Valery Slauk (Belarusian, 1947 - )
See more artworks by Slauk at Saaatchi Art.com and Mythology.by.
The higher resolution version of "Arena" shared by Sergio Almendro.
Original Roleplaying Concepts
See more artworks by Slauk at Saaatchi Art.com and Mythology.by.
The higher resolution version of "Arena" shared by Sergio Almendro.
Eve Tushnet / November 8, 2021
Dangerous Visions and New Worlds: Radical Science Fiction, 1950 to 1985Disclosure: This collection includes an essay by Kelly Roberts, editor-in-chief of We Are the Mutants.
In troubled times, we must be grateful for every touch of the ridiculous. And so let’s raise a glass to psychologist and pop scientist Steven Pinker, who in his most recent book burbles forth: “Rationality is uncool.” Pinker pledges fealty to Reason, the chaste goddess, even though he “cannot argue that reason is dope, phat, chill, fly, sick, or da bomb.” This delightful complaint evokes a vanished era in which we all were just vibing on reason, knowledge, hexagons and vaccines and supercolliders and, I don’t know, eugenics. But this timeline, if it ever existed, ended long ago. For the authors whose works are explored in PM Press’s new collection, Dangerous Visions and New Worlds: Radical Science Fiction, 1950 to 1985, cool rationality was the old religion — and they were the acolytes of the strange new gods who displaced it.
Dangerous Visions is the third in a series, edited by Andrew Nette and Iain McIntyre, exploring the radical elements in pulp and genre publishing of the Cold War era. (We Are the Mutants has reviewed the first volume, on postwar youth culture, and the second, on revolution and the 1960s counterculture.) Like the first two installments, this one combines short essays with plentiful examples of weird, enticing cover art — such as a 1955 cover for 1984 that looks like nothing so much as a juvenile-delinquency pulp. The book is punctuated with little round-ups, less like essays and more like annotated lists of sci-fi on subjects like nuclear war, drugs, or animals, which show how cover illustrators could depict similar themes as dream or nightmare, action-adventure or inner journey. The “dystopias” list, for example, includes a threatening cover for Stephen King’s The Long Walk (1979) and an eerily seductive one for Mary Vigliante’s The Colony (also 1979).
The book begins with the opposing open letters published in 1968 in Galaxy Science Fiction, one supporting the war in Vietnam and the other protesting it. This contrast offers an obvious political gloss on the word “radical” in the book’s subtitle: “Radical” means left-wing politics; it means the antiwar stance of Samuel R. Delany, Philip K. Dick, Ursula K. Le Guin, and Kate Wilhelm set against the conservatism of the pro-war Marion Zimmer Bradley, L. Sprague de Camp, Robert A. Heinlein, and Larry Niven. But an early mention of the transition from the term “science fiction” to “speculative fiction” is a more accurate guide to the kind of radicalism Dangerous Visions celebrates. Both Heinlein and the pro-war R.A. Lafferty get thoughtful essays in this volume, suggesting that they, too, were in some way radical visionaries.
There’s little explicit effort to tie the works together or nail down what makes something radical, dangerous, or new. It’s a wise choice that allows the essayists to avoid fixed narratives and Procrustean politics. The new world is a place where a new kind of person lives — although many would argue that this new and dangerous person was always the only kind of person around. The old SF hero was that rational man you used to hear so much about: the imagined actor in liberal political philosophy, the person without dependents or dependencies, who confronted the stars with reason, self-control, and a spirit of adventure. He travels, as the introduction puts it, “from the suburbs to the stars.” The old guard’s heroes were white, even when they were green. The old SF hero might die, but he’d never worry about getting pregnant. Mind and body were manageable; desires were reasonable, inspiring, and above all intelligible, both to the hero himself and to the reader. Whether this is a fair description of the old-school hero, I can’t say. I only like this kind of guy when he’s played by William Shatner — in a book, I just can’t see the appeal. I can say that the works explored in the PM Press collection are rebelling against this hero. These books are populated by mystics and criminals, artists and threatened children, even animals and creatures who are some blend of human and Other. The political apparatus of the state does not enable constructive action; it provokes fear or anger. In these books knowledge is less like an equation and more like a hallucination.
Speaking of Samuel R. Delany, Dangerous Visions avoids the more thoroughly-trampled pathways in his work in favor of a 1979 memoir of his brief stint in a commune called Heavenly Breakfast. Daniel Shank Cruz highlights not only novel sexual arrangements (“they all get gonorrhea […] because intra-commune sexual encounters are commonplace”) but the group’s economic strategy of drug dealing, and its belief — perhaps even more touching and necessary now than then — “that people have value aside from their financial status, and that it is worth living with someone… even if they are unable to contribute their ‘fair share.’” “It is inaccurate to say that its members shared funds,” Cruz writes, “because many of them had no funds to share, but they all shared in the work of caring for one another.” The whole thing only lasted one winter, which the book’s subtitle calls The Winter of Love. Cruz argues that the winter with Heavenly Breakfast taught Delany that he could live in a fully new way, and infused his later work with communal values and greater “sexual openness.” Delany always insisted that the polymorphic sexual community, no matter how perverse, can offer a postsecondary education in love. Sex is his means of reasoning, not his means of getting beyond rational thought; it’s his language, not his apophatic and apocalyptic self-immolation.
