4 hours ago
Sunday, April 16, 2017
Rabbits & Eggs
In the Land of Azurth, there is a magical treasure peculiar to the Hara or Rabbit Folk and celebrated in their legends. A number (though no one knows the exact number) of eggs in variegated pastels are forever being lost and rediscovered; they are objects of quests for great heroes and the caralyst for small folk to elevated their station. They are associated with both just rulers and holy madmen.
The eggs are said to have been crafted on the Moon by the rabbit goddess the Bright Lady as gifts to favored mortals or saints on the occasion of the birth of spring. The shell of each egg is held to not be mere eggshell but ceramic made from moonstuff. The eggs have moved down through history, sought, horded, and fought over for their beauty and their magic power--each egg has a unique arcane property. One might have the power to heal, while another the ability to command others to do the bearers bidding. Still another might allow one to see the future.
The Rabbit Folk sometimes make their own mundane eggs for vernal celebrations in honor of the goddess, while unscruplous relic-dealers occasional try to pass off fakes as the real artifacts. The abundance of imitations has only increased the difficulty of finding the real thing.
It is said that Lapin XXII, King of the Warrens of the Hara, has several of the eggs in his possession, stored in a ceremonial basket.
Friday, April 14, 2017
Let Me Tell You About Their Characters
Art by Steve LeCouilliard |
As has been recounted, the crew met on a keelboat on the way to seek an audience with Viola the Clockwork Princess of Yanth, each for his or her own reason.
KULLY KEENSTEP (Jim) Human Bard
A traveling minstrel, Kully encountered a calico Cougar Man (who ever heard of such?) in the vicinity of Mount Brawl who suggested the Princess might be able to tell him something about the hereabouts of his long-missing father. She was not, but he has since discovered the possible identity of the mysterious Cougar Man he met.
SHADE PYRALIS (Gina) Elf Ranger
Shade hails from the Aldwode and mistrusts civilization. She has since learned from her long-absent mother, Oona, that she is actually half High Elf and a child of House Perilous and the infamous, mad Sylaire family.
KAIRON (Eric) Demonlander Sorcerer
Feared and ostracized in the village where he grew up due to his Demonlander heritage. He became an adventurer to improve both his economic and social station.
WAYLON (Tug) Frox (Frogling) Thief
Named "Wi'Sdosdo" (Wailing-Moon) in his native tongue, Waylon grew up on the streets of the Shanty City of Lardafa. He was a musician in a jug band, but also a protege of the thief and con-man King Kuel.
DAGMAR (Andrea) Dwarf Cleric
Against the wishes of her family, Dagmar pursued a life in monastic service to Iolanthe, Lady of Knowledge. In her middle years, she gave up the life of scholarly hermit and sought adventure. She is currently petrified and standing in a library in House Perilous!
EREKOSE (Bob) Human Fighter
His origins obscure, Erekose is a veteran soldier and a pretty mercenary fellow. Gold is the allure in adventuring for him.
Thursday, April 13, 2017
Mortzengersturm...EXPOSED!
Once again, I'll be running a session of Mortzengersturm, The Mad Manticore of the Prismatic Peak at North Texas RPG Con in Jone, which (assuming everything goes well with the printer) will also be the debut of the print edition of the adventure at the Hydra Co-op booth!
Here are ten things about the Mortzengersturm adventure even a dedicated reader of this blog might not know:
1. The adventure grew out of an adaptation of Jason Sholtis's Zogorion, Lord of the Hippogriffs for my Land of Azurth game, originally played on June 15 and July 19, 2015.
2. The name Mortzengersturm was arrived at by smashing together the titles of Poe's "Metzengerstein" and Hugh Cave's "Murgunstrumm." Neither story have I read (though I did see a film adaptation of the Poe story).
3. This John R. Neill drawing was the initial inspiration for the look of Mortzengersturm, and possibly the source of the idea that he would be a manticore:
4. The goblins' song in the published version of the adventure should be sang to the tune of "God Save the Tsar!" the former national anthem of the Russian Empire.
5. Slime-spawned goblins was an idea I had back in 2012. I finally got to use in print, in a modified form.
6. Thedabara is, of course, named for the silent film vamp Theda Bara (1885-1955).
7. The Oubliette of Mistakes wasn't in the adventure as originally run and basically got included because I had thought up The Moonster and needed a place to put him. The name was likely inspired by the Island of Misfit Toys from Rankin-Bass' Rudolph The Red-Nosed Reindeer (1964).
8. There are a few references to Chicago's Columbia World Exposition of 1893 in the adventure which no party has yet investigated.
9. A brand of cigarettes from the City and Weird Adventures makes a cameo.
10. The parrot-bear (and the whole idea of Mortzengersturm's mixed up animals) came from an illustration by Jeff Call--who later wound up illustrating the adventure.
Wednesday, April 12, 2017
Wednesday Comics: Storm: The Labyrinth of Death
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Labyrinth of Death (1983)
(Dutch: Het Doolhof van de Dood) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Taking the Devil's Ride, Storm and Nomad are forced to abandon their gliders or be dashed against an imposing mountain range. Their landing on the rocky plateau beneath isn't an easy one, then they have to climb down out of the wind before they freeze to death.
Their landing doesn't go unnoticed. The Anomaly's arrival on Pandarve is detected by Marduk's machines.
Reaching the desert road below, our heroes encounter a man on the back of a giant snail creature:
He's heading to Mardukan, the capital, for the Theocrat's wedding so they are able to get a ride.
There is only one bridge into Mardukan, and the city is surrounded by high walls. The man explains that the Theocrat is afraid of the rebels. Nomad and Storm enter the city in the crowd, under the eyes of Marduk's guards and their telepathic watch-dogs. Nomad is nervous that in the narrow alleys it would be easy to trapped. His words prove prophetic. The outer gates are closed, and when Storm walks through a checkpoint, Marduk's sensors detect him.
