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Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Friday, 14 February 2025

Jonstown Jottings #94: The God Skin & Mad Prax: Sandheart Volume Four

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The God Skin & Mad Prax: Sandheart Volume Four is an anthology of two scenarios and the fourth and final part of the campaign set in Sun County in Prax following on from Tales of the Sun County Militia: Sandheart Volume 1, The Corn Dolls: Sandheart Volume 2, and Tradition: Sandheart Volume Three for use with RuneQuest: Roleplaying in Glorantha.

The quartet is based on material present in Sun County: RuneQuest Adventures in the Land of the Sun.

It is a full colour, one-hundred-and-nine page, 28.95 MB PDF.

It is one-hundred-and-seven page, full colour hardback.

The God Skin & Mad Prax: Sandheart Volume Four is well presented, decently written, and has excellent artwork and cartography. Both scenarios are very well supported with handouts, maps, and illustrations for all of their NPCs, creatures, and monsters.

Where is it set?
As with previous volumes in the series, The God Skin & Mad Prax: Sandheart Volume Four takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert and scrubland. Where Tales of the Sun County Militia: Sandheart Volume 1 is specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who come to worship at the ruins inside Sandheart’s walls, The Corn Dolls: Sandheart Volume 2 is set in and around Cliffheath, on the eastern edge of the county, and Tradition: Sandheart Volume Three focuses on  a cave known as Dark Watch on the edge of the county, The God Skin & Mad Prax: Sandheart Volume Four takes the Player Characters onto a bigger stage both in and beyond the borders of Sun County.

The events of The God Skin & Mad Prax: Sandheart Volume Four take place in ST 1621.

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

What do you need?
The God Skin & Mad Prax: Sandheart Volume Four requires RuneQuest: Roleplaying in Glorantha. Both RuneQuest – Glorantha Bestiary and Sun County: RuneQuest Adventures in the Land of the Sun might be useful. 

What do you get?
The God Skin & Mad Prax: Sandheart Volume Four is a collection of two scenarios, ‘The God Skin Incident’ and ‘Mad Prax: Beyond Sun Dome’. The first will involve the Player Characters in a murder mystery and then a quest and several moral quandaries they are unexpectedly required to complete, whilst the second brings the Player Characters to the attention of Solanthos Ironpike, Honoured Count of Sun County, and involves them in events that are a precursor to the Hero Wars.

The Sandheart Militia is called into apprehend a band of murders and thieves at the beginning of ‘The God Skin Incident’. The culprits are already known, a group of Elves, actually allies of Sun County and tolerated visitors, that has murdered the head of a hamlet and stolen an artefact important to the hamlet’s economic future. In the first part of the scenario, the Player Characters chase them down into the scrublands on the edge of Sun County, where they face their first moral quandary. Do they aid the Elves, aid another group chasing them, or do nothing? Either way, as a result of this confrontation, the Player Characters find themselves under a geas to fulfil the same quest that the leader of the Elves had sworn to complete. This is possible because he and his cohorts worshipped a different aspect of Yelmalio known as Halamalao.

The second part takes the Sandheart Militia back into Sun County and out again into Prax, this time on a journey to Biggle Stone to complete against an ancient enemy known as ‘The Betrayers’.  The journey borders on the picaresque with numerous engaging encounters along the way in the company of an interesting, often demanding protector of the stolen artefact. Where the scenario feels weakest is that it does not make very much of the settlements of Horngate and Agape, both stops along the route. The climax of the scenario is dark and sour, dank and sodden, unlike anything that the Sandheart Militia are likely to have encountered before, making it all the more challenging. Its grungy, earthy feel and tone make it the more interesting of the two scenarios in the collection.

The epilogue to the scenario again presents the Player Character with a moral dilemma. Unfortunately, the options are presented in black and white, leaving no room for nuance or other choices.

Originally run at Necronomicon III in Sydney, New South Wales in 1991, ‘Mad Prax: Beyond Sun Dome’ has here been updated to bring the Sandheart Militia quartet to a close. When the Sandheart Militia come to the aid of Yelanda Goldenlocks, a would be Yelmalian hero held back by the conservative and misogynist attitudes of her fellow Sun Domers, they come to the attention of Sun County’s ruler, Count Solanthos Ironpike. Despite his disdain for her, he instructs Yelanda Goldenlocks to undertake an important mission, to deliver a package to the Sun Dome military forces which have been despatched elsewhere, and because of his disdain for her, he assigns the Player Characters to accompany her as well as Melo Yelo, a Baboon who is annoyingly keen to become a Yelmalio cultist. Which, of course, is completely anathema to the Sun Domers.

The scenario is again another travelogue, one that takes them to the River of Cradles, the journey interrupted by increasingly odd occurrences and encounters, including the very entertaining one of the title with a berserk Praxian which is made all the more challenging because it triggers all of Yelenda’s geases, riddles with an Orlanthi, and desperately running Trolls. There is a real sense of this part of Sun County being in disarray, though the Sandheart Militia will not discover why until the climax of the scenario. This occurs in Harpoon overlooking the River of Cradles and sees them participate in an assault on a Giant’s Cradle, something which has not been seen on the river for centuries. Ultimately, the Player Characters, posted to the Sandheart Militia due to their non-conformity, have the opportunity to prove themselves heroes in front of the whole of the Sun County military. It brings the  whole campaign to a big rousing climax, literally on a big stage!

