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Mutant Cosmic Horror

Reviews from R'lyeh -

 

Mutant Crawl Classics #8: Evil of the Ancients is the eighth release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. Designed for Third Level player characters, what this means is that Mutant Crawl Classics #8: Evil of the Ancients is not a Character Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. By the time the Player Characters in Mutant Crawl Classics #8: Evil of the Ancients reached Third Level, they will have had numerous adventures, one of which might have been Mutant Crawl Classics #3: Incursion of the Ultradimension. This is important because both scenarios are written by Michael Curtis and because Mutant Crawl Classics #8: Evil of the Ancients can be played as a sequel to Mutant Crawl Classics #3: Incursion of the Ultradimension.

In Mutant Crawl Classics #3: Incursion of the Ultradimension visited a strange island off the coast, home to a scientific research facility which has been invaded by, guess what, an Incursion of the Ultradimension. It combined a sense of the weird with a hint of Blue Collar Science Fiction Horror a la the 1979 film, Alien. The facility also contained a map indicating the location of other facilities in the time before Terra A.D., which might actually still be found, possibly even found intact, in the here and now of Terra A.D. The location for Mutant Crawl Classics #8: Evil of the Ancients is such facility located on the map. However, it need not be run as a sequel, but simply as an encounter along the way as the Player Characters travel from one place to another. However, it may lose a certain resonance if played as a standalone and playing Mutant Crawl Classics #8: Evil of the Ancients as a sequel to Mutant Crawl Classics #3: Incursion of the Ultradimension will go towards building a sense of a campaign, something that is not necessarily a strong feature of the Mutant Crawl Classics Roleplaying Game.

Most scenarios for Mutant Crawl Classics Roleplaying Game are a combination of the gonzo and the weird, Science Fiction with an element of fantasy. Mutant Crawl Classics #8: Evil of the Ancients is different in that it is less fantasy and less gonzo, and very much a weird horror scenario. Once the Player Characters descend into the facility, they at first find scenes of death, but the more they explore, they find that these deaths appear to be the result of a manic outbreak of madness and violence. Of course, the apocalypse that brought Terra A.D. into being, killed millions, but in many of the thirteen rooms and corridors underground, the Player Characters will discover signs of the staff having run amok, signs of their not only having inflicted bloody violence, but of have actually committed acts of torture upon each other. The question is, what drove them to act in such a way?

What drove them to act in such a way was an extra-dimensional creature, a thing dragged into this world by the comic researches being conducted at the facility—think the Large Hadron Collider, but significantly more compact—and in its efforts to persuade the scientist to find a way of getting it home, its viral emanations drove the staff mad and they killed each other. Unfortunately, for the Player Characters, it is still trapped, and it still wants to get home, and it will go to any means to make it possible, even if it means sacrificing a sufficiently powerful enough psychic mutant as part of the process. Which means communicating with the Player Characters, which means that just like the facility before them, it means driving the Player Characters crazy! And is something of a problem when it comes to running Mutant Crawl Classics #8: Evil of the Ancients as part of a campaign.

Essentially, Mutant Crawl Classics #8: Evil of the Ancients is a haunted house scenario whose horror is cosmic in nature. Mutant Crawl Classics Roleplaying Game is not a horror roleplaying game and does not have a Sanity mechanic a la Call of Cthulhu, but as the Player Characters explore the facility, they will receive—initially, but then eventually suffer echoes of memories of the staff before they died, and then when they died. It is horrific and it is horrible, and worse, the most terrible of memories not only inflict harm on the Player Characters, they also force the Player Characters to inflict harm on both each other and themselves—and that is a big problem.

Mutant Crawl Classics Roleplaying Game is not a horror roleplaying game and so does not normally deal with situations in which the Player Characters are trapped in a closed environment and in some cases driven to inflict bloody torture on each other and themselves. In a horror scenario for a horror roleplaying game, this would not be as much of an issue because it is within the remit and the nature of the genre. In the post-apocalyptic genre of the Mutant Crawl Classics Roleplaying Game it is so much. So as consequence, the first issue with the scenario is that it should have included warnings as to its nature and the traumas it entailed. The second issue is that the scenario’s events and traumas are divisive and will see the Player Characters acting against each other—physically and mentally given that this is a scenario for the Mutant Crawl Classics Roleplaying Game. Ultimately, this could see the Player Characters killing each other, potentially leading to a ‘Total Party Kill’, and not every group will be happy with this. For such a group, it could break the game or even the group itself! And again, the scenario should have included warnings as to its nature and the traumas it entailed.

However, if the players are happy with the horrific nature of Mutant Crawl Classics #8: Evil of the Ancients, then it is a horrifically atmospheric scenario, its creepiness building and building as the Player Characters encounter memory echo after memory echo and become aware of the true nature of past events in the underground facilities. Ultimately, it is likely to lead to an outbreak of bloody violence amongst themselves, and perhaps their best course of action is to retreat, to count the exploration as at best, a horrifying experience best left unrepeated. Its horrible nature means that it also works as a one-shot, and its short length, means that it could also be played in a single session, possibly as a convention scenario (doing so, would definitely require the warnings that the scenario is sadly lacking).

Lastly, it should be pointed out that Mutant Crawl Classics #8: Evil of the Ancients discusses possible outcomes to the scenario and gives an alternative ending involving a more physical confrontation—rather than the Player Characters running away. An appendix details the viral nature of the threat they will face in the scenario.

Physically, Mutant Crawl Classics #8: Evil of the Ancients is nicely presented. It needs an edit in places, but is generally well written and the artwork involves a lot of the signature characters seen in other Mutant Crawl Classics Roleplaying Game titles.  The double-page spread map is excellent though.

For all of its issues, Mutant Crawl Classics #8: Evil of the Ancients is a good scenario—creepy and weird, with a growing sense of horror as the Player Characters explore the facility. However, the scenario is also nasty in its horror, and some playing groups are not going to be happy with that and its divisive effects, especially in a game like Mutant Crawl Classics Roleplaying Game which normally does not feature either. The Judge is advised to read the scenario carefully and consider its effects on her campaign and her players before running Mutant Crawl Classics #8: Evil of the Ancients, and perhaps if Goodman Games publishes a scenario of a similar nature in the future, advisory warnings might be a good idea.

