Friday, March 22, 2024

Descent in the Outer Dark


When Janus stopped being just an orbital mechanics curiosity and became a genuine anomaly by broadcasting a signal, a flurry of probes was quickly launched, and Earth waited for the report. Janus was revealed not to be a moon at all. It was an alien artifact. 

It took some time to find out what sort of artifact. Even now, none of the experts are completely sure. Its creators and purpose remain obscure. What humanity learned was there was reward inside: the strange but sometimes useful artifacts of an unimaginably advanced civilization. And then there was something else. Death. It comes in hundreds of ways, at the hands of bizarre traps or random environmental shifts, but also at the hands of murderous alien beings or animals that reside inside the structure.

The Company runs the station serving Janus. Security is provided by a multinational group, but it was expedient to let a corporation run the actual operations. Plausible deniability. Contractors recruited from the desperate masses of a climate stressed and economically depressed Earth sign up to be minimally trained, fitted into battered, armored environmental suites and sent into the alien labyrinth inside, hoping to steal crumbs from the table of strange gods and get out of their realm alive. The statistics aren't good, but the stories of the few that survive to retire rich keep the volunteers coming.

Wednesday, March 20, 2024

Wednesday Comics: DC, June 1983 (week 3)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around March 17, 1983.


Legion of Super-Heroes #300: It's an anniversary issue, so Giffen and Mahlstedt share art duties with a number of Legion artists from the past: Schaffenberger, Staton, Bender, Swan, Sherman, and Cockrum. The whole Legion of Super-Heroes assembles for an anniversary ceremony, but there are some other things going on as they do. Mon-El and Shadow Lass (with a new look) destroy a giant Khund spaceship in humanoid form. Much of the issue is taken up by Brainiac 5 and Rond Vidar working to cure the psychosis of Douglas Nolan, brother of the late Ferro Lad. He experiences a number of alternate timelines (providing the stories for the guest artists to illustrate). Ultimately, they allow the tortured Nolan to physically escape into an alternate timeline in which he replaces his dead brother in the Legion.

I suspect this is an issue that is more enjoyable the more you are steeped in Legion history.


Night Force #11: Wolfman and Colan start a new storyline. In a mansion in Maine in the 1930s, a cabal of occultists uses their power to help bring Hitler to power, only to be betrayed and murdered by him (also sealing his own fate). Decades later, a wealthy couple buys the house and finds it haunted. They are assaulted by the spirits who brand "666" on the husband's head. The couple turns to Baron Winter for help and for a large sum, he agrees. He and Vanessa prepare in open a door in his home and step out into the 1930s. After a stop in a soda shop to have an egg cream (priorities I guess) the Baron contrives to set up a meeting with the cabal.

This seems a bit more standard fare than the last two arcs, but it's just the first installment so there may be twists to come.


Brave and the Bold #199: Barr and Andru/Hoberg team up Batman and the (Earth-One) Spectre in the penultimate issue of this title. It's got a nice setup: Jim Corrigan (the Spectre's host) disappears while a moving train while the Spectre is out of his body, so the ghost goes to the Dark Knight Detective to solve the crime. It turns out the sorceress Kalindra is trying to get a bad for spirit of her lover, banished to the Astral Plane by a cruel and vengeful wizard centuries ago.  Batman tries to deal with the powerful Kalindra, while Spectre and the lover's spirit fight to the Astral Plane. Spectre wins quickly and then helps Batman by releasing Kalindra of her spell, ending her life. In the aftermath, Batman is angry at the unnecessary death, but the Spectre explains that the lovers' souls were due in the afterlife long ago, and now they are reunited there.


Daring New Adventures of Supergirl #8: Kupperberg brings in his creation from 1977 (though they were last seen in '82), the new Doom Patrol. Reactron, an atomic-powered foe of the Doom Patrol, is lured into the open by the Patrol's gambit of offering Negative Woman as bait--and Linda Danvers happens to be a bystander! She's shooed away from the scene by Tempest, who doesn't know she's Supergirl. Cheryl and Daryll, who have accompanied her to the park, take her back home, and Linda has to watch the battle with her super-vision. Reactron escapes and later appears on the university campus, drawn by the emanations of a secret, experimental nuclear reactor, and Supergirl gets her chance to confront him.


Green Lantern #165: Barr and Pollard/Adkins bring back John Stewart to team-up with Green Arrow. The Guardians contact Stewart to deal with the threat of the alien warrior, Krystayl. The creature was a weapon created on the planet destroyed millennia ago by the combined willpower of the Green Lantern Corps, shattering the monster to shards. This also killed all the people he had absorbed, something the Guardians deemed as acceptable losses. The fragments drifted through space, until one of those shards arrived on Earth and awakened, continuing his lethal orders.

The first encounter between the heroes and the monster doesn't go so well. Some civilians are absorbed, and Ollie's arm gets encased in crystal. Freeing Ollie's arm gives them the idea of finding the crystal's weak point, and they use that trick to shatter Krystayl, freeing the people he absorbed. Green Arrow invites John to get some chili.

In the epilogue, Green Lantern Galius Zed confronts the supposed traitor Eddore and takes his Globe of Power. However, when looks into the globe, he instead joins with Eddore and declares they must tell their fellow Green Lanterns about the Guardians' betrayal.

