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The Other OSR: Wizard


The presentation of the game is rather plain and simple. So the layout of the black and white rulebook is clean and tidy, as the is the game map, which is marked in two inch Hexes, each with a centre spot, every seven Hexes forming a Megahex three standard Hexes in width. The standard Hexes are used for movement and facing in melee combat, whilst the Megahexes are used to determine range in missile combat. The various counters provide a range of opponents, including animals and monsters, plus condition counters and area effects. These are done in a range of monochrome colours, but all are different and include a pair of giants whose triangular counters take up three Hexes and dragons who take four and seven Hexes! All of the counters have a skull and crossbones on the other side to indicate when they have been killed. Lastly, the set of three eggshell-blue six-sided dice add a spot of colour to the game.

All three attributes begin at a base value of eight each, to which a player distributes another eight points. Once done, a wizard receives a staff, though it can be a staff, a wand, a rod, or the like, through which he casts spells. It is not a physical weapon though, but Wizard does cover physical combat should a wizard resort to using a dagger or his fists. Once a player has selected his wizard’s spells, the character is ready to play.
For example, Sibbe Stigandidottir, a Seeress from the north who is studying at a secret academy in the warm south. Her rough manners have made her the target of other students and when she struck out at one of her tormentors, Alzono, he challenged her to a duel in the academy’s arena.
Sibbe Stigandidottir
Strength 09
Dexterity 10
Intelligence 13
MA 11
Wizard’s Staff
Spells: Blur, Clumsiness, Confusion, Control Animal, Dazzle, Destroy Creation, Freeze, Magic Fist, Mage Sight, Reverse Missiles, Sleep, Stone Flesh, Summon Wolf

Wizard lists some sixty or so spells. They are rated according to the minimum Intelligence or IQ a wizard must have to learn them. Each has a cost in terms of Strength points which need to be expended when a wizard casts the spell and many have an ongoing cost if the wizard wants to maintain them. They are catagorised into four types. These are Missile spells such as Magic Fist and Lightning, which are direct damage spells; Thrown spells, like Blur and Slippery Floor, which can be cast on a target, whether that is a person or a location, but which do not inflict damage; Control spells such as Control Animal and Control Person; and Creation spells, being further divided between spells which create an actual object like Summon Bear and spells which create illusions like Illusion.
Wizard is played out over a series of turns consisting of six phases—initiative, renew spells (or spell upkeep), movement, the opponent’s movement, actions (physical attacks, spell casting, attempts to disbelieve spells, and so on), and forced retreats, and dropped weapons. None of which happens simultaneously, but it takes place across a five-second round. Now in Melee, the primary objective in play is for the combatants to close with other and fight, essentially go from Disengaged to Engaged. This provides the fighter with a number of options. If Engaged, he can ‘Shift and Attack’, ‘Shift and Defend’, ‘Change Weapons’, ‘Disengage’, and so on. If Disengaged, he can ‘Move’. Charge’, Dodge’, ‘Drop’ (to prone), ‘Ready New Weapon’, make a ‘Missile Weapon Attack’, and so on. All of these options are available for the wizards in Wizard, but in the main, it will not be the wizards who will enraging with each other at such close range. Rather, it will be the things that they have summoned, whether that is wolves, bears, myrmidons, gargoyles, giants, and even dragons, or illusions—of them and other things—which can also inflict damage if the defending wizard fails to disbelieve them, which are likely to be engaging in close combat.
Which in main means that wizards will be dueling it out with each other at range. Mostly obviously this means casting missile spells at each other in order to do direct damage, but with four types and sixty spells to choose from, a wizard has more options available to him than a fighter has in Melee. Spells like Blur, Reverse Missiles, Spell Shield, and Iron Flesh all provide various forms of protection, whilst Slow Movement, Clumsiness, and Trip will hinder a target. These though are spells that target either the casting wizard or his opponent, but a wizard has access to spells which can the environment between himself and his opponent. So spells like Shadow fills a hex with black shadow, so hindering sight; Create Wall places a wall which blocks sight and movement; and Slippery Floor makes a megahex slippery, which forces anyone entering it to make a Dexterity check or loose their footing. It is also possible for a wizard to hide in the arena, either by casting Invisibility or slipping into a hex containing the effects of the Shadow spell.
Being companion games, both Melee and Wizard share the same mechanics. This is essentially a Saving Throw, rolled on the three six-sided dice, made against an attribute. Typically, this will be a roll against the wizard’s Dexterity in order to hit an opponent or object with a spell, but roll against a wizard’s Intelligence to avoid a Control Person spell, disbelieve an illusion, and so on. Damage is dealt in six-sided dice, more damage being done by spells by a wizard expending more Strength on the spell when cast. Damage is deducted from a wizard’s Strength, a wizard being knocked unconscious when it is reduced to zero and killed when it goes below that. Wizard duels in the arena are either to the death, arena combat, or practice combat, each awarding fewer—fifty, thirty, or ten—Experience Points to any survivors. It takes one hundred Experience Points for a wizard to increase one of his three attributes.
Alonzo Bianchi
Strength 11
Dexterity 10
Intelligence 11
MA 11
Wizard’s Staff
Spells: Blur, Control Animal, Control Person, Freeze, Illusion, Magic Fist, Reveal Magic, Reverse Missiles, Rope, Shock Shield, Summon Myrmidon
For example, Sibbe Stigandidottir and her challenger, Alonzo Bianchi enter the arena and stand ten hexes apart from each other. Each player rolls a six-sided die for initiative, Alonzo’s player rolling a two, Sibbe’s player rolling a five, so she acts first. She knows that Alonzo wants this duel over and done with as quick as possible, so suspects that he will launch an attack as soon as possible. So she casts Reverse Missiles. This costs two Strength to cast and one to maintain. Her player tells Alonzo’s player that Sibbe has cast a spell, but not what, and notes it down. As she suspects, Alonzo casts a missile spell—in this case Magic Fist. This is a telekinetic blow which will do 1d6-2 for each point of Strength powered into it. In this case, two points. Alonzo’s player makes a roll against Alonzo’s Dexterity—there are no adjustments for range—and rolling three six-sided six, hits with a result of a seven. Unfortunately, because Sibbe has cast Reverse Missiles, her player reveals the the Magic Fist rebounds and hits Alonzo. His player rolls 1d6-2 for each missile, getting a result of a three and a one. Adjusted, this would be a one and a minus one, but since the damage can never be less than the Strength points put into the spell, the adjusted damage is two and two, for a total of four damage! At the start of Round Two, Alonzo has a Strength of five, having lost two for casting Magic Fist and four for the damage that spell would have inflicted. Sibbe has a Strength of seven from casting Reverse Missiles. Alonzo’s player rolls a six for initiative, whereas Sibbe’s player rolls a one. Alonzo, reeling from damage that should have struck his opponent, fires of a quick Freeze, which would hold Sibbe in place for several rounds. It costs him four Strength, leaving him with just one! Sibbe will need to make a Saving Throw to shrug off this effect to act, her player rolling fourteen, so not enough to hold her in place. She will be held immobile for seven Rounds. In Round Three, Alonzo’s player rolls a four for initiative, whereas Sibbe’s player rolls a six. She gets to act first and her player makes another Saving Throw, this time with a result of seven, which means she throws off the effects of Freeze and acts, casting Summon Wolf. This costs two Strength to cast and one to maintain. The creature appears and Sibbe directs it to hound Alonzo. Being left with just one Strength, he can only hope to hold off the wolf long enough for Sibbe to use up her Strength, but otherwise it looks like the end of the duel for Alonzo...This is just a simple duel, but with the range of spellcasting options available in Wizard, players have a lot of choice terms of what spells they cast and when. Duels can become tense, tactical affairs, especially when summoned creatures and illusions come into play because then the wizards will not be fighting against just each other, but multiple opponents. One type of spell missing from Wizard is the healing spell, though were there any such spell, a wizard would in effect be expending Strength to cast it in order to increase his Strength and so have more points to cast spells and withstand damage. Rounding out Wizard are rules combining Wizard with Melee, which will provide more options and tactics, and provide for a more involved game. Together, they also lay the groundwork for a proto-roleplaying game, but that will have to wait until The Fantasy Trip: In the Labyrinth.
Physically, Wizard is well presented. It has a ‘Old School’ monochrome feel, but the writing is excellent and the rules clearly explained, and the new artwork in the rulebook is very nice. The cover artwork for the box is also excellent. The game is also supported by short piece of fiction which is explained with a fully worked example of play.
Wizard, much like Melee is a little game, but offers quite a lot of tactical play and options in terms of its rules, much of which will be later seen in Steve Jackson’s GURPS. It is pleasingly self-contained—there is room inside the box for another set of dice and index cards to record the details of every wizard—and easy to set up and play. Unlike Melee, this game is not as easy to teach and certainly not as easy to master, for Wizard offers more options and more tactics, than simple armed combat. Learning them and mastering them will bring players back to Wizard as they try out different spell combinations and tactics, providing a magical counterpart to the brutality of Melee.
Have a Great Weekend
Kickstart Your Weekend: Swords, Wizards and Heroes
First up a BIG one.
Swords and Wizardry: Limited and Collectors Edition Box Sets

