Outsiders & Others

#FollowFriday BECMI Edition

The Other Side -

It's another #FollowFriday here at the Other Side.

Since this is the first week of BECMI Month I thought some good old-school sites and accounts were in order.


Remember.  It is often not just enough to join these sites, you need to engage with them as well.

Facebook

Let's start with the big one, the BECMI Facebook group.
Run by TSR Alum Bruce Heard it has been a treasure trove of BECMI information for me for years.
https://www.facebook.com/groups/BECMI/

Another is the BECMI D&D page on Facebook.
https://www.facebook.com/BECMI.DD/

Twitter
Want to see what is new in the BECMI/D&D world?  Check out Twitter.

Bruce Heard
https://twitter.com/Ambreville

TSR in the World
https://twitter.com/DNDCollecting

Blogs
Let's go with a Bruce Heard trifecta, here is his blog, About Bruce Heard and New Stories.
https://bruce-heard.blogspot.com/
In particular, I am focusing on this post for my War of the Witch Queens campaign.
Revisiting BECMI Skills, https://bruce-heard.blogspot.com/2018/09/GeneralSkills.html

MeWe
Over at MeWe there are a lot of groups that need some more followers and people to interact.

Mystara
Dedicated to the B/X, BECMI and later AD&D 2nd Ed world of Mystara.
https://mewe.com/group/5bbbf54aa5f4e527d1dec722

Instagram
And this one I just found and his art is really fun.
https://www.instagram.com/justindrawscomics/

He also does a Keep on the Borderlands themed web comic.
http://thekeepontheborderlands.thecomicseries.com/comics/first/


Jonstown Jottings #20: Heortlings of Sartar

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?
Heortlings of Sartar is a short supplment for RuneQuest: Roleplaying in Glorantha, part of the author’s ‘Monsters of the Month’ series.

It is a twenty-five page, full colour, 2.05 MB PDF.

Heortlings of Sartar is well presented and organised. It is not illustrated and needs a slight edit.

Where is it set?
Dragon Pass, specifically Sartar, but its contents can be used wherever Heortlings and Sartarites might be encountered.

Who do you play?
Heortlings of Sartar is primarily for the Game Master who will portray its very many NPCs.

What do you need?
RuneQuest: Roleplaying in Glorantha.

What do you get?
Stat blocks.

Forty-two of them.

One is issue with RuneQuest: Roleplaying in Glorantha is the complexity of its stat blocks, especially in the time it takes to create them for NPCs. RuneQuest II—or RuneQuest Classic—solved this issue with a number of supplements such as Fangs, RuneQuest Source Pack Alpha: Trolls and Trollkin, RuneQuest Source Pack Beta: Creatures of Chaos 1: Scorpion Men and Broos, and RuneQuest Source Pack Gamma: Militia & MercenariesHeortlings of Sartar is essentially the equivalent of those supplements, but with a bit more context and written for use with RuneQuest: Roleplaying in Glorantha.

Heortlings of Sartar
provides the stats for the types of NPCs that the adventurers are likely to encounter throughout Sartar. They fall into four categories—the nobility, free folk, unfree folk, and outlaws. So the nobility includes the notables to be found in Sartarite villages and settlements, such as a Lhankor Mhy Lawspeaker, Priestess of Ernalda, Storm Voice, Thane, and Village Chieftain. The free folk covers Landholders, Merchants, Crafters, Militia Warriors, Healers, Herders, and so on, whilst the unfree folk gives stats for Stickpickers, Tenant Farmers, Thralls, and the like. Lastly, Bandits, Lunar Deserters, and Tricksters are listed under outlaws.

Each NPC is presented on its own page and clearly laid out, both for ease of reading and printing. Where NPCs have an allied spirit—such as the Lhankor Mhy Lawspeaker the Priestess of Ernalda—these are given their own stat blocks, although this does mean that the pages for these NPCs are slightly more cramped in comparison to the other NPCs. Where the Player Characters might encounter more than one of a type of NPC, for example, the bandits or the Lunar deserters, they are given more generic stat blocks with four to a page. It should also be noted that none of these NPCs have every skill they might have listed, but rather just the ones which are pertinent to to their roles. This obviously cuts down on probable clutter and anyway, the supplement suggests standard values for the skills they do not have.

One notable omission from Heortlings of Sartar is the inclusion of stats for either a Clan Chief or a Tribal King. Again, this is by design since both should be unique individuals rather than simple stat blocks.

Although every NPC comes with a thumbnail description, they do feel underwritten in places, leaving the Game Master wanting a little more explanation. For example, the fact that there is a difference between the hunting styles of Odayla and Yinkin worshippers is mentioned, but not explained. In addition, the none of hunter characters have pets.

Lastly, for a supplement intended to be as utilitarian as it is, it is lacking one last, very useful feature—a list of names. The inclusion of this would have made Heortlings of Sartar just that little bit easier and faster to use. 

Is it worth your time?
Yes. Heortlings of Sartar is as utilitarian a supplement as the Game Master might imagine, but utilitarian means useful and practical—and Heortlings of Sartar is certainly that. Perfect for when the Game Master needs the off-the-shelf stats for a local NPC.
a list of names. 
No. Heortlings of Sartar will be of little use to you if your campaign is not set anywhere near Sartar or you like to create your own NPC stats.
Maybe. Heortlings and Sartarites get everywhere, so eventually the Player Characters might run into them, so then Heortlings of Sartar might be useful.

Review: B7 Rahasia (BECMI Special)

The Other Side -

"You soon are lead to an elven maid, whose veiled grace and beauty outshines all others present as the sun outshines the stars-she is Rahasia.
"Will you aid me?" she asks."

Module B7 Rahasia

B7 Rahasia is an adventure for the BECMI version of the Basic rules.  Since module B5 the Basic modules all featured the new BECMI trade dress, but B7 Rahasia is an older adventure with some solid history in the D&D game.  But I am getting to the middle of the story.

Back in 1979 Tracy and Laura Hickman wanted to play AD&D but needed money to be able to buy the Dungeon Master's Guide. So like so many after them they wrote an adventure to sell so the could afford to pick up the DMG.   That adventure was Rahasia.

Later the Hickmans would go to work for TSR and here they would give us what is arguably one of the greatest adventures of all time, Ravenloft, but before that, they republished Rahasia in 1983 under the RPGA banner.  In fact, RPGA 1 Rahasia and it's sequel RPGA 2 Black Opal Eye were the first two RPGA adventures for the new BECMI Basic game.

Rahasia is for levels 1-2 and then Black Opal Eye for levels 2-3.


These currently go for a lot of money on eBay now.  RPGA2 Black Opal Eye is available on DriveThruRPG, but the RPGA1 version of Rahasia is not.

Rahasia would get a third printing again in 1984 as the new adventure module B7 Rahasia.
This new version was a combination of the two earlier editions.

For this review, I am considering the PDF from DriveThruRPG and my original print copy from 1984.

Module B7 Rahasia
Tracy and Laura Hickman. 32 Pages, color cover, black & white interior.
Cover art by Jeff Easley. Interior art by Jeff Easley and Tim Truman
Maps by Diesel & D.C. Sutherland Ill

This adventure is a primary example of what has been called "the Hickman Revolution" and while it was independent of the design of the BECMI rules, it does dovetail into the rules and feel rather well.  The Hickman Revolution can best be explained with the original requirements the Hickmans set for themselves in their adventures.
  1. A player objective more worthwhile than simply pillaging and killing.
  2. An intriguing story that is intricately woven into the play itself.
  3. Dungeons with some sort of architectural sense.
  4. An attainable and honorable end within one or two sessions playing time.
Another very strong point is an NPC/Antagonist that is more than just a mindless monster.  This can be seen in Dragonlance and can be seen in its ultimate form in Count Strahd from Ravenloft.

These all exist in one form or another in this adventure.  We have an evil cleric known as the Rahib, but is he really our "Big Bad" of this tale?  No. But again I jump ahead.

The plot begins as a simple one.  The characters agree to help an elven maid named Rahasia defeat a great evil that has come to her lands. This evil, the Rahib, has captured two elf maidens (Sylva and Merisa), Rahasia's father, and her fiancee. So the characters have to rescue the Prince this time!  He has also taken control over a group of elven cleric/monks (essentially) known as the Siswa.

This is an important bit, so I am going to interrupt myself here.  The Siswa are all mind-controlled, normally these are the elves that guard the temple, so they really should not be killed.  In the Hickman Revolution simply killing things is never the way to go.  This is true here.  The characters need to find ways to incapacitate the Siswa, but not kill them.

Defeating the Rahib is fine, and getting to him is the first half of the adventure.  The second half is discovering the REAL Big Bads.  You might have seen them on the cover.

Part 2, or the part that was covered in Black Opal Eye, deals with the real villains of this piece.  Here we learn that the Rahib had made a deal with the spirits of three dead witches, Karelena, Solorena, and Trilena.  These witches have now taken over the bodies of the elf maids and want to get Rahasia for Trilena.  They can accomplish this with the Black Opal Eye. When all three witches are freed they are much more powerful, so getting them before they can get Rahasia is the goal. Failing that any female character with a Charisma of 15 or higher is the target.

