Outsiders & Others

Review: PC1 Creature Crucible: Tall Tales of the Wee Folk

The Other Side -

This week I want to go back and revisit another favorite of mine from the Basic D&D line, but this isn't an oldie for me, but one I picked up just a few years ago.  I am reviewing the PDF and Print version.  There is no print on demand, so my copy was one I scored in a game auction a while back.

PC1 Creature Crucible: Tall Tales of the Wee Folk

The PC Creature Crucible series came at the end of the Gazeteer line for Basic D&D.  AD&D 2nd ed was my game of choice then, but reviewing this now I think I missed out on something fun.  The author of this book, John Nephew, who would later go on to found Atlas Games.  While reading this I was looking for any clues to what would be Ars Magica, but I think I was just projecting.

The book is 96 pages with color covers and black, white and green interior colors.  The PDF is 102 pages (for maps and covers).  It is divided into a 64-page DM's section and a 32-page Adventures section.  This book is something I would have loved back then, and really enjoy now.
The book covers playing several woodlands or faerie races.  The new race-classes you can play are Brownie, Centaur, Dryad, Faun, Hsiao, Leprechaun, Pixie, Pooka, Sidhe,  Sprite,  Treant, Wood Imp, and Woodrake.   One of the features of Basic-era D&D is Race-as-Class, so a Sprite and Halfling can feel like different things with similar levels of progression.

As per Basic D&D each creature gets it's own advancement table and ability minimums and maximums. All, save the Sidhe, have level limits. All of these creatures have a 0 level and in some cases, negative levels, they need to meet the XP requirements for. It all works rather well for Basic D&D really.  We know it can work since we used to do the same thing in Holmes D&D, only not with this much guidance.  It would not be difficult with these guidlines to adapt this to any other version of D&D in fact.   You can look to the 4th Edition Player's Option: Heroes of the Feywild as an example.  Like PC1 Creature Crucible, you can play a dryad, satyr, or pixie.  They even have a similar spell-casting class (more on that later).

The book has a solid Lands of Faerie or even a Feywild feel to it.  A nice green character sheet (which is cool and all, but prints and copies poorly) only adds to that feeling.  The conceit of  the book is to present the information as if given to us from the mouths of four different woodland folk of renown; Olyrrhoe, a centaur prophetess (years before a centaur would teach divination at Hogwarts) tells us about centaurs, wood imps, ,  Lotis, the dryad, speaks for dryads and hamadryads as well as fauns, hsiao, and treants, Robin Goodfellow (yes, THAT Robin) for pixies, sprites and others, and finally Oberon (also THAT Oberon) for Pooka, Sidhe and wood drakes.



This book also deals with three different kinds of spell casters.  Shamans (like druids or clerics, but no turn undead ability), wicca (which you know has my attention! magic-users) and fairy spell casters.  There are some new spells here that very much feel like woodland/wicca/witchy/druid spells.

We get some new equipment, some woodland realms, some organizations and of course our NPCs and a few more besides. Though no Titania, which is odd given the obvious (and necessary) borrowing from Mid-Summer's Night Dream.

That gives us the first 64 pages.
The adventure book makes up the next 32 pages.  We also get an AD&D 2nd Edition conversion guide.  Using these guidelines would help in converting to other versions of D&D, in particular, 5e.

The adventures are short and all share a woodland theme.  They can all be run in a few sessions, usually one per session.

There is also a fun woodlands/faerie themed character sheet.


This is one of those products that I never gave enough attention too back when it came out, but I really wish I had.

‘You Don’t Have to Get Pregnant’: Miseducation in the Age of Sexual Revolution

We Are the Mutants -

Lindsay Oxford / December 3, 2019

In the early 1970s, scores of liberated, fertile women were eager to join the sexual revolution. Along with the diaphragm and IUD, the recently available birth control pill gave women the autonomy to decide when and if they would have children. With so many options and the pill so new, where could a woman turn to get reliable advice and information about contraception? A gynecologist? A trusted female relative? How about an “educational” two-LP set produced by a fly-by-night operation whose only other output may have been a twelve cassette informational program for dental students?

Enter You Don’t Have to Get Pregnant, produced by In Sight & Sound. Or maybe it’s Plan Your Family by Health Information Systems, Inc. Who’s to say? The record’s spartan label calls the set Plan Your Family, while the cover and accompanying booklet—both showing a couple embracing as they walk along the beach—include both proclamations. For what it’s worth, the Library of Congress (along with the University of North Texas, the only other institution with the set still cataloged) has chosen to catalog it as Plan Your Family, the single publication linked to In Sight & Sound. WorldCAT, a searchable network of libraries worldwide, does show other listings for Health Information Systems, Inc.: the set of instructional dental cassettes mentioned above and produced at roughly the same time as Plan Your Family (I’ll use this title going forward).