https://www.kickstarter.com/projects/froggodgames/swords-and-wizardry-limited-and-collectors-edition-box-sets?ref=theotherside
This one is going fast. The early bird options are all gone and all the original stretch goals we met in the first few hours. I scored a Collector's Box (pictured above) but there are still great options to be had with this.
The Hero's Journey 2e

https://www.kickstarter.com/projects/gallantknightgames/the-heros-journey-2e?ref=theotherside
The Hero's Journey 1st edition was a delightful game. It was the perfect antidote for grim-dark murder hobo games that seem to be so popular. A nice cup of tea vs whatever they sell in the local run-down dive where characters are supposed to meet.
We are in the last few minutes of this one!
Six Brides for a Vampire

A Bride for Dracula takes place on one night at an event hosted by Count Dracula who seeks—or rather lusts after—a new wife. Thus six prospective brides—and thus six players—have come to his castle at his invitation, their suitability to be his wife to be tested. They include Princess Naomi Andress of the Pale Hills—the prospective bride and her mother, Queen Ursula Andress of the Pale Hills; Brigitte, a humble milk maid; Elsa Van Elseling (definitely not Van Helsing Senior’s daughter. Nope.); and the crimson-skinned Yvonna Fackelot, who comes with minions and an almost endless wardrobe. They are joined by John the Carriage Driver, who is just along for the ride. All six characters come with secrets, goals, fears, and a list of the things they are good at and bad at. As written, these characters are detailed enough for players to roleplay should the Game Master want to run A Bride for Dracula as a very rules light, almost freeform scenario.
Alternatively, the players could roleplay members of the entourage for one of the contestants in Dracula’s bridal competition. The Game Master and the players can easily adapt A Bride for Dracula to the mechanics of their choice. It would work with just about any retroclone for the Old School Renaissance, but especially with the tone of Lamentations of the Flame Princess Weird Fantasy Roleplay, but also Troika, Into the Odd, or Numenera for example. Given that there are no stats given for any of the characters, it does mean that the Game Master will have some extra preparation to undertake prior to running the scenario. Plus, it is a pity that no stats are given for the characters written for the publisher’s own Hypertellurians: Fantastic Thrills Through the Ultracosm.
Plotwise, A Bride for Dracula is straightforward and linear. The characters start the game together and will experience the same encounters together before play opens up when the contest begins. The Game Master gets to throw in some complications too and much of the fun of the scenario will come as the players and their characters react to these complications and try to out-compete each other in Dracula’s contests. There is certainly enough to keep a playing group of six players occupied for the evening or session.
Physically, A Bride for Dracula is short book, neat and tidy. It is lightly illustrated, but the artwork is decent. The writing is clear and really, the Game Master could grab A Bride for Dracula as is and prepare it in ten minutes. So it really works as a pick-up game when not every player can make a regular session.
Unfortunately, there are couple of elements to A Bride for Dracula which may be problematic. One is the tone, which is camp and gothic, much in the style of the Carry on films—most obviously Carry on Screaming!—and the Hammer Horror series of films, and that tongue in cheek tone, even silliness, is not to everyone’s taste. The other issue is that one of the player characters is an ex-Nazi. Now the scenario does not dwell overly on this or go into further detail, but it does fit in with the campy, gothic tone of the scenario and the exploitation genre of films which inspired the scenario. As is, the character will need to be played with some care, but her very nature means that some players will find her inclusion offensive and not only will they not play her, they may not play the scenario because she is included. The Game Master will need to judge her players as to whether or not to include her, and if not, create a replacement. Arguably, it is a pity that the designer did not include an alternative.
A group need not even have a copy of A Bride for Dracula to play it, since the scenario is available online. Unless the Game Master and her group need to create characters, preparation for A Bride for Dracula is really, really quick, making it perfect to pull out and run at the last minute. There is scope for the Game Master to tinker with it at her heart’s content, but at the heart of A Bride for Dracula: A System neutral, one-shot adventure of bridal contests with bite. is a no fuss, straightforward, even linear scenario which can be run with the minimum of preparation.
Greyhawk and D&D 5
Yet some people are still not happy.
In fact, what they want is Greyhawk.