Storm and Nomad are brought before Marduk. Storm doesn't know anything about the Anomaly; He just wants to see Ember. Marduk doesn't have her anymore, but he tells Storm if he cooperates he'll get to see her. Storm and Nomad get sent off to the laboratory.
Meanwhile, Ember is in the streets with the rebels. They are disguised as entertainers. The rebels want to get their hands on the Anomaly to deny him to the Theocrat. They wind up washing dishes, but their Ember overhears a report from a rebel spy that the Anomaly--Storm!--is being held in the castle.
CONTINUED
(Dutch: Het Doolhof van de Dood) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Taking the Devil's Ride, Storm and Nomad are forced to abandon their gliders or be dashed against an imposing mountain range. Their landing on the rocky plateau beneath isn't an easy one, then they have to climb down out of the wind before they freeze to death.
Their landing doesn't go unnoticed. The Anomaly's arrival on Pandarve is detected by Marduk's machines.
Reaching the desert road below, our heroes encounter a man on the back of a giant snail creature:
He's heading to Mardukan, the capital, for the Theocrat's wedding so they are able to get a ride.
There is only one bridge into Mardukan, and the city is surrounded by high walls. The man explains that the Theocrat is afraid of the rebels. Nomad and Storm enter the city in the crowd, under the eyes of Marduk's guards and their telepathic watch-dogs. Nomad is nervous that in the narrow alleys it would be easy to trapped. His words prove prophetic. The outer gates are closed, and when Storm walks through a checkpoint, Marduk's sensors detect him.
Storm and Nomad are brought before Marduk. Storm doesn't know anything about the Anomaly; He just wants to see Ember. Marduk doesn't have her anymore, but he tells Storm if he cooperates he'll get to see her. Storm and Nomad get sent off to the laboratory.
Meanwhile, Ember is in the streets with the rebels. They are disguised as entertainers. The rebels want to get their hands on the Anomaly to deny him to the Theocrat. They wind up washing dishes, but their Ember overhears a report from a rebel spy that the Anomaly--Storm!--is being held in the castle.
CONTINUED
Monday, April 10, 2017
A Gate, Silver Keys, and Tempting Fate
Michael Kaluta |
Carmilla didn't look like a grandmother, but she did recognize her wayward daughter in her grand-daughter. She offered to let Shade and her companion draw cards. Shade did (reluctantly) and received a chalice which allowed her to tell when someone was lying. The frogling thief Waylon pulled the Page of Coins and had all his coinage disappear! Kully had nothing occur on his draw. Carmilla disappeared and while they waited the night in a long rest, the others drew. Astra of the Shooting Star Folk pulled a death card--all the more horrifying because the player's first character (Dagmar) had already been petrified. Luckily, the death was just a hit point reduction, and she was able to be saved.
Next, they found a room full of dog-headed men playing cards.They tried to be somewhat helpful and point the way to the Black Room, but they got into an argument over the best way to go and the party was left confused. A mention of a secret door got them searching and they found the Red Room.
In the Red Room, and an armored man, Solus, who claimed to be a dwarf fallen from the sun. he told them the Black Room was right next door. They found it, but it took a bit of searching to find the trapdoor.
A Magic Square painted onto the floor of the room they came into caused them a lot of consternation, ultimately to know useful end, as two succumbed to the lunacy curse (though they didn't know it yet). Two received increases in their wisdom.
After that, it was a pitch battle in the vat room where artificial men were made, and oneiric black dust in the alchemical lab. Kully had a dream of falling and woke up dead (or at least 0 HP). Kairon had all his dreams come true of having the Wizard raise his station, only to have it fade away with the dust.
Avoiding more fights became their goal, as the party continued a room to room search for the gate. They ran away from a coin-encrusted slime worm and shut the door on a kennel of whimpering hell hounds.
At last, they found the room with the gate. As they turned the keys, the amber lion statue came to life...
Sunday, April 9, 2017
Again, the Giants!: Glacial Gallery of the Frost Giant Artist
This is the third in a series of posts riffing of the giant theme of the classic Against the Giants:
Hightlights include:
1. Dissipated giant scenesters, artistic proteges, and hangers-on.
2. The artist's pet wolf pack.
3. Caves full of unwilling frozen subjects!
Friday, April 7, 2017
One Last Tease
With Mortzengersturm, the Mad Manticore of the Prismatic Peak poised to go off to the printer, I figured one last tease of a two-page spread was in order. The art, as always, is by Jeff Call.
Thursday, April 6, 2017
Ozian D&D
There's been a bit of discussion on Google+ about Oz-influenced D&D. From its conception, Oz has been an important (though certainly not the only) influence on the Land of Azurth (particularly for the primary campaign site, Yanth Country), so I've thought some about how Ozian elements can be used to inform D&D fantasy.
First off, it must be aknowledged that "Ozian fantasy" may not be a precisely defined thing. The portrayal of Oz itself changes from the first book to later books by Baum--and to an even greater degree throughout the "Famous Forty" and beyond. Oz in the The Wonderful Wizard of Oz is mostly uninhabited, and the places that are inhabited are mostly agrarian, but later books pile on more and more civilization. Baum's vision is of an American fairytale, and so the early books lack standard European-derived or Arabian Nights-inspired creatures and characters: The Tin Man is a woodsman not a knight. Ultimately, however, knights, dragons, and genies all become part of Oz.
