Outsiders & Others

BECMI: Master Set Review

The Other Side -

Moving every up we are now at the apex of BECMI D&d Play for normal characters.  The journey that began at level 1 in the Basic set is now seeing its end at levels 26 to 36 in the Master Set.
This particular set was never on my radar and I only picked one up a couple years ago.  The box was beaten up and the contents were water damaged, but still readable.  The box also had an extra copy of the Immortal rules inside, so that was a nice bonus.  But this has always been something an "other" for me and my D&D game.

Today I look into these rules for the first time in detail.

The Master set covers levels 26-36, following right from the Companion rules.  I am going to say that in my reading of both sets I am convinced really that they likely should have been combined into a single set of rules.  Big set to be sure, but the overlap is often very significant.

D&D Master Set (1985)

As with the previous BECMI Sets, I am reviewing both my boxed set and the PDFs available from DriveThruRPG.

The Master Players' Book
This book is the smaller of the two at 32 pages. Color covers, black & white interiors.
There are some interesting things to note on page 1.  First, we are told this is the Dungeons & Dragons game by Gary Gygax.  Dave Arneson is no longer listed.  Also, this book is "compiled by" Frank Mentzer as opposed to "written by."   I am not going to try to read too much into this. Writing on the book was complete in Spring 1985.  It would be published that summer in July but it would soon be eclipsed in sales by the Unearthed Arcana for AD&D which had sold well.  Though in 3-4 months it would all change and Gygax would be ousted from TSR.  But that is a topic for another day.
Like the previous books, this one covers all the details needed for characters up to the vaulted 36th level.  Clerics and Magic-users see the most text devoted to them. Clerics gain additional turning abilities which include more monsters and the ability to affect more monsters.  They also get more spells but still top out at 7th level.  More druid spells are also presented here. Magic-users also get more spells including the most abused spell in D&D history, Wish. Again they top out at 9th level spells.  Even clerics get access to Wish if they are 36th level and have a wisdom of 18 or greater. Magic-users also get Heal. Which I admit seems a little odd to me.
Fighters get half of a column or 1/6 of a page for their updates.  Thieves get a page.  Dwarves, Elves, and Halfling get a page to share.
There are some new armor options, but the biggest inclusion is that of Weapon Mastery. This mimics the Weapon Proficiency we will see in the Unearthed Arcana and future editions of D&D.  Essentially fighters are better with a chosen weapon.  while I have heard and read that this can lead to fighters becoming too powerful at early levels, I don't think this is really a big deal. I like the idea that a fighter should be able to train with a weapon exclusively and become better at it.
We get expanded weapon and damage charts to include all the weapons that have been added since the Basic set. Plus some Pole-arms (maybe Frank was looking over Gary's shoulder a few times!)
There is even a section on siege weapons that can be used with the War Machine rules.
so a lot yes, but nothing that really screams Masters to me.  A lot of what is here could have been added to the Companion rules for a 48 page Player's book.

The Master DM's Book
This is the larger at 64 pages. Color covers, black & white interiors.
One of the neatest bit of this book is finally getting a map of the Known World.  It is so great that I am going to devote an entire post just to that later this week.



Like the books before it, this section is given over to Procedures first. First up is a ruling on Ant-Magic Effects.  Good to have really for any version of the game.  some detail on characters are also given including Character Background.  It is 1985 after all.  A couple of other things stand out.  We get our first taste of the Immortal rules here with the introduction of the idea of Immortals as the "next level up."
Monsters get an upgrade here with expanded to hit tables; Creatures to 33+ HD and Armor Classes from 19 (yes +19) to -20.  But that is not all.  Monsters also get an average Intelligence rating. All creatures from all four sets are covered.  Along with this intelligence rating, there is an optional change to charm based on intelligence.  It's neat, but I would rule that intelligence has no effect at all on charm magic.  No that is the realm of Wisdom.  In my copy I would cross out "Intelligence" and replace it with "Wisdom."
Included here for some reason is also the Mystic class.  Expect it is not really presented as a full class.  It is not the Mystic that Gygax was talking about in Dragon magazine, but rather a different version of the AD&D monk.  It appears again in the Monster section.
Another update to monsters, in particular, non-human monsters are spell casting monsters.  Dragons are discussed, but we also get the Shaman NPC class (Clerics) and the Wicca NPC class (Magic-Users).  There are some interesting ideas here and some level limits for a large variety of monsters.  I am curious as to why Frank choose "Wicca."  I am sure that the meaning here is "witch" and that is not just my biases.  If you look back over the various BECMI books Wicca, Witch, and Wokani get used failry interchangeably.  I discussed this in a recent Class Struggles post.
On the other end of the spectrum from Immortals, we also get Undead Liege Lords and how they can control lesser undead.  Also useful for any version of the game.

The next big section of the book belongs to the Monsters.  Like the Companion Set this one is broken up into Prime Plane creatures and outer plane creatures.
Here we get some very new looking monsters that would only later move on to the main AD&D/D&D lines.  We also get what I like to call BECMI versions of some others.  The Devilfish is essentially an Ixitxachitl. Blackballs remind me of Xeg-yi.  We do get new Dragons in name, Crystal, Onyx, Jade, Ruby, Sapphire and Brown. But they share stats with dragons we already know. We also get the four rulers of the Dragon kind, Pearl, Opal, Diamond and the Great Dragon.  There are Drakes which are not exactly like the Drakes of later D&D and closer to shapeshifters.  These could even pass for the elusive Mystaran Dragonborn.
We also get Faeries, Hags and Liches to round out what I consider some of the classical monsters.
Part 3 of the monsters listing includes stats from all sorts of B/X and BECMI monsters published elsewhere (other rules, modules) and then brought into the fold of the full BECMI rules.  So even the oddities like Brain Collectors and Lupins from X2 Castle Amber are here.
The last 20 pages of the rules cover magical artifacts; something we have not seen in BECMI to any degree yet.  There are detailed rules for artifact creation and a number of new artifacts. Many I have never seen before and none copied over from the AD&D DMG.
In fact, there is so much here that I am going to cover it all in a future post.
There are only a few "normal" magic items listed at the end.

Ok. So the Masters Rules feel very uneven to me after the Companion Rules.   I could see where it might have been better to instead take both sets and merge them into one and maybe top out at 25th or 30th level really.  We will see that re-organization in the future.

Fighters went from getting all the new fun details to nearly nothing in going from Companion to Masters.  Clerics and Magic-users get more spells, but that is about it. Thieves suffer the most for now having to have their abilities amortized over 36 levels.

There are some great new monsters in the Master's rules, very few save for the various "rulers" even have Master's level HD (26+).

The artifacts though are great and really gives a feel for what a Master's Level game could be about.

The art feels lighter in this set than the previous ones. The only Elmore art is the cover.

Monstrous Monday: Sasquatch (BECMI Special)

The Other Side -

I am continuing my BECMI posting all month.
Saturday was the first day of Summer for 2020 and Summer and June usually meant one thing in my house back in 1983.  The local Public Library's Summer Reading program!

When I was younger I devoured books on monsters, aliens and all sorts of strange creatures.
I have detailed my interactions with some of these books that I was able to find more recent as an adult elsewhere here on my blog.

But today is special.  Today is the confluence of a number of topics in a perfect way.  Today I will post my review of the BECMI Master's set.  It is summer. It is a Monster Monday.  What better monster for today than the one that is really at the root of my monster love.

Bigfoot, or the Sasquatch.

Around the same time I was getting into D&D we also subscribed to Showtime, one of the first cable channels out.  The film Sasquatch, the Legend of Bigfoot was on heavy rotation on the channel then (that and Smokey and the Bandit). It was a pseudo-documentary, but it really set the stage for some of the games I would later play; the monster naturalist.

Here is a sasquatch I developed originally in 1986-87.  I used these stats later to develop the Almasti for Ghosts of Albion later on.

Sasquatch
Armor Class: 6
Hit Dice: 6*
Move: 180' (60')
Attacks: 2 fists or rock throw
Damage: 6-11 (1d6+5) / 6-11 (1d6+5) or 7-21 (2d8+5)
No. Appearing: 0 (1-10)
Save As: Fighter: 5
Morale: 7
Treasure Type: Nil
Alignment: Neutral
XP Value: 500

The sasquatch, also known as the "Bigfoot", is a large humanoid creature.  It is neither human, orc or even an ogre.  The creature is elusive and extremely shy. Very little is known about the creatures and most urban scholars doubt they even exist.

What is known is this. The sasquatch ranges from 7' to 9' tall, and weighing between 650lbs to 1,000lbs.  They have long torsos, long arms with massive hands, shorter legs but large feet which gives them their name.  They are strong, 22 Strength, have dark brown, reddish or black fur like that of an ape.  What is often most remarked about them is their strong odor which gives them their other common name, the "skunk ape." 

The sasquatch can blend into surroundings making them difficult to spot. They can only be seen on a roll of "1" on a d20.  Their odor makes it difficult for them to completely surprise. They can only surprise on a roll of 5 or 6 on a d6.

They are normally non-aggressive, preferring to hide, and stay away from all others save their own family units.  If pressed they will attack, or if they feel their family unit is in danger.

The sasquatch can attack with two fists or throw boulders, much like a giant.  The sasquatch can also howl.  This howl causes fear (as per the spell) to all that hear it who fail a saving throw vs. Paralysis.  Those that fail the save are too frightened to attack or move.

--

I mentioned here before that my "first monster manual" was by Daniel Cohen and not Gary Gygax.



This plus my Moldvay set keep me going for a very long time.

Jonstown Jottings #21: Blue Moon, White Moon

Reviews from R'lyeh -

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

—oOo—What is it?
Blue Moon, White Moon is a short one-night (one session) scenario for RuneQuest: Roleplaying in Glorantha.

It is a fifteen page, full colour, 9.71 MB PDF.

Blue Moon, White Moon is well presented and organised. Its NPC illustrations are excellent, but the scenario needs a slight edit.

Where is it set?
Dragon Pass, specifically Sartar, but it could be set anywhere where the rule or influence of the Lunar Empire has been felt.

Who do you play?
Adventurers with a few adventures under their belt with a prejudice against the Lunar Empire. The scenario may have more of an emotional impact if one of the player characters is a Lunar Tarshite. It may also be quite fun if a player character is an Issaries initiate.

What do you need?
RuneQuest: Roleplaying in Glorantha. It can also be run using the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure. Access to A Rough Guide to Glamour may provide further background and context, but is not needed to play Blue Moon, White Moon.

What do you get?
Blue Moon, White Moon is a short, simple scenario which presents the player characters with a physical and a moral challenge. In it, they encounter an Imperial assassin from the Lunar Empire. Fortunately, she is not after them, but is in fact on the run. The question is why, and then, what do the player characters do about or with her? By default, player characters in RuneQuest: Roleplaying in Glorantha are from Dragon Pass and are likely to possess strong feelings towards the Lunar Empire. Blue Moon, White Moon is intended to test those prejudices and perhaps give them a slightly altered view of the Lunar Empire.

The other aspect to the scenario’s set-up is that the assassin has encountered some bandits. This is where the player characters enter the story—are they hunting the bandits, is the assassin hunting the bandits, is this a chance encounter, and so on? All of this will probably be resolved in the scenario’s first scene, the second scene will revolve around what the player characters decide to do about the assassin and the consequences of this decision. Although the scenario will involve some combat, this decision lies at the heart of Blue Moon, White Moon. Ideally, it should foster no little roleplaying at the table and despite the brevity of the scenario’s length, those consequences could continue to play out in a campaign for a while after.

The scenario is easy to set up, has only three NPCs which the Game Master will need to handle, and requires relatively little preparation. The simple set-up also means that the scenario could any time that the player characters are on the road or between other scenarios, and its short preparation time means that it could also be dropped into a campaign at as equally short a notice. Ultimately consisting of just two scenes, Blue Moon, White Moon is really all about the set-up, leaving the Game Master and her players to explore the consequences, the Game Master needing to adjust and adapt as normal.

