Outsiders & Others

[Fanzine Focus XXIV] Echoes From Fomalhaut #05: The Enchantment of Vashundara

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 showed another Dungeon Master 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 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.

Echoes From Fomalhaut is a fanzine of a different stripe. Published and edited by Gabor Lux, it is a Hungarian fanzine which focuses on ‘Advanced’ fantasy roleplaying games, such as Advanced Dungeons & Dragons and Advanced Labyrinth. The inaugural issue, Echoes From Fomalhaut #01: Beware the Beekeeper!, published in March, 2018, presented a solid mix of dungeons, adventures, and various articles designed to present ‘good vanilla’, that is, standard fantasy, but with a heart. Published in August, 2018, the second issue, Echoes From Fomalhaut #02: Gont, Nest of Spies continued this trend with content mostly drawn from the publisher’s own campaign, but as decent as its content was, really needed more of a hook to pull reader and potential Dungeon Master into the issue and the players and their characters into the content. Echoes From Fomalhaut #03: Blood, Death, and Tourism was published in September, 2018 and in reducing the number of articles it gave the fanzine more of a focus and allowed more of the feel of the publisher’s ‘City of Vultures’ campaign to shine through, whilst Echoes From Fomalhaut #04: Revenge of the Frogs drew from multiple to somewhat lesser effect.
Echoes From Fomalhaut #05: The Enchantment of Vashundara contains just four entries, and is all the better for it. Published in April, 2019, the issue opens with the titular, ‘The Enchantment of Vashundara’, by Zsolt Varga. This is an otherworldly scenario designed for Player Characters of Third and Fourth Levels. It begins with a giant peacock landing in front of the Player Characters and lowering her wings as if to suggest that they might climb onto her back. If they do, they are flown up into the clouds and over an ocean to a land far, far away where the bird alights at the entrance to a villa. It is an interesting start because the peacock never speaks, although the Player Characters may find animals in the villa who will, many of them quite eccentric. They will also discover that the villa is clearly built for a giant, and that giant—complete with six arms and six heads—is chained up and deeply asleep in the stables. What exactly is going on in this villa? The scenario is a mix of investigation and combat and plays upon the idea of the adventurers as midgets in a land of giants, much like Castle Gargantua, making what would be small things for a giant of a size that the adventurers can use. They are free to poke about as is their wont in the gardens—hanging or otherwise, fabulously clean bathing facilities, and lake (which is actually upstairs) of the villa. There is no one way to approach this scenario or investigating its situation, so the suggested set-up is exactly that, and whilst there is an ideal outcome given, the scenario is open enough that events could play in plenty of other directions… The second-place winner in a scenario writing competition the editor was judging, it is easy to see why ‘The Enchantment of Vashundara’ came second (and to wonder what happened to the first), because it is simple and flexible, but with plenty of scope for the players and their characters to interpret the how they will. Its set-up also makes it easy to drop into a campaign with relatively little preparation.
The bulk of Echoes From Fomalhaut #05: The Enchantment of Vashundara is dedicated to the town of Tirwas, but in two parts. The first part is ‘The Divided Town of Tirwas’ which describes the harbour town with its unfinished walls, its inhabitants, various locations, and the various tensions which make it fraught place to visit, let alone live. Located towards the eastern end of the Isle of Erillion—detailed in previous issues—this was once a sleepy village at best, known for its communal customs and penchant for smuggling, but little else. Now it has grown into a town in which smuggling is a way of life; strangers have a habit of going missing or become the victims of attacks or other crimes unless they have paid (or been extorted) for membership into one of the town’s many factions; and factions headed by the town’s Landlords. As with the town writeups in previous issues of Echoes From Fomalhaut, ‘The Divided Town of Tirwas’ goes into some detail about the town and its inhabitants. This includes all eight Landlors and their aims and rivalries, customs such as what might happen to the Player Characters if they are not willing to wear one of the Landlords’ emblems, and numerous NPCs and locations accompanied by rumours and potential hooks. 
The second part is ‘Plunder of the Stone Sacks’, a scenario for Player Characters of Third to Fifth Level. This details a series of caves which in the past were worked and expanded into a series of communal shelters below Tirwas, each family in the town having and furnishing their own cave, but which have since been partially abandoned with some areas closed off, some used as storerooms, others as a means to smuggle goods into the town, and lastly, one area as a gaol and holding area for a certain nasty trade… The Stone Sacks is a cross between a classic dungeon and a working area, the Player Characters needing to use stealth to get around sections of it to avoid being noticed in the areas under guard. Beyond mere curiosity, several hooks are suggested to push the Player Characters to investigative activities in the town and in the Stone Stacks, including disappearances in the town, stopping the smuggling activities, or even looking for an ancient, long-forgotten shrine. Together, ‘The Divided Town of Tirwas’ and ‘Plunder of the Stone Sacks’ form a solid pairing, which could easily be added to a Game Master’s campaign, but really it provides her and her players and their characters with motivations not just with reasons to visit and investigate the town of Tirwas, but also the Isle of Erillion. This is excellent support for the setting and hopefully future issues will see support in a similar fashion.
Rounding out Echoes From Fomalhaut #05: The Enchantment of Vashundara is ‘All is Well in Sleepy Haven’ This describes another coastal settlement on the Isle of Erillion. Where ‘The Divided Town of Tirwas’ and ‘Plunder of the Stone Sacks’ take up half of the fanzine, ‘All is Well in Sleepy Haven’ is a mere tenth of the issue’s length. It is described as unexciting, even dull, and the problem is that it is. There are some missing persons and suggestions that treasure hunters are operating in the area, but it is debatable as whether this would be enough for the Player Characters to be motivated enough to visit the village. To be fair, the descriptions are well done, just as they are elsewhere in the issue, but the write-up of Sleepy Haven is exactly that.
Previous issues of the fanzine came with a map which depicts the outline of a city or town, intended as a handouts for the players. Echoes From Fomalhaut #05: The Enchantment of Vashundara goes one step further with two maps on a double-sided sheet, one of Tirwas and one of Sleepy Hollow. These are done on sturdy paper and as before, nicely done. Physically, the issue is decently presented, the choice of public artwork and new illustrations, all feel fitting. It needs an edit in places, but is otherwise, well written.
Echoes From Fomalhaut #04: Revenge of the Frogs had four articles and felt the better for it, and Echoes From Fomalhaut #05: The Enchantment of Vashundara has four articles and feels all the better for it. In fact, it is better for having the two articles describing a town and the dungeon below it together with reasons to explore both, as well as an intriguing and likeable scenario in the form of the titular ‘The Enchantment of Vashundara’. Echoes From Fomalhaut #05: The Enchantment of Vashundara is a solidly entertaining issue.

