Outsiders & Others

Halloween Hangover 2022

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Witches GatherWell, here we are at the end of another Halloween season. 

Let's look at some numbers.

I had a total of 85 posts for October. Not my highest, but certainly a lot.

I watched 48 horror movies, 37 of which were brand new to me. 

I pulled off my 100 Days of Halloween posting a review of a horror, witch or Halloween-flavored product every day since July 23rd.  I sometimes did multiple products in one day so in the end that was 126 products not counting all my Monstrous Mondays.

As fun as that was I am not likely to do that one again anytime soon.

November will be much lighter in posting as I try to wrap up some projects and gear up for a new one I want to do in 2023.

I hope your Halloween was wonderful! My was. Though now I have to take down all my Halloween decorations. 

October Horror Movie Challenge: Documentary Night

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I do like to have at least one night of documentaries.

Understanding the Witch Trials (2018)

Understanding the Witch Trials (2018)

This was a good one. I found it on Kanopy and it is part of the Great Courses series. Not a lot of new data here but it was all very well represented. I will need to find the rest of this series.  

Aside: Kanopy is a great service. All you need is a public library or University library card to get access. 

War on Witches (2011)

Fairly obscure one. I only found it on Tubi. It covers England and Scotland's witch trials, arguably some of the most famous. It's fluffy and not a lot new material. 

Witches: Masters of Time and Space (2021)

Ok, this one does cover material I have seen before but it also covers stories and histories from other parts of the world that I have seen only a few times before. So quite good really.

War on Witches Masters of Time and Space (2021)

The Witches of Hollywood (2020)

This one covers how witches are depicted in Hollywood (and before). It features commentary from Peg Aloi, Heather Green, Pam Grossman, Kristen J. Sollée, and Dianca London. I am familiar with most of them.

It covers a lot of history very quickly to focus on Hollywood. They start with Snow White and Wizard of Oz and moves on to The Witch.  We get some history on why Margaret Hamilton has green skin.  There are some interesting thoughts on the ruby slippers but totally ignores the fact they are silver in the book and red because that shows up better in Technicolor. Other movies covered are Carrie, Rosemary's Baby, I Married a Witch, and more. 

They cover television as well including one of my favorites, "Bewitched" and "Charmed." 

There is a lot of great commentaries also on witches vs. the Patriarchy which is great, to be honest. This documentary reminds me how much I like Peg Aloi's and Pam Grossman's work.  

The Witches of Hollywood (2020)

I have a few more on my list but I am running out of juice here. So I am calling it.

HAPPY HALLOWEEN EVERYONE!


October Horror Movie Challenge 2022
Viewed: 48
First Time Views: 37

October Horror Movie Challenge 2022


100 Days of Halloween: Witch: Fated Souls Second Edition

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 Fated Souls Second EditionDouble shot today for my LAST #100DaysOfHalloween. Wow. It was nice and sunny and I was sitting on my patio when I wrote my first post in this series. Now it is cold, rainy, and gray outside. But this is exactly where I want to be. And today I saved something very special for last.

Witch: Fated Souls Second Edition

I have been a fan of Witch: Fated Souls and Elizabeth Chaipraditkul for a while now. I even got her to the foreword for my own The Green Witch for Swords & Wizardry book. 

So for this Halloween day, I give you Witch: Fated Souls Second Edition, Quickstart, AND the Witch: Fated Souls Second Edition, Kickstarter.

Quickstart

PDF. 36 pages. Full-color cover and interior art. 

Design & Development: Elizabeth Chaipraditkul & Steffie de Vaan

This quick start covers the basic rules of Witch: Fated Souls Second Edition and includes a quick adventure to play.

Like the 1st Edition, Witch: FS2 deals with people (Witches or "The Fated") who sell their souls for power in the modern world. The different sorts of "demons" these characters sell their souls to will determine what sorts of power they will get and how they interact with the world, or their "Fates". 

Pausing for a second I can see already improvements in gameplay, readability, and layout of this Quickstart over the original Witch: FS1. 

Characters now have nine abilities, not eight, and are grouped by Mind, Body, and Spirit with three sub-attributes each. These are all explained and how they are used in the QS.  Checks are also explained. The new mechanics are based on Elizabeth Chaipraditkul and Steffie de Vaan's other game Afterlife: Wandering Souls. This opens up a whole level of play if you have both games. But I am going to wait on that one. 

We have a section on magic and knowing Witch: FS1 there is going to be a lot more in Witch: FS2.

There is even some detail on advancement. So really, as far as characters go you have enough here to keep you busy until the Second Edition Kickstarter is done.  

Demons are covered in their own section and they are the most interesting and likely complicated thing in this game. Complicated that is in how to run them and interact with their Fated. 

The last half of the quickstart covers the included sample adventure, "The Devil Made Me Do It."

There are included NPCs, similar to the ones that appear in Witch: FS1 and using the same art; which is great for returning players helping them get acclimated to the new system. It is recommended you use these characters to aid you in learning the game. 

The Fated

If the full product is anything like this Quickstart then we are in for a treat!

Kickstarter

The Kickstarter for this game just launched today and it will likely be funded by the time you read this post.

You can read all the Kickstarter details on their campaign page, but for me, the proof is in the playing.  I liked Witch: Fated Souls First Edition, even if there were things I would have done differently (but hey, that is the nature of these things) and this new edition looks better.

There is an absolute ton to go along with this game and it looks fantastic. 


My Links to Witch: Fated Souls, First Edition


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Miskatonic Monday #150: Heinrich’s Call of Cthulhu Guide to Character Creation

Reviews from R'lyeh -

Call of Cthulhu is a roleplaying game with a problem—and always has been. The first and most famous of horror roleplaying games inverts the traditional path for the Player Character, as first seen in Dungeons & Dragons, and then ever since, who as he learns and masters skills and has experiences, goes from a nobody to a hero in the course of his adventures. In Call of Cthulhu, a Player Character—or Investigator—enters play as someone with skills and experiences, but as he learns more and master skills, he declines, most obviously in terms of his mental health or Sanity. Of course, that ignores his fragility relative to the world and the multiple ways in which he can be killed or sent mad, both very common destinies in Lovecraftian investigative roleplaying. Whether dead or mad—not impossibly both, what that means is that the player has to create a new Investigator. Which in any edition of Call of Cthulhu is a straightforward enough process, but the resulting Investigator is not going to be as interesting as the one that died, perhaps little more than a run-of-the-mill example of whatever Occupation the player has decided up for the Investigator. A louche Dilettante? A hardboiled Detective who has seen it all? An all-too nosy Journalist? And if the Investigator’s fortunes go awry, how quickly will the player be returning to the Call of Cthulhu Investigator Handbook?

Now Call of Cthulhu, Seventh Edition goes some way in allaying this issue. In presents numerous Occupations, but also encourages a player to create a Backstory, including Personal Description, Ideology/Beliefs, Significant People, Meaningful Locations, Treasured Possessions, and Traits. Optional rules also provide alternative means of creating Investigators, as well as Experience Packages that can further round out an Investigator, though at a cost of some Sanity. What though, if there was a volume which would go even further, to help a player create even more interesting Investigators, with detailed backgrounds and histories, which would be even more engaging and interesting to roleplay and interact with? Heinrich’s Call of Cthulhu Guide to Character Creation is such a tome.

