Showing posts with label real. Show all posts
Showing posts with label real. Show all posts

Friday, March 23, 2012

Snake, Giant Constrictor


Science has validated this scene from Milius's ConanTitanoboa cerrejonensis is the largest snake every discovered at up to 50 feet long, 3 feet in diameter at the thickest part of its body, and weighing in at 2500 pounds.  The giant constrictor in the 2nd Edition Monster Manual would be puny in comparison at a mere 30 feet in length--though that would be about the size of Gigantophis, the second largest snake ever discovered

Because the size of anything becomes more relatable when compared to a city bus, here you go:

There's also this life sized model in Grand Central Station (there's a SyFy original in that), captured in mid-swallow:


Titanoboa slithered through the Paleocene, around 58-60 million years ago, but records from that period are spotty at best.  There were probably a few around in ancient Atlantis or Lemuria, or some other forgotten continent.

Monday, January 16, 2012

Maps of Places to Escape From

Or maybe, to break into.  You and your players can decide.

First, a small island named for the pelicans that (presumably) once nested there.  Of course, Alcatraz is more famous for the Federal prison that was located there:


Here's a floorplan of the prison itself:


Next, here's the truly sprawling High Royds Hospital in Menston, England, part of the West Riding Pauper Lunatic Asylum.

Sunday, August 28, 2011

The Diamond Planet Heist!


Astronomers have discovered a planet 4000 light-years away orbiting a neutron star every two hours that appears to be composed of diamond.  Read the details here.


Could you ask for a better science ficiton/space opera adventure locale?  It could be a ritzy casino world full of sauve spies like something out of a Bond film or novel.  Or you could do a swinging sci-fi heist film, like a space opera Ocean's 11.  Maybe it's a glitzy disco world like something you might have seen on the 80s Buck Rogers if it had had a bigger budget?

Of course, one could go against all those diamond associations.  Doctor Who has a "crystalline world" in the episode "Midnight" and that's a horror story.

Sunday, July 17, 2011

Strange Encounters


Fiction isn't the only place to get inspiration for events tinged with the supernatural, horror, or just the weird.  Peruse any book or website on unexplained phenomena and you ought to able to turn up quite a bit of usable material, depending on the genre you're gaming in.  Here are a few choice proportedly true vignettes I found on this UFO-oriented website.  There are hundreds more where these came from:

Location. Spike Island, Cork Harbor, Ireland
Date: June 1914
Time: afternoon
The 6-year old witness was walking along a path next to the sea with her eyes mostly on the ground. She happened to look up when she was about five yards away from the wall of local doctor's house and saw something bizarre. A strange figure was looking over the wall across the harbor to Cobh. She walked a few more steps nearer before she realized that what it was--and then she became rooted to the ground with fear. It was not ten paces away and she could see it only too clearly. It must have been a very tall creature, because she could almost see it to its waist---and the wall was at least five feet high. It was in the rough shape of a human being---that is, it had a head and shoulders and arms---though she didn't see its hands, which were behind the wall. Except for two dark caverns where its eyes should be, the whole thing was of one color, a sort of glistening yellow. As the wall was parallel to the road and on her left, the thing was looking past her---across the little road and straight across to Cobh. As the witness stood petrified, the thing began to turn its head very slowly toward her. At this point the young witness heard a voice in her ear: "If it looks straight at you, Eileen, you will die." Her feet seemed to be anchored to the ground by heavy weights, but somehow she managed to turn and run. She ran into a nearby cottage about 15 yards away. Her next memory was of Mrs. Reilly (the owner of the cottage) sponging her face with water, as she shook all over with shock and terror. She told Mrs. Reilly that she had seen something dreadful in the Doctor's garden. Mrs. Reilly told the young witness that she was not the first to see it and would not be the last.

Location. Linaalv Lappland Sweden
Date: 1919
Time: daytime
9-year old Ragnar Byrlind and his brothers & sisters were inside the family's house playing games when their mother called for them to come to the window and look. About 400 meters away some sort of object was coming along the road. It was a dark gray object, longer than the timber lorries of the present day. On what appeared to be a coach box at the middle sat a figure and two others were running in front of it carrying flashlight like implements in their hands. The entities looked like human beings and wore some kind of headgear but it was impossible to discern any details at the distance. When the object was at some distance from the observers it suddenly released a light smoke and disappeared on the spot. The family investigated the area but found no traces.