(Anyone interested in Baum's American fairytale conception and examples of it in his non-Oz fantasies should check out Oz & Beyond: The Fantasy World of L. Frank Baum by Michael O. Riley)
With that sort of lack of specificity in mind, here are my broad suggestions for how to make a D&D campaign more Ozian:
Lost worlds/hidden kingdoms instead of dungeons: Whether standard D&D or Oz, exploration and discovery plays a part, but D&D's exploration sites are often known areas of material wealth and danger near settled areas that are usually purposefully visited to be exploited. Ozian sites are unknown or little known areas, accidentally discovered, like the lost worlds of adventure fiction.
Animated Simulacra and Talking Animals instead of the usual demihumans: Both D&D and Oz have nonhuman characters, but Oz’s are more individual, not representatives of "races." They also aren't the near-human types of elves, dwarves, and halflings. In fact, all of those races would probably fall under the "human" category in Oz. (In the first book, most Ozites are short like halflings, not just the Munchkins).
Social interaction/comedy of manners instead of combat or stealth: Violence and death sometimes occurs in the Oz books, but conversation and timely escape are the most common ways of dealing with problems. While this may in part be due to them being century plus year-old children's books, some of the exchanges in Dorothy and the Wizard are not dissimilar to the ones that occur in the works of Jack Vance, albeit with much less wit or sophistication. No Ozian villain is too fearsome not to be lectured on manners--at least briefly.
Magical mundane items or magical technology instead of magical weapons: The noncombat orientation of Oz extends to magic items. Magic belts, mirrors, food dishes, etc., occur in Oz but few magic swords or the like that you see in D&D or European legend. Oz blurs the lines between science/technology and magic to a degree. (The examples of this that are more Steampunkian or magictech seem to be unique inventions, however.) Pills and tablets will fantastical (though perhaps not magical in the sense the term would understood in Oz) properties are more common than potions, for instance. In general, foodstuff with fantastic properties, both natural and created, are more common than in D&D.
Faux-America instead Faux-Medieval: Ozian society seems almost 19th century in its trappings, or more precisely, it is a society that is not foreign (except where it specifically means to be) to the a young reader in the early 20th century. It lacks most of the elements of the real world of the 19th Century, however, like industry, social conflict (mostly), and (sometimes) poverty. It also lacks complicated social hierarchies: there is royalty, but no nobility.
Wednesday, April 5, 2017
Wednesday Comics: Storm: The Labyrinth of Death
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Labyrinth of Death (1983)
(Dutch: Het Doolhof van de Dood) (part 1)
Art by Don Lawrence; script by Martin Lodewijk
Storm, Nomad, Rann, and the would-be pirate crew are on their way to Rann's home asteroid. The crew are none too happy as they're looking for plunder. A mutiny is in the offing.
The mutineers attempt to kill Storm by ramming a timber into the cabin while Storm, Rann, and Nomad are inside. The cabin's smashed but Storm manages to dive out of the way. Still, Storm's knocked out and the leader of the mutineers get's the drop on him.
Nomad is forced to surrender. Soon, Storm and his friends are being marooned on a tiny asteroid:
Storm discovers large eggs in the nest of some sort of bird. They don't have to wait long to see the mother:
Meanwhile, Theocrat Marduk is still trying to find the Anomaly (Storm) but his technicians can't get a fix. He demands his unwilling bride-to-be Ember be brought to him so she can give a description of the Anomaly to help them. Ember, however, has escaped with the help of a woman with a hidden face. She leads Ember into the cities sewers.
Back on the asteroid, Storm hits the bird in the head and Rann wraps his sash around its eyes, trying to escape the darkness the bird flies--and our heroes ride it all the way to Rann's home.
Rann is reunited with his daughter and the poor space bird is sent on its way. Storm on his a few days to rescue Ember before the wedding to Marduk. Rann relates he knows of a quick way to reach Pandarve's surface: The Devil's Ride. Storm and Nomad take that ride:
TO BE CONTINUED
(Dutch: Het Doolhof van de Dood) (part 1)
Art by Don Lawrence; script by Martin Lodewijk
Storm, Nomad, Rann, and the would-be pirate crew are on their way to Rann's home asteroid. The crew are none too happy as they're looking for plunder. A mutiny is in the offing.
The mutineers attempt to kill Storm by ramming a timber into the cabin while Storm, Rann, and Nomad are inside. The cabin's smashed but Storm manages to dive out of the way. Still, Storm's knocked out and the leader of the mutineers get's the drop on him.
Nomad is forced to surrender. Soon, Storm and his friends are being marooned on a tiny asteroid:
Storm discovers large eggs in the nest of some sort of bird. They don't have to wait long to see the mother:
Meanwhile, Theocrat Marduk is still trying to find the Anomaly (Storm) but his technicians can't get a fix. He demands his unwilling bride-to-be Ember be brought to him so she can give a description of the Anomaly to help them. Ember, however, has escaped with the help of a woman with a hidden face. She leads Ember into the cities sewers.
Back on the asteroid, Storm hits the bird in the head and Rann wraps his sash around its eyes, trying to escape the darkness the bird flies--and our heroes ride it all the way to Rann's home.
Rann is reunited with his daughter and the poor space bird is sent on its way. Storm on his a few days to rescue Ember before the wedding to Marduk. Rann relates he knows of a quick way to reach Pandarve's surface: The Devil's Ride. Storm and Nomad take that ride:
TO BE CONTINUED
Monday, April 3, 2017
Again, the Giants!: Sanctum of the Stone Giant Space God
This is the second in a series of posts riffing of the giant theme of the classic Against the Giants:
Hightlights include:
1. The kirbytech festooned inner chamber of the helf-sleeping stone god--and his powerful telepathic signal.
2. Stone Giant partisans and the PCs with only the vaguest notion of what this alien conflict is about.
3. Weird wandering creatures escaped from some sort of ship collection.
Sunday, April 2, 2017
Mortzengersturm's Got Cover
These is the final (hopefully) front and back cover designs for Mortzengersturm, the Mad Manticore of the Prismatic Peak. If all goes as planned, the print edition will debut at North Texas RPG Con in June. The pdf will be available sometime before from rpgnow/driverthrurpg. Though this hasn't be finalized yet, I expect the pdf will have a little bit of exclusive content not in the print version (because their aren't space constraints).