Whatever the set’s provenance, the creators of the LP were shockingly ill-equipped to advise women on options for their reproductive needs. Paternalism, racism, and outright misinformation pervade Plan Your Family, and it’s prime for aural rubbernecking. With availability of birth control only truly becoming legal nationwide via the Supreme Court’s Eisenstadt v. Baird ruling in 1972—following the more well-known Griswold v. Connecticut, which ensured access to birth control but did not supersede restrictive state laws in about half the country—the sudden need for birth control education may have been a call In Sight & Sound felt moved to answer. Their apparent decision to make Plan Your Family without consulting an OBGYN, however, is another issue entirely.

“Not Trusting to Luck. Not Depending on Hope”

Plan Your Family may have rolled its listeners’ understanding of the female reproductive system back at least two decades. With no introduction other than a disembodied, paternalistic voice imploring us to listen as he addresses us “as a doctor would,” our unnamed narrator begins his four-sided slog. We’re asked to consult the first image in the record set’s accompanying booklet, showing a waiting room full of women—and men—seeking birth control. Our narrator relays his reasons to delay childbirth in a tangle of unattributed quotes. Some cite exhaustion, some cite expense. And one “frank single woman” tells us she “expect[s] to get married,” but doesn’t know when. Birth control is for “the meantime.”

Whatever trust and goodwill Plan Your Family gained in the waiting room is lost as we’re asked to move on to the next illustration. Here, we’re told, is someone who should employ birth control posthaste. A young woman, more olive-complected than most of the waiting room we just left, sits with downcast eyes. We’re told she has five other children, lives in a two-room apartment, and is pregnant. A pause. “Again.” Our narrator-cum-eugenicist doesn’t just hint that she might consider birth control, he expresses disdain that she hasn’t used it before.

“How Does the IUD work? We Don’t Really Know”

It’s just past the waiting room that Plan Your Family really tips its hand, letting us know it’s engaging in gynecological spitballing. Condensed to its basic information, Plan Your Family would run the side of one record. Condensed to accurate family planning advice, it would run even less. From the history of the IUD to the mechanics of the pill and to the very basics of ovulation, Plan Your Family is the equivalent of a book report written the night before, and it’s a wonder it was ever mass-produced.

Like all of the methods discussed, we’re introduced to the IUD—the “intra-utereen deviceon side one, and we revisit it with nearly identical wording later on. It’s this repetition that twice gives us the gem “”Exactly how does the IUD work? Doctors still aren’t sure.” In fact, the modern IUD had been in use for at least 20 years in 1972, and the idea of placing a foreign object into the uterus to prevent pregnancy dates back even farther.

“You Can Make Love Whenever You Want”

The birth control pill is given one full side of Plan Your Family, but our narrator’s understanding of how the pill works is more than a little shaky. In the In Sight & Sound universe, the pill “prevents the production of eggs,” a phrase that seems to imply that women lay eggs like chickens. Women are born with all the eggs they will have in a lifetime, and what the birth control pill does is suppress ovulation—that is, keeps an egg from becoming available to be fertilized. The egg itself was “produced” at birth.

The rhythm, or calendar, method also gets the In Sight & Sound treatment. It’s described here as not only faulty (it is less reliable) but allowing conception-free sex only half the month. Unless our narrator is including the messy but not disqualifying business of menses in his tallies, in reality that number is only about five days to a week of each month. Even less if a woman is tracking her basal temperature—which our narrator mentions as a vital component of the rhythm method.

But what about men? Our listeners, presumably all female, are told “You are in control over your pregnancy. Not the man.” And in the United States in 1972, women did have an unprecedented level of autonomy in their family planning decisions. But In Sight & Sound acknowledges that “a man can do everything that needs to be done to keep a woman from becoming pregnant.” For example, withdrawal, which “isn’t much better than trusting to luck.” Condoms are somewhat creepily referred to as “good to use at special times.” Finally, sterilization, a “confusing and sometimes frightening word,” prevents a man from releasing sperm at all.

The Plan Your Family team still needed to do some padding to fill all four sides, so they combat schoolyard contraceptive myths: wrapping your penis in plastic wrap is not an adequate substitute for a condom. Douching will not expel sperm. And sex standing up—or in any position, for that matter—will not prevent pregnancy.

“The Answer is Probably”

Who exactly was Plan Your Family meant for? My own copy, rescued from a community college dumpster in 2008, has the stamp of the college’s nursing program, assuredly a better resource to accurately instruct students about a woman’s family planning choices. Then again, without a way to sample content beforehand, it would have been impossible to know how condescending, ill-informed, and outright lazy the set was. Librarians don’t have the opportunity to sample every item they catalog. And so Plan Your Family languished on a library shelf for more than three decades, imbuing a thankfully minuscule number of junior college students with an alarmingly befuddled understanding of a woman’s reproductive system.