There are some traps, some false leads and some clues in the form of wine bottles.  But all in all a very effective adventure with some nice twists.  More importantly, it also gives us three (well four I guess) memorable NPCs.  While the Rahib can be defeated, and ultimately forgotten about, the witches, Karelena, Solorena, and Trilena, are far more interesting and really should come back again in a future adventure.

There are maps, pre-rolled characters to use, and of course an elven princess who will be in your debt.

The adventure also features something that the "new" BECMI modules all would feature, new monsters.
Here we get the haunt, the water weird (an AD&D import), and the bone golem who will not see an AD&D rendition until Ravenloft.

Ravenloft Connections
I have often stated that I feel that Barovia, the lands of the mists featured in the Ravenloft adventure and line, came from the B/X & BECMI world of Mystara.  Here is another connection.  First, the idea of body-snatching undead witches is a strong horror trope.  I am sure there are dozens of horror movies made before 1979 that feature this.  I am sure I have seen at least a dozen or more of these myself.


Plus like Ravenloft, Rahasia was written by the Hickmans. Even in the 5e era the Curse of Strahd adventure for 5e lists Rahasia as an influence.  Plus there are some other solid connections.  Like finding the same wines in Rahasia's Wizard tower and in Ravenloft Curse of Strahd.



For 5th Edition
Thanks to the efforts of the Classic Modules Today group there is a conversion guide for B7 Rahasia.  Classic Modules Today: B7 Rahasia (5e) is 10 pages and includes all the various stats you need to covert this adventure over to 5th Editon D&D.  In truth the conversions are very straight forward but it is nice to have them all in one place.  Plus for $1.95 it is really worth it.  Given the Ravenloft connections, I could see this as an adventure for 1-3 level characters in Curse of Strahd very easily.  You need the complete B7 module, that is not included here and there is no adventure information other than the stats. The Bone Golem and the witches, Karelena, Solorena, and Trilena get full stat blocks.

War of the Witch Queens
For me this is also a great starting module for my War of the Witch Queens campaign.  Three dead witches combing back from the grave to possess the bodies of three others?  If it can be done once, it can be done again and I have some great long term NPCs to harass my characters with.  Plus the mere fact that they came back now points to the upheaval in the Occult world that this War is having.
It also makes for a solid case for this game to be run using the BECMI rules.
Now there is a thought...

Other Posts & Links

BECMI: They Keep Killing Aleena

The Other Side -

This is going to irritate some people, but no honest discussion about the BECMI Basic set can occur without a mention of the doomed cleric Aleena and Women in Refrigerators

Briefly, Women in Refrigerators is a trope where the plot of a male character is moved forward by the death (or disability or rape) of an associated female character.  Also often the female character is not returned to the status quo; ie she stays dead or disabled.

This trope was masterfully, and somewhat depressingly, detailed by then comics-fan and now best-selling comic writer, Gail Simone (writer of Batgirl, Wonder
Woman, Red Sonja, and The Secret Six).  The name comes from Green Lantern #54 where then GL Kyle Raynor finds his girlfriend murdered and stuffed into a refrigerator.  So not just a murder, brutal one designed to antagonize the character by an enemy.

Now the issue of Green Lantern in question was from 1994.  Gail put up her original website in 1999.  If that was the only example one might excuse the writers a little.  But it was far from the only one.

Simone compiled a list in 1999, simply called The List, of all the comic book women who have been killed, depowered, raped, or disabled.  The list is long and sadly we could double it today.  Or as comic writer Mark Waid has said:
Jesus H. Christ in a birchbark canoe, is that a list disturbing in its length. And, yes, there are even more male characters who could make up a similar list--but it would be a smaller PERCENTAGE of male characters than this is of comics' females. Brrr...Lots of comic writers do it.  Lots of television writers do it.  I spent a better part of the early 2000s (just prior to starting this blog) trying to draw attention to this trope and the damage it causes on television.

It's also lazy writing.

But What About Aleena?

Aleena, as many fans of the BECMI Red Box know, is the cleric in the first adventure who is designed to help the Character, and thus the Player, learn D&D.  The adventure is a solo deal, so naturally, there is a little bit of a railroad.  This can be excused because of the space needed and to serve the purpose of the text; It's not a "real" adventure, it is a teaching tool in the guise of an adventure. As a teaching tool, it serves this role well.  As an adventure, it is a bit contrived, but that is excusable.

However, no matter what the character (a fighter, and a male one as depicted in the art) does, Aleena will die.

Overtly this is designed to give the character a buy-in to the "Life and Death Drama" that is D&D.  Characters will die.   In that respect, it worked.  To this day you can find "Kill Bargle!" adventures and t-shirts[1][2] and other reminders of the fateful battle between Aleena and Bargle.  She has her own Facebook page.  I even contributed to a "Shrine of St. Aleena" adventure for 5th Edition.   If the goal was to get buy-in to D&D then one can say it worked.

That doesn't mean it still not lazy writing.

I know that is going to blow some of my old-school cred, but everyone that uses this trope always defends why their use of it is right and appropriate.  Granted this one was written in 1983, years before Gail ever wrote her essay or even before the Green Lantern comic appeared.  But it was not before the trope itself was known. Often called "Disposable Women" it has had a lengthy history in all sorts of literature.

In fact, the one that hit me the most was not Alex, Kyle Raynor's girlfriend, but Gwen Stacy, Peter Parker's girlfriend in the Amazing Spiderman issues #121 to #122 from 1973.  I remember reading these when I was a kid in the 70s.  My barber had all sorts of great comic books in his shop so I would read these.   Gwen's death bugged me. It was so pointless.  Even then I could see the purpose was to enrage Spider-man, but he was already committed. He was going to go after Green Goblin anyway.  I thought it was just dumping on the character and needlessly killing a character.

Another one was the original Batwoman, Kathy (not Kate) Kane in Detective Comics (Vol. 1) #485.  This was 1979 and was right at the start of my D&D involvement.   Her death also seemed to serve no purpose than to motivate Batman.  Well Batman, like Spider-man, already had lost people what purposes did this serve?  More to the point why bring a character out of retirement only to kill her? Unlike Gwen and Aleena, no one even remembers the sacrifice Kathy Kane made.

And don't even get me started on Batgirl/Barbara Gordon or Sue Dibny. Just to name two.

The point I am getting here is this.  If a kid reading comics can see problems with this in the late 1970s and early 1980's, certainly others could too.

None of this is made any better by describing Aleena in the books using the language one uses for a girlfriend. Which, in this case, Aleena was the stand-in for Frank Mentzer's ex-girlfriend Aileen and written to die.

In 1987, after pretty much of all the old guard of TSR was gone, GAZ1 The Grand Duchy of Karameikos was published for the Basic D&D game. In it, there is an Aleena Halaran, a mace-wielding Lawful cleric.  She is supposed to be the same Aleena, unless of course, you played through the Basic set, then she is Anielle Halaran.

Aleena and Baron SherlaneMy Own Takes and What Would I Do?

I ran a couple of adventures for my kids a while back using Bargle and Aleena. I ran T1 Village of Hommlet but included Aleena and Bargle and yes, she still died in it despite my personal objections. Morgan Ironwolf also made an appearance.  I later ran The Shrine of St. Aleena for the Second campaign.  The point here was to show that in this other campaign with the same players that somethings are "fixed points" in the multiverse.  Something not lost on my players.

Later I contributed to the 5e conversion of The Shrine of Aleena.  I guess I really can't change the past.

I guess to make my multiverse connections right I would need to have a raised from the dead Aleena show up in my third campaign, Into the Nentir Vale, and riff off of my 4e stats for her since that is my "4e converted to 5e" game.

IF, and that is a big IF, if I were going to change the intro adventure I would drop Aleena in favor of an older male wizard.  More of a Joseph Campbell-esqe mentor figure.  Someone of the Gandalf or Merlin mold to guide the new adventurer at the start of their own Hero's Journey.  Indeed in the Hero's Journey the older mentor or supernatural aid dies so the hero can go on.  Maybe even Bargle is a failed student of this mentor and you, as the "ego" character, take on this brave wizard's quest.

"But!" you say, "how can Bargle kill a wizard old enough to have an apprentice?"  Well, the same way Bargle killed a cleric of at least 2nd level. Aleena does heal the player at one point so she has spells so is at least 2nd level and an average of 7 hp. That is still more than a magic missile can effect.

"But!" you say again, "Aleena needs to HEAL the player how is a magic-user going to do that?" to which I say the wizard has one, and only one, potion of healing.  He GIVES this potion to you and you are healed.  Going back to the purpose of this whole thing is to teach you how to play D&D you have now learned TWO things you didn't know before. There are magic items that can heal you (and the wizard can always lament the lack of a cleric here) AND that such items need to be managed carefully, ie resource management.  The wizard gets to be heroic by giving you his last healing potion even though he needs more.  A potion of healing even gets introduced at the end of the sample solo adventure anyway.

