Outsiders & Others

Jonstown Jottings #23: Petty Spirits

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?
Monster of the Month #6: Petty Spirits presents four minor spirits for use with RuneQuest: Roleplaying in Glorantha.

It is an eight-page, full colour, 911.74 KB PDF.

Monster of the Month #6: Petty Spirits is well presented and decently written.

Where is it set?
The four petty spirits may be found almost anywhere in Dragon Pass, although some may not be found in the Praxian Wastes.

Who do you play?
Shamans, farmers, and redsmiths will be interested in some of these spirits.

What do you need?
Monster of the Month #6: Petty Spirits requires both RuneQuest: Roleplaying in Glorantha and RuneQuest – Glorantha Bestiary

What do you get?
Monster of the Month #6: Petty Spirits presents four different, minor spirits which can annoy, interact with, or even be used by the Player Characters. The four are Bronzebiters, Lily’s Eyes,Premonitions, and Seed-Eaters. Each is broken down to cover its ecology and both superstitions and rites related to it, as well as stats.

Bronzebiters are red mouths with black teeth which devour the bones of Air and Storm gods—or bronze. When they attack bronze, it appears pitted and discoloured, or diseased. They are a nuisance, but also a warning to oil, polish, and maintain a weapon. They cannot enter a space sacred to Gustbran, the god of redsmiths, and Praxian shamans will bind them and send them against enemy tribes.

Lily’s Eye spirits are flowers with tiny eyes which grow in the Spirit World before they manifest and grow in the Middle Realm—especially in wild, fertile areas. Oddly, Aldryami consider them to be spies, as do Orlanthi. Lily’s Eye spirits can be plucked, their magical properties being highly valued by shamans and alchemists.

Premonitions are manifestations of the Movement Rune which carry a glimpse of the future from the far Outer Regions of the Spirit World, where boundaries grow vague, and Eternity draws near.

Seed-Eaters are small rural Darkness spirits with long snouts used to rummage through the furrow of plowed fields, plucking up and eating seeds. They like spiritual foods linked to Chaos—strife, disease, and hate. Despite this, they are associated with Mallia, the Goddess of Disease.

On one level, these are four inconsequential spirits which the heroes should not be bothering themselves with, but on another there is scope with each one to add flavour or detail to an adventure or scenario. The presence of Seed-Eaters might suggest the influence of Mallia and thus work as a clue, but the passing of the seasons could be indicated by the annual ceremony to win their favour. Similarly, Red Mouths might be a simple annoyance, but perhaps be the indication of an attack by the shaman from a rival tribe. 

Is it worth your time?
Yes. Monster of the Month #6: Petty Spirits gives the Game Master four interesting spirits that can be used to add small, flavoursome details, and serve as clues, challenges, and so on.
No. Monster of the Month #6: Petty Spirits consists of details too small to really bother about—especially if the Player Characters lack a shaman.
Maybe. Monster of the Month #6: Petty Spirits are mostly colour, mostly the small details, and some of the four are easier to use than others. 

Kickstart Your Weekend: Nightfell: Horror Fantasy Setting for 5e

The Other Side -

I have not one of these in a while so let's get to it!
Nightfell: Horror Fantasy Setting for 5e

https://www.kickstarter.com/projects/278542219/nightfell-horror-fantasy-setting-for-5e-0?ref=theotherside
While I could do with less Grimdark these days, this one does look like a lot of fun and promises to have some nice Stretch Goals.  Plus I have chatted with the creator a bit and looks really fantastic.
So yeah, I think I'll give this one a try.

Friday Fantasy: The Feast on Titanhead

Reviews from R'lyeh -

Somewhere on the far reaches of Europe’s north, high amidst its snow-covered mountains lies the Dorag Passage. Recently, a scientific expedition consisting of botanical cataloguers, geographers, geologists, and even a noted alchemist, led by Hastik Melmark, headed into the region. It has been weeks, even months since the expedition has been heard of, and perhaps there are rumours of nightmares and hysteria plaguing the sparsely settled regions near the Dorag Passage. Does the expedition need rescuing or simply checking upon? Is there any truth to the rumours? Perhaps the Player Characters are employed to conduct that check or need to find Hastik Melmark—or another member of the expedition—for reasons of their own. This is the set-up for The Feast on Titanhead, a weird-fantasy, Lovecraftian-tinged scenario of body horror which echoes Death Frost Doom by way of The Thing From Another World. It is also a heavy-metal, grind-core interpretation of the Manifestus Omnivorous.

Published by Games Omnivorous, The Feast on Titanhead is a system agnostic scenario of fantasy horror which would work with any number of Old School Renaissance retroclones. The most obvious one is Lamentations of the Flame Weird Fantasy Roleplay, another is the publisher’s own 17th Century Minimalist: A Historical Low-Fantasy OSR Rulebook, but with some adjustment it would work with Cthulhu by Gaslight or a darker toned version of Leagues of Gothic Horror for use with Leagues of Adventure: A Rip-Roaring Setting of Exploration  and Derring Do in the Late Victorian Age!. Take it away from its European setting and The Feast on Titanhead would work well with Mörk Borg as they share a similar tone and sensibility. Notably though it adheres to the Manifestus Omnivorous, the ten points of which are:
  1. All books are adventures.
  2. The adventures must be system agnostic.
  3. The adventures must take place on Earth.
  4. The adventures can only have one location.
  5. The adventures can only have one monster.
  6. The adventures must include saprophagy or osteophagy.
  7. The adventures must include a voracious eater.
  8. The adventures must have less than 6,666 words.
  9. The adventures can only be in two colours.
  10. The adventures cannot have good taste. (This is the lost rule.)

So yes, The Feast on Titanhead adheres to all ten rules. It is an adventure, it is system agnostic, it takes place on Earth, it has one location, it has the one monster (the others are extensions of it), it includes Osteophagy—the practice of animals, usually herbivores, consuming bones, it involves a voracious eater, the word count is not high—the scenario only runs to twenty-eight pages, and it is presented in two colours—in this case, black and grey. Lastly, The Feast on Titanhead does lack good taste. Be warned, this scenario is one of gut churning—in some cases, literally—horror, bodily fluids, and madness. To that end, the scenario includes a sense of ‘Contagious Pyschosis’, a fairly brutal countdown and timing mechanism which drives the Player Characters into insanity and the maw of the monster at the heart of the scenario. This is quite a blunt mechanic and if the roleplaying mechanics that the Game Master is running The Feast on Titanhead with has sanity or madness mechanics of its own, she may want to substitute those instead of using the ones given.

The play of The Feast on Titanhead is actually quite straightforward. The Player Characters will ascend to and Dorag Passage, and after a nasty encounter with weirdly behaving beasts of burden, they descend into a series of passages and rooms uncovered by Hastik Melmark’s expedition. Here in a strange, horridly fetid and organically bloody complex they are likely encounter the former members of the expedition, their possessions, signs of madness, odd energy, and vomit-inducing monsters. The encounters get odder the deeper they penetrate into the complex until they get to the centre of the complex and the scenario, where they can confront the inhuman force behind what is going on. That is, if they get there. Although The Feast on Titanhead presents two options in terms of motivation for the Player Characters to get to the adventuring location, but once inside, there is a dearth of clues or hooks for them to find which would drive them onwards and pull deeper into the complex—though there is the possibility that a Player Character could be snapped up and taken there already, hopefully motivating to rescue them. Balanced against this is the scenario’s weirdness and its ‘Contagious Pyschosis’ which may actually drive the Player Characters to flee before they learn anything.

Much of the problem in The Feast on Titanhead is that it only names three NPCs. Two are members of the expedition, one being Hastik Melmark, whilst the third is a treasure hunter. The latter is left up to the Game Master to develop and decide what he is going to do and how he reacts with the Player Characters—the advice being rather slight. Of the expedition, there is relatively little sign, no real clues as to what they discovered, and so the Player Characters never quite have anyone to actually care about or emphasise with. Ultimately, the Player Characters will only actually learn or gain hints as to what is going on if they penetrate into the complex’s furthest reaches and defeat the monster at its core—and that is a difficult prospect.