Character Creation Challenge: Star Trek Adventures

The Other Side -

Star Trek Adventures from ModiphiusIt's the start of May!  Let's begin the new month like I have been doing all year long so far with a new character.

My "soft" theme for May is going to be Sci-Fi games.  I am dedicating all month to it, but a good portion of the month to be sure.  So for this I am starting with a the character I played WAY back in the day under FASA Trek.   I wanted to pull out my FASA Trek rules I got as a gift, but I forgot how damn involved character creation was for that game!  So instead I am going to pull out the newer Star Trek Adventures from Modiphius.

Plus I like the Star Ship creation rules from Modiphius.

While I am still excited about the prospect of doing my BlackStar game set in the 2350s, right now it is my "Starfleet Doctors Without Borders" idea, Mercy, set in 2295 that has me excited today.

Plus I needed to work some of the details of the titular starship, the NCC-3001 USS Mercy.

The Game: Star Trek Adventures (and some FASA Trek)

Star Trek Adventures has a lot going for it right now including a ton of material out there, support by the publisher and the rules don't have me reaching for the Tylenol.   At the same time there is a nice feel of continuity here.  I do feel like I could play any era of Trek I wanted and these rules would cover me.  Plus the Modiphius Trek has the advantage of me being able to add some material from John Carter of Mars and Dune if I later choose.  

If my only game was BlackStar then I'd add in some of the material from their new Achtung! Cthulhu 2d20 be done with it.   But Mercy needs something a little different and I am going to borrow heavily from FASA Star Trek on this one. BTW the 2d20 Achtung! Cthulhu looks amazing. I am going to grab it the moment I can.

FASA Trek had a more ship combat emphasis than Modiphius Trek does.  I think for my Star Trek Mercy game that will be important.  Not that the Mercy is going to fly into combat with phasers hot, but more like they will be needed in situations where there is plenty combat happening.  I am toying with the idea of the Orion Syndicate as the big bads, but no idea just yet.  

I do know that the captain of the Mercy will be a promoted FASA Trek Character.

The Character: Cmdr. Scott Elders, MD

Scott Elders was the CMO of the USS Andromeda, the last ship I used in FASA Trek all the way back in the later 1980s.  My game play covered the time between the TOS Movies and the TNG TV series.  So that is the time I like to think of him in. 

For Mercy he has been promoted to Commander and is now the "Captain" of his own ship, the newly christened USS Mercy, NCC 3001.  Second ship in the Asclepius Class medical starships.  Something of a cross between the Daedalus Class and the Olympic Class.  The ship is designed to be a state of the art (for 2295) medical transport and emergency response. 

Though I guess given the time the registry would be more like 25xx or something.

Before I get to the ship here is her Commander.

Scott Elders, Character sheet

I do like these character sheets.

The Ship: USS Mercy

The Mercy is a new ship. But unlike the Protector, she is built on tried and true technologies. 


Not a bad little ship.  


I'll do some more tinkering, but I like how these both are coming together.

Now I just need to kitbash or 3D print a Mercy starship!

Links


Star Trek Mercy


[Fanzine Focus XXIV] Casket of Fays #1

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 & 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 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.

Fanzines are fundamentally a means and a platform to support a publisher’s and authors’ favourite roleplaying game. This can be in the good times and the bad, when the roleplaying game a fanzine supports is in print, and when it is not. And when it is not, a fanzine can become the focal point for a roleplaying game’s fans, a way for which they can maintain their interest in the game. This can be whether the fanzine is in print or electronic format. This is the case with Dragon Warriors and Casket of Fays. Dragon Warriors, the fantasy role playing game system published by Corgi Books in the mid-eighties originally as a series of paperbacks, then in the noughties by Magnum Opus via Mongoose Publishing, and more recently by Serpent King Games, as a series of standard-size books. Casket of Fays is a fanzine published by Red Ruin Publishing [https://www.redruin.org/], a fan-community-driven community, and available for free as a PDF.

