Sunday, October 3, 2021

October Horror Movie Challenge: The Dunwich Horror (1970, 2008)

The Dunwich Horror (1970)
The Dunwich Horror is one of Lovecraft's most enduring tales.  We get the demented and evil Whately family.  It is the story that gives us the most information on the Old One and Outer God Yog-Sothoth.   There have been a number of movies based on it, but tonight I want to focus on two, both starring Dean Stockwell.

Double the Dunwich Horror and double Dean Stockwell!

The Dunwich Horror (1970)

So from the start, this movie is not 100% sure if it wants to be Lovecraftian horror of more typical 70s occult-themed horror.  

I do love how the Necronomicon is given to a coed to return to the library like it was a copy of the Encyclopedia Britannica. Dean Stockwell is Wilbur in this one.  He is really young and does a good job acting, BUT he is not a good Wilbur.  That is due to the script really, not the acting. I guess they needed someone to charm Sandra Dee, and a deformed 10-year-old would not do the trick.   Ed Begley (in one of his last roles) is our Dr. Armitage and he brings the right amount of pomposity to the role. 

The biggest crime here is that the movie is so slow. The Whateley home in this movie is far nicer than it ever was in the Lovecraft tale.  

The effects are not great, but fun.  The image of Wilbur's brother is kind of cool. 

There is a lot of conflating of the Old Ones with some sort of satanic aspect, which is fairly irritating, to be honest.  But is it more irritating than Wilbur getting a "love interest?" Hard to say.  

Among other things, this movie is notable for a very, very rare, blink and you will miss it, Sandra Dee topless scene. This was also near the end of her very prolific career. She would only appear in a few more TV episodes. 

The movie ends with Dee's character, Nancy Wagner, pregnant with Wilbur's baby.  I guess he would be in his 50s now.  Sounds like a sequel to me!  The Bride of Dunwich!

The Dunwich Horror (2008)
The Dunwich Horror (2008)

This one has also been called "Witches: The Darkest Horror" and "Witches: The Dunwich Horror." This time the story moves to Louisana. 

Dean Stockwell this time plays Dr. Henry Armitage.  The movie is really not good, to be honest, but it is kind of fun.  It watches like a Call of Cthulhu adventure; exotic locales, strange artifacts, old evil tomes, guest-starring Jeffery Combs (as Wilbur no less).  Even John Dee, Olas Wormius, and the Knights Templar get name-dropped here.  Olas even shows up in a swamp for some reason.

Moving the location to the far south is an interesting one. I am sure in Lovecraft's time New England had its share of strange locales, but now on a larger scale the same "other place" is served by the backwoods southern parts of the country.  Or I might be giving the filmmakers too much credit.  I also can't tell if the effect of Wilbur being "slightly out of this dimension/time" is interesting or irritating. 

While it is not Lovecraft's Dunwich Horror and it is not very good, it kept me watching to the end.

So where are we at now?  I think it is time for another Dunwich Horror movie, this time make it closer to the Lovecraft tale and get Dean Stockwell to play old man Whateley! 


2021 October Horror Movie Challenge

October 2021
Viewed: 4
First Time Views: 2

OSE Spooktacular Bundle

OSE Spooktacular Bundle
It is that time of year again! Lots of great horror bundles coming out and I am happy to be part of the first for October 2021.  

OSE Spooktacular Bundle
From Third Kingdom Games

Old-School Essentials is pretty much the hottest clone out right now.  My FLGS can't even keep it in stock, it sells out too fast.

Even my family who has passed on other clones has taken to this one.  My wife loves the art and my oldest is really enjoying the rules. The layout really helps.  My youngest...well they are playing a fighter that thinks they are a cleric.  So it has been great.

The OSE Spooktacular Bundle is full of some great OSE content. 

I have two products in it that are perfect for this bundle. 

Included in this bundle are the following titles:

  • DD-01 The Darkness Beneath Dalentown for 1st Edition and BX
  • DD-02 The Darkness Beneath Brightwell Manor for 1st Edition and BX
  • Fantasy Stock Art: Demons
  • Fantasy Stock Art: Undead
  • Hex 18.24 -- The Deadwoods
  • Octhorrorfest!
  • PHM Hex 55.68 -- Entrance to the Valley of Kings (pt. 1)
  • Solar Sanctuary of the Cannibal Corpse
  • The Deadly Mine of Pantanga
  • The Warlock (mine)
  • Witch Character Sheet - Basic era (mine)

So grab this. It's a ton of fun. 

