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Benon Liberski - They Surround Us On All Sides, 1982
Current Works In Progress: Basic Bestiary & High Witchcraft
Work has me really busy right now, so I have been slow on getting new material out. Either in book form or for this blog (except for Halloween). But I wanted to give an update on what I am working on now.
I recently went through all my research notes, books, and files. This has been a good thing and something I like to do every so often to keep me grounded in what sort of game I want. It is far, far too easy in game design to drift away from your core principles into something else. One example of this power-creep in games, though there are other reasons for power-creep too. The other is scope-creep and that is when a project gets too unwieldy and becomes much larger than intended.
Both types have hit my latest two works in progress, so I have been taking a step back to see what I really have.
Basic Bestiary
This is the "Big" project that has my focus now. The project began with collecting all the monsters from all my witch books, plus all the monsters for Monstrous Mondays, and additional ones I have but have not published. Once I pull them all together I had over 220 pages with 300 or so monsters with no art (yet). For me that felt like a "good size" but I got to thinking. Even if I edit them all and standardize them all, which is no small amount of work, these are all essentially "re-runs" material people have already seen and in some cases paid for. That didn't feel right to me. So I started adding more (power and scope creep!) and that is where the issues began.
For starters, I publish most for Basic-era (B/X, BECMI, OSE, LL) and Swords & Wizardry games. Add in all the other games I post about here I have monsters in six to seven different but still largely compatible systems. I needed to standardize my monster stat block. You have seen it's evolution here on my blog. The current and most stable version can be seen in yesterday's Fenodyree. Essentially a Labyrinth Lord stat block with some other information thrown in that I like to use in my games. If you go back and look at something like the Wendigo then you can see that there are three different, similar but not the same, stat blocks. So there is that process now going on. Some stat blocks like S&W and OSE are great, but far too minimal for me.
Also since the hardcover of The Craft of the Wise went over so well I decided that the Basic Bestiary needed softcover (Basic) and hardcover (Advanced) options. Here are the covers as they sit now. These very likely will change again.


For these covers, I made two changes. First I switched to Goya's "The Witches' Sabbath" to reflect the feel that this book is mostly witch related monsters. It also fits better with the quote I use in the Preface, "El sueño de la razón produce monstruos." or "The sleep of reason produces monsters."
I am also going with my own compatibility logos on these since they really have gone beyond one system or the other. They are still largely "Basic" in nature, but as you can see from my stat blocks they have a little bit of everything in the OGC.
Switching from Fuseli to Goya also was an outward sign of another issue. I had WAY too many demons. Not just demons, but devils and all sorts of fiends. I also had my own demonic families of Baalserph, Lilim, Eodemons, Calabim, and Shedim. I mean you can't do as much reading, researching, and writing about witches like I do and not collect some demons. There really was only one solution.
Split them into two books.
This actually works well since in my discussions with people there are decidedly two camps. The ones that use demons in basic-era games and those who don't. This gives both groups buying options.


Regardless of whether you buy the "Basic" softcover or the "Advanced" hardcover, the material inside will be the same. The Basic Bestiary I will be heavy on undead, vampires, fey, hags, and other witch-related monsters. The Basic Bestiary II will cover demons, devils, and all sorts of fiends.
Right now there is no projected publication dates. BUT I want to get BBI out and follow up with BBII maybe three or six months later.
Between those two I will also publish my "Last Witch Book," The High Secret Order Witchcraft book.

Going back to Rosetti for this one, a perennial favorite of mine. The piece is "Astarte Syriaca" which harkens back to the first witch coven I ever wrote, the Coven of Astártē Queen of Heaven.
All three books (five covers) will be under my "Basic-Era Compatible" banner to indicate greater compatibility with each other and my desire to use what I consider the best or best of all the systems along with my own additions. Compatibility is key, but innovation is the driving goal here.
The weakest link right now is The Secret Order book. I have a ton of material and none of it put together the way I want yet.
Personally, I am really excited about all of these.
Enclosures: “Supernova Express” (2020)
Monstrous Mondays: Fenodyree
Working through some notes for my two current projects; The High Witchcraft Tradition and the Basic Bestiary. One of the things is to move around some content. Items, mostly monsters, that I had considered for the High Witchcraft book are now moving over to the Basic Bestiary. Some notes I had written for witches, in general, are also moving over the Basic Bestiary. This one of those.
There are a lot of Celtic creatures in mythology and many have similar-sounding names and others have different names in different locales. The Fenodyree from the Ilse of Man might be the same creature as the Brownie or the Woodwose. Or it might not.