More to come!
Friday, March 31, 2017
Again, the Giants!: Wedding of the Hill Giant Chief
This is the first in a series (maybe) of posts inspired by the classic Against the Giants:
Highlights include:
1. Hill-billy Hill Giant father-in-law keeping the groom under lock and key so there's no cold feet!
2. Monstrous would-be Mother-in-Law!
3. Battle-hardened bridesmaids at a bachelorette party bash!
4. The Ettin moonshiner cooking up his "Catoblepas Kick" for the festivities.
5. And of course, the clan's prize pigs!
Highlights include:
2. Monstrous would-be Mother-in-Law!
3. Battle-hardened bridesmaids at a bachelorette party bash!
4. The Ettin moonshiner cooking up his "Catoblepas Kick" for the festivities.
5. And of course, the clan's prize pigs!
Thursday, March 30, 2017
A Weird Alien on the Planet of the Apes
Player Characters:
Jeff Call as Brock Irving
Lester B. Portly as Eddy Woodward
Jason Sholtis as Francis La Cava
Nonplayer Characters:
Ted Cassidy as Eezaya
Synopsis: Irving, Woodward, and La Cava set out to investigate the site of a fallen meteor and find an alien monster with the power to turn men to stone!
Commentary: The alien is this adventure first appeared in Perseus Against Monsters (Perseo l'invincibile) (1963)--which also goes by a bunch of other names. The creature bears something of a resemblance to the alien in an episode of Space:1999, "The Dragon's Domain," but I can't conclusively say they are the same one.
This creatures eye blast was sort of petrifying but turned bodies to hardened ash, sort of like this:
The PCs spent a lot of time trying to think of a creative way to defeat the monster, but it proved to be fairly susceptible to bullets, ultimately.
I used this theremin music to represent the monster's alien call. It's petrifying eye blast made a sound like the Martian heat ray sound effect from Pal's War of the Worlds. (You can hear it here. eventually).
Wednesday, March 29, 2017
Wednesday Comics: New Image Fantasy
Image Comics has been on a roll of late. Case(s) in point: Two relatively new fantasy collections you might want to check out.
I mentioned 8House, the science fantasy series of series by Brandon Graham and various collaborators before. 8House seems to have stalled, but the first storyline, Arclight, with art by Marian Churchland, finished as its on series and has been collected in a trade. Arclight is set on a desert world where blood is the source of magic. A queen is this world is trapped in a root-like body while an alien masquerades as her. The queen's served by one androgynous knight (the titular Arclight) while other knights unknowingly serve the pretender.
There was a bit of a gap between issues, so I was a little uncertain of how everything shook out in the end, but all the more reason to give the trade a read!
A Land Called Tarot is a hardcover by Gael Bertrand. The story is wordless, so I'm not exactly sure what's going on, but it is gorgeous. The art reminds me of Akira Toriyama and Miyazaki, but the whole production has kind of a Moebius vibe. Here's a sample:
I mentioned 8House, the science fantasy series of series by Brandon Graham and various collaborators before. 8House seems to have stalled, but the first storyline, Arclight, with art by Marian Churchland, finished as its on series and has been collected in a trade. Arclight is set on a desert world where blood is the source of magic. A queen is this world is trapped in a root-like body while an alien masquerades as her. The queen's served by one androgynous knight (the titular Arclight) while other knights unknowingly serve the pretender.
There was a bit of a gap between issues, so I was a little uncertain of how everything shook out in the end, but all the more reason to give the trade a read!
A Land Called Tarot is a hardcover by Gael Bertrand. The story is wordless, so I'm not exactly sure what's going on, but it is gorgeous. The art reminds me of Akira Toriyama and Miyazaki, but the whole production has kind of a Moebius vibe. Here's a sample:
Monday, March 27, 2017
A Blurry Picture of my Haul of Dubious Treasures from GaryCon
What we've got here is: Journey to the Cloud Castle, All The Worlds' Monsters Vol. 2, DM's Book of Nasty Tricks Misfits and Magic, The Hole Delver's Catalog, Dragons of Weng T'Sen, Amazon Mutual Wants You! Vol. 1, and The Trouble with Friends.
Why these particular items? It would be ahrd to say, though some of them had the requisite amount of old school kitsch or nostalgia from seeing ads in Dragon. I did buy a couple of newer things but this was the weird stuff.
Friday, March 24, 2017
Weird Revisted: Weird Weapons, Weird War
Usually with these revisitations, I go for a most from around the same date, but Jason "Dungeon Dozen" Sholtis aske me a related question yesterday, so I thought it was worth revisiting this one from 2010:
First among these was the use of alchemical weapons, particularly gas. The forces of Neustria were the first to utilize them with fragmentation shells filled with stinking cloud potions. The Staarkish army soon escalated to lethal chemicals. Their "Magic Corps Men" cast cloudkill which, as a heavier than air gas, was ideal for filling enemy trenches. Since mages are a quirky lot, generally ill-suited to military discipline, their numbers in the Staarkish forces were small, and it proved expedient to replace them with thaumaturgic shells which could be fired from artillery at a greater distance. The gas could also be pumped out of tubes, if the wind directions were right. Soon these methods were adopted by all the larger nations.