I get it. I do. There are some things I would love to see too. I love Greyhawk, it was my world for my high school days...back in the 80's.
There are petitions out now and some have been out for a while. And let's be brutally honest here, petitions like this never work. Combined they are still just over 1,170. In other words nowhere near the 773,000 subscribers to the Critical Role YouTube channel.
I see postings of people complaining about the lack of Greyhawk, Planescape, Spelljammer, and others. I have to be honest here, they are often from people that I also see claiming they don't play 5e. Even if they do, they a tiny, tiny sliver of the potential buyers.

Sorry. But there are just not enough of us to make it financially viable.
There is an option for people that want Greyhawk in 5e. Just get the Greyhawk boxed set from DriveThruRPG.
The World of Greyhawk Fantasy Game Setting for 1st Ed is still all you need to play.
It is just under $10 too. I grabbed my boxed set and in 130 total pages, I found four (that's 4) that would need conversion. You won't even need to convert these if you never use the Quasi-Deities. I never have in 40 years.
The gods are all in 1st ed stats, but gods should not have stats in the first place.
Really. I have everything I need for a Greyhawk 5e game. Would I like a Greyhawk 5e book? Yeah! I would love one really. I am very much in that slim crossover on the Venn Diagram of "Just These Guys". I am These Guys.
Maybe WotC will come out with it someday. But in the meantime, I am doing ok and I suspect many of you really are as well.
“The Power of Music”: General Electric Stereo Commercial, 1985
Exhibit / January 30, 2020
Only in a decade as contradictory as the 1980s would one of America’s most respectable and historic companies spend nearly a million dollars on a commercial depicting new wave “adventurers” in a post-apocalyptic “third millennium” wasteland as part of a last ditch campaign to save its fatally outmatched consumer electronics line. The company was General Electric, and the commercial was aimed squarely, even obnoxiously, at the nascent MTV generation.
There were several different versions of the commercial, the longest a short film clocking in at two minutes. In all of them, our four Mad Max-garbed, shoulder-padded heroes come upon a city “imprisoned in silence,” whose princess is encased in a giant crystal (hilariously reminiscent of the alien cocoons in 1984’s This is Spinal Tap). Liking what he sees, the permed leader of the crew, his headphones curled suavely around his neck, signals for the boombox. A cassette is inserted, bad music rocks the cavern, and the people are freed from their “total audio block” helmets as the camera quick-cuts to various GE products (including a CD player in one version) no one ever bought. The crystal prison shatters, and hero and princess come together as the narrator intones: “The power of music. No one lets you experience it… like General Electric.”
The spot won a Clio award for best commercial in 1985 and was directed by Englishman Howard Guard, by this time well-known in the industry for his cinematic style. Guard had directed Roxy Music’s 1982 “Avalon” video (with then business partner Ridley Scott, who would soon set the benchmark in dystopian advertising), the 1983 “She’s In Parties” video starring goth legends Bauhaus, and a slew of commercials on both sides of the Atlantic, including a couple of impressive Maxell spots—one for blank cassettes, one for VHS tapes—featuring a smoldering Peter Murphy (Bauhaus’s frontman) and a host of ’80s aesthetic tropes: robots, ferns, lasers, prisms, neon, chrome, and… frogs?
The GE mini-epic sports obvious Cold War overtones, with the terse and swaggering warriors liberating the oppressed and repressed city with an arsenal of superior hair, superior tunes, and superior tech. The post-apocalyptic theme, which popped up in surprising corners of popular media throughout the decade, was even used in a print-advertised sweepstakes: grand prize was a 1986 Pontiac Fiero, and first prize was a trip for two to the ’86 MTV Music Video Awards. Alas, the good guys lost. GE’s consumer electronics division shuttered in 1986, soundly thrashed by another American Cold War nemesis: Japan and its bubble economy.
“A Closer Look”: HBO Feature Presentation Sequence, 1982
Exhibit / January 29, 2020
Object Name: “A Closer Look: Inside HBO’s City”
Maker and Year: Film produced and directed by Scott Morris; HBO intro bumper by Liberty Studios
Object Type: Short promotional film
Video Source: YouTube (archivefilms)
Description (Michael Grasso):
The pay-cable network Home Box Office grew out of the milieu of closed-circuit television in New York City. Charles Dolan, a pioneer in direct cable television in the New York metropolitan area, had already built closed-circuit TV infrastructure underground for use in Teleguide, a network that brought tourist information into New York City hotel televisions in the 1960s. Dolan sought to expand his offerings into actual programming brought by cable into individual consumers’ homes. With the skyscrapers of New York often obscuring over-the-air television reception, there was a desire there (and in other metropolitan areas) for direct cable TV, but there was a problem: exactly what programming could be sent to those homes, considering the major networks’ stranglehold on content production? Dolan got Time, Life, Inc., a company that was itself expanding into television production and distribution at the time, to take a flyer on his cable idea, and pilot systems were set up in two Pennsylvania cities—Allentown and Wilkes-Barre—to broadcast an array of movies and sporting events (Wilkes-Barre being chosen because it was outside of the Philadelphia 76ers “blackout” zone). The new channel’s name, Home Box Office, was meant as a temporary internal placeholder but remained in place after the network’s launch in 1972.
In the next ten years, as cable TV providers multiplied across the country in a rebuke of the long-perceived reluctance of American consumers to pay for a utility and medium that they’d long taken for granted as “free,” HBO’s new network backbone, powered by satellite relay, became a premier offering to entice new cable customers into the fold. Crystal clear reception was one thing, but a channel that could offer a variety of unedited films, live sporting events from outside the local area (including boxing matches, formerly a closed-circuit television staple and still one of America’s top sports attractions in the 1970s), turned HBO into a household name. By the beginning of the 1980s, HBO was running its programming 24 hours a day (at a time when most if not all over-the-air television channels still played the national anthem and a test pattern at the conclusion of their broadcast day) and starting to branch out more and more into original programming.
A large part of HBO’s dominance in the 1980s was an increased awareness of and attention to its branding. As a cable TV innovator with nearly a decade in the business, HBO understood the need to differentiate itself from a panoply of new nationwide cable competitors such as The Movie Channel, Showtime, and Ted Turner’s new pair of superstations out of Atlanta (WTBS and CNN), as well as local pay-TV innovators like ONTV in Los Angeles, PRISM in Philadelphia, Preview in Boston, and Spectrum in Chicago and the Twin Cities. HBO’s longer history, increased name recognition, and larger capitalization allowed the company to spare no expense in self-promotion, as can be seen in this mindblowing short film from 1982 documenting the making of the classic “HBO Feature Presentation” intro bumper used between 1983-1987, which should be familiar to anyone who had access to an HBO subscriber box at the time.
Earlier HBO idents had been relatively simple affairs, the kind of simply animated and crudely soundtracked bumpers you might see on your local UHF station’s movie revue. But this bumper—known here as “HBO Theater,” although it would eventually be titled “HBO Feature Presentation” when broadcast in 1983—combined live actors, models, motion control cameras, animation, and a full orchestra soundtrack. The spot begins in a family’s living room in a big city, and after the camera banks and turns out of the matted-in living room scene, it swoops down an intricate model of a busy city street resembling the channel’s New York City birthplace, full of model cars, buses, and pedestrians (as well as a marquee for the titular “HBO Theater,” a miniature of an old-school Golden Age of Hollywood movie house). But soon we are out into the leafy suburbs and the countryside, reproducing HBO’s own spread into all 50 states over the first ten years of its existence. We then head into outer space, where a giant shiny chrome set of HBO letters—a “space station,” the documentary narrator says—–leads us into a “Star Gate” sequence created using a combination of practical visual effects and computer animation, representing HBO’s presence across the satellite web now covering the United States. The final portion of the bumper, the colorful streaks of light inside the “O” of HBO, is created using a rig of multi-colored fiber optic cables, a relatively new technology in 1982.
One can’t help but be charmed by the extreme effort taken to produce this bumper—not to mention the ego it took to produce a ten-minute short film about the production of a ninety-second bumper. “Six craftsmen worked for over three months to create nearly 100 unique buildings for HBO’s City,” the narrator brags as we see tiny pedestrians, miniature potted plants on fire escapes, and actual working traffic lights and headlights. The craftsmen and effects specialists at Liberty Studios betray their New York roots as they discuss the supposedly idyllic city main street in this ostensibly family-friendly special. (One interesting note: the live-action actors sitting down in front of HBO in the original version of the bumper consisted of a young urban professional couple; in later versions of the “HBO Feature Presentation” bumper, the family had two kids.) In a hilarious, thick, only-in-New-York accent, director of special effects James Kowalski informs the viewer, “We threw a few extras in, seeing if people would spot ’em… we put a few bums on the street, a few hookers on the corner.” The mini-documentary portrays the animated portions of the bumper, on the other hand, in a much less earthy way, accentuating the high-tech computer guidance of both the animation and the motion control cameras.
This deluxe bumper expresses perfectly a liminal period between the physical and practical special effects era and the coming era of visual effects developed and produced on a video synthesizer or computer. It also presages the coming of HBO’s original programming, which would begin in the same year as this bumper’s debut (1983) with the TV movie The Terry Fox Story and the Jim Henson series Fraggle Rock.
BlackStar: Kzinti


