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[Free RPG Day 2021] Threshold of Knowledge

Reviews from R'lyeh -

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

—oOo—
Paizo Inc. has always been supportive of Free RPG Day, typically donating scenarios for Pathfinder, typically involving goblins, and more recently, for its Science Fiction counterpart, Starfinder as well. The contribution for Free RPG Day 2021 for Pathfinder Second Edition is Threshold of Knowledge, a short adventure for First Level Player Characters. It comes with five pre-generated characters and can be played in a single session, but does feel a little long for a standard four hour session in comparison to a typical Paizo five hour session. To play through Threshold of Knowledge, the Game Master requires just copies of Pathfinder Second Edition and the Pathfinder Bestiary.

Threshold of Knowledge takes place at the prestigious Magaambya, the oldest school of magic in the Inner Sea region and in the nearby city of Nantambu. The Player Characters are prospective students at the Magaambya, undertaking training with Teacher Takulu Ot who is their sponsor. His initial task is for Player Characters to become part of the community and the first step in that is to help Alandri, a local fisherwoman, with whatever tasks she asks of them. This means going out into Nantambu and down to the canal where she wants them to fish for her. On the way, another student challenges them to a race to get to her stall. Presented as a series of challenges using a variety of skills and player ingenuity, this is not actually a good start to the scenario. Whilst there is no doubt that students might engage in such a race, there is no real benefit to it in terms of the story to Threshold of Knowledge, especially since when the Player Characters arrive at Alandri’s house, the first thing says is, “You’re late.”—and that is whether they win or lose the race. It feels artificial and forced, more a case of the adventure setting out to teach the players how to roll dice and use their characters’ skills than anything else. Certainly, if the Game Master wanted to shorten Threshold of Knowledge, then this section could easily be excised and the players be left none the wiser.

Fortunately, after that, Threshold of Knowledge settles down and gets on with its plot. Alandri has the Player Characters fish for her—and the intimation is that the Player Characters will be doing this daily for the first year or so of study at the Magaambya—but not with either net or rod, but by diving into the canal! This is much more fun and intriguing than the earlier race and it foreshadows events to come later in the scenario. The plot really triggers when the Player Characters return to the Magaambya. Teacher Ot’s office is awash with water and he himself is missing! The clues lead to a store room elsewhere in the Magaambya and from there back to the canal and back again to the Magaambya. There is a puzzle for the Player Characters to solve first, a series of tunnels and a grotto to explore, and some semi-aquatic combat encounters to overcome. Of these, the puzzle is the most difficult challenge to handle and will need careful study upon the part of the Game Master to really understand and then impart with her players. There are some fun encounters here, such as with a shark gliding across the floor of a partially flooded library!

To accompany the adventure, Threshold of Knowledge includes five pre-generated Player Characters. These consist of an Ekujae Elf Monk, a Human Fighter, a Grippli Rogue, a Human Cleric, and a Half-Orc Sorcerer. Each is neatly arranged on their own individual pages and complete with background and clear, easy to read stats. Of course, the players do not have to use these, but could instead substitute their own characters, especially if the Game Master is planning to run a campaign set at the Magaambya. Otherwise though, these are a decently diverse range of characters. In addition, there is a selection of magical items and spells, such Gritty Wheeze, an exhalation of abrasive sand and grit, which appear in the scenario.

Physically, Threshold of Knowledge is as well presented as you would expect for a release from Paizo Inc. Everything is in full colour, the illustrations are excellent, and the maps attractive.

Threshold of Knowledge is perhaps a little long and perhaps does not handle its single puzzle as well as it could have done, but it is a very likeable adventure. It provides a diverse range of Player Characters and has a pleasing different feel to its fantasy than that atypical of most roleplaying fantasy. As written, Threshold of Knowledge is a good introduction for Pathfinder Second Edition or a good starting adventure for a campaign based at the Magaambya.

[Free RPG Day 2021] Star Trek: Adventures Quick-Start

Reviews from R'lyeh -

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

—oOo—
For Free RPG Day 2021, Modiphius Entertainment released not one, but three titles, two for existing roleplaying games, one for a forthcoming title. The first for the existing roleplaying game the Star Trek: Adventures Quick-Start, an introduction to Star Trek Adventures, the tenth roleplaying game to be licensed or at least derived from that Science Fiction intellectual property. As with other quick-starts, it provides an explanation of the rules, a complete adventure, and six ready-to-play Player Characters. All of which comes in a full colour—or is that full black?—thematically perfect LCARS pastel shades and layout on deep black, with the pre-generated Player Characters presented on a white background for easy printing. All the Game Master has to do is find some tokens, some twenty-sided dice, and some six-sided dice, and she has everything she needs to run the adventure in the Star Trek Adventures Quick-Start.

A Player Character in Star Trek Adventures is defined by Attributes, Disciplines, Focuses, Values, Traits, Talents, and Values. The six Attributes—Control, Daring, Fitness, Insight, Presence, and Reason—represent ways of or approaches to doing things as well as intrinsic capabilities. They are rated between seven and twelve. The six Disciplines—Command, Conn, Engineering, Security, Science, and Medicine—are skills, knowledges, and areas of training representing the wide roles aboard a starship. They are rated between one and five. Focuses represent narrow areas of study or skill specialities, for example, Astrophysics, Xenobiology, or Warp Field Dynamics. Traits and Talents represent anything from what a character believes, is motivated by, intrinsic abilities, ways of doing things, and so on. They come from a character’s species, upbringing, training, and life experience, for example, Trill (representing their ability withstand parasites and serve as a host to Symbionts), a character having undertaken the Kolinahr, his approach to Science (Cautious), and so on. A character’s attitudes, beliefs, and convictions are represented by their Values, such as Kirk’s ‘Doesn’t believe in a No-Win Situation’, which can be triggered to provide various benefits by spending a character’s Determination points.

Star Trek Adventures employs the 2d20 System first used in the publisher’s Mutant Chronicles: Techno Fantasy Roleplaying Game and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, and since developed into the publisher’s house system. To undertake an action, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Discipline. Each roll under this total counts as a success, an average task requiring two successes. Rolls of one count as two successes and if a character has an appropriate Focus, rolls under the value of the Discipline also count as two successes.

In the main, because a typical difficulty will only be a Target Number of one, players will find themselves rolling excess Successes which becomes Momentum. This is a resource shared between all of the players which can be spent to create an Opportunity and so add more dice to a roll—typically needed because more than two successes are required to succeed, to create an advantage in a situation or remove a complication, create a problem for the opposition, and to obtain information. It is a finite ever-decreasing resource, so the players need to roll well and keep generating it, especially if they want to save for the big scene or climatic battle in an adventure.
Now where the players generate Momentum to spend on their characters, the Game Master has Threat which can be spent on similar things for the NPCs as well as to trigger their special abilities. She begins each session with a pool of Threat, but can gain more through various circumstances. These include a player purchasing extra dice to roll on a test, a player rolling a natural twenty and so adding two Threat (instead of the usual Complication), the situation itself being threatening, or NPCs rolling well and generating Momentum and so adding that to Threat pool. In return, the Gamemaster can spend it on minor inconveniences, complications, and serious complications to inflict upon the player characters, as well as triggering NPC special abilities, having NPCs seize the initiative, and bringing the environment dramatically into play.

