DUNGEON DEGENERATES: HAND OF DOOM FOURTH PRINTING
My friend Sean Äaberg is running a kickstarter to fund a fourth printing of his amazing "Dungeon Degenerates" role playing game. It has two days left, check it out here! Original Roleplaying Concepts
My friend Sean Äaberg is running a kickstarter to fund a fourth printing of his amazing "Dungeon Degenerates" role playing game. It has two days left, check it out here! Doing a bit more research on my next Witch Queen adventure when I turned up this little Italian gem. So. What do you get when you mix Italian actors, Norse myth, a witch, the son of the Devil, and a magical throne? Well, you get Il trono di fuoco or 1983's The Throne of Fire.
The Throne of Fire (1983)Azria the witch is impregnated by the Devil to give birth to a mutant baby. The baby grows up to become the less mutated Morak played to great scene-chewing effect by Harrison Muller. Born at the same time is Siegfried played by Italian stuntman Pietro Torrisi in his last role. I can't really find much on him.
In order to gain the Throne of Fire Malak has to marry Princess Valkari, played by Sabrina Siani. Now, obviously, this is an allusion to Valkerie, but they keep pronouncing it "Val-Kar-EE." Hmm. I can live with it. Malak captures the Princess, but not before she can show off her own Xena moves.
Siegfried comes to the court of the former King Agon, and now belonging to Valkari, to fight Morak. He stabs Morak, which only causes him to laugh and reveal his "devil face" ala Lucifer. Defeated he is tossed into the Well of Madness, which admitted was fun. Here, for reasons, he finds his father, Well it is revealed in a long flashback that he was in the court when Morak first attacked. He makes Siegfried invisible and invulnerable to everything but fire.
Siegfried teams up with the Princess and helps her escape, but not before Morak can shot him with a flaming arrow.
Recaptured Princess Valkari shows she is more than capable of getting herself out of jams and if that means sacrificing Seigfried, well she only just met the guy after all. She doesn't wear much more than what is show in the poster above in this, but that is still a lot more than she wore in the Blue Lagoon rip-off, the Blue Island. But I'll give the writer and director credit, for a bit of 80s, Z-Grade Sword and Sorcerery romp Princess Valkari is quite capable. She manages to escape on her own and kill a few guards in the process while Siegfried is still tied up.
Malak lets Siegfried go to lead him right the Princess, which of course works. And they are recaptured again. This is getting monotonous.
Malak charms the Princess to get her to marry him and the solar eclipse happens, "The Night in a Day," so he can sit on the Throne of Fire. But I guess the timing was not quite right, because when Siegfried throws Malak onto the Throne he burns up.
Valkari becomes the new Queen and the people want Seigfried to be King. Really??? He didn't really do a damn thing.
Game Content
The Well of Madness is nice, and a real Queen would have given Seigfried a title and then told him to pound sand. A Witch Queen would have turned him into a newt for his impertinence.
Not much here though that can't be found in other, better movies.
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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.

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Name: The Oxford ArticlesPublisher: Chaosium, Inc.Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Name: Storm From A TeacupPublisher: Chaosium, Inc.
When I first started in RPGs I was all about complexity and systems that mirrored everything, these days, I am more about simplicity.
Day 21 Simplicity
There used to be big debates in RPG circles, narrativist vs. simulationist. Gamist was thrown in there as well. You don't see that as much anymore. Well. You do, but now the focus has shifted a bit.
This debate has waged on in various formats, various permutations, over the decades. But in the end, the one that wins out for me is Simplicity.
I like a lot of games. I like to read and play a lot of games. I don't like needing huge volumes of pages to explain to me how to play a game. Sure I understand the value and the place of supplements and "Splat" books, but the core needs to be simple and complexity for complexity's sake is not a value.
AD&D is a great game, but let's be honest. The rules are a hodge-podge of systems that are largely unrelated to each other save in a post hoc fashion. The layout of the rules is equally poor. We learned it then because it was what we had and we didn't know any better. AD&D 2nd Ed is better organized (sort of its purpose) but there are still bolted on systems. Honestly look no further than skills and psionics. Also, AD&D 2nd ed loses some of the charms of AD&D 1st ed. Is the charm in the complexity or is the charm in our memory via "Nostalgia Goggles?" Hard to say.
D&D 3rd Edition did a bit of a better job of this. 5th Edition does a better job still. Still neither are at the level of say WitchCraft, Ghosts of Albion, or even Doctor Who Adventures in Time and Space.
