if the Norse Gods and Greek Gods were the same groups of gods represented in different parts of the world?

Roman-Norse Pantheon 

Imagine if you will some Roman Pagans, say circa 300-500 CE.  While Christianity is becoming the official religion of the Empire, not everyone is taking up the Christian Gods. There is still a mix of Pagan Roman gods, Greek Gods, local gods and spirits, house gods, and more.  The further you are from Rome (and later also Constantinople) the more likely you are to still hold on to your local gods.

Now, far to the North, there are the Nordic-Germanic tribes.  They are the "barbarians" of Roman lore, they want Rome's treasures, its power.  But most of these people just want to find new lands to grow food on.  While the Viking raids to England and Ireland are so stamped into our collective subconscious (and for many of us, our DNA) there were other forrays into other lands.  Some we know went South.  But the bulk of these did not happen till 800s CE when most of Europe was firmly Christianized.  We do know that the Romans had interactions with the Norse and made connections between their respective sets of Gods. Romans were rather practical when came to religion.   

We also know that the Norse, when confronted with Christianity adopted a uniquely Viking view of Jesus, recasting him as a great and powerful chieftain or king

So let's imagine a time. Sometime after 300 CE but maybe before 900 CE.  The Northmen are not all Viking raiders and the Romans are not all Christian.  I joke that there is a time when this would be all true, likely for about 6 hours on a Thursday in June 634 CE, but go with me on this trip anyway.  We have a group of Roman pagans moving north, a group of Northmen heading south.  They both drift west a bit and end up in the Black Forest region of Southern Germany.  Here they meet and instead of going to war, they build a community.  Here their beliefs find common ground and since both groups are polytheists, they accept each other's Gods.  Soon. The gods, like the people, become one.  

First conceit: Since they did not go to war when first meeting their war gods on both sides will seem more "reasonable" than their antecedents.   

Now keep in mind that at this time there were versions of the "Norse" gods in these Germanic areas. We know that Wotan and Woden would change and become Odin of the Norse.  So bringing these gods "back down" is almost an unnecessary step. They were already here in a different form.  Bu this allows me to focus on the names they have in the D&DG.  Plus if I need to "smooth things out" I can use the Germanic versions.

Second conceit: While here this group of pagans will speak a version of Old German. Both groups picked it up "along the way."

While I want to focus on the names in the Deities and Demigods, I am going to allow myself to step outside of that to make for a better pantheon.  Of course, life, especially when it comes to the Gods and syncretism, is never so ordered.  But as we have seen with the D&D pantheons in the past, such order is often implied or imposed.

Some of this flows from some reading I was doing around the same time I discovered D&D.  I had found this book of world myths. It had the familiar Greek, but it also introduced me to the Norse myths for the first time.  This book also had the tale of Beowulf in the back. I began to think there was a continuity between these three separate, but not entirely separate really, groups of tales. 

I should also note that these gods have similarities to each other not just because they were all invented by people that had similar experiences, but they all draw their inspiration from the same roots of an earlier Proto Indo-European pantheon of gods.  I am not trying to recreate these PIE gods here, but I will lean heavily on that research to inform my choices.  For this reason I am also including Celtic gods in this mix for now BUT I am not explaining that connection just yet.  Though we do know that the Celtic Hallstatt culture and was in this area at this time and this grew out of the La Tène culture from earlier.  Likely though the gods were not using the names in D&DG. I am so everyone here knows what I am talking about. I do like that there are three mythoi involved here.

Who's In Charge?

Let's start with who is the leader of this combined pantheon.  We know from historical records that it was Thor, or more to the point, Thunor or Donar, and not Odin, that was the chief god of the Germanic peoples. Odin/Wotan would come along much later (8th to 9th centuries).  This is good since already there was a lot of conflating of Thor/Thunor with Zeus/Jupiter. Thursday for example is both Thor's day and sacred to Jupiter.  From this notion, we can move on in thought experiments to make other associations.  

Now I am fully aware I am taking a historical god to make a precedent for game gods.  This would be academic dishonestly since I have made no claim, nor provided support why it is ok for me to do this.  Save for one.  This is not an academic treatise.  I am building something for a game, and for AD&D 1st Edition as it appears in the Deities & Demigods in particular. The Thor/Thunor/Jupiter connection is only the pin I am hanging everything else on. 

The Gods

I am going to use the abbreviated "stat block" I used in One Man's God Special: Syncretism Part 2 when I described the pantheon of  Greco-Egyptian Gods.   Also considering that I am having this all happen somewhere in Germany I am going to give these gods German names.  They are modern German names to be sure, I am not going to try to deconstruct 7th Century German when I have enough trouble remembering how to speak 20th (yes I know what I said) Century German.

While they have gods they are syncretized from they take on their own personalities.  Thor could be a bit slow at times but was never cruel (unless you were a giant) and Zeus could be a loving father, but a terrible husband with a mean streak and a temper. 

Unser Vater
Greater God
Alignment: Chaotic Good
Worshipper Alignment: Any Good (all)
Domains: Thunder, Lightning, Sky (including storms and rains), Warriors
Symbol: A Thunderbolt
Greek/Roman: Zeus/Jupiter
Norse: Thor, with a dash of Odin
Celtic: The Dagda
PIE: Dyēws

Unser Vater, "our father," is the chieftain of the gods. He rules because he is strong and powerful.  He keeps Der Hüne at bay and protects those who pay him homage. He tries to be good and just but he has a temper that can rage out of control.  He can usually be calmed by his wife Herde Oberin.

Other Gods follow.

Hüne Vater
Lesser (Intermediate) God
Alignment: Chaotic Evil
Worshipper Alignment: Any evil
Domains: Creation, destruction
Symbol: Fire
Greek/Roman: Chronos/Saturn
Norse: Surtr
PIE: Archdemon

Hüne Vater is the father of the current generation of the Gods. He killed his father and we in turn defeated by his own son. He is the leader of Die Hüne. Before his defeat he cursed the gods and all humankind with death. In Proto-Indo-European myths, he is the Archdemon.  He sits imprisoned in exile. 

Großvater & Großmutter
Lesser God
Alignment: Chaotic Neutral (Evil)
Worshipper Alignment: Any 
Domains: Father of Die Hüne (the Titans/Jötunn), Chaos
Symbol: The night sky
Greek/Roman: Caelus/Uranus 
Norse: Ymir
Others: Tiamat

Großvater/Großmutter is the name given to the quasi-anthropomorphic manifestation of the father/mother of the Die Hüne (the Titans/Jötunn).  He was destroyed by his son Vater Hüne to make the night sky.

Herde Oberin
Greater Goddess
Alignment: Lawful Good
Worshipper Alignment: Any good 
Domains: Home, hearth, women, childbirth
Symbol: Distaff
Greek/Roman: Hera/Juno, Hestia 
Norse: Frigg
PIE: Diwōnā

Herde Oberin is the wife of Unser Vater and one of a trinity of Goddess.  She represents the Mother aspect of the trinity and is the protector of home and hearth and the family.  She is responsible for all things that happen within the home.  Unser Vater may be the chieftain of the gods, but in the home her word is law. 

Mutter Natur
Greater Goddess
Alignment: Neutral
Worshipper Alignment: All
Domains: Nature, the wild
Symbol: Tree or a sheath of grain
Greek/Roman: Demeter/Ceres
Norse: Frigg with bits of Odin
Celtic: Danu
PIE: Dhéǵhōm

Mutter Natur is the mother goddess of all of nature.  She is sister to Vater Hüne and aunt (and maybe mother) to Unser Vater. She is an old Goddess who provides and destroys at her own times of choosing. Newer religions believe they control or tame her, but the people of the forest know better. 

Note: I am undecided on whether or not Herde Oberin and Mutter Natur are not aspects of the same goddess. Often times you see gods and goddesses getting reduced as the pantheons age.  BUT also you see gods and goddesses splitting off.  In this case, I am keeping them separate for now.

Ôstara (Geliebte)
Lesser (Intermediate) Goddess
Alignment: Neutral Good
Worshipper Alignment: All
Domains: Spring, Rebirth, the Dawn
Symbol: Half-risen sun or an Egg
Greek/Roman: Persephone/Proserpina with aspects of Dionysus / Bacchus
Norse: Ēostre and bits of Baldur.
Celtic: Brigit and Ceridwen
PIE: Hausos

Ôstara is the daughter of Mutter Natur and one that has retained her old name.  She is the goddess of the Spring, the Dawn, and rebirth.   Her title is "Geliebte" which means "beloved."   Persephone/Proserpina and Baldur are both loved by the gods and their "deaths" greatly affect all involved.

Liebhaberin
Lesser (Intermediate) Goddess
Alignment: Chaotic Good
Worshipper Alignment: Any good, lovers
Domains: Love, sex, sexuality, conception
Symbol: hand mirror or fire
Greek/Roman: Aphrodite/Venus 
Norse: Freya
Celtic: Brigit and Áine

Liebhaberin is the forever young patroness of love and sex. She serves as the Maiden in the trinity of Goddesses.  She is the spring maiden that stirs the blood and brings the world back to life. She is the patroness of nymphs and dryads. 

Note:  Again, I am unsure whether or not Ôstara and Liebhaberin are just different aspects of the same goddess.  

Helga
Lesser (Intermediate) Goddess
Alignment: Neutral
Worshipper Alignment: Any, witches
Domains: Death, magic, underworld
Symbol: woman's face in a hood
Greek/Roman: Hecate, Hades
Norse: Hel, Frau Holt, Heiðr
Others: Isis
Celtic: The Triple Goddess* (reconstruction)

Helga is the Witch Goddess, the Ghost Queen, and the Crone of the trinity.  She knows all secrets since they are whispered to her by the dead.  Thus she knows all the secrets of magic.

Hüter
Lesser (Intermediate) God
Alignment: Neutral
Worshipper Alignment: None
Domains: Death
Symbol: Skull
Greek/Roman: Hades/Pluto, Hermes/Mercury
Norse: Njord, Odin
Celtic: Arawn
Others: Osiris

Hüter is the dispassionate lord of the dead.  He is neither good nor is he evil. His role is to make sure the dead stay dead. Therefore undead are blasphemous to him. He controls the underground realm and thus all riches that come from the ground are his.

Betrüger
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any
Domains: Trickery
Symbol: Fox
Greek/Roman: Hermes/Mercury
Norse: Loki/Hermod
Others: Reynard the Fox (though this is about 900 years too early for Reynard)

Betrüger is the trickster of the gods.  He often appears in the form of a talking fox. His jokes can be somewhat dangerous, but he is rarely cruel.