Besides the three NPCs—only one of whom is actually a ‘villain’ (and as written, it is not who the player characters will think it is given their probable Passions)—the Game Master is given details of a new Occupation, the Blue Moon Assassin, one of the Lunar Emperor’s septet of personal protectors and executioners and two associated new Rune spells. These are likely for the use of these NPCs only, that is unless a player really, really wants to play an extremely challenging character.

Lastly, Blue Moon, White Moon would also work as a convention scenario. Especially for players with some experience of Glorantha.

One minor issue with Blue Moon, White Moon is that it shares a similar ‘Lunar woman in peril’ set-up as Jorthan’s Rescue Redux,* which was also designed to test the player characters’ prejudices towards the Lunar Empire. Of course, the actual set-up and scenario is otherwise entirely different, and the testing of the player characters’ prejudices is implicit rather than explicit. Nevertheless, the Game Master should be wary of running the two scenarios too closely together.

* Which in the interests of disclosure I did write.

Is it worth your time?
Yes. Blue Moon, White Moon is an excellent scenario which will present the player characters with an interesting moral dilemma and test their passions. It is also quick to set up and add to a campaign. It is also written by John Wick.
No. Blue Moon, White Moon will be of little use to you if your campaign is not set anywhere near Sartar or you want nothing to do with the Lunar Empire.
Maybe. The Lunar Empire and its minions get everywhere, and one day your player characters might run into the ‘worst’ of them.

Readjusting Race

Reviews from R'lyeh -

Dungeons & Dragons has a problem. From Dungeons & Dragons to Basic Dungeons & Dragons and Advanced Dungeon & Dragons, First Edition to Dungeons & Dragons, Fifth Edition, that problem has been one of Race. In Dungeons & Dragons, a player’s choice of Race has always what core special abilities his character has, what attribute bonuses, what training he has undertaken, through a common Alignment for that Race, what his outlook upon the world is, as well as in many cases, what the world’s outlook is of his Race is in general. So under the current version of the rules, a Dwarf will an increased Constitution of +2, a starting age of fifty, tend to be of Lawful Alignment, stand between four and five feet tall and weigh about one-hundred-and-fifty pounds, be of Medium Size and have a base walking speed of twenty-five feet, have Darkvision, Dwarven Resilience against poisons, Dwarven Combat Training with battleaxes, handaxes, light hammers, and warhammers, tool proficiency with either smith’s tools, brewer’s supplies, or mason’s tools, and Stonecunning, a proficiency bonus in things related to stone. This question is, is this a typical Dwarf? Are all Dwarves like this? If so, is this not a racial stereotype, and would a Dwarven scribe have proficiencies with different tools rather than either smith’s tools, brewer’s supplies, or mason’s tools? Might the Dwarf be trained in different skills depending upon where and among whom he grew up? What if he grew up in a Halfling village, would he be exactly the same as the rules say he should be?

Another problem with Dungeons & Dragons and race is why are there only Half-Orcs and Half-Elves? And why only with Humans? And why such characters with mixed parentage always seem to have difficulty with the Race of one of their parents—of not both? Then another problem with Dungeons & Dragons and race is a continuation of the Race as stereotype issue. That problem can be addressed by answering the question, “What is the point of Orcs?”. Author N.K. Jemisin’s answer is that, “Orcs are fruit of the poison vine that is human fear of “the Other”. In games like Dungeons & Dragons, orcs are a “fun” way to bring faceless savage dark hordes into a fantasy setting and then gleefully go genocidal on them.” By extension, this answer can be applied to the Drow too, but essentially the answer is that depicting Orcs, Half-Orcs, and Drow as evil and vile—and in the case of the first two, rapists and the victims of rape—is, well, racism.

Now if you disagree with those points or you do not think that such questions should be answered, or even asked, then this review is not for you. Nobody is going to come to your house and tell you that the way you play Dungeons & Dragons is wrong. It might not be how the designers intended Dungeons & Dragons to be played and it might not be what some parts of the Dungeons & Dragons community want to hear about the game being played. If so, then again, this review is not for you, and the book being reviewed, Ancestry & Culture: An Alternative to Race in 5e, is not for you. Similarly, that does not mean that there are no reviews on Reviews from R’lyeh of interest to you. For example, here is a review of G2 Glacial Rift of the Frost Giant Jarl which was only published last week. However, if you are interested—whether with a sceptical or an open mind—in hearing about solutions to the problems that Dungeons & Dragons has with race and racism, then this review is for you. And if you think that Wizards of the Coast, the publisher of Dungeons & Dragons, Fifth Edition, is right to address the issue, then this review is also for you.

Ancestry & Culture: An Alternative to Race in 5e is published by Arcanist Press. It is a supplement for Dungeons & Dragons, Fifth Edition which offers solutions to both counter the problem of racism in the roleplaying game, options to enhance the diversity in the game, and a pair of scenarios which feature this diversity and have an emphasis on co-operation and roleplaying rather than on direct combat. The supplement begins by examining the problem, looking at where it originates from, and identifying how it exhibits in Dungeons & Dragons, Fifth Edition. At its heart, the roleplaying game takes a number of elements, mixes them together, and packages together under the term, Race. Fundamentally, it packages elements which are genetic—Age, Size, Speed, Darkvision, and so on, together with those which due to upbringing—Ability increase values, Alignment, Tool Proficiencies, and the like. The solution that Ancestry & Culture: An Alternative to Race in 5e offers is to take each ‘Race’ as defined in Dungeons & Dragons, Fifth Edition and divide its  constituent parts into packages—or Traits—of their own. These Ancestral and Cultural Traits. So into the Ancestral Trait goes all of a species’ traits which would be inherited from their parents, that is, the simply biological elements such as Age, Size, Speed, Darkvision, and so on. This leaves learned or trained traits like Alignment, Languages, Proficiencies, Attribute bonuses, and so on, to go into the Cultural Trait. Thus, the Dwarven Ancestral Traits consist of Age, Size, Speed, Darkvision, Dwarven Resilience, and Dwarven Toughness, whereas the Dwarven Cultural Traits are made up of the Ability Score Increases—Constitution by two and Wisdom by one, Alignment, Dwarven Combat Training with battleaxes, handaxes, light hammers, and warhammers, tool proficiency with either smith’s tools, brewer’s supplies, or mason’s tools, and Stonecunning, a proficiency bonus in things related to stone, and the Dwarven language.

Now one of the issues with repackaging is where the Attribute bonuses go and it does look odd for them to be under the Cultural Trait and so suggest that they due to upbringing rather than innate, biological nature. After all, this is how it has been for the past forty years. The explanation is simple. The designers have moved away from the problematic concept that intelligence or strength is higher or lower in certain ethnic groups, a concept which underpins various aspects of racism. That said, as a player or a Dungeon Master there is nothing to stop you playing a Dwarf who was brought up among the Dwarven culture and combining the Dwarven Ancestral Trait and the Dwarven Cultural Trait to create a Dwarf in Dungeons & Dragons, Fifth Edition. The division though, allows a couple of interesting options. Most obviously you could create a character with Diverse Cultural Traits, that is, a character of one species who was brought up in the culture of another, so a character with the Ancestral Trait of one species and the Cultural Trait of another. For example, a Halfling who was brought up amongst Dwarves or a Human who was bought up amongst the Elves—such as Aragon did in Tolkien’s The Lord of the Rings. The other is Mixed Ancestral Traits in which a character has one parent of one Ancestral Trait and one parent of another Ancestral Trait. So you could have a Tielfling-Elf or a Halfling-Dwarf or a Dragonborn-Human and Ancestry & Culture: An Alternative to Race in 5e provides rules on how to do this.

In addition, Ancestry & Culture: An Alternative to Race in 5e offers two appendices offering additional rules, options, and resources. These include further rejecting the essentialist nature of the Cultural Traits which still suggests that a member of any one culture will have the same traits, so someone who grew up amidst a Dwarven culture would always have high Constitution and Wisdom, a Lawful Alignment, Dwarven Combat Training, particular Tool Proficiencies, and Stonecunning. How then, would you do a Dwarven scribe or merchant or entertainer. Here Ancestry & Culture: An Alternative to Race in 5e provides the means to create that by giving a player the choice in what Attributes to increase, Tool Proficiencies to select, and the like. The supplement actually gives the Ancestral Traits and Cultural Traits for the core species in the Player’s Handbook—Dragonborn, Dwarf, Elf, Gnome, Halfling, Human, Orc, and Tielfling, so that a gaming group can just slot that in the character creation process with ease. Of any other species, a second appendix suggests how they can be adapted to the new format of the Ancestral Traits and Cultural Traits.

Ancestry & Culture: An Alternative to Race in 5e also includes two scenarios. Both are what the author calls ‘’An Ancestry and Culture Adventure’ and both are set in and around communities with diverse, mixed-heritage populations. Both are designed for a party of five Third Level characters, but advice is given to adjust as necessary for weaker or stronger parties. In ‘Light of Unity’, the player characters come across a village beset by a shadowy corruption emanating from a nearby forest where a team of archaeologists has recently gone. To get the best out of the scenario, the player characters need to interact with the villagers and learn more of what is going on before proceeding to the source of the mystery. The interactive and roleplaying elements of the scenario are its best feature because otherwise ‘Light of Unity’ still adheres to the well-worn ‘village in peril’ set-up. It does not mean that it is unplayable, but perhaps just familiar. The second scenario, however, ‘Helping Hands’ takes the set-up one step further. It has a village in peril, in fact ablaze, but not only has the player characters help with the fire and the ensuing panic, but has them deal with the consequences, going for help in neighbouring communities. What is so enjoyable about ‘Helping Hands’ is that the solutions to problems it poses to the player characters are do not rely upon combat, but investigation and interaction. This is not to say that there is no combat in the scenario, but the emphasis is not upon fighting.

Physically, Ancestry & Culture: An Alternative to Race in 5e is well written and presented. The maps are clear, but the standout feature is the artwork—which is gorgeous. None of it is in colour, but the depictions of a Dwarf of Dwarf Ancestry and Elf Culture, of a character of Dwarven and Orcish Ancestry and Orcish Culture, and others are really quite lovely. 

If Ancestry & Culture: An Alternative to Race in 5e is missing anything, it is perhaps that it does not explore what mixed cultures look like. It does what a character of mixed culture and heritage will look like, easily slotting into the Dungeons & Dragons, Fifth Edition character creation process to do so, but not what a society and a culture might look. Of course, the scope for that would be enormous, but some advice might have been useful.

Ultimately, if you have an issue with either the questions raised by Ancestry & Culture: An Alternative to Race in 5e or the solutions its offers, then the book is entirely optional. Bear in mind though, that Wizards of the Coast will be addressing them as the publisher of Dungeons & Dragons, Fifth Edition and so the roleplaying game will be changing. And again, nothing is stopping you from ignoring those changes and adhering to the version that you like. However, what Ancestry & Culture: An Alternative to Race in 5e is doing—and what Wizards of the Coast is going to do—is looking at Dungeons & Dragons from another perspective and asking difficult, uncomfortable questions about the game, and not only identifying problems with the game, but offering solutions. And even if you still want to play a Halfling who is a Halfling with both the Halfling Ancestral Trait and Cultural Trait or a Tielfling with both the Tielfling Ancestral Trait and Cultural Trait, you still can, but other players sat round the table might not want to, and Ancestry & Culture: An Alternative to Race in 5e gives them options to mix and match the options that they want, to create the characters that they want. Plus, it is doing it without the stereotyping of the Race element in Dungeons & Dragons. It means that you can create characters who can still be interesting without being stereotypes or clichés and without being, well, racist—even if unintentionally.