Location. Camperville, Manitoba, Canada
Date: winter 1930
Time: late night
On a cold winter night as the whole family slept they were suddenly awakened by the keen howling and frenzied barking of their dogs. Several family members quickly rushed out after getting quickly dressed. The dogs acted as if they were rabid but never approached the figure of a strange man that was standing by the fence next to the road. He was not wearing proper clothing. In the dead of winter with temperatures below 30, this figure wore a black tailed tuxedo and a white shirt. He stood there watching the dogs, and then he looked at the family. They walked towards him to see what he wanted but he backed up to the dirt road. Two of the men walked towards him. He watched them approach him and then walked backwards down the road. No matter how fast the men walked they could not get close to him. He seemed to be walking backward one step at the time but no matter how fast they ran they could not reach him. The men gave up and returned home. They never saw the stranger again.

Location. Northwest of Stewart, British Columbia, Canada
Date: 1938
Time: unknown
While searching for a missing trapper in a remote glacial area near the Alaskan border, constable Larry Requa entered a cave and discovered 5 “alien skeletons” which had extended craniums. One of the entities had a metal medallion on, imprinted with star symbols. All 5 entities were facing a stone altar and it was Requa’s impression that these beings had been “stranded” as they could not leave the earth. The cave had unusual characteristics as it appears to wind in a vertical configuration and the walls were extremely smooth as if these beings had used a “boring device” to make the tunnels within the cave. Apparently as of July 2000 the skeletons were still in the cave. It is not known what the present status is.

Location. Sonoma County, California
Date: 1950
Time: afternoon
Two men and one 17-year old boy were exploring some old mine shafts when they started hearing clicking noises. They could smell a fire so they were curious as to what was on fire all the way down in a mineshaft. They went further down and they started to see a weird substance on the walls of the mine. Then they saw the fire farther down and they noticed that there was something near it, but they could not make out what it was. Upon closer inspection they realized that it was some sort of hideous beast that resembled a boar with human features. It had hands and patches of red hair on its body. It appeared to be bashing an animal skull of some sort against a rock to be cracked open. As soon as the creature saw the witnesses it charged after them. One of them suffered a deep gash on his back as he crawled out of the shaft.

Location. Oracle Arizona
Date: 1950
Time: daytime
Juan Urrea was playing in the yard when suddenly the door of the outhouse creaked open. There, to his surprise, lurked a tall, kangaroo-like creature with blazing red eyes. It peered out around the edge of the door, and then beckoned him to come forward. Urrea believed the creature meant to do him harm. He ran and never saw it again.

Thursday, April 28, 2011

Akakor: Dungeon, (South) American Style

Following up on the weird South American jungle map I presented earlier, today we'll veer off the map entirely into the wilds of crazy von Däniken land and visit a “lost” city--one that got famous enough to appear under a weak pseudonym in Indiana Jones and the Kingdom of the Crystal Skull. I refer of course to Akakor.

Von Däniken started talking about underground city complexes beneath Ecuador in 1974’s The Gold of the Gods, but one of his sources, German journalist Karl Brugger, got to tell his version in 1977 with The Chronicle of Akakor. Both accounts start with the same basic story: In 1972, Brugger met a Amazonian Indian (who spoke excellent German) named Tatunca Nara, who claimed to be a member of a hidden tribe that kept a great secret.  This secret involved ancient astronauts from a solar system named Schwerta, and a network of underground cities these space travellers built beneath South America. The most important of these cities was known as Akakor.

It all sounds fairly unbelievable, true--and it becomes even more so with the revelation that ol’ Tatunca Nara was really Günther Hauck, an alimony-dodging German ex-patriot. But the important thing from a gaming perspective is that these guys gave maps.

One of these is the upper (above ground) Akakor, and the other is the lower subterranean portion. Different websites disagree on which is which, so take your pick--"entertainment purposes only," and all that:





Here’s a nifty cross-section showing the underground portion, and one of the Star Trek-esque hallways:



Read more about it here, and find these maps (and more) here. Add some bullywugs, maybe some yuan-ti--or Nazis if your tastes run to pulp--and you’re ready to roll.  Crystal skulls strictly optional.

