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The Enchanted World: Night Creatures

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The Enchanted World Night Creatures I wanted to have more of these done by now, but I fell out of the habit and it became easier not to do them. Well, how about I restart them. 

There are three books in the Enchanted World series that would be good for Halloween, but given my October Horror Movie Challenge is all about the monsters of my youth, this one is the most appropriate. 

Night Creatures

by Editors of Time-LIFE Books, 1985 (141 pages) 
ISBN 0809452332, 0809452340  (US Editions)

This one is also divided into four chapters. 

Chapter One: Perilous Paths through the Dark

We start out with a tale of Beowulf and Grendel, though from the point of view of Grendel and how it roamed the lands of Denmark for countless years at night. I am struck by the similarities between Grendel and Gollum to be honest. It also make Grendel's Mother seem more like some sort of Hag as well. It has a similar description to the Black Annis featured later in this chapter. A connection I have often explored.

 Perilous Paths through the Dark

We switch to tales of Nyx, and vampire bats, Hecate, and other creatures of the night. This chapter covers all sorts of night creatures. There is even a bit on Trows, which would have been great to have back in 1985. 

 Perilous Paths through the Dark

A Reckoning with the Fianna's Ancient Bane is the story of a young Fionn MacCumhal slaying a shadow creature on Samhain.

Chapter Two: Visitations from the Realm of Shadow

These creatures are the returned dead and ones from beyond the world of mortals. Smoke like ghosts and spirits and other minor phantasms to returned corpses bent on murder. The Night Hag, or Nočnitsa, of Eastern Europe plagued children at night threating to eat them. Their favorite meal was new born babies. Similar creatures were found in Scotland. 

 Visitations from the Realm of Shadow

There was also the Dream Lover, the Mara, who prefered to feed on men. All these creatures though are harmless compared to the mother of demons, Lilith.  Though I don't think Lilith was ever a blonde.

 Visitations from the Realm of Shadow

Even young women had to fear the dead's return with dream lovers of their own coming back to claim them as their brides. 

Chapter Three: Blood Feasts of the Damned 

Vampires are found in the myths and tales of every culture.  Tales from Iraq, Greece, Germany, Scotland, the Ukraine,  and more are detailed. Along with the various guises of the vampire. 

 Blood Feasts of the Damned

As varied as the vampires are all over the world, so are the means in which to dispatch them. A stake in the heart for some, an iron stake in the forehead for others. Sunlight for most. 

All of these creatures seek the blood of the living and often, the blood of those they loved.

This vampire chapter might some of the most well known material in the series to be honest. 

Chapter Four: The Way of the Werebeast

It is possible that shape-shifting humans to animals are the oldest sorts of monsters we know. Far more ubiquitous than ghosts, night hags or even vampires, the lycanthrope or werebeast is know all over the world.

 The Way of the Werebeast

Werewolves seem to be the most feared of Europe, likely due to the fear of wolves. In other parts of the world where other large predators live we find other werebeasts. In Scandinavia warriors would don bear skins and fly into a rage. We get the word berserker from this meaning "bear shirt." Likewise men of the Volsung clan would do the same with wolf skins. There is a bit here about shamans, but I wanted more.

In Japan the tales were a little different with wise creatures taking on the form of humans, or at least human like. There were also women who could transform into foxes. 

I am a little surprised there wasn't a significant amount of text on some of the shape-shifting monsters of India. But when you share a chapter with werewolves, werebears, and fox-women, expect lower billing. If any at all. 


Many of these tales are well know to anyone who has played RPGs, especially any horror RPGs. But a few might be new. Still I find little tidbits of information here and there that are wonderful to have. I must investigate the nočnitsa some more, and I am certainly going to revisit my own take on Trows

One thing that gets lost in the vampire and werewolf love of the last two chapters is all the varieties of hags mentioned here. Grendel's mother, night hags, mara, Lilith. Just great stuff honestly. Again, I should go back and challenge my notions on my Lilim demons. 

I also noticed how much this book looked like a Ravenloft book from the AD&D 2nd Ed era. Could be coincidence, but at one point I had this sitting on my freezer to take pictures and I had to double take to make sure it was not my Realms of Terror book. Too bad they are such odd sizes. I would buy and extra one and put it on my shelf of Ravenloft books.

This reminds me I really need to get back to covering these books.

Review: Ravenloft for D&D 5e

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Curse of StrahdWe have now come to the most current versions of Ravenloft, and I have covered these in detail already but they are worth another look.

Curse of Strahd

This is the classic I6 Ravenloft adventure, updated yet again for D&D 5e. There are some interesting additions, and much like the 3e version, it adds some details and provides more for the players to do. Like many of the 5e adventures, this expands the adventure into a mini-campaign of sorts.

The hardcover adventure was later updated to a softcover book with Tarokka cards in a coffin-shaped box. Retitled "Curse of Strahd Revamped."

The changes are largely confined to making less racist remarks about the Vistani. Mind you, the text has changed, but there is no reason the townsfolk of Barovia and surrounding areas have changed their minds. 

The better change concerns Ezmerelda d'Avenir. Earlier, she had lost a leg and was hiding her wooden prosthetic leg. Now, she wears it openly as a testament to how she defeated a werewolf. Yeah, yeah, there is magical healing...but not always to the common folk and not always in Ravenloft.

We can now play "Castle Ravenloft" in every edition of D&D. Almost. For 4e you might need the maps from the 3e version with the board game.

Ravenloft for every version of D&D


Van Richten's Guide to Ravenloft

This book brings the Demi-plane of Dread back to 5e. The obvious parallel here is to the AD&D 2nd Edition Campaign setting. There are some changes, but nothing I feel are game breaking. I spent a lot of time covering this one a while back.

Ravenloft has been embraced by the 5e players and has a lot of material on DMsGuild

Will there be a Ravenloft adventure for 5.5? I doubt there will be a repeat of I6, but there will be something I am sure. The producers of D&D have gone back to this well many times, and I don't see them stopping now.

October Horror Movie Challenge: Zodiac (2007)

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Zodiac (2007) A different one tonight. It is undoubtedly horror and I have been low-key obsessed with the Zodiac Killer for years.  This one features an all-star cast.

Zodiac (2007)

This movie features Jake Gyllenhaal, Mark Ruffalo, Robert Downey Jr., Anthony Edwards, Brian Cox, Elias Koteas, Donal Logue, Dermot Mulroney, Chloë Sevigny, and Jimmi Simpson, all in key roles.

This covers the investigation of the Zodiac Killer by Robert Graysmith (played by Gyllenhaal) who wrote the definitive book on the case, The Zodiac. Ruffalo plays Inspector Dave Toschi (the real-life Dirty Harry) and Robert Downey Jr. as Paul Avery of the San Francisco Chronicle.

The movie is long but covers the Graysmith book well enough (I read it back in the early 90s), to about 1983.  As far as scares go, there are some good ones.  And honestly one of the better movies I have watched this Challenge. Granted it is very different than the theme I had chosen this year.