GAZ 3 The Principalities of Glantri Print on Demand

The Other Side -

BECMI Month continues here at The Other Side with an early Father's Day gift for me.

The Principalities of Glantri, Print on Demand version.


I reviewed the PDF and my original print version some time ago, so if you want to check that out it is here.

The PoD is fantastic really, and great to have since this is the one Gazetteer that sees the most use out of all my Basic-era books.


My original signed by Bruce Heard.




The original Gaz 3 cost $8.95 back in 1987.  This one set me back $7.66. 


Yeah, no shipping since it is part of a multi-shipment.  Part two should be here next week. I hope so, I have a lot to say about that one.

The maps are attached to the spine, so not as useful as they could be, but getting the PDF is part of the PoD, so I can always print them out if I don't want to use my originals. 

For the price being able to put up my original and have one I can use daily if needed is a steal really.

Each PoD has been getting better and better. This one seems to be best so far.

A Cthulhu Collectanea II

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 September, 2019, Bayt al Azif Issue 02 does not include any content for use with the latter two roleplaying games, but instead includes three scenarios—stated for both Call of Cthulhu, Seventh Edition and Trail of Cthulhu, discussion of how to run a specific modern campaign, a review of a recently-rereleased classic campaign for Call of Cthulhu, interviews, an overview of Lovecraftian investigative horror roleplaying in 2018, and more. All of which, once again, comes packaged in a solid, full colour, Print On Demand book.
Bayt al Azif Issue 02 opens with editorial, ‘Houses of the Unholy’, which really takes stock of the progress of the magazine from the first issue to this one. So it is somewhat reflective in nature before it sets out what the Bayt al Azif Issue 02 is all about, and so is also focused on the job at hand. Its reflective nature is coupled with ‘Sacrifices’ and then ‘Cthulhu in 2018: A Review’. ‘Sacrifices’ is the letters page, which covers the response to Bayt al Azif Issue 01 and so lays the background for the potential community which come to be built around the magazine. ‘Cthulhu in 2018: A Review’ is by Dean Englehardt of CthulhuReborn.com—publisher of Convicts & Cthulhu: Call of Cthulhu Roleplaying in the Penal Colonies of 18th Century Australia. In Bayt al Azif Issue 01, he presented ‘CthuReview 2017’, a look back from 2018 of the previous year in terms of Lovecraftian investigative horror and its associated segment of the gaming hobby. It covered the notable figures and their doings as well as the various publishers, projects, Kickstarters, and more. Now ‘Cthulhu in 2018: A Review’ does not look at the notable figures in the hobby, so focuses on the releases, the Kickstarters—fulfilled and unfulfilled, the highlights, and the trends. From Masks of Nyarlathotep to the Yellow King Roleplaying Game, Devil’s Swamp to Crawl-thulhu, Sandy Petersen's Cthulhu Mythos to The Shadow Over Dunsmore Point, this is an extensive overview, which again nicely chronicles the year keeps us abreast of anything that we may have missed or forgotten. (An interesting touch is that the author does include links to reviews of some of these titles—including some to Reviews from R’lyeh. Of course these look a little odd in print, but highlight the origins of the article as an online piece.)

Bayt al Azif Issue 02 has a decidedly Germanic feel to it. This is because it follows in the footsteps of Worlds of Cthulhu which adapted over the course of its six issues, content from the official German Cthulhu magazine, Cthuloide Welten. Bayt al Azif plans to draw content from another German Cthulhu magazine, Cthulhus Rus, and to that end, Bayt al Azif Issue 02 includes a number of German-sourced pieces. The first of these is Ralf Sandfuchs’ ‘Who Needs Lovecraft Country? – Why the Weimar Republic is the Best Setting for Cthulhu Games’, which espouses the virtues of interwar Germany as a setting for roleplaying games of Lovecraftian investigative horror. We have already seen this potential come to the page with the publication of Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin, but this only focuses on Germany’s capital, so there is yet a supplement dedicated to Germany as a whole to be published. Certainly, this article makes the case that Germany is highly suitable and certainly, Berlin: The Wicked City is good starting point for any Keeper interested in the setting.
The content sourced from Cthulhus Rus continues with ‘False Friends’, a scenario by Philipp Christophel and Ralf Sandfuchs. Set in the 1920s and the university town of Göttingen, ‘False Friends’ is designed as an introductory scenario and is the first part of a campaign, further installments of which will appear in future issues of Bayt al Azif. A young student, recently gone up to university, missing under odd circumstances, and her worried parents ready to engage the investigators to find their daughter, will be familiar to any veteran of Lovecraftian investigative horror roleplaying games. So on the whole, this is a comparatively simple, straightforward scenario, and whilst the background of Germany after the Great War adds a degree of social conservatism, perhaps an opportunity was missed to frame the differences between roleplaying in the USA or United Kingdom of the period and in the Weimar Republic. Like all three scenarios in Bayt al Azif Issue 02, ‘False Friends’ includes stats for both Call of Cthulhu, Seventh Edition and the GUMSHOE System of Trail of Cthulhu
The second scenario is Ash DelVillan’s ‘Nighted’. This is a Cthulhu by Gaslight scenario set in England in 1899, in which the player characters are invited to a masquerade at a country mansion. It is written primarily as a one-shot with pre-generated characters with links to each other and the NPCs. Like ‘False Friends’, the format is very familiar—a country house, a masked ball, a wayward host, and rooms packed with curio after curio. Then of course, it turns into a locked room situation, one with threats from without, and growing within! This drives the second half of the scenario, the first being the invitation and the manners of the player characters to stay in the mansion and await their host. It is fairly tightly plotted in terms of its timing and ratcheting up of the tension. It does deliver a nasty poke in the eye—or two—and will probably have the player characters scrambling to find a solution to their situation as lycanthropic creatures stalk the grounds outside.
There is lycanthropic theme—more obviously so, in the third scenario, ‘Beasts of Gévaudan’. As the name suggests, Bridgette Jeffries’ scenario is set in 1760s and is inspired by real events. The investigators are tasked by the crown—and some by other interested parties—to travel to the region and determine the cause of the attacks. Again, this is a one-shot, its pre-generated investigators each having their motives which should add to the tension as the relatively simple investigation is carried out. The scenario should involve a high degree of action and horror, but ultimately will present the players and their investigators with a moral choice. ‘Beasts of Gévaudan’ has enjoyable historical feel to it and should derail anyone coming to it thinking that it will be like the film, The Brotherhood of the Wolf.
A whole campaign comes under scrutiny in Lisa Padol’s ‘Adapting a Scenario – Our Ladies of Sorrow’. The editor examines the non-Call of Cthulhu modern horror campaign published by the much missed Miskatonic River Press in 2009 in some detail, highlighting some of the difficulties faced in both adapting it to Trail of Cthulhu and to the early nineteen-sixties. It is  a highly detailed, often character-focused piece that is worth the time of any Keeper wanting to run the campaign. Or indeed get some idea how to individualise any campaign, although it is very specific to Our Ladies of Sorrow. The issue with the article is that the campaign has been out of print for a decade and unless it is reprinted or a copy can be found on the second-hand market, its contents are not immediate use.
There are just two reviews in Bayt al Azif Issue 02—and they are a huge improvement upon the two reviews in Bayt al Azif Issue 01. First, Stu Horvath discusses Masks of Nyarlathotep in ‘Vintage RPG’. If his reviews in the first issue were slight and image heavy, here the author is given the space cover the history of, as much review, the new edition and it shows in being a better written, more detailed, and interesting article. For veterans of Call of Cthulhu, there will be much here that is familiar, but for anyone new to Call of Cthulhu will nevertheless, this is informative and interesting. The second review is actually of Call of Cthulhu itself, but not of Call of Cthulhu, Seventh Edition. Rather, ‘“It is not dead which can eternal lie…” Game Review: Call of Cthulhu’ is actually a review of Call of Cthulhu, First Edition by J. Eric Holmes, the editor of the 1977 Dungeons & Dragons Basic Set RPG. This is fascinating continuation of Zach Howard’s ‘Clerical Cosmic Horror: The Brief Era of the Cthulhu Mythos as Dungeons & Dragons Pantheon’ from Bayt al Azif Issue 01 and he adds a commentary to the end of the review. Together they provide a contrast between a time when Cthulhu was just beginning to appear in the gaming hobby and its prevalence today.
Jared Smith, the editor of Bayt al Azif conducts two interviews in this second issue. The first, ‘Die Gesellschaft – An Interview with Cthulhus Rus’ is with the team behind Cthulhus Rus—Stefan Droste, Daniel Neugebauer, and Marc Meiburg, whilst ‘Cracking Adventures – An Interview with Lynne Hardy’ is with the Associate Editor for Call of Cthulhu, Seventh Edition. Both are interesting and informative, the one with the team behind Cthulhus Rus only slightly more interesting because it is with players and authors from another Call of Cthulhu community. Jared Smith also contributes another entry in the ‘Sites of Antiquity’ series, this time ‘Temple of Melqart at Marat’ and suggests how the ruined Phoenician temple could be used with the Mythos.
Rounding out Bayt al Azif Issue 02 is the next part of Evan Johnston’s ‘Grave Spirits’. In Bayt al Azif Issue 01, this story took the central character of a doctor into Red Hook, but it was very much set-up and needed more episodes to develop the story. This part does and so delivers more impact and horror. It will be interesting to see where the story goes.
Physically, Bayt al Azif Issue 02 is a step forward in terms of production values and look. The layout is cleaner, tidier, and not as cramped or fiddly. The images are better handled and the is writing better.
Bayt al Azif Issue 02 is a better issue than Bayt al Azif Issue 01. It benefits from longer articles and a more diverse range of voices. In particular, 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. If there is perhaps an issue with the series it is that many of the articles around the scenario are about Call of Cthulhu rather than for Call of Cthulhu. So, there is no mechanical, historical, or background support for the roleplaying game and that does mean that neither a Keeper nor player has reason to come back to Bayt al Azif Issue 02.
Overall, Bayt al Azif Issue 02 is a good second issue, much improved on the first. Its better sense of professionalism is combined with a good range of voices, scenarios, and articles about Lovecraftian investigative roleplaying. 

Friday Night Videos: Summer of 1985

The Other Side -

I will remember to this one right!

So continuing with the music of the time when the BECMI sets were new here is some music from 1985!

I created this playlist last year to celebrate the start of Stranger Things Season 3. Which, truth be told, has done a lot to get people back into D&D.

So here are the songs from then.


Character: Magnus Ulslime, the Chaotic. Death Pact Warlock (BECMI Special)

The Other Side -

Last week I talked about the adventure Quagmire for the Expert set.  Earlier I talked about the adventure Death's Ride for the Companion set.  What do these both have in common?  They were the genesis points of a reoccurring bad guy in my games, Magnus Ulslime, the Chaotic.


Magnus, as he was most often known in my games, is not just an awesome reoccurring bad guy, he was my testbed for all sorts of evil, death-priest, warlock style characters.

Anytime a new version of D&D would come around I would roll up a new Johan Werper as the son of the previous one, either as a LG Cleric or Paladin.  I'd attempt to make a version of Larina.  And I would make a version of Magnus.  But unlike Johan, who is a different character each time but always a LG holy warrior, or Larina who was a reincarnation of her previous version and always a witch, Magnus was always something different.  I would always go with the class that would give me the best evil traits.  In Basic he was a evil Cleric. In AD&D1 a Death Master, in 2nd Ed he started out as a Druid and then became a Necromancer.  When I switch over to 100% Ravenloft in my college years the cover of Ship of Horror and the evil necromancer Meredoth also had a huge influence on me.  As it turns out Meredoth would be revealed as an expatriate of the Mystaran country of Alphatia.
In 3rd Ed...well there were some many choices that I eventually made 6 different versions.  You can see some of that in my Buffy adventures The Dark Druid and The Dead of Night.  In 4e I used him as a test of the Death Pact Warlock that never saw the light of day under 4e.  It did, however, affect the writing I did for my warlock books.