Published in July, 2020, Casket of Fays #1 – a Dragon Warriors RPG fanzine is a short fanzine, running to just twenty pages. In that limited space it packs in a new monster or two, a preview, new weapons, a new profession or more. Short of an adventure, or two, this is a generally pleasing little medley of content which a Game Master can use in her campaign. The issue opens with Wayne Imlach’s ‘Mere-Trolls’, first of two monster types in the issue. The Mere-Troll is a riverine hunter, humanoid, but reptilian and bestial, which prefers to lair in the muddy waters of the banks of rivers or lakes. They are not however necessarily a danger to most, whereas their wives, or ‘Mere-Hags’, are. Anyone forced to drink the blood of a Mere-Troll or Mere-Hag becomes subservient to them, but being more intelligent and cunning, only the Mere-Hag takes advantage of this. Which means that if adventurers are forced to confront such a creature, she will be guarded by many other beasts!

‘Welcome to the Thousand Islands’ by Damian May is an ‘Extract from the Journal of Damprong Kak of Batuban, Captain of the junk Śakra.’ and a preview for then—and still—forthcoming supplement, Thousand Islands, from Ambula in Fabulam. It is readable, but bereft of context, it simply just is, and without that context, it just feels as if it is taking up space. More useable though are Damian May’s ‘Weapons of the Thousand Islands’, which describes a trio of blades used in the region, such as the Mandau, a heavy chopping sword often with a hilt carved from human bone and used in head-hunting ceremonies and the Karambit, a knife whose blade is shaped like the claw of a tiger and whose hilt has a finger ring which can be used to punch an opponent and prevents the user from being disarmed—though this is jarring when such attempts are made.

Even more useful though, are the entries in Lee Barklam’s ‘A Spell and a Nasty Magical Item’. The spell is Moonthread, a Sorcerer spell which creates a strand of the moon’s light into a thread as light as silk, but strong as heavy rope. It cannot be cut, remains as long as there is moonlight (or the light of the Moonglow spell), and vanishes if exposed to sunlight or touched by a magic weapon. A nice simple spell, which although utilitarian in nature, has some nice flavour and a couple of wrinkles or two. The nasty magical item is nasty, the Scarred Pearl, a short, plain silver rod topped by a heavily scarred pearl, which scarred again with a sharp implement and that scar inflicted permanently on the face of the user’s target, which reduces their looks. It lives up to its description and would be a perfect addition to any villain jealous about the looks of others.

‘Chaubrette: The Barony of Séverac’ by Greg Dzi provides an overview of the Barony of Séverac which lies between the cities of Méore and Quadrille on the Mergeld Sea. It is dominated by Baron Enguerrand backed by the Merchant Guilds of Varnais, known as the Sleepless Port, whose fleets of ships trade far and wide. It also describes the city, along with ‘le Chancre’ or ‘Canker’, the maze of slums and hovels that make up the shanty town outside its walls, in detail enough that a Game Master could draw a simple map, perhaps the only thing that is missing from the article. Wayne Imlach also gives a write-up of ‘Bödvar Bjorn’, a great hero of the Mercanian sagas, a famed sea wolf, berserker and archer of unmatched ability. There are not full stats for him, but again enough for the Game Master to create him should she want to include him as an NPC.

‘The Light Elementalist’ by James Healey and Joshua Roach details a new Profession. The Light Elementalist follows one of the two non-traditional Elemental Paths, the other being Time. They originally drew their power from seven Sun Orbs, but one has been stolen and used by the Priests of the True Faith and two have been bonded to Darkness. The Profession feels underwritten, but is supported with a set of ten increasing powerful spells, such as Flare, which creates a bright light in the sky which blinds everyone within a mile; Sunbeam which inflicts a ray of pure light at a target; and Purge, which removes all diseases and poisons from the subject of the spell. There is a good mix of spells, some intended to heal, others not, which brings spells normally associated with healers and clerics to the sorcerer type of Profession.

Last in the first issue of Casket of Fays is ‘The Tatzelwurm’ by Brock. This is a serpent with the head and forelegs of a cat, which is a minor danger encountered in the northern mountains of the Coradian mainland. It has a poisonous bite and can even exhale the poison. It is a colourful enough creature, but does not come with suggestions as to how to use it since it only appears to prey on lone villagers, shepherd, and the like.

Physically, Casket of Fays #1 is plain and simple. The few illustrations are decent, but like any amateur publication, it could always benefit from a few more. More useful perhaps would have been an extra map in one or two places. The editing is decent, but overall, the issue feels somewhat underdeveloped. This is the first issue though and to an extent, that is to be expected. And of course, Casket of Fays #1 is free to download, so it is very much a labour of love as opposed to be being a commercial venture. For the Game Master running a fantasy campaign—whatever the setting or rules system—Casket of Fays #1 is worth perusing for ideas given that it is free. For the Game Master of a Dragon Warriors campaign, Casket of Fays #1 is definitely worth perusing for ideas, though she may have to develop the content further herself in order to bring some of it to the table..

Friday Night Videos: Zombie Music

The Other Side -

Today is the last day of the A to Z Challenge.  

Since today's monster was a zombie I thought some Zombie music was in order.

So let's get to it!

Up first, the original Zombies.


I have to include the next big Zombie band, White Zombie.


And Rob's solo work singing about a couple of undead.

And since it IS Walpurgis Night lets have some witches, Zombie style. Plus lots of monsters in these.

Don't wory, the poor witch killed in the first video comes back and gets a kickass Harley.

Honestly I could Rob Zombie songs all night.  But we have other Zombies tonight.

Not a zombie, but rather a song about the violence in Northern Ireland from the sadly late Dolores O'Riordan and the Cranberries.

