Outsiders & Others

Character Creation Challenge: Swords & Wizardry Boxed Set

The Other Side -

Swords & Wizardry Boxed setIs it really June 1st??  Spent my Memorial Day weekend the same way I always do; grilling a bunch of food and spending all my time helping my wife in her garden.  So far we have 61 tomato plants in, 3 tomatillos, 74 peppers ranging from sweet to "Satan's Kiss,"  untold numbers of onions, potatoes, celery, squash and I have no idea what else.  Sadly we ended up losing all of our okra plants due to a late-season frost.

But today is a new month and that means a new character.  Although today's character is not new, per se, it is new since this is the first time I have presented this character before she became a Vampire.

The Game: Swords & Wizardry Boxed Set

I got my Swords & Wizardry Boxed set in the mail over the weekend from the Kickstarter.  It is a great-looking set and I want to spend some more time with it.  Getting a set of dice inside was a nice touch.  The books are top-notch really. Though I fear that my old-school itch is now being scratched by Old-School Essentials. Still, my oldest saw my set and admired it so maybe he will do some running with it.

There is a lot to like about it.

Old School Boxed sets

The Character: Darlessa

Long-time readers know of my love for the various "Vampire Queen" adventures out there and my own history with them.   Darlessa is one of the Vampire Queens I most often use.  She has a nice personal history with me and my characters and she is 100% OGC so others can use her too.

I am going to be using her in another project very soon, so I thought it might be nice to talk about her today before she became a Vampire.  Since I have this new rule system here that mimics the oldest RPG in our hobby, I thought it might be nice to go back and see her as a human witch. Right before her humiliating betrayal and her seeking out her demonic patron to turn her into a vampire.

Darlessa as a human witchDarlessa

Chaotic Female Human Witch, 13th level

Strength: 10
Dexterity: 12
Constitution: 13
Intelligence: 15
Wisdom: 14
Charisma: 18

Saving Throw: 5
Hit Points: 43
AC: 1

Occult Powers

Familiar (Raven)
Evil’s Touch
Devil’s Tongue

Spells by Level

1st (4): Burning Hands, Cause Fear, Minor Curse, Read Languages
2nd (4): Agony, Bewitch II, Enthrall, Rite of Remote Seeing
3rd (3): Clairaudience/Clairvoyance, Danse Macabre, Toad Mind
4th (3): Arcane Eye, Bewitch IV, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation

Magic Items

Bracers of defense, ring of protection, ring spell storing.

Background

Darlessa always fancied herself as a Queen, which of course is impossible because she is from Glantri. She might have been an upstart Princess if fate had been kinder to her, but instead, the only magic she learned was witchcraft, a "lesser" form of magic to the Glantri ruling class.  Rejected by those she considered her peers and laughed at by those she considered underlings it was no surprise that she turned to evil.  She married a minor noble and soon had him murdered.  She moved up in social status by marrying one of the lesser Princes.  She could not kill him as easily so she had him locked away due to madness, which she of course caused.  She was always vying for more and more power, a better position in the social hierarchy. While she felt she was in control of her situation and had everyone else figured out in truth all the nobility saw through her ruse and were just toying with her.  When discovered this and was laughed out of court she sought out her demon to turn her into a vampire.

Darlessa, S&W character sheet

That is the sad tale of Darlessa. One of jealousy, anger, and hubris.  What happens to her next?  Tune in tomorrow and see!

[Fanzine Focus XXV] Andjang

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support. Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Andjang: The Queen on Dog Mountain is a little different. Penned by Zedeck Siew—author of Lorn Song of the Bachelor—and drawn by Munkao, it is the fourth title published by the A Thousand Thousand Islands imprint, a Southeast Asian-themed fantasy visual world-building project, one which aims to draw from regional folklore and history to create a fantasy world truly rooted in the region’s myths, rather than a set of rules simply reskinned with a fantasy culture. The result of the project to date is eight fanzines, plus appendices, each slightly different, and each focusing on discrete settings which might be in the same world, but are just easily be separate places in separate worlds. What sets the series apart is the aesthetic sparseness of its combination of art and text. The latter describes the place, its peoples and personalities, its places, and its strangeness with a very simple economy of words. Which is paired with the utterly delightful artwork which captures the strangeness and exoticism of the particular setting and brings it alive. Barring a table of three (or more) for determining random aspects that the Player Characters might encounter each entry in the series is systemless, meaning that each can be using any manner of roleplaying games and systems, whether that is fantasy or Science Fiction, the Old School Renaissance or not.

The first, MR-KR-GR The Death-Rolled Kingdom, described the Death-Rolled Kingdom, built on the remains of great drowned city, now ruled by crocodiles in lazy, benign fashion, they police the river, and their decrees outlaw the exploration of the ruins of MR-KR-GR, and they sometimes hire adventurers. The second, Kraching, explored the life of a quiet, sleepy village alongside a great forest, dominated by cats of all sizes and known for its beautiful carvings of the wood taken from the forest. The third, Upper Heleng: The Forest Beloved by Time, takes the reader into a forest where its husband Time moves differently and the gods dictate the seasons, Leeches stalk you and steal from you that which you hold dear, and squirrels appear to chatter and gossip—if you listen. the fourth takes you into the mountains.

What rumours do you hear from Andjang: The Queen on Dog Mountain? That it is taboo to put down old racing dogs, but bad luck to keep them, so they are sent to the dog heaven that is the Mountain. That you will never see a graveyard there. Instead the dead are dumped in their rice paddies, one corpse per field. Which why their rice crops are so rich. That witchery runs in the people’s blood and they like to buy minor curses from you. Andjang is a place of mystery, but its wan and thin inhabitants want to trade. They want metal goods, wine, fabrics, livestock especially, even slaves, and in return, their meaty black rice is known for its capacity to boost energy and the circulation of the blood, the region’s strangely red loam soil always guarantees that the next crop is a bumper one, and the rattan puppets that bud fruit from the top of their heads when a certain spell is cast. The puppet will obey anyone who eats the fruit, and the locals use them as ‘beasts of burden’ instead of the animals they strangely lack. Perhaps, the Player Characters can sign on as guards on Risala’s cattle train?

If the Player Characters visit Andjang, they will find the kingdom to be stranger than the rumours. None of the villages, each nestled in a valley below the mountains has any animals. Weapons, some murderous, some gossipy, others cranky, have settled into retirement in Andjang, but perhaps they might be traded or stolen out of retirement? The villagers live by three laws. The first is a blood tithe paid in a monthly parade. The second is the recognition of the kingdom’s boundary, marked by megaliths bearing the dog sigil, part of treaties signed with the gods which invading armies lose their way, carnivorous beasts losing their senses, wild spirits freezing… The third is obeisance to Andjang’s prices and princesses, their wishes are law, and they are the only ones who will arrange audiences with the Queen, their mother. And they appreciate gifts.

Yet untold numbers of the kingdom’s Royalty are dumped into the forest to die. There they learn to work together, then hunt to survive, and then they hunt each other. When they leave the forest, they are scarred, but worthy of a name. They are marked though—some have eyes that shine at night, loud joints that constantly pop, a servant trailing behind constantly touching the gold paint which covers them, a detachable head which can reattach to any decapitated corpse, and more.

The palace stand high atop a crag above the valleys with their single villages. Seemingly ruined, it is home to the languorous Queen who spends each day stretched out on a throne that is as much day bed as it is throne, accepting visitors and petitioners who have trailed their way up the mountain and waited weeks to see, her nights stretched out in her boudoir in the mountain cave behind the palace, her open air bath containing two pools. One is full of water, the other is of blood. Below, the caves stretch into the mountain, beginning with a grotto containing a lake of blood… Elsewhere in the palace, the kitchen appears connected to the palace gaol, the treasure house is full of weapons clamped to their stands and pardons from the lowlander cities, and every guest room has a tap out which flows blood. Time may seem to pass differently from room to the next, breathing and knocking seems to come from the walls, and children marked with a tattoo of open eye wander from room to room…

Besides a poster map of the palace, the Game Master is accorded table upon table to add detail and flavour to the encounters, personalities, and things found in the valleys and the palace. These add to the atmosphere of the kingdom, which is one of the oppressive Gothic, heavy on the suggestion that the Queen might be a vampire, but never openly stated. There is a creepy weird feeling throughout, of being watched, of blood being vital to the kingdom, of paranoia, and more. However, much like the earlier Upper Heleng: The Forest Beloved by Time, the issue with Andjang: The Queen on Dog Mountain is not immediately easy to use. Again because of the remote nature of the kingdom and because it is difficult to engage the Player Characters until they climb up to Andjang. That is its biggest weakness. It has the hooks—both ethnographic and cosmological—but it is a matter of getting the Player Characters there, but once there, the kingdom oozes a creepy charm of its own.

Physically, Andjang: The Queen on Dog Mountain is a slim booklet which possesses the lovely simplicity of the Thousand Thousand Isles, both in terms of the words and the art. The illustrations are exquisite and the writing delightfully succinct and easy to grasp.

In terms of story, Andjang: The Queen on Dog Mountain is easy to use once the Player Characters get there. There are hooks and plots which the Game Master could develop and engage the players and their characters with, and the setting is easy to adapt to the world of the Game Master’s choice, whether that is a domain on the Demiplane of Dread that is Ravenloft for Dungeons & Dragons, Fifth Edition or a remote kingdom in Hollow Earth Expedition or Leagues of Adventure. However it is used, if the Game Master can get her Player Characters to its borders, Andjang: The Queen on Dog Mountain is creepy and weird, a beautifully and simply presented vampire kingdom off the beaten track.

—oOo—
The great news is that is Upper Heleng: The Forest Beloved by Time, MR-KR-GR The Death-Rolled Kingdom, Kraching, Andjang: The Queen on Dog Mountain, and the others in the Thousand Thousand Isles setting are now available outside of Malaysia. Details can be found here.