I think the scariest was watching Jimmi Simpson at the end talking about surviving the Zodiac killer. 

Maybe I find this one scary because I have been following this one for so long. There is a new documentary on Netflix, I'll have to check it out.

For the record. I do think Zodiac was Arthur Leigh Allen, but that could be because I read Graysmith's book so long ago. But the evidence is kind of damning. 


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Dracula, The Hunters' Journals: 29 October; Doctor Seward's Diary

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 Our hunters travel to Galatz.

Dracula - The Hunters' Journals CHAPTER XXVI

DR. SEWARD’S DIARY

29 October.—This is written in the train from Varna to Galatz. Last night we all assembled a little before the time of sunset. Each of us had done his work as well as he could; so far as thought, and endeavour, and opportunity go, we are prepared for the whole of our journey, and for our work when we get to Galatz. When the usual time came round Mrs. Harker prepared herself for her hypnotic effort; and after a longer and more serious effort on the part of Van Helsing than has been usually necessary, she sank into the trance. Usually she speaks on a hint; but this time the Professor had to ask her questions, and to ask them pretty resolutely, before we could learn anything; at last her answer came:—

“I can see nothing; we are still; there are no waves lapping, but only a steady swirl of water softly running against the hawser. I can hear men’s voices calling, near and far, and the roll and creak of oars in the rowlocks. A gun is fired somewhere; the echo of it seems far away. There is tramping of feet overhead, and ropes and chains are dragged along. What is this? There is a gleam of light; I can feel the air blowing upon me.”

Here she stopped. She had risen, as if impulsively, from where she lay on the sofa, and raised both her hands, palms upwards, as if lifting a weight. Van Helsing and I looked at each other with understanding. Quincey raised his eyebrows slightly and looked at her intently, whilst Harker’s hand instinctively closed round the hilt of his Kukri. There was a long pause. We all knew that the time when she could speak was passing; but we felt that it was useless to say anything. Suddenly she sat up, and, as she opened her eyes, said sweetly:—

“Would none of you like a cup of tea? You must all be so tired!” We could only make her happy, and so acquiesced. She bustled off to get tea; when she had gone Van Helsing said:—

“You see, my friends. He is close to land: he has left his earth-chest. But he has yet to get on shore. In the night he may lie hidden somewhere; but if he be not carried on shore, or if the ship do not touch it, he cannot achieve the land. In such case he can, if it be in the night, change his form and can jump or fly on shore, as he did at Whitby. But if the day come before he get on shore, then, unless he be carried he cannot escape. And if he be carried, then the customs men may discover what the box contain. Thus, in fine, if he escape not on shore to-night, or before dawn, there will be the whole day lost to him. We may then arrive in time; for if he escape not at night we shall come on him in daytime, boxed up and at our mercy; for he dare not be his true self, awake and visible, lest he be discovered.”

There was no more to be said, so we waited in patience until the dawn; at which time we might learn more from Mrs. Harker.

Early this morning we listened, with breathless anxiety, for her response in her trance. The hypnotic stage was even longer in coming than before; and when it came the time remaining until full sunrise was so short that we began to despair. Van Helsing seemed to throw his whole soul into the effort; at last, in obedience to his will she made reply:—

“All is dark. I hear lapping water, level with me, and some creaking as of wood on wood.” She paused, and the red sun shot up. We must wait till to-night.

And so it is that we are travelling towards Galatz in an agony of expectation. We are due to arrive between two and three in the morning; but already, at Bucharest, we are three hours late, so we cannot possibly get in till well after sun-up. Thus we shall have two more hypnotic messages from Mrs. Harker; either or both may possibly throw more light on what is happening.

 

Later.—Sunset has come and gone. Fortunately it came at a time when there was no distraction; for had it occurred whilst we were at a station, we might not have secured the necessary calm and isolation. Mrs. Harker yielded to the hypnotic influence even less readily than this morning. I am in fear that her power of reading the Count’s sensations may die away, just when we want it most. It seems to me that her imagination is beginning to work. Whilst she has been in the trance hitherto she has confined herself to the simplest of facts. If this goes on it may ultimately mislead us. If I thought that the Count’s power over her would die away equally with her power of knowledge it would be a happy thought; but I am afraid that it may not be so. When she did speak, her words were enigmatical:—

“Something is going out; I can feel it pass me like a cold wind. I can hear, far off, confused sounds—as of men talking in strange tongues, fierce-falling water, and the howling of wolves.” She stopped and a shudder ran through her, increasing in intensity for a few seconds, till, at the end, she shook as though in a palsy. She said no more, even in answer to the Professor’s imperative questioning. When she woke from the trance, she was cold, and exhausted, and languid; but her mind was all alert. She could not remember anything, but asked what she had said; when she was told, she pondered over it deeply for a long time and in silence.

Notes: Moon Phase: Waxing Gibbous

It is taken more and more effort to get Mina into a trance-like state. This is because she is falling more and more under Dracula's will.

Dracula can't leave the ship. We know he can't cross running water and I guess that applies here as well.

Little things still plague our Hunters. I suspect this is Dracula's will to either keep them off his trail or force the inventible showdown at Castle Dracula, where with his "child brain" he feels he is safe. 

New Release: Dungeons & Dragons 5.5 Dungeon Master's Guide

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 Went to my FLGS today to pick up the new D&D 5.5 edition of the Dungeon Master's Guide.

D&D 5.5 edition of the Dungeon Master's Guide

It's a big book at 384 pages. Love that my girl Skylla made the cover!

Certainly aimed at new DMs there is still a lot of neat things in this tome. 

D&D 5.5 Dungeon Master's Guide the Basics
D&D 5.5 Dungeon Master's Guide Bastions
D&D 5.5 Dungeon Master's Guide Lore Glossary

There are some cool tracking sheets that look like they would work with any version of the game. I hope they release those as PDFs. Granted many of these can be done on just plain notebook paper. 

Game ExpectationsTravel Planner

I can also see a world where both this and the 2014 DMG are used together. The 2024 has new and updated information, but I wonder what is not here from the previous one.

The art is great, lots of the magic items get illustrations. Even the spirit board from Ravenloft makes an appearance. Plus there are nice cameos of many familiar NPCs.

Shelia
Minsc and Boo
Murlynd
 The coolest addition in my mind is the 30 pages dedicated to Greyhawk; both the Free City of and the world of Oerth. Including a fold out map attached in back of Oerth on one side and the Free City of Greyhawk on the other.

Greyhawk
Greyhawk Map
Greyhawk Map
Greyhawk Map

The Lore Glossary at the end is a lot of fun. The D&D kids, Bobby, Diana, Hank, Presto, Sheila, and Eric are here as The Heroes of the Realm. There are entries here from all over the D&D multiverse of the last 50 years. 

Honestly I am more excited about this book than I was about the new Player's Handbook

I'll have to spend more time with this one. But that will wait till next year I think.

Review: Ravenloft for D&D 4e

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Castle Ravenloft Board GameDungeons & Dragons 4th Edition is not really remembered by many very fondly. I felt it had some great points, and I had fun with it, but it catered to a particular type of play, and Ravenloft wasn't really that well suited to it. But that didn't mean Wizards of the Coast didn't try.