Kriegskönig
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, warriors
Domains: War, Battle
Symbol: Sword
Greek/Roman: Ares/Mars
Norse: Tyr/Vidar
Celtic: Nuada

Kriegskönig, the War Lord, is the general of Unser Vater's armies. He commands legions to fight against Der Hüne.  He lives for war and when he is not involved in a war he is looking to create new wars. 

Note: Because my two sets of travelers did not immediately go to war with each other when they met this tempers the way the ward god is looked at.  He is not a warmongering asshole like Ares nor even the god of justice that is Tyr.  War is unfortunately a reality of life and one that must be respected or it quickly gets out of hand.

Jäger
Lesser (Intermediate) God
Alignment: Lawful Neutral
Worshipper Alignment: Any, hunters
Domains: the sun, hunting, poetry
Symbol: Sun
Greek/Roman: Apollo
Norse: Freyr/Bragi/Uller
Celtic: Nuada 
PIE: Sehaul

Jägerin
Lesser (Intermediate) God
Alignment: Chaotic Neutral
Worshipper Alignment: Any, women, hunters
Domains: Hunting, women, gathering Die Kriegerin
Symbol: Cresent Moon
Greek/Roman: Artemis/Diana and bits of Athena/Minerva
Norse: Freya / Skaði
Celtic: The Morrigan
PIE: Mehanot

Jäger and Jägerin are the twin god and goddess of the sun and moon respectively. They are also the god and goddess of the hunt since hunting in this area is important. They are based on both sets of twins Apollo and Artemis/Diana from the Greco-Roman and Freyr and Freya from the Norse.  If there were elves in German at this time then they are the gods of them as well. 

When needed Jägerin can don the armor of war and gather Die Kriegerin, the Goddesses of war (much like the Valkeries).  When the moon eclipses the sun it is said that Jägerin has put up her shield to protect her and her brother in battle. 

Others include, 

Schmied (Hephaestus/Vulcan and Wayland and Goibhnie) the God of Smiths.  I really should give him more detail. 

Vater Meeren (Poseidon/Neptune and Njord, Ægir, and Rán and Manannan Mac Lir) the God of the Sea (lesser importance here). 

Verwildert (Pan/Faunus and Freyr/Óðr/Vættir and Péhausōn) the God of Wild Nature and protector of wild places (greater importance now). 

Magni Stärke (Heracles and Magni) and Muthi (Iphicles and Modi) are the twin demi-gods of Strength and Courage respectively. Bits of Romulus and Remus and Hengist and Horsa are also here. 

Siege (Nike/Victory and Sigyn) and Glücke (Tyche/Fortuna and Hamingja) are the twin lesser goddesses of Victory and Luck respectively.

Fata Norne (The Fates and The Norns) are the three Fates. Even the gods have to answer to the Fates.

Die Hüne are the Titans and the Giants of both myths.  Primordial beings of great power that the gods defeated but still trouble them.  In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans, these creatures are the demons of this mythology.  

Jäger and Jägerin are twins.  Magni and Muthi are twin brothers. Nike and Tyche are twin sisters. These sets are all examples of the Divine Twins we see in many, many myths. Something I like to include in many of the myths I create. 

I like it. It combines a lot of things that I have scattered notes on here and there. This also explains why this one has taken me a few months to write (it was Part 1 of this series at one point). I have notes dating back to the late 80s on a wholly new pantheon I was creating.  This is not that pantheon, but it is a good approximation to what I wanted there.  It's not the same, but it fits in the same sized hole.

Right now it is a little too "clean" and ordered.  There is no drama with these gods. Granted this is the same as what you could read in the Deities & Demigods, but we know the stories are much messier. 

I might need to come back to this one sometime. It would work well in my games to be honest and I even have some ideas on how to incorporate the ideas of Sol Invictus into this to set up one of my favorite themes, the battles of Monotheism vs Pagan Polytheism.  

If I write more and can come up with a stat block I like I might release it under Creative Commons or the OGL so others can add to it.  I hope to do more than just randomly recreate the PIE gods with new names.

Review: Adventures Dark & Deep Book of Lost Lore

Adventures Dark & Deep Book of Lost LoreLast week I reviewed that new monster book from BRW Games, Book of Lost Beasts.  Today I want to review the companion book from the same Kickstarter, Book of Lost Lore.  I went into this one less excited than I did with the Book of Lost Beasts, but not due to anything on the part of this book.  I am always more enthusiastic about monster books. I just have to make sure that I am not making unfair comparisons.  I will be making a lot of comparisons with this book and others, however.

Adventures Dark & Deep Book of Lost Lore

For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG.  BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.

The book itself is 134 pages, full-color cover, and has black and white interior art.  The layout and art are a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way. 

Like the Book of Lost Beasts, this book carries the Adventures Dark & Deep banner, but it is not made for that game.  It is material from that game ported "Backwards" to the AD&D 1st Edition rules. So again like Book of Beasts, some of this material has been seen before, though not all in 1st Edition format/rules.  

Lost Beasts and Lost Lore

Much of the material does come from Bloch's "What If" game, Adventures Dark & Deep, and in particular, the Players Manual which itself was derived from BRW Games' very first product A Curious Volume of Forgotten Lore (now discontinued).  This is all acknowledged in the Preface of the book.  The selling point of this book is that it is all revised and edited for the "First Edition of the world's most popular RPG."  Not to mention the layout now favors the 1st ed feel rather than the Adventures Dark & Deep feel.

Though as we move on you will see that the biggest comparison that needs to be made is this book to the AD&D Unearthed Arcana.  

On to the book proper now.

This book is split between a Players' Section (close to 98 pages) and GMs' section (36 or so pages).

Players' Section

Dwarf blacksmithThis section covers new races, classes, and spells among other topics that I will discuss. 

Up first, the new races.  Here we are given three "new" races for player characters. These are the Centaur, the Forrest Gnome, and the Half-Drow, of which we get Human-Drow and Elf-Drow.  Those unfamiliar with AD&D 1st ed might be surprised to see level limits and ability limits for the races.  Some are pretty obvious, centaurs tend to be stronger but can't climb walls as a thief. Others are culture-based, drow women can advance more in most classes than their male counterparts due to their matriarchal society, but not as much as wizards since that class is not valued.  While back in the day we really ignored all these rules in AD&D (and they do not exist in 21st Century D&D) they are consistent with the rules and anyone who plays AD&D 1st ed exclusively will take to these easy.

The races seem balanced enough.  The centaur is a nice addition and one that really could go into AD&D well enough.  I personally have never had a desire to play one, but they do seem to work.  The forest gnome is also a good choice and a good option for people more familiar with 21st century D&D gnomes.  The coverage of the half-drow is very interesting and the stand-out of the three.  Given some other things I have crossed my awareness this past week or so I am wanting to try out a half-drow now.  I will need to come back to this one later on. 

Classes are likely the top feature of this book.  They are also the ones that we have seen before.  There are Bards, Jesters, Skalds, Blackguards, Mystics, Savants, and Mountebanks.  Let me repeat. While we have seen these before in other BRW products they are presented here as 1st Edition characters classes and as subclasses of existing 1st Ed classes. Except the Bard, the Bard is it's own class with the Jester and Skald as sub-classes of the Bard.  The Blackguard (or Anti-Paladin) is a subclass of the Cavalier to give you an idea where this book would "fit" into the AD&D 1st Ed lineup. 

It should be noted is a usable single Bard class.  No more advancing as a thief, fighter, and then druid to get to the bard, this is a straight out bard class.  The bard also has some nice powers too. The mystic class seems closer to the BECMI/RC version than it does to the monk.  It was also the focus of one of my very first "Class Struggles" features.   I am a little surprised we didn't see versions of BRW Games'  Necromancer, Witch, or Demonolater classes. Likey to keep these with the Adventures Dark & Deep game. 

From Classes, we move on to Secondary Skills. AD&D 1st Ed has never really been about skills outside of what your character class can do.  While back then I saw this as a problem, I am less inclined to think so now.  Still, a good selection of secondary skills are listed here and how they can be used. 

The next 35 or so pages are dedicated to new spells. Mostly these support the new magic-using classes, though some spells are cross-listed for other classes. 

The last part of the player's section is given over to combat and new weapons and armor.  The arms and armor described here do show an appreciated level of research.  One that would have made Gary and his 6 pages of pole-arms very happy.

Game Masters' Section

This section is not as large but still has gems; figurative and literal. 

making magic itemsUp first are some guidelines for social encounters including reactions.  There are some alternate treasure rules that uses the same Treasure Type classification but breaks it down into different categories.  Both the original system and this system can be used interchangeably, even within the same game, with the Game Master deciding what works better at the time. 

There are some new magic items, with updated tables to include them. 

Finally some discussion on the game environment including ability checks. 

Honestly, the only thing it is missing to be "Unearthed Arcana II" is an appendix on the gods of the Centaurs.

Unearthed Arcana and Lost Lore

Some art has appeared before in other BRW books but all of it captures the Old-School gaming feel.

So. Who is this book for?

The obvious answer is for anyone that plays First Edition AD&D.  It should work fine with OSRIC, since that cleaves so close to AD&D, but not sure if players of Advanced Labyrinth Lord or Old School Essentials Advanced will get the same benefits. For example, both of those other games have a Bard class that works about the same.  That is not to say they would not get benefits from this book, it's just the base design principles are not 100% the same.

If you are a player of Adventures Dark & Deep then there is likely nothing new here for you.  But if you have those books and still play Advanced Dungeons & Dragons first ed. then there is enough here for you even if you can convert easily between the two games. 

If you play AD&D 1st ed then this is a great book and it will sit nicely on your shelf or on your table next to your other AD&D books. 

One minor point, the book was not released under the OGL.  Doesn't matter for play or use only if you wanted to reuse a class or spell elsewhere.  Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue. 

Monstrous Mondays: Illinois Hominids

The weekend before last I drove down to my parent's house to see my dad before his 92nd birthday (his doctor told him he'll likely live to a 100) and my sister for her 51st birthday.  Picked up a few books my sister had for me, mostly older occult books.  But driving through the state and back got me thinking about some more local horrors. I mean there HAS to be something interesting hiding in all those corn and soybean fields.  I also thought about how these creatures would work well in all the occult games I was talking about last week.  