[Fanzine Focus XXV] Black Pudding #5

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style  fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square HexBlack Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Issues onetwo, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Published in August 2018, Black Pudding #5 is more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It does, however, begin to suggest a campaign setting.
Black Pudding #5 opens with ‘Standing Stones of Marigold Hills’. This is a mini-sandbox consisting of a series of hills strewn with tombstones and graves, with many of the latter occupied with the undead and the region by the spirits of the dead. Some of these occupants are given thumbnail descriptions for easy portrayal by the Labyrinth Lord. The tombstones were once tended to by the Marigold Witch, but although she is long gone, it is said that she left her spellbook behind. Perhaps it is in one of the tombs? The Book of Marigold is also detailed as is the fact that it will avoid being ‘captured’ and the three spells it contains. These spells are cartoonishly inventive, such as Arrow Road, which creates path of arrows which the targets of the spell must follow, and Marigold Charm, which creates a sphere of pungent aroma that renders those inside immune to poison, gas, and insect attacks, but at the cost of a reaction penalty and inability to surprise anyone.
The second adventure is ‘The Rat Queen Dies Tonight’, designed for Player Characters of Fourth and Fifth Levels. It is a thirteen-location, fairly linear cavern complex, sparsely written, but nicely detailed. The Player Characters trail a band of marauding rats to this complex and discover what appears to be at first a scavenged tomb then hot and steamy caves. The secret is that the Rat Queen has entered a pact with a demon and according to that pact, she dies tonight! Are the Player Characters the means of fulfilling that pact or is there another solution? There is lots of treasure to be found, including Malefysto’s Grimoire of Nefarious Incantations, another book of spells. These are all fire-themed, such as Malefysto’s Hands of Fire, which gives the caster flaming fists that he can even throw them like mini-fireballs, and Malefysto’s Eyes of Doom which turns the caster’s eyes black and his gaze capable of vaporising anyone he looks upon! The spellbook will be a suitable reward for any Wizard, but there is plenty of treasure to go around and the scenario itself is fun.
 ‘Adventures in the North’. The details a small region taken from the land of Yria, the ‘Doomslakers’ campaign, dotted with independent villages and dwarf strongholds, the latter abandoned after the blue giants known as the Norg drove them out. Even now, the dwarves plan to take their lands back. It takes the traditional concept of the barbarian north and its frosty weather, adds big tables of encounters and rumours of the north, and new monsters and magical items. The new monsters include the Ice Witch, a twisted, cold-hearted woman who lives in an icy house or cloister with her sisters, can cast numerous cold and ice-themed spells, and can be healed from or even reflect cold attacks. When slain, they can rise again as Witch Wights which seek out the warmth of the living, and some Ice Witch matriarchs carry a Staff of the Ice Witch, which will might freeze anyone who grasps it, can cast further spells than those of the Witch Wight, and once a month, conjure a blizzard! There is a lot packed into the four pages of this and it is great to some setting content from the author’s own campaign. Hopefully this will be supported with an adventure or two and more support in future issues.
Black Budding is renowned for its one-page, slightly tongue-in-cheek new character Classes and Black Pudding #5 is no exception with a total of three. The first is the Ninja, which does everything you would expect. The Ninja cannot wear metal armour or wield two-handed weapons, but is good with ranged weapons, a better backstab attack than the Thief potentially inflicting a deathblow, is adept at stealth and can throw flash and smoke bombs. Each Ninja comes from one of eight Ninja Orders which sets certain requirements for being a Ninja, such as the Red Finger order requiring its members to wear red gloves and those of the Morbid Moons to honour the undead! The Ninja Class feels nicely done, but perhaps slightly overly potent in comparison to other Classes.
The Orbii is an ancient race of protectors, said to have served the Daughters of the Moon. They fight as Thieves, but each has a single special talent like being able to forge weapons and armour, including magical weapons and armour at Fifth Level or being able to track and forage. They can also pray to the Moon Goddess once per day to gain ‘Moon Luck’, such as a kiss which heals the supplicant or teleporting the character and his allies anywhere they like! The Boola is the buxom matron of wild places and mother to secrets, who fights as a Cleric, can listen to nature to learn its secrets, and is accompanied by one or more animal companions. Both are thematically strong, the Boola essentially a variant upon the Druid Class.
The monsters in the issue begin with a quartet of unconnected and a quartet of connected creatures. The former includes the Star Troll, wise in cosmic wisdom and with a penchant for Elf flesh; the Ipzee , a cave-dwelling many-toothed thing which cannot be pushed over, swallows its treasure, and whose teeth can be turned into wands; the Ninja Devil, packs of miniature devils which practice Ninjitsu and assassination; and the Angry Shell, a grumpy if multi-lingual sea beast with a great shell who hates to be disturbed, but which might be bribed to talk. The connected creatures are the Arqod Illuminara, the Arqod Champion, the Arqod Dreadling, and the Arqod Sauropod. The Arqod Illuminara are ancient mind-bending, hyper-intelligent humanoids from the time before, always accompanied by their fearsome zealot Arqod Champions, almost suicidal, perpetually hungry for live flesh (and brains and bones) Arqod Dreadlings, and perhaps riding a great Arqod Sauropod, whose ichor can be harvested for its magical properties, and when not serving as beast of burden, likes to play practical jokes by pretending to be small hills. There is something very much of the Alien Universe in these creatures, the Arqod Illuminara being a little like the Engineer for example. Each of these creatures is accompanied by thumbnail descriptions—sometimes a little more, illustrations, and stats, all enough to be both entertaining and playable.
One of the best on-going features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters (or in a pinch, replacement Player Characters). There is a decent range of NPCs given here, such as Iko Rain, a Fourth Level Ninja whose turn-ons are infiltration and turn-offs are yaks, turtles, and big fights, and The Beast of Bogl, a Four Hit Dice Beast who likes food and fighting, hates talking and not eating, and will not carry anything. Much like the monsters, they each come with full stats, thumbnail description and portrait, as well as a list of their abilities and how much they can be hired for. Unfortunately, seventeen is too many, just as they did in Black Pudding #4, and as inventive and as fun as these are, they do begin to like place fillers rather than actual gaming content.
‘They Come… But What Are They?’ is a one-page NPC/monster generator. With a roll of a handful of dice, the Labyrinth Lord can create the encounter’ looks, alignment, magic, special defences and attacks, toughness, and more. It is quick and dirty and useful. Rounding out The Black Pudding #5 is a quartet of detailed magical weapons. Zam is a +2 sword which can read magic and grant levitation once a day, but really wants to kill Dark Elves; Traumch, a Chaotic +2 battle axe which can smash armour and deals double damage against unarmoured opponents and the undead; and Riveredge and Moonbeam are +1 swords, the first granting water breathing, increased swimming speed, and the ability to walk on water, whilst the second inflicts double damage on lycanthropes and can capture moonlight and shine like a torch. All four are nicely themed and interesting enough that any character capable of wielding them would have fun with them. Lastly, on the back of the issue is a new character sheet for the retroclone, this time laid out as the face of the demon statue being plundered on the cover of the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. It is silly certainly, but a bit of fun, and a nice nod to the origins of the game.
Physically, Black Pudding #5 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are in places are underwritten. The obvious issue with Black Pudding #5—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #5 does something that previous issues have to dated avoided. That is, showcase parts of the author’s ‘Doomslakers!’ campaign and that lifts Black Pudding out of just being a madcap medley of monsters, Classes, and NPCs.
Again, just as in previous issues, Black Pudding #5 has too many NPCs and whilst there is still room for ‘Meatshields of the Bleeding Ox’, it should ideally be reduced in size to make way for other content. Especially the author’s ‘Doomslakers!’ campaign which deserves more attention in the pages of the fanzine. Once again, Black Pudding #5 combines a slightly gonzo style and look in a professionally published package offering fun new content and the promise of more of the ‘Doomslakers!’ campaign setting.

Sword & Sorcery & Cinema: Frankenstein

The Other Side -

May has been split between two themes for me.  We started off with Sci-Fi month with a bunch of reviews on sci-fi games and movies and I ended with a week-long journey back to Ravenloft with the new 5e Ravenloft book.

What movie could I watch that would cover both halves of this theme?

Well really there is only one that could do it proper justice and I have a LOT of choices of that one.

The story is Mary Shelley's Frankenstein.  The movie is...well there are a lot of them.

While Frankenstein, or as it properly titled, Frankenstein; or, The Modern Prometheus, was written by Mary Shelley and published in 1818 when she was only 20 years old.  

While it is a horror novel and a Gothic and Romantic Horror novel at that, it really is more properly one of the very first Science Fiction novels published. Jules Verne and H.G. Welles were not even alive at this point.  They might be known as the fathers of Science Fiction, but the mother of Science Fiction was a teenage girl and one of the most prominent feminist icons of her day.

So suck it up. Science Fiction was created by a teenaged feminist.

Currently, there are over 70 movies featuring Frankenstein and/or his monster. And those are just the ones I have access to on the Internet, there are likely even more.

No way am I going to watch them all tonight!  That would be a good October Movie Marathon month. But here are some I have seen in the past.

I am surprised by what is not on my list.  Mary Shelley's Frankenstein (1994) directed by and starring Kenneth Branagh is one of my favorites and the closest we have seen to Shelley's book.

Maybe a Frankenstein Movie Marathon is in order after all!

[Fanzine Focus XXV] The Undercroft No. 13

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.
Published since July 2014 by the Melsonian Arts Council, the frequency of issues of the fanzine, The Undercroft is no longer as regular as it once was. After a four-year gap between the publication of The Undercroft No. 10 and The Undercroft No. 11 in August, 2020, it was something of a surprise to see the publication of The Undercroft No. 12 the following October. In addition, although previous issues provided support for Lamentations of the Flame Princess Weird Fantasy Roleplay, the more recent issues have moved away from providing direct support to providing not only support for the Old School Renaissance in general, and thus any fantasy retroclone. The Undercroft No. 11 even went as far to provide support for use with Dungeons & Dragons, Fifth Edition! There is no support for that roleplaying game in The Undercroft No. 13, although there is advice for using one of the articles with it. Otherwise, the issue does feel as if it is moving away from its Old School Renaissance origins.
The Undercroft No. 13 contains but three articles. The first of these is Sándor Gebei’s ‘Familiars for Witches’. This is a list of six dark and disturbing alternatives to the familiars that you might find in other roleplaying games with witches. For example, a witch has three crows, out of whose eyes she can see and cast hexes. Each time she casts a hex via one of her crows, it is set free from the witch’s bidding. When the witch subsequently strangles someone with her own hands, the victim returns to the witch as one of her crows. The other five familiars are of a similar or worse nature.
The main article in The Undercroft No. 13 is ‘So, it’s the End of the World’ by Dennis Manning. This is an exploration of the post-apocalypse genre. It is a solid overview, beginning with asking the cause of the disaster, such as a new Ice Age or extreme flooding from Climate Change or a virus, a plague, or zombie outbreak unleashed as the result of ritual magics or super science, before emphasising that adventures in this genre are about survival and rebuilding rather than delving and plundering. It suggests the use of Resilience value to represent what is essentially a Player Character’s mental Hit Points. If through loss, tragedy, or danger, enough points of Resilience is lost to reduce it to zero, the player rerolls a new total on the next lower die type, potentially gains a Condition, such as ‘Sleeping less than usual’ or ‘Temper tantrums’, and continues playing. If the die type for a Player Character’s Resilience drops below a four-sided die, it is time for him to retire. A table of Conditions is provided as is one for Injury Conditions, although the rules for handling injuries in the same fashion as Resilience are barely discussed.
Other rules for the genre include item quality, barter economics, personal inventory and storage, and detailing and running the homebase. The Player Characters are expected to protect the inhabitants of their base, build and manage resources—represented by die types, and face the consequences of their actions if the inhabitants are upset at all, such as killing or exiling a resident or exposing them to danger. There is a table for this, as there is for individualising the home base, essentially the reason it was selected in the first place. The rules creating and running a homebase and the dangers to the well-being of the Player Characters and the residents are all serviceable. Serviceable and no more, because they are not really anything which has not been seen before, whether in fanzines or other roleplaying games. Of course, if the genre and the set-up is new to the reader, then fine, but if not, the rules feel somewhat out of place in the fanzine, too modern a subject or genre in comparison to the usual Old School Renaissance fantasy that is usual fare for The Undercroft. So it is debatable just much use a reader of the fanzine will get out of them. The lack of examples do not help with this either, and overall, ‘So, it’s the End of the World’ feels as if it is actually the prototype for ‘The Apocalypse Hack’ a la The Black Hack and perhaps might have been suited to a dedicated ‘post-apocalypse’ issue or even roleplaying game of its own rather than sandwiched between two fantasy articles.
Rounding out The Undercroft No. 13 is Alex Clements’ ‘You Have Been Cursed’, a list of mostly minor curses that can be inflicted in the Player Characters for fun and roleplaying potential. It suggests a change to the rules for curses and removing them in Dungeons & Dragons, Fifth Edition. In particular, needing a Remove Curse spell of a particular Level to remove a curse, either that or fulfilling the removal terms of the curse. A typical curse states that the Player Character has been cursed by Sainted Bartholomew and consequently badgers hate the Player Character. They will crawl from their cets in the dead of to seek him out, perhaps even take him whilst he is awake, though probably not as badgers are strong, but not foolish. They are patient and they are good tunnelers… As can be seen, not every curse has conditions which can be fulfilled in order to lift it, but all thirty-six are inventive and engaging and are really going to make a player curse his Dungeon Master.
The Undercroft No. 13 needs a slight edit in place, but is otherwise neat and tidy, and enjoyably illustrated. The cover, wraparound in full colour, is weird and creepy. 
The Undercroft No. 12 felt slight because of the long articles, and so does The Undercroft No. 13—for exactly the same reason. Further, as reasonable as they are, not all of the articles in The Undercroft No. 13 fit the fanzine and whilst the individual articles are in no way bad, together the end result is underwhelming rather than engaging.

Van Richten's Guide to Ravenloft, Part 3 Horrors and Monsters

The Other Side -

Ravenloft Spirit BoardThis is Part 3 of my coverage of Van Richten's Guide to Ravenloft.  For this, I am going to cover Chapters 4 and 5.You can also read Part 1, Part 1b, and Part 2.

Chapter 4: Horror Adventures

This chapter covers how to do horror in Ravenloft.  No to be sure this is "how to do horror in the situated rules of D&D and Fantasy Heroics."  It is not, nor should it be "how to do Horror for every other RPG out there."  The advice is good, but only when used in the proper situations and circumstances.  The advice given here is good advice, and it is not dissimilar to any number of horror games I have played in the past. 

For reference, I compared this chapter to some other horror games and books I have here.  In particular, I used: 

These are the ones I use the most, though I could grab examples from another couple dozen or so games.

VRGtR covers Preparing for Horror and this covers not just what sort of horror game everyone wants to play it also covers things like consent. Yes. Consent. No this is not a political stance, it is what I like to call "not being a fucking dick about it."   Section 7.3 of Nightmares of Mine states that 

"Even if the player has originally given his consent, he should be able to veto further exploration of a theme that causes real discomfort, insult, or distraction. Many people don't know exactly where their discomfort zones begin until it is too late."

- Nightmares of Mine, p. 119

And that was written over 20 years ago.  If you are complaining about consent being part of a horror game you lost that battle a long time ago.

Horror Guides

Ravenloft's Session 0 (p. 186) almost matches perfectly to Spooky's "Pre Game Checklist" (p.34) in terms of what sort of horror game is this? Who are the characters? What purpose does the story serve?  Spooky asks "What is the Monster?" Ravenloft asks "Who is the Darklord?"

VRGtR also covers the physical environment to running a horror game. This includes advice, while not exactly cribbed from 2nd Ed Ravenloft, certainly inspired by it.  This includes dimming the lights, props, music, and so on.  Chill also addresses this throughout their game. No shock, Chill 2nd Ed and Ravenloft both came out of the same section of the upper midwest at pretty much the same time.

There is also a section on using the Tarokka Deck (there are many available) and the spirit board that is replicated on the last page of the book. I am hoping that one becomes commercially available. 

Pause for a second here and consider this.  D&D along with Ouija Boards were a favorite target of busy moms and the Christian far-right during the Satanic Panic.  Now consider this. Ravenloft is back, full of all sorts of horror themes AND there is their own version of a spirit board included.  And yeah it is still getting attacked.  I guess some things never change.

There is a fun Horror Toolkit that includes some great Curses to lay down on people, places or whatever needs it.  Similar to what we saw in the AD&D Forbidden Lore set. There is a Fear and Stress mechanic.  Madness is gone. Good ridance.  Here is something I wrote about Madness in my own Sanity in Ravenloft: Masque of the Red Death. 1997

I have always had a problem with the way that the various Ravenloft rulebooks have handled fear, horror and madness checks, but madness in particular. In real life and in most Gothic literature, madness is a gradual thing, usually built up over long periods of time; think of the madness as described in Poe or even Lovecraft. The Madness checks from Ravenloft and later Masque of the Red Death were an all or nothing affair, one failed roll could turn anyone into a raving lunatic. Plus the rules in The Realms of Terror and the Masque of the Red Death books mostly dealt with madness as an after effect of psionic interference. Of course millions of people suffer from mental illness without the “benefit” of being psionic.