I am not trying to imply that simpler is always better. For example, many of the Powered by the Apocalypse games are quite simple and none of them have ever really grabbed me. In fact, I usually find them too simple.
But for me, I desire to remove unneeded complexity for complexity sake and keep my games and my designs a little more simple.

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Name: The Evil on the East RiverPublisher: Chaosium, Inc.Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
Name: Pop Goes the WeaselPublisher: Chaosium, Inc.Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
Name: Horror at the Westmore MotelPublisher: Chaosium, Inc.Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
Name: AutopsyPublisher: Chaosium, Inc.
Today's alt-word has been on my mind a lot lately. I have been wanting to talk more about it so today feels like the day.
Day 20 Lineage
Since its inception, D&D has had race as a feature of the game. However, since its inception race has been more or less been misused. Really Elves, Dwarves, Halflings, and Humans are different species. Now while it is true humans can interbreed with elves and orcs I am going to stick with the notion here that they are species.
Race, as a term, has a lot of negative connotations about it. There is the idea of ethnic or phenotype determiners of race. There is the colonialism notion of races, and how that was used to justify all sorts of crimes against humanity for centuries. There are even the Theosophical ideas of races which seem to be the well that D&D has drawn from. In the end "Race" is not only not even the proper word, it is a woefully loaded word.
I like Species myself. But you might say "but species can't interbreed!" except of course when they do. There are sterile hybrids between species, there are even fertile ones. These range from plants to animals and even mammals. Even in humans, there are fossils that may be human-neanderthal hybrids and many scientists think that we may have killed all the other archaic hominids or we may have bred with them until their genome was absorbed into ours. We know from mitochondrial DNA scans that Neanderthals share more alleles with Eurasians than with sub-Saharah Africans.
I also remember having debates in my Philosophy of Science class that species only serve the needs of scientists making taxonomic nomenclature.
So can all the D&D Player Characters be different species? Of course. Can they interbreed? Absolutely some of them can. But this is not really the full picture either.
Let's take the term used by the latest D&D 5e book, Lineage.
Lineage has none of the baggage that race does. Nor does it have to overly complicated scientific logic that species does. Lineage allows you to build what your character is.
From Tasha's Cauldron of Everything:
At the first level you choose:
Simple. You can rebuild any race you want.
Just prior to Tasha's Arcanist Press released their Ancestry & Culture: An Alternative to Race in 5e. A fantastic guide. Where Tasha's uses "Lineage" this uses "Ancestry," which is in my opinion just as good. But this product also includes "Culture" in the mix. So what if you are a human raised by elves? Or in the case of my own Sharis Val, a drow raised by dwarven clerics in a monastery. It can even explain the already established differences in the three types of halflings/hobbits with fallohides/tallfellows having halfling lineage and living near elven culture. Yeah, they are taller and the like, this is a blog post not comparative biology.

You can also vote for Ancestry & Culture: An Alternative to Race in 5e for the 2021 ENnies awards. It is up for:
Pathfinder 2nd Ed also does something with all of this too. Their system is more mechanically oriented.
Personally, I prefer this over the systems we have been using.
I would adapt these to Old-School play, but I am going to wait to see how Chromatic Dungeons does it first.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Name: The Colour of MoneyPublisher: Chaosium, Inc.Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
Name: Bootleg Whiskey, Liquor, Champagne & WinePublisher: Chaosium, Inc.The annual ENnies awards is now open for voting and as usual, there are a lot of great choices to vote for, or at the very least shop for.
I might get into my picks later on (have to see how long voting is) but for today I want to focus on one particular book and maybe convince you to consider voting for it.
Up for Best Adventure and Best Cartography is Halls of the Blood King for Old-School Essentials.

I reviewed Halls of the Blood King last month and frankly, I loved it. So it is great seeing it get some official recognition. It would be even great if it wins.
It has some serious competition, in particular from the Alien RPG adventure. But keep in mind that OSE is still largely a one-man operation of Gavin Norman. Alien and Free League is a more traditional publisher. So to say that OSE and Blood King are punching well above their weight class is not hyperbole.
So, if you can make the time, give HotBK a vote for both Best Adventure and Best Cartography.
Should be easy to stay on theme today.
Day 19 Theme
If my participation in the Character Creation Challenge in January, the April A to Z Challenge, and this month's #RPGaDAY Challenge, is any indication, I do love a nice theme to work with.
