Friday, October 18, 2013

GIANT SPACE ROBOTS!

A mysterious alien race hid giant robots all over the earth, waiting for the day humankind would need them. That day is today. The sinister invaders the ancient aliens always feared have arrived. They use giant monsters to cleanse worlds of all life to ease their takeover. Earth is their next target. The giant space robots, piloted by intrepid human pilots, are the Earth's only hope!

A pilot has 3 stats: Intelligence, Willpower (Wisdom), and Reputation (Charisma).

A robot has 3 stats: Strength, Agility (Dexterity), and Durability (Constitution).

All stats are 3-18 with appropriate resultant bonuses or penalties.

Intelligence: Determines the ability to unlock new powers in a robot. Every time a power is employed a percentile roll is made with the chance of success determined by intelligence (based on the Spell Learning Probability Percentage in LL AEC, ranging from 20% with a 3 to 90% with an 18 INT).
Willpower: Affects response to saving throws from certain mental powers (like wisdom).
All the other abilities are just like their counterparts.


Robot Classes:

  • Tank: Not a literally tank, but a brute force model. d8 hit dice, Fighter combat tables and advancement.
  • Blasters: Lighter models with various sorts of special powers or energy weapons. d4 hit dice, Magic-User combat tables and advancement. Blaster pilots have a chance to "unlock" a new power in their robot with every level. They can use a power once a day (contingent on a power roll).
  • Defenders: Medium models that combine some aspects of blasters and tanks. d6 hit dice, Cleric combat tables and advancement. They have a chance to "unlock" a power at second level, and an additional one every level thereafter.

Powers: Are reskinned spells, though obviously they are the more combat oriented of them. You could do away with spell levels at your discretion.

Weapons: Robots use giant and futuristically styled hand to hand weapons. Darts or arrows might be missiles instead, but maybe not.

Hit Points: Are possessed by giant creatures/robots. Smaller beings don't rate on the scale and are utterly destroyed by 1 point of damage.


Monsters:
Reskin any monster you want. They're all giant now, and ones bigger than man-size are really gigantic!
Examples:  Voidflyers (stats for bats); Gorillagon (Gorilla); Mechapede (giant centipede)--you get the idea.

Thursday, October 17, 2013

All Hallows' Eve Draws Nigh


Halloween approaches and I've got some holiday themed posts in the works. First though, let's take a look back at what we unearthed in previous years. 2011's and 2010's ghastly delights are summed up here.

And here are last year's installments:

Monster Mashup: The classic Universal Monsters in different genres and other media.
New Flavors of Frankenstein: Different twists on a classic archetype.
Monstrous Monday: Jumpin' Jack: Stats for Spring-Heeled Jack.

Wednesday, October 16, 2013

Warlord Wednesday

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

Warlord (vol. 4) #1 (June 2009)
Written by Mike Grell; Penciled by Joe Prado; Inked by Walden Wong

Synopsis: In Tibet, high in a mountain cave, an expedition makes a surpsising discovery: A whole deinonychus carcass frozen in ice.

Sometime later, Alysha Grant shows the head of the dinosaur to her friend Kate who works for a museum. Alysha needs money to get back to Tibet and fully explore the cave the carcass was found in. Kate can't get the funding from the museum, but she has an idea.

They go to rich adventurer Ned Hawkins and give him quite a story:


He agrees to go along and in turn recruits journalist Ewan McBane to chronicle his exploits.

Soon, they're all on a mountain in Tibet. They run afowl of the Chinese military and poor Rhampa the Sherpa is killed.  They make it to the cave, but they're trapped.  Or they think they are, until they find a shimmering, golden portal to someplace warm in the recesses of the cave...

Morgan and Shakira are rousing from a sleep period in Shamballah. Morgan pulls open the curtains to look out onto the city--and is attacked by a griffin!


The commotion brings Tara and her soldiers running, but by the time they arrive, Morgan has dispatched the beast.