The Tales of the Green Lantern Corps backup by Klein and Gibbons continues the story from issue 163. After showing Hollika Rahn a vision of what might happen if she shirks her responsibilities as a Green Lantern, a Guardian reveals that her friend Mikkin has strayed into Scientist and gets captured by some taken to the Ministry of Science. The Guardian shows Hollika Mikki's location, and she heads to the rescue.


House of Mystery #317: In "I...Vampire," Mishkin and Cullins/Sutton have Bennett, Deborah, and the fictional Mishkin (Dmitri) battling the forces of the Blood Red Moon led by Mishkin's mother, Dunya. They are trapped in the former Mishkin family home as the sun comes up. While the vampires sleep, Deborah tries to find the hiding places of the Blood Red Moon forces laying siege and kill them to even the odds. When night falls, Dunya's vampires attack. Deborah is about to shoot Dunya with a solar gun, but Dmitri leaps in front of the blast to save his mother. He begs her to finally love him, but she scorns him once again. As Dunya is about to bite Deborah, Dmitri stakes his mother from behind, killing her. He dies of his injuries in Bennett's arms, realizing at last that his mother was long dead.

The other story by Mayer and Zamora is sort of clever. In a magic-based analog to the 20th Century, a couple is aghast to learn their son has been practicing science in the basement. They are visited by the magical authorities, but the son uses his renegade science to save his family, then casts a powerful spell that transforms the world in our technological one, with only him remembering how things were and retaining magical power.


Sgt. Rock #377: The main story, "The Worry-Wart," is one of those introduce a new Easy Company member with a distinct (usually eccentric) trait yarns that forms a significant part of Kanigher's repertoire. This is the variant where the newbie learns something that makes them a better soldier and doesn't die. 

The two backup stories are weird and feel like maybe they were rush jobs or inventory pieces. Both are about the ironies of war, even in the future. The first is a space opera-ish text piece illustrated by Sid Wright. The second is a post-apocalyptic tale with amateurish or underground-looking art (or both) by Brian Bilby, who's only credit are short's (2 of them humor) in 3 issues of Sgt. Rock.


Warlord #70:  In the Barren Earth backup by Cohn and Randall, The Harashashan and humans are cooperating on setting up a serious of aqueducts, but the prejudices run deep and it isn't easy. It gets even harder when the fungoid Mulge attack. They are repelled, but not before they kidnap Skinner. I reviewed the main story in this issue here.

Monday, March 18, 2024

Monorail Station Mosh


Our Action Tales system sci-fi game continued last night with two additional characters meeting up with the crew: Ariana (Mercurian technician) and Rusty Tam (an Earther Smuggler). 

The party had to get back to their contacts room on the spaceliner Solar Queen to achieve the encrypted datachip to pay the pirates who had "salvaged" the Ares Corp yacht. The problem was, Ares thugs had the monorail station staked out, waiting for them.

The crew didn't have many distance weapons, so when the Ares guys pulled electrolaser stunners, all they could do was dodge through the transit station kiosks, making a break for the train. It doesn't go smoothly. There's a lot of tripping and running into each other.

Eventually, though they get on the train and throw out the one thug that managed to get on with them. It's a short trip to the space port where the Solar Queen is in Bay 04. They cross the ramp to the ship, but there's a guard waiting there who demands ID.

Rhyn and Rusty stun him, and the group proceeds inside.

----

From the game running perspective, this adventure shows the Action Tales System tends to end up with a lot of "yes, but..." That's not a bad thing, but care has to taken in choosing what the complications are lest things start to seem comedic, even slapstick. The same sort of thing tends to occur with the Grok?! system too. It's not really a problem for either of my groups, but I could see it bugging some people or perhaps working against certain settings.

Friday, March 15, 2024

The Uninvited Worm



Our Gnydrion game in Grok?! continued last Sunday. The group:

  • Antor Hogus (Paul) - Vagabond with a stun wand--and reckless is his middle name!
  • Jerfus Grek (Jason) - A vagabond, as well. A man who enjoys a good meal.
  • Nortin Tauss (Aaron) - Dabbler in the arcane. When a spell is cast, he does it.
  • Yzma Vekna (Andrea) - Teamster with a blunderbuss.

The group sends a message by courier to the Shreev Molok and the Eminent Compulsor. They don't expect back up to arrive for hours, so they must prepare for the rendezvous with the mysterious Wol Zunderbast themselves.

As anyone faced with nothing to do but wait and the ability to expense luxuries, they order room service: grilled velocipede haunch with a side of turnips. Antor requests his well done to the scandalized reaction of the staff. When Nortin opens the dome on his dish he finds a large, fat worm-caterpillar thing with glowing, strobing eyes. 

The creature was attacking them psychically! They had to struggle to avoid its soporific effect. They attacked the creature, and Jerfus finally knocked it to the ground, smothering with his bulk. 

At that point, the man calling himself Wol Zunderbast revealed himself. He was then wearing the traditional garb of a professional assassin. He had an organic-looking ieldri style needle gun pointed at them.

The group firmly declined his offer to politely allow him to kill them. A combat ensued, a mix of successful moves and almost slapstick failures. Despite Zunderbast's superior skills, he was out-numbered, and Antor and Yzma had distance weapons.