Another thing is I love Bigfoot legends.  I don't believe any of them for a moment, but they are so great for games. Bringing these all together really helps capture the feel of the games I wanted to play in the early 80s. So for that D&D-loving kid in Central Illinois back in the 1980s who loved Bigfoot stories, this is for you. And by "you" I mean "me."

Sassy

Illinois Hominids

When one hears about Illinois the first thing that comes to mind are cornfields, Chicago, and spectacularly corrupt politicians.  One doesn't typically think of 10 ft. tall hominids.   But for the residents of Illinois, these creatures are not unheard of.  They have been spotted all over the state from the northernmost points to the far south point, nearly 400 miles. 

In nearly all cases these creatures try to avoid humanity.  Their great size and obvious strength would make them a threat to any group of investigators, but thankfully they have so far shown no particular desire to attack.  

Illinois Hominids like all species of sasquatches are large, nocturnal creatures that walk upright like humans.  It appears to be omnivorous but its preference is for vegetables and fruits found in the wild.

For this posting, I am going with "Illinois Hominids" as opposed to "Bigfoots" or "Sasquatches" since both of those terms are more associated with creatures of the Pacific Northwest.  "Skunk Apes" are more commonly referring to creatures in the Southern United States. 

I am also grouping creatures together that may, or may not, be classified as Sasquatches in other Bigfoot lore. Most of these creatures have only been reported once.

Dogmen of McHenry County

These creatures are 7" tall creatures that appear to be some sort of simian/canine/hominid hybrid.  Their defining feature is their dog-like faces.  Similar creatures have been sighted in adjoining Cook County, and as far south as Christian (nearly 250 miles to the south) and Woodford Counties. They are noted for their howls in the night.  Many scholars classify these as separate sorts of creatures. 

Cole Hollow Road Monster

Found in central Illinois this creature has been sighted near Peoria, IL, and might be related to the similar Farmer City Monster found further to the east.  This creature is grayish in color and stands 7"-8" tall.  It is quite reclusive and can hide in natural environments with 95% effectiveness and can never be surprised.  

Swamp Hominids of Southern Illinois

Several creatures occupy the lands at the far end of the state. Unlike the other hominids featured here these usually range to about 10' tall and tend to live near swamps or other wetlands.  They also have a smell that can be detected for a 100 yards, any closer and investigators suffer a -3 (or roll with disadvantage) on any attacks.  They share this feature with the Skunk Ape of the southern part of the country. 

These creatures include the Tuttle Bottoms Monster of Harrisburg, IL which also has an elongated snout.  Nearby Enfield in White County also has The Enfield Horror, a fast-moving hominid. 

The Abominable Swamp Slob, also known as the A.S.S., are found in Jackson County near the Shawnee National forest. It can emmit an ear-shattering shriek.  The most famous of these is the Murphysboro Mud Monster and "Sassy" the Shannee Sasquatch. 

RPG Stat Blocks

Basic BestiaryIllinois Hominds
Basic Bestiary

Frequency: Very Rare
Number Appearing: 1d4 (1d6)
Alignment: Neutral [True Neutral]
Movement: 180' (60') [18"]
Armor Class: 6 [13]
Hit Dice: 6d8+18* (45 hp)
  Large: 6d10+18* (51 hp)
To Hit AC 0: 8 (+11)
Attacks: 2 fists or rock throw
Damage: 1d6+5 x2 or 2d8+5
Special: Camouflage, Howl (cause fear), Odor
Size: Large
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: None 
XP: 650 (OSE) 680 (LL)

Str: 22 (+5) Dex: 18 (+3) Con: 19 (+3) Int: 10 (+0) Wis: 13 (+1) Cha: 8 (-1)

The hominid can attack with two fists or throw boulders, much like a giant.  The hominid can also howl.  This howl causes fear (as per the spell) to all that hear it who fail a saving throw vs. Paralysis.  Those that fail the save are too frightened to attack or move.

Dark Places & DemogorgonsIllinois Hominids
DP&D, We Die Young

Armor Class: 15
Hit Dice: 6+6 (27 hp)
Move: On Foot - 18 (ignore rough terrain)
Actions: 2
Morale: 8
Terror: 12
HDE: 7

Attack Damage: Fist (d8), Slam (d8), 
Special: Large creature, 20 STR, Toughness +4, can run x4 Move, scream or howl can cause fear.

Bonuses: +5 to Melee attacks, +5 to Melee damage, +5 to Spot, +6 to Listen, +8 to Stealth, +2 to Initiative, +4 to Track.

Hug Attack: In combat, if he attacks with his fists and both hit, he will deliver a bone-crushing hug attack for an additional 2d6+4 hp damage.  A successful DEX check by the target will grant half-damage.
Don't forget about the SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover!

NIGHT SHIFTIllinois Hominids
NIGHT SHIFT

No. Appearing: 1-3
AC: 6
Move: 40ft.
Hit Dice: 6-8
Special: 2 attacks (fist) Strength, Camouflage, Howl (cause fear), Odor
XP VALUE: 240 (6HD) 480 (7HD)  960 (8 HD)

Camouflage: The hominid can hide with 90% effectiveness.

Howl: The howl of the hominids causes a fear reaction to any that hear it. This is treated like the cause fear spell. This happens only when the hominid is first heard, subsequent encounters with the same creature do not have this fear effect.

Odor: Anyone coming within 10 feet of a hominid must succeed at a Constitution saving throw or be at -3 to all actions due to the overpowering stench.


Dark Street & Darker SecretsIllinois Hominids
Dark Street & Darker Secrets

Dogmen of McHenry County  6HD

Cole Hollow Road Monster, Farmer City Monsters 7HD

Tuttle Bottoms Monster, Enfield Terror, Abominable Swamp Slob 8HD

Special Abilities: Howl causes fear. Stench causes disadvantages to attacks. Very strong, +4 to all attacks. 

Illinois Hominids avoid the cities at all costs.  

Links

Kickstart Your Weekend: Horror in Many Forms!

I have some great-looking Kickstarters for your consideration going into the weekend.  So's let get at it!

SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover

SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover

https://www.kickstarter.com/projects/ericfrombloatgames/survive-this-dark-places-and-demogorgons-rpg-hardcover?ref=theotherside

This is not for a new book but rather a hardcover option for the fantastic Dark Places & Demogorgons RPG. For this the original red hardcover art from the first Kickstart is available and the blue softcover art in hardcover format.

I have the blue in softcover and the red in hardcover, so I have to admit that the blue hardcover is very, very tempting. 

Moonlight on Roseville Beach

Moonlight on Roseville Beach

https://www.kickstarter.com/projects/r-rook/moonlight-on-roseville-beach?ref=theotherside

Now this "Queer Game of Disco & Cosmic Horror" has my attention.  I have known the designer, Richard Ruane, for many, many years. We have worked together in our days jobs at various companies for a while. He does great work.  He was one of the developers for White Wolf and worked a lot on their Mummy line. 

From the Kickstarter:

Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a tabletop roleplaying game that brings together the supernatural investigations and monster hunting of the weird fiction tales of the 20s and 30s from pulp magazines like Weird Tales with the queer romance and adventure of the 50s, 60s, and 70s novelists like Ann Bannon and Joseph Hansen.

I would like to say "I was there" when Richard came up with this idea.  He was talking a lot about Ann Bannon online so I asked about her stories.  As per our normal conversations, the topic went to RPGs.  

In any case, I backed this one and threw in some extra cash so copies can be donated. 

Red Shoes: An Urban Fantasy Novel

 An Urban Fantasy Novel

https://www.indiegogo.com/projects/red-shoes-an-urban-fantasy-novel#/

This is not a game, but a new book Satyros Phil Brucato one of the lead designers (or really THE designer) of White Wolf's Mage. 

From the Indiegogo page.

After a friend’s mysterious death, Genét Shilling delves into the world of Red Shoes, a drug whose effects alter time, space, and form. That journey challenges all she thought she knew about herself and reveals how strange her world truly is.

Propelled by wide-eyed attitude and inspired by its author’s experiences with music, dance and metaphysical subcultures, Red Shoes presents an urban fantasy tale set in the Appalachian town of Riverhaven, where magic hides just out of sight.

Time warps. Modern bards. Sexual confusion. Grief and revenge.  

A dance begins.

The dance of Red Shoes.

It sounds fantastic. 

LYLITH & MARA Comic Book

LYLITH & MARA Comic Book

https://www.kickstarter.com/projects/620209721/lylith-and-mara-comic-book?ref=theotherside

Now this is right up my alley!  

From the Kickstarter:

“LYLITH & MARA” are twin sisters and the original Vampire and Succubus from who all other vampire races were evolved from. Born and raised in “The Dark”, their destiny seemed clear cut until on the age of their “becoming” when something within them stirs. A conflict between power and desires struggles with a morality of a soul they didn’t realized existed.

This also looks like a lot of fun.  Sure some of the cover art is cheesy, but I think it is cheesy, or cheese cakey, on purpose. So that is fine.

It looks like something that would work well with my Mara witch book.

Plays Well With Others: Modern Occult Horror Games

Been thinking a lot about all the modern supernatural games I have (and I think I have all of them) and in particular the ones that have come out from the Old-School gaming scene.  These games all cover roughly the same sort of topics and themes but they all do them in different ways that I keep thinking they would all work great together. 

OSR Modern Occult Horror RPGS

In other words, it sounds like a perfect topic for a Plays Well With Others

So the games I am talking about are Dark Places & Demogorgons, We Die Young, Dark Streets & Darker Secrets, and my own NIGHT SHIFT.  These are the big modern supernatural, occult horror games from the OSR. 

I have reviewed these games in the past.

Obviously, I have not reviewed NIGHT SHIFT. Reviewing your own game is incredibly tacky and remarkably dishonest. 

I have covered many of these games in other Plays Well With Others too.

With the addition of Dark Streets & Darker Secrets to my occult library, I wanted to revisit some of these ideas. Though I want to take a different approach today.

With this Plays Well With Others, I am going to mention each game and talk about what can be used from that game in any of the other three.  In some cases, this is easy like moving from Dark Places & Demogorgons to We Die Young which are essentially the same system.  In others, it will be converting characters from one system to the other. 

At the core of all four games (three systems) is the old-school, the OSR, design.  All of these games have the same "godfather" as it were in Original or Basic D&D.  They have the same uncle (mother's brother), the d20 SRD. And their mother is all the D&D games we all played and the supernatural, occult, horror and urban fantasy media we consumed when not playing. 