Heinrich’s Call of Cthulhu Guide to Character Creation is inspired by the series of books published in the early nineties by Task Force Games that include Central Casting: Heroes of Legend, Central Casting: Heroes Now, and Central Casting: Heroes for Tomorrow. They provided tools for interesting Player Character generation—in addition to the mechanics and numbers provided by the roleplaying game that the Player Character was being created for—for their respective genres, and so does Heinrich's Call of Cthulhu Guide to Character Creation. The book also works with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos as some of the entries do veer into the fantastic. The volume takes the Investigator through the four steps of his life prior to becoming involved with the Mythos and entering play, from Origins through Childhood and Adolescence to Adulthood, the player rolling on the tables as necessary, and sometimes also being asked to make skill or attribute rolls as well. What is made clear is that neither the player nor the Keeper has to adhere to the outcome of any roll. Indeed, both are encouraged to cheat if it will make a more interesting Investigator or NPC, and anyway, even if not using dice the entries on the innumerable tables in the Heinrich's Call of Cthulhu Guide to Character Creation are ultimately nothing more than prompts to the imagination.

To it necessary to really see what we are contrasting in Heinrich's Call of Cthulhu Guide to Character Creation and so the following is an Investigator who has appeared in numerous forms. He is a Boston antiquarian, a would be academic whose experiences in the Great War left him partially deaf and unsuited to the rigours of university life.

Henry Brinded,
age 44, Antiquarian

STR 40 SIZ 85 CON 45 DEX 70
APP 75 INT 80 POW 65 EDU 91
SAN 58 Luck 75 Damage Bonus +1d4 Build 1
Move 7 HP 12

Brawl 35% (17/7), damage 1D3+db, or by weapon type
Rifle/Shotgun 35% (17/8), damage 2D6/1D6/1D3 (Ithaca Hammerless Field 20G 2.75” calibre shotgun)
Handgun 30% (15/7), damage 1d10+2 (Colt New Service (M1909) .45 LC calibre revolver)
Dodge 35% (17/7)

Skills: Appraise 45%, Archaeology 26%, Art/Craft (Book Restoration) 49%, Art/Craft (Painting) 26%, Artillery 40%, Climb 30%, Credit Rating 45%, Firearms (Handguns) 30%, Firearms (Rifle/Shotgun) 35%, First Aid 50%, History 55%, Library Use 50%, Navigate 20%, Occult 20%, Persuade 40%, Pilot (Boat) 26%, Psychology 31%, Spot Hidden 45%, Stealth 25%, Swim 40%, Track 20%.
Languages: Ancient Greek 41%, English (Own) 91%, Latin 51%.

Backstory
Personal Description: Tall and thin, just shy of infirm, bespectacled and inquisitive.
Treasured Possessions: Latin-English Primer
Traits: Introspective but curious, softly spoken, but firm in manner
Phobias: Ligyrophobia – Fear of loud noises.
Notes: Immune to sanity losses resulting from viewing a corpse or gross injury.

Heinrich's Call of Cthulhu Guide to Character Creation will build in elements that will potentially include Personal Description, Traits, Ideology/Beliefs, Injuries & Scars, Significant People, Phobias & Manias, Meaningful Locations, Arcane Tomes, Spells, & Artifacts, Treasured Possessions, and Encounters with Strange Entities, but begins with a point spread of characteristics. Similarly, it assumes a similar point spread for both Occupational skills and Non-Occupational skills, and builds from there. What the volume does not do is include tables to determine the Investigator’s race, sex, gender identity, or sexual orientation, these being all very personal choices and it should not be a case of a random roll determining something that a player might uncomfortable portraying in game. Similarly, the tables do not reflect the social, cultural, and legal prejudices prevalent during the Jazz Age or the Desperate Decade, the primary settings for Lovecraftian investigative roleplaying. Again, such choices are very much left up to the Keeper and her players to decide upon.

The creation process is methodical, step-by-step, sometimes sending off the player or Keeper off to a separate table way in the back in the book—so it does involve a lot of flipping back and forth—to roll on another table to get another detail. Some entries instruct the player or Keeper to add a detail here or assign there. For example, ‘Bookworm’ is an entry in the ‘Childhood Events’ table and informs the player or keeper that the Investigator or NPC was studious and curious as a child, always asking questions or reading a book. The Keeper or player is then instructed to assign the highest remaining characteristic score to the Education of the NPC or Investigator and suggests ‘Book Dealer’ and ‘Librarian’ be listed under Potential Occupations.

Albert Johansen,
age 44, Book Dealer

Place of Birth: Germany
Social Status: Extremely Wealthy
Occupation: Book Dealer
Potential Occupations: Librarian, Book Dealer, Professor

STR 40 SIZ 50 CON 50 DEX 50
APP 50 INT 70 POW 60 EDU 80
SAN 60 Luck 84 Damage Bonus None Build 0
Move 8 HP 12

Brawl 25% (12/6), damage 1D3+db, or by weapon type
Rifle/Shotgun 45% (22/11)
Dodge 35% (17/7)

Skills: Accounting 45%, Appraise 55%, Art/Craft (Painting) 21%, Credit Rating 70%, Cthulhu Mythos 05%, Drive Auto 60%, History 75%, Library Use 70%, Navigate 30%, Occult 45%, Own Language (German) 80%, Other Language (English) 61%, Other Language (Latin) 61%, Persuade 50%, Pilot (Boat) 21%, Psychology 30%, Swim 40%

Albert Johansen was born in Germany to an Extremely Wealthy family and was expected to be a great scholar (Destiny). He was brought up by his mother, his father having been killed in an automobile accident which left her blind in her right eye. He has a younger sister. During his childhood, he was frightened of taking a bath, believing there to be a monster in the water pipes, but as he grew older, the members of the hunting lodge his father had belonged to took an interest in his upbringing and encouraged to learn to shoot and enjoy other field sports. As a boy, he was studious and religious coming to believe that he was Blessed (gains the relevant handout which grants bonuses in play, plus extra Luck) after adopting the faith of his father (Turn of Faith). He was surprised to receive an invitation at Miskatonic University (Invitation to Study), having expected to study at home, but there discovered the Professors’ Conspiracy investigating some dread powers. Your involvement led to an encounter with a living flame, which injured your throat (gaining the handout, ‘The Injured’), scarring your neck (Body Scars) and leaving you with a raspy voice. You returned home and much to your family’s surprise entered the book trade. You were apprenticed to Herr Emil Winter, who provided to be more than a book dealer. Indeed, he was a Magician who was able to teach him one spell at least.

This is only the start and it is possible to explore numerous aspects of the Investigator or NPC. Events can occur as part of his Occupation, he can engage in romances and build a family life, suffer fortune and misfortune, join the military, get caught up in crime and even end up incarcerated or institutionalised due to mental illness, go on an expedition, including to the Amazonia and Antarctica, come to the attention of a secret government agency, and even venture into the Dreamlands and other dimensions. There is the chance of experiencing some kind of event that will become part of a campaign—as decided or chosen by the Keeper, that the Investigator or NPC be kidnapped or have to put up with a nosy neighbour, be possessed, and a whole more, all supported by table upon table! Handouts cover strange events which will have long lasting in-game effects, such as suffering ‘The Innsmouth Look’ or becoming ‘A Friend of Ghouls’. These do push the campaign towards a more Pulp style, but add flavour and detail. Even at the most basic functions, the tables in Heinrich's Call of Cthulhu Guide to Character Creation are just lists of prompts—certainly too many to count. If perhaps the one table that is underwhelming, it is the one of names, but to be fair, covering that in this book would probably double the page count!

Physically, Heinrich's Call of Cthulhu Guide to Character Creation is busily laid out with table upon table. It is decently written and liberally illustrated with both period photographs and painted pieces.