Wednesday, March 13, 2024

Wednesday Comics: DC, June 1983 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I've got the comics at newsstands the week of March 10, 1983. 


Omega Men #3: Slifer, Giffen, and DeCarlo introduce Lobo, though as with many of comics character introduction, he really isn't much like hit character he'll become in the 90s. The Citadel is trying to conquer Euphorix (the last world standing against them), but they thwarted by its shield. Enter Harry Hokum, a human who claims he can help them. Presumably, at Hokum's urging, the Citadel sends out a false message that Euphorix's shield has fallen and it is under attack. Kalista takes the mothership rushs there, not waiting for Primus and the others to return. It's a trap, of course, and Lobo and Bedlam defeat the crew and take Kalista captive. 

Hokum, Lobo's employer, interrogates Kalista, demanding the secrets of Euphorix's defenses. He exposes Kalista to a telepathic creatue, the greeshagurt. The greeshagurt begins to physically merge with her, absorbing her bodily and mentally.
 

Saga of the Swamp Thing #14: Yeates is still on the cover, but there's a new team on the interior: Mishkin and Bo Hampton/Scott Hampton. This was the first issue of Swamp Thing I ever read, and my brother and I read (and re-read) this issue and the next many times in our preteens. It's structured, really, more like a Phantom Stranger story more than a Swamp Thing story. Nathaniel Broder, a genius working with a new electronics technology, transforms his body into a mass of living silicon crystal. Despite the parallels with Swamp Thing, they aren't the same. Broder seems corrupted by his power and turns both Swamp Thing and the Phantom Stranger into crystal.


Batman #360:  Moench takes over as writer. His run on Moon Knight will be coming to an end in a few months, but his long run on the Bat-titles is beginning. This issue really feels like it could have been a Moon Knight story: a knifing-wielding killer with a horribly scarred face, the Savage Skull, is killing cops--and Batman figures out Gordon is next on his list. It turns out the killer is a disgruntled former cop out for revenge. It's perhaps not a great issue, but it has several good attributes: it's got a nice gritty vibe, making Batman distinctly "street-level" and has him actually being a detective.


Flash #322: Continuing from last issue, the Reverse Flash is back and out for revenge, and Barry and Fiona seemed to moving (remarkably quickly) toward marriage. All of this feels like Bates building toward Zoom killing another spouse or at least almost spouse which seems really lazy storytelling. In fact, having Reverse Flash back from the dead seems sort of lazy to begin with. It hasn't been that long. Does the Flash have other worthy rogues? Granted, we haven't seen reverse Flash since 1980, so it's been a few years, and Bates may be going to swerve. We'll see. Anyway, Flash is caught between the Sabre-Tooth (or the Sabre-Tooth's apprentice, the issue suggests both) and the Reverse Flash, but isn't yet aware Zoom has returned.

The Creeper backup has Patton on art, and it looks amateurish. Cuti is now the writer. Everybody's passing this storyline around like a hot potato! Anyway. the Creeper invades the Kraken Clinic (the name's a bit on the nose, even for comics) to try and stop the spread of the monster drug and runs into more patients who become monsters.
 

G.I. Combat #254: The conceit of this issue is that it covers all the wars from World War I to Vietnam. The two Haunted Tank stories deal with Craig's service in the first World War and its relationship with the second, and they're okay. In the other two stories. dealing with Korea and Vietnam, Kanigher strikes a sour note. First off, there are a lot of racial slurs against Asians. Maybe this could be defended as authentic--maybe. But the stories fail to humanize the North Korean and Viet Cong forces. In fact, the point of the Vietnam story seems to be best to treat civilians as enemies because you can't trust anybody. This from the writer who has given us numerous "honorable Nazi" antagonists in other stories.  I don't recall previous stories by Kanigher dealing with Asian wars to know if these are anomalies, but they aren't great.


New Teen Titans #32: Two costumed youths calling themselves Thunder and Lightning wreak unexplained havoc in the streets of St. Louis on an urgent, but mysterious mission to find someone. The Titans respond and try to diffuse the situation, but wind up having to fight. Eventually, it's discovered that the brothers are from Vietnam and are looking for their father, because they believe he is the key to controlling their elemental powers. Wonder Girl tells them their father is dead (which isn't true, but he is missing) and promises to get them help at STAR Labs, ending the crisis.

Thunder and Lightning seem weird to me. I mean, I can explain their actions within the story, but why their costumes, why did this particular background and story seem the way to go? I suspect the answer is "Vietnam" seemed a much more dramatically laden concept in 1983 than it does today. 

A lot of this issue is team drama in the usual X-Men-ish fashion. Wolfman isn't adequately articulating whatever angst Robin is suffering, so it makes him come off looking bad, and I can't help but view it as just a means to an end to debut Nightwing. The Titans TV show had a similar problem making Grayson's angst sympathetic instead of annoying, but at least it made it understandable. 


Superman #384: Bates and Swan/Hunt continue their reshaping of Superman, and in this issue that means writing out Steve Lombard. Some sympathy is cultivated for the generally Flash Thiompson-esque jerky jock, Steve, as he is fired by Morgan Edge after being pummeled by his old college roomie has built a belt to get super-powers. The old roomie comes back to kill Steve, but Superman intervenes. Steve finally lets Clark know that he values his friendship before walking out of the book.