Not just griffins are being driven out of the North, there are human refugees, too. Morgan and Tara go down to see what's bringing them in and find Tinder already there. He's already gotten a story, and has a refugee repeat it to Morgan:


It turns out the refugee is from Machiste's kingdom of Kiro. He fears the kingdom may have fallen. The invaders wield a power none can stand against: a power that can kill at a distance. The man's son bears a wound from the weapon. It punched through is breastplate and still grievously injured him:


A bullet hole!

Things to Notice:
  • Grell writes Warlord again for the first time in nearly 17 years.
  • This issue doesn't have a title.
  • The recap of Morgan's origin reminds us he arrived in Skartaris in June of 1969.
Where It Comes From:
This makes several sly references to previous issues: the deinonychus in the cave and the one in First Issue Special #8; Morgan asking Tinder about ballad writing and "Ballad" being the title of the story in the 1992 limited series.

What Happened to Volume 3?
Warlord volume 3 ran from April 2006-January 2007. It was written by Bruce Jones and drawn by Bart Sears and "rebooted" Warlord continuity. It was not particularly well-received and ignored when Grell returned to do this series.

Monday, October 14, 2013

The Crystal Obelisks

The crystal obelisks are anomalous artifacts commonly associated with the Hidden Land. The most famous and enigmatic of these is the so-called Graydon Obelisk, though a similar crystal (an anonymous gift) resides in the collection of the Smithsonian's Department of Anthropology. Both these crystals and others rumored to exist figure prominently in Fortean and paranormal lore.

The account attributed to John Richmond Graydon (but only surfacing after his death) asserts that he found the crystal on a skeleton garbed as Spanish conquistador in the Sierra Madres. He describes the crystal psychically projecting voices and visions of another world into his mind. He came to understand the crystal was part of a control mechanism. In a trance-like state, while under the crystal's influence, he produced a crude map of the Hidden Land, the area maintained by this mechanism.


Graydon relates that those who have been to Hidden Land and returned confirm the existence of larger crystal obelisks: perhaps 16 ft. tall, and 4 ft. wide at the base in remote places in the Land. Sometimes they appeared are normal, cloudy quartz crystal, but at times colored pulses of light appear inside them. They provided some influence over weather and even astronomical phenomena--perhaps even time and distance. From his investigations, Graydon believed these to be part of system of smaller obelisks--most of which had been swallowed by the jungle.

The builders of these crystals and the grid they form are an enigma, but at least one of Graydon's correspondents attributed them to the Nephilim of Genesis. Graydon's account is conflicted in regard to whether these giants still exist.

Graydon was found dehydrated and dying from a spear wound in the Matto Grosso in 1908. His appearance (and eventual death) in Brazil presents something of a mystery as he dined with acquaintance in Tucson just two days earlier.

Sunday, October 13, 2013

Cast in Ruin: A Taxonomy of Post-Apocalypses


This week, Charlie Jane Anders wrote an article about the disappearance of the "advanced civilization fallen to barbarism" story that used to be so prevalent in popular genre media. She considers a couple of reasons, one of which is that it has been supplanted by the post-apocalyptic story.  That got me thinking about whether those sorts of stories might be related in some way, and that led me to hypothesize a taxonomy of post-apocalyptic tales.

The first thing to consider is: Did the apocalypse happen to the viewpoint characters or their culture or did it happen to someone else?

Happened to the viewpoint characters/their culture:
If it happened recently you're dealing with a standard post-apocalyptic (or perhaps apocalyptic, if it's ongoing) tale. Examples would include The Walking Dead, I Am Legend, and Night of the Comet, just to name a few.

If it happened in the remote past, then we're dealing with post-apocalyptic fantasy like Thundarr or the Heiro novels of Sterling Lanier. There is a variant where the apocalypse is really slow moving: the dying earth story. It's tempting not to consider these post-apocalyptic stories at all, except for the fact that at least some of them (the Zothique tales of Clark Ashton Smith and The Night Land by William Hope Hodgson, to give a couple of examples) seem very concerned with pointing out how things are winding down to their inevitable end.