Saturday, October 2, 2021

October Horror Movie Challenge: The Nightmare Gallery (2018)

The Nightmare Gallery (2018)
This one was on my list last year but I didn't get to it.  It stars Amber Benson, so that was a huge plus, but the reviews of it were pretty terrible.   

Well, one neat thing, the movie let me know at the start that there was a post-credits scene. 

The Nightmare Gallery (2018)

We start off with a grad student, Sanjay, who gets access to a book about Hermes Trismegistus. He excitedly calls his professor, Samantha Rand (Amber Benson).  She tells him she is on his way.  She shows up and he is not there.

Three years later, Sanjay is still missing and Prof. Rand is celebrating her anniversary with her wife, Dawn.   She gets a weird package in the mail from Sanjay with a note "Follow Me."  She stays up trying to figure it out but instead falls asleep at the table. 

One of her other students, Chloe Bishop, offers to help since her sister had also gone missing a few years ago.

They discover an image that might be a link, but call it a night. Rand falls asleep and has another nightmare of playing a dice game (the dice in the box from Sanjay) with Dawn, Sanjay, and Chole's sister (who she has never met).  She wakes up, coughing blood. 

She visits the psychiatrist and learns that his patient is drawing more of the symbols.  She feels she is about at a breakthrough but she keeps slipping in and out of nightmares, and her nightmares are slipping in and out of her reality.   She spends her time going between dream and reality.

And...maybe too much back and forth.  We learn that Sanjay and Colton (patient) knew each other and knew what was going on.  I have to give Amber credit here, she plays a downward spiral into madness well. 

Eventually, she finds her way to an extra-dimensional museum. Here she finds Sanjay who thinks he has been here for 10 years, not 3.  Sanjay has discovered the means to summon Thoth himself (half of Hermes Trismegistus).   Sam stops the ritual, but not before Thoth grabs her.

We next see Sam in the mental institution.  She is visited by Chloe but she only keeps repeating the same thing about knowledge. 

In the post-credits scene, we learn that Chloe was working with Colton, and he is not as crazy as he seems.  Maybe they are hoping to make a sequel.

Well. There are some neat ideas here for sure. Amber was great, but the movie was only so-so.


2021 October Horror Movie Challenge

October 2021
Viewed: 2
First Time Views: 2



Friday, October 1, 2021

October Horror Movie Challenge: Tragic Ceremony (1972)

Tragic Ceremony (1972)
Time for another October Horror Movie Challenge.   My goal this year is as in previous years, to watch 31 horror movies with at least 20 new ones. This year I am going to try a Lovecraft film fest, know full well it is (or I am) likely doomed to failure on it.  Lovecraft does not translate well onto the big (or small) screens.

But before that gets started I have (as in previous years) some "leftovers" of movies I wanted to see but did not get around to watching.  Tonight is the first.

Tragic Ceremony (1972)

Last year I spent a lot of time watching European, especially Italian, horror films released before 1973.  I wanted to get a good feel for what was going on in horror before The Exorcist changed everything.  

Tragic Ceremony is a Spanish/Italian flick starring American actress Camille Keaton years before her defining role in "I Spit on Your Grave" in 1978.

Four "hippies" spend some time goofing off in the country when their car runs out of gas.  They end up staying at the manor of Lord and Lady Alexander (Luciana Paluzzi).   Lady Alexander takes a particular interest in Jane (Keaton) of course.  The other three dudes witness a black mass where Lord and Lady Alexander attempt to sacrifice Jane. They stop it and everyone goes insane and they all kill each other. 

Jane and her dudes drive away (thought their dune buggy was out of gas?) and they head back to Bill's (one of the guys) home.  Soon everyone starts getting killed and no one knows who is doing it.

Eventually, only Jane is left alive, she had been killing them all.  She is committed to an asylum but is visited by Lady Alexander (who survived the massacre).  Jane walks out of the asylum and into a waiting car where she is transformed into Lady Alexander.  Jane's body remains in the asylum where the doctor matter of factly tells us she had been dead this whole time and possessed by LAdy Alexander.

There was a moment there where I thought I had found my "mystery movie" from the 70s. But it turned out not to be it.

I watched this one with my kids, but yeah it is not good. Though I will comment that Camille Keaton's Italian seem to me to be pretty good.  I thought it was pretty good in last year's Il Sesso Della Strega (1973) as well. 


2021 October Horror Movie Challenge

October 2021
Viewed: 1
First Time Views: 1

Character Creation Challenge: D&D 5th Edition, Van Richten's and Tasha's

 It's the 1st of October and that means a new Character! 