Dark Streets & Darker SecretsDark Streets & Darker Secrets 

This is the newest game, for me, and the one on my mind the most.  Thankfully it is also the one that has the most to offer all the games.  

For starters, the classes can be imported rather easily into the other three games.  In particular the Tough, the Nimble, and the Smart can be used as subtypes of the Veteran or Survivor in NIGHT SHIFT or as a class in We Die Young.  Maybe not so much for DP&D since those are supposed to be kids. The Gifted of DS&DS is similar to the Supernatural in NS.

The real gift of DS&DS is all the tables.  Someone online described the game as a great toolkit game. Some of the best ones to use in all games are the Complication table (p.20), Weird Items (p.32- 33), almost all the Gear. The Magic and Psychic backlash tables are also fun. ALL the artifact tables. The various "signs" in Chapter 7.  In fact, pretty much all of Chapter 7 to be honest.

Survive This!!

Both Dark Places & Demogorgons and We Die Young from Bloat Games use the same Survive This!! basic rule system, so right out of the gate they are compatible with each other.   Dark Places & Demogorgons focuses on kids in the 1980s and We Die Young on young adults in the 1990s.  So there is a continuum there for any that wish to use it.  There are plenty of "classes" in both games that can be used and mixed and matched.  Like DS&DS there are a lot of great toolbox-like tables and ideas that can be imported into another game.

I can easily see a game then of people in their 30s in the 2000s with large chunks of DS&DS mixed into the Survive This!! system.  Would this game be called "Survive This!! Dark Streets" or "Dark Streets, Dark Places, Darker Secrets & Demogorgons?"  I don't know, but I LOVE the idea of kids experiencing weird shit in the 80s, taking a bunch of drugs to forget them in the 90s (both DS&DS and WDY have these) and finally having to deal with this shit all over again in 2000-2020s as older adults.  Very "It" if you think about it.

Dark Places & Demogorgons We Die Young

The jewel though in the Survive This!! (and there are many) though HAS to be the DP&D Cryptid Manual.  DS&DS takes a toolkit view on monsters.  NIGHT SHIFT has a minimalist view (a very OD&D view if I can add) on monsters.  But the Cryptid Manual gives us a proper monster book.

Of note. Both DS&DS and We Die Young use the newer D&D5-ish Advantage and Disadvantage mechanic. Albeit in slightly different ways.  I have been using this in NIGHT SHIFT as well and find it works better for me than a simple +3 or +5 to rolls

Also, both games have a Madness mechanic.  I like the one in We Die Young much better.  Bits from DS&DS could be added to this, but in general, I think I'd use the one in WDY. 

We Die Young also has some really cool races that can help fill out the "Gifted" of DS&DS.

Don't forget you can get the new Hardcover version of Dark Places & Demogorns on Kickstarter now.

 Veterans of the Supernatural WarsNIGHT SHIFT: Veterans of the Supernatural Wars

I talk a lot about NIGHT SHIFT here and with good reason, I am quite proud of the work I have done it.  It fills the void in my life left by the Buffy RPG and everything I wanted from all three editions of Chill, but never exactly got (no slight on Chill, fantastic game), a little more approachable and less nihilistic than Kult, and none of the baggage of The World of Darkness (though I do get the urge to play that again.  My oldest want to give it a try sometime).

Dark Places & Demogorgons makes some assumptions in the game that makes it what it is.  The characters are kids and there is also the Jeffersontown setting, all of which are central to the game and make it work.

Dark Street & Darker Secrets is on the other end of the spectrum with no assumed setting other than "The City" which also works fantastic for this game and one of it's great strengths.

In between those two, we have NIGHT SHIFT (and We Die Young, but I'll get to that).  NIGHT SHIFT does not have a default setting. There are different levels of difficulty you can configure the game in, Cinematic, Realistic, or Gritty.  DP&D would be Cinematic, DS&DS is the poster boy for Gritty, and WDY is around Realistic.  So I would use ideas from those games to inform my choices in the three levels of NS and vice-versa. 

What NIGHT SHIFT has to offer these other games are our "Night Worlds" or mini-settings.  Any of these can be used in any of the other games and the other games can be used to add more details.  Jason's "The Noctnurmverse" can be supplemented either by or used in DS&DS.  The "City" in DS&DS becomes the Noctnurmverse's Pittsburgh.  Or dialing back the Way-Back Machine use it with We Die Young in the 1990s.  My own "Generation HEX" benefits from the ideas on playing kids in DP&D.  You could even take Generation HEX and play it as a DP&D setting if you wanted.  My "Ordinary World" can be used in DS&DS IF you ever decide to move out of the city into the suburbs. 

I already talked a lot about how NIGHT SHIFT and Dark Places & Demogorgons can be used together.  The same logic applies when adding in the other two games.  In fact one place where this might work great is my own Sunny Valley, OH game of the Buffyverse in the 1980s rather than the late 90s/early 2000s.  This works well since a.) NIGHT SHIFT was made to fit the "Buffy-shaped" hole in my life and b.) DS&DS takes a lot of cues from and was influenced by Buffy in all media.  I might just be the best melting pot for all these games. Or crucible. Time will tell.

Putting it All Together

Honestly, there are just too many ways to combine these four games into something you can use.  Start with one and add what you need.  Start with two and be pickier about what you add from the others.  One of the ways I am using it is in my Life-Path Development ideas. Each game represents a different point the characters' lives and each is used to model that time.  The obvious reasons are that DP&D takes place in the 80s with kids, WDY in the 90s with younger adults, and DS&DS and NIGHT SHIFT go beyond that.  To go with personal experience, I was living in Chicago proper in the mid to late 90s and then in the suburbs after that.  To use my ordinary world example my progression would look like this:

DP&D (high school, small town) -> WDY (college, college town) -> DS&DS (grad school, city) -> NIGHT SHIFT (adulthood, suburbs).

In a weird way, it makes sense to me.  But I am not stating up myself. I don't live in a magical world, I live in this one.  BUT I do have my Drosophila melanogaster of these sorts of experiments, Willow and Tara.   I have done stats for them for Dark Places & Demogorgons and NIGHT SHIFT.  Doing ones for We Die Young and Dark Streets & Darker Secrets would be easy enough.  BUT.  Those are not the same characters really. They fall under my "Alternate Reality" versions rather than "Lifespan or Lifepath Development."   Though doing DS&DS versions of Willow and Tara should be in my future.

No for this I need a character that has been around for a while, for that I am going to have to turn to my Iconic Witch Larina.

Fortunately for me, the witch is one of the few character classes/archetypes/concepts that can be found in all these games (the weird psychic is as well, but witches are my thing).  So building a witch feels right.

I worked up all the sheets and this is what I ended up with.  Purple is the color of all of Larina's sheets. Click for larger. 

Dark Places & DemogorgonsWe Die YoungDark Streets & Dark SecretsNIGHT SHIFT

Dark Places & Demogorgons

It's 1984 and Larina is 14 and 4th level.  She lives in a small town where her mom runs a spice shop and her dad is a Professor of Anthropology and teaches music.  She is called "creepy girl" by the kids in school.  At this point, she is shy and can't quite understand why others can't see the strange things all around them. 

Most of these adventures are of the "Scooby-Doo" sort; short ones that are resolved by the end.  Easily Monster of Week sorts.

We Die Young

We are moving to the early 90s now and she is 7th level. Larina is in grad school and is now Larina Macalester. She was married at age 19 but obviously, it is not working out well.  She is living in Chicago while her estranged husband is still living in Ireland. Her stats nudge up a little but she largely is similar to her 1DP&D version.  There are some differences between the two types of Witch classes (and DP&D still has others) but nothing I consider earth-shattering.  I did get to add her two tattoos. One is a protection tattoo (a large Triple Moon Goddess on her back) and one on her left wrist that allows her to cast a magic bolt. 

Dark Streets & Darker Secrets

Things are getting darker.  Larina is now 35, 10th level, and back to going back to using "Nichols" as her last name.  Her complication is she is hiding from her ex-husband who was in the IRA.  (NOTE: I actually played through this back in the early 2000s.  The big twist was that while she was hiding out, her ex had moved on and was living his own life with his new wife.)  I wanted to use my new idea for Sanity by having it as Intellect +  Willpower /2. BUT for Larina here both scores are 17 giving me an average of 17. 

NIGHT SHIFT

Here is the one closest to my heart, obviously.  She has more spells, but this is expected at 13th level. 

As expected the powers don't always match up right and I could have taken more care in aligning the spells with each version. But I figure that these changes can be chalked up to learning and experiences.  I do feel that all versions reflect the character at the time well.   

Looking forward to trying this with other characters to see how they work out. Also, I am keeping all of these books together to use as needed.  By themselves, they give me a wonderful experience. Together they give me an epic experience.

Review: Dark Streets & Darker Secrets

Dark Streets & Darker SecretsDark Streets & Darker Secrets has been on my "To Be Reviewed" pile for a very long time.  I grabbed the PDF when it came out, but set it aside for the longest time because I was working on a bunch of other things and didn't get the chance.  I picked it back up and really enjoyed it. So much so I also picked it up in hardcover Print on Demand.  

A couple of things though to get started.  Dark Streets & Darker Secrets (DS&DS) is a modern occult horror game based on old-school style mechanics. I also have a modern occult horror game based on old-school style mechanics.  So I am aware that any criticism I might lay on this game could come off as sounding self-serving. I want to always be aware of this and have you the reader keep this in mind as you read my review here.  Also the author, Diogo Nogueira, also lists the Buffy the Vampire Slayer RPG from Eden as one of his inspirations.  This game was also Jason Vey's and my inspiration for NIGHT SHIFT.  Jason and I met while working on Buffy.  NIGHT SHIFT was designed to fit "the Buffy shaped hole" in our lives as I have said before.  So both games come from very, very similar backgrounds with very, very similar goals.  That all being said, DS&DS is NOT in competition with NIGHT SHIFT.  Nor is Diogo a competitor.  I consider him a colleague.   Both Dark Streets & Darker Secrets and NIGHT SHIFT can, and do, live on my shelves and game table in complete peace with each other.  I am going to spend some time tomorrow talking about how both games (and two more) can be used together.   Today though I am going to talk about where DS&DS shines (is that the proper word for a "dark" game?) and what it does. 

So let's get to it.

