Friday, July 4, 2025

Epistle

Epistle by James Maliszewski

A Secrets of sha-Arthan 'Zine?

Read on Substack

CleriCon 2025

While I'm looking forward to attending Gamehole Con in mid-October, I have often bemoaned the fact that there aren't more RPG conventions I'd like to attend closer to home. That's why I was very pleased to discover the existence of CleriCon, now in its third year. Organized by The Dungeon Minister – a real-life cleric – it's a small but growing old school-focused convention in Glen Williams, Ontario (about an hour outside Toronto). 

I'll be running a Dolmenwood adventure at the con on Saturday, October 25. If any Grognardia readers should find their way to CleriCon, please drop by to say hello. That's probably my favorite thing about gaming conventions: the opportunity to meet my fellow roleplayers in the flesh rather than just online.

Thursday, July 3, 2025

Interrogation Transcript

UNITED STATES MILITARY EMERGENCY AUTHORITY
INTERROGATION TRANSCRIPT
SUBJECT:
Dennis Lagrange
AFFILIATION: Suspected New America insurgent
LOCATION: Fort Lee Temporary Holding Facility
DATE: 8 December 2000
TIME: 1934 EST
INTERROGATOR: Lt. D. McAllister
TRANSCRIPTION OFFICER: PFC R. Valdez
CLASSIFICATION: SECRET


BEGIN TRANSCRIPT

LAGRANGE:

So that’s it, huh? You finally figured it out. Congratulations. Really. You're quicker than most of the grunts in that junta you call USMEA.

But let me ask you something: what are you gonna do about it?

Throw me in prison? Make another report to General Summers? None of it changes the math.

You think you're preserving something here. Order. Civilization. America. But you're guarding a corpse, friend. You're dressing up a dead empire and pretending it can still give commands. That flag you're flying? It's just a rag someone left behind when the bombs fell.

[Subject paces.]

You want to know the genius of it? No matter what you do, no matter what your bosses do, we win.

You try to be humane, feed a few starving mouths? Makes you look weak. Makes people ask why you’re feeding outsiders when your own patrols are running dry.

But maybe you get smart. Maybe you crack down. Shut the gates. Round people up. Shoot a few looters. Then you're the tyrants. The bad guys. You do our work for us.

That's the beauty of it. You're trapped in the old rules. We're writing new ones.

[Subject leans forward.]

You still don’t get it, do you? The war’s over. Not the fighting. Sure, that’ll drag on a while. But the war? That ended the moment your leaders ran out of answers and reached for the launch keys.

What’s left now is the reckoning. And New America ... we’re the future. The people know it. Hell, even you know it. You’re just too scared to admit it.

So go ahead. Lock me up. Kill me if you’ve got the guts.

Doesn’t matter.

We’re already inside the gates.

END TRANSCRIPT

NOTES: Subject displayed no signs of physical distress. Tone throughout was defiant and confident. No direct operational intelligence volunteered. Recommend psychological evaluation and further containment protocols.


FILED BY: Lt. D. McAllister
APPROVED: MAJ J. Whittaker, USMEA Intelligence Division
DISTRIBUTION: USMEA Command; Fort Lee Intelligence; NCR Threat Assessment Unit
CLASSIFICATION: SECRET
DO NOT DISTRIBUTE OUTSIDE CLEARED CHANNELS

Campaign Updates: Into the Woods

After a few weeks when the frequency of the Dolmenwood campaign was more sporadic than it had been in the past, we seem to be back on track. Meanwhile, the House of Worms and Barrett's Raiders campaigns continue to barrel along, with the former rapidly heading toward what is soon likely to be the consummation of more than ten years of play

Barrett's Raiders


The next scheduled supply run was in the late afternoon of December 7, 2000 – the date on which MLG-7 told General Summers they'd be leaving Fort Lee to head westward to Fort Pickett. Since Lt. Col. Orlowski doesn't like leaving work half-done, he decided it would be in the best interests of everyone involved if he and his unit made sure that no more supplies from the base were being funneled to New America. To that end, he asked Corporal Forest to accompany Specialist Huxley on the run. Meanwhile, other members of the unit would scout ahead, checking out the area where the hand-offs of supplies had been happening in the past, in order to be prepared.

The scouting party consisted of Lt. Cody, Sgt. McLeod, Michael, and Radosław. According to Huxley, the hand-offs happened near a side road accessible from the highway. The side road led to several industrial parks, where small businesses of various sorts were located. Most of the businesses looked to have been looted some time ago. Cody and McLeod split off to look more closely at these parks, while Michael and Radosław headed further down the road. One of the industrial parks contained a self-storage facility whose door was closed. Two men in an irregular mix of civilian and military garb, armed with rifles, stood near it. Further down the road was a large, concrete building that was apparently part of the local water authority. Michael observed two men with rifles patrolling that area as well.