October Horror Movie Challenge: The Witch Who Came from the Sea (1976)

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Another "leftover" from a previous challenge.

This might be the most "1976" movie I have seen in a long time.  Lots of drugs, naked hot tubbing, and a busted up Volkswagen Karmann Ghia.

The main character, our "Witch", Molly is fairly insane.  She tries to repress the abuse she suffered at the hands of her father while lusting after all these different men.
She also seems to be killing men but not remembering it.
 Molly is not just deranged, she is also very simple like she is still stuck somehow back at being a child.

Molly keeps spiraling deeper into madness and the police are quickly on to her.

In some of her flashbacks, it's hard to tell what was real and what is only her delusional state.  So she either killed a few men or a lot of them.

What I don't get is how in the hell did she get up and kill people with all those drugs and alcohol in her system.

IMDB said this movie had witchcraft in it, but not really.
There is horror here, but not of the conventional sort.

Watched: 3
New: 3

NIGHT SHIFT content
Not every supernatural occurrence is a bad one as I have tried to show in Ordinary World. Some times the supernatural occurrence is not even really supernatural.  In the case of this movie, there is a supposed "witch" but really it is just a mentally disturbed woman that kills men.  A ruse like this only works once to be honest so use it sparingly.  Too much and you turn your "Supernatural Horror" into "Scooby-Doo."





Friday Night Videos: The Hex Girls

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It's Friday! It's October! Let's start some Friday Night Videos!

Since I am also doing my October Horror Movie Marathon posts I am writing these posts early to autopost.

So let's get started.

Tonight I have the music of my favorite all-girl, eco-goth band of witches, the Hex Girls!  Not just the songs from their Scooby-Doo episodes but some clever coplayers and cover bands.




And all the Hex Girls songs in one place.

Happy Halloween!

October Horror Movie Challenge: The Horrible Sexy Vampire (1970, 1971)

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Well.  One of the words in the title is a lie, but one is spot on.
Also known as "El Vampiro De La Autopista" this is a movie that never really knows what it wants to do.  Both titles tell us this is a Vampire film, but it is often treated (right up to the end in fact) as a mundane murder mystery.   They make a big deal of the murders happening every 28 years, but the ending does nothing to explain that.

Not to spoil it, but the movie is kind of dull, the police detective pins the murders on an escaped mental patient.  One we don't even hear about till the very end.  This is despite the fact that the murders have an obvious supernatural element to them.  How obvious?  Well, the killer is invisible.

Now under other circumstances, this might be interesting, but here it is just cheesy.

Sadly some interesting ideas lost in this Spanish "Hammer-envy" movie.


Watched: 2
New: 2
Night Shift ContentWell.  The best thing to do with this one really is to have a serial killer in your games. Everyone thinks it is a vampire, but it really just a human psychopath.  This works well in Ordinary World if all the characters are supernatural and they are worried that one of their own is going to get them exposed.





Kickstart Your Weekend: Bitchin Chimera and the Jaquays' Archive

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Quite the collection today!

Lost Tomb of the Bitchin' Chimera - Dead Milkmen RPG Module


https://www.kickstarter.com/projects/justinsirois/lost-tomb-of-the-bitchin-chimera-dead-milkmen-rpg-module?ref=theotherside

The Dead Milkmen are releasing a D&D adventure about a "Bitchin Chimera." Do I really need to tell you more than that? No idea if Tony Orlando and Dawn, Beelze-bubba, Mojo Nixon, or a Punk Rock Girl will appear. 

Judges Guild Deluxe: Dark Tower, Caverns of Thracia, & More


https://www.kickstarter.com/projects/1409961192/judges-guild-deluxe-dark-tower-caverns-of-thracia-and-more?ref=theotherside

Ok, first and foremost this Kickstarter will not benefit any of the current racist owners of the Judges Guild.  This collects some of the best material of the early days of JG and all written by Jennell Jaquays. Some very, very solid stuff here, and Goodman Games puts out a solid product.

and finally one more look at this one now that it has made it's funding goal.

Hellbringers: The Sacred Heart


https://www.kickstarter.com/projects/hellbringers/hellbringers-the-sacred-heart?ref=theotherside

All are ending soon!

DMSGuild Witch Project: Witches of Rashemen

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Today I have three products again that work well with each other, but this time they are not by the same author.  

These products all deal with the area of the Forgotten Realms known as "The Unapproachable East" and Rashemen in particular.  This is of course one of the strengths of doing a product for the DMSGuild as opposed to doing it via the OGL; the ability to access Wizard's IP to use. 

While that is certainly attractive in some cases, I much prefer to use the OGL.  But if these authors had then we not have these products.

Again, here are my rules for these reviews of this series. 

The Great Dale Campaign Guide

This one is huge and has ten authors. The pdf and hardcover book fills it's 144 pages with full-color art and details on all sorts of details on the Great Dale section of the Unapproachable East.  This book actually rivals such books from WotC like The Sword Coast guide and the Icewind Dale. This book covers the people of the lands with new classes (sub-classes), new backgrounds, new feats as well as new spells and magic items. The lands are covered with geography, history, factions, friends, and foes.  There are guides for playing in the lands as well.  The author's introduction sets the stage for the book AND I think it also a good selling point for why people would want to use the DMSGuild rules over the OGL.  

In the case of this book it works well.  I also appreciate that authors not only took the time to properly credit the artists, the obtained commissions for some art as well.  This more than justifies the $19.95 price tag for the PDF.  It is also one of the few DMSGuild books I would want as a hardcover too.  If I played in the Realms more.  If I ever get a Realms 5e going then this will be on my list for getting the hardcover version.

While the Witches of Rashemen are mentioned, there is no "Witch" class.  Plenty of Warlock and Wizard sub-classes though.

Spells of the Unapproachable East

This is a modest PDF that punches above its weight class.  It gives us 13 pages of 5e style spells that are conversions of earlier spells from the Unapproacble East area.  A few I recognized from Unapproachable East (3.5) and from Spellbound (2e).  No art, but 39 spells that were not part of the D&D 5 corpus at the time the PDF was made.  All of that for just a PWYW of $0.50.  Not to bad really. 