Combat uses the same mechanics, but offers more options in terms of what Momentum can be spent on. This includes doing extra damage, disarming an opponent, keeping the initiative—initiative works by alternating between the player characters and the NPCs and keeping it allows two player characters to act before an NPC does, avoid an injury, and so on. Damage in combat is rolled on the Challenge dice, the number of star symbols and Starfleet insignia symbols rolled determining how much damage is inflicted. A similar roll is made to resist the damage, and any leftover is deducted from a character’s Stress. If a character’s Stress is reduced to zero or five or more damage is inflicted, then a character is injured. Any Starfleet insignia symbols rolled indicate an effect as well as the damage. In keeping with the tone of the various series, weapon damage can be deadly, melee or hand-to-hand, less so. Rules cover stun settings and of course, diving for cover, whilst a lovely reinforcement of the genre is that killing attacks generate Threat to add to the Game Master’s pool.

The rules themselves in the Star Trek Adventures Quick-Start take up half of its pages, covering basics as well conflict resolution and suggestions as to Momentum expenditures. They do not cover starships or starship combat. Nor do they need to, since neither feature in the accompanying adventure. ‘Signals’ is an away mission set in the default setting for Star Trek Adventures, the Shackleton Expanse, and during the Star Trek: The Next Generation and Star Trek: Deep Space Nine time periods. (However, an experienced Game Master who has access to the core rules for Star Trek Adventures could easily adjust it to take place during the other two time periods for the roleplaying game, Star Trek: Enterprise and Star Trek: The Original Series, or even set it elsewhere.)

‘Signals’ is a mystery involving plenty of action. The Player Characters are an away team assigned to locate a missing runabout, the Susquehanna, which was investigating an alien signal deep in the Shackleton Expanse and has not been heard from. Her last known location was the planet of Seku VI and it is here that the adventure begins with the Player Characters beaming down to the surface. From there it quickly throws the away team into the action—the Romulans have got there first! Once the team has dealt with them, it can follow the signal and discover a colonist settlement and the source of the alien signal. The source is detailed, but not the how and the why, so the Game Master is free to develop what the purpose of the alien sign and also improvise the conclusion to the mission. If there is an issue, there really is only the one scene where players get to roll their character’s Science skills, and there is a strong emphasis in the scenario on combat (to the point where ‘Signals’ seems almost better suited to Star Trek: The Original Series than Star Trek: The Next Generation). Overall though, it is a decent scenario and does a good job of showcasing the rules to Star Trek Adventures.

To go with the adventure, the Star Trek Adventures Quick-Start provides a sextet of pre-generated Player Characters. All six are Star Fleet officers, and include a Bajoran First Officer, a Human Conn Officer, an Andorian Chief of Security, a Trill (with Symbiote) Chief Engineer, a Denobulan Science Officer, and a Vulcan Medical Officer. They are all well presented and easy to read, although three members of the away team have Talents which require them to be aboard ship to use, whilst the Conn Officer has three Talents related to piloting and ‘Signals’ does not involve either starships or shuttles. What this means is that the Conn Officer should not really be used as it will be difficult to bring her into play.

Physically, the Star Trek Adventures Quick-Start is well presented and easy to use. The artwork is excellent, and includes a number of illustrations which depict scenes from the scenario. That said, it is not as sturdy as it could be as it does not have a card cover. Nevertheless, the Star Trek Adventures Quick-Start is a solid introduction to Star Trek Adventures, providing an excellent explanation of the core rules and showcasing them in a reasonably good adventure.

October Horror Movie Challenge: The Demoniacs (1974) and Red Scream Vampyres (2009)

The Other Side -

The Demoniacs (1974)Every year I try to work in at least one Jean Rollin film. They are usually not great but usually fairly fun. Tonight's choice is one that has also been on my list for a bit and thanks to fine folks at Redemption, I now have my own copy.

The Demoniacs (1974)

We begin the movie with an introduction to a group of "Wreckers" I guess these were people that would shine lights out into the sea at night to "wreck" ships on the rocks and steal their cargo.  The Captain, Le Bosco, Paul, and the "beautiful but perverted" Tina.

After a recent wrecking, two young women survive and come to shore where they are brutalized by the Wreckers.  

The crew heads to the village brothel to drink, and the Captain gets all weird and paranoid.  They decide to go back to the wreck and kill the women.  They set fire to ship but never find the bodies.

The girls, believed to be dead, make a deal with the Devil, who is locked in an old castle for some reason, to have the power they need to get revenge.   Of course to give them the power he has to have sex with them.

Though I am not exactly what power he gives them.  They find the Wreckers, but it seems they are brutalized some more and all six die in the end.

Well.  I suppose it could have been worse. It could have been Jeunes filles impudiques, aka Schoolgirl Hitchhikers, which was just dreadful.

Red Scream Vampyres (2009)

Caught this one streaming after I was done with the Demoniacs BluRay.  Needed something a little newer. Well. I am really disappointed and should have gone to bed instead. 

Earlier I was complaining about the "Daughters of the Craft" movies. Well, I'd take the worst Craft remake here over this bottom basement "Vampyres" remake. I have seen terrible remakes of Vampyers before, this one is unwatchable.

Red Scream Vampyres (2009)



2021 October Horror Movie Challenge

October 2021
Viewed: 38
First Time Views: 25

This Old Dragon: Issue #43

The Other Side -

Dragon Magazine #43It's October and that means horror here at the Other Side. It also used to mean horror in the pages of Dragon Magazine.  While the horror-themed issues would not start in earnest until the mid- and late-80s, this little gem of an issue was released in November of 1980.  

Let's put this all into context.  Holmes Basic was the D&D people were going to now to get started. AD&D was about to hit its highest levels of popularity.  The famous Moldvay Basic set was still a year away from publication.  Personally, I had just learned of the Monster Manual a year before and had gotten my hands on a shared copy of Holmes Basic that had been making the rounds.  I can vividly recall riding my bike to the burned-down Burger King in my neighborhood thinking it would make a great dungeon.  Ok. I was 11.  I wonder how things might have been different if I had gotten ahold of this issue before Dragon #114 (for reasons that will be obvious)?

But let's start at the beginning and that is November 1980. Queen's "Another One Bites the Dust" is the #1 song on the radio.  The Awakening is the number one movie and on the stands is issue #43 of This Old Dragon.

One of the real joys of reading any old magazine, and reading Dragon in particular, is seeing all the old ads.  

Ral ParthaRal Partha, a huge favorite, is up with some of their boxed board games. Here we see one that would vex me for years, Witch's Cauldron.  I mention it more below, but here is the start of what would become my "Traveller Envy."

A couple of things I noticed right away.  One, I tried reading "The Dragon Rumbles" a couple of times and I still am not sure what it was trying to tell me.  Maybe it's because I am tired.  The second one of the featured artists in this issue is Ed Greenwood.  He really was doing it all.

The grinning hag cover art was done by Ray Cioni, a Chicago artist and we are told there are more color pages in this issue of Dragon than any other.  This includes the witch art from Alan Burton and pages of Wormy and Jasmie from Tramp and Darlene respectively.

Out on a Limb covers the questions of the time. Where can I get a copy of Issue 39? Do Angels have psionics? It is continued later in the magazine. Breaking up longer articles was more common then.