Castle Ravenloft Board Game

This was a board game/RPG hybrid based on the D&D 4e rules. I played it, it was fun. 

The thing that gets me, though, is why Ravenloft?  Other than vampires, hags, some undead, and things like that, I see no reason this had to be set in Castle Ravenloft.  I get the dungeon-crawlyness of it, and I understand the desire to tie it in with a Classic product, but the game could have just as easily been the Tomb of Horrors Board Game or Expedition to the Barrier Peaks Board Game.  Frankly, I could swap out Strahd for Acererak and keep everything else the same (hear that WotC, your next boxed Board Game, can be Tomb of Horrors, and I want a cut!).   Of course, there is an obvious reason.  I got this sight unseen and wanted it largely because it was Ravenloft. 

Dragon #416 (4e)

October 2012

At this point Dragon and Dungeon went back to Wizards of the Coast and were released as online versions only. As such they were formated to fit a computer screen and not really as print media.

This issue covers a variety of Ravenloft topics, including the ongoing fight between Strahd and Van Helsing.  

We also get some character options for Ravenloft native characters. Claudio Pozas has a history on Lord Soth, and Ed Greenwood is back with Awakened Golems.

Dragon #416


Dungeon #207 (4e)

October 2012

The companion magazine to Dragon features a number of adventures set in Ravenloft and/or horror-themed settings.  

Claudio Pozas is here as well with "Fair Barovia."  This adventure puts the adventurers and Strahd on the same side of the battle to save Barovia. "Timbergorge" among other things makes the connection between Ravenloft and the 4e Shadowfell. 

Dungeon #207

Both magazines amount to the most said about Ravenloft in stand-alone products. There were bits in the Shadowfell book and the Undead book. 

I would have liked to have seen more, but maybe this fine as is. Like I said, 4e catered to a different sort of game.

October Horror Movie Challenge: Cat People (1942, 1982)

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Cat People (1942) I am a huge fan of the 1982 Cat People and I have known about the original one for years, but never saw it. Tonight I decided to change taht.

Cat People (1942)

Horror movies in the 1940s hit differently than other eras. They are slower, yes, but there is more of a feeling of psychological dread, I think. I mean, there is an obvious reason, of course. Film-makers of the time could use that and not gore or other features of the horror genre.

This movie is a bit slow, but it is still rather good. Simone Simon plays Irena, our Serbian Cat Person. Simon is also really good in this, displaying a kind of innocence needed for the role that you just don't get with Nastassja Kinski. 

There are a lot of elements of this movie that you will see 40 years later in the remake. The Cat People legend is largely the same, just changing the location where the legends happen. 

The plot is also very similar—closer than I expected, to be honest. The ending is pretty much the same, too. 

I watched this one on Amazon Prime and it looks like it was remastered. It is still black & white but very sharp and clear. 

This movie is also the originator of the Lewton Bus jump scare (at about 44 mins in).

I like how Irena's village's "Cat Women" are also described as witches. I could use that.

I was going to rewatch the 1982 version, but I ran out of time tonight.

Featured Monster: Lycanthropes and Cat Lord

I am fairly certain that Cat People (1942) had a little bit of influence on the weretiger of the Monster Manual, but I am absolutely certain that Cat People (1982) did influence the Cat Lord of the Monster Manual II. Some scenes of Malcolm McDowell remind me of the art of the Cat Lord. 

Cat People


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Dracula, The Hunters' Journals: 28 October; Telegram and Doctor Seward's Diary

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 The update our heroes have been waiting for.

Dracula - The Hunters' Journals

28 October.—Telegram. Rufus Smith, London, to Lord Godalming, care H. B. M. Vice Consul, Varna.

Czarina Catherine reported entering Galatz at one o’clock to-day.”

Dr. Seward’s Diary.

28 October.—When the telegram came announcing the arrival in Galatz I do not think it was such a shock to any of us as might have been expected. True, we did not know whence, or how, or when, the bolt would come; but I think we all expected that something strange would happen. The delay of arrival at Varna made us individually satisfied that things would not be just as we had expected; we only waited to learn where the change would occur. None the less, however, was it a surprise. I suppose that nature works on such a hopeful basis that we believe against ourselves that things will be as they ought to be, not as we should know that they will be. Transcendentalism is a beacon to the angels, even if it be a will-o’-the-wisp to man. It was an odd experience and we all took it differently. Van Helsing raised his hand over his head for a moment, as though in remonstrance with the Almighty; but he said not a word, and in a few seconds stood up with his face sternly set. Lord Godalming grew very pale, and sat breathing heavily. I was myself half stunned and looked in wonder at one after another. Quincey Morris tightened his belt with that quick movement which I knew so well; in our old wandering days it meant “action.” Mrs. Harker grew ghastly white, so that the scar on her forehead seemed to burn, but she folded her hands meekly and looked up in prayer. Harker smiled—actually smiled—the dark, bitter smile of one who is without hope; but at the same time his action belied his words, for his hands instinctively sought the hilt of the great Kukri knife and rested there. “When does the next train start for Galatz?” said Van Helsing to us generally.

“At 6:30 to-morrow morning!” We all started, for the answer came from Mrs. Harker.

“How on earth do you know?” said Art.

“You forget—or perhaps you do not know, though Jonathan does and so does Dr. Van Helsing—that I am the train fiend. At home in Exeter I always used to make up the time-tables, so as to be helpful to my husband. I found it so useful sometimes, that I always make a study of the time-tables now. I knew that if anything were to take us to Castle Dracula we should go by Galatz, or at any rate through Bucharest, so I learned the times very carefully. Unhappily there are not many to learn, as the only train to-morrow leaves as I say.”

“Wonderful woman!” murmured the Professor.

“Can’t we get a special?” asked Lord Godalming. Van Helsing shook his head: “I fear not. This land is very different from yours or mine; even if we did have a special, it would probably not arrive as soon as our regular train. Moreover, we have something to prepare. We must think. Now let us organize. You, friend Arthur, go to the train and get the tickets and arrange that all be ready for us to go in the morning. Do you, friend Jonathan, go to the agent of the ship and get from him letters to the agent in Galatz, with authority to make search the ship just as it was here. Morris Quincey, you see the Vice-Consul, and get his aid with his fellow in Galatz and all he can do to make our way smooth, so that no times be lost when over the Danube. John will stay with Madam Mina and me, and we shall consult. For so if time be long you may be delayed; and it will not matter when the sun set, since I am here with Madam to make report.”

“And I,” said Mrs. Harker brightly, and more like her old self than she had been for many a long day, “shall try to be of use in all ways, and shall think and write for you as I used to do. Something is shifting from me in some strange way, and I feel freer than I have been of late!” The three younger men looked happier at the moment as they seemed to realise the significance of her words; but Van Helsing and I, turning to each other, met each a grave and troubled glance. We said nothing at the time, however.