Other, more exotic chemicals were tried. Acid fog was released from sprayers to discourage attackers or soften defenders. Yellow musk, the pollen of the eponymous creeper, cultivated in secure greenhouses, was used to entrance enemies and make them easy targets. Amorphing solutions delivered via artillery shells sowed terror by making flesh malleable, dissolving limbs or even melting soldier's together. The only limits were the imaginations (and funding) of the alchemists and thaumaturgic engineers.
Magical weapons of mass destruction were also employed, and could be delivered to distant targets through the use of artillery and airships. Thaumaturgical explosives and blights laid waste to cities and farmlands. Rays of searing light, or jets of intense cold fired from zeppelins cut swaths of destruction across enemy trenches. Implosive weapons literally collapsed fortifications--or hapless troops--in on themselves.
Then there were the weapons calculated to cause as much terror as direct damage. Teleportation beams were turned upon population centers. Fear rays lead to mass panic. The battlefield fallen were briefly animated to turn on their grieving comrades. This is to say nothing of the even more exotic reality-warping weapons which, though rare, were powerful enough to disrupt the elemental fields to this day.
Man-shaped golems were still used--largely for their flexibility and, in some cases, greater psychological effect on the enemy--but these were produced with greater mechanical skill, giving them a wider variety of uses. Once again terror was a prime goal, as squads of murderous constructs with the appearance of children's toys were sent into unsuspecting villages in the dead of night.
It's the hope of many that the most lasting innovation of the conflict will be that man has finally had enough of war. Certainly, the devastation wrought in Ealderde, and the refugees that still pour into the New World to escape the post-war horror, ought to be powerful reinforcers for such a lesson. Still, as the cynics among us would point out, no one has ever lost money betting on the short-memory or long-term foolishness of mankind.
“The object of war is not to die for your country but to make the other bastard die for his."When the crazy-quilt patchwork of nations that was Ealderde erupted in the Great War, a number of new technologies were brought to bear. Thaumaturgical and alchemical weapons and "weaponizable" advances were among these, and were utilized on a scale never seen before--with long-lasting, and terrible consequences.
- Gen. George S. Patton
First among these was the use of alchemical weapons, particularly gas. The forces of Neustria were the first to utilize them with fragmentation shells filled with stinking cloud potions. The Staarkish army soon escalated to lethal chemicals. Their "Magic Corps Men" cast cloudkill which, as a heavier than air gas, was ideal for filling enemy trenches. Since mages are a quirky lot, generally ill-suited to military discipline, their numbers in the Staarkish forces were small, and it proved expedient to replace them with thaumaturgic shells which could be fired from artillery at a greater distance. The gas could also be pumped out of tubes, if the wind directions were right. Soon these methods were adopted by all the larger nations.
Other, more exotic chemicals were tried. Acid fog was released from sprayers to discourage attackers or soften defenders. Yellow musk, the pollen of the eponymous creeper, cultivated in secure greenhouses, was used to entrance enemies and make them easy targets. Amorphing solutions delivered via artillery shells sowed terror by making flesh malleable, dissolving limbs or even melting soldier's together. The only limits were the imaginations (and funding) of the alchemists and thaumaturgic engineers.
Magical weapons of mass destruction were also employed, and could be delivered to distant targets through the use of artillery and airships. Thaumaturgical explosives and blights laid waste to cities and farmlands. Rays of searing light, or jets of intense cold fired from zeppelins cut swaths of destruction across enemy trenches. Implosive weapons literally collapsed fortifications--or hapless troops--in on themselves.
Then there were the weapons calculated to cause as much terror as direct damage. Teleportation beams were turned upon population centers. Fear rays lead to mass panic. The battlefield fallen were briefly animated to turn on their grieving comrades. This is to say nothing of the even more exotic reality-warping weapons which, though rare, were powerful enough to disrupt the elemental fields to this day.
Another technological change in the Great War was touted as potentially rendering the human soldier obselete. Constructs and automata have been used before, but never in such a scale. "Land ironclads" or "landships"--now colloquially called "tanks"--were an innovation by the army of Grand Ludd on thaumaturgical techniques used to make anthropomorphic golems. Some tanks required human operators, but others were automonous to a degree, like the golems. This proved to be another one of the mistakes of war, as man-hunting kill-machines still roam the blasted former battlefields and depopulated wastes of Ealderde.
Man-shaped golems were still used--largely for their flexibility and, in some cases, greater psychological effect on the enemy--but these were produced with greater mechanical skill, giving them a wider variety of uses. Once again terror was a prime goal, as squads of murderous constructs with the appearance of children's toys were sent into unsuspecting villages in the dead of night.
It's the hope of many that the most lasting innovation of the conflict will be that man has finally had enough of war. Certainly, the devastation wrought in Ealderde, and the refugees that still pour into the New World to escape the post-war horror, ought to be powerful reinforcers for such a lesson. Still, as the cynics among us would point out, no one has ever lost money betting on the short-memory or long-term foolishness of mankind.
Wednesday, March 22, 2017
Wednesday Comic: Head Lopper #5
Andrew MacLean's quarterly heroic fantasy comic Head Lopper returned last week with the first part of a new story arc: "And the Crimson Tower." I've discussed Head Lopper before, pimping the collection of the first storyline. In brief, it's the adventures of a burly, bearded warrior with a flair for decapitation and an unusual sidekick--the still-living, severed head of a witch he decapitated.
This new arc starts off with a setup pretty much as D&D as you can get. Head Lopper, his friends, some plucky little humanoids, and some ne'er-do-well adventures, enter the Crimson Tower of Ulrich the Twice Damned. It's pretty much a killer dungeon with puzzles, deadly traps, and a fight with a three-headed dragon automaton.
Check it out!
Monday, March 20, 2017
Midnight on the Prismatic Peak
I've been working on Mortzengersturm, Mad Manticore of the Prismatic Peak all weekend--and Jeff Call has put in some awesome work too. Check out the illustration of the Prismatic Peak above. Jeff does a really good Mary Blair, don't you think?