Again, no Witch class in this one. But plenty of spells.

Homebrewed Class: Wychlaran Witch

Ah! Now here is what I have been wanting.  You can't write about witches in D&D as long as I have and not come across the Wychlaran Witch, the Witches of Rashemen.  It was one of the reasons I finally put down my Greyhawk books to see what this "young upstart" of the Forgotten Realms was about.

This PDF is modest, only 8 pages, written by Bryan Williams.  It covers the Wychlaran Witch class as a full class.  It covers the class and all the class features, but it is missing the advancement tables and spells per level. It looks and reads like it should be akin to a sub-class of the Sorcerer, and that works to a degree, still I would have liked to see the table.  There is a section on new equipment, which is good, and 13 new spells.  I supposed the advantage to this particular PDF is if you have a Witch class you like you can use this in conjunction with it to create a more witch-y Wychlaran.  So that is a bonus in it's favor.

Also the PDF is PWYW with a listed price of $0, but I say use my guideline of ¢10 per page and give the author ¢80 (or ¢60 for the actual content).  For less than...well just about everything, you can have a class and some new spells.

[Friday Fantasy] The Deck of Weird Things

Reviews from R'lyeh -

Dungeons & Dragons has given the hobby a great many things, many of them signature things. In terms of treasures and artefacts, none more so than The Deck of Many Things. Since it appeared on page one-hundred-and forty-two of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition in 1979, The Deck of Many Things has been a wondrous thing, an artefact which dealt out fantastic gifts—both beneficial and baneful, which wrought amazing changes upon a Player Character and the world around them. These ranges from being given a beneficial miscellaneous magic item and fifty thousand Experience Points, being granted between one and four wishes, gaining an enmity between the Player Character and a devil to the Player Character losing all of his magical items—all of them and forever, having their Alignment radically changed, and being imprisoned—instantly! Once found and as each card is drawn from The Deck of Many Things, that card will change the drawing Player Character, the world about him, and the campaign itself. The Deck of Many Things is not just a wondrous artefact, but very probably, a box/bag—whatever it came in, of chaos.

Over the last forty years, The Deck of Many Things has always been part of Dungeons & Dragons, from edition to edition, and in the twenty-first century, there have been numerous attempt to turn The Deck of Many Things from the description in a rulebook into the handout of all handouts—an actual physical Deck of Many Things. Some of them are, like Green Ronin Publishing’sThe Deck of Many Things, have become highly collectible and so surprisingly expensive. Of course, numerous other physical versions of The Deck of Many Things can be found—and for a whole less than what you would pay for a copy of Green Ronin Publishing’s The Deck of Many Things. The latest edition is from Lamentations of the Flame Princess, best known as the publisher of Lamentations of the Flame Princess Weird Fantasy Roleplay retroclone and its line of associated adventures, but it is not as The Deck of Weird Things.

As an in-game artefact, The Deck of Weird Things is designed to be left in the collection or library of some wizard, the point being that it should be found with some relative ease rather than being secreted away under a mound of treasure in a deep dungeon. It consists of a deck of fifty-two cards, but when found, there will be between two and twenty cards missing, these having been drawn by a previous finder of The Deck of Weird Things. As soon as anyone finds the box or bag containing The Deck of Weird Things, they know what it is, how it works, and that its rules bind all those who find it. These are simple—three or more persons must be present to draw from The Deck of Weird Things, they must all agree to draw, they must agree to draw the same number of cards, and that it must be shuffled before drawing. Then cards are drawn one-by-one, the effects described on each card taking place, and once they have, each card disappears, so further depleting The Deck of Weird Things.

So what effects might happen when a Player Character draws a card? The drawer’s hair—all of it, becomes brittle, inflexible, and like straw; a particularly frail and elderly person becomes obsessed with the drawer and joining the party, and generally though not of any real use, grants a bonus to reaction rolls when present; the drawer’s player must swap their drawer’s highest ability score with the lowest; the drawer can buy one single item or service for free; the drawer is immune to poisons and diseases; once everyone has drawn their cards, the current drawer can choose to draw more just for himself; and suddenly, duplicates appear of those drawing cards, but they do not want to attack their respective drawers, but go and settle down and live an entirely mundane life! There is a huge variety of effects in The Deck of Weird Things, some obviously mechanical, some world related, and so on, and given that each card disappears after having been drawn and taken effect, they are extremely unlikely to see them repeated unless there are multiple copies of The Deck of Weird Things in a game world. Further, given the number of effects in The Deck of Weird Things, its effects are still unlikely to be duplicated even if it turns up in an entirely different campaign.

The Deck of Weird Things requires some preparation before play. For this, two standard decks of playing cards are required. One is used to determine the category, that is, the page to refer to, whilst the other to random determine which of the four possible effects given on the page come into play. As per The Deck of Weird Things, cards are removed from the first deck to reflect cards actually disappearing after being drawn from The Deck of Weird Things.

Essentially, The Deck of Weird Things is a book of—not tables—but of one big table. One big table with what is effectively over two hundred entries. These are divided into categories, one category per page, and four entries per category. These are clearly presented on each page, so that that process from drawing a card to determine the category to drawing a card to determine the specific effect all plays out fairly quickly.

Physically, The Deck of Weird Things is a sturdy, digest-sided book. It is well written and there are nicely done standard deck of playing cards-themed illustrations of Lamentations of the Flame Princess Weird Fantasy Roleplay signature figures dotted throughout the book. However, the look of the book is pedestrian at best. Not so, the cover, which is a really attractive piece depicting the actual The Deck of Weird Things. The extra slipcover for The Deck of Weird Things is very nice, but entirely optional.

The Deck of Weird Things offers exactly what it promises—a means to change a campaign, to add random effects, to upset the proverbial apple cart, and to add weird effects to campaign. It will do that, and if that is what you as the Game Master want for your campaign and your players are happy with that, then fine, certainly add The Deck of Weird Things to change, potentially really change your campaign. And it should be noted that this does not have to be a campaign just for Lamentations of the Flame Princess Weird Fantasy RoleplayThe Deck of Weird Things will work for any Old School Renaissance retroclone, just as it would work for Dungeons & Dragons, Fifth Edition.