Our main feature is Brewing Up A New NPC: The Witch.  This is an update to the witch found in issue #20. Though the presentation is better here.  There is a lot here to unpack.  This article is written by Bill Muhlhausen, revised and edited by Kim Mohan and Tom Moldvay.  The witch here is very similar to the one found in Dragon #114.  Again, we get Low Order Witches limited to 16th level and High Order Witches limited to 22nd level.  I wondered if this was related to the 22 level cap found in the Greyhawk supplement.  The class reads through much like that of #114 and I am hard-pressed to find the exact differences. The article covers several pages.  I have had a fairly poor photocopy for years in my research binder. It was a thrill to finally read it again, this time with color, on the Dragon Magazine CD-ROM.  Now I have a print copy.

The Witch
 The true gem for me is The Real Witch: A Mixture of Fact and Fantasy by Tom Moldvay.  This article covers what a witch could be in D&D.  It is only half a page but is punching way above its weight class and I reconsult it often.  With Holmes' "promise" of a witch class and Tom Moldavy Basic about to rock my world in just one year's time, I have often (and I mean all the time) wondered what a Basic witch might be like as penned by Holmes or Moldvay.   I have mine, but they are my witches, not theirs. Especially a couple of scholars like them.

Jake Jaquet is next with the Convetions 1980 report.  It was a pretty good year for cons.   Speaking of which Dave Cook reports from Gen Con XIII with Survival tips for the Slave Pits.  And a report on the winning Dungeon Master of the tournament play, in  He's the top Dungeon Mentzer with none other than a very young-looking Frank Mentzer.

Sage Advice covers some AD&D questions that really are new.  A brief article on D&D in Germany from a West German player.  West German, I have not had to write that in a while. 

There is a six-page questionnaire/survey to determine how good of a DM you have.  It is more of a self-guide to help the players figure out what their DM is or can do for them.  It is a tool for discussion, not actually dissimilar to the RPG Consent list.  The difference lies in who should have the supposed power in this structure.  

Len Lakofka is up with his Leomund's Tiny Hut discussing Action in the Meele Round. It is always nice to go back to these and read not just what the official interpretation of the rules are/were but what were the areas where they were ambiguous.  41 years and 4 other editions later we lose track of these things.

We get some more color with the Dragon's Bestiary.  Not only color but Erol Otus art at that.  One of the "monsters" is an Amazon.  This is not the first time we get a witch and amazon connection. There is art in the OD&D books of a "Beautiful Witch" and an Amazon together.   It is one of the reasons I like to include Amazons in my witch books.  Both for the Cult of Diana and the duality of magical and martial qualities.   

Dragon's Bestiary

I didn't find the other two monsters, the Tolwar and the Lythlyx to be as interesting. Though I did find the Ed Greenwood art credit. He created the text and art for the Lythlyx.

Philip Meyers discusses illusions in Now you see it . . .but is it really there?.  I wonder that if Dragon #43 had been my first Dragon about witches and not #114, would my witches today have more illusion spells?

Ad for the 1981 Days of the Dragon calendar. If you can find one it will work for 2026 as well. 

For our big center-piece is a Traveller adventure called Canard from Roberto Camino. I have read through it a couple of times and it looks fun. I might need to use this Summer of 2022 when I plan my big outing for Traveller.   

Speaking of Traveller.  The reviews section is next and Roberto Camino is back reviewing the latest Traveller product Azhanti High Lightning in Azhanti: Almost too Creative.   This is likely the start of my Traveller Envy.  This was popular among the "older kids" that played Traveller a lot and it just looked so cool to me. It's a game all by itself AND it is a supplement to the main Traveller RPG.    

Douglas P. Bachmann reviews SPI's DragonQuest.  While he is not a fan of the ad copy hyperbole, he does make me want to try out this game even more.  Though we are warned that with the supplements then planned that DragonQuest could end up costing you $94 to #98 to play. A very expensive game!

A reminder of our forebears is next from Bryan Beecher in the next in his series of Squad Leader articles, #5: The Fall of Sevastopol. This one deals with a battle between the Russians and Germans in the late Spring of 1942. The DM I would meet the very next year was WAY into Squad Leader and tried to get me to play a few times.  He drifted away from RPGs eventually and even deeper into Wargames and Reenacting.  Not my bag, but I could see how he enjoyed them.  This was the DM that ran me through the Slave Lords series years ago. 

An opinion piece is up from Larry DiTillio.  The same that worked on He-Man and She-Ra as well as the Masks of Nyarlathotep.  The article, Apples, Oranges, Role-playing, and Morality, replies an article (in Dragon #39) by Douglas P. Bachmann on morality in fantasy. This article works on the premise that Mr. Bachmann did not truly understand the game worlds and the responsibility of DMing.  It's hard to evaluate this response without reading the first, but there are some interesting takeaways. There is room in AD&D (and other RPGs) for both DiTillio's world and Bachmann's.  As AD&D  game progresses with a good DM there will be other solutions to deal with problems other than with "the sword" (Witchlight is a good modern example).

Hate Orcs? You'll Love this Campaign by Roger Moore details his ideas for an all dwarven game in AD&D.  Now this might strike newer players as odd' not because of the all dwarf nature, but because back then in AD&D dwarves had class limits making it a different sort of challenge.  For example there were no Dwarven wizards.  While I like the newer versions of the game and can choose any class, I personally still find Dwarven wizards a little odd.  BUT that is not the point of Moore's article. His point is how to make it work in spite of the rule of rule limitations. 

Out on a Limb continues. We get a letter from an "E. Gary Gygax" from Lake Geneva, WI. He addresses an article from Dragon #40 about buffing up undead. This Gary guy seems to know a thing or two.

The Electric Eye covers Four From Space on Tape by Mark Herro. What we have are four different space-themed computer games on one cassette tape. I am not going to be all "well..back in my day computer programs were on cassette tape and you had the CLOAD them before you could play..."  No instead I want to reflect on two things.  First. Wow, have we come a long way!  These game were designed for the TRS-80 Level II Basic on a 16k computer.  16k! As of right now this post is 8.5k and takes up 12K of disc space.  One of my new hardware projects here at home is rebuilding a TRS-80 Color Computer 2 (with a HUGE 64k).  Let's pause a moment and be impressed by how far technology has come since the 80s.   The second point is, wow, companies really were fairly open about their copyright infringement back then.  This cassette has four games, Ultra Trek (Star Trek), Romulan (also Star Trek), Star Wars (what it says), and Star Lanes which was an outer space stock market.

Dragonmirth is next with the comics. In our color section, we get Finieous Fingers, a Wormy, and Jasmine.  The art in Jasmine is so different from anything else here. This is of course thanks to artist, cartographer, and under-sung hero of the World of Greyhawk, Darlene. I think Jasmine was too "adult" for the target audiences of Dragon at the time. Not "Adult" as in nudity (we have a bare ass on page 70, six pages before this) but in content. The art is fantastic, but the story doesn't pull you in, at least not unless you were there in the start.  Sadly Jasmine was cut for space, but I would like to do a retrospective on it someday.

Jasmine by Darlene

Really one of the great issues for me and it captures a time, for me at least, where there truly was no end of the possibilities in sight. 

Minus Issue #5 (but represented my Best Of Vol 1) I have all the published Dragon Magazine Witches.

Dragon Witches


October Horror Movie Challenge: 5ive Girls (2006)

The Other Side -

5ive Girls (2006)I am not going into this one with very high hopes.  It deals with demons, witches, and Ron Perlman.  

