Wednesday, June 13, 2012

Warlord Wednesday: Dragon Doom

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Dragon Doom"
Warlord #95 (July 1985)
Written by Cary Burkett; Art by Adam Kubert.

Synopsis: At the end of last issue, Morgan and Shakira were caught between a cliff overlooking a waterfall and a band of Vashek assassins! An assassin jumps from above and accidentally knocks them all over the edge.  They plunge into the deep water below.  Only Morgan and Shakira come up.

As soon as they’re back on dry land, Morgan is off after Hawk.  The pirate drugged them and took off with the Princess Hooranami and her slave—and also stole Morgan’s helmet.  The two come across a dead tyrannosaur, which puzzles Morgan because he wonders what could have killed it.  There are cloven-hoofed tracks around it of unknown origin.  They don’t have too long to consider this mystery as a hungry pack of hyenadons show up, making a hasty exit wise.

Far away in the Shamballan camp, Ashir is looking for Tinder, whom he suspects of stealing his lockpick. When Jennifer tells him that the Evil One’s gem has been stolen from the locked chest, they’re both certain that Tinder is possessed by that ancient evil.

Back on the island, Hawk is walking along, bantering with the haughty princess, when Morgan’s helmet is lifted off his head. He looks up to find Morgan pointing a sword right at his eye. Morgan figures it’s high time the two had that duel to see who’s the better swordsman, but…


The odds aren’t in our heroes’ favor, though. The Vasheks are too numerous. Unfortunately, the princess and her old slave are too slow and would get caught if they tried to run for it.  There are no good options.


A horn sounds. The cavalry arrives—literally.


The Vasheks are tough, but in the end they’re outmatched. As soon as the battles over, the princess tells the knights that Morgan and crew kidnapped her from the palace. Luckily, Odanak backs up the true story. Khord, leader of the knights, decides to take them all to Lord Kaldustan, Hooranami’s father.


Kaldustan knows his daughter well.  He proclaims Morgan and the others honored guests and offers them great rewards. He offers Hawk and Morgan both a pair of tricorns. When Hawk refuses (he wants money), he gives both pairs to Morgan, and lets Hawk take some diamonds from the treasure room.

Morgan tells Kaldustan of the war he’s fighting. The island lord is willing to help, but the sea monster traps them on the island. Morgan offers to kill it in exchange for the help of Kaldustan and his knights.

But how to kill it? It has scales too tough for any blade. Morgan’s got a plan.  He builds a giant crossbow that can be mounted on a ship and constructs a giant bolt with a diamond point to shoot from it.

The promise of more riches gets him Hawks help, and the two sail out to slay the monster. All doesn’t go as planned when it comes up behind them and smashes the crossbow with its tail.

Morgan will have to improvise. He snatches up the diamond-headed spear…



Kaldustan gives them more diamonds in gratitude and pledges his support of Morgan’s cause.

Morgan makes the exchange with Hawk for the former slaves.  As the pirate captain sails away, Shakira notices he’s stolen of the chest of diamonds Kaldustan gave Morgan.

Things to Notice:
  • Everyone one but Hooronami and Odanak seem stereotypic comic book golden-skinned Asians. Why are those two different?
  • The island is pretty large to be unknown to mainland Skartarians.  It certainly has quite a bit of megafauna on it.
Where It Comes From:
The tricorns have goat-like cloven hooves and goatees like the classical image of the unicorn.

The cultural of the island is clearly intended to reflect cultures of East Asia. It's the first time we've seen this in the Warlord saga. The names (with a few exceptions) don't tend to go along with the Chinese/Japanese mashup of the material culture.