Magnus Ulslime became my poster boy for warlocks soon after I got a copy of 4e.
I tried him out in several different ways mixing in bits of cleric, wizard, and especially necromancer.
In my Strange Brew: Warlock book for Pathfinder I introduce both Cthonic and Death Pact warlocks.  I expand on those ideas from a different point of view in my more recent book, The Warlock for Old-School Essentials.  In both cases, I made Magnus a Death Pact warlock.  It was a much better representation of how I saw the character.  He made a trade to Death for more power in the mortal world.

Magnus for BECMI
If I rerun Death's Ride again for any version of the game I'd like to replace Ulslime the Cleric with Magnus Ulslime the Warlock.  For 3rd to 5th Edition of D&D this is not a big deal.  But BECMI does not have a warlock.

No. But Old-School Essentials and Swords & Wizardry do.

My warlock for Old-School Essentials is a B/X style warlock with Death Pacts.  But it only goes to 14th level.  My warlock for Swords & Wizardry goes to 20th level (the level I want Magnus at) but it doesn't have Death pacts.  No problem. I designed the books to work together like this.  By combining them I can get the exact warlock I want.  If I need more death or necromancy themed spells



Magnus Ulslime, the Chaotic
20th level Death Pact Warlock
Lodge: Sixth Circle, Masters of the Undying

Str: 10
Int: 18
Wis: 16
Dex: 10
Con: 15
Cha: 18

HP: 66
AC: 2 (mage armor, phantom shield, ring +2)

Invocations (10)
Arcane Blast, Agonizing Blast, Armor of Shadows, Aura of Fear, Claws of the Ghoul, Eldritch Sight, Form of the Undead Horror, Mask of Many Faces, The Wasting, Whispers of the Grave

Spells
Cantrips (6): Aura Reading, Daze, Detect Curse, Mend, Message, Object Reading
1st level (7): Arcane Dart, Corpse Servent, Häxen Talons, Feel My Pain, Mage Armor, Phantom Shield, Taint
2nd level (7): Augury, Aura of Chaos, Corpse Walking, Death Knell, Grasp of the Endless War, Speak with the Dead, Ward of Harm
3rd level (6): Bestow Curse, Black Lightning, Cackling Skull, Corpse Candle, Lifesteal, Rage
4th level (6): Animate Dead, Crystal Visions, Extend Spell (Lesser), Fear, Spell Storing, Undead Compulsion
5th level (6): Bad Luck (Run of Bad Luck), Death CandleDeath Curse, Dreadful Bloodletting, Song of the Night, Winds of Limbo

Magic items: Amulet of Chaos, Pentacle Rod, Ring of Protection +2, Staff of the Warlock,

Not too bad really.  I might have to go more "BECMI" and raise him to 25th or 36th level!

While I am playing around, here is a 5th Edition version to use in my 5e Converted Death's Ride.

Friday Fantasy: Tournaments of Madness and Death

Reviews from R'lyeh -

Tournaments of Madness and Death is a scenario anthology for Crypts & Things: A Swords & Sorcery Roleplaying Game. Published by D101 Games, this is a grim and dark, Old School Renaissance retroclone which draws its inspiration from Robert E. Howard’s Conan stories, the adventures of Fafhrd and the Gray Mouser by Fritz Leiber, and L. Sprague de Camp’s Swords and Sorcery anthology. Tournaments of Madness and Death presents two scenarios—almost an ‘A’ and a ‘B’ side, almost because you cannot turn the book over to run either—and more. Both scenarios are designed for a party of between three and six characters of between Fourth and Fifth Levels; both are self-contained, but can be added to a Game Master’s own Crypts & Things campaign, whether one of her design or the default setting of The Continent of Terror; and notably, also designed to be run at conventions.

In fact, this is an important aspect of the two scenarios in Tournaments of Madness and Death. As written, both ‘The Furnace’ and ‘The Tomb of the Evil Emperor’ are designed to be run—and have been run—within a four-hour convention game slot and both include information to that end as part of their advice on how to stage them. In addition, the ‘more’ to Tournaments of Madness and Death includes the equivalent of an insert, slipped between the two scenarios. This is ‘Dark, Delicious and Deadly’, which explains how the author runs Crypts & Things at conventions. This focuses on what makes Crypts & Things different, keeping up the pace—as necessary, rewarding exploration and interaction, how to handle the flow of monsters in the game (primarily, do not over do it), and how to structure the game over the four-hour convention window. It is really good advice for anyone running this style of game and so could be applied to any number of retroclones. If there is an issue with the advice, it is that the author does not quite completely adhere to it himself. The advice states that the Game Master should use pre-generated characters to give out to the players rather than have them create them at the table, which just takes time. So why are there none given for either scenario?

The ‘A’ side or ‘The Furnace’ takes the player characters to the City of Eternal Shadow under Iron Moon chained above and onto the Iron Moon itself. In ages past, the powerful ancient immortals known as the Nine pulled the moon from the heavens and used it to imprison for the evil tyrant, The Mad Tzar. Now, chunks are falling from the Iron Moon onto the city below and everyone is fleeing the city of the dead for fear that the demonic Mad Tzar is about to break free. Can he be prevented from escaping? Will the adventurers come to the aid of the White Wizard Arksal, the last of the Nine? The adventurers have scope for a little investigation in the city before finding their way onto the Iron Moon, though the scenario is very much not investigative in nature. There are secrets to be found in the city below however—and the scenario highlights these as one of the features of Crypts & Things—and these hint that there is something more to this straightforward prevention of The Mad Tzar’s rebirth.

Once on the Iron Moon, the adventurers find themselves in the prison crypt of The Mad Tzar. Like most tombs in most fantasy roleplaying games, it is essentially linear and full of traps and the odd puzzle. There are more secrets to be found, but the dungeon design is itself not terribly interesting. In fact, run as a standard adventure it might even be a bit dull, but run at the suggested pace of a convention game and the players are unlikely to notice. It works to throw a challenge or three into the path of the adventurers to get them to the scenario’s denouement. This is a whole lot more excitement and escalates the danger that the player characters will face as the climax builds and builds. It is a challenging, big knockdown of a fight ending to the scenario and exactly what you want in a convention scenario.

The ‘B’ Side, ‘The Tomb of the Evil Emperor’ brings the adventurers to the tomb of an emperor so vile his name has been intentionally forgotten from the history of the Continent of Terror. He and his city—now known as the Grand Debris—were smashed when a meteor was pulled down onto his palace, which then became his tomb. Now a cult dedicated to his worship, the Scarlet Riders, has smashed its way through the town of Zonos, the City of the Exiles which immediately abuts the walls surrounding the Grand Debris, and into the ruins beyond. There they plan to awaken the Evil Emperor to once again cast his vile rule over the land as in ages past.

This is a much stronger adventure. Although it is still direct in its structure, there is more for the player characters to explore, the encounters are varied, and there is greater scope for roleplaying and exploration. The locations, whether a dissolute court of a governor’s palace or the remains of the Evil Emperor’s Palace under a meteorite, are simply more interesting and the Game Master has a few more NPCs to portray. There is also a ghoulish sensibility to ‘The Tomb of the Evil Emperor’ and if played as part of a campaign, there are more elements to bring into the Game Master’s campaign.

The two scenarios in Tournaments of Madness and Death are similarly structured. Each consists of an introduction or hook, a small urban area for the player characters to explore and perhaps investigate, a connecting adventure section—either an actual dungeon or a dungeon-like area, and finally, a big battle at the end. These elements fit into the suggested timings for running as convention scenarios. They also each deal with the two subjects of the title. Madness in two ways. First in the madness of the locations, the Iron Moon chained over the City of Eternal Shadow of ‘Furnace’ and the palace and city smashed under a meteorite in ‘The Tomb of the Evil Emperor’, as well as in the madness of unleashing unrivalled evil upon the Continent of Terror. Then there is the death that will be unleashed should the player characters fail. That said, there is a sense of familiarity to the locations in both scenarios—a city under a moon and then a smaller city abutting the walls of a much larger, smashed and broken city—that echo elements and locations in Greg Stafford’s Glorantha.

Physically, Tournaments of Madness and Death is slightly disappointing. It definitely needs an edit. However, it is easy enough to read and the maps are quite lovely. The artwork is really rather good and has a weird, often creepy, feel to it, and so fits the grim dark tone of Crypts & Things.

Tournaments of Madness and Death is a solid pair of convention scenarios, accompanied by good advice for running them at such events. In fact, the advice is worth reading by anyone who wants to run a fantasy roleplaying scenario at a convention. Of the two scenarios, ‘The Tomb of the Evil Emperor’ is the better and one that would make a good addition to a campaign. 

“No Bars Between Us”: Joanna Russ, Gwyneth Jones, and the Feminist Utopia

We Are the Mutants -

Noah Berlatsky / June 18, 2020

Joanna Russ
By Gwyneth Jones
University of Illinois Press (2019)

Gwyneth Jones’s new critical biography of Joanna Russ for the Modern Masters of Science Fiction series (called simply Joanna Russ) seems less like an academic reconsideration than a continuation of its subject’s oeuvre. That is part of Joanna Russ’s peculiar genius. Her most famous novel, The Female Man (1975), is (as Jones deftly explains) itself a critical biography of her self, in which four versions of Russ meet and interrogate each other’s motivations, desires, and fates across somewhat more than four different worlds. “The novel’s séance-like structure of competing voices is fiction laid bare,” Jones explains, as her own book becomes another “twisted braid of the author’s mind.” The volume is a polyvocal analysis of a polyvocal analysis, speaking to and about a Joanna who is speaking to and about Joanna. Jones and Joanna (as Jones calls her throughout) are not subject and object, but sister speakers together, most alike when their voices are most individual.

Russ is best known for her science fiction, a genre in which she experimented, and with which she argued, throughout her life. That argument, as Jones makes clear, was primarily a feminist one. In her 1972 critical essay “What Can a Heroine Do?: or Why Women Can’t Write,” Russ declared in all caps “WOMEN CANNOT WRITE—USING THE OLD MYTHS. BUT USING NEW ONES?”

Science fiction and fantasy, with their postulation of distant or future worlds, allowed a rejiggering or reimagining of realism’s tropes, and therefore of realism’s patriarchy. In The Female Man, one instance of Joanna named Jeannine, a younger, sadder, still heterosexual self, wanders through a drab, timid world waiting to marry some drab, timid man. Meanwhile, another instance, Janet, fights duels to the death with rapiers (“apparently, since that’s the kind of scar Janet Evason has to show—though we never see the rapiers,” Jones offers, in a very Russ-like aside) on the all-female alternate timeline of Whileaway. These alternate Joannas are joined by Joanna herself, both as in-novel character and as an authorial voice that comments on her own fictional creations as they appear and disappear from each other’s worlds. The novel is then a realist story (both in the sense that we visit Jeannine’s drab grey realist world and in the sense that Joanna is speaking as her real self). But it’s also an exploration of a science fiction alternative to realism, as the self-confident, unquenchable Janet deftly thumps would-be assaulters in our world, and has duels and adventures in her own lesbian all-female utopia.

The science fiction world of Whileaway gives women room and breadth for feminism. But Jones, and/or Russ, are careful to document the ways in which science fiction itself was mired in the all-too-real conventions of misogyny. Russ’s work was attacked as an exercise in angry man-hating by male SF writers like Poul Anderson and Philip K.Dick, and Russ was frequently frustrated that Ursula K. LeGuin, the most prominent woman writer in the genre, wrote almost exclusively male protagonists.