And so he is the happy radical, whereas J.G. Ballard and Philip K. Dick represent more lacerating visions. Erica L. Satifka’s essay suggests that Dick’s work “reflects the at times bizarre course of his own relatively short life more than any radical political beliefs” — but if you’re literally approached by the FBI to spy on your fellow students, it’s not your life that’s weird, it’s your times. Dick lived out many of his age’s forms of altered consciousness, from psychotherapy to amphetamines; his experience with alternative homemaking was also harder than Delany’s, as he went through five divorces and found himself “invit[ing] hippies and/or junkies to live with him on a rotating basis,” which is sweet but not nostalgia fodder. All this touched his work with a poignant separation between the self and some true hidden knowledge. Ballard, by contrast, led a stable domestic life, deranged only by the surrounding culture. He expressed this derangement in funhouse-mirror worlds, dreamscapes and projections, where the shock of the real could only be attained through technology-enabled violence. And these worlds were not future but present, because, as Ballard said in the 1960s, “We live inside an enormous novel…The fiction is already there. The writer’s task is to invent the reality.” The more your world is manmade, shaped by technology and terraforming, the more you live in dreams and fetishes: the substance of our inner lives. (I’m sitting in my bedroom and I can’t see a single object I know how to make.) Delany probes wounds and bruises with his tongue and likes the taste; Ballard gets a mouthful of blood and chromium menace, the taste of a self-discovery that’s also a self-loss. Delany winds up a contented eminence grise, replete with memory like a bee with honey; Dick possibly broke into his own house, blocked out the memories, went on a paranoid tear against fellow SF luminary Stanislaw Lem, and a year later entered rehab after a suicide attempt. I love Delany’s work but his luck is too good — it veils some of the harder truths.
As with any collection, Dangerous Visions is uneven, both in the quality of its own essays and (more intentionally) in that of the works it surveys. The experiments in rebellion and discovery conducted by the books’ motley heroes (and by the authors) brought results that were sometimes exhilarating, sometimes disturbing, and sometimes both at once. An early essay on “sextrapolation” includes a lot of taboo-breaking that just seems silly or gross. The best I can say for the quotes here from Bug Jack Barron is that without them maybe we wouldn’t have actually good stories like “Aye, and Gomorrah…,” in which sex is less of a Sharper Image store and more of a mystery play. Meanwhile, a few essays in Dangerous Visions show individual style, like Nick Mamatas’s feverish, slightly aggro tribute to R.A. Lafferty, but the entire first column of Maitland McDonagh’s essay on gay adult SF is bland boilerplate. Stronger editing would have allowed McDonagh’s camp humor to emerge earlier and with less padding. Scott Adlerberg offers an essay about the radical SF of Arkady and Boris Strugatsky, authors of Roadside Picnic (later adapted by Andrei Tarkovsky as the 1979 film Stalker). The critical assessment emerges through biographical data about the grinding, increasing conflict between the brothers and the Soviet censorship apparatus: the Strugatskys seem attuned to fun, adventure, and playful anti-bureaucratic humor in the Douglas Adams vein, but the censorship and fear of a totalitarian system, including a harrowing encounter with the KGB, led them into sharper satire and more hallucinatory blurs of dream and reality. But Michael A. Gonzales’s similarly biography-focused essay on Octavia Butler avoids any real critical engagement with her work’s themes. Her mentors within the genre are listed, which is useful as part of the collection’s overall portrayal of radical SF as a community relying on particular institutions (New Worlds magazine, the Women’s Press) and central figures (in Butler’s case, the author and writing teacher Harlan Ellison). No effort is made, though, to place Butler in dialogue with larger movements, from Afrofuturism to Afro-pessimism; there’s no real exploration of her work’s vision of the body’s metamorphoses, her portrayals of youth and inheritance, her prose style — the texture of her work dissolves and she’s left as a generic Black Woman Pioneer.
Dangerous Visions, as its understanding of “radical” SF emerges, suggests unexpected links between authors: Mamatas’s essay on the gonzo Catholicism of R.A. Lafferty finds a home beside Iain McIntyre’s homage to the anti-imperialist mysticism of William Bloom, whose Himalayan action-adventure hero Qhe is a “cosmic [James] Bond.” A late essay by Donna Glee Williams contrasts the visions of anarchism in Ursula K. Le Guin’s The Dispossessed and Robert A. Heinlein’s The Moon Is a Harsh Mistress. These two novels suggest possible syntheses between old and new. They both offer metaphysics and political reasoning, while still being recognizably “radical”: both take place in criminalized communities and depict alternatives to the liberal state.
The anthology opens by noting that the radicalism of its authors didn’t vanish, but disseminated itself throughout mainstream SF, suggesting a longing for some synthesis; some recognition of the poignant beauty of human reason and the quest for knowledge, alongside a taut awareness of reason’s propensity to serve violence; some hope for new communal forms of life, new mysticisms in the face of new apocalypses.
Eve Tushnet is the author of two novels, Amends and Punishment: A Love Story, as well as the nonfiction Gay and Catholic: Accepting My Sexuality, Finding Community, Living My Faith. She lives in Washington, DC and writes and speaks on topics ranging from medieval covenants of friendship to underrated vampire films. Her hobbies include sin, confession, and ecstasy.
Joseph Bloch at BRW games is really the model of how you should run a Kickstarter. When I look at a Kickstarter I want to know that the person running it has experience. The Kickstarter for Book of Lost Lore & Book of Lost Beasts was back in July. We were promised the books in March of 2022. I believe I got mine in late September or early October. Was there padding? Maybe, but I don't care. Getting books just a couple of months after pledging is still pretty good. Not to mention this has been true for the other five I have backed from Joseph/BRW.Plus I also like to see that the person running the knows what to expect. So I look to see how many they have backed. If it is a low number, or worse, zero, then I stay away. That is not the case with BRW Games.
That is all great and everything, but does the book hold up to all this excitement? Let's find out.
Adventures Dark & Deep Book of Lost Beasts
This is one of two books that were part of BRW's Summer 2021 Kickstarter and the one I was looking forward to the most. The reasons should be obvious to anyone who has read my reviews over the years; I love monster books and consider the 1st Edition Monster Manual to be one of the greatest RPG books ever written. Sure there are better-written ones, but few that have had the impact of this one.