Dolores was to cover the song for the Nu Metal Band "Bad Wolves" but she died on the same day. 

There are some more I am sure!

Happy Zombie Day.

Have a Safe Weekend

The Texas Triffid Ranch -

Another friendly reminder: because of impending incredibly foul weather (and in Texas, “foul weather is usually a synonym for “hail and tornadoes”), this weekend’s Triffid Ranch event at Frightmare Collectibles was cancelled early this morning. We’re awaiting word as to … Continue reading →

#AtoZChallenge2021: Z is for Zombie, Drowned

The Other Side -

Here we are!  At the end of another A to Z Challenge. I am pretty pleased with how this all turned out to be honest.  I got a lot of monsters done and found some new blogs to follow.  I had not participated since 2016 and I was curious about how it all might be different. Well, it was. Far fewer people were in it now (no surprise) and it also seemed to have a bit less interaction.  Some sites I noticed had quite a few comments, while many others had none at all.  

I'll have to think about what I am doing for next year.  I guess it depends on what book I have coming out.  An A to Z of Demons part 2 might be in order.  But that is the future, today I want to talk Zombies!

I wanted to end this challenge with a monster I first made on one of my first computers.  This is NOT the first monster I ever made. This is, roughly, the same monster I first created on my Tandy Color Computer 3 with my first ever word processing software, VIP Writer.  I looked to see if I still had the printout, on dot-matrix paper no less, but I am afraid that is long since gone.  

Additionally, this creature was inspired by the creatures in the 1980 movie The Fog.

The Fog
Zombie, Drowned
Medium Undead (Corporeal)

Frequency: Rare
Number Appearing: 1d8 (3d8)
Alignment: Chaotic [Neutral Evil]
Movement: 60' (20') [6"]
  Swim: 240' (80') [24"]
Armor Class: 7 [12]
Hit Dice: 5d8* (23 hp)
THAC0: 13 (+6)
Attacks: 1 weapon
Damage: 1d8+2
Special: Undead
Save: Monster 5
Morale: 12 (12)
Treasure Hoard Class:  X (M)
XP: 300 (OSE) 350 (LL)

Str: 16 (+2) Dex: 10 (0) Con: 10 (0) Int: 5 (-2) Wis: 7 (-1) Cha: 3 (-3)

The drowned zombie, or sometimes called a sea zombie, is the reanimated corpse of a drowned sailor.  Often reanimated via some curse or the desire of their captain to continue their mission at sea.  They will rise up from the sea at night and terrorize local coastal villages.  They seek out warm bodies to feed on. 

Similar to other zombies, these creatures though have a bit more intelligence and free will. They are subject to control over whatever animating force brought them back. If it is a curse then they will seek out whatever means they can to either break or satisfy the curse so they may rest at the bottom of the sea. 

Drowned zombies attack with whatever weapons they had in life. Their strength adding a +2 to hit and damage. They can be hit by normal weapons, but slashing and piercing weapons only cause 1 hp per hit regardless.  As undead, they make no noise until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). 

Drowned zombies are turned as mummies or 5 HD undead.

--

And there we go!  

I did not get my Treasure figured out, nor did I figure out which XP system to go with.  OSE is in general lower than LL, I could present it as a range of values.

Will I do this again next year? No idea yet. But this was a lot of fun.

April 2021 A to Z

[Fanzine Focus XXIV] Crawl! No. 8: Firearms

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 & 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 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! is a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying.
Published in November, 2013, as its title suggests, Crawl! No. 8: Firearms! is another focused issue, and that focus is on guns and adding guns to your Dungeon Crawl Classics roleplaying game campaign. Guns are something of a difficult subject when it comes to Dungeon Crawl Classics because it is a fantasy roleplaying game and guns, whether because of their history or their technology, do not belong in a fantasy roleplaying game. Much like firearms historically negate the degree of training necessary to wield a bow effectively on the battlefield, in fantasy, they negate the years of study and training necessary to become a wizard, as well as being easier and faster to reload. They are in the main, the province of roleplaying games and campaigns set in the modern day or the future, although historically, the modern day begins in the seventeenth century when armies and individuals wield arquebuses, flintlocks, wheellocks, and the like. Historical precedent aside, this does not mean that a Dungeon Crawl Classics Judge cannot include or add them to her campaign, and well as providing rules for their use, Crawl! No. 8: Firearms! gives at least one way in which they can be added to a campaign.
Crawl! No. 8: Firearms! opens with Reverend Dak’s ‘Firepower!’. This gives a quick discussion of how and why firearms might be introduced into a campaign before providing rules for their use. Should they be powerful and rare or mundane and not much pop? The advice for power and rare at least is to build limitations into their use, whether that includes limiting them to black powder or non-automatic, or using the optional rules included. The basic rules include their being fast and that they can be aimed, so that the user gains Die Bump up to a bigger die for the initiative, attack, and damage rolls. Damage is always the one die, except when it is doubled for aiming. Taking cover is an action and increases Armour Class, and duels are extremely deadly, inflicting a number of dice’s worth of damage equal to the Level of the Player Character or NPC. Since the duellists will be standing facing each other, this seems fair enough—if nasty! 
Optional rules include making Critical hits deadly, firearms complicated—giving users a negative Die bump to rolls until they are properly trained, and automatic weapons can be used to attack everyone in a ten feet area. Actual stats for guns are given in ‘From Gold to Guns’ by Mike Evans with the Reverend Dak. This covers weapons across four eras—of powder and smoke, gear and bullet, destruction and calamity, and lasers and rockets. The latter group is where the article strays into the realms of Science Fiction, but its contents are very easy to use.
Reverend Dak provides a reason for the inclusion of firearms in a campaign with ‘Invasion!’. This sets up an invasion by an alien species, the reasons why it is invading, and so on, with a series of tables. Thus, who they are, where they are from, what they want, and who and what they brought with them, whilst stats are provided for all of the given invaders in a separate appendix. This is the first of several appendices which round out Crawl! No. 8: Firearms!. ‘Appendix R: References’ lists other roleplaying games where firearms play a role, whilst ‘Appendix S: Submissions’ collects the best submissions to the editor’s blog, and notably adds explosives and bombs to the mix. Lastly, ‘Appendix T: Firearms Critical table’ and ‘Firearms Fumble Table’, both by S.A. Mathis, provide exactly what you expect.
Physically, Crawl! No. 8: Firearms! is decently presented. The writing and editing are good, and artwork, if not of highest quality, is all very likeable. The wraparound cover is a nice touch. The subject matter—and thus the whole issue—is going to be a hit or a miss for most Judges, players, and campaigns. It all boils down to whether or not they want to include the use of firearms alongside their fantasy. If they do, then everything is here in a handy fashion to include it. If not, then the issue will be of little interest, though this does not mean that the issue is by any means a bad one. Even if a Judge has no plans to add firearms to her campaign, there is nothing to stop her reading the issue to find out how it might be done, and Crawl! No. 8: Firearms! certainly provides that. Overall, Crawl! No. 8: Firearms! is a solid, serviceable treatment of its focused subject matter which is easy to bring to the table if that is what a Judge wants for her game.