Sanity in Ravenloft: Masque of the Red Death. 1997

I wrote that because as someone with multiple degrees in psychology and a former Qualified Mental Health Professional I have NEVER been happy with how any RPG's system for "Madness" or "Sanity" worked.  Call of Cthulhu was an exception because what it did was so closely tied to the stories it emulated.  I attempted to do the same. 

This new system works better for the Fantasy Horror of Ravenloft. For me, the guy who used to be in charge of the night shift at a mental facility for schizophrenics, this system is better.  Yeah, people are going to say "but madness is part of horror!" No. It is part of Gothic Horror and to a degree Cosmic Horror, but there is nothing in Fantasy Horror that needs Madness. Yes, you can use it. No, you don't NEED to use it.  AD&D 2nd Ed used it, I used my own mechanics. I am happy to drop both today.

Though, there is no corruption mechanic here or a fall to Dark Powers.  The underlying assumption is that the PCs are heroes in the pure and true sense.  That is great, but D&D 5 players are no different than AD&D 1st ed players.  Dangle power in front of them and they will grab it with both hands and ask for more.  I get that, I really do and it works for this game. I am going to have to see how it works for me as I play Ravenloft 5e. On one of the few times I was a Ravenloft player and not a DM I had a character, a cavalier-sort, who was sucked in to the Mists and went blind.  He gained the ability to "see" while fighting but no other time (think Daredevil) it was a struggle to keep him from reaching out for more. He did move from Lawful Good to Lawful Neutral, but that was as far as his slide went.

Moving on to a GREAT piece are Survivors.  Survivors are a little bit more than normal humans, and a little bit less than a 1st level character.  These would be the people/characters in Ravenloft that would have souls. There are four basic types and they map on perfectly to the four class archetypes.

  • Apprentices have a minor talent for magic (Wizards, Magic-Users)
  • Disciples adhere to the tenets of the faith (Priests, Clerics)
  • Sneaks survive by their wits and are petty thieves. (Rogue, Theif)
  • Squires have some martial prowess or training. (Warrior, Fighter)

There are stat blocks for these four on the following page. They get a minor talent (like a feat, but not as strong).  Basically, they are Basic D&D 1st level characters.  If I was going to start a Ravenloft game, I would figure out what everyone wanted to play and then give them these level 0.5 characters that match their archetype.  Playing a Warlock? You start out as an Apprentice. And so on.  

House of LamentThe House of Lament

The included adventure deals with the House of Lament.  To new players it is a creepy ass haunted house that holds the spirits of Mara Silvra and Dalk Dranzorg (which are totally names you would find in Glantri, just saying). To older fans, the House of Lament was just as evil.  Now Mara goes from helpless victim to warrior now complicit in her own damnation in Ravenloft.  In both cases, her body is entombed in the house and her spirit haunts it.   The House of Lament was introduced in one of the first accessories for Ravenloft, RR1 Darklords which was released in 1991.  This new house has all the chills of the first.

There are rules for séances and the replies from the various spectral inhabitants.  There is even a handy adventure flowchart.  You don't have to follow it, but it does help.  The new house pretty much looks like the one in Darklords.  The maps are not 100% the same, but close enough that is obvious there are supposed to be the same place. Or at least built by the same hand. BTW the maps of the House of Lament are by none other than Dyson Logos

The change is interesting and hits on things we all talked about online back in the 90s.  So in the original House, Mara was an innocent victim, yet her soul was stuck in this house with the other spirits.  We always wondered why the Mists would trap an innocent soul.   We came up with a lot of reasons, but the current authors bypass the issue altogether and make Mara more active in her placement here.

Still, tt is a great introductory adventure.

Chapter 5: Monsters of Ravenloft

The very last part is a collection of new (well...new to some) monsters found in the Mists and Domains of Ravenloft.

First, we get a bit about how to use monsters in a horror game.  It is good but I do feel it could have been longer. Then we get into the monsters themselves.  First off. I LOVE the Bagman!  Why I never came up with it myself I will never forgive myself for. We get the expected cast.  Invasion of the Body Snatchers Pods, Brain in a Jar, Boneless, evil dolls, headless horsemen, ghosts, Star Spawn of Cthulhu Emissary, slashers, couple of different Vampires, zombies. The expected cast.  Given Ravenloft's history, there are tons more that could be added.  Well, it will keep the folks on DMsGuild busy for a long time!

Ok. So. Let's address it. The monsters do not have alignments listed.  "Oh no" the cries come from the Internet, "nothing is evil anymore! D&D is DOOOOMED!" Oh, grow the fuck up.

Monsters. They are still evil.

I have lost track of how many times over the last 40 years someone has brought up "hey maybe we should get rid of alignments in D&D."  Also aside from Ravenloft how many Horror RPGs have alignments?  Right. None.  Well...maybe Beyond the Supernatural. Just checked, yeah it does, but none of the other non-D&D-derived Horror games have it. One thing is made abundantly clear, monsters are there to be fought and fought against.  There is no "Subjective morality" here the monsters are described in terms of their "Wrongness" (p. 224) or their nightmarish qualities (p. 225). To be clear here every monster listed either wants your soul, your body, your blood, your life, or some combination of all the above.  In truth, there should never be anything at all like a random monster. Everything should be in place to maximize the effect the DM is wanting.  At no point should a random goblin show up in the middle of investigating an undead killer moving through the streets. Every monster should thought out, planned and figured out where they exist in the ecology of fear the DM is creating.  If that means a Boneless is a horrible creature trying to attack OR is it a helpless victim that needs the PCs, then alignments printed on the page would not matter. 

My only complaint about this chapter is there needs to be more. But I do love my monsters.

We end with an art page of the spirit board.

Edited to Add: Wizards of the Coast has a free PDF where you can print out the Ravenloft Spirit board. Print it out and glue it to some wood or cardboard.

All in all this is my favorite D&D 5 book.  I can see myself reviving (reanimating?) my old Ravenloft game with these new rules.  My original players are all over the world now, but I have new ones.  OR what I am more likely to do is add elements of Ravenloft into my current games.  The Second Campaign is headed to a large desert.  You know that Ankhtepot is going to be there.

There has been much ado about the changes to the Vistani. They are less of a cultural stereotype now so that is good. They can be good, or evil, as individuals choose, so that is also good.  Generally improved all the way around.  I have to be honest, I never used them very much save in Barovia, but that was it.

D&D 5 Books

With all the other D&D books out now you can build quite a collection of resources for Ravenloft.  The Candlekeep mysteries adventure, Book of the Raven, was our D&D 5 introduction to the Vistani and some Ravenloft concepts. 

More D&D 5 Books

The new various "Guides" have plenty of monsters and other ideas to flesh out your Ravenloft for 5e.

[Fanzine Focus XXV] Crawl! No. 9: The Arwich Grinder

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game.
Published in January, 2014, Crawl! No. 9: The Arwich Grinder continues the run of focused issues of the fanzine. In fact, the focus has got tighter and tighter with each subsequent issue such that Crawl! No. 9: The Arwich Grinder contains just the two articles—a scenario and an encounter, both of which are written by Daniel J. Bishop, who has written quite a lot for the Dungeon Crawl Classics Role Playing Game. The scenario is ‘The Arwich Grinder’ of the title and it is designed as a ‘Character Funnel’. If there is a singular feature to the Dungeon Crawl Classics Role Playing Game, it is the ‘Character Funnel’. This takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities and Hit Points that a Class would grant them, a Class is what each of these Player Characters aspires to and can acquire if they survive the challenge each of them will face in the dungeon or adventure. Thus prepared by their terrible experiences they can go onto greater adventures of ever higher and higher Levels. In the meantime, there is the ‘Character Funnel’ in which there is death and danger aplenty, as well as a challenge for the designer, because every has to present the right mix of death and danger if any of the characters are to survive. This is because the characters lack the abilities, spells, and combat acumen that First Level adventurers possess, instead they have to rely upon their luck and their wits.
The scenario begins in almost traditional fashion for the Player Character—they begin in The Hound, the village tavern. Suddenly, a Very Large Man stumbles into the tavern and collapses. Short, but of enormous girth with short arms and legs, he is naked, and also dead. From no discernible cause. However, in his hands he clutches a bonnet belonging to the beautiful Bessie Curwen, one of the Curwen family which has lived up in the pine woods surrounding Arwich Village for long as anyone remembers. The Curwen family keep themselves to themselves, a little odd perhaps and rarely venturing down to the village, but it has always been kind to the inhabitants of Arwich Village. During the very hard winter two years ago, they helped keep many alive with freshly caught food. So the village owes at least a debt of gratitude to the Curwens, and thus somebody must venture up to their family home to find out what has happened and if everyone is all right. That someone will be the Player Characters.
Mention the name Curwen and all good gamers—and especially those with a penchant for Lovecraftian investigative roleplaying—will be thinking of H.P. Lovecraft’s ‘The Case of Charles Dexter Ward’ and they would be almost right to make that connection. ‘The Arwich Grinder’ is a Lovecraftian ‘Character Funnel’, but it has elements of ‘The Dunwich Horror’ too, and whilst the setting is the Curwen family home, it is in effect, a dungeon. The Player Characters will climb up into the woods and perhaps after an encounter, find the Curwen family home. It is damp and dilapidated, mould-ridden and malodorous, seemingly abandoned except for the senile and the unhinged. There are signs of slaughter almost everywhere—hooks and cleavers, preserved meats and curing meats, meat grinders, butcher’s knives and aprons, a coppery tang on the tongue, and more… There are pigs too, but seemingly all too few. The Curwen family must have done a great deal of hunting…
The Curwen family seat is described across two storeys, an attic, a cellar, and caves below that. There are some forty or so locations, each full of details—large and small, which constantly nag at the Player Characters. There are of course horrors to be encountered, and like any good ‘adventure’ for Lovecraftian investigative roleplaying, the best solution would be to run away, especially given the capabilities of Zero Level characters. That is, all but nothing. Eventually, whether through the nagging nature of the facts discovered at the Curwen home or direct confrontation, the Player Characters will realise what is going on. Amusingly, the best solution given to what is actually going on in the Curwen household is a cliché favoured by many a fan of Lovecraftian investigative roleplaying.
However, ‘The Arwich Grinder’ does come unstuck slightly when it comes to the explanation of exactly what is going on in the Curwen household. The problem is that author never tells the Judge what is going on and it is entirely up to the judge to read through the scenario and put two and two together. It is actually fairly easy, but effectively doubles the preparation time of what is actually a very easy scenario to prepare and run. In fact, the scenario could almost be run from the page with no preparation, it is that straightforward. There is a time limit in terms of when the Player Characters can explore the Curwen house and means to drive them to act if they decide not to, but it feels a bit forced and perhaps it would be easier to simply move the time frame so that the Player Characters get there when they need to. Another issue is that although ‘The Arwich Grinder’ is Lovecraftian themed, both it and the Dungeon Crawl Classics Role Playing Game lack a Sanity mechanic. Which is fine, since the Dungeon Crawl Classics Role Playing Game is a fantasy roleplaying game, but perhaps the Sanity mechanic could be adopted from Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1? Or indeed, ‘The Arwich Grinder’ run using the rules from that fanzine?

Overall, ‘The Arwich Grinder’ is a decent scenario, which although it does not actually explain what is going on, has it instead become apparent during play. All the whilst skirting around not one, but two short stories by H.P. Lovecraft. It is grimy and atmospheric, and like every ‘Character Funnel’ before it, deadly. The scenario does not necessarily set out to kill the Player Characters—except where it matters, and that gives both room and time for the players to build a rapport with and between their characters, and those of the other players. Which means that when they finally fed into the grinding climax, the deaths of Player Characters are going for just that little bit more.
The second entry in Crawl! No. 9: The Arwich Grinder is also by Daniel J. Bishop. ‘But He Sure Had Guts! A Short Encounter’ lives up to both its title and subtitle. It is short and it does involve guts, providing a nasty comeuppance for any Player Character who happened to have disemboweled an opponent in the last few days. The Player Character begins to dream about intestines, seemly alive, seemly wanting to crush? Are they real? Do they belong to someone, perhaps even the Player Character? This is really only suitable for a campaign involving body horror, and maybe even then, it might be better if it remained just a nightmare... ‘But He Sure Had Guts! A Short Encounter’ is weird and not a little creepy, but too short to really build up the atmosphere of ‘The Arwich Grinder’, so it feels very much like an afterthought.
Physically, Crawl! No. 9: The Arwich Grinder is decently presented. The writing and editing are good, and much of the artwork is certainly decent enough to be shown to the Player Characters. As to the content, ‘But He Sure Had Guts! A Short Encounter’ is very much an afterthought, whereas ‘The Arwich Grinder’ is intended as, and is, the main attraction. Sometimes it can feel as if there are too many ‘Character Funnel’ style adventures for the Dungeon Crawl Classics Role Playing Game. This is no surprise as it is the signature feature of the roleplaying game and it almost a rite of passage for an designer to write one for it. ‘The Arwich Grinder’ stands out because of its Lovecraftian themes and atmosphere and potential adaptation, either for First Level Player Characters or to a modern iteration. Either way, the scenario is easy to prepare and should provide a session or two of grimy, creepy play. Crawl! No. 9: The Arwich Grinder provides an atmospheric ‘Character Funnel’ which players of the Dungeon Crawl Classics Role Playing Game who like horror will enjoy.