It’s a blessing that Plan Your Family wasn’t released a year later, when Roe v. Wade would have given In Sight & Sound a steeper mountain to climb—to the peril of any and all information seekers within earshot. Whether by a sincere desire to educate or because they had a contract to fulfill, In Sight & Sound—or Health Information Systems, Inc.—rallied to answer the call of women with questions about how to exercise their newly-won sexual autonomy. In the end, the project’s clumsy and misguided attempt to do right by women exists as an artifact of 1972’s acknowledgement of the sexual revolution, as well as the lack of tools and vocabulary needed to advance it.

Lindsay Oxford writes about vegan food for Sacramento News & Review and writes personal essays at igetbored.pizza.

Patreon Button

Monstrous Mondays: Pyewacket for Basic era games

The Other Side -

Working on some content for various projects.  One of which is the Craft of the Wise The Pagan Witch Tradition for Basic Era Games and designed for Old-School Essentials.

Pyewacket


Pyewacket is a familiar spirit, similar in many ways to the witch's normal familiar but more powerful.  They usually take the shape of a larger cat, often of some rare breed.  A couple of things set it apart from normal cat kind.  A pyewacket usually has some odd features about it.  Odd colored fur like green or purple, mismatched eyes,  or even small horns. Most often the observer can't tell you why the cat looks odd, just that it does. The paws of a pyewacket are particularly dexterous, allowing them to pick up small objects with ease.  Also, all pyewackets can speak.  They typically know 3-4 languages including the language of cats and that of woodland creatures (Sylvan).  Additionally, they are all arrogant and convinced of their own superiority over most creatures.
Some occult scholars claim they are fae in nature, others claim they are more akin to the nether planes of the hells.  Whatever the case the pyewackets will not say, claiming only they have been part of this world for thousands of years and remember a time when they were worshipped like gods.
A pyewacket can also cast spells as 2nd level witch.

Pyewacket
(Old-School Essentials)
A large strange cat with odd features. It speaks to you in an intelligent but bored, condescending voice.
AC 7 [12], HD 2* (6 hp), Att 2 × claw (1d4) + spells, THAC0 19 [0], MV 90’ (30’) , SV D12 W13 P13 B15 S15 (E1), ML 7, AL Neutral, XP 35, NA 1d2 (1d6), TT None
▶ Attacks with clawa
▶ Cast spells as a Witch 2nd level
▶ Serves as a familiar to special witches.



Jonstown Jottings #4: Yossarian’s Duck Bandits!

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?Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players is a short one-shot with pre-generated players character Ducks.
It is a thirty-six page, full colour, 7.76 MB PDF.
Yozarian’s Bandit Ducks! is well presented, nicely illustrated in a cartoonish style, and the maps are good.
Where is it set?Yossarian’s Duck Bandits! is set in Sartar in Dragon Pass. The default location is 32 km north of Apple Lane in the lands of the Dinacoli, but it can be shifted to any location on the fringes between civilised lands and the wilderness.
Who do you play?Duck bandits. Or rather, Ducks who through misfortune and circumstance have turned to a life of banditry. Five pre-generated Ducks are included ready to play. They consist of two Odayla-worshipping Hunter brothers, an Uleria-worshipping ex-courtesan, a Humakt initiate, and an Orlanth initiate.
What do you need?Yossarian’s Duck Bandits! can be run just using RuneQuest: Roleplaying in Glorantha. The Glorantha Bestiary may be useful for information on Ducks and veteran Gloranthophiles may want to refer to the scenario ‘The Money Tree’ from RuneQuest, Third Edition for more information about the primary NPC in Yossarian’s Duck Bandits!
What do you get?Yossarian’s Duck Bandits! is a tragi-comic affair about five Ducks who have been forced to turn to a life of crime and are about to commit their first act of banditry. This does not go quite as well as planned—for mostly tragic, comic reasons—but the Ducks do learn the whereabouts of even greater treasure. Unfortunately that involves a trek up a mountain and down again, a tight squeeze, some hungry, hungry trolls, and a ‘river rapids ride’ with Ducks!
Yossarian’s Duck Bandits! is in part intended to be played for comedy, played out against a very big threat, but there is a lot of flavour and nuance to the scenario which stems in part from the interplay of the pre-generated Ducks and their relationships. This should drive the events of the scenario as much as its fairly simple plot, and should also provide plenty of opportunity for some good roleplaying too. Although the outcome of the scenario is not set in stone, there is a good chance that the player characters will come out of it heroes—after all, they are bandits more by circumstance rather than choice—and the authors do provide several adventure seeds should the Game Master want to continue with the further adventures of Yossarian’s Duck Bandits.
Yossarian’s Duck Bandits! is about the right length to be run as a convention scenario and so could be run in a four-hour session. No advice is given to that end, but an experienced convention Game Master should have no issues with running the scenario.
Is it worth your time?Yes. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players is a fun, exciting affair, easy to run as a one shot (or convention) scenario which demonstrates one of the odder aspects of Glorantha. Duck fans will love this, as will fans of the original ‘The Money Tree’ scenario, and they will also want a sequel,which the scenario deserves.
No. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players involves Ducks and some people find Ducks silly.
Maybe. Yozarian’s Bandit Ducks! A RuneQuest Glorantha scenario for 3-5 players involves Ducks and some people find Ducks silly, but there is plenty of tragedy in the scenario to counterpoint the silliness—and at the very least, it is just a one-shot. 