Physically, The Feast on Titanhead is a black and grey book a sperate card cover. The map is on the inside of the card cover and the internal illustrations reflect the heavy-metal, grind-core interpretation of the Manifestus Omnivorous manifesto. It needs a slight edit in places, but is overall quite a sturdy product, being done on heavy paper and card stock.

The Feast on Titanhead is short and brutal, it being possible to play through the scenario—and win or lose (even if they survive)—in a single session. It needs fleshing out somewhat in terms of Player Character motivation and drive to delve deeper, and if played as part of a campaign, any failure upon their part—again, if they survive—may have a profound effect upon the future of that campaign. In need of some development upon the part of the Game Master, The Feast on Titanhead probably works best as a heavy-metal, grind-core, bloody body horror grindhouse style one-shot.

Kersy, The Witch Queen of Alphatia, Mystara (BECMI)

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I knew my month of BECMI reviews and deep dives was going to be educational, but while I had hoped, I did not expect to find a new Witch Queen.  But there she was, in Module M1 Into the Maelstrom
In the module, we are introduced to a nascent Immortal, Kersy.  She is using her human guise as a 30th level Magic-user and she is the ruler of the Island of Turkeys.  If you are thinking she sounds a lot like Circe and her Island of Pigs then you are correct.  But.  Doing some deeper research into Kersy gives me a stanger tale.   Over at the Vaults of Pandius, they have expanded on her background a bit more. 
She is described as the distillation of Koryis' own unwanted thoughts, urges, and feelings.  Koryis is the Immortal Patron of Peace.  While he was on his epic quest he sought to purge himself of evil in impure thoughts. He was successful and that "impurity" manifested itself as Kersy.
At least that is what his mythology says. 
We learn from M1 that she is a "beautiful maiden" and a "30th level magic-user." But other details are scant. From the Vaults of Pandius we learn that she is beautiful with long raven black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  Certainly, she is more than just some cast of skin of evil.
She is also described as having "milky-white skin" (boring!) but I have been looking for an excuse to use Vanessa Williams as a witch since 1997.  Today is that day.
Kersy and Koryis
We first meet both of these immortals in M1 Into the Maelstrom.  It is obvious they have a connection from the start.  
Kersy (Vanessa Williams) and her "brother" Koryis (Armand Assante)

Back when I was an undergrad in psychology I read a lot of Freud and Jung. It wasn't required, I was (still am) a Cognitive Psychologist. But I felt it was important to my overall education to know my subject's history.    While I like Freud, I find his theories to be outdated and outmoded.  Jung on the other hand felt more like philosophy than psychology at times.  I have credited his "Man and His Symbols" as one of my most important "Appendix N" books.  
What is the importance of that here?  Kersy is Koryis' "dark anima" in Jungian psychology.  The description of Koryis' quest to rid himself of these dark, impure impulses sounds exactly like a quest to confront his Anima; who is Kersy.
Now if this is what happened then according to Jung Koyris is now forever incomplete.  Reading over the history on VoP it would seem that Kersy knows this. If we extend this to other Jungian archetypes then Kersy fits one perfectly. The Witch.  She is powerful, connected to the Earth, and a source of wisdom.  Koyris in his quest to rid himself of Kersy only weakened himself and gave his power away.
Kersy as a Witch
You knew I was going to come to this.  Kersy is not just described as a witch, she is listed on VoP as having the portfolio of Witchcraft and Charm. she is also described as being unique among immortals. She prefers to use her own magic for example.  She also seems to have become an immortal at the same time Koryis did due to their link.  So she hides from other Immortals, not having a Patron of her own, and lives in a cave on an Island filled with turkeys.That's all rather disappointing.Even a 30th level magic-user can do better than living in a cave somewhere.  So taking a page from my own games I say Kersy went on her own quest of Immortality and she got it, as a Witch Queen.
In this version soon after her "birth" Kersy, granted great power, but no learning on how such power should be wielded and let's just say poor impulse control, soon overpowers her jailers and sets her sights on the known world.  She travels much as her history suggests and in particular in Old Alphatia.  She studies magic everywhere and learns her magic does not come from the study of dusty tomes, she gets her magic from somewhere else. In the intervening centuries she learns much about who and what she is.  The divide between her and Koryis grew.  She still desires him and wants to make him hers. Maybe this is some desire to reunite their torn assunder soul or a darker desire to possess him in a way that was his desire but now forsaken and left with her desires.
Kersy, Witch Queen of Alphatia31st level Witch, Eclectic TraditionFemale, Chaotic (Chaotic Neutral)

Strength 12
Intelligence 25
Wisdom 18
Dexterity 17
Constitution 19
Charisma 25

Saving Throws (Base)
Death Ray/Poison 2
Magic Wands 2
Paralysis, Polymorph 2 
Dragon Breath 4
Rods, Staffs, Spells 3

+5 to all saves via Ring of Protection
+3 for Wisdom

Hit Points: 87
AC: -8
(leather armor +5, Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 17 -2)

Base THAC0: 8
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers
Lesser: Familiar (Familiar Spirit)
Minor: Speak to Animals
Medial: Drawing Down the Moon
Greater: Witch's Blessing
Major: Polymorph Other
Superior: Longevity

Spells
Cantrips (8): Arcane Mark, Clean, Daze, Guiding Star, Mote of Light, Object Reading, Open, Summon Vermin
1st (9+3): Allure, Analgesia, Bar the Way, Bewitch I, Burning Hands, Call Spirits of the Land, Charm Person, Comprehend Languages, Eldritch Fire, Glamour, Mend Minor Wounds, Pace Without Trace
2nd (8+3): Alter Self, Beckon, Bewitch II, Blight of Loneliness, Burning Gaze, Continual Flame, Detect Charm, ESP, Evil Eye, Haunting Mists, Mind Obscure
3rd (8+3): Astral Sense, Bestow Curse, Bewitch III, Calm Animals, Clairsentience, Control Winds, Danger Sense, Expand Senses, Lethe's Curse, Toad Mind, Twisting the Heartstrings III
4th (8+4): Analyze Magic, Ball Lightning, Bewitch IV, Cauldron of Rage, Confusion, Divination, Forest of Deception, Instant Karma, Masque, Polymorph Others, Remove Curse, Threshold 
5th (7+4): Adoration, Bewitch V, Break Enchantment, Commune with Nature, Decimate, Enslave, Maelstrom, Nightmare, Sending, Song of Night, Ward of Magic
6th (7+3): Analyze Dweomer, Animate Shadows, Bewitch VI, Bones of Earth, Cackle of the Winter Crone, Cloak of Dreams, Greater Scry, Heroes' Feast, Mislead, Smitten
7th (6+1): Adoring Crowd, Astral Spell, Bewitch VII, Breath of the Goddess, Irresistible Dance, Mass Polymorph, Veneration
8th (6): Adoration (Overwhelming), Bewitch VIII, Demand, Eye of the Storm, Mists of Ecstasy, Storm of Vengeance
Magic ItemsAlrune Statues, Bracers of Protection, Brooch of Shielding, Calming Tea, Cauldron of Plenty, Cloak of Night, Cord of Protection, Earings of Timeless Beauty,  Friendship Tea, Ring of Protection, Wand of Spell Storing
Kersy is something of a unique witch, so I made her an Eclectic Tradition Witch.  She is also a solitary witch so you will notice and no "ritual" spells.   I also opted to raise her to 31st level from 30th to give her a bump in her power.As an Eclectic, I was able to grab spells and occult powers from a variety of sources.  While a case could be made that she is a Classical witch or even with bits of the Mara thrown in, I felt Eclectic was the best choice. 


