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Character Creation Challenge: Dungeons & Dragons, Basic Edition
Monday of the first week of the year and it is back to the day job for me. Thankfully I planned an easy (for me) one today. To continue with the editions of Dungeons & Dragons we are now up to Basic D&D.

The Game: Basic Dungeons & Dragons
I have told the tale here many times on how I began with Holmes Basic, but the first D&D I ever owned was the Moldvay Basic Set. I played Basic D&D, just "D&D" to me then, but soon I and everyone else, were mixing it liberally with bits of AD&D. Sometimes I think of the days when a Blue or Red D&D Basic book was used side by side with the AD&D Monster Manual and modules.
Spend any time here and you will know of my love for Basic D&D. So there is little more I can say here.
The Character: Áine nic Elatha
The witch class I am pairing with this is the one from Dragon Magazine #43 and using the guidelines set out by Tom Moldvay on what a witch should be.
Dragon Magazine #43 was published in November 1980; the high point of Holmes Basic, the start of AD&D popularity, and one year before Moldvay Basic was released. The class is overtly designed for AD&D, but as I mentioned we used Basic and Advanced interchangeably. I suppose if I am being true to Basic I should drop the bonus spells per Intelligence the witch gains.
Given the time and this tantalizing promise, I can justify making it for a bastardized Basic/Advanced D&D.

Áine daughter of Elatha is a human magic-user (Basic after all). She is "the path not taken" for me. My first "witch-like" character was Luna, a cleric that worshipped an unnamed moon goddess. While she would later morph into something else, I soon created other witch type characters, Áine is what that character could have been if I had chosen Magic-user rather than Cleric.
Áine nic Elatha
1st level Human Witch
STR: 10
INT: 17
WIS: 12
DEX: 11
CON: 12
CHA: 11
AC: 9
HP: 3
Spells
1st (1+3): Change Self, Cure Wounds, Light, Sleep
Equipment
Dagger, backpack, iron rations, water, holy water, darts (3), 50' rope, staff.

If you are doing this challenge as well please feel free to post on the Facebook group, I'd Rather Be Killing Monsters.
Also, this month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month!
Do check them out!
For Cultured Friends XII: The Excellent Travelling Volume Issue No. 12

The second entry in the ‘Additions and Changes’ series is ‘Psychic Ability and Spells (Additions and Changes) which presents an adjusted table for rolling the Psychic Ability, and discusses the dangers of wearing metal—almost any metal, when casting spells and gives a table of results should a Magic-User attempt to cast a spell whilst wearing metal. Having discussed and presented the dangers of combining metal and magic, the article is rounded off with a discussion of what a sorcerer might actually wear instead of metal, pleasingly adding some colour.
‘The Warrior (Proposal)’ is the author’s suggestion to develop and add context to the Warrior Profession in Empire of the Petal Throne: The World of Tékumel. It does this by dividing the skills in General and Soldier skills, so Spearman and Bowman are General skills and Drills and Logistics are Soldier skills. The aim here is to have General skills that any Warrior can learn, whilst the Soldier skills can only be learned by serving in the legions. Accompanied by the definitions of various skills, it nicely serves to individualise the Warrior Profession and a Player Character’s previous history.
The centre piece in The Excellent Travelling Volume Issue No. 12 is ‘Sa’á Allaqiyár, the Many-Towered City’, a detailed description of the capital of the northern empire of Sa’á Allaqi. It is accompanied by an excellent map, and covers the history of the city, an examination of its major clans—several of which have been adopted from the other four members of the Five Empires, and its notable features. These range from a sizeable Foreigners’ Quarter and an extensive number of brothels to the Pyramid of Néngetl, the long looted tomb of the first Engsvanyáli governor and the Ancient Sealed Gate, the former entry to the city on its eastern wall which was bricked up upon the advice of the priests of the One of Light, who stated that it would bring their god’s blessing and ensure that ‘Sa’á Allaqiyár would never fall. Of course, this is not canon, but this is another excellent article, one which is more than serviceable until such times as there is an official version of the city.
‘The Roads of Avanthár (Part 2)’ completes the short story by David A. Lemire begun in The Excellent Travelling Volume Issue No. 11. The story describes the discovery of a great book and the efforts by members of the military faction to get it to the emperor in Avanthár, and their own rivalries. Ultimately, the concluding part leaves questions unanswered and adds mysteries of its own, but is enjoyable nonetheless.
‘The Hollows of Gyánu’ is the adventure location given in The Excellent Travelling Volume Issue No. 12, the hideout for a group of Kilalammuyáni bandits in the mountains of Tsolyánu’s Chaigári Protectorate, who have been raiding local caravans. The local governor has posted a reward for their capture or their demise, but unfortunately, something already has happened to them by the time the Player Characters arrive to investigate their cave hideout. There are riches to be found in the caves and the sinkhole they are clustered around, but also terrible secrets of the Five Empires’ religious past. It is a nicely done encounter, a mixture of horror and exploration, which is easily transferred to a location of Referee’s choice.
The third entry in the ‘Additions’ series is ‘Bestiary (Addition)’ and presents two creatures as an accompaniment to ‘The Hollows of Gyánu’. The two creatures are the Achayá, ‘The Blood of Gyánu’ and the Chagrúo, ‘The Frozen Dead’, two nasty monsters emanating from the Expanse of the Cold Dark, also detailed here. Rounding out The Excellent Travelling Volume Issue No. 12 is ‘Initial Encounters (Additions and Changes)’, the third entry in the issue’s ‘Additions and Changes’, which presents a replacement table of visitors who might be encountered in the city of Jakálla and the nature of their task in hand. Again, both tables are easy to adapt to other civilised settings and so have a wider use.
Physically, The Excellent Travelling Volume Issue No. 12 is nicely produced, a sturdy little booklet in a thick card cover, pleasingly illustrated and tidily presented throughout. Both the illustrations and the maps are good too.
The Excellent Travelling Volume Issue No. 12 continues the author’s excellent support for Empire of the Petal Throne: The World of Tékumel. It is a solid issue, packed with content and background that the Referee can readily bring to her campaign.
War of the Witch Queens Session 2: Into the Ruins of Ramat
We got a chance to play the second full session of War of the Witch Queens today, our last day of winter vacation. Today's adventure dealt with leveling up the characters to level 1 and giving them a slight boost in HP. The characters also got the chance to buy some real weapons and armor.
All in the process they learned about the terrible Ruins of Ramat from the villagers of Wydfield Woodfield.