Monday, June 11, 2012

The Slime Emotional Spectrum

If power rings can come full spectrum, so can slimes.  Let's run the list:

Red: The color of blood, these slimes are drawn to violence or displays of anger. They show up just after battles to absorb victor and victim alike. As they dissolve prey, their color deepens.
Orange: In some ways, these slimes (which have the look and consistency of pulped oranges) are the most sinister. Drawn to cheerful moods, they wait to take adventurers leaving dungeons after successful delves. Chemicals in their substance cause uncontrollable laughter in those they attack.
Yellow: Timid in their movements, these slimes feed off cowardice and fear. Fleeing adventures or monsters will draw their attention.
Green: Greed and avarice bring this species oozing out of the darkness. They tend to lie in wait around treasure troves.
Blue: Sadness and depression are the lures for these. They tend to try to trap creatures in a room for which there is no escape. They move in slowly, seeming to savior the despair as it builds.
Indigo: More rarefied in their appetites than others (if a slime can be said to be rarifed) these slime seek to absorb magic-users and others seeking transcedence through knowledge. Magic tomes and ancient inscriptions draw them. They may wait quiescent for years for a victim in the right mindset.
Violet: These slime do something positive on their own perverse way.  As they flow over victims they bring calm and soothe negative emotions.  This is no doubt a solace to the person so consumed.

Sunday, June 10, 2012

WaRPed D&D

Getting ready for this afternoon's Weird Adventures game using the WaRP system (the OGL rules set derived from Over the Edge, just in case you haven't heard) got me to thinking about how WaRP and D&D could be hybridized, at least partially. Why would anyone want to? Well, because they're there.  More seriously, because I wonder if D&D with a more freeform style character creation system would still work pretty much like D&D?

And I saw somebody do it with Tunnels & Trolls, which gave me the initial idea.

Anyway, characters in WaRP are defined by three traits and a flaw.One of these traits is a central trait (i.e.more central to the character concept), and the other two are side traits. These are freeform and player-defined with GM input. These traits are all related to dice pools, where their rating is the number of dice used.

You could adapt this to D&D by having the central trait be character class (or race/class, if you like). You could do these strictly D&D , so player's just choose from a list, or freeform (within reason) defining new classes would be relatively easy, so long as their abilities could be analogized to old classes. Now, instead of dice pools, for D&D you would just use bonuses.  Maybe the central trait isn't associated with a bonus, or maybe it gives a +1 to abilities related to your class (to hit for fighter, spell slot for magic-users, rolling for some thief-y thing for thieves--whatever).

The side traits could handle special character defining abilities, but could also take the place of ability scores. Ability scoreless D&D has been discussed before since they don't do much in OD&D besides (at best) provide a bonus for a limited number of specific situations. You could define these two side traits as one for "physical" and one for "psychic/social." So a player could be "strong" or "quick" for the former and "learned" or "natural leader" for the latter with an associated bonus (+1, +2, or whatever depending on the edition of D&D your working with). Of course, they could stay completely open too. Any ability coming into play where one didn't have a bonus from a trait would just be the equivalent of an average, bonusless "10."

Flaws would work like the side trait except in reverse: "clumsy"or "frail," for instance.  Or, it could be a freeform trait.

Random generation of characters is part of what a lot of people enjoy about D&D, but you could do that here, too.  Just make a chart of side traits with appropriate bonuses, and flaws with appropriate penalties, and have the players' role.

Friday, June 8, 2012

Cool Maps, Weird World

I've talked about Marvel's fantasy series Weirdworld before. If you missed it, go read that post.  I'll wait.

Anyway, I thought I'd share a couple of maps that appeared in the saga:


This one's the same thing, but with some locales noted:



Thursday, June 7, 2012

Ferris Wheel, Longship, and A Dinosaur Graveyard


You might have seen Berlin's derelict Spreepark in the film Hanna or in photos on the internet. In any case, it seems like it would make a great setting for an adventure.  Post-apocalyptic gaming comes immediately to mind, but it wouldn't take much imagining to turn it into some wizard's bizarre garden in a fantasy game.

To make that easier, here's a map:


Here's the Dragon-prowed longship:

And the swan boats:


How do these things fit together? You decide.

Wednesday, June 6, 2012

Warlord Wednesday: Assassin's Prey

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Assassin's Prey"
Warlord #94 (June 1985)
Written by Cary Burkett; Art by Mike Chen.

Synopsis: Morgan has barely returned to the camp, when he’s leaving again to go meet the pirate, Captain Hawk. Shakira decides to tag along.