Books and Resources Used

One Man's God: The Immortals and Demons of BECMI

The Other Side -

Ok. So it is July. June is over and so should BECMI month.  The trouble is I find I still have a little more to say.  Plus it would be difficult to properly end BECMI month without a good look at the Immortals themselves.
So far we have run into six named Immortals; Koryis, Kersy (more on her later!), Vanya and Alphaks from Into the Maelstrom and Orcus and Demogorgon from the Immortals DM's Book. None are mentioned (too my knowledge) in the module The Immortal Storm. Of these five, three are demons.  Not just demons in the general sense, but demons in the AD&D (and now D&D) sense. 
One thing made clear in the Immortals game was that Immortals are not gods.  They are powerful beings, with near unlimited magical powers, who occupy the outer planes, and are worshipped by clerics...what was my point here? Oh not gods. Right, totally not gods. Nope.
Except they are.
Alphaks aside (he is a special case), Orcus and Demogorgon are immortals, and demons, and (let's be honest here) minor gods.  Essentially what OMG is all about. 
In the D&D Rules Cyclopedia Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.They were real set on the whole Immortals ≠ Gods thing.
I wanted to review The Wrath of the Immortals.  But I don't have a copy and DriveThruRPG also doesn't have it.  I have managed to piece together some of the immortals from other products and from the Vaults of Pandius.  A couple of them stick out, Immortals and Faith and the Codex Immortalis by Marco Dalmonte
A few of the "demonic" Immortals mentioned in other products are, Bagni Gullymaw, a demonic troll and the immortal of canibalism and Stodos, a cold-blood Type II/Hezrou demon.  Bagni could be another name of the Other Side favorite Vaprak the destroyer.
What BECMI lacks, and really should have been a major contributor to, are new demons.
So instead of looking to the Gods and Immortals of this "mythos" like I normally do, I should look at the monsters and see which ones make for good demons.  
Demons of BECMI
I should start this part off with a note about another post on Demons in BECMI from Mystara Sage in Residence, Bruce Heard.  He posted about demons earlier this year and it is worth taking a look at.https://bruce-heard.blogspot.com/2020/04/calidar-demons.html
 Moving away from the Immortal-level rules I look back at the various monsters.  To make my life easier I am just going to look at the D&D Rules Cyclopedia and D&D Creature Catalog.

The Plane of Nightmares was introduced to us in the X series of modules and would then later be expanded on in later Companion and Master books.  There are a few creatures from this plane that certainly qualify as demons.
Diabolus
The devilish Diabolus appeared in the Immortals Set.  They are described as looking like devils essentially but were in most ways human. They could take any human class and were their dimension's equivalent of humans.  The BECMI rules even state they can be played as humans. They were updated in Dragon Magazine #327 as a character race.  Essentially these are Tieflings. You can play Chaotic or what 5e called demonic tieflings. I'd argue they can only choose "Chaotic" alignment, so Chaotic Good (their default in 2e), Chaotic Neutral or Chaotic Evil.  
MalferaFew creatures fit the description and general attitude of a demon better than the Malfera.  Let's get into some details.  In the Rules Cyclopedia, we learn they are chaotic. can only be summoned to our plane by a powerful magic-user or Immortal. They are a planar monster. They have massive physical attacks and special attacks. Can open doors as per knock and has higher than normal saves.  Plus they are described as a literal nightmare creature.  If not a demon, then "demon-adjacent."
There are stats for them all over the web.  Here are some from the Vaults of Pandius for 2nd Ed AD&D3rd Ed D&D4th Ed D&D, and 5th Ed. D&D.  A 3.5 version for the Forgotten Realms based on the Dragon #343 version.  The Piazza also has a Malfera and there is another 5th edition version.
Here is the version from the Piazza linked above. They make it a large monstrosity, but they don't give it the extra-planar tag.And there may be a Malfera / Maelephant connection.  I am going to say related creatures from the same plane. Given that maybe there is a larger creature, a Masdaemon.  sure, Why not. Actually, it is close to an idea I was playing with back when I was writing Ghosts of Albion. 
HellephantFREQUENCY:  Very RareNO.  APPEARING:  1-2 (4-9)ARMOR CLASS: 0MOVE:  18"/36", special stampede 24"/48"HIT DICE:  12+36 (90 hp)%  IN  LAIR:  95%TREASURE  TYPE:  Nil, SpecialNO.  OF  ATTACKS:  2 + 2 specialDAMAGE/ATTACK:  2-24 (2d12) trample, 2-12 (2d6) gore, 4-48 (4d12) swallowSPECIAL  ATTACKS:  Breath Weapon, Swallow wholeSPECIAL  DEFENSES:  +2  or  better weapon to hitMAGIC  RESISTANCE:  10%INTELLIGENCE:  Animal (savage)ALIGNMENT:  Chaotic  EvilSIZE:  L  (20' tall)PSIONIC ABILITY:  Nil, immune to Psionic attacks
Deep in the pits of the abyss roams the monstrous Hellephant.  Believed to be related to both the Malfera and the Maelephant, these creatures are roaming, ever-hungry nightmares. They appear to be Mastodons, only twice as large. Their fur appears to be black, but in truth soaked in blood. Their tusks come out from their bottom jaw and curve downward.  This allows them too run their prey down and scoop them up into their terrible maw.  The hellephant is a voracious carnivore and their preferred prey is anything warmblood that will run from them. Their attacks are a trample or a gore. On a successful gore hit the victim must make a saving throw vs. Paralyze or be scooped into the hellwphant's maw.  Once there they are bitten by the monster's rough teeth, still in the shape of the teeth of a plant-eater, and then they are swallowed whole.  The digestive acid causes 4d12 points of damage per round. Resistance to acid attacks can reduce this to half.  The hellephant's digestive system though is not adapted to eating meat so living creatures are exited out in the way of all digested food in 1d4 rounds. The expelled victim, if still alive need to make another save vs. paralysis in order to get up and move out of the way.  The Hellephant, still ravenous, returns to scoop up any victims that are too slow to move and the eating and digestion process begins again.If a group of 6 or more Hellephants are present they may stampede.  They will run in one direction for several minutes causing maximum trample damage. They will not return to eat any victims left behind.Hellephants have no treasure, but their ivory is prized through-out the multiverse and is, pound for pound, 10x the price terrestrial elephant ivory. 
TabiThese small, winged-ape like creatures are chaotic.  They are somewhere between an imp and a flying monkey. 
There are a lot of Chaotic Evil monsters in Post-BECMI Mystara that have appeared that would make good demons.   I think these are the most likely candidates. I also think, given the mythos of the world and the roots of it, that demons are fine, but devils (as defined by AD&D 1st Edition) are not.   But hey, that is only for my games.

BECMI: Immortals Set Review

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“I am glad you are here with me. Here at the end of all things, Sam.”- Frodo to Sam, Return of the King