Heinrich's Call of Cthulhu Guide to Character Creation is fantastic toolkit. Of course, it is too much perhaps to create an Investigator or NPC with any rapidity. There are just too many tables to roll on and options to choose from, but between games, this is a superb resource to consult and gently create interesting and detailed characters. It very much has the feel of a solo adventure book, but one which creates a character by the end rather than at the beginning, equipped with a treasure trove of experiences and details that the player or Keeper can draw upon.
With Heinrich’s Call of Cthulhu Guide to Character Creation, the player is at last going to have a resource and supplement all of his very own from the Miskatonic Repository. With it he can create interesting and varied Investigators ready to bring to his Keeper’s next game using the wealth of detail and background and ideas to be found in its pages. Sometimes though, just sometimes, he is going to have to let his Keeper have a peak too. Heinrich’s Call of Cthulhu Guide to Character Creation is the player’s tome that the roleplaying game never knew it quite needed, but now it really, really does.

Monstrous Mondays: D&D Undead

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 The Book of Undead (3.5)Wow. It is the last Monday of October and it is Halloween.  If you think I have been saving something special for today then you would be correct.  Today I want to talk about the Undead!

Ghosts. Vampires. The Undead. These are the monsters that got me into D&D from the start. Yes it was fun to see all the monsters of mythology here, but I didn't want to be Perseus or Heracles, I wanted to be Van Helsing (I ended up as Dr. Seward, and that is fine). 

So it is to the undead that my monster-hunting eye has always turned. This has been true for every edition of D&D I have played. Second Edition AD&D had Ravenloft and The Complete Book of Necromancers. Third and Fourth Editions have had today's subjects.

Libris Mortis: The Book of Undead (3.5)

PDF and Hardcover. 192 pages. Full-color cover and interior art. For this review, I am considering both the PDF from DriveThruRPG and my hard-cover book.

Libris Mortis was the undead book for 3.5. Undead were covered in the Book of Vile Darkness for 3.0 and here they get more attention and more details.

Introduction

Tells us all about this book and the basics of the Undead and undeath.

Chapter 1: All About Undead

Gets into the detail of the undead including how they manifest; largely along the traditional Corporeal/Incorpeal lines. Undead physiology and details like metabolism and feeding are covered. There is a useful table of various undead monsters and whether or not they feed, what they feed on, and whether it is needed or just desired. This also covers their senses which can be very different than the living stock they came from. All Undead have Darkvision 60' for example, but their sense of touch is limited. 

Also, undead psychology is covered. Namely, how does one deal with being nearly immortal and never changing? There is a bit on undead religion including some gods (in 3.x format) of the Undead. Some of these we have seen before or have seen mentions of. Doresain the King of Ghouls, Nerull the Reaper, and our good friend Orcus are all mentioned here. 

Though one of my favorite sections is the Fighting Undead section which covers weaknesses and tactics that can be used in fighting the undead.  Much like Professor Hieronymus Grost informs us in Captain Kronos – Vampire Hunter, all undead (not just vampires) have a means to their destruction.  This section should make the undead scarier than other monsters. Orcs and Dragons die the same way. You reduce their HP enough with weapons and they will die.  Not always so with Undead.

Chapter 2: Character Options

This is a 3.5 book so there are going to be character options. These start with the feats. They are split between undead-friendly feats and undead-hunting feats.

Building off of the Savage Species there are rules for Undead Characters. This includes level adjustments for undead characters. Not every group will want undead characters, but these rules do help. There are even some Monster Classes. Of course, the best use of these is to make unique undead NPCs to threaten characters with. 

Chapter 3: Prestige Classes

3.x was all about the prestige classes. And there are several here that I found a lot of fun. There are Death's Chosen (high level lieutenants for the undead),  Dirge Singer (a fun bard idea), Master of Radiance (one my Paladin went into), Master of Shrouds (their evil counterpart), Pale Master (Prestige Divine Necromancer), Sacred Purifier (another good undead fighting class), True Necromancer (Prestige Arcane AND Divine Necromancer).  The True Necromancer advances in both Divine and Arcane spellcasting classes and gets special powers. It is also an odd Prestige Class in that it has 14 levels. Obviously to give the maximum effect of taking three levels in a divine class (need Knowledge Religion 8 ranks, cast summon undead II) and three levels in an arcane class (need Knowledge Arcan 8 ranks, cast command undead). I also can't help but think this is an obvious nod to the Death Master.

There are also Undead Prestige Classes such as Lurking Terror, Master Vampire, and the Tomb Warden.

At this point, I could run a 3.5 campaign and battle only undead and never run out of combinations and permutations of monster, class, feat, and prestige class combinations. 

Chapter 4: Spells

Covers spells for Assassins, Blackguards, Clerics, Druids, Paladins, and Sorcerer/Wizards. There are many here that are new. I'd have to go line by line to see how many came from the Complete Book of Necromancers. 

Chapter 5: Equipment

A shorter chapter that covers new equipment. There are alchemical substances, toxins, poisons as well as undead grafts and magic items. 

Chapter 6: New Monsters

Nearly 50 new monsters here and only a few seem to come from previous versions of D&D. The Brain in a Jar stands out as a previous one, but the rest are new. 

I never get tired of new monsters, especially undead ones. 

Chapter 7: Campaigns

This covers the last quarter or so of the book. It covers how to use undead in various roles including using them in encounters. There is also a great section on variant undead. I believe that all undead should be unique in some fashion, often relating to how they lived or died (see "A Christmas Carol"). Only a few examples are given, but they can be extended to all sorts of undead. 

There are various cults here that can be used anywhere and in any version of D&D. There are also adventure sites and seeds which can also be dropped anywhere but require some minor conversion for other versions of the game. 

This is one of those books I keep coming back to for more ideas. Yes I have been using the undead in my own games for more than 40 years now, but there is something else to do, something else to learn, and more to the point, more monsters to fight. 

 Secrets of the Undead (4e)Open Grave: Secrets of the Undead (4e)

PDF and Hardcover. 224 pages. Full-color cover and interior art. For this review, I am considering both the PDF from DriveThruRPG and my hard-cover book.

This book has a solid pedigree. First off one of the authors of this, Bruce R. Cordell, was also one of the authors of Libris Mortis: The Book of Undead.  He was also one of main designers of the epic HPE series of Orcus-focused adventures for 4e. This means to me at least that if you are running the HPE series and using undead (and of course you are) then this book is a must-buy.  There are more details in this book that make it a great book on D&D Undead, but I will get to those in due time.

Chapter 1: Undead Lore

This book starts much like it's 3.5 Edition counterpart. This chapter covers the hows, whats, and whys of undead. There are sections on physiology, outlook, and psychology, as well as society.  These sections are very similar to the 3.5 edition, which makes sense, with the addition of edition specific details.  

For my point of view, the two books (Open Grave and Libris Mortis) both compliment and complete each other. Together they are not the final words on Undead, but they cover quite a lot. 

The section that is newest here is the one on Shadowfell (and thus why it is a great resource for the HPE adventures). 

There are few undead monster stat blocks featured here as well. 

Chapter 2: DM's Guide to Undead

This covers DM's rules. In particular there are skill challenges, how to handle hauntings, and building undead into campaigns. This section in particular is good advice to any DM of any edition wanting to use undead in their games. 

There are also some artifacts detailed here including the Mask and Sword of Kas, the Soul Sword, the Von Zarovich family sword, and more. Like 3.5 there are even some undead grafts. 

New rituals are also detailed. Something I felt D&D 4e never had enough of.  

Chapter 3: Undead Lairs

Location-based encounters were a big deal in 4e. This covers ones with an undead flavor to them for Heroic, Paragon, and Epic level tiers. Three of each are featured with character levels from 1st to 26th. As with all 4e encounter listings, there are plenty of quasi-unique monsters here. Sometimes they are new, and often they are just an edit on an existing creature.  

