Outsiders & Others

Propping up Cthulhu

Reviews from R'lyeh -

Call of Cthulhu is a literary roleplaying game. Its play is predicated on the ability of the Player characters—or rather the Investigators—to be literate and so be able to read the array of clues to be found as part of the enquiries into the unknown. Newspaper reports, diary entries, letters, notes and marginalia, books and scrolls, and of course, the much-feared Mythos tomes such as the dread Necronomicon and Unaussprechlichen Kulten. Just as the Investigators—or at least some of them—are expected to be able to read them, then so are their players. Thus, we have clues and handouts, especially if the roleplaying game of our choice involves a mystery—mundane or Mythos related. There had been clues and handouts before, for example, U1 The Sinister Secret of Saltmarsh, the 1981 scenario for Advanced Dungeons & Dragons, First Edition from TSR (UK), included a clue showing the pattern of signals needed to contact a smuggling ship, but Call of Cthulhu took the role of the clue and the handout to new heights as they became more and more integral to game play. And since newspaper reports, diary entries, letters, notes and marginalia, books and scrolls, and more are all modern, the Keeper can create her own—such as soaking paper in tea and then drying it to age it—and easily copy those provided in particular scenarios or campaigns. Which is what the H.P. Lovecraft Historical Society has done, and not just for its own campaigns, but your campaigns.
Of course, what the H.P. Lovecraft Historical Society is best know for is the Masks of Nyarlathotep Gamer Prop Set, a big box of handouts and clues designed to be used with Masks of Nyarlathotep, the classic campaign for Call of Cthulhu, often regarded as one of the greatest ever produced by the hobby. This no mere set of tea-soaked, faux-aged handouts and whatnot, for just as Call of Cthulhu took the role of the clue and the handout to new heights, the Masks of Nyarlathotep Gamer Prop Set takes the clues and handouts for Call of Cthulhu to new heights. There are over one hundred props in the box—telegrams, letters, a match box—just like in the original boxed set for Masks of Nyarlathotep, maps, charts, diary and ledger entries, business cards, photographs, memos, and newspaper clippings, oh so many newspaper clippings. However, Masks of Nyarlathotep is not the only campaign to receive the H.P. Lovecraft Historical Society treatment.
The Call of Cthulhu Classic Gamer Prop Set though is not a prop set for the one campaign, although it does include a campaign within its pages. Rather, the Call of Cthulhu Classic Gamer Prop Set literally provides physical support for two supplements, two anthologies of scenarios, and a campaign. All published as part of the Call of Cthulhu Classic boxed set, funded via Kickstarter as part of the venerable roleplaying game’s fortieth anniversary, and consisting of not only the Call of Cthulhu, Second Edition rules, but also the Cthulhu Companion, Shadows Of Yog Sothoth, The Asylum & Other Tales, Trail Of The Tsathogghua, and Fragments Of Fear. Thus the two companion supplements, the two anthologies, and the campaign. Open up the Call of Cthulhu Classic Gamer Prop Set and what you find is sixteen-page broadsheet newspaper, large format maps, a nautical chart, sheaves of handwritten letters, diaries, and notes, numerous brochures and photographs, police forms, legal forms, excepts ripped from terrible tomes, and more. These are all neatly organised into five folders. The first contains all of the handouts from the Call of Cthulhu, Second Edition rules—including the infamous ‘The Haunted House’, home of the late Walter Corbitt, the Cthulhu Companion, and Fragments Of Fear. Both Shadows Of Yog Sothoth and The Asylum & Other Tales have their own folder of handouts respectively, and lastly, the two scenarios in Trail Of The Tsathogghua have their own folders given the sheer weight of clues in both.
The Call of Cthulhu Classic Gamer Prop Set starts with the ‘USER GUIDE: Read Me First!’ which explains how the props are organised, notes that there are clues in code and other languages as per the relevant scenarios, and there are English versions of the clues in other languages in the box, but decoded versions of the encoded clues. The biggest bundle of clues in one prop can be found in the sixteen-page Clipmaster broadsheet newspaper and there are instructions on how to use that. Being broadsheet-sized, the Clipmaster broadsheet newspaper is huge and unwieldy, but can be quickly cut apart so the Keeper has the right newspaper articles in the right folder. Plus, there are numerous other articles in its pages, and very much part of the fun of reading is not finding the articles directly relevant to the scenarios or campaign, but reading the other articles surrounding and the other relevant ones. These add flavour and verisimilitude, as do the various advertisements alongside, to what are intended to be period pieces. Further, open up each folder and there is a Clipping Guide for each scenario which shows the Keeper where to find and then cut out the pertinent articles. This is a very handy piece of backwards design.
Folder Two is far more expansive. Dedicated to Shadows of Yog-Sothoth, the first campaign for Call of Cthulhu, here what were the blandest of handouts in the original campaign, have uplifted with detail and substance. Newspaper articles of course, but also letters and diary entries and book excerpts. There are a couple of points where the props suddenly astound you. The first is the ‘Computer Printout’ from ‘Look to the Future’, the second scenario in Shadows of Yog-Sothoth, which is done as a green bar printout on classic computer paper. It stands out from the other handouts because it is incongruously modern, as it should have done in the scenario itself, but here given brilliantly contradictory physicality. The other is from ‘The Worm that Walks’, the fifth chapter in the campaign. It is a simple letter from Christopher Edwin, inviting the Investigators to join him in Maine. Enclosed with the letter is a set of train tickets, and indeed, they are attached to the letter itself. They add nothing to the story or the plot, but they enforce the message of the letter brilliantly—Christopher Edwin is genuine enough to want to help!
Folder Three, dedicated to The Asylum & Other Tales contains some outstanding props, some of them actually better than the scenario they support really deserve. Starting with ‘The Auction’, set in Austria, at an auction for some quite outré items, there are not one, but two auction catalogues and they are honestly great. This scenario perhaps is the only one where the H.P. Lovecraft Historical Society could have gone further, but would anyone have actually wanted a Riveted Brass Head? ‘Black Devil Mountain’ is a poorly regarded scenario, but surprisingly, it has a brilliant set of letters, a death certificate, a mortuary bill of holding, legal invoice, and a deed to a property. It could be argued that the scenario would be worth playing simply to get the props in play, but that is definitely not the case. In addition, the foldout ‘Cunard Line Brochure’ is the only prop for ‘The Mauretania’, but to be fair, it is all that it needs and quite perfect!
Folders Four and Five, rounds out with Call of Cthulhu Classic Gamer Prop Set handouts and props from the three scenarios in Trail Of Tsathogghua. Across the three scenarios, there are loads and loads of newspapers, plus handwritten letters and diary entries. Relatively few of the props here have physical impact found elsewhere in the other folders. They include Morris Handelman’s Notebook from ‘The Curse Of Tsathogghua’ and an actual 8-page legal contract and the awful verse from ‘The Poetical Works of Maurice Van Laaden’, both from ‘The Haunted House’, but in general, the props are not quite as interesting.
Physically, Call of Cthulhu Classic Gamer Prop Set is an excellent presentation of the clues and handouts to the many books supporting the Call of Cthulhu Classic boxed set. However, in comparison, the Call of Cthulhu Classic Gamer Prop Set is not as good as the Masks of Nyarlathotep Gamer Prop Set. This is not to say that the prop set is bad, but rather it does not quite have the heft or physical presence. This is primarily due to the nature of the clues in the individual scenarios and the often plain format of the original clues, although in some cases, the props here gild the lily in turning clues and handouts for poor scenarios into some things compelling.
The Call of Cthulhu Classic Gamer Prop Set is definitely not needed to run the many scenarios and campaigns to be found in the Call of Cthulhu Classic boxed set. It will, though, definitely help and add verisimilitude to any one of the scenarios or the campaign, developing a great many clues and handouts into impressive, in-game items, often from very plain origins. Although it lacks the physical impact of its predecessor, the Call of Cthulhu Classic Gamer Prop Set will still help bring the scenarios and campaigns it is based upon to life.