The Game: D&D 5th Edition
Van Richten's Guide to Ravenloft & Tasha's Cauldron of Everything

D&D 5 books and BloodRayne

While I did 5e way back in January, I wanted to revisit character creation with the new details from Van Richten's Guide to Ravenloft and Tasha's Cauldron of Everything.   This is also the closest I can get right now to what might be the standards for D&D 5 Revised

For this build, I went with the Soulknife Rogue from Tasha's and the Dhampir from Van Richten's. Yes. I had something in mind already.

The Character: BloodRayne

BloodRayne
One of the best ways for me to test out a character in a new system is to take a character I already know well.   If I am going to test out the Dhampir rules in D&D then I am going to need a dhampir I know well, and that means Rayne.

I have done stats for Rayne, the titular character of the BloodRayne video game series (and movie series from Uwe Boll), for both Unisystem and Superbabes.  She does have a D&D 5e connection with Laura "Jester" Bailey voicing the character in the video games long before she rose to geek fame in Critical Role.

Rebuilding Rayne with the new features in both Tasha's and Van Richten's was actually rather easy.  I had a concept in mind and the rules allowed me to re-create her with no issues.  Mind you this is a "D&D Rayne" not the BloodRayne from the video games.  Despite the grief D&D 5 gets for being "superheroic" I could not emulate all her moves or powers.  I suppose I could have gone with a little bit of warlock and in particular a Hexblade (and I still might). But I wanted something that would fit in well enough with a D&D party. 

I wanted to take advantage of all the new features, so I used D&D Beyond.  You can see her character sheets here and PDF version here.

October is Horror Month

RPG Blog Carnival
Hello and WELCOME to The Other Side.  October is a big deal around here.  I spend the month talking about horror.  Both in terms of horror RPGs, horror movies, and anything else that strikes my interest.

This month I am honored to be hosting my first ever RPG Blog Carnival.  Of course, I am going to be talking about horror and all the great things you can do in your RPGs.

All this month I am going to be talking about adding horror elements to your games. Whether you play D&D or Kult or Bunnies & Burrows, any game can have elements of horror to them.  I hope to give you the means to add these AND also provide you a place to discuss your own horror elements.

How to Participate

Simple. Write a blog post, vlog, social media post, tweet, or what have you.  The topic can be about horror, about adding horror elements to a game, or even as simple as what you are going to do for a Halloween game.  Have a scary RPG-related story? Post it and post the link below!

I do have Comment Moderation turned on to help keep the spam out, so if you don't see your post just give me a bit and it will show up.

Come back here all month long to see what others are posting and linking here.

Come back to my blog all month long to see what I am posting as well!

Here's the Spookiest month of the year and my favorite time of the year.

Thursday, September 30, 2021

Review: Lands of Adventure (1983)

Land's of Adventure by Lee Gold
Lands of Adventure has always been something of a Holy Grail item for me.  I knew very little about the game and much less about the author and designer Lee Gold.  However, the cover art was striking and different from anything else I had seen before that my curiosity only grew and grew.  Later on, I began to learn who Lee Gold was and her contributions to the RPGs and geek/nerd culture in general, namely via Alarums and Excursions, that game went from a passing curiosity to an "it's on the list" item.

I am happy to report that not only is Alarums and Excursions still active, so is Lee Gold, having spoken with her briefly over the summer.  After that my "it's on the list" item moved to the top of my list.

Circumstances seem to hit me just right. I had seen a huge increase in my sales and a shrink-wrapped copy had been offered for sale.   I had the opportunity and I had the cash.  The price might have been higher than I would have normally spent, but any buyer's remorse I might have had was quickly evaporated once I got this boxed in the mail and opened it up.  I am not sure what my expectations were, it had been "on the list" for so long, but now I have it and I am really thrilled with it.

Lands of Adventure (1983)

Lands of Adventure by Lee Gold was published by Fantasy Games Unlimited in 1983.  The boxed set came with the Lands of Adventure Rule Book (32 pages) and a Culture Pack (28 pages) that cover Mythic Greece and Medieval England. The back cover of the rule book has a character sheet. example and the box came with one character sheet on heavy paper/light card stock that can be copied.  Which I did.

The box also included some "micro dice" two d20s (white and green) and two d6s (green, with pips). The d20s are numbered 0-9, 0-9, so good for d20s or d%s.  I say good for them, but in truth, they are too tiny for me to read anymore! So I am going to dig up some others to use.

dice with character sheet

The books show their wargaming roots with sections numbered as 1.0, 1.1 all the way to 28.1.  The Culture Pack follows suit, but the numbers here are tied to core rules.  So section 1.1 of the culture section refers also to section 1.1 of the core rules. The Culture Pack section are prefaced with a code letter, which I discuss below.