Chapter 4: New Monsters

Ah, here is what we want! There are more than just undead here, there are the "unliving" as well; monsters that have cheated death but are not undead themselves. There are 122 statblocks of monsters here. These included variations on the Ghoul, Lich, Mummy, Skeleton, Vampire, and Zombie. There are new creatures including undead constructs and oozes. Our old friend the Brain in the Jar from Ravenloft is also back. So many of these are at least familiar to me and some are new.

Undead Hall of Infamy

This flows from the Chapter 4 material and is nominally part of Chapter 4, it is its own section. Here we get some stats for some of the biggest undead names in D&D history. They include Acererak, Ctenmiir the Cursed (from White Plume Mountain), Kas the Betrayer, Kyuss, Osterneth the Bronze Lich (a new NPC but has the relic, the Heart of Vecna), Strahd von Zarovich, and Vecna himself.

Templates

Also part of Chapter 4 these are templates for undead creatures.

Alternative Powers

Undead should be unique, so these are alternate power for various undead that replaces one or more of the powers they have listed. 

The utility of this book to the 4e DM can not be overstated. Especially if you are running the HPE adventures or dealing with any undead.

Undead

For me, these books complement each other well. They cover the same basics but go into different sorts of details even outside of their system-related materials. 

It's Halloween!

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Monster Party!It's Halloween! 

I have a lot going on today, so let's get going.

I am ending my Month of Halloween the same way I began, by guest starring on a podcast.

On October 1 I appeared on Monster Movie Fun Time Go where I talked about the movie Day Shift and my game NIGHT SHIFT.

And today October 31 I appeared again on Wobblies & Wizards. Where I talked with Shane (Logar) and Ryan of Appendix N Entertainment about all sorts of horror movies. 

So check them both out!

I was also interviewed over at Third Kingdom Games. So give that a read as well.

Miskatonic Monday #149: Trick or Treat 2

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 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: Trick or Treat 2Publisher: Chaosium, Inc.
Author Andy Miller

Setting: Modern DayProduct: Scenario
What You Get: Sixty-Two page, 32.43 MB Full Colour PDF
Elevator Pitch: Sequel to ‘Trick or Treat’ from Blood BrothersPlot Hook: Bored? Too old to trick or treat? Why not visit the site of an unsolved series of murders?
Plot Support: Staging advice, six pre-generated Teen Investigators, twelve NPCs, three handouts, four maps, three non-Mythos spells, and four non-Mythos monsters.Production Values: Decent.
Pros# Sequel to ‘Trick or Treat’ from Blood Brothers# Pleasing history of Halloween and Halloween and Call of Cthulhu# Decent staging advice# Plenty of background# Does not simply start at the murder site# Contrasts the horror with school life# Detailed playtest notes included# Detailed plotting# Botanophobia# Formidophobia
Cons# Another ‘Kids in peril on Halloween’ scenario# Too much background for a one-shot?# Handouts a little plain# Needs an edit# Detailed plotting# Slightly too for a one-session one-shot
Conclusion# Classic ‘Kids in peril on Halloween’ scenario in which exploring an old murder site turns horrifically bloody as traditional Halloween motifs come to life and stalk the teenage protagonists. # Highly detailed and plotted—perhaps overly so?—teenage horror scenario which delivers a suitably nasty sequel to a Call of Cthulhu, non-Mythos classic. 

October Horror Movie Challenge: The Cursed (2021)

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The CursedA surprise one tonight while browsing Hulu. A neat werewolf movie.

The Cursed (2021)

During the Battle of the Somme, a French captain is wounded. He is taken to the hospital tent and he had three bullets removed from him. A fourth is also found but it is different than the rest, larger and made of silver.

Thirty-five years earlier a group of Romani makes a claim to some land in the French countryside in the 1880s.  They melt down some silver coins and fashion a set of fangs that look like a wolf's but are set in a human skull. 

The landowners, not wanting to lose their land the landowners have the Romani all killed. Their old witch is buried alive with the silver fangs.  

Soon everyone in town is having the same nightmare. The kids of the landowner and the tenants go out to where the old woman is buried and dig up the fangs. One of them puts them into his mouth and bites Edward, the landowner's son. Edward falls into a fever and is bedridden. But soon he runs out of the house into the nearby woods.

A pathologist, John McBride (Boyd Holbrook) arrives. He has been following the Romani. Soon people start dying from "animal" attacks. We learn that John has seen this all before in Gévaudan.  He collects clues and determines it is the curse of the teeth that has turned Edward into a beast and anyone he attacks. 

Few more deaths till the final battle in the church.  John manages to shoot Edward with his silver bullet but hits Isabell, Edward's mother, as well.  

John takes Edward and Charlotte to live with him since their mother and father are now dead and their manor burned down. Charlotte gives John the three unused silver bullets.  We see that the captain from beginning is an adult Edward. Edward dies on the operating table and we see a older Charlotte giving and bed ridden elderly John the last bullett.

--

So yeah this one was fun. Recovering from a bad migrane this morning (and I just told my doctor on Wednesday it had been months since I had one and I might need anymore Sumatriptan.) So I am calling it a night.  But I really should work up the Beast of Gévaudan.

October Horror Movie Challenge 2022
Viewed: 44
First Time Views: 33

October Horror Movie Challenge 2022


100 Days of Halloween: Out of the Abyss

The Other Side -

Sorry for the delay on this one. The perfect combination of a migraine and no internet all day conspired against me.

I have spent time with all the previous editions of D&D, let's do 5th today.  And for that, I think I want to spend some time with 2015's Rage of Demons adventure Out of the Abyss.

Out of the Abyss

Hardcover. 256 pages. Full-color cover and interior art.

This adventure was produced by Green Ronin and sold by Wizards of the Coast and is the third adventure made for D&D 5 if I recall right. I bought this one largely because I wanted 5e stats for demons and some places in the Abyss as this book has that.  I also was working on my Forgotten Realms campaign ideas, what would be come part of the Second Campagin

The adventure is an interesting one. For characters 1 to 15. You start in the Underdark and end fighting demon lords in the Abyss itself. That's the least interesting thing about the adventure. We get the aforementioned demon lords and a lot NPCs and a cool new feature of demons, madness. Not only are most demons a little (or a lot) insane and this insanity is contagious. 

We get some new monsters and some updated variants of older monsters.  For our demon lords we get Baphomet, Demogorgon, Fraz-Urb'luu, Graz'zt, Juiblex, Orcus, Yeenoghu, and Zuggtmoy. Interestingly enough, no Lolth. 

I found the adventure was a great introduction to the Underdark and to demons and, for me, a nice hook into the Forgotten Realms. 

I might run it someday, but I have cut it up (not literally) and used pieces of it in other places now so it would need to be with a new group.


The Other Side - 100 Days of Halloween


Mythos & Misdirection

Reviews from R'lyeh -

Occam’s Razor: Seven Modern Era Adventures of Mystery and Deathbegins with a problem. The anthology is a collection of scenarios for use with Call of Cthulhu, Seventh Edition from Stygian Fox Publishing, previously known for two other collections, Fear’s Sharp Little Needles:Twenty-Six Hunting Forays into Horror and the highly regarded Things We leave Behind. What its back cover blurb states is that the book is, “Seven modern era adventures of mystery and death taking investigators through a nightmare of unexpected outcomes, horrific dilemmas, and extreme cosmic horror.” However, the problem is that this statement is both inaccurate and misleading, and it completely fails to tell the prospective purchaser and Keeper what Occam’s Razor is. This problem is compounded by the complete absence of an introduction, which might have explained what Occam’s Razor is and what Occam’s Razor is not, and this key idea behind the anthology. It is not until the reader is fifteen pages into Occam’s Razor and at the end of the first scenario that it becomes clear what the anthology is and what the key idea behind it is. Which really is too late to discover, especially when the blurb promises the prospective purchaser and Keeper “extreme cosmic horror” and does not ‘exactly’ fulfil that promise.