And here we are. June is drawing to a close and we are here in the last week of BECMI month.  Fitting too that the last week, as short as it is, is dedicated to the oddest set of rules in the set.  The Immortal rules set. We see some major changes here and in TSR as well.  So. Let's jump right in.
D&D Immortals Set (1986)
I am reviewing both my rather beat up and water damaged version of the Immortal set (I only have the books, not the box) and the PDFs from DriveThruRPG.
A couple of notes.  The set now lists Frank Mentzer as Author. No mention of Dave Arneson nor Gary Gygax here.  The year is 1986 and Gygax had been removed from TSR the previous October. Frank had been very closely allied with Gary so his time at TSR was also going to come to an end soon.  The Immortals rules and the module The Immortal Storm would be his last books for the company.  This had two rather obvious impacts on these rule books.  First, the art that had been getting more sparse with each set now hits an all-time low.  No in quality mind you! But in terms of amount. There is just not that much art in these books.  Secondly, it also meant that the company focused more on its perceived cash cow, the AD&D line.  Gary had been talking about the AD&D 2nd Edition game, but now that project was turned over to Dave "Zeb" Cook of the B/X Expert Set rules.  Others have played the conjecture game of what might have been, so I will not go into that here.  What I will say though is it left Frank and the BECMI line alone for the Immortals set to go into some very weird directions.
If BECMI is the ultimate update of the OD&D rules, then the Immortals rules cover part of what Eldritch Wizardry and Gods, Demi-gods & Heroes.
Players' Guide to Immortals32 pages, color covers, black & white art.Your character, now 36th level and has pretty much done everything from dungeons to the planes hears the call to become an Immortal! Certainly, this was the goal of those quests and battles. Immortality.  But now the game, both actually and metaphorically, has changed.  Just like when you moved from Jr. High/Middle school or Grade school to High School you go from being the most powerful of mortal kind, to the least powerful of the immortals.This book covers how your character now becomes an Immortal.  There are five spheres, four of which characters can access, detailed here.  These are the same spheres that have been hinted at since the Companion set and introduced in the Masters set; Matter, Energy, Though, Time, and Entropy.  characters choose one of the first four usually corresponding to the class they had in life; Fighter, Magic-User, Thief, and Cleric respectively.Experience points gained will alive now become PowerPoints on a 10k to 1 basis.  We get our first hints at a proto-point buy system in D&D here since PowerPoints can be spent. Now the Initiate Immortal can begin to do some Immortal things. PowerPoints are used for a lot of things, but mostly for magical or spell-like effects.  Your sphere will determine which ones you can do easily and which ones are harder.There are a lot of interesting rule changes along the way.  AC is now Ascending for Immortals; so Immortal AC 20 is the same as mortal AC of -20.  AC 0 is the same. Ability scores can be raised. First to a max of 25 (the AD&D max of the time) but also all the way to 100!   In a lot of ways the PP mechanic is similar to what we see in other Point Buy systems used for super heroes.  It makes sense really.  Though for all of it's detail there is very little information on what an Immortal should do. Right now they seem, at best, super-powered mortal characters.  There is some implicit ideas, but nothing spelled out yet.
DM's Guide to Immortals64 pages, color covers, black & white art.The DM's book spends some time covering the planes of existence.  While a lot on specific planes is left vague, there is a lot of details on how planes are designed.  The artwork and some of the notes appear as if the author and artists were checking on what the AD&D team was doing "down the hall" there is a unique feel to the BECMI multi-verse.  A lot of emphasis is given on "doing it yourself" including room for the DM to pencil in their own % for monsters occurring.There is a bit more here about the planes, in particular the Prime plane.  We learn that the Known World doesn't just look like Earth from 150 Million Years ago, it IS Earth from then.  This explains the map a bit better. We also learn that this Earth is the predecessor to our lands.  Though, in the spirit of everything else in the book, this can be changed.  The Solar system is the same, save for a few notable differences. Mercury and Pluto are not in their orbits yet and between Mars and Jupiter where the asteroid belt is there is a planet called Damocles. Fitting named for a doomed planet but doesn't fit with the names of the Roman Olympians. Damocles will be destroyed and the two largest pieces will fly off to become Mercury and Pluto.  Imaginative to be sure!  But Mercury is only 35 million miles and Pluto is closer to 3 billion miles from the sun. The asteroid belt is roughly 300 million miles from the sun.  So Damocles is not really in the middle of that.  No big deal, this is D&D not Astronomy.  I DO however love the idea of a doomed planet in the current or future asteroid belt. Maybe a MiGo outpost or something like that.   I want to talk more about the Known World/Earth a little more in just a bit. Plus there is one more bit of information I want to collect.It would be interesting to compare and contrast the multiplanuar mechanics and rules here with the various Manual of the Planes.This is followed by the Immortal Campaign.  Or, what do Immortals do? There are some ideas given but for the number of rules on immortal characters and planes you would expect some more to be honest. Our "Monsters" section is now called "Creatures" since they "cannot be adequately called monsters."  All these monsters...creatures now have expanded stat blocks to cover their immortal statuses.  One of the first things I noticed were the inclusion of demons to roster of D&D BECMI monsters.  I am not sure why this surprised me since these are the same demons from Eldritch Wizardry.  Well...same in name but these demons got a serious upgrade.  Let's compare.  A Succubus in AD&D is a 6+6 HD creature (average hp 33), her physical attacks are not great, but her kiss drains 2 life energy levels.  In BECMI a Whispering Demon has 15* HD and 70 hp! Oh and her AC is -6.  Orcus and Demogorgon have 39 and 40 HD with 620 and 660 hp respectively!  Yikes!  We do get some art of them. 



In addition to being able to summon other demons Orcus and Demogorgon can summon Gargantua. 
We get more inhabitants of the nightmare dimension like the Diabolus which are...checking the description...well they basically tieflings. And they can take any human class. So all the Grognards out there complaining about "monster races" have no ground to stand on. Here are the rules from 1986. The Dragon Rulers are updated to Immortal stats and so are some of the elemental rulers.  There is the Megalith and it is ... WHAT???  More on that in a bit!A few more creatures and some, ok a lot, of tables on magic.
Crisis on Infinite UrtsSo there are a couple of new-to-me bombshells in the Immortal rules.  First, the world of the PCs, aka the Known World is Earth of 150 mya. Secondly, this Earth is in actuality a creature known as a Megalith ("big rock") and it is known to the Immortals as "Urt."It's tucked away in two different places, but this is a revelation really.  The Known World as living planet known as Urt.  Imagine what the "Mystara" line might have been about had this thought continued?  No Hollow World to be sure. Frank Mentzer pretty left TSR soon after this and the Immortal Storm were complete, so we never really got to see what his ultimate vision was.  We do know that Gygax considered his Oerth and later Aerth for his Dangerous Journeys to all be alternates of Earth. Aerth was a little more on the nose about it.  Frank was set to design parts of Oerth a few years back, but that project fell through.  It might have been the closest we would have seen to a fleshed-out Urt.  At some point between 1986 and 1991 (the publication of the D&D Rules Cyclopedia) the world of Urt became Mystara.
So here at the end of all things what can I say about the Immortals rules? It is an inconsistent set of rules to be sure. There are a lot of really interesting ideas connected together with bits of fluff that may, or may not, work well.  The concepts of Immortals is a compelling one and D&D would come back to it in big ways at least two more times with Wrath of the Immortals and Dungeons & Dragons Fourth Edition where Immortally was the goal after 30th level. 
Still. One can be impressed with the scope of the rules and how it caps off a set of rules that began in 1983 but has roots going back to 1977 and to the dawn of D&D.  For that reason, it gets a few points more than it might have gotten on its own. 
Back in the day, I had only two characters gain immortality via a route similar to this. More like my DM read these rules and figured his own way of doing it. One would be my character Johan Werper the Cleric and bane of the Undead. 

Monstrous Monday: Demon Lord, Ahrimanes (BECMI)

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We are coming to our very last week of BECMI month and it has been an education for me.  The biggest surprise was the inclusion of demons in the BECMI Immortal rules. It makes sense of course, demons are the ultimate in evil, chaos, and entropy in nearly every myth.
Let's start off Immortals week with a new version of the Demon from my home games.  Presented here in BECMI Immortal format.
Lord Ahrimanes (Immortal)Sphere: EntropyStatus: EternalPower Points: 7,500Anti-Magic: 90%Armor Class: -5Hit Dice: 35**Hitpoints: 555Move: 120' (40')  Flying: 180' (60')Attacks: 2 clawsDamage: 2d8+5, 2d8+5No. Appearing: 1 (Unique)Save As: Eternal 3Morale: SpecialCall Other: See belowTreasure Type: B, H, IAlignment: ChaoticXP Value: 6,405,000 (640 pp)
Lord Ahrimanes was once a servant of Law and Good (Thought) until he chose Chaos and Evil (Entropy). Believed to be one of the most powerful of the forces of evil, his own disgust for nearly all others leaves him alone and without allies. Even demons that would normally despise one another would join forces to defeat or thwart the plans of Ahrimanes.  There is a particular hatred between Lord Ahrimanes and Duke ʾIblīs.
He is a great admirer of science and knows all the natural sciences. When he writes his writing always appears upside-down. Some scholars point to the Demon Abraxas and note that he is master of all the magical arts and his writing always appears backward as a sign of the relationship between the two.His realm is known as Ahriman-abad and it is said to lie “between the stars.” 
He can appear as a handsome man with a high domed forehead, inquisitive eyes, and thoughtful demeanor.  He will appear garbed as a scholar or philosopher of an earlier age but yet his physique is athletic.  When he is enraged, which happens easily and at the barest slight, his demonic form is revealed.  He stands 10’ tall with dark red skin covered in patches of thick, coarse black hair and scales.  His face becomes twisted in rage and seven horns grow from his head which now has numerous heads, eyes, and mouths.  His hands, which had previously looked like the hand of a scribe, now twist into giant claws.
Lord Ahrimanes attacks with claws, usually too enraged to consider using a weapon.  Due to his nature all magic has a 90% of failing when around him.  Any magic that does get past his anti-magic shield is still subject to a saving throw.  He cannot use magic himself.  Additionally, Lord Ahrimanes has all the resistances and vulnerabilities of all demons.
Lord Ahrimanes is so despised that he cannot summon other demons except for his seven “sons” which appear as Howling Demons / Type III / Glabrezu of the largest size and maximum hp. 
--
Not too bad.  A bit powerful for an AD&D or OSR game, but certainly great for a BECMI game.