Monday, March 11, 2024

Xeno-File: O'omkaro

Art by David Monge Bustista

 O'omkaru are newcomers to interstellar civilization. They are often found accompanying other species from the Compact sphere. 

The word o'omkaro, though used as such by others, seems not to strictly be the species name, but rather denotes the spirit or mentality of the species or the species as an ideal. As best as can be determined, their modern government seems to be via some form of adhocracy, and in their interactions with each other and with other species they seem to place a great value on the debating of options and consensus. This is not to say they are particularly conformist by the standards of other species. To the contrary, they seem to have a great tolerance for eccentricity, displays of emotion and individuality. 

So far as is known they have two sexes. Bidirectional hermaphroditism occurs, so that an individual may switch sex several times in a lifetime. The triggers for these changes are unknown, and it seems to be a topic they are reluctant to discuss with other species. Personality changes occur along with their sex, and o'omkaro society accommodates this shift in its members, altering responsibilities and roles as needed.

Many o'omkaru are followers of cultural fads (especially those from other species) and many are collectors of some sort. Almost any new religion, political philosophy or art form they sweeps known space is guaranteed to count o'omkaro among its enthusiasts. O'omkaro history has been painted but historians of other species as a churn of secret societies, revolutionary ideas, and religious awakenings.

Friday, March 8, 2024

Got to Catch Them All


Inspired by Vance mostly, people have considered spells as living entities. It was discussed in the Gplus days, and it shows up in Eric Diaz's Dark Fantasy Magic. Back in 2011, before I had really read a whole lot of Vance, the Vancian magic of D&D and the film Pontypool got me imagining spells as a neurolinguistic virus or memetic entity.

Anyway, all that as preamble to a related idea which I'm sure someone has had before but came to me seeing my daughter play Pokemon Go. If spells are living things in some fashion and wizards are forced to adventure to find them and master them, aren't they kind of like Pokemon? Eldritch viruses or self-assembling arcane subroutines. Free-living (at least currently) cheat codes to the universe. Things to be captured and tamed and bent to will of the mage.

I think this sort of framing could make the finding and learning of spells on scrolls more interesting (or at least more challenging), and I think it would definitely suggest interesting things that could be used to develop the background the campaign world.

Wednesday, March 6, 2024

Wednesday Comics: DC, June 1983 (week 1)

My ongoing mission: read DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of March 3, 1983. 


Amethyst: Princess of Gemworld #2: Mishkin/Cohn and Colon bring Amy Winston back to Gemworld (they've got 11 more issues after all) and right into danger as Amethyst is captured by Dark Opal's son, Carnelian.  In a standoff, he forces Citrina to immobilize her defenders. He takes her cross country on his monochrome mechanical cat mount and again there's the threat of sexual assault, but its more subtle than last issue. Amethyst plans for an escape, but ultimate it takes the intervention of Amy’s dog comes for her to achieve her own rescue. 

The type of fantasy on display here is interesting. It has fairytale-ish elements like trees with faces and the mixing of technology like Carnelian's cat, and focus on princesses and the like, but it's not really kiddified or geared toward romance any more than the S&S comics on the stands. Colon's slightly cartoon art is a great fit for it, too.


Justice League #215: Great Perez cover here, as Conway and Heck continue the Microcosmos saga. The evil despot Goltha unleashes a crazed, amnesiac, and giant Atom against the city, leading Krystal Kaa to tell the JLA how Goltha usurped the throne years earlier by controlling the Atom's mind and using him as a weapon. (The Atom arrived in this world almost a century earlier than the rest of his team despite their having made the trip to the micro-world only hours apart.) The League and the Siren Sisterhood plan to sneak into the city through the sewers and recover Krystal Kaa's power-staff, but are stopped when they encounter Kass'andre, Goltha's daughter, wielding the staff against them.



Blackhawk #259: Nice Chaykin cover on this issue. Evanier's and Spiegle's many story is a sort of Eisner's Spirit riff of telling the story of a regular guy kind of character who happens to cross paths with the protagonists.  Winslow Shirk, a nobody who wants to be a hero, tries to seek out the Blackhawks, and gets too close to the site of their bombed, original island base. Thanks to the radiation, he's turned into an invisible man. He finally does catch up with the Blackhawks and ends up prevents the assassination of Winston Churchill but runs away before the team arrives. The Blackhawks are left with the mystery of just who the Blackhawk was that saved Churchill's life. Shirk's invisibility wears off, and he goes home, feeling better about himself.

There's a Chop Chop solo story with art by Ziegler. Chop Chop investigates a Chinese style villa in the Alps. There he finds Soong Kai-Sen, a formerly vocal Chinese leader against the Japanese. Kai-Sen wants to give up that role. Chop Chop tries to convince him to return home and resume the fight, but a ninja shows up that needs to be dealt with. That sorted, Chop Chop then makes a final plea to Kai-Sen, but the other man counters by questioning why Chop Chop isn't in his homeland. 



Arak Son of Thunder #22: The Thomases and Gonzales/Alcala open with Arak and friends caged in Albracca and awaiting execution. The wiles of the thief Brunello (from an installment of the Valda backup) and the distraction of the guards with the Tartar siege on the city walls gives them a chance to escape.