Note on the art.  The cover art for the box and the books is all done by Bill Willingham and it is some of the best art I have seen of his. I do believe it is one of the best covers for a game I have seen. Certainly, it was the best cover of the time. The book covers are no less impressive for their old-school black and white.

Bill Willingham art

Seriously, that medusa is 10x better than any medusa art I have seen in D&D.  The interior art is by Michael Kucharski. His art is good, though not at the level of the covers. Note. Both artists have websites and both artists have, since this book, gotten to be fantastic artists.  Both also did their own versions of Doctor Stange[BW, MK], so maybe I need to roll up a Doctor Strange-like character for this.

In all cases, the art fits well with the books and the content.

Core Rules

The rulebook begins with a word from the author.  Of note Gold mentions using The Palladium Book of Weapons & ArmourThrough Dungeons Deep: A Fantasy Gamers' Handbook, and encyclopedias of animals. 

Character creation is the big piece of the first book with 11 (yes Eleven!) character attribute traits, though only about half of those are random. The others are derived.  The pure random characteristics are Craft, Talent, Appearance, and Strength. Derived characteristics are Dexterity, Voice, Intelligence, Prudence, Agility, Constitution, and Charisma.  So more than D&D, but far less than DragonRaid. You can also determine Gender and Height.  

Typically the traits are 1-20 which makes it good for converting on a d20 roll or a d% roll. Alternately there is a point-buy system where you can distribute 110+2d10 points across all 11.  I'd likely stick to the derived ones and use the points to build the completely random ones.  In this way, it is not all that different to say WitchCraft. Instead of 110+2d10, maybe 45+1d10 or something for the purely random ones (range: 4-80) and derive the others as normal.

Other details include the Culture Technology Level and modification due to races other than the default human are given. 

Up next (1.1) is Piety.  Various actions are given that adjust this score either through pious or blasphemous actions. This aids in forms of magic.   

2.0 covers measuring Vitality. For the people that really enjoy complexity in their combat there three types of "hit points" in use in this game. They are Energy Points (EP), Body Points (BP), and Life Points (LP).  EPs are lost due to magic or extra actions, BPs cover injury, and LPs cover grievous injuries.  Body Points are increased by armor as described later in the armor section.

3.0 Introduces the Skill systems. The characteristics above determine skills, which are the meat of the game really. There are 10 skill categories with some specialist skills.   These include Communication, Knowledge, Magic, Manipulation, Miracle, Movement, Observation, Persuasion, Weapons (Melee), and Weapons (Missile).  Each has its own method of calculation. Skill checks are % and roll under.  A roll of 1 to 10 is considered a Maximum success and considered flawless.  A roll of 96 to 100 is a Fumble. 

Specialized skills are well, pretty much that.  But for every 10% increase in a Specialized skill, there is a +1% increase to the category. I have not seen that before.   Categories though are Hard, Normal, Easy, and by Weapon.  So improvement in say use of a sword by 10% your ability to shoot arrows increases by 1%.  There is a rough logic here. Categories determine how long it takes to learn a skill and how they can improve. 

The next sections cover all the skills and their specialties.   For example, in section 6.0 we learn there are four categories of Magic; Compulsions, Illusions, Enhancements, and Energy.  Section 8.0 Miracles is set up in a similar manner. 

Oh, oh it's Magic!

Section 12 covers our weapons and how to use them.  Section 13 covers defense.  Relating combat as skill is of course a feature of many games outside of the D&D world.  Section 14 covers equipment.

What's an old school game without a list of weapons?


Section 15 covers time.  1 Phase = 2 seconds, 1 round = 12 seconds (6 phases), and 1 minute = 5 rounds (30 phases).   Skill time is measured in phases and rounds.

Section 17 covers magic in more detail, where Section 6 just details magic as a skill.  There are no "spells" as in D&D per se (see below), but how much power it takes to perform certain example feats of magic.  It reminds me a bit of what we would much later get in White Wolf's Mage or Eden's WitchCraft.  In 17.9 some examples of "spells" built with the rules above are given.  Section 18 covers spellcasting.  Doing a Doctor Strange character is making more and more sense. Much like we will see later on in games like Mage, the four categories of magic can be combined in different permutations to make different spell effects. 

Section 19 covers all sorts of Daemons, Demons, and Gods. This is followed quickly Section 20 on Miracles which is given similar coverage that Spells received.  Section 21 gives us Thaumaturgists or mages with quasi-priestly powers. Section 22 likewise gives us Diabolists.   Miracles rely on the beings from Section 19 to work.   