When the two reach the camp at the mount of the Ramphos River they find an ambush by Vashek assassin’s waiting:


Morgan’s gun and Shakira’s transformation give them the element of surprise, and they’re able to make a break for it. The assassin’s catch don't let them get far, though. The Vashek are deadly warriors, but they’ve pissed off the Warlord and he goes all berserker on them. Cutting his way to Shakira, he throws her over his shoulder and scrambles up a tree—then starts doing his Tarzan imitation carrying an unconscious woman! The Vashek assassins can’t keep up, or are too stunned to.

Morgan’s luck runs out when a branch breaks in his hand. He falls to the forest floor and is knocked unconscious.

Back in the camp, Tara is lonely and sad over the loss of the armlet Morgan gave her. She’s looking for someone to talk to and sees Graemore, but she knows she needs to stay away from her former lover.

Meanwhile, Ashir continues to “watch out” for Tinder by teaching him lockpicking skills. After the lesson, Ashir puts the pick he was letting Tinder use back in its hiding place under his belt.

Morgan and Shakira wake up to find themselves surrounded by Hawk and a group of his pirates. Hawk starts to extort more money from the Warlord, but they’ve both got another enemy. The Vashek assassins attack. Outnumbered badly, Hawk, Morgan, and Shakira make a run for Hawk’s boat on the shore. They escape the assassins and have a moment for Hawk and Morgan to try star each other down again:


Then, an orange sea reptile attacks and overturns the boat. All the men are killed but Morgan and Shakira are able to swim to a nearby barge—where Hawk has already hauled himself aboard and has his sword point at the throat of an old man in a loincloth.

The barge belongs to a Princess Hooranami who gets all imperious and demanding with them until Shakira knocks her on her ass. The old man suggests they should sail back to the island of Kasamaga. Hooranami ran away against her father’s wishes. The people of the isle are forbidden from crossing to the mainland due to the danger of the monster.

Meanwhile, the Vashek assassin’s haven’t given up. They climb a cliff to use the Dakoth-Shurka Technique—which means building hang-gliders to fly over the head of the monster.

Back at Fire Mountain, Ashir goes looking for Jennifer and finds her staring at the Evil One’s gem looking all evil and possessed. She turns her him and she says: “I’ll fry you to a patch of stinking grease,” but then she manages to shake free. Despite what just happened, Jennifer is still mainly concerned that the gem will corrupt Tinder. He won’t be able to resist its narcotic like effect. Ashir again suggests she destroy it, and she says she will after a rest. As Ashir leaves, he notices his lockpick is missing from it's hiding place.

Back on the island, Shakira has left the others to hunt and falls asleep in the sun after her meal. Hawk gives Morgan some drugged soup and Morgan is out, too. They awaken to the Vashek assassins bearing down on them—and a precipice at their only route of escape!

Things to Notice:
  • It seems odd that our heroes aren't familiar with Kasamaga island when it's so close to an area they do seem familiar with.
  • Attention to detail is important: the very modern looking padlock on the box where Jennifer keeps the Evil One's gem has a bat on it.
Where It Comes From:
The orange (a common color for prehistoric monsters in Skartaris) sea creature looks sort of like a mosasaur.

Given the Japanese-evoking names of Kasamaga and Hooranami, the loincloth clad elder Odanak probably derives his name from Oda Nobunaga.

Monday, June 4, 2012

INFERNO-LAND!

Beneath the wilds east of the domain of the dwarves, there is a series of caves and grottoes, lit crimson and cast in flickering shadow by ever-burning fires. This subterranean realm is know as Hell.

Hell’s most famous entrance (though there are rumored to be many) is located in a lonely ruin near the sea. It’s accessible through a door in the mouth of statue of a giant head. Near the head is a runic legend that resists translation: “D NTE’   NFEFNO-L N !” The head’s leering and horned visage is said to be in the likeness of Hell’s sardonic ruler. He names himself Mephisto (though he has other names) and appears as a Man of ancient times, save for the small horns on his brow and the ever present flicker of flame in his eyes.