The two groups radioed back to Orlowski, who told them to keep observing the guards. Once the supply truck arrived, there'd be a delay of a couple of minutes before the rest of MLG-7 arrived in their vehicles to prevent the escape of the guards and, presumably, anyone else associated with the hand-offs to New America. Everything more or less went as planned. The supply truck arrived at its designated spot near the side road. Shortly thereafter, five men, led by Denny Lagrange, appeared, with the goal of removing a couple of crates from the truck. This time, however, MLG-7 showed up, firing a warning shot from one of its vehicles. Lagrange and his men quickly surrendered.

The sound of the shot alerted the guards at the self-storage. One of them opened up a shed, went inside, and then, after a couple of minutes emerged. He then carefully closed the shed and the pair fled. Cody and McLeod shadowed them from a distance. To prevent the guards' from revealing anything to others, Sgt. Farley jammed their walkie-talkies. Cody alerted Michael and Radosław about the guards coming their way. They then laid in wait to surprise and capture them. Then, all four members of MLG-7 worked together to do the same to the guards at the water authority building. This left only their boss, a man called Layton, inside. He surrendered without a fight, just like the others. With all ten men captured, Lt. Col. Orlowski decided to return to Fort Lee so that they could be processed and interrogated.

Dolmenwood


With Emelda Wishorn now safely in their care, the question back what to do next. While Sir Clement thought that now was the time to confront Lord Malbleat and denounce him for his nefarious crimes, his companions were none too sanguine about the prospects of that working. Instead, it was suggested that perhaps it might be best for all concerned, especially Emelda, to flee the area of the Shadholme Lodge and head eastward toward Castle Brackenwold, with the goal of seeking the protection of the duke or some other powerful figure (perhaps Abbot Nedwynne?). 

Everyone agreed this was the best solution and, after a quick visit to Sir Clement's pavilion on the festival field, they departed, bringing everyone, including Sidley Fraggleton with them. Sidely desperately wanted to escape his impending nuptials to Celenia Candleswick, as well as evade the tender mercies of Sir Shank Weavilman, who had taken an intense dislike to him. In Sidley's mind, being on the run from Lord Malbleat was preferrable to that fate.

The plan was to avoid using the Ditchway road east, since, if Malbleat wanted to overtake them, it would be much easier to do so. Instead, they would brave the forest and marshes to the east, hoping to make their way to the Woodcutters' Encampment on the verge of Hag's Addle as a stopping-off point before continuing to Brackenwold. Waldra, in her travels, was somewhat familiar with the Camp and its people, so she suggested it would be a reasonably safe place to rest before resuming their journey to Castle Brackenwold. 

Along the way, the group traveled through an area reputedly inhabited by a murderous magician, another infested with the feared nightworms, and another containing trees ravaged by a recent fire. While all of these could well have been worthy of closer investigation, Waldra instead kept her companions moving forward. She did not want to slow down, lest Lord Malbleat's servants – if indeed they were coming – any opportunity to capture them. Just before nightfall, they reached the marshes outside the Camp, where the local vicar, Father Horsely, was out foraging for herbs with his dog, Clewyd. He welcomed them and accompanied back to the settlement, offering to find them a place to stay for the night.

House of Worms


With Prince Eselné's attack on Béy Sü's Temple of Sárku to begin at first light of the next day, it became ever more urgent that Kirktá figure out just what the seven items left to him by Míru did and how they might be useful in dealing with the problems at hand. Nebússa, in particular, was very keen that this matter be resolved and resolved quickly, since there was no longer much time left to investigate. Up till now, they had the luxury of being able to take their time and put things off until later. Now, they had to act. The very fate of Tsolyánu – and their place within it – hung in the balance.

One of the first items to which Kirktá and Keléno devote any effort is the thin scroll of leather that is warm to the touch and gently pulsating. After some experimentation, it becomes clear that the scroll is keyed to the thoughts of the person(s) looking at it. Any text the viewer knows to exist appears in full on the scroll, even if it's something he cannot read. The funerary mask, when placed in front of one's face, generates a low hum that affects the wearer's vision, hearing, and sense of touch, causing pain that increases over time. Kirktá eventually took it off once the pain began to induce actual physical damage to him. 