Occam’s Razor: Seven Modern Era Adventures of Mystery and Death, published following a successful Kickstarter campaign, is an anthology of scenarios which involve the mundane rather than Mythos horror. In this they adhere to the principle of ‘Occam’s Razor’ that when faced with competing theories or explanations to a problem, the one with the fewest complications and thus the simplest is to be preferred. In fact, there is no fantastical horror involved in the scenarios in the anthology. So, no vampire or werewolf, let alone the Cthulhu Mythos. Instead, a pack of rabid dogs rather than werewolves (or Ghouls), murder rather than lake monsters (or Deep Ones), and mental illness rather than stalking (or cultists). However, in each case, the author provides options and suggestions in a ‘Must Have Mythos’ sidebar as to what Mythos threat might be added to make each scenario more of a traditional scenario for Call of Cthulhu. That though, would be undercut the point of the anthology, which would be to misdirect the players and their Investigators. To have them chasing hither and thither in search of a Mythos threat or solution to a situation, only for them to miss the obvious, but ultimately realise that the mundane solution can be just as horrifying.

Besides sharing mundane solutions with Mythos options, what the majority of the scenarios in Occam’s Razor share is a hook. Five out of the seven involve missing persons cases, which quickly becomes repetitive and means that whether running them using the mundane solution or the Mythos solution, the Keeper cannot use them one after another. Similarly, four out of the seven involve college students, and that too has a similar effect. All seven though are quite short, offering no more than a session or two’s worth of play, and all are really nicely detailed, the author having done a decent job of explaining each scenario’s plot and clues and ramifications and how each investigation should play out. Even the simplest is well thought through and this shows on the page. The author also adds advice and suggestions on how to run or stage each scenario in sidebars that are in an addition to the usually fulsome ‘Must Have Mythos’ sidebar. The scenarios in the anthology are all set in the modern day, so mobile phones and the Internet all feature fairly heavily, and it will probably be a good idea if at least one Investigator possesses a decent Computer skill—there are a lot of passwords to crack in the seven scenarios.

The anthology opens with ‘A Whole Pack of Trouble’. The parents of Kyle Alexander, a college freshman, believe that he has gone missing, but cannot persuade the campus or local police department that this is the case. Both believe that he is simply away on a break, but following the clues from his dorm room leads the Investigators out into the back wilds where they find Alexander’s car outside a long-abandoned asylum. So, the questions are, what was Kyle doing out there and where is he now? The solution here is a feral dog pack, which presents a genuinely nasty threat once the animals gain the Investigators’ scent.

The second scenario is ‘Eye of the Beholder’ and involves the second missing persons case in the anthology, again from a college. Amy Langan is an art student and once her movement is traced, she was last seen at a local art museum. The question is, where did she go after that? This is a constrained scenario, confined to the four walls of the museum, which has the scope to inject an unhealthy dose of the Mythos via a seemingly random art exhibition. This seems rather overdone in comparison to the mundane solution behind the disappearance. Whether the Keeper adds the Mythos or keeps the scenario mundane, it is possible to circumvent either and very quickly bring the scenario to a conclusion.

‘Frozen Footsteps’ takes the Investigators to Michigan’s Upper Peninsula on the trail of a friend who failed to turn up for a regular lunch meeting. The friend is known to be an amateur scholar of the occult, so something must have caught his interest… Unfortunately, this is not an interesting scenario in itself, with or without the addition of the Mythos content. What sets this scenario apart is the wintery nature of the setting and time of year, and that the antagonists are actually more proactive than others in the scenarios in the anthology. Of course, the friend needs to be added to the campaign prior to the scenario to really work.

Fortunately, ‘Dark and Deep’ is much more interesting in almost every way. In a nod to the author’s own filmic interests, the Investigators receive—or are alerted to the existence of—what appears to be an exert from a snuff film, in which a young woman appears to be attacked by a monster in the waters near a lighthouse. Perhaps the monster could be a Deep One? There is an engaging plot to this scenario and plenty of potential for good roleplaying, and that is even before the Keeper thinks of adding the suggested Mythos content. Should she do so, this adds another level of engaging plot and the motivations of the Mythos threat actually fit the situation ever so neatly. Of all the scenarios in Occam’s Razor, ‘Dark and Deep’ is the one easiest to use in a standard Call of Cthulhu campaign without the Mythos feeling shoehorned in.

The scenarios return to college for ‘Visions from Beyond’ after one of the investigators receives a late-night telephone call from a young man who looks up to the Investigator and takes an interest in the Investigator’s occult-busting activities. The young man is distraught and upset, babbling about recent activities he has been involved in, but then the telephone goes. What has the young man been up to and where is he now? The Investigators must deal with the young man’s fraternity and the campus police before grasping some idea of what is going on… When the antagonists find out, they have a nasty way of turning on the Investigators and then everything gets really freaky! This scenario is nasty enough to not warrant the inclusion of the Mythos, and if it is, there would really be very little difference between the Mythos threat and the mundane one. The scenario needs some set-up beforehand, adding the young man as an NPC to the Keeper’s campaign. This is likely to work better here than in the earlier ‘Frozen Footsteps’, as the interaction with the young man brings an emotional immediacy to the scenario.

The most radical of the scenarios in Occam’s Razor is ‘The Watchers’. A young woman, Linda Lopez, hires the Investigators because she believes is being followed and her apartment is being watched, including by a tall shadowy figure. Of all the scenarios in the anthology, the solution to the situation in ‘The Watchers’ is the both the most mundane and certainly the saddest. This is because her fears are unfounded because she is mentally ill and suffering from schizophrenia. The scenario is designed to teach reckless Investigators and their players a lesson or two in not rushing into the situation and jumping to conclusions. Adding the Mythos to ‘The Watchers’ would ultimately undermine this intent, let alone the fact that the Mythos would not add anything of interest either. The treatment of the mental illness and the symptoms of schizophrenia are reasonably well handled, but there is no denying that ‘The Watchers’ has a brand of horror all of its very own, which makes for an uncomfortable scenario with potentially a difficult subject matter for some players and controversial for others.

The last scenario in ‘A Cleansing Flame’ goes back to college where an astronomer friend of the investigators is found burned to death. Does it have something to do with his research or is there something else going on here? As the Investigators tries to find out the truth, one of their number comes to the attention of someone who always seems to remain elusive and just out of the corner of their eye. Is this person related to the victim’s work or not, and just what is their interest in the Investigator? This is not an easy investigation and many of the NPCs will be unhelpful or simply difficult to deal with. In comparison to the other six scenarios in the anthology, ‘A Cleansing Flame’ is a looser affair and not as tightly structured or plotted, so it likely to require more time to play and more input from the Keeper. The scenario’s climax—as the author makes clear—also has the potential to kill all of the Investigators. Also, like some of the other scenarios in the anthology, adding the Mythos to ‘A Cleansing Flame’ does not add anything to its horror.

Rounding out Occam’s Razor is a series of newspaper articles which the Keeper can develop scenarios from herself or link to other adventures, especially those also published by Stygian Fox Publishing. The anthology also comes with a set of pre-generated Investigators, the owner and staff of the Sandings Investigative Agency. These are for the most part, decent enough.

Physically, Occam’s Razor is a handsome looking, but slim tome. The book is nicely illustrated throughout and the cartography is artfully done, arguably the best to appear in a Stygian Fox Publishing in some while. Not all of the illustrations match the maps—or vice versa—though, and the editing is uneven in places.