5ive Girls (2006)

The movie begins with Ron Perlman as Father Drake.  He is the teacher of a Catholic girl's school, St. Marks.  One of his students, Elizabeth, is drawing a scene from the Bible where Jesus casts out the Legions of demons (is Legion the number or the name? Sunday school was a long ass time ago).  Anyway, while Drake is talking to some students, Elizabeth starts to hear voices.  Soon the door slams shut and she begins hearing the voices of demons.  Drake finally gets into the room, but Elizabeth is gone, leaving only blood.

Five years later, the school reopens with just only five students and recovering drunk Father Drake.  The newest girl, Alex, is a witch with TK and can hear voices coming from nowhere. She also sees Elizabeth walking around the halls.  The other girls also experience strange happenings.  Leah passes through a filing cabinet.  Cecilia is blind but has second sight. Connie is a Wiccan.  Not sure what Mara does other than being a pain in the ass.  No, actually her power is healing by touch. 

Former student and current head Mistress, Miss Anna Pearce played by Amy Lalonde, also can see Elizabeth.  She tells her she is trying to help her.

We get typical Catholic School Girl shenanigans. Spanking with a ruler, girls sneaking off to smoke, breaking into the third floor.  While there they find a pentagram in a magic circle. At the same time, Miss Pearce is casting a diabolic spell to try and free Elizabeth with the other five girls as the sacrifices. 

Elizabeth, or a demon, is summoned and lands in Connie, but Mara is able to heal her.   Alex discovers a book belonging to Elizabeth. 

The next day a possessed Connie tries to kill Leah and then vomits a bunch of demons into her.  The girls realize right away that Leah is possessed. Leah confronts Father Drake and he tries to exorcise her, but she stabs him with the crucifixes instead.  We learn that Miss Pierce is Elizabeth's sister. 

Legion jumps from girl to girl, killing them along the way. 

The ending is kind of neat with the demon made of blood. But otherwise fairly derivative and predictable. 

About the cover. In this movie when you get possessed your eyes don't go all black, but all white.

--

Ok, I think I need to create a category of movie, Daughters of the Craft.  These are movies made after 1996 with teen witches, usually four, sometimes five. One should be good and one should be evil, or at least misunderstood. The filmmakers obviously loved the Craft and thought that was the movie they wanted to make.  I'll go back and see which ones fit it. 


2021 October Horror Movie Challenge

October 2021
Viewed: 36
First Time Views: 23


Kladderadatsch Magazine Illustrations (1902 - 1940)

Monster Brains -

Kladderadatsch,  Illustration by Arthur Johnson, June 1932Cover art by Arthur Johnson, June 1932 

Kladderadatsch, Interior art by Werner Sahmann,  1922Interior art by Werner Sahmann, 1922 

Kladderadatsch, Illustration by Oskar Garvens, August 1937Interior art by Oskar Garvens, August 1937

Kladderadatsch, 2nd Illustration by Werner Sahmann, 1921Interior art by Werner Sahmann, 1921 

Kladderadatsch,  Illustration by Arthur Johnson, September 1931Cover art by Arthur Johnson, September 1931 

Kladderadatsch,  Illustration by Arthur Johnson, Interior artInterior art by Arthur Johnson 

Kladderadatsch,  Illustration by Arthur Johnson, 1914Interior art by Arthur Johnson, 1914 

Kladderadatsch, 2nd Illustration by Werner Hahmann,  1938Interior art by Werner Hahmann, 1938 

Kladderadatsch, Interior art by A.L?, 1907Interior art by A.L?, 1907 

Kladderadatsch, Illustration by Arthur Johnson, February 1940Cover art by Arthur Johnson, February 1940 

Kladderadatsch, Interior art 4, 1921Interior art, 1921 

Kladderadatsch, Illustration by Werner Hahmann, 1940Interior art by Werner Hahmann, 1940

Kladderadatsch, Illustration by Werner Hahmann, 1931Interior art by Werner Hahmann, 1931 

Kladderadatsch, January 1913Cover art, January 1913 

Kladderadatsch, Illustration by Werner Sahmann, 1921Interior art by Werner Sahmann, 1921 

Kladderadatsch, Illustration by Werner Hahmann, 1921Interior art by Werner Hahmann, 1921 

Kladderadatsch, Illustration by Oskar Garvens, January 1931Cover art by Oskar Garvens, January 1931 

Kladderadatsch, Illustration by Werner Sahmann, 1922Interior art by Werner Sahmann, 1922 

Kladderadatsch, Illustration by Werner Hahmann, August, 1914Interior art by Werner Hahmann, August, 1914 

Kladderadatsch, Illustration by Werner Hahmann, 1938Interior art by Werner Hahmann, 1938 

Kladderadatsch, Illustration by Werner Hahmann, 1936Interior art by Werner Hahmann, 1936 

Kladderadatsch, Interior art by Moller, 1903Interior art by Moller, 1903 

Kladderadatsch, Illustration by Arthur Johnson, 1923Cover art by Arthur Johnson, 1923 

Kladderadatsch, Illustraion by Werner Hahmann, 1931Interior art by Werner Hahmann, 1931 

Kladderadatsch, IIllustratin by Gustav Brandt, 1902Interior art by Gustav Brandt, 1902 

Kladderadatsch, Illustration by Werner Hahmann, 1934Interior art by Werner Hahmann, 1934 

Kladderadatsch, December 1916Interior art, December 1916 

Kladderadatsch, Interior art, 1922Interior art, 1922 

Kladderadatsch,  Illustration by Arthur Johnson, 1919Cover art by Arthur Johnson, 1919

Kladderadatsch, April 1916Interior art, April 1916 

Kladderadatsch,  Illustration by Arthur Johnson, 1932Cover art by Arthur Johnson, 1932

Kladderadatschm, Illustration by Arthur Johnson, based on Arnold Bocklin, November, 1913Cover by Arthur Johnson, based on Arnold Bocklin, November, 1913

 

Kladderadatsch (onomatopoeic for "Crash") was a satirical German-language magazine first published in Berlin on 7 May 1848. It appeared weekly or as the Kladderadatsch put it: "daily, except for weekdays." It was founded by Albert Hofmann and David Kalisch, the latter the son of a Jewish merchant and the author of several works of comedy. Publication ceased in 1944." - quote source

- Images source

The NPCs of "The Wild Beyond The Witchlight"

The Other Side -

Skylla, my exWhile "The Wild Beyond The Witchlight" has a lot going for it the reason, well one of the reasons, I really wanted it was because we were getting some official D&D 5th Edition stats to some classic NPCs, in particular, Skylla and Kelek two "iconic" characters that I am using in my War of the Witch Queens campaign. So I want to look at these old friends and maybe a couple of new ones too.  I'll leave poor old Thaco alone with his pipe and bitterness today.  Plus it is October and Horror month, so I really just want to talk about my favorites, the bad guys.

Who Are These Characters?

Long before the use of the term Iconic Characters to refer to reoccurring D&D characters in publication, there were names like Warduke, Strongheart, Ringlerun, and Kelek.  They appeared in the AD&D toy line from LJN and in other media including coloring books, stickers, adventures, and sometimes even the Dungeons & Dragons cartoon.   It is also one of the reasons why I have to laugh when people today will see a stuffed Owlbear and complain that "WotC is selling out and ruining D&D."  They must have forgotten the Official Advanced Dungeons & Dragons™ Yoyo or Sunglasses.