The Kzinti homeworld is called Kzin and it orbits 61 Ursae Majoris about 31 light-years away. Humans of the late 21st century, pre-warp Earth headed to towards this system in the great migrations from Earth. On their way, they encountered the Kzinti and the first of three wars between the two races began. The Kzinti are violent, expansionistic, and convinced of their own superiority. The Kzinti lost each time to Earth's forces (then mostly sub-light ships) and they never got over that they lost to an "omnivorous" race.
The stellar cartographers of Starfleet named the Kzinti area of space the Kzinti Hegemony. Their own name for their government can be translated as The Patriarchy.
By 2151 Starfleet had pushed the Kzinti back to their homeworld and Archer IV, also orbiting 61 Ursae Majoris, was established as an Earth colony. By 2371 it was a fully inhabited Federation planet. The confusion came about because the Kzinti call any world they inhabit as their "homeworld". The Federation not only defeated the Kzinti, they humiliated them.

So we have a chauvinistic race, that has a government called the Patriarchy, who is convinced they are superior to all other races and yet still got their asses kicked by the Federation. If you think I am not going to have a go at that then you have not been here reading this blog for long!
Besides. Star Trek was doing Social Justice in the 60s. This is a perfect subject to do in a Star Trek RPG.
I am planning on making them my "little bads" or at least make them appear to be the big bads. They are not, they are just a pain in the ass. Their area of space is close (ish) to other parts of the federation including Memory Alpha. This works out well since the first mission of the USS Protector is a "milk run" to Memory Alpha. Yes I am making the first adventure a run to the Federation "Library" as an homage to all the library runs I made to read books about space, astronomy and then Lovecraft and Star Trek.

A couple reasons that make the Kzinti great for my BlackStar game is they are superstitious, still believe in magic and ghosts (and why not, they have a high level of psionic individuals in their population) and maybe best of all they allow me to use some ideas I have created for other games that would find fertile ground here.
Rebuilding the Kzinti for BlackStar
I am setting my BlackStar game between the TOS and TNG eras. A time, calendar wise that also corresponds to the time when I first discovered the Kzinti and a time of evolution of Trek and in particular the Klingons.
In a fairly real sense, the Kzinti represent stepping stone really between the "old" and the "new" Klingons. The honor, the violence, and even the warrior caste system of the Kzinti can be added to the old, or TOS Klingons to create the newer TNG and movie era Klingons.
Since this "in-between" time is also covered fairly well by the FASA Trek game I will turn to it for ideas.
FASA Trek, much like Starfleet Battles, can be seen as an alternate evolution of the same core Trek from the Original Series on. I am already borrowing a lot from FASA Trek, so I might take some of their ideas on Klingons and use them for the Kzinti.
In particular, their philosophy of "That which is not growing is dead." to explain their desire to expand their territory again.
I am not going to make Kzinti available as a playable race. If I want something like that I'll go with Caitians like M'Ress and Srrel.