When the three men had gone out to their tasks Van Helsing asked Mrs. Harker to look up the copy of the diaries and find him the part of Harker’s journal at the Castle. She went away to get it; when the door was shut upon her he said to me:—

“We mean the same! speak out!”

“There is some change. It is a hope that makes me sick, for it may deceive us.”

“Quite so. Do you know why I asked her to get the manuscript?”

“No!” said I, “unless it was to get an opportunity of seeing me alone.”

“You are in part right, friend John, but only in part. I want to tell you something. And oh, my friend, I am taking a great—a terrible—risk; but I believe it is right. In the moment when Madam Mina said those words that arrest both our understanding, an inspiration came to me. In the trance of three days ago the Count sent her his spirit to read her mind; or more like he took her to see him in his earth-box in the ship with water rushing, just as it go free at rise and set of sun. He learn then that we are here; for she have more to tell in her open life with eyes to see and ears to hear than he, shut, as he is, in his coffin-box. Now he make his most effort to escape us. At present he want her not.

“He is sure with his so great knowledge that she will come at his call; but he cut her off—take her, as he can do, out of his own power, that so she come not to him. Ah! there I have hope that our man-brains that have been of man so long and that have not lost the grace of God, will come higher than his child-brain that lie in his tomb for centuries, that grow not yet to our stature, and that do only work selfish and therefore small. Here comes Madam Mina; not a word to her of her trance! She know it not; and it would overwhelm her and make despair just when we want all her hope, all her courage; when most we want all her great brain which is trained like man’s brain, but is of sweet woman and have a special power which the Count give her, and which he may not take away altogether—though he think not so. Hush! let me speak, and you shall learn. Oh, John, my friend, we are in awful straits. I fear, as I never feared before. We can only trust the good God. Silence! here she comes!”

I thought that the Professor was going to break down and have hysterics, just as he had when Lucy died, but with a great effort he controlled himself and was at perfect nervous poise when Mrs. Harker tripped into the room, bright and happy-looking and, in the doing of work, seemingly forgetful of her misery. As she came in, she handed a number of sheets of typewriting to Van Helsing. He looked over them gravely, his face brightening up as he read. Then holding the pages between his finger and thumb he said:—

“Friend John, to you with so much of experience already—and you, too, dear Madam Mina, that are young—here is a lesson: do not fear ever to think. A half-thought has been buzzing often in my brain, but I fear to let him loose his wings. Here now, with more knowledge, I go back to where that half-thought come from and I find that he be no half-thought at all; that be a whole thought, though so young that he is not yet strong to use his little wings. Nay, like the “Ugly Duck” of my friend Hans Andersen, he be no duck-thought at all, but a big swan-thought that sail nobly on big wings, when the time come for him to try them. See I read here what Jonathan have written:—

“That other of his race who, in a later age, again and again, brought his forces over The Great River into Turkey Land; who, when he was beaten back, came again, and again, and again, though he had to come alone from the bloody field where his troops were being slaughtered, since he knew that he alone could ultimately triumph.”

“What does this tell us? Not much? no! The Count’s child-thought see nothing; therefore he speak so free. Your man-thought see nothing; my man-thought see nothing, till just now. No! But there comes another word from some one who speak without thought because she, too, know not what it mean—what it might mean. Just as there are elements which rest, yet when in nature’s course they move on their way and they touch—then pouf! and there comes a flash of light, heaven wide, that blind and kill and destroy some; but that show up all earth below for leagues and leagues. Is it not so? Well, I shall explain. To begin, have you ever study the philosophy of crime? ‘Yes’ and ‘No.’ You, John, yes; for it is a study of insanity. You, no, Madam Mina; for crime touch you not—not but once. Still, your mind works true, and argues not a particulari ad universale. There is this peculiarity in criminals. It is so constant, in all countries and at all times, that even police, who know not much from philosophy, come to know it empirically, that it is. That is to be empiric. The criminal always work at one crime—that is the true criminal who seems predestinate to crime, and who will of none other. This criminal has not full man-brain. He is clever and cunning and resourceful; but he be not of man-stature as to brain. He be of child-brain in much. Now this criminal of ours is predestinate to crime also; he, too, have child-brain, and it is of the child to do what he have done. The little bird, the little fish, the little animal learn not by principle, but empirically; and when he learn to do, then there is to him the ground to start from to do more. ‘Dos pou sto,’ said Archimedes. ‘Give me a fulcrum, and I shall move the world!’ To do once, is the fulcrum whereby child-brain become man-brain; and until he have the purpose to do more, he continue to do the same again every time, just as he have done before! Oh, my dear, I see that your eyes are opened, and that to you the lightning flash show all the leagues,” for Mrs. Harker began to clap her hands and her eyes sparkled. He went on:—

“Now you shall speak. Tell us two dry men of science what you see with those so bright eyes.” He took her hand and held it whilst she spoke. His finger and thumb closed on her pulse, as I thought instinctively and unconsciously, as she spoke:—

“The Count is a criminal and of criminal type. Nordau and Lombroso would so classify him, and quâ criminal he is of imperfectly formed mind. Thus, in a difficulty he has to seek resource in habit. His past is a clue, and the one page of it that we know—and that from his own lips—tells that once before, when in what Mr. Morris would call a ‘tight place,’ he went back to his own country from the land he had tried to invade, and thence, without losing purpose, prepared himself for a new effort. He came again better equipped for his work; and won. So he came to London to invade a new land. He was beaten, and when all hope of success was lost, and his existence in danger, he fled back over the sea to his home; just as formerly he had fled back over the Danube from Turkey Land.”

“Good, good! oh, you so clever lady!” said Van Helsing, enthusiastically, as he stooped and kissed her hand. A moment later he said to me, as calmly as though we had been having a sick-room consultation:—

“Seventy-two only; and in all this excitement. I have hope.” Turning to her again, he said with keen expectation:—

“But go on. Go on! there is more to tell if you will. Be not afraid; John and I know. I do in any case, and shall tell you if you are right. Speak, without fear!”

“I will try to; but you will forgive me if I seem egotistical.”

“Nay! fear not, you must be egotist, for it is of you that we think.”

“Then, as he is criminal he is selfish; and as his intellect is small and his action is based on selfishness, he confines himself to one purpose. That purpose is remorseless. As he fled back over the Danube, leaving his forces to be cut to pieces, so now he is intent on being safe, careless of all. So his own selfishness frees my soul somewhat from the terrible power which he acquired over me on that dreadful night. I felt it! Oh, I felt it! Thank God, for His great mercy! My soul is freer than it has been since that awful hour; and all that haunts me is a fear lest in some trance or dream he may have used my knowledge for his ends.” The Professor stood up:—

“He has so used your mind; and by it he has left us here in Varna, whilst the ship that carried him rushed through enveloping fog up to Galatz, where, doubtless, he had made preparation for escaping from us. But his child-mind only saw so far; and it may be that, as ever is in God’s Providence, the very thing that the evil-doer most reckoned on for his selfish good, turns out to be his chiefest harm. The hunter is taken in his own snare, as the great Psalmist says. For now that he think he is free from every trace of us all, and that he has escaped us with so many hours to him, then his selfish child-brain will whisper him to sleep. He think, too, that as he cut himself off from knowing your mind, there can be no knowledge of him to you; there is where he fail! That terrible baptism of blood which he give you makes you free to go to him in spirit, as you have as yet done in your times of freedom, when the sun rise and set. At such times you go by my volition and not by his; and this power to good of you and others, as you have won from your suffering at his hands. This is now all the more precious that he know it not, and to guard himself have even cut himself off from his knowledge of our where. We, however, are not selfish, and we believe that God is with us through all this blackness, and these many dark hours. We shall follow him; and we shall not flinch; even if we peril ourselves that we become like him. Friend John, this has been a great hour; and it have done much to advance us on our way. You must be scribe and write him all down, so that when the others return from their work you can give it to them; then they shall know as we do.”