Of all of these characters, there were a few standouts who got extra attention.  Ringlerun, the Good Wizard would be the cover boy for the Jeff Easley recover of the AD&D Player's Handook, although many at the time did not see the connection.  Kelek and Warduke would go on to get a guest spot on the D&D cartoon.  Warduke in particular would go on to be a minor celebrity in D&D iconic circles, getting 1st Ed (well...Basic really), 3rd Ed, and now 5th Ed Ed stats.

LJN D&D Toys

We would get all their official D&D Basic and Expert set stats, not AD&D, in the product AC1 The Shady Dragon Inn.  This was sort of a Rogues Gallery for BECMI D&D. You can read my review of it here

What I would like to do here today is compare these characters from the Wild Beyond the Witchlight to their Shady Dragon Inn and Quest for the Heartstone counterparts. 

Bad guys

The League of Malevolence

Heroes are great, but give me a "good" villain any day of the week.  Here are five iconic D&D villains. I will compare them to their D&D Basic versions to see what has changed and what has stayed the same.

Kelek

First up is the leader of the League of Malevolence, our Legion of Doom for D&D.  All these characters are Chaotic Evil which tracks well to their original alignments of Chaotic.  

In Basic D&D Kelek was an "Evil Sorcerer" of course at this time a "Sorcerer" was the level title for a 7th level Magic-user.  In 5e his class has become a Sorcerer.  This actually make a lot of sense and I approve of this change.  His stats are pretty much the same from edition to edition with the exception of his Charisma which goes from 7 to 17.  Charisma is the "prime" stat for sorcerers. Here he is described as a sociopath. That tracks with how I have seen him in the past

Part of this adventure is searching for a lost Unicorn horn. Well that was more or less the plot of the only D&D Cartoon to feature Kelek.  If nothing else I am saying he is still after unicorn horns. 

Skylla

Ah. My beloved Skylla.  I was the most excited and the most worried to see what the Wizard's dev team was going to do to you.  I have to say I am not disappointed. In Quest of the Heartstone, she is listed as a 6th level Warlock. Again, this time "Warlock" meaning 6th level magic-user. I do note that the TSR team avoided calling her a "Witch" at the time. Likely due to the Satanic Panic (but Warlock is fine?).  Like her former boss Kelek, the level title is translated to Class here and she is a 6th level Warlock. It fits well if you ask me

Skylla's stats are mostly the same with some tweaks to improve what she needs to be a Warlock.  Though the best changes are in her background.  For starters, her patron is not a demon (like I did) but rather with Baba Yaga (like...I did).  Additionally they tackle the Skylla/Charmay art issue head-on as sometimes Skylla goes by the name Charmay.  It's different than what I do with her, but it works out fine in my mind.

For the record, they got Skylla as close to a "witch: as D&D 5e's rules will currently allow.  I think they did a great job with her.  Kelek too.

Warduke

I do have to ask. Why does everyone like this guy so much? I never quite got it, but hey someone out there is looking at my nearly 30 posts about Skylla and scratching their head. 

That all being said, Warduke here is fairly impressive. I think the fans will be happy.  His stats are all the same in both versions.  His Dread Helm in Basic gave him Infravision to 60'.  The D&D 5e version only makes his eyes glow red.  Well, as I have said many times, I have a pencil.

Zarak

The half-orc Assassin was just an odd dude in Basic D&D that didn't have half-orcs as monsters, let alone as a character race, nor did it have assassins.  Yet there he is on page 18 of my Quest for the Heartstone. In D&D 5 he also has some strangeness. He is a full orc here BUT he is a short one to fit the AD&D/D&D Basic orcs.  Though he is still a Chaotic Evil Assassin.  His Dexterity gets a buff in 5e, but he loses his "boomerang" dagger!

Zargash

The evil cleric is back.  He is 7th level, so that makes him an evil Bishop. Zargash is still Chaotic Evil and he worships Orcus. Stats are tweaked a bit, but otherwise he is largely the same.

Missing Evil Characters™ include, Grimsword (Evil Knight aka Anti-Paladin), Zorgan (Evil Barbarian) and Drex (Evil Warrior) all from Quest for the Heartstone. Fox Fingers (Thief) and Raven (Evil Cleric) from Shaddy Dragon Inn.  In might be fun to make Raven. She is evil (but maybe not totally), and in love with Warduke. She was once friend with Mericon. Who is up in the next batch.

Valor's Call

Our group of good hereos had the real chance of being boring on one hand and overly sanctimonious on the other.  Thankfully were spared the worse.  They are not as interesting as our bad guys, but they are still fun and there are still some tweaks that make them worth reading and using.

Elkhorn

Our Lawful Good dwarf might have been one of the more popular figures right behind Warduke.  His stats are the same in both versions.  I do like how they took an essentially blank canvas and made a dwarf that is not a Flint Fireforge clone or a Dime store Thorin and gave him some goals.  He is a staunch enemy of evil.  If Strongheart is the founder of Valor's call, then Elkhorn is its heart.

Mercion

Ok. She is no Aleena, but Mercion is the cleric of the group. Her stats are tweaked a bit to give her better Strength and a higher level, but the Mercion in 5e is much more interesting.  In what I feel is a real homage to her Basic D&D roots, she does not worship a god but rather an ideal. She believes that truth gives life to artistry and beauty.  It's kind of a cool concept. If I were to use her as an NPC I would make sure she never lies about anything, ever. In fact, the brutal truth is better for her than a sweet lie. 

Molliver

Molliver the good thief was not in the Shady Dragon Inn product but can be found in the Quest for the Heartstone. In Quest no gender is given for Molliver, so in the 5e book their pronouns are "they."  I like it. I like it because a.) it works for the character and b.) it will certainly piss off the ones that need pissing off.

Molliver is also the only Chaotic Good member of the party. A "Lawful" thief does not make much sense really. Stats are largely the same with a buff for Dex. They even have their boots of levitation, handy for a thief.  

Ringlerun

Our Lawful Good Wizard from Basic remains a Lawful Good Wizard in 5e.  Never as interesting as Kelek, Elminster, or Mordenkainen he was on the cover of the Player's Handbook and a popular figure. 

RinglerunHis arm must be tired

He is still largely a generic wizard. He has kind of a James Randi in his later years look about him.  In my games he is dead; died of old age, but that doesn't really make sense for a wizard I guess.  I have some ideas forming that I might explore later.  Or not. After all he was never very interesting.

Strongheart

If I have one purely AD&D gripe it is that I rarely see anyone playing a paladin a good way.  "Sanctimonious Asshole" is not a Paladin. Neither is "Grim, tortured because there is so much evil in the world" isn't either.   I was worried that Strongheart was going to fall into one of those two camps. Or even worse, weak Sturm Brightblade clone.

Thankfully, that is not what we got. Instead, 5e Strongheart is the kind of paladin who is all about "we should get together to defeat evil because there is so much good in the world to enjoy!" He makes a good leader.  Again his stats are slightly tweaked to give him a better Strength (13 to 15) which, by the way, his D&D Basic stats were not good enough to make him an AD&D Paladin!

He was the character I was prepared to dislike the most (I have played paladins in EVERY version of D&D) and his actually was pretty cool.