Bargle and this Wizard have history.  So Bargle wants the wizard dead. The wizard wants to protect you because you are only first level. Another lesson learned! Protect the weaker members of the party, it is the right thing to do.

I would go as far as to say that a fighter and a wizard are much more iconic duo than a fighter and cleric.  Look at the cover of Holmes Basic, look at the cover of Moldvay Basic.  Look at the cover for Pathfinder. Having a wizard instead of a cleric makes far, far more sense to me.


Would it have had the same emotional impact?  Hard to say.  Hindsight is 20/20 and it is easy for me to point out these sorts of problems because I have been focused on them for so long.  Less certain is the cultural impact this isolated scene would have had independent or the cultural impact as the whole the Red Box Basic had in total.  For me, a wizard mentor falling battle would have had the same impact intended, because I have to say one of the big turn-offs for BECMI for me was this death. I had already at this time thrown out a copy of Lord Foul's Bane, I didn't have to spend my money here. So I didn't. Until now of course.

Morgan Ironwolf is mentioned in the same tones of reverence and often in the same breath as Aleena.  But we know far less about her and she is, as far as I can tell, still "alive" out there in the worlds of Dungeons & Dragons.

I want to end with a comment made by Sarah Darkmagic about Aleena.  She quoted me years ago and I would return the favor here.  Sarah has said, " I pointed out that the D&D art I saw growing up didn't make me feel welcomed." this is combined with the entire treatment of Aleena did not make early D&D a welcoming place to women. I believe her. It wasn't.  She was not there in the early days, but I was, and often times the only women playing were girlfriends of the players.

She also makes the claim that Aleena was not very empowering for her. Again I have no reason but to agree. Aleena is NOT empowering. She is cannon fodder. She is fridge material.  She serves only one purpose here, to further the ends of a male character.

Simone said "if you demolish most of the characters girls like, then girls won’t read comics. That's it!" This is also true for every reader. And every gamer.

I am reminded of Whoopi Goldberg when she first saw Nichelle Nichols as Lt. Uhura on Star Trek. She went to her mother saying, "Come here, mum, everybody, come quick, come quick, there's a black lady on television and she ain't no maid!"  What would have happened if Uhura had been "redshirted" after an episode? What would've happened then?  What would have happened to Mae Jemison?

Granted this was years ago.  Today it is different. Hopefully, it is better.
It bears repeating, but representation matters.

But I still look at this section as the weakest point of the BECMI books and really kind of a low point for D&D in general.

My Posts On Aleena
More on Women in Refrigerators

BECMI: Other Versions and Homages

The Other Side -

I don't think it is a stretch of the imagination to say that the BECMI Basic box is the Red Box that most people remember. Indeed, when you say "Red Box" this is the set that most people think of.

A large part of this is due to the number of units sold. It has been claimed that this was the best selling version of D&D at least up to the modern age of 5e.   It was certainly one of the most widely distributed versions of D&D up to that date.

International

While I have seen French, German, Japanese, and more versions of this set, it was the one printed in England I wanted the most.


Reading this one is a neat little exercise in "what if."

What would this set have been like if it was a single volume?

The Japanese versions also looked great.


The French version seems closest to the American one.


Norway had a single volume version too, but their's appears to have been a hardcover.


Although I must admit I have always wanted the German version.  If I had known it had existed back then I would have grabbed it.  Sadly my German is terrible these days. Don't use it you lose it.


And some great pictures of Javier Murillo's Spanish editions.




In fact, Javier Murillo appears to be the leading expert on these foreign language editions.





There is an entire listing of the printed foreign editions at the Acaeum.

That is quite a legacy of print.
It should be no surprise then that the cover was often imitated.

Inspiration

Maybe more so than the AD&D Player's Handbook (or very close) no other version of D&D has inspired the look of other sets.  In fact, it has become its own shorthand to nostalgia.  Want to tap into those nostalgia dollars?  Make your box red.



Of course, nothing irritates the old-school crowd more than when this is used for a game they don't like.



and of course the D&D Cartoon,


a puzzle, again from Javier Murillo,



and the early "skin" for DnDClassics.com, which now points to DMsGuild.com,



Not to mention a bunch of t-shirts.




That's an awful lot of red.

Now certainly someone in the old-school gaming community will say something stupid like "sacrilege!" or some other nonsense, allow me to remind you what TSR was doing themselves back in the day.






BECMI: Basic Set Review

The Other Side -

How does one go about reviewing a game I know so well but in a book I know very little about?  More to the point how does one review a classic?

Well as my oldest son says, "with determination."

In this particular case, I am going to review the actual boxed set I was able to pick up a few years ago, the PDFs from DriveThruRPG and I will compare it to the version printed in the UK.



Basic Set (1983)
The third set of books to be released as the "Basic set" was the Mentzer "Red Box" Basic that would become the "B" of the BECMI line.  So many copies of this set have sold that it has become synonymous with "the Basic Set" and "the red Box" in D&D circles.  The set itself contained two books, a Player's Book (to be read first) and a Dungeon Master's Book (to be read by the DM).

Already we have a departure from the previous Holmes (1977) and Moldvay (1981) Basic sets.  While those older sets had one book for rules (48 and 64 pages respectively) and an included adventure (B1 and B2 respectively) this set only has the two books.  This is not the issue it might seem at first since this set features a rather infamous solo adventure and a programmed adventure that can be used with a DM.

The box set also came with dice, a crayon for coloring in the numbers, and some information about the RPGA.

It is helpful to look at the books independently.

The Player's Book
The Player's Book is 64 pages, color art cover, black & white interior art.

This is the familiar D&D game. The title page tells us that this is Dungeons & Dragons created by Gary Gygax and Dave Arneson.  The editor, though many will say the actual architect of the BECMI line, is Frank Mentzer.  He is so tied to this edition that it is also called the Mentzer Basic book.

While Holmes did a good job of organizing the Original D&D game into something that could be used as and introduction to the game (or too AD&D maybe), it was the Moldvay edition that really tried to make an introductory game to new players.  The Mentzer set takes this to the next level by giving us a true introduction to the game.

The target audience is 10-12-year-olds but it takes care not to talk down to the audience, there even seems to be a choice in language to try and educate as much as possible too.  TSR expected their target audience to be young, educated, and (for better or worse) male.  But I will touch on that later.

Up first you are taken on one of the most infamous solo adventures ever.  You are playing a fighter and you have to investigate a dungeon.  You meet a cleric named Aleena, and a goblin and an evil wizard named Bargel.  The rest is a tale told in many taverns across the known world. 
While I have a number of issues with the solo adventure, and I'll discuss those elsewhere, it is an effective tool for grabbing people and getting them into the game.  The adventure explains aspects of your character and makes them salient in the situation. In the education biz we call this "situational learning" and it is an effective tool.

After the adventure, we get to the part where your character is explained to you. What the ability scores mean, what the saving throws are for, how to hit with weapons.  It is the "what is Roleplaying" section of every other RPG book writ large.

There is another Solo adventure, with some nods to the two M series for solo dungeons.

So now that the player knows the basics of play the various character classes are introduced. Here we have the Cleric, Fighters, Magic-User, and Thieves for humans and Dwarves, Elves, and Halflings. The text is very, very explanatory.  Great for a brand new player but feels wordy to me now.  Granted, these were not written for someone with 40 years of experience.  Heck, no one had even a quarter of that yet when this was written so my point of view is out of sync with the design goals of this game.

Looking over the classes I notice a few things.  The class descriptions are very self-contained.  Everything you need to know about playing a Cleric for example is right there. Including the Saving Throw tables WITH the class.  A vast improvement over the constant flipping through pages we had to do with AD&D at the same time.   Also, I noticed how weak the thief was then. No comparison to the Rogues of later editions.

The design elements of the self-contained class pages is something we will see again in D&D 4e and 5e.  It is very effective and if you are like me and like to print out your PDFs then it also gives you flexibility in organizing your version of Basic.



There is a solid emphasis throughout the book on how playing together, and working together, as a group is the best experience.  There also seems a little extra emphasis on how the Players are not the Characters.  It feels wonderfully 80s when the was the moral panic that kids would start to act out like their characters and meet the fate of poor Black Leaf and Marci.  Today people online refer to their characters in first person and laud their achievements as their very own.  What a difference some time makes.

We get to alignment with a strong prohibition against playing Chaotic or Evil characters. Retainers and other topics.  There is even a solid Glossary (I mean really who does this anymore? I miss them!) to help in supporting my point of view of D&D as a learning tool.   There is even a small section on using minis, character sheets, and other aids.  There is even a nod to AD&D to remind players that this game, D&D, is not AD&D.

All the basics are covered. No pun intended. Ok. Maybe a little one.
Everything the player needs to get started.  They now just need a DM.  Thankfully the next book covers all that.

The Dungeon Master's Book
The Dungeon Master's book is 48 pages, color art cover, black & white interior art.
This book follows the Player's book in terms of layout and scope.