Sunday, March 19, 2017
Weird Revisited: Curse of the Wolf
This post first appeared five years ago today. It a part of the mostly unpublished (except here) planar stuff for Weird Adventures:
Imbibing the liquid has the immediate effect of transforming the drinker into an anthropomorphic wolf resembling the inhabitants of the Land of Beasts. Despite the startling change, people encountering the person for the first time in werewolf form will not react as if anything is unusual: such is the extraplanar magic of the potion. This initial transformation lasts 1d100 minutes, but there is a 50% chance that the potion has given the imbiber the hiccups and each hiccup will bring a shift between forms. After the initial transformation, the imbiber will return to normal, but the wolf form will re-emerge ever night at sundown.
Persons suffering from this werewolfism aren't ravening beast like common lycanthropes but are compulsive carousers and cads. No attractive member of the opposite sex is safe from their crude come-ons. While in werewolf form a individual can be hurt, but quickly shrugs off any damage sustained (regenerating like trolls). They do not have any particular susceptibility to silver.
Victims of this “werewolf curse” often make themselves destitute with their spending and unwelcome in any night-spot in town with their skirt-chasing as they fulfill their wolfish appetites.
Besides the usual sorts of lycanthropes, the City sometimes sees a rarer sort created by an elixir from the Outer Planes. Known as the Potion of Werewolfism, the magical elixir is thought to be brought to the Prime Material Plane by agents unknown from the Land of Beasts. It appears as a shockingly effervescent liquid of shifting color within a somewhat oversized test tube stoppered with a cork.
Imbibing the liquid has the immediate effect of transforming the drinker into an anthropomorphic wolf resembling the inhabitants of the Land of Beasts. Despite the startling change, people encountering the person for the first time in werewolf form will not react as if anything is unusual: such is the extraplanar magic of the potion. This initial transformation lasts 1d100 minutes, but there is a 50% chance that the potion has given the imbiber the hiccups and each hiccup will bring a shift between forms. After the initial transformation, the imbiber will return to normal, but the wolf form will re-emerge ever night at sundown.
Persons suffering from this werewolfism aren't ravening beast like common lycanthropes but are compulsive carousers and cads. No attractive member of the opposite sex is safe from their crude come-ons. While in werewolf form a individual can be hurt, but quickly shrugs off any damage sustained (regenerating like trolls). They do not have any particular susceptibility to silver.
Victims of this “werewolf curse” often make themselves destitute with their spending and unwelcome in any night-spot in town with their skirt-chasing as they fulfill their wolfish appetites.
Friday, March 17, 2017
Straight from the Prismatic Peak
A Mortzengersturm preview! The Oubliette of Mistakes wher ethe mad manticore wizard keeps the creations that displeased him. The roll call:
Mocka: This attempt to cross a naga with a clown triggered even Mortzengersturm’s coulrophobia in the end. It giggles and mugs and sways and bounces like a jack-in-the-box unboxed, eager to bring laughter and joy.
Gruebird: This spiteful creature hides in total darkness that only a magical light source can penetrate. It will attack anything that comes close enough for it to peck or snatch with its talons.
Chimerical Chimera: A swirling, churning cloud of protoplasm that never looks like the same thing twice. Each round, its abilities and appearance changes.
Jam: A sweet-tasting, edible variant on the deadly slimes or jellies of Subazurth was not to be. It is sweet, but no less deadly. Those entrapped by it may die in a euphoric sugar-sleep.
Moonster: A glowing spherical creature resembling the moon with a face: a bemused smile under half-lidded eyes. The Moonster is a narrator—and an annoying one. It will narrate the actions of anyone that enters the shaft in a somewhat florid diction, but with an ironic distance. It knows the past of the subject of its narration with certainty; its predictions for the future are only speculation, no matter how assured their delivery.
Miszm Throppe’s wizardly capotain, indigo and silver and arrayed with mystical symbol, crouches atop his decaying skull and waits. It was never a particularly virtuous piece of headwear, and somehow it has gained a degree of life and with it an even greater measure of malevolence.
Wednesday, March 15, 2017
Wednesday Comics: Storm: Pirates of Pandarve
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Pirates of Pandarve (1983)
(Dutch: De Piraten van Pandarve) (part 5)
Art by Don Lawrence; script by Martin Lodewijk
After recruiting the other slave miners to their side, Storm and Nomad lead them to the elevator out of the mine. Along the way, they defeat more guards and bring ever more slaves to their side.
When Storm reaches the surface, he finds Rann just about to buy back his freedom from the mine owner. That's all unnecessary now as the battle is joined between the former slaves and the owner:
The slaver breaks out some shuriken:
Before the mine owner can have his monster throw Storm in the pit, Nomad pushes them in. The monster tries to climb out, but Storm shoots the rope.
Storm has trouble keeping his army under control. They run wild in the street, looting and burning, as he attempts to lead them to the harbor. They force the ferryman to carry them into orbit, where they promptly commandeer a ship, sending the crew down to the planet.
Nomad poses a question to Storm:
THE END OF PIRATES OF PANDARVE
(Dutch: De Piraten van Pandarve) (part 5)
Art by Don Lawrence; script by Martin Lodewijk
After recruiting the other slave miners to their side, Storm and Nomad lead them to the elevator out of the mine. Along the way, they defeat more guards and bring ever more slaves to their side.
When Storm reaches the surface, he finds Rann just about to buy back his freedom from the mine owner. That's all unnecessary now as the battle is joined between the former slaves and the owner:
The slaver breaks out some shuriken:
Before the mine owner can have his monster throw Storm in the pit, Nomad pushes them in. The monster tries to climb out, but Storm shoots the rope.