Small Fey
Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 60' (20') [6"]
Armor Class: 6 [13]
Hit Dice: 1d8* (5 hp)
Attacks: 1 harvest scythe
Damage: 1d6
Special: double damaged by cold iron, invisibility, teleport
Size: Small
Save: Elf 1
Morale: 6
Treasure Hoard Class: None
XP: 23
The Fenodyree are small fey that at first appear to be some sort of fur brown creature. They are very hairy small man-like creatures that appear like a brownie, woodwose, or even a small satyr. Their long brown hair covers their entire body. If they are wearing clothes, no one has been able to tell.
Like many solitary faeries, the fenodyree are very shy around humans, or anyone larger than a halfling. They are on decent terms with gnomes but do not make a habit of socializing with them.
The fenodyree lives to mow. They love nothing more than to be able to use their miniature harvest scythe and cut grass, wheat, barley, or any grain ready to harvest. Often they will harvest all the grain of a family in need, especially widows with young children. Like many fey, an offering should be left out for them. Fenodyree are fond of whiskey and rye. Also like most fey, they will disappear if spotted. If by turning invisible or by teleporting away. They can use either power at will or once per day respectively.
They prefer never to attack but will do so to protect their lives. They will teleport away at the first sign of trouble.
Enclosures: “Huntington’s Folly” (2020)
Jonstown Jottings #30: The Troupe of Terror
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—
Monster of the Month #10: The Troupe of Terror presents a band of ‘occluded’ entertainers prepared to delight and dine anywhere for use with RuneQuest: Roleplaying in Glorantha.
It is an thirteen-page, full colour, 1.24 MB PDF.
The layout is clean and tidy, and the illustrations good. It needs a slight edit.
Where is it set?
Monster of the Month #10: The Troupe of Terror can be set almost anywhere. Given suggestions include on the road or wherever the Player Characters live or are staying.
Who do you play?No specific character types are required when encountering Monster of the Month #10: The Troupe of Terror. Having an entertainer, or a worshipper of Eurmal the Trickster or Donandar the Musician, in the group is not necessary, but may add to the fun and drama of any encounter with the ‘Troupe of Terror’.
What do you need?
Monster of the Month #10: The Troupe of Terror requires RuneQuest: Roleplaying in Glorantha. HeroQuest Glorantha, the Guide to Glorantha, and The Glorantha Sourcebook may provide further illumination for the Game Master, but are not necessary to run Monster of the Month #10: The Troupe of Terror.
What do you get?
Monster of the Month #10: The Troupe of Terror provides the Game Master and his players with three things. The first is a hextet of individuals and creatures that although will outwardly appear colourful and entertaining, are more than willing to wine and dine at anyone’s expense—including the Player Characters. They make up a troupe of minstrels, mimes, and clowns each of whose consciousness was awakened by a magical performance given by the Puppeteer Troupe. Unfortunately, ill prepared for such illuminating revelations, each has fallen into madness and been transformed in another way. Now they wander Glorantha, wining and dining on their audiences as they go…
All six members of the ‘Troupe of Terror’ are given full stats and write-up. This includes their backgrounds, their Illuminate abilities, and some interesting magical items a few of them possess. Although they still possess magic which the Player Characters will recognise, their Illuminate magic will likely confuse and confound them. In particular, the members troupe will be particularly powerful if they are allowed to perform. Both the strangeness and potency of their magic means that the Game Master will need to prepare any encounter with the ‘Troupe of Terror’ with care.
The second is a trio of adventure seeds which provide ways in which the Game Master can introduce the ‘Troupe of Terror’ to her players. Two of the adventure seeds, involving an encounter with the hextet on the road and hunting them for their bounty, are mundane and it is only the third which really explores the fullest potential of the ‘Troupe of Terror’, in which the troupe pulls the Player Characters into its performance and it very much becomes something else… This requires careful staging upon the part of the Game Master as well as a delve back into the Player Characters’ previous adventures. This has the potential to be a really entertaining encounter and performance which highlights the magical nature of Glorantha, although of course, in a slightly warped way.
Lastly, it serves as an introduction to Illumination. Especially the dark side of Illumination. It is not an extensive introduction and provides a short bibliography should the Game Master want to read further. On the other hand, an encounter with the ‘Troupe of Terror’ would also serve as a warning as the dangers of Illumination.
Is it worth your time?Yes—Monster of the Month #10: The Troupe of Terror presents an entertaining bunch of anthropophages who not only know too much, but also know how to put on horrific performances, plus staging advice for the Game Master. No—Monster of the Month #10: The Troupe of Terror is probably worth avoiding if the Game Master does not want to bring Illumination into her campaign.Maybe—Monster of the Month #10: The Troupe of Terror needs a careful read through and consideration prior to being run, especially given its magical and dining subject matters
Judge Dredd IV
Judge Dredd and the Worlds of 2000 AD is the fourth roleplaying game to explore the world of Judge Dredd and Mega-City One as depicted in 2000AD. Not only that, it lays the groundwork and the core rules for any number of comic strips to appear in the pages of the long running British weekly comic, including ABC Warriors, Rogue Trooper, Strontium Dog—and more. The focus of Judge Dredd and the Worlds of 2000AD though, is firmly on the post-apocalyptic, dystopic satire of the police state—or ‘Judge state’—that is the setting of Judge Dredd. Published by EN Publishing following a successful Kickstarter campaign, Judge Dredd and the Worlds of 2000 AD shares some comparisons to earlier iterations of roleplaying games based on the Judge Dredd licence. Like Judge Dredd: The Role-Playing Game from Games Workshop, it uses its own mechanics, in this case being powered by the W.O.I.N.—or ‘What’s OLD is NEW’—dice pool mechanics. Like The Judge Dredd Role-Playing Game, the d20 System version from Mongoose Publishing, that it allows players to create ordinary citizens and perps, as well as Judges, and like Judge Dredd, the Traveller version also from Mongoose Publishing, it allows the creation of Psi-Judges, Tek-Judges, and Med-Judges as well as Street Judges from the start. Another difference between Judge Dredd and the Worlds of 2000AD the previous iterations is that it is set in 2099, so a few years earlier in the timeline of Mega-City One.
A Player Character in Judge Dredd and the Worlds of 2000AD is defined by a fair number of factors. At the narrative level, this factor is a descriptor, ‘A[n] [Age] [Trait] [Species] [Career] who [Hook]’ which sums up the character, for example, ‘An elderly egotistical Orangutan Fence who enjoys a real cigar’. On a mechanical level, a character has eight attributes—Strength, Agility, Endurance, Willpower, Intuition, Logic, Charisma, and Luck, as well as two secondary attributes, Reputation and Psionics. He will have any number of skills, ranging from Accounting, Light Armour, and Insight to clairsentience, boinging, and flirtation. Now all of these have a rating, typically four for the average Human and each has an associated dice pool of six-sided dice, typically two six-sided dice for the rating for four, which a player or the Referee rolls for character or NPC to undertake an action. A character will also have various Exploits, essentially talents and abilities gained from a character’s species and various careers, such as Pacification from the Applied Violence course a Cadet Judge can take at the Academy of Law which grants bonus baton damage or Art Savant from the Scrawler (graffiti artist) career which improves his Reputation with fellow Scrawlers. Lastly, a character has a Grade, which is a measure of the number of Careers a character can have. Typically, this is set at five for beginning characters, and besides limiting the number of careers a character have, it also limits the size of the dice pool a player can roll for his character.
To create a character, a player selects a species and its exploits, then three species skills. He then chooses five careers. From each he chooses two of the listed skills, either the Aim or Feint Exploit, and one more universal Exploit. Adjustments are made to Attribute and Skill rating as the player makes his choices. Each Career also adds one or more years to a character’s age. The process takes a little time and is slightly fiddley, but a player is given a lot of options to create an interesting character and a Referee to create interesting NPCs.
Our sample Player Character is Ookie Whithers, a Chimpanzee who grew up and lives in Apetown. Since he was a Juve he has been an associate of the Chimpolini crime family, but never rose high in its ranks because of his love of gambling. He has a minor record as a Juve and in more recent years has become a nark for the Department of Justice. He always has a book running on all manner of events and is never seen in the same waistcoat twice.
Ookie Whithers
A Suave Chimp Fence who can never turn down a bet
Age: 23
Grade: Five
Careers: Juve Gang, Gamer, Pongo, Fence, Nark
Strength 5 (2d6) Agility 5 (2d6) Endurance 3 (2d6) Willpower 2 (1d6) Intuition 8 (3d6) Logic 5 (2d6) Charisma 9 (3d6) Luck 7 (3d6)
Reputation 3 (2d6) Psionics 0 (0d6)
Health 11 Speed 19 Jump 10’/5’ Carry 80 lbs. Initiative 3d6
Melee Defence 11 Ranged 7 Mental Defence 11 Vital Defence 7
Skills
Accounting 1 (1d6), Appraisal 1 (1d6), Bluffing 2 (1d6), Brawling 1 (1d6), Carousing 1 (1d6), Forgery 2 (1d6), Gambling 3 (2d6), Insight 1 (1d6), Movies 1 (1d6)
Exploits
Agile, Beguiling, Feint, Great Leap, Lucky Escape, Natural Climber, Profit, Stone Cold Stare, Thrower, Weak-willed, What’s the Plan?, Where the Action is, Zero-g
Where creating a citizen or perp type character is supported by a wide range of options—though there is no equivalent of the ex-prisoner who has done time, the options for creating a Judge are more proscribed. A Judge has to be Human or a Clone, must take Cadet followed by two advanced courses, such as Basic Psionics or Citizen Manipulation, and then Rookie. The last Career is a Judge Career such as Med Judge, Psi-Judge, Street Judge, or Tek-Judge. More options are available in terms of Speciality Judge Career, which include Block Judge, Crime Scene Processor, Interrogator, Wally Squad, and more. These become available if the Referee is planning a game with more experienced Player Characters, and equally, a Referee could reduce the number of Careers to just four if she wants to start a campaign with Rookie Judges.
Our sample Judge is a clone taken from the same biological material as Judge Dredd. He wants to emulate his genetic stock and be a Judge worthy of his forebears. On the streets he relies upon his presence and his intimidating manner, and when that does not work, is a dab hand at pacification.
Judge Leonov
An Alert Street Judge who wants to be worthy of his clone source
Age: 24
Grade: Five
Careers: Cadet, Citizen Manipulation, Applied Violence, Rookie, Street Judge
Strength 7 (3d6) Agility 5 (2d6) Endurance 7 (3d6) Willpower 6 (3d6) Intuition 8 (3d6) Logic 6 (3d6) Charisma 5 (2d6) Luck 3 (2d6)
Reputation 2 (1d6) Psionics 0 (0d6)
Health 34 Speed 19 Jump 10’/7’ Carry 140 lbs. Initiative 10d6
Melee Defence 18 Ranged 7 Mental Defence 11 Vital Defence 11
Skills
Bravery 1 (1d6), Boxing 1 (1d6), Clubs 2 (1d6), Hardy 1 (1d6), Insight 1 (1d6), Interrogation 1 (1d6), Intimidate 3 (2d6), Law 3 (2d6), Light Armour 1 (1d6), Perception 1 (1d6), Pistols 1 (1d6), Riding 1 (1d6), Running 1 (1d6), Tactics 2 (1d6)
Exploits
Ingrained Skill Package, Fast Healing, Academy of Law Curriculum, Voice of the Law, Pacification, Obey the Law, Freeze!, Feint, Knockdown
Mechanically, Judge Dredd and the Worlds of 2000AD uses W.O.I.N., or ‘What’s OLD is New’. This is a dice pool system which uses six-sided dice, the size of the dice pool being determined by a character’s attribute, skill, and the quality of equipment used. This is then rolled and the results totalled to beat a Difficulty Score, which can range from Easy or seven all the way up to Mythic or forty-five. A typical Difficulty Score will be Routine or ten, Difficult or sixteen, and Demanding or twenty-one. If three or more of the dice rolled are sixes, then a critical result has been achieved. The number of dice rolled can be adjusted by Complications , such as shooting at someone behind cover, scaling the side of a building in a snowstorm, or simply not having the right equipment.
However, whatever the size of the dice pool a player or Game Master has built, the maximum number of dice rolled is determined by a Player Character or NPC’s Grade. For most Player Characters, this will be five. Further, the player or Referee can spend dice for various effects. In combat, this will typically be to increase damage, at a cost of two dice from the pool to add an extra die to the damage roll, but many Exploits also require dice to be spent. For example, Blind Shot enables a character in cover to shoot at an opponent without looking at them at a cost of two dice.
The mechanics also cover common situations like chases, engineering problems, hacking and computing, tailing, and more. Countdown situations, such as a Judge being critically injured and in danger of dying or picking a lock before a guard patrol comes in sight, are handled by dice pools. The dice pool is rolled from turn to turn, each roll of a six reducing the size of the pool, until the pool is depleted and the effect of the countdown counting down is triggered.
Each Player Character also has a Luck pool of dice equal to the number of dice derived from his Luck attribute. These dice are spent on a one for one basis to add to an attribute check or to reduce the size of an opponent’s attribute check, reduce damage dice suffered or increase damage dice inflicted, and to trigger Exploits. The expenditure of one Luck will also grant a character an extra action, buy off a Condition (typically suffered in combat, but it may also come from an environment), and so on. Luck dice do need to be of a different colour as unlike ordinary dice, they explode on a result of six or more. Luck dice can typically be replenished once per day.
Combat in Judge Dredd and the Worlds of 2000AD is designed to be a tactical skirmish system, ideally using miniatures and a combat map, although it need not be run that way. The rules cover position, overwatch, flanking and crossfire, dual-wielding, and more. As well as accounting for the environment and its effects, such as a snowy street or underwater, the rules also add Stunt Areas, like a hanging cable, a patch of ice, or a banister, which a character can take advantage of. Using a Stunt Area not only grants a bonus to a character, often a bonus to a damage roll, but also nicely captures the comic book feel action of Judge Dredd.
Psionics are covered through the Psionic attribute and its dice pool, plus skills such as Biopsionics, Clairvoyance, Telepathy, and Teleportation and their associated abilities. So Clairsentience covers Hypcognition, Necrophony, Combat Precognition, and Retrocognition, whilst Telepathy covers Empathy, Mind Control, Mindprobe, Mindread, Mindwipe, and a whole lot more. These are powered by Psionic Power Points—derived from the Willpower and Psionic dice pools, and are learned through taking a career like a Psi-Judge or a Psyker. The rules themselves are workable, but being covered in just three pages feel brief as if waiting for the full supplement on the subject.
Overall, the mechanics are workable and at their core, are easy enough to understand. Obviously, situations like combat or handling chases or psionic encounters will complicate things, but not overly so. In play, a player will need to need to pay attention to what his character’s Exploits can do to get the most out of W.O.I.N., whilst in general, W.O.I.N. does feel as if it should be more cinematic than it necessarily is, but elements of the mechanics, such as various Exploits and Stunt Zones do push Judge Dredd and the Worlds of 2000AD towards a comic book style of play. Rules are provided should the Game Master want a cinematic style of game.
The list of equipment for Judge Dredd and the Worlds of 2000AD covers everything that a Judge would use, from the Birdie lie detector to Riot Foam Cutters, as well as civilian and criminal gear, including Bat Glider Suit and Spray Paint Aerosol. It would have perhaps been useful if the equipment issued or available to Judges had been more clearly marked.
The setting of Judge Dredd and the Worlds of 2000AD—Mega-City One and beyond, is given a good overview before focusing on particular locations in the metropolis, each of which is pleasingly accompanied by suggestions as to how to use that location. However, for a roleplaying game which focuses on law enforcement, the section on crime and punishment and the list of crimes and their typical sentences is at best brusque. It does not help that this section is hidden in the book or that the list is not repeated in the appendix of tables at the back of the book.
For the Game Master, there is solid advice on running scenarios and campaigns set in Mega-City One, as well as capturing the atmosphere of the setting, types of campaign and scenario, and handling opponents and rewards. Suggested campaign types include Citizen- and Perp-based campaigns as well as Judge-based campaigns. Rules are provided for the Game Master to create her own foes, monsters, and other NPCs, as well as listing typical foes, ranging from Blitz Agents, Citizens, and members of Citi-Def to Tek-Judges, Vagrants, and Workers. Sadly, the selection of foes does not include any of the classic criminals and enemies faced by Judge Dredd himself, which is undeniably disappointing.
Judge Dredd and the Worlds of 2000AD includes a starting scenario or ‘Crime Blotter’. This is ‘State of the Empire’ and revisits the very first Judge Dredd comic strip back in Prog #2 of 200AD when Judge Dredd went into the ruins of the Empire State Building to arrest ‘Whitey’, the vicious leader of a gang of perps who killed Judge Alvin. It can be run with a team of Judges going into apprehend the perp, but it could also be run with a group of perps doing a retrieval job for a local hoodlum or ordinary citizens who go in search of a missing child at the wrong time. It is primarily an exploration and combat scenario designed to showcase the rules more than the satire and humour of the setting. However, that aside, it works well enough.
Fortunately, Judge Dredd and the Worlds of 2000AD also provides a number of further Crime Blotters for the Game Master to develop. Whether it is investigating a break in at a Munce foodstuffs laboratory or a potential block-war, all five are nicely detailed and include guidelines on how to run them for Judges, perps, or citizens. The quintet also delve further into the setting of Mega-City One and provide some great action for all character types.
Rounding out Judge Dredd and the Worlds of 2000AD is an appendix of various tables for the game. The appendix also includes a set of pregenerated Judges ready to play ‘State of the Empire’ and the other Crime Blotters. The Lawmaster and the Lawgiver, the famous motorbike driven by all Judges and feared handgun wielded by all Judges retrospectively, are also given their character sheets of their own here. Fans of Judge Dredd as a roleplaying game will be pleased to note that the Lawmaster is designed to complement a Judge rather than outperform him.
Physically, Judge Dredd and the Worlds of 2000AD is breezily and brightly presented. It needs an edit in places, but one clever feature is that each chapter is colour-coded for easy reference and access. Another enjoyable feature of the design is that comic strips are used to illustrate aspects of the rules, including a sample of play and character creation. The use and choice of artwork taken from the Judge Dredd comic is also well done, capturing a lot of its action and tone. However, the layout of Judge Dredd and the Worlds of 2000AD is just a little too busy and fussy in places and it is difficult to find things despite the inclusion of an index.
There are a trio of omissions from Judge Dredd and the Worlds of 2000AD. One is the aforementioned menagerie of criminals, enemies, and foes faced by Judge Dredd. Another is rules for vehicle combat, which really would have complemented the guidelines for handling chases, their lack meaning that the Game Master will have to improvise in order to bring the Lawmaster into play, something that happens often in the comic strip. Lastly, there are no rules for handling arrests, which feels really, really weird given how intrinsic that is to the setting of Mega-City One and what a Judge will be doing from one shift to the next. Now, there are skills which can be used, such as Intimidate and Exploits, to handle arrests, but really, not having a discussion of it is a major omission.
Ultimately, the omissions in Judge Dredd and the Worlds of 2000AD mean that it is not the best treatment of Judge Dredd in a roleplaying game. Not all of those omissions are insurmountable, and it is likely that there will be supplements which will address them in the future, but their absence just does not feel right. However, there is a great deal to like about Judge Dredd and the Worlds of 2000AD. It presents three different campaign options—Citizen, Perp, or Judge, and supports all three with the means to create a wide range of character types and multiple scenarios which can be used in all three campaign types. The W.O.I.N. mechanics are serviceable, and the rulebook brightly and breezily captures the tone and energy of the comic strip. Judge Dredd and the Worlds of 2000AD might need more fleshing out than a core rulebook really should, but as an introduction to the setting and the first few games in the setting, it more than adequately lays the groundwork and sets everything up for roleplaying in Mega-City One of the Judge Dredd comic strip and the various roleplaying treatments of 2000AD comic strips to come.
Robert Bloch - H.P Lovecraft Drawings, 1933