Black Friday to Cyber Monday Sales for the Other Side

The Other Side -

Been out of town for most of the week enjoying some time with my family, so I nearly missed this.


Thanksgiving Weekend Sale at DriveThruRPG

I have a lot of titles on sale for the next few hours.

Some of my Basic-era books,


And a few of my Swords & Wizardry books,


Grab them while you can!

Jonstown Jottings #3: This Fertile Ground

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?This Fertile Ground is a short, two-session scenario set in Beast Valley in Dragon Pass for RuneQuest: Roleplaying in Glorantha. It is within easy journey’s travel distance of the Colymar tribe lands and so can be run as part of the Colymar campaign begun in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure and then continued in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen Pack
It is a twenty-two page, full colour, 9.15 MB PDF.
This Fertile Ground is well presented, but is not illustrated and needs another edit. The maps are decent though.
Where is it set?This Fertile Ground takes place in Chasteberry Hollow in Beast Valley where the Man and Beast Runes vie for control of the area.
Who do you play?This Fertile Ground does not have any strict requirements in terms of the characters needed, but ideally, the player characters should include an Ernalda (or other Earth deity) worshipper or even better, an Ernalda priestess.
What do you need?This Fertile Ground can be run using just RuneQuest: Roleplaying in Glorantha. If it is run as part of the Apple Lane campaign then the RuneQuest Gamemaster Screen Pack is recommended.
What do you get?This Fertile Ground takes place in Sea Season in Beast Valley where two different Beast Men cultures have clashed over access to land and that clash has escalated into conflict between the opposed Man and Beast Runes. On the one side are the Coney, peaceful, sentient rabbit-folk from Esrolia who have settled Chasteberry Hollow where they farm and harvest the chasteberries, an important ingredient in their fertility potions. On the other are Leporids, the larger hare-like nomads for whom Chasteberry Hollow is their traditional mating ground. Enter the player characters.
Several plot hooks are given to get the player characters to Chasteberry Hollow. These include being sent to acquire several vials of the Coney’s famed fertility potion—certainly it would make sense for Queen Laika at Clearwine to obtain some for the vineyards and thus send the player characters, an Ernalda priestess going to help with the birth of the local priestess, the Coneys wanting to hire mercenaries, the innkeeper at nearby Stone Cross wanting someone to find his pot boy who has gone missing, and so on. There is plenty of flexibility in the set-up although the strongest would be to link to the Colymar campaign.
When the player characters arrive in Chasteberry Hollow, there is a standoff between the Coneys and Leporids. That is likely to change with their arrival, but although there is a plot which will play out with their arrival, there is still plenty of room for player characters to undertake whatever action they want to resolve the situation. As written there are definitely villains to the piece, but neither side is totally blameless for the situation.
Besides describing the situation in Chasteberry Hollow and Chasteberry Hollow itself, This Fertile Ground details some ten or so NPCs from each side, possible outcomes for the scenario, and presents two new types of Beast Men, the Coneys and the Leporids. These can be created as NPCs or player characters.
Surprisingly, although some of the NPCs have the Jump Rune Spell, none of them have the Jump skill. This seems an odd omission since they are described as leaping in and out of combat. 
Is it worth your time?Yes. This Fertile Ground presents opportunities for both roleplaying and combat with a standoff that nicely brings two opposing Runes into conflict and gives room aplenty for the player characters to resolve that standoff. If the player characters include an Ernalda priestess, then this is a good scenario for her to be involved in. The scenario is also easy to add to the Colymar campaign.
No. If your campaign is not set anywhere near Beast Valley and perhaps you have an issue with leporine Beast Men, then This Fertile Ground is not for you.
Maybe. This Fertile Ground can be run as scenario encountered whilst the player characters are travelling, but how useful it is depends on how far they have come and where they are going, and it does not make the best use of the given plot hooks.