There have been anthologies for Call of Cthulhu before which present scenarios without the Mythos. Bumps in the Night from Pagan Publishing is one, as are Blood Brothers and Blood Brothers II, both from Chaosium, Inc. Occam’s Razor joins them, but wants to have its cake and eat it by including options to involve the Mythos, and in too many cases, the presence of the Mythos does not add much, if anything at all, to a scenario. This is primarily because the presence of the Mythos is simply changing the motivations behind the antagonists’ actions, the exception being the best scenario in the book proving the point. ‘Dark and Deep’ stands very well up on its own, but the addition of the Mythos adds plot rather than motivation.

The collection though is not as easy to use because of its repeated hook of missing persons cases and the mundane nature of the antagonists. Rather than use than use them one after another, the scenarios need to spread across a campaign if their central conceit—that not all horrifying situations have a Mythos solution and the Investigators need to be reminded of that on occasion, is to work. Nevertheless, Occam’s Razor: Seven Modern Era Adventures of Mystery and Death presents a set of serviceable scenarios, with at least the one standout, but all seven are solidly plotted and well written.

England’s Dreaming Awaits

Reviews from R'lyeh -

England is falling. She stuttered after the slaughter of the Great War and the ravages of the Spanish Flu. As the Bright Young Things flung themselves into the hedonism of the Jazz Age and the working classes fomented industrial action—if not outright revolution, the fall was accelerated after the Wall Street Crash spread the Great Depression around the world. Now as Fascism rises in nearby Europe and is admired and entertained by the Upper Classes, the country is losing its way, weak and unsure of what it once was, let alone what it is now. Yet there are those who recognise the malaise, and who not only know the solution, but have the means and the power to apply it and so restore the country. Since the strange occurrences in the South Pacific in 1925, there have been men and women who have come to see there are beings and powers beyond that can be used and bargained with to ensure that England can be at least itself once again, that it can inspire great men and simple men alike, be prepared to weather the coming storm, and perhaps aspire to be the Albion of William Blake’s verse. Their means is not politics or the modern arts of mass communication, but old arts and skills—magic! Or rather Alchemy, Spiritualism, and Witchcraft, as well as the Magick of the evillest man in England, Aleister Crowley. Armed with knowledge gained from their newfound skills and researches, they will delve into the myth and folklore of the country, allay the threats they sometimes are, have dealings with creatures and persons out of fable, and encounter those non-believers, rival magicians, and fascists who do not want a return to a green and pleasant land in a secret war which will play out over the course of the Desperate Decade.

This is the setting for Fearful Symmetries, a campaign for Trail of Cthulhu, published by Pelgrane Press. This explores the clash between rationalism and romance, science and magic, Lovecraft and Blake, the Mythos and the folklore in a framework inspired by Blake’s artwork and writings, that might not involve Lovecraftian investigative horror at all! For although the often non-Euclidean mathematics of the Mythos underly the workings of the mundane magics of Alchemy, Spiritualism, Magick, and Witchcraft, as well as the existence of the Mythos creatures and races that explain many of the creatures known in folklore, this does not mean that they will be recognised as being of the Mythos. Thus, the Investigators may encounter the Mythos but not necessarily recognise as such, likely losing Stability and Sanity nevertheless, just as they will for practising magic and encountering folkloric creature. Ultimately, magic, even as it empowers the Investigators to deal with the threats to Albion and ensure its restoration, is a double-edged sword, yet one more ‘fearful symmetry’ they will face in the course of a campaign.

Fearful Symmetries begins with an introduction to William Blake and both his works and mythology, contrasting them with those of Lovecraft. This section in particular is lavishly illustrated with Blake’s paintings, but they are used throughout the book and so give it a very individual look. Here the groundwork is laid for a campaign, including whether it should be played open or closed in terms of Investigator knowledge, the style of magic the Investigators should employ—Magick is the default, the conventions of magic, what type of characters to play, and advice for the player. The counterpart to this—or symmetry—is the advice and tools for the Keeper. The Folklore Engine and the History Machine are the primary sets of tools, more a series of prompt than necessarily tools, but they enable the Keeper to build mysteries and episodes around folklore and the real world. They have their own counterpart for the players in the form of The Book of the New Jerusalem, an in-game prompt that they can draw from to direct their Investigators’ enquiries. Other tools include geographical and relationship maps, timelines, and more, the latter running all the way up to safety tools necessary for a good game. There is decent advice on setting up and running a campaign, the primary advice being that the Keeper improvise in response to her players’ and their Investigators’ actions and decisions, many of which are intended to be drawn from The Book of the New Jerusalem.

One major difference between Trail of Cthulhu and Fearful Symmetries is the power level of the Investigators. In Trail of Cthulhu—even in Pulp mode, the power level of the Investigators is low. At best, an Investigator might know a spell or two in Trail of Cthulhu, whereas in Fearful Symmetries they are magical adepts, capable of casting a variety of spells, empowering rituals, creating magical items, entreating with magical beings, and incarnating Blakean spirits. Fearful Symmetries gives ways of making the casting of Incantations—immediate spells, and the performing of rituals—longer, more involved castings, both interesting and mechanically beneficial. Magic here has to be worked, especially the rituals, which the Investigators will be regularly performing, whether this is initiation rituals to bring someone into a magical group or attunement rituals to align the casters to a magical item or node. The attunement ritual will be important throughout a Fearful Symmetries campaign as the Investigators will be working to restore and repair important locations upon England’s ley lines and this bring about a new Albion.

Although the default style of magic in Fearful Symmetries is Aleister Crowley’s Magick, three others—Alchemy, Spiritualism, and Witchcraft—are also examined in detail. Others are mentioned as an aside, but the focus on the key four means that there is a lot here for the Keeper to grasp and understand, let alone her players. Having Magick as the default offsets that, although main reason is that having the Investigators share the same magical style means that they can easier work together. The wealth of information here means that the casting of magic should never get stale.

In terms of background, Fearful Symmetries gives a good guide to life and cultures of mundane England of the thirties, details several of the occult groups operating in England in the period (these can be rivals, groups the Investigators can join, and so on), points to ordinary groups such as ramblers and potholers as useful contacts and NPCs, numerous creatures and beings from British folklore are described and given stats, as are various items and occult books. Occult England—or Albion—takes in not just the notable magical places across the country, thus tying in with The Book of the New Jerusalem, but also extends beyond into other places. These include Fairyland, the astral plane, even Death, as well as John Dee’s Aethyrs, the planes surrounding the Earth. Combined with the ley maps in the appendices at the rear of the book and The Book of the New Jerusalem and what Fearful Symmetries provides an occult sandbox which the Keeper can develop a campaign from and the players and their Investigators can explore in pursuit of a restored Albion.

The default or sample campaign in Fearful Symmetries comes oddly placed in the middle of the book. In ‘Fearful Symmetries’ the Investigators begin as newly initiated practitioners whose mentor is suddenly snatched away in front in of them by what is arguably Blake’s most well-known motif. Once the ritual is completed and now both initiated and incarnated as one of Blake’s Zoas, or primal spirits, they can begin following the clues in search of their mentor and discover who or what abducted her in front of their eyes. The plot thickens with a Lovecraftian antagonist, trips out into the English countryside and across seedy London (potential here for a crossover with Bookhounds of London and The Book of the Smoke, the London counterpart—or symmetry?—to The Book of the New Jerusalem), and in the second part or series, confrontations with England’s growing obsession with fascism. Just fifteen pages long, this is an excellent outline, which together with the background, should develop into a good campaign.

Rounding out Fearful Symmetries is a bibliography and a set of appendices that examine the ley lines network across London, worksheets, lists of alternate names for folkloric creatures, a glossary, a lengthy list of other occult books, and maps of the lay lines detailed earlier in the book. In particular, the examination of the ley lines network across London ties into the sample campaign and potentially turns Fearful Symmetries into a sequel to the earlier Bookhounds of London.