For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG. BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.
The book itself is 132 page (about 128 of pure content), full-color cover and black and white interior art. The layout and art is a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way.


Additionally, there is more detail on the monster's treasure. While a Treasure Type is given it is asl broken down between Treasure Value and Magical Treasure. Monsters all get a Morale bonus listed to indicate if they will flee combat.
In the Preface, Bloch gives us a bit of history on his Adventures Dark and Deep RPG. While this book carries that heading, it does not use the Adventures Dark and Deep RPG rules except as noted above. IT uses the tried and true AD&D 1st Ed system. Also it is noted that many of these monsters presented here already appeared in his Adventures Dark and Deep Bestiary, which I reviewed here. The Bestiary is 450+ pages and has monsters from the SRD plus more in the Adventures Dark and Deep RPG format. So you could convert them back to AD&D 1st Ed if you wanted. But this current book, the Book of Lost Beasts, has the new monsters from the Bestiary plus a few more already converted.
The brings up a good question. Should I buy this book?
I am going to say yes, but here are some caveats. If you have the Adventures Dark and Deep Bestiary AND you are comfortable enough converting then maybe you don't need this. If you play AD&D and want more monsters then you should get this. If you don't have the Adventures Dark and Deep Bestiary and like monsters then you should get this. If you are like me and just love monsters and already have the Adventures Dark and Deep Bestiary then you should get this. I hope to make these points a little better below, but do keep in mind that some people have seen these monsters before.
That is just one of the ways this book feels familiar. The other way really lives up to its name of the Book of Lost Beasts. This book feels like Bloch took the Monster Manuals I and II (and to a lesser degree the Fiend Folio) and set out with the goal of "What monsters are missing?" and got to it. For example, the Quasi-Elementals are more filled out.
Another great example of providing us with "what was missing" AND giving us something new are the ranks of nobility of the Dao, Djinn, Effrti, Madrid, and Rakasha. While these creatures are found in the Monster Manuals and expanded on in the ADD Bestiary, they get a longer and more detailed treatment here.
After the 205 or so monsters there are appendices on Treasure Types and a random Creature for the Lower Planes generator. These were very popular in the pages of Dragon Magazine if you recall.
The PDF is currently $9.95 which is a good price for a PDF of a monster book, and $24.95 for the hardcover.
One minor point, the book was not released under the OGL. Doesn't matter for play or use only if you wanted to reuse a monster in an adventure. Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue.
If you are looking for a new monster book for use in your AD&D 1st Edition games then I can highly recommend this one. Plus it will look great sitting next to all your other AD&D 1st books.

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
—oOo—
What is it?Who do you play?
No specific character types are required to encounter Ehnval Tallspear. Worshippers of Odalya may have an interesting encounter with one of his companions though and anyone who destroys parts of the forest it is his sacred duty to protect will find him a fierce enemy. A worhsipper of Chalana Arroy or another healing deity will be presented with an interesting challenge in one of the adventure seeds.
Leagues of Cthulhu: Codicil is a supplement for use with both Leagues of Cthulhu, the supplement of Lovecraftian horror for use with Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age! and its expansion, Leagues of Gothic Horror. Published by Triple Ace Games, it expands greatly upon the information and details of the Cthulhu Mythos given in the previous supplements. It describes new bloodline Talents and Leagues, a wide array of rituals, tomes, locations, and dread horrors, expanded advice for the Game Master running a Leagues of Cthulhu campaign, and more. In fact, that more is a detailed exploration of the mystical Dreamlands, including rules for dreamers and altering the landscape of the Dreamlands, rituals and tomes unique to that fabled land, a complete gazetteer, and a bestiary of its notable human and inhuman denizens. This is a first for Leagues of Cthulhu, but in effect, the section on the Dreamlands is a supplement all of its very own. Literally, because its chapter numbering starts anew! In addition, what few stats there are for use with the Ubiquity system are easy to interpret and adapt to the system of the Game Master’s choice, whether that is Cthulhu by Gaslight for Call of Cthulhu, Seventh Edition, Trail of Cthulhu, or Victoriana.
- source
Yaquinto Publications was a publisher of board games—in particular war games—and roleplaying games between 1979 and 1983. Its most successful was The Ironclads, which simulated combat between the first armoured ships, or ironclads, during the American Civil War and won the Charles S. Roberts Award for ‘Best Initial Release of 1979’. It also published a number of roleplaying games such as Man, Myth & Magic and Timeship—both now published by Precis Intermedia. However, perhaps the publisher’s most interesting innovation was its packaging design for a line of board games known as the ‘Album Games’. Essentially, titles in this series were packaged in what were double-LP record albums. The game board would be presented on the inside cover, and where the record or records were sleeved were stored the rules, counters, and other components for the game. In later entries in the series, a spacer was used which made each Album game an inch or so thick. This made the game less like a record sleeve (each Album game carried a disclaimer on the cover stating it was a game only and that no phonograph record was to be found inside) and the spacer could be used for storage. Over the course of twenty-titles, the Album series covered fantasy, Science Fiction, historical wargames, and family games, including a game based on then extremely popular soap opera, Dallas.
For Free RPG Day 2021, Modiphius Entertainment released not one, but three titles, two for existing roleplaying games, one for a forthcoming title. The one for the forthcoming roleplaying game is the Achtung! Cthulhu Quick-Start (reviewed here) for Achtung! Cthulhu. The first for the existing roleplaying game is the Star Trek: Adventures Quick-Start (reviewed here), an introduction to Star Trek Adventures, whilst the second is Dune: Adventures in the Imperium Wormsign Quick-start Guide for Dune: Adventures in the Imperium. 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 in the sandy shades of Arrakis punctuated by the colours of the sample Player Characters.