Both scenarios are linear in nature and do not provide much in the alternative when it comes to dealing with the situations that the Player Characters find themselves in. To be fair, both are military missions and the Player Characters are under orders, so that they do have their orders. The Game Master will have fun portraying both Yelanda Goldenlocks and Yelo Melo, but there is also the option for them to be roleplayed by a player. This works better if the scenario is being run as a one-off.

Is it worth your time?
YesThe God Skin & Mad Prax: Sandheart Volume Four brings the series to a rousing climax and provides an opportunity for the Player Characters to prove themselves worthy of Sun County.
NoThe God Skin & Mad Prax: Sandheart Volume Four is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar.
MaybeTradition: Sandheart Volume Three might be useful for a campaign involving Yelmalions and the worship of Yelm from places other than Sun County, but its framework structure may be more challenging to use if the Game Master has already run the previous scenarios in the campaign.

Friday, 24 November 2023

Friday Fantasy: A Folklore Bestiary

In the time that they have been with the hobby—that is, right from the start—monsters have kept us busy. We faced them as obstacles to be overcome and guardians of treasure to be plundered, and then when we grew all too familiar them, our player knowledge gave us insights into how they could be killed or defeated, but mostly killed. In which case, the Dungeon Master would first surprise, then confound us with a new monster, one of her own creation or variation upon an existing monster or drawn from the pages of some supplement or magazine. Monsters scared us—and we even became the monsters to scare others—and they could be interesting and different enough to help enforce the feel of a whole new world. They became a means a create stories too, and again and again, new bestiaries of monsters have appeared to do one, two, or more of these things. In the case of A Folklore Bestiary, it will do all these things and more. The not quite forty monsters in this volume can serve as obstacles to be overcome and guardians of treasure to be plundered, but is the least of their usefulness. they are definitely going to surprise player, Player Character, and Game Master alike, let alone confound both player and Player Character. They will scare them too, but most of all, they will create stories, because these creatures and things come with locations, lairs, treasures, scenarios, and most all, legends. This is because they are all drawn from folklore.

A Folklore Bestiary is bestiary for use with Necrotic Gnome’s Old School Essentials. It is published by The Merry Mushmen—best known for the Old School Renaissance magazine Knock and the scenario, Nightmare Over Ragged Hollow—following a successful Kickstarter campaign. From the start though, it does not look like a bestiary, because inside the front cover and the back, are the stats for six Player Characters and it asks, “Want to play now?” In that case, the Game Master hands out the Player Characters, turns to page eighty-eight, and have them start playing the dungeon she finds detailed there. There is no denying that this is a little disconcerting, but turn the page and it is obvious that A Folklore Bestiary is a bestiary. And what a bestiary it is! All thirty-eight entries are drawn from local folklore from around the world. There are entries for creatures and monsters from the Basque Country, Serbia, Belgium, the Channel Islands, Ukraine, France, England, Brazil, California, Germany, Estonia, China, and Ireland. There are some entries which will be familiar, but there are a great many that are not. The entries range in Hit Dice from ½ to sixty, with the majority being under ten Hit Dice and a fifth being of five Hit Dice.

The collection opens with the Basajaun from the Basque Country, rustic giants known as Wild Lords, who sometimes like a joke and a play with intruders into their domains, but also fiercely, wildly protective of them. Their hair can be woven into strong ropes and bowstrings, though if they discover that the hair has not been freely given, they become enraged, and they have a love of games and riddles. The Kabouter is a gnome from Flanders with a love of good abbey beer or liquor that they will happily take in return for helping someone, whilst the Perelesnyk from Ukraine, a fiery serpent with a human face who takes the form of someone whom the viewer has loved and wronged, feeding on regrets and broken dreams. The Lou Carcohl is a snail as big as a house with eight tentacles secretly kept prisoner under the village of Hastingues in Gascony, France, lest it escape and slither rampant at snail’s pace! The Tartaro is another creature from the Basque Country, a one-eyed ogre shepherd named after a number (no-one knows why), ever hungry (especially for human flesh), that lures in victims with gold coins and somewhere to rest, whilst the Cucu is from Brazil, an old crone or crocodile woman, whose restorative potions require the purchaser to murder children for the ingredients required.

In every case, the creatures are accompanied by the legends and lore related to it, as well as the stats, hooks, and more. For example, the Basajaun includes details of names, suggested use of their hair, and a new character Class, the Hachkos, the offspring of the Basajaun and a human woman, known for their skill with a quarterstaff and surviving in the wilderness. The Lou Carcohl is not just a snail as big as a house, but a dungeon that the Player Characters can explore. The Scucca, also known as Old Shuck, is a supernatural hound from reputed to straight from hell, but in Cambridgeshire, it haunts the county’s fens, its description including a mini-hexcrawl. The write-up of the Cuca includes tables of both what she wants and what concoctions she can mix, as well as a map of her lair. For the Lou Pétassou, a raggedy spirit which embodies shame and hatred, there is even a complete adventure, ‘Hard Times in Homburg’, set in a village whose inhabitants have fallen into fierce squabbling to the point the adventure actually includes the ‘Cattlesystem™, Peasant-Level Mass Combat Rules’! An old woman believes that if a Lou Pétassou can be found, it will save the village. Not every entry goes to such lengths to support the folkloric monster it describes, but a great many do. There is so much in this book beyond the mere description and stats.

Physically, A Folklore Bestiary is very well presented. It needs a slight edit in places, but the book is well written, the cartography is good, but the artwork is excellent.