Miskatonic Monday #41: A Wealth of Knowledge

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: A Wealth of Knowledge

Publisher: Chaosium, Inc.
Author: Leith Brownlee
Setting: 1930s Miskatonic University 

Product: Scenario
What You Get: 1.22 MB eighteen-page, full-colour PDF
Elevator Pitch: Somethings have a greater thirst for knowledge than you do. 
Plot Hook: When your need to find a book to pass an exam is greater then worrying about missing students and academia, are your priorities straight?Plot Development: An impending examination, a better stocked new library, missing friends, an all too friendly librarian, and a deadly book depository.Plot Support: A tight plot and a new Old One.

Pros
# Easy to adapt to other periods
# Easy to set in Lovecraft Country
# Easy to add to a Miskatonic University campaign
# Straightforward plot 
# Forewarns the danger of reading too much

Cons# Linear plot
# Needs a better edit
# No maps
# No illustrations
# No NPC write-ups
# Underdeveloped plot

Conclusion
# Easy to adapt to other settings
# Possible addition to a Miskatonic University campaign# Underdeveloped and linear

Your Loop Starter

Reviews from R'lyeh -

As its title suggests, the Tales from the Loop Starter Set is an introductory boxed set for Tales from the Loop – Roleplaying in the '80s That Never Was. Published by the Swedish publisher, Free League Publishing, this is the roleplaying game based on the paintings of Simon Stålenhag, in which young teenagers explore the Sweden of an alternate childhood. It is rural small-town Sweden, but one in which its streets, woods and fields, and skies and seas are populated by robots, gravitic tractors and freighters, strange sensor devices, and even creatures from the long past. To the inhabitants of this landscape, this is all perfectly normal—at least to the adults. To the children of this landscape, this technology is a thing of fascination, of wonderment, and of the strangeness that often only they can see. In Tales from the Loop, it is often this technology that is the cause of the adventures that the children—the player characters—will have away from their mundane lives at home and at school.

Specifically, Tales from the Loop is set on Mälaröarna, the islands of Lake Mälaren, which lies to the west of Stockholm. This is the site of the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi. In addition, the Iwasaka corporation of Japan has perfected self-balancing machines, leading to the deployment of robots in the military, security, industrial, and civilian sectors and these robots are employed throughout the Loop and its surrounds. Meanwhile, the skies are filled with ‘magnetrine vessels’, freighters and slow liners whose engines repel against the Earth’s magnetic field, an effect only possible in northern latitudes. There are notes detailing the particulars of life in Sweden in the 1980s, but the culture is radically different—especially in terms of its (almost Socialist) government—to that of the USA and so Tales from the Loop includes an American counterpart to The Loop, this time located under Boulder City in the Mojave Desert in Nevada, near the Hoover Dam. Here the particle accelerator is operated by the Department of Advanced Research into Technology and there is an extensive exchange programme in terms of personnel and knowledge between the staff of both ‘loops’. Similarly, the description of Boulder City and its Loop include plenty of notes on life in the 1980s and as much as the two cultures are different, there are plenty of similarities between the two.

Since its publication in 2017, Tales from the Loop – Roleplaying in the ’80s That Never Was has won many awards and Tales from the Loop itself has been developed into a television series to view on Amazon Prime . The Tales from the Loop Starter Set is released in time to coincide with the release of the television series and is designed introduce roleplayers to the world of the roleplaying game—whether they have watched the television series and want to try Tales from the Loop or are experienced roleplayers wanting to try something different. It comes with everything necessary for the Game Master to present—and both Game Master and players alike—to roleplay a mystery within the Loop over the course of an evening or two.

The Tales from the Loop Starter Set comes in a surprisingly sturdy box. Open up and the first thing you see is a set of Tales from the Loop dice—some ten in all, with the number six on each of them replaced with the symbol for Riksenergi, the Swedish government agency which built and ran the Facility for Research in High Energy Physics or ‘The Loop’. Underneath that is a double-sided map of the region around the Loop. Roughly A3 in size, this depicted the region of Mälaröarna, the islands of Lake Mälaren on the main side, whilst on the other is marked the area around Boulder City, Nevada. The map is full colour and printed on thick paper. Below that there are five sheets, one for each of the five pre-generated player characters. Marked ‘Kid 1’ through ‘Kid 5’, they are again double-sided and include a Popular Kid, a Weirdo, a Jock, a Computer Geek, and a Bookworm. All five are part of the same gang and have connected relationships, and they have background and illustration on the front and the stats on the back. Like Tales from the Loop, they give suggestions which pertain to both the Swedish and the American Loops. Here this consists of names, so the player character Frederik is given the name Chad when playing in the American setting.

Lastly, there are two books in the Tales from the Loop Starter Set. These are the ‘Rules’ and ‘The Recycled Boy’ booklets. The former presents the game’s rules and explains how Tales from the Loop is played, and is marked, ‘Read This First’. The latter contains the scenario and is marked ‘For The Gamemaster Only’. The ‘Rules’ covers everything in four chapters—‘Welcome to the Loop’, ‘The Age of the Loop’, ‘The Kids’, and ‘Trouble’. The first of these, ‘Welcome to the Loop’, introduces the setting of Tales from the Loop and explains what roleplaying is. It does decent job and is backed up in the examples of play throughout the book. It also gives and explains the ‘Principles of the Loop’, essentially the six fundamental elements of the setting which set it apart from other roleplaying games. These are that ‘Your home town is full of strange and fantastic things’, ‘Everyday life is dull and unforgiving’, ‘Adults are out of reach and out of touch’, ‘The Land of the dangerous, but kids will not die’, ‘The game is played scene by scene’, and ‘The world is described collaboratively’. These nicely sum up the world of the Loop, that Kids will explore a world just outside their homes which is full of scientific marvels and mysteries, one that the Adults are unlikely to really appreciate, being wrapped up in their problems and dramas—problems and dramas which are likely to have an impact on the Kids on an ongoing basis. Although dangerous—the Kids can be robbed, beaten up, mocked, and so on, they cannot be killed (though they can be forced to leave the game due to trauma). The collaborative element of play means that not only can the Game Master set scenes, she can ask her players to do so too, and she can also ask the players to describe and add elements to the setting too. What this means is that Tales from the Loop is a game in which the story is played out together, some of the setting elements are worked out together as well.

 ‘The Age of the Loop’ describes the setting for the Swedish and the American Loops. As such, anyone familiar with the contents of Tales from the Loop will recognise the much shorter descriptions given here. Here though it sets the scene for the scenario to come rather than the full game, so is done in broader strokes. For anyone new to roleplaying or new to Tales from the Loop, perhaps what is interesting here are the cultural and political differences between Sweden and the U.S.A. Of the two, the Swedish Loop is the more interesting because it is different, the outlook and attitudes of its inhabitants presenting more of a roleplaying challenge because of the differences. Essentially, despite the presence of the Loop making many things different, the American Loop still feels too familiar from film and television, so too easy to fall into clichés.

The shortest chapter is ‘The Kids’. This describes what the various elements on the character sheets are—age, attributes, skills, Luck points, items, Drives, Problems, Pride, Relationships, and Conditions—and how they affect game play. Each Kid has four attributes—Body, Tech, Heart, and Mind—and each of these has three associated skills. Both are rated between one and five. Luck points are used to reroll dice and younger Kids have more Luck points than older Kids as they are simply luckier. Items can dice if appropriate to the situation, a Drive pushes a Kid to act and to investigate mysteries, a Problem is a personal thing related to a Kid’s home life and will get him into Trouble, Pride is what a Kid values and can get a Kid into Trouble as well as help him, and Relationships are between the other Kids in the gang as well as another NPC. So Dave or Isak might have the Drive of ‘I am fascinated by self-balancing machines, I’ve always wanted a robot of my own’, the Problem of ‘My parents are getting a divorce, but my dad hasn’t moved out yet’, and the Pride of ‘I know how that works’. Dave’s item might be an electronics toolkit. All of the various elements of a Kid are clearly explained and easy to understand.