The title page here is largely the same as the Player's Book, but it is a chance for us to reflect on how this game is really the direct descendent of the Original D&D game. Though there is a reminder that Players are not to read this book! Only DMs!

We get right into the roles of a DM here, after covering some brief introductory materials and some common terms and abbreviations.  Looking over these were are still in a time that Pre-Dates THAC0 as a term.

There are checklists of things to do pre-game and during the game and during combat.  It's a nice clear and spelled out version of the same material seen in the previous Moldvay Basic set.  In fact, there is a lot of material here that looks and reads the same.  This is natural since both sets are drawing from the same sources.  It is a bit like reading something you are already very familiar with, but it is still somewhat different and new.  Like trying to read Danish after learning German.  Or maybe more accurately, reading American Spanish after learning European Spanish.

There is a built-in adventure for new DMs that serves the same purpose as the Solo one in the player's book. It is fine, but I think back to my time in running the Keep on the Borderlands and hoe much I learned from that.

The procedures and rules section is all laid out alphabetically. So "Elves" come before "Mapping" and "Time".  Again, I am reminded of the layout seen in 4e and it is obvious that the designers of 4e were fans of this edition.

The next big section is on Monsters.  This section reads very much like the same section in Molvay Basic, some even down to the exact same words.  I don't find this a problem though.  Some people went from Holmes Basic (77) to Cook/Marsh Expert (81) and some people will come from those earlier Basics to this.  There needs to be a continuity of rules. Minus some organization and some clearer directions these are supposed to be the same games.  Yes there are some differences.  I find them to be minor at worst.

Back to Monsters, the section seems to have all the Usual Suspects, give or take a couple.  I did notice that there is much less art here.  I would have loved to have seen more versions of these classic monsters.  An Elmore drawn Thoul? Yeah, that would have been great! Also, this has the only piece of recycled art I have found.  The dragon breath diagram looks the same here as in Moldvay.  That's actually pretty cool.  All new art?  TSR was putting their best on this.  I'll talk more about the art in a bit.

Treasure follows and it is every 1st level character's dreams come true.  Swords to hit those pesky magic monsters! Gold! Platinum! Potions of Healing!! 2-7  hp was all you needed back then to get back into the game.

A nice bit about creating and stocking dungeons with monsters and treasures.  More direction than we got in Holmes or Moldvay to be sure.

We end with some tables for random monsters, saving throws, and a combined index!

Art
The art in both books is fantastic.  Larry Elmore, Jim Holloway, and Jeff Easley at the very top of their game.  They defined how millions view Dungeons & Dragons.  Yes, yes I am a fan of the older stylings of Bill Willingham, Erol Otis, and Jeff Dee, but this was at a new level.  The art was consistent throughout and all of it wonderful.  Sadly it is also a little sparse compared to Moldvay, but I guess there are more pages to fill here.

The UK Edition
The UK edition is a single book about the size of a paperback.  It has the same color (or should I say "colour") cover.  The illustrations are sparse and in this case, all the interior art is by Helen Bedford.



The content is the same, just put into 272 smaller (4.75" x 7.5")  pages. There is even a tiny character sheet that taxes the ability of my glasses.
It sold for £4.95 back in 1986 when my copy was printed.




Legacy
I am going to spend a lot of time this month covering the legacy of the Basic Set and the BECMI series as a whole.  But this is the set. This is the one people think of when you say "Basic Set."
That's a pretty serious legacy.

Join me all month as I talk about all the BECMI books, boxed sets, and related topics.
This week is nothing but Basic.

Monstrous Monday: Grimlock (BECMI Special)

The Other Side -

For all of June, I am going to be focusing on the BECMI rules, the only* D&D I never really played.
(*I played a lot of Holmes, Moldvay, Cook and Marsh Basic through Expert and used some BECMI books.)

For my June Monster Mondays (and there are 5 of them!) I am going to focus on a monster that would have been appropriate for the boxed set I am reviewing that week.  Also, I want to pick monsters I would have been likely to have used then OR ones I actually created back then.  Thankfully for this I have been "given" my youngest son's old game computer (wait...didn't I buy this??) and it has the only DVD-ROM drives in the house now.  I have been digging through some wonderful treasures I had semi-forgot I had.

So for this week, I want to do a creature that would have felt at home in the D&D Basic Set.  My general rule today is if I could have encountered them in the Caves of Chaos, then they are good.

I was talking to my oldest son about this and he suggested Grimlocks.  Honestly, it is perfect.

A lot of my own D&D world-building was built on the classics, and what is more classic than The Time Machine, both the book and the great 1960 George Pal directed film.   The Grimlocks of D&D have a spiritual ancestor in the Morlocks of the H.G. Welles classic.  Both creatures are essentially a human species that has "devolved" into a barbaric state.  They even share some literature (and not literal) DNA with similar creatures from H.P. Lovecraft or Richard Sharpe Shaver's "deros".  They would have been right at home in the Cave of Chaos.  Especially since they fill an "uncomfortable" niche of what happens to humans who dedicate themselves to darkness and chaos.  The Morlocks would have been still fresh in my mind in my early D&D days from the almost forgettable (expect by meI guess) 1978 Time Machine TV Movie.

I also like them for the witch connection.  Grimlocks were popular monsters on Charmed where they are essentially low-level demons.

In my games, Grimlocks are much the same as they are in all sorts of D&D games.  Save they are demon-worshipping cultists and their distrust of all other races (and their cannibalism) keep them from forming strong bonds to really rule the underworld.

Grimlock
Armor Class:  7
Hit Dice: 2+2*
Move: 120' (40')
Attacks: 1
Damage: 2-7 (1d6+1)
No. Appearing: 2-20 (0)
Save As: Fighter 4
Morale: 8
Treasure Type: Nil
Alignment: Chaos
XP Value: 30

Grimlocks are a blind subterranean race that attacks anyone and anything they do not know.   They are descended from a group of human cultists that worshipped the foulest demons.  Whether they were driven underground or sought it out on their own they have since moved far away from their original humanity into something more akin to a monster.

Their skin coloration is a dull gray and their milky white eyes appear to dull and sightless. Indeed the Grimlock is blind, but their senses of smell and hearing are so acute that they can still "see" in the complete darkness.  They can sense vibrations so they are capable of spotting and attacking enemies, even invisible ones, up to 120' away.  They do not use missile attacks and prefer to fight with clubs or rocks.  Most are bald, but some have sparse dark hair on their heads, especially the females.
Grimlocks are stronger than average, 15 Strength, but they also have lower than average intelligence and wisdom (usually 9 or 8).

Grimlocks have lived in small isolated communities for centuries.  They will keep prisoners to replace fallen members, at least until such prisoners can produce new Grimlocks for them.  Prisoners, fallen Grimlocks, or any other enemy, once they are dead are eaten.  Grimlocks have no use for, or understanding of, treasure save for weapons.

Despite being blind and immune to any effect that requires sight (a medusa attack for example) they loathe the sun and will avoid going to the surface world save for nights of the new moon.

Special Grimlocks can advance as far as the 4th level as a Warlock to a demonic cult.

Grimlocks and Troglodytes hate each other and will attack the other to the exclusion of all other enemies.

Some scholars believe that the human cultists that spawned the grimlock race had intermingled with lower demons to produce the first grimlocks.  So far none of these scholars have ventured out of their lofty towers of learning, with plenty of sunlight, to put their theories to the test.

1960 Morlocks
1978 Morlock
Grimlocks from Charmed

Miskatonic Monday #38: Unremembered

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Unremembered

Publisher: Chaosium, Inc.
Author: Heinrich D. Moore

Setting: 1990s New Orleans

Product: Scenario
What You Get: 11.13 MB forty-three-page, full colour PDF
Elevator Pitch: When no-one remembers the father, can the missing son be found before he too is forgotten? 
Plot Hook: New Orleans police detectives are assigned to find a teenager missing after he receives a letter from the father his mother denies knowing. Just who was the father and what is the denial of his existence masking?
Plot Development: Difficult investigation in a wretched city, high school breakdown, and a town lost from the bayou.
Plot Support: Six pre-generated investigators, eight NPCs and entities, and ten handouts.

Pros
# Based on the James Blish short story,‘More Light’
# Murky investigation
# Creepy use of masks
# Nice handouts
# Two or three session one-shot
# Could be adapted to Delta Green: The Role-Playing Game
# Solid slice of Southern Gothic

Cons# One pre-generated investigator needs stronger ties
# Maps would have been useful
# Sanity rewards and losses too high
# Climax needs careful handling
# Very specific in terms of time and place

Conclusion
# Missing person case masks a creepy plot
# Solid slice of Southern Gothic

June is BECMI Month

The Other Side -

Tomorrow is June 1st.  Crazy. Where did April and May go?

Well, I have been planning something like this for a bit now and I wanted to spend some time going over the D&D system I have the least familiarity with, at least in a proper sense.

The Basic, Expert, Companion, Masters, and Immortal Sets edited and written by Frank Mentzer.