A Folklore Bestiary is a bestiary unlike any other. Other bestiaries have drawn on folkore, but not like this. A Folklore Bestiary takes its source material and not only includes that, but develops it to present some incredibly playable content, making the supplement far more than just a simple monster book. A Folklore Bestiary is full of weird and wonderful monsters and a whole lot more. This really is a fun book and a good read to boot.

Friday, 4 November 2022

Friday Faction: The Hellebore Guide to Occult Britain

There are plenty of good guides to the weird and wonderful past of Great Britain. The country is rich in folklore, the occult, magic and mysteries, horrors and hauntings, and much, much more, and so has been subject to numerous books and guides. The Readers Digest Folklore Myths and Legends of Britain and The Lore of The Land, backed up with Brewer’s Dictionary of Phrase and Fable, will give anyone with an interest in the myths and legends of the United Kingdom a good grounding in the subject, but both are hefty books. So they are not easily carried on the go, and in the case of both The Readers Digest Folklore Myths and Legends of Britain, several decades old. The Hellebore Guide to Occult Britain does a similar job and covers much of the same material, but differs in two important ways. First, it is a more recent treatment of the subject and second, it is smaller and thus infinitely portable. In fact, The Hellebore Guide to Occult Britain is actually designed to be portable for it actually includes the post codes for each of the numerous locations and sites described in its pages—though it is unlikely that all of these sites actually receive anything via Royal Mail (other delivery services may deliver). What this means is that the sites of the various standing stones, ghost sightings, occult personages, and more, are all easy to find. The Hellebore Guide to Occult Britain may not be pocket-sized, but digest-sized, it is easy to carry around.

The Hellebore Guide to Occult Britain is published by Hellebore, which collates various essays and pieces devoted to British folk horror—including folklore, myth, history, archaeology, psychogeography, witches, and the occult—into a series of fanzines. It covers the United Kingdom, region by region and country by country, so Wales, Scotland, and Northern Ireland, as well as England—with London as a separate location. It starts in the southwest in Cornwall, and moves steadily east and north. The maps are marked with clear icons, including ‘Witches and Cunning Folk’, ‘The Old Gods’, ‘Magic, Rituals, and the Occult’, ‘Ancient Megaliths’, ‘Ports to the Otherworld’, and more. So in Dorset, Bradbury Rings and Cerne Abbas are the site of ‘The Old Gods’; Avebury and Stonehenge sites of ‘Ancient Megaliths’ in Wiltshire; ‘Witches and Cunning Folk’ of Pendle in Lancashire; and the ‘Curses and Portents’ of Cleopatra’s Needle and the ‘Magic, Rituals, and the Occult’ at both the Science Museum and the Victoria and Albert, all in London. This barely touches upon the hundreds and hundreds of entries in The Hellebore Guide to Occult Britain.

The various regions across The Hellebore Guide to Occult Britain are colour coded, each region’s entries combining a mixture of short descriptions with slightly longer pieces. For example, Worcestershire has short entries on the Fleece Inn with its three white circles inn front of its fireplace to prevent the entry of witches via the chimney and Penda’s Fen, the children’s television series from the seventies, but longer entries on Bredon Hill and Wychbury Hill, the latter the site of an iron age hillfort, several follies, and the mystery of Bella in the Wych Elm. London is an exception to this with numerous entries under several different banners, such as Bloomsbury with the British Museum, Freemason’s Hall, and amusingly, both Treadwell’s Bookshop and The Atlantic Bookshop, and Hawksmoor’s London and Doctor John Dee’s London (Dee will also have entries for Manchester and Oxford).

Where The Hellebore Guide to Occult Britain differs from other books of legend and folklore is its inclusion of sites particular to film, television, and literature. As with the other categories used in the book, these are clearly marked on the maps. For example, Aldeburgh in Suffolk is listed under ‘Film and Television Locations’ for the Martello Tower there, as it was the basis for M.R. James’ ‘A Warning to the Curious’, whilst several locations across southwest Scotland are listed as locations for the classic British folkloric horror film, The Wicker Man. There are not too many of the film, television, and literature locations throughout the volume, but in the case of the film and television entries, they add visual cues in particular for the imagination.

Physically, The Hellebore Guide to Occult Britain is cleanly, if tightly laid out, primarily in black and white with the occasional use of spot colour. If there is an issue with the book it is that the liberal illustrations are not as crisply produced as they could be. The book does include an index and a list of references as well.

For roleplaying purposes, The Hellebore Guide to Occult Britain is a useful book to have to hand. It is a veritable fount of ideas and hooks that the Game Master could turn into roleplaying encounters, scenarios, or mysteries for her gaming group. No more than that though, for the entries are thumbnail-sized and should be considered to be pointers or starters for the Game Master who will then need to conduct a little more research to flesh out the scenario or mystery. Nevertheless, much of the content would work in a wide range of horror roleplaying games, including They came from Beyond the Grave! from Onyx Path Publishing or Call of Cthulhu, Seventh Edition from Chaosium, Inc., as well as specifically United Kingdom-based roleplaying games, like Liminal from Wordplay Games, The Dee Sanction: Adventures in Covert Enochian Intelligence from Just Crunch Games, Vaesen – Mythic Britain & Ireland for Vaesen – Nordic Horror Roleplaying from Free League Publishing, or Fearful Symmetries for Trail of Cthulhu from Pelgrane Press.