Lastly, almost a third of the ‘Rules’ is devoted to the last chapter—‘Troubles’. This explains how the dice work and the dice pool mechanics in both Tales from the Loop and Tales from the Loop Starter Set. Known as the ‘Year Zero’ mechanics, dice pools are formed from a combination of a Kid’s attribute and appropriate skill, or just the latter if no skill applies. The player rolls the Tales from the Loop dice and if a six—or a Riksenergi symbol—comes up, the Kid succeeds. Failures can complicate situations or impose a Condition upon a Kid, like Upset or Exhausted, but a player can push a roll and get a reroll, though this is not without its consequences. Typically, only one Riksenergi symbol is needed for a Kid to succeed, but more challenging Trouble may require more. Sometimes extra successes can be used to add further narrative elements to play, such as to find out more information about a machine and its maker, not only beat a bully, but upset him, and so forth. Lastly, the ‘Troubles’ explains how the game’s skills work and give some bonus effects for those extra Successes.

‘The Recycled Boy’ is half the length of ‘Rules’ and contains the scenario of the same name. It presents a four or five scene mystery which can be played out in a session or two. Written to be run in either the Swedish or the American Loop, it concerns a fellow student at the pre-generated characters’ school who has begun acting oddly. Its plot feels suitably eighties, being too dissimilar to films of the period, though perhaps the title of the scenario might be a bit knowing. Either way, it is a good first scenario for Tales from the Loop, presenting a problem which can be best solved through roleplaying rather than other means and it would be easy for a Game Master to add it to her campaign.

Physically, the Tales from the Loop Starter Set is well presented. Notably both books are presented on glossy paper rather than the matt paper of the Tales of the Loop core rulebook. The package as a whole does need a slight edit in places, but throughout, is illustrated with Simon Stålenhag’s fantastic artwork. Everything is of a high quality and presents an attractive product, especially if you have not looked at a roleplaying book before.

However, there is a problem with the Tales from the Loop Starter Set and it is very simple. There is just the one scenario. What this means is that there is not the easy, next step to take after playing ‘The Recycled Boy’. Now of course, there is the Tales of the Loop core rulebook and Our Friends the Machines & Other Mysteries, but another scenario would support the continued interest of the Game Master and her players more immediately rather than forcing them to cast around for their next scenario. As good as the scenario is in Tales from the Loop Starter Set, it is difficult not to compare it with other recent starter or beginner boxed sets and be somewhat disappointed because they offer more value for money. Similarly, if a gaming group already plays Tales from the Loop, then the Tales from the Loop Starter Set only provides the one scenario—though one which is only available in the Tales from the Loop Starter Set—and so does not offer as much value for money as it could. That said, it comes with another set of dice for the game and good maps of each Loops, as well as the scenario.

Yet the Tales from the Loop Starter Set is a solid, well-presented package. As an introduction to the alternate, fantastic world of Simon Stålenhag’s artwork and the roleplaying game based on it, the Tales from the Loop Starter Set is enjoyably accessible and attractive, presenting a good first step into an eighties that never were.

More BECMI Print on Demand

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Another round of mail call for Print on Demand items.  This week a couple to help finish off some ones I have been wanting for some time.
Up first?  GAZ13 The Shadow ElvesI have something special planned for this one, so $18 for print and PDF I couldn't say no.



It looks fantastic really.  I might wait till July to do this one some more.
And I picked up the last X module I need.  X5 Temple of Death.





I already had a beat-up old copy of X4 Master of the Desert Nomads.

It is out in PDF but not POD.  If I need the maps from X5, I'll just print them out.