However, there is just one reason why you would not add The Deck of Weird Things to your campaign—and that is price. The Deck of Weird Things was released as a fundraiser and so is correspondingly expensive, and even more expensive with the now-unavailable limited-edition slipcover which goes with it. Notably, even the publisher does not think that this book is worth its purchase price and for its price, you almost wish that The Deck of Weird Things was actually a copy of The Deck of Weird Things and not a book. Such a thing would really work to entice your players and their characters, to tempt them with ultimate power, or ultimate ruin. Such a physical object would be magical in terms of game play, whereas drawing ordinary playing cards and referring to a big table, not so much. To be fair though, The Deck of Weird Things is not a deck of cards and was never intended be a deck of cards. It is though, given its price, more of a collector’s item than an actual supplement you would bring to the table.

October Horror Movie Challenge: Doctor Mordrid (1992)

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As typical, I start with some of the left-overs from last-year.  This one was high on my list due to some chatter online.  I guess the deal is that it was supposed to have been a Doctor Strange movie with Jeffery Combs playing the Strange role.   Here he is now Anton Mordrid, and it suits him better I think.  Brian Thompson is in this as well, playing, what else, the bad guy.

The effects are a little cheesy, but that is to be expected, this was low budget even 1992 standards.  It was fun to see some old-school stop-action effects.

The horror is roughly on par with the Doctor Strange comics.  All the elements are there, but you are never really expected to be afraid.

Combs and Thompson make for great adversaries, it is a shame we have not seen them in something else together.  Both look so damn young in this. But I guess this movie is nearly 30 years old.

The "I'll see ya again I promise," leads me to believe that there was going to be more, but sadly we never got it.

All in all a fun little movie.

Watched: 1
New: 1
NIGHT SHIFT Content
Doctor Mordrid's world is so adaptable to Night Shift that one wonders why I never watched it before this!  He is in all respects a version of Doctor Strange, but there is more to it than that.  Mordrid, for example, seems to be much older than Strange having waited 150 years for the return of Kabal.
Anton Mordrid, Ph.D.20th Level WarlockStr 12 (+0) Dex 10 (+0) Con 17 (+2) Int 18 (+3)* Wis 18 (+3)** Cha 15 (+1)**XP: 4,000,000Hit Dice: 11d4+18 (20) Hit Points: 66 AC: 7Attack Bonus: +6Check Bonus: +8*/+6**/+4Armor: Magic cloakSaves: +7 vs. spells and magical effectsFate Points: 10Class Abilities: Arcana 150% (knowledge about magic, rituals, cults, and spellcasting), Spellcasting 150% (160% if he has his Amulet of Kronos).Other Special Abilities: Arcane Bond (Amulet of Kronos, adds +10% to spellcasting), Blaster, Enhanced Senses, TelekinesisSpells Levels: 1:6 2:5 3:5 4:5 5:4 6:4 7:4 8:3 9:3
Mordrid has an extensive library so all spells in the core NIGHT SHIFT book are available to him




Ernst Emil Schlatter (1883 - 1954)

Monster Brains -

Ernst Emil Schlatter - The Great Horror, Nebelspalter, 1924The Great Horror - Nebelspalter, 1924 

Ernst Emil Schlatter - The New Teachings, Nebelspalter, 1922The New Teachings - Nebelspalter, 1922 

Ernst Emil Schlatter - Message From Far Away, Nebelspalter, 1922Message From Far Away - Nebelspalter, 1922 

 Ernst Emil Schlatter - Education, Nebelspalter, 1923Education - Nebelspalter, 1923 

Ernst Emil Schlatter - The Frightened, Nebelspalter, 1920'sThe Frightened - Nebelspalter, 1920's 

Ernst Emil Schlatter - Court Session, Nebelspalter, 1924Court Session - Nebelspalter, 1924 

Ernst Emil Schlatter - Admonition, Nebelspalter, 1923Admonition - Nebelspalter, 1923

 Ernst Emil Schlatter - Duel, Nebelspalter, 1920'sDuel - Nebelspalter, 1920's 

Ernst Emil Schlatter - Surprise, Nebelspalter, 1923Surprise - Nebelspalter, 1923 

Ernst Emil Schlatter - Teasing, Nebelspalter, 1924Teasing - Nebelspalter, 1924 

Ernst Emil Schlatter - Internalized Walk, Nebelspalter, 1920'sInternalized Walk - Nebelspalter, 1920's 

 Ernst Emil Schlatter - Pursuit, Nebelspalter, 1920'sPursuit - Nebelspalter, 1920's 

Ernst Emil Schlatter - Indoctrination, Nebelspalter, 1923Indoctrination - Nebelspalter, 1923

 Ernst Emil Schlatter - Admonition, Nebelspalter, 1924Admonition - Nebelspalter, 1924

 Ernst Emil Schlatter - Example, Nebelspalter, 1924Example - Nebelspalter, 1924 

 Ernst Emil Schlatter - Penitential Sermon, Nebelspalter, 1920's Penitential Sermon - Nebelspalter, 1920's

Artworks originally published in Swiss humor magazine "Nebelspalter" from the 1920's.

DMSGuild Witch Project: The Hedgewitch

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Let's start this off with two products that are used in conjunction.

As a reminder the "rules" for reviews are here, http://theotherside.timsbrannan.com/2020/10/the-dmsguild-witch-project.html

The Hedgewitch (player class) by PCSpinner  and Covens (for the Hedgewitch) by PCSpinner 

Both products feature the same cover art with some color variation. 

The Hedgewitch PDF is a PWYW with a suggestion of $1.00 for 9 pages.  
Covens is $0.50 for 4 pages.

It looks like the math here is about ¢10 a page. Let's see if that holds up across the DMSGuild titles. 

Both come in standard format and printer-friendly format.

The Hedgewitch is true to its name and presents a Hedgewitch class.  She gets spell levels up to level 5 only. The class has a nice variety of features and powers and all have a really nice witchy feel to them. 