It is mentioned that there are more characters in Valor's Call, off doing Good elsewhere.  They do have a solid feel of "The Superfriends" here. Not s big surprise I guess. Potential other members from Quest of the Heartstone include Peralay (Elf Fighter/Mage), Figgen (Halfling Fighter or Fighter/Theif), Deeth (Fighter), Hawkler (a totally NOT the Beastmaster Ranger), Bowmarc (Good "Crusader") and Valkeer, a half-giant warrior.  Of these Valkeer might the most fun to update to 5e.  Of these Peralay also appears in The Shady Dragon Inn.  

Strongheart and Warduke

Other NPCs

There are plenty of other really interesting NPCs in this book.  Many I plan to lift and convert back to D&D Basic for use in my War of the Witch Queens campaign.

Burly the Hobgoblin

Before D&D, a hobgoblin was more a trickster as exemplified by Puck or Robin Goodfellow. In Witchlight we have Burly a Neutral Good Hobgoblin.  Ok, I'll go with that. My favorite bit is he is a hobgoblin who wears a pumpkin on his head.  Now, where have I seen that before?

Pumpkin head

Bugbear. Hobgoblin.  The differences are largely academic.

Likewise, Chucklehead is a goblin with a  head shaped like a taffy apple.

Iggwilv the Witch Queen

Yes! Getting Skylla was one thing, getting a new Iggwilv?  That's just crazy good.

This is Iggwilv after she has left the Abyss and has been hiding out in the Feywild for centuries. Here she is also known as Tasha, Natasha, and Zybilna.  There is an interaction here with Kelek that plays so well into my plans it is hard not to use it all.  There is an interesting Maiden-Mother-Crone aspect of Iggwilv here in the form of Tasha-Zybilna-Iggwilv.

Iggwilv

Now I am perfectly happy with the formerly Chaotic Evil Iggwilv becoming more Chaotic Neutral as time goes on.  What I am not 100% sure about is her desire to abandon all her research on the Abyss and Demons in favor of learning about the Feywild instead.  But...I can live with it.

The Hour Glass Coven

I like them. Very interesting bunch of witches and hags.

The Minis

This is such an interesting group of NPCs it makes sense that there is also an equally interesting group of minis to go with them.  Sadly the supply chain breakdown has pushed many of these minis till 2022.  But I am really looking forward to them.

KelekKelek
SkyllaSkylla
ZyblinaZyblina


Looking forward to them.

Petrarchy

Reviews from R'lyeh -

For fans of Tales from the Loop – Roleplaying in the '80s That Never Was and Things from the Flood, the roleplaying games based on the paintings of Simon Stålenhag, as well as other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, but ultimately provide something which the Game Master can bring to the table and engage her players with. Such is the case with Puppy Love.

Puppy Love is written by one half of the hosts of the podcast, What Would Smart Party Do?—the other half designed King of Dungeons and presents an engaging and entertaining mystery with lots of Mats and puppies, plus a dilemma or two. It could easily be played in a single session, perhaps two at most, and would make a good option for a convention scenario just as it would for the Game Master’s own campaign.

The scenario begins at the start of the new school year, with the Player Characters all eager to return and catch up with friends at least, if not necessarily return to their lessons. However, on their way to school they spot two things. First, posters for a missing puppy belonging to a boy at school, Mats, and then further along and second, the missing puppy, Petra. Problem solved then. All the Player Characters have to do is take Petra back to Mats when they see him at school. Except, when they get there, Mats is nowhere to be found, and oddly, another pupil, the popular, but catty Doris, also has a puppy—a puppy which almost looks like Petra! What is going on? Is there more than one Petra or just more than one puppy? Where did Doris’ puppy come from? Where is Mats and is his puppy still missing?

The scenario takes an even odder turn—no surprise there, given that it is for Tales from the Loop—when the Player Characters attempt to find Mats. For when they get to his house, they find not Mats, but Mats and Mats. Two of them! Really what is going on?

Of course it has to do with the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi, and since shut down. The question is how and then how do the Player Characters get in? Actually the latter is relatively easy, but the former will take a little more investigation. The actual difficulty comes in interacting and dealing with Mats—multiples of them, because all of them are slightly different and slightly wrong. The Game Master is accorded a pair of tables to randomly determine the appearance and personality of each Mats, though the scenario does come with a warning because the personality traits are potentially a little extreme for what is still a little boy.

Physically, Puppy Love is decently presented with the usual plot diagram for Tales from the Loop scenarios, nicely done artwork for each the scenario’s NPCs, and clear maps of the location for the scenario’s denouement. It is also well written and easy to read.

Although Puppy Love is set in Sweden on Mälaröarna, the islands of Lake Mälaren, which lies to the west of Stockholm, which is the site of the Facility for Research in High Energy Physics—or ‘The Loop’, it actually has an English sensibility to it. There is a mystery, and this being a scenario for Tales from the Loop, a countdown which escalates the situation, there is no real threat, and so it has the feel of Children’s Film Foundation television series or film. Certainly as weird as having multiple Mats and Petras is, having multiple Petras gives it a certain cosiness or cuteness.
Puppy Love presents a thoroughly charming, even cute mystery for Tales from the Loop. It is easy to add to a campaign and just as easy to use as a demonstration or convention scenario.

A Spellbinding Corollary

Reviews from R'lyeh -

Magic plays a vital role in the world of Glorantha and thus RuneQuest: Roleplaying in Glorantha. Characters—both Player Characters and NPCs—commonly have access to magic, typically Rune magic and Spirit magic. The manifestation of the former represents the connection between the mortal world and the realm of the gods, between Age of Time and God Time, and bringing of the power the gods into the mundane realm, whilst the manifestation of the latter is the result of communicating with the spirits found in world’s natural energies. Rune magic is the more powerful of the two and characters have only limited access to it, whereas Spirit magic can be more freely cast to limited effect. What that means in terms of gameplay is that every player needs to know what his character’s spells do and every Game Master what her NPCs’ spells do. This is where The Red Book of Magic comes to the fore.

The Red Book of Magic, however, is much more than just a big list of spells. Published by Chaosium, Inc., it is in fact two big lists of spells—one for Rune magic and Spirit magic—and then some more. Between the two lists it details some five hundred and more spells, almost four-hundred-and-fifty Rune spells and almost seventy Spirit magic, of which over one-hundred-and-fifty Rune magic spells and over thirty Spirit magic spells that are new to RuneQuest: Roleplaying in Glorantha. Further, there is an explanation of spell terminology, explanations of how both types of magic are cast and work—and appear, sound, and feel to work when cast, discussion of rituals, and more. The coverage though is wholly upon Rune and Spirit magic rather than either Sorcery. Doubtless, it will receive its own supplement, as may Shamanism—which of course uses Spirit magic, but its greater effects are more than just simple Spirit magic, and of course, a book devoted to Rune magic and Spirit magic, like The Red Book of Magic, has greater utility in RuneQuest: Roleplaying in Glorantha.

Within Glorantha itself, The Red Book of Magic is an important magical text, consisting of fragments of the Red Revised Book, itself based on the much earlier Red Book, penned by Zzabur the Sorcerer Supreme. The Red Revised Book was the first work to separate Rune magic from Spirit magic, and to codify numerous different spells with near-identical effects, for example, Bladesharp or Heal, into a common spell with a simple and widely accepted descriptive name. It is supplemented by the Carmanian mystic Hepherones’ Statement of Magic, which serves to add colour before going into detail, but in effect, what this means that The Red Book of Magic is a resource in game and out, and thus any character–and thus his player or her Game Master—could consult its pages (barring technicalities such as literacy of course). Most of all though, with descriptions of hundreds of spells, The Red Book of Magic is a simple and accessible resource to have at the table, its size making it a lot easier to reference than the RuneQuest: Roleplaying in Glorantha rulebook.