When they reach the walls, they see that Haakon has finally arrived with Kallinikos, the keeper of the secret of Greek fire. Arak is forced to join with Haakon to fight off the Tartar horde to order to protect Kallinikos. Once they get back over the wall, Arak and the others are recaptured.

Arak is given the chance to fight Haakon in a duel to the death. Their fight is interrupted by a revolt inside the city gates. The priest Johannes has revealed himself as the rightful king of White Cathay who was exiled by Angelica's father. He engages the sorceress in mystic combat, but when Angelica rains snakes on the citizen of the city, Johannes loses his power drawn from their faith in him. In a desperate "Hail Mary" to stop Angelica, Johannes constructs a pentagram to travel into Hell and bargain with the demon Baphomet for a Gog army. Malagigi and Arak impulsively join him on the trip.

 

DC Comics Presents #58: Barr and Swann/Hunt provide a triple team-up with Superman, Robin, and the Elongated Man. The three tangle with the Intangibles, four seemingly phasing crooks who are actually tricking the group to copy the Man of Steel" super-vision powers to use against him. Not bad for a slightly Silver Age-y one off.


Fury of Firestorm #13: I'm over this were-hyena stuff, and thankfully this seems to be the end of the saga. Firestorm flies off to Kenya in the hopes of finding a cure for the curse that is turning him into a were-hyena and now has Stein and Ronnie trapped in composite form. Firestorm meets with the president of Kenya and shows him the diary of Summer Day, hoping to get help. I guess he felt like he needed to go right to the top.

The president has a mystical ceremony set up to cure Firestorm of the curse. Before that can get done, the presiding shaman's former friend who is a guerilla revolutionary shows up and attacks. Firestorm is cured and captures the rebels, but the shaman is killed. Firestorm realizes that the only reason the president agreed to help him was that he wanted to maneuver Firestorm into fighting the revolutionaries on his behalf. Frustrated, Firestorm flies back towards the United States.

Back in Manhattan, Harry Carew tries to convince Quentin Quale to give Martin Stein his old job back without any luck. Then, he runs into Martin's ex-wife and maybe there are sparks? Elsewhere, Lorraine Reilly is being held bound to a chair in a small room by unknown captors. Oh, and at Bradley High School, Ed Raymond storms into Principal Hapgood's office demanding to know where Ronnie is, but nobody has any idea.


Wonder Woman #304: Mishkin and Colan/McLaughlin continue the fight with Dr. Polaris from last issue. Wonder Woman manages to save Griggs and Trevor from crashing, but Polaris demands that Green Lantern come fight him or he'll continue his rampage. GL is inconveniently exiled currently, but Polaris is having none of it. He flies off, and Wonder Woman figures that he has gone back to his polar fortress. With Steve disguised as a stand-in Green Lantern, suspended by a rope from the invisible jet, he can act as a decoy while she battles Polaris and Griggs booby-traps Polaris's fortress. The magnetic villain catches on, but too late, and he appears to be caught in the blast that destroys his base. Wonder Woman and friends return home.

In the Huntress backup by Cavalieri and DeCarlo/Marcos, our heroine manages to escape the Undertaker's crematorium deathtrap, and defeats him, but she's injured when the crematorium oven overheats and explodes, and is strapped to a stretcher and whisked off by another villain.  

Monday, March 4, 2024

Luna Blues

 


Last night, taking a break from 5e Azurth, we played a gaming using Peril Planet's Action Tales system (kitbashing rules from Star Scoundrels, Neon City Overdrive, and Terminal City) in the Buck Rogers-inspired setting I discussed last week. 

The year is 2979 and the PCs are the (former) crew of a corporate hauler doing a Luna-Ceres run. Finding themselves out of a job when their employer was bought out by Ares Corporation (the Martian baddies), they find themselves sitting in the Tycho City dive called the Free Fall Bar and Grill, listening to bad karaoke and spending their last paycheck. The characters are:

  • Hesperos (Tug): Pilot from the Venusian Cloud cities.
  • Ryne Ganult (Andrea): Engineer from the Belt.
  • Zarek (Bob): Martian ex-soldier with a cybernetic arm.

The group is approached by a woman who gives her name as Chandra Roberts. She's a lawyer who needs a crew to fly a salvaged ship back to Earth. She's offering 1000 Martian Yuan for a one day job. It's good money, so the group says yes, but almost immediately things get complicated.

A guy and some goons come in. The guy claims to be a Lunar cop and places Chandra under arrest. Something smells fun, though, because why aren't these goons in uniform? And why doesn't the leader's uniform have identification? When the group balks, one goon draws a gun.

When Hesperos quick draws his pistol, a fight breaks out. In short order, the thugs are on the ground courtesy of the stunners Zarek and Ganult have, but the real cops are likely on their way.

They flee the bar and as soon as they get a moment, Roberts reveals that she works for ORE, the Organization for the Renewal of Earth, and the ship in question is a stolen yacht that once belonged to Ares Corp chairman, Alexei Loehr-Zau, and seems to contain a drive with sensitive Ares Corp data.

Roberts wants the crew to help her buy by the data (and the ship) from pirates.