Cvijeta Job - Illustrations from “Potjeh” by Ivana Brlic-Mazuranic, 1975

Monster Brains -

Cvijeta Job - Illustration 05, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 10, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 09, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 07, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 08, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 04, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 03, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 02, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 01, from “Potjeh” by Ivana Brlic-Mazuranic, 1975 Cvijeta Job - Illustration 06, from “Potjeh” by Ivana Brlic-Mazuranic, 1975
”The story is about a grandfather and his three grandchildren. They have to choose between good and evil where good represents the god Svarozic who is the son of the god Svarog. The evil represents the master of anger. His name was Bjesomar. The purpose of these stories is to find the meaning of what one’s heart desires.” - quote source and images found thanks to Notes From A Superfluous Man. 
You can view the complete art from this book here. 
Below are a few additional artworks by the artist..  Cvijeta Job - Illustration for Mira Boglic's Suma Od Koralja - Zagreb, Nasa DjecaIllustration for Mira Boglic's Suma Od Koralja - Zagreb, Nasa Djeca  Cvijeta Job - Ivana Brlić-Mažuranić - Stribor's Forest, 1981Illustration for Ivana Brlić-Mažuranić - Stribor's Forest, 1981

Van Richten's Guide to Ravenloft, Part 2 Domains and Darklords

The Other Side -

 Special Edition CoverThis is Part 2 of my exploration of the new Ravenloft book. You can also read Part 1 and Part 1b.

So last time I ended with character creation.  A couple of other points.   I was talking with my oldest son about the new classes, asking his expert opinion on how balanced they were.  He says that they are fine, nothing too out of the ordinary.  He just wondered why we need a Warlock with the Undead as a Patron when The Sword Coast Adventurer's Guide already had a Warlock with the Patron The Undying.  Yes, they are fairly similar.

People seem concerned that two of the three lineages can see in the dark (Darkvision).  Well...this has always been an issue, elves, dwarves, gnomes, all have been there from the very, very start and they can also see in the dark.  Fear of the dark is a powerful fear, but it is also not the only one.  I always made the mists very opaque.  You might be able to see in the dark, but not the dark found in Ravenloft.  Afraid yet?  Well to quote one important gnome, "you will be. You will be."

Chapter 2: Creating Domains of Dread

Before we get into all the Domains of Dread (39 domains in total) we are going to talk about the creation of a Darklord.   Why do this first? This gets the Ravenloft DM to think about what needs to go into a Domain, AND what doesn't.  

Domains are reflections of their Darklord.  The building of a Darklord looks at the relationship between the Darklord and the characters and even the players.  I mean starting in Barovia with Strahd is always fun, but what if your players are not into vampires?  No problem, there is something here for you and your players.  Here the Darklord is created by asking questions about their past life, their fatal flaws, what makes them evil.  Yes.  This book presents the Darklords as all as unrepentantly evil. Evil with a capital E. Of course, the Darklords may not see themselves as evil or even as a Darklord, but that doesn't change what they are. 

Following the Darklord creation, we create a Domain. Remember that Domains are designed not just to be a prison for the Darklord, but one that tortures the Darklord as well.  Strahd is trapped and constantly tormented by his obsession with Tatyana. She is constantly being reborn, each time she torments him more.  Various other questions are asked.  What sort of culture is this? What do they fear? How do they treat outsiders? And a lot more.  Asking these questions here help understand what the domains are later on. 

Larissa SnowmaneLarissa Snowmane on the River Dancer.  Growing up near the Mississippi, I have had nightmares like this.

The next section, and one of the best, cover all the different sorts of horror you can use and the ones this book uses.  Reminder.  Ravenloft is not really Gothic Horror.  Sure it has elements of Gothic Horror. It has the tropes of Gothic Horror.  But even the AD&D 2nd Ed version of Domains of Dread informed us that Ravenloft is actually Fantasy Horror.  So let's see what the book has. 

  • Body Horror - horrors about being transformed or our bodies failing us.  Think of movies like The Fly, The Thing, or one of my newer favorites, Tusk.
  • Cosmic Horror - horrors from beyond and the cults that follow them.  Think Cthulhu.
  • Dark Fantasy - the intersection of fantasy and horror. Arguably where Ravenloft works the best.
  • Folk Horror - One of my favorites. Old towns with strange natives. Pagan cults and practices.  The Witch, The Wickerman (original one please), and Midsommer are good movie examples, but there are a lot more.
  • Ghost Stories - an old favorite. Ghosts, haunted houses, haunted...well everything. 
  • Gothic Horror - yes, it is represented here. Gothic Horror has much in common with the Romance genre.  The difference is the inclusion of a monster. Not a snarling beast, but often an old, often European aristocrat.  Dracula is the prime example given, but also the works of Poe and Le Fanu.
These are the main ones.  They all feature examples and tone. They also discuss the types of monsters that would be common.  Additionally like all D&D 5 books, there are plenty of d8 and d10 tables of options and suggestions.

There also others that are more briefly covered. Disaster Horror, Occult Detective Horror, Psychological Horror, and Slasher Horror.  All of these are now used in the Domains.  Well...they have all always been used, to be honest, now we are just more explicit about it.

Is this enough to run a horror game? Well...no, not really. It is PERFECT for running a Ravenloft game.  It's not really designed to run a Call of Cthulhu game and certainly not a Kult or Little Fears one, but it does work here.  

If you have never run a horror game before then there is a lot here that will help you.  If you have run horror games then this is a good introduction to the type of horror you can run in Ravenloft.

Chapter 3: Domains of Ravenloft

This the largest portion of the book. Nearly half of all the pages.

The first part covers souls. As in, most of the people in the Domains don't have them.  This is not a new idea really.  It was touched on in the Knight of the Black Rose books. The soul of Kitara was "copied" and her true soul was set free by the Darkpowers to whatever reward (well, punishment) her god (Takhisis) demanded.  What stayed behind was created by the Darkpowers to torture Lord Soth.  Similar to the soul of Firan Zal’honan's son.  

The section on souls also has a bit that should really scare D&D players.  While most "people" don't have souls, the ones that do better keep a tight grip on them.  Dying in Ravenloft is bad.  How bad? Even if you are raised or brought back under 24 hours a bit of your soul is still wandering the Mists.  Over 24 hours?  Your body might be raised, but it won't have your soul in it. That soul will be reincarnated over and over in Ravenloft.  Welcome to the Hotel Barovia. You can check out anytime you like but you can never leave.  While I felt this was a negative feature in Curse of Strahd, it is a positive here. A scary one at that. Death is permanent after a point and death is not even an escape from the mists.

The Domains are now not all Gothic Horror.  They fit into 1 to 3 sub-genres of horror described above.  Gothic Horror is just one of those types.

Unlike previous editions that would feature the Darklords and the Domains separately, this book keeps them together.  This is a big improvement.  Darklords are inseparable from their Domains, and this book sells that philosophy well.

Seventeen Domains and their Darklords are covered here in greater detail and 22 in lesser detail.  Not every Domain from the old books are here. Nor should they be. So goodbye Sithicus, you were fun, but we don't need you now. 

Each Domain is covered, it's Darklord listed, the Genre (from above) listed, usually one to three, the Hallmarks of the Domain and the various Mist Talismans that can drag you here or help you leave.  Also, each covers what characters and people with souls think of their lands and what it means to them. While the Domains are not really part of a world as others think it there is no reason that people living there know that.  Some might suspect something, but they have always lived like this and this is what is normal for them. 

There are some alterations to every part of the Domains. Some are minor, many are major.  While some bemoan this I see it as fantastic.  First, I am not going to be playing this with anyone that knows the difference between Falkovnia and Fallstaff, AZ, let alone the difference between Mordent now and Mordent then.  Plus even if they did, well that is just the Dark Powers messing with their memories.  “Yeah you thought it was like this, but it really isn’t!”

A couple of other points.  The Darklords don't have stats.  But really, the Darklords don’t need stats.  At no point EVER in all the years I ran Ravenloft I never had a group of players that wanted to go after a Darklord.  And many that never even knew who the Darklord truly was.  How many Dracula movies are there?  How many has he been killed in?  Same here, I don't care even if the Darklord IS killed, they will be back as soon as I need them to be.
Also, the Domains are not as connected as they once were. Domains can be islands, or connected or not.  Ravenloft is not a "world" it is a loose collection of semi-connected prisons.  Only the Vistani can safely and somewhat reliably navigate the Mists and that is exactly as it should be.  Connect them if you want, I am playing this as an homage to the old TV series "The Fantastic Journey," the characters, and the players, step into the Mists and no one will know where they will end up. 

Each Domain feels new to me.  Like I am headed back to a place I once knew.  It would be exactly like me going back to my old University town. It has changed a lot since I was last there in 1994, the streets are the same, but the buildings are all different. Some things are the same, but there are things that are new.  This is the same.  

Barovia is the first, well for many reasons, but here it is alphabetical.  It is also the one that will most familiar to old and new players alike thanks to Curse of Strahd.  Like Curse of Strahd is completely supports my thinking that Baravoia is from Mystara, even though it is never stated here. 

the Amber Temple

A couple of other notable Domains.  Darkon was the former domain of Azlin Rex, now it is a Domain in slow-motion destruction. Like watching an explosion slowed down. Azalin is gone, where is he? No one knows. The Kargat still run the place, and there are other factions, but everything else is falling apart.  It is listed as Dark Fantasy with Disaster Horror.  Darkon was always the most "D&D" of the Domains, but now it is in tatters.  It is also a Domain searching for a new Darklord; PCs beware.  

Falkovia is now ruled by Vladeska Drakov. Now no longer a dime-store Transylvania and a bargain-basement Vlad Tepes, it is now World War Z in the Dark Ages.  Think the Black Death, if the Black Death could get up and go after you.  This is fantastic! And, really let's be honest, Vlad Drakov and Falkovia always kinda sucked. Really. It did.  This is so much better.  Har'Akir is so improved that I want to use it first.  Hazlan's Darklord Hazlik finally is portrayed as we always said he was back on the old RAVEN-L lists. He is not evil because he is gay, he is evil because he is a cold-blooded psychotic killer, even beyond that what other Red Wizards of Thay can accept. 

Dementlieu. Ah...now here is something really fun.  Completely changed from the old one this is an endless Masquerade, both in terms of the party and how everyone lives.  The Darklord of Dementlieu is "Duchess" Saidra d'Honaire. She fancies herself as a Lady, but is really just a commoner. In fact, everyone lies in Dementlieu, and every lie has to be more outlandish than the last, but uncovering a lie, or having your lies uncovered, is tantamount to that person's death.  It is Cinderella plus Masque of the Red Death (Poe's version, not the AD&D one) mixed with Bridgerton where every negative high-class society stereotype turned all the way up to 11 and put in a background of "be the most popular or die" attitude.  Get caught up in the lies and deceit and you could be lost in the Grand Masquerade.  You will never or should never get into combat situations in Dementlieu. You could for example challenge some "Lord" to a duel, but his second will, unfortunately, will not be there and he is under strict guidance from his doctor not to duel. Or some other reason.  Most likely Saidra d'Honaire will out you as a fraud first. OR, the would-be combative will be caught in a lie and reduced to ash in front of your very eyes by the Duchess.  

The list can go on. Harkon Lukas is more than just a fop now. He is a great example of a Darklord that has no idea he is a Darklord and thinks he is good. But we know he isn't.  Viktra Mordenheim is a great update over the thin pastiche that Viktor Mordenheim was to Dr. Frankenstein.  Chakuna, the new Darklord of Valachan replaces the old Darklord Baron Urik von Kharkov. I actually liked Baron Urik von Kharkov and the later art made him look like Tony Todd, always a plus.  No opinion yet on this one. But it does look interesting.

Chakuna, the new Darklord of ValachanThe Displacer Beast is a nice touch for this Domain

Not everything is perfect here though.

Yes, some of the domains are not as well defined as they could be or even should be.  Some details are here, but some are left out. I mean how do you grow food in an endless night?  To be honest, I really don’t care where the crops are coming from in Ravenloft to feed the townspeople anymore than I am worrying about where the crops come from to feed the townspeople in Frankenstein Created Woman all I care about is will they have their pitchforks ready when I need them.   And in truth, the book covers this in the very beginning with their “this is a world of nightmare logic” and the fact that most "people" in the Domains are not even real. You can even assume that nothing exists for real until the characters need it too.  The Dark Powers provide it all. How can hordes of zombies attack Falkovia every month like it's Episode 8.03 of Game of Thrones? Doesn't matter, it does and they do until the end of time.

We also get some important NPCs.  They are a great bunch, to be honest.  Among our "Stars" are Van Richten himself, the Weathermay-Foxgrove twins, and Ez d'Avenir.   Others are also returning stars from previous editions with more details.

I think Alanik Ray and Arthur Sedgewick are very much improved.  They remind me of what Holmes and Watson from the Netflix show the Irregulars could have been like.  I know there are people complaining that “they made Holmes and Watson gay!” No. They made Alanik Ray and Arthur Sedgewick gay. And guess what. They can do that if they want.   They are now more than just a thinly veiled dime store Holmes and Watson.

Having  Larissa Snowmane from the novel Dance of the Dead is a nice nod to fans, but they mention she avoids Nathan Timothy and yet they give no indication of who that is or his own Domain or why they would be interacting.  I mean I can pull my old books, but newer players don't have that.

They bring up Firan Zal’honan, but also never talk about how he used to be Azilin Rex. Or maybe he will be again?  I mean I am thrilled to see him! I can remember reading “I, Strahd: The War Against Azalin” in 1998 when it came out, sitting on my backyard deck and watching my wife work in the garden. This is deep-cut stuff.  But my son, who was not even born yet at that time, has his own copy of this book and has no idea who Firan is. 