Each week I will cover a different set with reviews of the main boxed set, associated products, and topics.  In my case I am also going to compare these sets with versions I am much more familiar with such as the B/X sets from Moldvay, Cook and Marsh, Holmes Basic, and the D&D Rules Cyclopedia.

Now I am not going into these reviews blind, I have had experiences with these books before, some experiences even going back to the time when they were published.

But I never played the game using these rules.

When the BECMI rules came out I was firmly in the camp of AD&D.  As the years went on I would adapt some BECMI products to my AD&D game and others I bought out of curiosity or interest.

So this will be a learning experience for me.  I am not expecting any great insights to the D&D game or any esoteric knowledge.  But who knows, maybe there is a tied bit here or there for me to learn.

Can't wait to find out.


Jonstown Jottings #19: Six Seasons in Sartar

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?
Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a short campaign for RuneQuest: Roleplaying in Glorantha. It is based on a campaign presented on the author’s blog.

Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a commentary upon Six Seasons in Sartar, an epic poem by Usuphus of Jonstown, which tells of the tragic fall of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan.

It is a one-hundred-and-forty-four page, full colour, 79.61 MB PDF.

Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is well presented, decently written, though it needs an edit in places, and includes a decent range of artwork. The front cover is good.

Where is it set?
Dragon Pass in Glorantha, specifically in ‘Black Stage Vale’, a narrow, vee-shaped valley high in the mountains between Mounts Quivin and Kagradus in the lands of the Colymar tribe, specifically between Sea Season 1619 ST and Sea Season 1620 ST. 

Who do you play?
Members of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan, not yet initiated, typically Orlanth and Ernalda worshippers.

What do you need?
RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary.

What do you get?
Six Seasons in Sartar is not just one thing. Well, actually it is just one thing—a campaign, but it also is more than the sum of its parts, for each and every one of those parts stands out on its own. Not necessarily because they are gameable, but together they contribute to the campaign as a very satisfactory whole.

First—and most obviously, Six Seasons in Sartar is a campaign. Much like the vale in which the Haraborn make their home and the events of the campaign play, its focus is very narrow, taking the Player Characters through the travails and tribulations of the last year of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan. It begins with their initiation and takes them season by season through 1619 ST and into 1620 ST. These individual adventures will involve the Player Characters in a mystery concerning the sudden appearance of a ghost, the activities of the rebels holding out against the Lunar Empire’s occupation of Sartar, and the abduction of a guest. Ultimately, the campaign will reveal secrets about the history of the vale which bring it to the attention of Kallyr Starbrow and following a confrontation with an agent of the Lunar Empire, lead to a sundering of the clan at the hands of the empire’s indigent servants. 

In between the six parts which make up the campaign, the Game Master can weave various secondary plots and events—here called ‘episodes’—such as a birth or funeral, a romance or a cattle raid, and so on. Many of these episodes are optional, and whilst including them does lengthen the play of the campaign, they also add depth to its play and serve to involve the players and their characters in the community that is the Haraborn clan. Although their use is given as optional, the campaign will be all the better not just because of the extra added depth, but also because their use gives scope for the Game Master to focus on each of the characters in play, to give them time in the spotlight. 

Second, Six Seasons in Sartar is a description of a complete clan, the Haraborn. This includes the complete history and mythology of the clan, as well as its wyter, the chieftain and his Ring—the clan council, plus the geography of the vale that is the clan’s home. It explains who they are and what their outlook is—that of deeply conservative mountain folk who value tradition, have limited contact with the outside world, and are devoted to the Storm Tribe. It explains their Runic ties, predominately Air/Storm and Earth, though some may be ‘Troll-touched’ and tied to the Darkness Rune. Members of the Haraborn clan are also members of the White Hart ‘spirit cult’, and expected to be useful to the clan—that is, to not go off seeking adventure. This cult is entirely local and provides interesting cervine spells such as Stag’s Crown which enables the user to sprout a twelve-point rack of antlers or Deerbrother which creates a Mind Link with the nearest deer and allow the caster to see and hear what the deer sees and hears, as well as cast spells through the deer.

This description and background support both the campaign and explains the constraints placed on character generation. This is as per the normal process, but the characters have to be of the Haraborn clan, have either the Air, Earth, or Darkness Rune, and instead of having an Occupation, have what is really their parents' Occupation. Occupations such as Bandit, Chariot Driver, Fisher, Philosopher, or Thief are all unlikely, but this still offers plenty of choice. As to cult, no starting characters for the campaign yet belongs to a cult, for their choice of, and their joining a cult will come about through play. All characters are Lay members of Ernalda if female, Orlanth if male. Lastly, each character’s family history will end with their parents in 1618 and none of them will receive the standard skill bonuses. The end result is a youth between fifteen and sixteen years of age, ready to be initiated.

Third, Six Seasons in Sartar is an initiation into the mysteries of Glorantha. This can be seen in various elements of the campaign. Most obviously in two ways. The first of these is the essay on the nature of heroquests, supported by the rules for them later in the book. This includes the three types of heroquest—‘This World Heroquest’, the ritual re-enactment of Myth; the ‘Hero Planes Heroquest’, in which the heroquesters temporarily become gods to gain a boon or blessing, in particular for their community; and the ‘Otherworld Heroquest’, in which the heroquesters travel deeper into the God Plane to create a new of their own! It also suggests rewards for each and the means to begin them. The other form of initiation is the actual complete presentation of two initiation rites, one for Orlanth lay worshippers and one for Ernalda lay worshippers. They each form the two starting parts of the campaign, one for male characters, one for female characters. Mechanically, the process serves as part of the characters’ personal history, but they also work to point each character towards the cult they will ultimately become initiates of. For example, a Lay member of the Ernalda cult might lean towards Babestor Gor as a cult if she favours the Death Rune over the Fertility Rune during her initiation. Playing out the initiation also gets the player and his character involved from the start, forcing him to make choices in play rather than at the start and so make those choices significant.

Later events in the scenario might also be said to further initiate the Game Master into the greater mysteries of Glorantha, notably an encounter with Kallyr Starbrow. Pleasingly, despite her role in the forthcoming hero wars and past events, she never overshadows the efforts of the player characters and interestingly, she never quite comes across as wholly heroic. As to the initiations, these are absolutely fantastic tools for the Game Master to enforce Glorantha’s mysteries from the start, and it would be absolutely fantastic to see further initiations similar to this but for other cults on the Jonstown Compendium.

Fourth, Six Seasons in Sartar is a toolkit. Take the various bits of the campaign and what you have is a set of tools and elements which the Game Master can obviously use as part of running Six Seasons in Sartar, but can also take them and use them in her own campaign. So this is not just the advice and discussion as to the nature of heroquests and how to run them, as well as the initiation scenarios, but also the rules for creating and running streamlined NPCs, the streamlined rules for handling battles, cattle raids, and heroquests, events such as funerals and births, romance, and more. All of these can be separated from Six Seasons in Sartar and the Game Master bring them into her own game.

Fifth, Six Seasons in Sartar is a conceit. Throughout the campaign, commentary is provided by a number of notable Gloranthan scholars and experts in Third Age literature, not necessarily upon the campaign itself, but upon Usuphus of Jonstown’s epic, Six Seasons in Sartar. These often offer contradictory opinions and so mirror that of Gloranthaphiles about various topics on Glorantha. They include excerpts from works such as ‘Usuphus: A Feminist Perspective’ by Adhira Chatterjee and Noah Webber’s lecture, ‘The Symbolism of the Star Heart and Predark in Six Seasons in Sartar.’, and what they do is enables the author himself to step out of the campaign itself and add further commentary, not just from his own point of view, but from opposing views. Beyond that, the conceit pushes Six Seasons in Sartar as a campaign from being a mere campaign into being an epic, because essentially, it is what a heroic poem does.

Of course, Six Seasons in Sartar comes to an end. The climax manages to be both sad and satisfying, but it leaves the Game Master wanting more, the players and the characters wondering what comes next. Possibilities are discussed and suggested, most obviously about reuniting the scattered Haraborn, the aim being for the Game Master to write the next episodes of the campaign (and thus the poem, or perhaps a new one). Nevertheless, it would be interesting to see an official sequel, both in terms of the campaign and the clan, plus of course, to the epic poem, Six Seasons in Sartar. This could easily fit in the period between the end of the Six Seasons in Sartar campaign 1620 ST and the jumping off point for RuneQuest: Roleplaying in Glorantha in 1625 ST.

Is it worth your time?
Yes. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a superb treatment of community, myth, and tragedy in Glorantha, grounding the players and their characters in the community, pulling them into the myth, and having them play out the tragedy. Whilst the tools and the discussion are undeniably useful, as a campaign starter it has no equal—it should be one of the first titles a prospective Game Master of RuneQuest: Roleplaying in Glorantha should purchase from the Jonstown Compendium.
No. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha presents an alternative campaign set-up, one which takes place prior to the default starting date for RuneQuest: Roleplaying in Glorantha, and you may already have begun your campaign. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha also places limits upon character choice and your players may want to play characters who do not fit within its remit.
Maybe. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha includes content which is useful beyond the limits of its campaign—the initiation rites, the notes on heroquests, rules for streamlined NPCs, quick resolution rules for battles, and more. All useful in an ongoing campaign. 