Dark Streets & Darker Secrets

by Diogo Nogueira.  222 pages, hardcover. Color cover with black and white interior art.  For this review, I am considering both the PDF and the Print on Demand hardcovers from DriveThruRPG. 

Dark Streets & Darker Secrets (DS&DS) is a modern occult horror game from ENnie Award winner Diogo Nogueira. The book is digest size so it fit well with many "old school" style books of the last 10 years.  It not only fits on the shelf physically but thematically as well.  The game is based on Nogueira's earlier works Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells, so out of the gate there are more resources for this game if you desire.

The game itself is a gritty, modern occult/supernatural horror game.  The normal humans are just slightly above average for the most part and the monsters are way more powerful.  Immediately I thought of it as a bit of Chill mixed in with Kult. The feel is very much "humanity alone against the darkness."

The book is laid out in eight chapters with some appendices.

Chapter 1: Introduction  

This chapter covers the basics of what is in the book.  

Chapter 2: Character Creation  

If you have played any old-school-like game in the last 45+ years you have an idea what this chapter is about.  The differences here fit the tone of the game.  Character attributes are rolled using a 2d6+3 (not a 3d6 or even 4d6 drop the lowest), this creates a narrower band of character attributes, 5-15 but still on the same human range of 3-18.  There is a chance to increase these later on.  The attribute themselves are a simplified version of the Basic 6; Physique (combining Strength and Constitution), Agility (Dexterity), Intellect (Intelligence), and Willpower (Wisdom and Charisma).   Once those are done you create a character concept which is a basic couple word description and not a backstory.

After this, it is time to choose the Archetype or essentially the class of the character.  They are The Tough, The Nimble, The Smart, and The Gifted.  These align with the attributes above. The Gifted is special in that you can be a spell-caster or even a supernatural creature like a vampire, werewolf, or even an alien.  Each archetype also gets a "recovery roll" which decides how quick they can bounce back from injury. 

Since this is a gritty sort of universe all characters have a complication. These can come into play in the game to keep things "difficult and exciting" for the characters.  It includes a d66 table (roll 2d6 and use the rolls like d%.  Traveller people know this one well). 

Then you pick out some gear. If it is mundane gear you have it. You also get some weapons and "weird" gear. These are detailed in the next chapter.

Finally, we have derived scores. Vitality (Physique + Level) are your "hit points."   Sanity, or mental stability, is equal to your Intellect.  Now I have mentioned before I do not like how many games handle insanity or madness.  Sadly this game is not an exception.  I spent a few years working in a mental health facility back when I was in grad school.  There is no relationship between intelligence and mental health.  In fact, I had one guy who was schizophrenic and could speak 3 or 4 languages including German and Swahili. He learned I also spoke German and would use that when he wanted to talk about the other clients "in secret" to me. So yeah. I am not really a fan of this one. I'd rather roll a 2d6 and then add a bonus from Willpower (and maybe Intellect) to get my Sanity score.   There is also Luck points which are like fate points or drama points (everyone starts with 3) and Money.

Chapter 3: Gear  

Covers mundane gear, expendable gear (like ammunition and things that wear out) and even some weird gear.   Weird items are the best part.  Every character has one weird item they start off with.  This is easily explainable either they found it and thus introduced to the weirder world OR they have always had it and the world is waiting for them.  There is a d100 table that covers a bunch of different sorts of items.  Note, we just get the names of the items, what they do will be discovered in-game. 

Additionally, drugs, services, illegal goods, and money points (abstraction of money carried) are also dealt with. 

Chapter 4: Rules of the City  

Here are our basic rules for the game.  Everything is an attribute check (roll under your attribute modified by level and difficulty).  There are some neat quirks.  There is an advantage/disadvantage system here called Positive and Negative rolls. Rolling on your attribute is considered a critical success. You roll lower than your attribute to succeed, BUT higher than the difficulty.  So if something has a difficulty of 8 and my attribute is 12 I have to roll a 12 or lower BUT also higher than an 8. So only rolls of 9, 10, 11, and 12 will get me a success. 

Players can add a Luck roll to their challenges. This is not a matter of just adding points. You have to roll a d6. If it is equal to or lower than their luck score then you get to make a situation more favorable. 

This chapter also covers sanity and madness. You lose Sanity if you encounter something strange and fail a Willpower test. Difficulty set by the situation. Points lost also can vary. When the character's Sanit score reaches 0 then they get a Madness.   Thankfully there is no list of "madnesses" here.  Most game designers get these horribly wrong anyways.  In game you get a minor "quirk" on your first loss.  If you suffer 4 losses then the character has succumbed to madness and can't be played. 

Level advancement is a form of Milestone advancement that looks like it should work rather well.  Again individual GMs can (and should) alter this to fit their needs. 

Chapter 5: Combat  

Like many RPGs combat gets a special chapter even if it is just a particular form of the rules stated above.  But if one is going to fight the armies of darkness then one is expected to actually fight.  Reading through this you get the idea that yes the characters can be tough. You also get the idea that the things they are fighting are a lot tougher.  While there are a few ways the players can save their character's bacon, there are still a lot of grisly ways to die in this game. 

Chapter 6: Sorcery and Psychic Powers  

Ah, now this is the meat of the game in my mind. A Gifted character can be a sorcerer, a witch, a psychic or some other type of creature.  Their powers and how to use them are detailed here.  Regardless of the origin or the nature of the powers, game-wise they are treated in similar manners, the difference largely being different Backlash tables.  How they are played can vary wildly.   I mentioned that this is grittier game than one would see in say a Buffy-like game. The previously mentioned Backlash is one and Corruption is another.  These include simple things like a "witch's mark" to changes to one's body and mind or just getting pulled right into the Abyss.  Pro-tip, don't botch your rolls.

A very nice (and long) list of powers is given with their effects.  While the list is long (60 entries) it is not exhaustive. 

Additionally, Arcane artifacts are covered. How they are made, what they do, powers, cost (to make AND to use), and some samples.

Chapter 7: Running the Game  

This covers the world of DS&DS.  There is a bias (is that the right word? Preference is better) to an urbane game.  Thus the title really.  Outside of this there is no set theme or even setting. This would be a sandbox game if it were a FRPG. What we do get here is a ton of tables full of ideas for a a game, campaign, or an entire world. 

Chapter 8: Monsters  

Our Monster chapter differs from other games in that there is not a bestiary here per se, but example creatures and the means to make others of a similar nature.  So for example there is a Cultis section that covers some sample cultists from 1-3 HD to demon-possessed leaders of 4-8 HD.  This includes a table of "What are They Doing?" and "What do They Want?"  A very effective means of repurposing content.  The more powerful the creature the more detail they need obviously, but there is not a lot of detail in most cases.  This works well here since the players (mostly the GM) provide all the details.  There are powers listed for random creatures as well.

Appendix O: Optional Rules 

Here are a group of optional rules you can add to your game. Things like Drunken Luck, Daring Points, Single Hero games and Multi-Archetype (Multi-Class) Characters. 

Appendix I: Inspirational Materials  

Covers the various books, movies, TV Shows, and other RPGs for inspiration. 

Appendix S: Simple Scenario Structure  

This discusses how to build a quick scenario and an example.

We end with a Character Sheet (and a Form Fillable one is provided with the PDF) and the OGL statement.  I do feel the need to point out that Nogueira has released this game as 100% Open Gaming Content.

Dark Streets & Darker Secrets certainly lives up to the hype and has a lot going for it.  If you have a world already in your mind and just need a system to flesh it out then this is a great choice for you.  In this respect, it is very similar to old-school D&D. No default world type, just the tools to play in the world of your imagination with some assumptions built-in. 

If you are looking for huge meta-plotting like the World of Darkness or even the baked-in mythology of Buffy the Vampire Slayer you find that here, which is refreshing. The players all have maximum flexibility to do what they want and that is the key strength of this game.

Dark Streets and Colorful Sheets


These are the Soul Cages

I know I am running behind on this one.  Super busy at work and the last few posts here have been ones I have been sitting on for just this time.  But I am going to pause on today's scheduled post to do this one instead.  Plus the Internet is down in the Chicagoland area as of this writing, so I might as well do this.

Back on Halloween, the news came out that Pathfinder Drops Phylactery From In-Game Terminology. Instead of using "phylactery", It is a Greek word to describe the Hebrew word "Tefillin" which Jewish people will keep small scrolls of the Torah.  They have decided to go with the term "Soul Cage."

Maybe not these Soul Cages exactly.

As you can imagine the RPG folks on the internet freaked out.  Especially it seemed to me people that at the same time claimed they don't or no longer play Pathfinder, let alone Pathfinder Second Edition, the game, and the only game, this effects.

Personally, I find it confusing that so many roleplayers out there have so little imagination.

Nor do I even see what the trouble is.  So a company, Paizo, drops a term they are uncomfortable with.  THEY feel it is disrespectful.  At no point have I heard they changed due to a complaint. They did it as a creative choice.  Are some gamers now suggesting that a company can't change the terms they use to better suit their products/games?

No. This is fake outrage from the same lot that gets mad any time anyone decides to deviate from the holy writ of Gygax. 

Personally. I have been using Soul Cages for years. I was even talking about it with liches and succubi over a decade ago and as recently as this past year. I am likely to keep using them too. 

Don't like the term? Fine. Don't use it.  Want to keep phylactery? Fine, keep it. It likely isn't going to change in the game you are playing now anyway. But honestly, unless you are playing Pathfinder Second Edition, why do you even care?

Monstrous Monday Review: Adventures Dark & Deep Book of Lost Beasts

Adventures Dark & Deep Book of Lost BeastsJoseph Bloch at BRW games is really the model of how you should run a Kickstarter.  When I look at a Kickstarter I want to know that the person running it has experience.  The Kickstarter for Book of Lost Lore & Book of Lost Beasts was back in July. We were promised the books in March of 2022.  I believe I got mine in late September or early October. Was there padding? Maybe, but I don't care. Getting books just a couple of months after pledging is still pretty good.  Not to mention this has been true for the other five I have backed from Joseph/BRW.

Plus I also like to see that the person running the knows what to expect. So I look to see how many they have backed.  If it is a low number, or worse, zero, then I stay away. That is not the case with BRW Games.  

That is all great and everything, but does the book hold up to all this excitement?  Let's find out.

Adventures Dark & Deep Book of Lost Beasts

This is one of two books that were part of BRW's Summer 2021 Kickstarter and the one I was looking forward to the most.  The reasons should be obvious to anyone who has read my reviews over the years; I love monster books and consider the 1st Edition Monster Manual to be one of the greatest RPG books ever written.  Sure there are better-written ones, but few that have had the impact of this one. 