Storm has trouble keeping his army under control. They run wild in the street, looting and burning, as he attempts to lead them to the harbor. They force the ferryman to carry them into orbit, where they promptly commandeer a ship, sending the crew down to the planet.
Nomad poses a question to Storm:
THE END OF PIRATES OF PANDARVE
Monday, March 13, 2017
Silver Keys in House Perilous
Our Land of Azurth game continued last night with the third session of my adaptation of X2: Castle Amber. We had ended on a cliffhanger with the chaplain in gold armor about to attack. He got in a couple of blows, but the party made short work of him and stole his loot.
They also found a chest containing a meteorite, which unfolded into Astra, one of the Shooting Star Folk. She was vague as to how she got here, but just as eager as the party to find a way out, so she joined them.
Astra by Jeff Call |
Next was a room full of skeletons in cassocks, a four armed one had a silver key around its neck. The party took heavy damage, but prevailed. Searching for a place to rest, they found more gold and a cockatrice, but no one else got petrified. Our heroes left the chapel feeling they had either killed or allowed to be killed a person with information they needed to get out.
They passed through the garden again, wisely avoiding a field of poppies, and came to the other wing of the house. The bard, Kully, shook off an attempt at possession in a throne room full of skeletons. They chatted with a well-mannered ice salamander, but had nothing they would allow him to freeze to trade for more information.
Finally, they came upon the first generally helpful person they've met in the whole mansion: a mastiff-headed man named Claudas they encountered in the library. He showed Shade a scroll that revealed they needed several magic items to lift the curse and escape the house. These items are on Earth in a place called France. The players realize they have some of the Silver Keys they surmise open to the gates to France, but now they just have to find those gates.
Sunday, March 12, 2017
Closer to the Prismatic Peak
The first published adventure in the Land of Azurth, Mortzengersturm the Mad Manticore of the Prismatic Peak, is scheduled to drop in June. We're close now, so barring some unforeseen calamity, I feel fairly confident in that. Ideally (though there is less certainty in this), the physical copies will debut at North Texas RPG Con.
Mortzengersturm features art (like the cover above) and cartography by Jeff Call and layout and design will be by Lester B. Portly who made the Strange Stars series look so good. It's written for 5e, but that means its fairly easily "back adaptable" to older editions.
Friday, March 10, 2017
Planetary Picaresque
We're all familiar with the Planetary Romance or Sword and Planet stories of the Burroughsian ilk, where a stranger (typically a person of earth) has adventures of a lost world or derring-do sort of variety on an alien world. I'd like to suggest that their is a subgenre or closely related genre that could be termed the Planetary Picaresque.
The idea came to me while revisiting the novels in Vance's Planet of Adventure sequence. The first novel, City of the Chasch, is pretty typical of the Planetary Romance form, albeit more science fiction-ish than Burroughs and wittier than most of his imitators. By the second novel, Servant of the Wankh (or Wanek), however, Vance's hero is spending more time getting the better of would be swindlers or out maneuvering his social superiors amid the risible and baroque societies of Tschai than engaging in acts of swordplay or derring-do. One could argue the stalwart Adam Reith is not himself a picaro, but the ways he is forced to get by on Tschai certainly resemble the sort of situations a genuine picaro might get into.
These sort of elements are not wholly absent from Vance's sword and planet progenitors (Burroughs has some of that, probably borrowed from Dumas), but Vance makes it the centerpiece rather than the comedy relief. Some of L. Sprague de Camp's Krishna seem to be in a similar vein.
The roleplaying applications of this ought to be obvious. You get to combine the best parts of Burroughs with the best parts of Leiber. I think that's a pretty appealing combination.
Thursday, March 9, 2017
Weird Revisited: Desolation Cabaret
This post appeared in March 20, 2011. I think it was first straight up "rpg fiction" on the blog.
In 5880, writer and Great War veteran, Geoffersen Turck, arrived in the Republic of Staark intending to write a travelogue of post-war Ealderde. What follows is from Turck’s journals...
Like home, the capital of Staark has an old name, which nobody bothers to use. It’s just “the Metropolis” these days. I have to admit, it outdoes the City in some ways--giant skyscrapers are everywhere, with aircars flitting busily between them like insects, interrupted by the stately passage of the occasional zeppelin. Automata direct traffic in the streets, and there’s the ever-present hum and vibration of the underground factories and power plants. You could almost forget the country was flatten by war, then buried by debt--but of course, glittering towers and airplanes keep you looking up, instead of at the faces of the poor walking the low streets.
Then there’s the dark side--what they call “the half-world.” This is a town so full of prostitutes they actually publish guidebooks so the inquiring libetine can stay up on the shifting codes of clothing and color accessories that signal what sort of perversions a hire is game for! Below the elevated roads and railways, lurid neon decorates cabarets and clubs that offer all that's on the streets and more. These streets are all-night candy store for drug fiends--their narco-alchemists must work in shifts. Maybe they’ve got automata doing that, too. In the shadows on the periphery of this underworld are the poor, discarded veterans of the Great War. Those pressed into service by crime or poverty as Eisenmenschen--men thaumatosurgically reconstructed in the Imperial bodyworks with machine parts to be implements of war. The rising National Purity Party has been scapegoating these unfortunates in their rhetoric--blaming them for Staark’s humiliation and defeat.
The air’s starting to get to me. They say things about Metropolis’ air, like its some sort of intoxicant all its own. To me, it’s just the constant stench of stale cigarettes, diesel fumes, and sweat, poorly covered with cloying perfume.
I think I'll give the country a try.