Tuesday, April 26, 2011

Real Sandbox: Maps of Green Hell


Interested in a sandbox setting with wilderness and dungeons to explore? I’ve used the title "green hell" (borrowed from the 1940 film) for a fictional jungle land before, but this time I want to talk about the real deal--or at least one based in reality. Check out this somewhat fanciful map of the South American jungle--the Mato Grosso (“Thick Wood”):
A lot of cool stuff going on there. Some highlights:
  • Unknown Mountains of Gold and Mystery - They had me at "gold."
  • Unexplored Dangerous Territory - Obviously, explored enough to know its dangerous.
  • Atlantean Hy-Brazilian Dead City - If Dead City weren’t adventure fodder enough, Atlantean ought to sweeten the mix, to say nothing of Hy-Brazilian.
  • Strange “Cold” Light in Tower - Again the Hy-Brazilian Atlanteans are invoked for probably the most intriguing place on the map. And why is cold in quotation marks--so-called cold, perhaps? The mind boggles...
This is to say nothing of Indians in Roman style armor, headhunters, assorted glyphs, and the place where Fawcett vanished. It’s a whole jungle of adventure suitable for your fantasy or pulp game.

Thursday, February 10, 2011

Real Dungeon: Paris Underdark


Modern stylings aside, he looks like an adventurer, doesn't he?  That's the sort of person you'd expect to find beneath a great city in old--and often forbidden--tunnels, wherein there's a house of bones, it's entrance bearing the legend: "Stop, this is the Empire of Death."


Everybody's heard of the Catacombs of Paris, the subterranean ossuary and tourist attraction. Morbid spectacle it may be, but its only small part of Paris’ underground tunnel system, all part of the Carrières de Paris--the Quarries of Paris--a network of abandoned limestone and gypsum mines reaching back to the 12th Century.

Only the area of the Catacombs is now open to the public, but it's just a part of the potentially accessible area of the quarries. Delvers known as cataphiles make a hobby of illegal entry into these other tunnels--if not for treasure, at least for adventure.

Here’s a map of a portion of the quarries. It probably helps if you read French...


...or maybe you can just think of it as some suitably accent tongue.

An interative map and a number of pictures can be found at the National Geographic website, and more cool maps can be found in this months issue.

Tuesday, January 18, 2011

Real Dungeon Hazards: Snotties and Slime


Ooozes and slimes aren’t just the the subject of Gygaxian dungeoneering fancy. Interestingly, it appears they have some basis in subterranean fact. Ready for an introduction to the world of snotties, red goo, and green slime?

"Snotties" look like small stalactites, but have the texture of mucus and drip battery acid. They’re actually colonies extremophile archaebacteria that thrive in intense levels of atmospheric hydrogen sulfide produced by volcanism. They’ve only been found in a few places including Cueva de Villa Luz, southern Mexico, and Sulphur Cave in Steamboat Springs, Colorado.


Other unusual things have been uncovered in Cueva de Villa Luz by the self-styled SLIME (Subsurface Life In Mineral Environments) team. “Red goo” is an acidic (pH 3.9-2.5) breakdown product of clay, which also makes a home for bacteria. “Green slime” which may be decaying algal elements.

Sulphur Cave also sports the red worms which live off sulfur--the only such higher organism ever discovered residing on land.

Sunday, January 16, 2011

Descent in the (Real) Depths


Adventurers traveling to a remote jungles to enter a gigantic cave, inhabited by things like poisonous centipedes isn't just the stuff of table top fantasy.  The February issue of National Geographic has an profusely illustrated article about an epedition to Son Doong Cave in Vietnam.  The cave's at least 2.8 miles long and is some places as tall as 460 feet.  Check out all the pictures and an interactive map here.


Not enough for a jaded delver like yourself?  Well, marvel at the the crystal formations in Mexico's appropriately named Cave of Crystals.  If that's not an adventurous environment (minus, you know, the extreme heat of 136 F and 90-100% humidity) I don't know what is:


Note the size of the people in relation to the crystals!