Jonstown Jottings #2: The Throat of Winter: Terror in the Depths

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?
The Throat of Winter: Terror in the Depths is a short, two-session scenario set in Dragon Pass during Dark Season easily run as part of the Colymar campaign begun in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure and then continued in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen Pack

It is a twenty-six page, full colour, 7.76 MB PDF.

The Throat of Winter: Terror in the Depths is well presented and decently written. The internal artwork is okay, but the map is decent and the front cover is excellent.

Where is it set?
The Throat of Winter: Terror in the Depths by default takes place in Apple Lane in the lands of the Colymar tribe and then on the Big Starfire Ridge. Ideally, it takes place after the events of the scenarios presented in RuneQuest Gamemaster Screen Pack when one of the player characters has been appointed the hamlet’s Thane. Alternative locations are given for the scenario in Sartar, as well as Prax, Grazelands, and Tarsh, should the Game Master decide to set it elsewhere as well as an alternative hook should one of the player characters not hold the position of Thane. 

Who do you play?
The scenario does not have any strict requirements in terms of the characters needed, but ideally, the player characters should include an Orlanthi worshipper and an Ernalda (or other Earth deity) worshipper. A Shaman may be of use as well.

What do you need?
The Throat of Winter: Terror in the Depths can be run using just 
RuneQuest: Roleplaying in Glorantha. If scenario begins in Apple Lane, then the RuneQuest Gamemaster Screen Pack is recommended.

What do you get?
The Throat of Winter: Terror in the Depths is relatively straightforward scenario which begins deep into Dark Season with the villagers asking for the adventurers’ help in locating a boy who has been abducted by what might be a bogeyman or a demon out of folklore, a figure known as Krampus. Clues and legend point to a mysterious wall of ice on the Big Starfire Ridge, but getting there means venturing out into the worst weather of the year.

The main location for the adventure is the ‘Throat of Winter’ itself, a frigid cave system home to Krampus and his minions as well as one or two secrets that keep him—mostly—in the cave system. The incredibly cold caves have a dungeon-like quality, lots to explore, treasure to be found, and a trap or two as well as the monsters. Then there is the choice of the Krampus, the ‘half-goat, half-demon’ anthropomorphic figure of Central European folklore who Christmas season, punishes children who have misbehaved, as the main villain, which essentially makes The Throat of Winter: Terror in the Depths a Christmas (in Glorantha) story. That may not sit well with every Gloranthaphile, but of course, ‘Your Glorantha May Vary’, and anyway, it is easy enough to change the name.

Nevertheless, the author presents plenty of background explaining who the Krampus is and what he does as well as what exactly is going on in the ‘Throat of Winter’. He also suggests means other than combat for dealing with the situation, but since that means dealing with a demon, the player characters do have to be careful if they are to gain anything from the situation. Various possible outcomes are explored, including one or two which will have long term consequences for the player characters and the surrounding region. The most positive outcome does feel a little too similar to that of the scenario in RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure, so this should definitely not be run too soon after that scenario.

Is it worth your time?
Yes. If you are looking for a slightly festive scenario to run for your RuneQuest: Roleplaying in Glorantha at Christmas, or you want another scenario to run as part of the Colymar-set campaign from the RuneQuest Gamemaster Screen Pack in and around Apple Lane, then The Throat of Winter: Terror in the Depths will be a solid addition to your campaign with nicely done background lore and wintery atmosphere.

No. If are not looking for a slightly festive scenario to run for your RuneQuest: Roleplaying in Glorantha at Christmas or a village-set scenario in Dragon Pass, The Throat of Winter: Terror in the Depths is unlikely to be of use to you.

Maybe. Some groups may balk at the obvious Christmas-theming of The Throat of Winter: Terror in the Depths, but that can be changed.

Have a Great Weekend

The Texas Triffid Ranch -

Due to a death in the family, this Saturday’s Nightmare Weekend Before Christmas has been cancelled, but expect a full return to form on Saturday, December 7. If you’re really nice, I might even sing for the occasion:

Jonstown Jottings #1: Tales of the Sun County Militia: Sandheart Volume 1

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?
Tales of the Sun County Militia: Sandheart Volume 1 is the first part of campaign set in Sun County in Prax. It includes background for a remote region of Sun County and a complete scenario, ‘No Country for Cold Men’ along with six pre-generated player characters. Besides a gazetteer of the region, there is a quartet of maps for use with the background and the scenario.

It is a thirty-nine page, full colour, 3.69 MB PDF.

In general, Tales of the Sun County Militia: Sandheart Volume 1 is well presented and decently written. It does need another edit and the artwork is a little rough, but the maps are excellent.