Happened to someone else:
If the apocalyptic event happened recently, and the viewpoint characters have arrived to discover this, we're probably dealing with a science fiction mystery or horror narrative. The Star Trek episode "Miri" probably falls into this category. (Some will protest that the apocalypse in "Miri" hardly counts as recent, being hundreds of years ago. I'd argue the extremely slow aging of the surviving children and the resemblance of the fallen culture to the culture of Star Trek's reviewers in the sixties, gives the story an immediacy that it's internal chronology doesn't reflect.)

If the fall is a remote event, then the "civilization fallen to barbarism" story comes into play (showing up in numerous Star Trek episodes like "Omega Glory" and "Spock's Brain" and as a backdrop in a lot of lost world or planetary romance fiction). If the civilization is mostly gone, but it's influence can still be felt, we're probably out of the post-apocalyptic genre and into science fiction, horror or a combination of the two--but not necessarily. The science fiction and/or horror option is exemplified by works like At The Mountains of Madness, Forbidden Planet, Quatermass and the Pit, and (again) a number of Star Trek episodes like "That Which Survives."

The stories in this category I would consider as in the post-apocalyptic genre itself would be of the "cautionary tale" or "sins of the past" sort. Ralph Bakshi's Wizards fits here, as do two unusual, effective, and Oscar nominated Christmas cartoons from MGM: Peace on Earth (1939) and Good Will to Men (1955).

There are less clear-cut stories that are inbetween these two poles. In this group are stories where the relationship of the viewpoint characters (or the viewer) to the apocalypse or the occurrence of the apocalypse, itself, is saved for a reveal at the end. The original Planet of the Apes is a classic example here, but Teenage Cave Man (1958) also fits the bill.

Also, we can place many so-called "Shaggy God" stories here, as the apocalypse leads to an Adam and Eve scenario. The Twilight Zone episode "Probe 7, Over and Out" is practically the archetypal version of this tale, but it has turned up as recently as Battlestar Galactica (2004).

Thursday, October 10, 2013

Look--There's A Map!

Work has been grueling this week! More of my regular posting content is forthcoming, but for now enjoy another map. This one is from Don Lawrence's Trigan Empire. Marvel at its mysteriousness!




Wednesday, October 9, 2013

Warlord (& Wonder Woman) Wednesday

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Land of the Lost" (parts 1-5)
Wonder Woman (vol. 2) #179-183 (May-September 2002) Written by Phil Jimenez, Penciled by Roy Allan Martinez & Gabriel Rearte, Inked by Martinez, Andy Lanning, Ray Synder & Marlo Alquiza

Synopsis: Wonder Woman and her boyfriend Trevor Barnes wind up in Skartaris accidentally (thinking they were going to ancient Atlantis). They fight some dinosaurs and meet some little people who tell them where they are:


It's seems that Villainy, Inc. (a collection of Wonder Woman foes led by Clea, queen of the Atlantean remnant Venturia) shot for Atlantis and wound up in Skartaris, too. They quickly recovered from the mistake and went about conquering Shamballah.


They have Morgan and Jennifer in a cage while the the sorceress Jinx, does nasty body-warping things to them.

Villainy, Inc. also discovers the computer core beneath the city. Cyborgirl is able to interface with the computer, which Clea believes will allow them to control all of Skartaris and power enough to potential take over the Earth.

Meanwhile, Wonder Woman has freed some captives from Giganta and a group of giants. She begins building an army from the disparate human and nonhuman cultures of Skartaris. She takes that army to Shamballah.

While Wonder Woman takes down Giganta, then fights Clea, Trevor and the army get into the palace and free Dr. Poison's captives/potential subjects--including Machiste and Shakira. Those two attempt to free Morgan and Jennifer, but Jinx attacks them.


While all that's going on, Trinity reveals her plan She had known they were coming to Skartaris all along. Her tendrils allow her to begin to take over Cyborgirl so that she can interface with and reboot the Skartarian master computer. She's actually a creation of the ancient Atlanteans that built the computer, a viral vector intended to reset the system and turn back time to the rule of the Atlanteans.

Waves of energy emanate from the palace, devolving and de-aging the Skartarian forces fighting on both sides. Wonder Woman leaves a subdued Clea and storms the castle. She saves Machiste and Shakira from Jinx and finds Morgan and Jennifer who tell her where to find the computer core.

Dr. Poison comes to save Jinx and is almost taken down by Morgan and friends, but escapes with (of course) poison. She runs to the computer core, too.

Trevor (who's already there) fills Wonder Woman in on what's happening. Dr. Poison's suggestion that Trinity is a virus and is currently confined to the core--but will spread to all the computers in Skartaris--gives Trevor and idea. He talks to Cyborgirl, convincing her to fight Trinity and regain her humanity. She does and manages to contain the Trinity virus in the core, which Wonder Woman destroys with Clea's trident. The energy wave stops.

Evil is defeated. Clea is presumably de-aged and nowhere to be found. The Warlord gets cheers:


Meanwhile, Wonder Woman and Trevor (who did most of the world saving) are going to do a bit of rebuilding before heading home.

Things to Notice:
  • Wonder Woman spends five issues in Skartaris, but Morgan and crew only appear in a few panels.
Where it comes from: 
Clea and Villiany, Inc. conquered Shamballah to take control of the super-computer beneath it, first seen in issue #15. Not only does the computer differ in appearance from previous portrayals, but Clea says it controls all of Skartaris--something it's never been shown to do before.

There are many humanoids depicted that seem call backs to previous issues (centaurs, titans, dwarfs, fishmen, winged men), but none of them are depicted in such a way as to make it clear--in fact, some seem very different in character.

Monday, October 7, 2013

People in the City

After Saturday's Detectives & Daredevils Google+ game set in the world of Weird Adventures, there was some discussion of NPCs that have showed up in my various games. Here are a few that might still be encountered in the City in 5889:

Bookman, Rawley: Superintendent at an apartment building in Morningstar Hills on the border with Solace.

DeWytt, Lola: Secretary for Victory Detective Agency.

Graves, Zacherly: A Barrowman cemetery manager.

Hardluck Hooligans: A kid gang in Hardluck. Prominent members include: Knuckles (the tough one), Da Brain (the smart one), Freckles (freckles), Topper (oversized tophat), Juniper (tomboy in an aviator helmet), Sunshine and Smiles (creepy, somber kids), the Kid in Yellow (weird kid from Little Carcosa), and Marbles. They have an ongoing feud with the Grumpf.

Hazzard, Hew: Wealthy industrialist, inventor, and playboy. His headquarters and research laboratory are in Marquesa near the airfield.

Shreck, Eldmore: Tall, portly lawyer, parnter in the firm Shreck & Wail. They are the executors of the estate of Charles Ranulf Urst.

Snow, Sara: Platinum-haired beauty who is either a cat that can turn into a woman or a woman who turns into a cat. Grifter and sometime gangster's moll.

Throne, H. Leland: Antiquarian bookseller in Grimalkin Village. He doesn't have any magical tomes, but does have works that deal with occult or esoteric topics. He also runs a side business in racy photography. He sells the photos to collectors and sometimes uses them for blackmail.

Two-Teeth Drexel: Hell Syndicate thug with oversized incisors. Previously in Barton Blanchefleur's gang.

Vandemaur, Urania: Matriarch of an Old Money family with a mansion on "Paupers Row."

Wail, Tophias: Short, bespectacled lawyer, partner in the firm Shreck & Wail. They are the executors of the estate of Charles Ranulf Urst.

Sunday, October 6, 2013

Mesa of the Sky-Vikings


In the Hidden Land beyond a cave in the Superstition Mountains, there is an imposing, solitary mesa rising above the jungle. The mesa is some 1200 feet tall and steep-sided. Its flat top is about 900 ft. long and 400 ft. across at its widest. Located there are the longhouses and fortress of the Sky-Vikings.

Interbreeding with captives from the jungle tribes and exposure to the tropical sun and turned their pale complexions darker, but they often retain the fair hair of their ancestors. Their material cultural is similar, but adapted to their surroundings.

Most dramatically, they have replaced their forebears seagoing raids with aerial attacks. The Sky-Vikings have domesticated the pteranodons that nest on the mesa and use them as mounts. As there society depends on the raids for most of their food and raw materials, they train from a young age to command the flying beasts. Their society is male-dominated; only rarely are women able to prove themselves as pteranodon-riding raiders. Some jarls are more permissive than others, however.

The Sky-Vikings know the working of metal,and have metal spearheads, knives, and short-swords. The rarely waist their limited supplies on armor.


Friday, October 4, 2013

Another Friday Map


This map from Amethyst: Princess of Gemworld throws realism completely out the window. In later stories, Gemworld becomes an actual planet. I think this was better.

Here's some details about Gemworld and points of interest.

Thursday, October 3, 2013

Do You Dare Enter...The Setting Crypt?


While I've got indices for a couple of the settings I've discussed here over the years, there are some that languish in the blog archives--as well as in a still-unfinished state. Several of them I do intend to get back to eventually:

Gods, Demi-gods, and Strangeness is an ongoing concern. It's Greek mythology as science fantasy with a hint of Kirby. It got an index post and later posts here.

Apocalypse Underground is a D&D setting that rationalizes game aspects like increasing hit points and some class abilities, while dwelling on a horror of fighting apocalyptic struggle with monsters in dark, cramped spaces beneath the earth. Here's the first post. Follow the tag for later ones.

Planet of the Elves is post-apocalyptic fantasy where Man is a distant memory. It draws on Bakshi's Wizards and a slew of comics for inspirations: particular the fantasy stylings of Wally Wood and Mike Ploog. Read the first post, then follow the tag.

Pulp Space is a alternate history and an alternate Spelljammer setting. It starts at the end of War of the Worlds and ends in a 1930s where occultism and alien science has taken volatile politics of Earth out into colonies on other planets in the solar system. It starts here and continues with the tag.

There are other setting riffs back there, but these are the big ones.

Wednesday, October 2, 2013

Warlord Wednesday: Sea King in Skartaris

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"To Enter the Lost World..."/ "Worlds Apart" / "Power Game"
Aquanman (vol. 3) #71-73 (September-November 2000) Written by Dan Jurgens, Penciled by Steve Epting, Inked by Norm Rapmund

Synopsis: Machiste, Mariah, and Mongo are on a desperate ride through the Skartarian jungle. They decide they have to split up. Mariah and Machiste will deal with the Ch'rin, while Mongo rides on to the Gate. Mongo makes it to the stone arch of the Gate of Infinity. There, he casts a spell that creates a vortex in the pool beyond the gate.

On Earth, in the Atlantean city of Poseidonis, Aqualad senses some mystical disturbance and rushes to tell his king, Aquaman, about it. Bored with affairs of state, Aquaman and his queen Mera go to check it out. They find a vortex that they are quickly sucked into it.

Arriving on the other side, the first thing they see is an elasmosaurus, suggesting there in the past. They're even more confused when they rise to the surface and are almost run over by what looks like a Viking longship. Believing them to be evil wizards, the seamen pour burning oil on to the water. Aquaman summons the marine reptile to destroy one of the ships. Then, a familiar figure dives (rashly) from one of the ships to confront the "wizards" head on:


Aquaman mistakes him for Oliver Queen and doesn't fight back. When Morgan realizes what's going on, he rises to the surface to talk. He explains who he is and invites them onboard his ship. He tells them that Skartaris is under a grave threat and so they were summoned by Mongo's spell. A short distance upriver into the jungle, and he shows them what they're facing:


The Ch'rin are the servitors of an evil sorcerer, Valgos. One of them smashes the lead ship with a gigantic fist. Morgan's bullets are useless against them, but Mera is able to use her power to knock one of them over. Aquaman start's giving orders to Morgan's men, which doesn't sit terribly well with the Warlord, but he takes it for now.

Morgan leads the two Atlanteans to Valgos's lair:


They infiltrate the skull fortress: Morgan repelling in from above, Aquaman and Mera swimming in from below. The Atlanteans are first to meet the wizard--and mind-controlled Machiste and Mariah as his protectors! The Atlanteans are winning, until Valgos takes control of Aquaman's shapechanging metal hand. When Morgan arrives on the scene:


Morgan and Mera are soon captured, though not before Mera discovers that the masked Valgos is really just another mind controlled pawn: Mongo. Valgos (controlling Aquaman through his hand, now spread over his whole body) puts Mera in a heating pool to boil her alive.

It turns out Valgos controls all the others with symbiotes that will kill them over time, because they resist his domination. Valgos sends Machiste to finish Mera and Morgan off. Meanwhile, a bit of the liquid metal from Aquaman's prosthetic hand left on Mera's cheek, grows to cover her and protect her from the heat. She realizes Valgos must not have full control over her husband's mind.

She breaks Morgan free. Machiste attacks, but Morgan lays him out with a punch.

Later, we see Machiste return to Valgos. To the evil sorcerer's surprise me moves to free Mariah: he's out of Valgos's control. Morgan starts to shoot Valgos, but Mera reminds him the wizard controls Aquaman's body. Or does he?


Our heroes make it out of the skull, but there's no sign of  Valgos--until the giant skull begins to rise out of the muck, attached to a whole giant body, with Valgos in the jewel on its forehead.


With the help of Mera's water powers, Aquaman jumps up and punches through the jewel, grabbing Valgos.

With the jewel destroyed, the giant body crumbles. It turns out Valgos is dead and appears to have been for some time. Aquaman theorizes the jewel must have acted like a battery, holding on to his life-force.

The wizard defeated, Aquaman and Mera want a way home. Mongo says that might be tough, but Aquaman reminds him of what happened to the last wizard that crossed him.

Things to Notice:
  • All the covers are by Michael Kaluta.
  • Morgan has heard of Aquaman and knows the Justice League used to have their base in a cave.
  • Unlike every other superhero visitor, Aquaman and Mera don't adopt Skartarian clothes. Maybe they just didn't have time?
  • For some reason, Aquaman's and Mera's super-strength isn't in evidence here.
Where it comes from: 
Again, Dan Jurgens pens a Warlord crossover that gets the characters and the world right, for the most part (though he makes Morgan rather atagonistic to Aquaman for no good reason, other than that's just the way things work in crossovers).

This is the first time we've seen Mongo Ironhand since issue #98 (1985). How he got from the Age of the Wizard Kings to the present of Skartaris isn't explained.

Monday, September 30, 2013

Harpies

No. Enc.:  1d6
Movement:  Fly 360' (120')
Armor Class:  7
Hit Dice:  3
Attacks: 1
Damage: 1d6 (talons)
Save:  L3
Morale:  7

Despite fanciful presentations of them as winged women (at least having the upper bodies of women) harpies are actually large birds of prey (wing spans as big as 10 ft and weighing 30 lbs.) with beakless faces uncannily similar to a woman's. Though not hideous in form, their faces are unnerving, somehow both soulless and over-expressive. Their mouths are filled with sharp teeth.

Harpies were either engineered by the Olympians or brought from some distant world. They use them to punish humans that have offended them in some way, though some have escaped into the wild. Though they all appear female, nothing is known of their actual sexes or whether they have any ability to reproduce.

They are very intelligent for animals, but no more than that. They can make mimic human speech in voices like old women, but are only able to repeat things they've heard.

Swoop attacks cause double damage if the target is surprised. The filth of their nests is such that their talons are terrible purveyors of infection. Anyone damaged by a harpies talons must make a saving throw versus poison. A failure means they take 1-2 points of damage a day for a duration of 1 week.

Sunday, September 29, 2013

City Automobile Enthusiast

The automobile is an important part of the world of Weird Adventures, though no specific automobile makes are mentioned in the book. Some of these after appeared in play; after all, adventurers like to get around town in style.


A modest new sedan (like a standard model from the Cord Motor Company) can be purchased for around $500-600. Fancier automobiles or sporty models will cost more--sometimes, much more. Here are a couple of high end examples that have appeared in my games:


5883 Raser "Dual Six" Fitzroy Sports Saloon
Engine: V12, 150 bhp
Top Speed: 100 mph
This is a luxury automobile; less than 60 exist and each was built to order at a price of $12,000+. Cornelius Doyle's has a silver elephant head hood ornament.


5885 Auberon 761 Series C Speedster
Engine: super-charged 8-cylinder, 150 bhp
Top Speed: 104 mph
This stylish roadster sales for $2245. Gentleman thief Don Diabolico is the proud owner of one.


Friday, September 27, 2013

Mapping Terra Incognita

Not getting all the map posting out of my system with yesterday's post, I figured I would follow it up with another today. This is Pal-ul-don from Tarzan the Terrible, as expanded by Dell Comics' Tarzan's Jungle Annual #1. Pal-ul-don is located in Africa and has carnivorous triceratops, among other things. You could locate it anywhere you wanted, of course, but you probably want to keep the carnivorous triceratops.

West side:

East side:


Thursday, September 26, 2013

Points of the Interest in a Lost World

I'm working on map of the lost world I mentioned previously--and enlisting the help of the Metal Earth's cartographer in the final draft. Anyway, here are few of the points of interest I've thought of so far:

Valley of the Ants
Lair of the Swamp Witch
Wreck of the Zephyrus
Mesa of the Sky-Vikings
Brontosaur Burial Grounds
The City of the Golden Man
Forest of the Amazons
The Temple of the Skull
Castle of the Necromancer
Tomb of the Giant Kings

Oh, and here's a map of the Savage Land to tide you over:




Wednesday, September 25, 2013

Warlord Wednesday: Teen Titans in the Lost World

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"The Lost World of Skartaris (Part 1-3)"
Teen Titans (vol. 2) #9-11 (June-August 1997)
Story and Pencils by Dan Jurgens, Inks by George Perez

Synopsis: Prysm, one of the Teen Titans, is running through a jungle from a tyrannosaur when Travis Morgan comes to her rescue. Against his better judgement, Morgan decides to get involved and asks her who she is and how she got here. She doesn't remember. Morgan lets her accompany him on his search for his daughter.

Meanwhile, the rest of the Titans are flying over the Arctic looking for Prysm. She was critically injured and Argent (a teammate) tried to revive her with her energy powers. Prysm revived alright--then flew off. They tracked her to the North Pole, but they run into a fierce storm. Their plane goes down but instead of crashing, they glimpse dinosaurs and jungle through the clouds.

The Titans walk away from the crash, but they're attacked by a group of warriors. Their powers allow them to hold their own, but they're in danger of being taken down by sheer numbers. Then, the leader of the warriors appears:


Morgan and Prysm have troubles of their own. A gigantic cobra emerges from the ground. It shoots blasts of energy from its mouth, knocking out our heroes. The snake's mistress emerges:


Normally, the Warlord would be quite a trophy for Motalla, but Prysm is worth even more!

The other Titans are taken back to Shamballah by Tara and her troops, though they have to combat a horde of stampeding triceratops on the way. The Titans convince her that they don't know Morgan. She tells Argent about the strange sky city now floating above Skartaris and how their are attacks by giant snakes when it appears.

Morgan, Shakira, and Prysm wake up in some high tech room. Motalla enters and allows them to believe she saved them from the snake. She tells them their are in the floating city of Timmanis. Motalla tempts Prysm with the promise of making her human again--and takes over her body. She drops Morgan and Shakira through a trap door.

The other Titans (in their new Skartarian outfits) fight the strange snakes appearing throughout the city, but the snakes neutralize their powers and they're taken captive. They wake up in a smelly dungeon...


The Titans free Morgan and Shakira--only for all of them to get blasted by Motalla with Prysm's powers. Cody in particular gets blasted out of the city, while somewhere close by, a now-human Prysm daydreams about finally being able to have a relationship with him.

Cody flies through Prysm's ship like a cannonball before crashing into the ground. Luckily, he's able to catch Prysm as she falls:


After he chastizes her for her selfishness, the two run into Tara and Tinder. They suggest the two Titans take a pteranodon ride back to the sky city.

Meanwhile, Motalla is beating Morgan and the Titans pretty soundly. The Atom riding Shakira manages to escape and find Motalla's mysterious power source:


Adding Jennifer to the mix starts to turn the tide for our heroes, but only the timely arrival of Prysm wins the day. Jennifer is able to reverse Motalla's theft, and Prysm is back to her previously self. Motalla ages to a crone for her trouble.

Evil defeated, The Titans prepare to return to Earth through a portal Jennifer creates for them. Prysm (still down on her inhuman form) considers staying in Skartaris, but ultimately decides to stay with her teammates.

Things to Notice:
  • Dan Jurgens returns to the character that launched his professional comics career. 
  • Morgan initially thinks the Teen Titans is the name of a rock band.
  • Skartarian fashion must be really appealing. Every time a superhero winds up there, they adopt it pretty quickly.
Where it comes from: 
This crossover doesn't reference a any old Warlord stories in particular (other than the existence of a sky city), but does get the characters and their relationships right. The pony-tailed guy accompanying Tara is pretty clearly meant to be Tinder, though he is never named in the story.

Monday, September 23, 2013

Caliban Ferox


The Caliban are a humanoid culture found in a torrid, jungle-choked orbital habitat on the border between the Coreward Reach and the Vokun Empire. They're infamous in the popular imagination for their warlike nature and enthusiastic cannibalism.

Appearance and Biology: Interestingly, there is no fauna in the Caliban's habitat larger than a rat of Paleo-Earth that isn't in the same genetic family as the primary Caliban sophonts: there is a group of presophont pack hunters that look like a semi-quadrupedal version of the Caliban, for example. The primary 
Caliban are basically human in bioform, though they exhibit less sexual dimorphism than baseline type. Their faces are heavily wrinkled and shriveled appearance. All the Caliban family lifeforms share this facial appearance. Their skin tones range from a grayish brown to an ashen gray-white. Their teeth are sharpened to points, though this is a modification they make, not their natural form. Their skulls are somewhat small for their body size.


Psychology: It's believed that the extinction of most fauna in the habitat led to the prominence of cannibalism in their culture. In any case, they like to indulge even when other food sources are available. They do not view sapience as a reason not to eat an organism--a trait that lends them a negative reputation among other sophonts. Caliban don't care. They have little empathy for those outside of their kinship group. Those who employ them as mercenaries often insist they take special drugs to induce a pheremonal response mimicking their natural response to genetic relatives. Though this produces more cooperative behavior toward employers and comrades than would be shown otherwise, it will not stop Caliban from consuming their bodies when they die.

No. Appearing:1-6
AC: 7
Hit Dice: 1
Saving Throw: Warrior 1
Attack Bonus: +2
Damage: by weapon
Movement: 30’
Skill Bonus: +1
Morale: 9