Among the new Domains is the very compelling Cyre 1313 from Eberron. It's a freaking Ghost Train!  Who has never heard a tale about a Ghost Train?  This is one of the Domains, like the Carnival, that overlaps other Domains for a time.  It can travel the Mists and not in a good way. 

Cyre 1313

I am not a huge fan of how it looks, but my knowledge of Eberron is slim. This might be how all trains look. For me, I might make it look more Victorian.  But that's my solution for most things.  Though floating over the ground with little electrical sparks is good.

That is quite a lot of the book.  Next time I cover Chapters 4 and 5.

Van Richten's Guide to Ravenloft

Marrying the Monster: Apocalyptic and Utopian Impulses in 1950s Sci-Fi Cinema

We Are the Mutants -

Pepe Tesoro / May 26, 2021

If you are even mildly interested in science fiction criticism, chances are that you have bumped into Susan Sontag’s 1965 essay “The Imagination of Disaster.” Written at the tail end of the long 1950s golden era of sci-fi film, the text is a bold and keen examination of a genre that wouldn’t receive serious criticism for quite a few years, especially in its cinematic form. Sontag, always motivated to engage with the marginal and seemingly worthless aspects of her culture, was one of the first voices to address the wild popularity of disaster and monster movies during an era that defines the genre to this day.

It may seem, though, that Sontag’s central insight was pretty trivial. These movies, for her, represented an expression of a historically specific transformation to a permanent human anxiety towards death, intensified to a qualitatively new level after the horror of concentration camps and the reality of nuclear weapons. This was the result of “the trauma suffered by everyone in the middle of the 20th century,” explains Sontag, “when it became clear that from now on to the end of human history, every person would spend his individual life not only under the threat of individual death, which is certain, but of something almost unsupportable psychologically—collective incineration and extinction which could come any time, virtually without warning.”

It is important to stress, especially today, that the intensification of the fear of extinction and global catastrophe was not just a matter of an increase in potential victims; it was also the new technological sophistication of the means of that destruction. After World War II it became clear not only that humans were able to destroy their own species in a matter of seconds, but also that the new menace of instant extinction was a direct result of human scientific inquiry and the advancement of industry.

This pretty much encapsulates the ambivalence towards science in 1950s science fiction. In these early genre movies, a scientific advancement or weapon test gone wrong almost always initiates the plot. In The Beast from 20,000 Fathoms (1953), a monstrous prehistoric lizard preserved inside the ice is set free by a series of atomic tests in the Arctic. In an almost identical manner, the giant beast of the quintessential kaiju film Godzilla (1954) is awoken from a dormant state in the bottom of the ocean by the deployment of nuclear weapons. In both of these movies (and in many others, like 1954’s Them! and 1957’s The Amazing Colossal Man), collective destruction is the result of unpredicted consequences of human scientific development that awaken a deadly power that not only surpasses but also often precedes human existence, and which breaks down conventional power structures. Here human responsibility is diluted; there are no discernible culprits and everyone is equally a victim. But there is also the idea of a pre-existing geological determination of human extinction that eerily relates to today’s anxiety about our biological vulnerabilities in the face of environmental collapse.

Godzilla, 1954

There are many themes that can be extracted from 1950s sci-fi movies, from the early postwar tensions of gender dynamics in American society to a sometimes not-so-obvious subtext about racial inequality, to fear of revolution in the face of the decolonization of the Third World and, most prominent, the ghostly menace of communism. There is also a near ubiquitous obsession with depersonalization or, quite literally, “alien”-ation. As Sontag sees it, the mythology of possession has been historically related to animalistic traits, as an overdose of passion and animal instinct, but now it seems that the true fear “is understood as residing in man’s ability to be turned into a machine.” This is the case of productions such as 1960’s Village of the Damned or the fantastic Jack Arnold classic It Came from Outer Space (1953). In both these films (see also 1958’s I Married a Monster from Outer Space), some alien race or entity possesses human hosts or recreates human-like bodies to communicate with us—or to infiltrate our society. This trope (which had the added benefit of being budget-friendly) encapsulated the modern fear of losing human passions and emotions, such as love or solidarity, to the advancement of a cold, sober, and technocratic rationality.

This is, of course, the case of the much-discussed Invasion of the Body Snatchers (1956), mostly considered an anti-communist metaphor. But without disregarding the common interpretation around McCarthyism and the Red Scare, the film can also be explained as an expression of greater anxieties about modern dehumanization. As M. Keith Booker puts it, the anti-communist metaphor is available, but “is also perfectly consistent with the content of the film to read the interchangeable pod people as representative of conformist forces within American society itself.”

Countless interpretations are available in these particular visions of catastrophe, but I’d like to focus on the complicity of cinematic spectacle in defusing the threat of catastrophe itself. Sontag herself was wary of science fiction’s fascination with destruction and collective incineration, and appropriately points to the ways in which these films encapsulated the fear of collapse in a satisfactory hour-and-a-half-long narrative, where the good guys always win and the apocalyptic menace is symbolically defeated. Not only could you go on with your life without fearing the bomb, but you could also enjoy the mesmerizing spectacle of the bomb in the glow of a cinema’s film projector. These symbolic solutions more often than not include some form of technological messianism, because even when the problem is caused by science, the threat is almost always defeated by science (Godzilla, 1953’s The Beast from 20,000 Fathoms, 1956’s Earth vs. The Flying Saucers). 1950s science fiction was simultaneously fearful of unleashing scientific advances but also placed its utopian hopes in technology. We enjoy the spectacle of not just crumbling buildings and fiery towers but also of the dissolution of social hierarchies and the incursion of the extraordinary into the monotony of daily life. (The disaster movie genre originates in sci-fi, particularly 1951’s When Worlds Collide and 1953’s The War of the Worlds.) Because at the end, all returns to normal: the scientists save the day, the hero gets the girl, authority is restored.

But these films offer more than mere utopian aspirations focused on technology, or the naturalizing of spectacular violence. The depersonalization inherent in these films often leaves traces of a yearning not so much for technology but for human connection and solidarity. In this sense, I’m personally fascinated by an obscure and low-budget film (Roger Corman’s second sci-fi production) called The Beast with a Million Eyes (1955), in which we are presented with a weird and ghostly ranch, inhabited by a stereotypical patriarchal family, in the middle of the spectral landscapes of the southwestern American desert. After the impact of an extraterrestrial artifact, the ranch is rapidly haunted by the incorporeal presence of an alien spirit that takes control of, first, the animals, and then attempts the same with the humans.

Once again, we are presented with the familiar theme of alien mind control, which turns humans into lifeless machines—no budget needed. But this time the alien encounters a surprising obstacle to its plan: it seems especially difficult to take control of humans when they are bonded by love. In an unexpected speech at the end, the father of the family tells the alien that the secret of human survival is quite simply love and connection, or, as the mother says: “you would never find a human alone.” Other details of the film point to this idea of care and solidarity. For example, the seemingly mute and terrifying servant of the family is revealed in the end to be a war veteran suffering from heavy trauma; the father, a fellow soldier, had taken this traumatized man under his protection from a society that mistakenly deemed him dangerous after feeding him to the machinery of war. 

The message is all-too-naive and corny to the modern eye. The question is, though, why do we deem positively portrayed examples of love and affection as something unbearably corny and naive? Speaking about our contemporary cultural sensibility at large and not merely about 1950s science fiction, it seems that today we are totally desensitized to the most extreme images of violence, but the mere representation of unconditional love might make us sick. The technocratic utopianism that runs through 1950s sci-fi cinema has infested not just our fiction about catastrophe, but our narratives of survival and endurance at large. In this sense, a weird oddity like The Beast with a Million Eyes can be seen as a genuine instance where apocalyptic destruction is resisted not by our machines, but by human connection.

These movies don’t necessarily contain a secret revolutionary agenda; we must remain skeptical about the potential of fiction to reconnect to any utopian desire, considering the widely differing receptions and political interpretations that different people bring to the same cultural products. But the overpowering cultural sensibilities that lead us to cynically dismiss messages of connection and solidarity as unsophisticated and credulous, our collective ways of reading fiction and art, can be inverted. I experienced this realization in a recent re-watch of James Cameron’s Aliens (1986). Having seen the movie only once as a teenager, I thought about it as just another militaristic and frenzied spectacle of violence. All I remembered were burning buildings, bullets flying, and the splattering of giant bugs’ acidic blood, so I was pleasantly surprised to discover a compelling tale about teamwork, motherhood, and love, where a bunch of nobodies and outcasts are able to overcome the terror unchained by mindless corporatism through cooperation and quite literally caring for each other. 

It goes without saying how pressing and important these attitudes towards violence and solidarity are for us today, in an especially dark and apocalyptic time. I don’t want to indulge in nihilism with an infinite series of examples that offers little to no hope that humanity’s utopian desires and survival instincts can be diverted away from delusional technocracy and towards an aspiration for greater mutual help and cooperation. But if movies about the end of times can be useful at what may be the end of the world as we know it, we may be required to reeducate ourselves and (re)train our sensibilities to forsake the scathing modern cynicism that excretes from this cult-like adoration of technology. We have to search for better answers, better utopias—based on working together and loving one another.  

Special thanks to David Sánchez Usanos.

Pepe Tesoro is a philosophy PhD student from Madrid. You can follow him at @pepetesoro.

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Van Richten's Guide to Ravenloft, Part 1b But...It's Not Like Old Ravenloft

The Other Side -

Note: Part 1 of this series is here.

One thing I hear from many sides on this new Ravenloft book is that it is not like the old Ravenloft books.

This might come as a shock, but it is not supposed to be like the old books.

Ravenloft booksAll of these books were purchased as new in the last two weeks

Right now Wizard of the Coast is reporting that sales of D&D are the best they have ever been with 2020 sales outpacing the previous "best year ever" of 2019.  

Van Richten's Guide to Ravenloft is for all fans of horror-inspired gaming in D&D. But by and large, the target audience is the 5e players and DMs.  Not the fans of 2nd Ed. Ravenloft.

And that is OK.

Really. It is.  

If I want to play Ravenloft like I did back in 1990 (I don't mind you, I want to play like I do now) well, I am not at a loss for options. 

DriveThru RPG has their big D&D Settings sale on now, so I got all three of those books cheap.  I can now tuck my originals away. This is good because my Realms of Terror box looks like it lived through the Grand Conjunction AND the Requiem; which it did.  And because I played those I don't need to go back.

Right now you can get PDF and/or Print on Demand versions of the Classic Ravenloft books.

Realms of Terror

Realms of Terror books
Realms of Terror books
Realms of Terror books

The entire boxed set in one huge volume.

Expedition to Castle Ravenloft

For 3e.

Ravenloft 5e, 2e and 3e
Ravenloft 3e
Ravenloft 3e

Though not part of the sale D&D sales on DriveThru, these are on sale for the Domains of Dread sales on DMsGuild!  Use the DriveThru or DMSGuild sites for the sales, the prices are the same.

Forbidden Lore

Ravenloft 2e
Ravenloft 2e
Ravenloft 2e

Domains of Dread

Ravenloft 2e books
Ravenloft 2e books
Ravenloft 2e books

There is still Ravenloft to be had regardless of how or even when you want to play it.

If you want to play Ravenloft 5e and you want some of these older options, well go on over to the DMsGuild and their Domains of Dread Sales.  Certainly, there is something there for you. 

Even the original Ravenloft I6 and Ravenloft II: I10 are on sale.  I honestly don't need another copy of I6, I have my original, but it is tempting.

Van Richten's Guide to Ravenloft, Part 1 Welcome to Ravenloft

The Other Side -

Ravenloft CoverLast week I picked up the newest guide for Dungeons & Dragons 5th Edition, Van Richten's Guide to Ravenloft (VRGtR). I have spent some time with it and going back over some well-thumbed volumes of  Ravenloft's past.  Today I hope I can share how this new one compares to what was done in the past and what I might do in the future with it.

Spend any time here and you will know of my love for Ravenloft.  I grabbed the original module, I6 Ravenloft when it first came out.  I also got the sequel and when it was expanded into a campaign setting for AD&D 2nd Edition, it became my setting of choice, pretty much to the exclusion of all others including my own favorites of Mystara/The Known World and Greyhawk. I was active on the RAVEN-L list that MPGN/TSR and then later WotC ran.  I had entries published in all (except for maybe one) of the official Kargatane fan publications.  Ravenloft, more so than AD&D 2nd Ed, was my game of choice. When Ravenloft: Masque of the Red Death came out I had found my perfect world, or nearly perfect.  I'd go on to write the RPG for Christopher Golden and Amber Benson's "Ghosts of Albion" using all the experience that playing in Gothic Earth gave me.  Ravenloft lead me to the World of Darkness, to Cthulhu by Gaslight, to Kult, and eventually to WitchCraft and working for Eden Studios.  Horror is what I do.

So naturally, I was VERY excited when I heard a new Ravenloft setting book was coming.  Let get into it.

A couple of notes.  

VRGtR = Van Richten's Guide to Ravenloft, D&D 5e, published 2021.  256 pages.
DoD = Domains of Dread, AD&D 2nd Ed, published 1997.  264 pages.
Rot = Realms of Terror, AD&D 2nd Ed, published 1990.  144 pages.


Elements of Fear

Ravenloft has always billed itself as a horror RPG and it is, to a degree. It is not however fully Gothic Horror.  It is a pastiche of gothic horror tropes, but the one it can't fully embrace is one that makes gothic horror so horrifying.  In true gothic horror, the heroes have no power.  In fact, they are not even heroes, most often they are "the next victim."  The quintessential piece of gothic horror, Bram Stoker's Dracula, still features the deaths and abuse of many prominent characters before their "Dark Lord" is put down.  Compare this to say Harry Potter, which uses similar tropes but the difference is still largely one of power; Harry has magic, Harker and the rest only have knowledge.  No, Ravenloft is an action-adventure RPG set in a realm of Gothic Horror.  It is something that even the authors of Ravenloft's "Domains of Dread" acknowledged in 1997.