Jonstown Jottings #18: Vinga’s Ford

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?
Vinga’s Ford is a short scenario for RuneQuest: Roleplaying in Glorantha.

It is a nineteen page, full colour, 12.27 MB PDF.

Vinga’s Ford is well presented and decently written, and is illustrated with simple artwork.

Where is it set?
Dragon Pass, specifically between Oakton and Apple Lane in Sartar. Alternatively, it can be set on any river which feeds into the Upland Marsh.

Who do you play?
Vinga’s Ford works well if the Player Characters include a Vinga worshipper amongst their number, but an Orlanthi works just as well. A Humakti and a shaman may also prove useful.

With some alterations, an experienced Game Master could adjust Vinga’s Ford to be played by Troll Player Characters.

What do you need?
RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary for its information on Trolls and Ducks at the very least. If run at its default location, then the Game Master will also need the information on Apple Lane found in the RuneQuest Gamemaster Screen Pack.

Alternatively, Vinga’s Ford could easily be adapted to be run using 13th Age and 13th Age Glorantha. This will require some effort upon the part of the 13th Age Glorantha Game Master.

What do you get?
The Player Characters are the road travelling between Oakton and Apple Lane in the northern territories of the Colymar Tribe when they have to cross the Swan River at Vinga’s Ford. However, their crossing is impeded by zombies, a strange occurrence this far from the Upland Marsh. When an unexpected ally comes to their aid, they are alerted to a greater danger—a vampire, one of Delecti the Necromancer’s feared ‘Dancers in Darkness’. The question is, what is that vile creature’s interest in Vinga’s Ford?

After some investigation—at either Apple Lane or Oakton—the Player Characters will learn of an annual occurrence at the ford. This is the ghostly appearance of a battle between a Vingan and some Trolls. Of course, this is happening that very evening, so the Player Characters have the opportunity to investigate further, foil the plans of the ‘Dancer in Darkness’, and join the battle themselves!

Vinga’s Ford is an ‘on-the-road’ adventure, which whilst built around a pair of connected battles, further involves the Player Characters in the mystical elements of Glorantha and how that can physically alter the world around them. It can also be used to introduce them to some of the elements of horror—essentially the doings of Delecti the Necromancer and the doings of his servants—though at some remove, found in Glorantha and also to Ducks.

As an ‘on-the-road’ adventure, it can easily added to a campaign to liven up a journey. If run at its default location, then it could be run as part as a journey to or from Runegate, Jonstown, and even Dangerford. This would make it suitable adventure to be run before or after adventures such as The Duel at DangerfordArrows of War, and ‘Darkness at Runegate’. It could also be used to help expand upon the scenarios to be found in the RuneQuest: Roleplaying in Glorantha – Starter Set.

One issue with Vinga’s Ford is the attitude of the villagers—in either Apple Lane or Oakton—towards Ducks. Amongst some members of either community it is suggested that it is not positive, and whilst Ducks are not held in the highest of regards in many parts of Sartar and beyond, this is not the case in Apple Lane as portrayed in the RuneQuest Gamemaster Screen Pack. Here the village has a prominent Duck resident, so the attitudes do not sit well with the descriptions given of the village. That said, not every inhabitant of Apple Lane is detailed and there is scope for them to hold such prejudices. 

Is it worth your time?
Yes. Vinga’s Ford is a solid side quest scenario, easily added to any journey to involve the Player Characters in ancient battles and the doings of both Ducks and Delecti the Necromancer. 
No. Vinga’s Ford will be of little use to you if you have issues with Ducks or are not running a campaign set in Sartar.
Maybe. The ongoing battle at the heart of Vinga’s Ford could be adapted to be between combatants other than a Vingan and some Trolls with some effort and changes to the mythology as necessary.

Kickstart Your Weekend: Bloodlines & Black Magic

The Other Side -

You would think we had enough "Gritty Modern Supernatural Horror" RPGs out there.  But nope!  There is always room for more.

This one looks like could be fun too.

Bloodlines & Black Magic



https://www.kickstarter.com/projects/stormbunny/the-bloodlines-and-black-magic-roleplaying-game?ref=theotherside

There is a free guide, not really a Quick Start, up on DriveThruRPG for you to check out.

It reminds me a little of Elizabeth Chaipraditkul's WITCH: Fated Souls and a little bit of KULT: Divinity Lost

Only 48 hours left!

Friday Fantasy: Brutal Imperilment in the Bag of Infinite Holding

Reviews from R'lyeh -

Brutal Imperilment in the Bag of Infinite Holding is a short and clever, if slightly silly scenario for the fantasy roleplaying game of your choice. Published by Mottokrosh Machinations, it is nominally written for use with Hypertellurians: Fantastic Thrills Through the Ultracosm, but in terms of mechanics, it is all but systemless. Certainly, it would work with Dungeons & Dragons, Fifth Edition and any number of Old School Renaissance retroclones or roleplaying games which involve high magic. The set-up is very simple. The Queen has lost her prized possessions—the crown jewels and her beloved poodle, Duchess—and she charges the Player Characters with their retrieval. She may even accompany them! That sounds simple enough, but nothing about this situation is so, for the Queen happened to lose both of them into her magical Bag of Infinite Holding!

Players and Dungeon Masters of a certain again will remember a certain adventure from Imagine Issue Number 15 (June, 1984)—‘Round the Bend’, in which the player characters, all Half-Orcs in the employ of a wizard, are shrunk down into miniaturised size and sent down the drain in order to retrieve various items on his behalf. Brutal Imperilment in the Bag of Infinite Holding is not dissimilar in that in climbing into the bag of holding, the player characters are shrunk down. What they discover is that the reason it is a Bag of Infinite Holding is because one Bag of Holding has been put inside another Bag of Holding or lost in another Bag of Holding, and then again—and then again. Thus once shrunk, the player characters find themselves inside a Bag of Holding big enough to be room connected to a series of Bags of Holding, each also the size of room. What you have then with Brutal Imperilment in the Bag of Infinite Holding is a dungeon, but not just any dungeon. Rather a dungeon made up of bags containing a completely random assortment of things, persons, monsters, traps, treasures, and more. As long as it could end up in a bag, or rather a Bag of Infinite Holding, it can end up being in this ‘dungeon’.

Barring the first three bags—or rooms—none of the actual locations in Brutal Imperilment in the Bag of Infinite Holding is described, although they are mapped. Even as mapped, they are simply a series of connected boxes, each box representing a bag or room across three levels—the Early Bags, The Weird Middle Belt, and The Far Depths. It also suggests how the Game Master can set up and map the adventure herself to create a different layout. Primarily though, what the Game Master will be doing is populating the dungeon herself and to do this, the scenario provides tables of random room or bag descriptions, for the Early Bags, The Weird Middle Belt, and The Far Depths. These are backed up with a Random Finds table in the first appendix.

What this set-up means is that Brutal Imperilment in the Bag of Infinite Holding could be run with a minimum of preparation—indeed barely any preparation at all. Especially if she has a handy book of ready-to-run monsters just in case the player characters run into them. As to particular system, only is Hypertellurians: Fantastic Thrills Through the Ultracosm is referenced, but no stats are given, for either the NPCs and monsters or the pre-generated player characters given in the second appendix. They include a fop, a Dwarven weremole spymaster, a merfolk skeleton necromancer, an avaricious purple octopus wearing a diving helmet, the queen’s highly sceptical maid, a Dark Elf cleric, and the Queen herself. None have any stats or skills, but all have strengths and weaknesses, a drive, a secret, and some gear, such that the Game Master could easily create them using the system of her choice. Or alternatively, the players could simply roleplay them as written and roll dice as necessary.

Of course, a Bag of Infinite Holding is a very Dungeons & Dragons thing, but the set-up need not involve that signature magical item at all. The third appendix suggests various alternatives, such as Fae Door Portals and Wells, even gives one or two ideas as to how the adventure could be used in different ways. The book also includes notes on roleplaying the various inhabitants of the labyrinth of bags as well as possible epilogues, including one suggestion that the complex of Bag of Holding upon Bag of Holding is actually not unlike a certain Christopher Nolan film. 

Physically, Brutal Imperilment in the Bag of Infinite Holding is a slim book. Whether cartoony or realistic, the illustrations are excellent, and the writing decent, if perhaps succinct. Overall, the adventure should provide a session or two’s worth of slightly silly, tongue-in-cheek fantasy roleplay, with very low preparation time. If you wanted to adventure to find out what is at the bottom of the bag, then Brutal Imperilment in the Bag of Infinite Holding lets you fall in and go beyond its limits.

“Fact—Not Fiction”: UFO Journals from the Archives for the Unexplained

We Are the Mutants -

Michael Grasso / May 28, 2020

mysteria issue one cover germany 1979

Detail from cover of issue No. 1 of “Mysteria,” a German “trade magazine for UFO research and ancient astronautics.”