TO BE CONTINUED

Friday, March 1, 2024

Encounters at Thono; Our Heroes Don't Get Baths

Bao dwek Thabub (art by Steven de Waele)

Our Gnydrion game in Grok?! continued last Sunday. The group was all there:

  • Antor Hogus (Paul) - Vagabond on holiday. He wants to use that stun wand.
  • Jerfus Grek (Jason) - Also a vagabond. Here, a large man at spycraft.
  • Nortin Tauss (Aaron) - Dabbler in the arcane. He wears a star in the center of his tunic.
  • Yzma Vekna (Andrea) - Teamster out of her element.

Ensconced in a suite in the Thono Inn, expensed to the Eminent Compulsor, the group enjoys a nice dinner and a bit of rest. The next morning finds them beginning their investigations to uncover the identity of Wol Zunderbast. In doing so they encounter (and are distracted by) some of the other guests: Bao dwek Thabub, typically pungent hwaopt scholar studying something called "fey vortices" in the area; Sula Av and Tharom Welk an overly friendly couple on holiday from Ascolanth.

Finally, after leaving a message at the desk in a failed stratagem to find Zunderbast's room, they encounter the man himself:

He's intense and no nonsense but arranges a meeting later that evening with Nortin to discuss the "item" further. He also invites in the game in the casino (five frond hokus or thari or even quorn lancets) but Nortin declines.

With the meeting set, the group decides to take advantage of the famous gas bathes fed by the eldritch substance of the Lake of Vermilion Mists. They head to the bathhouse, but they are told its out of order by the inebriated engineer, Ormuz Halx, who raves at them briefly about something in caves that wants to kill everyone. Before they can dig into these remarkable claims, Gris Samber shows up to usher Halx away apologetically, citing his drunkenness as the source of his odd behavior.

Wednesday, February 28, 2024

Wednesday Comics: DC, May 1983 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, we look at the comics hitting the newsstand on February 24, 1983.

This is a big week with 10 comics.


Weird War Tales #123: There is no G.I. Robot or Creature Commandos this issue, which turns out to be an ominous sign. This is the penultimate issue of Weird War Tales as I discovered in (of all places) the letter column of this week's Arion. The cover story by Mishkin/Cohn and Buckler/Giacoia is an homage to the Captain Video tv show (1949-1955) and perhaps to fandom in general. It ends with a thanks to Frank Hodge who played Captain Video from 1950-55 and who passed away in 1979. In the story, Earth is defenseless before an alien invasion, its secret protector who was more than a TV actor having passed away. It's up to the now adult fans of the show with their secret away equipment to rise up and save the day.

Next up, there's a one-pager about dolphins inheriting the Earth after doomsday. Kanigher/Estrada daring present a tale of the Spanish conquest of the Aztecs that seems to question just whose "Savage Gods Remain." Finally, a star Hitler youth kid grows up to a SS officer adult and gets what he deserves when a statue of Moses holding all the commandments the young sociopath has broken, falls and traps him, leading to his death. 


Green Arrow #1: Barr and von Eeden/Giordano get Ollie out of the backups and into his own, admittedly limited, series. Oliver Queen inherits a fortune from a deceased friend, and elderly woman he had developed an unlikely friendship with in his younger days, but her other would-be heirs aren't happy. Someone is unhappy enough to target him for murder. Much of this issue is given to retelling Green Arrow's origin, which I haven't reviewed for consistence with the standard take, but I wouldn't be surprised if there is at least some streamlining from what was presented before. The next tweaking, I'd guess, would be post-Crisis. Von Eeden pencils under Giordano's inks look nice here and seem a good fit for the character.


Action Comics #543: Wolfman and Swan continue the Vandal Savage storyline, but with Savage being the manipulator of events. Neutron is released from prison, over the objections of the Man of Steel who sounds more like the Dark Knight with his skepticism about Neutron's reform. Then, Savage has set up frankly a really contrived context that manipulates Superman into fighting him when Neutron is not actually committing a crime, making Superman look bad in front of the people of Metropolis. I feel like this is the sort of arc that would be handled better today, but here it's a bit silly.


Arion Lord of Atlantis #7: Moench and Duursema/Mandrake pick up where last issue left off. After a battle with a demon, Arion and Chian have been transported to the Darkworld to the citadel of Caculha. Arion uses his magic to free Grondar from the demon's control. The three adventurers then enter the stronghold to take on the demon that controls it and find a mystic key.

Meanwhile, Wyynde discovers that Mara is a shapeshifter. When she turns into a winged dragon, the two enter the portal to the Darkworld to help Arion.

Ultimately, our heroes are victorious, and Arion then turns the citadel into a giant ship to sail back to Atlantis.  They may have found the weapon they need to defeat Garn.


All-Star Squadron #21: Thomas and Ordway/Machlan bring in the Earth-2 Superman who has the Powerstone with him he has recently taken from Alexei Luthor. He suggests the team makes the Perisphere their new headquarters. Not long after the team votes in Wonder Woman as their newest full member (redressing some Golden Age sexism), they are attacked by two new super-villains, Deathbolt and Cyclotron, and Superman's old foe the Ultra-Humanite (now in a woman's body).