Physically, Fearful Symmetries is cleanly and tidily presented, its tight blocks of text broken up by Blake’s artwork as well as the liberal inclusion of quotes from Blake himself, plus William Shakespeare, H.P. Lovecraft, Aleister Crowley, Arthur Machen, and many more. This makes the book a lot easier to read given the wealth of information it provides. If there is a downside to the book, it is the lack of index, inexcusable given just how much information there is in Fearful Symmetries.

Fearful Symmetries is not a traditional campaign or setting book for Lovecraftian investigative roleplaying, let alone for Trail of Cthulhu. Of course, Pelgrane Press has form here with Dreamhounds of Paris, which combined Surrealism with the Dreamlands, but Fearful Symmetries is not really about the Mythos, although it is present, hidden under layers of Blake’s mysticism and the occult traditions practiced in the thirties. So the Investigators may never even encounter it. Nor is it a case of encountering a great ‘evil’ and thwarting its plans necessarily, as is the usual in a campaign of Lovecraftian investigative roleplaying, but rather of restoring and rebuilding an ideal. This is Blake’s Albion, the old Albion, as opposed to the ‘new’ Albion that the English fascists might be dreaming of, again, one more of the symmetries to be found in the supplement. One way in which Fearful Symmetries can be seen, especially in its emphasis upon Aleister Crowley’s Magick, is as a spiritual successor to Pagan Publishing’s The Golden Dawn.

Fearful Symmetries takes Trail of Cthulhu and the GUMSHOE System into the realm of occult investigative roleplaying, and whilst it does not leave Lovecraftian investigative roleplaying behind, it does prove that it is as dangerous as the Mythos. There is a bucolic richness to this realm, both in the mundane and the magical, that begs to be explored and appreciated, but there is complexity too, more so than will be found in a typical Trail of Cthulhu or Lovecraftian investigative roleplaying campaign. There is also, a sense of hope to Fearful Symmetries, a yearning for England to be a better place, and as dangerous and as difficult as the attempt will be, that the Investigators are rebuilding and restoring the country, directing her down a different path, rather than saving the country against an unknowable and uncaring foe. In hindsight, this can also be seen as restoring England as she once was spiritually and thus preparing her in time for the calamities that will come in the face of war.

As English as it can be, Fearful Symmetries is a superb set of tools for a very different type of campaign. Rife with fascinating parallels and contrasts, Fearful Symmetries presents a setting and campaign of occult investigative roleplaying that will be demanding of Keeper and player alike, but enable them to explore a rich world of the occult and the folkloric, becoming the country’s secret saviours as they master dangerous Magicks, face fascist bullyboys, and bring about a better future.

Miskatonic Monday #148: After the Rain

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 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: After the Rain: A Samurai Era Call of Cthulhu ScenarioPublisher: Chaosium, Inc.
Author Kevin Konieczko

Setting: Warring States Era JapanProduct: Scenario
What You Get: Thirty-six page, 12.54 MB PDFElevator Pitch: Seven Samurai versus the MythosPlot Hook: Ronin hired to deal with bandits who have just turned more vicious
Plot Support: Staging advice, eight handouts including one map, six NPCs, and two Mythos monsters.Production Values: Good.
Pros# Suitable for Cthulhu Dark Ages# Includes a primer on Sengoku Era Japan# Detailed Investigators# Teraphobia
Cons# Involves a lot of combat# Needs an edit
Conclusion# Entertaining change of place in what is a samurai mini-sandbox supported detailed Investigators and historical background.# Can be run using Cthulhu Dark Ages or Call of Cthulhu, Seventh Edition

October Horror Movie Challenge: Prey (2022)

The Other Side -

Prey (2022)I have been wanting to see this one since it came out. Glad I got a chance to finally see it.

Prey (2022)

Naru (played by the amazing Amber Midthunder) is a Comanche woman who is trained as a healer but wants to be a hunter.  While out hunting with her brother she sees the effects of the cloaked Predator spaceship. She sees this as the Thunderbird and takes this as a sign that she can begin her own hunt.

She joins her brother on a hunt where they discover a lion attacked one of their own. Naru is able to heal him but she wants to go with her brother Taabe to hunt the line. While out she sees signs that something else other than a bear could be hunting them.  Naru is waiting in a tree for the lion when she is attacked by it, she manages to wound it but it knocks her out of the tree. Taabe brings her home and goes back out to kill the lion.

Convinced there is still something else out there Naru heads out to hunt on her own.  Well, her dog Sarii goes with her.  While hunting Naru sees a bunch of slaughtered and skinned bison. She comes upon the bear and it tries to kill her, but the Predator kills it instead with Naru watching. 

She is found by a hunting party sent by her brother, but the Predatory kills them all but Naru manages to escape. She runs and get stuck in a trap set by French trappers. They have also seen the Predator and want to know what she knows.  They also have her brother Taabe and decide to use them as bait.  The Predator though is not interested in bait and kills all the French.

They get to the French explorers' camp, where Naru kills a few more of the French, and the Predator attacks. They fight but the Predator kills Taabe. 

There is a final battle between the Predator and Naru when she deftly shows what she spent the whole movie learning about her prey.

She manages to kill the Predator and takes its head back to her home.

--

So yeah, this one was really fun. Great addition to the franchise.

October Horror Movie Challenge 2022
Viewed: 43
First Time Views: 32

October Horror Movie Challenge 2022

Miskatonic Monday #147: Taken for Granite

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 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: Taken for GranitePublisher: Chaosium, Inc.
Author Jade Griffin

Setting: Jazz Age VermontProduct: Scenario
What You Get: Thirty-eight page, 11.84 MB PDFElevator Pitch: Invasion of the Ringing, Singing RocksPlot Hook: Graniteville turns strange in the Fall
Plot Support: Staging advice, six handouts including one map, six NPCs, and one Mythos monster.Production Values: Good.
Pros# First part of a series# Solid plot# Good artwork# Decent small town investigation# Petraphobia# Phonophobia
Cons# Forced failure of a skill roll?# Needs a careful read through to understand the plot# Underdeveloped in places# Slightly underwritten plot
Conclusion# Strange behavior in a small town reveals a weird menace from outer somewhere in a decent little scenario.# Scenario hindered by unclear explanations in places and a slightly underwritten plot

100 Days of Halloween: 4e Witches

The Other Side -

Yesterday I took a look at the World of the Witch for 4E. Today I want to re-reflect on the official witch from 4e in Heroes of the Feywild. I also want to go over the Heroes of Shadow. While there are no witches in that volume they very well could have been.

Heroes of Shadow (4e)Heroes of the Feywild (4e)

Player's Option: Heroes of Shadow (4e)

PDF and Hardcover book. 160 pages. 

For this review, I am considering the hardcover version I purchased when new and the PDF from DriveThruRPG.

The Shadowfell is now a feature of the D&D 4 landscape and many products have discussed it including many of the adventures and Monster Manuals. With the Player's Option book we get classes and races based on the shadow realms and how they can be used.

One of D&D4's greatest strengths was its modularity. Adding or subtracting material from the game was easier than ever before. It is a feature that 5e adopted, though not as radically as 4e. Adding more classes then never felt like a bloat since you could limit the number of classes or races or any other feature. The Player's Option books were that in execution. Heroes of Shadow introduces the Assassin class, the Blackguard Paladin option, the Vampire class, the Binder option for Warlocks, and additions to other classes such as clerics (death domain), warlocks (gloom pact for hexblades), and the Necromancy and Nethermancy schools for wizards. Since classes are so detailed this covers the majority of the book.

The Vampire class should be mentioned since it is different. The idea behind it is that no matter what a person was before this, they are now a vampire and they can progress in power as a vampire. Not for everyone, I am sure but there was an elegance to it that can't be denied. It also worked quite well, to be honest.