Monday, October 4, 2010

Attack of the Soviet Ape-Men!


The story goes like this: Soviet dictator Joseph Stalin wanted to create a super-soldier, a “new invincible human being, insensitive to pain, resistant and indifferent about the quality of food they eat.” To this end, he tasked the USSR’s preeminent biologist Ilya Ivanov (the man who had pioneered the use of artificial insemination the obtain interspecies hybrids) with making half-man, half-chimpanzee super-warriors.

The truth seems to be that Stalin was never particularly interested in Ivanov’s experiments--that was the biologist’s own mad scientist leanings. Nevertheless, the experiments did take place. First, in 1927, he tried to artificially inseminate female chimps with human sperm. When that didn’t work, he began to plan to cross human females with male chimpanzees. In 1929, with the support of the Society of Material Biologists, Ivanov made plans to inseminate volunteer women in the Soviet human, but his last male ape (an orangutan) died. The wait to obtain new apes slowed things down long enough for the political winds to shift, and his experiments were ended.

This may not have been the first time such mad science antics were tried. According to the Discovery Channel, psychologist/eugenicist/primatology pioneer Robert Yerkes or his team supposedly created a human/chimpanzee hybrid in Florida in the 1920s. The rumor goes the hybrid was later destroyed--or did it did escape into the skunk-ape haunted swamps?

Anyway, I find all of these doings great fodder for pulpish or superhero gaming--and possibly post-apocalyptic gaming, too. Maybe the hidden Gorilla City in darkest Africa is a Marxist-Lenninist worker’s paradise? Or maybe the the far future ape city (the one near what used to be New York) reveres Yerkes as they’re Lawgiver; he did give them language after all?

Monday, August 23, 2010

Dungeon, American Style: The L.A. Lizard Underground

On January 29, 1934, The Los Angeles Times published a stunning report on an ancient, underground city beneath the streets of L.A. That’s enough for an American dungeon, but it gets even better. The city wasn’t alleged to have been built by Native Americans, pre-Columbian explorers, or even Atlantean survivors, but rather by Lizard People.

Cue Sleestak hissing here...


“Busy Los Angeles, although little realizing it in the hustle and bustle of modern existence, stands above a lost city of catacombs filled with incalculable treasure and imperishable records of a race of humans further advanced intellectually than the highest type of present day peoples, in the belief of G. Warren Shufelt, geophysicist mining engineer now engaged in an attempt to wrest from the lost city deep in the earth below Fort Moore Hill the secrets of the Lizard People of legendary fame in the medicine lodges of the American Indian.”
- Jean Bosquet, L.A. Times, 1934
It must be said, that Shufelt was a man with some unusual ideas even before the whole lost lizard city thing. He had designed and built an apparatus which he claimed could detect any substance by honing in on its vibrational character.. The device--which was a pendulum in a glass box, attached to a black box affixed with compasses--could not only be used to detect gold and valuable minerals, but could even track down a person using a hair sample.

Using this miraculous device, Shufelt was able to discover a subterranean complex beneath Los Angeles and running under Santa Monica Bay. When he mapped it out, the system of tunnels looked (to him) like a lizard.

In researching the mystery of the complex’s creation, Shufelt was told about a race of “Lizard People” by a Hopi Indian, Chief Little Green Leaf. Indian legends (according to Little Green Leaf) held that a “great catastrophe” had sent the Lizard folk underground 5000 years ago.

Like any good dungeon, this one’s got treasure. First off, the Lizard People kept all their knowledge on gold tablets 4 ft. long and 14 in. wide. On one of these was supposed to the “record of the origin of the human race.” They also had imperishable food supplies “of the herb variety” and a chemical solution which could cut through rock, that they had used to build the tunnels in the first place.

By the time the story broke in the L.A. Times, Shufelt and crew had been digging shafts to get into the city. Updates on the project appeared in newspapers. Then, abruptedly, the project was cancelled. By March 5, 1934, the shafts had been filled in and the contract cancelled.

Maybe, it came to an end because Shufelt was a nut, and his story a fantasy. Or maybe that’s what Enik and his boys want us think.