The party searched the ruined church and found their way down into the underground structure where the clerics had lived and trained.

They still need to find the spear and use it to defeat the ghost above. Hopefully, we can get a session in this week, even with work.
The players are learning a key feature of Basic-era D&D. Sometimes it is better to run away.
Since everyone is now level 1, I am allowing the players to diversify their characters. One thief is now an Assassin from OSE-Advanced. The magic-users are splitting up into a Blood Witch, Sorcerer, and Wizard. I am going to let them choose from a common spell list, and then also a spell list unique to each class. One cleric is going to focus on being a healer. So I need to get that written up with some ideas.
For this game, I swapped out my New Big Dragon Game Master's Screen for the Old School Essentials Screen. Both work great.
The tiles are Dwarven Forge and the temple is from Reaper Minis.
Can't wait to see where we all go next!
[Fanzine Focus XXII] Beyond the Borderlands Issue #1

Beyond the Borderlands Issue #1 is a fanzine of a different stripe. Published by Swordfish Islands LLC (but also available in PDF from the author), best known for publishing Swordfish Islands: Hexcrawl Adventures on Hot Springs Island, it is a systems neutral regional hexcrawl inspired by B2 Keep on the Borderlands, most recently implemented by Goodman Games’ Original Adventures Reincarnated #1: Into the Borderlands. It is the first part of a trilogy which will explore the overland region in this the initial issue, then the underground areas in the second issue, and lastly provide the bestiary for the previous two issues. The setting for the Beyond the Borderlands, like B2 Keep on the Borderlands before it, is the edge—or just beyond it—of the civilised lands, the frontier outside of which lies untrammeled wilderness, barbaric tribes, and Chaos run rampant. Here a solid fortress has been established as the last outpost of civilisation, to provide a degree of protection to travellers making the journey beyond and against the possibility of an incursion from the ghastly Goblins, horrible Hobgoblins, obnoxious Orcs, grim Gnolls, and more, which lurk just out of sight, ready to strike…
The setting for Beyond the Borderlands is the Wicked Palovalley. Here Stronglaw Keep defends the Western Kingdoms against invasions from the monstrous forces of the Wicked Palovalley. It is presented as a six-by-six, thirty-six hex hexcrawl, divided into six different regions, each one with its own theme, content, rumours, and random encounters. The issue begins though with a description of Stronglaw Keep, which stands at the mouth of the Wicked Palovalley. Stronglaw Keep is an independent outpost, a last settlement of civilisation, the law—rigidly enforced upon pain of death or banishment, and the Church of the Holy Sun. Stronglaw Keep itself is delightfully presented in a vibrantly colourful isometric style, easy to read and use, and accompanied by two sets of thumbnail write-ups. The first provides simple descriptions of each of Stronglaw Keep’s eleven locations—though there are twelve, whilst the second lists the ‘Loot and Stuff’ to be found at each of the first eleven locations. This provides a little more detail, whether the Player Characters are looking for tools, to make a purchase—whether of goods or services, or purloin an item of vale or two. The possibility of the guards reacting to any theft is covered in a short table. Lastly, the Notice Board lists twenty rumours, events, and employment opportunities which can serve as a spur to the Player Characters to adventure and the Dungeon Master to create adventures.
Supported by a simple set-up—the Player Characters come to Stronglaw Keep, introduce themselves, pick up a job or two, and then go explore, and some simple travel, weather, and encounter rules, the bulk of Beyond the Borderlands Issue #1 presents the six six-hex mini-regions of the Wicked Palovalley. From the Keep’s Domain to the Scarlet Forest, each is presented in a two-page spread. An isometric map of the mini region is presented on the left-hand page, along with a table of rumours and a table of encounters, whilst write-ups of each the six hexes are presented on the right-hand page. Each write-up includes a short description, plus two or three bullet points which provide further details. So in the Sludgy Bog, there are rumours of a carriage full of supplies which never reached the hunting camp and the bog is said to be inhabited by a monstrous people, and any brave adventurers which put foot into the squelchy swamp, they might run into Slug-Leeches or Frogmen, and perhaps follow a trail of shells to a reclusive Sea Witch or find a former keep, flooded, but still with stairs leading down into the water…
All of the maps in Beyond the Borderlands Issue #1 are presented in isometric format, which when combined with their bright, vibrant colours, make them leap off the page. The writing needs an edit in places, but everything is well organised and packs a lot of information into relatively limited amounts of space. The format of the two-page spread used for each location and mini-region makes the contents of Beyond the Borderlands Issue #1 very easy to run from the page. If there is an issue with Beyond the Borderlands Issue #1 as a physical object, it is that it lacks a sturdy card cover.
The twelfth location in the write-up of Stronglaw Keep is a ‘Mysterious Cave’. It is simply left as that, awaiting the publication of Beyond the Borderlands Issue #2 to be fully detailed. This is not the only such location left undetailed the next issue of the fanzine. These include the Bloody Ravine where the infamous Caves of Chaos are located, the Flooded Shrine, and the Caves of the Unknown, a randomly generated, mythic underworld. Now of course, the descriptions of these underground locations were always going to be in the second issue of the fanzine, and then the bestiary in the third issue, but that cannot prevent a sense of deprivation in the reader and potential Dungeon Master, not in the sense of not having that information, but in not having that information and in not being able to bring it to the table and run it right now.
So Beyond the Borderlands Issue #1 is not complete, but it will be with the publication of first Beyond the Borderlands Issue #2—when the Dungeon Master could supply the stats of the monsters and NPCs herself and thus run both the region and its dungeons—and then Beyond the Borderlands Issue #3, when the Dungeon Master will have the official stats. In a sense, Beyond the Borderlands Issue #1 is delivering the promise of a full scenario, one that is inspired by B2 Keep on the Borderlands, but richer and despite the lack of dungeons or stats, has much more going on than B2 Keep on the Borderlands ever did. The vibrancy of the colours used in Beyond the Borderlands Issue #1 evokes a Saturday morning cartoon sensibility to this take upon B2 Keep on the Borderlands, as if it was an adventure written with the Dungeons & Dragons television series in mind. Beyond the Borderlands Issue #1 is the beginning of a charming and engaging take upon the classic B2 Keep on the Borderlands, but will definitely leave the Dungeon Master wanting the second and third issues to be complete.
[Fanzine Focus XXII] The Undercroft No. 12