White Star

ARMOR CLASS: 7 [12]
HIT DICE: 2
HDE/XP: 2/25
SAVING THROW: 17
TOTAL HIT BONUS: +2
MOVEMENT: 12 (12 when climbing)
SPECIAL: Dark vision 90 ft, Climb
ATTACK: Claws (1d6) or by weapon
KZINTI PSYCHIC
ARMOR CLASS: 9 [10]
HIT DICE: 1-1
HDE/XP: 1/15
SAVING THROW: 17
TOTAL HIT BONUS: +1
MOVEMENT: 9 (0 when climbing)
SPECIAL: Dark vision 90 ft, Climb, Psychic Blast,
ATTACK: Psychic Blast (1d6)
Starships & Spacemen

Encountered: 2d4 (2d10)
Movement: 120' (40')
Intelligence: Average
Psionic Potential: inactive
Hits: 2d8
Armor: 7 (2 with power armor)
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon
Morale: 10
XP: 25
KZINTI PSYCHIC
Encountered: 1 (1d6)
Movement: 90' (30')
Intelligence: Above-Average
Psionic Potential: active
Hits: 1d8
Armor: 9 (5 with power armor)
Combat Skill: 6
Save: L1
Attacks: 1, Psychic Blast
Damage: 1d6
Morale: 7
XP: 15
Kzinti Warriors are 2.1-meter tall 220 kg, barrel-chested felinoids. They can attack with claws but prefer weapons. They have long tails and hairless ears. Their eyesight is good in the dark, but their sense of smell is superior to that of Terrans. They are voracious carnivores and must consume raw meat. They can survive on replicated food, but they will claim it has "no life" to it.
They are a superstitious race and will not use the weapon of a fallen foe believing that the ghost of that foe still haunts the weapon.
Kzinti Warriors will often add honorifics to their name and title. So a captain of a Kzinti warship that has never been defeated might call himself Vrust-Captain, the Undefeated.
Kzinti Psychics almost apper to be a different race. They are much smaller, 1.8-meter, and much thinner at 130 kg. They are hunched over and appear to ready to fall over. They are powerful psychics and know many attack and defense modes. They are often used to extract knowledge and secrets from other species. Even though they appear frail they are driven by the same desires that affect the warrior caste. This has caused many among the psychic class to adopt cruelty to others weaker than themselves which is even marked by Kzinti standards.
Radiant Future: The Neon Tunnel at 127 John Street, New York
Exhibit / January 28, 2020





Object Name: 127 John Street neon tunnel
Maker and Year: Rudolph de Harak, Howard Brandston, 1971
Object Type: Corrugated iron tunnel
Image Source: Flaming Pablum, et al
Description: (Richard McKenna)
A rendering of the future in the form of a short stretch of corrugated steel, this neon tunnel that once greeted visitors to the foyer of 127 John Street in New York City feels innately familiar, even archetypal. Despite its appearance, the tunnel did not actually lead directly to a disconcertingly utopian future, but only to the elevators that ferried the building’s blue-collar workers up to their workplaces. Completed in 1971, 127 John Street was originally designed as a classic slab of second-wave International Style corporate office space by architecture practice Emery Roth & Sons. The building’s developers—brothers Melvyn and Robert Kaufman—were well-known for quirky decoration and the practice of turning ground level space into “plazas” that was not born simply out of generosity: forward-looking local construction ordinances offered floor space bonuses for their inclusion, encouraging developers to channel their greed into an engagement with public space. The Kaufmans employed graphic designer Rudolph de Harak to provide whimsical visual touches, which included a huge three-story digital clock and canvas covered scaffolds on the street outside to enliven the building’s otherwise bland frontage and foyer.
Most of De Harak’s other contributions to the building’s appearance, however, feel as affected and dated as old greeting cards in comparison with the tunnel’s sleek glow. Accessible from the building’s entrance on Fulton Street, the corridor was illuminated by blue argon-gas-filled tubes, the work of architectural lighting expert Howard Brandston, with whom Harak had previously collaborated on the futurist Canadian Pavilion at the Montreal Expo in 1967 and the American Pavilion at Expo 1970 in Osaka, Japan. As well as providing a generation of New Yorkers with formative experiences, the tunnel’s ready-made shorthand for futurism provided an eye-catching backdrop for photography, and was especially popular with musicians for promo shots, NY band The System actually filming part of their monster “You Are in My System” inside it and the building’s lobby.








Why should a 250-foot stretch of corrugated steel sewer culvert decorated with neon piping constitute such a commanding and beguiling image of “the future”? Perhaps partly because of the optimism implicit in the the nature of tunnels themselves: like jet bridges and subway tunnels, they evoke passage, acceleration, the traversing of barriers, and perhaps even escape and transformation. Its cool visual temperature and paring down of space and perspective provided a sensation of propulsion that recalled TV series The Time Tunnel (1966-1967), hinting that the gateway would catapult those traversing it to some other place—perhaps one less venal and prosaic. The tunnel’s streamlined forms and its lack of sharp right angles also gave it a strange sense of weightlessness—of being unmoored from the everyday—and the neon punctuation seems almost to draw the onlooker inside, similar to the contemporary installations of artists like Doug Wheeler and James Turrell of the Light and Space arts movement. Vector graphics—the computer-generated geometric lines used to create “wireframe” images—had been around since the mid ’60s, and the glowing geometric lines seen on the Orion III shuttle’s control panel in 1968’s 2001: A Space Odyssey may be one source of the tunnel’s inspiration, as perhaps was that same film’s “Star Gate” sequence—which itself took up motifs developed by artists and animators like John Whitney and Jordan Belson. The tunnel also reflected the hunger for experimental environments pioneered by architectural practices like Archigram and Archizoom that produced the same year’s Instant City.
The tunnel was eventually dismantled in 1997, when the office building was in the process of being converted to apartments as part of the wave of gentrification then investing the city. Several of the artists—including Howard Brandston—-involved in creating 127 John Street’s installations successfully sued the new developers under the Visual Artists’ Rights Act; unfortunately, the elements of the decor preserved by the settlement did not include the tunnel. The images that remain of it, though, show a powerfully ethereal, dreamlike space that is one more small reminder of how much more stimulating our built environment could be if only we were in a position to demand it.
The Aftermath: Chinese New Year Open House 2020 – 2
The Aftermath: Chinese New Year Open House 2020 – 1
Monstrous Monday: Bánánach for OSE
I wanted to get The Pagan Witch out to you all soon, and I still might, it is done, minus some little bits. Here is something in the mean time.