Section 23 covers the basic stats for animals. Section 24 does the same for humanoids, 25 for Dragons, and 26 for types of undead.   None of these sections have the detail as one would see in a monster manual, the assumption being that you would create your own monsters or rely on the Culture Packs. 

Undead

We end with a very complete index.

The rules feel incomplete to be sure, but I am certain there is a playable game here.  I might be mentally filling in the blanks of what is missing with knowledge of other games and what they would do.

Culture Pack

The intent of the Culture Packs was to provide a "Game" world for the characters to play in.  While not specifically addressed, the assumption was I felt that these would be separate.  Separated by time as they are in the real world.  This is different than the take of Man, Myth & Magic which has all of the Mytho-Historical worlds existing together.  There is a bit higher level of scholarship in our two worlds than what is typically seen in say Man, Myth & Magic.

It is explicitly stated that there would be more Culture Packs, but sadly no others were made.  I could easily see Viking Age Northmen, Knights of Charlemagne, the Roman Empire, and Edo Period Japan.  In fact, given Ms. Gold's previous game, Land of the Rising Sun, Edo Japan seems like an easy choice. I might have to have a look as Land of the Rising Sun and see if I can divorce it enough from Chivalry & Sorcery roots to make a "Culture Pack" for it.  Gold would go on to write the GURPS Japan supplement.  Likewise, the Viking era also seems like a given the Vikings game she did for I.C.E. later on.

This Culture Pack covers Mythic Greece and Medieval England. With each getting half the book.

Layout-wise the two sections follow the same pattern and the pattern set up in the Core Rules. As mentioned the Section numbers match those of the Core book.  "C" is used for Mythic Greece (see below) and "M" for Medieval England.  So in the Core rules, 1.0 covers humans with 1.0b nonhumans (like Elves, Dwarves, Giants).  Section C1.0b covers centaurs, giants, and various nymphs. Section M1.0b cover faeries and picts.  

Mythic Greece is given the title "Children of the Gods," thus the "C" in the section numbering.  I approve, I used the same title (though without knowledge of this book) for my own coverage of Greek myths and Classical witches in Children of the Gods. This Culture Pack covers Ancient Greece before the Trojan War.  The rules here make subtle changes to the Core rules as well as some additions. The big feature here naturally is the inclusion of more gods, festivals, and other creatures. 

Children of the Gods

Medieval England moves the action North and about 2,000 years or so in the future, about the time of the Fall of the Western Roman Empire in England or 1070 CE.  Coverage is given for England of the time.  So one of my favorite topics, the confrontations of Christianity and the "Old Religion" of Celtic Paganism.  So tips are given for role-playing as well as various rule changes. The formula used here to build the Culture Packs is very effective.  Had this game been more successful I would have loved to have seen more. 

Medieval England

Interestingly enough, much like my own Children of the Gods did with her Mythic Greece, there are connections here between her Medieval England and my other Basic Witch book, The Craft of the Wise.  The connections are pretty obvious.  We were reading the same research at the time/from the time.  We both went into the coverage of Greek Myths by Robert Graves. For Medieval England, there are certainly a lot of material she could have used, but she also picked a few that were also on my list like the works of Margaret Murry ("The Witch-Cult in Western Europe") and poets like Kipling.  It makes me wonder how my own books might have been different if I had seen Lee Gold's interpretations first.  As suspected the Magic sections cover witches, familiars, and coven casting.  All of it is very much right out of Murray's books.  I have to admit I was a touch surprised not to see Frazer's "The Golden Bough" in her list of research.

English Dragons


Afterword

Lee Gold is still very active in producing Alarums and Excursions and she still plays Lands of Adventure with her group. I spoke to her over the summer and she is fantastic.

The game does have a "collected notes" feel to it as other reviewers have mentioned. That doesn't detract from a very fascinating, if involved game.  I am certain that with Gold as a Game Master it is all quite fluid and dynamic, first time GMs will be spending a lot of time looking up formulas and a lot of pre-game prep building monsters, NPCs and the like.

I paid quite a lot for this game in it's original shrink wrap and I have to say I am not disappointed.  It is such a fascinating snapshot of one designer's passion.  While this could be construed as a "vanity project" it is not overly so.  Lee Gold is obviously a great game designer.  The diamonds of this game though are still hidden under a lot of coal. 

I hope to spend some more time with it soon.

Unboxing Pictures

It's rare I get something from the 1980s still in shrink.  Let's take it in.

Lands of Adventure, still undiscovered.

Lands of Adventure, still undiscovered.

Tiny, tiny dice

Lands of Adventure books


Links