And so I have written it whilst we wait their return, and Mrs. Harker has written with her typewriter all since she brought the MS. to us.

Notes: Moon Phase: First Quarter

Telegram informing our heroes of the Czarina Catherine near Galatz/Galați.

Our heroes are ready, but this, the start of the final act still surprises them. Stoker tells us about Quincy's belt-tightening habit as if it were something he always did, but this is the first time we see it in print. Freud had not published his essays as of yet, but I would have been inclined to have said this was a commentary on Quincey's masculine virility or his impatience. Hmm...maybe there is a Freudian analysis of Dracula out there somewhere. Though I am more likely to write a Jungian one.

We get more of Stroker's via Van Helsing's praise of Mina. Which is fine, but at a point it feels over-done. And more of Dracula's "child thought."  Again I contend that this is a metaphor for the Count's Old World thinking vs. our hunters' New World thinking.

Stoker was obviously very familiar with criminologist Cesare Lombroso as Harker's earlier descriptions of the Count match with Lombroso's own text when describing criminals. Does this mean that Stoker believes that Dracula was a type of "born criminal" as Lombroso describes? Maybe, the idea was certainly popular enough at the time. I am betting that I could use his text to also find a description similar to Sir Arthur Conan Doyle's Professor James Moriarty; the other biggest villain of the Victorian era.

Despite all that is going on here, Mina still manages to type everything up, with copies no less, and get them to our hunters. Stoker might be going overboard with his verbal praise of Mina, but let's be honest here. Mina is showing up. What was Quincy doing at this time? Oh yeah, adjusting his belt. 

Review: Expedition to Castle Ravenloft (3.5)

The Other Side -

Expedition to Castle Ravenloft 3.5 Near the end of of the life cycle of D&D 3.5 people were beginning to suspect that a new edition was on the way. They were not wrong, but before that happened we saw some changes in the adventure format from Wizards of the Coast. Certainly a trend to more tactical maps. These last few adventures were all mostly re-visions of some of the classic adventures of old. Castle Greyhawk, Queen of the Demonweb Pits, Undermountain, and of course, Castle Ravenloft.

Expedition to Castle Ravenloft (3.5)

2006. by Bruce R. Cordell and James Wyatt. Based on Ravenloft by Tracy and Laura Hickman. Cover art Kev Walker. Interior art, Dave Allsop, Kalman Andrasofsky, Ralph Horsley, William O’Connor, Lucio Parrillo, Anne Stokes, and Eva Widermann. Cartography Jason Engle, Kyle Hunter. 224 pages.

For this review I am considering my PDF and Print on Demand copies

It is not a new edition of D&D unless we have new take on the classic Ravenloft. This adventure sees Ravenloft back in it's original home; not just in terms of the adventure published by Wizards of the Coast after Sword & Sorcery Studios license, but Castle Ravenloft, divorced from the Demi-Plane of Dread. This is the 3.5 revision of the original adventure.

Like the original I6 Ravenloft adventure, this adventure plunges players into the cursed land of Barovia, a realm dominated by a bleak atmosphere and ruled by the vampire lord Strahd von Zarovich. Adventurers take on the daunting mission of navigating Castle Ravenloft, confronting Strahd, and ending his sinister reign over Barovia once and for all.

The revamped (heh) Expedition to Castle Ravenloft expands on the original with enhanced encounters, new rules, and a more comprehensive campaign that immerses players in Strahd’s haunting domain. The new encounter system of 3.5 takes up the later half of the book, but makes it easy for DMs to plan out how they want to do their encounters. Given we are on the eve of 4e, this means which minis to grab and which maps to use.

The adventure is expanded into a mini-campaign of sorts. And really, that has always been one of the strengths of this adventure; its ability to do more. The adventure can cover 20 sessions, raising characters from 6th level to 10th or broken up into smaller sessions. It can even be run exactly like the original adventure as a straight forward 1 or 2 sessions of "Find the vampire and kill it."

While that is a great bit of flexibility for the adventure, I already did that back in the 1980s. It would be a shame not to use all the new great material here that Cordell and Wyatt (two excellent designers) have done here. There are new antagonists and new locations to explore. 

Barovia itself is a character in this module: a mist-laden, gloomy land filled with mystery, danger, and spectral beauty. Players are encouraged to explore its towns, ruined abbeys, and dense forests, meeting unique NPCs who add depth and lore to the journey. The encounters are varied and challenging, balancing tense dungeon crawls with narrative-driven encounters that test both the characters' skills and the players' wits. And then finally getting to Castle Ravenloft itself. A locale that has lost none of its "charm" over the years. 

We still have the Fortunes of Ravenloft here, among other classic notes expanded for this new adventure. And like the original, Count Strahd von Zarovich is front and center. Not just in the adventure but in the book as well. 

I have played and run the original Ravenloft many, many times. I honestly think this version is rather fun. It stays true to the original while updating the adventure is good AND providing more adventure as well. It is rare when a "remake" can improve, but this one does.

Even if I were to run Ravenloft again under the 1st or 2nd Ed of AD&D, I would still import ideas from this version to those, especially all the locales around the castle and in Barovia. The original adventure kinda just drops you in (not a big deal, works fine) but this one gives you more land to explore, more people to interact with. 

Strahd is still awful, tragic, powerful and one of the more interesting villains in D&D. Castle Ravenloft is still wonderful to explore filled with dangers both obvious and hidden. 

The art is amazing, and really the views of Castle Ravenloft alone in both art and maps makes this must have for any fan of the adventure. 

The adventure/book is divided into five major sections, four chapters and an Appendix.

Chapter 1 covers Adventures in Ravenloft. An overview of what one should expect to see (or do since this is a Dungeon Masters' book) in the area. While the demi-plane of Ravenloft is not used here, there are area affects due to Strahd and his evil.  This also features our first encounter areas.

Chapter 2 the Village of Barovia covers D&D's own "Hammer Hamlet." 

Chapter 3 details the Lands of Barovia. We have more encounter areas here and our "Fortunes of Ravenloft" options.

Chapter 4 is Castle Ravenloft itself.

The Appendix details some new feats, a new spell, and various magical items.