#AtoZChallenge2021: Y is for Yeti, Almas

The Other Side -

Pursuing the AD&D Monster Manual back in 1979 I could not help to notice that while most of the monsters were obviously mythology in origin, one stood out.  There are on the next to last entry stood tall and proud, the Yeti.

Now you have to remember what the late 70s were like.  Bigfoot fever was all over the place then, there were no less than a dozen movies about Bigfoot in the 70s alone. Only the 2010s exceed it.  So seeing a Yeti, who I knew was a relative, was very interesting.  At first I didn't want to use him, it seemed so "off" to me.  But over the years I have changed my mind and now I use all sorts of hominid cryptozoological creatures.   But one of my favorites might just be the Almas.

The Almas featured in my first Ghosts of Albion adventure, Almasti, found in the Ghosts RPG core rule book.  I spent a lot of time with them and decided I needed to port them over to D&D.   This version is different than the Ghosts version, but still compatible.

Yeti, Almas
Medium Humanoid (Cold)

Frequency: Very Rare
Number Appearing: 1d4 (1d8)
Alignment: Neutral [True Neutral]
Movement: 120' (40') [12"]
  Fly: 240' (80') [24"]
Armor Class: 7 [12]
Hit Dice: 3d8+6** (20 hp)
THAC0: 11 (+8)
Attacks: 2 fists or by weapon
Damage: 1d6+2 x2 or by weapon type +2
Special: Fly, immune to cold, spells
Save: Monster 3
Morale: 8 (10)
Treasure Hoard Class:  None
XP: 100 (OSE) 135 (LL)

Str: 16 (+2) Dex: 14 (+1) Con: 16 (+2) Int: 13 (+1) Wis: 15 (+1) Cha: 11 (0)

Almas are the smaller, more intelligent cousins of the Yeti. Due to their smaller size, they do not have the yeti’s hug attack.  For every group of six Almas, one will be a shaman who has the spellcasting ability of a 2nd level winter witch.

With the aid of the shaman, an Almas can fly on the boreal winds, but only after the sun has gone down.

They are immune to normal and magical cold.  Almas speak their own language and that of giants.

Almas are usually found in lower parts of the same mountain ranges one will find the yeti.  The two groups will avoid each other, mostly due to the fact that interactions between them have caught the attention of humans and that is a far worse out for them.

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Simple monster with plenty of role-playing power.  Plus they are fun to pull out when the players are expecting a yeti and these guys just fly away.

April 2021 A to Z

Fire Islanders: The Myth-Making Geography of ‘Boys in the Sand’

We Are the Mutants -

Sam Moore / April 28, 2021

One of the first, most potent images in Wakefield Poole’s groundbreaking 1971 adult film Boys in the Sand is that of Casey Donovan emerging from the waves before making his way onto the beach. The image feels like a queering of a common cultural touchstone: a figure of great beauty surrounded by water, as if the waves and sea came together to create it. From Botticelli’s Birth of Venus to Ursula Andress in 1962’s Dr. No (subverted decades later by Daniel Craig in 2006’s Casino Royale), there’s something about the water as a site of (re)birth that’s full of power and myth. This idea of a loaded geography, at once physical and representative of something greater, runs deep in the DNA of Boys in the Sand; the film wouldn’t exist without the Fire Island locale that it calls home. 