For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG.  BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.

The book itself is 132 page (about 128 of pure content), full-color cover and black and white interior art.  The layout and art is a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way. 

Old-school cool
Old-school cool
Adventures Dark & Deep Book of Lost Beasts is a collection of 205 monsters for the AD&D 1st Edition RPG.  The book feels familiar (in more than one way) and can easily be added to your AD&D game.  The monsters are alphabetically listed. At the start of the book, there are some details about playing Monster spell casters (Witch-doctors or Shamans) as well as some other minor rule changes/alterations.  These chiefly involve whether a monster has psionics or not, and how an undead creature is turned.

Additionally, there is more detail on the monster's treasure. While a Treasure Type is given it is asl broken down between Treasure Value and Magical Treasure.  Monsters all get a Morale bonus listed to indicate if they will flee combat.

In the Preface, Bloch gives us a bit of history on his Adventures Dark and Deep RPG.  While this book carries that heading, it does not use the Adventures Dark and Deep RPG rules except as noted above. IT uses the tried and true AD&D 1st Ed system.  Also it is noted that many of these monsters presented here already appeared in his Adventures Dark and Deep Bestiary, which I reviewed here.   The Bestiary is 450+ pages and has monsters from the SRD plus more in the Adventures Dark and Deep RPG format.  So you could convert them back to AD&D 1st Ed if you wanted.  But this current book, the Book of Lost Beasts, has the new monsters from the Bestiary plus a few more already converted.

The brings up a good question.  Should I buy this book? 
I am going to say yes, but here are some caveats. If you have the Adventures Dark and Deep Bestiary AND you are comfortable enough converting then maybe you don't need this.  If you play AD&D and want more monsters then you should get this.  If you don't have the Adventures Dark and Deep Bestiary and like monsters then you should get this.  If you are like me and just love monsters and already have the Adventures Dark and Deep Bestiary then you should get this.  I hope to make these points a little better below, but do keep in mind that some people have seen these monsters before.

That is just one of the ways this book feels familiar.  The other way really lives up to its name of the Book of Lost Beasts.   This book feels like Bloch took the Monster Manuals I and II (and to a lesser degree the Fiend Folio) and set out with the goal of "What monsters are missing?" and got to it.  For example, the Quasi-Elementals are more filled out.

Another great example of providing us with "what was missing" AND giving us something new are the ranks of nobility of the Dao, Djinn, Effrti, Madrid, and Rakasha. While these creatures are found in the Monster Manuals and expanded on in the ADD Bestiary, they get a longer and more detailed treatment here. 

After the 205 or so monsters there are appendices on Treasure Types and a random Creature for the Lower Planes generator. These were very popular in the pages of Dragon Magazine if you recall

The PDF is currently $9.95 which is a good price for a PDF of a monster book, and $24.95 for the hardcover.

One minor point, the book was not released under the OGL.  Doesn't matter for play or use only if you wanted to reuse a monster in an adventure.  Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue. 

If you are looking for a new monster book for use in your AD&D 1st Edition games then I can highly recommend this one.  Plus it will look great sitting next to all your other AD&D 1st books.

BRW Games Lost Books
 

Chromatic Dungeons, Part 4 Final Thoughts and Wrap-up

Chromatic DungeonsEdited to add:  Here are all the parts to this series: Part 1Part 2Part 3, and Part 4.
I am ending my week (or so) with Chromatic Dungeons today. It has been a real treat going through this game.  There is a feeling here of the first time I went through the AD&D 1st Ed Player's Handbook in terms of the potential I feel for my games.  There are some really great ideas here I plan to use, either running a CD game or adopting them for my other Old-School games.

Ancestry & Heritage

Along with such products such as Ancestry & Culture: An Alternative to Race in 5e from Arcanist Press and the new material in Pathfinder 2e, this is the way all games are going to move towards. I could go into the racist history of why "race" was originally used starting with examples from the Victorian age and moving on to practices in educational and biological "research" but the truth is the people that are least likely to change are also the most likely to ignore all of that. So what's the point.  I don't teach fish to read and I don't try to talk to people who have their minds made up.  I am convinced that we will see this in D&D 5.5/5r and it will soon migrate to other, even old-school, games.

I am likely to give it a try in my OSE-Advanced games. I would likely tweak it a bit more to fit my needs a little better.

No Alignments for Sentient Humanoids

Again, this is a sea-change in many games.  I have no issues with it at all.  I have had good orcs for years, and a lot of mostly neutral ones, and scores of completely evil ones.  Yes, yes, insert Tolkien arguments here...BUT as much as I adore the Professor and his works, he is not my DM.  Neither is Gygax, or Arneson, nor any others.  I get to decide what my world does or does not do.  Goblins are already all over the place in regards to alignment for me, I am even getting to a place where Drow might not all be evil. Yes the vast, vast majority of them are demon-worshiping sadists. But not all of them.  Interestingly enough, the one humanoid I have always seen as Always Evil are Gnolls.  Something the Gnoll Sage line rejects. 

Again there are things going on here that are just on paper that I have been doing (and posting about here) forever.

Which Witch to Use?

This is my blog so I want to talk about which witch I would use with this RPG.  Design-wise Chromatic Dungeons can be used with just about every or any version of D&D or clones thereof.  So by that logic, any of my witch books should work fine.  But some work better than others, to be honest.

Chromatic Witches

Given when my Chromatic Dungeons books came in the mail I also got my new Pumpkin Spice Witch mini with some Candy Corn Dice.   So I have always felt that my Pumpkin Spice Witch book for Advanced Labyrinth Lord would be perfect.

Chromatic Pumpkin Spice Witch

Rule wise the Classical Witch or Amazon Witch is a better choice. But in any case, if you are playing CD then use the XP values in the CD books and the powers from whichever book you choose.

Personally, I like the idea of Fleabag coming into a "Home, Hearth & Heart" and having a conversation with Becky my Pumpkin Spice Witch.  She would offer them a PSL (though I see Fleabag more as an herbal tea drinker) and go on about their fur ("It looks so soft! Do you use conditioner? We have one here that I LOVE, it's on the house! Wait, you are not allergic to lavender are you?") and have a nice conversation about witches in the world.

In true Chromatic Dungeons fashion though I think there should be a coven with a witch from every Tradition I have represented.  So Pumpkin Spice, White, Green, Classical, Amazon, MaraAiséiligh, Winter, Faerie, Aquarian, Maleficia, Hedge, and Pagan.  That would be a lot of fun.  Not sure how they would all get along though.  Chromatic coven to be sure.

Pumpkin Spice Witch


Review: Chromatic Dungeons, Part 3 The Gnoll Sage

Edited to add:  Here are all the parts to this series: Part 1Part 2Part 3, and Part 4.

Heading into the last of my three-part series on Izegrim Creations' Chromatic Dungeons game.  Today I want to review the first 5 issues of their Zine-like publication The Gnoll Sage.  What it adds to Chromatic Dungeons and what you can get out of these even if you are not a Chromatic Dungeons player.

The Gnoll Sage, #1 to #5

The Gnoll Sage

For this review, I am considering the PDFs from DriveThruRPG as well as the printed, digest-sized, soft-covers I received via Kickstarter.

Each book is 24 or so pages with Issue #5 coming in at 42 pages.  Color covers and black and white interiors. Each one is released under the OGL so a couple of pages go to the license statement.

On the surface, there is a strong influence from Dragon magazine, but not in the way say Gygax magazine tried to do.  The influence here is easily one of someone that had read and grown up on Dragon and wanted to recreate the feeling rather than the actual layout.  It serves The Gnoll Sage (TGS) well.  

The unifying thread through all these issues is the involvement of "Fleabag" the eponymous Gnoll Sage.  Not Phoebe Waller-Bridge (but that would be hilarious) but an intelligent, erudite, be-spectacled, and maybe a bit of a pacifist, Gnoll who presents topics from the issue/zine from their point of view.  I personally rather like it.  It fits well into the idea that no humanoid race in Chromatic Dungeons has a default alignment.  The funny part, for me at any rate, is I have often agreed with this idea on my blog EXCEPT for Gnolls.  Maybe I'll give Fleabag a try anyway.

Each zine has a main feature, usually depicted on the cover, and other details like some magic items, equipment, spells, and so on.  There is a comic section reminiscent of "Dragon Mirth" as well.  There is an editorial in each issue talking about the issue and what might be coming next. 

The material presented in each issue is overtly for the Chromatic Dungeons game, but it is all written in such a way, with extra notes when needed, that it can be used with just about any 80s or 90s versions of *D&D or any clone that emulates them.  In particular, I felt they would be very handy to use with B/X D&D or Old-School Essentials. 

The Gnoll Sage #1The Gnoll Sage #1

The first issue details the Mrav Covjecka, a group of insectoid/humanoid hybrids that need humanoid blood to nurse their brood. We get an "Ecology of" article as told to us by Fleabag. A monster statblock that can be used by any d20 based game including D&D 5. 

There is also a brief adventure featuring the new monsters.  There is the humor section, some new magic items, some NPCs you can meet, a section of new spells and upcoming topics in future books. 

There is also the OGL statement at the end.


The Gnoll Sage #2The Gnoll Sage #2

In this second issue we are given the Animist class which is designed to replace classes like "the Witch doctor" or Shaman or even "Spirit Guide."  This is a good thing since the term Animist encapsulates all of these ideas. It is a divine spellcaster in Chromatic Dungeons terms, but can easily be ported over to any other D&D/Clone.  It could also be tweaked and added to D&D 5 if you like.  The class and all it's powers take up 18 of the zine's 28 pages.  I have not played it yet but it looks pretty solid.

The remainder of the book is given over to humor, the look forward, and a copy of the OGL.


The Gnoll Sage #3The Gnoll Sage #3

The third issue of The Gnoll Sage gives us the ecology of a monster introduced in the Chromatic Dungeons hardcover, the Mushropod. In the Ecology Of article, we get more details from our Gnoll on the Scene, Fleabag as they let us know what they have uncovered about the sentient mushrooms.  Again the stat block reminds me of a 5e one, but everything here lends itself well to use of any 20th century D&D or clone.

There is a very brief adventure featuring these guys, some humor, three new magic items, some new NPCs, and a new spell. We end with the State of the Business note from Waibel where he mentions his Rise of Authur project.  If you follow him at all online now (late Fall 2021) you have seen the characters he has been working on. 