About the Print on Demand

Of all the Print on Demand products I have bought, this one might be one of the very best. It is the "Hardcover, Standard Color Book" option and it compares very well to the off-set printing ones of the same era. 

Expedition to ... PODs

The pages are crisp and easy to read. The binding is solid.

Ravenloft's Strahd


Ravenloft pod

I am pretty sure the idea to divorce Ravenloft: The Adventure from Ravenloft: The Demi Plane was a.) to get a new generation into the adventure in it's "original" form, and b.) maybe part of their larger plans for it moving away from 3.x to 4e. But I have nothing to back that up.

This is a great adventure by all accounts for D&D 3.x. It has everything the original AD&D adventure had and more.Maybe it is my "nostalgia goggles" (as my son would say) but I still prefer I6 Ravenloft.

This adventure also marks the end of the 3.x Ravenloft line. Next time we meet in the Land of the Mists it will be under 4th Edition D&D rules.

October Horror Movie Challenge: Ghostbusters

The Other Side -

 Got a chance to check out the two new(er) Ghostbusters movies and I had a blast with them. The two questions that come up here are "Are they horror?" and "What do they have to do with D&D?" The first is "who cares, they have the trappings of horror" and the second, "yeah, for me they do."

Given that the two movies have the same cast and are continuations of the original Ghostsbusters (1984, 1989) I will talk about them together.

 Afterlife (2021) Frozen Empire (2024)

Ghostbusters: Afterlife (2021)

This series follows up on the original 1980s with the estranged family (daughter and grandkids) of Egon Spengler (the late Harold Ramis). They move out to Oklahoma, where Egon had been hiding. There is a prophecy about the return of Gozer. The plot is a bit silly to be honest, but the story is a lot of fun.

What really sets this movie apart is the cast. Yes, we get Ray, Peter, Winston, and Janine back, all played by their original actors. Even a bit of CGI and Ivan Reitman playing Harold Ramis as the the now dead Egon. But the real stand outs are the new cast, especially McKenna Gract as Phoebe, the granddaughter of Egon. I have seen her in a lot of movies since Gifted (2017), where she played a seven-year-old math genius.  Here she is not far from that. She is a genius and the spitting image of Egon. 

We also get Finn Wolfhard as her older brother Trevor. He is sorta the comic relief here and that works. Paul Rudd is here playing seismologist turned science teacher. Carrie Coon plays mother (and Egon's daughter) Callie Spengler. New characters include the entertaining Podcast (Logan Kim) and Lucky (Celeste O'Connor). 

They have to battle Gozer again, but that is fine. Gozzer this time is played by Olivia Wilde and her voice is done by Shohreh Aghdashloo. I mean, what a combination. 

The most fun of this movie is watching all the references to the first two movies and other horror movies/shows, including Stranger Things. Lots of cameos; stick around for Sigourney Weaver. And special cameo/casting of  J. K. Simmons plays Ivo Shandor, looking and sounding just like Ketheric Thorm

Ghostbusters: Frozen Empire (2024)

This one is not quite as good, but it has some fun moments. This one expands on the Ghostbuster myths and makes the case for more sequels. Winston Zeddemore, now an entrepreneur, funds all sorts of Ghostbuster related technology and keeps the whole place funded.

The cast is the same with the additions of Kumail Nanjiani and Patton Oswalt. We even get the return of William Atherton as Mayor Walter Peck. For the record I have heard from people I know that William Atherton is actually one of the nicest guys you can ever meet.

There are good moments, the battle at the end is a lot of fun. The big bad, Gahraka is rally scary looking and that is great. Nice to see Dan Ackroyd is still crazy. 

Confession, I thought it was great that McKenna Grace's Phoebe was the hero of both movies. 

The first movie was dedicated to Harold Ramis and this one was dedicated to Ivan Reitman.

Featured Monster: Ghosts and Ghostbusters

These movies, even the originals, had no influence on the D&D books, but they had a huge effect on my games. I loved playing undead hunting clerics and even created special gens to fight and trap ghosts. Yeah, they're not original, but hey, I was 14. 

There are lot of ideas here for a game. Maybe a "Ghost Hunting" game for NIGHT SHIFT! 

October Horror Movie Challenge 2024
Viewed: 39
First Time Views: 19

Monster Movie Marathon



Dracula, The Hunters' Journals: 27 October; Doctor Seward's Diary

The Other Side -

More updates from Seward about Mina.

Dracula - The Hunters' Journals

Dr. Seward’s Diary.

27 October, Noon.—Most strange; no news yet of the ship we wait for. Mrs. Harker reported last night and this morning as usual: “lapping waves and rushing water,” though she added that “the waves were very faint.” The telegrams from London have been the same: “no further report.” Van Helsing is terribly anxious, and told me just now that he fears the Count is escaping us. He added significantly:—


“I did not like that lethargy of Madam Mina’s. Souls and memories can do strange things during trance.” I was about to ask him more, but Harker just then came in, and he held up a warning hand. We must try to-night at sunset to make her speak more fully when in her hypnotic state.

Notes: Moon Phase: Waxing Crescent

Mina reports nothing new. I have wondered whether or not the Count could lie to Mina about what he sees and hears. She is getting this information as if it were from a mis-wired wireless set; something used to receive instead of transmit or something like that. 

Obviously our hunters should have seen sight of the ship by now.


Horror Movies will resume...

The Other Side -

 Slept through the night last night. 

Yesterday I got up after only a couple of hours of sleep. Voted and my wife said "Hey it is beautiful outside, lets go on a hike."

So six miles later I crashed.

that was a hike!

Slept now, will resume tonight.

Dracula, The Hunters' Journals: 26 October; Doctor Seward's Diary

The Other Side -

 Seward gives some more updates.

Dracula - The Hunters' Journals

Dr. Seward’s Diary.

26 October.—Another day and no tidings of the Czarina Catherine. She ought to be here by now. That she is still journeying somewhere is apparent, for Mrs. Harker’s hypnotic report at sunrise was still the same. It is possible that the vessel may be lying by, at times, for fog; some of the steamers which came in last evening reported patches of fog both to north and south of the port. We must continue our watching, as the ship may now be signalled any moment.

Notes: Moon Phase: Waxing Crescent

Not much here.  More examples of the Count controlling the weather. 

Interesting how he was such a presence in the first part of the book and now he has no lines to speak of.


Tubular Terrors: ‘The Possessed’

We Are the Mutants -

Reviews / October 25, 2024

1317337794_8The Possessed
Directed by Jerry Thorpe 
NBC (1977)

The ladies, eh? Can’t live with ’em, can’t live without ’em and all the perfectionism, repressed frustrations, sexual/sibling rivalries, and fear of aging that make them the perfect conduits for Evil to manifest itself. 

Before I’m rent limb from limb by justly enraged women, let me explain that those are not my sentiments: they’re the thesis that, at least superficially, seems to underpin 1977 TV Exorcist knock-off The Possessed. Because women—sorry, I mean Evil—is up to its old tricks as the academic year comes to an end in the Helen Page School for Girls in, natch, Salem. Not that Salem, though—Salem in Oregon, though the school is actually snooty Reed College in Portland, going incognito here because, despite annual tuition fees today of around $70,000, you presumably can never have enough cash to guarantee the kids of the elite the basic amenities they require.