In my blog posts, it gives me a little extra focus and a little extra motivation. It gives me something to look forward too and apparently, my readers agree. My hits tend to go up during these times.
This year I am going to be doing my usual October Horror movie marathon and I am considering doing a Lovecraft film fest. While that has some appeal and something I wanted to do for a while, but sadly many of the movies are not very good. Not to mention I have seen most of them already. Kinda defeats the purpose of the Horror Movie Challenge.
I will also be participating in the RPG Blog Carnival for October. The subject, naturally enough, will be Horror. I have a few other treats for October planned as well, it is practically my holiday.
Other themes I enjoyed recently were BECMI month last year, Troll Week, Van Richten's Guide to Ravenloft, and for a deep cut, Superbabes.
I still want to do a series of Superhero posts including some different approaches to the superhero genre. I could easily spend a month on that.

Today's word is Write. Something I do every day.
Day 18 Write
Theodore Sturgeon, the American science fiction author, once stated that "ninety percent of everything is crap." This has been come to be known as Sturgeon's law.
I am not sure about his quantification, but I agree with the spirit of his adage.
Once upon a time, I did not consider myself a good, or even a fair, writer. I enjoyed doing it for myself, but I never felt I would have anything worth publishing. But at some point, it became obvious to me that the only way to get better at it was to keep doing it. Not just do it, but also to get feedback and use that feedback.
These days I like to think that I am much better than I was. Am I good? That's hard for me to tell on this side of the keyboard. I look at things I have written and often think "Wow. That is some good stuff...but it could be better." Even books I am really proud of, Ghosts of Albion, the first Witch book, I look back on and see things I really would like to go back and "fix." Not that they are broken per se, just things I would have liked to have done differently.
I am not talking about game design, I am always tweaking that (my "Basic" Monster stat block is a good example), but rather wording.
Blog posts are a good place for me to practice this and to get some feedback. So if I have over 4,730+ posts up now (with a little over two-score in draft mode) that would mean according to Sturgeon that would mean that just north of 4,200 posts here are "garbage" and only 470 or so are "good." I would like to think the good posts are a little higher, but again I can't argue with the spirit of these numbers.
Even if over 4,200 of my posts are garbage they did serve their purpose. Sometimes that is just have something to ponder while working something out, a bit of playtest, or at the very, very least, practice writing. And this is just the stuff you have all seen. I have a lot, maybe even a near equal amount that has never seen the light of day and may not. That's fine.
This is also one of the reasons I like to participate in these sorts of challenges. While some ideas are easy, others require a lot more thought on how they relate to me. Writer workshops often have work sessions where you are given a prompt and have to come up with something. This is the same idea only I have a bit more of a heads up.
Hopefully, after 14 years of doing this blog I am still getting better.
Cantaloop is likely not something that you will have heard of—and there is a good reason for this. Published by Lookout Games, a publisher of board games rather than roleplaying games, Cantaloop has caught the attention of the board game hobby rather than the roleplaying hobby, despite the fact that Cantaloop is not a board game. In fact, Cantaloop—or rather Cantaloop – Book 1: Breaking into Prison—is a solo adventure, part of the Lookout Games’ Paper Point ‘N’ Click line. The name of the line should give a clue as to the inspiration for the line, that is classic ‘point and click’ computer adventure mystery games, such as Myst, Monkey Island, and Indiana Jones and the Fate of Atlantis. The designer has taken that inspiration and instead of producing a ‘point and click’ computer adventure game, he has given it a physical form, for Cantaloop – Book 1: Breaking into Prison comes as an eye-catching landscape format folder with a mugshot of the adventure’s protagonist on the front. Inside, the player will find a complete adventure consisting of twenty locations, a double-sided poster which serves as the player’s Inventory, a deck of sixty Item cards, a post card, a trigger sheet, and last, but not least, a decoder! Now this decoder is needed because much of the text is obscured and needs to be viewed through the decoder, which is a transparent piece of red plastic. Place the decoder over the text and it becomes clear! Roleplaying game fans of a certain age will remember TSR, Inc. using a similar mechanic for the adventures MV1 Midnight on Dagger Alley for Advanced Dungeons & Dragons and IJ4 The Golden Godden Goddess for The Adventures of Indiana Jones Role-Playing Game back in the nineteen eighties.The set-up for Cantaloop – Book 1: Breaking into Prison is simple. ‘Hook’ Carpenter is a charismatic and resourceful crook, who ten years ago was forced to flee Cantaloop Island and hide out in Switzerland—as detailed in the free to play Cantaloop – Book 0: The Prequel—and now he is back for revenge! For that though, he needs a team, starting with a Hacker and a ‘Lady in Red’. The Hacker is the problem though, because the best Hacker in town is in prison. However, this is not going to the determined and ever resourceful ‘Hook’ Carpenter. He is going to find a way to break into Cantaloop Island’s prison, bust the Hacker out, and help bring his plan to fruition.