Russ’s 1978 novel The Two of Them is, in Jones’s brilliant reading, a violent rejection of the science fiction establishment. The novel is the story of Irene Waskiewicz, a transtemporal agent working with her partner Ernst Neumann on a trade deal with the world of Ka’abeh. Women on Ka’abeh are brutally segregated and subjugated. Irene is outraged and arranges the rescue of a young girl, Zubeydeh, who wants to be a poet in contravention of her society’s norms. Irene assumes that Ernst, her lover, will be horrified by Ka’abeh, and that he, like the science fiction genre, will want to free women’s writing. But Ernst drags his feet and warns Irene that their superiors will not support her. Eventually, Irene has to kill him.

The Two of Them becomes not about how Irene and Ernst adventure together, but about how Irene and Zubeydeh have to stand against male institutions on both of their worlds. “As a young woman, longing for escape,” Jones explains,

Russ had found refuge in sf without noticing, perhaps without caring, that women as agents were usually excluded from the game. She’d been faithful for years: explaining science fiction to itself; excusing its faults and trying to transform it even as an ‘out’ lesbian feminist. Maybe she still wanted the relationship to work, as the seventies drew to a close. But her belief in the mission was shaken, and her unease was growing. Was the increasingly difficult position, as an exceptional woman in a male-ordered organization, even morally tenable?

Jones is a science fiction writer herself, and the disillusionment here doesn’t just belong to Russ. Indeed, part of the brilliance of Jones’s discussion of the novel is the way it shifts the meaning of the title again, so that “the two of them” means not Irene and Ernst, and not Irene and Zubeydeh, but Joanna and the community of women in science-fiction, or, specifically, Joanna and Jones. Jones’s reading rescues Joanna from science fiction, just as Joanna’s novel rescues the writers, like Jones, who follow in her interdimensional path.

Jones follows in that path not just as a science-fiction writer, but as a critic. Joanna Russ provides not just careful consideration of the novels, but of Russ’s own reviews and essays. Her critical voice, like Jones’s, is thoughtful, sharp, and delightfully funny. Non-scholars will need to read the book to find out which one of them refers to Stephen R. Donaldson’s Lord Foul’s Bane as “sub-Tolkien” fantasy, and which says that it is a “daydream of Byronic suffering and self-importance… that could easily have been cut by three-quarters.”

By giving criticism and fiction equal weight, Jones (or is that Joanna?) shows with rare clarity how each is embedded in each. Russ’s great 1977 novel We Who Are About To is in large part a critical dissection of the shipwrecked colonization novel. A small passenger vessel crash-lands on a distant planet, and most of the men on board decide they need to start a breeding program to populate the world. The narrator, though, recognizes that they will never be rescued and can’t live on a planet with no usable food or water; she refuses to be raped for a hopeless colonial dream. And so she kills them all.

The book could almost be one of Russ’s devastating reviews—while, for her part, Jones’s analysis of the book is in part an exercise in cross-genre fiction writing. “I found it fun to think of [the characters in We Who Are About Too] as stagecoach passengers—dumped out of their hospitable nineteenth-century world and stranded in hostile Indian country. Beset by peril, these mismatched strangers need a common cause. They don’t realize that the puny outlaw hidden in their midst [i.e., the narrator], who swiftly becomes their scapegoat, is also their nemesis.” Fiction functions as criticism, and criticism involves fictional rewriting. Puncturing imperialist dreams, for Jones and Joanna, is an act of both analysis and imagination. To get to a different and better world you need to be able to cut the old one up and build it anew.

These acts of destruction and creation, of reimagining and remaking, are collaborative. Russ’s vital personal and professional friendships with Samuel Delany and Alice Sheldon dip in and out of Jones’s narrative, as does Russ’s engagement with science fiction, with feminism, and with her teacher Vladimir Nabokov. For that matter, the book reads in many ways as an extended conversation between the protagonists, Jones and Joanna, as they argue, agree, inspire, or think with each other, or near each other, or within each other. It’s a collaboration.

It’s also an elaboration of Russ’s feminist utopian visions of a society that has changed so completely that women can actually talk to each other—or of a feminist utopian vision in which women talking to each other is powerful enough to change the world. Jones (or is that Joanna?) was no doubt inspired by Joanna (or perhaps Jones?) when she wrote in another fiction, which was also another critique: “I dream of another planet, with an ocean of heavy air, where I can swim and she can fly, where we can be the marvelous creatures that we became; and be free together, with no bars between us. I wonder if it exists, somewhere, out there…”

Noah Berlatsky is the author of Wonder Woman: Bondage and Feminism in the Marston/Peter Comics.Patreon Button

Retrospective, Review and Refit: CM2 Death's Ride (BECMI)

The Other Side -

Ah.  Death's Ride.  I have such fond memories of this adventure.

CM2 Death's Ride: Retrospective
Death's Ride is one of a few adventures I have had the privilege to both play in and to run. While overtly for the D&D Basic rules, Companion set, it can be run (and we did) under AD&D. Though some of the special features were lost I think.

I bought this module and gave it to my DM to run back in the day and I ran it using the 3.x version of the D&D rules and then again most recently using the 5th Edition rules.

The Barony of Two Lakes Vale gave us ample room to move about and try different things, but then it was the NPCs that captured my attention the most. Ulslime, Wazor, and Korbundar lived on in my games for many more years with both Ulsime and Korbundar even threatening my players in the 3rd Ed. game. One, and I am not sure if he was an NPC in the game or one my DM made up, went on to torture my characters for many more adventures after this.

The Death Portal was an interesting bit of necromantic trickery to get the players something to focus on and the new monsters were a lot of fun (the Death Leech nearly took out my characters back in the 80s.)

But before I wax too much more into nostalgia, let's review this adventure proper.

CM2 Death's Ride: Review
by Garry Spiegle, art by Jeff Easley, 32 pages, color covers, black & white interior art.
I am reviewing both the DriveThruRPG PDF and my original copy from 1984.

Death's Ride is one of our first Companion level adventures.  The code for this series in CM, since C was already taken.  Both CM1 Test of the Warlords (with it's Warduke-like cover) and CM2 Death's Ride were designed to be introductions to Companion level play. Both were supposedly designed to work with each other, both being set in Norwold.  However, they really don't work together other than this thin thread of Norwold.  That does not detract from its enjoyment.

The basic premise is this.

The adventurers, already powerful and famous in their own right, are summoned to the Barony of Twolakes Vale by King Ericall of Norwold (Background on King Ericall is given in Companion adventure CM1.) The local baron, Sir Maltus Fharo, has sent no taxes, caravans, or messages in several months. A small body of troops sent by the king to investigate has not returned. At this time, Ericall doesn't have the resources to send a large body of troops, so he is asking the characters to go to the barony, find out what's wrong, and if possible, restore contact. The king gives the characters a royal warrant and permission to act in his name.

The problem is much worse than the King suspects. A gateway to the “Sphere of Death” has been opened in Two Lakes Vale. It's up to the characters to determine who or what opened the gate. They must also close the gate forever. The characters should not actually enter the Sphere of Death in this adventure; their goal is to close the gate. Twolakes Vale holds only an inflow portal from the sphere. Consider any character who actually reaches the Sphere of Death as killed (or at least removed from the campaign until other characters can launch a formal rescue operation).

Here they will encounter death, destruction and our three main Antagonists. Wazor an "Atlantean Mage", Ulslime a cleric of "Death" and our cover boy Korbundar the huge blue dragon.  No, the skeleton riding him does not appear anywhere in this adventure. Nor does the lake of fire.

By the way. Which one do you think is Wazor and which one is Ulslime?The adventure proceeds on a location-based adventure.  The characters move from location to location in the Twolakes Vale, which is described well except for where it is exactly in Norwold, finding clues, fighting enemies. Until the final confrontation and destruction of the artifact (the "deathstone") opening the Sphere of Death. Of course, you need another artifact to do that.

The NPCs are very detailed and out trio of bad-guys are so much fun that both Ulslime and Korbundar were made into semi-permanent NPCs of note in my games.    It got to the point where my kids would be like "Is that Korbundar!!" anytime a blue dragon was used in a game.

The other issue with this adventure, and one that was lost on me until recently, is that is doesn't really fully feel like something from the Companion Set.  It has been described, by most notably by Jonathan Becker at B/X Blackrazor, that this adventure really runs like a high-level Expert set adventure.  A wilderness hex with various points within the hex that need to be investigated.
There are some of the new monsters in the adventure, but when I played it and ran through it we substituted the monsters from AD&D/D&D3 as the case required.  There are Wrestling Ratings to the monsters and a chance to raise an army, but nothing about domains or ruling kingdoms.
Of course, this would all come later on in the CM adventures, so I guess that is not too big of a deal.

Calling it a "High-level dungeon crawl" or "High-level Expert Set Adventure" is fair, but it leaves out a lot of what made this particular adventure so much fun. I still have my original copy of this and it holds up well.   So despite the criticisms of it as a "Companion Adventure", it is still a very fun "D&D Adventure" and one that holds up.

CM2 Death's Ride: Refit
I have no idea how much I paid for my copy of Death's Ride when it first came out. How much were modules back then? $5? $8?  Whatever it was I certainly got my money's worth. (the consensus online is $6.)

Back in 1985-5 when I went through as a player we used AD&D 1st Ed rules.  Seemed like the logical thing to do.  We stuck it on the end of this huge campaign that also included H4.



When I would later run it again in college it became part of my big "Ravenloft is From Mystara" deal and I ran it under AD&D 2nd Ed.   It usually became the gateway characters used to leave Ravenloft and come back into their normal world.


Now I am setting up to run it again, this time using the 5th Edition Rules.

For that, I joined the Classic Modules Today group and did the 5th edition conversion.


I had a great time not only converting the adventure and creatures, but getting a chance to re-do Wazor, Ulslime, and Korbundar as 5th edition characters.  It was a struggle I have to admit not to include *my* versions of them and instead play them by the book.

In the conversion guide I mention where I would place the adventure in the Forgotten Realms (something we all did) and how it could connect to others.  For me I saw this as a nice Coda to the Out of the Abyss adventure.



Characters will complete Out of the Abyss at roughly the same level characters would need to be to start Death’s Ride. The adventure can be seen as either as some last-ditch effort by Orcus to open a portal in the Realms in which to invade or as a means of flooding the area with undead.

This flows from both my using Death's Ride as part of an Orcus/Realms take-over (Module H4) and my connections to Ravenloft as a portal.

I might not have know the Companion Set very well, but there is at least one Companion level adventure I do know.

Russian Satirical Journals from the Revolutionary Upheaval of 1905-1907

Monster Brains -

Zarevo, Interior Art, 1906 pres2012-0707-332 Zhupel, Issue 2, Interior Art, 1905 pres2012-0720-39 Rus, Issue 11, interior art, 1907-11 Plamia, Issue 2, 1905 Plamia, Issue 4, 1905 Zabiiaka, Issue 3, 1905-06 Vampir, Issue 1, 1906 Anchar, Issue 1, 1906 pres2012-0731-3 pres2012-0711-21 Buria, Issue 4, Interior Art, 1906 Zhupel, Issue 3, Interior Art, 1906 pres2012-0005-2 Kosa, no. 1, February 10, 1906 Sekira, vol. 1, no. 8, February 10, 1906-1 Sekira, vol. 1, no. 10, 1906-1 Bureval, Issue 1, 1906 Leshii, Issue 1, Interior Art, 1906 pres2012-0707-1 Kosa, no. 2, 1906 pres2012-0005-9.2 Zarevo, Issue 3, 1906 Zhupel, Issue 1, 1905 Sekira, vol. 1, no. 12, 1906-8 Sekira, vol. 1, no. 6, January 27, 1906 Zhurnal, Issue 1, 1906 Burelom, Issue 3, 1906 Shershen', no. 10, March 10, 1906 Ovod, Issue 1, 1906 Zritel', vol. 2, no. 2, January 8, 1906-1 Skorpion, Issue 2, 1906 Buria, Issue 4, 1906 Gvozd, Issue 2, 1906 Zhupel, Issue 3, 1906 K svietu. Issue 1, 1906 Zhupel, Issue 3, Interior Art 2, 1906 Vampir, Issue 3, Interior Art, 1906 Bureval, Issue 1, Interior Art, 1906 Maski, Issue 5, Interior Art, 1906 pres2012-0700-26 pres2012-0754-3.2 Zhupel, Issue 3, Interior Art 4, 1906 Luvenal, Issue 1, 1906 pres2012-0754-2 Zhupel, Issue 3, Interior Art 3, 1906 Zabiiaka, Issue 3, Interior Art, 1905-06


"This collection documents some of the most important events of the period known as the first Russian Revolution of 1905-1907. It was during this unprecedented rise of national self-identity that the first Russian Constitution and Russian Parliament were initially created. The first Russian Revolution was a period of struggle for political, social and human rights, and the press, which had previously been subject to censorship, enjoyed a new freedom which had never before appeared in Russia.