"The RAVENLOFT game involves classic horror in which the darkest of evils descend upon a more or less civilized world and prey upon the unsuspecting citizenry therein. However, it is also a game of swords and sorcery, knights and wizards, heroes and monsters. Unlike any other horror or fantasy game, this system meshes these two traditions into one genre that can best be called fantasy horror." 

- Domains of Dread, p. 220

Emphasis mine.

While the original Realms of Terror boxed set did try to go with a more gothic horror feel, it did this in the trappings.  The adventures for Ravenloft were largely of the Fantasy Horror variety.  Note. Some of the smaller adventures, in particular, ones found in The Book of Crypts and the Bleak House were more gothic in their feel.  The Bleak House with some minor tweaks can be run as a Southern Gothic Horror to great effectiveness.

The new Ravenloft approaches this from the point of view of embracing Fantasy Horror (knowing who the characters are) and adding in the tropes and mechanics of not just Gothic Horror, but also Cosmic, Folk, and even slasher horror. We will get to these all in a bit.

Fear is part and parcel of the Ravenloft experience. There is a content warning and a player warning in a sidebar on page 7 of VRGtR.  Some people are taking umbrage with this.  Yet similar advice is given in the original Ravenloft Realm of Terror boxed set on pages 133-135. Here they are interwoven on how to make the game more successful. The effects of the fear mechanic are even discussed on page 140 of Domains of Dread.  The difference is now the "consent" of the fear and terror are now front and center and in the hands of the players, not just the DM.   Maybe someone doesn't want to be scared but fight vampires. Ok, that is great and likely a fun game (in fact I worked on that one too) but it may or may not be Ravenloft, or at least not like how I would play it.  It is not my job to be the fun police for other people's games.

Let's get into the book proper.

The Weathermay-Foxgrove SistersIntroduction: Welcome to Ravenloft

This is what you expect it to be really. We get an overview and background on what the Domains of Dread are.  There is a wonderful Dracula-esque like exchange of letters between our iconic hunters with emphasis on Ez d'Avenir as our principle iconic.  I like this.  While Van Richten's name might be on the cover, this is a "world" that has room for more than one investigator and slayer of the undead.  Plus, and let's be 100% honest here, there is a long shadow cast by Buffy and to not acknowledge that is to be very disingenuous.  We get an overview of the book's contents (Five total Chapters) and a brief overview of horror in your game.  VRGtR embraces the Fantasy Horror of AD&D 2nd ed's Domains of Dread. 

There is also an overview of what the domains are. Or more to the point, what they are not.  The Domains (now a capital) are not a world, are not safe and the only logic that rules here is the logic of the dark powers that surround you.  The Dark Lords who rule their pocket Domains/prisons and the Dark Powers that control it all.  Like the previous versions, the Dark Powers are at best ill-defined, as they should be.  No character is going to go toe to toe with these powers, nor will they even encounter them. We do however get some rumored names like Osybus, Shami-Amourae, and Tenebrous, these are only names here.  To long-time Ravenloft fans and D&D players though these names are tantalizing clues.  It does leave out my personal favorite option from the DoD, the Dark Powers are Imaginary.  The Dark Lords are prisoners of their own device. I will say though there is one Dark Lord in VRGtR that supports my claim for this edition as well.

The Mists are still the Mists and they do their own thing.  Domains are still largely defined as prisons for the Darklords even if they have power within them.  Anyone with any knowledge of Strahd knows this is slim comfort to him. Darklords are covered in here briefly with more detail to come later. These three pages cover pretty the exact same information we read in all the previous editions of Ravenloft.  Added to this is a bit on the adventurers within this "world." Again, "world" in quotes since the book is careful to tell us this is not a world per se but lands within the Mist that might be within the Plane of Shadow or the Shadowfell.  We never came out and said that back in the 90s, but it is what many of us thought.  Adventures are meant to be the heroes of this Fantasy Horror.  That takes us to the first chapter.

Chapter 1: Character Creation

The character creation chapter covers characters native to the Domains of Dread. So what does that mean?  It means that "normal" D&D rules don't have to apply here. Most do, but there is no reason why they have too.  Players are told from the start to "Prepared to be Scared" that this is a horror game and the characters should be designed to be scared.  Using the Gothic Traditions of literature I ALWAYS had Ravenloft characters that were a bit lower than average.  Typically I would make my players roll 2d6+3 for abilities.  So while that still gave me an average of "10" the max and min points were shifted. This Ravenloft is not quite as "Evil" as I was then, but the idea here is that characters are still a bit haunted, a bit scarred and scared.  Horror Lineages are introduced such as the Dhampir (pretty much what is says on the tin), Hexblood (there is a bit of hag blood in your background), and the Reborn which cover the Revenants and Shades of previous editions. These all come with perks and disadvantages. 

horror traitsRavenloft Cat Ladies are scaryThis is Ravenloft and characters can also have Dark Gifts. These are similar to the Powers checks made in the original Realm of Terror. Only know you can be born cursed.  Comparing pages 22-27 of VRGtR to pages 18-20 of Realms of Terror I see they are tying for the same ideas, just slightly different execution.  The VRGtR offers more thematic sorts of changes and "gifts" and less in the way of RoT's Touches of Darkness.  I am not sure if VRGtR offers any way to "become" a Dark Lord like RoT, but even this was made harder to do in DoD.  In truth no character should seek out a way to become a Dark Lord, this represents a failure on the part of the character unless of course it is being used as a plot for the other characters.  Then this is DM fiat. 

This would not be a D&D 5 book without some subclasses.  We get the Bard: College of Spirits where they not only talk about and tell stories of the dead and the dead rise up to share their tales.  And the Warlock gets a powerful Undead patron.

There are new character backgrounds in line with Ravenloft's histories and themes.  These include new Traits, Ideals, Bonds, and Flaws.  The backgrounds are The Haunted One and the Investigator. These can all be used in other places sure, but they do not carry the same weight in Waterdeep as they do in Baroiva. 

Another addition is the use of Horror trinkets.  A 100 of these are just little curiosities that may or may not play into another part of the adventures.  Some might be a Mist Talisman (detailed later) others might just be a weird little thing. 

I am going to cover the Domains and Darklords next time in Part 2 and Horrors and Monsters in Part 3. There might be a Part 4, but let's see how this goes.

Spoiler. I have read through the book a couple of times now.  I feel that most of the people complaining about it on the Internet have not actually read this book.  Certainly, people are handpicking their examples to make their arguments.

Jonstown Jottings #44: Wenkarleos

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 Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Wenkarleos presents an NPC, his entourage, and associated cult for use with RuneQuest: Roleplaying in Glorantha.
It is a thirty-one page, full colour, 2.23 MB PDF.
The layout is clean and tidy, and its illustrations good.

Where is it set?
Wenkarleos is nominally set in Tarsh and Sartar, but the NPC and his entourage can be encountered almost anywhere the Game Master decides.

Who do you play?
No specific character types are required to encounter Wenkarleos. Lunar Tarshites, Old Tarshites, and adherents of the Seven Mothers can have interesting interactions with Wenkarleos.

What do you need?
Wenkarleos requires RuneQuest: Roleplaying in Glorantha. In addition, A Rough Guide to Glamour may be useful as an introduction to Lunar culture and politics, The Glorantha Sourcebook for recent history, and potentially the sourcebooks on Lunar Tarsh and Old Tarsh available for previous versions of the roleplaying game.
What do you get?
The second volume of ‘Monster of the Month’ presents not monsters in the sense of creatures and spirits and gods that was the feature of the first volume. Instead, it focuses upon Rune Masters, those who have achieved affinity with their Runes and gained great magics, mastered skills, and accrued allies—corporeal and spiritual. They are powerful, influential, and potentially important in the Hero Wars to come that herald the end of the age and beginning of another. They can be allies, they can be enemies, and whether ally or enemy, some of them can still be monsters.
The fourth entry is Wenkarleos, which describes a Rune Lord of the Seven Mothers. The ‘Gold-Giving Son of Gartred’, Wenkarleos of Furtherest is the head of the Gartredi Clan in Lunar Tarsh, a fierce supporter of King Pharandros and stalwart opponent of the Fazzursons faction in the civil war in Tarsh. He dreams of building a ‘Greater Tarsh’, but has been tasked with finding allies to support his side in the civil war. A former hoplite file leader and captain serving under the famous General Fazzur Wideread, he is rarely without a small cohort of troops, whom he trains hard to fight together, and whilst a good swordsman himself—though it helps that one of his bound spirits is an ancient spirit of kopises, he a skilled tactician and magician. In addition, like all Rune Lords, he is accompanied by his own retinue who include a loyal soldier, his Orlanthi lover and spy, and a Lunar sorcerer, who serves as his war caster. All four are fully detailed, including their equipment, their spells, and any allied or bound spirits. Some of these will prove entertaining for the Game Master to roleplay, such as ‘Abeladrus’ Tankard’, occupied by the spirit of a former labourer who possesses defeated opponents and drives them to drink and the Mistress of Unconditional Desires drives her victims mad through visions and sensations as she reveals the unconditional love and acceptance of the Lunar Way.
As well as presenting Wenkarleos and his retinue, the supplement discusses his tactics—particularly the way in which he has drilled his soldiers with certain set manoeuvres, and his extensive use of magic, including the use of the Multispell Rune spell, spell matrix enchantments, and high storage of personal POW, often donated by his loyal followers, who are in turn handsomely rewarded. Both the use of the Multispell Rune spell and spell matrix enchantments are fairly complex, so will need careful study upon the part of the Game Master to use effectively in-game.
It also suggests how Wenkarleos can be used in-game, whether as an ally or an enemy, potentially serving as a source of conflict with Tarshites—Lunar or not, especially if like Vostor from The Broken Tower, has the Passion of Hate (King Pharandros). Thus he can be used to pull the Player Characters into the Tarshite Civil War, and thus later, events during the early years of the Hero Wars and the rise of Argrath Whitebull. There is potential here for a long-term campaign in which as allies or agents of Wenkarleos, the Player Characters will be facing agents of Argrath Whitebull’s allies in the Tarshite Civil War. Either way, Wenkarleos is best introduced early on in a campaign. Of course, an Orlanthi or Sartarite campaign would more likely to see Wenkarleos as the enemy, and that may preclude his use in some campaigns.
Lastly, two adventure seeds are included, though both use as an enemy rather than an ally. A new magical item, Philigos Medallions, is also described. These were made by King Phargentes of Tarsh and grant those attuned with them the Sense Assassin skill.
Is it worth your time?YesWenkarleos presents a potentially interesting ally or enemy who can be used to draw a campaign into the politics of Tarsh and the early years of the Hero Wars, and so provide some time in the spotlight for any Tarshite or Seven Mothers-worshipping Player Characters.NoWenkarleos presents connections to Tarsh which may draw a campaign set in Sartar too far north and as yet, the politics and situation in Tarsh in the period when RuneQuest: Roleplaying in Glorantha is set, remain relatively unexplored.MaybeWenkarleos presents a potentially interesting ally or enemy, whose politics may radically differ from the Player Characters or the campaign, and who may just a little too complex in terms of his magic to use easily.

Monstrous Monday: Zinc Dragons

The Other Side -

Saw this on social media. Got me thinking.


Yeah.  Where are they?  I mean we have had Orange, Yellow and Purple dragons

So what do we know here?  According to the Monster Manual for AD&D 1st Ed.:

Copper dragons live in warmer rocky regions, live in caves, and have acid or a cloud of gas as their breath weapons. They have 7 to 9 HD, the same as the Green.

Brass dragons live in sandy deserts and have two types of gas as their breath weapon, poison and sleep. They have 6 to 8 HD, the same as the Black.

Bronze dragons live underground near the water. Their breath weapons are lightning and a repulsion gas cloud. They have 8 to 10 HD, the same as the Blue.

There is then some parity then between the Chromatic and Metalic. It follows that if I create some "new" Chromatic dragons (Orange, Purple so far) I should have some new Metalic dragons too.

My Orange dragon has 9 HD (9 to 11), my Purple has 10 HD (10 to 12).  I am not saying I need to duplicate the parity of the 1st ed book, but it is a good place to start.

I know I need to work on my dragons a bit more.  There is not really enough detail in my stat block as it is right now.  

Dragon, Zinc
aka Draco Spodium Ailbum
Huge Dragon, Metalic

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Lawful [Chaotic Good]
Movement: 150' (50') [15"]
  Fly: 210' (70') [21"]
Armor Class: 3 [16]
Hit Dice: 5d8+20** (26 hp) (5HD to 7HD)
  Huge: 5d12+20** (36 hp)
THAC0: 10 (+9)
Attacks: 2 claws, 1 bite, + special
Damage: 1d6+3x2, 2d8+3
Special: Breath weapons (Burning Cloud or Choking Cloud), dragon fear, low-light vision (120’), magic use
Save: Monster 5
Morale: 10 (10)
Treasure Hoard Class: XV (H) 
XP: 575 (OSE) 660 (LL)

Habitat: Populated temperate to tropical zones
Probability Asleep: 35% 
Probability of Speech: 90%
Breath Weapon: Burning Cloud or Choking Cloud, 
Spells: First: 3, Second: 2

Zinc dragons are silver-white dragons that are often confused with smaller silver or white dragons save that they prefer to live in warmer climates in populated areas.  They will often shape change into human or dwarven form to move among humanoids.  In either human or dwarf form, their hair tends to be a very light blond or white and their skin tones range from olive to dark tans, though they can alter this as they see fit. They are fond of humanoids but still remain a bit aloof from them.