Semi-transparent spectres of witches that haunt battlefields or other areas of great violence.
AC 3 [16], HD 5** (18hp), Att 1 × touch (1d6 +ability drain), THAC0 15 [+4], MV 120’ (40’) / 240’ (80’) flying, SV D10 W11 P12 B13 S14 (5), ML 12, AL Chaotic, XP 175, NA 1d4 (1d6), TT None
▶ Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
▶ Mundane weapon immunity: Only harmed by silver weapons or magic.
▶ Damage reduction: Half damage from silver weapons.
▶ Energy drain: A successfully hit target permanently loses one point of Wisdom. This incurs a loss of all other benefits due to the drained ability (e.g. spells, saving throws, etc.). A person drained of all Wisdom becomes a wraith in one day, under the control of the bánánach that killed him or her.
A bánánach is the specter of a witch. They are attracted to areas of great death and suffering. They can be seen flying about the areas of death. They drain the willpower of those she attacks.
They are often accompanied by 2-3 wraiths.
Miskatonic Monday #33: Pickman’s Legacy
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
—oOo—

Publisher: Chaosium, Inc.
Author: Keegan Sullivan
Setting: Modern Day
Product: Scenario
What You Get: 0.54 MB thirty eleven-page, full colour PDF
Elevator Pitch: A terrible legacy taken advantage of is still a terrible legacy.
Plot Hook: A Cold Case in Lovecraft Country.
Plot Development: A missing daughter, a worried father, and a daughter drawn astray...
Plot Support: Four handouts, five monster and creature stats.
Pros
# Solid mystery
# Suitable introductory scenario
# Potential as a one-to-one scenario
# Adaptable to anytime after 1926
# Good use of a Lovecraftian bloodline
# Short, one or two session scenario
# Challenging epilogue
Cons# Needs editing
# Plot and clues poorly explained
# Not suitable for the new Keeper
# Underdeveloped
# Challenging epilogue
# No timeline
# Underwritten NPCs
Conclusion
# Underdeveloped
# Keeper will need to make notes to understand the plot.
# Solid mystery and use of a Lovecraftian bloodline.
Weekend Gaming: Wormholes and Chicken
While looking for a passageway across a mountain range they came across a "cave", turns out it was a wormhole, or rather the passageway for a small purple worm.
A special treat, we are using my old Ral Partha Ravenloft minis.
On the dinner front. Tonight we made chicken stroganoff, potatoes, and homemade focaccia bread.


In the meantime, I got some Blu-Rays in the mail for my October Horror Movie Marathon.

50 movies so far, ready to go!
Beyond the Misty Mountains

Unlike Tales from Wilderland, and especially unlike Bree, this anthology is not designed for beginning characters. In fact, two of the Heroic Culture character options presented in Rivendell—the Rangers of the North and the High Elves of Rivendell—are not designed to be equal to starting characters in The One Ring. There is a possibility that both can be introduced during the play through of Ruins of the North, which as written is designed to take the characters who have been part of a campaign set to the east of the Misty Mountains through the mountains and into Eriador. Then once they have established Last Homely House as a sanctuary, they are free to go forth and adventure to the west. Sometimes at the direction of Elrond, sometimes not. To get the very best of the six scenarios in Ruins of the North, the Loremaster will definitely need access to a copy of Rivendell.
The sextet of scenarios presented in Ruins of the North take place between 2954 and 2977—so after the events depicted in Tales from Wilderland. They chart the growing influence of the Shadow as the once vanquished Witch-King of Angmar who in ages past, worked to bring down the Númenórean kingdom of Arnor, returns west of the Misty Mountains. They make use of the expanded rules given in Rivendell for treasure and Precious Objects and Wondrous Artefacts, as well as for The Eye Of Mordor, which reveals the presence of the player characters or company to the Shadow’s influence. In the case of the former, this means that the player characters are likely to uncover caches of treasure far greater than that found in previous titles for The One Ring, whilst in the case of the latter, they are in greater danger of accruing more points of Shadow and suffering other deleterious effects than before. Thus whilst the rewards are potentially greater, so are the dangers…
The anthology opens with ‘Nightmares of Angmar’. This begins in the Black Hills in the Vales of Gundabad where an isolated tribe of Hill-men has been raided by goblins and its children were kidnapped. As they suffer nightmares of desolate fortress, the player characters have to persuade that rescuing them is the best course of action and then chase the kidnappers west, over the mountains, and into Eridor. Dark alliances long past are revealed and there is an opportunity to make a new ally—or lose one in the rescue attempt. Whatever the outcome, the player characters, now west of the Misty Mountains, are given the opportunity to find rest in the House of Elrond. ‘Nightmares of Angmar’ is a gruelling affair, with long stretches of travel across blasted lands—something which will occur again and again through the anthology. It also provides some good roleplaying opportunities and exposes the characters to the reach of the Shadow down the long years.
The theme of the Shadow’s long reach continues in ‘Hard Than Stone’ as an ally appears from strange places to help the player characters in return for their help. Tasked with escorting a road maintenance crew, the company discovers evidence of a bandit attack and after managing to rescue some survivors, learn that the bandit party consists of both Men and Trolls! Learning what could bring such forces together lies at the heart of the scenario and brings into the open long term plans. Elements of the scenario are left for the Loremaster to develop and whilst some interesting options are given, it does leave the scenario with an underwritten ending.
‘Concerning Archers’ begins on a lighter note and a pleasing encounter with the protagonist at the heart of The Hobbit—one Mister Bilbo Baggins. Encountering characters from the books has always been well handled in The One Ring and this is no exception as Bilbo asks the company to help him settle a scholarly debate by visiting an ancient city where a legendary company of archers had its last stand. The company are free to tackle this whenever it wants, so once the request has been made, ‘Concerning Archers’ can either be run as is or added to a campaign as a side quest. This is an opportunity to delve a little into Hobbit history, especially for a Scholar character, and the Loremaster may want to have access to the Bree supplement as well for this and later scenarios.
The fourth scenario, ‘The Company of the Wain’, is a distinct change of pace and tone. The company encounters a caravan of travelling traders stopped off at a village. Initially, the player characters have an opportunity to spend a little money and interact with the traders, but when one of their number spots a possible kidnapping, it suggests that there is more to the caravan. The nature of the threat here is all but mundane, although is not to say that it is not evil. There is no quite right way to deal with the threat, potentially leaving the scenario open for further developments, some of which may lead south into the lands of The Horse-lords of Rohan and potentially, Oaths of the Riddermark.
The company comes to the aid of a Ranger in the fifth scenario, ‘What Lies Beneath’. He wishes to reclaim his family’s ancient mansion and establish a secure outpost for the Rangers near Weathertop. Unfortunately, it has been occupied by some bandits and he wants some help driving them out. This is very much a character piece, with the Loremaster having several NPCs—including the Ranger—to roleplay on one dark, murderous evening. The shortest of the scenarios in the anthology, the plot to ‘What Lies Beneath’ is well-worn, but hopefully good roleplaying upon the part of the Loremaster will divert the player characters enough for its events to play out.
In the sixth and last scenario in Ruins of the North, the player characters are asked by Gandalf himself to undertake a small quest. In ‘Shadows Over Tyrn Gorthad’, he asks that the company retraces its steps and return to the ruins of Angmar in order to determine why Barrow-wights from the Barrow-downs have been seen abroad far from their resting places. This is a much longer scenario than the previous five, and could be played out over several sessions, perhaps even running one of the earlier scenarios in the anthology between its events. Certainly there is room for the Loremaster to insert one of her scenarios here if suitable. Gandalf is not the only character from Middle Earth canon to appear here and the scenario gives another chance for the Scholar chance to shine, as well as be exposed to some dread dangers. The Bree supplement may also be of use here, but is not required. ‘Shadows Over Tyrn Gorthad’ brings Ruins of the North to rousing climax, standing alongside Gandalf attempting to stop a long slumbering threat rising again.
Physically, Ruins of the North is, like the other books for The One Ring, is a pretty book, done in earthy tones throughout that give it a homely feel that befits the setting of Middle Earth. The illustrations are excellent, the cartography decent, and the writing, although needing a slight edit here and there, is clear and easy to understand. The content is decently organised, making all six scenario easier to run.
Unfortunately, Ruins of the North is not quite as satisfying a set of scenarios as those given in the previous collection, Tales from Wilderland. They do not feel quite as cohesive, and certainly, they do not work as a campaign, since there are no strong threads running through the set, from ‘Nightmares of Angmar’ to ‘Shadows Over Tyrn Gorthad’. All together, they do delve into the region’s dark history and hint at the plans that Mordor has for the region, but this being a hint—admittedly a strong hint—Ruins of the North does very much feel as if it is laying the foundations for a bigger campaign, perhaps in the manner of The Darkening of Mirkwood. Of course, that is not be.
With six scenarios that are perhaps darker, nastier, and more challenging than previous anthologies, and definitely different in tone, Ruins of the North is a solid companion to Rivendell. Players and their characters will definitely want to find refuge in the Last Homely House after playing these six.
The Barbaric North