Edited to add: Here are all the parts to this series: Part 1, Part 2, Part 3, and Part 4.Ancestry & Heritage
Along with such products such as Ancestry & Culture: An Alternative to Race in 5e from Arcanist Press and the new material in Pathfinder 2e, this is the way all games are going to move towards. I could go into the racist history of why "race" was originally used starting with examples from the Victorian age and moving on to practices in educational and biological "research" but the truth is the people that are least likely to change are also the most likely to ignore all of that. So what's the point. I don't teach fish to read and I don't try to talk to people who have their minds made up. I am convinced that we will see this in D&D 5.5/5r and it will soon migrate to other, even old-school, games.
I am likely to give it a try in my OSE-Advanced games. I would likely tweak it a bit more to fit my needs a little better.
No Alignments for Sentient Humanoids
Again, this is a sea-change in many games. I have no issues with it at all. I have had good orcs for years, and a lot of mostly neutral ones, and scores of completely evil ones. Yes, yes, insert Tolkien arguments here...BUT as much as I adore the Professor and his works, he is not my DM. Neither is Gygax, or Arneson, nor any others. I get to decide what my world does or does not do. Goblins are already all over the place in regards to alignment for me, I am even getting to a place where Drow might not all be evil. Yes the vast, vast majority of them are demon-worshiping sadists. But not all of them. Interestingly enough, the one humanoid I have always seen as Always Evil are Gnolls. Something the Gnoll Sage line rejects.
Again there are things going on here that are just on paper that I have been doing (and posting about here) forever.
Which Witch to Use?
This is my blog so I want to talk about which witch I would use with this RPG. Design-wise Chromatic Dungeons can be used with just about every or any version of D&D or clones thereof. So by that logic, any of my witch books should work fine. But some work better than others, to be honest.

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

Rule wise the Classical Witch or Amazon Witch is a better choice. But in any case, if you are playing CD then use the XP values in the CD books and the powers from whichever book you choose.
Personally, I like the idea of Fleabag coming into a "Home, Hearth & Heart" and having a conversation with Becky my Pumpkin Spice Witch. She would offer them a PSL (though I see Fleabag more as an herbal tea drinker) and go on about their fur ("It looks so soft! Do you use conditioner? We have one here that I LOVE, it's on the house! Wait, you are not allergic to lavender are you?") and have a nice conversation about witches in the world.
In true Chromatic Dungeons fashion though I think there should be a coven with a witch from every Tradition I have represented. So Pumpkin Spice, White, Green, Classical, Amazon, Mara, Aiséiligh, Winter, Faerie, Aquarian, Maleficia, Hedge, and Pagan. That would be a lot of fun. Not sure how they would all get along though. Chromatic coven to be sure.

How to Build a Boss-Fight Final Chamber is perhaps the most different—or at least most singular—of the releases for Free RPG Day in 2021. It is not a quick-start or a scenario for a roleplaying game, but a set of instructions booklet on how to build and paint a piece of terrain which can be added to a dungeon and provide space in which the brave heroes can confront its big boss. This is the final chamber in a dungeon, the site for a showdown between the adventurers the villain and his acolytes, filled with treasure, loots, and possibly secrets. Designed and written by Dave Taylor Miniatures, it shows a Game Master—or of course, a Dungeon Master—how to use a combination of using the Gamemaster Dungeons and Caverns Set from The Army Painter and Mantic Games’ Dungeon Treasure Terrain Crate.Edited to add: Here are all the parts to this series: Part 1, Part 2, Part 3, and Part 4.
Heading into the last of my three-part series on Izegrim Creations' Chromatic Dungeons game. Today I want to review the first 5 issues of their Zine-like publication The Gnoll Sage. What it adds to Chromatic Dungeons and what you can get out of these even if you are not a Chromatic Dungeons player.

The Gnoll Sage
For this review, I am considering the PDFs from DriveThruRPG as well as the printed, digest-sized, soft-covers I received via Kickstarter.
Each book is 24 or so pages with Issue #5 coming in at 42 pages. Color covers and black and white interiors. Each one is released under the OGL so a couple of pages go to the license statement.
On the surface, there is a strong influence from Dragon magazine, but not in the way say Gygax magazine tried to do. The influence here is easily one of someone that had read and grown up on Dragon and wanted to recreate the feeling rather than the actual layout. It serves The Gnoll Sage (TGS) well.
The unifying thread through all these issues is the involvement of "Fleabag" the eponymous Gnoll Sage. Not Phoebe Waller-Bridge (but that would be hilarious) but an intelligent, erudite, be-spectacled, and maybe a bit of a pacifist, Gnoll who presents topics from the issue/zine from their point of view. I personally rather like it. It fits well into the idea that no humanoid race in Chromatic Dungeons has a default alignment. The funny part, for me at any rate, is I have often agreed with this idea on my blog EXCEPT for Gnolls. Maybe I'll give Fleabag a try anyway.
Each zine has a main feature, usually depicted on the cover, and other details like some magic items, equipment, spells, and so on. There is a comic section reminiscent of "Dragon Mirth" as well. There is an editorial in each issue talking about the issue and what might be coming next.
The material presented in each issue is overtly for the Chromatic Dungeons game, but it is all written in such a way, with extra notes when needed, that it can be used with just about any 80s or 90s versions of *D&D or any clone that emulates them. In particular, I felt they would be very handy to use with B/X D&D or Old-School Essentials.
The Gnoll Sage #1The first issue details the Mrav Covjecka, a group of insectoid/humanoid hybrids that need humanoid blood to nurse their brood. We get an "Ecology of" article as told to us by Fleabag. A monster statblock that can be used by any d20 based game including D&D 5.