Part of the “unprecedented” reality that humanity has been experiencing the past couple of months has been the way this pandemic has scrambled one’s normal cognitive pathways. Putting aside how badly my remotely-diagnosed COVID infection last month sent me into a deep spiral of brain fog, even since recovering from that misery I haven’t been able to concentrate on much. For a while, reading anything more complicated than a comic book was completely beyond me. And even as I’ve been slotting longer books back into my everyday routines, it’s been nearly impossible for me to write. Even when I find a topic that speaks to me, every single piece I’ve tried to start has withered on the vine. “Why bother?” I find myself asking myself. “Who cares?” Mental illness will steal a lot from you if you are unlucky enough to have it play a prominent role in your life: your time, your pride in your labor, your self-respect, even your friends and significant others. But what it seems to steal from me most often—even under “normal,” non-pandemic circumstances—is joy, the joy of discovering something amazing and getting to share that discovery with others. With existential anxiety stalking the human race along with this deadly virus, those simple pleasures of life have been so hard to find.

So when I was reminded last week of a link to an amazing archive of UFO organizations’ publications and zines hosted by the Archives For The Unexplained of Norrköping, Sweden, I was gifted with a brief afternoon of respite, a momentary return of long lost joy. When I’d first glimpsed the archive back in October of last year, I had a brief breeze through it. I was overwhelmed by the variety and relatively secure in the possibility that it would be there if I ever wanted to revisit it. This month, the archive was there for me when I needed it. I discovered over the course of that afternoon that this collection’s cockeyed series of hand-drawn flying saucer encounters and alien visitors, its poorly mocked-up layouts and headlines, its entirely sui generis outsider art vibe—all of it was medicine for the despair and crushing lack of a hope that was ailing me.

I think part of the profound impact of this archive is the way I found it, from an off-handed mention in a tweet that had made its way to me through academic folklore studies circles. But it’s often those accidental discoveries that have sent me down the most satisfying paths while I’ve been writing for Mutants. It’s how I discovered video of the uncanny Nebraska PBS performance by Entourage: after reading a Pitchfork review of a reissue of their albums. It’s how I discovered so many great Mutants exhibit subjects on the Internet Archive, and how I discovered yet another inspirational ufological archive, at textfiles.com. So yes, when I rediscovered this archive I dove in head-first, marveling at the dozens of countries these UFO zines came from, the impressive time period they represented (all the way from the 1950s to the 21st century), and the care that had been taken in assembling and scanning them. Since the original link had gone to a featureless web directory page, I never even bothered back in October to investigate fully who had collected and assembled this amazing archive. This time however, that was the first thing I wanted to find out.

As mentioned, this trove of treasure was preserved for posterity by the Archives of the Unexplained in Norrköping, Sweden. Formerly known as the Archives For UFO Research, the organization was founded in 1973 specifically to collect and preserve an archive and library of UFO sightings and ephemera for researchers. It is also connected to one of those very UFO research organizations whose magazines and periodicals I had fallen in love with last October. The AFU’s founders had broken away from a ufological group called UFO-Sweden over differences in “ideology” to found the AFU. By 1986, that rift was reconciled and UFO-Sweden and AFU agreed to a reciprocal agreement of support that would see AFU preserve UFO-Sweden’s archives full of materials from over a hundred local UFO-Sweden groups. But AFU preserves far more than materials from its native Sweden. UFO documentation from dozens of countries finds representation in both its material and online archives.

And that sort of local, bespoke interest in UFOs is precisely what makes AFU’s archive of magazines so special. I of course restricted myself to UFO zines produced during our usual Cold War period in preparing this piece, but you can find plenty of later material from the dawn of the home computer “desktop publishing” era of the ’90s and beyond. Needless to say, while they have their own charming aesthetic, I was won over by the hand-layout and manifold typewriter typefaces of the zines from the 1950s to 1980s. Some of the covers of these periodicals, especially the ones produced in the 1950s, display a strikingly professional sense of artistic composition on par with their bigger competitors of the early UFO era, such as Fate magazine. Of course, the AFU magazine archive is far too vast for me to give a review of every single periodical in there. But despite the startling diversity, both culturally and philosophically, on display, it’s the commonalities between all these organizations that pleased me the most. While the magazines themselves vary—from very simple typewritten and mimeographed/photocopied bulletins to quite professionally-produced full-color magazines—the common thread linking these publications is their passion and obsession for a subject that, one senses after reading a few of the articles and editorials within, has largely left them on the outside of the mainstream.

Because despite some of these publications representing the official organs of “national” UFO organizations like UFO-Sweden, the vast majority represent UFO aficionados on the state/provincial/county/city level. You may well wonder if there was enough content to keep a magazine like “Merseyside UFO Bulletin” or “UFO-Quebec” or the “Sri Lanka UFO Register” going for longer than a couple of issues, but even some of these smaller local publications went on for a decade or more! And in the archives of each, you get these magnificent glimpses of local culture, UFO or otherwise. I had a blast reviewing the archives of the two-page MUFON Massachusetts newsletter from the early 1980s, of course, a time and place where I myself was getting deeply into ufology as a little kid. Seeing the quotidian details of the Mass. MUFON group—their fundraising efforts, convention organizational efforts, meeting minutes, appearances on local Boston television (these were especially exciting for me, of course), and indeed the gradual maturity of their merrily amateurish newsletter layout skills—sent me back in time and made me feel like I was part of the team. On the flip side, you have more eerie dispatches from the past, such as the silent testament of the brief run of UFO Chile abruptly ending in May of 1969—poignant because we know what transpired a few short years thereafter.

These are mostly small clubs of like-minded individuals, all doing their best to keep track of local UFO happenings and dutifully preserving those records for posterity. And on the masthead of a majority of these zines, in all the languages of the world, there is a consistent clarion call: please make contact. Not a message to our alien visitors, mind you, but to the publishers and clubs of enthusiasts all over the world. Please reach out, please make a connection. Several of the publications in non-English-speaking nations produced separate English-language editions of their bulletins expressly for this purpose. And I think this aspect of the AFU archive is why it spoke to me so deeply and meaningfully in a time of quarantine and lockdown. Here is a global subculture, in the days before wide adoption of the internet, which ends up assembling and organizing itself in a modular, fractal, rhizomatic manner. Here, despite all odds and with very little in the way of resources either professional or financial, small groups banded together over a shared occult interest, one that likely exposed many of their members to mockery and derision. They not only found each other on the local level but produced collectively a massive, tangible archive that serves as a testament to a Cold War-era social phenomenon. It is an archive with real, profound historical value.

These magazines reached across the oceans and continents in a time when the only means of communication UFO enthusiasts had at their disposal were the national postal service and maybe some stolen Xerox machine time at the office. A sense of community, however dispersed and fragmentary, was what these ufologists really sought—the visitors in flying discs are almost incidental. One wonders if the lesson of the UFO craze is not its possible origins as an intel operation meant to distract citizens of the West from experimental machines of war, but instead perhaps its subsequent co-optation by ufologists into an exploration of the potential of global togetherness and understanding. It’s an historical example of a kind of virtual community spontaneously forming, triumphing over distance and very long odds, that really hits home at a time when we’re all lucky enough to have a global communications network at our disposal, and yet are still somehow feeling only tenuously connected to each other. In these wonderfully weird artifacts of the past, we gain a new perspective on community for our increasingly troubled present.

Grasso AvatarMichael Grasso is a Senior Editor at We Are the Mutants. He is a Bostonian, a museum professional, and a podcaster. Follow him on Twitter at @MutantsMichael.

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Motherland: Fort Salem for Dungeons & Dragons (all editions)

The Other Side -

Last week was the Season Finale of Motherland: Fort Salem on the FreeForm channel.   The season was great, start to finish. It had great characters that showed a lot of growth and at least three different "What the Hell!" moments in the last few minutes of the last episode.

If you have not been watching then you are missing out.  Motherland gives us an alternate history where witches rose up during Salem and forged a pact with the then Colonies to protect the new country from their enemies.  There are fewer states in the US and a large portion, The Cession, was given back to the Native Americans in return for their help and magic.  The series follows three new witch recruits, Abby, Tally, and Raelle, as they go through Basic Training and survive as a unit.
There is a terrorist organization of rogue witches known as the Spree who resent the servitude that sends all witches to the Army.

    Honor me, make a place for me and my kind and we will win your wars.
- General Sarah Alder to Massachusetts Bay Militia, Say the Words    
The show features a full cast of strong, interesting women characters.  The leader of the Army is General Alder, a 300+-year-old witch, their drill sergeant is a woman. Even the President is an African-American woman.  Men are either tertiary characters at best (the Witch-Father) or eye-candy (Abby's two boy toys).  Tally doesn't even see a man until one gives up his seat for her so she can fly from California to Massachusetts.  Not that men are put into a bad light.  The Witch Father is respected and well-liked. Raelle's dad is proud of his daughter and worries about her.  It's just their stories are not as important here.  That's a nice change of pace really.