There are areas of the Staarkish countryside posted with warnings. These are the desolation zones, places still tainted by the strange weapons used in the War. Mostly people heed the warnings--the signs aren’t even needed really, when you can see the sickly vegetation, or the pale glow on moonless nights, or hear the weird cries of things unseen. Locals sit in taverns and swap tales about things like gibbering mouths, dire worms, flabby men, or susurrous shamblers. They talk about the zones, but they stay out.
The fellows I’ve thrown in with have other ideas.
The government’s put a bounty on the malfunctioning constructs and golems from the war still stalking the countryside, still carrying out their orders. Menschenjäger--manhunters--they’re called. From the description of the frightened farmers, the leader of our band calls the one we're after a Betrachter, but when we finally see the thing, it looks like a cyclops to me. Then it fires that disintegrating ray out of its eye and one of our group is seared to ash in its too-bright glow.
That night, after we’ve wrapped the head for transport, we’re sitting in the cold, and the tomb-stillness with the smell of burnt flesh still lingering unpleasantly, and eating iron rations, and I think--Maybe Metropolis isn’t so bad after all?
In 5880, writer and Great War veteran, Geoffersen Turck, arrived in the Republic of Staark intending to write a travelogue of post-war Ealderde. What follows is from Turck’s journals...
Like home, the capital of Staark has an old name, which nobody bothers to use. It’s just “the Metropolis” these days. I have to admit, it outdoes the City in some ways--giant skyscrapers are everywhere, with aircars flitting busily between them like insects, interrupted by the stately passage of the occasional zeppelin. Automata direct traffic in the streets, and there’s the ever-present hum and vibration of the underground factories and power plants. You could almost forget the country was flatten by war, then buried by debt--but of course, glittering towers and airplanes keep you looking up, instead of at the faces of the poor walking the low streets.
Then there’s the dark side--what they call “the half-world.” This is a town so full of prostitutes they actually publish guidebooks so the inquiring libetine can stay up on the shifting codes of clothing and color accessories that signal what sort of perversions a hire is game for! Below the elevated roads and railways, lurid neon decorates cabarets and clubs that offer all that's on the streets and more. These streets are all-night candy store for drug fiends--their narco-alchemists must work in shifts. Maybe they’ve got automata doing that, too. In the shadows on the periphery of this underworld are the poor, discarded veterans of the Great War. Those pressed into service by crime or poverty as Eisenmenschen--men thaumatosurgically reconstructed in the Imperial bodyworks with machine parts to be implements of war. The rising National Purity Party has been scapegoating these unfortunates in their rhetoric--blaming them for Staark’s humiliation and defeat.
The air’s starting to get to me. They say things about Metropolis’ air, like its some sort of intoxicant all its own. To me, it’s just the constant stench of stale cigarettes, diesel fumes, and sweat, poorly covered with cloying perfume.
I think I'll give the country a try.
There are areas of the Staarkish countryside posted with warnings. These are the desolation zones, places still tainted by the strange weapons used in the War. Mostly people heed the warnings--the signs aren’t even needed really, when you can see the sickly vegetation, or the pale glow on moonless nights, or hear the weird cries of things unseen. Locals sit in taverns and swap tales about things like gibbering mouths, dire worms, flabby men, or susurrous shamblers. They talk about the zones, but they stay out.
The fellows I’ve thrown in with have other ideas.
The government’s put a bounty on the malfunctioning constructs and golems from the war still stalking the countryside, still carrying out their orders. Menschenjäger--manhunters--they’re called. From the description of the frightened farmers, the leader of our band calls the one we're after a Betrachter, but when we finally see the thing, it looks like a cyclops to me. Then it fires that disintegrating ray out of its eye and one of our group is seared to ash in its too-bright glow.
That night, after we’ve wrapped the head for transport, we’re sitting in the cold, and the tomb-stillness with the smell of burnt flesh still lingering unpleasantly, and eating iron rations, and I think--Maybe Metropolis isn’t so bad after all?
Monday, March 6, 2017
Azurth-dex
I was asked about a Land of Azurth Index on G+. I've done I couple of these before, but it seemed like a good time to combine them into one post.
An Azurth Creature Catalog (through 2015) and playable races from 2014.
More recent creatures/races/hazards:
Alchemical Dwarves
Arthropods from Nowhere
Bad Seeds
Cosmic Cat
Faeborn of Virid
Giants of Azurth
Goblinic Slime
Heap
Subelementals
Shooting Star Folk
Places/Things:
Along (the Yellow) River
Castle Machina
Deodand, Leprous
Geographic Highlights of Yanth Country
Islands in the Boundless Sea
Lardafa, the Beggar City
Motley Isles
Night of Souls
Noom
Paper Town
The Stone Sages
Troglopolis
Virid
Cultures/People:
Mad Mirabilis Lum
Mysteriarchs of Zed
People of Azurth (NPCs)
Velocipede Gangs
Unusual Denizens of Azurth
Wizards of Troglopolis
Witch-Queen of Noxia
And an overview.
An Azurth Creature Catalog (through 2015) and playable races from 2014.
More recent creatures/races/hazards:
Alchemical Dwarves
Arthropods from Nowhere
Bad Seeds
Cosmic Cat
Faeborn of Virid
Giants of Azurth
Goblinic Slime
Heap
Subelementals
Shooting Star Folk
Places/Things:
Along (the Yellow) River
Castle Machina
Deodand, Leprous
Geographic Highlights of Yanth Country
Islands in the Boundless Sea
Lardafa, the Beggar City
Motley Isles
Night of Souls
Noom
Paper Town
The Stone Sages
Troglopolis
Virid
Cultures/People:
Mad Mirabilis Lum
Mysteriarchs of Zed
People of Azurth (NPCs)
Velocipede Gangs
Unusual Denizens of Azurth
Wizards of Troglopolis
Witch-Queen of Noxia
And an overview.
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