Friday Fantasy: Wight Power

Reviews from R'lyeh -

So that title. Is it racist? Is it not racist? In the homophonic sense, because after all, that it is what it sounds like, it is racist. As written and thus spelt, not it is not. That is because it is both an amusing Dungeons & Dragons pun and an amusing geographical pun. Clever puns, even. Puns that play upon Dungeons & Dragons because one of the main monsters in the scenario is a wight and geography because the scenario is set on the Isle of Wight, just off the coast of southern England. However much the scenario is not racist—and it is not, even down to the negative admonishment to adherents of extreme Right Wing politics that ends the book—and however much the title involves a pair of puns, there is no denying the fact that the title is provocative. And intentionally so, given the publisher’s reason for publishing a book with this title, essentially a ‘screw you’ and because he can. So bear that in mind, given the publisher, if that and the title is enough to put you off Wight Power, then this review is not for you—and that is fair enough.

Wight Power is a scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplay. Like other scenarios published by Lamentations of the Flame Princess it is set in the game’s default early Modern Period. Specifically, in 1632 England, so it would work well with several of the other publisher’s titles or equally easily adapted to the retroclone of the Game Master’s choice. Even more specifically, it is set on the Isle of Wight in, around, and below a ruined monastery, Quarr Abbey, abandoned following the Dissolution of the Monasteries under Henry VIII. Here an archaeological dig is being conducted by Priest Joseph Duverney, a Catholic scholar and his order, and guarded by a band of Landsknechts mercenaries led by Alfonso Gutierrez. Tensions are running high between the Catholic scholar and his order and the Landsknechts mercenaries, as one of their number turned up dead and another is missing. The Player Characters might become involved in the location because extra muscle is required and neither faction can trust the other to conduct an investigation into the death; there are several workers from the surrounding area and beyond missing, and they are hired to find them; or because they might be locals who have become aware of strange goings on at the ruin and want to investigate. The scenario itself assumes that the first option is selected, perhaps backed up with a few entries from the rumours table.

So what is going in Wight Power is definitely weird, definitely apocalyptic, and definitely involves the Second Coming. Though not the Second Coming that you might imagine, involving as it does the cloning of the holy prepuce, a decidedly genuine and holy relic. Which of course, is not going to go to plan. So to be fair, if there is anything that is actually offensive in Wight Power, it might be that it is sacrilegious. Besides the Second Coming, the scenario involves the undead, an actual saint of necromancers, St. Cyprian of Antioch, and rising tensions between both groups that constantly threaten break out into actual violence. If the Player Characters are brought into investigate both the disappearance and the death, the scenario initially plays out as a murder mystery. However, it is not that, as there are very few clues to be found, little to be investigated, and there are areas where the Player Characters are forbidden from entering. This is intentional and designed to pique their curiosity. The likelihood is that the scenario will play out in one of two ways. Either the Player Characters will ignore their instructions, enter the areas they are barred from, and discover both what is going on and how weird it is, and probably trigger the Second Coming or get caught up in the tensions between the order and the mercenaries such that the Second Coming occurs anyway. The former is more interesting than the latter. Either way, the Player Characters have a big galumphingly disaster on their hands and unleashed on the Isle of Wight.