Never fear, though: sullen ex-priest Kevin Leahy (James Farentino, who I will refer to mononymously as just “Farentino” not out of any desire to sound like a proper writer but rather because, like Sembello, when you’ve got a surname that punchy, the Christian name feels like it’s just dangling there to no real purpose) is here to pace gloomily and seemingly randomly around the corridors of the school until Evil is kicked the fuck back to hell. We first meet him still frocked but with his faith in tatters, sucking on a bottle of Jack Daniels in the sacristy and morosely pronouncing mass in a doomed-pilot-episode-esque flashback prologue. Driving home from the day job that evening, he drunkenly totals his car against a utility pole and finds himself facing the final judgement. He’s fallen from God’s grace, he’s informed, and his only hope for redemption is to “seek out evil and fight that evil by whatever means… possible.” Next thing you know, he’s been Lazarused back to life with a powerful “in this week’s episode” vibe.

Cut to the Helen Page School, where graduation is coming up. Our introduction to the place is an incongruous and oddly unnerving scene of screaming girls riding bikes along the school’s corridors, which is a nice way of evoking the charged atmosphere: the girls are restless to get the hell out of there, and the following year the school’s going co-ed, so everyone’s a little itchy, especially brittle and unhappy-seeming headmistress Louise Gelson (Joan Hackett), whose widower sister Ellen Sumner (Claudette Nevins) is a teacher at the school. Before long things start bursting into flames—curtains, pieces of paper, girls’ clothes. What’s the cause? Is it some kind of prank by the student body, bored teenage girls famously a nexus for mischief in the popular imagination? Is it Ellen’s daughter Weezie (Ann Dusenberry) pulling a Carrie? No—counterintuitively, it’s Han Solo. 

Because the cause of the upset turns out to be hunky biology teacher Paul Winjam, played by a young Harrison Ford in what looks like his last role before Star Wars. After breaking off his secret fling with headmistress Louise, Paul’s now taken to fooling around with her niece Weezie. Plus, he’s also kind of a dick in other ways, as evidenced by his edgelord biology lessons where he gets his yuks by putting the girls on the spot to nominally teach them important lessons about fear. Before long, though, Winjam gets his comeuppance in a scene that feels weirdly and cathartically like the Indiana Jones franchise terminating itself with purifying flame. The film culminates in a poolside battle between good and evil that’s resolved by Farentino meting out a couple of hysteria-resolving, patriarchy-affirming slaps before nonsensically jumping into the water and disappearing into the limbo where un-picked-up pilots go to be judged.

Blatantly trying to ride the audience numbers of 1973’s The Exorcist, the same year’s Satan’s School for Girls, and 1976’s The Omen and Carrie, The Possessed is, predictably, imbued with the whole period’s ubiquitous post-Watergate feeling of gloom and hopelessness—so grim and overheated that at times even the stolid Farentino looks afraid. It’s almost as if the real supernatural force at play is the dumb joie de vivre of the almost-Gen-X teen schoolgirls pushing against the cynicism, fatalism, and malaise of the conscientious but emotionally misshapen adults. “Is this happening because of me?” asks a tormented Weezie. No, Weezie—it’s happening because of depressed boomers. 

Written by John Sacret Young, who also wrote We Are the Mutants “favorite” (trauma nexus) Testament, directed by stalwart Jerry Thorpe, and starring a cast of troopers so seasoned they would never need refrigeration, The Possessed is more a work of competence than inspiration. And yet. Despite everything daft, derivative, pedestrian, and flagrantly sexist about it, The Possessed does somehow contrive to be unsettling. Like all horror that actually horrifies, as opposed to performing the spectacle of “horror,” there’s a vague sensation that even the people making it didn’t really grasp quite what they were channeling. It’s a feeling that lurks in inoffensive yet surreal scenes like the one where a group of girls prank their roommate by covering her bed with a disgusting pile of gunk, or that strange introductory image of the girls riding bikes through the corridors. I’ll be honest, I went into this review half-hoping to write a smug guffawing takedown, but the unhealthy miasma of repressed and unacknowledged emotion that fills the school and the film—and maybe Hollywood itself?— wrongfooted me completely.

As is often the case, the dreariness of the plot and the film’s visuals—which presage 1980’s The Changeling—actually contribute to its oppressive mood, and the cast all put in far more effort than a cheapo TV knock-off like this probably deserves. The poolside denouement is both oddly underwhelming and deeply strange—who the fuck ever got machine-gunned with the Nails of Christ?—and the possession make-up weirdly effective, however low-rent. And I can’t think of many other films where the sensations of being physically hot or cold seem quite so tangible.

In conclusion, The Possessed is gloomy fun, and it’s a shame it didn’t end up getting commissioned as a series. Who in their right mind wouldn’t have wanted to watch an episode of this shit every week to wash the foul taste of Highway to Heaven out of their mouth?

Richard McKenna

A Positive Apocalypse II

Reviews from R'lyeh -

Dreams and Machines is a post-apocalyptic future set on another planet. One that has suffered not one, but two calamitous events. The world is Evera Prime, settled as one of Earth’s colonies following the establishment of the Gateway that enabled relatively fast travel between the Earth and Evera Prime. The first disaster the colonists faced was when the Gateway stopped functioning, cutting off contact with Earth, forcing them to adapt and survive on their own. The second would come centuries later, after the colony had prospered and developed, establishing Project Builder, a programme to develop resource and power control that was so successful that it would usher in a golden age of post-scarcity and rapid scientific advancement. Then the Builder and its connected systems began to glitch. It stopped anticipating the needs of the people of Evera Prime, and worse, when scientist tried to fix the problem, it turned on them, unleashing its Mech servants and its armoury in a conflagration in which cities would be destroyed, the landscape pockmarked with craters, populations atomised, and worse. Two centuries have passed, and the people of Evera Prime survived and then thrived, hoping one day that a way would be found to make contact with the Earth again. The broad background to the setting are detailed in the Dreams and Machines: Player’s Guide, which also includes the rules for character creation and action, as well as some of the technology of the setting, a mix of high-tech nanotechnology and low-tech scrap, the former almost having magic-like properties.

The Dreams And Machines: Gamemaster’s Guide expands upon the Dreams and Machines: Player’s Guide, both in terms of setting and rules, as well as guidance for running the game. Published by Modiphius Entertainment, this is a post-apocalyptic roleplaying game of exploration and hope, in which the Player Characters delve into the ruins of the past, examine old technology, and protect the many surviving communities against attacks by the Wakers, the robots still working after the events of the apocalypse, and waiting for the moment they detect survivors and the use of advanced technology, to activate and stalk and attack as the last fragments of their programming dictate, the creatures mutated by the affects of the apocalypse, and the Thralls, humans wrapped in loops of wire and marked with ash and paint, who boil up out of the ground to aggressively raid and steal food and technology from the communities.