There is also a brief adventure featuring the new monsters. There is the humor section, some new magic items, some NPCs you can meet, a section of new spells and upcoming topics in future books.
There is also the OGL statement at the end.
The Gnoll Sage #2In this second issue we are given the Animist class which is designed to replace classes like "the Witch doctor" or Shaman or even "Spirit Guide." This is a good thing since the term Animist encapsulates all of these ideas. It is a divine spellcaster in Chromatic Dungeons terms, but can easily be ported over to any other D&D/Clone. It could also be tweaked and added to D&D 5 if you like. The class and all it's powers take up 18 of the zine's 28 pages. I have not played it yet but it looks pretty solid.
The remainder of the book is given over to humor, the look forward, and a copy of the OGL.
The Gnoll Sage #3The third issue of The Gnoll Sage gives us the ecology of a monster introduced in the Chromatic Dungeons hardcover, the Mushropod. In the Ecology Of article, we get more details from our Gnoll on the Scene, Fleabag as they let us know what they have uncovered about the sentient mushrooms. Again the stat block reminds me of a 5e one, but everything here lends itself well to use of any 20th century D&D or clone.
There is a very brief adventure featuring these guys, some humor, three new magic items, some new NPCs, and a new spell. We end with the State of the Business note from Waibel where he mentions his Rise of Authur project. If you follow him at all online now (late Fall 2021) you have seen the characters he has been working on.
The Gnoll Sage #4Now here is one I was quite excited for. This issue introduces us to the Psionist class for Chromatic Dungeons or any other clone. We start with some fluff with Fleabag and the aftermath of the Mushropod attack from the last issue. Fleabag describes a unique "spellcaster" they had met who what not a spellcaster at all. We then get into the class proper. Now I am very particular about my psychic and psionic using classes. Even to the point where I have a preferred term (it's "psychic" btw) and I need them to be very different than my spell-using classes. Also if their powers can be built up over time with disciplines, then all the better. This class satisfies two of those three. The class is flexible to use just about anywhere and easy to introduce. In fact, with the most minor of tweaks, a 5th Edition class can be found here. The psionist can choose one of three disciplines; Psychometabolism, Telekinesis, and Telepathy. There are powers with each one and they grow as the character levels up.
We also get an ersatz Mind Flayer in the Mind Eater and some comics. In the State of the Business, we learn this was the last issue of the original four set, with issue #5 coming as a stretch goal.
The Gnoll Sage #5This issue is the last of the Kickstarter issues and also the largest so far at 42 pages. This issue covers the Ecology of the Orc and sets out to challenge our notions, or at least stereotypes of orcs. This is introduced in the starting fiction with Fleabag challenging the party to think about what sorts of orcs they might be dealing with. What follows is a very long Ecology Of and details of seven very different Orc clans.
In the Ecology Of we learn the basic structure of an orc clan including numbers, leadership, and organization. What follows are descriptions of seven example clans. They are, briefly: Small Clans are the various orc clans represented in pretty much all other RPGs. The Iron Shield Clan, a group of orcs more interested in making weapons, and selling them, than using them. Yellow Fang, a group of plains orcs that wear the skins of their enemies as clothing. Chaka Plains orcs are not pacifists per see, but understand the value of life and death and respect it. Meet them peacefully and you will be respected, meet them with violence and they will happily escort you to your next life. There are the sea-faring orc pirates and privateers of the Red Sails, but they only attack the wealthiest of ships. There are the imperialistic and arrogant orcs of the Baildan Daguulalt (Empire) that combine the best, and worst, characteristics of Imperialisy Britain and the Roman Empire. They are brilliant and utterly convinced of their own superiority, in fact they made the cover. Finally the orcs of the Silver Glacier might be the most dangerous of all these clans.
That is a lot! There are still a couple of magic items, some comics, new spells, and some hints about the next issue and a new class The Commander.
Each issue runs for $5.00 for the PDF and $6.00 for the print or print/PDF combination.
Their digest size makes me think they will fit in well with the newest versions of Old-School Essentials or Swords & Wizardry. So even if you don't play the Chromatic Dungeons game, these are still great resources.

Today I want to cover the big game in the Chromatic Dungeons line. I call it the "Advanced" game, but the name on the cover is just Chromatic Dungeons RPG.
Note. I do want to point out that nowhere in the game nor in any online conversation has Roderic Waibel or Izegrim Creations called these rules "Advanced." This is just what I am calling them to differentiate them from the Basic Rules.
Again for this review, I am considering the hardcover I got as a Kickstarter Backer and the PDF from DriveThruRPG.
Note 2: I'll make allusions to the Basic game here. This is only to describe how these rules go above and beyond the basic rules. At no point in these rules did I see something that had you refer to the Basic rules for more details. This rulebook is complete on its own.
330 pages, hardcover, color cover art, black & white interior art.
If the Basic Game was meant to invoke feelings of the 1981 Moldvay Basic set then this book is clearly influenced by the earlier AD&D 1st Edition core rules. It is a hardcover for starters, larger, and provides more details for playing a CD game.
The rules are largely in line with and much more compatible with each other than say Basic D&D was to AD&D. This is one of the biggest reasons I was excited about this particular game. Back in the day we played D&D and AD&D interchangeably and tried to deal with the rule contradictions the very best we could. Here those contradictions do not exist except in the way that specific rules override general ones. Characters are more detailed, as are spells, monsters, and a host of other options, but never in a way they feel contradictory to the Basic Rules. Characters can move fairly freely between the games.