Nevertheless, disillusionment with the political and social reforms was expressed through political satire and caricature, published in numerous journals all over the country. The pages of these journals served as an arena for political parties and the newly born social classes of Russia – both the bourgeois and the workers. The explicit satirical form of these publications and their subsequent immediate distribution to interested readers attracted many well-known writers and artists who were either contributors or, occasionally, editors of these journals. The journals in the collection present a unique and sparkling collaboration amongst famous Russian authors such as Konstantin Bal’mont, Ivan Bunin, Maxim Gorky, Aleksandr Kuprin, Valerii Brusov, etc., with the artistic talents of Ivan Bilibin, Boris Kustodiev, Léon Bakst, Valentin Serov, Alexandre Benois, and others.

As the Russian autocracy regained its power, the unprecedented freedom of the Russian press diminished and then vanished. While some journals were published continuously for months afterward, many others were either closed or suppressed, and their editors prosecuted, with the entire publishing run of some issues confiscated and destroyed by the authorities. " - quote source

Images mostly found at USC Libraries.

Class Struggles: The BECMI Prestige Classes

The Other Side -

A slightly different sort of Class Struggles today.
Yesterday I reviewed the Companion Set Rules.  Within those rules some new "sub-classes" or "traveling classes" were introduced.  Let me summarize here.

Druids are Neutral clerics of 9th level or greater dedicated to the cause of Nature. They are non-land owning and not devoted to another lord or cause.
Knight a Neutral (or any alignment) traveling fighter, that is a non-land owning fighter. Must swear fealty to a royal ruler.
Paladin a Lawful traveling fighter who swears fealty to a Lawful church.
Avenger a Chaotic traveling fighter who swears allegiance to a Chaotic church.

There are others, such as Guildmasters and Magists, but those four are the focus of my attention this week.


Looking over the rules I can't help but think of how much these resemble what would be known as a Prestige Class in 3.x D&D.  In fact let's make a direct comparison between the Avenger and the Blackguard, an evil fighter prestige class.

According to the d20 SRD for 3.0 a Blackguard must meet the following requirements.  I am putting D&D BECMI equivalent translations in brackets [].
Alignment: Any evil.  [chaotic]
Base Attack Bonus: +6. [at least 6th level]
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks. [again at least 6th level with some knowledge of religion so high wisdom is good]
Feats: Cleave, Improved Sunder, Power Attack. [knows some combat maneuvers]
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.  [makes allegiances to an evil religion.]

Given the systems, the Blackguard is pretty much the same as an Avenger.
Back in the 3.x days, there was even a Paladin Prestige Class that you had to be a fighter or a cleric to qualify for.  It made a lot of sense to me.


So a Knight, Paladin, and the Avenger can all be seen rather easily seen as BECMI Prestige Classes.
In 3e, Prestige Classes were designed to be open to any class, but some were easier to get into if you started in the right class. Some were limited to class, but not "on paper" so a Prestige Class limited only to clerics could say "must be able to cast divine spells" or "ability to turn undead."  Yeah, it was sneaky, but a fighter could take a level of cleric and be able to get in.

So I am thinking that in BECMI prestige classes would have to be "Base Class" specific.
What do I mean by "Base Class?" Well, these are your Cleric, Fighter, Magi-User, and Theif classes.
In D&D 3.x a difference is made between a Base Class and a Prestige Class.   Why would I even care?  Well, looking at classes in this light gives me a ton of new options.  For starters it allows me to be able to add classes to my BECMI games and not add the bloat of an extra set of class rules.  It also allows me to explore all sorts of other options for a class.
It also allows me to have these new classes, often treated like a multi-class or dual-class without the need for a bunch of messing with double noting of XP rewards.

There are other examples.
The book GAZ3: Principalities of Glantri covers the Seven Secret Crafts of Magic in Glantri.  Each one of these could be seen as Magic-user specific prestige classes.  The Master's set introduced the Shaman and Wokani classes.  Not to mention all the various "witch-like" classes I have covered from other BECMI books.  I am sure there are more to be honest with you, I just have not had the chance to dig them all up yet.

BECMI Prestige Classes

How then can you use the 3.x Prestige Classes, or for that matter 2nd ed. Kits, 4e Paragon Paths or 5e sub-classes, in BECMI?  Simple find classes that work for you first.

So I am going to start up a BECMI campaign and I know that one of my sons is going to want to play an assassin and the other will want to play a ranger.

Both classes are in AD&D and in most versions of the game.   How can I bring them in?

Well, the simple solution is to import the class wholesale, but I guess at that point why not just play AD&D?  I want something that is more Basic-feeling.  I would need to add some more details, but here are some ideas.

Acrobat
A thief that steals not for profit or personal gain but instead for the thrills and even the challenge could become an Acrobat.  These thieves can be Neutral and even some Lawful.  I would follow the guidelines in the Unearthed Arcana.

Assassin
This class was removed from AD&D 2nd Ed and absent in D&D 3e as a base class.  It does exist as a 3e Prestige Class and a 5e Sub-class. In the case of 3e the fastest way in is to start out as a Rogue.  In 5e you have to be a Rogue first.  The 5e SRD only lists one sub-class or archetype, the Thief.
The BECMI Assassin starts out as a Thief but at some point becomes an assassin.  I am going to say 8th or 9th level, and they would need to be Chaotic. They can use poison, but a limited number of weapons, armor, and no shields.

Illusionist
These are Magic-users that focus completely on Illusion Magic. They have their own spell lists like the druid does.  They do not build their own towers but are often entertainer magicians for courts and other notables of power.

Ranger
These are fighters that are dedicated to nature, much like the druid, and focus on a particular enemy.
They cannot become Lords or Ladies, but instead, have a small stronghold.  Fighters of 9th level or higher may become rangers.

These ideas can be easily extended.

Necromancers
Have their own spell list. Do not build towers but may take over any ruins. Command undead.  The existence of Illusionists and Necromancers could also imply other schools of magic like AD&D 2nd Speciality wizards.  I suppose I could just import those. Other options are like the School of Magic in Glantri.

Bards
Oh man, these guys in AD&D are a mess.  But I would steal a page from 2nd Ed and make them Thief-like and have them improve their fighting skills a little and give them some druid magic.  OR go the Celtic route and make them part of the Cleric class.  Still thinking on this one.

Looking at 3.x a few jump out right away.  In addition to the Blackguard and the Assassin, I can easily see adapting the Arcane Archer for elves and the Dwarven Delver for Dwarves.



There can be many, many more.  With five other editions of *D&D to choose from there is no end to what could be done. 

Now I am sure some people might complain about "class bloat" and that is a fair argument.  I think keeping to the base four (or base five if you count my witch) then adding the other Prestige Classes on an as-needed basis. 

Or, even closer to the spirit of the rules, add these as "role-playing guides" only.  I mean really what is to stop a player from saying "my elf is an arcane archer!" and make the choice to only use a bow?  Maybe the DM and the group can decide that this elf can add +1 to hits with their bow due to their dedication.  Simple fix and no new rules added!

Make some use out of that multitude of books I own.

Fire Beneath the Fen: The Wyrd and the Modern in ‘Robin Redbreast’ and ‘Penda’s Fen’

We Are the Mutants -

Mark Sheridan / June 16, 2020

The 1970s have always occupied a grim place in the British imagination. Sandwiched between Harold Wilson’s utopian “Swinging Sixties” and Thatcher’s anti-social eighties, the decade represents a time of tremendous turbulence and change. With the empire in ruins, anti-colonial backlash came home to roost as Northern Ireland descended into civil war and the IRA began its bombing campaign in Britain. The naked enthusiasm of the post-war consensus dissipated, and the battle between labor and industry heated up. Bombs, blackouts, and shortages recalled war-like conditions during a time of supposed peace. Modern scholarship has pointed to an eerie style in British cultural output from the period. From its cinema to its television to its public information films, there pervades a gothic sensibility commonly identified with Mark Fisher’s concept of “hauntology,” the idea that the present state of cultural paralysis is a function of a collective mourning for futures that never materialized.

The dark and mystic sensibility that emerged from this disruptive and paranoid milieu, now called “folk horror,” manifests a fear of sublimation—the absorption of the individual into the mass, the human into the environment, modernity into the unknown. While the horror of Hammer Films and Roger Corman that had dominated the ‘50s and ‘60s was preoccupied with endless combinations of 19th century gothic, folk horror steps outside time as we understand it, beyond the scope of the human. In the 2010 documentary series A History of Horror, Mark Gatiss outlined a rough canon for this folk horror tradition based on the unholy trilogy of Witchfinder General (1968), The Blood on Satan’s Claw (1971), and The Wicker Man (1973). Intense ideological conflict pervades these stories: Witchfinder General is set in and around the Battle of Naseby, where Cromwell’s revolutionary New Model Army destroyed the veteran feudal forces of King Charles, and tells the story of a soldier who pursues a charlatan witch-hunter across the English countryside. And in The Blood on Satan’s Claw, set around the same time, a secular magistrate must slay a demon summoned from “the forest, from the furrows, from the fields” by the local pagan cult.

These historical tales come at us from the dawn of modern time, in the midst of feudal collapse and the emergence of capitalism. Our heroes are rational, secular agents of the state; our villains the ancient forces of paganistic superstition that batter at the door of our burgeoning technological world. It’s telling that the only film in Gatiss’s trilogy set in contemporary times, The Wicker Man, advances a very different view of the battle between the rational modern and the primordial other. Here, the heroic agent of the state, in this case a police officer, dies alone in the flames of the titular effigy, while the villagers dance in rings around him. Christopher Lee would go on to insist that The Wicker Man was not actually a horror film, an assertion that hints at the sublimation of genre itself, and how this paranoid affect had settled over the British imagination like an eerie fog.

Well before The Wicker Man hit theaters, however, there was the television play Robin Redbreast (1970), which tells a similar story: middle-class metropolitan Norah Palmer (Anna Cropper) ventures into the English countryside only to find herself caught up in the fatal fertility rites of the polytheistic locals. Robin Redbreast is noteworthy for its appearance on Play for Today, a BBC anthology series typically reserved for kitchen-sink realist drama that has been described in posterity as everything from a “national theatre of the air” to an “[exercise] in viewer patronisation” (the latter quote coming from current Conservative Party MP and Boris Johnson ally, Michael Gove). Abrasive, polemical, socially conscious to a fault, its moral messaging embodied the paternalistic spirit of the ‘60s welfare state. If television was the medium of the masses, Play for Today was its conscience.

Set in the present day, Robin Redbreast inverts the conventional relationship between the modern and the un-modern, configuring our world as hopelessly encompassed by a dark architecture of the outside. From the moment Norah arrives in the village, she’s deprived of all agency. Everything she does is preempted, public and private spaces are intermeshed—the villagers always seem to know what she’s doing in advance, repeatedly wander onto her property without invitation, and even orchestrate events so that she ends up sleeping with Rob (Andy Bradford), an awkward local man who she first encounters practicing karate naked in the woods.