The Hellebore Guide to Occult Britain is an indispensable travel guide to the legends and folklore of Britain. It is not so much a definite reference guide, but more a reference starter, a point from where the reader (or gamer) can have her interest piqued and from there conduct her own further reading and investigations. Compact, but full of interesting content, The Hellebore Guide to Occult Britain is an excellent little tome to take off the shelf and flip through or even have handy in the bag when you want to find something really interesting to visit nearby.

Friday, 13 November 2020

Friday Filler: Beasts & Behemoths

There is no denying the continued and growing popularity of Dungeons & Dragons, Fifth Edition, with it having appeared on the television series Stranger Things and it no longer being seen as a hobby solely the preserve of typically male, nerdy teenagers and young adults. Yet as acceptable a hobby as roleplaying and in particular, playing Dungeons & Dragons has become, getting into the hobby is still a daunting prospect. Imagine if you will, being faced with making your first character for your first game of Dungeons & Dragons? Then what monsters will face? What adventures will you have? For nearly all of us, answering these questions are not all that far from being a challenge, for all started somewhere and we all had to make that first step—making our first character, entering our first dungeon, and encountering our first monster. As well written as both Dungeons & Dragons Starter Set and the Player’s Handbook are, both still present the prospective reader and player with a lot of choices, but without really answering these questions in an easy to read and reference fashion.

Step forward the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ published by Ten Speed Press. This is a series of introductory guides to Dungeons & Dragons, designed as primers to various aspects of the world’s leading roleplaying game. Each in the series is profusely illustrated, no page consisting entirely of text. The artwork is all drawn from and matches the style of Dungeon & Dragons, Fifth Edition, so as much as it provides an introduction to the different aspects of the roleplaying game covered in each book in the series, it provides an introduction to the look of the roleplaying game, so providing continuity between the other books in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ and the Dungeons & Dragons Starter Set and the core rulebooks. This use of art and the digest size of the book means that from the start, every entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ is an attractive little package.

The first in the series, Warriors & Weapons provided an introduction to the various Races of Dungeons & Dragons, the martial character Classes, and the equipment they use. Subsequent entries in the series have examined Monsters & Creatures and Dungeons & Tombs, culminating in the surprisingly late and seemingly out of sequence, Wizards & Spells. And there it would seem that the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ had covered just about everything that the reader and potential play of Dungeons & Dragons, Fifth Edition need to know before progressing onto the roleplaying game itself. So the publication of Beasts & Behemoths, the fifth entry in the series, comes as something of a surprise, the unexpected equivalent in the series of the Monster Manual II to the Monster Manual. Of course, another book about monsters makes sense, since not only are books about monsters fun, but there are an awful lot of monsters and creatures in Dungeons & Dragons, and the earlier Monsters & Creatures cannot have been expected to cover all of them!

Where Monsters & Creatures categorised its entries by terrain, so Caverns & Dark Places, Forests, Mountains & Other Terrain, Oceans, Lakes, & Waterways, and more, Beasts & Behemoths breaks them down by size—Tiny & Small, Medium, Large & Huge, and Gargantuan. Its forty or so entries include Cranium Rats, Demilich, and Pseudodragon under Tiny & Small; Drow, Gnoll, and Sahuagin are listed as Medium creatures; Corpse Flower, Minotaur, and Umber Hulk for Large & Huge; and Purple Worm, Roc, and the dread Tarrasque for Gargantuan. The mix includes the familiar, such as the Hobgoblin, Orc, and Minotaur alongside the little known, like the Yuan-Ti and the Oni, but all are classic Dungeons & Dragons monsters and creatures. In addition, Beasts & Behemoths includes two subcategories, Lycanthropes and Metallic Dragons—or Good-aligned Dragons. So the former category has descriptions of the Wereboar, Wererat, and Weretiger as well as the Werewolf, whilst the latter ranges from the Brass Dragon to the Gold Dragon. This compliments the writeups of the Dragons of various colours in Monsters & Creatures. Every entry is given a double page spread, the left hand page showing an illustration of the creature or monster, a listing of its special powers, a description of its size, and an indication of its Danger Level, from ‘0’ or harmless to ‘5’ for really nasty. On the right-hand page there is a description of the monster or creature and its lair, accompanied by a list of things to do or not do when dealing with it.

Thus for the Medusa, the given Danger Level is ‘1’ and her Special Powers are, of course, her Petrifying Gaze. Her size is listed as being typically Human-sized—except that is, for her hair, which might be a whole bigger (and writhing, of course). Her write-up includes a description of how she comes upon the transformation into a Medusa and the price paid, plus the types of lair she prefers. The entry advises that when encountering a Medusa, an adventurer should carry a mirror with which to catch her reflection, as well as a powerful healing potion which undo the effects of her Petrifying Gaze. It also advises that an adventurer not catch her gaze nor seek out immortality.

Like Monsters & Creatures before it, Beasts & Behemoths adds legendary entries and encounters to complement its ordinary encounters. The description of the Death Knight is accompanied by a  legendary entry for Lord Soth, the fallen Knight of Solamnia from the world of Krynn who would later be plucked from Krynn by the mysterious mists of Ravenloft. It covers his history, his lair, and the fearsome skeleton army he has at his command. Again, this is a nice accompaniment to the legendary entry for Vampires, the feared Count Strahd von Zarovich, to be found in Monsters & Creatures. These legendary creatures are foes that the adventurers are unlikely to face for a very long time, but they are ones to be whispered about in hushed tones—even the ones who are not evil or chaotic. Each of encounters consists of a short piece of fiction which sets up a situation that ultimately ends the reader being asked how he might react or what he might do next. To accompany the description of Pseudodragon, the encounter describes how Florizan Blank, the bard known as the ‘Dandy Duellist’ who combines dance moves and swordsmanship, comes upon such a creature in woods whilst he is tracking down a Hobgoblin tribe which attacked a nearby village. Will he attempt to tame the creature and take it as a companion—and if so, how? Will continue on his way, hurrying after his quarry lest they launch a raid on another village? These encounters nicely illustrate the play of Dungeons & Dragons and the type of encounters and questions that players will be dealing with from session to session. In addition, the inclusion of Florizan Blank is a nice call back to the fourth book in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’, Wizards & Spells.

Just as in Monsters & Creatures, the last words in Beasts & Behemoths are about using beasts to create stories and build a hero, taking the reader on his first steps to composing his adventurer’s story. It opens up a little to ask the player to wonder about the other heroes his character will adventure alongside, what and where his adventures take place, and of course, why? It explains a bit more about the play of Dungeons & Dragons, so serving as a light primer before the player gets to the table.

There are just two issues with Beasts & Behemoths. First, for a book filled with great Dungeons & Dragons artwork, it does not list or credit one single artist. This is really disappointing, not so say inexcusable, and both the publisher and Wizards of the Coast should know better. Second, Beasts & Behemoths commits the same error as Monsters & Creatures in using anachronisms when it comes to describing the size of the monsters and creatures in the book. For example, the Cranium Rat is described as being the size of a sneaker or Hobgoblin as being the size of a professional (American) football player in all of his gear. Again, the inclusion of such modernisms breaks the verisimilitude of the book, making very much a reference work out of the game when it could have been a reference work both out of the game and in the game.

Physically, Beasts & Behemoths is an attractive little hardback. It is bright, it is breezy, and it shows a prospective player what his character might face, both in the art and the writing. Further, the art shows lots of adventuring scenes which can only spur the prospective player’s imagination.

Now obviously, Beasts & Behemoths is designed to showcase Dungeons & Dragons and introduce the prospective player to what his character might encounter—especially in Dungeons & Dragons, Fifth Edition. However, much of its content would work just as well as introduction to some of the monsters of Dungeons & Dragons-style retroclones, though in its look, it is brighter and breezier than the style and tone of the typical fantasy roleplaying game from the Old School Renaissance.

Monsters & Creatures introduced the prospective player to just a tiny, but often iconic, few of the monsters and creatures in Dungeons & Dragons. Beasts & Behemoths adds to that, but also stands alone in that a player could read it rather than Monsters & Creatures to get an idea of some of the foes his character might face or encounter in the game. Similarly, Beasts & Behemoths is more of a general reference work, something suitable to have at the table during play, since its contents can serve as the legends and the folklore that a player character in a fantasy world might have learned about said monsters and creatures as he was growing up. That said, doing so adds another book to the table, and that may add unnecessary clutter during play. When it comes to clutter, are two books devoted to monsters in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’ enough—or will there be a slew of them, cluttering up the series?

Beasts & Behemoths is another bright and engaging entry in the series, providing another light introduction to the monsters of Dungeons & Dragons, and the game itself. It again nicely works as a gift as much as it does a useful reference work, but as an entry in the ‘Dungeons & Dragons Young Adventurer’s Guides Series’, it feels very much like an extra in the series rather than part of the essential quartet of titles.

Saturday, 12 September 2020

Jonstown Jottings #28: Tradition: Sandheart Volume Three

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—


What is it?
Tradition: Sandheart Volume Three is both the third part of the campaign set in Sun County in Prax following on Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2, and a campaign framework for all three parts, for use with RuneQuest: Roleplaying in Glorantha.

It is an eighty-nine-page, full colour, 29.15 MB PDF.

It is an eighty-nine page, full colour hardback.

Tradition: Sandheart Volume Three is well presented and decently written, with artwork that is full of characterthe image of a VW Camper Rhino disgorging sixties-style hippies on the India hippie trail is worth the price of admission alone.

Where is it set?
As with Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2 before itTradition: Sandheart Volume Three takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert. Where Tales of the Sun County Militia: Sandheart Volume 1 is specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who come to worship at the ruins inside Sandheart’s walls and The Corn Dolls: Sandheart Volume 2 is set in and around Cliffheath, on the eastern edge of the county, Tradition: Sandheart Volume Three is set in and around a cave known as Dark Watch on the far western edge of the county.

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

What do you need?
Tradition: Sandheart Volume Three requires RuneQuest: Roleplaying in Glorantha. RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Tradition: Sandheart Volume Three is not really a scenario, but more a campaign framework around which the earlier scenarios, Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2 can take place, as well as other scenarios of the Game Master’s choice or devising. This is because it concerns events at one location, a location that by tradition—and if the Yelmalions do anything, it is by tradition—the militia must visit year after year, and perform the same ceremony each time. And each time, the ceremony is completed as instructed by the cult, and nothing happens. In fact, nobody in the militia knows why the task is carried out one year after the next, because nothing ever happens and why it was done the first place has been long forgotten. Only this time—no, only next time, and the time after that, it will be different, and perhaps the members of militia assigned the duty just might find out why the cult has been performing this ceremony for hundreds of years… 

What this means is that if the scenario is played as is, it will not have the impact that playing it episodically will do. Essentially, being asked to return again and again to perform the ceremony at the Dark Watch Cave—without the benefit of a break in the narrative, signals to the Player Characters that their being at the cave is significant rather than the ordinary task it is initially intended to be. So, Tradition: Sandheart Volume Three is best played before, between, and after the events depicted in Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2. The downside of this is that if you have already run either of those, then Tradition: Sandheart Volume Three takes more effort to implement. Another issue is one of what else to run between the parts of Tradition: Sandheart Volume Three. The setting and tone of the ‘Sandheart’ series is quite particular—and it is not one that is easily supported by the other scenarios available on the Jonstown Compendium. Advice to that purpose would have been useful. (Potential scenarios which would work include Jorthan’s Rescue Redux,* Rock’s Fall, and Blue Moon, White Moon.)

Please note that for the purposes of transparency, I co-authored Jorthan’s Rescue Redux.

The Player Characters’ initial forays into the Dark Watch Cave will somewhat mundane, a simple task of lighting several braziers within its walls and then maintaining a vigil overnight. Here is a chance for them to explore the fullest extent of the cave and so educate themselves about its layout for when they return the next and subsequent years. However, the Dark Watch Cave has a deep, dark secret. It is home to a demon of darkness and deceit, one which is trying to escape its prison. Over the course of four tests—as the first four parts of Tradition: Sandheart Volume Three are known, the vigilance of the Player Characters will be tested again and again, as attempts to enter the cave and break their watch grow in their intensity and obviousness. In the early tests, they are actually quite amusing—and there is opportunity for some light-hearted roleplaying, but as the Player Characters return, they become vicious and ultimately spread to the wider area. In these later stages, the tests emphasises action and combat rather than roleplaying, but that reflects the threat which grows and grows over the course of Tradition: Sandheart Volume Three.

Ultimately, the likelihood is the Player Characters will fail and in order to defeat the darkness, the Player Characters will need to undertake a Hero Quest. Compared to the first part of the campaign framework, this is a radical change in pace, structure, and play style. It is very rigidly structured and both players and their characters—as well as the Game Master—need to be quite regimented in how they play through this. It presents some fantastic scenes, especially for Yelmalions as they fight against Darkness, and should they prevail, brings Tradition: Sandheart Volume Three—and if used in conjunction with Tales of the Sun County Militia: Sandheart Volume 1 and The Corn Dolls: Sandheart Volume 2—the ‘Sandheart’ campaign to a rousing climax.

In addition to a full description of Dark Watch Cave, Tradition: Sandheart Volume Three comes with three handouts, full stats for the NPCs and monsters, and multiple maps of the Dark Watch Cave. Some of the handouts are slightly lengthy and as the campaign framework progresses, it does grow in complexity and the need for increased preparation upon the part of the Game Master.

Is it worth your time?
YesTradition: Sandheart Volume Three is an excellent campaign framework around which to structure the ‘Sandheart’ campaign and bring it to a rousing climax.
NoTradition: Sandheart Volume Three is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar.
MaybeTradition: Sandheart Volume Three might be useful for a campaign involving Yelmalions and the worship of Yelm from places other than Sun County, but its framework structure may be more challenging to use if the Game Master has already run Tales of the Sun County Militia: Sandheart Volume 1 or The Corn Dolls: Sandheart Volume 2—if not both.

Monday, 7 September 2020

Jonstown Jottings #27: Storm Rams

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—



What is it?
Monster of the Month #8: Storm Rams presents a noble spirit venerated by the Air pantheon which brings the seasonal rains to Glorantha for use with RuneQuest: Roleplaying in Glorantha.

It is a nineteen-page, full colour, 1.52 MB PDF.

Monster of the Month #8: Storm Rams is well presented and decently written.

Where is it set?
Storm Rams, the subject of Monster of the Month #8: Storm Rams, can be encountered anywhere in Dragon Pass, most notably in Startar, Tarsh, Esrolia, and Prax, but especially in the lands of the Balmyr Tribe in the high valleys of the Quivin Mountains, where they are known to come down out of the sky and graze.

Who do you play?
Anyone can encounter a Storm Ram, but Orlanth and Heler initiates may be able to summon them as can members of some weather-worshiping spirit societies of Prax. Herders and Weavers of Balmyr Tribe will seek out the fur left behind when the Cloud Rams come to earth.

What do you need?
Monster of the Month #8: Storm Rams requires RuneQuest: Roleplaying in Glorantha, but RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Monster of the Month #8: Storm Rams describes Storm Rams, the most well-known ‘weather-sheep’ or Urothing spirits of the air, who drive their herds through the air, bringing fertile rains and destructive storms alike. They are defenders of the rain, migrating across Glorantha in regular patterns throughout the year, typically driven back to the Spirit World by the heat of the Fire Tribe. They are known to descend to the earth and graze. In the lands of the Balmyr Tribe, the fur they leave behind is collected and woven into Mistwool, a textile constantly cool in the highest of temperature.

Full stats and descriptions are provided not just for the Storm Ram, but for other ‘weather-sheep’ too. These include the Greater Storm Ram, the Lightning Ram, and the Cloud Sheep, with suggestions how to individualise them and for them to become allied spirits. All three are given their own Summoning Rune spells for the Orlanth Thunderous and Heler cults, but the caster should at least be Rune Masters of either cult, and the caster needs to persuade the Storm Ram to come as well as casting the spell. In addition, Monster of the Month #8: Storm Rams gives a description of where Mistwool comes from, what it is woven into, and its importance to the Balmyr Tribe.

Monster of the Month #8: Storm Rams could have simply presented the ‘weather-sheep’ as a set of spirits tied to the Air pantheon and Orlanth worshippers, but it widens the scope of the supplement by having Storm Rams honoured by Heler and certain Praxian Spirit Societies, including detailing a Storm Ram Spirit Cult. In all three cases, it explains the reasons why through differing, often contradictory, mythologies. These are decent little pieces which will help underpin their appearance in game. Lastly, the supplement gives sample stats for all four types of ‘weather-sheep’, including the Greater Storm Ram, Urothtrai the Lover, who passes through the Red Cow clan’s lands in Sea Season every year, where Orlanth Adventurous worshipers compete to help him woo his beloved ewe, Helurtha, and so gain the blessings of bountiful rain in Fire Season.

However, beyond becoming a possible allied spirit or a source of Mistwool, where Monster of the Month #8: Storm Rams is underwritten is in terms of application. Of course, a Game Master will be able to dig into the supplement’s contents to develop ideas for her own campaign, but a scenario seed or three would have been useful additions to help her bring the
Urothing into play.

Is it worth your time?
YesMonster of the Month #8: Storm Rams presents an interesting embodiment of the storms and the rain, pleasingly from differing points of view, which the Game Master can work into her campaign.
NoMonster of the Month #8: Storm Rams is yet more spirits, and as much as it falls under ‘Your Glorantha Will Vary’, one word might make you wonder how varied it will be when you add ‘weather-sheep’. 
MaybeMonster of the Month #8: Storm Rams is an interesting supplement and it does a nice job of bringing a type of sprint into play through differing points for view, but the lack of immediate use or scenario suggestions may not make it as useful as it could be.

Friday, 28 August 2020

[Fanzine Focus XXI] Crawl! Issue V: Monsters

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continues the run of themed issues.

As the title suggests, Crawl! Issue V: Monsters is all about monsters in the Dungeon Crawl Classics Role Playing Game. To that end, its seven articles do several things, such as adding Class-like features to monsters, adding a monstrous Player Class in the form of the ORC, providing a cheat sheet for creating monsters quickly—and more. Published in February 2013, Crawl! Issue V: Monsters is no mere menagerie of new creatures to kill and loot—though it does include a few new creatures—but in general a collection of ideas to help the Judge handle her monsters, from creation to making them interesting.

Crawl! Issue V: Monsters opens with Reverend Dak’s ‘Monsters with Class’. This provides a means giving monsters one of the four core classes in the Dungeon Crawl Classics Role Playing Game—the Cleric, the Thief, the Warrior, and the Wizard. It does this by applying a simple template. So to make a Goblin Thief, the Judge would decrease its Hit Dice by one, increase its Reflex and Fortitude Saves by one, and give it the Sneak Attack, Trickster, and Trapper abilities equal to a member of the Thief Class four Levels higher than the Goblin’s Hit Dice. It is a quick and dirty method, but it adds quick abilities to the monsters, and it does one more thing—it hints at the possibility of playing monsters as Player Characters! Now it does not follow through on that, but the possibility is there. However, Shane Clements’ ‘Orc: A monstrous class’ does follow through in detailing the Orc as a playable character type, adhering to the ‘Race as Class’ model of the Dungeon Crawl Classics Role Playing Game. There is definitely an Old School Renaissance feel to the design in making the Orc nasty, brutal, and (probably) short. Orcs are Chaotically-aligned fighters, preferring to use two-handed weapons and the power necessary to wield them. The Orc can also enter into Rages to gain bonuses to his attack bonus and damage, as well as movement, Hit Points, Fortitude Saving Throws, and more. For the most part, this looks very much like the Barbarian of the traditional Dungeons & Dragons, but again, point to the possibility of monsters as a Player Characters. (As an aside, it would be fun to do that with Goblins for something like In The Shadow of Mount Rotten.)

‘Quick Monster Stats’ by Jeremy Deram provides a ‘cheat sheet’ for creating and adjusting monsters very quickly. It is similar to the earlier ‘Monsters with Class’ in allowing similar options, but broadens the types of monsters it covers by type, from Aberration, Animal, and Beast to Shapechanger, Undead, and Vermin. It is not immediately obvious quite how it works, so it could have done with an example or two, but once adapted to, it should help the Judge fairly easily. Sean Ellis’ ‘Consider the Greenskins’ attempts to tackle the hoary old issue of how to make your monsters unique—or least less generic. It gives three different takes up three types of ‘Greenskin’, the Goblin, the Hobgoblin, and the Ork. So for the Goblin suggests that they are patron-bound to demons and often to come to work as go-betweens between demons and the mortals who truck with each other; the Hobgoblin is not as warlike as portrayed elsewhere and prefers to serve others, but his thieving tendencies often get him into trouble; and the Ork serves as warriors. Unfortunately, for all of the efforts upon the part of the author to make these creatures (more) unique, there is very little here that does this—especially for the Ork. There is potential here, but ‘Consider the Greenskins’ is underwritten and underdeveloped and just not that easy to bring to a game.

Jeff Rients—author of Broodmother Skyfortress—provides ‘Quickie Wandering Monster Tables’, something that the Dungeon Crawl Classics Role Playing Game actually lacks. These run from Level 1 to Level 5 and enable the Judge to use some of the roleplaying game’s weirder shaped dice. In general, the Judge will need to generate some Primeval Slimes and Type I Demons if using these tables. Rounding out Crawl! Issue V: Monsters is an actual quartet of monsters. These include Brad Littman’s ‘Fung-Eye’ and ‘Stonecrawler’. The ‘Fung-Eye’ is a carnivorous fungus which has stalks ending in eyes that blink in a disturbing fashion and can daze those who walk into areas they carpet—dazed victims become food, whilst the ‘Stonecrawler’ is a Primordial creature resembling a massive, if flat boulder, which it turns out, is incredibly difficult to nudge into action. It might be worth it though, for the Stonecrawler’s Black Adamantine heart can be ground up for amazing benefits if consumed, such as a permanent +5 bonus to Armour Class and Fortitude saving throws. Lastly, Colin Chapman’s ‘Hounds from Hell: A Pair of Monstrous Canines’ offers two nasty types of dog. The Blood Hound is a vampiric dog capable of gliding short distances on the membranes between its front and rear legs, and from its high perch ambush and feed upon its victims with its tubular, bloodsucking tongue. The Gloom Hound is a silent, hairless, white dog which lives and hunts in packs deep underground, often able to spot the invisible through its sense of small and its echolocation ability. The Blood Hound has never been domesticated, but supposedly, the Gloom Hound can be. Nicely, both of these alternate dogs come with a scenario seed for the Judge to develop for her game.

Physically, Crawl! Issue V: Monsters is neat and tidy. The few pieces of artwork are decent, and the writing only needs a slight edit here or there. As an issue though, Crawl! Issue V: Monsters feels more utilitarian rather than inspirational. That in part is down to the inclusion of not one, but two means of tweaking monsters which cover some of the same ground, and the fact that the one article which discusses new interpretations of standard humanoid races, ‘Consider the Greenskins’, is underwhelming. However, both ‘Monsters with Class’ and ‘Quick Monster Stats’ are useful. ‘Orc: A monstrous class’ is perhaps a bit more interesting, and it would have been nice to have seen the inclusion of other Orcish or Goblinoid Classes to really push the monstrous theme in a different direction. Overall, Crawl! Issue V: Monsters is not a great issue of the fanzine, but neither is it a bad one either. Rather it is just lacking a certain something.

Monday, 3 August 2020

Jonstown Jottings #25: Dolorous Edd

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—



What is it?
Monster of the Month #7: Dolorous Edd presents an odd, even whimsical creature for use with RuneQuest: Roleplaying in Glorantha.

It is a thirteen-page, full colour, 1.49 MB PDF.

Monster of the Month #7: Dolorous Edd is well presented and decently written.

Where is it set?
Dolorous Edd, the subject of Monster of the Month #7: Dolorous Edd,  can be encountered anywhere in Dragon Pass, or even in Glorantha.

Who do you play?
Anyone can encounter Dolorous Edd. Hunters might want to track him, Lhankor Mhy might want to clarify know facts about him, and a Shaman might want to dedicate a cult to him!

What do you need?
Monster of the Month #7: Dolorous Edd requires RuneQuest: Roleplaying in Glorantha, but RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Monster of the Month #7: Dolorous Edd details ‘Dolorous Edd’, a singularly strange creature who wanders Dragon Pass seemingly at random and is known to a multitude of different people across the region. He is a tall and looming  beast, long, but with skin wrinkled into folds, tiny feet, and constantly weeping eyes. He is seen watching folk and tends to runor leapaway if encountered. There are lots of rumours and tales about him, the likelihood being that the Player Characters will know something about him, such that if they do encounter him, they will not be completely unaware of his existence.

As well as providing the full stats and personality of this beast, Monster of the Month #7: Dolorous Edd a rumours table suggesting what both Player Characters and NPCs might know about him (there is much to be learned over a pint), three scenario seeds, a complete description of the cult dedicated to Dolorous Edd, and the folklore about him. Actually, there is no cult devoted to Dolorous Eddat least not yet. Instead it is up to the Player Characters to do so, especially if one of them is a Shaman. Full details of such a cult is given should a Player Character decide to establish one, including appropriate Rune spells. A good third of Monster of the Month #7: Dolorous Edd is devoted to the folklore surrounding his appearances and activities. If there is an issue with this, it is that it is not really designed to be read by the players, so the Game Master may want to adapt it so should the Player Characters want to do a little more research into Dolorous Edd. That said, the folklore will instead work as inspiration for the Game Master in presenting the rumours related to him and perhaps in creating further encounters with this great, fantastically quaint creature.

Is it worth your time?
YesMonster of the Month #7: Dolorous Edd epitomises ‘Your Glorantha Will Vary’ in presenting a “Wee, sleekit, cowrin, tim’rous beastie” who may be simply encountered, hunted, be made friends with, a mystery to be uncovered, or even worshiped!
NoMonster of the Month #7: Dolorous Edd is perhaps ‘Your Glorantha Will Vary’ a step too far, a silly creature more Douglas Addams than Greg Stafford.
MaybeMonster of the Month #7: Dolorous Edd is strange and whimsical, but its weirdness is easy enough to bring to your Glorantha with relatively little preparation.

Friday, 3 July 2020

Jonstown Jottings #23: Petty Spirits

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the  Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

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

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

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

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

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

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

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

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


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

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

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

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

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