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Ulf Rahmberg

Monster Brains -

Ulf Rahmberg - Painting No. 21 (side A), 1970-73Painting No. 21 (side A), 1970-73

Ulf Rahmberg - Painting No. 21 (side B), 1970-73 (second photo)Painting No. 21 (side B), 1970-73

Ulf Rahmberg - Painting No. 21 (side B), 1970-73Painting No. 21 (side B), 1970-73

Ulf Rahmberg - Grabado #18, 1973Grabado #18, 1973

Ulf Rahmberg - Gears, 1960Gears, 1960
 Ulf Rahmberg -  Title Unknown, 1979Title Unknown, 1979
 Ulf Rahmberg - Flintskallig, 1994Flintskallig, 1994
 Ulf Rahmberg - Joint EngineeringJoint Engineering
 Ulf Rahmberg - Title Unknown, 1979Title Unknown, 1979 Painting 1923, 1960

 Ulf Rahmberg - Title Unknown, 1961Title Unknown, 1961
 Ulf Rahmberg - On the battle front, nothing new, 1990-91On the battle front, nothing new, 1990-91
 Ulf Rahmberg - Kroppsväcktaren,  1984Kroppsväcktaren, 1984
 Ulf Rahmberg - KapitoleumKapitoleum

Ulf Rahmberg - SnovitSnovit

Ulf Rahmberg - Sketch for 34 o'clockSketch for 34 o'clock

Ulf Rahmberg - Sketch for painting no 26Sketch for painting no 26
 Ulf Rahmberg - MussepiggpartietMussepiggpartiet
 Ulf Rahmberg - Untitled sketchUntitled sketch
 Ulf Rahmberg - Title Unknown, 1991Title Unknown, 1991
 Ulf Rahmberg - Etching No. 14, 1966Etching No. 14, 1966

Ulf Rahmberg - Sketch for painting 34Sketch for painting 34

Ulf Rahmberg - Untitled 1 Ulf Rahmberg - Untitled 2 Ulf Rahmberg - Untitled 3 Ulf Rahmberg - Sexual Motifs 3Sexual Motifs 3

Ulf Rahmberg - Sexual Motifs 2Sexual Motifs 2
 Ulf Rahmberg - Sexual Motifs 1Sexual Motifs 1

Ulf Rahmberg - Sexual Motifs 4 (detail) Ulf Rahmberg - Sexual Motifs 4Sexual Motifs 4" See more at Rahmberg's website.

Class Struggles: The Basic/BX/BECMI Witches

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I have not done one of these in a while, and this one seems like a no-brainer. 

The Basic/BX/BECMI Witches

Maybe more so than AD&D, the witch, in one form or the other, has been a part of the Basic D&D game from the early days. 

Holmes Basic
The "Holmes Witch" has been talked about in old-school blogs for years, mine included.  The so-called Holmes witch never materialized, but it kept us waiting for years and kept bloggers entertained for even longer.

GAZ3: Principalities of Glantri
This is, without a doubt, my favorite of all the Gazetteers and one of my all-time favorite Basic-era books.  I reviewed this book in depth a while back and one of the most overt witches in my Basic book collection.
The Witches of Glantri are some of the most detailed of the Basic-era witches.  It's no lie, that red-head on the cover of the Glantri book was one of the inspirations for where I took my own witch character, even if the book came out a year after I rolled up the character (July 1986 for the character and June of 87 for the Glantri book if I remember right.  OR at least that was when I got it).

One thing I don't care for so much with this class is the charisma reduction, but it seems to come up a lot.

I detailed at least one witch, Skylla, using this witch class and it worked out well.  Also, years and years ago, I redid the Glantri witch to make it something closer to my Complete Netbook of Witches for AD&D 2nd ed.

In the AD&D 2nd Ed version of this book, Glantri: Kingdom of Magic, the witch is completely replaced by the Wokani.

GAZ7: Northern Reaches
This Gazetteer covers the lands Ostland, Vestland, and the Soderfjord Jarldoms.  I REALLY wanted to use this back in the 80s with the G-Series.
This book features the Wise Woman (Witches).  This class is considered an NPC Class, but we all know what that means right?  They get a nice balance of both Magic-user and Cleric spells (up to the 6th level), along with the ability to use magical runes.  I kinda wish I had done more with runes in my own Winter Witch book.
The treat I found here was Carrah the Witch Queen of Hel.   Given the focus on Basic/Expert rules, I would likely have made her 14th level.  Or more likely 13th. But there is some good backstory on her here. While the temptation would be to make her a Winter Witch, I think given her unliving status and her ties to Hel she might be more of a Mara Witch.  Maybe a Winter Witch who had been in a Mara coven.

D&D Master Rules Boxed Set
The D&D Master Rules, also the one I know the least about, has rules for non-human spell casters.  Shamans, who can use cleric and druid spells, and the Wicca who can use Magic-user spells.  The list of spells given to Wicca certainly has a witch feel to them. They are really only missing a cure spell or two.