Norah can sense she’s being manipulated in some way but remains powerless to stop it. The menacing Mr. Fisher (Bernard Hepton), apparent leader of the community, even explains their sinister designs, albeit in elliptical language, at various junctures. Yet Norah is unable to resist literal and metaphorical seduction by the strange persuasions of the village folk. There’s a dark implication that in some respect Norah wants, or is at least allowing herself, to be trapped. The heightened emotions of country life contrast starkly against the bourgeois detachment of her conversations with city friends. To an extent, we get the impression that Norah’s volatile relationship with the villagers is a reaction to her own suppressed Dionysian impulses.

The shadowed social commentary is compounded when Fisher explains that the villagers are under no pretense of doing justice to the “old ways.” He admits the basis of the robin sacrifice could be Greek, Egyptian, even Mexican in origin. He mentions James George Frazer’s “The Golden Bough,” a largely discredited work of comparative mythology that serves as the basis for most popular representations of paganism. Historical authenticity is immaterial here. What scares us about paganism is what it tells us about ourselves, how it recalls our own innate strangeness.

After the ritual slaughter of Rob (short for Robin), a pregnant Norah flees the village, but her escape will never be complete. She knows that the same cycle will repeat itself when her baby, the new robin, comes of age. As she drives away, she looks back to find that the villagers, still watching from the cottage, have transformed into pagan deities. The fact that the villagers do nothing to stop her from returning to the city amplifies the play’s paranoid pessimism. As Fisher, having taken the form of Herne the Hunter, watches Norah disappear over the hill, the viewer is left with the horrible feeling that nothing Norah can do will have any impact on the ultimate fate of her unborn child. (The narrative is clearly inspired in part by Ira Levin’s Rosemary’s Baby).

Robin Redbreast’s horror is reactive, bird-brained—evoking the feeling of being cornered. The great fear is a lack of control, the feeling of being swept away by strange currents beyond the self. Even in her fleeing, Norah’s fate is ultimately foreclosed by forces that not only surround her but exist elementally within her. If Witchfinder General is set at the dawn of modernity, Robin Redbreast is set at modernity’s dusk, in a world that shrinks from itself as it feels the darkness loom ahead. The postponed reclamation of the robin proves a compelling metaphor for the hopeless uncertainty of a historical moment in which strange futures pounded on the door of the present, threatening to break in at any moment.

* * *

The first three years of the 1970s would see five states of emergency, each presided over by Ted Heath’s Conservative government following its surprise election in 1970, and each involving battles between Heath and what Thatcher would later refer to as “the enemy within”—the labor movement. Problems continued to pile up, each new disruption amplifying the last. The stock market crashed in January 1973, sending inflation soaring into double figures; then, in October, OPEC declared an oil embargo that set the western world reeling. Seeing an opportunity, the National Union of Mineworkers voted to go on strike in pursuit of fairer pay. Heath’s government responded by introducing the infamous Three-Day Week, in which consumption of electricity was to be limited to three non-consecutive days per week to conserve coal supplies. For two months, Britain was plunged into a cold, dark winter unlike anything it had seen since wartime.

Described by The Times as a “fight to the death between the government and the miners,” this was the second large-scale confrontation in as many years and one the government couldn’t afford to lose. Heath resolved to call an election to serve as a referendum on the issue of union power, with the Conservatives campaigning on the slogan “Who governs Britain?” The election of February 28, 1974 returned yet another dramatic development: despite the weight of the media and the state behind them, the Conservatives had in fact lost ground and handed the Labour Party a plurality in parliament. A settlement was soon reached in which the strikers secured a 35% pay-increase—the miners had won, at least for now.

Two weeks after the lifting of restrictions, millions of Britons tuned in to BBC1 to watch the latest installment of Play for Today. That evening’s episode was Penda’s Fen, a fittingly unsettling exploration of unsettling times, the most developed folk horror film to date, and a triumph of public programming in its own right. Writer David Rudkin gives voice to the dark song of the fields with a visionary script about a devout young Christian who must confront both the unseen forces that stir beneath the village where he lives and the “unnatural” desires that emerge contrary to his pious pretensions.

Stephen Franklin (Spencer Banks) is a boy possessed by the “new gods”—he is ordered, anal, orthodox, patriotic, loyal to the structures of church and state. He’s the kind of kid that almost deserves the vicious bullying he gets from his grammar school classmates. As Stephen matures into his eighteenth year, however, things fall apart as he discovers that he’s both gay and adopted. Through the mentorship of his heretical parson father, a politically radical local playwright, and a series of disturbing apparitions, he begins to come to terms with his inner “ungovernableness.”

Director Alan Clarke, Britain’s mirror-holder-in-chief behind such brutal portraits as Elephant (1989) and Made in Britain (1982), presents an image of Britishness that’s wild, diverse, almost ethereal. Clarke, typically known for his uncompromising realism, adopts a more hallucinogenic style to portray the metaphysical turbulence of Stephen’s new understandings. The haunted, shifting landscapes of Worcestershire work as a kind of demonic mutation of Situationist psychogeography. Whereas the students of May 1968 were implored to uncover “the beach beneath the streets,” Clarke and Rudkin invite us to discover the flames beneath the fen.

Penda’s Fen stands apart from other artifacts of the “wyrd” in its overt politicization of strangeness. Almost immediately we meet the playwright Arne (Ian Hogg) as he puts up a one-man defense of the strikers at a town hall debate, while naïve Little Englander Stephen huffs and puffs in the audience. As Stephen begins to lose, or rather relinquish, control of himself, his grades suffer and his mother warns him not to fall foul of “the machine,” the inhuman conveyor belt of modernity and its cult of productivity. Later, the Reverend Franklin (John Atkinson) expounds on Moloch as the sun sets behind him, explaining to Stephen how the new gods of industry and institutions are perversions that have disfigured the message of the “revolutionary” Jesus. The Reverend speculates that the people may “revolt from the monolith and come back to the village,” noting that “pagan” means “of the village,” contrasting with what it means to be “of the city”—”bourgeois.”

The provisional nature of modernity is a key theme. Arne speaks of the urban behemoth swelling to a great city that will “[choke] the globe from pole to pole” but that will also “bear the seed of its own destruction.” We might imagine Hobbes’s Leviathan, bloated and turgid, decomposing back into the earth. Elsewhere, Stephen and his father discuss King Penda, the last pagan ruler of Britain. The Reverend reimagines the heretic as a transcendent symbol of resistance, wondering aloud what secrets he took with him when he fell. “The machine,” like the meaty bodies of its busy multitudes, is imagined as just one combination among an infinite number, an entirely temporary arrangement destined for the dirt.

Landscape is a focal point of the play but, unlike in our other examples, here serves as a vector of elemental truth rather than a source of corruption. Rudkin draws on the Gothic and Romantic traditions to conjure up an English countryside pregnant with ancient histories that lie unknown, hidden or forgotten. It was here, after all, in the 16th century, that the machine first emerged out of the fields and the fens and separated the peasantry from the land—the original trauma that encloses the margins of modern Western history. What lies beyond that temporal boundary is the vanishing realm of nightmare, of un-modernity, where yawns the black abyss of the unknown, the domain of animal and reigning wilderness. But, paradoxically, that abyss is essential to our nature—it’s where billions of lives were lived, where our minds and bodies were wrought and cultivated. Penda’s Fen considers the abyss for all its hidden potentials and reconfigures rupture as opportunity. The horror of recognizing the self in the other, or vice versa, is imagined as a route to emancipation.

In perhaps the most famous scene, Stephen awakes from a homoerotic dream to discover a demonic entity straddling him in his bed, which then takes the shape of the local milkman (Ron Smerczak). What haunts him is not his sexuality but his dedication to the authoritarian norms of middle-class Protestant England. As Arne prophecies in a later scene, the only way to purge ourselves of these demons and reach salvation is by way of “chaos” and “disobedience,” to summon our basest selves.

When we first find Stephen, he’s alone in his room, listening to his favorite composer Edward Elgar’s The Dream of Gerontius and reflecting on the moment when the protagonist meets God. Stephen is isolated from the world, only able to theorize obliquely about transcendent experiences. By contrast, the final sequence sees him meet his maker on an open hillside—not God, per se, but King Penda himself, the half-real spirit of “ungovernableness,” who tells him to go forth and “be strange.”

Much like its predecessors, the play makes no attempt at an authentic depiction of pre-Christian spirituality—we have no idea what the titular King Penda might have believed, what his traditions were, what cosmologies were lost when he was defeated all those years ago. But this is precisely the point. The last pagan king functions as an empty vector of “possibilities” and “unknown elements,” much like Stephen himself. Despite being an apparition of a long-dead historical figure, King Penda represents a haunting from the future, that dark domain of the beyond with which we are in contact every moment of our lives, full of unthinkable potential and inherent strangeness.

Penda’s Fen advances itself as the spiritual resolution to the folk horror cycle, a psychic exorcism of the demons that haunted the ‘70s. Rudkin’s play summons the future from the past, reconstituting the volatility of its day as a rite of passage into a new world. Horror in this sense denotes contact with new terrain, communion between the self and the beyond. To be comfortable is to live in fear of the strange invasions that confront us at every moment and in every thought and experience—to flee from ourselves. In a time when people want change without having to confront the proverbial milkman, the play enjoys continued relevance long after its first life.

Both Robin Redbreast and Penda’s Fen were aired only once more on British television, in 1971 and 1990 respectively, lending these tales the ephemeral quality of weird dreams dreamt long ago—and raising the question of why they’ve now returned to haunt us. The villagers never came to reclaim the robin in the end, yet still we see their shapes in the window and hear strange knocks at the door. Will we ever face up to the horrors that guard the margins of our world? Or are we, like Norah Palmer, doomed to retreat further and further into the city, to delay the inevitable day when the outside closes in? In the closing scene of Rudkin’s play, King Penda prophesies exile as the sun sets behind him: “Night is falling; your land and mine goes down into a darkness now… but the flame still flickers in the fen.” The future promised by that strange flame lies lost somewhere in that expanse of night. Only by embracing the dark might we find it again.

Mark Sheridan is a writer from Dublin, Ireland. He recently graduated from Dublin City University.Patreon Button

BECMI: Companion Set Review

The Other Side -

We are now at the part of my hand-made maps of the world where I leave the dungeons (Basic) and wildernesses (Expert) that I knew so well.   I am now in an area of half-rumored tales and speculations.  Stories from other travelers, with tales that are both familiar and yet foreign to me.

Join me on my exploration of the new worlds of the D&D Companion Set.  But a warning, here there be Dragons!

D&D Companion Set (1984)

I don't think it is too much to say that the Companion Set contains some of the most interesting changes and updates to the D&D than any other product TSR had published to date.  I will talk more about these in the review, but first a look back.

I had eagerly awaited the Companion set for D&D ever since I got my Expert Set.  That is, by B/X Moldvay/Cook Basic and Expert Set.

The Companion Set, as promised by the Expert Set rules, mentions that characters will now go to 36th level and there will be a way to cure undead level drain!  Such promises. Such hope!

D&D Cook Expert Set, page X8
Though it was not to be and the B/X line stopped there, only to be "rebooted" in 1983 with the BECMI line, though we were not calling it that back then.

By the time the Companion did come out I had moved on to AD&D. I no longer had any interest in the Companion rules having discovered the world could also have Assassins, half-orcs, and 9 alignments.

I did manage to read it once.  I was in college and it was at Castle Perilous Games in Carbondale. Of course, at the time AD&D 2nd Ed was the new hotness and I had no desire to look backward.  What I saw though at the time did not impress me.  I think the entire Mentzer set at the time (AT THE TIME mind you) made me think of it as D&D for little kids (now I see it differently).

Looking back now I see I made a BIG MISTAKE.
Well...maybe.  I mean I would not have traded my AD&D time for anything, but I do wish I had given the BECMI rules more of a chance.