"During the 1930s, Bloch was an avid reader of the pulp magazine Weird Tales. H. P. Lovecraft, a frequent contributor to that magazine, became one of his favorite writers. As a teenager, Bloch befriended and corresponded with Lovecraft, who gave the promising youngster advice on his own fiction-writing efforts.[1] Bloch's first professional sales, at the age of just seventeen, were to Weird Tales with the short stories "The Feast in the Abbey" and "The Secret in the Tomb". Bloch's early stories were strongly influenced by Lovecraft, and a number of his stories were set in, and extended, the world of Lovecraft's Cthulhu Mythos. It was Bloch who invented, for example, the oft-cited Mythos texts De Vermis Mysteriis and Cultes des Goules. The young Bloch even appears, thinly disguised, as the character "Robert Blake" in Lovecraft's story "The Haunter of the Dark", which is dedicated to Bloch. In this story, Lovecraft kills off the Bloch character, repaying a courtesy Bloch paid Lovecraft with his tale "The Shambler from the Stars", in which the Lovecraft-inspired figure dies; the story goes so far as to use Bloch's then-current street address in Milwaukee. (Bloch even had a signed certificate from Lovecraft [and some of his creations] giving Bloch permission to kill Lovecraft off in a story.) Bloch later wrote a third tale, "The Shadow From the Steeple", picking up where "The Haunter of the Dark" finished. After Lovecraft's death in 1937, Bloch continued writing for Weird Tales, where he became one of its most popular authors. He also began contributing to other pulps, such as the science fiction magazine Amazing Stories. He gradually evolved away from Lovecraftian imitations towards a unique style of his own. One of the first distinctly "Blochian" stories was "Yours Truly, Jack the Ripper", which was published in Weird Tales in 1943. The story was Bloch's take on the Jack the Ripper legend, and was filled out with more genuine factual details of the case than many other fictional treatments.[2] Bloch followed up this story with a number of others in a similar vein dealing with half-historic, half-legendary figures such as the Man in the Iron Mask ("Iron Mask", 1944), the Marquis de Sade ("The Skull of the Marquis de Sade", 1945) and Lizzie Borden ("Lizzie Borden Took an Axe...", 1946)." - quote source
Artworks found at the Brown University Library.
Another artwork from Robert Bloch was previously shared here.
Judge Dredd III