There are some new races of course. The Revenant is back from the dead with the power of the Raven Queen with them. The Shade has traded some of their mortality for Shadow stuff. This is the best version of the Shade since 1st ed. The Vryloka are living vampires, one of my favorites in 4e, and variations on Dwarves, Elves/Eladrin, Halflings, and Humans.

There are new Paragon Paths for many classes and Epic Level Destinies. A handful of new feats and some new equipment.

It is a fun set of options that really had the feel of the shadow-soaked 4e world down.

Plenty of great ideas for a 5e game using the same classes (all have 5e counterparts) or as fluff for other versions of the game.

Player's Option: Heroes of the Feywild (4e)

PDF and Hardcover book. 160 pages. 

For this review, I am considering the hardcover version I purchased when new and the PDF from DriveThruRPG.

In general like Heroes of Shadow, Heroes of the Feywild assumes that these characters are either from or have strong ties to their "homeland" in this case the Feywild. IF you have any interest at all in the Feywild or any sort of land of the Faerie (such as Avalon, Alfheim, or any number of others) then this is a good book. While not really compatible with older editions of D&D there is still plenty that can be used. The feats even are written that they could even be used with Pathfinder or D&D 3.x. I found plenty I can use for my current 3.x game that I run with the kids and Ghosts of Albion. I actually ended up liking this book more than the Heroes of Shadow book out earlier.

The Witch The witch is a new "sub-class" of the wizard that basically learned in the Feywild. On one level I didn't like this since the witch isn't really a type of wizard. But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths, and Epic Destinies the wizard can use. In this respect, it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user". It gives the witch a lot of power to choose from.

The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch. The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit. Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens. It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post-Essentials line. The Epic Destiny, the Witch Queen, though is quite good. I had done something similar as a Prestige Class for 3.5. This one is different but there are some interesting powers and effects.

I might try a multi-classed witch/warlock, but that might be splitting my roles a bit too much

Powers and Spells What sets this Witch apart from another Wizard or a Warlock are her spells and powers. The witch relies on her familiar to learn magic. Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap. Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not, for example, have a fireball-like spell, but she can change monsters into other animals and they take damage for it. Heavy on the charms and transformations. Lots of powers with the Psychic keyword. Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level than Pixie War Band.

I would like to see more about the relationship between Witches and Warlocks. Especially given the Fey commonalities and interactions with Patrons. I think I'll have to write that myself now given that the 4e is a dead game line.

Non-Witch Material There are three new races to play that are well suited to a Feywild/Faerie World sort of game. The Hamadryad, the Satyr, and the Pixie. All have something very interesting about them and I'll stat up some witches for each race as well. There are other class builds as well the Berserker (Barbarian), Protector (Druid), and Skald (Bard). All great for a pseudo-Celtic-themed game of D&D. Just add Player's Handbook 2 to the mix to get the base Bard and Gnome and you are set. Honestly, there is enough here to run a high-magic game and never leave the Feywild.

Overall I am very pleased with this book. It's not perfect, but it is very, very close.

4e books



The Other Side - 100 Days of Halloween


Miskatonic Monday #146: Ravishing Beauty

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 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: Ravishing BeautyPublisher: Chaosium, Inc.
Author: Dr. Benjamin Will

Setting: Italy, 64 C.E.Product: Scenario
What You Get: Twenty page, 1.41 MB Full Colour PDF
Elevator Pitch: Sometimes the walls are given a willPlot Hook: A stay at a wealthy villa reveals the nastiness of the owners
Plot Support: Staging advice, four pre-generated Investigators with backgrounds, three maps, six  NPCs, and three Mythos monsters.Production Values: Plain.
Pros# One session scenario for Cthulhu Invictus# Unpleasant NPCs# Pleasing sense of claustrophobia# Decent pre-generated Investigators# Inventive use of the representation of myth# Easy to move to elsewhere and elsewhen in the Roman Empire# Potential campaign starter# Sportaldislexicartaphobia# Automatonophobia# Artophobia
Cons# Underwritten primary NPC interactions# Includes scene where rape and sexual assault is a possibility
Conclusion# Claustrophobic scenario which makes inventive use of the representation of myth# Solid scenario for Cthulhu Invictus that can be worked into a campaign or used as a campaign starter

Miskatonic Monday #145: Octopus Tag

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 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: Octopus TagPublisher: Chaosium, Inc.
Author Ronny Anderssen

Setting: Modern DayProduct: Scenario
What You Get: Twenty-Six page, 21.71 MB Full Colour PDF
Elevator Pitch: Squid Game versus the MythosPlot Hook: Can you survive the horrors of the game?
Plot Support: Staging advice, eight NPCs, six handouts, one map, one Mythos artefact, and one Mythos monster.Production Values: Good.
Pros# Definitely survival horror!# Inspired by Squid Game# Nicely done NPCs# Some NPCs you want to die# Make the NPCs playable Investigators for interesting dynamics# Almost endless supply of replacement Investigators# Kabaddi, Kabaddi, Kabaddi# Chapodiphobia# Ludophobia
Cons# Inspired by Squid Game# Unwinnable# As a one-shot, needed pre-generated Investigators# Some NPCs you want to die# Every game needs careful study and staging# Keeper needs to prepare ready supply of NPCs and names# Keeper needs to prepare ready supply of new Investigators
Conclusion# Bonkers, ultimately unwinnable game (or series of games) of survival horror that will grind the Investigators down and scour their Sanity.# Reality Television or Black Books-style horror infused with the Mythos for a nasty one-shot that will bring out the worst (and the best) in the NPCs and Investigators.

Miskatonic Monday #144: The Time Shadow Over Darnesville

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 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: The Time Shadow Over DarnesvillePublisher: Chaosium, Inc.
Author Scott Cox

Setting: Jazz Age USAProduct: Scenario
What You Get: Ten page, 2.35 MB Full Colour PDF
Elevator Pitch: Invasion of the Mind SnatchersPlot Hook: “Look, you fools, you’re in danger! Can’t you see?! They’re after you! They’re after all of us! Our wives, our children, everyone! THEY’RE HERE, ALREADY! YOU’RE NEXT!
Plot Support: Four NPCs, one Mythos tome, and no Mythos monsters.Production Values: Decent.
Pros# Short two-three hour scenario# Suitable for one Investigator and one Keeper# Inspired by H.P. Lovecraft’s ‘The Shadow Out of Time’# Easy to adapt to other time periods and settings# Xenophobia
Cons# Needs a slight edit# Superfluous Spot Hidden rolls# Primary antagonist could be in two places at once# Underdeveloped in places# Inspired by H.P. Lovecraft’s ‘The Shadow Out of Time’# Darnesville undeveloped as a setting# No maps# No Psychology rolls?# Underwritten NPCs# Insufficient alienness
Conclusion# Potentially decent one Investigator/one Keeper scenario undone by by underdevelopment in terms of location and the portrayal of the NPCs.# For a scenario dealing with alien invasion, The Time Shadow Over Darnesville simply lacks a sense of paranoia or the alien.

October Horror Movie Challenge: Häxan (1922, 2016)

The Other Side -

I have watched Häxan before. Many times in fact and honestly it never gets old.

Häxan (1922, 2016)

This is the new version is from the Criterion Collection BluRay. It looks so good too. There is also a 32 page guide book to go along with it.

This new version is gorgeous. The devils seem more lurid, the priests more vile, and the witches...oh they have never looked better.

I got this one for my birthday back in June and I have been waiting to watch it now for the 100th Anniversay.

I will have to check, but I don't think there is anything here that isn't also on my DVD, save for the upscaling. 


October Horror Movie Challenge 2022
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First Time Views: 31

October Horror Movie Challenge 2022

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