Ability Scores are chosen the same way 4d6 and drop the lowest. Here the general modifiers of the Basic game give way to specific ones for each ability and subscores, ie. to hit and damage adjustment for Strength, number of spells for Intelligence, followers for Charisma, and so on. Ability Checks are handled in the same fashion. Scores still cap at 18 for rolls or 20 with bonuses, but the charts go to 25 for the use of exceptional characters and monsters.
Ancestry covers what species you were born into. Dwarves come in Hill, Mountain, and Deep varieties. Elves can be High, Wood, or Deep. Humans and Halflings are back and joined by Gnomes. A table of alternate Ancestries is also given so you could play Gnolls, Centaurs, Orcs, or Goblins to name but a few. The system is simple enough that almost any sort of ancestry can be used.

Heritage, like the Basic game, covers the character's upbringing. This chart is the same as the Basic game, but expanded with more types.
Character Classes. This is the first of the really big changes. Where the Basic game has only three basic character types, this one has four major class groups with many sub-classes underneath. The feeling is that of Astonishing Swordsmen & Sorcerers of Hyperborea or AD&D 2nd Edition to be honest, with maybe just a touch of 5th Edition D&D. Each group shares an advancement table for HD calculations and to hit bonus along with a shared Saving Throw table. All groups share the same single XP per level table as per D&D 3rd through 5th Editions.
The first group is the Divine, which gives us Clerics and Druids. Divine Spellcasters are limited to 7th level spells. Warriors include the fighter, berserker, ranger, and paladin. Rogues are the most diverse lot with thieves, assassins, bards, and monks. Magic-users are arcane spellcasters and they get spells to 9th level. They include the Wizard and the Sorcerer which is a spell-point-based spell caster. Like the sorcerers of 3rd to 5th edition, they have a bloodline and some examples are detailed.
Multiclassing and Alignment are the same here as the Basic game. The unified XP chart makes multiclassing easier. Alignment is a three-point system of Law-Neutrality-Chaos.
Equipment is next. Very similar but expanded over the Basic game.
Spells is the next largest section of the book and also one of the three that gets the most changes. Spells are split out into classes with the Divine first (Cleric then Druid) then all the Arcane spells. The spells are all listed out alphabetically. Included now are staples like Area of Effect, Components, casting time, and saving throws. Each spell also has a school listed.

How to Play covers the game. This is roughly similar to the Basic Game, but it is expanded. Saving Throws are now added to the game. They are an interesting remix of Basic/AD&D and D&D3 style saves. More on traps, diseases, and hirelings are covered here.
Combat gets its own section. Here initiative is back to a d20 (not the d10 of the Basic game).
The Campaign deals with adventures, granting XP and what kinds of monsters can be found where. It ends with a sample play session.
The Bestiary is the last of the three big changes. Not only are all the monsters expanded on, but there are also more of them. The monsters are still sorted by categories or groups, but now there are more. There are Beasts, Demons, Devils, Dinosaurs, Dragons, Elementals, Fey, Giants, Golems, Humanoids, Lycanthropes, Monstrosities, Oozes, and Undead. The stat blocks are expanded to give average scores for Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Special Attacks. Special Defenses and Magic Resistance are all now included.

As with the Basic game, many monsters do not have an alignment. Or rather their alignment is listed as n/a. In the case of animals (Beasts and Dinosaurs), it is because they lack intelligence or awareness. Others like humanoids it is because the Game Master can choose what they want. Notably, all Demons and Devils are Chaotic, Dragons are split between Lawful and Chaotic along the lines you think they are, Elementals are now properly Neutral, and Fey runs the spectrum. We get the usual suspects here, nothing jumping out at me as new save for the Mi-Go (not new, but not usual) and the mushropod (sorta new, but certainly NOT usual).
The Treasure section is also expanded. Included new are Sentient Weapons and rarity tables. There is a new section on crafting items including an ingredient listing with measures of rarity.
We end with appendices of tables, blank character sheets, indexes, and our OGL statement.
The PDF is fully bookmarked.
Like the Basic books, this book is filled with evocative old-school style art. Some of it is from various stock art artists the Old-School community knows, but a good deal is original and new art. Much of it is clearly influenced by 40 years of playing. The art goes beyond "Euro-centric" D&D art and a variety of ethnicities, genders, and peoples are represented.

Again like the Basic books this is really directed at and written for people coming into the Old-School RPG scene anew. While there is a lot to enjoy here if you are an old Grog, and the art, in this case, is a particular treat, the audience that will get the most out of this are a generation younger. If you still have your original D&D books from the 1970s and 80s you will still find enjoyment here. Especially if you are like me and enjoy seeing the design choices of "D&D's Greatest Hits" here.
The book "feels" like AD&D 1st Ed. Or maybe it is a 2nd Edition clone if that game had been produced later.
Because of how it is built it also feels like nearly anything can be used with it from nearly any area of D&D's history.
Who Should Buy This?
I said this yesterday about the Basic Chromatic Dungeons game, and it is true for this version as well. This game is a great game to introduce new players, new to RPGs or new to Old-School style games, to the ways of playing of the 1980s. Sure it is not exactly how we did it, but it is a great compromise between Old and New school. Finally, someone has made a "Basic" game that works great as an introduction to an "Advanced" game and one that works well enough on its own. Yes, yes there is Old-School Essentials and Labyrinth Lord that have both Basic and Advanced options, but Chromatic Dungeons' Basic game is truly that, an introductory game, "Basic" and "basic" at the same time and it is the perfect introduction to this "Advanced" game.
If you are like me and grew up on old-school games and now have a family that loves the newest version of the game then this is a good way to introduce them to old-school play. OR if you are new school player and want to try your hand at some old school play, but want to retain some of the options that make the new games so attractive, then this is a great game for you.
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I am posting this as part of this month's RPG Blog Carnival on Indie Games hosted by The Rat Hole.