Sunday, June 20, 2010

Real Dungeons, American Style: Coral Castle


A mysterious stranger arrives in town. Only working at night, and with no apparent help, he constructs a structure of megalithic stones. The stones are often carved in odd designs, some perhaps with arcane significance. When asked how he moved and worked the stones, the stranger only made veiled references to ancient secrets. The construction lasts nearly thirty years, until the stranger succumbs to a wasting sickness.

Sounds like the background fluff for an adventure, doesn't it?  But it happens to be true. While not technically a dungeon, Coral Castle has enough mystery to be the inspiration for a interesting game adventure locale.

Edward Leeskalnin (1887-1951) was a Latvian emigrant who arrived in south Florida in 1919. He purchased a small parcel of land, and spent the next 28 years building a structure of megalithic stones (mostly limestone formed from coral) in homage to his "Sweet Sixteen." How he cut and placed the 1000 tons of stones that make up the structure is mystery. He never let anyone watch him work (he supposedly did much of the work at night, by lantern light), and never had any help or used any heavy machinery that was seen. This secrecy has, of course, allowed a lot of speculation about his methods over the years. Leedskalnin supposedly told people that he "understood the laws of weight and leverage well", and more enigmatically, that he had discovered "the secrets of the pyramids." He also supposedly spoke of using a "perpetual motion holder."

Wikipedia relates the story that a few teenagers reported spying on Leedskalnin and seeing him make blocks of coral to move like "hydrogen balloons." The fact that Leedskalnin published pamphlets on his own theories on magnetism and electricity have helped fuel the wild-eyed speculation. Still, photos exist of Leedskalnin on the work-site with his tools--which are tripods and block and tackle. Of course, maybe that was just to throw people off...

However he did it, Coral Castle is an impressive accomplishment. Almost all the stones are single pieces weighing about 14 tons each. There's a revolving stone door so well balanced that a child can make it turn (or at least could--it stopped working in 1986 and had to be repaired, and now doesn't turn as well) that is made of a 8.2 ton rock. Wikipedia lists its other features:

"...a two-story castle tower that served as Leedskalnin's living quarters, walls consisting entirely of 8-foot high pieces of stone, an accurate sundial, a Polaris telescope, an obelisk, a barbecue, a water well, a fountain, celestial stars and planets, and numerous pieces of furniture. The furniture pieces included are a heart-shaped table, a table in the shape of Florida, twenty-five rocking chairs, chairs resembling crescent moons, a bathtub, beds and a royal throne."


In a game setting, the strange stone structure could be the remains of an ancient pre-human culture, or a gate built by a wizard to another world, or the only visible part of a Brigadoon-like city that only appears in this dimension every so many years. Of course, in a pulp setting, one could use the real coral castle for adventure fodder--and perhaps have a run in with its real-life mysterious and reclusive wizard.

Friday, May 21, 2010

Dungeon, American Style: City Lost, Canyon Grand

"The latest news of the progress of the explorations of what is now regarded by scientists as not only the oldest archaeological discovery in the United States, but one of the most valuable in the world, which was mentioned some time ago in the Gazette, was brought to the city yesterday by G. E. Kinkaid, the explorer who found the great underground citadel of the Grand Canyon during a trip from Green River, Wyoming, down the Colorado, in a wooden boat, to Yuma, several months ago."
-- "Explorations in Grand Canyon," Phoenix Arizona Gazette (April 5, 1909)

So begins an article that describes the discovery of a "great underground citadel" with its entrance in the Grand Canyon--a real American dungeon.

Ok, maybe not real--despite what you might read on the internet about sinister Smithsonian cover-ups. But it is a American, and has the makings of a great dungeon.

The byline-less article tells the story of G.E. Kinkaid (or Kincaid, in works of a more recent vintage) who's thumbnailed as "a explorer and hunter all his life" and said to have worked for the "Smithsonian Institute" for thirty years. Kinkaid was travelling from Green River, Wyoming, to Yuma, New Mexico, down the Colorado in a wooden boat. In the Grand Canyon, in what is thought by subsequent researchers to be Marble Canyon, Kinkaid discovered the entrance to a cavern "1,486 feet down the sheer canyon wall." This cavern "hewn in solid rock by human hands, was of oriental origin, possibly from Egypt, tracing back to Ramses."

