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Friday, September 15, 2017
The Azurth Adventures Digest is Here!
The first issue of the Azurth Adventures Digest is now on sale! Twenty-eight full color pages at 5.5 in. x 7.75 in. with art by Jeff Call and Jason Sholtis. There are random tables for the generation of quirky Motley pirates, a survey of interesting and enigmatic islands, and a mini-adventure on the Candy Isle. Plus, there are NPCs and a couple of monsters, all straight from my Land of Azurth 5e campaign.
Get the pdf here or go here for the print edition. (The link is also in the sidebar.)
For those of you interested in Mortzengersturm print editions: Once the first printing of the digest is sold and shipped, I'll again by selling Mortzengersturm. You can email me to get on the "waiting list."
Thursday, September 14, 2017
French Talislanta Art
While the English language Talislanta books are (currently) out of print (but official available for free here) the French translation of the game is still going strong, and apparently has some pretty cool art. Check these out:
The Ur
Phantasians
Mondre-Khan
The Ur
Phantasians
Wednesday, September 13, 2017
Wednesday Comics: The Hanging Tower
The Hanging Tower is a short graphic novel (graphic novella?) by Sam Bosma. It's the story of "an old knight in search of a lost girl in a run-down fantasy world" according to the copy, but I might instead describe it as an aging adventurer facing her past (and some of her former comrades) in a world where magic is beginning to fade. The plot and the stories execution bear no small resemblance to the Western genre, an effect accentuate by the fantasyland's material culture, that's like the medieval world being quickly replaced by the turn of the (20th) century and a landscape reminiscent of the American Southwest. There's a bit of loss, a bit of regret, and a laconic over-the-hill badass with some good lines.
Oh yeah, and Sam Bosma's art:
Monday, September 11, 2017
Wizardly Imp-erfections
Our 5e Land of Azurth game continued last night with the mysterious absence of Kairon the Demonlander Sorcerer but otherwise the usual crew. Their investigation of the rampaging iron woodsmen had led them to the mill, where they discovered an invisible imp. It got away before they could capture it.
Our heroes still had no idea what was going on, but they knew Gargam the misanthropic wizard had told them the Snarts were captives of the woodsmen, and that was not the case. They made their way back to his dilapidated house, giving the remaining woodsmen wide birth. Waylon the Thief spied on Gargam through the window and saw him writing in a great tome. They knocked on his door and told him about the absence of Snarts and the imp.
Gargam was his usual charming self. He professed no knowledge of the imp, but didn't seem particularly surprised that his assertion about the Snarts proved false. He quickly shuts the door in the party's face, but they decide to put him under surveillance and camp out nearby. When nothing has happened by morning, Waylon and Shade move in to pull a breaking and entering. They are surprised by Gargam's cat, Orias.
Art by JarrodOwen |
The cat creates an illusion of itself, then jumps at them, growing in size to over two feet long. Erekose runs in to help, and the three make short work of the fast moving animal. Gargam shows up to acid splash them before they can deliver the coup de grace.
With Gargam's feline familar as a hostage, they demand answers. The wizard reluctantly admits to botching a devil summoning spell he got in correspondence with the Warlock of Lost Lake (now deceased). Gargam hoped to summon a fiend to destroy the mill (he loathes the townspeople) and have the blame put on the Snarts (who he hates). Instead, he got a mischevious imp that promptly ran away and monkeyed with the iron woodsmen, making them cease obeying commands.
The group forces Gargam to perform the ritual and summon the imp again. The imp admits to his had behavior, which he finds very amusing. He begs for his freedom and promises to leave the area. Shade is having none of it. This despoiler of the forest is facing his end. The party fries the imp with scorching rays, sending him back to the Nether Realms.
Next they track down the remains woodsmen and destroy those four, though as always they are tenacious opponents. Shade has a change to use the figurine of a bear she acquired back in the gelatinous dome.
After a brief talk with the townspeople, our heroes once again head out for Rivertown.
Sunday, September 10, 2017
A Fae Mist O'er Hangs the Ghostlight Fen
The Ghostlight Fen presents a feature common to this world, but a greater danger in this place, the substance the current human inhabitants often call "magic" but their ancient progenitors called "fae." In the parlance of the original human colonists fae is a system, perhaps even a network, that spans the entire planet and can manipulate matter and energy in accordance with the will of the user. The indigenous species are born knowing how to manipulate this system in various ways, but other can learn to control it. Control is the keyword, and the system is psychoactive and will respond to unconscious mind as easily as the conscious.
Indeed, theorists in ancient times speculated that the fae was a created rather than natural phenomena and the demons from the unconscious of its creators destroyed them, leaving only their creations (the ieldri and others) behind.
Fae permeates and surrounds the world, but in some places it collects and goes awry. Some of those bad places were caused by overstressing the system, as the ieldri sorcerers did in their desperate war against the ylthlaxu. Others may be places where it has just broken down with time. The Ghostlight Fen seems to be one of the former type.
This dysfunction manifests itself several ways, but most particularly: peculiars and visitants. Peculiars are small, discrete areas of reality distotions generated using these tables. Visitants are more pseudo-encounters of weirdness using these tables. The chance of coming across these in a given hex in the Fen per day is as follows:
Green Fen Hex: Peculiar - 20%, Visitant 5%
Pink Fen Hex: Peculiar - 60%, Visitant 30%
Spellcasters and Fae: All arcane spellcasters (not just sorcerers) are subject to something akin to a wild magic surge. After casting a 1st level or higher spell, a roll of a 1 on d20 requires a d100 roll on the table in the 5e PHB. In green hexes, this roll is only required for the first spell cast by an individual caster per hex. In the pink hexes it is required for the first spell of each spell level cast by an individual caster. Clerical casting is only affected in pink hexes and in the manner of green hexes for arcane casters.
Inspirations: The concept of the fae was inspired by C.S. Friedman's Coldfire Trilogy, but also borrows from the some of the rationalizations of magic in Hite's Trail of Cthulhu: Rough Magicks, details of Forbidden Planet (1958), and Roadside Picnic.
Labels:
campaign settings,
ghostlight fen,
locales,
rpg,
science fantasy
Friday, September 8, 2017
Reskinned Monsters of Ghost Light Fen
Here are some monsters that will likely appear in upcoming posts on the Ghostlight Fen hexmap. Some of those, I'll probably give "official" stats at some point, but they can pretty easily be approximate (or replaced) with some existing monsters.
Skarzg
Sometimes they run on four legs, sometimes on two. They are gaunt things, like greyhounds the size of men, if greyhounds had rubbery, scabrous hides, and beaked faces full of nightmare teeth. They are very hard to kill, and they will eat anything. They live like animals, but they have speech and are cunning and cruel. [Treat as a troll.]
Gog
Four-haired, fur-covered savages. Their faces are noseless and their skin hangs somewhat loose, which might have the effect of making them appear a bit comical--to someone unacquainted with their propensity to violence and rumored anthropophagy. The variety found in the Ghostlight Fen have indigo colored pelts. [Treat as orcs, with chiefs like bugbears.]
Matagot
Otherworldly creatures with disturbingly human faces and pantherine bodies. They are not to be trusted. [Treat as a Rakhasa, though on the lower end for hit point.]
Bandaryegs
Arboreal, lemurine creatures whose sneak-thievery is nuisance but whose mockery and incessant whispering has uncanny effects on the minds of humans. [Treat as a monkey or similar small animal, but that have an ability like the 5e spell vicious mockery and a troupe may cause an effect similar to dissonant whispers.]
by Wayne Barlowe |
Sometimes they run on four legs, sometimes on two. They are gaunt things, like greyhounds the size of men, if greyhounds had rubbery, scabrous hides, and beaked faces full of nightmare teeth. They are very hard to kill, and they will eat anything. They live like animals, but they have speech and are cunning and cruel. [Treat as a troll.]
Gog
Four-haired, fur-covered savages. Their faces are noseless and their skin hangs somewhat loose, which might have the effect of making them appear a bit comical--to someone unacquainted with their propensity to violence and rumored anthropophagy. The variety found in the Ghostlight Fen have indigo colored pelts. [Treat as orcs, with chiefs like bugbears.]
Matagot
Otherworldly creatures with disturbingly human faces and pantherine bodies. They are not to be trusted. [Treat as a Rakhasa, though on the lower end for hit point.]
by Tom Kidd |
Arboreal, lemurine creatures whose sneak-thievery is nuisance but whose mockery and incessant whispering has uncanny effects on the minds of humans. [Treat as a monkey or similar small animal, but that have an ability like the 5e spell vicious mockery and a troupe may cause an effect similar to dissonant whispers.]
Labels:
campaign settings,
ghostlight fen,
locales,
monsters,
rpg,
science fantasy
Thursday, September 7, 2017
Hexcrawling Ghostlight Fen - Settlements
These relate to the hexmap presented here.
0503 Draum (pop. 80); no real leader but Godo Shrune is a likely spokesman): Actually an abandoned manor built by a successful treasure-hunter, Draum is haunted by squatters who spend their days in deep reverie brought on by use of the muhrdzu fungus that grows nearby (0505). The mushrooms are eaten directly, made into a snuff and then snorted, or for an even more potent effect, smoked. Some rooms in the manor house and in derelict outbuildings hold bodies with clusters of muhrdzu mushrooms sprouting from them. These are the remains of those who wasted away thinking their bodily thirst could be quenched by dream refreshments or starved disdaining the tastelessness of mundane foods compared with the viands of fancy. The living Draumites trade the muhrdzu for food and other necessities.
0207 Gamory (pop. 325; Glatis Malva, Matriarch of the Malva clan): The old, inbred, and sometimes feuding families of Gamory abide through canny exploitation of the grove of black hroke trees planted by their ancestors (0208). The trees’ blood-red sap is valuable in the manufacture of healing salves and hemostatic poultices. Ironically, the Gamoryites are secret adherents to an outlawed cult of human-ieldra transformation, that of the Night Carapaced Mother, that practices human sacrifice by exsanguination in a secret place amid the trees.
0211 Wollusk (pop. 550): Wollusk was built amid the ruins of an ancient fortification from a more lucent age when humankind still possessed much of its ancient technology. A large portion of a wall of some sort of ceramic stands between the town and the Fen,though the ends of its crescent seem to have been melted by some great heat. The town has a larger inn and better facilities for travelers than might be expected for its size, as it serves as a base for treasure-hunters, but none would be reckoned more than middling quality.
Zeniba by Jason Sholtis |
Labels:
campaign settings,
ghostlight fen,
locales,
maps,
rpg,
science fantasy
Wednesday, September 6, 2017
Wednesday Comics: Storm Indexed (part 2)
Here's the second part of my index of Storm albums in the sequence called "The Chronicles of Pandarve"so far. Now's the time to catch up, if you missed them.
1. The Pirates of Pandarve 1, 2, 3, 4, 5
2. The Labyrinth of Death 1, 2, 3, 4, 5
3. The Seven of Aromater 1, 2, 3, 4, 5, 6
Sunday, September 3, 2017
Hexcrawling Ghostlight Fen [Intro]
Features hex graphics courtesy of JDJarvis |
These ancient battles create opportunity for human treasure-seekers today. The only genuine road into the area leads into the town of Wollusk (0211). In truth, it's only a village and a fairly meagre one, but shabby businesses have sprung up to accommodate the treasure-seekers.
A Ylthlaxu by Jason Sholtis |
Beyond the obelisks, the fen itself is dangerous. Only ever sparsely populated, it remains a wild and uncivilized place of hunting skarzgs. roaming gog tribes and the like. Then, their are areas where the ambient fae is so dense than reality itself is untrusthworthy.
Wollusk is the largest village on the outskirts of the Fen, but not the only one. Gamory (0207) with it's deformed folk and unsavory cult is just up the one road. Beyond that lies Draum (0503) with its drug-addled populace.
Labels:
campaign settings,
ghostlight fen,
locales,
maps,
rpg,
science fantasy
Friday, September 1, 2017
Hohmmkudhuk and Hwaopt
I presented these two races for 5e about a year ago, but since then I've colored the images by Jason Sholtis so I felt like I should highlight them again:
The smelly and scholarly hwaopt.
And the subterranean craftsmen, the hohmmkudhuk.
The smelly and scholarly hwaopt.
And the subterranean craftsmen, the hohmmkudhuk.
Thursday, August 31, 2017
Zone Commandos!
THE SETUP: In 1985, a deep space probe returns to Earth after being thought lost in a spacetime anomaly. It returns to Earth, dropping otherworldly debris in its wake. Across the globe, zones on anomalous phenomena and monstrous creatures are created!
Twenty years later, only special UN troops stand between humanity and the destruction of civilization as we know it!
It’s Roadside Picnic meets 50s monster and sci-fi movies/kaiju and 60-70s action figures like G.I. Adventure Team and Big Jim.
THE HEROES are mostly buzz cut military men like the MARS Patrol but with code names and personalities more like 80s G.I. Joe. Their ranks many be augmented by beings that appeared from an anomaly (Kirby-esque amazons, aliens) or people enhanced by barely understood and dangerous technology acquired from them (Atomic Man, THUNDER Agent sorts)
THE DANGERS are strange environments, monsters of all sorts of 50s and 60s sorts, from Zanti misfits to human mutates to giant mutant dinosaurs.
This is a refinement/re-imaging of my Rifts 1970 campaign idea, just a little more militarized and more informed by the early 60s.
Wednesday, August 30, 2017
Wednesday Comics: Storm Indexed
I'll pause here in my review of Storm to index the albums in the sequence called "The Chronicles of the Deep World." Now's the time to catch up, if you missed them.
1. The Deep World 1, 2, 3
2. The Last Fighter 1, 2, 3
3. The People of the Desert 1, 2, 3
4. The Green Hell 1, 2, 3, 4
5. The Battle for Earth 1, 2, 3, 4, 5
6. The Secret of the Nitron Rays 1, 2, 3, 4, 5
7. The Legend of Yggdrasil 1, 2, 3, 4, 5
8. City of the Damned 1, 2, 3, 4, 5
9. The Creeping Death 1, 2, 3, 4, 5
Monday, August 28, 2017
Maps of Four-Color Fantasy Lands
When secondary world fantasy made the jump from literature to comics in the wake of Tolkein and Howard it brought the tradition of the world-map along with it. This was the 1960s, and comics books hadn't quite gotten the memo that fantasy was completely serious, as this first map shows:
This next map is a bit more traditonal. It's notable how set the tropes had become by 1975:
"...On a nameless world in a forgotten time..." is a pretty typical beginning for these sorts of things, and that pretty much sums up Wulf the Barbarian (pretty typical). The series was from Atlas/Seaboard Comics (helmed by Stan Lee's brother Larry Lieber) and ran for four issues in 1975. Wulf is the son of royalty, orphaned when trolls in the service of an evil sorcerer, killed his parents. Wulf spends the next decade training as a warrior to reclaim his kingdom. As one might imagine, the road to reclaiming that throne is potholed with a number of fantastic obstacles. Wulf was written and drawn by Larry Hama, and inked by Klaus Janson for his first two outings, with multiple creators pitching in on the last two. This map is from Wulf the Barbarian #3.
Myrra is the fantasyland that rock musician Jim Rook, and his girlfriend Janet Jones, get transported to in Nightmaster, starting in Showcase #82 (May 1969). Rook is revealed to be the descendant of Nacht, an ancient warrior of Myrra, and the only one who can wield his ancestor's Sword of Night, and save the world from the evil Warlocks. Nightmaster was the of writer Denny O'Neil and artist Berni Wrightson. As some of the place names on the map might suggest (Duchy of Psychos, for instance) there was a bit of a late sixties camp element to Nightmaster's adventures, but not as much as some of the names might suggest. Nightmaster ran through just three issues of Showcase."I feel like a character from Howard or Tolkein. Pretty soon, though, I'm gonna wake up and find this is a spaced-out dream. And I'm gonna swear off reading sword-and-sorcery sagas!"-- Jim Rook, Showcase # 82 (1969).
This next map is a bit more traditonal. It's notable how set the tropes had become by 1975:
"...On a nameless world in a forgotten time..." is a pretty typical beginning for these sorts of things, and that pretty much sums up Wulf the Barbarian (pretty typical). The series was from Atlas/Seaboard Comics (helmed by Stan Lee's brother Larry Lieber) and ran for four issues in 1975. Wulf is the son of royalty, orphaned when trolls in the service of an evil sorcerer, killed his parents. Wulf spends the next decade training as a warrior to reclaim his kingdom. As one might imagine, the road to reclaiming that throne is potholed with a number of fantastic obstacles. Wulf was written and drawn by Larry Hama, and inked by Klaus Janson for his first two outings, with multiple creators pitching in on the last two. This map is from Wulf the Barbarian #3.
Sunday, August 27, 2017
Descriptions for Hypothetical Hexes
In a clearing at a crossroads A Llanowauk warrior, bloody-eyed from overuse of stimulants harvested from Ancient caches, stands atop an overturned, giant, green stone head of a scowling god or demon. He loudly proclaims his strength and puissance at arms and calls for challengers. Despite well-worn state of his other possessions, his sword has an uncanny gleam.
On shores of the Lake of Vermilion Mists nearly naked female divers are inspecting their haul of rare ultramarine scintilla. Here and there their bodies bear what appear to be wave-like, mauve tattoos, darkened to the color of fresh bruises in the lake’s lurid, roiling glow, but are actually scars from the lash of urulu tentacles. The divers become tolerant to the hallucinogenic effects over time but not the pain, so they try to snatch the scintilla when the urulu are lost in courtship combat dances.
A gigantic fallen tree serves as a bridge over a deep ravine, but an arachnoid free manshonyagger makes its lair on the tree's underside and on occasion will catch and devour passersby. It cannot but heed its Ancient deep programming, so a human or humankin may command it, but only with the proper codes. The bottom of the gorge bears the possessions and bones of those who have passed before and not recalled them.
A domed inselberg rising from the forest is reputed to be haunted. Daily at solar noon, two identical angelic combatants, milk-white with prismatic-feathered wings, and large, bird-like eyes, grapple in the air above. Neither is ever able to overcome the other, and though their blows land with such force that onlookers claim they can feel shockwaves from them, there is never any sound. When the hour passes, they shrink and fade like shadows before the moving sun.
These are from this world.
These are from this world.
Friday, August 25, 2017
Mountaintop Chalet of the Frost Giant Czar
ANTIGENCON, GenCon's online evil twin, is going on right now on G+ and as a part of that Jeff Call ran Mountaintop Chalet of the Frost Giant Czar. Jason Sholtis, Michael Gibbons, Chris P. and I played secret agents of the Lawful Church (the Radio Church of Pelor) sent in the rescue a missing bishop.
It was all very James Bond (in the 1967 Casino Royale sense). We pretended to be a wealthy foreigner (Sheik El-Ruptor) and his entourage to gain entrance then proceeded to find our contact and the bishop. We alas did not discover the Czar's evil scheme, but we did set the chalet on fire with dynamite and escape via a ski-lift handcranked by one of our team with a Girdle of Giant Strength and a Haste spell caste on him.
The Czar escaped to no doubt menace parties in the future!
Thursday, August 24, 2017
Off to the Printer: Azurth Adventures Digest
The first Azurth Adventures Digest is going off to the printer today. It's full color, 28 pages, featuring art by Jeff Call and Jason Sholtis. There's a ten page mini-adventure local: The Candy Isle, random tables for generating colorful Motley Pirates and some flavorful tidbits on other islands, suitable for inspiring adventures.
Art by Jason Sholtis |
Wednesday, August 23, 2017
Wednesday Comics: Moving Fortress & Subterra
Moving Fortress by writer Ricardo Barreiro and artist Enrique Alcatena first appeared in the comics anthology Skorpio in Argentina. In 1988, it was translated into English with the help of Chuck Dixon. It tells the story of Bask De Avregaut who is making his way across the desert in an aerostat when he comes upon, and is captured by a warlord commanding the titular moving fortress. The Warlord is out to defeat a rival and reclaim his bride. De Avregaut is initially made to feed the fortresses boiler, but after proving his skill with gunnery in battle, he comes to play a more pivotal role in what follows.
Subterra is the sequel, picking up with Bask following the events of Moving Fortress. This time he crashes in uncharted mountains and is taken prisoner by a weird and decadent subterranean civilization.
Both volumes are weird fantasy brought to life by Alcatena's artwork. With designs, a little bit Gothic, a little bit Lovecraft, and a little bit Asian, his pencils are an integral part of bringing the weirdness.
Monday, August 21, 2017
Eclipsed
Bruce Gordon was wanted to watch a solar eclipse in Africa, but the locale sorcerer Mophir tended like his intrusion and cut him with a mystic black diamond. When the eclipse occurred, Gordon was replaced with Eclipso, a shaded faced Hyde to his Jekyll. This all went down in House of Secrets #61 (1963). Eclipso has stayed around as a DC Comics villain ever since, despite the fact you'd think the rarity of eclipses would limit his power.
This would make an interesting lycanthropy-like curse in D&D, as well. Under dim lighting (say twilight, maybe, or a facsimile thereof) an infected demihuman becomes its evil/chaotic counterpart: elves become drow, dwarves duergar, halflings black hobbits, etc. with associate abilities. Humans would become orcs, maybe? I don't know.
Sunday, August 20, 2017
Hydra House Ads
The Azurth Adventures Digest (and hopefully more products to follow where appropriate) will have some house ads in the style of those you might see in comics books of the Bronze and Silver Age. Here are the preliminary versions of some of those that will be in the digest:
Artwork here by Jeff Call and Luka Rejec.
Art you may recognize from Weird Adventures by Adam Moore, newly colorized.
Artwork here by Jeff Call and Luka Rejec.
Art you may recognize from Weird Adventures by Adam Moore, newly colorized.
Friday, August 18, 2017
Weird Revisited: The Stalker
This post is originally from late August 2011. I don't think this monster made it into Weird Adventures or into one of my games, but conceptually it's one of my favorite Fiend Folio re-imaginings.
If you should find yourself in the City on a lonely railway platform in the wee hours or taking a night train across the dark countryside, you may happen to get the sensation you’re being watched. That may mean you have reason to be afraid.
Travelers in similar situations have looked to see the vague shape of what might be a fellow traveler clinging to the shadows of the platform, or have seen a gaunt figure receding in the distance as the train passes, its eyes glowing like signal lights.
The rail stalker appears to select his prey at random, but once he has done so he always lets the hapless traveler glimpse him at least once. The next time the victim sees the creature’s pale, naked, and emaciated form may be when he strikes.
The creature (it is unclear if there is more than one) attacks by opening his mouth absurdly wide in a caricature of a scream and emitting a sound or vibration. Things directly in its path may be damage as if thousands of years of erosion took place in a single moment, concentrated in a narrow area. Those nearby but not directly in the path describe a sudden wave of fear and a mind numbing hum. The stalker prefers to kill by embracing his victim and deilvering a kiss—a kiss that sends his deadly vibration through the victim’s body, turning bone to powder and liquifying organs.
Some thaumaturgists believe the sound made by the rail stalker is a sound from the end of the material universe, the wail of of inevitable armageddon that the rail stalker somehow carries in his withered frame. And aches to share with others.
[The rail stalker is, of course, a modern/near-modern horror riff on Fiend Folio’s Dune Stalker and resembles that creature in game particulars. 'Cause a naked, clawed dude trying to kiss you in a subway station is scarier than one in a desert, maybe.]
If you should find yourself in the City on a lonely railway platform in the wee hours or taking a night train across the dark countryside, you may happen to get the sensation you’re being watched. That may mean you have reason to be afraid.
Travelers in similar situations have looked to see the vague shape of what might be a fellow traveler clinging to the shadows of the platform, or have seen a gaunt figure receding in the distance as the train passes, its eyes glowing like signal lights.
The rail stalker appears to select his prey at random, but once he has done so he always lets the hapless traveler glimpse him at least once. The next time the victim sees the creature’s pale, naked, and emaciated form may be when he strikes.
The creature (it is unclear if there is more than one) attacks by opening his mouth absurdly wide in a caricature of a scream and emitting a sound or vibration. Things directly in its path may be damage as if thousands of years of erosion took place in a single moment, concentrated in a narrow area. Those nearby but not directly in the path describe a sudden wave of fear and a mind numbing hum. The stalker prefers to kill by embracing his victim and deilvering a kiss—a kiss that sends his deadly vibration through the victim’s body, turning bone to powder and liquifying organs.
Some thaumaturgists believe the sound made by the rail stalker is a sound from the end of the material universe, the wail of of inevitable armageddon that the rail stalker somehow carries in his withered frame. And aches to share with others.
[The rail stalker is, of course, a modern/near-modern horror riff on Fiend Folio’s Dune Stalker and resembles that creature in game particulars. 'Cause a naked, clawed dude trying to kiss you in a subway station is scarier than one in a desert, maybe.]
Thursday, August 17, 2017
Something Rises from the Prismatic Hole
Layout continues on the Azurth Adventures Digest. It's looking like it's going to shape up to 28 pages.
Anyway, here's another excerpt. The stats of the frogacuda from the Prismatic Hole:
Anyway, here's another excerpt. The stats of the frogacuda from the Prismatic Hole:
Wednesday, August 16, 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 6)
Art by Don Lawrence; script by Martin Lodewijk
Fearing the worst, Ember is elated when she hears Storm call her name. Storm remembers nothing of what happened. After Ember explains, Storm hypothesizes that perhaps the fact they are not of Pandarve somehow made her power affect them differently.
Now that they've changed back to human, the noxious atmosphere begins to take its toll. They move as quickly as possible through the yellow fog. Choking, they stumble back to the stairs where they left Nomad and the Eternal Prince. When they relate the story to the two of them, the Prince can't accept he can't have the brain coral. He runs into the poison fog.
The other three leave to find a way off the Tear.
They find the frog-things gathered outside!
They can't go back the way they came and they can't go back into the temple. Luckily, Storm spots a crack in the cliff face. They stumble onto an ice slipway and go sliding down with the creatures falling after them.
They finally land in a place where the gravity is less, perhaps near the equator. With the creatures on their heels, they run toward a forest that looks like its made of giant dandelions. They notice the winds are blowing the massive florets a way and see a possible way out.
Climbing a tree with the creatures behind them, they grab hold to one of the seedlings. The wind carries them out into the atmosphere around Pandarve--and in the path of a ship.
END OF THE SEVEN OF AROMATER
(Dutch: De Zeven van Aromater) (part 6)
Art by Don Lawrence; script by Martin Lodewijk
Fearing the worst, Ember is elated when she hears Storm call her name. Storm remembers nothing of what happened. After Ember explains, Storm hypothesizes that perhaps the fact they are not of Pandarve somehow made her power affect them differently.
Now that they've changed back to human, the noxious atmosphere begins to take its toll. They move as quickly as possible through the yellow fog. Choking, they stumble back to the stairs where they left Nomad and the Eternal Prince. When they relate the story to the two of them, the Prince can't accept he can't have the brain coral. He runs into the poison fog.
The other three leave to find a way off the Tear.
They find the frog-things gathered outside!
They can't go back the way they came and they can't go back into the temple. Luckily, Storm spots a crack in the cliff face. They stumble onto an ice slipway and go sliding down with the creatures falling after them.
They finally land in a place where the gravity is less, perhaps near the equator. With the creatures on their heels, they run toward a forest that looks like its made of giant dandelions. They notice the winds are blowing the massive florets a way and see a possible way out.
Climbing a tree with the creatures behind them, they grab hold to one of the seedlings. The wind carries them out into the atmosphere around Pandarve--and in the path of a ship.
END OF THE SEVEN OF AROMATER
Monday, August 14, 2017
Fiendish Implications
Yesterday, our Land of Azurth 5e campaign continued last night with the usual uuspects: Kully the Bard, Shade the Ranger, Dagmar the Cleric, Kairon the Sorcerer, Waylon the Thief, and Erekose the Fighter.
Still in the village of Lumberton, the party sets out for the Pine Sawmill to get to the bottom of the rampaging automatons. They figure during the day time that the mill will be mostly deserted as the Iron Woodsmen would be out lumberjacking. They taking the river to the mill is the safest route (considering what happened last time they were on the trail through the forest). They hope they will find the Snarts the wizard Gargam tells them are being imprisoned there and end this mess.
They go into the mill stealthly, with Waylon the Frogling taking point. Waylon spies one Woodsman at work on the second level. Before he consult with the others he also encounters a little blue man (a Snart he presumes) who pulls a megaphone from somewhere and alerts the Woodsman to his presence before running away.
The rest of the party runs to help, but the Woodsman has reinforcements as well, and the battle is joined. Thanks to some strategic spell work from the magic-users, Kully and Kairon, the most serious damage from the Woodsmen comes from the explosions when they are killed. Ultimately, they kill defeat the six in the mill, though Erekose takes heavy damage.
In the battle, Waylon shoots the Snart that caused this mess and he briefly plays dead, but reveals he wasn't injured at all. Dagmar talks to it before it leaves, and it reveals that the Snarts aren't responsible for the Woodsmen going berserk and nor are they being held captive. He hints someone with horns is responsible before he disappears.
A search of the workshop on the highest floor of the mill reveals tracks from some sort of small creature that isn't a Snart. On a hunch, Dagmar turns fiends--and an angry little devil becomes visible with a flurry of curses!
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