Like The Judge Dredd Role-Playing Game before it, Judge Dredd was published as a full colour hardback which contained the means to play in its milieu. Actually, it was published as a more colour hardback, for it does not make use of the black and white artwork which long graced the pages of 2000AD. Its setting remains a future America (and beyond) after a nuclear war which irradiated much of the Earth and forced most of the world’s population to live in a number of megalopolises—or supercities. Each is home to millions and millions living in great city-blocks, most of whom are unemployed and turn to hobbies, brand new trends or crazes, or even crime to keep themselves sane. The teeming masses are difficult to police and it takes a special dedicated individual, one who has trained for nearly all of his or her childhood to patrol and enforce the law in these great cities. These are the Judges, trained to be the best, armed with the best equipment, and ready to patrol the streets as combined policeman, judge, jury, and executioner. They enforce the law and do so fairly—and none no more fairly than Judge Dredd himself, a figure who is both authoritarian and an anti-hero, the most well-known and feared Judge in Mega-City One on the eastern seaboard of what was once the United States of America. On a daily basis, Judge Dredd has to deal with litterers and jaywalkers, slowsters and sponts, robbers and murderers, smokers and boingers, illegal comic book dealers and gangster apes, and even Judge Death from a parallel earth. Over the years, the Judge Dredd comic has presented a carnival of crazy crimes and criminals, certainly more than enough to provide a rich, bonkers background, just as it did for Judge Dredd: The Role-Playing Game when it was published in 1985 and then again for The Judge Dredd Role-Playing Game when it was published in 2002. However, Judge Dredd pushes the timeline on seven years to the year 2131 with the appointment Chief Judge Dan Francisco, a former Street Judge made famous by his starring in a twenty-four-hour reality television show following his exploits, who would reinstitute the anti-mutant acts.
Besides being from the same publisher, what both The Judge Dredd Role-Playing Game and Judge Dredd have in common is that they require core rules books to play. Being a d20 System supplement, Judge Dredd required the Player’s Handbook for Dungeons & Dragons, Third Edition, whilst Judge Dredd requires the Traveller rulebook to run and play. However, there are a number of major differences between The Judge Dredd Role-Playing Game and Judge Dredd. Notably, the former allows players to take the roles of citizens and perps (perpetrators) instead of Judges, enabling a very different, crime or resistance-driven campaign in Mega-City One, whereas the latter does not. At the beginning of the game, The Judge Dredd Role-Playing Game only allows players to create Street Judges and Psi-Judges, whereas in Judge Dredd, a player can create a Street Judge, a Psi-Judge, a Tek-Judge, or a Med-Judge. Where The Judge Dredd Role-Playing Game uses the spells of Dungeons & Dragons, Third Edition to model the psionic abilities of the Psi-Judge and threats capable of using psionics, Judge Dredd uses the Psionics rules and abilities of Traveller. Where The Judge Dredd Role-Playing Game uses the skills and Feats of Dungeons & Dragons, Third Edition to model both Player Character Judges and NPCs, Judge Dredd uses the skills of Traveller—though with a few new additions, and adds Feat-like abilities called Techniques. And where The Judge Dredd Role-Playing Game simply has a player roll his character’s attributes, assign skill points, and choose a Feat or two, Judge Dredd has a player roll his character’s attributes, and then take along a lifepath that tracks his time at the Academy of Law. The result is a Rookie Judge with a bit of a history and a background, rather than someone faceless and anodyne, which would result from the character creation rules in both Judge Dredd and The Judge Dredd Role-Playing Game.
A Judge is defined by six attributes—Strength, Dexterity, Endurance, Intelligence, Education, and Influence (see below). Of these, Influence, the measure of a Judge’s commanding presence when dealing with the innumerable criminals and perps of Mega-City One, is something that only Judges have. Normal NPCs do not have it and instead have Social Standing as they would in Traveller. A Judge does not have the Social Standing attribute. All are initially rated between two and twelve, but can go higher. To create a Judge, a player randomly generates his Judge’s attributes—except for Education and rolls on a series of tables for each of the four terms his Judge serves at the Academy of Law. Normally four years long, one of the terms is only three years long and the Judge also has to undertake the Hot Dog Run, mandatory trip into the Cursed Earth to test the cadet’s skills, tenacity and to educate him in the hellish wilderness beyond limits of the city walls, as well as Full Eagle Day, when the Rookie Judge spends a day on the streets with a seasoned Judge to see if he is suitable for graduation. A cadet enters the Academy of Law at age five and graduates at the age of twenty.
Tek-Judge Gagarin
Judge Gagarin’s technical aptitude was spotted during his second term and he was transferred into the Tek Branch during his third term, studying the Robot War in particular. He also passed the flight simulator course. However, despite passing his Hot Dog Run, Tek-Judge Gagarin returned with a case of Recurring Radiation Sickness.
Str 04 (-1) Dex 11 (+2) End 10 (+1)
Int 13 (+3) Edu 10 (+1) Inf 09 (+1)
Skills
Athletics (Co-ordination) 1, Athletics (Endurance) 1, Combat Engineering 1, Computers 2, Drive (Lawmaster) 1, Engineer (Electronics) 2, Flyer (Grav) 0, Gun Combat (Lawgiver) 1, Jack of All Trades 1, Law 2, Mega-City One 1, Geography 1, Mechanic 1, Melee (Unarmed Combat) 1, Space Sciences (Robotics) 2, Street Perception 1, Survival 1, Tactics 1
Special Techniques
Data Access, Jerry-Rig
Rules are also provided for creating more experienced Judges, but not civilians, and the Referee is advised to use the standard Traveller rules to create them—though of course, this would be without the benefit of any of the weirdness and wackiness to be found in Mega-City One. Nevertheless, the rules are creating a Judge are undeniably engaging and a whole lot more fun than in previous roleplaying games based on Judge Dredd, plus they help a player build a rapport with his Judge. The rules add a few new skills such as Combat Engineering and its Specialities of Fortifications, Camouflage, and IEDs and Mines, Gun Combat (Lawgiver)—which a Judge trains in exclusively, Law, Street Perception, and more. All of the new skill descriptions include examples of their use. Special Techniques—essentially the equivalent of Feats from the d20 System—are talents and abilities that give a Judge the edge over a perp. So Dead Halt enables a Judge to bring his Lawmaster or other vehicle to a sharp stop safely and under control, Formidable Presence grants a Judge the full weight of the law in his stance and attitude such that ordinary citizens are rooted to the spot in fear, and Rapid Aim enables a Judge to get a bead on a perp with incredible precision.
Mechanically, Judge Dredd uses the Traveller system. In general, this is a straightforward set of rules designed to handle Science Fiction settings. Which means it can handle technical aspects, like computers and vehicles as well as the action and the interpersonal. The first mechanic that Judge Dredd adds is that for making an arrest. To do this the Judge’s player makes an influence roll, aiming to get eight or more, modified by the Judge’s Influence modifier and the arrestee’s Desperation value. This ranges from minus six to plus six, any perp with a level of minus four or below prepared to do anything to escape, whilst at plus four and above, the perp is desperate to get arrested. The rule for handling arrests is accompanied by a guide to sentencing and the types of back-up and support a Judge can expect.
In terms of background information, Judge Dredd provides quite a lot. This covers not just the history of Mega-City One and a timeline, but also its transit systems, various types of habitat from city blocks and cardboard cities to Luxy-Blocks and the Jungle—home to genetically modified primates, and notable landmarks like the Big Smelly (concreted over Hudson River), the transported White Cliffs of Dover (complete with ‘genuine’ Brit-Citters including dancing chimney sweeps, singing academics, and Pearly Kings and Queens), and Moonray Tower from which lasers beam advertisements onto the lunar surface. Sport, leisure, and fun is also covered, as crazes, organisations, and more. Judge Dredd also provides a brief introduction to places beyond the walls of Mega-City one. Extensive equipment lists detail everything that a Judge would routinely carry on him or might have access to, whilst the rest will equip potential perps. This also includes numerous vehicles, but not spaceships, the Referee being advised to check out Traveller and High Guard for more information.
Psi Division and Psi-Judges get a chapter all of their very own. As with the rest of Judge Dredd, it expands upon rules given in the core Traveller rulebook. It adds Advanced Talents particular to the setting of Judge Dredd, for example Aura Perception and Energy Kinesis, but these are the least powerful. Dimensional Manipulation and Temporal Manipulation are powerful abilities in themselves, but they are also powerful in terms of narrative, able to affect the flow and status of a story during play far more than most other powers. However, such powers are rare and are not available during Judge generation. They are accompanied by some guidance on handling the effects and consequences of temporal travel. As powerful as psionics can be, their use is not without its consequences and psionic trauma can be suffered for overusing powers and psionic strength, and being exposed to mental or emotional stress. Suffer too much psionic trauma and a Judge may fall victim to mental instability or even insanity. The rules cover the potential effects of all of these as well the means to recover from them, plus a range of psionic equipment.
The Judge Dredd comic strip is of course known for the wonderfully weird and wacky nature of its perps, from the Angel Gang to Judge Death—and back again. Judge Dredd has rules for rolling up perps, as well as aliens and mutants, but the ‘Most Wanted’ list of classic criminals faced by Judge Dredd himself over the years is here kept to just a handful or two. And so few of them are actually illustrated. This is perhaps one of the more disappointing aspects of Judge Dredd as a roleplaying game.
For the Referee there is some decent advice on running campaigns and the types of crimes and story-arcs which work together, and in addition to the general background and the timeline, Judge Dredd includes a description of Sector 13, an individual sector of Mega-City One and its features. It pays particular attention to Sector 13’s seven major city blocks, two of which follow a heavy theme of twentieth century rock music—Jon Bon Jovi Block and Bruce Springsteen Block, both of whose citizens hate each other and typically war against the other using very loud music. The contemporary references of Judge Dredd are, of course, very contemporary to 2009, but many still work today. This takes the place of a traditional scenario in any other roleplaying game, but there are lots of details and roleplaying hooks which the Referee can develop into running a campaign of her own in Sector 13.
Physically, Judge Dredd is well presented and as expected uses a full colour artwork drawn from the comic strip. It is not always the most evocative artwork and it often feels a bit dark. The other issue with the presentation is that although there is a map of the world inside the front cover, there are no other maps in the book. So no map of Mega-City One and no map of Sector 13. To some extent, the map for Sector 13 is not quite as important as that of Mega-City One, primarily because the geography of Sector 13 is not as tightly defined, and the Referee can easily create it if necessary.
If there is a disappointment to Judge Dredd, it is in its treatment of the criminals and perps that are fundamentally intrinsic to the setting, their lack of entries just feeling mean-spirited. Similarly, the lack of illustrations for the criminals and perps who are included feels the same way and is actually unhelpful for the Referee. Yet as a consequence of using the Traveller core rules, Judge Dredd feels far more competent in handling the technical aspects of the setting—vehicles and vehicle combat, psionics, and more, than the previous iterations of roleplaying games based on Judge Dredd. Similarly, whilst character generation feels technical in nature, the process is actually fun, and it produces Judges who are both competent and possess a degree of backstory that a player can bring to the roleplaying of his Judge. Judge Dredd may not have quite the charm of Games Workshop’s Judge Dredd: The Role-Playing Game, but it definitely has more character than Mongoose Publishing’s earlier The Judge Dredd Role-Playing Game, and the technical efficiency of its design makes it playable and engaging.
Have a Safe Weekend
Edmund Joseph Sullivan - Illustrations from Thomas Carlyle's "The French Revolution" 1910
Kickstart Your Weekend: Dark Places & Demogorgons 5e
Ok, now this one has my attention!