Where is it set?
Tales of the Sun County Militia: Sandheart Volume 1 takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert. Specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who in the past have fought to gain worship access to ruins inside Sandheart’s walls.

Who do you play?
The player characters are members of the Sun County militia based in Sandheart. Used to dealing with nomads and outsiders and oddities and agitators, the local militia serves as the dumping ground for any militia member who proves too difficult to deal with by the often xenophobic, misogynistic, repressive, and strict culture of both Sun County and the Sun County militia. It also accepts nomads and outsiders, foreigners and non-Yemalions, not necessarily as regular militia-men, but as ‘specials’, better capable of dealing with said foreigners and non-Yemalions.

The six pre-generated characters include a banished Yelmalion noble, a local and  ambitious farmer’s son, and a Yelmalion tomboy whose ambitions are stifled by Sun County misogyny. Plus an Impala rider and scout who has lost his clan, a Lhankor Mhy Sage from Pavis County with a hatred of the Lunar Empire, and a mercenary, would-be Humakti from Esrolia.

Guidelines are given to create ‘quirky’ members of the Sun County militia in Sandheart. It includes character concepts, equipment, and a list of starting equipment and advises using the quick-start method of creating characters rather than the Family History method in RuneQuest: Roleplaying in Glorantha. (Primarily because the Family History method in RuneQuest: Roleplaying in Glorantha is not specific to Sun County.)

What do you need?
Tales of the Sun County Militia: Sandheart Volume 1 can be run using just 
RuneQuest: Roleplaying in Glorantha

Although not absolutely necessary, the Game Master may also find the supplements Sun CountyThe River Of CradlesPavis, and The Big Rubble to be of use in providing deeper background. Tales of the Reaching Moon Issue 14 and Tales of the Reaching Moon Issue 15 may also be of use for details about the fertility god, Ronance.

What do you get?
Tales of the Sun County Militia: Sandheart Volume 1 includes a description of Sandheart, a hamlet built around a series of plinths, remnant structures from Genert’s Garden. It details how the attitudes of the local inhabitants are different to those of the rest of Sun County and how that affects their dealings with outsiders and the rest of Sun County. Full details of the militia, its equipment, and its duties are given, along with its notable figures, the magic of the plinths, and ‘Beaky’, a highly inquisitive Wyter.

The scenario ‘No Country for Cold Men’ continues the penchant in RuneQuest: Roleplaying in Glorantha for terrible puns and pits the militia men against a well-organised band of drug runners with links all the way back up the Zola Fel River to the city of New Pavis. The drug is hazia, a highly addictive contraband euphoric herb grown along the valley of the River of Cradles and sold to traffickers who can make great profits by selling to users and addicts. The discovery of several dead riding and pack animals leads to a ragged caravan whose members seem reluctant to deal with the militia. This reluctance will probably escalate into a direct confrontation and from this the player characters will learn about the drug trafficking in the county. Following up on the clues revealed by the encounter, the militia men will track back up the traffickers’ route into the county, likely uncovering signs of corruption in the county, and giving the militia men an opportunity to strike against the criminals acting in the county. This is despite the fact that as members of the Sandheart militia, the player characters are very likely operating well outside of their jurisdiction.

Is it worth your time?
Yes. If you are looking for an interesting set-up, the opportunity to run a scenario in a more organised and civilised setting with player characters who have the authority and the duty to act in Sun County’s best interests—despite their less than upright and morally upstanding reputations. Tales of the Sun County Militia: Sandheart Volume 1 is an opportunity to run and roleplay a campaign that is very different to other RuneQuest: Roleplaying in Glorantha scenarios. Hopefully, Tales of the Sun County Militia: Sandheart Volume 2 will develop the story and the setting much further.

NoTales of the Sun County Militia: Sandheart Volume 1 is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar as per ‘The Broken Tower’ from the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure or in in and around Apple Lane as detailed in the RuneQuest Gamemaster Screen PackTales of the Sun County Militia: Sandheart Volume 1 would be a difficult scenario to add to such a campaign.

Maybe. One of the issues with scenarios set in Sun County is that the dominant Light-worshipping culture of the Yelmalions is… “[X]enophobic, misogynistic, repressive and strict…” Some players may find this unpalatable, but that said, Tales of the Sun County Militia: Sandheart Volume 1 is about roleplaying characters who are either from outside of that culture or at odds with it to one degree or another. This sets up some interesting roleplaying challenges, as the player characters get to be noble and heroic in upholding the best values of Sun County, but still chafing against its dictats and constraints.

Mail Call: Old School Essentials

The Other Side -

It's a great Thanksgiving for a lot of reasons.  But today I am thankful for getting my copies of Old-School Essentials.



The box is sturdy a heck. Very surprised by that.



The new books compare favorably to the  B/X Essentials books.