So yes this book wasn’t published by TSR but I decided to read it and include it in this list because it was featured in The Dragon magazine and mainly because it’s considered the first ever D&D novel. This is a long time before the first DragonLance book!
Sometimes D&D books have the accusation levelled at them that you can hear the dice rolling in the background. In this one, that’s not the case. Instead you can literally hear the dice rolling in the foreground because all the main characters have bracelets with dice that occasionally spin whenever there’s something crucial happening.
The plot is so so. Real gamers in our world drawn into the fantasy world yadda yadda.
The main thing is… it’s just kind of boring. It felt very plodding. Even when there were fights it was boring. I guess I just didn’t like the writing style. The descriptions didn’t evoke very strong pictures in my mind.
Of course, the book’s main draw is as a portal into the then unknown world of Greyhawk. We get to visit the Sea of Dust and hear of other places that would later become known to us. There’s one interesting reference to the Temple of the Frog from Blackmoor, funnily enough because the player in the real world (in the novel) has played the scenario.
Ultimately the worst crime is that the story is frustratingly pointless.
I don’t regret reading it but I gave this 2 stars on Goodreads as a warning to anyone else wanting to go on this drab quest.
And don’t get too excited about the prospect of some sort of castle adventure – the damn Quag Keep doesn’t appear till about the last 10 pages! (No, that’s not a spoiler, it’s just making you aware of the false advertising in the title.)
Date InformationA preview was in Dragon 12 (February). It gets a mention in Dragon 15 (June). Copyright date of publication is March 10, 1978, so March it is.
The craziness that is October is behind me now, time to settle in and read some books and do some reviews. I have been planning to do this one now for some time and this feels like the best time for me.
For the next few days I am going to review the new Old-School Game on the block, Chromatic Dungeons from Roderic Waibel and Izegrim Creations. Waibel ran a very successful Kickstarter for this over the Summer and the physical books and PDFs have been in my hands since the very start of Fall. I am happy to report I am very pleased with what I have received. I interviewed Waibel back when his Kickstarter was live so you can get an idea of the goals of Chromatic Dungeons. I'll refer back to that to see how well his stated goals were met for me.

Let me begin with noting that that there three distinct reviews I am doing here this week. The first covers the "Basic Rules" made up of Player's Book and a Monsters & Treasures book. The "advanced" or full game of Chromatic Dungeons will be tomorrow. Finally a zine-like product, The Gnoll Sage, will be after that.
Chromatic Dungeons, Basic Rules
Basic Rules, Player's Book. 86 pages, soft-cover, color cover art, black & white interior art.
Basic Rules, Monsters & Treasures. 58 pages, soft-cover, color cover art, black & white interior art.

For this review I am considering the two soft-cover Basic Rules books and PDFs.
The Basic Rules of Chromatic Dungeons consists of two books a Players Book and a Monsters & Treasures book. The material for the Game Masters is split between the two books. Players only need the Player's book, but the GM will need both. Considering the prices of the books this is not a problem.
The guiding principle for Chromatic Dungeons is to provide an old-school ruleset, say circa 1981, but still have some new school sensibilities. Because of this it does not make much sense to call Chromatic Dungeons a "retro clone." It is an old school game yes, but the rules inside are an interesting mix of old and new school mechanics. I will point these out as I move through the text but to put the major selling point up front, this is the game you are likely to have the most success with when introducing old school play to newer players. I will detail more (and a few more times) as we progress.
The Basic Rules are designed to introduce new players to the CD game. It has a lot in common with it's progenitor game, Dungeons & Dragons, in particular the 1981 Moldvay Basic set. It is written for people that have never played before. This is still a good thing since one of the goals I believe of this game IS to introduce new players to old-school gaming.
Basic Rules, Player's BookWe get an Introduction and Forward that helps explain the nature of this game, but also to set the stage for what we will see. The author wants to make it plain up front that this is an inclusive game and that everyone should feel welcome to it. This includes a brief overview of the game and a brief glosary of game terms to get everyone going.
Character Creation is first with the character concept and the rolling of ability scores. The method used here is 4d6, drop the lowest and arrange to suit your concept. This strikes a good balance between getting the character you want and old-school randomness. Want 3d6 in order? That game was already written and likely you already have it. After this you choose your Ancestry (and Heritage), Class and get equipment. Lets go into some detail here.
XP per Level is covered first. Each class uses the same XP value much like you see in 21st century D&D games (3rd Edition and beyond). This has a number of advantages of course. Multi-classing becomes easier and it helps keep level progression fairly even. Also it helps the intended audience, new gamers, become acclimated faster. (Editorial aside: I have taught many players whose first experiences were 3e, Pathfinder or 5e and they adapt to differing XP level charts fine; often with an occasional reminder that the thief is higher level because of it. But still this is easier.)
Ability Scores are the standard six we are all familiar with. Like the Moldvay Basic set the scores run 3-18 with simple modifiers they all share. Note. These mods are slightly different than what you might find in B/X, Labyrinth Lord, or Swords & Wizardry, so make sure you put them on your character sheet and don't go by memory. A simple ability check system that is compatible with, well, really all sorts of versions of D&D/Clones is presented.
Note in this version of the Chromatic Dragons game there are no "Saving Throws" but rather specialized ability checks. For example to "save" against some mind affecting magic you need to make a Wisdom check. This actually works rather well in my mind.