In terms of plot, Wight Power is underwritten. In terms of background and detail, the scenario contains an embarrassment of riches. A complete background to the whole affair, a timeline, three detailed NPCs—Priest Joseph Duverney and Alfonso Gutierrez, plus the captain of the Landsknechts, maps of Quarr Abbey, plus the catacombs below, full details of the means and result of the Second Coming, and both St. Cyprian of Antioch and the Clavis Inferni, the book he wrote. There is a lot here and whilst some of it is useful in providing background material, not all of it is necessarily relevant and the Player Characters are not necessarily going to find out what is really going on.

Physically, Wight Power is cleanly and tidily presented in full colour. For the most part, the artwork is presented in bright, colourful silhouettes, which are for the most part, neither interesting nor evocative of anything. The cartography is okay, but in places, the details on the maps could match what is described in the text—especially in the catacombs. It is well written and fairly easy to grasp what is going on despite the wealth of information provided.

Ultimately, despite the provocative nature of its title, Wight Power is another ‘hidden, apocalyptic monster waiting to be unleashed, whilst surrounded by monsters’ scenario. As presented, its background is more interesting than the underwritten plot, the overall impression is underwhelming, and beyond what the NPCs are trying to do in that plot, Wight Power is simply a Lamentations of the Flame Princess Weird Fantasy Roleplay scenario, but not a standout Lamentations of the Flame Princess Weird Fantasy Roleplay scenario.

Kickstart Your Weekend: Indiegogo Edition

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A couple of really fun ones on Indiegogo this week. Both of which you will see more of here.

Amazing Adventures Multi-Genre RPG

Amazing Adventures Multi-Genre RPG

https://www.indiegogo.com/projects/amazing-adventures-multi-genre-rpg#/

I have talked a lot about Amazing Adventures here and elsewhere. It is the Modern multi-genre RPG that uses the same Siege Engine as Castles & Crusades.  This is a new printing that reorganizes the material and has it cleave a bit closer to the Castles & Crusades printings. 


Pan, His Majesty in Yellow

Pan, His Majesty in Yellow

https://www.indiegogo.com/projects/pan-his-majesty-in-yellow#/

Fairy Tales + Lovecraftian Horrors? Hell yeah!

I am going to have more to say about this one, but for now check out their fundraiser for the Old-School Essentials version. 



Micro RPG IIIc: Blades & Spells IV

Reviews from R'lyeh -

Lâminas & Feitiços or Blades & Spells is a minimalist fantasy roleplaying game from South America. In fact, Blades & Spells is another Bronze Age, Swords & Sorcery minimalist fantasy roleplaying game done in pamphlet form from Brazil. In actuality, Blades & Spells is a series of pamphlets, building from the core rules pamphlet to add optional rules, character archetypes, spells, a setting and its gods, and more, giving it the feel of a ‘plug and play’ toolkit. The Storyteller and her players can play using just the core rules, but beyond that, they are free to choose the pamphlets they want to use and just game with those, ignoring the others. So what is Blades & Spells? It describes itself as “…[A] simple, objective and dynamic minimalist RPG game where the Storyteller challenges the Player and not the character sheet.” It is written to pay homage to the classic Sword & Sorcery literature, uses the Basic Universal System—or ‘B.U.S.’—a simple set of mechanics using two six-sided dice, and in play is intended to challenge the player and his decisions rather than have the player rely upon what is written upon his character sheet. Which, being a minimalist roleplaying game, is not much. So although it eschews what the designer describes as the ‘classic restrictions’ of Class, Race, and Level, and it is very much not a Retroclone, there is no denying that Blades & Spells leans into the Old School Renaissance sensibilities.

Blades & Spells: An agile, objective and dynamic minimalist RPG provides the core rules to the roleplaying game. They are a simple, straightforward set of mechanics, emphasising a deadly world of adventure in which the heroes wield both weapons and magic. Beyond the core rulesBlades & Spells is fully supported with a series of optional pamphlets which expand upon its basics and turn it into a fully rounded roleplaying game. All together these might be seen as  the equivalent of a ‘Blades & Spells Companion’, although they just as easily could be combined into the one publication, including the setting supplements of Blades & Spells: The Land of Aaman and Blades & Spells: The Lands Beyond. To date, Blades & Spells has been mostly focused on the Player Character and the Game Master, but that changes with the Blades & Spells – Dark Pack.
The Blades & Spells – Dark Pack contains not one, but three pamphlets. All three focus on the villains, providing them in turn with archetypes, dark spells, and even grotesque spells. They provide the means for the Game Master to assign basic descriptors and abilities to the villains in her campaign, as well as their henchmen and their mostly loyal lieutenants. Not just that, they offer over fifty new spells, dark and shadowy, bloody and aberrant. Together, these enable the Game Master to quickly create the basics of any vile enemy or other NPC, and if a spellcaster, equip them with a raft of horrid spells that embody their malicious and cruel natures. Alternatively, and for a very alternative campaign, there is nothing to stop a playing group from creating and playing a band of villainous Player Characters with dark designs upon the setting that the Game Master has created.
In the core rules, the Blades & Spells: Characters Archetypes/Compendium of Magic does two things. First, it expands upon each Player Character’s Focus. This is his occupation or something that he is good at, either Fighter, Mystic, Intellectual, Support, or Specialist. The supplement divides some twenty-nine archetypes into these five categories with a simple thumbnail description. The second thing is provide spells for the roleplaying game. Blades & Spells – Dark Pack provides both of these, but more like an evil, villainous twin—or rather its set of evil, villainous triplets that Blades & Spells never knew it had.
Blades & Spells: Dark Archetypes gives twenty-five archetypes, five for each category. Some of these fall within typical roleplaying archetypes, like the Assassin or the Burglar for the Specialist, whilst Support Archetypes such as Armourer, a weapons and equipment engineer, and the Mender, are not necessarily dark in themselves, but rather that their clientele likely consists of characters who make use of the other archetypes in this supplement. Those other archetypes are definitely ‘dark’ though. For example, the Bloody Blade is a loyal servant to the gods, handing out their justice as instructed by the voices of the cursed weapon you wield on their behalf; the Parasite has taken possession of the character and grants extraordinary powers, but takes control of the character’s mind; the Fallen Noble has been reduced to near penury, but will do anything to restore his fortunes; the Thug is a bodyguard or muscle for a gang, ready to solve a problem using physical means; and a Shadow Sorcerer can shape darkness and command the things within it. Like all three supplements in Blades & Spells – Dark Pack, this does carry an advisory warning and archetypes like the Bloody Blade which suggests the player roll on the Insanity Table and the Drug Mage which manufactures and uses potions and drugs and uses the Optional Rules for ‘Poison, Drunkenness, or Insanity’ all support the necessity of those advisory. Tables for both can be found in Blades & Spells: Optional Rules.
Blades & Spells: Dark Spells details over thirty dark and nasty spells, with themes of necromancy, shadow manipulation, and more. In the case of necromancy and shadow manipulation, these neatly tie into the Necromancer and Shadow Sorcerer  Archetypes given in Blades & Spells: Dark Archetypes. For example, Rigor Mortis causes the touched victim to suffer convulsions and their nerves to become painfully paralysed, as well as taking on the appearance and feel of a dead body, whilst Bone Weapon summons a temporary weapon from the ground that inflicts poison damage and can harm both material and immaterial beings. Cloak of Shadows shrouds the caster in living darkness and makes him undetectable in shadow or at night, whilst Umbral Binding sends his shadow stretching unnaturally out to touch the shadows of others and in doing so, temporarily paralyses them. Not every spell follows either them, such as Cauterize, which makes the caster’s hands as hot as red-hot iron, or Parasite Weapon which summons a mutated parasitic worm from the underworld which mutates into a weapon and defends the caster, but demands to eat the flesh of the still living, but defeated opponents. This a great range of spells for darker games or darker characters or villains, including a few more inventive entries. These are nasty spells that the players are likely to hate the villain—if not the Game Master—when he casts them at their characters.
Both Blades & Spells: Dark Archetypes and Blades & Spells: Dark Spells carried content advisory warnings, but of the three pamphlets in Blades & Spells: Dark Pack, it is Blades & Spells: Grotesque Spells that deserves it the most. The thirty or so spells it describes are all vile, unpleasant concepts. So be warned. They involve a great of manipulation of the flesh. For example, Decomposition forces the flesh of the touched victim to rot at a rapid rate through gangrene and then death; Cursed Cure first heals wounds and then turns the flesh cancerous and tumorous; and Flesh Armour forces muscle to strengthen and thicken until it is cable of protecting against injury. One can actually be useful, the unfortunately named Relink Members enables large cuts to heal and lost limbs to be reattached. The rest though are all foul, disgusting affairs, likely to be highly memorable when cast by a villain the Game Master’s campaign.
Physically, the three pamphlets in Blades & Spells: Dark Pack are fine. Their layout is clean and tidy, and all three titles are easy to read, though a slight edit would not have gone amiss. The artwork on the front page of each is good too.

Blades & Spells: Dark Pack is optional. Some of the ideas and things—especially the spells—in its three pamphlets are not going to be suitable for every campaign or even what every player wants to include or encounter.  As a potential source of character ideas and spells—especially the spells—for the villain or henchman in the Game Master’s campaign, Blades & Spells: Dark Pack is good for most Swords & Sorcery settings.

Larina Nichols for Amazing Adventures

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I have some projects going on right now that I am trying to get organized for my big Christmas break this year.  I am planning on burying myself in writing. So I am finding bits of text here, and some ideas there, and I have not even gone through my bookmarks* yet.

(*I scribble ideas on bookmarks while I read. Habit from my undergrad days.)

A couple came to me more or less at the same time.  The first was more details on what I am doing with the various incarnations of my iconic witch Larina. The other was some notes about an Amazing Adventures street-level supers game I keep batting around in my notes.  Since the new printing of Amazing Adventures (well, new printing and reorganized material) is now up on Indiegogo I thought, let's clean up one stack of notes with a post. 

The Game: Amazing Adventures

I have always been rather fond of Amazing Adventures. It is a modern version of Castles & Crusades and with the 2nd printing, the rules cleave much closer to the C&C SIEGE Engine rules. My understanding is that this new printing (a bit like a 2.5) is even closer. So close that the three books of Castles & Crusades are called "The Three Sisters" and the new three books for Amazing Adventures are called "The Three Brothers." Three brothers and three sisters? That sounds like my family. 

If you like modern games then this is a great time to get into Amazing Adventures. Especially if you are a fan of Castles & Crusades.

The Character: Larina Nichols

Larina Nichols, witch

One thing that I do with my Larina is to have different versions of her in different games. These are truly different versions of the same character in the multiverse but connected a bit like the Eternal Champion.  These are my worlds, I get to do these things. The GREAT thing about Amazing Adventures is that it IS so much like Castles & Crusades I can make moving between a modern world and a fantasy world much easier. If I can do that with her, you can do it with any character.

Also for me, there is this notion of adventures connected by places or people and displaced in time. This would be my trilogy of adventures "All Souls Night," "Blight," and "The Dark Druid" dealing with D&D-like fantasy, Victorian-age Gothic horror, and modern supernatural respectively. Larina, or someone like her, would be there in all three, reincarnated each time to deal with the threat of the Dark Druid.

But before I can do that right, I have to make sure I can move characters, or their other incarnations, to each time.  Here is my Drosophila melanogaster for these experiments.

Larina photoLarina Nichols

19th Level Witch (Arcanist)
Race: Human

Strength: 10 (0)
Dexterity: 11 (0)
Constitution: 13 (+1) P
Intelligence: 17 (+2) 
Wisdom: 17 (+2) P
Charisma: 18 (+3) P

Hit Points: 79
Alignment: Lawful Neutral
AC: 10 
BtH: +4
MEP: 226Primary Spellcasting Attribute: Charisma
Sanity (SAN): 90 (Max), 75 (Current)
Fate Points: 6Fate Die: 1d12

Languages: English, Latin, Gaelic, Greek, Russian (native language is English)
Background: Scholar (Librarian)
Skills: Mythology (Celtic, Norse)Traits: Spellgifted (Enchantments/Charms)

Powers
Familiar: Cotton Ball
Spellcasting

Spells
Cantrips: (9) Arcane Mark, Dancing Lights, Detect Illusion, Detect Magic, Light, Magical Aura, Mage Hand, Prestidigitation, Stun
First: (5+1) Color Spray, Command, Darkness, Identity, Shield, Sleep
Second: (5+1) Alter Self, Blur, Burning Hands, Hold Person, Pyrotechnics, Scare
Third: (4+1) Aid, Blink, Nondetection, Remove Curse, Tongues
Fourth: (4) Dispel Magic, Emotion, Phantasmal Killer, Seeming
Fifth: (4) Feeblemind, Mass Suggestion, Projection, True Seeing
Sixth: (3) Mislead, Veil, Wind Walk
Seventh: (3) Prismatic Spray, Teleport without Error, Word of Recall
Eighth: (3)  Antipathy, Prismatic Wall
Ninth: (2) Astral Projection

That went pretty fast really. Like creating an AD&D 1st Character.  In fact, that should really be the main reason to check this game out; how close it is to AD&D. 

In truth, that was a LOT of fun to do. Makes me realize how much I miss playing C&C and AD&D too.

So everyone get in on that Indiegogo campaign so others can see just how much fun this game really is. 

Amazing Adventures


The Witch Babylon: Daughter of Eros, Mother of Harlots

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So back at the end of September, I guess we had, and missed, another end of the world. Yup. I was reading that September 25, 2022, was supposed to be the Rapture. There were a bunch of videos on TikTok and YouTube that frankly I can't be bothered to link to it. Suffice it to say nothing happened.

But it does give me the excuse to post this picture from Spire Christian Comics

The GREAT SNATCH!!!

I know. I am a juvenile. 

BUT. In the process of looking for that image, I found this one from the same comic.

Babylon Mother of Harlots

Black magic? Witchcraft? Demon contact? Sorcery?

Someone has been reading my letters to Santa again! 

And she is such a groovy cool looking 70s witch too.  I learned that the artist, Al Hartley, had done "Betty and Veronica" comics and some softcore comics prior to being born again. 

This is supposed to be the Whore of Babylon, a character from Revelations. I get that she is supposed to be largely symbolic and not a real person, but sometimes it reads like she is. 

From Revelations Chapter 17.

  1. And the woman was arrayed in purple and scarlet colour, and decked with gold and precious stones and pearls, having a golden cup in her hand full of abominations and filthiness of her fornication:
  2. And upon her forehead was a name written, MYSTERY, BABYLON THE GREAT, THE MOTHER OF HARLOTS AND ABOMINATIONS OF THE EARTH.
  3. And I saw the woman drunken with the blood of the saints, and with the blood of the martyrs of Jesus: and when I saw her, I wondered with great admiration.

I don't pretend to know what all this is supposed to mean. But the imagery is fascinating like most of what is happening in Revelations. 

Of course, I am going to use her as a witch. Come on? 70s occult propaganda? That's my Appendix N!

Who is Babylon?

That art above is plenty to get me going. Given her role in Revelations, I am going to have to say she is a Witch Queen naturally.  But what kind? In my mind, each Witch Queen is head of a large coven and/or Tradition. She is not a Mara Witch, I have plenty of those. Nor is she a Pagan. And she is most certainly NOT a Pumpkin Spice Witch! No, she has a calling and it is not any of these. It could be close to the Classical Witch, but still not exactly right. No I think she is the Queen of a completely different tradition.

Daughters of Eros

Her tradition is something I have been mulling over for a couple of years now. In my recent reviews of the Love WitchThe Pantheon and Pagan Faiths, Sisters of RaptureJeremy Reaban's Beguiler and Enchanter, I have some more ideas of what a new tradition, The Daughters of Eros, could be.

Note I have nothing I am going to publish in a book yet OR even if there is any need/desire/want for such a book. 

Babylon, Mother of Harlots

Babylon
23rd Level Witch, Daughters of Eros Tradition 

Strength: 11 (0) Saving Throws (base) Dexterity: 16 (+2) Death Ray, Poison 5 Constitution: 13 (+1) Magic Wands 6 Intelligence: 14 (+1) Paralysis, Polymorph or Turn to Stone 5 Wisdom: 17 (+2) Dragon Breath 5 Charisma: 19 (+3) Rods, Staffs, Spells 7

Hit Points: 55 (10d4+13)+10
Alignment: Chaotic (evil)
AC: 1 (Ring of Protection, Garter of Defence)
THAC0: 12

Occult Powers (Daughter of Eros Tradition)
Familiar: Familiar spirit (comes in the shape of a cupid cherub or an incubus)
7th level: 
13th level: Devil's Tongue
19th level: Curse

Spells
Cantrips (6): Analyze Fertility, Clean, Daze, Message, Object Reading, Warm
First (7+3): Bewitch I, Block the Seed, Burning Hands, Charm Person, Command, Drowsy, Increase Sex Appeal, Sleep, Soothe, Twisting the Heartstrings I
Second (6+2): Alter Self,  Bewitch II, Ecstasy, Enthrall, Fever, Hold Person, Rose Garden, Twisting the Heartstrings II
Third (6+2): Astral Sense, Bestow Curse, Betwitch III, Continual Fire, Fly, Mind Rash, Tongues, Witch Wail
Fourth (5+2): Bewitch IV, Elemental Armor, Emotion, Moonlit Way, Neutralize Poison, Spiritual Dagger, Drawing Down the Moon (Ritual)
Fifth (5): Anti-Magic Candle, Bewitch V, Bull of Heaven, Dream, Song of Discord
Sixth (4): Bewitch VI, Heroes' Feast, Mass Suggestion, Wall of Roses
Seventh (4):  Bewitch VII, Breath of the Goddess, Peace Aura, Serpent Garden
Eighth (4): Astral Projection, Bewitch VIII, Greater Mislead, Mind Blank

--

The Witch BabylonNamed for the city she was born in (Βαβυλών), Babylon is a near-immortal witch. Some say she is the daughter of Lilith, some say she is the bastard child conceived when the demon Astaroth forced himself onto his mother Astarte, but the majority claim she is the youngest child of Eros and Psyche.  She is beautiful like her mother, grandmother (Venus), and older sister, Hedone* (also known as Volupta) but was jealous of all three. 

(*Followers of Hedone are known as Hedonists and are also part of the Daughters of Eros Tradition. Though they tend to be more good and neutral in alignment.)

Whatever her origin she is the patroness of whores and debauched witchcraft. She has allied herself with the forces of evil and will stand as their herald of the end times.  She also represents the corrupting nature of civilization.

Babylon is the quintessential "lover, not a fighter" though she also has no problem charming, compelling, or wiping someone's mind to be her lover. She has an entire cadre of former adventurers that had been on a quest to kill her that are now her mindless slaves.

She shares many attributes with Nocticula and the two try to avoid each other when possible. There is an ongoing rivalry between the two. If Babylon hears that Nocticula is having a Midsummer's Eve party with 1,000 guests, then she will try to increase her own party to 1,100 or more.

She will act as a witch priestess, but to what Patron she will not divulge. All witches are welcome in her court.

Babylon in War of the Witch Queens

Babylon is not likely to change what she is doing during the War of the Witch Queens. Indeed she will remark on how neutral she is and will try to avoid the whole thing. In truth, she is trying to figure out who has done the deed and will figure out if she needs to ally with them or betray them. 

The 1979 Campaign

Come on! You know she needs to be in this! She is too groovy not to be.

Babylon in NIGHT SHIFT

As a nearly immortal witch, Babylon will still be active in the worlds of NIGHT SHIFT. Now she would be living in LA, New York, Paris, or some other large metropolitan city.  She will be involved in all sort of illicit dealings but most especially drugs and human trafficking. On the surface, she runs an "Adult Entertainment Empire" called simply enough, Babylon.


RPG Blog Carnival

This is my entry to this month's RPG Blog Carnival hosted by Campaign Mastery.

This month's theme is "Art-spiration." This is my entry for the Al Hartley art of Babylon above.  I am likely to have more since this is such a fun topic.

RPG Blog Carnival

Mail Call: Old-School Essentials Classic and Advanced

The Other Side -

Been on an Old-School Essentials bender now for a while. It has pretty much taken over as my OSR game of choice. So I was quite pleased when my OSE boxed sets came in the mail this past week.

They are quite great.

Old-School Essentials Boxed Sets

Old-School Essentials Classic Rules
Old-School Essentials Advanced Rules

Let's take a look at that Old-School Essentials Product Catalogue 2023. Cause I have to admit that hit me right in the nostalgia.

Old-School Essentials Product Catalogue 2023
Old-School Essentials Product Catalogue 2023
Old-School Essentials Product Catalogue 2023

It reminds of the old "Gateway to Adventure" ones we got in the various Basic Sets and it is the size of the old Kenner Star Wars ones.

2023 Gateway to Adventure

It is reasonable to ask why did I get this when a.) I have a bunch of OSE material already and b.) It is really the same game I bought 40 years ago?

Well, I am running my War of the Witch Queens game and my oldest is running his own OSE/BX game now in addition to his 5e games.

Old-School Essentials Family
Old-School Essentials Family
Old-School Essentials Family

These will get a lot of use.

Miskatonic Monday #152: Back to Nature

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: Back to NaturePublisher: Chaosium, Inc.
Author: Bored Stiffs

Setting: 1970s California
Product: Scenario
What You Get: Forty page, 54.34 MB Full Colour PDF
Elevator Pitch: Nature’s roar reaches out to those who hear it and make a wholesome offer!Plot Hook: Take a escapade and really get back to nature...
Plot Support: Staging advice, three NPCs, twelve handouts, two maps, one (Mythos) monster, and Pearl the pig.Production Values: Fabulously freaky.
Pros# Back to nature as nature reaches out# Entertainingly gonzo layout and art inspired by Gilbert Shelton# Investigator sheets done as comic book small adds# Period NPC portraits (including Pearl the pig)# Could lead into the Dreamlands# Easily pushed back to the sixties# Notes to run it in the Jazz Age or the Purple Decade# Interesting playnotes# Mycophobia/Mycophilia
# Dendrophobia
Cons# Period piece# May need careful timing to run as a convention one-shot# Bigfoot notes including, but no Bigfoot?
Conclusion# Thematically entertaining twist upon the Green Man# Drop out, get off the grid, in this psychedelic trip to the woods one-shot 

Monstrous Monday: Year of the Monster and Mastodon

The Other Side -

I am at a pivot point with my Monstrous Mondays.

I have a bunch of projects I am desperate to get out because I am tired of them languishing on my hard drives and instead need to be on my, and hopefully your, game shelves.

So much so that I am dubbing 2023 "The Year of the Monster." I just have so much I want to do.  I ma hoping to have the first thing in your hands by December 26, 2022, the last Monday of the year. But I really need to get my butt moving on that.

In other news, I have a new place to scream into the void. I set up an account on Mastodon. I don't have much there right at the moment.  Now I have no intention nor no desire to leave Twitter. So you can still find me there.

Ok, let's bring this all together for a post.

One of the coolest things about living in Illinois is the number of mastodon fossils that can be found here. My uncle dug some giant molars from my maternal grandparent's property 60 years ago and we still have them now. I also used to love going to the Illinois State Museum in Springfield to see the Mastodons and other Ice Age fauna on display.  So why not an ode to my new social media account, one of my oldest favorite ice age creatures, and all for the newest iteration of my oldest favorite game.

Mastodon at the Field Museum of Natural History, Chicago, IL

Mastodon, Undead

For Old-School Essentials

Undead remains of an ancient elephant species. Prized mounts of winter warlocks and sought-after guard animals of frost giants.

AC: 4 [15], HD 12 (45 hp), Att 2 x tusk (2d6) or 1 x trample (4d8), THAC0 10 [+9], MV 120' (60'), SV D8 S9 P10 B10 S12 (8), ML 10, AL Chaos XP 1,900, NA (0) (1d4), TT Tusks

  • Charge: In the first round of combat. Requires a clear run of 60 feet. Tusks inflict double damage.
  • Trample: 3-in-4 chance of trampling each round. +3 to hit medium (human-sized) or smaller creatures.
  • Ivory: Each tusk is worth 2d6 x 100 gp.
  • Undead: Makes no noise until they attack. Immune to effects that affect living creatures (poisons, gases). Immune to mind-affecting magics (charm, hold, sleep).  Turns as a 7-9 HD monster. 

Mastodons are larger than elephants but smaller than Mammoths.

“Have a Good Time All the Time”: ‘This Is Spinal Tap’ and the Art of Longing

We Are the Mutants -

Lisa Fernandes / November 7, 2022

1984’s This Is Spinal Tap is all about the pining—epic pining, as high and fulsome as the band’s hair and the wailing notes they (try to) hit. Every single member of the band and their entourage is longing after something they want, something they need, but the real world thwarts them with a passionate glee. They’re either too recalcitrant to claim what they need, assuming that if they keep plowing on as they have been, glory will return to them; or, when their heart’s desire finally falls into their lap like a willing groupie, they’re completely unprepared for the responsibility of the task at hand.

Nobody in the band is content with how things are going, except for perhaps bassist Derek Smalls (Harry Shearer), whose storyline—which originally contained divorce-based angst—was generally abandoned to the cutting room floor, and Viv Savage (David Kaff), who seems to require nothing more than a good time and a keyboard to be happy. Lead singer David St. Hubbins (Michael McKean) longs for the respect the band once earned, and if he can’t be seen as a purveyor of popular music, he at least wants to be enrobed in the sort of dignity that most elder statesmen of rock are afforded. His wife on the astral plane, Jeanine Pettibone (June Chadwick), longs to prove that she has the skill and smarts to manage the band and isn’t just an astrologically-obsessed groupie who happened to get lucky with the lead singer. Manager Ian Faith (Tony Hendra) wants someone, anyone, to respect his authority and listen to what he has to say as chaos unspools around him. And newbie drummer Mick Shrimpton (R.J. Parnell), one in a long line of ill-fated skin-pounders who have lived and died by Spinal Tap’s ethos, just wants to make it through the tour without spontaneously combusting.

At the center of the movie—occasionally apoplectic, mostly filled with a cool and detached sense of calm—stands lead guitarist Nigel Tufnel (Christopher Guest). His longing is the most ardent of them all: he’s nearly visibly boiling beneath his skin with an obvious and ardent desire for the rest of the world to disappear and leave him alone with David. 

This Is Spinal Tap has undergone multiple queer readings over the years, one of the very first suggested by Roger Ebert himself, who, in his Great Movies review of the film, declares that Nigel “longs for St. Hubbins with big wet spaniel eyes.” The movie’s cast is definitely aware of this interpretation of events. During a live-streamed 2020 reunion to benefit Pennsylvania’s Democratic party, McKean declared that someone once told him that This Is Spinal Tap is “the world’s greatest love story,” a statement McKean seemed to agree with and find flattering.

The film is also a story of watchful envy. It’s hard to ignore the look in Nigel’s eyes as he watches David, who is watching Jeanine, who is watching the stars. When Jeanine shows up in the middle of the tour and David races off to hug her, the camera lingers on Nigel’s downtrodden face as they hold each other. Later in the film, when Nigel enters the room with his Japanese tour trump card, the frame takes in Jeanine’s fury and disappointment. The tables turn in Nigel’s favor, firmly and utterly. The triangle cannot remain neatly balanced: Jeanine may have David’s body, but Nigel has captured his heart.

David’s physical affection for Nigel shows up in various moments in the film—most notably in the way he jollies Nigel into the room so he can hear a local radio station playing their early hit “Cups and Cakes.” There’s more proof in the pudding of the deleted scenes. Nigel teases David about “Nino Bidungo,” a sailor David had an affair with when the two shared an apartment; the two of them play “All the Way Home,” a skiffle-esque tune and their first composition, as a way to apologize to each other for the vicious fight they’ve just had. With David’s fingers dancing along the fretboard and Nigel plucking away at the strings, there’s a sense of harmony and affection, and the look on David’s face says it all. 

Jeanine’s story would be a pitiable one were she not her own worst enemy, so hungry for power that she forces Ian out of his managerial role so that she can run things. It’s possible that she’s looking for control here because she never sees David and—in excised scenes from the film—he is not faithful to her while he’s on the road. If she runs his career and holds his purse strings, then he’ll have to respect her and she’ll be able to keep an eye on him. And in the meantime she can get onstage and bang a tambourine for a few minutes—after all, Linda Eastman got started the same way. But in Jeanine’s case the situation is actually sort of tragic, and just as emotionally provoking as David and Nigel’s unspoken love. The trouble with Jeanine’s attempt at climbing the band’s social ladder is, naturally, that she’s even worse than Ian is at booking the band into suitable venues. Working via astrology and David’s star charts, shoving him out front and letting him indulge his worst tendencies, her machinations are ultimately so clumsy that they result in Spinal Tap playing an amusement park where they’re billed second to a puppet show. What Jeanine longs for—David’s respect—she will never get. She’s left on the sidelines with nothing to be proud of, her influence on the band completely wiped away, longing for somebody to give her attention. But David’s attention remains fixed on Nigel’s face—perhaps forever.

In the very center of this push-pull triangle stands Ian, who just wants the band to get through the tour intact without any further disasters blowing the entire enterprise apart. Once upon a time, one assumes, he sat in some towering office complex, managing the careers of hard-rocking bands that were successful if not famous: a B-grade Led Zeppelin, an off-market Journey. Whatever led him to the door of this down-at-heel rock band, Ian is determined to at least gain some respect from these kids. But the band could care less about respecting him, and he takes his frustration out on inanimate objects. It’s not that the members of Spinal Tap set out to embarrass their fearless managerial forces; it’s that inept staff members, out of pocket creative decisions, and poorly operating stage props embarrass him, staining and straining the tour. 

All of this tension is paid off by an orgasmic on-stage reunion and triumphant Japanese tour, which Jeanine can only watch from the sidelines as Ian smugly keeps an eye on her, tapping his cricket bat against his palm. The film chronicles a long, muddy battle for the band’s soul, and Nigel undeniably wins. Yet it’s not a sexist victory; while rock ‘n’ roll and brotherhood win the day, none of this is due to Ian developing a sudden ability to direct the band successfully. While Jeanine might be a bad manager and a worse girlfriend, the film’s other female characters—Bobbi Fleckman (Fran Drescher) and Polly Deutsch (Anjelica Huston)—are shown to be smart about their individual talents and the music business at large: they exist to point up the fact that Ian’s managerial skills are fairly terrible. What they want is for Ian to act like a sensible person. 

Spinal Tap goes through a long conga line of humiliations before receiving its Japanese rebirth. While most of the movie’s characters get exactly what they need out of the long, strange trip they take to overseas stardom, some are left with their noses pressed against the plate glass window. But as the Rolling Stones famously sang: “You can’t always get what you want/But if you try sometime you’ll find/You get what you need.”

Lisa Fernandes has been writing since she could talk. Her bylines include Newsweek; Women Write About Comics; Smart Bitches, Trashy Books; and All About Romance.

Miskatonic Monday #151: The Flooding of Black Tarn

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 Flooding of Black TarnPublisher: Chaosium, Inc.
Author: Jonas Morian

Setting: Jazz Age SwedenProduct: Scenario
What You Get: Twenty-three page, 3.06 MB Full Colour PDF
Elevator Pitch: Change must come, even if not all want it.Plot Hook: The secrets of the past stand in the way of modernisation.
Plot Support: Staging advice, ten NPCs, seven pre-generated Investigators, one handout, and one (Mythos) monsters.Production Values: Decent.
Pros# Gold medalist for the 2022 national Swedish Call of Cthulhu scenario competition# Eerie Sweden-set investigation# Backwoods folkloric horror# Engaging portrayal of period Sweden# Good NPC portraits# Easy to adapt to other time periods# Gerontophobia# Hippophobia
Cons# Pre-generated Investigators need mechanical development# Map would have been useful

Conclusion# Gold medal winner in the 2022 national Swedish Call of Cthulhu scenario competition sees the modernity of the Investigators clash with the past in backwoods folkloric horror# Eerie, under-played one-shot drawn from Swedish history and Norse folklore.

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