Now I can fix that.

Today I am going to cover the BECMI Companion Rules.  I am going to cover both the DriveThruRPG PDFs and my recently acquired box set.


The Companion Set follows the rules as presented in the BECMI Basic and Expert books. But unlike those books, the Companion Rules sets off into uncharted directions and gives us some new material.

While the claim can be made that Frank Mentzer only edited and organized the Basic and Expert rules based on previous editions, the Companion set is all his.  While there may be some influences from earlier editions such as Greyhawk (with it's 22nd level cap [wizards] and some monsters) and AD&D (some monsters and the multiverse) this really feels new.

Companion Player's Book 1
The player's book is 32 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
Opening this book we get a preface with a dedication to Brian Blume. A nice touch and yeah he is often forgotten in the tale of D&D's earliest years.  The preface also firmly situates us in time. We 10 years out from when D&D was first published. The design goals of this book, and consequently this series, have never been more firmly stated.  This is an introduction to the D&D game and designed to be fun, playable, and true to the spirit of D&D.  It certainly feels like this is the successor to the Original D&D game; maybe more so than AD&D.
One page in and we are off to a great start.

The title and table of contents page tell us that this game is now "by" Frank Mentzer, based on D&D by Gygax and Arneson.  As we move into the book proper we get a feel for the "changing game."  Characters are more powerful and once difficult threats are no more than a nuisance or exercise.  The characters are ready to take their place among the rulers of the world.  This makes explicit something I always felt AD&D only played lip service to.

We get some new weapons that have different sorts of effects like knocking out an opponent or entangling them. We also get some unarmed combat rules.    Now, these feel they really should have been added to the Basic or Expert rule sets. Maybe they were but were cut for space or time.

Up next is Stronghold management from the point of view of the player characters.  Again here D&D continues its unwritten objective of being educational as well as fun.  More on this in the DM's book.

Character Classes
Finally, about 11 pages in we get to the Character updates.  Here all the human character classes get tables that go to level 25; again maybe a nod to Greyhawk's level 20-22 caps, and caps of 7th level spells (clerics) and 9th level spell (magic-users).  Clerics get more spells and spell levels.  The big upgrade comes in the form of their expanded undead turning table.  Clerics up to 25th level and monsters up to Liches and Special.  This mimics the AD&D Clerics table; I'd have to look at them side by side to see and differences.  One difference that comes up right away is the increase in undead monsters.  There are phantoms, haunts, spirits, and nightshades.  Nightshades, Liches, and Special will be detailed in the Master Set.

Something that is big pops up in the cleric listing.  A Neutral cleric of level 9 or higher may choose to become a Druid! Druids only resemble their AD&D counterparts in superficial ways.  They have similar spells, but the BECMI Druid cannot change shape.  It is an interesting implementation of the class and one I'll discuss more in a bit.

Arguably it is fighters that get the biggest boost in the Companion Set.  They gain the ability to have multiple attacks per round now and other combat maneuvers such as smashing, pairing and disarming. This is a big deal since they got so little in the Expert set. Fighters can also "specialize" into three paths depending on alignment.  There are Knights, Paladins, and Avengers.  Each type gives the fighter something a little extra.  Paladins are not very far off from their AD&D counterparts and Avengers are as close to an Anti-Paladin as D&D will get until we get to the Blackguards.

Conversely, Magic-users do not get as much save from greater spells. We do get the restriction that any spell maxes out 20dX damage.

Thieves can now become Guildmasters or Rogues.  A name that will come up more and more with future editions of D&D.

BECMI "Prestige Classes?"
The Druid, Knight, Avenger, Paladin, and to a lesser degree the Magist and Rogues represent what could arguably be called the first Prestige Classes to D&D.  Their inclusion predates the publication of the Theif-Acrobat in the AD&D Unearthed Arcana.
Prestige Classes are classes that one can take after meeting certain requirements in other "base" classes in D&D 3.x and Pathfinder. Often at 10th level, but can occur anytime the character meets the requirements.  This concept is later carried on into D&D 4 with their "Paragon Paths" (chosen at 11th level) and even into D&D 5 with their subclasses (chosen at 2nd level).
The BECMI Avenger and Paladin are the best examples of these working just like the Prestige Classes will in 15 more years.   This is interesting since it also means other classes can be added to the basic 4 core ones using the same system.  An easy example is the Theif-Acrobat from UA or even the Ranger from AD&D.  Though here the problem lies in the alignment system.  Rangers are supposed to be "good" for example.

Demi-Humans
Demi-humans may not advance any more in level, but they are not idle.  This is also the area of the Companion Set that I most often go wrong.  Each demi-human race has a Clan Relic and some demi-humans could be in charge of these clan relics, making them very powerful. There are also clan rulers and they are also detailed.  What does all that mean?  It means there is a good in-game reason why demi-humans do not advance in levels anymore.  They are much more dedicated to their clans than humans. So after a time it is expected that they will return home to take up their responsibilities to the clan.


That is not to say that these characters do not advance anymore.  Each demi-human race can still gain "Attack Ranks" as if they are still leveling up.  They don't gain any more HP, but they can attack as if they are higher-level fighters.  They also gain some of the fighter's combat options. Each class gets 11 such rank-levels.   It seems to split some hairs on "no more levels" but whatever.

We end with a map of the expanding Known World.  This is the continent of Brun of Mystara, but we don't know that yet.  But I will discuss that later this week.

This book is a lot more than I expected it to be and that is a good thing.

Companion DM's Book 2
The DM's book is 64 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
There is a lot to this book.  First, we get to some General Guidelines that cover the higher levels of play and planning adventures accordingly. There is sadly not a lot here.
We follow up with Part 2: The Fantasy World.  This continues some of the discussion of stronghold management and dominion management as well.  Now here is quite a bit of good information on what happens, or could happen, in a dominion. 
This section also includes the hidden secret of the D&D BECMI series.  The War Machine Mass Combat system.

War Machine
Around the same time TSR was also developing the BattleSystem Mass Combat system.  The two are largely incompatible with each other.  I always thought it was odd that two systems that do essentially the same things were created and incompatible with each other.   Later I learned that D&D BECMI lived in what we like to call a "walled garden" in the business.  It was out there doing it's own thing while the "real business" of AD&D was going on.  The problem was that D&D Basic was outselling AD&D at this point.  This was not the first time that TSR would woefully misunderstand their customers and sadly not the last time either.
War Machine has an elegance about it when compared to BattleSystem.  I am not saying it is simple, but the work involved is not difficult and I am happy to say it looks like it will work with any edition of D&D.

The Multiverse 
A big part of any D&D experience is the Multiverse.  This section allows the DMs and Players to dip their toes into the wider Multiverse which includes the Ethereal Plane and the Elemental Planes.


Space is also given to the discussion on aging, damage to magic items, demi-human crafts, poison, and more. We also get all of our character tables.

Monsters
About halfway through the book, we get to the section of monsters.  A lot of familiar AD&D faces are now here, though a bit of digging will show that many of these are also from OD&D up to the Greyhawk supplement.  Most notable are the beholder, larger dragons, druids (as a monster), and many elemental types. Monsters are split into Prime Plane and Other Planes. 
Among the monsters featured are the aforementioned Beholder, larger Dragons, and bunches of new Undead like haunts, druj, ghosts and more.  A few that caught my attention are the Gargantua (gigantic monsters) and Malfera.  The Malfera REALLY caught my attention since they are from the "Dimension of Nightmares."  More fodder for my Mystara-Ravenloft connection.
Monsters from the Other Planes focus on the Elemental planes.

Treasure
Lots of new treasure and magic items.

Adventures
There are three short adventure or adventure hooks for companion level characters.

All in all the Companion Set is full and had many things I did not think it had given my very casual relationship to it over the years.  Reading it now and in-depth for the very first time I see there is a lot I could have used in my games back then.

Also reading this gives me a lot of ideas for more Basic/BECMI sorts of campaigns and plans for classes.

The OSE Warlock, In Print

The Other Side -

I interrupt BECMI Week to give you something decidedly B/X.

It took a bit, but now you can get The Warlock for Old-School Essentials in print, both in hard-cover and soft-cover!


I am very pleased with how they came out and they look fantastic.




The contents of both versions are the same, so no need to worry about which one to get.


They look great with the Old-School Essentials books.


The hard-cover even fits into your OSE box!


It is 100% compatible with my Swords & Wizardry Warlock book.  Combine them for even more warlock powers, pacts and spells.


Or combine it with my Craft of the Wise Witch Book for Old-School Essentials for even more spells.


It is the latest, but not yet the last, of the books in my Basic-Era Games line of Witchcraft traditions.

Back to BECMI posts later today.

Monstrous Monday: Philosopher Lich and Notions (BECMI Special)

The Other Side -

This week I am going to cover the Companion series and what that meant to me before it came out when it came out and now.

Today we have nearly unfettered access to RPG material.  One of the things I did not have access too was the original AC9 D&D Creature Catalogue.  My DM though in 1986 did.  One of the creatures I liked was the Gray Philosopher. I really liked undead monsters for my game, so I went home after seeing this and wrote my own version for my AD&D game.  Liches would not appear in D&D until the Master Set, which I never saw till much later, but they were a staple of AD&D.

Later I expanded on it for AD&D 2nd Ed and called it an "Occult Lich."  Though I was never 100% happy with it.

This creature is based on some ideas I had for the "Occult Lich" and something I was calling the "Accidental Lich."

This lich was/is my "clerical" version of the "magic-user" lich.
The name is also a nod to the "Philosopher's Stone."


Lich, Philosopher
Armor Class: 0
Hit Dice: 10-14*
Move: nil
Attacks: nil
Damage: nil
No. Appearing: 1 (1)
Save As: Cleric 10-14
Morale: 12
Treasure Type: V x2 + Special
Alignment: Chaotic
XP Value:
  10 HD: 1,600
  11-12 HD: 1,900
  13-14 HD: 2,300

The Philosopher Lich is most often created when an evil cleric is pondering some evil plan or a philosophical bit of occult knowledge that they extend beyond death.
The Philosopher Lich will often be found seated, typically in a pose of deep contemplation.  They appear as do other liches; skeletal wearing robes common to their station in life and with eyes that glow of a deep and profound evil intelligence. It is this malevolent glow that keeps them from confused with normal skeletons or an undead one.
Philosopher Liches were once great clerics dedicated to foul beings beyond the understanding of humans.  Their evil thoughts pre-occupy their very existence. They do not move and rarely speak.
They are guarded by their evil thoughts made manifest known as notions.
If all the notions are defeated the Philosopher Lich can attack with spells it knew as a high-level evil cleric.  They will also have 2-5 (1d4+1) magic items common to high-level clerics with the exception of arms and armor. This is in addition to double the type V.
Philosopher Liches are turned as Liches, but they cannot be turned as long as their Notions are still active.

Notions
Armor Class: 3
Hit Dice: 4**
Move: 90' (30')
   Flying: 240' (60')
Attacks: 1
Damage: 2-5 (1d4+1) + Special (Intelligence Drain)
No. Appearing: Same as HD of Philosopher Lich
Save As: Cleric 4
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 175

Notions are the manifestations of the evil thoughts of the Philosopher Lich.  The notions appear as wraith-like horrific versions of the Lich as he or she appeared in life, though twisted.  Each notion is a reflection of the horrible thought the Lich has.  So thoughts of murder manifest as a bloody looking notion, greedy notions are covered in chains, gluttonous notions are fat, and so on.
The notions attack with a single touch that feels like an electric shock or cold chill, depending on the notion, that does 2-5 hp of damage.  The victim attacked must also make a Saving Throw vs. Death or lose 1 point of Intelligence.  The notions "feed" on this mental energy and give it to the Philosopher Lich.
Victims restore their Intelligence score at a rate of 1 per week.

Notions can be turned as Spectres.


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