Lord Mephisto is not confined to his domain. He tends to appear when people are at their most desperate to offer a bargain. And a contract. Souls are typically his price and stories say that he doesn’t wait until a person’s death to collect them. Unwise bargainers and those who blunder into Hell unaware find themselves in the clutches of Mephisto and his minions: snickering fiends with crimson skins, horns, and often, batwings. Smiling, they escort captives to one grotto or another and enthusiastically apply some torture or torment.

There have been a lucky few to escape Hell’s clutches. Their tales are difficult to comprehend, even considering the strange nature of the place. They speak of a room full of copies of Mephisto in repose upon slabs and glimpses of ancient devices of Man behind the torture tableaux.

Sunday, June 3, 2012

Roll Credits and A Roundtable

With "Team Victory" having completed their first mystery in the City, I figured it was time to give credit to the players and nonplayer's alike:

"THE NIGHT CITY"
A Weird Adventures Mystery

starring:

Tim Shorts as BORIS BROVSKY

Pat Wetmore as "AMAZING" CRESKIN

Chris Sims as DON DIABOLICO

and featuring:

Ann Southern as VIVIANE VANDEMAUR

Joseph Cotten as INDRID BLISS

Lillian Gish as URANIA VANDEMAUR

Angus Scrimm as ZACHERLY GRAVES

Errol Flynn as HEWARD KANE

Cousin Eerie as TOOMBS

Tuesday Weld as Sue Ann Wilde 

Also, last night Erik came in from Wampus Country and Jason managed to shake off the Dust so we could sit down and discuss fantasy America and its use in gaming.  If the three of us talking like experts arouses your interest or your schadenfreude, check out the video at one of their sites linked above.

Friday, June 1, 2012

Where Goblins Come From


When sleeping in isolated villages, it’s prudent to shutter the windows and bar the doors, for goblins hunt the night. They crawl from their underground warrens and scramble forth in a gibbering, mumbling, mob. They overrun farmhouse, manor, and hamlet--and even strike the outskirts of cities--in their search for victims, whom they snatch up and carry back to their lairs.

What do the goblins do with the folk they carry off? It has long be supposed that goblins don't reproduce in the manner of most man-like creatures.  All (or almost all) appear to be of the same sex, and while most goblins are small, scrawny and sickly green, there is an extreme degree of variability in form and features among members of the race.

The subterranean lairs of the goblins are always built within ruins of the time of Man.  There strange machinery--hissing valves and wheezing pumps--surround large pools of viscous liquid. These are the goblin spawning pools.  Their surfaces eddy and bubble and finally erupt with protean goblin life: here a hopping thing with one leg and one arm, there a headless giant (compared to his kin) with a slavering maw in his belly, and between a snickering thing with a goblin’s head on spider’s bloated body.

These neonates crawl from the muck and soon take their place with their fellows, apparently directed to tasks suited to their particular forms by their elders.  Some tend the strange machinery, while others guard their den, but many are assigned to the raid gangs.

The gangs are essential, for the spawning pools need a substrate. Through the working of the machines and the fluid, and a process beyond the kin of anyone in the current age--including the goblins themselves--the unfortunate folk kidnapped are rendered in the pools into the stuff of more goblins.

Thursday, May 31, 2012

Gargoyles, Guns, and Money


Last night, "Team Victory" made it to the end of the trail and brought a murderer to brutal, shotgun-blast justice--and made themselves a tidy some in the process.

They confronted Viviane Vandemaur about the murder of her husband over a continental breakfast served in her penthouse suite on the Upper Eldside. She was too tough an egg to crack easy, so they forced her into the pocket dimension bolthole accessible through the palimpsest they stole.

There, she bared her claws and went on the attack.  It took several shotgun blasts and sword cane stabs, but she finally fled through one of the openings in the floor to--well, whatever strange dimension was outside the cube.  Even there she tried to crawl across the outside surface and escape, but Boris was dogged, and Ivanka still had shells.

The thing that called itself Viviane Vandemaur eventually went flying off into otherspace.

Her gargloyle mook demanded the orb that kept him at bay in return for leaving them alone and--uncharacteristically trusting--the guys handed it over, after extracting a promise from the gargoyle to do them a solid at some point in the future.