The only things the boxed set is missing is dice.  Luckily I had some that look like they would work great.


Really looking forward to playing this one!

New in Print: The Pumpkin Spice Witch Tradition

The Other Side -

It's a little later than I wanted, but just in time for Thanksgiving!

The Basic Witch: The Pumpkin Spice Witch Tradition is now available in print on demand.


And if you act right now you can grab it for just $9.00 with DriveThruRPG's Thanksgiving weekend sale.

The cover ended up printing a little lighter than I expected, but not enough to make me want to go back and redo it.



The book look great and makes a nice addition to my recent series of Basic-era Witch books.



It also works great with your "Pumpkin Spice Flavored" adventures.


I hope you enjoy it.

Up next...The Pagan Witch for this:


Review: D&D Expert Set

The Other Side -

December of 1979 was the time I was first introduced to Dungeon & Dragons via the Holmes Basic edition and the AD&D Monster Manual.  It was 1980 though that I got my hands on the Moldvay Basic Set and my love affair with B/X D&D.  But that is only the first half of the story.  The second half, the X of  B/X, was the Cook/Marsh Expert Set. 

D&D Expert Set
I am not exactly sure when I got the D&D Expert set.  I do know it was sometime after I had the Basic Set.  I know this because I have very distinct memories of going through the Expert book and just marveling at everything inside.  Just everything from the classes to all the new monsters.  The Moldvay Basic Set was the high mark for me at the time for what an RPG should be.  The Expert set lived up to that set and then blew me away.  That is getting ahead of my narrative.

For this review, I am going to look at the original boxed set, the mini boxed set from Twenty First Century Games S.r.i., and the newer PDF from DriveThruRPG.

On the heels of the Basic Set edited by Tom Moldvay, we have the first Expert Set edited by David "Zeb" Cook with Steve Marsh.  So we often call this the Cook/Marsh Expert set to distinguish it from the Frank Mentzer Expert Set.   This Moldvay/Cook/Marsh set of rules is often called B/X to separate it from the Mentzer BECMI versions.

The Expert Set came in a boxed set featuring cover art by Erol Otus. The art includes the art from the Basic Set; a wizard scries the female wizard and male warrior fighting the dragon.   It remains one of my favorite pieces of gaming art ever.  In fact, it is the current background for my phone.   Included in the boxed set was one of the greatest sandbox adventures ever, X1 Ilse of Dread and a set of 6 polyhedral dice; d4, d6, d8, d10, d12, d20 and a crayon. Note the PDF does not include dice (obviously).

The Expert book features the same cover art on a predominantly blue cover. The book is 64 pages of black & white art.  The cover is full cover and the interior covers are blue ink and feature the table of contents (front) and index (back).  The art features some of the Big Names of 1980s D&D art. Jeff Dee,  Wade Hampton, David S. LaForce,  Erol Otus, James Roslof, and Bill Willingham.  Some so iconic that they STILL define certain elements of the game for me.  Jeff Dee's halflingsDavid LaForce's giants, and Bill Willingham's vampire are to this very day the first thing I think of when any of these creatures are mentioned.

While we were promised "new classes" both in the Holmes Basic book and later by Gygax himself in the pages of Dragon magazine, we stick with same seven classes; four human (Cleric, Fighter, Magic-user, Thief) and three demi-human (Dwarf, Elf, Halfling).  While I had not really thought about the new classes when I got my Expert set, I was a little disappointed that halflings and dwarves didn't get more than they did.  BUT if that was the case I soon got over it since there was SO much more for the Cleric and Magic-users.

Part 1: Introduction. This book begins with some tables from the Basic game. Also we get some guidelines on how this book should be used and what to do if you have an earlier (Holmes edition) of D&D Basic.  Here we also note that the page numbers are X# compared to the B# number.  The idea here was for you to be able to cut up your Basic and Expert books and put them together in a three-ring binder.  Eventually, I did do this, but not with my actual books, but rather with the printouts from the DriveThru PDFs.


Part 2: Player Character Information. This deals with all the classes.  I thought, at the time, that the organization of this section was a vast improvement over the same section in the Basic Book.  Where Basic D&D went from 1st to 3rd level, this book continues on to 14th level for human classes and various levels for the demi-human classes.   Additionally, thief abilities extend to 14th level as does Clerical turning Undead and new, more powerful spells; 5th level for clerics and 6th level for Magic-users.  That was unheard of levels of magic for me.

Part 3: Spells. This section got about 90% of my attention back then.  New detail is given on Reversed spells for both Clerical and Magic-user/Elf spells.  Eight pages of new spells including the amazing Disintegrate spell, which was one of the spells outlawed in many of my local game groups back then.