The amount of time spent experimenting with just these two items began to frustrate Nebússa, who repeatedly suggested that they needed to focus more deliberately on figuring out what all of the items did. Míru had clearly set them aside for a purpose. What was it? This led to much discussion – some of it paranoid – about whether or not Míru, as a secret priest of the One Other, had an ulterior motive in giving these items to Kirktá. What if he hoped he'd use them in a way that benefited the pariah god whom he served? Nebússa would have none of this. "Leave paranoia to the professionals," he joked.

That's when the group turned its attention to the mummified finger kept within a reliquary. Chiyé, as a lay priest of Sárku, could communicate with the dead, so long as he had the person's body or a part of it present. Why not use his sorcery to talk to whoever the finger belonged to? Perhaps he or she could shed some light on many of the questions that so vexed them? With everyone's agreement, Chiyé performed the necessary rituals and contacted the spirit-soul of the person whose finger it was – the First Tlakotáni, founder of Tsolyánu and the mysterious man who supposedly entered into a pact with the One Other millennia ago. If anyone could give them some answers, it was probably him ...

Wednesday, July 2, 2025

Preserving Grognardia

The launching of Grognadia Games Direct yesterday – thanks to those of you who have already subscribed to the newsletter – seems to have put me into a philosophical mood. I now find myself thinking not just about Thousand Suns and Secrets of sha-Arthan, but also about other RPG-related projects I've started and then never completed. While the purpose of Grognardia Games Direct is to serve as a dedicated place to discuss those kinds of undertakings, there is one such endeavor that I wanted to discuss here, if only to get the ball rolling.

I'm speaking of a long-simmering idea of assembling a collection of the "Best of Grognardia." Over the past sixteen years, this blog has published nearly 5,000 posts on a wide range of topics, such as old school RPGs, pulp fantasy, gaming history, interviews, reviews, nostalgia, and curmudgeonly digressions (or, as some prefer to call them, unhinged rants). Some of these posts still get linked and cited today, while others have quietly passed into the digital ether.

The question that keeps coming back to me is: Should I try to preserve some of this? The internet is ephemeral by nature. Blogger still functions – for now – but we’ve all seen Google abandon products without much warning (RIP Google+). If that happens to Blogger, what becomes of Grognardia? A properly edited and formatted anthology, whether print, PDF, or both, might serve as a small bulwark against that impermanence. It'd be a way to retain some of what made the blog meaningful to me and, I hope, to some of you as well.

Would a project like this be worth doing? More to the point, would it be of interest to readers? What would you want to see in a Grognardia collection, if I pursued this seriously? The most widely read posts? The most obscure? The ones that sparked discussion (or controversy)? Should it be organized chronologically, thematically, or by some other criterion?

To be clear: I don’t yet know if this is a project I’ll take up in earnest. A lot depends on the response it receives and whether there’s real interest in such a thing. So, consider this post a bit of informal market research, but also a chance for me to gauge how much of Grognardia's legacy still resonates with its readers.

If this project does move forward, I’ll likely be discussing it in more detail over at Grognardia Games Direct. My intention is to keep the newsletter focused on my writing specifically for publication, while Grognardia remains a space for broader reflection and commentary. So, if you’re curious to follow the development of this or other projects I’ve mentioned in passing over the years, you might consider subscribing.

Thanks, as always, for reading – and for sticking with me through all these years.

Retrospective: The Glacial Rift of the Frost Giant Jarl

In the early days of this blog, I wrote a Retrospective post about Against the Giants, the 1981 compilation module that first introduced me to Gary Gygax’s famed G-series. That post focused less on the individual modules themselves than on my memories of discovering, playing, and refereeing them. There’s nothing wrong with that – Grognardia has always been as much about reminiscence as analysis – but it did mean that the constituent adventures never quite received the attention I think they deserve.

That’s why, in February 2023, I set out to remedy this oversight by writing a series of posts dedicated to each module in turn. I managed to complete only the first installment before the effort fell by the wayside, for reasons I can no longer recall. With this post, I hope to resume that series and finally give The Glacial Rift of the Frost Giant Jarl an individual consideration it merits, followed by Hall of the Fire Giant King next week.

First published in 1978, module G2, Glacial Rift of the Frost Giant Jarl, occupies the middle position in Gygax's Giants Trilogy, itself the lead-in to the even more celebrated D-series. Consequently, G2 has long been overshadowed by both its position within its own series and the looming presence of what follows. Taken on its own terms as a discrete module rather than simply as a bridge between modules G1 and G3, G2 deserves more recognition than it typically receives. It is, if nothing else, a terrific expression of Gygaxian adventure design, offering a tightly focused, environmentally distinctive, and surprisingly open-ended scenario for high-level (9th–10th) play.