Poole’s film explores both the reality and mythical unreality of New York’s Fire Island, a place that’s taken a heightened place in queer art and culture for decades now—a kind of sanctuary, a place of freedom, one made all the more tempting by the fact that it isn’t available for everyone. In the director’s commentary for Boys in the Sand, Poole says that when it came to Fire Island, “a lot of people had heard of it, but never seen it.” Boys is a kind of strange travelogue, capturing both the island’s reality—how elemental it is, the heat and the water—and also imbuing it with a kind of magic, helping to turn the place into a myth. The film is a perfect escapist fantasy: there are no straight people, there’s no violence, all the men are beautiful, and the sex is plentiful. It becomes something utopian, the kind of gay-only place that people might normally have only dreamed of. The nature of queer life at the time, the extent to which it was something that had to be kept secret, is one of the things that’s gone on to make Fire Island such a staple of queer culture, an iconic part of its history. This idea—attractive men bathed in a sunlight so bright that it seems almost unreal—is echoed in a lot of art that explores the Fire Island milieu, perhaps most explicitly in the images detailed in Tom Bianchi’s 2013 Fire Island Pines: Polaroids 1975-83. 

Bianchi’s images echo the aesthetic of Boys in the Sand, and looking at Donovan in the film alongside some of the men who appear in Bianchi’s Polaroids, it becomes clear that they share the same approach to Fire Island: both artists echo the same Arcadian myth of the pines. A certain type of body populates the vast majority of the snapshots: buff, gym-going, masculine, tanned—the tan lines on Bianchi’s subjects, in fact, are often vivid in contrast to their sun-kissed bodies. Poole’s actors fall into a similar camp, and this creates the sense that Fire Island is a place that’s by and for a narrow group of people within queer communities: conventionally attractive men. The prevalence of these images inverts similar ideas in a straight tradition: tempting women on distant islands, stretching all the way back to the sirens in The Odyssey. From a queer perspective, this idea is both new and old all at once; while it changes the ways in which male bodies are viewed—and challenges mythical traditions that often only frame female bodies in this way—it continues to show that only certain kinds of bodies are worth immortalizing via images. 

For all of the possibility in the air, the bodies that occupy these spaces make it clear that the Fire Island that exists in queer art is a place to showcase a certain type of body, a way to look and a way to live that’s the price of admission for this very specific utopian escape. Boys in the Sand finds power in these bodies as objects of desire—a magical pill literally causes a boyfriend to materialize out of thin air in the film’s “Poolside” section—the currency with which the place is navigated. This is echoed in some of the queer art that comes in the wake of Boys in the Sand. The Andrew Holleran novel Dancer from the Dance (which uses one of Bianchi’s Polaroids as a cover photo in a recent reprint) is obsessed with the mythical image of Fire Island, populating it with characters who exist through gossip and assumption as much as through their own lives, much like the island itself, so it makes sense when Holleran writes: “we queens loathed rain at the beach, small cocks, and reality, i think, in that order.” None of these things exist in the images of Fire Island put forward by Poole and Bianchi; the sun is always out, and the real world is always on the other side of the water. 

How one stayed at Fire Island is one of the other great dividers of the place. Poole himself acknowledges this in his Boys commentary, where he argues that the economics that defined much of the island came down to whether you came in on the ferry or owned your own boat. None of Poole’s characters seem to be on the lower end of the economic spectrum; the houses they stay in are nice, and the integration of domesticity—a lot of the characters in Boys want relationships beyond a sexual fling, and there’s an air of loneliness that exists in a push-and-pull dynamic with the possibility inherent on the Island—carries with it the idea of a kind of ownership that not everyone can afford. The idea of loneliness—both on and beyond Fire Island—is echoed in an interesting way in Bianchi’s Polaroids: it’s rare for any of his subjects’ faces to be seen, as if the specter of the world beyond the island stops them from revealing all of themselves to the camera. 

This is one of the things that makes Fire Island such a strange, liminal place in queer art. It exists in a singular way, unlike anywhere else, and also unlike a real place. There’s a scene in Boys where a door is opened to seemingly nowhere, a sort of non-space that’s divorced even from the rest of the island. The episodic structure of the film—”beachside,” “poolside,” and “inside”—break the place down into a series of fragmented landscapes, at once connected and not connected to one another. This is never a place that people will stay in for the long-term, we know. Even if the domestic moments suggest some kind of future, it isn’t a future that’s possible here.​

​And yet, queer art keeps returning to Fire Island, this place that’s at once impermanent and inescapable. For Poole, much of the drama in Boys is the act of cruising itself: the slow-moving camera that follows the movements of his lonely lovers, the immediacy and intimacy that’s only available on Fire Island. For Bianchi, it’s a bright escapism, even if his images don’t always show all of their subjects—that incompleteness allows viewers to fill in the blanks, imagining their own dream man.

Holleran’s novel makes for a fascinating contrast with both Poole and Bianchi. He seems more willing to engage with the idea of the myth, where the others, knowingly or not, contributed instead to the act of myth-making. The echoes of Fire Island also echo some of the problems inherent in the ways that queer culture is understood. There’s a reason that the bodies across all these different media are so uniform, and one of the strangest, most compelling parts of the Fire Island myth is how explicit it is about the fact that freedom and joy won’t be offered to everyone who arrives. The thing that most clearly, most viscerally ties together the film, the photographs, and the novel are these bodies—their conventional, masculine attractiveness serving as a kind of shorthand for the acceptable face/facelessness of Fire Island, a small sample of the kind of men who are most likely to be accepted here. Even though the entrance to Fire Island is restricted—by how you look, by how much money you have—the return, season after season, still seems inevitable. It makes sense. All of these people, fictional or otherwise, escape here because the island offers them something that the real world won’t.