Ancestry and Heritage is the system used to replace the antiquated notions of "Race." Essentially this is a "Nature and Nurture" idea where Ancestry is your genetic or biologic make up and Heritage is how and under what conditions you were raised. For ancestry you can choose Dwarf, Elf, Halfling, and Human. Each has details common to members of the same Ancestry. Dwarves are short, live to 300 years or so, and also something called "solid build" which gives them the ability to reduce damage by blunt object by 1 point. Humans get to add 1 point to any ability score, elves don't need to sleep and so on. Heritages are how you you were raised. So this helps give players a bit of character creation control to that backstory in their minds. You choose two heritages and the list can easily expanded. For example you can be born a halfling and have all the benefits of the halfling ancestry, but maybe you lived in a a Dwarf community, so you have the heritages of "Crafting" and "Subterranean."
This is a great concept and one I would wholesale adopt for all my games in the future. It just works too well for me. But I do have a couple of nitpicks with how it is done here. First under Ancestry everyone gets a language of their ancestry. This is something I feel better goes under Heritage. And there are some heritages that are better suited for ancestry. For example my Halfling who grew up in the Dwarven community knows how to speak Halfling due to their Ancestry and has Infravision due their "Subterranean" heritage. I can see "Dark Adapted" working, or even the ability to detect sloping corridors; but infravision feels like something you should be born with and languages are something that are learned later. Again, a minor nitpick, but one I will adjust when playing.
Character Classes cover the three basic classes; Fighter, Rogues, and Wizard. Other 3-class games call these Warriors, Rogue (or Expert) and Adept, but the names in the book are more suited to this genre and make translations to the "Advanced" game easier. Each class get an ability bonus, much like you see in newer games. So fighters get a +1 bonus to Strength, Constitution, or Dexterity. This can be easily rationalized as training. Each class also gets a set of abilities. Note, the Rogue abilities are presented using the same system as all other ability checks. They get bonuses for particular abilities; same name as the thief abilities of other games. Each level they gain 6 points to improve their 9 abilities as they choose (reminds me of 2nd Ed AD&D's Rogues). I do rather like this, yes it is different from the multiple subsystems that was either the curse or the charm of old-school games (depending on your point of view) but it also makes for a speedier game. Wizards for this game cover wizards, magic-users and clerics. Another small nitpick, since there is the Advanced game, I would have called this class a Magic-user, and then when the classes are separated out in the Advanced game called the Magic-users Wizards. But again, this is minor.Alignment is a basic, or rather Basic, affair of just Law, Neutrality and Chaos.
Equipment covers everything you can buy. I remember running some friend through the Keep on the Borderlands years decades ago and they spent the entire adventure shopping in the Keep and trying to get deals.
How to Play covers all the Basic rules starting with movement. Movement scale is closer to that of newer, 21st century forms on D&D. We also get good coverage on time, vision, stealth and more. Discussions on what you can do on your turn are detailed. At this point we have read a little about about combat, but not all of it. That comes up now with initiative. Here we are using a hybrid of Basic and 2nd Edition inspired initiative sequence. We also get Morale another Basic/2nd Ed hybrid, but based on a max score of 10 as opposed to 12 (Basic) or 20 (2nd Ed).
Armor class is Ascending, not Descending. This is good since it gets rid of the need for attack tables. Characters have an attack bonus and they roll vs. AC.
Experience Points are pretty much the same as seen in earlier versions of D&D. A bit on creating adventures is given and a sample adventure is provided.
Wizard Spells follow. Since there is only one spell casting class, all the spells to 5th level are here.
We end with a blank character sheet, Appendices of tables, sample characters and a combat quick guide.
Basic Rules, Monster & TreasureThis book is primarily for Game Masters.
The bulk (2/3) of the book is about monsters. It starts off with what the descriptions of the monsters mean, how to read the stat blocks and so on. The stat block is pretty similar to what is found in *D&D circa 1981, so reading or even adapting to other games is easy. While XP values are listed Treasure type is not.
There is a section on special monsters, such as having the abilities of a character type or class. As well as assigning numbers for ability checks for monsters. Something that will be easier in the "Advanced" version of the game.
The monsters are grouped by category rather than all alphabetical. The Categories are Beasts, Dinosaurs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Lycanthropes, Monstrosities, and Undead. Nearly all the usual suspects are here.
Some monsters are given the alignment of "n/a." This is typically true of creatures that are too unintelligent for alignment such as dinosaurs, or humanoids that can be any alignment. I do think for creatures like beasts, dinosaurs and elementals that "neutral" would have been fine and for humanoids "any" would have worked. Fiends are all Chaotic and so are most of the Dragons, Giants, and Undead.
The Treasure section covers not only magical treasures as expected, but gives us an alternate treasure type system based on the monster's HD. So not dissimilar to 3e or 5e.
Both Books
Both books are filled with evocative old-school style art. Some of it from various stock art artists the Old-School community knows, but a good deal is original and new art. Much of it clearly enfluenced by 40 years of playing. The art goes beyond "Euro-centric" D&D art and variety of ethnicities, genders and peoples are represented.
Both books are really directed and written for people coming into the Old-School RPG scene anew. While there is a lot to enjoy here if you are an old Grog, and the art in this case is a particular treat, the audience that will get the most out of this are a generation younger. If you still have your original D&D books from the 1970s and 80s you will still find enjoyment here. Especially if you are like me and enjoy seeing the design choices of "D&D's Greatest Hits" here.
Both PDFs are fully bookmarked. Both books are fully OGC.
This game is a great game to introduce new players, new to RPGs or new to Old-School style games, to the ways of playing of the 1980s. Sure it is not exactly how we did it, but it is a great compromise between Old and New school. This game is also the perfect introduction to the "Advanced" game of Chromatic Dungeons. Finally, someone has made a "Basic" game that works great as an introduction to an "Advanced" game and one that works well enough on it's own. Yes, yes there is Old-School Essentials and Labyrinth Lord that have both Basic and Advanced options, but Chromatic Dungeons' Basic game is truly that, an introductory game, "Basic" and "basic" at the same time.
Tomorrow I'll talk about the full Advanced game.