The "sub-classes" or archetypes of the hedgewitch are "covens" which is exactly what I would do and would expect since "Traditions" were taken by the Wizards class. There is a nic variety here.

The layout and art look really nice. I think some of it is public domain art and photos. At least they look a little familiar. 

There are no "new" spells, but it does use spells that were new at the time of publication.  

Covens for the Hedgewitch is similar in terms of art, layout, and options.  This pdf offers another four covens to use with the Hedgewitch.

So a couple of thoughts.

These easily could have been combined into one product, but I think I see the rationale for keeping them separate.  Either way it is fine.

The layout and art is really nice, the creator spent some time on this and it shows. This was released four years ago and I thought the creator would have done more, but I only see six total titles in the DMSGuild.  The inclusion of printer-friendly versions is a very nice touch.

I would try this class out. I think there are some good ideas here.  

ETA: The Hedge witch class was taken down since I wrote this review.

The DMSGuild Witch Project

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October is here!  I am not sure about you, but my thoughts have turned to Halloween.  Ok, that’s not true. I was thinking about Halloween back in August.  But since most everyone else is now thinking about Halloween I thought it might be nice to delve into reviews.

My kids have been wanting me to create a 5e Witch class ever since 5e came out. I have not done it because, well, I think I can get out of the warlock and druid and some deft multiclassing the witch character I want.  Presently I am playing a wizard who also has the magical scholar background that is working out well.  I am also playing multiclass warlock/paladin to cover a “Green Knight” and Warlock that has been picking up various feats from sorcerer, wizard, and bard to get a more witchy feel.  But since I play so rarely (I am always the DM) it is hard for me to get out of these characters what I want.  Plus I feel the need to playtest everything.

So with Tasha’s Cauldron of Everything on the near horizon, I have turned to the DMSGuild for ideas.

There are so many witch classes on the DMSGuild I figure I would try a few. And I have. And my experiences...well...let’s just say they have been all over the place.

Now, I am planning to review these witch classes and witch related materials.  BUT I want to set some ground rules for myself.  

The Rules

I normally feel a little bad when reviewing someone else’s witch class.  Not to be too blunt, but there is just no way they have been writing about this as long as I have. So I can’t knock them down for missing something that is obvious to me, but maybe not to someone else.

Also, I have to remember that these publications, by their very nature, are amateur. I can’t expect high levels of layout, art, or design in most of these.  Yes, there is some absolutely stunning pdfs there in terms of production values and art.  But most of these are not going to be at that level; most of the books there are not at that level period.

In truth, art is going to be a big issue since a lot of the PDFs I have grabbed seem to have a lot of “borrowed” art.   I’ll mention art issues as they come up. 

The price point also seems to be an issue. A lot of these products are priced much higher than similar-sized ones on DriveThruRPG.  Like the art, I’ll talk about the price if it is a big issue for the item. My mental comparison on price here is going to be about ¢10 per page. 

I want to give each product a fair shot, given that I know that many of these could be the first effort of the author/designers.

Some products I’ll be reviewing here are quite small. Others are linked to other products.  Some others still are naturally paired with other products.  In any case, I have bought and downloaded enough to cover the entire month.

I am going to leave this page like this with the rules and what I am doing so I can link back to it with each review.

With each class/pdf I am going to be looking for the following:

  • Is it a playable class?
  • What new things does it offer?
  • How “Witchy” is it?
  • Are there any new powers, feats, or spells?

My goal is to find something to recommend for each product and no to unfairly compare it to other, more polished witch products.

I might also make a distinction between a "witch" and a "Witch" or class that can act like a witch vs a class named Witch.  This is a distinction that might only matter to me, but hey, this is my blog.

October Horror Movie Challenge: Getting Ready

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I am getting ready for my annual October Horror Movie Challenge!


This year lacks a real theme save for "movies I have had laying around forever and I need to watch them or sell back the DVDs" and "movies I have been meaning to watch forever".

I am going to lean heavily on my preferred time of the late-60s to mid-70s.  And I have more than a few Italian horror films.


I have about 110 movies here.  Some I have already seen so won't do those. There are also more than a few overlaps.  I'll try to hit more than one per day, but often that is not really doable.  I'll also hit more over the weekends.
I am going to also try to include as much NIGHT SHIFT content as I can.

Let's see where I end up at the end of the next month!

Review: Pages from the Mages

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As I mentioned earlier, The Pages from the Mages feature of Dragon Magazine was one of my favorite features and I looked forward to seeing what new spells Ed Greenwood would relay from the great sage Elminster.  I was very pleased when I saw that the entire collection was pulled together into a single tome.  The original Pages from the Mages spaned roughly 10 years from 1982 to 1992 and both editions of AD&D. 

For this review, I am considering both the original print version sold by TSR and the PDF version sold through DriveThruRPG.  Presently there is no Print on Demand option.

Pages from the Mages

The book is 128 pages. Color covers, black & white interior art with full color, full-page art.  Designed for the AD&D 2nd Edition game.
The PDF sells for $9.99 on DriveThruRPG.
The softcover book originally sold for $15.00 in 1995.

This book covers some 40 or so unique spell books from various spellcasters from the Forgotten Realms.  Some of these spellcasters are well known such as Elminster and others less so or at least nearly mythic in the Realms.  This is one of the book's greatest strengths. While this could have been just a collection of books with known spells, it is the stories and the myths behind the books that make this more.

While many of the spells found within these books are fairly well known, there are plenty of brand new and unique spells. This is what attracted me to the original Dragon magazine series.  Within these pages, there are 180 or so "new" spells.  I say new in quotes because most, if not all, these spells appeared first in the pages of Dragon magazine and then again in the pages of the hardcover Forgotten Realms Adventures for 2nd Edition.

Additionally, there are a number of new magic items and even a couple of new creatures.

The true value for me, as a DM and a player, is to provide these new spell books as potential treasure items or quest items.  Even saying the name of some of these books, like Aubayreer's Workbook, is enough to get my creative juices flowing. Where is it? Where has it been? What other secrets does it contain?

I often refer to a product as punching above its weight class.  This is one of those books.  While overtly designed for the 2nd Edition game there is nothing here that can't be used with any version of the D&D game, from Basic all the way to 5th edition with only the slightest bit of editing needed.

While I have a print copy and the PDF, a Print on Demand version would be fantastic. 

A complete list of the spells, spellbook, creatures and characters in this book can be found on the Forgotten Realms wiki, https://forgottenrealms.fandom.com/wiki/Pages_from_the_Mages






This Old Dragon: Retrospective, Pages from the Mages

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Another This Old Dragon Retrospective today. Today I want to cover one of my favorite series in the run of Dragon, and one that had far fewer entries than I thought, Pages from the Mages. Again this series is by Ed Greenwood writing to us as Elminster. It's a wonder I wasn't a fan of the Realms until pretty much 2001.


The premise is laid out in the first installment, Elminster (or Ed, sometimes it is hard to say) wondering aloud why we don't find more unique spell-books in treasure hordes. He goes on to explain that such tomes are very rare.  The set up is solid and less in-universe than The Wizard's Three.  But like The Wizard's Three, this is used to give us some new spells and some magic tomes worthy to build an adventure around.  So let's join Ed and Elminster and pour through these pages of a nearly as legendary tome, Dragon Magazine, and see what treasures we can find.
Pages from the Mages
Our first entry is in Dragon #62 which has one of my all-time favorite covers; the paladin on horseback challenging three orcs.   This takes us all the way back to June 1982, the height of my D&D Basic/Expert days.  The magic books we discover here are:
    Mhzentul’s Runes, with details for making a Ring of Spell Storing. Rings that become guardian creatures (but no details) and the spells Fireball, Fire Shield, Fire Trap, and Delayed Blast Fire Ball.

    Nchaser’s Eiyromancia, this book gives us two new spells, Nulathoe’s Ninemen and Nchaser’s Glowing Globe.

    Book of the Silver Talon, this sought after tome has a number of good spells, Read Magic, Burning Hands, Comprehend Languages, Detect Magic, Erase, Write, Identify, Message, Shocking Grasp, Shield, Darkness 15’ Radius, Detect Invisibility, Knock, Ray of Enfeeblement, Web, Wizard Lock, Blink, Dispel Magic, Gust of Wind, Infravision, Phantasmal Force, and Protection From Normal Missiles.  Additionally, it has recipes for the ink for Read Magic, Buring Hands, Comprehend Languages, Detect Magic, Erase, Write, Identify, Message, Shocking Grasp, and Shield.  All in-universe and fluff, but fun all the same AND an often overlooked aspect of magic.

    Chambeeleon, the unique spellbook is described as a treasure.  In contains the spells, Water Breathing, Fly, Lightning Bolt, Fire Shield (cold flame version only), Ice Storm, Airy Water, Cone of Cold, Conjure Elemental (new version), Disintegrate, Glassee, Part Water, Spiritwrack, Cacodemon, Drawmij’s Instant Summons, Reverse Gravity, and Vanish. Which leads to the obvious conclusion that Drawmij was also moving between the planes between Greyhawk and the Realms.  This book is also considered to be a religious text by many priesthoods of aquatic gods. In each case, we also get a little history and the last known or suspected whereabouts of the tomes. I say tomes, but thankfully Ed was not so limited in his thinking.  Some are books, some are collections of pages and others are stranger still.  I find it interesting that this entry is followed by the classic NPC class, the Scribe, also by Ed.
More Pages from the Mages
Our next entry comes from Dragon #69 which I also covered as part of my This Old Dragon Issue #69. Again a fantastic cover from the legendary Clyde Caldwell.  The article is titled "More Pages from the Mages" and has art by Jim Holloway. Interestingly there is a book in the art named "Holloway's Guide to Everything" could that be the next 5e book to come out?  The actual books covered here are:
    The Magister, this particular tome has no title so it is just called "the Magister". It consists of 16 sheets of parchment between two ivory covers.  It includes a treatise on illusion magic and the spells Change Self, Color Spray, Phantasmal Force, Detect Illusion, Mirror Image, Dispel Illusion, Nondetection, Massmorph, Shadow Door, Programmed Illusion, and True Sight.  There is also an alternate version of the Clone spell. There is also a lot of debate on what is exactly on the last page. 
    Seven Fingers (The Life of Thorstag), this tome is bound in leather. It describes the Void Card from the Deck of Many things. How wonderfully random! Yet so on point for an academically minded wizard.  There is also a recipe for Keoghtom’s Ointment, which may or may not be correct.  There is also some local history. 
    The Nathlum, is a rather non-descript book.  But there is some saying about books and covers.  This one will cause damage to anyone of Good alignment holding it! It includes recipes for poisons, so not all these books are limited to spells.  Something that honestly is not stressed enough. 
    The Workbook, there is no accurate description of this tome.  So Elminster isn't all-knowing (ok to be fair, Elminster and Ed would be the first to point this out).  This is rumored to include the spells Spendelarde’s Chaser, Caligarde’s Claw, Tulrun’s Tracer, Tasirin’s Haunted Sleep, Laeral’s Dancing Dweomer, Archveult’s Skybolt, and Dismind. All are new.
As I mentioned in my original post, back in the day I would go right for the spells, today I am more interested in the story behind the spellbooks.  Maybe the spells inside are some I have already seen, but that is not what makes it valuable to me now. It's the story, the history, maybe there is something really special about this book. Maybe the spellcaster is still alive. Maybe his/her enemies are and want this book.  My cup runneth over with ideas.
Pages From the Mages III
We jump to December 1984 and Dragon #92.  Damn. Another classic cover. This time it is "Bridge of Sorrows" by Denis Beauvais and he has updated it on his website.  what a great time to be a classic D&D fan.  This one is very special for me for many reasons. First, this was the very first PftM I had ever read. I didn't know a damn thing about the Realms (and I only know slightly more now) but as I mentioned in my This Old Dragon Issue #92 I remember going on a quest to recover Aubayreer's Workbook having only the glyph as a clue.  I don't remember all the details save that the quest was dangerous and the spells in the book were a bit anti-climatic given the quest.  Not that the spells are bad (hardly!) it is the quest was that hard.
This is also, at least from what I can tell, our very first mention of The Simbul, "the shapeshifting Mage-Queen".  I guess she is looking for a copy of this book too! I think I see a plot hook for my next Realms game (and playing on the events in The Simbul's gift).  MAYBE that quest was only half of the tale! Maybe the other half was really to get this book to The Simbul.  I am only 30+ years late.   Thank you Ed!  Of course, that is only one of FOUR magic books.  Let's have a look.
    Aubayreer's Workbook, this "book" is a long strip of bark folded accordion-style between two pieces of wood with a rune carved on it.  The spells are read magic, burning hands, dancing lights, enlarge, identify, light, message, write, ESP, wizard lock, dispel magic, explosive runes, fireball, and extension I. There three special spells  hailcone (a version of ice storm), and two new spells, Aubayreer's phase trap and thunderlance.
    Orjalun's Arbatel, not to be overshadowed this book's pages are beaten and polished mithril! Lots of Realms-centric details here. In fact this might be where many of these topics saw print for the very first time. This one includes two new spells Encrypt and Secure.
    The Scalamagdrion, bound in the hide of some unknown creature this book has a little surprise. The spells included are (and in this order): Write, erase, tongues, message, unseen servant, wizard lock, identify, enchant an item, permanency, blink, disintegration, feeblemind, fly, death spell, flame arrow, delayed blast fireball, invisibility, levitate, conjure elemental, minor globe of invulnerability, wall of force, remove curse, and dispel magic.  The book also has a unique monster bound up in the pages that will protect the book! 
    The Tome of the Covenant, named for the group of four mages that gathered together to stop the onslaught of orc from the north.  What this entry makes obvious is exactly how much detail Ed had already put into the Realms. There are four new spells in this book, named for each one of the Covenant wizards. Grimwald's Greymantle, Agannazar's Scorcher, Illykur's Mantle, and the one that REALLY pissed me off, Presper's Moonbow.  It pissed me off because I had written a Moonbow spell myself. Only mine was clerical and it was a spell given by Artemis/Diana to her clerics. My DM at the time told me it was too powerful at 5th level and here comes Ed with a similar spell, similarly named and his was 4th level!  Back then it was known as "Luna's Moonbow" named after one of my earliest characters. Ah well.  Great minds I guess.
Pages from the Mages IV
We jump ahead to Dragon #97from May 1985.  I also covered this one in This Old Dragon Issue #97. Rereading this article years later is the one where I thought I should stop being such a spoiled Greyhawk twat and see what the Realms had to offer.  It would still be a long time before I'd actually do that.  This one also had a bit of a feel of the Wizard's Three to it. The books covered here were:
    Bowgentle's Book, a slim volume bound in black leather. It has a ton of spells in it, so many I wonder how "slim" it actually was.  Cantrips clean, dry, and bluelight, and the spells affect normal fires, hold portal, identify mending, push, read magic, sleep, continual light, darkness 15' radius, detect evil, detect invisibility, ESP forget, knock, levitate, locate object, magic mouth, rope trick, strength, wizard lock, blink, dispel magic, fireball, fly, hold person, infravision, Leomund's Tiny Hut, lightning bolt, protection from evil 10' radius, protection from normal missiles, slow, tongues, water breathing, charm monster, confusion, dimension door, enchanted weapon, fire shield (both versions), minor globe of invulnerability, polymorph other, polymorph self, remove curse, wizard eye, Bigby's Interposing Hand, cone of cold, hold monster, passwall, and wall of force.  The two new spells are dispel silence and Bowgengle's Fleeting Journey. 
    The Spellbook of Daimos, this one has no title on the cover and described as very fine. Very little is known about who or what "Daimos" is.  The spells included are, identify, magic missile, invisibility, levitate, web, fireball, monster summoning I (a variant), slow, suggestion, confusion, fear, fire trap, polymorph self animate dead, cloudkill, feeblemind, anti-magic shell, disintegrate, geas, globe of invulnerability, reincarnation, repulsion, Bigby's Grasping Hand, duo-dimension, power word stun, vanish, incendiary cloud, mind blank, astral spell, gate, and imprisonment.   The new spells are flame shroud, watchware, and great shout.
    Book of Num "the Mad", this one is interesting. It is loose pages held in place by two pieces of wood and a cord.  Num was a reclusive hermit who learned a bit of druidic lore.  There are a few more spells here. But what is more interesting are the new ones. Briartangle, Thorn spray, and Death chariot.
    Briel's Book of Shadows. Ok, the title has my attention. Though it has little to do with the Books of Shadows I am most often familiar with.  This one has the following new spell, Scatterspray. It does have some details on uses of Unicorn horns and a recipe for a Homonculous.
These books really upped the number of spells included in each book.  Was this intentional? Is this the "Power creep" that was starting to enter the game at this point? It was 1985 and this was not an uncommon question to ask with the Unearthed Arcana now out (and now these spellbooks all have cantrips!) and classes like the Barbarian and Cavalier making people say "D&D is broken!"  The more things change I guess...
Pages from the Mages V
Dragon #100 from august 1985 was a great issue all around. From the Gord story, to Dragon Chess, to this. I really need to give it a proper This Old Dragon one day.  But until then Ed is back with some more magic.      Sabirine's Specular, the first book from a wizardess. It has a good collection of standard spells.  The new spells are Spell Engine, Catfeet, Snatch, Spark (Cantrip), Bladethirst, and Merald's Murderous Mist.    Glanvyl's Workbook, what is neat about this book is it appears to be the book of a lesser magic-user and these are his notes. So like the workbook a student might have in a writing class.  There are three new cantrips, Horn, Listen, and Scorch. One new spell, Smoke ghost, which is level 4 so he had to be at least high enough level for that.  and the preparations for inks for the Haste and Lightning Bolt spell.    The Red Book of War, this is a prayer book for clerics of the war god Tempus.  I liked seeing that spells for clerics were also offered.  These of course would differ from the arcane counterparts in many ways, or, at least they should.  Ed makes the effort here to show they do differ and that is nice. Many often forget this.  There are a number of prayers here that are common.  Also the new prayers/spells are Holy Flail, Reveal, Bladebless, and Sacred Link, one I enjoyed using back then.  None of these spells though would late make it to the AD&D 2nd published version of Pages from the Mages.    The Alcaister, this is a book with a curse. Not the spell, but rather a poison worked into the pages that is still potent 600 years after it was written. Among the common spells it has three new cantrips, Cut, Gallop, and Sting. There is one new spell, Body Sympathy, and the last page of the spellbook is a gate! Destination determined at random.
Arcane Lore. Pages From the Mages, part VI
It is going to be a five-year jump and new edition until the next Pages comes in Dragon #164. The article has some subtle and overt changes. First there is a little more of the "in character" Elminster here.  Ed has had more time to write as the Elminster and I think this is part of the success of the novels. The overt change is now the spells are in AD&D 2nd Edition format.  Not too difficult to convert back (or even to any other edition) but it is noticed. It is December 1990, lets see what Ed and Elminster have for us.     Book of Shangalar the Black, a deeply paranoid wizard from 700 years ago you say?  I am sure this will be fun! There are only new spells in this short (4 page) spellbook. Bone Javelin, Negative Plane Protection, Repel Undead, and Bone Blade.  Well, the guy had a theme to be sure.    The Glandar's Grimoire, now here is something else that is rarely done, at least in print.  This book is only a burnt remnant.  What is left of what is believed to be a much larger tome is four pages with new spells. Fellblade, Melisander's Harp, Disruption, and Immunity to Undeath.    The Tome of the Wyvernwater Circle, this is a druids prayer book.  Now I know D&D druids are not historical druids that did not write anything down. So a "Druid book" still sounds odd to me.  But hey when in the Realms! This book has a few common spells and some new ones; Wailing Wind, Touchsickle, Flame Shield, and Mold Touch.    The Hand of Helm, another clerical prayer book. This one is of unknown origin. It has 27 pages (and thus 27 spells; one spell per page in 2e), four of which are new;  Exaltation, Forceward, Mace of Odo, and Seeking Sword.
Is it because I know TSR had gone through some very radical changes between 1985 and 1990 that I think the tone of this article is different than the one in #100?  I can say that one thing for certain is that Ed Greenwood is more of a master of his craft here.  The history of the Realms is, for lack of a better word, thicker in these entries.  There is more background to the spellbooks and their place in Realms lore.  This is a positive thing in my mind in terms of writing.  It did make it hard to add them to my Greyhawk campaign, but by 1990 I was hard-core Ravenloft; shit just randomly popped out of the Mists all the time. If I needed one of these books I could make an excuse to get them there.


Pages From the Mages
It is now May 1992.  I am getting ready to graduate from University now and Dragon #181 is giving us our last Pages from the Mages.  It has been a fun trip.  A little bit of framing dialogue starts us off. I did notice we have gone from talking about "the Realms" to now saying "FORGOTTEN REALMS® setting" instead. 
    Galadaster's Orizon. This book is actually considered to be a "lesser work" in the eyes of the wizard-turned-lich Galadaster, but this is all that survived of his tower's destruction. Among the common spells there are three new ones. Firestaff, Geirdorn's Grappling Grasp, and Morgannaver's Sting.    Arcanabula of Jume, another book from a wizardess (rare in this collection of books). This one is written in the secret language of Illusionists (which are, as a class, slightly different in 2nd Ed) and is a traveling spellbook. It has four new spells, Dark Mirror, Shadow Hand, Prismatic Eye, and Shadow Gauntlet.    Laeral's Libram. I was just about to comment that while these books are fantastic, none of the names have the recognition factor of say a Tenser, Bigby, or even Melf.  Then along last comes Laeral. Now here is someone famous enough that I have box of her dice sitting next me! Laeral Silverhand is of course one of the famous Seven Sisters. So not just a name, but a Name. This spellbook has the common spells of feather fall, magic missile, spider climb, and forcewave.  As well as the new spells of Laeral's Aqueous Column, Jhanifer's Deliquescence, and Blackstaff.  The blackstaff spell was created by another Name, Khelben Arunsun.  This one would be worthy of a quest to be sure.    Tasso's Arcanabula.  Our last spellbook comes from an illusionist named Tasso.  Tasso is almost a  "Name." I recognize it, but I am not sure if it was because of this article or some other Realms book I read. The spell book has what I consider to be the common illusionist spells and four new ones. Tasso's Shriek, Shadow Bolt, Shadow Skeleton, and Prismatic Blade.  That's where I have heard of him. I have used that Prismatic Blade spell before,
After this series, the Wizard's Three took over as our source of spells from Ed.
I have read that Ed created this series based on his love of some of the named spells in the AD&D Player's Handbook.  He wanted to know more about the characters and how they came to be associated with those spells.  I think that he showed his love here in this series. I also think it was made clear that sometimes the spell creator's name gets added to a spell not just by the creator, but by those who chronicle the spell, spellbook, or spellcaster later. Sometimes centuries later. 
We got away from this but now it looks like it is coming back. especially with the recent Mordenkainen, Xanathur, and now Tasha books coming out from WotC.

Dungeons & Dragons Animated Series: Requiem The Final Episode

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Well here is an unexpected treat.

Growing up I didn't watch much of the Dungeons & Dragons cartoon. I caught it when I could, but I worked most Saturdays and didn't always see it.  This was also back before DVRs or even on-demand viewing, so unless recorded it on VHS, well I missed out.

Many years later I picked it up on DVD when it was packaged with some wonderful 3rd Edition content. This was about the same time my oldest was getting interested in D&D and the D&D animated series was the perfect gateway drug for him.  If it is possible to wear out a DVD then he would have done it.

On the DVD extras were a lot of neat little things. One of them was the script for Requiem, the last episode of the series.  Written by series writer Michael Reeves it detailed the last adventure of Hank, Eric, Diana, Bobby, Sheila and Uni. It had been put on as a radio play in 2006 and was also included in the DVD release. 

Now some enterprising animators pulled together clips from the series and new animations to give us the final episode in full animated form.

Watch it while you can.

https://www.youtube.com/watch?v=QsNHTnY6HQg

I think they did a pretty good job, to be honest, all things considered.  

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