In the pages of the RuneQuest: Roleplaying in Glorantha rulebook there is an emphasis upon the Rune spells known by the cults associated by the Lightbringers, which is understandable given their prominence in Sartar and its surrounds, the default setting for RuneQuest: Roleplaying in Glorantha. The Red Revised Book expands greatly upon that list of spells, with lots of new Rune spells associated with the Beast, Chaos, Fire, and Plant Runes. So for example, Butterflight is a Beast spell grants the caster the wings of the butterfly and the ability to fly, and Summon Insect Swarm enables the caster to summon swarms of insects of various sizes, depending upon the Rune points stacked into the spell; Bat Wings is a Moon and Chaos spell which grants bat’s wings to members of the cult of the Crimson Bat and Devour Book a Chaos spell which enables the caster to rip the knowledge from books, scrolls, and even carvings; Arrow of Light is a Fire spell which inflicts one six-sided die’s worth of damage direct to the target’s Hit Points ignoring armour if his POW is overcome and Destroy Clouds clears the immediate sky of clouds; and Chameleon is a Plant spell which increases the caster’s Hide skill and lets him use it when moving and Plant Spy turns any plant it is cast on into a remote spy, transmitting sound and touch to caster from its leaves. Similarly, there are numerous spells for the Darkness, Illusion, and Water Runes.

Spirit magic is given a similar treatment, again exploring how it is cast and works—and then appears, sounds, and feels to work when cast, and so on, before detailing its descriptions. Fun new spells given here include Hotfoot, which causes a burning sensation in the target’s strong enough that they cannot stand upon it, Sneeze which inflicts a nearly incapacitating sneezing fit on the target, and Solace, which relieves the mental distress in a target. In comparison with the Rune magic spells, the Spirit magic spells, certainly the new ones, feel less useful, because every Rune spell description includes its associated Runes, and therefore it is actually easier to link them to their casters and their cults, whether that is Plant Rune spells for Aldryami, the Chaos Rune for various vile Chaos worshippers as well as Lunar worshippers, and the Darkness Rune for Trolls.

The other reason why The Red Book of Magic is a useful resource is that in addition to presenting new spells adds a handful of new rules and other elements. This includes rules for creating new Rune spells, which when combined with the wide range of Rune spells in the supplement, could be used by the Game Master to create her own cults for her game; the addition of monsters like the War Tree (which requires the Plant Rune spells Animate War Tree and Create War Tree to create and control) and Manlings (Chaotic humanoids which bud from the caster of the spell, Spawn Manling); a guide to Rune metals and their properties; how illusions work with the various Illusion Rune spells such as Illusory Sight and Illusory Substance; and the collection and use of healing plants. In addition, many of the spells previously presented in other supplements and scenarios for RuneQuest: Roleplaying in Glorantha have been revisited and revised—not such that they function differently, but rather to provide clarity. For example, the Heal Wound Rune spell is accorded supplementary information that not only clarifies its function, but explains how it works from cult to cult.

The Red Book of Magic is not without its issues. One is that there is no list of Rune magic spells, when there is a list of Spirit magic spells. In part, this is understandable. The list of Spirit magic spells is less than a page long whereas such a list of Rune magic spells runs to forty pages (the Rune Spell Reference Tables are available for free download as well as accompanying the PDF for the supplement), and that would increase the book’s page count by a third. Similarly, there is no list of spells by cult for either Rune magic or Spirit. Again, its inclusion would have greatly increased the page count. Yet its inclusion would have been undoubtedly useful, helping Game Master and player link the various spells to the cults and thus to Glorantha as a setting. Plus it would also have made it easier to cross reference with the forthcoming Gods of Glorantha supplement. Ultimately this is not to say that The Red Book of Magic is a bad or useless supplement because it lacks either of those lists, far from it. Rather, that their inclusion would have not only enhanced the utility of what is already a very useful supplement, but gone beyond that into making it indispensable.

Physically, The Red Book of Magic is on par with the standards set by previous releases for RuneQuest: Roleplaying in Glorantha. It is clearly written and easy to read, which after all, was the point, and it is decently illustrated.
At its most basic, The Red Book of Magic is a serviceable supplement to have at the gaming table during play, a book to refer to when the RuneQuest: Roleplaying in Glorantha core rulebook is in use, and away from the gaming table, for reference by the Game Master. It is very much a useful rather than a must-have supplement, that is, at its time of publication. The usefulness of The Red Book of Magic is going to grow and grow as more supplements are released for RuneQuest: Roleplaying in Glorantha. Not just the forthcoming Gods of Glorantha, but future supplements devoted to the Aldryami, to Trolls, and to the Lunar Empire, for example, with The Red Book of Magic serving as the corollary or magic companion to the new supplement. (And that does not include the many titles available on the Jonstown Compendium.) Right now, The Red Book of Magic is undoubtedly useful, but for the future of your Glorantha game, it is an investment.

Evil on the East Coast

Reviews from R'lyeh -

The Darkness Over Eaglescar – A Modern Day Call of Cthulhu Scenario is the tenth scenario from publisher Stygian Fox. Although the title suggests that it is a modern-day scenario for use with Call of Cthulhu, Seventh Edition, it is actually set in 1999. It is also set in England’s north-east, in the fictional coastal town of Eaglescar. What this means is that it has a certain English seaside town ambiance that certainly British Keepers and players will enjoy. Despite the specifics of the setting, The Darkness Over Eaglescar can easily be adapted to the setting and period of the Keeper’s choice, whether that is the Purple Decade of Cthulhu by Gaslight or the Jazz Age of Call of Cthulhu, or indeed, updated to a more contemporary period. With some adjustment the scenario could be adapted to run using Delta Green: The Role-Playing Game.
Designed for roughly four investigators and to provide two sessions or so’s worth of play, The Darkness Over Eaglescar begins with the Investigators being contacted by an old friend, Georgina Angler. She believes that her teenage daughter, Cassandra, is in trouble, having become involved with some shady characters, and she suspects, drugs, as well, and wants the Investigators’ help in finding her. Georgina will point to one of the business owners on the esplanade as someone who might know more, and he indicates two further leads, one a local drug dealer, the other a sea front fortune teller. Both will point towards the Voice of the Machine, a local New Age cult run by Eleanor X. Researching her reveals that her parents were members of a seventies hippie cult, The Children of the Vortex. This cult was notorious for its drug dealing, the exploitation of its members, and ultimately, the stabbing and murder of its founder. Background on the cult can be discovered by research at the local library and Eleanor X herself, will contact the Investigators to reassure them that Cassandra is fine. However, the cult leader will not let them see the missing girl.

Ultimately, the Investigators will need to investigate the cult’s properties and possible links between The Children of the Vortex and the Voice of the Machine. The latter will probably involve the Investigators having to commit a couple of acts of breaking and entering, which presents its own challenges in a small town, suburban environment. In doing so, they will likely be involved in one or more violent confrontations, and perhaps rescue Cassandra.