Spend ANY time here and you know that I love Dark Places & Demogorgons.
This seems like a perfect match for anyone that is a fan of D&D really.Go to the page, read up and then back it. It is going to be great!
Friday Fantasy: Colony of Death

Colony of Death starts with the history of the new province, how King Charles I of England granted its charter to Lord Baltimore to the recent war with the Susquehannock natives and their allies from nearby New Sweden; the various peoples of the colony, including Catholics, Protestants, indentured servants, Virginians who want to claim the area, natives from the various tribes of the area, and more; and details of diseases rampant in the area, such as Dysentery, Hookworm Infestation, and Yellow Fever; and encounter tables for the various terrain types in and beyond the province. A lengthier section is devoted to a bestiary of the region, detailing the varied creatures and things to be found in Maryland. These include the mundane, such as the Black Bear and the Black Widow Spider, alongside a number of monsters, for example, the Goatman, said to be the devil and to haunt the forests west of the Chesapeake; the Hexenwolf, a type of lycanthrope also found in Maryland’s woods and its arch enemy, the Schneller Geist, or Snallygaster, a dragon-like best. Stats are also included for English pirates and natives, and the monsters also veer into Mythos territory with the inclusion of the Mi-Go and the Sasquatch. However, none of these count as the oddest threat in Colony of Death, and that award goes to a Squirrel Swarm. Altogether, the range of the monsters in the book covers a number of genres—more traditional combined with folklore the Hexenwolf, for example, whilst the Mi-Go are definitely Lovecraftian.
Roughly half of Colony of Death is devoted to the supplement’s four scenarios. The first of these is ‘St. Mary’s Shoemaker’ takes place in St. Mary’s City, the capital of the province. Still suffering from the aftermath of The Plundering Times—the Protestant Uprising during the time of the English Civil War, the people of the tiny city are shocked to learn that the body of a well-dressed woman has been found in a nearby river, minus her feet! This is more of a scenario set-up and the opportunity to detail St. Mary’s City than a plotted scenario and the Referee will need to develop a good reason for the Player Characters to be visiting the city, let alone investigating a podophiliac murder.
However, if the Player Characters are successful in investigating the strange death, ‘St. Mary’s Shoemaker’ does set up the second scenario. ‘Hell’s Bell’ takes them exploring or surveying up the Potomac River, perhaps visiting a parcel of land they have been given. On their way, they pass through the village of Lebenstadt, settled by Germans and notable for the large, engraved bell hung at its centre. The people of Lebenstadt are welcoming and hospitable, but hide a supernatural secret which is revealed when the settlement is attacked by another creature. Again, this is more of a set-up than an adventure with a plot and there is the possibility that even if the secret is revealed, that the Player Characters walk away from the village with nothing really happening. Another settlement, a Swedish trading post, beset by attacks by a red-haired giant, is the location for ‘The Hand and Eye of Loki’, the third scenario. If the Player Characters have reason to visit the trading post, there is more reason for them to get involved and this scenario is stronger for that and its greater use of Europeans’ historical involvement in the New World. The last scenario in Colony of Death is ‘To Burn a Witch’ and it oddly takes the Player Characters out of Maryland and across the Delaware River and to the city of Providence. There they come across the sight of the city’s Puritans burning a young girl accused of witchcraft. This is not really even a set-up , more of an encounter in which the Player Characters can choose to get involved in or not. If they refrain, nothing happens, but even if they do, ‘To Burn a Witch’ does not explore the ramifications. Ultimately, it suffers from being based around twentieth century attitudes towards what is a horrid happening rather than the attitudes of the period.
Rounding out Colony of Death is a lengthy appendix. This gives tables of names suitable for the region, including Algonquin, English, and German, an expanded map of the region, and a guide to growing tobacco in Maryland—which turns out to be really hard work! This is all useful content and the latter guide adds depth to making a life in the province.
Physically, Colony of Death is reasonably well presented. The maps are okay and if the artwork is amateurish in style, it at least works well enough for all that.
Although Colony of Death – Weird Fantasy Roleplaying in 17th Century Maryland is to be welcomed for taking Lamentations of the Flame Princess Weird Fantasy Roleplaying (and other retroclones) to the New World and a hitherto unexplored region of the New World, as a supplement it is underdeveloped. It could have done with reasons for bringing the Player Characters to the New World—and Maryland in particular, and for involving them in the scenarios. Perhaps also some rumours that the Referee could develop into scenarios and help get the Player Characters get more involved in the region would have also been useful. As would a bibliography and perhaps a look at the folklore of the region, especially for the Referee who wants to bring it further to life.
Ultimately, Colony of Death – Weird Fantasy Roleplaying in 17th Century Maryland is not a book which can be picked up and used with any ease. As the groundwork for a setting which the Referee can research and develop further herself, Colony of Death – Weird Fantasy Roleplaying in 17th Century Maryland is not an unreasonable starting point.
Plays Well With Others: Kids Games, Dark Places & Demogorgons