After a four-year gap between the publication of The Undercroft No. 10 and The Undercroft No. 11 in August, 2020, it was something of a surprise to see the publication of The Undercroft No. 12 the following October. Although previous issues provided support for Lamentations of the Flame Princess Weird Fantasy Roleplay, the new issue continues the move by the fanzine away from that retroclone towards a neutral position with regard to any one retroclone, such that its contents can be used with Old School Renaissance fantasy roleplaying game. Unlike the previous issue, The Undercroft No. 12 does not include any content for use with Dungeons & Dragons, Fifth Edition. It does though, include four articles which are interesting and easy to adapt to the setting or retroclone of your choice.
The Undercroft No. 12 opens with ‘The Mountain That is a Man and Also God’ by Chance Philips. This really stands out in being in verse form, a format rarely employed in gaming. It describes a mountain that is between slumber and death, worked over and within by machine men, copper-wire brained and regimented into a strict hierarchy, who send out agents to walk among normal mortals, dressed in Halfling skin and hefty wigs, claiming to be Dwarves. It is a weird, ultimately creepy piece of verse, suggesting that all Dwarves might not be what they seem or at least, some of them, from this one single living mountain, are not what they seem.
Luke Le Moignan’s ‘The Legacy of Vazimak the Thanaturge’ introduces a new type of spellbook—the ‘Mnemocrypt’. This is a device or artefact which predates the use of spellbooks, an externalised memory palace which encodes and encrypts spells in a highly personalised fashion and dates from an ancient age of powerful arcane warlords. The Mnemocrypt of Vazimak the Thanaturge takes the form of a finely etched black sphere which can be studied. As the student learns more and more of its secrets, it increasingly becomes a burden and his mind becomes paranoid and he comes to see patterns in everything. The spells that the Mnemocrypt of Vazimak the Thanaturge grants all of a necromantic nature, such as Dreadful Osseous Vitality which animates and awakens the skeletons of the living, forcing the target to make a Consitution check lest his skeleton tear itself free and Bone Grenado which makes a nearby skeleton explode and potentially other skeletons explode in a chain reaction. Some nine spells are included along with notes on the Mnemocrypt of Vazimak the Thanaturge and others. The spells are all enjoyably inventive and nasty, especially for a villainous necromancer, and so could easily be added to his spellbook even if the Dungeon Master is not using Mnemocrypts. However, they are a clever idea in themselves, adding elements of longevity and research to an artefact. Hopefully, there will be more of them detailed in future issues of The Undercroft, or even more collected in a supplement from the publisher.
Daniel Sell’s ‘Dwarfen Trinkets and Artifacts’ is a table of one hundred items that might be found in a Dwarven home or purchased from a deal in such things. They include a lock of your mother’s beard, a Dwarven novel, a nest of copper and steel wires that is in fact a Dwarven map of the region, a bar of extra strong hair wax, and more. It is all rather mundane and intentionally so. These are a hundred mundane and ordinary items, diverse and engaging in nature, good for adding colour to a campaign with Dwarves, but at the same time, it does feel like filler—a bit.
‘Gallowsport’ by Sándor Gebei describes a dark and unforgiving harbour area beset by poverty, squalor, and organised crime, but contrasted by oddities that have come from abroad. Beginning with the features—sights, sounds, smells, buildings, and activity day and night—of the neighbourhood, it is detailed in table and bullet point fashions. There are tables for ‘Curios From Dark Seas and Distant Shores’, ‘Encounters’, ‘Rumours’, and more, as well as thumbnail descriptions of various landmarks and interesting places. So a curio might be a stiletto used in thirteen successful royal assassinations, an encounter with two beggars brawling whilst sailors look on and place bets, a rumour that a nearby abandoned lighthouse holds cursed treasure protected by giant crabs, and a ship in port might be the Venus, an infamous pleasure boat decorated in bawdy style. Together, the format and the fact that it is systems-neutral, make ‘Gallowsport’ very easy to use. A Dungeon Master can easily take this as is and drop it into the port city or town of his choice, using the roleplaying system of his choice.
The Undercroft No. 12 needs an edit in place, but is otherwise neat and tidy, and enjoyably illustrated. The cover, wraparound in full colour, is weird and creepy, full of eyes and eye-people as a thief looks on.
The Undercroft No. 12 feels slighter because of the long list of gewgaws and knickknacks to be found in the centre of its pages. This is not to say that this list is not useful, but it is not necessarily as interesting or as immediately useful alongside the rest of the issue. The other entries in the issue are more engaging and will likely support play in a long term. Overall, The Undercroft No. 12 is a solid, serviceable issue.
The return of The Undercroft No. 11 is certainly welcome, and despite the shift to support for Dungeons & Dragons, Fifth Edition for some of its content, it still presents oddities and weirdness just as the previous issues did. Thus Dungeon Masters can use the oddities and weirdness just as much as Referees can for the Retroclone of their choice.
Have a Safe Weekend
Reviews from R'lyeh Post-Christmas Dozen 2020
Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.
—oOo—








* (In the interests of transparency, I did edit the new edition of Mausritter.)




[Fanzine Focus XXII] Crawl! No. 6: Classic Class Collection

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.
Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.
Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect.
As the title suggests, Crawl! Issue No. 6: Classic Class Collection is all about Classes in the Dungeon Crawl Classics Role Playing Game. One of the interesting aspects of the Dungeon Crawl Classics Role Playing Game is that Goodman Games has supported it with scenarios and campaign settings, but not with expansions to the core rules. So no new volumes of monsters, character Classes, spells, and magical items, thus giving scope for the community to create this content, for example in fanzines such as Crawl! and the Gongfarmer’s Almanac. However, this does mean that in coming to Dungeon Crawl Classics Role Playing Game there are fewer Classes to choose from, certainly in comparison to classic Dungeons & Dragons. The choices include Cleric, Thief, Warrior, and Wizard, plus because Dungeon Crawl Classics Role Playing Game does ‘Race as Class’, then Dwarf, Elf, and Halfling each as a Class. Which means that there are some classic Dungeons & Dragons Classes omitted, and these omissions are what set Crawl! No. 6: Classic Class Collection sets out , if not to rectify, then at least, give the options if a playing group wants to rectify them. Crawl! No. 6: Classic Class Collection does not provide the playing group with all of the ‘missing’ character Classes, but just four of them, plus options for a standard Class in the Dungeon Crawl Classics Role Playing Game.
The first Class in Crawl! No. 6: Classic Class Collection is the first of two by Jose Lira and is the ‘Bard’, possibly one of the most contentious Classes in Dungeons & Dragons. Like the Cleric, Thief, Warrior, and Wizard, it is a Human-only Class, this version of the Bard being a knowledgeable performer, able to cast limited magic spells, and has a number of Bardic Talents. How the Bard performs depends on his Alignment. So the Lawful Bard is typically found as a village or town entertainer or historian, perhaps even a heard for royalty; the Neutral Bard is common, a travelling entertainer, collecting tales and songs, sometimes in a troupe; and the Chaotic Bard puts on challenging performances, such as walking on a tightrope over a waterfall or dancing around swords, and they might even be spies or con-men. The Bard’s spells are randomly gained from a limited list which changes and grows smaller as the Bard gains Levels from a limited list. The Bardic Talents are Call to Arms, Challenge, and Calm, and can be used in and out of combat, but all require a roll on the Bardic Talent Checks Table with the Bard’s Talent Die plus Personality modifier to give results ranging from ‘Failure’ and ‘Boo, Hiss’ to ‘A Noble Performance’ and ‘A King’s Show’. Overall, it is nicely playable, but stripped back version of the Class which retains its major features.
Jose Lira follows the bard with a version of the ‘Paladin’, the classic, holy warrior. Key to the Class is his Alignment. So Lawful Paladins follow gods of good, harvest, light, and protection, Chaotic Paladins worship dark gods of war and destruction, and Neutral Paladins adhere to a balance between the two. A Paladin has access to divine magic, use Smite to add a bonus or Smite die to his attack and damage rolls made against his god’s enemies, and can do Holy Deeds, such as Lay on Hands, Instil Bravery, and Cause Fear. These require a roll on the Paladin Holy Deeds Table, with a chance of failure. When that happens, the Paladin gains his deity’s disapproval and his Disapproval rating is raised by one. The greater a Paladin’s Disapproval rating, the greater the likelihood of his Holy Deed failing and the greater the act of attrition necessary. Lira’s version of the Paladin follows that of the Bard not feeling overly complex, but retaining the Class’ notable features and their potential for roleplaying.
The only non-Human Class in Crawl! No. 6: Classic Class Collection is the ‘Gnome’ by Yves Larochelle. Consisting of just five Levels, the Gnome is generally a Neutral Class and although a spellcaster, has access to a limited number of spells. Most of the Class’ spells consist of illusion, deception, and trickery magic, such as Charm person, Colour Spray, ESP, Mirror Image, and the like. The Gnome also has the Trick die, added to the roll to determine the outcome of a spell check, instead of the Gnome’s Level. The Gnome is also resistant to magic and can detect gems and precious stones, but more importantly, a Gnome can create sturdy illusions that can cause damage or even instil fear. It is accompanied by a new spell, Scripted Illusion, which enables the caster to build a programmed response into the illusion. This enables the caster to be inventive in setting up traps and effects, adding another engaging element to the Gnome Class.
The last Class in Crawl! No. 6: Classic Class Collection is the ‘Ranger’ by Raskal. Another Human-only Class, it is again flavoured by a Player Character’s Alignment. A Chaotic Rangers is a fearless raider, dedicated protector of nature, or obsessive trophy hunter and a Lawful Ranger is likely to be an army scout, frontiers patrolman, or bounty hunter tracking down criminals, but most Rangers are Neutral, lone wanderers in the wilderness. Mechanically, the Ranger receives a Deed die instead of a fixed bonus to attack, can either become an Archery or a Two-weapon Expert, and gains various wilderness skills. It is a decent adaptation of the Class to Dungeon Crawl Classics Role Playing Game, but does not feel as inventive or as interesting to roleplay as the other Classes in Crawl! No. 6: Classic Class Collection.
Lastly, Colin Chapman offers ‘My Thief, My Way! Custom Thief Skills in the DCC RPG’. It decouples Thieves’ Skills from the core tables in the Dungeon Crawl Classics Role Playing Game and thus Alignment. It instead offers the player with a Thief character more options in how his character’s skills progress. It is a small change, but gives reasons to look at the most skill-focused Class in the roleplaying game.
Physically, Crawl! No. 6: Classic Class Collection is neat and tidy. The few pieces of artwork are decent and the issue decently written. All four Classes basically do a good job taking traditional Classes from Dungeons & Dragons and mapping them onto the Dungeon Crawl Classics Role Playing Game. In many cases, there is an element or two of inventiveness that will encourage interesting roleplaying, such that Classes such as the ‘Gnome’ and the ‘Bard’ look interesting and fun to play. In fact, the four ‘new’ Classes feel lonely, as if there should be more of them to round out those missing from the Dungeon Crawl Classics Role Playing Game, as if Crawl! No. 6: Classic Class Collection should have been either longer or actually a supplement in its own right rather than just an issue of a fanzine. However, as an issue of a fanzine, Crawl! No. 6: Classic Class Collection is a solid edition, its contents easy enough to add to a Dungeon Crawl Classics Role Playing Game campaign and hopefully to be further explored in future issues.
Have a Safe New Year
2020: The Year That Stretches
A Year in the Iso-Cubes: The Mutants Recap 2020