The Gnoll Sage #4The Gnoll Sage #4

Now here is one I was quite excited for.  This issue introduces us to the Psionist class for Chromatic Dungeons or any other clone.  We start with some fluff with Fleabag and the aftermath of the Mushropod attack from the last issue. Fleabag describes a unique "spellcaster" they had met who what not a spellcaster at all. We then get into the class proper.  Now I am very particular about my psychic and psionic using classes. Even to the point where I have a preferred term (it's "psychic" btw) and I need them to be very different than my spell-using classes. Also if their powers can be built up over time with disciplines, then all the better.  This class satisfies two of those three. The class is flexible to use just about anywhere and easy to introduce. In fact, with the most minor of tweaks, a 5th Edition class can be found here. The psionist can choose one of three disciplines; Psychometabolism, Telekinesis, and Telepathy.  There are powers with each one and they grow as the character levels up. 

We also get an ersatz Mind Flayer in the Mind Eater and some comics.  In the State of the Business, we learn this was the last issue of the original four set, with issue #5 coming as a stretch goal.


The Gnoll Sage #5The Gnoll Sage #5

This issue is the last of the Kickstarter issues and also the largest so far at 42 pages.  This issue covers the Ecology of the Orc and sets out to challenge our notions, or at least stereotypes of orcs.  This is introduced in the starting fiction with Fleabag challenging the party to think about what sorts of orcs they might be dealing with.  What follows is a very long Ecology Of and details of seven very different Orc clans.  

In the Ecology Of we learn the basic structure of an orc clan including numbers, leadership, and organization.  What follows are descriptions of seven example clans.  They are, briefly: Small Clans are the various orc clans represented in pretty much all other RPGs.  The Iron Shield Clan, a group of orcs more interested in making weapons, and selling them, than using them. Yellow Fang, a group of plains orcs that wear the skins of their enemies as clothing. Chaka Plains orcs are not pacifists per see, but understand the value of life and death and respect it. Meet them peacefully and you will be respected, meet them with violence and they will happily escort you to your next life. There are the sea-faring orc pirates and privateers of the Red Sails, but they only attack the wealthiest of ships.  There are the imperialistic and arrogant orcs of the Baildan Daguulalt (Empire) that combine the best, and worst, characteristics of Imperialisy Britain and the Roman Empire. They are brilliant and utterly convinced of their own superiority, in fact they made the cover.  Finally the orcs of the Silver Glacier might be the most dangerous of all these clans. 

That is a lot! There are still a couple of magic items, some comics, new spells, and some hints about the next issue and a new class The Commander.

Each issue runs for $5.00 for the PDF and $6.00 for the print or print/PDF combination. 

Their digest size makes me think they will fit in well with the newest versions of Old-School Essentials or Swords & Wizardry. So even if you don't play the Chromatic Dungeons game, these are still great resources.

Review: Chromatic Dungeons, Part 2 "Advanced" Rules

Chromatic Dungeons RPG

Today I want to cover the big game in the Chromatic Dungeons line.  I call it the "Advanced" game, but the name on the cover is just Chromatic Dungeons RPG.

Note.  I do want to point out that nowhere in the game nor in any online conversation has Roderic Waibel or Izegrim Creations called these rules "Advanced."  This is just what I am calling them to differentiate them from the Basic Rules.

Again for this review, I am considering the hardcover I got as a Kickstarter Backer and the PDF from DriveThruRPG.

Note 2: I'll make allusions to the Basic game here.  This is only to describe how these rules go above and beyond the basic rules.  At no point in these rules did I see something that had you refer to the Basic rules for more details.  This rulebook is complete on its own.

Chromatic Dungeons RPG

330 pages, hardcover, color cover art, black & white interior art.

If the Basic Game was meant to invoke feelings of the 1981 Moldvay Basic set then this book is clearly influenced by the earlier AD&D 1st Edition core rules. It is a hardcover for starters, larger, and provides more details for playing a CD game.

The rules are largely in line with and much more compatible with each other than say Basic D&D was to AD&D.  This is one of the biggest reasons I was excited about this particular game.  Back in the day we played D&D and AD&D interchangeably and tried to deal with the rule contradictions the very best we could.  Here those contradictions do not exist except in the way that specific rules override general ones.  Characters are more detailed, as are spells, monsters, and a host of other options, but never in a way they feel contradictory to the Basic Rules.  Characters can move fairly freely between the games. 

Ability Scores are chosen the same way 4d6 and drop the lowest.  Here the general modifiers of the Basic game give way to specific ones for each ability and subscores, ie. to hit and damage adjustment for Strength, number of spells for Intelligence, followers for Charisma, and so on.  Ability Checks are handled in the same fashion.  Scores still cap at 18 for rolls or 20 with bonuses, but the charts go to 25 for the use of exceptional characters and monsters.

Ancestry covers what species you were born into. Dwarves come in Hill, Mountain, and Deep varieties. Elves can be High, Wood, or Deep. Humans and Halflings are back and joined by Gnomes.  A table of alternate Ancestries is also given so you could play Gnolls, Centaurs, Orcs, or Goblins to name but a few.  The system is simple enough that almost any sort of ancestry can be used.    

Ancestry

Heritage, like the Basic game, covers the character's upbringing. This chart is the same as the Basic game, but expanded with more types.  

Character Classes.  This is the first of the really big changes. Where the Basic game has only three basic character types, this one has four major class groups with many sub-classes underneath.  The feeling is that of Astonishing Swordsmen & Sorcerers of Hyperborea or AD&D 2nd Edition to be honest, with maybe just a touch of 5th Edition D&D.  Each group shares an advancement table for HD calculations and to hit bonus along with a shared Saving Throw table.  All groups share the same single XP per level table as per D&D 3rd through 5th Editions.

The first group is the Divine, which gives us Clerics and Druids. Divine Spellcasters are limited to 7th level spells.  Warriors include the fighter, berserker, ranger, and paladin.  Rogues are the most diverse lot with thieves, assassins, bards, and monks.  Magic-users are arcane spellcasters and they get spells to 9th level.  They include the Wizard and the Sorcerer which is a spell-point-based spell caster. Like the sorcerers of 3rd to 5th edition, they have a bloodline and some examples are detailed.

Multiclassing and Alignment are the same here as the Basic game.  The unified XP chart makes multiclassing easier. Alignment is a three-point system of Law-Neutrality-Chaos. 

Equipment is next. Very similar but expanded over the Basic game. 

Spells is the next largest section of the book and also one of the three that gets the most changes.  Spells are split out into classes with the Divine first (Cleric then Druid) then all the Arcane spells. The spells are all listed out alphabetically.  Included now are staples like Area of Effect, Components, casting time, and saving throws. Each spell also has a school listed. 

Spells with Dean Spencer art

How to Play covers the game. This is roughly similar to the Basic Game, but it is expanded.  Saving Throws are now added to the game. They are an interesting remix of Basic/AD&D and D&D3 style saves.  More on traps, diseases, and hirelings are covered here. 

Combat gets its own section.  Here initiative is back to a d20 (not the d10 of the Basic game). 

The Campaign deals with adventures, granting XP and what kinds of monsters can be found where. It ends with a sample play session.

The Bestiary is the last of the three big changes. Not only are all the monsters expanded on, but there are also more of them.  The monsters are still sorted by categories or groups, but now there are more. There are Beasts, Demons, Devils, Dinosaurs, Dragons, Elementals, Fey, Giants, Golems, Humanoids, Lycanthropes, Monstrosities, Oozes, and Undead. The stat blocks are expanded to give average scores for Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Special Attacks. Special Defenses and Magic Resistance are all now included. 

Old School Monster art

As with the Basic game, many monsters do not have an alignment. Or rather their alignment is listed as n/a.  In the case of animals (Beasts and Dinosaurs), it is because they lack intelligence or awareness. Others like humanoids it is because the Game Master can choose what they want.  Notably, all Demons and Devils are Chaotic, Dragons are split between Lawful and Chaotic along the lines you think they are, Elementals are now properly Neutral, and Fey runs the spectrum.  We get the usual suspects here, nothing jumping out at me as new save for the Mi-Go (not new, but not usual) and the mushropod (sorta new, but certainly NOT usual). 

The Treasure section is also expanded. Included new are Sentient Weapons and rarity tables. There is a new section on crafting items including an ingredient listing with measures of rarity. 

We end with appendices of tables, blank character sheets, indexes, and our OGL statement. 

The PDF is fully bookmarked.

Like the Basic books, this book is filled with evocative old-school style art.  Some of it is from various stock art artists the Old-School community knows, but a good deal is original and new art.  Much of it is clearly influenced by 40 years of playing.  The art goes beyond "Euro-centric" D&D art and a variety of ethnicities, genders, and peoples are represented. 

Old School Art

Again like the Basic books this is really directed at and written for people coming into the Old-School RPG scene anew. While there is a lot to enjoy here if you are an old Grog, and the art, in this case, is a particular treat, the audience that will get the most out of this are a generation younger.  If you still have your original D&D books from the 1970s and 80s you will still find enjoyment here. Especially if you are like me and enjoy seeing the design choices of "D&D's Greatest Hits" here.

The book "feels" like AD&D 1st Ed. Or maybe it is a 2nd Edition clone if that game had been produced later.

Because of how it is built it also feels like nearly anything can be used with it from nearly any area of D&D's history.   

Who Should Buy This?

I said this yesterday about the Basic Chromatic Dungeons game, and it is true for this version as well. This game is a great game to introduce new players, new to RPGs or new to Old-School style games, to the ways of playing of the 1980s.  Sure it is not exactly how we did it, but it is a great compromise between Old and New school.  Finally, someone has made a "Basic" game that works great as an introduction to an "Advanced" game and one that works well enough on its own.  Yes, yes there is Old-School Essentials and Labyrinth Lord that have both Basic and Advanced options, but Chromatic Dungeons' Basic game is truly that, an introductory game, "Basic" and "basic" at the same time and it is the perfect introduction to this "Advanced" game. 

If you are like me and grew up on old-school games and now have a family that loves the newest version of the game then this is a good way to introduce them to old-school play.  OR if you are new school player and want to try your hand at some old school play, but want to retain some of the options that make the new games so attractive, then this is a great game for you.   

--

I am posting this as part of this month's RPG Blog Carnival on Indie Games hosted by The Rat Hole.