Captain Carrot and His Amazing Zoo Crew #15: The JLA and Zoo Crew team up continues, we the teams trapped in limbo. Alley-Kat-Abra gets them out, but theen they have to do the "split into smaller teams" thing to take on villains gathered by Feline Faust and Doctor Hoot who are currently striking in different parts of the world. Captain Carrot, Wonder Wabbit and Rubber Duck travel to Sowdi Arabia where Digger O'Doom is draining all the oil into diversion tunnels. Yankee Poodle, Fastback and Aquaduck go to the Palomino Canal to stop Armordillo. Batmouse, Green Lambkin and Alley-Kat-Abra head to Cape Carnivore to tangle with Amazoo. Crash, Super-Squirrel and Pig-Iron travel to Mosscow where the Shaggy Dawg is rampaging through the Gremlin.

I felt like whole list was necessary so you could all share in the puns. Anyway, the heroes are victorious, and everybody gets back to their own Earth.


Detective Comics #526: This is an anniversary issue (the 500th appearance of Batman in this magazine) with 56 pages, and Conway, Newton, and Alcala craft a story worthy of the expanded length. Joker has carried together a number of Batman's rogue gallery (including a number of now fairly obscure characters including Captain Stingaree, Signalman, and the Spook). with a plan to kill Batman and check the growing threat of Killer Croc. Catwoman, uninvited, eavesdrops on the proceedings and plans to stop them, while Talia (who was invited) wants no part of killing Batman and fights her way out.

After taking Jason Todd to Wayne Manor, Batgirl and Robin are trying to find the missing Todds. The GCPD bit them to it, discovering their gruesome remains in the reptile area of the Gotham Zoo where Croc had apparently been hiding out.

The Joker contacts Croc, offering a deal to help Croc kill Batman. Is he just double-crossing Croc or Croc and the villains he's supposedly teamed up with?

Anyway, the Bat Family, with the help of Catwoman and Talia, split up and take out the assembled villain before going after Croc and his men and the Joker. After a fight, Croc seems about to beat Batman again, but Robin jumps in at the last second and Croc is knocked unconscious. Jason Todd, who had hidden in the batmobile's trunk, emerges and stars beating the unconscious Croc, but he's restrained by the Bats.

Back at Wayne Manor, Dick takes responsibility for the death of the Todds and wants to adopt Jason.  Bruce doesn't like the idea. Instead, he decides to look after the young orphan, like he did years ago with another kid acrobat whose parents were killed by criminals.


Jonah Hex #72: At the end of last issue, things looked pretty bad for Jonah who had been forced to commit a crime dressed as Papagayo in order to get Emmy Lou back and wound up under the guns of the federales. He gets shot to hell before he can escape--or does he? Obviously, he does not. When Papagayo's thugs go to exhume Jonah's body and get the necklace, the very much alive Jonah ambushes them. It seems he and Col. Sanchez cooked up a little sting operation. Still, Papagayo's got Emmy Lou, so things don't go smooth. Our hero and his girl get tossed into a pit with a basket of tarantulas. 

Still, in the end, Jonah and Emmy Lou and reunited and Papagayo is breaking the fourth wall promising his return from a prison cell.


New Adventures of Superboy #41: Kupperberg and Schaffenberger continue the story from last issue and it's a really convoluted plot with Superboy quitting, Ma Kent blabbing his secret, and an alien invasion that in the end doesn't add up to much, and I honestly can't remember how it all fits together a week after I read it. It turns out the aliens are trying to transform Superboy into a living robot to control him (so none of that other stuff was even in their plan), but naturally Superboy is one step ahead. Aliens are defeated, status quo is restored.

In the Dial H backup by Bridwell and Bender/McLaughlin, the Silhouette takes control of billionaire Hubert Hess’s fortune and incriminates Chris' dad, but Chris and Vicki dial up justice as Glassman and Ms. Muscle.


World's Finest Comics #291: Simonson provides the cover this issue. Superman and Batman are at the mercy of Stalagron, who reveals his secret origin to them (he's a mutated spelunker) and tells them about his plan to revitalize his source of power: a hunk of green kryptonite, responsible for creating him and all his minions. His plan is to create a volcano, which will spew the kryptonite radiation all over, turning a lot more people into creatures like him and his goons. 

They plan to make Yumiko the first female of their kind, but she escapes and helps Batman and Superman to break free before she is recaptured. Stalagron and his crew succeed in creating the volcano and are placing the kryptonite in it, when the heroes arrive for another round. While Batman uses explosives to divert the lava, Superman fight Stalagron. The combatants fall into the lava, but Superman's strength carries the day.

With the kryptonite destroyed, the rest of the stalagmen are destroyed and the volcano collapses. Back at Wayne Manor, Batman and Superman play the switch identities thing once again to throw off Yumiko's suspicions about Bruce being Batman.

Monday, February 26, 2024

The War for Earth


Thinking about Armageddon 2419 A.D. (Nowlan's 1928 novel that introduced the world to the character later known as Buck Rogers) while listening to the audiobook of the first novel in The Expanse series, I think it would be cool to run a rpg campaign in a sort of updated version of Nowlan's world. Of course, TSR helpfully already updated that world in Buck Rogers XXVc in the late 80s, so that's a resource, but I think I would tweak things in a slightly different direction.