An expedition under the "S.A. Jordan" (another figure whose existence is difficult to verify) started mapping the cavern in good adventurer-style. Highlights include two large chambers, radiating passages, assorted idols, mummies wrapped in bark, mysterious hieroglyphics, and a "grey metal" that baffled scientists, but resembles that most valauble of D&D coinage metals, platinum. And one other intriguing random treasure: "Strewn promiscuously over the floor everywhere are what people call "cats eyes', a yellow stone of no great value. Each one is engraved with the head of the Malay type." The whole 1909 article is helpfully provided here, rich with cool detail.

Even better, Jack Andrews, a researcher on the topic, offers a map in the article on his website:


Admittedly, The layout's a little plain as dungeons go, but a location that can only be reached by climbing nearly 1500 feet down the wall of a deep gorge, or up from a fast moving river, is actually the sort of place adventurers ought to be going. Probably there'd be some nonhuman inhabitants in a fantasy game, but cranky mummies or even rival treasure-hunters would work in a pulp setting or wild west.

I wonder what those "cat's eyes" stones will appraise for?

Sunday, May 16, 2010

Real Dungeons, American Style: Murder Castle

While not the first American serial killer--that infamy seems to be due the Harpe Brothers, Big and Little--Herman Webster Mudgett alias "Henry Howard (H.H.) Holmes" is certainly an early, prolific, example. After his arrest in 1894, Holmes confessed to 27 murders, but the actual number could be as high as 230. Most of these were committed during the World's Fair of 1893 in Chicago, in a structure that would become known as the Murder Castle--a real American dungeon.

Mudgett was born in Gilmanton, New Hampshire. He attended medical school but got expelled for stealing a cadaver. After that, he began to travel the Midwest, making a living by con games, insurance fraud, and multiple marriages for money. In 1886, he took up residence in the Chicago suburb of Englewood, and began working at a drugstore owned by a widow under the alias Dr. H.H. Holmes. The widow likely became one of his victims, and he took over ownership of the drugstore--and possibly sold the widow's skeleton to a medical school. Holmes bought the empty lot across from the store, and from 1888-1890 personally supervised the construction of a three-story, block-long, turretted structure, combination storefront, offices, hotel, and mansion, which neighbors dubbed "the Castle." There was a lot of turnover in the construction workers; Holmes fired people to avoid paying them, and to keep anyone from asking too many questions. It wasn't any good to have people wondering about the purpose of gas jets in the guest rooms, an elevator shaft sans elevator, soundproof vaults, alarm bells triggered by opening apartment doors, large kilns, quick-lime pits, and chemical laboratories--not to mention the more mundane stairs to no where, hidden passages, and peepholes. In this nightmarish edifice, Holmes tortured and killed a succession of wives, secretaries and office-girls, and paying guests to his hotel during the Exposition. Holmes dissected the bodies, performed chemical experimentation on them, them dissolved them in quick-lime or burned them in the furnaces, though some parts got saved in the vaults.

Wikipedia describes the gruesome doings, thus:

"Some were locked in soundproof bedrooms fitted with gas lines that let him asphyxiate them at any time. Some victims were locked in a huge soundproof bank vault near his office where they were left to suffocate. The victims' bodies went by secret chute to the basement, where some were meticulously dissected, stripped of flesh, crafted into skeleton models, and then sold to medical schools...Holmes had two giant furnaces as well as pits of acid, bottles of various poisons, and even a stretching rack. Through the connections he had gained in medical school, he sold skeletons and organs with little difficulty. Holmes picked one of the most remote rooms in the Castle to perform hundreds of illegal abortions. Some of his patients died as a result of his abortion procedure, and their corpses were also processed and the skeletons sold."
The Murder Castle could easily haunt a wild west or pulp setting, but I also think Holmes and his gruesome set-up could easily be transferred to a more typical fantasy setting. Perhaps Holmes's stand-in is an evil wizard? Certainly magic might add even more devilish traps to torment players. And luckily, The Chicago Tribune of Sunday, August 18, 1895, gave a diagram and supplementary drawing of the Murder Castle, suitable to get the gamemastering juices flowing: