17 minutes ago
Monday, July 10, 2017
Looking for Adventure on the DMs Guild
While mostly I've been content to translate old school adventures for my 5e campaign, I decided to go looking for some adventures there. I haven't been too impressed with what I've found so far, though. They are no worse in basic conception than any number of older modules--indeed, they often have a more interesting high concept--but they tend to be sort of slight and written with a particular scene-based structure that doesn't give you a lot to work with if you're not going to follow their script.
While I don't absolutely reject a scene-based structure (if it's fairly "open"), as a general rule, if there isn't anything interesting about the setup or setting of the adventure, an author's pre-planned idea of a "cool scene" isn't going to work for me.
The DMs Guild 5e adventures I've read have one advantage over the Pathfinder adventures/adventure paths I've read in that at least they aren't as overwritten (though they aren't terse). They don't tend to be as interesting in details though.
Anybody got in 5e adventure recommendations?
Sunday, July 9, 2017
Spider-Man: Homecoming and the Backdrop of the MCU
They didn't plan this from the beginning. There is no unification of the origins of any of the Phase One characters, and only some of their villains. As late as Winter Soldier, the Falcon's flying prosthetic wings are just some Army contractors invention, with no need of Stark genius or reverse engineered alien tech. The small screen is where things begin to change. Daredevil season one has as its setting New York in the aftermath of a very destructive alien invasion (i.e. the Chitauri as seen in Avengers). Agents of SHIELD and Agent Carter deal with (and build on) things in the periphery of the films.
Of course, Civil War deals with the political consequences of Age of Ultron (which in turn, sort of grew out of the events of Avengers), but Homecoming shows us the origins of several of Spider-Man's foes in the Roadside Picnic-esque salvage of the Chitauri visitation. It's an interesting thematic element, having the "neighborhood hero" have to deal with the personifications of the mess left behind when the big players leave the field, but it also makes the universe seem more cohesive and real. It's a step away from the Marvel Silver Age comics toward (again) the Ultimate Marvel Universe in approach.
I think this would be a good thing to emulate in superhero rpgs or really any genre where you wanted a sustain cohesive setting. Thirty years ago, the writers of the Wild Cards books argued a unified origin for super-powers aided suspension of disbelief. That's probably true, but given the proliferation of superheroes today, it seems less necessary. What is still somewhat novel, and still worth considering is the "ripples" in the pond of the setting when a new fantastic element is dropped in. There's a lot that can be mined from that idea, I think.
Friday, July 7, 2017
Dictionary of Azurth Update
I hadn't done one of these in a while, so I figured it was time. Here's the updated Dictionary of the Land of Azurth with entries for Zorka, Tsar of the Shooting Stars, and House Perilous, among others.
Thursday, July 6, 2017
Spock has a 12th-level Intellect
This is something I was thinking about while traveling the other day: certain parallels between comic book alien species and those in Star Trek. What's the use of it? I don't know. Trek with different aliens or different backstories for the aliens? Supers with Trek aliens? Some sort of Wold-Newton Space (Woldspace)? Make of it what you will.
Skrulls and the Founders/Changelings
The Founders are a shapeshifting race that runs an expansionist space empire and so are the Skrulls. DC's Durlans would fit in a way, too. They've faced prejudice like the Changelings, but they don't run an empire.
Shi'ar and the Romulans
One species has a space empire with a bird motif and a sprinkling of Roman Empire terminology and the other is the Romulans. Sure, the Romulan Star Empire never seems as multi-species as the Shi'ar, but no reason it couldn't be. Might want to drop the link to Vulcan, though...
Coluans and Vulcans
Turning to DC comics for the Federation species, I'll not the somewhat emotionlessness and computer-like logic of the Vulcans and Brainiac's people, the Coluans.
The other other identifications I thought of, but some are too similar to add anything particularly interesting (The Khunds and the Klingons) and some distant enough to be suggest substitution (Thanagarians and Andorians. Thanagarians might stand-in for Romulans, too, depending on which version we're talking about) but you get the idea.
Skrulls and the Founders/Changelings
The Founders are a shapeshifting race that runs an expansionist space empire and so are the Skrulls. DC's Durlans would fit in a way, too. They've faced prejudice like the Changelings, but they don't run an empire.
Shi'ar and the Romulans
One species has a space empire with a bird motif and a sprinkling of Roman Empire terminology and the other is the Romulans. Sure, the Romulan Star Empire never seems as multi-species as the Shi'ar, but no reason it couldn't be. Might want to drop the link to Vulcan, though...
Coluans and Vulcans
Turning to DC comics for the Federation species, I'll not the somewhat emotionlessness and computer-like logic of the Vulcans and Brainiac's people, the Coluans.
The other other identifications I thought of, but some are too similar to add anything particularly interesting (The Khunds and the Klingons) and some distant enough to be suggest substitution (Thanagarians and Andorians. Thanagarians might stand-in for Romulans, too, depending on which version we're talking about) but you get the idea.
Wednesday, July 5, 2017
Wednesday Comics: Storm: The Seven of Aromater
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 Seven of Aromater (1984)
(Dutch: De Zeven van Aromater) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Storm has changed into some sort of monster--the Seventh--then he and the Eternal Prince disappear to prepare themselves for the mission ahead.
Ember and Nomad have no idea what's going on. They go back to the merchant who tried to buy Ember earlier. He tells them the story of the history of Aromater.
Once Aromater was an incredibly prosperous trading city, ruled by two young and apparently immortal Princes who controlled the forces of nature. Then, for unknown reasons, a rift developed between the twins. One of them used a device called the Brain Coral [or Brain Cell, in some translations] to create a potion from the Blood of Pandarve. It turned the Prince into a "dark demon" and his seven trusted followers into monsters. They slaughtered the guards and stole the Brain Coral.
From they time on, luck was no longer with Aromater. Their crops were destroyed, their ships lost, and their remaining Prince began to age.
The Prince formulated a plan to regain the Brain Coral. A had a fountain made surrounded by seven swords. Only the bravest and strongest citizens were allowed to try to pull them free. Those that succeeded became members of the Seven of Aromater. From the goblets left behind by the fleeing Prince and his followers, the remaining Prince and his confederates were able to synthesize the potion and change the six victors into creatures that could reclaim Aromater's lost glory. Storm is the Seventh. Now, they will go to reclaim the Brain Coral.
For their remaining questions, the merchant jokes they'll have to ask the Eternal Prince. Ember decides to go to his Tower and do just that.
Nomad has to meditate to center himself to throw a grapple across the magma moat. He succeeds! Ember crawls along the rope to an opening in the Tower.
Nomad follows, but the rope catches fire and he would would have fallen in without Ember's help.
Meanwhile, the Eternal Prince and his Second are preparing to leave. Their may only be enough of the Blood of Pandarve for one more transformation left. the Prince puts it in a chest for safe keeping. As they leave the room, Nomad pokes his head up through a hatch in the floor...
The next, morning the Prince, the Seventh, and his men leave in a paddle steamer to the cheers of the crowd. The ship heads out into the great ocean. The next morning, The Red Tear appears on the horizon. As the ship draws loser they see the Red Tear fully:
TO BE CONTINUED
(Dutch: De Zeven van Aromater) (part 2)
Art by Don Lawrence; script by Martin Lodewijk
Storm has changed into some sort of monster--the Seventh--then he and the Eternal Prince disappear to prepare themselves for the mission ahead.
Ember and Nomad have no idea what's going on. They go back to the merchant who tried to buy Ember earlier. He tells them the story of the history of Aromater.
Once Aromater was an incredibly prosperous trading city, ruled by two young and apparently immortal Princes who controlled the forces of nature. Then, for unknown reasons, a rift developed between the twins. One of them used a device called the Brain Coral [or Brain Cell, in some translations] to create a potion from the Blood of Pandarve. It turned the Prince into a "dark demon" and his seven trusted followers into monsters. They slaughtered the guards and stole the Brain Coral.
From they time on, luck was no longer with Aromater. Their crops were destroyed, their ships lost, and their remaining Prince began to age.
The Prince formulated a plan to regain the Brain Coral. A had a fountain made surrounded by seven swords. Only the bravest and strongest citizens were allowed to try to pull them free. Those that succeeded became members of the Seven of Aromater. From the goblets left behind by the fleeing Prince and his followers, the remaining Prince and his confederates were able to synthesize the potion and change the six victors into creatures that could reclaim Aromater's lost glory. Storm is the Seventh. Now, they will go to reclaim the Brain Coral.
For their remaining questions, the merchant jokes they'll have to ask the Eternal Prince. Ember decides to go to his Tower and do just that.
Nomad has to meditate to center himself to throw a grapple across the magma moat. He succeeds! Ember crawls along the rope to an opening in the Tower.
Nomad follows, but the rope catches fire and he would would have fallen in without Ember's help.
Meanwhile, the Eternal Prince and his Second are preparing to leave. Their may only be enough of the Blood of Pandarve for one more transformation left. the Prince puts it in a chest for safe keeping. As they leave the room, Nomad pokes his head up through a hatch in the floor...
The next, morning the Prince, the Seventh, and his men leave in a paddle steamer to the cheers of the crowd. The ship heads out into the great ocean. The next morning, The Red Tear appears on the horizon. As the ship draws loser they see the Red Tear fully:
TO BE CONTINUED
Monday, July 3, 2017
Strange Encounters in the Boundless Sea
Here's a short random table of unusual encounters in the Boundless Sea west of the Land of Azurth. Some of these are likely to appear in the upcoming Azurth Adventures Digest:
Roll d8:
1 - Zoobian Pleasure Barque - Storm-damaged and adrift, 1d4 winsome, green-haired maidens in silken veils cry out for succor. They claim to be brides to be on their way to the harem of a Zoobian potentate. They are actually harpies looking for a meal.
2 - Brazen Devil - With a screeching of rusty hinges, a brass gargoyle, corroded green and white, its wings festooned with seaweed, claws its way aboard. With determined spite--and mutterings of “Trifling jackanapes!” and “I’ll not be the butt of your japery. Not I!"-- it will stalk and kill everyone aboard, if it can.*
3 - Lovelorn Sea Serpent - The beast begins following in the ship’s wake, occasionally moving close enough to gently nuzzle the vessel’s stern suggestively. Its head and neck are above water at times, and its expression is comically lovestruck. It will place sea creature carcasses on the deck at night as tokens of affection.
Roll d8:
1 - Zoobian Pleasure Barque - Storm-damaged and adrift, 1d4 winsome, green-haired maidens in silken veils cry out for succor. They claim to be brides to be on their way to the harem of a Zoobian potentate. They are actually harpies looking for a meal.
2 - Brazen Devil - With a screeching of rusty hinges, a brass gargoyle, corroded green and white, its wings festooned with seaweed, claws its way aboard. With determined spite--and mutterings of “Trifling jackanapes!” and “I’ll not be the butt of your japery. Not I!"-- it will stalk and kill everyone aboard, if it can.*
3 - Lovelorn Sea Serpent - The beast begins following in the ship’s wake, occasionally moving close enough to gently nuzzle the vessel’s stern suggestively. Its head and neck are above water at times, and its expression is comically lovestruck. It will place sea creature carcasses on the deck at night as tokens of affection.
4 - Iceberg - It drifts on the current. A frozen Viking longship and crew can be seen inside.
5 - Eight-Armed Bandit - An immense octopus demands to be giving all the gold aboard, hinting at some dire consequence if its demand is not satisfied.
6 - War Party - A double-hulled war canoe of the Gator Folk attacks. They wield spears and alligator-toothed war-clubs.
7 - Professorial Sea Cows - A pair of large and apparently quite learned Steller's sea cows can be heard conversing about metaphysics and the nature of the universe. Eavesdropping might well illicit useful information for magical research into spells related to other planes, but attempts to enter into the conversation or even requests to clarification or elucidation will lead them to either give disinformation out of spite or simply submerge (50% of either).**
8 - Strange Shipwreck Survivors - 3 former ship's crew, adrift on debris of their smashed vessel, cry out weakly for rescue. Each offers a different account of the destruction of their ship--and each tale is more terrifying and apocalyptic than the last. They wail and sob hysterically if question about these contradictions.**
*Inspired by a random table by GusL
**Based on suggestions by Jason Sholtis
Friday, June 30, 2017
Weird Revisited: Strange Things at the Automat
I recent review of Weird Adventures reminded me of this post from July of 2010. The name of the establishment is, of course, a reference to characters in the works of James Branch Cabell and Robert W. Chambers, two writers whose work certainly influenced conception of Weird Adventures.
A phantom automat stalks the streets of the City. Horvendile & Hawberk’s may appear any where, but is less likely to be found on a busy thoroughfare or crowded street. It seems to thrive in the shadows. It's never found in the same place twice, and less than half of people who have been there have visited it more than once--and urban legend holds that to encounter it more than seven times is a bad omen, and harbingers death.
Horvendile & Hawberk’s, or sometimes “Double H’s” (used somewhat superstitiously), looks new, though its decor and signage looks a decade or more out of date. Decorative glass fixtures around the upper walls are etched with astrological symbols. The staff is always crisply dressed and pleasant, but doesn’t engage in conversation. In addition to the automat staples like coffee, pie, sandwiches, and macaroni and cheese, the coin-operated, hinged glass slots at double H’s sometimes hold (seemingly random) unusual items:
1. A Subway and Elevated Rail-Lines map of the City, with unknown stations identified.
2. The egg of an Oriental Griffin, worth a fortune--had it not been cooked sunny side up. Eating it leads to heightened sight for 48 hours.
3. A girasol ring, worth $200 to a common fence, but an evaluation by an expert reveals it to mark the bearer by tradition as the heir to a micronation in Eastern Ealderde.
4. A risque postcard of a Poitêmienne prostitute, imbued with the power of the eikone Doll, so that the owner has the power of charm over members of the opposite sex as long as they carry it on their person.
5. A used napkin with the address of a warehouse where a Staarkish Imperial military manhunter golem has been stored. It’s battered, but only needs a power source to return to operation.
6. Four-and-a-half pages of illuminated text in a magical script from a grimoire on which someone has over-written a series of bawdy limericks. Contains 1-4 spells, but must be recopied to separate the formulae from the limericks.
7. A post-bill asking after a lost dog named “Jakey.” The crude drawing of the dog is so indistinct as to be unhelpful, but it's strangely unsettling to the viewer. Any one who touches it will have vague nightmares and unrestful sleep that night.
8. A ornately engraved antique sixgun. It's intelligent (Int 17) and will attempt to dominate any bearer to force him or her to seek out its original owner who’s taxidermied corpse is currently on display in a roadside curio and oddity museum in the Dustlands. When used, it confers a +2 to hit.
9. A slice of preternaturally tasty pecan pie, that the consumer will talk about from time to time with some nostalgia for 1d20 years after.
10. A pocket note-pad with a glossary of hobogoblin cant and signs, which, if utilized improves reaction when encountering the tramp humanoids, and provides other helpful information for to “gentlemen of the road.”
A phantom automat stalks the streets of the City. Horvendile & Hawberk’s may appear any where, but is less likely to be found on a busy thoroughfare or crowded street. It seems to thrive in the shadows. It's never found in the same place twice, and less than half of people who have been there have visited it more than once--and urban legend holds that to encounter it more than seven times is a bad omen, and harbingers death.
Horvendile & Hawberk’s, or sometimes “Double H’s” (used somewhat superstitiously), looks new, though its decor and signage looks a decade or more out of date. Decorative glass fixtures around the upper walls are etched with astrological symbols. The staff is always crisply dressed and pleasant, but doesn’t engage in conversation. In addition to the automat staples like coffee, pie, sandwiches, and macaroni and cheese, the coin-operated, hinged glass slots at double H’s sometimes hold (seemingly random) unusual items:
2. The egg of an Oriental Griffin, worth a fortune--had it not been cooked sunny side up. Eating it leads to heightened sight for 48 hours.
3. A girasol ring, worth $200 to a common fence, but an evaluation by an expert reveals it to mark the bearer by tradition as the heir to a micronation in Eastern Ealderde.
4. A risque postcard of a Poitêmienne prostitute, imbued with the power of the eikone Doll, so that the owner has the power of charm over members of the opposite sex as long as they carry it on their person.
5. A used napkin with the address of a warehouse where a Staarkish Imperial military manhunter golem has been stored. It’s battered, but only needs a power source to return to operation.
6. Four-and-a-half pages of illuminated text in a magical script from a grimoire on which someone has over-written a series of bawdy limericks. Contains 1-4 spells, but must be recopied to separate the formulae from the limericks.
7. A post-bill asking after a lost dog named “Jakey.” The crude drawing of the dog is so indistinct as to be unhelpful, but it's strangely unsettling to the viewer. Any one who touches it will have vague nightmares and unrestful sleep that night.
8. A ornately engraved antique sixgun. It's intelligent (Int 17) and will attempt to dominate any bearer to force him or her to seek out its original owner who’s taxidermied corpse is currently on display in a roadside curio and oddity museum in the Dustlands. When used, it confers a +2 to hit.
9. A slice of preternaturally tasty pecan pie, that the consumer will talk about from time to time with some nostalgia for 1d20 years after.
10. A pocket note-pad with a glossary of hobogoblin cant and signs, which, if utilized improves reaction when encountering the tramp humanoids, and provides other helpful information for to “gentlemen of the road.”
Thursday, June 29, 2017
Let Alex Toth Illustrate Your Monster Manual
I've posted some Alex Toth animation model sheets before for their inspirational value. Here are more in that same vein:
This one could be a salamander:
Dogheaded? Junior dragons? How about insectoid kobolds?
If you ignore the heights given, these guys could be frost giants:
This one could be a salamander:
Dogheaded? Junior dragons? How about insectoid kobolds?
If you ignore the heights given, these guys could be frost giants:
Wednesday, June 28, 2017
Wednesday Comics: The Wretch
Strange things happen in Glass City: a rain of babies falls, a grinning cut-out of a sun on a little girl's wall demands she give it a body, the spectre of a wailing woman kills children with her tears. The Eisner nominated comic The Wretch by Phil Hester and others resembles a superhero comic in some superficial ways, but it's actually something more akin to the New Weird literary genre in comics form.
The titular Wretch is a ink-black shape in bandages and occasionally hoses (he resembles a bit, a messier version of Spider-Man's black costume). He patrols the small midwestern city of Glass City where a lot of weird things happen. The Wretch never speaks. We're not given a clear indication of his powers, nor anything regarding his motivation of origins. The focus is more on Glass City's denizens and the odd things happening to them. The Wretch just tends to show up in the nick of time to fight something. The stories are all short and not very deep but they are a nice mix of absurdity and horror.
The second volume of Slave Labor Graphics collections subtitled "Devil's Lullaby" actually collects an earlier limited series (from Caliber Comics, 1996) than the one collected in the first volume. I think the chronological reading order of the SLG collections would be to start with the third and work backwards.
The titular Wretch is a ink-black shape in bandages and occasionally hoses (he resembles a bit, a messier version of Spider-Man's black costume). He patrols the small midwestern city of Glass City where a lot of weird things happen. The Wretch never speaks. We're not given a clear indication of his powers, nor anything regarding his motivation of origins. The focus is more on Glass City's denizens and the odd things happening to them. The Wretch just tends to show up in the nick of time to fight something. The stories are all short and not very deep but they are a nice mix of absurdity and horror.
The second volume of Slave Labor Graphics collections subtitled "Devil's Lullaby" actually collects an earlier limited series (from Caliber Comics, 1996) than the one collected in the first volume. I think the chronological reading order of the SLG collections would be to start with the third and work backwards.
Monday, June 26, 2017
Random Motley Pirate Captains & their Ships
Art by William Stout |
Here's an excerpt from the Azurth Adventure Digest: A series of random tables related to Motley Pirate captains and their ships.
Name
1 Black Hart
2 Black Mark
3 White Lily
4 White Lyle
5 Red Herron
6 Yellow Rose
7 Green Horne
8 Golden Boyd
9 Blue Yonder
10 Silver Bullitt
11 Gray Harriet
12 Purple Patch
Known For:
1 challenging captives to a game of checkers
2 an exotic pet
3 tendency to break into song
4 gold prosthetic nose
5 fine swordsmanship
6 prodigious appetite
7 half-merperson ancestry
8 mismatched eye color
9 numerous tattoos
10 sartorial excess
11 seasickness
12 Obsession with a specific sea creature
12 Obsession with a specific sea creature
Ship
1 Scarwhal
2 Nigh Invulnerable
3 Blatant Beast
4 Typhoonigator
5 Luminous Nose
6 Hardluck Hooligan
7 Runcible Goose
8 Grand Panjandrum
9 Black Barnacle
10 Bandersnatch
11 Dubious Venture
12 Terrible Dogfish
Exotic Booty
1 A velvet bag of invisible, yet glowing star-gems.
2 Crates of ancient automata parts and junk machinery from Sang
3 The captured Frogling ambassador of Undersea and his attache
4 Casks of fine Viridian chrysochlorous wine
5 A nereid in a tank, actually a favored niece of the Sea King
6 Mirror boxes of bootleg moonlight
7 A small flask containing a condensed squall
8 Somewhat water-damaged back issues of the periodical Wizardry
9 Three cursed swords with a hatred for each other
10 A barrel of exotic fruit that act as a potions of healing if eaten
11 A corked and sealed bottle with a letter of introduction to King Volturnus, the East Wind
12 Crystalline unicorn figurines in various colors
Sunday, June 25, 2017
Dungeon Boomtown
The suggestion of boomtowns (linked not because you don't know what a boomtown is, but because of the list of historical boomtowns) near dungeons is something mentioned in D&D, but seldom is the concept developed in any interesting way. Chris "Hill Cantons" Kutalik has suggested before that the description of Maust on the border of the Dirdir-infested but also sequin-filled Carabas in Vance's The Dirdir is great for evoking this very thing, and he's right:
The movie Tombstone (1993) that civilizing forces are drawn to areas of great wealth as well as treasure seekers. They are a strange mixture of raw and upscale. From the opening narration: "Tombstone becomes queen of the boom towns where the latest Paris fashions are sold from the backs of wagons." And from Sheriff Behan:
By noon Maust appeared in the distance: a jumble of tall narrow buildings with high gables and crooked roof-lines, built of dark timber and age-blackened tile...Running boys came out to meet the motor-wagon. They shouted slogans and held up signs and banners: "Sequin-takers attention! Kobo Hux will sell one of his excellent sequin-detectors." "Formulate your plans at the Inn of Purple Lights." "Weapons, puffpads, maps, digging implements from Sag the Mercantilist are eminently useful." "Do not grope at random; the Seer Garzu divines the location of large purple nodes." "Flee the Dirdir with all possible agility; use supple boots provided by Awalko." "Your last thoughts will be pleasant if, before death, you first consume the euphoric tablets formulated by Laus the Thaumaturge." "Enjoy a jolly respite, before entering the Zone, at the Platform of Merriment."No quite as on the nose, but with plenty to inspire the town adventures that would take place between dungeon delves is Deadwood (2004). Here's a choice quote adventurers would do well to keep in mind: “Announcing your plans is a good way to hear God laugh.”
...They entered a narrow street running between tall, age darkened structures, the beer-colored sunlight barely penetrating to the street. Certain of the houses sold gear and implements conceivably useful to the sequin-taker: grading kits, camouflage, spoor eliminators, tongs, forks, bars, monoculars, maps, guides, talismans and prayer powders...
After a meal of stewed hackrod and mealcake, the three repaired to the library, at the back of the second floor. The side wall displayed a great map of the Zone; shelves held pamphlets, portfolios, compilations. The consultant, a small sad-eyed man, sat to the side and responded to questions in a confidential whisper. The three passed the afternoon studying the physiography of the Zone, the tracks of successful and unsuccessful ventures, the statistical distribution of Dirdir kills.
The movie Tombstone (1993) that civilizing forces are drawn to areas of great wealth as well as treasure seekers. They are a strange mixture of raw and upscale. From the opening narration: "Tombstone becomes queen of the boom towns where the latest Paris fashions are sold from the backs of wagons." And from Sheriff Behan:
"Have you seen how everyone dresses? Awful tony for a mining camp. No, sir, the die is cast. We are growing. Be as big as San Francisco in a few years and just as sophisticated."Of course, a gunfight in the streets is ironic punctuation to his comment.
Friday, June 23, 2017
Azurth Adventure Digest
I've been working on a shorter publication, to tide people interested in more Azurth stuff over until the release of Cloud Castle of Azurth (which is still some distance in the future). The above is my mockup banner for the Azurth Adventure Digest (no cover illustration has been completed, as yet). This short publication will on the Boundless Sea, west of the Land of Azurth and collate what has been on the blog regarding the Motley Isles, have some random generators related to Motley Pirates, and give stats for a few sea-going folk who have showed up in my game. There will a short (longer than a one pager dungeon, but smaller than a published adventure) write up of the sandbox adventuring locale the Candy Isle.
Thursday, June 22, 2017
D&D Style
Which is more you? |
My time in rpg related social media has suggested that a lot people have a style/tone or at least a narrow range of style or tone they tend to like in their game. People are probably more tolerant for one shots than longterm campaigns of course, and probably have broader tastes in what they play in than what they run.
I confess I envy this a bit. I feel like avoid the siren's call of a new setting is hard enough, but add in a new or long ignored style or tone and it gets even harder! I feel like I could stick with a campaign longer if I knew what my favorite flavor was.
Wednesday, June 21, 2017
Wednesday Comics: Storm: The Seven of Aromater
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 Seven of Aromater (1984)
(Dutch: De Zeven van Aromater) (part 1)
Art by Don Lawrence; script by Martin Lodewijk
Storm, Ember, and Nomad are floating down a river on a raft they made from the remains of the balloon they escaped in last adventure. The travel through a swamp, then into a delta, as they approach the sea they passes the wharves and docks of a city. Hungry, they make their way to the docks.
It turns out the city's name is Aromater. A merchant overhears them discussing their need for money and sends one of his warriors over to make an offer:
He wants to buy Ember. They reject his offer, and Ember slaps him. When the warrior begins to pull his sword, Storm slugs him.
The warrior demands a fight, and Storm decides to oblige him, if only to keep Ember from doing so. Storm breaks his sword against the warriors armor. The warrior holds his sword to Storm's throat and taunts him:
He suggests if Storm needs a sword, he should just pull the Seventh Sword from the stone block that holds it.
Elsewhere in the city, two men watch what is occurring in a crystal ball. They decide that Storm may be a suitable seventh. As Storm struggles with the Storm, the two men work the lever that releases the sword from the molecular lock that holds it.
The crowd that has gathered proclaims Storm as the Seventh. They carry him on their shoulders to the temple. Nomad and Ember follow after them, uncomprehending.
Storm is brought be for the Eternal Prince, who we saw watching the scene before. The Prince explains that Storm is the Seventh he is fated to return Aromater to glory. First, though, Storm must drink from the goblet with the Blood of Pandarve--or be punished by death by fire.
With no other choice, Storm drinks from the offered goblet.
Storm becomes the Seventh!
TO BE CONTINUED
(Dutch: De Zeven van Aromater) (part 1)
Art by Don Lawrence; script by Martin Lodewijk
Storm, Ember, and Nomad are floating down a river on a raft they made from the remains of the balloon they escaped in last adventure. The travel through a swamp, then into a delta, as they approach the sea they passes the wharves and docks of a city. Hungry, they make their way to the docks.
It turns out the city's name is Aromater. A merchant overhears them discussing their need for money and sends one of his warriors over to make an offer:
He wants to buy Ember. They reject his offer, and Ember slaps him. When the warrior begins to pull his sword, Storm slugs him.
The warrior demands a fight, and Storm decides to oblige him, if only to keep Ember from doing so. Storm breaks his sword against the warriors armor. The warrior holds his sword to Storm's throat and taunts him:
He suggests if Storm needs a sword, he should just pull the Seventh Sword from the stone block that holds it.
Elsewhere in the city, two men watch what is occurring in a crystal ball. They decide that Storm may be a suitable seventh. As Storm struggles with the Storm, the two men work the lever that releases the sword from the molecular lock that holds it.
The crowd that has gathered proclaims Storm as the Seventh. They carry him on their shoulders to the temple. Nomad and Ember follow after them, uncomprehending.
Storm is brought be for the Eternal Prince, who we saw watching the scene before. The Prince explains that Storm is the Seventh he is fated to return Aromater to glory. First, though, Storm must drink from the goblet with the Blood of Pandarve--or be punished by death by fire.
With no other choice, Storm drinks from the offered goblet.
Storm becomes the Seventh!
TO BE CONTINUED
Monday, June 19, 2017
The Strange Lights and Noxious Odors of Murk
A Murkman, likely named Grundy |
Murk is a marshy island of scrub and small stands of cypress, frequently shrouded in a malodorous, yellow-gray fog and inhabited by a dour people, aloof from the raucous society of Polychrome and the other inhabited Motley Isles. The people of the island may be one extended clan of pale and course-featured folk.
The Grundys (as they all seem to be named) are not of a piratical inclination, but instead harvest mussels and net fish that they trade with the Motley pirates for practical goods. They are also known for the product of The disposition of the Grundys discourages visitors, though the ever-present miasma is likely more of a deterrent.
On some nights, variegated illuminations move through the fog, and its dullness is pierced by winking, dancing will-o’wisps. These lights are most prominent on nights of the new moon, when the sharp-eared also claim to hear strange music and other sounds of merriment emanating from the island.
Sunday, June 18, 2017
I Call Upon the Great Gazoo!
A lot of people don't like the Cleric class and its "my god gives me cool powers." Certainly, that sort of heavy divine involvement doesn't fit all settings, nor does the idea of granting the powers rather ran just performing miracles.
Another option would be the "personal genie" or guardian angel type character common to genre media. Jeannie and Shazzan are examples of this type, but I'm thinking more the smaller, invisible to most imp-type like the Great Gazoo, or in a less helpful mode, the impish would be side kicks of comic book heroes like Bat-Mite or Qwsp.
So when a cleric used a "spell" this would be this spirit/being doing stuff at their request. Why they would have such specific and limited interventions could be explained by them being "in training" or maybe just getting used to the Prime Material Plane.
(You might think this fits even better with the 5e Warlock and their Patrons, and I suppose it could, but their spells seem even less a fit than the clerics for this sort of setup.)
In media, this sort of thing is typically portrayed humorously, but it doesn't have to be. If you did portray it humorously, though, not having other characters be sure of whether the tutelary spirit actually exists or whether the PC is crazy might be amusing.
Another option would be the "personal genie" or guardian angel type character common to genre media. Jeannie and Shazzan are examples of this type, but I'm thinking more the smaller, invisible to most imp-type like the Great Gazoo, or in a less helpful mode, the impish would be side kicks of comic book heroes like Bat-Mite or Qwsp.
So when a cleric used a "spell" this would be this spirit/being doing stuff at their request. Why they would have such specific and limited interventions could be explained by them being "in training" or maybe just getting used to the Prime Material Plane.
(You might think this fits even better with the 5e Warlock and their Patrons, and I suppose it could, but their spells seem even less a fit than the clerics for this sort of setup.)
In media, this sort of thing is typically portrayed humorously, but it doesn't have to be. If you did portray it humorously, though, not having other characters be sure of whether the tutelary spirit actually exists or whether the PC is crazy might be amusing.
Friday, June 16, 2017
Why is Mortengersturm Upset?
After this week's mailing, there are only about 9 copies of Mortzengersturm, The Mad Manticore of the Prismatic Peak still available in print. If you were thinking about getting it, you may want to go ahead. There probably won't be another printing for while.
If you've been on the fence check out these reviews:
Gnone Stew
EnWorld
Zardoz the Magnificent
Tales of the Grotesque & Dungeonesque
Dungeon of Signs
Thursday, June 15, 2017
Making Fantasy of History
"I am Zorro. I have come to return King Arthur to the throne."
- The Simpsons, "E-I-E-I-(Annoyed Grunt)"
Why that is, I don't know. Maybe it's the historical wargame roots of the hobby or the pedantry that is not uncommon in the world of geekery. There's the off-repeated GM fear of being called out for inaccuracy in any sort of game where the players might have deep knowledge. But I think the advantage of a obviously gonzo, ahistorical game (or "stupid ahistorical game" ) is that it's so obviously wrong that questions of historical accuracy are sidestepped.
I think it's time to stop being held back by the shackles of chronology, ahistory awaits!
Wednesday, June 14, 2017
Wednesday Comics: Beowulf
At NTrpgcon we got into a discussion of the craziness that is DC Comics' Beowulf. It seems like a good time to point you towards my overview of the series back in 2012.
Monday, June 12, 2017
Raiders of Estvyn's Tomb
Our Land of Azurth 5e game continued last night with the fifth and final session of our adaptation of X2: Castle Amber. After a sojourn in France, the party found themselves in Estvyn's tomb. The way to his crypt was blocked at every turn by a guardian monster of some sort. They sneaked past a sleeping azure dragon on a treasure pile in the antechamber. They suffered some burns from the claws of fire crabs in a flaming hallway. They got bowled over by a rock creature (galeb duhr) in the next connecting room.
At this point, they decided to take a long rest, before preceding. A manticore greeted them in the next room. Having a prior disliking for his kind, thanks to their experience with Mortzengersturm, they attacked with such ferocity he was dead before he got an attack! To be fair, Shade the Ranger did try to get him to back down without a fight.
Next, they were asked to chose between a room full of water and a room full of mud. After fishing with the Waylon the frogling as bait revealed at least a couple of eel hounds lurking, they went with the mud room, where they slugged (and slogged) it out with a mud golem. Dissonant whisipers ultimately hurt his feelings--to death.
The final room held a barbed devil. Here, Astra's stellar radiant blasts and the Mace of Disruption they had gotten previously really came in handy.
Finally at Estvyn's crypt, they burned the tapestry and broke the curse. The Elf mage thanked his cousin Shade for coming to his rescue. He removed the lunacy curse from Kully and Astra, and unpetrified Dagmar. Finally, the part got a magic item each for their trouble. They were deposited back in the Land of Azurth in front of a now ancient and crumbling House Perilous.
At this point, they decided to take a long rest, before preceding. A manticore greeted them in the next room. Having a prior disliking for his kind, thanks to their experience with Mortzengersturm, they attacked with such ferocity he was dead before he got an attack! To be fair, Shade the Ranger did try to get him to back down without a fight.
Next, they were asked to chose between a room full of water and a room full of mud. After fishing with the Waylon the frogling as bait revealed at least a couple of eel hounds lurking, they went with the mud room, where they slugged (and slogged) it out with a mud golem. Dissonant whisipers ultimately hurt his feelings--to death.
The final room held a barbed devil. Here, Astra's stellar radiant blasts and the Mace of Disruption they had gotten previously really came in handy.
Finally at Estvyn's crypt, they burned the tapestry and broke the curse. The Elf mage thanked his cousin Shade for coming to his rescue. He removed the lunacy curse from Kully and Astra, and unpetrified Dagmar. Finally, the part got a magic item each for their trouble. They were deposited back in the Land of Azurth in front of a now ancient and crumbling House Perilous.
Sunday, June 11, 2017
Adventuring During Wartime
I watched You Can't Win Them All (1970) this weekend. It's a heist/adventure film set in Anatolia in 1922 during the Greco-Turkish War (a part of the Turkish War for Independence). While its era and location would mark its genre as "adventure film," in its plot, desert vistas, and horse caravans, it most resembles late era Westerns set in Mexico like the Wild Bunch or The Professionals. In fact, its plot is essentially a reworking of Vera Cruz (1954), with Turkey in place of Mexico, the Sultan instead of Emperor Maximilian I, and Turkish Nationalists for Juaristas.
While these sorts of heist-like films are often heavily plotted affairs with double and triple crosses, the mercenaries/adventurers in a not-too-heavy war zone seems like it would be an ideal setting for a sandbox hexcrawl or pointcrawl sort of game. (This is sort of the less post-apocalyptic cousin to the devastated city hexcrawl.) The breakdown of the previous society by Civil War provides virtually all the elements that a true Frontier has, plus it has the added wrinkle of powerful factions. Emphasis would shift a bit, so that resource management in the wilderness would take a bit of a backseat to social interaction and low level political maneuvering.
While these sorts of heist-like films are often heavily plotted affairs with double and triple crosses, the mercenaries/adventurers in a not-too-heavy war zone seems like it would be an ideal setting for a sandbox hexcrawl or pointcrawl sort of game. (This is sort of the less post-apocalyptic cousin to the devastated city hexcrawl.) The breakdown of the previous society by Civil War provides virtually all the elements that a true Frontier has, plus it has the added wrinkle of powerful factions. Emphasis would shift a bit, so that resource management in the wilderness would take a bit of a backseat to social interaction and low level political maneuvering.
Friday, June 9, 2017
Weird Revisited: The Slime Emotional Spectrum
This post appeared almost five years ago to the day. Multi-colored ring wearers were a new thing in comics at the time. Since the time it originally appeared, I've wondered what infrared and ultraviolet slimes might feed on, but I haven't yet come up with a satisfying answer.
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.
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.
Thursday, June 8, 2017
Big Fin & the Prismatic Hole
West of the Land of Azurth in the Boundless Sea, lie the Motley Isles. Polychrome, the pirate haven, is the most famous of the chain, but not the only one that draws visitors.
Big Fin is a long, narrow isle, but a short distance from Polychrome. The second largest island of the group, it is dominated by a fin-shaped limestone ridge with bands of color going from vermilion to pink to yellow. Few people live here permanently, owing to the difficult terrain, though some exiles from Polychrome squat on its shores. The rocks, however, provide nesting places for the iridescent red-headed gillygaloo, whose square eggs with large speckles are used in dice games and divination, and whose dodecahedral gizzard stones are sought as good-luck charms. The birds themselves are edible, but the superstitious egg-hunters will only do so in the direst of circumstances.
The Lurid Lair of the Froghemoth is a small, roundish cay and the most distant of the chain from the mainland. Its central lagoon is also known as the Prismatic Hole. It is a saltwater sinkhole with rainbow bands of color--indigo in the deep of its center. The legendary froghemoth has long been said to inhabit the depths of the Prismatic Hole, but the beast is seldom sighted. Still, most Motley Pirates avoid the area.
Art by Bill Peet |
Big Fin is a long, narrow isle, but a short distance from Polychrome. The second largest island of the group, it is dominated by a fin-shaped limestone ridge with bands of color going from vermilion to pink to yellow. Few people live here permanently, owing to the difficult terrain, though some exiles from Polychrome squat on its shores. The rocks, however, provide nesting places for the iridescent red-headed gillygaloo, whose square eggs with large speckles are used in dice games and divination, and whose dodecahedral gizzard stones are sought as good-luck charms. The birds themselves are edible, but the superstitious egg-hunters will only do so in the direst of circumstances.
The Lurid Lair of the Froghemoth is a small, roundish cay and the most distant of the chain from the mainland. Its central lagoon is also known as the Prismatic Hole. It is a saltwater sinkhole with rainbow bands of color--indigo in the deep of its center. The legendary froghemoth has long been said to inhabit the depths of the Prismatic Hole, but the beast is seldom sighted. Still, most Motley Pirates avoid the area.
Wednesday, June 7, 2017
Wednesday Comics: The Chuckling Whatsit
The dingus (to use Sam Spade's term for a particular MacGuffin) in this case is a missing manuscript, but the more iconic Maltese Falcon analog is the titular Chuckling Whatsit, a strange doll that laughs when shaken, and is either the creation of the deceased recluse Emile Jarnac--or something far older and more sinister, depending on which of the unreliable and eccentric informants you believe.
Sala deftly untangles what appears to be one incomprehensible knot of mystery into several throughlines that have only appeared to be the same thread by Chandler-esque serendity, then collapses them all for a climax that is satisfying, but still enigmatic. It's potrayed in Sala's cartoony but gloomy style, reminiscent of Edward Gorey or Charles Addams.
If you've never read any Sala, this is a good, meaty one to start with.
Monday, June 5, 2017
Mortzengersturm--Back from the Con and Back on Sale
Chris is unmoved by your attempts to haggle |
The Con ended on sort of a sucky note, though, as I left my swag bag at the hotel bar and it disappeared by morning. I lost my copy of Jason Sholtis's Eyebite, Gamesmen of Kasar, some Iron Crown supplement--and most unfortunately the remainder of the Mortzengersturm stock I had brought to the con. Luckily, I left some at home, but I now don't have as many to sell as I might have.
So, anyway, Mortzengersturm sales are open again, but supplies remain limited!
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