Zinc dragons can attack with a claw, claw, bite routine in dragon form.  They also have two breath weapons they are capable of using. The first is a choking cloud of particulates the other is a cloud of burning smoke. Both require a save vs. breath weapon or take damage equal to the dragon's current hit points. Save results in half-damage.  In both cases, the area 50 ft by 50 ft in front of the dragon has reduced vision to all but the dragon. Attacks are at -2 for the next round following the breath weapon attack.  In dragon or human form they may cast spells as a 4th level magic-user; three 1st level and two 2nd level.

Zinc dragons keep their hoards nearby, usually buried under whatever urban-dwelling they live in, or if in the wilderness, in a deep cave. 

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Certainly one of the weaker dragons.  Maybe adventurers never encounter them because they avoid adventurers and potential dragon-slayers.

The Devil in the Dreamlands

Reviews from R'lyeh -

Since the publication of Call of Cthulhu in 1981, the Mythos has proliferated into numerous other genres and roleplaying games, including the fantasy of Dungeons & Dragons. For example, Wizards of the Coast published Call of Cthulhu d20 in 2001, whilst Realms of Crawling Chaos from Goblinoid Games explored the Mythos for the Old School Renaissance. More recently, Petersen Games presented the entities, races, gods, and spells of the Mythos for Dungeons & Dragons, Fifth Edition, enabling the Dungeon Master to bring those elements of cosmic horror in her fantasy campaign. What though, about using Dungeons & Dragons, Fifth Edition to run campaigns involving cosmic horror in the more modern periods normally associated with Lovecraftian investigative roleplaying—much like Wizards of the Coast did with Call of Cthulhu d20? For that, there is Whispers in the Dark from Saturday Morning Scenarios, also the publisher of Harper’s Tale: A Forest Adventure Path for 5e, a campaign for Dungeons & Dragons, Fifth Edition, suitable for a younger or family audience. Whispers in the Dark is definitely not, being a horror setting in which stalwart Investigators confront the forces of the Mythos or ‘Yog-Sothothery’, and do not always succeed or come away unscathed—physically or mentally. The starting point is Whispers in the Dark: Quickstart Rules for 5e, and although there is not yet a full roleplaying rulebook for Whispers in the Dark, there is a combined setting and novel.

Horror in the Windy City: A Whispers in the Dark Setting and its novella, The Devil’s City, which explore the early history of the city of Chicago through its rise and explosive growth to prominence as an important trade and transport hub on the Great Lakes to the World’s Columbian Exposition, the most influential world’s fair in history in 1893 and the horrors which would be revealed within the walls of the World’s Fair Hotel at the hands of Herman Webster Mudgett, also known as H.H. Holmes, arguably America’s first and most notorious serial killer. Inspired by Eric Larson’s The Devil in the White City, the novella serves as a prequel ‘Welcome to my Parlour’, introducing the reader to the five pre-generated Investigators who one-by-one fall prey to Mudgett’s dark desires and those of his master, Atlach-Nacha. It is dark and ghoulish piece, which can be read on its own, but should really be read by each of the five players in readiness to roleplay through the scenario. And of course, the Game Master should also read it as part of her preparation to run it. Overall, it sets the tone for the scenario, which like the novella, combines elements of both survival and body horror. Neither the novella nor the supplement are for the faint-hearted.

Horror in the Windy City: A Whispers in the Dark Setting opens with ‘People of Color in Late 19th Century America’, an essay written by Doctor Robert Greene II, Assistant Professor of History at Claflin University to share the perspective of those African Americans who were resident in Chicago and helped to build the city. It is accompanied by biographies of the leading Black figures of the period, including Frederick Douglas, W.E.B. Du Bois, and Nancy Green. No character write-ups are provided of these figures by intention, but the essay encourages a Game Master to use them and the lives of Black Chicagoans to add veracity to her game. Unfortunately, as interesting as the essay is, the authors of the supplement do not support it with scenario hooks and advice, which is a missed opportunity and would have helped a Game Master develop the veracity that Doctor Greene II suggests is possible. One interesting involvement of the leading figures profiled here is that they and other African American activists protested at the lack of an African American pavilion at the World’s Columbian Exposition, but again, this is not something that the authors of the supplement support.

There are plenty of scenario hooks throughout the rest of Horror in the Windy City: A Whispers in the Dark Setting. As it progresses through the founding and history of the city, covering in turn the Great Chicago Fire of 1871, the founding of Montgomery Ward, the first mail order catalogue in 1872, the Unsightly Beggar Law of 1881, and more. Of course, this includes the World’s Columbian Exposition of 1893. This is almost the centrepiece of the supplement, and so is explored in some detail. This includes write-ups for many of the figures involved in the event, including its architect, Daniel Burnham, Harry Houdini who performed there, William ‘Buffalo Bill’ Cody and Annie Oakley of Buffalo Bill’s Wild West & Congress of Rough Riders of the World, which also performed there, but was not associated with the event. Numerous tents are placed along the Midway for Investigators attending the World’s Columbian Exposition to encounter and enter, experiencing bright, sometimes strange proprietors and incidences in an almost carnival-like atmosphere, including cockroach races and the Light of Ra. These are more odd than Mythos.

The various districts and places of the city are presented, including Lake Michigan and the Chicago River, the Yard which form its meatpacking district, Bubbly Creek, a foul, bubbling arm of the Chicago River, Cabbage Patch or Old Town with its St. Michael’s Church built as a haven for German immigrants, and Lincoln Park with its zoo, before expanding out to the surrounding states. However, as interesting as these descriptions are, they lack geographical context as the period maps are too small to use effectively. Numerous organisations—clubs, cults, and coteries are detailed, which can become allies, enemies, and even patrons. They include the Nightworms, dedicated to the preservation, protection, and provision of books of all kinds; the Whitechapel Club, the informal counterpart to the social club of the Chicago Press Club, fascinated with some of the ghoulish incidents its members have reported on; and the Black Star Society, dedicated to spreading the influence of the Yellow Sign. Some of these are aware of the strangeness going on in the city, most are not. The various gangs and organised crime is given a similar treatment, the Italian mob in particular.

Although several of the story hooks in Horror in the Windy City: A Whispers in the Dark Setting hint at the Mythos, the supplement is not a full treatment of its presence in the city and there is no overview of it in the city. Notable inclusions include the Grobowskis, a pack of Ghouls which police the Yard district with an iron for both mundane and Mythos incidents, and the Chicago Athletic Association, a private club whose inner circle worship Ithaqua and spread his worship through tonics of disreputable source that enhance the athleticism of other members. Its treatment gets fully underway with how parts of the city have influenced the Dreamlands—Abattoir Fields, an unsettling hunting ground overcast with rusty brown, bruised clouds and smelling of copper created by the slaughter of animals in the stockyards; the Conflagration—a land of smouldering rubble and whirling ash created by the Great Fire of 1871; and of course, the World’s Fair Hotel, its presence dedicated and reinforced to Atlach-Nacha by Mudgett. In return, the Dreamlands intrudes into the mundane world, especially in the World’s Fair Hotel.

Besides the main scenario, ‘Welcome to my Parlour’, Horror in the Windy City: A Whispers in the Dark Setting includes a story arc and a campaign jump-start. The story arc, ‘Hot Night in the Olde Town’ is a tale of gang revenge which begins with a bombing, whilst ‘Procurements & Acquisitions’ is the campaign jump-start. The Investigators are hired by a Chinese man to locate some artefacts that he cannot due to the difficulty of manoeuvring in American society and the racism he faces. The set-up can be tied into the organisations previously described as well as Mudgett and the World’s Fair Hotel, and gives the starting point from which the Game Master can develop further using the material in the supplement.

The main feature in Horror in the Windy City: A Whispers in the Dark Setting is the ‘World’s Fair Hotel’, its ‘Hotel Staff’—including Mudgett and his co-conspirators, and the scenario, ‘Welcome to my Parlour’. The hotel itself is extensively mapped and detailed, there being some eighty locations across three storeys and the basement. The ground floor consists of retail premises, a hotel on the first floor, and Mudgett’s rooms and other facilities on the third, whilst in the basement, nastier rooms can be found. Extensive descriptions are given of its ordinary rooms, strange locks, chutes, extensive secret doors, odd plumbing, locked rooms which cannot be opened from the inside—some airtight, others connected to pipes which pump gas into the room, surgical tables, acid vats, hanging rooms, and more. The descriptions are clearly marked in red, whilst throughout sidebars discuss other features and rules, such as the infamous lockable chute which delivers bodies from the top floor to the basement, gambling, and the intrusion of the Dreamlands into the hotel. It is its own little world, a murder hotel in which the supernaturally enhanced Mudgett sees all and controls much, and into which the authors want to drive the Investigators…

The scenario, ‘Welcome to my Parlour’, is best played using the given pre-generated Investigators whose backgrounds have been presented in the novella, The Devil’s City. They are Fourth Level Player Characters, each of whom has fallen prey to Mudgett’s predations and awake to find themselves trapped in the basement of their hotel. They must face their own nightmares as well as the horrors of the hotel, and perhaps may learn of their captor’s secrets before they can escape. Essentially, ‘Welcome to my Parlour’ presents another way of approaching the set-up of the hotel and its murderous proprietor, one that confronts the Investigators with the existence of the Mythos much earlier on and more directly than the options elsewhere in the supplement. The scenario is likely to take two or three sessions to play through at most, and leaves what comes next up to the Game Master.

The scenario, whose title references Mudgett’s arachnid master, includes and highlights a number of trigger warnings, including body horror, child ghosts, torture devices, forceful imprisonment, human experimentation, cannibalism, and emotional abuse. This is appropriate and there is no denying the number of strong subjects and themes entailed in ‘Welcome to My Parlour’, but there is potentially another issue with the scenario, that of using the Mythos in this fashion. In other words, using it to explain Mudgett’s monstrous crimes. This is not uncommon in Lovecraftian investigative horror set in the nineteenth century, especially when it comes to the use of Jack the Ripper (and also Sherlock Holmes), the use of which is simply trite. The use of Mudgett and the World’s Fair Hotel does not feel that, primarily because the subject matter is unfamiliar, but that still leaves the matter of using the Mythos in conjunction with both. Fortunately, Horror in the Windy City: A Whispers in the Dark Setting does not employ the Mythos to explain or provide a possible excuse for Mudgett’s crimes, but rather has the Mythos take advantage of someone who is already a monster and exacerbates his true nature. Of course, running and playing a campaign set in Chicago at the time of the World’s Columbian Exposition means it is difficult to avoid Mudgett and the World’s Fair Hotel, nevertheless,  both the Game Master and her players may want to be aware of the nature of the crimes before beginning play.

Rounding out Horror in the Windy City: A Whispers in the Dark Setting is a quartet of appendices. For the Game Master there is ‘Welcome to My Parlour Statblocks’; a ‘Gamemaster’s Toolbox’ of Hit Dice, Creature Size, and Challenge Ratings; a list of ‘Publications of the 19th Century’ and ‘Patent Medication Names’; and the ‘World’s Fair Hotel Maps’. For the players it includes ‘The Devil’s City Pre-gens’—the five pre-generated Investigators for the scenario, ‘Welcome to My Parlour’ and ‘New Investigator Options’, which adds a new Ancestry in form of Tcho-Tcho, new Backgrounds including Athlete, Explorer, Religious Scholar, and Teamster, new Feats, and a new Alignment system. The latter switches from the traditional ‘law versus chaos’ and ‘good versus evil’ axes to ‘good versus evil’, ‘order versus chaos’, and ‘selfless versus selfish’. A Player Character typically has one or two of these, and can add another as a result of a major, usually traumatic, life event. Each axis is a scale, designed to provide a player some flexibility in how his Investigator reacts and changes over time. A player is expected to write a narrative description of his Investigator’s Alignment, again providing a player with greater flexibility in how he portrays his Investigator. Although the five pre-generated Investigators are nicely presented, they could have done with clearer backgrounds for players who have not necessarily read The Devil’s City.

Physically, Horror in the Windy City: A Whispers in the Dark Setting is a well-presented book. The artwork is decent and the maps excellent. It could have done with an index, and in places the writing could have been clearer. The organisation does not always feel logical either, the Mythos sitting alongside the mundane at times when it feels it should have been placed later in the book. In places it feels as if the content has been developed in fits and starts, like Kickstarter stretch goals, and whilst everything seems to have good reason to be in the book, it feels fragmented in places.

Horror in the Windy City: A Whispers in the Dark Setting is not the definitive supplement for Chicago during the nineteenth century or the World’s Columbian Exposition, whether for Whispers in the Dark or Cthulhu by Gaslight. Which leaves the problem of quite identifying what it actually is, because its focus is ultimately not on the city itself and the great events of World’s Columbian Exposition, but rather on the World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’, as well as supporting it with encounters and campaign frameworks which lead back to the World’s Fair Hotel. So it feels like three books—one devoted to Chicago, one to the World’s Columbian Exposition, and very much the largest one to the World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’—rather than just a single, large book. It does not help that there is no real overview of Chicago in 1893—mundane or Mythos related, no clear, easy to use map of the city, and as well-intentioned as the opening essay ‘People of Color in Late 19th Century America’ is, it is disappointing that as upfront as it is, the supplement just does not bring that into play.