Reminder: Dark Places & Demogorgons 5e is having a Kickstarter RIGHT NOW to update DP&D to the 5th edition of D&D. Go. Pledge now and come back here.
Playing Kids' Games
Dark Places & Demogorgns (DP&D) is fantastic. Full Stop. But, I should say a little more than that, and I have and I will. I have even dedicated other PWWO to their Cryptid Manual.
DP&D is a "Stranger Things" like game of playing kids in the 80s, early and mid-80s in particular, when the audience for this game was the age at the time their characters would be. It is a great game that captures a time that many remember as simpler (though I also remember trying to get "online" with a 300 baud (bps) modem...nothing simple about that!) time.
That is the main focus of the game, playing kids and 80s kids in particular. But that is not all it can do. It is a great game of "mild" supernatural terror. A lot less than Call of Cthulhu, or even Chill, but greater than say Scooby-doo or Ghostbusters. For me, it is exactly the sort of shenanigans I wish I could have gotten in to. You know, but minus all the death.
But let's say for example you don't play DP&D (and why not?) you play something like NIGHT SHIFT that deals with more adult matters? Not R or X rated mind you or even bills and jobs, just people over 18. What can a game like DP&D do for you?
DP&D is such a delight. It really is. I am very fond of this game and I still enjoy playing it. On the surface it looks like DP&D and NIGHT SHIFT could be used to tell the same sorts of stories, and that is true to a degree, but that really underplays what makes both games special.
NIGHT SHIFT covers adults in a very dangerous supernatural modern world.
Dark Places & Demogorgons covers kids in a very dangerous supernatural world of the 1980s.

Getting the Characters to Play Well With Others
It seems to be an unpopular topic among old-schoolers, but new gamers love this stuff. They want to know about their character's backstory, what they did when they were younger. Even down to things like what their favorite foods are, who was their childhood crush, and more. Personally, I think it is fun as hell and I love that these newer players have so much excitement for their characters and games.
But how can an old guy like me do that and still stay true to my own roots?
Easy. Take my characters and play them as kids. There are a few ways to make this work.
The Flashback
This is the technique used in the Stephen King movie "It" and a couple of times on Supernatural.
Take your NIGHT SHIFT characters and re-do them as DP&D characters. Something I mentioned before, and it is true here as well, do not try to make a one to one correspondence between the classes. Think about yourself, what you were, and what you were doing when you were 13 vs. now. I would not be the same "class" at all. In fact, this is part of the fun. What was your character back then that made them who they are now? Were the actions of the DP&D game what made your character into who they are now? OR, and I will admit this is a favorite, was the event so traumatic that your adult character forgot it so you have to replay it as a kid.
The forgotten flashback is a good way to build some background and then they can get XP or perk once they remember. So in a NIGHT SHIFT based game, I'd give a character some perk from DP&D related to their "kid" class. Nothing to unbalance the game, but certainly something to add to each character. Making them something a little "more" than they were before.
Lifespan Development
Another great option is to start as a kid in DP&D and progress to the logical end (18) and then pick up as an adult, maybe a couple of years later even, in NIGHT SHIFT.
Again, there is not a good one to one class correspondence between the games and nor would I want there to be. A Jock (DP&D) might end up as a Veteran (NS) or even as a Chosen One (NS). In truth, I would give any DP&D kid character some "free" levels in Survivor but allow them to keep some of the perks of their original DP&D class. So Goths still see ghosts, Karate Kids still kick ass, and so on.
This is the option for people that want a rich backstory for their characters, but don't want to write it, they want to live it.
Age Regression
There are also a few ways to do this one. In Star Trek: The Next Generation there was a great episode "Rascals" where Picard, Ensing Ro, Keiko O'Brein, and Guinan were transformed into pre-teens due to a "transporter accident". Their bodies were de-aged, but their minds were the same.
In the third season of Charmed the episode "Once Upon a Time" did it the other way around; the cast stayed in their own adult bodies but their minds were like children. They needed to do this because only children can see fairies. In this case, it was a spell and this also makes it more useful for your NIGHT SHIFT game. Your character stays the same, but not your mental attributes are DP&D.
Alternate Reality
Finally, one I have been using a lot lately is an alternate reality/timeline. In this one the characters are children. It's not necessarily the same character, but certainly the same character in a different situation.
Case in point I run a "Sunny Valley, OH" game is an alternate version of my Buffy RPG. Same characters (mostly) but the differences are the characters are all younger than they were in the show/RPG, they are set in the ironically names Sunny Valley, Ohio instead of Sunnydale, CA, and it is set in DP&D's proper 1980s instead of the late 1990s/early 2000s.
Pulling it Together: The Characters
One of my better examples and I have a few, would be my versions of Willow and Tara for both NIGHT SHIFT (my "The Dragon and the Phoenix" timeline) and DP&D (my "Sunny Valley, OH" timeline).
This split allows me to different things, have different sorts of adventures, tell different sorts of stories.

Can I do this all in one system? Of course. Especially for a game like NIGHT SHIFT. BUT changing the system allows me to do two things. It allows me to give the different times/ages a different feel via the system. Do I feel the same way now as I did in the 1980s? No. Do I do things the same way? No. The mechanics are a good way to reflect it.
It also allows me to force the players to feel the experience as being different. ESPECIALLY if it is a game that is similar but slightly different. Like NIGHT SHIFT and DP&D are. Combat is largely the same for example, but saves are different. Skills are different. This difference helps mimic the feel of being younger and not always knowing what to do or how to do it.
I have always said a "rising tide raises all ships." Other designers/games are not my competitors, they are my colleagues. Playing games from other designers gives me new insights into my own games.
For more details and examples I am providing some links below to other posts.
And don't forget the Kickstarter!
Dark Places & Demogorgons
- All DP&D Posts
- Plays Well With Others: DP&D Cryptid Manual
- Plays Wells With Others: Dark Places & Demogorgons and Buffy the Vampire Slayer
- Review: Survive This! Dark Places & Demogorgons Companions
- Review: Survive This! Dark Places & Demogorgons
Sunny Valley, OH
- Welcome to Sunny Valley, OH
- Willow & Tara: Survive This! Dark Places & Demogorgons
- Survive This! Dark Places and Demogorgons - Supernatural / Buffy Crossover
- Dark Places & Demogorgons: Buffy the Vampire Slayer and Charmed; How Soon is Now?
- Dark Places & Demogorgons: Buffy the Vampire Slayer and The Hex Girls; Bizzare Love Triangle
- Survive This! Dark Places and Demogorgons - Carmilla / Buffy Crossover
NIGHT SHIFT Veterans of the Supernatural Wars
- All NIGHT SHIFT Posts
- Plays Well With Others, Generation HEX, and my Traveller Envy
- Plays Well With Others: Night Shift and Modern Supernatural Games
- Willow & Tara: NIGHT SHIFT Veterans of the Supernatural Wars



Remember, Remember the Fifth of November…
One Man's God: Finnish Mythos

She is in the shape of Finland.
Seems like a good day to talk about fallen gods and demons. We are also getting into mythos I know less and less about. So let's begin our tour in a country I have always liked, Finnland.
I don't think it is too much to say that the myths and characters presented in the Deities & Demigods for Finnland are largely, if not exclusively taken from the Finnish national epic, The Kalevala. I have a copy of the audio-book I had been meaning to listen to before this, but since I no longer drive to work it has been taking a bit longer to get through my backlist. I have had some exposure to the myths in comparative mythology books and of course, every D&D gamers knows that Gary Gygax was also a big fan of these stories.
The Mythos of the Finnish people are maybe some of the most relatable to long time D&D players since so much of them have been adopted into D&D proper. Goddess Loviatar and Mielikki have been adopted wholesale into the Forgotten Realms campaign and remained unchanged from the D&DG counterparts. Mordenkainen sounds like he could have been a traveling companion to Vainamoinen and Lemminkainen. Let's also not forget the Louhi, the Witch Queen of Pohjola is also an alternate name/guise for Tasha/Iggwilv.
It is hard to say if the Finnish Mythos have a more D&D feel to them because of how they are presented in the D&DG OR is because so much of D&D has strands of Finnish/Kalevala DNA in it. Those ties only got deeper as the development of D&D from the early 70s to the 80s went on. So it would then reason that any Finnish "demons" would convert over to AD&D demons fairly well.
Except there is one little problem.
There are no monsters listed in the D&DG Finnish mythos that could even be considered demonic, with maybe one exception. The mythos are filled with Gods, but they are more background to the stories of the heroes. The Kalevala is a Heroic epic. So it has more akin with the stories of Gilgamesh and Heracles than it does with say the neighboring Norse myths which tend to be more about the exploits of the Gods.
So let's look at what we have and expand it out.