The Dreams And Machines: Gamemaster’s Guide begins with an exploration of the setting, its history and timeline, its geography, and its factions. There is an overview of technology in the setting, the stats and details of individual devices given in the Dreams and Machines: Player’s Guide. Overall, this expands upon the material given in the Dreams and Machines: Player’s Guide, most notably in developing and detailing more of the factions’ backgrounds. This covers their origins, views on technology, what others think of them, and so on. The various views on technology vary widely from faction to faction, such as the Everans accepting, but not developing technology, the Archivists actively searching for new old technology, and the Dreamers loathing technology. The one faction that is in effect, new here, are the Conduits and the Thralls, barely mentioned in the Dreams and Machines: Player’s Guide. Here they are greatly expanded upon. ‘Thralls’ are the name that the surface dwellers, that is, the Player Characters and others, give to the Conduits. The Conduits are a highly religious group who worship and embrace technology and believe that the Builder saved them from the worst of the war, their fanaticism driving them to raid the surface. They work in secret to restore the technology of the past and the Builder’s network, working from their secret base in the Dark City. Only a very little is known about the Dark City, the Archivists having some knowledge as to why the Builder’s War started, but not necessarily knowing if that is connected to the Dark City and the Conduits.

These are only some of the secrets explored in Dreams And Machines: Gamemaster’s Guide. Also detailed is the history of the Builder and why it was built, and what its current status is now. This is as fragmented and widely dispersed pieces of code, attempting to make contact with each other and rebuild. For most people on Evera Prime, the Builder was intrinsic in triggering the war, and whilst the environmental effects of the war can be found everywhere, the most obvious holdover from the Builder War are the innumerable robots which litter many parts of the landscape, nothing more than mouldering heaps of junk until they receive the right signal, activate, and go on murderous rampages. Such occurrences are rare, but this does not stop most people on Evera Prima fearing the Wakers, as such robots are known. Dreams And Machines: Gamemaster’s Guide also reveals two further hidden aspects of the setting. One is the human involvement in the Builder’s War, whilst the other is the involvement of another ‘agency’. Although the book talks about this ‘agency’ and its involvement in events leading up to the war, it does not actually reveal the identity of what the ‘agency’ is, and nor does it examine how the Player Characters might eventually discover that and other secrets of the setting.

In terms of running the game, the Dreams And Machines: Gamemaster’s Guide provides the Game Master with some excellent advice. It not only covers her responsibilities, but also examines the uses of Truths in play, how to frame scenes and action, handling Threat and how to spend it, and more. In particular, it notes that Threat—the means by which the Game Master can enhance the actions of her NPCs, monsters, and villains—can be used to cajole characters into action when their players are dithering, such as when coming up with a plan, and that it is in the interest of players to give the Game Master points of Theat. This is done when the players have run out of Momentum to give their characters an advantage, and whilst it obviously benefits any opposition that they might face, what the Dreams And Machines: Gamemaster’s Guide makes clear is that it benefits the story too, building tension and making confrontations dramatic. There is advice too on the use of Safety Tools and of Spirit, a Player Character’s inner reserves of concentration and stamina, typically only used in desperate situations.

The advice for the Game Master is both slick and helpful, even well practised. Which should be no surprise given the number of 2d20 System roleplaying games that Modiphius Entertainment has published. Where it disappoints though, is in the lack of advice in terms of what stories the Game Master will tell, what type of scenarios she should be creating for her players. Obviously, the Game Master can draw heavily from the post-apocalyptic genre, but the Dreams And Machines: Gamemaster’s Guide does not explore what makes a Dream and Machines post-apocalyptic story different from that of any other post-apocalyptic story.

The Dreams And Machines: Gamemaster’s Guide does provide a range of NPCs, creatures, adversaries, and other threats. This includes flora and fauna native to both Earth and Evera Prime, as well as mutants. Only the one Earth creature, the Horse, is given stats, though others like the Tiger are mentioned, whilst native fauna includes the Akriti, a nomadic tree that migrates in herds. The arachnid Cryptid, the Prowlcat with its overlapping plates instead of fur, and the wolf-like Snarlback with its extendible mouth, are examples of the Mutant creatures found on Evera Prime. Technology comes in the form of the Nano-Geist, a nanogram capable of interacting with the world as part of its programming, and the Locus, a nanogram tied to an individual location or building. There are random tables for nanogram actions, as there are for Waker functions, which are also detailed in the book. Lastly, there are stats and details for NPCs, including Thralls.

The Dreams And Machines: Gamemaster’s Guide provides a broad overview of the continent of Nedrestia, but goes further in describing a region where the Game Master and her players can begin play. It focuses on New Mossgrove, a trade and exploration hub located in the Regid-Kasteel region, near Kasteel city ruins. Both the ruins of Kasteel and of the mini-city, Sanktejo, provides environments to explore, whilst New Mossgrove serves as a base and source of rumours and possible tasks. It is also the starting point for the included adventure, ‘Secrets in Lost Rios’. This is a sequel to the scenario in the Dreams and Machines Starter Set, but ‘Secrets in Lost Rios’ can be adjusted so that the Game Master need not have had to run the scenario in the Dreams and Machines Starter Set. It opens with New Mossgrove having suffered a Waker attack, a rare occurrence that puts everyone on edge. (This attack is actually the climax to the scenario in the Dreams and Machines Starter Set.) The Player Characters are hired by an Archivist to search for a friend who led an expedition into the wilderness who is missing and is presumed dead. The only known survivor of the expedition was killed in the Waker attack on the town. The expedition was investigating a laboratory in the former resort town of Los Rios, once standing between two rivers, but now between two ravines. There is scope for some decent encounters between New Mossgrove and Los Rios, but when they get there, they discover that someone has already got there before them—a band of scavenging Thralls! The Player Characters will need to drive them off in order to investigate the laboratory fully and confirm that the missing friend is there. The scenario includes some rather ideas as to what happens next and also some ideas for some further adventures. Overall, it is a decent adventure, but probably better as a payoff for the scenario Dreams and Machines Starter Set.

Physically, Dreams And Machines: Gamemaster’s Guide is well presented, the artwork is good, and the writing is really easy to read. Like the Dreams and Machines: Player’s Guide, it has been scribbled on as if it was a child’s journal or diary.

The Dreams And Machines: Gamemaster’s Guide, as intended, completes the core of the roleplaying game with the Dreams and Machines: Player’s Guide. It decently expands upon the information given in the Dreams and Machines: Player’s Guide, coupled with well-practised advice, but the extra information only goes so far. There are still secrets to the setting to be revealed, and there is a lack of advice for creating adventures specific to the setting of Evera Prime that would have been helpful too. That though will have to wait for the Dreams And Machines: GM’s Toolkit. In the meantime, if the Game Master wants to create her own content, Dreams And Machines is probably best suited to someone who already has experience of writing her own adventures. Overall, the Dreams And Machines: Gamemaster’s Guide is a nicely accessible and solid book for the Dreams And Machines Games Master.

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