Sam Moore‘s writing on queerness, politics, and genre fiction in art has been published by the Los Angeles Review of Books, Little White Lies, Hyperallergic, and other places. Their poetry and experimental essays have been published in print and online, most recently in the Brixton Review of Books. If their writing didn’t already give it away, they’re into weird stuff.
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#AtoZChallenge2021: X is for Xana

The Other Side -

I have another water-spirit/fey today.  Unlike the undine, this one was on my list from day one. These creatures are from the Asturian area of Spain. I will admit, there are not a lot of X monsters out there. 

Lamia, by John William Waterhouse, 1909 ~ Oil on canvas, 91.5 x 57 cmXana
Medium Fey (Water)

Frequency: Rare
Number Appearing: 1 (2d6)
Alignment: Neutral [Neutral]
Movement: 90' (30') [9"]
  Swim: 240' (80') [24"]
Armor Class: 8 [11]
Hit Dice: 4d8* (18 hp)
THAC0: 17 (+2)
Attacks: None
Damage: None
Special: Charm potion, invisibility, witch spells
Save: Witch 4
Morale: 6 (6)
Treasure Hoard Class:  X (M)
XP: 125 (OSE) 135 (LL)

Str: 8 (-1) Dex: 13 (+1) Con: 10 (0) Int: 10 (0) Wis: 10 (2) Cha: 20 (+4)

Xana are a type of water faerie that lives in cool rivers, streams, and freshwater ponds. They are described as beautiful with long curly brown or blond hair.   They are similar to other water faeries in that they prefer to spend their time in their watery lairs. 

They are social creatures, with several living in an area.  Their lairs are under the water where they are 100% invisible. 

They will leave their lairs to seek out mates.  They can take their waters and make a weak love potion that will affect one male of her choice. They get a saving throw vs. poison. If they fail they are treated as if they have a charm person spell on them.  A successful save means the potion had no effect.   The children they have from these encounters, xanín, can’t be cared for by the xana.  They will sneak into homes at night and leave their children in place of human babies.

Xanín will grow fast. The girls will seek out their mothers and join them.  The boys will tend to grow up to become sailors.

Xana can cast spells as a 3rd level witch.  They however will not attack physically. They will swim to the deepest part of their watery lairs. 

There is a rumor of a smaller xana that feeds on children.  These creatures are indistinguishable from other xana and are chaotic evil. 

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There are a lot of water spirits and water fey out there.  How to make them all different from each other will be my goal.  

April 2021 A to Z


Get Your Votes In

The Texas Triffid Ranch -

The enclosures Novi and Hoodoo (shown here) went home last weekend, but we still have two contestants vying for Launch Bay. You have until midnight Central Time on April 28 to get your vote in, so make somebody’s day.

#AtoZChallenge2021: W is for Wight, Barrow

The Other Side -

It would be disingenuous to claim that Greek and Norse Mythology were my only gateways to my obsession with Dungeons & Dragons. No. Like so many gamers before and after me my D&D games were heavily fueled by my love for Tolkein. I discovered the Hobbit around the same time I discovered D&D. So naturally while my games had a mythic feel, there was also a feeling of "leaving the Shire" to them. 

It also doesn't hurt that I am listening to Led Zeppelin while working on this.

So much of Tolkein's DNA is threaded throughout this game, Gygax's testimonials to the contrary.  

One of the most memorable creatures to me were the Barrow Wights from Fellowship of the Ring.  The Wight from Basic and Advanced D&D was a thin imitation of those creatures in my mind.

Gustave Doré, Dante and Virgil observe a wightDante and Virgil observe a wight

Wight, Barrow
Medium Undead (Corporeal)

Frequency: Very Rare
Number Appearing: 1d4 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 3 [16]
Hit Dice: 6d8+6* (33 hp)
THAC0: 11 (+8)
Attacks: 1 touch + ability drain or weapon
Damage: 1d6+2 or weapon type
Special: ability drain, undead
Save: Monster 6
Morale: 12 (12)
Treasure Hoard Class:  XXI (B)
XP: 650 (OSE) 680 (LL)

Str: 16 (+2) Dex: 14 (+1) Con: 13 (+1) Int: 12 (0) Wis: 10 (2) Cha: 6 (-1)

Barrow-wights are greater undead of fierce warriors. They remember their lives from before and are fast, dangerous, and particularly deadly. They are usually encountered in the ancient burial mounds that give them their name, barrows.  Wight is an older word for a man, or more commonly, a fighting man.

The most horrific attack of these creatures is their ability to drain the life force of their victims. A successfully hit a target loses one point of the Constitution. This incurs a loss of any bonus hit points, as well as all other benefits due to the drained ability. A person drained of all constitution becomes a wight  (common wight) in 1d4 days, under the control of the barrow wight that killed them

As undead, these creatures make no noise until they attack. They are immune to effects that affect living creatures (e.g., poison). Additionally, they are immune to mind-affecting or mind-reading spells (e.g., charm, esp, hold, sleep).

Barrow-wights can only be harmed by magic. They are turned as 6 HD creatures, or as Spectres.

--

This is closer to the creature I remember fighting in my summers of the 80s.  

Like many of my undead, I have done aways with "level drain" and replaced it with ability drain. I just like the feel of it better and it is a threat to both low-level and high-level characters.  Undead should always be scary.


April 2021 A to Z

#AtoZChallenge2021: V is for Vampire

The Other Side -

Image by Rondell Melling from PixabayAs of this writing, I have 292 monsters written and complete for the Basic Bestiary I.  I have about 10-12 more that are mostly done.  Of the total 355 entries I have, a full 43 of them are Vampires

Yeah. That's a lot.