Part 4: The Adventure.  Not only does this section open up the world of adventuring to the entire wilderness and beyond the dungeon, it gives us some of my favorite Erol Otus art ever. The Alchemist on page X21 defined what an alchemist needed to look like for me.

Part 5: The Encounter covers combat and includes morale, saving throws, and variable weapon damage. This also has all the necessary combat tables.

Part 6: Monsters. Ah. Now here are the pages of my memories!  I have mentioned before how much I love the Monster Manual for AD&D and how it was my monster tome for my time playing Holmes Basic.  But this.  This one was part of my new favorite rules and that made all the difference to me. The mundane rubbed elbows (or knees, or whatever) with the magical and the malevolent.  To this day there are still monsters here that I have not seen the likes of elsewhere. Well yes, I have, but you have to dig for some of them.  But let's be honest, when was the last time you pulled a Devil Swine out on your players? Some versions of monsters here I still prefer over their AD&D Monster Manual counterparts. Giants and Vampires as I have mentioned.


Part 7: Treasure follows.  While D&D lacked the infamous vorpal sword (for now), it made up for it by having better rules in my mind for Intelligent swords.

Part 8: Dungeon Master Information, is what it says on the tin.  We get rules for making ability "saving throws" and spell magic item creation rules.   What I had the most fun with were the castle and stronghold cost rules.  This chapter is chock full of goodness.  Handling players, NPCs, even the first bit of what was known as the "Known World" which later became Mystara.  To this day seeing the "haunted keep" fills me with ideas.


Part 9: Special Adventures this section covers waterborne adventures. 

This book is so full of great stuff and even though we were promised a "Companion" edition that would go to 36th level (unheard of!) there were still plenty of adventures to be had.
Let's be honest, 14 levels is a lot of levels even by today's standards.



The PDF of the Expert book includes the Ilse of Dread AND the Gateway to Adventure catalog.   All that for $4.99? That is a steal really.

The Twenty First Century Games S.r.i., mini boxed set is about 1/8 the size of the normal boxed set.  It came complete with a box, an Expert rule-book and mini copy of Ilse of Dread.  Twenty years ago it looked great! Today the font must have shrunk some because I find it really hard to read!






Monstrous Monday Review: Monster Manual II

The Other Side -

Continuing my review of the monster books of my youth with what can be called the most polished of all the AD&D/D&D monster books, the AD&D Monster Manual II

This was the first book to feature the new "orange spine" and Jeff Easley cover art.   It is also one of the larger AD&D first ed books at 160 pages (save for the massive DMG).  Sometimes I wonder what an old-school cover would have looked like, something drawn by Tramp maybe.  That all aside, the cover of this book is great, but it doesn't quite grab you the same way that the MM1 or the FF did.  But inside is more than makes up for this "perceived" slight.

For this review, I am as usual considering the original hardcover and the newer PDF from DriveThruRPG.  There is no Print on Demand option yet for this title, but as a special feature, I'll also have a look at the miniature book from Twenty First Century Games S.r.i.

The book(s) and the PDF have full-color covers featuring art from Jeff Easley.  Inside is all black and white art from  Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore.  No slight to the previous book's artists, but the style and quality here is more consistent.  Some might see this as an improvement (I do) but others will point to this as a sign of the change from the Golden Age of TSR to the Silver Age.  Of course, it features the byline of Gary Gygax, though we now know that some of them were created by Frank Mentzer and Jeff Grubb.  In some ways, you can see this change in tone and feel that is happening at TSR in this book.

The Monster Manual II was the first hardcover after a year hiatus.  The book is better organized and layout than most of the AD&D hardcover books.  I have to admit I always credited this to TSR finally moving over to computer layout, but I have nothing to support this claim save for how the book looks.

There is a lot to this book too.  OVer 250 monsters there are a ton more demons, devils, and more from the outer planes, like the daemons, demodands, modrons, and even good-aligned creatures like the devas and solars.  We get a few more dragons and some giants.  We get a lot of monsters that feel inspired by the first Monster Manual. There are also many from previous adventure modules.  This book also gave us the Tarrasque, the Catlord, the Swanmay, the Wolfwere. and more.

This book also has nearly 30 pages of encounter tables at the end that covers all three books, very useful to have really and a selling point for the PDF. Get the PDF and print out the tables.

The Monster Manual II is still by all rights a classic.  While I don't get the same thrill from it as I do the Monster Manual or the Fiend Folio, but the monsters individually are great.

It remains to this day a lot of fun and a book I still get great enjoyment from.



The book from Twenty First Century Games S.r.i. is a great little reproduction. I picked this up back when it was new and paid $9.95 for it.  Now it goes for a lot more.  It is great to have but no way I can read it anymore.   The text is way too small.

Pages

Subscribe to Orc.One aggregator - Outsiders & Others