The module’s premise is simple: following the defeat of the hill giants in the previous scenario, the player characters are tasked with continuing the investigation into the source of recent giant-led raids. Their next destination is the icy domain of the frost giants, located high in a forbidding mountain range. What they find there is an immense rift in a glacial plateau, honeycombed with caves and tunnels, and populated by the violent and hierarchical society of the frost giants.

From the outset, Glacial Rift sets itself apart with its setting. The rift is not merely another dungeon, but a semi-natural, hostile environment that actively contributes to the module’s sense of danger. The cold is not just flavor text; it informs the monsters encountered (remorhaz, winter wolves, yetis), the terrain, and the general tone of the place. There’s a starkness to the rift that evokes the unforgiving nature of the mythic North, a realm of elemental cruelty, barbaric strength, and ancient, unknowable powers. There's also something almost mythic in the Jarl’s domain: a vision of primitive kingship, drawn more from Norse sagas than from the usual pulp fantasy tropes, where authority is measured by might and the feasting hall rings with the howls of dire wolves.

Structurally, G2 is more interesting than it first appears. The rift is split into two levels: the upper level consisting of cave-like lairs and animal dens and the lower level home to the giants’ halls, guard posts, and meeting places. Unlike many early modules, G2 is decidedly not linear. Its design encourages infiltration, observation, and guerrilla tactics as much as direct confrontation. A cautious party could spend several sessions simply gathering intelligence, probing defenses, and slowly unraveling the nature of the giants’ organization. Conversely, a reckless party might find itself quickly overwhelmed. It’s a sandbox in miniature, where the players’ tactics genuinely matter. 

Like its predecessor, Gygax naturalism is on full display here. The frost giants are not simply bags of hit points awaiting extermination. They're part of a brutal but functioning society, with guards, servants, prisoners, and even non-combatants. Gygax includes giantesses, young giants, and slaves, all of which contribute to the sense of this being a "real" place that operates according to a certain logic. This forces players (and referees) to make choices. Do the characters kill everything they encounter? Do they parley? Do they seek allies among the captives? For a module that, when it's remembered at all, is remembered simply as “the one where you fight frost giants,” G2 contains a surprising amount of nuance.

Gygax’s authorial idiosyncrasies are on full display throughout the module. His monster choices, like the remorhaz or the white pudding, show a willingness to embrace the weird and unexpected. His treasure hoards are filled with oddities, while his trap placement is often arbitrary but memorable. His prose, full of abrupt capitalizations and florid phrasing, imparts even the most banal descriptions with contagious energy. Glacial Rift is thus unmistakably his work: unapologetically high-level, at times unfair, even cruel, but always imaginative.

That said, the module is not without its flaws. The maps, presumably drawn by Dave Sutherland (there are no credits), can be difficult to read, especially given the three-dimensionality implied by the rift’s vertical layout. Navigation can become a chore unless the referee is particularly adept at spatial description, which I must confess I struggle with. Some encounters do feel a bit like filler – yet another cave, yet another pair of frost giants – and the rationale for the party’s presence here (to follow up on the events of G1) does feel thinner than that of either of its brother modules.

Even so, The Glacial Rift of the Frost Giant Jarl more than stands on its own as an effective and engaging high-level adventure. Its strength lies in its atmosphere, its open structure, and its presentation of a society of intelligent monsters bound by codes of strength and tradition. While Steading of the Hill Giant Chief is more immediately accessible and Hall of the Fire Giant King arguably more refined, I think Glacial Rift does something unique in presenting a wilderness-like dungeon. I think it's understandable that it's not often celebrated, but I nevertheless think it would be a mistake to overlook it, as it's a fine example of Gygaxian adventure design that rewards careful and clever play.

Tuesday, July 1, 2025

REPOST: Plants vs. Macrobes

I hope no one misunderstands me: I think Gamma World is plenty weird. I also think there's a great deal of scope within that weirdness for humor, even of a very low sort. In that respect, I firmly believe that it's no different than Dungeons & Dragons, which I have long characterized as being a "pulp fantasy roleplaying game of high adventure and low comedy." What I have grown to greatly dislike, though, is the deliberate emphasis on and encouragement of low comedy in Gamma World to the detriment (or even exclusion) of its potential for high adventure. Mind you, I think the reverse is also an error in judgment too, but then I feel the same way about D&D.