The basic idea is the same, though. Civilization on Earth is pushed to the brink in the 22nd century by climate change and the political and social upheaval that follows it. Eventually war breaks up, and the Western world essentially collapses.

While all this was going down Silicon Valley and other wealthy futurist types had been developing their exit strategy by pushing space colonization through private companies to orbit, the Moon, Mars, and Venus. The forward-thinking government of China gets in on these efforts, and eventually a hybrid, corporate culture emerges on Mars.

So we fast forward a bit to a time where Mars has colonies established in Earth-Luna Lagrange points and is the colonial power seeking to rebuild (and exploit) the backward Earth. Martian colonial types and the Earthers that get with the program live in arcologies (like the Plexmalls of American Flagg!), but outside of those it's all warlords, mutants, and dangerous left-over bio- and cyber-weaponry from any number of wars.

There are also rebels out there. Earthers, sure, but also bioroid and cyber beings trying to escape exploitation by the rapacious Corporation of Mars. The Earth independence forces have secret bases in orbit and if not friends, at least allies on other worlds who would like to check Martian power--through proxies, naturally.

Anyway, beyond the influences mentioned about, others might be film/tv like Andor and Rogue One, Blakes 7The Creator, Elysium, and games like Transhuman Space and Jovian Chronicles.

Thursday, February 22, 2024

Xeno-File: Yazindi

Art by Steven de Waele

Yazindi are a winged, endothermic species evolved from crepuscular, frugivorous flyers in temperate forests. The yazindi have grown too heavy for true flight but are able to use their wings to glide, if they drop from a sufficient height
. On the ground, they walk on all four limbs with an upright posture, standing plantigrade on their back limbs and folding their wing fingers upward to walk on the three-fingered "hand" or they can lift their back limbs and move somewhat awkwardly on just their wing fingers.  When standing still, they use their hind limbs which have evolved dexterous "hands" for manipulation.

Their vision is superior to humans in dim light but somewhat inferior in bright light. Their hearing is more sensitive than a human's, and their sense of smell is as acute as a Terran canid's. 

Their preferred dwellings are dimly lit by human standards, and they tend to employ perches (ideally ones they can hang from to sleep) as opposed to more human suitable furnishing. 

Yazindi are gregarious and thoughtful even philosophic, but also quick to squabble or have outbursts of temper. On the other hand, they are also quick to forgive. They do not appreciate waiting, and too much of it can lead to one of their outbursts.

Height: 1.2-1.5 meters
Weight: 30-50 kg
Reproduction: Two sexes, viviparous

Wednesday, February 21, 2024

Wednesday Comics: The Energon Universe


When Skybound/Image started the Energon Universe back in 2023, I was only mildly interested. And that interest was more curiosity at why they chose to start this shared universe of Hasbro toy properties, named after a substance from the Transformers with a completely original comic, Void Rivals. It was a title whose whole point of existence seemed to be to provide the surprise reveal of a Transformer link--which for marketing purposes had to be spoiled pre-release so it couldn't be a surprise.

Well, I still don't understand the point of that as I haven't read Void Rivals or the Transformers series written by Daniel Warren Johnson, but when I read a review of Duke #1 written by Joshua Williamson with art by Tom Reilly, I got onboard to the universe in general. 

Cobra Commander #1 followed a month later by Williamson and Milana. Issue 2 of that series hits comics shops today, I believe.

What they're doing is sort of Ultimate G.I. Joe (in the sense of Marvel's original Ultimate Marvel Universe), but the more realistic/modernized version of the cartoon G.I. Joe universe than Hama's original comics. Duke #1 opens at a point before there's a G.I. Joe, where Duke is a traumatized soldier (he saw a bud crushed in the hand of a giant transforming robot who the reader might recognize as Starscream) and his command structure (personified by Hawk) tells him he's mentally ill and dismisses what he saw.

Duke hooks up with a group of conspiracy theorists and discovers a link between the robot alien technology and M.A.R.S., who seem to be building a private army with advanced tech. The conspiracy group is killed, and Duke has to go on the run. Hawk is forced to send other elite troopers to bring him in--a group which the informed reader will recognize as including Rock-n-Roll and Stalker. Duke is renditioned to some sort of secret prison where he meets...

At this point, you are either the sort that this will appeal to, and you are already sold or it doesn't interest you at all, in which case these series probably aren't for you. I will say I think Williamson's stories for both series are a nice balance of fan service and inventiveness. The world is made more "real" in the sense of implications of alien technologies and human motivations, while retaining all the fantasticness (perhaps goofiness) of the source material. I wouldn't have thought he could make Cobra-La work, but he pretty much does.

Monday, February 19, 2024

Spelljammer Revolution


There is no place in the Solar System that doesn't feel the hand of the Elvish Empire. They view themselves are benevolent civilizers, but the peoples of the Outer System view things differently. 

In amid the myriad, tiny worlds of the Asteroid Belt and on the moons of the gas giants, the fires of revolution are being feed by the heavy-handed tactics of the Imperial Navy and the rhetoric of propagandists. Soon, they may burn across the whole crystal sphere.

Take the basic "inners vs. outers" setup of The Expanse and combine it with Spelljammer, and give it a late 18th, early 19th Century gloss, and well, see what happens from there.