Spells Usable by Wiccas
First Level Magic-User Spells
Detect Magic (B39)
Light (B40)
Protection from Evil (B40)
Read Languages (B40)
Read Magic (B40)
Sleep (B40)

Second Level Magic-User Spells
Continual Light* (B41, XI1)
Detect Evil (B41)
Detect Invisible (B41)
Invisibility (B41)
Levitate (B42)
Web (B42)

Third Level Magic-User Spells
Clairvoyance (XI1)
Dispel Magic (XI1)
Fire Ball (XI1)
Fly (XI2)
Lightning Bolt (Xl2)
Water Breathing (XI2)

Fourth Level Magic-User Spells
Charm Monster (X13)
Growth of Plants* (XI3)
Ice Storm/Wall (X13)
Massmorph(X13)
Remove Curse* (X14)
Wall of Fire (XI4)

Fifth Level Magic-User Spells
Animate Dead (XI4)
Cloudkill(X14)
Dissolve* (C20)
Hold Monster* (XI5)
Pass-Wall (XI5)
Wall of Stone (X15)

Sixth Level Magic-User Spells
Death Spell (XI6)
Move Earth (C21)
Projected Image (X16)
Reincarnation (C21)
Stone to Flesh* (XI6)
Wall of Iron (C21)
* reversible spell

The shaman and wicca are used throughout the Basic line in future books, though the name would later be changed to Wokan or Wokani.

GAZ10: Orcs of Thar
This Gazetteer covers playing orcs, goblinoids, gnolls and other humanoid creatures.  It also has a guide for using the book with AD&D. Goblinoid wicca are featured here but they use the rules already outlined in the Master's book.

PC1 Tall Tales of the Wee Folk
Several non-human creatures are given options for Wicca levels. There are also plenty of new spells for Fairy spell-casters.  Many have since gone on in other products to have even stronger witch associations.  I reviewed this one in-depth yesterday.

PC2 Top Ballista
This also covers several spellcaster non-humans and new races.  In particular, we get gnomes and harpy wicca.  Gnomes advance to level 12 as wicca which is not too bad really.

PC3 The Sea People
Sea Wicca are also presented in this book but by this time we know what to expect.

D&D Rules Cyclopedia
By this point, the Wicca has been renamed to the Wokan, or the plural Wokani.  The spells usable are largely the same. That is to say, no obvious differences jumped out at me.  It also includes a fairly comprehensive list of monsters and what level they can advance to.  Interestingly enough Hags do not cast as Wokani, but rather they cast as clerics.

So. Wicca, Wise Women, and Wokani.  All three share a certain level of similarity and have, over the editions, been used in place of the other.  A good example takes all the way back to the dawn of D&D, Dave Arneson's Blackmoor.  Not the original Blackmoor, but the versions we got from 3rd and 4th edition.  For the 4th edition rules I talked a bit about the Wokani and their relationship to both witches and druids.  That version is no longer available, but the 3rd Edition version is.

Dave Arneson's Blackmoor Core Campaign Book
This is not a Basic-era book. This is a 3rd Edition book, or more to the point, a d20 book.  I bring it up only because we get the Wokani here again.  They read more like primitive arcane spellcasters with a closer tie to the natural world.  That would work fine with most of the products above, to be honest.  These casters use wisdom as their prime and spellcasting ability.  The Blackmoor connection intensifies with it sharing a few gods with the Basic Gazetteers. In particular Hel (Gaz7) and Hella (Blackmoor).  There are more, but that is the one that interests me the most.
The Wokani here seems to move further away from the Glantri Witch, but there are still plenty of commonalities.

Honorable Mentions
I could let things go without a mention of the witches Karelena, Solorena & Trilena from Rahasia. Though these seem to be more of the "witches as weird female magic-users" rather than as witches as I usually mean.

Also, the witch class from Dragon Magazine #20 should get a mention as well.

There is a lot of material here, but not say as much as you could find for the wizard or cleric.  The witch remains one of the great almost-classes of D&D.  Given the dates of all of these works including Dragon Magazine #114, it seems I was tapping into something needed back in 86.   Or, more to the point, we were all exposed to the same influences in culture and this is another fine example of parallel development.

“Makes the Perfect Christmas Gift!”: The Television Ads of Ronco

We Are the Mutants -

Exhibit / December 4, 2019

Object Name: Ronco advertisements
Maker and Year: Ronco Teleproducts, Inc./Ronco, Inc., 1970s-1984
Object Type: Television advertisements
Video Source: starbond6/YouTube
Description: (Michael Grasso)

During broadcast television’s heyday in the 1970s, the American airwaves presented a series of advertising strata over the course of the broadcast day. The mornings and early afternoons would see household and kitchen products meant to appeal to housewives; toys and snacks and sugary breakfast cereals appeared once the kids got home from school; cars and medicines and other products with broad appeal would show up during prime time. As for late nights and overnights, no one haunted the cheap television commercial breaks quite like Ronco. For two decades—from 1964 to 1984—the company, founded by second-generation gadget salesman Ron Popeil, zapped countless catch phrases into the brains of the American TV-viewing audience. Presenting its array of multi-purpose household gadgets in a breathless, urgent style to fit into a half-minute or full-minute commercial slot, Ronco set the standard for the late-night direct mail sales pitch.

This type of TV ad came directly from Ron Popeil’s experience as an in-person hawker of the kitchen vegetable slicers that his father Sam and uncle Raymond had invented. Ron sold the slicers everywhere in his twenties: from the counter at Woolworths locations in Chicago to county and state fairs throughout the Midwest. By the early ’60s, Ron saw the potential of doing demonstrations on television, and bought cheap airtime on regional stations in Tampa, Florida and the Midwest in 1964, branding his father’s and uncle’s choppers as the now-legendary Veg-O-Matic, giving pop culture the first of many Ronco catchphrases: “It slices! It dices!” The Veg-O-Matic was only the beginning. By the early 1970s, Ronco Teleproducts had dozens of products on offer, none of which had a price point higher than $19.99.

The video above is an internal product reel featuring the kinds of products that Ronco presented from its 1970s heyday right up until the company’s first bankruptcy and dissolution in 1984. Many of these ads are Christmas-themed, as the modest Ronco price points made their products “great Christmas gifts.” The “Ronco Gift Center” (with its “As seen on TV” legend) featured in the first ad demonstrates that while Ronco made a good chunk of its sales through direct mail thanks to its TV ads, the company also used brick-and-mortar discount outlets to replicate the “impulse buy” mood that its TV ads so expertly cultivated. The consumer electronics revolution in the mid-to-late 1970s allowed Ronco to supplement its purely mechanical gadgets (such as the Ronco inside-the-eggshell Egg Scrambler and the “amazing no-spill” all-temperature Ronco AutoCup) with more and more electronic items. The gradual turn against public smoking in America in the ’70s led to the design and sale of Ronco’s various air purifiers like the Ronco Smokeless Ashtray, and no Ronco electronic toy is better known than “Mr. Microphone,” a low-power radio transmitter in a hand-held microphone that allowed the user to broadcast their voice out of a nearby FM radio. America’s love of home entertainment equipment in the late ’70s also allowed Ronco to capitalize by carving out a niche of gadgets for your gadgets, like the Ronco Battery Tester and the Ronco Record Vacuum.

The second half of this commercial reel features Ronco’s various music compilations on LP records; the array of artists and songs on offer (a mix of disco and funk hits, easy-listening hits from long-haired sensitive songwriters, and occasional hard rockers) show that Ronco’s music division, like its gadgets, peaked in the late 1970s. Like its rival K-tel, Ronco bought the rights to recent middling hit singles and put them all on one themed LP, making sure the consumer knew these were no sound-alikes (“Original hits by the original artists!”).

With the rise of cable television in the 1980s, Ronco’s approach of buying cheap late-night commercial time on over-the-air stations became diluted. The decision to expand into electronics also had an effect, as Ronco gadgets like the CleanAire air purifier didn’t match up to similar products on offer from big electronics makers. As mentioned above, the company filed for bankruptcy in 1984. But Ron Popeil himself and countless imitators would find new homes on the late-night airwaves during the rise of the full-length half-hour infomercial in the early 1990s, as well as on dedicated home shopping cable networks.

Review: PC1 Creature Crucible: Tall Tales of the Wee Folk

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This week I want to go back and revisit another favorite of mine from the Basic D&D line, but this isn't an oldie for me, but one I picked up just a few years ago.  I am reviewing the PDF and Print version.  There is no print on demand, so my copy was one I scored in a game auction a while back.

PC1 Creature Crucible: Tall Tales of the Wee Folk

The PC Creature Crucible series came at the end of the Gazeteer line for Basic D&D.  AD&D 2nd ed was my game of choice then, but reviewing this now I think I missed out on something fun.  The author of this book, John Nephew, who would later go on to found Atlas Games.  While reading this I was looking for any clues to what would be Ars Magica, but I think I was just projecting.

The book is 96 pages with color covers and black, white and green interior colors.  The PDF is 102 pages (for maps and covers).  It is divided into a 64-page DM's section and a 32-page Adventures section.  This book is something I would have loved back then, and really enjoy now.
The book covers playing several woodlands or faerie races.  The new race-classes you can play are Brownie, Centaur, Dryad, Faun, Hsiao, Leprechaun, Pixie, Pooka, Sidhe,  Sprite,  Treant, Wood Imp, and Woodrake.   One of the features of Basic-era D&D is Race-as-Class, so a Sprite and Halfling can feel like different things with similar levels of progression.

As per Basic D&D each creature gets it's own advancement table and ability minimums and maximums. All, save the Sidhe, have level limits. All of these creatures have a 0 level and in some cases, negative levels, they need to meet the XP requirements for. It all works rather well for Basic D&D really.  We know it can work since we used to do the same thing in Holmes D&D, only not with this much guidance.  It would not be difficult with these guidlines to adapt this to any other version of D&D in fact.   You can look to the 4th Edition Player's Option: Heroes of the Feywild as an example.  Like PC1 Creature Crucible, you can play a dryad, satyr, or pixie.  They even have a similar spell-casting class (more on that later).

The book has a solid Lands of Faerie or even a Feywild feel to it.  A nice green character sheet (which is cool and all, but prints and copies poorly) only adds to that feeling.  The conceit of  the book is to present the information as if given to us from the mouths of four different woodland folk of renown; Olyrrhoe, a centaur prophetess (years before a centaur would teach divination at Hogwarts) tells us about centaurs, wood imps, ,  Lotis, the dryad, speaks for dryads and hamadryads as well as fauns, hsiao, and treants, Robin Goodfellow (yes, THAT Robin) for pixies, sprites and others, and finally Oberon (also THAT Oberon) for Pooka, Sidhe and wood drakes.



This book also deals with three different kinds of spell casters.  Shamans (like druids or clerics, but no turn undead ability), wicca (which you know has my attention! magic-users) and fairy spell casters.  There are some new spells here that very much feel like woodland/wicca/witchy/druid spells.

We get some new equipment, some woodland realms, some organizations and of course our NPCs and a few more besides. Though no Titania, which is odd given the obvious (and necessary) borrowing from Mid-Summer's Night Dream.

That gives us the first 64 pages.
The adventure book makes up the next 32 pages.  We also get an AD&D 2nd Edition conversion guide.  Using these guidelines would help in converting to other versions of D&D, in particular, 5e.

The adventures are short and all share a woodland theme.  They can all be run in a few sessions, usually one per session.

There is also a fun woodlands/faerie themed character sheet.


This is one of those products that I never gave enough attention too back when it came out, but I really wish I had.

‘You Don’t Have to Get Pregnant’: Miseducation in the Age of Sexual Revolution

We Are the Mutants -

Lindsay Oxford / December 3, 2019

In the early 1970s, scores of liberated, fertile women were eager to join the sexual revolution. Along with the diaphragm and IUD, the recently available birth control pill gave women the autonomy to decide when and if they would have children. With so many options and the pill so new, where could a woman turn to get reliable advice and information about contraception? A gynecologist? A trusted female relative? How about an “educational” two-LP set produced by a fly-by-night operation whose only other output may have been a twelve cassette informational program for dental students?

Enter You Don’t Have to Get Pregnant, produced by In Sight & Sound. Or maybe it’s Plan Your Family by Health Information Systems, Inc. Who’s to say? The record’s spartan label calls the set Plan Your Family, while the cover and accompanying booklet—both showing a couple embracing as they walk along the beach—include both proclamations. For what it’s worth, the Library of Congress (along with the University of North Texas, the only other institution with the set still cataloged) has chosen to catalog it as Plan Your Family, the single publication linked to In Sight & Sound. WorldCAT, a searchable network of libraries worldwide, does show other listings for Health Information Systems, Inc.: the set of instructional dental cassettes mentioned above and produced at roughly the same time as Plan Your Family (I’ll use this title going forward).

Whatever the set’s provenance, the creators of the LP were shockingly ill-equipped to advise women on options for their reproductive needs. Paternalism, racism, and outright misinformation pervade Plan Your Family, and it’s prime for aural rubbernecking. With availability of birth control only truly becoming legal nationwide via the Supreme Court’s Eisenstadt v. Baird ruling in 1972—following the more well-known Griswold v. Connecticut, which ensured access to birth control but did not supersede restrictive state laws in about half the country—the sudden need for birth control education may have been a call In Sight & Sound felt moved to answer. Their apparent decision to make Plan Your Family without consulting an OBGYN, however, is another issue entirely.

“Not Trusting to Luck. Not Depending on Hope”

Plan Your Family may have rolled its listeners’ understanding of the female reproductive system back at least two decades. With no introduction other than a disembodied, paternalistic voice imploring us to listen as he addresses us “as a doctor would,” our unnamed narrator begins his four-sided slog. We’re asked to consult the first image in the record set’s accompanying booklet, showing a waiting room full of women—and men—seeking birth control. Our narrator relays his reasons to delay childbirth in a tangle of unattributed quotes. Some cite exhaustion, some cite expense. And one “frank single woman” tells us she “expect[s] to get married,” but doesn’t know when. Birth control is for “the meantime.”

Whatever trust and goodwill Plan Your Family gained in the waiting room is lost as we’re asked to move on to the next illustration. Here, we’re told, is someone who should employ birth control posthaste. A young woman, more olive-complected than most of the waiting room we just left, sits with downcast eyes. We’re told she has five other children, lives in a two-room apartment, and is pregnant. A pause. “Again.” Our narrator-cum-eugenicist doesn’t just hint that she might consider birth control, he expresses disdain that she hasn’t used it before.

“How Does the IUD work? We Don’t Really Know”

It’s just past the waiting room that Plan Your Family really tips its hand, letting us know it’s engaging in gynecological spitballing. Condensed to its basic information, Plan Your Family would run the side of one record. Condensed to accurate family planning advice, it would run even less. From the history of the IUD to the mechanics of the pill and to the very basics of ovulation, Plan Your Family is the equivalent of a book report written the night before, and it’s a wonder it was ever mass-produced.

Like all of the methods discussed, we’re introduced to the IUD—the “intra-utereen deviceon side one, and we revisit it with nearly identical wording later on. It’s this repetition that twice gives us the gem “”Exactly how does the IUD work? Doctors still aren’t sure.” In fact, the modern IUD had been in use for at least 20 years in 1972, and the idea of placing a foreign object into the uterus to prevent pregnancy dates back even farther.

“You Can Make Love Whenever You Want”

The birth control pill is given one full side of Plan Your Family, but our narrator’s understanding of how the pill works is more than a little shaky. In the In Sight & Sound universe, the pill “prevents the production of eggs,” a phrase that seems to imply that women lay eggs like chickens. Women are born with all the eggs they will have in a lifetime, and what the birth control pill does is suppress ovulation—that is, keeps an egg from becoming available to be fertilized. The egg itself was “produced” at birth.

The rhythm, or calendar, method also gets the In Sight & Sound treatment. It’s described here as not only faulty (it is less reliable) but allowing conception-free sex only half the month. Unless our narrator is including the messy but not disqualifying business of menses in his tallies, in reality that number is only about five days to a week of each month. Even less if a woman is tracking her basal temperature—which our narrator mentions as a vital component of the rhythm method.

But what about men? Our listeners, presumably all female, are told “You are in control over your pregnancy. Not the man.” And in the United States in 1972, women did have an unprecedented level of autonomy in their family planning decisions. But In Sight & Sound acknowledges that “a man can do everything that needs to be done to keep a woman from becoming pregnant.” For example, withdrawal, which “isn’t much better than trusting to luck.” Condoms are somewhat creepily referred to as “good to use at special times.” Finally, sterilization, a “confusing and sometimes frightening word,” prevents a man from releasing sperm at all.

The Plan Your Family team still needed to do some padding to fill all four sides, so they combat schoolyard contraceptive myths: wrapping your penis in plastic wrap is not an adequate substitute for a condom. Douching will not expel sperm. And sex standing up—or in any position, for that matter—will not prevent pregnancy.

“The Answer is Probably”

Who exactly was Plan Your Family meant for? My own copy, rescued from a community college dumpster in 2008, has the stamp of the college’s nursing program, assuredly a better resource to accurately instruct students about a woman’s family planning choices. Then again, without a way to sample content beforehand, it would have been impossible to know how condescending, ill-informed, and outright lazy the set was. Librarians don’t have the opportunity to sample every item they catalog. And so Plan Your Family languished on a library shelf for more than three decades, imbuing a thankfully minuscule number of junior college students with an alarmingly befuddled understanding of a woman’s reproductive system.

It’s a blessing that Plan Your Family wasn’t released a year later, when Roe v. Wade would have given In Sight & Sound a steeper mountain to climb—to the peril of any and all information seekers within earshot. Whether by a sincere desire to educate or because they had a contract to fulfill, In Sight & Sound—or Health Information Systems, Inc.—rallied to answer the call of women with questions about how to exercise their newly-won sexual autonomy. In the end, the project’s clumsy and misguided attempt to do right by women exists as an artifact of 1972’s acknowledgement of the sexual revolution, as well as the lack of tools and vocabulary needed to advance it.

Lindsay Oxford writes about vegan food for Sacramento News & Review and writes personal essays at igetbored.pizza.

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Monstrous Mondays: Pyewacket for Basic era games

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Working on some content for various projects.  One of which is the Craft of the Wise The Pagan Witch Tradition for Basic Era Games and designed for Old-School Essentials.

Pyewacket


Pyewacket is a familiar spirit, similar in many ways to the witch's normal familiar but more powerful.  They usually take the shape of a larger cat, often of some rare breed.  A couple of things set it apart from normal cat kind.  A pyewacket usually has some odd features about it.  Odd colored fur like green or purple, mismatched eyes,  or even small horns. Most often the observer can't tell you why the cat looks odd, just that it does. The paws of a pyewacket are particularly dexterous, allowing them to pick up small objects with ease.  Also, all pyewackets can speak.  They typically know 3-4 languages including the language of cats and that of woodland creatures (Sylvan).  Additionally, they are all arrogant and convinced of their own superiority over most creatures.
Some occult scholars claim they are fae in nature, others claim they are more akin to the nether planes of the hells.  Whatever the case the pyewackets will not say, claiming only they have been part of this world for thousands of years and remember a time when they were worshipped like gods.
A pyewacket can also cast spells as 2nd level witch.

Pyewacket
(Old-School Essentials)
A large strange cat with odd features. It speaks to you in an intelligent but bored, condescending voice.
AC 7 [12], HD 2* (6 hp), Att 2 × claw (1d4) + spells, THAC0 19 [0], MV 90’ (30’) , SV D12 W13 P13 B15 S15 (E1), ML 7, AL Neutral, XP 35, NA 1d2 (1d6), TT None
▶ Attacks with clawa
▶ Cast spells as a Witch 2nd level
▶ Serves as a familiar to special witches.



Jonstown Jottings #4: Yossarian’s Duck Bandits!

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players is a short one-shot with pre-generated players character Ducks.
It is a thirty-six page, full colour, 7.76 MB PDF.
Yozarian’s Bandit Ducks! is well presented, nicely illustrated in a cartoonish style, and the maps are good.
Where is it set?Yossarian’s Duck Bandits! is set in Sartar in Dragon Pass. The default location is 32 km north of Apple Lane in the lands of the Dinacoli, but it can be shifted to any location on the fringes between civilised lands and the wilderness.
Who do you play?Duck bandits. Or rather, Ducks who through misfortune and circumstance have turned to a life of banditry. Five pre-generated Ducks are included ready to play. They consist of two Odayla-worshipping Hunter brothers, an Uleria-worshipping ex-courtesan, a Humakt initiate, and an Orlanth initiate.
What do you need?Yossarian’s Duck Bandits! can be run just using RuneQuest: Roleplaying in Glorantha. The Glorantha Bestiary may be useful for information on Ducks and veteran Gloranthophiles may want to refer to the scenario ‘The Money Tree’ from RuneQuest, Third Edition for more information about the primary NPC in Yossarian’s Duck Bandits!
What do you get?Yossarian’s Duck Bandits! is a tragi-comic affair about five Ducks who have been forced to turn to a life of crime and are about to commit their first act of banditry. This does not go quite as well as planned—for mostly tragic, comic reasons—but the Ducks do learn the whereabouts of even greater treasure. Unfortunately that involves a trek up a mountain and down again, a tight squeeze, some hungry, hungry trolls, and a ‘river rapids ride’ with Ducks!
Yossarian’s Duck Bandits! is in part intended to be played for comedy, played out against a very big threat, but there is a lot of flavour and nuance to the scenario which stems in part from the interplay of the pre-generated Ducks and their relationships. This should drive the events of the scenario as much as its fairly simple plot, and should also provide plenty of opportunity for some good roleplaying too. Although the outcome of the scenario is not set in stone, there is a good chance that the player characters will come out of it heroes—after all, they are bandits more by circumstance rather than choice—and the authors do provide several adventure seeds should the Game Master want to continue with the further adventures of Yossarian’s Duck Bandits.
Yossarian’s Duck Bandits! is about the right length to be run as a convention scenario and so could be run in a four-hour session. No advice is given to that end, but an experienced convention Game Master should have no issues with running the scenario.
Is it worth your time?Yes. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players is a fun, exciting affair, easy to run as a one shot (or convention) scenario which demonstrates one of the odder aspects of Glorantha. Duck fans will love this, as will fans of the original ‘The Money Tree’ scenario, and they will also want a sequel,which the scenario deserves.
No. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players involves Ducks and some people find Ducks silly.
Maybe. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players involves Ducks and some people find Ducks silly, but there is plenty of tragedy in the scenario to counterpoint the silliness—and at the very least, it is just a one-shot. 

Black Friday to Cyber Monday Sales for the Other Side

The Other Side -

Been out of town for most of the week enjoying some time with my family, so I nearly missed this.


Thanksgiving Weekend Sale at DriveThruRPG

I have a lot of titles on sale for the next few hours.

Some of my Basic-era books,


And a few of my Swords & Wizardry books,


Grab them while you can!

Jonstown Jottings #3: This Fertile Ground

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.


—oOo—


What is it?This Fertile Ground is a short, two-session scenario set in Beast Valley in Dragon Pass for RuneQuest: Roleplaying in Glorantha. It is within easy journey’s travel distance of the Colymar tribe lands and so can be run as part of the Colymar campaign begun in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure and then continued in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen Pack
It is a twenty-two page, full colour, 9.15 MB PDF.
This Fertile Ground is well presented, but is not illustrated and needs another edit. The maps are decent though.
Where is it set?This Fertile Ground takes place in Chasteberry Hollow in Beast Valley where the Man and Beast Runes vie for control of the area.
Who do you play?This Fertile Ground does not have any strict requirements in terms of the characters needed, but ideally, the player characters should include an Ernalda (or other Earth deity) worshipper or even better, an Ernalda priestess.
What do you need?This Fertile Ground can be run using just RuneQuest: Roleplaying in Glorantha. If it is run as part of the Apple Lane campaign then the RuneQuest Gamemaster Screen Pack is recommended.
What do you get?This Fertile Ground takes place in Sea Season in Beast Valley where two different Beast Men cultures have clashed over access to land and that clash has escalated into conflict between the opposed Man and Beast Runes. On the one side are the Coney, peaceful, sentient rabbit-folk from Esrolia who have settled Chasteberry Hollow where they farm and harvest the chasteberries, an important ingredient in their fertility potions. On the other are Leporids, the larger hare-like nomads for whom Chasteberry Hollow is their traditional mating ground. Enter the player characters.
Several plot hooks are given to get the player characters to Chasteberry Hollow. These include being sent to acquire several vials of the Coney’s famed fertility potion—certainly it would make sense for Queen Laika at Clearwine to obtain some for the vineyards and thus send the player characters, an Ernalda priestess going to help with the birth of the local priestess, the Coneys wanting to hire mercenaries, the innkeeper at nearby Stone Cross wanting someone to find his pot boy who has gone missing, and so on. There is plenty of flexibility in the set-up although the strongest would be to link to the Colymar campaign.
When the player characters arrive in Chasteberry Hollow, there is a standoff between the Coneys and Leporids. That is likely to change with their arrival, but although there is a plot which will play out with their arrival, there is still plenty of room for player characters to undertake whatever action they want to resolve the situation. As written there are definitely villains to the piece, but neither side is totally blameless for the situation.
Besides describing the situation in Chasteberry Hollow and Chasteberry Hollow itself, This Fertile Ground details some ten or so NPCs from each side, possible outcomes for the scenario, and presents two new types of Beast Men, the Coneys and the Leporids. These can be created as NPCs or player characters.
Surprisingly, although some of the NPCs have the Jump Rune Spell, none of them have the Jump skill. This seems an odd omission since they are described as leaping in and out of combat. 
Is it worth your time?Yes. This Fertile Ground presents opportunities for both roleplaying and combat with a standoff that nicely brings two opposing Runes into conflict and gives room aplenty for the player characters to resolve that standoff. If the player characters include an Ernalda priestess, then this is a good scenario for her to be involved in. The scenario is also easy to add to the Colymar campaign.
No. If your campaign is not set anywhere near Beast Valley and perhaps you have an issue with leporine Beast Men, then This Fertile Ground is not for you.
Maybe. This Fertile Ground can be run as scenario encountered whilst the player characters are travelling, but how useful it is depends on how far they have come and where they are going, and it does not make the best use of the given plot hooks.

Jonstown Jottings #2: The Throat of Winter: Terror in the Depths

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.


—oOo—

What is it?
The Throat of Winter: Terror in the Depths is a short, two-session scenario set in Dragon Pass during Dark Season easily run as part of the Colymar campaign begun in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure and then continued in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen Pack

It is a twenty-six page, full colour, 7.76 MB PDF.

The Throat of Winter: Terror in the Depths is well presented and decently written. The internal artwork is okay, but the map is decent and the front cover is excellent.

Where is it set?
The Throat of Winter: Terror in the Depths by default takes place in Apple Lane in the lands of the Colymar tribe and then on the Big Starfire Ridge. Ideally, it takes place after the events of the scenarios presented in RuneQuest Gamemaster Screen Pack when one of the player characters has been appointed the hamlet’s Thane. Alternative locations are given for the scenario in Sartar, as well as Prax, Grazelands, and Tarsh, should the Game Master decide to set it elsewhere as well as an alternative hook should one of the player characters not hold the position of Thane. 

Who do you play?
The scenario does not have any strict requirements in terms of the characters needed, but ideally, the player characters should include an Orlanthi worshipper and an Ernalda (or other Earth deity) worshipper. A Shaman may be of use as well.

What do you need?
The Throat of Winter: Terror in the Depths can be run using just 
RuneQuest: Roleplaying in Glorantha. If scenario begins in Apple Lane, then the RuneQuest Gamemaster Screen Pack is recommended.

What do you get?
The Throat of Winter: Terror in the Depths is relatively straightforward scenario which begins deep into Dark Season with the villagers asking for the adventurers’ help in locating a boy who has been abducted by what might be a bogeyman or a demon out of folklore, a figure known as Krampus. Clues and legend point to a mysterious wall of ice on the Big Starfire Ridge, but getting there means venturing out into the worst weather of the year.

The main location for the adventure is the ‘Throat of Winter’ itself, a frigid cave system home to Krampus and his minions as well as one or two secrets that keep him—mostly—in the cave system. The incredibly cold caves have a dungeon-like quality, lots to explore, treasure to be found, and a trap or two as well as the monsters. Then there is the choice of the Krampus, the ‘half-goat, half-demon’ anthropomorphic figure of Central European folklore who Christmas season, punishes children who have misbehaved, as the main villain, which essentially makes The Throat of Winter: Terror in the Depths a Christmas (in Glorantha) story. That may not sit well with every Gloranthaphile, but of course, ‘Your Glorantha May Vary’, and anyway, it is easy enough to change the name.

Nevertheless, the author presents plenty of background explaining who the Krampus is and what he does as well as what exactly is going on in the ‘Throat of Winter’. He also suggests means other than combat for dealing with the situation, but since that means dealing with a demon, the player characters do have to be careful if they are to gain anything from the situation. Various possible outcomes are explored, including one or two which will have long term consequences for the player characters and the surrounding region. The most positive outcome does feel a little too similar to that of the scenario in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure, so this should definitely not be run too soon after that scenario.

Is it worth your time?
Yes. If you are looking for a slightly festive scenario to run for your RuneQuest: Roleplaying in Glorantha at Christmas, or you want another scenario to run as part of the Colymar-set campaign from the RuneQuest Gamemaster Screen Pack in and around Apple Lane, then The Throat of Winter: Terror in the Depths will be a solid addition to your campaign with nicely done background lore and wintery atmosphere.

No. If are not looking for a slightly festive scenario to run for your RuneQuest: Roleplaying in Glorantha at Christmas or a village-set scenario in Dragon Pass, The Throat of Winter: Terror in the Depths is unlikely to be of use to you.

Maybe. Some groups may balk at the obvious Christmas-theming of The Throat of Winter: Terror in the Depths, but that can be changed.

Have a Great Weekend

The Texas Triffid Ranch -

Due to a death in the family, this Saturday’s Nightmare Weekend Before Christmas has been cancelled, but expect a full return to form on Saturday, December 7. If you’re really nice, I might even sing for the occasion:

Jonstown Jottings #1: Tales of the Sun County Militia: Sandheart Volume 1

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.


—oOo—

What is it?
Tales of the Sun County Militia: Sandheart Volume 1 is the first part of campaign set in Sun County in Prax. It includes background for a remote region of Sun County and a complete scenario, ‘No Country for Cold Men’ along with six pre-generated player characters. Besides a gazetteer of the region, there is a quartet of maps for use with the background and the scenario.

It is a thirty-nine page, full colour, 3.69 MB PDF.

In general, Tales of the Sun County Militia: Sandheart Volume 1 is well presented and decently written. It does need another edit and the artwork is a little rough, but the maps are excellent.

Where is it set?
Tales of the Sun County Militia: Sandheart Volume 1 takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert. Specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who in the past have fought to gain worship access to ruins inside Sandheart’s walls.

Who do you play?
The player characters are members of the Sun County militia based in Sandheart. Used to dealing with nomads and outsiders and oddities and agitators, the local militia serves as the dumping ground for any militia member who proves too difficult to deal with by the often xenophobic, misogynistic, repressive, and strict culture of both Sun County and the Sun County militia. It also accepts nomads and outsiders, foreigners and non-Yemalions, not necessarily as regular militia-men, but as ‘specials’, better capable of dealing with said foreigners and non-Yemalions.

The six pre-generated characters include a banished Yelmalion noble, a local and  ambitious farmer’s son, and a Yelmalion tomboy whose ambitions are stifled by Sun County misogyny. Plus an Impala rider and scout who has lost his clan, a Lhankor Mhy Sage from Pavis County with a hatred of the Lunar Empire, and a mercenary, would-be Humakti from Esrolia.

Guidelines are given to create ‘quirky’ members of the Sun County militia in Sandheart. It includes character concepts, equipment, and a list of starting equipment and advises using the quick-start method of creating characters rather than the Family History method in RuneQuest: Roleplaying in Glorantha. (Primarily because the Family History method in RuneQuest: Roleplaying in Glorantha is not specific to Sun County.)

What do you need?
Tales of the Sun County Militia: Sandheart Volume 1 can be run using just 
RuneQuest: Roleplaying in Glorantha

Although not absolutely necessary, the Game Master may also find the supplements Sun CountyThe River Of CradlesPavis, and The Big Rubble to be of use in providing deeper background. Tales of the Reaching Moon Issue 14 and Tales of the Reaching Moon Issue 15 may also be of use for details about the fertility god, Ronance.

What do you get?
Tales of the Sun County Militia: Sandheart Volume 1 includes a description of Sandheart, a hamlet built around a series of plinths, remnant structures from Genert’s Garden. It details how the attitudes of the local inhabitants are different to those of the rest of Sun County and how that affects their dealings with outsiders and the rest of Sun County. Full details of the militia, its equipment, and its duties are given, along with its notable figures, the magic of the plinths, and ‘Beaky’, a highly inquisitive Wyter.

The scenario ‘No Country for Cold Men’ continues the penchant in RuneQuest: Roleplaying in Glorantha for terrible puns and pits the militia men against a well-organised band of drug runners with links all the way back up the Zola Fel River to the city of New Pavis. The drug is hazia, a highly addictive contraband euphoric herb grown along the valley of the River of Cradles and sold to traffickers who can make great profits by selling to users and addicts. The discovery of several dead riding and pack animals leads to a ragged caravan whose members seem reluctant to deal with the militia. This reluctance will probably escalate into a direct confrontation and from this the player characters will learn about the drug trafficking in the county. Following up on the clues revealed by the encounter, the militia men will track back up the traffickers’ route into the county, likely uncovering signs of corruption in the county, and giving the militia men an opportunity to strike against the criminals acting in the county. This is despite the fact that as members of the Sandheart militia, the player characters are very likely operating well outside of their jurisdiction.

Is it worth your time?
Yes. If you are looking for an interesting set-up, the opportunity to run a scenario in a more organised and civilised setting with player characters who have the authority and the duty to act in Sun County’s best interests—despite their less than upright and morally upstanding reputations. Tales of the Sun County Militia: Sandheart Volume 1 is an opportunity to run and roleplay a campaign that is very different to other RuneQuest: Roleplaying in Glorantha scenarios. Hopefully, Tales of the Sun County Militia: Sandheart Volume 2 will develop the story and the setting much further.

NoTales of the Sun County Militia: Sandheart Volume 1 is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar as per ‘The Broken Tower’ from the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure or in in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen PackTales of the Sun County Militia: Sandheart Volume 1 would be a difficult scenario to add to such a campaign.

Maybe. One of the issues with scenarios set in Sun County is that the dominant Light-worshipping culture of the Yelmalions is… “[X]enophobic, misogynistic, repressive and strict…” Some players may find this unpalatable, but that said, Tales of the Sun County Militia: Sandheart Volume 1 is about roleplaying characters who are either from outside of that culture or at odds with it to one degree or another. This sets up some interesting roleplaying challenges, as the player characters get to be noble and heroic in upholding the best values of Sun County, but still chafing against its dictats and constraints.

Mail Call: Old School Essentials

The Other Side -

It's a great Thanksgiving for a lot of reasons.  But today I am thankful for getting my copies of Old-School Essentials.



The box is sturdy a heck. Very surprised by that.



The new books compare favorably to the  B/X Essentials books.


The only things the boxed set is missing is dice.  Luckily I had some that look like they would work great.


Really looking forward to playing this one!

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