1978: G3 Hall of the Giant King

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles—and so on, as the anniversaries come up. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Over the years, Dungeons & Dragons has returned again and again to face its tallest foe—the giants! Most recently Wizards of the Coast pitted adventurers against them in 2016’s Storm King’s Thunder, the sixth campaign for Dungeons & Dragons, Fifth Edition, but their first appearance was in a trilogy of scenarios which began with G1 Steading of the Hill Giant Chief and continued with G2 Glacial Rift of the Frost Giant Jarl, before concluding with G3 Hall of the Fire Giant King. The three would subsequently be collected as G1-2-3 Against the Giants, which itself would form the first three parts of the campaign that would be collected in 1986 as GDQ1–7 Queen of the Spiders. In 1999, these three modules would be reprinted as part of the Dungeons & Dragons Silver Anniversary Collectors Edition boxed set and more properly revisited in Against the Giants: The Liberation of Geoff. It would be followed in 2009 by Revenge of the Giants, the first ‘mega-adventure’ for Dungeons & Dragons, Fourth Edition, and then of course, in 2016 with Wizards of the Coast’s Storm King’s Thunder. For anyone interested in reading or running the series for themselves, G1-3 Against the Giants is available as a surprisingly inexpensive reprint.
Much of this history as well as critical response to both the individual dungeons and the collected G1-2-3 Against the Giants is detailed on Wikipedia. This is worth taking the time to read, so Reviews from R’lyeh recommends doing so before returning to this series of reviews. The ‘Giants Review’ series began with G1 Steading of the Hill Giant Chief, continued with G2 Glacial Rift of the Frost Giant Jarl, and brings the original trilogy to a close with G3 Hall of the Fire Giant King.
G3 Hall of the Fire Giant King is a direct sequel to G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl. In G1 Steading of the Hill Giant Chief, the Player Characters were directed to investigate the recent attacks upon the  lands of the humans—nominally in the World of Greyhawk—by attacks by giants of various types. Against this unheard of occurrence the rulers of these lands hired the Player Characters to deal a lesson to the Hill Giants. In the course of the adventure, the party carried out a strike—and ‘strike’ is the right term—on the Hill Giant steading, because G1 Steading of the Hill Giant Chief is nothing more than a commando raid upon a ‘military’ base. As well as discovering the presence of other giants at a feast held in their honour, what the Player Characters also discover is the scenario’s singular link to G2 Glacial Rift of the Frost Giant Jarl. It is both figuratively and actually a link, capable of transporting the party to the Glacial Rift of said second scenario. At the end of G2 Glacial Rift of the Frost Giant Jarl, the players characters find a similar link which gets them to Muspelheim, in front of the great obsidian valve-like doors of King Snurre’s halls which make up G3 Hall of the Fire Giant King.
From the outset, G3 Hall of the Fire Giant King is very different in terms of tone and presentation. The scenario is longer—at sixteen pages, double the length of G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl—and presents three levels rather than two. It is also wrapped in a triple-gatefold cover than the double one of the previous two scenarios. Where G2 Glacial Rift of the Frost Giant Jarl was fog and ice over bare rock, G3 Hall of the Fire Giant King consists of a three hundred foot tall, smoking slag heap, its halls and rooms of black and brown worked rock, its special rooms of obsidian and black marble, all lit with torches, braziers, jets of natural gas, and even pools of molten lava. The inhabitants, predominately the Fire Giants, are warier and cannier, better reacting to intruders—more so if the player characters make multiple sorties into the halls. Notably though, unlike in the first parts of the trilogy where the big bosses are placed at the end of the scenario, the likelihood is that the player characters will encounter Snurre, the black-armoured, orange tusked and bewhiskered, bandy-legged, and ugly King of the Fire Giants, along with his bodyguards, very early on in the dungeon. They are literally found in the dungeon’s third room and a careful party could get inside and deal a mighty blow to the Fire Giants and their mysterious backers before anyone can react by killing King Snurre. That though, still leaves his even uglier and wartier wife, Frupy, and a lot of angry Fire Giants. On the other hand, the Fire Giants will react quickly to any intruders and the adventurers could find themselves forced to retreat very quickly. As with G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl, a handy bolthole is described at the beginning of the scenario should the player characters decide they need to beat a hasty retreat.
With what is essentially the ‘reception room’ upfront, the areas beyond are given over to communal and private quarters, barracks, storage, guest chambers, and the like. Amongst the more mundane locations, E. Gary Gygax gets to write some interesting set pieces. These include the eerie Hall of Dead Kings—the crypts of the Fire Giant Kings, a smithy heated by molten lava, a torture chamber, and the Temple of the Eye—actually in use as opposed to the strange temple all but abandoned below the Steading of the Hill Giant Chief—where the Drow conduct ceremonies to some unnamed elder god. Some of these encounters veer between incredibly deadly to deadly and silly, though are horrifically weird. The fact that the King’s Torturer can throw a player character into an iron maiden and slam the door shut—killing them instantly, and the Royal Headsman can lop of heads and limbs aplenty with little recourse from the player characters point to just how deadly the adventure is. The silly is the fact that G3 Hall of the Fire Giant King repeats the error of G2 Glacial Rift of the Frost Giant Jarl by shoving a very large and ancient Red Dragon atop a huge mound of coins and other treasures into a tiny cavern. This is compounded by the addition of an illusion of a Red Dragon in the adjacent, much larger cavern. It goes against the whole sense of naturalism which permeates the rest of the scenario.
The weird includes the Temple of the Eye and its priests’ quarters. The temple is all unease and a sense of foreboding, swirling lights, purple stone, rusty black mineral block altar, and malachite pillars, where the player characters’ meddling is likely to either kill them, send mad, enrage them, age them, and so on, or under the right—potentially terrible—circumstances grant them just what they need. The quarters of the Drow priests is protected by a Wall of Tentacles, a horrid spell which will reach out with tentacles and beaks to bite, abrade, and constrict those forbidden to pass through it.
The last and third level is entirely different. Rather than worked or polished stone, it consists of natural caverns and is populated by a range of monsters more suited to the environment—Ropers, Piercers, Lurkers, and the like—although in a relatively small area. However, it is currently occupied by a number of visiting forces. These include the Drow, divided between forces divided between Eclavdra and Nedylene, the latter and her forces not only stuck out of the way, but hemmed in by a group of Mind Flayers, also monitoring Drow activities near the service. Beyond the third level itself, a tunnel leads off into the depths... 
Then there are the Drow themselves—the existence of which is the big reveal in G3 Hall of the Fire Giant King. Famously, this is their first appearance in Advanced Dungeons & Dragons, and the end of the module includes their full write up as if they had been included in the Monster Manual. This feared, even infamous, Race of Dark Elves has continued to feature in Dungeons & Dragons ever since, but here they remain mysterious and intriguing. The contingent in and below the Hall of the Fire Giant King is led by the warrior-priestess Eclavdra, many of them wielding a new magic item, Rod of Tentacles
In terms of plot, G3 Hall of the Fire Giant King is rather hit and miss. There are links to the wider plot in the correspondence found in the Council Room, including instructions given to King Snurre by the mysterious ‘Eclavdra’ about bring together various other species, including Ogres, Orge-Magi, Cloud Giants, and other in readiness to attack the lands of civilised Humans, Dwarves, Elves, and so on. In these scrolls is the first mention of the ‘Drow’, the allies of—or rather the power directing the Giants. Perhaps one of the best links to the wider plot is that rooms in the Halls of the Fire Giant King are potentially put aside for the Frost Giant Jarl and his wife and Chief Nosnra and his wife—that is, if they survived the events of G1 Steading of the Hill Giant Chief and G2 Glacial Rift of the Frost Giant Jarl respectively. Its inclusion not only points to the wider involvement of the Hill Giants and the Frost Giants, it points to the effect that the player characters have had on the ongoing campaign. In other words, that both Hill Giant Nosnra and the Frost Giant Jarl and their respective wives are there because of the player characters. Another really nice touch is that Queen Frupy actually has a Potion of Giant Control for using on her husband, Snurre!
Yet in other places, plot within the scenario is either sorely underdeveloped or overused. Not once, not twice, but four times NPCs in the scenario are subject to ‘Curse your inevitable betrayal’ plot lines. There is Ombi, the Dwarf who was once Snurre’s slave, but is now his advisor; there are three Rakshasas—who even King Snurre distrusts, but who the player characters we are told, are sure to see as “…trusted friends and associates”; a Human female Thief, who will help out before running off with any loot she can—including that stolen from the player characters; and Boldo, King Snurre’s former lieutenant who will do anything to get back in his majesty’s good books despite having been locked up for his lack of deference. All four will eventually betray the player characters should they be prepared to befriend them, though the Dungeon Master will need to determine exactly who the Rakshasas look like and what they want as no advice is given to that end. Similarly, the Titan NPC who will ally with the player characters—and the only potential ally who not actually portray them—is left up to the Dungeon Master to develop in terms of personality and motivations.
However, what this does means is that there are much stronger roleplaying elements in G3 Hall of the Fire Giant King than there are in the first two part parts of the trilogy. Most of this will be with the various traitorous NPCs already mentioned, of whom Obmi is the most notable given that he would appear again in E. Gary Gygax’s work on the World of Greyhawk as the ‘Hammer of Iuz’ and as a villain in Gygax’s Gord the Rogue novels. Then there is obvious rivalry between Eclavdra, the envoy to  the surface world from below, and Nedylene, the Drow sent to check up on her. Neither NPC is really developed and again, this is left up to the Dungeon Master to handle.
In terms of the overall plot, G3 Hall of the Fire Giant King both delivers and disappoints. Yes, there is the big reveal about the power behind the hostile activities of the giants on the surface world—the Drow, and there is no denying the impact of that. However, no information is given and again, another tunnel or exit leads off to the next part of the campaign, which at this point feels like it should be complete with the publication and play through of G3 Hall of the Fire Giant King. The next part is, of course, D1 Descent into the Depths of the Earth and so it is actually far from being complete.
G3 Hall of the Fire Giant King is rewarding in terms of the treasure that the player characters will be able to carry away from its halls and caverns. In comparison to their lesser brethren in the earlier modules, the Fire Giants are rich. Most carry gems about their person, but both King Snurre and Queen Frupy have much, much more. Some of this though, is locked up in vaults and even then, hidden. Often the player characters will find it challenging to uncover it, whilst getting back to the civilised presents a whole other set of problems...
For all that G3 Hall of the Fire Giant King describes the Fire Giants as being tough opponents, and able to cleverly react to the intrusion by the player characters, the advice on how they react is underwritten. With the Throne Room and both the quarters of King Snurre and Queen Frupy so close to the entrance of the hall, there is the possibility that either or both of them are killed early on in the player characters’ sorties into the Fire Giant lair. What happens then? How do the survivors react? Given that the purpose of the scenario for the player characters is as the module states, “…to slay fire giants and all who associate with them.”, why is there so little advice to help the Dungeon Master here? Now of course, this is an ‘Old School’ module and yes, that means that the Dungeon Master is left to decide these things for herself, and whilst that is intentional, it leaves the Dungeon Master with a lot of variables to work through when preparing the adventure.
Physically, G3 Hall of the Fire Giant King is again a slim booklet, but sixteen pages rather than eight. Again, the booklet is cramped, but E. Gary Gygax again packs in a lot of detail, especially in the descriptions of Queen Frupy, of King Snurre’s vaults, Ombi and his quarters, the Temple of the Eye, and so on. The maps are generally clear and benefit from being across three levels rather than two. Unfortunately, the artwork is mostly terrible. In fact, the best piece of artwork is Dave Trampier’s profile portrait of King Snurre himself.
—oOo—
G3 Hall of the Fire Giant King was published at a time when there were few magazines in which they could be reviewed. In many cases, G3 Hall of the Fire Giant King would be reviewed when it was published in the collected G1-2-3 Against the Giants in 1981. For example, this is the version that Anders Swenson reviewed in Different Worlds Issue 20 (March 1982). He wrote of G3 Hall of the Fire Giant King that, “The fire giants live in a well-constructed dungeon complex inside a volcanic mountain. This is simply a tough nut for the adventurers - the giants are in a place constructed for defense where they can repel a sortie with secondary positions, impromptu barricades, and ambushes. The designer expects this tobe a running battle.”
White Dwarf was the exception and managed to review the trilogy of G1 Steading of the Hill Giant ChiefG2 Glacial Rift of the Frost Giant Jarl, and G3 Hall of the Fire Giant King together in Open Box in White Dwarf Issue No. 9. However, this did not mean that they were reviewing independently of each other, the late Don Turnbull concluding, “In summary, there are three D&D scenarios which have been very carefully planned in considerable detail, both individually and collectively; they have been presented in exemplary fashion and are fit to grace the collection of the most discerning. They require skill in play (which is right) but also require a party of high-level characters, and my one regret is that they were not aimed at parties more likely to be readily available to players (though, in fairness, you can't expect a weak party to take on gangs of Giants). No DM should be without them, for even if he never gets a chance to run them, they are a source of much excellent design advice.”
However, G3 Hall of the Fire Giant King was reviewed separately in Space Gamer Number 44 (October, 1981) by Kurt Butterfield. He wrote that, “The scenario is well thought out and nicely detailed.  DMs will find some intriguing special instructions given for deviously playing several of the intelligent inhabitants of the dungeon. There’s also some useful and interesting information on the Drow (dark elves).” before continuing, “This is definitely not ab easy dungeon, and since the monsters are quite strong and numerous, players will often be hard put to survive. Many of the monsters could be left out and this would still have been a challenging adventure.” He concluded by writing, “I advise all DMs who are looking for an exciting, worthwhile adventure for their players to pick this one up. You won’t be disappointed.”
—oOo—
G3 Hall of the Fire Giant King brings the ‘G’ series of adventures to a big, challenging finale—if not necessarily a conclusion. In comparison to G2 Glacial Rift of the Frost Giant Jarl, it is undeniably a better dungeon. Perhaps not quite as atmospheric, but better and more interesting in terms of individual locations, plotting, and roleplaying potential. Unfortunately, neither the plotting nor the roleplaying potential is as developed as it should be, that is, sufficiently enough to be helpful to the Dungeon Master, and ultimately, enough to explain the reasons for what is going on between the Drow and the Fire Giants. There is though a sense of scale and grandeur to G3 Hall of the Fire Giant King, the enemies and big and tough, the halls are tall and eerie, and there is a sense of mystery to the place in uncovering just what is going on (as much as the module explains everything). Unlike G2 Glacial Rift of the Frost Giant Jarl, the dungeon in G3 Hall of the Fire Giant King does not feel as static, but much of what is going on is confined to individual locations rather than the whole complex and perhaps in as organised a place as the Hall of the Fire Giant King, the module could have done with a schedule of events to give some idea of what its various inhabitants are doing and when. Again, this something that is left up to the Dungeon Master to decide. 
G3 Hall of the Fire Giant King is a big, bruising, even brutal dungeon crawl. It will take clever gameplay and tactics upon the part of the players and their characters to survive, but just like G2 Glacial Rift of the Frost Giant Jarl before it, G3 Hall of the Fire Giant King needs a lot of input from the Dungeon Master to bring out the best of its details.
—oOo—
It should be noted that Wizards of the Coast collected and published G1 Steading of the Hill Giant ChiefG2 Glacial Rift of the Frost Giant Jarl, and G3 Hall of the Fire Giant King as part of Tales from the Yawning Portal for Dungeons & Dragons, Fifth Edition. It is a pity that Goodman Games would not have a chance to revisit, develop, and update the series as it did for B1 In Search of the Unknown and B2 Keep on the Borderlands with Original Adventures Reincarnated #1: Into the Borderlands. Certainly there is some archival material in the early issues of Dragon magazine, such as the examination of these modules as tournament adventures in Dragon 19. In the meantime, the next review in the series will be of Against the Giants: The Liberation of Geoff.