Or do they?
In the Kalevala Loviatar is the blind daughter of Tuoni/Tuonetar. The part about the cold wind blowing is spot on, but she is also the mother of the Nine Diseases. Back in my AD&D witch playtests (late 80s) I had a witch of Loviatar who specialized in disease spells. So I do recall reading that much then in this comparative mythology book.
There is also some conjecture that in the earliest tales Loviatar and Louhi were the same characters. Called Louhi in some areas and Loviatar in others. Though I think you would have trouble telling a Forgotten Realms fan that their Maiden of Pain is an ancient wrinkled crone.
At one point I wanted to stat out the nine sons (or in my mind, eight sons and one daughter) of Loviatar as demon-like monsters. But I never got it to come together in a way I liked. I may try again after reading the Kalevala.
If Loviatar went in one direction, Louhi went in the opposite. Loviatar might be more popular with the D&D crowd, but it is Louhi who is more well known. A lot can be said about Louhi and maybe one day I'll devote some more time to her. We do know that she was the model/alternate name for Tasha/Iggwilv. Which brings up an interesting idea. We know she has a son and she is the main antagonist of the Kalevala, though she also sometimes helps the heroes.
Side note: I am sorry, the whole time writing this I keep hearing "Bring me the Sampo!" from the 1959 movie "The Sampo" or better known here in the US and to MST3k fans as "The Day the Earth Froze." It has been my tradition to watch an MST3k movie while decorating for Christmas ever since I first saw this one.
I do find one thing about the whole Louhi/Iggwilv connection interesting. You have a Finnish girl (Louhi) essentially kidnapped and raised by a Russian witch, Baba Yaga. Allegorical of the Russian occupation of Finnland from 1809 to 1917? Maybe. OH! here is an idea. The PCs need something from Iggwilv's past BUT her past is in Russia and Finnland during the Victorian era. Would give me a chance to play some Ghosts of Albion. It would work well since the "Suomi Neito" or the Maiden of Finland is a concept similar to "Britannia" or "Éire / Ériu" and what the Protectors are.
In the D&DG Louhi has 45 total levels of spell casting, she is certainly a very powerful character. She stole the sun and the moon for example.

The eagle of Russia attacks the Maiden of Finland.
Again her shape is the shape of the country.
Hiisi and LempoThe closest thing we have to a demon is Hiisi the God of Evil. I say closest, but the entry in the D&DG does not lend itself to being a demon. Sure he is Chaotic Evil, but he seems to be more human or at least a giant.
When doing my research I found that much like "The Devil" and "devils" Hiisi is both the name of a god of evil, evil beings in general and the place name where these beings are found.
We know from the D&DG that no evil creature can cause Hiisi damage. Could it be that these evil creatures are his? The plural of hiisi is hiidet. It usually translates to "malicious creature " or even demon.
HiidetFREQUENCY: Very RareNO. APPEARING: 1 (1-3)ARMOR CLASS: 5MOVE: 12"/24"HIT DICE: 10+30 (60 hp)% IN LAIR: 95%TREASURE TYPE: Nil, SpecialNO. OF ATTACKS: 2 fists or 1 weaponDAMAGE/ATTACK: 2d6 x2 or 2d8SPECIAL ATTACKS: NoneSPECIAL DEFENSES: +1 or better weapon to hit, hide 90%, Immune to cold and fireMAGIC RESISTANCE: 10%INTELLIGENCE: Animal (savage)ALIGNMENT: Chaotic EvilSIZE: L (12' to 18' tall)PSIONIC ABILITY: Nil
Hiidet are often confused with hill giants, ogres, and trolls. Each one is unique in that it takes on the coloration and form best suited to its chosen lair. A Hiidet of the stoney mountains will appear to made of stone with moss-like hair. One living in the forests will have brownish or greenish skin and leaf-like hair. This camouflage is part of their demonic heritage and is set once they find a lair to settle in. It does not change though as they move around. It does confer a 90% chance that they will remain unseen in their lairs.
Hiidet attack with their fists or a weapon. They are immune to the environmental effects of cold and are immune to both fire and cold effects including magic and dragon breath.
Hiidet are something of a cross-species between elementals, giants, and demons. They are quick to anger and will lash out at anyone invading their lands, but they are also cowards who will avoid attacking large parties. Their lairs are natural areas such as caves, or holes in the ground that would fit them. They keep nothing of value, preferring to eat their victim whole. Every so often though a rare magical item will be found in their lairs (10%).
Lempo is a similar case. There was a god (sometimes goddess), Lempo, of love, but of the irrationality of love that causes people to make bad decisions. Lempo seems similar to the god Pan in many respects including his "demonization" by Christians. Another character, Paha, is also mentioned.
LempoFREQUENCY: Very RareNO. APPEARING: 1ARMOR CLASS: -1 or 9MOVE: 24"/48"HIT DICE: 6+6 (42 hp)% IN LAIR: 0%TREASURE TYPE: NilNO. OF ATTACKS: NADAMAGE/ATTACK: NASPECIAL ATTACKS: Cause chaosSPECIAL DEFENSES: +1 or better weapon to hit, invisibleMAGIC RESISTANCE: 25%INTELLIGENCE: AverageALIGNMENT: Chaotic Evil (Chaotic Neutral)SIZE: L (12' to 18' tall)PSIONIC ABILITY: Nil
Lempo are nature and fertility spirits that have been corrupted by evil. Their former function was to ensure fertility and crop growth, they became corrupted and now sow lasciviousness and chaotic behavior. They cause faithful couples to stray and young people to behave in an erratic manner.
As spirits, they have no physical presence in the world. Though any weapon that can target ethereal creatures can strike them (AC -1). Likewise they have no physical attacks save their corrupting influence. The tactic of a lempo is to rest on the roof of a home to cause all inside to come under it's influence. Characters and creatures under 4 HD have no save and act in a chaotic manner. Creatures 4hd and above are allowed a save vs. spells.
A priest of 4th level and higher can see the lempo, it appears as a humanoid shape (male or female) with a crow's head, feet, and wings. The priest can "turn" this creature as if it were a wriath. A result of T means the lempo has fled but is not destroyed. A result of "D" means the lempo has been forced out of the spirit realm into the physical. Here it may be attacked with magic weapons (AC 9), but it has no attacks to counter.
If the lempo has fled or has caused enough damage in one village it will move on to the next one.
Lempo–Hiisi is also a trans-Neptunian trinary object along with Paha. Like many of these planetoids, they are named for creatures and characters from the underground, afterlife, and chthonic gods/creatures.
Depending on your read, Hiisi, Lempo, and Paha could be three unique characters or one with two lesser cohorts, or the name of all such creatures.
Finnish MaidenI have mentioned her a few times above, but the personification of Finland is the Finish Maiden. I am not sure if there is any relation between them and Ukko's Air Maidens from the D&DG, but it does seem like there could be a thread connecting them.

She joins the others from nearby lands, Lady of the Mountains (Iceland). Ola Nordmann (Norway), Holger the Dane (Denmark), and Mother Svea (Sweden).
My feeling is there is a lot more to these myths and stories and like always the D&DG is just scratching the surface. Again, this is not a bad thing. The D&DG is not a textbook on mythology.
ETA: I am also submitting this as part of November's RPG Blog Carnival.

Space Age Slap Jack and the Lords of Faerie

One of the things I found was some hand-written notes on various personages from my games. A couple that had a very strange genesis and how I worked around to get them to where I have them now. Vague? Yeah. But let me start at the beginning and work my way back up.
Let's go back to Christmas 1982. I was full-on in my Star Wars fandom. I had seen Star Wars and Empire Strikes Back a couple of times. I had read everything I could my hands on about Star Wars and I was hungry for more. Also at this time, I was really getting into D&D. My introduction three years prior and my gift of the Basic and Expert Sets had kept me going for a long, long time. Anyway Christmas. We would always go to my mom's sister's house for Christmas eve or close to that. Here we would get small gifts. Nothing huge, my mom had a big family, and getting something for everyone was expensive.
This year (and I don't remember many other gifts we got to be honest) I got something that was very strange to me. I got a deck of Slap Jack cards. I thought it was an odd gift really, I was 13 and this was a game for little kids. But this set was different. At least my Aunt or whoever bought it knew of my love of Star Wars and this was a "Space Age Slap Jack."

While I might have played it as RAW once or twice that Christmas, that is not why I grew to enjoy this set. It was the art and the overall concept.
Jack, The Lord of Aggression was an obvious Dollar Store Darth Vader. He may have been the "star" but he was also the least interesting. There were cards named "Interstellar Demon" and "Guardian of the Oathbreakers" and "Orbital Guardians." The art is not fantastic, but it is very compelling.
But it was the Queen of Goodness that captured my attention.

She was a Queen. She had a glowing sword. Not a "lightsaber" a glowing sword. And she looked profoundly sad to me. I wanted to know more about this deck, the story it was trying to tell me. But what was it? It was 1982, there was no Internet, BitNet was still new and no one had access to it. So I did what I always do. I made a story up.