Conan the Barbarian opens with four new Barbarian castes and some changes to the castes given in the core rulebook for Robert E. Howard’s Conan: Adventures in an Age Undreamed Of. The latter are minor in nature, mostly name changes and slight adjustments in terms of Social Standing, whereas the five new castes are Barbaric, Law-speaker, Renegade, and Skald, each supported by new Talents, such as Savage Dignity and Uncivilised for the Barbaric caste, followed by Stories for each of the new castes enabling the creation of backstories for the characters of said castes. These are followed by four archetypes—Bard, Hunter, Raider, and Slaver, In addition, there are Barbarian Natures and Educations, and Talents, the latter the Skald and the Bard. Along with a small selection of equipment, including sun stones used as navigation aids and several sorcerous items, these options combine with those of the core rulebook to provide greater choice in creating characters from the barbaric north. This can be simply to create and play something different from the core rulebook, but it could also provide the diversity needed to create a party of barbarians from the north, whether for a campaign set there or looking to escape the frozen north…
Supporting these new character options is a gazetteer of the north. Beginning with the coming of the barbarians it looks in turn at the peoples, way of life, geography, and places of note in Cimmeria, Nordheim, and Hyperborea, with Nordheim being rent into two by great rivalry between Asgard and Vanaheim. Although other nations may look at the north as being wholly barbaric, the gazetteer begins to separate the four peoples and so emphasise their differences. So the Cimmerians live in clans belonging to four tribes and mainly live in independent villages dotted across the dreary Cimmerian Marches, their inhabitants only coming together when invaders, like the Aquilonnians, attempt to capture or colonise what the Cimmerians regard as their territory. The inhabitants of southern Nordheim recognise kings, queen, jarls, and more, whereas those of the north band together in nomadic tribes, constantly moving across the icy reaches of the north. Vanaheim also has a coast, enabling its inhabitants to build boats and fish and raid—their raiding ships with their carved figureheads being known as the ‘dragons of the sea’, whereas Asgard does not. To the East, the land of Hyperborea is known for its fortified cities and its participation in the slave trade. Again, there is a lot here to brought into a game, whether it is rolling on the Cimmerian village generator or nomad camp features table, or visiting the charm-bedecked Witch-Oak in Cimmeria said to be home to a witch, a crone to some, matronly to others, capable of lifting and bestowing curses.
If the gazetteer explores the cultures and places of the north, ‘Events’ describes the regular doings of the north. First and foremost is the ‘Thing’, a combined festival, council, and reunion, held by kings as much by lesser nobles. Here disputes and other matters are settled, to which the Game Master can add events from the accompanying table. Equally dramatic is the decision of a Nordheim tribe to migrate its camp across the snowy wastes or the members of Vanaheim village deciding to build a ship and conduct raids further along the coast. These are raids akin to those of the Vikings, rather than piracy, which will of course be covered in more detailed in Conan the Pirate, including ship-to-ship combat. There is a lot here to make all of these exciting and involving.
The often dreary and unforgiving nature of life in the north is reflected in the discussion of its peoples’ gods and legends in ‘Myth & Magic’. None more so than the Cimmerian afterlife, which is even more dismal and dreary than their actual lives! Vahalla, the Hall of the Mighty is a more inviting prospect amongst the valorous of Nordheim. As well gods and legends, it presents rules for using geases and taboos, and Runes and inscribing them onto objects for one-off or even permanent benefits and the first Nemesis NPC in Conan the Barbarian. This is Atali, the Frost Giant’s Daughter, who plagues and plays with the lives of mortals. The following chapter, ‘Encounters’, includes even more Nemesis NPCs, from the generic Chieftain and Witch to the Lindorm, a two-legged serpent, a solitary hunter through the snow, and Bragi the Unloved, a seasoned chieftain who usurped his predecessor and who rules with an iron first, his ambition driving him to declare on his neighbours. This is in addition to the other thirty or so NPCs and creatures of varying capability. Not just Snow Apes, Boars, and Mammoths, but also Banshees, Draugrs, Were-Bears, and Wyrms.
Rounding out Conan the Barbarian is ‘Hither Came Conan…’ which places our titular hero in the context of the supplement and provides a playable version of him early in his long career, rough equal to that of a beginning character. Running campaigns set in the north are explored in ‘The Barbarian Way’, discussing campaign set-ups—warbands and raiding parties in the main, whether the player characters part of or leading them, plus missionary and colonisation expeditions into the north; barbaric rites and traditions, and war and carousing, the latter including a lengthy table of carousing events. Lastly, Ali is a presented as a ‘Hero of the Age’, a female hero born to chattel slavery, a potential player character or an NPC, developed by a backer for the Kickstarter campaign for Robert E. Howard’s Conan: Adventures in an Age Undreamed Of.
Physically, Conan the Barbarian is a slim hardback, presented in full colour, illustrated with an excellent range of fully painted artwork. It is well written, although it needs to be edited in places. Otherwise, it is accessible and comes with a reasonable index.
As is, there is not really anything missing in Conan the Barbarian. There are plenty of ideas, places, NPCs, and monsters in its pages to spur a Game Master’s imagination, but perhaps for the neophyte Game Master, new to running Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, some scenario hooks or adventure seeds would have been useful. Nevertheless, it is clear from Conan the Barbarian that its author has delved deep into Hyperborean lore and presented much of it in what is a multifaceted supplement. Although based on Conan’s early life, it goes beyond that to bring the world around him not just to life, but also to make it accessible and playable. Whether that is as Conan himself, using the provided write-up, or more obviously, as player characters. For the player who wants to create a barbarian character from the north, Conan the Barbarian offers welcome options, but for the Game Master wanting to run or take her Robert E. Howard’s Conan: Adventures in an Age Undreamed Of in or to the frozen, savage north, Conan the Barbarian is an excellent sourcebook.
Have a Great Weekend
Future History is a Killer