Jonstown Jottings #22: GLORANTHA: Trinkets from Dragon Pass

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?
GLORANTHA: Trinkets from Dragon Pass is a short supplement for for RuneQuest: Roleplaying in Glorantha.

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

GLORANTHA: Trinkets from Dragon Pass is decently presented and organised. It needs a slight edit.

Where is it set?
Dragon Pass.

Who do you play?
Adventurers of all types who could come across curios, novelties, gewgaws, and the like.

What do you need?
RuneQuest: Roleplaying in Glorantha. It can also be run using the RuneQuest: Roleplaying in Glorantha – QuickStart Rules and Adventure.

What do you get?
A single table with fifty entries.

GLORANTHA: Trinkets from Dragon Pass is a short—a very short—supplement containing one table. On this table is listed fifty entries listing gewgaws and trinkets and curios and knickknacks that you could find amongst an NPC’s personal possessions. For example, “A bronze clasp, once belonging to the belt of a fierce Orlanthi fighter. It resembles the head of a trollkin.” or “Something which resembles a brass bracelet, but it is instead a decoration for the central horn of a triceratops domesticated by dragonewts.” Some of them are even ever so slightly magical, such as “A miniature wicker boat. When a copper Clack is put in it, a faint, illusory image of Jeset the Ferryman appears for a moment.”

Is it worth your time?
Yes. GLORANTHA: Trinkets from Dragon Pass is an inexpensive way of adding verisimilitude to your RuneQuest: Roleplaying in Glorantha campaign.
No. GLORANTHA: Trinkets from Dragon Pass is simply too expensive and does not offer enough value for money for what you get, plus the small details do not always matter.
Maybe. GLORANTHA: Trinkets from Dragon Pass is expensive for what you get, but who knows what you might find packed away on that Issaries merchant caravan?

Have a Safe Weekend

The Texas Triffid Ranch -

After this week, we definitely need at least a little break. The Sunday Flash Sale is still on: in the meantime, I’m having fond reminisces of 40 years ago, delivering the Dallas Times Herald in 43C-degree heat.

The Future of BECMI and Black Box Basic

The Other Side -

We are getting to the end of what we can call "normal character" BECMI D&D.  For the next couple of days next week, I'll cover the Immortals Rules, but really when it comes to regular D&D play the series ends with the Master Set.
But that was not the end of "Basic" or BECMI D&D.  I reviewed into the Maelstrom yesterday and talked about how it had a real proto-90s feel even in 1985.  So let's look briefly into the future of the D&D Basic line to see what the 90s has in store.
In 1991 TSR was a very different place than when Gygax and Co. set out to create a new kind of game.  Most, if not all, of the old guard, were gone.  AD&D 2nd Edition was the house game of choice and the order of the day were the worlds and settings created for it.
At some point, and I have no insight on this, a new version of the D&D game was introduced. Like the previous games it was in a box and contained some basic information.  Unlike those previous games, this box was more like a board game box, the levels went from 1 to 5, and there were maps, dice, and game pieces included.  
The New Easy to Master Dungeons & Dragons Game (1991)This new "Basic", sometimes called "Black Box Basic" was a new attempt at an introductory set of rules for D&D.

The design is by Troy Denning and the rulebook was written by Timothy B. Brown.In what is sure to be a blow to old-school purists, Gygax, Arneson, and Mentzer are never mentioned in the book.  To add insult to injury Lorraine Williams is given a special thanks.
Outside of that and the gimmick of the boardgame style box the rules inside are very clean, easy to read and understand and play with.  Obviously, these rules are drawn from the BECMI core and this set is designed to be an introduction to the D&D Rules Cyclopedia
The box itself is a treasure trove, to be honest.

The rule book for players is quite attractive.

Dice, card stock characters and monsters, and a 1991 TSR catalog.

Zanzer's Dungeon.  The map is really nice and scaled for 1" = 5', so compatible with D&D 3.x, 4e and 5e.

DM's Screen and book.


The underside of the box displaying all the pieces.

A 1991 TSR catalog for the D&D line.  Let's have a better look at that Rules Cyclopedia...

Someone will have a cover mocked up of this by next week I am sure.

The DMs Guide and screen with the Players Book.  Both came in the Basic set and The Dragon's Den boxed set.




There were also three add-ons, called "Adventure Pack" for this.  I only own The Dragon's Den and it has pieces that compliment the Basic set.  The DM's Guide/Screen and Player's Book are included in both.  All three are available on DriveThruRPG, but they are not as complete as the physical products. 



Although reading online I can't confirm if the Rule Book and the DM's Guide/Screen actually came with the Dragon's Den.
This is the future for the D&D line until the end of the decade.

Yes, that is the Rules Cyclopedia PoD.  Here they are all together.

When I decide to run a new Basic-era campaign (instead of a bunch of one-shots) I am going to be overwhelmed with choices.

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