In terms of its horror, The Darkness Over Eaglescar is a scenario with a very human face. The Investigators will not be confronting any of the traditional elements of the Mythos, and to be fair, not really confronting the Mythos directly, more its effects upon the members of the cult. This will come primarily in a pair of intentionally surprisingly violent encounters, but depending upon what the Investigators discover, they may be able to get hold of another means to thwart the cult—a more magical means.

The Darkness Over Eaglescar is a relatively short adventure and although the players and their Investigators do not know it, they are up against a time limit. The players will need to use their Investigators’ time with some care, but unless they really waste it, they should be able to conduct their inquiries with alacrity. In fact, there are few plot strands to follow in the scenario, so the given timeline could be effectively collapsed into a couple of days or so and the scenario run in a single session as a convention scenario. However, that would be quite tight in its plotting. The alternative would be to reduce the number of Investigators—the scenario could be played with just two and still work.

The scenario is decently supported with a handful of handouts, some of which are really very good. Likewise, some of the artwork is also very good. Similarly, The Darkness Over Eaglescar is a very good-looking scenario, but unfortunately, looks can be deceiving. The cartography looks good, but feels a little odd in the design of its two houses. Plus, why is there no map of the Eaglescar itself? Then there are several element crashes between the scenario’s images and handouts and the text. This is not enough to make the text totally unreadable, but it is unnecessarily challenging. In addition, and although it is not as bad in previous releases from the publisher, The Darkness Over Eaglescar is further indication that Stygian Fox Publishing is still very much in need of a professional editor.

Let down by disappointing production values, The Darkness Over Eaglescar includes a decent mix of investigation and interaction, as well as some surprisingly violent scenes—ones that if played in the scenario’s British setting, the Investigators will probably be unprepared and ill-equipped to deal with. A more than serviceable scenario, The Darkness Over Eaglescar neatly captures the faded ambiance of the British seaside town, but is flexible enough to be set elsewhere and else when.

Ice Box

Reviews from R'lyeh -

Mutant Crawl Classics #11: The Omnivary of Eden is the eleventh release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. Designed for Second Level player characters, what this means is that Mutant Crawl Classics #11: The Omnivary of Eden is not a Character Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. By the time the Player Characters in Mutant Crawl Classics #11: The Omnivary of Eden have  reached Second Level, they will have had numerous adventures, should have understanding as to how their mutant powers and how at least some of the various weapons, devices, and artefacts of the Ancients they have found work and can use on their future adventures.
The set-up for Mutant Crawl Classics #11: The Omnivary of Eden casts the Player Characters as members of the tribe known as ‘The Ones Who Dig’. For centuries, the tribe has been digging deep into the ground and has finally broken into an underground complex built by the Ancient Ones. This is the long-buried entrance to the Garden of the Gods, which is said to be the repository of the Seeds of Creation, the seeds and biological records of all life of Terra A.D. from before the Great Disaster. It was foretold by the prophet, Boxx the Curious, that one day, a tribe would dig deep enough to locate the Earth Canoe which would take the faithful to the Garden of the Gods—and now that day has come. Unfortunately, the Player Characters are not among those deemed worthy to take the first journey in the Earth Canoe. They will be present though, when things go very wrong. Not everyone wants anything of the world before the Great Disaster restored to Terra A.D., and they would not only deny it to others, but destroy it too!.
Mutant Crawl Classics #11: The Omnivary of Eden begins with a bang and quickly throws the Player Characters into the action and then the quest. This takes them into a seed vault—a little like the Svalbard Global Seed Vault, but of course, updated for the twenty-ninth century and then turned upside down by the events of the Great Disaster. After the confrontation and the escape aboard the Earth Canoe, the majority of the scenario takes place in the seed bank, which is described in no little detail across its two levels. This detail combines weirdness of both the twenty-ninth century and Terra A.D., such as lickable walls and rabbits all with the same face of an old man, but everything is well explained. The latter is necessary because there is a lot of information to impart to the players as their characters explore the complex. This comes not just in the form of the purple text of the room descriptions, but also the secrets to be discovered by the Player Characters. Of which, there are a lot and most of which come in the form of audio-visual recordings, and as well as revealing what has been happening in the Garden of the Gods for the past three millennia do also hint about life before the Great Disaster.
Although there is some combat involved, the emphasis in Mutant Crawl Classics #11: The Omnivary of Eden is on exploration and examination of the strange place in which the Player Characters find themselves. Instead of artefacts and devices, the Player Characters will be mostly discovering secrets, and there really is very little ‘treasure’ to be found in the adventure. However, the adventure could have done with a little more combat, or at least, more threat. Mutant Crawl Classics #11: The Omnivary of Eden opens with an attack upon the ‘The Ones Who Dig’ tribe by the Gene Police, a faction of human fanatics, an attack which is problematic in terms of storytelling—not once, but three times. The first problem is that attackers successfully carry out at the beginning of the scenario and then do not appear again. Essentially, they serve as means to sabotage the expedition and get the Player Characters getting to go instead, which seems a wasted opportunity. Having set up a ‘Chekov’s Gun’ of the Gene Police attack, it seems a wasted opportunity to leave the possibility of their following the Player Characters to Garden of the Gods and attempting to destroy it, giving the adventure a greater sense of urgency in the process.
The second really stems from Mutant Crawl Classics #11: The Omnivary of Eden being written for Second Level Player Characters. It leaves both the Judge and her players to wonder what their characters were doing before the events of the scenario begin. In terms of Mutant Crawl Classics Roleplaying Game, what they were doing on their Zero Level Character Funnel, and subsequently, when they were First Level. With such questions, it leaves the scenario to be run as a one-shot, or worked with difficulty into the Judge’s own campaign, and just like Mutant Crawl Classics Roleplaying Game, there is no real advice on setting up or working the scenario into a campaign. There are no answers to the questions, “What if the Player Characters do not come from ‘The Ones Who Dig’ tribe?” and “What if there is no ‘The Ones Who Dig’ tribe?”. The third problem stems from the first two—just who are the Gene Police? The adventure describes them as having inveigled their way into the ‘The Ones Who Dig’ tribe, but does not say who they are or give them personalities. They are just treated as throwaway enemies and that seems like a wasted opportunity.
What happens after the scenario is much less of an issue, since the author includes notes for continuing Mutant Crawl Classics #11: The Omnivary of Eden. These are useful, since the discoveries to be found in the Garden of the Gods have potentially major ramifications for both the future of Terra A.D. and the Judge’s campaign. It would be nice to see these explored in a sequel to this scenario, if not multiple sequels.
Despite the issues with its set-up and follow through of that set-up, Mutant Crawl Classics #11: The Omnivary of Eden is an enjoyably detailed and entertaining adventure. It wears its inspirations openly on its sleeve—or at least in the colour gem in the palm of its right hand—and these are fun for the Judge and players alike to spot. This shows most obviously in the change in environment which the scenario undergoes as part of its story line, which is radically different to that for most scenarios for Mutant Crawl Classics #11: The Omnivary of Eden.
Physically, Mutant Crawl Classics #11: The Omnivary of Eden is nicely presented. It needs an edit in places, but is generally well written and the artwork is decent. The map is rather plain though.
Mutant Crawl Classics #11: The Omnivary of Eden is a thoroughly likeable scenario, designed to be played in two sessions or so, and full of detail and flavour. Whilst it should be fun to play as is, to get the most out of it, the Judge will need to develop more of the set-up and the consequences of the outcome of the scenario.

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