There is a lot to like about Horror in the Windy City: A Whispers in the Dark Setting. The authors provide plenty of information, scenario hooks, and playable content for Chicago, describe the World’s Fair Hotel and Herman Webster Mudgett in ghoulish detail, and present multiple means to bring the Investigators to his murder hotel, but the supplement only feels like a whole sourcebook when it focuses in on World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’. More of a scenario and a potential campaign set-up, Horror in the Windy City: A Whispers in the Dark Setting needs the hands of an experienced Game Master to develop it into something more than that.

Sword & Sorcery & Cinema: Forbidden World (1982)

The Other Side -

Forbidden WorldMore Roger Corman fun! This one is a repeat from an October Horror Movie Marathon from 2018.
If I had thought about it I should have done this as a double feature with last week's Galaxy of Terror.  I think a lot of the starship interiors were reused. The movie starts with some starships attacking another ship. A robot (straight out of Star Frontiers by the look of him) wakes up the commander out of cryosleep to deal with them.   After the battle, we learn that the captain, Mike Colby played by Jesse Vint, has been asleep so long his son is older than he is now.  Also, he has been re-routed to the planet Xarbia which Colby thinks is a joke.  It is an experimental research station and something got loose. Something they call Subject 20. June Chadwick stars as Dr. Barbara Glaser, who is best known from V and This is Spinal Tap. Dawn Dunlap also stars as Tracy Baxter.  Dunlap is better known as "Laura" from the quasi-erotic film of the same name when she was only 16 and from Corman's Barbarian Queen

Another Corman recycle are the two suns rising on the planet. Same shot is used in The Warrior and the Sorceress.  Wonder if it is the same planet? What happened to it I wonder. I was already running low on water in David Cardine's time.  Maybe it died out leaving only the Proto B bacteria the scientists are studying. 

So we have a mutant monster in a lab out in space.  What can go wrong?  Well, I sure you can guess.  The movie is not great, but it is also not really terrible. Like a lot of Corman's stuff, there is a core here, a kernel of a really good idea here.  This movie very, very effectively combines "Alien" and "The Thing" into one movie and puts the whole thing on a station in space.   It is Corman, so yeah the women take off their clothes at the drop of a hat. They also run around in high heels and shower together. The future is weird. 

The movie is fairly uneven, going from the tension of the escaped mutant in one scene to everyone turning in for the night in the next. 

The monster picks people off one by one, you know like a monster will. Until we are just left with just Tracy and Mike.  Though the idea of feeding the monster a cancerous tumor to kill it is a novel one. 

It was a fun flick, but I got really tired of Tracy's screaming in the last half of the flick. 

Gaming Content

Same as you get from Alien or The Thing.  Hunt the monster before it hunts you. I suppose that I will have to do a "monster is loose in a research facility" adventure at some point.  But I would need to make it different than either "Ghost Ship" or the "Ghost Station of Inverness V." This would have to be a flesh and blood abomination. NOT just an alien, but a creature of humankind's hubris.

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Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.

A Cthulhu Collectanea III

Reviews from R'lyeh -

As its title suggests Bayt al Azif – A magazine for Cthulhu Mythos roleplaying games is a magazine dedicated to roleplaying games of Lovecraftian investigative horror. Published by Bayt al Azif it includes content for both Call of Cthulhu, Seventh Edition from Chaosium, Inc. and Trail of Cthulhu from Pelgrane Press, which means that its content can also be used with Delta Green: The Role-Playing Game and The Fall of DELTA GREEN. Published in November, 2020, Bayt al Azif Issue #03 does not include any content for use with the latter two roleplaying games, but instead specifically includes three scenarios—stated for both Call of Cthulhu, Seventh Edition and Trail of Cthulhu (and therefore would actually work with The Fall of DELTA GREEN if the Keeper made the adjustments necessary), discussion of various aspects of Lovecraftian investigative horror, interviews, an introduction to Call of Cthulhu in Japan, a review of a recently-rereleased classic campaign for Call of Cthulhu,an overview of Lovecraftian investigative horror roleplaying in 2019, and more. All of which, once again, comes packaged in a solid, full colour, Print On Demand book.

Bayt al Azif Issue #03 opens with editorial, ‘Houses of the Unholy’, which discusses how the Mythos was and is never one thing, but quite mutable and what we make it, and that in order to do that we should run it and play it, before diving into ‘Sacrifices’, the letters pages. The inclusion of a letters pages lifts Bayt al Azif above being just a supplement, and whilst the letters are most congratulatory, they marks the start of another role for the magazine. Which is to help build a community. The more fulsome content gets underway with ‘Cthulhu in 2019: A Retrospective’. Witten by Dean Engelhardt of CthulhuReborn.com—publisher of Convicts & Cthulhu: Call of Cthulhu Roleplaying in the Penal Colonies of 18th Century Australia and The Apocthulhu Roleplaying Game, this covers the releases, major and minor, through the year, from each of the various publishers, beginning with Chaosium, Inc., before moving on to Stygian Fox, Golden Goblin Press, and Sons of the Singularity. Amateur publications and magazines are not ignored, including Bayt al Azif, and the author also covers Trail of Cthulhu from Pelgrane Press and Delta Green: The Role-Playing Game from Arc Dream Publishing, plus numerous other Cthulhu horror-themed roleplaying games, such as Sandy Petersen Games’ Ghoul Island series and the Weird Frontiers RPG (previously known and identified here as Dark Trails: A Weird West RPG) from Stiff Whiskers Press. Notably, it touches upon just a handful of the entries available on the Miskatonic Repository, which in future is likely to become too unwieldy to cover effectively as the number of titles grow and grow. Lastly there is an examination of titles currently awaiting fulfilment on Kickstarter. Each of the various is accompanied by a thumbnail description, enough detail to spur the reader’s interest, but not really a review—although the author does offer an opinion in places. This update dispenses with the references to individual reviews on Reviews from R’lyeh included in previous entries in the series, which to be fair saves spaces as more and more titles are covered. As in previous issues, this is an extensive overview, which again nicely chronicles the year keeps us abreast of anything that the reader may have missed or forgotten.
Bayt al Azif Issue #03 continues the Germanic feel of Bayt al Azif Issue 02. This is because it reprints—in English—content drawn from the German Cthulhu magazine, Cthulhus Rus, which began with ‘False Friends’, a 1920s scenario set in the university town of Göttingen by Philipp Christophel and Ralf Sandfuchs. Its sequel, ‘The Murders of Mr. S’ moves the action to 1925 and Berlin, making it even more suitable to be run using Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin. When a number of scientists at a pharmaceutical plant in Berlin are inexplicably murdered and the letter ‘S’ written in their blood beside them, the lurid newspaper reporting dubs the killer ‘Mr. S’, the Investigators are hired by one of its owners (who previously hired them in ‘False Friends’) to find out who is responsible and whether there is an ongoing threat to his business. The scenario takes the investigators into Berlin’s industrial district, so has a different feel to it. Although given permission by their employer to investigate events at the plant, the Investigators will be received with a certain reluctance by his partner and a certain disregard by the victims’ fellow Bulgarian scientists, all three of whom are reluctant to talk about their research. With echoes of Fritz Lang’s M, ‘The Murders of Mr. S’ is a decent investigative story, but the Keeper may need to work that little bit harder to make sure that the players and their Investigators make connections with some of the NPCs and so push the scenario to a conclusion.
The second scenario in Bayt al Azif Issue #03 is ‘In the House of Glass’. Written by Gail Clendenin, this is a modern survival horror scenario, a ‘locked room’ one-shot set during the hours of daylight at an arts event. And it does not involve the Yellow King. The Pierce Botanical Conservatory is about to hold a stunning art exhibit by famed glassblowing artist Galen Tisselly, and whether connected to the conservatory staff, donors to the conservatory, or fellow artists, the Investigators are invited there to be present during the installation a few days before the exhibit opens. Played out over three different biomes—mountain, desert, and tropical—after they discover one of the staff dead, the Investigators’ visit quickly turns weird as glass sculptures seem to come to life and stalk them and the great sheets of glass that form the conservatory walls warp and show strange visions. The Investigators will need to avoid the strange things hunting them and locate their source if they are to bring their nightmare to an end. ‘In the House of Glass’ is an enjoyably inventive scenario which takes its inspiration—a pair of historical greenhouses—and combines it with the artwork of Dale Chihuly. The scenario is well written with decent staging advice and good handouts, and should deliver a weird and creepy session of roleplaying.
The third and final scenario in the issue is ‘Operation Ice Dragon: 1960s scenario’ by Rich McKee. This is a Cold War scenario set in a remote military base in the Artic in 1960. Part of United States’ Distant Early Warning (DEW) Line system intended to warn of imminent Soviet nuclear attack,  Ice Dragon Station has recently been subject to a series of strange signals which have interfered with the station’s radios. The government has already sent a team led by a radio expert, Doctor Kreuger, to the source of the signals, but when the Investigators arrive shortly after, the signals intensify and begin driving the staff at the base crazy. They quickly find themselves going after the Doctor and his team, but not before some scary moments in the base. Essentially, Ice Station Zebra meets the Mythos, this is nicely atmospheric piece with certain Pulp sensibilities that make it suitable for use with Delta Green: The Role-Playing Game and The Fall of DELTA GREEN.
In the Designers & Dragons series, Shannon Appelcline delivered a five-part history of the roleplaying industry. Of course, that history is ongoing, and as he charts further aspects of it at RPG.net, he continues to update previous histories. As the title suggests, ‘Designers & Dragons Next – Chaosium: 1997-Present’ updates the previous history begun in the series, bringing Chaosium up-to-date, examining its ups and downs of the last two decades or so, essentially spanning  the period between founder Greg Stafford leaving the company in 1997 to his returning and sad passing away in 2018. The history is tumultuous and difficult and most fans of Lovecraftian investigative horror will be aware of much it, but nevertheless, the article is informative and explains the reasons behind Chaosium’s actions over the years.
Although Call of Cthulhu has been published in numerous languages, little consideration is given to how it is played or perceived outside of the English language, so it was a surprise to learn that the roleplaying game is very popular in Japan. ‘Kuturufu No Yobi-Goe: How New Media and Indie Pirate Culture Elevated Call of Cthulhu to the Most Popular RPG in Japan’ by Andy Kitkowski, we get to see how and why. This is a fascinating look at the roleplaying culture in Japan and just how its fans play the game, organise events, and more. It highlights how the Japanese roleplaying hobby enjoy replays of adventures—both in the form of transcriptions and YouTube videos, how many women are playing, and how the Japanese understand H.P. Lovecraft’s racism. This is most interesting article in Bayt al Azif Issue #03, enabling the reader to look at the hobby from a very different perspective and way of playing.
In ‘The Mythos and Technology’ Tyler Omichinski explores how the Mythos might interest with modern technology, suggesting that to properly combine the two, a Keeper would need to research her ideas and be consistent. The author also gives a real-world example, that of the Necronomicon, published by Avon Books in 1977 and asks what would happen if it were actually a scanned version of the Necronomicon. The article is short and really does not do the subject justice, but the addition of a real-world example gives it a little more heft.
Sanity and losing it is a fundamental part of Call of Cthulhu, but it can be difficult to handle and roleplaying. Jared Smith, editor of Bayt al Azif suggests ways of handling the set-up, the roleplay, and the mechanics of Sanity in ‘The Best People Usually Are: Sanity in RPGs’. Paired with ‘Sanity Point Costs: Call of Cthulhu 7th Edition’, it offers good advice and is worth reading no matter how long you have been running Call of Cthulhu
Jared Smith offers just the single interview in this third issue, but it is with the most important person in the history of Call of Cthulhu in ‘Something Never Seen Before: An Interview with Sandy Petersen’. This is with the creator of the roleplaying game, Sandy Petersen, and covers his introduction to gaming, his creation and first playthroughs of Call of Cthulhu, creating for his own company and designing for the video games industry, and more. Like the interviews in the previous issues, is interesting and informative, and is likely one that all fans of Lovecraftian investigative horror would want to read. Evan Johnston continues his enjoyable comic strip, ‘Grave Spirits’, and Jason Smith contributes another entry in the ‘Sites of Antiquity’ series, this time ‘Cappadocia’ and suggests how this series of cave complexes in Turkey could be used with the Mythos.
Physically, with the third issue, Bayt al Azif keeps getting better and better in terms of production values and look. It is clean and tidy, and though it might need an edit in places, the main issue is that some of the artwork veers toward being cartoon-like.
Bayt al Azif Issue #03 is another decent issue of the magazine. It follows on from Bayt al Azif Issue #02 in containing longer articles and a more diverse range of voices. Again, the content from Cthulhus Rus opens up an aspect of the Call of Cthulhu community which would otherwise be inaccessible to the predominately English-speaking community, and of course, the scenarios are not only well done, but they also highlight Bayt al Azif as a vehicle for scenarios that whilst good, are not necessarily commercial enough to be published by Chaosium, Inc., Pelgrane Press, or a licensee.  In particular, ‘In the House of Glass’ and ‘Operation Ice Dragon: 1960s scenario’ stand out here. The former as a creepy, weird, craft-based one-shot, the latter as atmospheric, almost high adventure, but definitely peril on the ice mystery and chase that verges on the Pulp. The highlight though, is Andy Kitkowski’s ‘Kuturufu No Yobi-Goe: How New Media and Indie Pirate Culture Elevated Call of Cthulhu to the Most Popular RPG in Japan’, which is simply fascinating. 
Overall, Bayt al Azif Issue #03 provides solid support for, and about, Lovecraftian investigative horror roleplaying. With a good mix of decent scenarios and interesting articles, what more could you ask for?

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