In the classic Character Funnel, each player begins play with three or four Level Zero characters and roleplays them from the start of the scenario until the end, hoping that one or more survives to accrue enough Experience Points to achieve First Level. In Mutant Crawl Classics #7: Reliquary of the Ancient Ones, each player gets one Zero Level character, not three or four, and when that character dies—which is highly likely in Mutant Crawl Classics #7: Reliquary of the Ancient Ones—his player is out of the scenario and leaves the table whilst a new player with a new character takes his place. When a second character dies and his player leaves the table, another player can join the table and take his place, including any player who has already lost a character during play. However, each time a new player—whether completely new or returning to the game after having lost a previous character—sits down and joins the game, he does so with a completely new, Zero Level character.
Essentially, Mutant Crawl Classics #7: Reliquary of the Ancient Ones is designed for high character and high player turnover. In order to facilitate this, a Judge wanting to run this will need a lot of players. The scenario is written for between eight and ten players, but that is just the number of players sat at the table, for the Judge will need half of that again—if not the same number to get the fullest use out of the scenario—in order to have a sufficient supply of replacement players. (The Judge will also have to prepare numerous Zero Level player characters.) This supports the play of Mutant Crawl Classics #7: Reliquary of the Ancient Ones as a tournament scenario at a convention. The winners of which will be the players who either had the most characters survive, or rather, killed the least number of characters.
To support all of this death and mayhem, Mutant Crawl Classics #7: Reliquary of the Ancient Ones is the post apocalyptic equivalent of the funhouse dungeon, a madhouse carnival of death, in which the player characters will fumble their way through, all but blindly making mistakes which hopefully, the other characters—either those currently in play or those waiting to be played by the players ready to step in with the death of the next characters—will learn from. In other words, this is an adventure in which the characters and their players learn from the deaths of other characters and the temporary ejection of their players from the game.
The adventure itself begins with an earthquake which exposes an artefact, some kind of portal, of the Ancients. It leads to a strange chamber beyond from which various rooms can be accessed, one at a time, almost at random. These locations, most of them single rooms, are of all historical significance, enabling the characters to explore some of the events which led up to the Great Disaster that resulted in Terra, A.D.—Terra ‘After Disaster’—the world in which the characters live. Most of them are fairly detailed and many of them have a puzzle element to them, as well as a combat element. In keeping with the tone and design of the ‘dungeon’ or complex, most are also deadly. Many of the encounters heavily reference an array of Science Fiction films old and new, and both Judge and players will enjoy spotting them, whilst the Judge will enjoy roleplaying these references. More obvious references are made in the actual random encounters, many of which can be played as is, or expanded upon by the Judge. There is also scope here for the Judge to create his own encounters, again drawing from iconic Science Fiction movies and other settings.
Interestingly, Mutant Crawl Classics #7: Reliquary of the Ancient Ones does something which few if any other scenarios for the post apocalyptic roleplaying do and that is, enable a player character to make contact with an AI patron. This is particularly important for the Shaman character Class, which specialises in ancient lore and knowledge and serves a god—or AI patron—which will in return grant wetware programs of great power as well as the Invoke Patron AI program. This always seems glossed over in Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, so it is interesting to see it presented here, though a Shaman choosing and making first contact with his AI patron has the potential to be an adventure in itself.
Physically, Mutant Crawl Classics #7: Reliquary of the Ancient Ones is well presented. The artwork is a variety of styles, but all of it fitting. The centrespread map is clear and easy to read. If there is an issue with the scenario in terms of its presentation, it is that it is brought to an end somewhat abruptly.
Rounding out Mutant Crawl Classics #7: Reliquary of the Ancient Ones is a set of advice and notes on running it as a tournament adventure. These highlight how useful and useless the scenario actually is. Useful if the Judge wants to run a demonstration or tournament scenario at a convention involving a larger number of players than a scenario for almost any roleplaying game would normally ask for. Unfortunately that calls for certain circumstances and for the most part, because those numbers do not fit the standard pattern of six players and one Game Master, such numbers are rarely called for in convention scenarios and difficult to organise. Useless because this is not a scenario that can easily be run at home using the given format, so the Judge will need to adjust the player and character numbers accordingly.
Mutant Crawl Classics #7: Reliquary of the Ancient Ones is a mad funhouse dungeon comprised of excerpts from our future prior to the Great Disaster. It has some delightful Science Fiction film references that the Judge will enjoy bringing into play and the players will find themselves roleplaying encounters from those and other films as they explore the location. Mutant Crawl Classics #7: Reliquary of the Ancient Ones is deadly, fun, and silly, but ultimately of limited utility.
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