That done, the gang headed over to Urania Vandemaur’s mansion to collect the bounty on her son’s murderer. They were surprised to find Indrid Bliss there with her.  Under the sharp eye of Urania, and with the other orb to exchange, Indrid filled in some of the missing pieces of the puzzle:  The original Viviane was the cigarette girl in the picture with John Vandemaur, whose identity and likeness his partner (the Viviane they all knew) stole.  Then, she got greedy and tried to steal Vandemaur’s identity (and his fortune) and cut Bliss out all together.  Bliss claimed to have botched the ritual that would have allowed her to steal Vandemaur's identity sufficiently to fool most magics, but she got the jump on him and put him in the coffin.

Bliss wanted the alien glass sphere back in return for this information, and Creskin (against his better judgement) was coaxed into giving it to him by Urania.  Bliss left, and no one was sorry to see him go.

The guys then collected their substantial payment, and left the games of the rich and sorcerous behind--for the moment.

Wednesday, May 30, 2012

Warlord Wednesday: Devil's Wings

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Devil's Wings"
Warlord #93 (May 1985)
Written by Cary Burkett; Art Ron Randall.

Synopsis: In the windswept Bloodrock Mountains, Old Gris, a grizzled scout for the Husklaar Tribe, sees Lord Sabretooth leading a New Atlantean army through a pass that will take them to the gates of Shamballah.  Old Gris urges his pony to a gallop…


Meanwhile, in the Shamballan camp Morgan spars with one of his troops while Tara looks on in disapproval. She thinks a warlord’s time would be put to better use elsewhere. 

Beneath Fire Mountain, Jennifer’s still “studying” the Evil One’s gem. She asks Ashir to keep an eye on Tinder, as he may not yet be completely free of the gem’s influence. When Ashir asks why she doesn't just destroy it Jennifer has a “Gollum moment” and clutches the gem tightly to her chest. She recovers and says that she hopes to find a way to control the gems power. Ashir leaves with a worried look on his face.

Old Gris arrives at Warlord’s camp. “Tempering his salty language only slightly in deference to the Queen” he tells her war council what he saw:


If Sabretooth can join his forces with those already in Shamballah, the change of Morgan and his friends retaking the city will evaporate. They need a diversion to keep Sabretooth’s force from reaching the city until the Shamballan insurgents are ready to march.  Morgan and Trogero will lead a small force to try to delay the Atlanteans.

Far to the South, at the mouth of the Ramphos, Morgan has left a contigent of men encamped, awaiting Captain Hawk’s arrival with freed slaves.  Swift and deadly, the hooded Vashek assassins overrun the camp. They plan to set a trap.

Elsewhere, Sabretooth’s scouts find the trail of a group of men on horseback. They lead to what appears to be an encampment—flying the Warlord’s banner! Sabretooth can’t believe his luck.  He sounds the charge—and his troops charge right into Morgan’s trap.


In the battle that follows, Morgan and Sabretooth grimly strive to work their way toward each other, but when Old Gris calls out that the rest of Sabretooth’s army has arrived, Morgan and his raiders beat a retreat.

Morgan and crew come to a fork in a canyon pass. The left trail is the safe way through; the right leads to Devilwing Canyon. Morgan decides that they will go left, but first sweep the entrance to the right as if they were trying to cover tracks. My Sabretooth arrives he falls for Morgan’s ruse and soon:


Sabretooth tries to lead the tatters of army out of the canyon, only to have rocks rained on them courtesy of Morgan and his men. Morgan also suggests to Sabretooh that his camp is somewhere in the mountains: a lie. 

The enraged devilwings force the Shamballans to retreat, as well, so they’re unable to finish the Atlanteans off.  Morgan charges Old Gris with hanging around and leaving false trails and the like to further confuse Sabretooth.

Back near the Shamballan camp, Tara removes her sword and armlet to take a dip in the river. Tinder and Chakka see the armlet, the one that Tinder views as his—and ironically it is, but also it’s an unrecognized link to his true parents, Morgan and Tara. Tinder considers taking it but he doesn’t want to hurt the Queen. He hesitates.

When Tara emerges returns from her swim, she finds the armlet, her momento of the son she believes dead, gone.



Things to Notice:
  • The New Atlantean Hell apparently has sixteen layers.
  • To Ashir, "keeping an eye" on Tinder involves teaching him to pick padlocks.
Where It Comes From:
The corrupting power of the Evil One's gem was probably inspired by the One Ring in Lord of the Rings or maybe from Der Ring des Nibelungen.

The tribe of Husklaars probably owe their name to the term huscarl, referring to personal troops or bodyguards. Gris is the French and Low German word for "gray."

Monday, May 28, 2012

WaRPing Weird Adventures


I didn't rush to download any 5e playtest documents this last week, but I did download the WaRP system rules released by Atlas Games the week before under the OGL.WaRP stands for "Wanton Role-Playing," but what it is is the basic system used in Over the Edge. New OGL systems tend to pique my interest, so I thought it might be fun to try for a Weird Adventures game.

I got together the Sunday before last with most of the potential players for character creation. Despite the fairly "rules lite" nature of the system, it still took the players a bit of time to come up with concepts and traits. Being able to do just about anything can some times be as paralyzing as having too many skill or feat options to pour over.

Ultimately, a fairly interesting party began to take shape.  We've got a Yianese professor of arcane antiquities and amateur sleuth, a hoodoo woman, a former professional assassin, an international thief for hire, and an enigmatic woman who can change into a cat (or is that vice versa?). A disparate group, for sure, but hey--the City's a melting pot. It looks like it's going to be an interesting game.

Sunday, May 27, 2012

Dustbowl Gothic

Fantasies set in a 1930s sort of setting are pretty rare, so when I heard about Robert Jackson Bennett's Mr. Shivers it piqued my interest. The titular Mr. Shivers is a scar-faced murder roaming Depression era America, a boogie-man among hobos and itinerants--and perhaps a supernatural entity.  The novel tells the story of group of disparate individuals, their lives destroyed by an encounter with Shivers, who set out on the road to find him and bring him to justice.

Bennett's prose is probably most reminiscent of Stephen King.  The view it presents of the American Dustbowl touched by creepy horror recalls HBO's Carnivale.  Still, the tale it tells is its own and is engaging in a gritty, pulpy sort of way.  Bennett sometimes tends to have the characters give a little more exposition about the facts of the Dustbowl or the Great Depression than seems realistic, but this is a minor complaint.

The novel would certainly make good inspiration for a Depression era horror or dark fantasy campaign.

Friday, May 25, 2012

Stupid Little Fairies


An elvish sorceress from the eldritch future world sometimes called the "Planet of the Elves" blasts a couple of pesky ultraterrestrials.  These creatures are said to flit across the ether on their shifting-patterned wings, but more commonly arrive in craft of some sort.

Sorceresses shouldn't be confused with "wizards" who are a whole another sort of being, separate from elves, dwarves, or their lesser kin.  Wizards are extremely dangerous for many reasons--not the least of which being all seem to suffer from some form of insanity, the product of their quest for power at all costs.

Elsewhere, in a dwarven tavern, an adventurer regales the other patrons with a tale.  The trophy under his foot is the head of one of the Metal Men who are sometimes encountered in the ruins. Some are friendly; some are not.


Both pieces are by the very talented Steve LeCouilliard.

Everybody have a good Memorial Day weekend. I'm starting mine early!

Thursday, May 24, 2012

Beneath the Planet of the Elves



Every elf or dwarf is aware of the horrors that lurk in the underground ruins of the long dead race of Man: crawling things with superstitiously shunned names, lurching things with nigh unpronounceable names, and oozing things left fearfully unnamed. But none of those evoke more horror than the Cult of the Dread God.

The cultists are utterly subterranean, emerging only briefly at night.  They resemble elves or dwarves, for the most part, except that they are taller and their features (when they are seen) are coarse and with an unhealthy waxiness.  They all dress in the vestments of their order and reveal little more than their faces.

The cultists possess powers of the mind allowing them to stun or control even the most strongly willed elf or dwarf.  They march their victims, puppet-like to their own sacrifice--for that is what the cultists seek when they emerge from their underground temples or monasteries.  Little is known of their hungry god other than his name--which is not commonly spoken for fear of drawing his attention--and that name is Ba’am. No elf has seem the god or his altar and lived.

There are adventurers' tales that suggest their waxy countenances are not the true faces of the cultists, but merely masks.  Whatever they were before, their god has changed them in strange ways. Tales speak of glimpses of bruise-colored tendrils writhing beneath their masks and uncovered heads, hairless and rugous, pulsing with malevolent intelligence.

Wednesday, May 23, 2012

Warlord Wednesday: Evil in Ebony

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Evil in Ebony"
Warlord #92 (April 1985)
Written by Cary Burkett; Art by Pablo Marcos.

Synopsis: An Atlantean scouting party returns to Shamballah through the forest of Ebondar. Their arrogance at their control of the area makes them an easy target for an ambush by the Warlord and his band. Morgan plans to do some scouting of his own within Atltantean-controlled Shamballah and needs this party’s livery to pull it off.

Meanwhile, underneath Fire Mountain, Jennifer continues to study the Evil One’s artifacts and tells Tinder about her previous encounter with him. The Evil One can’t de destroyed forever, but has been disembodied. He can only return if he can possess another physical form.

While Jennifer is talking, Tinder has been staring into the Evil One’s gem:


Jennifer is able to sever the link with her magic before the Evil One can take him over fully. She locks the gem up so it can’t be any more trouble—she hopes.

Back at Shamballah’s gates, Morgan and Krystovar, dressed as Atlantean soldiers, manage to bluff their way inside. Morgan sees a couple of soldiers stealing from a street peddler and intervenes. He cuts the fingers off one guy’s hand as he tries to take a piece of fruit. Morgan and Krystovar share a tense exchange of glances when the healer insists on tending the wounds of the soldier Morgan maimed.

Looking around, Morgan notes the placement of the defenses around the walls—particularly the energy cannons. He sends Shakira out in cat form on a special scouting mission. Easily completing the mission, she runs into a snag on the way to the rendezvous when a sadistic Atlantean decides to sick his lizard dogs on her. He loses sight of the animals in the chase, but when he catches up to his dogs they’re both dead!

Unbeknownst to Shakira or her antagonists, the old witch, Saaba, has watched these events unfold and now follows the cat with interest.

In Hunker’s Tavern, Krystovar and Morgan are arguing over their differing ideas about mercy toward their enemy. The debate is cut short when Shakira arrives and suggests they get out of Shamballah while they can. The three ride out of town, unaware that Saaba (in crow form) is following them.

They haven’t gone for before she uses her magic to cause trouble:


Morgan and Krystovar manage to stay out of the earth elemental's reach long enough to scramble up a hill and dislodge a boulder. This causes an avalanche to bury the creature. Our three heroes head back to their camp—but not before inadvertently allowing Saaba to overhear their plans for a two pronged attack on Shamballah using the underground tunnel they had used to escape the siege.

Saaba flies back to Shamballah to inform Lord Sabretooth of the Warlord’s strategy.

Things to Notice:
  • Saaba the witch again rears her ugly head. She was last seen in issue #84.
  • Morgan so dislikes Kystovar's compassion that he almost starts a fight over it.
Where It Comes From:
This is issue is mostly build-up for bad things to come for our protagonists.

The earth elemental that appears in this issue owes more to Dungeons & Dragons than to Paracelsus's conception.

Monday, May 21, 2012

The Room at the End of the Hall


An ominous door at the end of a hall in a cheap tenament somewhere in the City.  We step over the drunk sleep it off outside.  Behind the door we find:

1. Two sets of men's clothes in puddles of goo.
2. A roiling red-tinged fog that seems to pulsate as if with the beating of a heart.
3. A well-dressed man from nowhere.
4. Walls bear but for peeling paint.  The faint sound of a child sobbing.
5. A group of 1d6 hobogoblins gathered around table watching two men play Russian roulette.
6. A single bed with a large constrictor snake curled upon it with a ominous bulge.
7. Smears of blood on the floor; a naked hanging lightbulb swinging, as if recently disturbed.
8. A nest of bugbear hatchlings and their strange birthing machinery.
9. A hillybilly giantess in a gingham dress sitting on a bed and sobbing into her hands.
10. The grim reaper seated at a table with a chess board.
11. The complete skin of an elderly man draped across a bed as if in repose.
12. Pulp magazines stacked almost ceiling high and forming a veritable maze.

Other ideas?

Sunday, May 20, 2012

Reskinned!

The usual D&D races getting a little stale? Just give them a makeover and keep the old mechanics.  Try these knew visuals on for size:

For Elves:
Insect(-ish) men.

For Halflings:
Satyr-like guys.

For Half-Orcs:
Hairy hominids.

For Warforged:
Spaceknights!

Okay, that last one may be a bit of a stretch.

Friday, May 18, 2012

Planet of the Elves


In elven village and dwarven hamlet, elders warn children of the dangers of venturing too far into the wilderness.  Out there in the wastes, the well-worn admonitions say, lie half-buried ruins--the blasted and timeworn remnant of a world that was.


Reckless youths and greedy treasure-seekers have long ignore the warnings of their mothers and fathers. They brave the wilds to seek out these ruins, where tribes of giant Hairy Ones and worse things hunger for elf (and dwarf) flesh, and they delve into subterranean depths where baroquely insane wizards give flesh to monsters out of nightmare.


Many of these foolhardy adventurers don’t return home.  The skillful and lucky ones that do win glory as well as treasure.  They become heroes--for the wise amongst their peoples well know that every  bit of forgotten knowledge or ancient artifice brought up from underground brings their races closer to wresting the world from the grip of Man’s long ago folly.

Thursday, May 17, 2012

The Kind of Dame Gargoyles Like


In the City, Creskin, Don Diabolico, and Boris (now calling themselves--somewhat prematurely--Team Victory) had dinner at the posh “Pauper’s Row” mansion of Urania Vandemaur. They discovered the Vandemaur matriarch most certainly does not approve of the cigarette-girl from across the Eldritch River that her son, John, chose to marry. In fact, she’s certain Viviane killed her son--and is willing to pay to have her brought to justice by any means necessary.

Never ones to blanch from suggestions of illegal deeds where money’s involved, our heroes take her up on her offer. They also take note of a tidbit dropped by Urania--insignificant to her, but very significant to our would-be detectives: John Vandemaur had remarked that "even gargoyles loved" Viviane.

A late night meeting with a shady forensic necromancer confirms the skinned body they found was indeed John Vandemaur and that he may have been betrayed by someone he called “darling.” His traumatized soul can’t give them anymore, but that’s enough.

The boys are eager to confront Viviane, but she won’t see them until tomorrow. They try to use the map they took from Bliss’s extradimensional bolt-hole to find more clues, but without a lot of success. Finally, they're able to use the second glass sphere to contact Bliss, and he offers a meeting back at Club Tekeli-Li.

One exorbitant cab ride later, they’re attempting to interrogate Bliss at the club. He wants the spheres back, but our heroes won’t budge. They manage to get Bliss to give up quite a bit: He was Faustus Bleys--and the inhuman being that calls itself Viviane Vandemaur was Bleys’s scribe mentioned in the tome. Viviane double-crossed Bliss for obscure reasons and put him in the coffin. He also claims she killed John Vandemaur. Still, Viviane’s motives remain a mystery. Why did she hire them? Was it just to get them out of the way as Bliss claims? And what’s the true purpose of the spheres? Bliss wants one badly (the one they stole from him), as he says it allows him to open “certain doors.”

Our heroes meeting with Viviane will likely turn into a battle--against an inhuman killer.

This adventure also marked the debut of Creskin’s new henchman (courtesy of Fleischschild’s Institute in Lichmond): cornfed and none too bright, Moose Magoon:

 

Creskin plans to put him in a sequined outfit as a stage assistant, too.