I was thinking about this topic in reference to another couple of articles I loved from Dragon back in the day. Issues 86 and 87 (June and July 1984, respectively) described the Moon in Gamma World, as part of an excellent ongoing series detailing Earth's only natural satellite in a variety of SF RPGs. The Gamma World articles were written by James Ward and thus carried an imprimatur of official-dom about them. Even if I hadn't loved what they described – which I did – my teenage self would have dutifully accepted their contents regardless, since they came from the pen of the Creator.

As detailed in that pair of articles, the Moon of the 25th century was utterly devoid of human life, which was wiped out by a plague not long after the destruction of civilization on Earth. In the absence of humans, Tycho Base's cybernetic installation kept it running as before, right down to allowing existing experiments to proceed unhindered – such as the genetic manipulation and irradiation of plants and single-celled organisms. Left unchecked, both experiments eventually resulted in various mutant strains, some of them intelligent, which before long initiated a war on the other to gain full control of the cybernetic installation and, with it, Tycho Base. Thus, the Moon of Gamma World consists of a base once large enough to support 50,000 human beings but now inhabited by colonies of mutant plants and huge microbes locked in a death struggle against each other. A world gone mad indeed!

I really like the idea of a Moon base filled with warring mutant plants and giant microbes, because it's unexpectedly alien. But, let's face it, the idea is pretty ridiculous taken out of context. Even in context it's peculiar. That's OK in my book, though, since this situation isn't unique to Gamma World but in fact a facet of all but the most self-serious RPGs. If I am belaboring this point, I apologize. It galls me that Gamma World has for so long been relegated to the "joke RPG" category, all the moreso when I read these articles about the Moon and realize that, rather than dispelling such notions, they'll probably only confirm them in the minds of many gamers.

So, yeah, I admit that I've probably been thinking too much about this topic, but that's what I do: think too much about roleplaying games. After Easter [this was originally posted in April 2011], I'll have some more to say about this, I am certain. It's my hope that, even if I start to sound like a broken record, I'll at least play an interesting tune.

Whither Grognardia? (Part II)

It’s been almost five years since I brought Grognardia back from its extended hiatus and, in that time, I’ve worked hard to stay true to its original spirit as a space for reflection, commentary, and celebration of the history and legacy of roleplaying games, especially those we now call “old school.” That guiding purpose hasn’t changed and it won’t. However, after more than a year of mulling over how best to balance this blog with my ongoing RPG design work, I’ve come to a decision, one that affects how I’ll be handling Grognardia from now on, as well as the future of the two games that have increasingly claimed my creative attention: Thousand Suns and Secrets of sha-Arthan.

Starting today, I’ll be moving all my RPG design work – new rules, setting development, playtest notes, and related commentary – to a separate Substack newsletter. This will be the new home for all things related to my ongoing RPG design projects. My reasons for doing this are partly practical and partly experimental. Substack offers tools for managing subscribers, tracking readership, and organizing content, tools Blogger doesn’t provide but that are increasingly important to me, especially as I prepare to release material for both games commercially.

Like Grognardia, the newsletter is entirely free to read. There’s no paywall, no locked posts, just another outlet where I can share ideas and progress, hopefully in a more focused and consistent fashion. That said, I do maintain a small Patreon, which I plan to continue for the foreseeable future. It doesn’t generate much income, but I’m immensely grateful to the readers who’ve chosen to support me there over the years. Their generosity has helped me fund art and other resources for Secrets of sha-Arthan and related projects, expenses that would otherwise come entirely out of pocket. I don’t expect anyone to become a patron, but I do genuinely appreciate those of you who do. It makes a real difference.

Just as important, splitting these projects off to their own platform will help me stay focused. Right now, things are more scattered than I’d like. I often find myself juggling work across multiple trains of thought, which I suspect has hindered my ability to make as much progress on either Thousand Suns or Secrets of sha-Arthan as I would have liked. I’m hopeful that this change will help bring some order to the chaos and allow me to be more productive overall.

That said, Grognardia isn't going anywhere. The blog will continue much as it has since its return, with daily posts (more or less), musings on the history of the hobby, looks at old gaming materials, and the occasional detour into obscure corners of pulp literature or genre films. If that’s why you’re here, nothing will change. If you're interested in my RPG design work, I hope you'll also subscribe to the Substack, where I’ll be posting a couple of times a week – one update each for Thousand Suns and Secrets of sha-Arthan (perhaps more, but I don't want to be overly ambitious just yet). 

This division of labor is an experiment, like much of what I do. If it works, I hope it’ll benefit not only me but you, the readers, by giving each project the attention and clarity it deserves.
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