Cantaloop – Book 1: Breaking into Prison is designed to be played by a player aged sixteen and above—some of the narrative’s humour is slightly adult in tone, though not risqué—and can be completed in about five hours or so. There is nothing to stop more players getting involved and working together to help ‘Hook’ in his plan, but really, more than two players and playing Cantaloop – Book 1: Breaking into Prison is going to get crowded. Better for the players to work through it and then lend their copy to the third (and fourth) player to enjoy.
The game opens with a seven-page tutorial explaining what the components to Cantaloop – Book 1: Breaking into Prison do and how the adventure is played. The majority of the book consists of twenty locations, beginning with the lighthouse and eventually ending with—well, lets not spoil that. Each location is given a two-page spread. On the righthand side is an illustration of the location complete with an indication of possible exits and various objects and items which the player as ‘Hook’ Carpenter can examine and interact with. On the lefthand side is a block of obscured text. At the start of the game, the player only has two items, the equivalent of a Nokia 3310 mobile phone and a magnifying glass. These have code fragments down their sides. When the player aligns one of these with the code fragment of an object in the scene it will generate a full four-digit code which can be referenced in the obscured text on the left. Alternatively, two item cards can be aligned to generate another four-digit code which can be referenced with an entry on the double-sided Inventory poster.
When revealed, whether from the Inventory poster or the location, the text might instruct the player to take more items which will help ‘Hook’ in his plan, give access to another location, and more, though sometimes it will just be warnings to the player to not cheat or just nonsense. Certain codes will instruct the player to cross off particular numbers on the Trigger Sheet, which will unlock other areas of the story, whilst other will open up scenes where the player can read the dialogue between ‘Hook’ and another character. Other codes reveal secrets and jokes—none of which are mentioned elsewhere in the game, but are worth finding if the player can.
Just like the ‘point and click’ computer adventure games which inspired it, Cantaloop – Book 1: Breaking into Prison is built around a lot of puzzles. Many of these are quite challenging and when a player manages to solve them, he deserves to feel a sense of achievement. Some of them feel impossible or oddly out of left field though, but when the player really gets stuck, there is a lengthy help section at the back of the folder. Containing more obscured text of course…
Physically, Cantaloop – Book 1: Breaking into Prison is problematic. The storage for the cards—three different pockets is a bit tight, but the main issue is that the paper quality for the pages is poor. The paper is too thin to really withstand much more than the gentlest of handling or be torn from the ring binder. It would have been nice if the decoder had been mounted in a holder for ease of use also, and depending upon the player, the text may be too small to read with ease. However, the artwork is excellent and has a great cartoon feel to it. Lastly, it should be noted that Cantaloop – Book 1: Breaking into Prison is part of a trilogy, so there will be another two parts before ‘Hook’ Carpenter has his revenge.
Cantaloop – Book 1: Breaking into Prison is an incredible piece of design because it successfully translates the digital style of the ‘point and click’ computer adventure game a la Lucas Arts into an analogue format, bringing with it a strong sense of silly, often cheesy humour. Cantaloop – Book 1: Breaking into Prison is a lot of fun to play and it is not difficult to imagine the exploits of ‘Hook’ Carpenter as a cartoon with soundtrack akin to Mission: Impossible which you can hum along to as you play.
Until the publication of Alone Against the Flames in 2016, it was long forgotten that Chaosium, Inc. had published solo adventures for Call of Cthulhu. The two books in question—Alone Against the Wendigo and Alone Against the Dark—were both published in 1985 and although both Pagan Publishing with Alone on Halloween and Triad Entertainments with Grimrock Isle would add to the genre, all were destined to become collectors pieces. However, with the publication of Alone Against the Flames, Chaosium has not only looked at its two solo adventures anew, but updated and republished them for use with Call of Cthulhu, Seventh Edition. Both scenarios are lengthy affairs which will take several hours to play through and both make use of the full rules for Call of Cthulhu, Seventh Edition. However, a player can play through using either the Call of Cthulhu: Keeper Rulebook or the Call of Cthulhu Starter Set.