The witches are also not a Ms. Pac-Man trope. They are warriors, witches but also women and they are allowed to be all three. It really is quite enjoyable and very different from what I have seen in the past.  It has been a fantastic first season.

I can't believe I have to wait a whole year to catch up on the Bellweather Unit and their battle against the Spree and "The Camarilla", the "Ancient Enemy" of all witches.   This certainly sounds like a lot of fun.   But can I wait that long?


So what am I going to do?  Easy.  Convert them to D&D characters!
The witches of Motherland are perfect as adventurers really.  They are great as a group with Abigail as their leader, Raelle as the healer and Tally as the seer.   I don't know much about who or what the Camarilla is, but given what we saw in the last episode I am looking forward to it.

Witches vs. the Camarilla?  Yeah. Sign me up!
Basic D&D and D&D 5
D&D 5 is the latest and greatest version of the game but the Basic version from the early 80s is my game of choice these days.  So I figure I can do both.
Basic D&D (1981)In this version I would use one of my own Witch classes.  But instead of Traditions, I would opt for family lines.
I am putting them all at 3rd Level since they "Finished Basic." I know. Dumb D&D joke. 
D&D 5th EditionIn this version, there is no proper witch class.  There is a warlock of course, but that doesn't feel like the right call here.  With their focus on combat, voice-based magic, leadership, and some healing the obvious choice is the Bard class.  There is even a perfect sounding group for them, The College of War.
Abigail Bellweather
Abigail "Abby" Bellweather, of the East Coast Bellweathers, is the leader of the Bellweather Unit.  She starts out in the show as an arrogant, if even spoiled, girl of privilege. By the end of the series she is the leader she was born to be.  Even her rivalries with Raelle and fellow East Coast witch Libba Swythe become something different as she accepts the responsibility of what being a soldier-witch means.
Base AbilitiesStrength: 12Dexterity: 11Constitution:  13Intelligence: 14Wisdom: 11Charisma: 17

Hair: Drk. Brown
Eyes: Brown
Basic D&DWitch Level 3, Lawful
HP: 10  AC: 7Tradition: Bellweather family (Leaders) (For this I will use my Amazon Witch Tradition)Abilities: Windstirke*, Fighting ProwessSpells: Fury of the Ancestors, Windshear* (Ritual), Suggestion
D&D 5th EditionBard Level 3, Lawful Good
HP:  21   AC:  11Abilities: Bard Abilities, SpellcastingSpells: Eldritch Blast, Thunderclap, Truestrike, Cure Wounds, Featherfall, Heroism, Thunderwave, Phantasmal Force, Suggestion
Weapons: Dagger, Scourge.

Click here for her D&D Beyond Sheet
Tally CravenTally comes from the depleted Craven line. All her aunts had gone to fight in the Army and they all died.  She is the last of her line. She lived in the Matrifocal Allotment near Sacramento, California. She had not even seen a male until she answered her call of duty, an action her mother strongly wished her not to do.  Her power is to "see." She can detect disguised and hidden objects or people and might be one of the most powerful seers to come up in the ranks in a long time.
Tally is a sweet girl who loves with all her heart because that is what she knows.  She is fiercely loyal to her Unit.
Base AbilitiesStrength: 11Dexterity: 13Constitution: 14Intelligence: 13Wisdom: 12Charisma: 16

Hair: Red
Eyes: Brown
Basic D&DWitch Level 3, Lawful
HP: 9  AC: 7Tradition: Craven family (Seers) (For this I will use my Classical Witch Tradition)Abilities: Windstirke*, Detect EvilSpells: Foretell, Detect Invisible, Witch Sense
D&D 5th EditionBard Level 3, Neutral Good
HP:  24   AC:  11Abilities: Bard Abilities, SpellcastingSpells: Thunderclap, Truestrike, Detect Magic, Heroism, Identity, Thunderwave, Detect Thoughts, See Invisible
Weapons: Dagger, Scourge.

Click here for her D&D Beyond Sheet
Raelle CollarRaelle lived in the part of American known as the Chippewa Cession where the Indigenous Tribal Federations are.  She is a healer of great power, like her mother was.  Her mother was reported dead by the Army and Raelle blames the Army and Gen. Bellweather in particular.  She doesn't want to be there and her plan was get enlisted to the infantry and get killed as soon as possible.  Her attitude earned her the nickname "shitbird" from Abby.
Raelle attitude changed when she met and fell in love with fellow cadet Scylla Ramshorn.

Base AbilitiesStrength: 12Dexterity: 13Constitution: 15Intelligence: 12Wisdom: 13Charisma: 15

Hair: Blonde
Eyes: Blue
Basic D&DWitch Level 3, Lawful
HP: 11  AC: 7Tradition: Collar family (Healers) (For this I will use my Pagan Witch Tradition and Basic Witch Tradition)Abilities: Windstirke*, Healing Touch (1d4)Spells: Cure Light Wounds, Sleep, Heal Affliction
D&D 5th EditionBard Level 3, Chaotic Good
HP: 24  AC: 12Abilities: Bard Abilities, SpellcastingSpells: Thunderclap, Truestrike, Cure Wounds, Feather Fall, Healing Word, Sleep, Lesser Restoration, Warding Wind
Weapons: Dagger, Scourge.

Click here for her D&D Beyond Sheet
Scylla RamshornScylla is a "Necro" or a Necromancer.  Because their power makes others uneasy they are quartered in a different part of the base. We learn that Scylla's parents were killed when she was young.   She meets and falls in love with Raelle.  Later we find out she is part of the terrorist organization known as The Spree, responsible for hundreds of deaths across the country.  Her job was to recruit Raelle, but she actually fell in love with her.

Base AbilitiesStrength: 11Dexterity: 13Constitution: 16Intelligence: 14Wisdom: 13Charisma: 18

Hair: Black
Eyes: Blue
Basic D&DWitch Level 4, Chaotic
HP: 13  AC: 7Tradition: Ramshorn family (Necromancer) (For this I will use my Mara Witch Tradition)Abilities: GlamourSpells: Bewitch I, Lay to Rest, Dark Whispers, Hypnotize
D&D 5th EditionBard Level 4, Chaotic NeutralHP: 35  AC: 12Abilities: Bard Abilities, Spellcasting, Magic Initiate (Necromancer)Spells: Chill Touch, Message, Minor Illusion, Toll the Dead, Truestrike, Bane, Charm Person, Disguise Self, Dissonant Whispers, Sleep, Enthrall, Lesser Restoration, Suggestion
Click here for her D&D Beyond Sheet.

Notes

For Basic D&D I linked to the Witchcraft Tradition that best fits each witch.  If I were to do something more like this I might revive my old "War Witch Tradition."  This is the ancient Celtic tradition of witches like The Morrigan and Scáthach.



For 5th Edition Bards felt like the closest match.  I originally had Scylla as a Magic Initiate (Warlock) to cover her other magical abilities and to represent her membership in the Spree.  But I changed it to Magic Initiate (Necromancer) to cover some of her Necro powers.  She is still too low-level to really take advantage of the necromancy spells.

I considered making them all Sword-Pact Warlocks and taking a Magic Initiate Feat at first level to cover their various Traditions/Backgrounds.  So Necromancer for Scylla, Cleric/Healer for Raelle, Bard for Abby and Wizard for Tally.  That might still work well to be honest.

*Windstrike is the basic attack ability of a Warrior Witch.  With her voice the witch can cause 1d6+1 hp of damage.

*Windshear is a ritual spell performed by multiple witches.  It is a shield from attack and it destroys whatever comes in contact with it.



The Scourge is a flail like weapon used by all witches.  It is long with a whip-like handle and a knob on the end that glows with the witch's magic.  It is considered a +1 weapon and does 1d6+1 points of damage.  In D&D 5th Ed it is considered an exotic weapon.

The real test will be doing stats for Sgt. Anacostia Quartermaine and Gen. Sarah Alder.



Other Editions of D&D

Building these characters was so much fun I could not help but think how other editions of D&D might work.

1st Edition AD&D
Bards are out because they are very different here.  I would use Magic-users and let them dual-class into another class to help.  Or even use Druids.

2nd Edition AD&D 
Ah now here is a chance to really try something fun.  Like 5th Edition, I would make them Bards, but I would also have them take the Blade kit from the Complete Bard Handbook.  Again like 1st Ed, I might let them dual-class into another class OR just allow them to take the proper spells.

3rd Edition D&D
So many choices here.  I would try out a Hexblade or Bladesinger for these.  I mean really, a witch-army has the Forgotten Realms written all over it!  Blasesigners and Witches of Rashemen are just about War Witches now.

4th Edition D&D
So many classes!  Ok make them Pact of the Blade Warlocks, let them take a multiclass feat at first level to add the other class features they need.  OR start them out as Witches from Heroes of the Feywild and then multiclass feats.

I might try each option on one character to see how it would work.  The choice is obvious.


She may be General Sarah Alder, but I know a Witch Queen when I see one.

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