In a way, these cards became an ersatz tarot deck. I would deal out the cards and whatever came up I created a narrative in my mind. Jack was what I'd call today a Warlock. He was the great traitor of the Galactic Peace. The Queen was the young ruler of the Galaxy, now in charge after the untimely death of her father the old King. She ruled, but Jack strove to take it away from her. In this tale, my Galaxy had both high tech and old magic. If this sounds familiar, then yes I have adopted some of these broad strokes for my BlackStar game.
I don't think I ever wrote any of this down. The material I found was recycling some years later.
Fast-forward a couple of years. Now I am in my hardcore AD&D phase. While I had been listening to music my whole life I was actually "listening" to the music instead of just "hearing" it as my late brother Mike would tell me. One of the albums (tapes really) that also captured my imagination was Led Zeppelin's Four, or IV. The song "Battle of Evermore" on side A, right before "Stairway to Heaven" grabbed a hold of my imagination with its epic Tolkienesqe imagery. But what really grabbed me more than anything were the haunting vocals of Sandy Denny. I found the voice of my Queen.
But by this time I had moved my sci-fi fandom and my fantasy fandom further apart. Another little tidbit. While listening to the Battle of Evermore for the first time I misheard the lyrics (as we often did in the 80s). The lyrics go:
Queen of Light took her bowAnd then she turned to go,
The Prince of Peace embraced the gloom
And walked the night alone.
But I heard: Queen of Lies and Prince of Beasts. These names took over the meta-story of the Queen of Goodness and the Lord of Aggression, but of course, they had changed a little. The Queen of Lies was the Queen not because of lying, but because of the only lie she ever told, a lie that caused the death of her father (remember she was sad). The Prince of Beasts, the former Lord of Aggression was also changed into a character that was aggressive, but not due to evil, but because he was protecting the wild spaces he lived. He became more of a Beorn-like character. Their stories are linked. And don't get me started on the Angels of Avalon or the Dragon of Darkness. Though my Orange Dragon from the Pumpkin Spice Witch certainly fits that.
The Queen of Lies and the Pince of Beasts eventually became something akin to faerie lords in my games. Both are sad figures and represent the melancholia of certain heroes in various tales.
The Tale of the Queen of Lies and Prince of Beasts
A long time ago a Faerie King had a beautiful daughter. Her mother had been human and died in childbirth. The King, being a wise King, did not blame the girl as other monarchs might have, and instead of bemoaning the lack of a son he raise his beautiful, but sad daughter to be ready to rule in his place one day.
The King's lands were beset by all sorts of beasts so much so that his Kingdom and the surrounding lands became known as the Wild. While the King loved his daughter, his people did not. In their minds, she was the cause of her mother's death and the reason the King would not remarry to have sons. Over time the King's advisors suggested he marry her to the local Lord who had control over all the wild beasts. The King saw the wisdom of this and prepared the marriage. His daughter however did not want to marry the Prince, whom she felt was an uncouth savage, even if he was a Faerie Lord.
On the night before the wedding, there was a great feast. The daughter though, not being able to stand it any longer, broke hospitality and claimed she was already betrothed to another. When it was discovered that the girl had done something no other fey in the kingdom could do. She had lied, but no one knew this or suspected it.
The Prince, insulted waged war on the Kingdom. The war lasted for what felt like forever. Until a fateful day when the Prince was ready to kill the defeated King did his daughter admit her wrongdoing.
The Prince, realizing his war was built on a falsehood, left the Kingdom and was never seen by it's inhabitants again, though he could be seen roaming the wilder places of the lands. The princess, shamed, sat by her father's side. He forgave her and within a few nights had died from his wounds. The girl, being the only one of royal blood, became the Queen. She has been ajust, if unloved Queen, but her subjects still refer to her as The Queen of Lies. Her lands are now known as the Kingdom of Rain.
Queen of Lies
Faerie Lady
Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Lawful Neutral]
Movement: 120' (40') [12"]
Armor Class: -1 [20]
Hit Dice: 14d8+28** (91 hp)
Attacks: Sword or by spell
Damage: 1d8+4 or by spell
Special: Witch spells (13th level), damaged by magic weapons
Size: Medium
Save: Witch 14
Morale: 10
Treasure Hoard Class: NA
XP: 3,250
The Queen of Lies rules the lands known as the Kingdom of Rain. Named so for rain that always seems to be falling or threatening to fall at any moment. She called the Queen of Lie because it was a lie that put her on the throne when her father died.
The Queen is a beautiful, but sad and lonely Faerie ruler. She is a fair and just ruler and her people thrive, despite the weather, but they openly dislike her. She has gained the enmity of the Prince of Beasts, lord of the neighboring kingdom, an enmity that has earned her the attention of both the Erlking and the King of Goblins. While she has no interest in either suitor she knows she must choose one faithfully or the curse of rain her kingdom is under will not be lifted.
The Queen possesses her father's great Sword of Light, which provides her protection as well as magical fighting prowess. However, she prefers to use her magic when needed. The Queen turned to sorcery and witchcraft to be able to lift her Kingdom's curse. She has not but can cast spells as a 13th level Faerie Witch.
Despite her name, the Queen never lies. She is half-human and can lie, but now she chooses not to.
Prince of Beasts
Faerie Lord
Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 240' (80') [24"]
Armor Class: 2 [17]
Hit Dice: 11d8+33** (83 hp)
Attacks: Fists or by animal type
Damage: 1d8+4 x2 or by animal type
Special: Beast form, damaged only by magic weapons, summon beasts
Size: Large
Save: Monster 11
Morale: 10
Treasure Hoard Class: NA
XP: 3,500
The Prince of Beasts is an odd fey lord in he does not like the company of other faerie lords and ladies, or faeries of any status. Instead, he prefers to spend his time in the wild running with the animals and communing with them.
The Prince appears as a huge elf lord, standing 8' tall. He is broad and muscular. He is often mistaken for a large human or even a smaller hill giant. He wears simple animal skins though nothing can hide his regal bearing.
Like all faerie lords he has a personal weapon, a sword, he can use. But the Prince prefers to fight with his bare hands or by transforming into any natural animal. He can shape-shift into an animal and back 3/per day in the daylight hours. At night he chooses a shape and sticks with it till the dawn.
He can summon any animal as per the Druid spells, Animal Summoning, they will obey his calls till the death.
The Prince of Beasts is on good terms with the various Animal Lords, but doesn't belong to their numbers. He ignores most of the Faerie Lords when he can. He has a special enmity with theQueen of Lies, though he would rather avoid her at all costs. He is also the enemy of the Erlking. The Goblin King fancies himself as a rival, but the Prince does not take the Goblin King seriously.
NIGHT SHIFT Content
In NIGHT SHIFT the Lords of the Faerie continue into the modern-day. The Queen of Lies is a real estate developer living in Seatle. She has plans for the wild areas surrounding the Pacific Northwest. The Prince of Beasts is a Wildlife conservationist. Their battles are less about sword and claw and more about permits and lawsuits. Both though are still powerful in their respective realms.
The Last Porch Sale of 2020: This is bat country.
Halloween Hangover: October by the Numbers (and pictures)
Another Halloween is now part of the history books. I am sad to see it go, but now it is time to sit back and see what I did here.

October saw a whopping 92 new posts here at The Other Side! That beat my previous record of 72 in October of 2013.
In that time I watched 60 horror movies, with 41 one of them being first-time views.
You can see all my movies from the October Horror Movie marathon on my Pinterest board.
Follow Timothy's board October Horror Movie Challenge on Pinterest.This translated into 74,587 hits for the month.
The Pumpkin Spice Witch was offered for free as part of DriveThruRPG's Halloween Sales.
You can find it by going to your Wishlist (you need to be logged in),

Scrolling down and clicking on the Pumpkin,

Then it will be added to your cart for the price of a few clicks!

The promotion went so well that as of right now 1,213 were downloaded! I also got a few sales and few dead tree versions too. Not bad for a year-old niche product in a niche market.

In fact, it was so popular that Aubrey Spivey from the Old-School Essentials group on Facebook dressed up as a Pumpkin Spice Witch for Halloween!
I have gotten a lot of nice accolades and nice words about my books over the years. But Aubrey Spivey 's cosplay of my Pumpkin Spice Witch cover has REALLY made my Halloween ????! Thank you!
Posted by Timothy S. Brannan on Saturday, October 31, 2020I mean really. How cool is that?
NIGHT SHIFT also did remarkably well. I don't have the final numbers yet, but my payment for the month was great.
Stated up 12 new characters here for Night Shift and a few new monsters.
I have a few "loose ends" and other ideas I didn't get around to posting. But don't expect this level of posting in November or December!
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