2020 in action
MCKENNA: Christ on a bike, it has been a year. Who would have imagined back when we started 2020 with a frivolous piece on little plastic spacemen the grim turn things were about to take? And to think, back in a previous end-of-year mutants communiqué, we were hubristic enough to say that 2018 had been punishing, jejune fools that we were! 2020 didn’t like that and decided to show us what punishing really meant: an appalling bastard physically, mentally, and financially that has put immense numbers of people through nightmarish shit. So what better way to indulge in a bit of propitiatory magic in the hope of a better 2021 than by quickly listing a few of the gems your faithful muties have been fortunate enough to find embedded in the continent-sized turd that has been the year? So Mike, Kelly—what have you two stumbled across in the last twelve months that’s given you a glimmer of optimism?
GRASSO: Richard, first things first: when Jenny and I were going through our own presumed COVID infection back in the spring, one of the things that kept me going was chatting with you early in the mornings, whinging about symptoms, lamenting my suddenly swiss-cheesed brain, worrying about… well, nearly everything. So friends have absolutely kept me going this year, and having you and Kelly as comrades and creative partners for a fifth year has been the lifeline that’s largely kept me going.
Like I may have mentioned, much of everything before our recovery in about June is a bit of a blur, sadly. I did stay sane like many people during the first months of the pandemic by watching, yes, Tiger King, which, by the time it was over, got me wanting to watch an earlier, much better Netflix documentary on the tension created by the collision of cultic belief with American capitalist culture, Wild Wild Country. Both of these, though, paled in comparison to the recent release of Heaven’s Gate: The Cult of Cults on HBO Max, a terrific and nuanced look at the individuals who found themselves so damaged by a society that denied them wonder and companionship that they marched off to their deaths for beliefs that seemed insane to everyone outside the group. People were talking about it around the election for precisely the wrong reasons, I found.
Honestly, though, I haven’t had the attention span for much visual media this year. I’ve been doing far more reading and listening. I’ll start with Carl Neville’s fascinating novel of a sideways Earth where an out of control right-accelerationist America faces off against a mostly-Communist rest of the world (including the UK), Eminent Domain. Its deep, detail-packed examination of a “utopia with dystopian characteristics”—a largely post-scarcity “People’s Republic of Britain” where a 1990s revolution against the CEOs and toffs has allowed an ostensibly classless technologically-driven society to flourish—is a political thriller, a spy novel, an exploration of alternate-history culture and art, and in the character that I identified with most—a young American college student who falls in love with the PRB thanks to its cultural products, art, and music—a simultaneous celebration and warning about falling in love with a place you’ve never been. It changed my life in a lot of ways and I’m unimaginably proud I got together with Carl to talk about it back during the summer.
ROBERTS: A blur is right. It’s almost like I’m existing in somebody’s demented time-lapse photography experiment. These (so far) nine months have been hard and they have certainly changed my life—the extent of that change won’t be clear to me until some sense of normality (what does that word mean anymore?) reasserts itself (or my mind inserts it). With a full-time-plus job in a public university health system and two kids at home who are deeply bored and sometimes furious at the inadequacies of Zoom, I haven’t had a hell of a lot of time or energy for discoveries. But I did re-watch a lot of disaster movies, a genre we subsequently (and rather angrily, on my part) wrote about here.
And we did get some great news in 2020: we signed a contract with Repeater to do a book exploring the themes of reaction and resistance in American film from about 1967 through 1987, and it’s been a lot of fun, as well as a welcome distraction, watching so many films from the era and finalizing the chapter list with you guys. It’s also been really hard, because we have no choice but to leave out so many movies we love and admire. I’m really excited about the final list, though, a mix that’s heavy on genre but also includes a few blockbusters, a couple of documentaries, some exploitation classics, and some absolute gems that have all but disappeared from the public eye. The idea is that each chapter will pair two films that may not have much in common on the surface, but connect profoundly on a deeper level.
This project, as well as the videocasts we’ve done, has gone a long way in keeping me sane.
MCKENNA: Yes, having you two to shoot the breeze with has been good—well, those of you two that aren’t a grumpy, monosyllabic Californian. Naming no names. But this year’s definitely brought home how fortunate I am. Work’s been tough but at least there’s been some, which is more than a lot of people have had. I was sick in March—fuck knows what it was but I’ve never had such weird symptoms (annotated list available on request—really). It only lasted a week, but I was still in a weird state when it finished, because work was at a complete standstill, I spent it in bed, and for some reason it seemed to make sense to devote the time to watching or re-watching a lot of Bela Tarr films. At the risk of sounding a bit precious, it was an oddly therapeutic experience that I’d recommend, if you’re lucky enough to have the time. And even though I’m sick to the back teeth of Lovecraft, have had enough Nic Cage to do me for the next few decades and never had much time for Richard Stanley in the first place, I actually found myself quite enjoying 2019’s The Color out of Space.
Despite the numbing effect of events, one thing that did make a big impact on me was James Cawthorn: The Man and His Art. There’s so much beautifully rendered art around nowadays, but (and it may just be because I’m getting older) it often seems a bit too perfect—so intimidatingly slick that it can come off as strangely impersonal and unaffecting. That’s not the case with Cawthorn’s stuff—it’s like getting zapped with a cattleprod. I read John Varley’s Gaea trilogy, which I started off thinking was everything I dislike about SF but which turned out to be a lot that I love about it, and, prompted by the website Science Fiction Ruminations, I also read Nancy Kress’s brilliant Alien Light, Suzy McKee Charnas’s brilliant Walk to the End of the World, and finally read some Tanith Lee, which was even better than I’d been hoping since I first meant to read her in 1984.
Music-wise, I fell in love with Fushigi, a 1986 album by Akina Nakamori, Caterina Barbieri’s latest, 2019 Ecstatic Computation, which is just as great as its predecessors, and Yasmine Hamdan’s Arabology (after a tip off by fellow mutant Daniele Cassandro). And of course, a shitload of Hawkwind, after a review copy of Joe Banks’s brilliant Hawkwind: Days of the Underground (review on its way, but in the meantime Joe has written us a great article on the band) spurred me to pull out all my old Hawkwind records and blast myself into the cosmos.
GRASSO: I remember finding myself, immediately after recovering from COVID, really needing music on a near visceral level, spending hours listening to NTS Radio and ordering countless vinyl and DVD compilations from Numero Group, getting into micro-genres and musical scenes I’d never really delved into before. That died off somewhere in the autumn, as I began to mourn what really always attracted me to music, and that is the communal experience of listening and talking about it, which didn’t translate into my isolated life all that well. (One of the exceptions was listening to mixes made by friends and artists I love, but I’ll come back to that in a bit.)
But there was one musical experience in that very difficult autumn that did evoke a sense of community, and that was the release of Oneohtrix Point Never’s semi-eponymous masterpiece LP Magic Oneohtrix Point Never. Given the fact that I was already acquaintances with quite a few fans of Daniel Lopatin’s work, getting to share the experience of listening to and diving deep into the themes and symbolism around this intensely personal album was a delight. Lopatin has always acted as a theorist of nostalgia and media history, and on this album, he uses the conceit of a single day on old-school terrestrial radio, replete with “dayparts” aimed at distinct audiences and demographics, to explore his own career obsessions with the bits of our lives that fall through the cracks of a lifetime bombarded by media. Lopatin’s obsessions around our once-mighty collective pop culture monoculture, its historical fragmentation, and its digital afterlife spoke to me in a year where our collective isolation grew more grim:
“There’s a kind of thesis in [album closer “Nothing’s Special”]. It was a really rough fucking year and it’s been hard for everybody. Something that’s always given me a lot of solace when I’m in a funk is that I notice that I’ve become disenchanted. The thing that can kind of re-enchant me very quickly when I get there is to remember that—like the Philip K. Dick quote said—everything is kind of divine, and everything is interesting, including the stuff between the dials. The noise.
Honestly I did find myself revisiting what you might call media “comfort food” at various points in 2020; I did a complete re-read of James Ellroy’s Underworld USA trilogy and did (er, multiple) rewatches of my favorite Scorsese films—Goodfellas, Casino, and new entrant to the Scorsese pantheon The Irishman—all those tales of white men behind the scenes in the shadows acting badly, those paeans to what Mark Fisher called a “desensitization [to] capitalist realism.” Somehow those old-fashioned, bloody, up-close-and-personal brutalities and cruelties seemed easier to take than the impersonal mass slaughter going on outside our quarantined walls. At least in a Scorsese film or an Ellroy novel you (might) get to look in the eyes of the guy who kills you.
One other old favorite author who surprised this year was Don DeLillo, whose efforts in the ’10s have become almost like prose-poetry: spare, evocative, sketching the edges of our collective collapse. In his slim but powerful 2020 release The Silence, he imagines the loss of our digital commons on possibly the most media-laden holy day of our American calendar: Super Bowl Sunday. Given the dislocations that coronavirus has wrought on all our senses of time and place (especially in relation to using professional sports to orient ourselves in our yearly cycles and how badly COVID scrambled these collective rituals), I found DeLillo’s haunting novella to be both a valedictory for his own career and for an older world of media and parapolitical action that he has helped explain and explore.
But mostly what got me through 2020 were my friends. As acutely painful as it was for me to be physically separated from those friends for a full year, they invariably kept me sane, safe, solvent, and prevented the worst of the demons from knocking at my door. Whether it was gathering online to play Among Us (I have lots of thoughts on why a video game based around betrayal and suspicion became the year’s biggest hit) or just hanging out in those cursed Zoom boxes, without this minimal level of contact I would have surely lost my mind completely. I started a new tabletop RPG campaign online this year, set in the Weird Seventies, and my players have knocked me out time and time again with their own worldbuilding, character development, and exploration of the game’s themes that have been for me much like a magickal Working. This includes, yes, a mix of psychedelic rock, funk, folk, soul, and Motorik music from ’69 to ’73 contributed by player and comrade Leonard Pierce that was a delight to discover and listen to over and over this year. So thanks to the URIEL team. And yes, the planning and writing of the Mutants book (in addition to the Repeater media channel I’ve been working on) has me excited to throw myself into new projects in 2021. So to everyone who’s stuck with us through a once-in-a-century calamity, who’s submitted their own thoughts to our pages, who has shared or commented on our pieces during this difficult time—thank you, yet again. You’re the reason why we keep at it, why we keep plugging away.
ROBERTS: When I have had a couple of hours to myself, I’ve been rewatching a lot of stuff from the late ’80s and early ’90s, starting with Predator and Predator 2, inspired by Alex Evans’s great piece on the first one. And you know what? I really like 2010’s Predators too. Everybody says Adrien Brody was miscast, but that’s bullshit. He’s great in it. He’s great in everything and people are always saying he’s miscast because he doesn’t look like Brad fucking Pitt. I also love 2004’s Alien vs. Predator—no, I will not be taking comments at this time. From there I revisited a really enjoyable Predator/Terminator rip-off called I Come in Peace (1990), starring my man Dolph Lundgren and, ahem, Brian Benben, who many of you will remember from HBO’s long-running series Dream On. It’s certainly nothing you haven’t seen before, but the chemistry between Dolph, the renegade cop, and Benben, the by-the-book FBI geek, is great, and the evil alien (Matthias Hues) shooting tubes into his victims’ brains to suck out the endorphins (an addictive drug on his home planet) is a nice touch.
Another buried treasure from that high-’80s period is Cherry 2000. I saw it when it came out on video (it did not receive a theatrical release in the US) and didn’t remember much, but it’s got a lot of spirit, and the plot is, er, unique: in 2017(!), a businessman’s sex robot shorts out, and he is so in love with it/her (a Cherry 2000 model) that he hires a tracker (human tough gal Melanie Griffith) to take him into Zone 7 (which turns out to be a destroyed Las Vegas) to find and bring home a replacement. I am in no shape to take on the sexual politics right now, but the film is really colorful and uses a lot of kitschy design elements from the ’50s and ’60s to describe its post-apocalyptic setting, there are some excellent action sequences, and supporting turns from Tim Thomerson (the bad guy, who ends up crucified on a Las Vegas casino sign) and legend Ben Johnson (Shane, The Last Picture Show) make up for the stilted performances of the leads. Director Steve De Jarnatt also directed Miracle Mile (1988), another low-budget cult classic that I watched again and still love.
Aside from research on the book, I’ve read literally jack shit this whole year. My mind can’t do it. Music is an endless loop of the Charlie XCX channel (apparently there is something called hyperpop, and I dig it), New Age ’80s ambient, and anything that resembles the ’80s output of Toto, Rick Springfield, and The Cars.
MCKENNA: I Come in Peace is a fucking rocker, on that we can all agree. And I also agree that Adrien Brody deserves more credit, not least for being one of the few credibly punk faces in a film (Spike Lee’s 1999 Summer of Sam). Anyway, as Mike has so eloquently put it, thank you on behalf of all of us to all of you who have taken the time to read We Are the Mutants this year and anyone who’s supported us in any way, whether by contributing or by commenting, or retweeting, or forking out cash, or whatever—it really is much appreciated. And while I’m at it, thank you two for putting up with me too! With so many going through so much shit, wishing anyone “Happy New Year” sounds a bit empty, but fuck it, Happy New Year anyway!
I’m Living In My Own Private Tanelorn, the Anniversary Edition
The Queen is Dead! Session 1 of War of the Witch Queens
After Session 0 the other day we settled on three characters each to run through the funnel of The Witch of Wydfield; or rather the Witch of Woodfield as we kept calling it.

The adventure went as expected. I had everyone choose one of the "Basic Four" classes; Cleric, Fighter, Magic-user, or Thief. As they played we worked out what specific class each one would end up being. One magic-user will become a sorcerer, the other a blood witch. A cleric that worships the Moon might go into druid or might go into fighter, but tell everyone he is still a cleric. It's my youngest. That is what he does.

I had plenty of copies of Moldvay Basic so everyone had one. I used my Old-School Essentials book and my GM1a Game Master's Screen from New Big Dragon Games Unlimited.
Since one of my goals is to use as many different kinds of OSR products I can, I think I am off to a good start. Everyone had so much fun they want to play again tomorrow.
I am likely to go with the Ruins of Ramat, this time for Labyrinth Lord. There are also versions for Original Editon, Castles & Crusades, and an expanded Castles & Crusades version. I have not decided which one to use. Part of the fun is converting.
The characters (and the players) learn the first hint of the overall arc of the campaign; cryptic messages from a possessed girl and the moon (no, really) "the Queen is dead!"
No new hints in the next adventure, but we will see.
2021: “And So It Begins…”
TANX
Here's a selection of drawings by one of my favorite French artists, TANX.
See more here.
The artist is also on instagram.
Monstrous Mondays: Amphicyon, the Bear-Dog (Memory and the Mandela Effect)

There plenty of people that claim that the comic Sinbad was a genie in a movie called "Shazam" (and not the similar "Kazaam" from Shaq) or The Berenstein Bears was a book series and not The Berenstain Bears.
While it might be fun to explore the whole parallel universe or our world as a simulation narrative to all of this, that doesn't interest me as much as the truth; the collective false memories people have. I did my Master's Thesis on Long-term memory activation, my first Doctoral Dissertation was on information processing cognition and memory. I find memory to be a fascinating topic. I don't want to claim to be an expert in this, but I am well informed and have done plenty of original, published scientific research on it.
So when I fall "victim" to the Mandela Effect myself, I pay attention.
At this point, you might be asking what does all of this have to do with Monstrous Monday? Well simply put, I have a creature in my memory that none of the rest of you have.
Let's go back a bit to 2002. My oldest son was a baby, my youngest had not yet been born. We would go to the library and pick up DVDs to watch. One of my son's favorite was Ice Age. I have talked here before about how his love of prehistoric beasts, especially sea creatures, had been an influence on him getting into D&D. Well this was before D&D and before his love of dragons. I think I watched Ice Age a hundred times with him back then. The disc we got also had a special "behind the scenes/making of" section that I would watch as well. This section talked about all the characters that were in the movie; Manny, Sid, Diego, Scrat, and one other. This other character was an Amphicyon or a bear-dog. They showed how the character was designed and even rough cuts of the character and a draft of the poster featuring this other character. I remember telling my wife about it one day after we had returned the DVD to the library.
Fast forward a couple of years and we get the DVD, but no behind the scenes feature on it. Hmm. No problem I think, I'll just grab it from the library again. Well, this stretches into a long period of time and I never grabbed it until a few years back. I liked the creature and used it in a couple of games. I rewatched the DVD behind the scenes and...nothing. No Amphicyon, no bear-dog, nothing at all. I searched online. Nothing. I asked my wife. She didn't remember it. I have a very distinct memory of this short and this character.
But it never happened.
I know that over the years I have constructed and reconstructed the memory. Memory is not a hard drive where things are stored unaltered. We encode our memories with our surroundings; like how a smell or a song will trigger a memory, or in the case of my research in the 90s, how a word can affect which memories are retrieved. For me, I know how my memories were altered. At this time (2001 to 2005) I was suffering a fairly major bout of deep depression. I have studied the effects of depression on memory. I know what can happen. Yet here I am, 2020, searching on the Internet for a character I *know* did not exist, but somehow I am still not 100% convinced I am wrong. (I am wrong, I know this logically)
BUT that doesn't mean I can't have a little fun with this.
Amphicyon

Large Beast (Prehistoric)
Frequency: Rare
Number Appearing: 1 (1d4)
Alignment: Neutral [True Neutral]
Movement: 120' (40') [12"]
Swim: 90' (30') [9"]
Armor Class: 5 [14]
Hit Dice: 8d8+8 (44 hp);
Alternate (Large) 8d10+8 (52 hp)
Attacks: claw/claw, bite
Damage: 1d6+1 x2, 1d10+1
Special: Swimming, Omnivore
Size: Large
Save: Monster 8
Morale: 8
Treasure Hoard Class: None
XP: 650 (B/X, OSE), 640 (LL)
The Amphicyon, or bear-dog, is a large prehistoric mammal that is the forerunner of all modern canines and bears. It was active some 16.9 million years ago and died out 2.6 million years ago.
The creature appears as a large bear, 8 to 9 ft. in length and weighing 1,300 to 1,400 pounds. Its muzzle is more wolf-like than bear-like as are it's teeth and jaw.
Unlike wolves and modern canines, the amphicyon is more of a solitary creature. Groups greater than one and up to four are family units consisting of a mother and her cubs. Also like bears, the amphicyon is a carnivore but can survive on an omnivorous diet. Amphicyons are good if slow, swimmers and will make a diet of fish when they can.
Generally, the amphicyon will avoid contact with humanoids, but it can attack with a claw, claw, bite routine.
Lycanthrope, Were-Amphicyonidae
Medium Humanoid (Shapeshifter, Prehistoric)
Frequency: Rare
Number Appearing: 1 (1d4)
Alignment: Neutral [True Neutral]
Movement: 120' (40') [12"]
Armor Class: 4 [15]
Hit Dice: 9d8*+18 (59 hp)
Attacks: claw/claw, bite, or by weapon
Damage: 1d4+2 x2, 1d8+2
Special: Shapechange, harmed by silver
Size: Medium
Save: Monster 9
Morale: 10
Treasure Hoard Class: C (XX)
XP: 1,600 (B/X, OSE), 1,700 (LL)
Amphicyonidae Lycanthropes are similar to werebears and werewolves, likely the forerunner to both types of creatures. Like all lycanthropes, the were-amphicyonidae can shift between an animal form (an amphicyon), a human, and a hybrid creature. These lycanthropes though are found exclusively among prehistoric humans like cavemen and Neanderthals, and almost exclusively in colder climates.
Were-Amphicyonidae are affected by the phases of the full moon as are werebears and werewolves. Like werebears they retain some human intelligence, though a primitive intelligence focused on survival.
The first were-amphicyonidae, and indeed, among the first lycanthropes ever, were shamans that had mastered the abilities of shape-shifting long before there were druids, clerics, or even witches. They passed their gift on to others and now all that remains of the great shamans of old are these creatures.
In combat, the were-amphicyonidae fight with a claw, claw bite routine. They cannot "hug" as a werebear can. They can only be harmed by silver or magical weapons. Their bite can transmit the lycanthropy curse but only Neanderthals will become were-amphicyonidae. Normal humans will become werebears (lawful and neutral) or werewolves (chaotic) depending on their alignment.
Triffid Ranch Weekend Carnivorous Plant Tours: December 27, 2020
Ticket to Ride?

Nightmare on the Necropolis Express is a scenario for Call of Cthulhu, Seventh Edition published by Stygian Fox Publishing. It is set during the last years of the nineteenth century, so is suitable for use in the Cthulhu by Gaslight setting, or the publisher’s own Hudson & Brand, Inquiry Agents of the Obscure campaign setting. It is short, playable in a single session—two at most, and could be played with a single Investigator and the Keeper, though it would probably work better with a few more. The scenario does not require any of the Investigators to possess a particular Occupation to complete, though perhaps a Priest might be of use.
Nightmare on the Necropolis Express begins with the Investigators being hired by a number of workers on the London Necropolis Railway to investigate a number of unholy apparitions and unsettling occurrences aboard night runnings of the train. The London Necropolis Railway does not normally run at night, but is currently ferrying bodies exhumed from the West Norwood Cemetery in Lambeth in south London to the more capacious Brookwood Cemetery. That is when the incidents began and the train crew, led by the lugubrious Tommy Thompson are worried about them continuing and spooking everyone.
The investigation process in Nightmare on the Necropolis Express is simple, a mere matter of finding out more about the London Necropolis Railway and potentially visiting the West Norwood Cemetery. Armed with a few clues then, the Investigators are expected to join Tommy Thompson and friends aboard the late running of the London Necropolis Railway. Very little happens until the return when quite literally an Abomination appears at the rear of the train—in one of the hearse carriages—and begins to rampage back up the train, moving towards the locomotive in what is a timed event. Can the Investigators stop it and can they discover what is really going on?
Nightmare on the Necropolis Express is a short scenario, ultimately built around an ‘unstoppable’ monster and involving quite slight investigation. The four handouts, detailing various newspaper reports about the London Necropolis Railway and the London Burial Crisis are interesting, but ultimately have little impact upon the events of the scenario. In fact, there is really only the one clue which is pertinent, but it does not really matter if the Investigators discover it or not, because the clue does not really help them or provide a means to deal with the final confrontation. Either way, the events of the scenario will play out and the Investigators will still face the problem on the train.
However, Nightmare on the Necropolis Express does present the Keeper with some fun NPCs to portray—including samples of dialogue which will help her portray them immensely. The floor plans of the London Necropolis Railway are decent and the unique nature of the setting very much stands out.
Physically, Nightmare on the Necropolis Express is a neat, nice little digest-size hardback done in full colour. The illustrations are decent and the inclusion of photographs of Brookwood Cemetery a nice touch. The handouts are disappointingly plain.
Ultimately, the shortness of the scenario and the relative lack of meaningful investigation makes it debatable as to whether or not Nightmare on the Necropolis Express was quite worth publishing as a standalone product. Further, the fact that the scenario and its primary solution comes down to a single skill check—although one that all of the Investigators can make—means that in terms of the story, Nightmare on the Necropolis Express does feel as if the Investigators are along for the ride.
Sumpthin' 'bout a Sojer.
Betty Boop knows the poop; a uniform is always sexy.
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