Review: Chromatic Dungeons, Part 1 Basic Rules

The craziness that  is October is behind me now, time to settle in and read some books and do some reviews.  I have been planning to do this one now for some time and this feels like the best time for me.

For the next few days I am going to review the new Old-School Game on the block, Chromatic Dungeons from Roderic Waibel and Izegrim Creations.  Waibel ran a very successful Kickstarter for this over the Summer and the physical books and PDFs have been in my hands since the very start of Fall. I am happy to report I am very pleased with what I have received. I interviewed Waibel back when his Kickstarter was live so you can get an idea of the goals of Chromatic Dungeons.   I'll refer back to that to see how well his stated goals were met for me.

Chromatic Dungeons

Let me begin with noting that that there three distinct reviews I am doing here this week.  The first covers the "Basic Rules" made up of Player's Book and a Monsters & Treasures book.  The "advanced" or full game of Chromatic Dungeons will be tomorrow. Finally a zine-like product, The Gnoll Sage, will be after that.

Chromatic Dungeons, Basic Rules

Basic Rules, Player's Book. 86 pages, soft-cover, color cover art, black & white interior art.
Basic Rules, Monsters & Treasures. 58 pages, soft-cover, color cover art, black & white interior art.

Chromatic Dungeons, Basic Rules

For this review I am considering the two soft-cover Basic Rules books and PDFs.  

The Basic Rules of Chromatic Dungeons consists of two books a Players Book and a Monsters & Treasures book.  The material for the Game Masters is split between the two books.  Players only need the Player's book, but the GM will need both.  Considering the prices of the books this is not a problem.

The guiding principle for Chromatic Dungeons is to provide an old-school ruleset, say circa 1981, but still have some new school sensibilities.  Because of this it does not make much sense to call Chromatic Dungeons a "retro clone."  It is an old school game yes, but the rules inside are an interesting mix of old and new school mechanics.  I will point these out as I move through the text but to put the major selling point up front, this is the game you are likely to have the most success with when introducing old school play to newer players.  I will detail more (and a few more times) as we progress.

The Basic Rules are designed to introduce new players to the CD game.  It has a lot in common with it's progenitor game, Dungeons & Dragons, in particular the 1981 Moldvay Basic set.  It is written for people that have never played before.  This is still a good thing since one of the goals I believe of this game IS to introduce new players to old-school gaming.  

Basic Rules, Player's BookBasic Rules, Player's Book

We get an Introduction and Forward that helps explain the nature of this game, but also to set the stage for what we will see. The author wants to make it plain up front that this is an inclusive game and that everyone should feel welcome to it.  This includes a brief overview of the game and a brief glosary of game terms to get everyone going.

Character Creation is first with the character concept and the rolling of ability scores.  The method used here is 4d6, drop the lowest and arrange to suit your concept. This strikes a good balance between getting the character you want and old-school randomness. Want 3d6 in order? That game was already written and likely you already have it.  After this you choose your Ancestry (and Heritage), Class and get equipment.  Lets go into some detail here.

XP per Level is covered first. Each class uses the same XP value much like you see in 21st century D&D games (3rd Edition and beyond).  This has a number of advantages of course.  Multi-classing becomes easier and it helps keep level progression fairly even.  Also it helps the intended audience, new gamers, become acclimated faster.  (Editorial aside: I have taught many players whose first experiences were 3e, Pathfinder or 5e and they adapt to differing XP level charts fine; often with an occasional reminder that the thief is higher level because of it. But still this is easier.)

Ability Scores are the standard six we are all familiar with.  Like the Moldvay Basic set the scores run 3-18 with simple modifiers they all share. Note. These mods are slightly different than what you might find in B/X, Labyrinth Lord, or Swords & Wizardry, so make sure you put them on your character sheet and don't go by memory.  A simple ability check system that is compatible with, well, really all sorts of versions of D&D/Clones is presented.

Note in this version of the Chromatic Dragons game there are no "Saving Throws" but rather specialized ability checks.  For example to "save" against some mind affecting magic you need to make a Wisdom check.  This actually works rather well in my mind.

Ancestry and Heritage is the system used to replace the antiquated notions of "Race."  Essentially this is a "Nature and Nurture" idea where Ancestry is your genetic or biologic make up and Heritage is how and under what conditions you were raised.   For ancestry you can choose Dwarf, Elf, Halfling, and Human. Each has details common to members of the same Ancestry. Dwarves are short, live to 300 years or so, and also something called "solid build" which gives them the ability to reduce damage by blunt object by 1 point. Humans get to add 1 point to any ability score, elves don't need to sleep and so on.  Heritages are how you you were raised.  So this helps give players a bit of character creation control to that backstory in their minds.  You choose two heritages and the list can easily expanded.  For example you can be born a halfling and have all the benefits of the halfling ancestry, but maybe you lived in a a Dwarf community, so you have the heritages of "Crafting" and "Subterranean."

This is a great concept and one I would wholesale adopt for all my games in the future. It just works too well for me. But I do have a couple of nitpicks with how it is done here.  First under Ancestry everyone gets a language of their ancestry.  This is something I feel better goes under Heritage.  And there are some heritages that are better suited for ancestry.  For example my Halfling who grew up in the Dwarven community knows how to speak Halfling due to their Ancestry and has Infravision due their "Subterranean" heritage.  I can see "Dark Adapted" working, or even the ability to detect sloping corridors; but infravision feels like something you should be born with and languages are something that are learned later.  Again, a minor nitpick, but one I will adjust when playing.

Basic Rules ArtCharacter Classes cover the three basic classes; Fighter, Rogues, and Wizard.  Other 3-class games call these Warriors, Rogue (or Expert) and Adept, but the names in the book are more suited to this genre and make translations to the "Advanced" game easier.  Each class get an ability bonus, much like you see in newer games.  So fighters get a +1 bonus to Strength, Constitution, or Dexterity.  This can be easily rationalized as training. Each class also gets a set of abilities.  Note, the Rogue abilities are presented using the same system as all other ability checks.  They get bonuses for particular abilities; same name as the thief abilities of other games.  Each level they gain 6 points to improve their 9 abilities as they choose (reminds me of 2nd Ed AD&D's Rogues).  I do rather like this, yes it is different from the multiple subsystems that was either the curse or the charm of old-school games (depending on your point of view) but it also makes for a speedier game.  Wizards for this game cover wizards, magic-users and clerics.  Another small nitpick, since there is the Advanced game, I would have called this class a Magic-user, and then when the classes are separated out in the Advanced game called the Magic-users Wizards.  But again, this is minor.

Alignment is a basic, or rather Basic, affair of just Law, Neutrality and Chaos. 

Equipment covers everything you can buy.  I remember running some friend through the Keep on the Borderlands years decades ago and they spent the entire adventure shopping in the Keep and trying to get deals.

How to Play covers all the Basic rules starting with movement.  Movement scale is closer to that of newer, 21st century forms on D&D. We also get good coverage on time, vision, stealth and more.  Discussions on what you can do on your turn are detailed.  At this point we have read a little about about combat, but not all of it. That comes up now with initiative.  Here we are using a hybrid of Basic and 2nd Edition inspired initiative sequence.  We also get Morale another Basic/2nd Ed hybrid, but based on a max score of 10 as opposed to 12 (Basic) or 20 (2nd Ed). 

Armor class is Ascending, not Descending.  This is good since it gets rid of the need for attack tables. Characters have an attack bonus and they roll vs. AC. 

Experience Points are pretty much the same as seen in earlier versions of D&D.  A bit on creating adventures is given and a sample adventure is provided.

Wizard Spells follow.  Since there is only one spell casting class, all the spells to 5th level are here.

We end with a blank character sheet, Appendices of tables, sample characters and a combat quick guide.

Basic Rules, Monster & TreasureBasic Rules, Monster & Treasure

This book is primarily for Game Masters.  

The bulk (2/3) of the book is about monsters.  It starts off with what the descriptions of the monsters mean, how to read the stat blocks and so on. The stat block is pretty similar to what is found in *D&D circa 1981, so reading or even adapting to other games is easy.  While XP values are listed Treasure type is not. 

There is a section on special monsters, such as having the abilities of a character type or class. As well as assigning numbers for ability checks for monsters.  Something that will be easier in the "Advanced" version of the game. 

The monsters are grouped by category rather than all alphabetical. The Categories are Beasts, Dinosaurs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Lycanthropes, Monstrosities, and Undead. Nearly all the usual suspects are here. 

Some monsters are given the alignment of "n/a."  This is typically true of creatures that are too unintelligent for alignment such as dinosaurs, or humanoids that can be any alignment.  I do think for creatures like beasts, dinosaurs and elementals that "neutral" would have been fine and for humanoids "any" would have worked.  Fiends are all Chaotic and so are most of the Dragons, Giants, and Undead.  

The Treasure section covers not only magical treasures as expected, but gives us an alternate treasure type system based on the monster's HD.  So not dissimilar to 3e or 5e. 

Both Books

Both books are filled with evocative old-school style art.  Some of it from various stock art artists the Old-School community knows, but a good deal is original and new art.  Much of it clearly enfluenced by 40 years of playing.  The art goes beyond "Euro-centric" D&D art and variety of ethnicities, genders and peoples are represented. 

Both books are really directed and written for people coming into the Old-School RPG scene anew. While there is a lot to enjoy here if you are an old Grog, and the art in this case is a particular treat, the audience that will get the most out of this are a generation younger.  If you still have your original D&D books from the 1970s and 80s you will still find enjoyment here. Especially if you are like me and enjoy seeing the design choices of "D&D's Greatest Hits" here.

Both PDFs are fully bookmarked.  Both books are fully OGC.

This game is a great game to introduce new players, new to RPGs or new to Old-School style games, to the ways of playing of the 1980s.  Sure it is not exactly how we did it, but it is a great compromise between Old and New school.  This game is also the perfect introduction to the "Advanced" game of Chromatic Dungeons.  Finally, someone has made a "Basic" game that works great as an introduction to an "Advanced" game and one that works well enough on it's own.  Yes, yes there is Old-School Essentials and Labyrinth Lord that have both Basic and Advanced options, but Chromatic Dungeons' Basic game is truly that, an introductory game, "Basic" and "basic" at the same time.

Tomorrow I'll talk about the full Advanced game.

Halloween Hangover 2021

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.

October Horror Movie Challenge: Witchcraft Documentaries

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

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)

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.



October Horror Movie Challenge: Draug (2018)

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

 

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

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

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.


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