I have said it before but long before I was known as "the Witch guy" I was known as "the Vampire guy." 

I have talked about my origins of the Basic Bestiary before. My love of Greek, Norse, and Celtic myth, old "monster movies" with my dad, and the day I picked up the AD&D Monster Manual for the first time.  BB is my love letter to the MM.  But it is not my first monster book, it is just the first one I am going to publish.  I have sitting on my hard drives monster books that go all the way back to my earliest days.  Some of these monsters have been revived in my various witch books.  Many have been posted here. Among the files I have here and there there is one that is really old. 

File "necro.txt" contains all the undead monsters I hand-typed from the Monster Manual, Fiend Folio, and Monster Manual II plus all the undead I could get from Dragon magazine and all the ones I made up.  There are over 150 creatures in that file.  Many of them are vampires.

Now the issue I have now is not whether to stat up all these creatures (I already have in some places) but how many to include as full monster entries and which ones are just AKAs.

So instead of posting a monster today (I did Vampires in the 2015 A to Z) I thought I might instead post the list of possible ones and see how I might combine, rearrange or otherwise categorize.

When I talked about the Undine on Saturday I mentioned large categories. Vampires will be a category in BB1.

Vampires

Vampires are among the most fearsome and feared of the undead.  Unlike most undead creatures the vampire can often pass for a living creature. Moreso they charming, both in terms of personality and in magical ability, they are physically strong (19+) and difficult to kill. Vampires exist for a long time so many are also quite intelligent (16+) and have mundane and supernatural protections in place.

As undead, the vampire has all the following features of a corporeal undead creature.  They do not need to check for morale and are immune to fear effects from spells or other creatures.  They are susceptible to the Turning effects of clerics or other holy warriors.  They are immune to the effects of  Charm, Sleep and Hold spells or other mind-affecting magic.

Vampires take 1d6+1 hit points of damage from Holy Water and it is treated as though it were acid. As corporeal undead slashing and piercing damage of weapons are largely ineffective since their damage is done to vital organs or blood loss. Vampires take no damage from mundane weapons.  Silvered piercing or slashing weapons only do 1 hp per hit. Magic weapons calculate damage per normal.  Vampires only take half damage from electrical or cold attacks. They are immune to paralysis, poison or any gas-based weapon. 

Most vampires drain blood to survive. This is done at the rate of 2 Constitution points per attack unless otherwise stated.  Vampires also regenerate 3 hp per round.

Many vampires have alternate shapes they can assume. Most common are animals of the night and gaseous forms. Others may become moonlight or stranger things. All vampires need to rest at some point.  Many are vulnerable to the light of the sun and all have at least some sunlight weakness.  VAmpires also have common items that will repel them, such as garlic, a mirror, or rice, and nearly all will be forced back by holy symbols. 

All vampires have a unique means to kill them these are detailed in each entry. Often this is what sets one type of vampire from the other.

Unless otherwise noted, all Vampires turn as Vampires.

Vampire (Base)
Vampire Lord
Vampire, Alp
Vampire, Anananngel
Vampire, Asanbosam
Vampire, Astral
Vampire, Aswang
Vampire, Berbalang
Vampire, Blautsauger
Vampire, Brukulaco
Vampire, Bruxsa
Vampire, Burcolakas
Vampire, Ch’ing-Shih
Vampire, Children of Twilight
Vampire, Dearg-Due
Vampire, Ekimmu
Vampire, Eretica and here
Vampire, Estrie
Vampire, Farkaskoldus
Vampire, Gierach
Vampire, Hsi-Hsue-Kue
Vampire, Jigarkhwar
Vampire, Kathakano (Catacano)
Vampire, Krvopijac
Vampire, Kyuuketsuki
Vampire, Lobishumen
Vampire, Moroi (Living Vampire)
Vampire, Mulo
Vampire, Neuntöter
Vampire, Nosferatu
Vampire, Ovegua
Vampire, Pĕnanggalan
Vampire, Rolang, Demonic
Vampire, Rolang, Personal

Vampire, SoucouyantVampire, Spawn
Vampire, Strigoi
Vampire, Tenatz
Vampire, Upierczi
Vampire, Vrykolakas (Burcolakas)
Vampire, Wurdalak (Vourdalak, Vlkodlak)
Vampire, Xiāng-shī
Vampire, Yara-ma-yha-who
Vampire, Zburător (Zemu, Zmeu)

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And there you go! Clicking on the links above is like doing archeology into my ever-changing and adapting stat-block.

I did include some AKAs in the list above and those will likely just be a paragraph in the main entry of what makes them different.  AS I work the remaining monster up I am likely to discover more.

This list though makes me wonder if I need yet another Basic Bestiary just for the undead. I know I have enough.  But will it make my first book too light?

Here is where I am at right now.  Aberration (0), Beast (24), Celestial (9), Construct (12), Dragon (5), Elemental (7), Fey (73), Fiend (0), Giant (4), Humanoid (45), Monstrosity (8), Ooze (0), Plant (3), Undead (71), Vermin (0), Total (261).

Removing the 71 undead would make the book stand at 190 monsters right now.  I still have to add all those vampires, so 120+ undead creatures total?  Would make for smaller books, and thus cheaper ones. Fiends are already going into their own book, Basic Bestiary II.

What do you all think?

April 2021 A to Z


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