Thursday, December 20, 2018

Monster Manual Taxonomy

A comment by Gus L of the now-dormant Dungeon of Sighs (though he recently started a new blog, I don't have the link at hand), led me to think about scientific classification of D&D monsters. Not useful for much perhaps, but a fun line of thought. I decided on the rules I would follow on the thought experiment and made several G plus posts along these lines, and got some good suggestions, some of which I incoporated in what follows.


Bulette (Geocacharias sp.)
Bulettes are part of family of cingulate mammalsVelocifodiens.


True Giants
Gigans is a genus of hominins with several extant species: 
G. horridus (hill giants), G. troglodytes (stone giants), G. gelidus (frost giants), G. igneus (fire giants), G. nubicolus (cloud giants), G. tempestatis (storm giants). Tentative identifications not completely accepted: fog giants (G. nebulosus) and mountain giants (G. rancens)


Goblinoids
Cobalus is the genus of the goblinoids. They may be a separate subtribe (Cobalina) of hominins. Known species include:
C. cobalus  (goblins), C. bellatorius  (hobgoblins), C. terribilis (bugbears), C. prodigiosus (nilbogs), and C. armatus (norkers)* 

*[Thanks to Paul V for this one.]

Wednesday, December 19, 2018

Wednesday Comics: 80s Moon Knight

Moon Knight is often derided as an ersatz Batman and had sort of an inauspicious beginning as a gimmick villain for Werewolf by Night. The latter point on serves to show how good characters in comics are often only arrived at over time. The former criticism misses the point that Batman himself had antecedents, and comic book are full of completely valid variations on a theme.  Is it interesting, though, that Moon Knight's co-creator and the scribe on his seminal first series, Doug Moench, left the character to write both Batman books for the next three years.

Though the earlier appearances aren't bad, the character only really comes into his own in backup stories in the Hulk! Magazine. (These and other early stories are collected in the first volume of the Epic Collection.) That's where Moench teams up with Bill Sienkiewicz, who gives Moon Knight a silhouette and ghostly presence not unlike Neal Adams' Batman. Moench's stories are less superhero that pulp, with villains lurid for the printed page, but not really for 4 color comic. They are at once mundane and strange for that mundanity. This is the blueprint for the 1980 ongoing series.

Moon Knight finally gets an origin with an ambiguous hint of the supernatural, a set of cover identities, and a group of operatives. These last two schticks come courtesy of the Shadow, only Moon Knight's identities are suggested to be virtual alternate personalities--phases of the moon, perhaps--an idea only barely ever hinted at in the stories.

Most of the issues portray Moon Knight as a premier, perhaps even only, hero of a New York City still recovering from the seventies. Political machines, xenophobic terrorists, educated winos, and disgruntled vets stalk its streets. The rest of the Marvel Universe seems pretty far away, despite an occasional cameo or team-up.


Sienkiewicz's art begins as a bit like a rougher Adams, then looks a bit like Frank Miller (when like Miller, he is inked by Janson), before becoming more expressionistic and stylized. It isn't quite the Sienkiewicz of New Mutants until the very end, but he's on that trajectory. The art also conveys a bit of noir edge in later issues that might make one think of Sin City, but in a comic spinner rack sort of way.

While my favorite story (maybe because I read it as a kid), is the two-parter where terrorists dose Chicago's water supply with hallucinogens in #8-9, the storytelling gets more ambitious in the direct sale only later issues like the meditation on violence in #26 ("Hit It") that sort of reminds me of _The Spirit_ in its artifice.

Not all of the '80-84 series has been collected yet in color (though up to issue #23 has), but the third volume of the Epic Collection, Final Rest, is on it's way the 30th of this month.

Monday, December 17, 2018

Rocket [ICONS]


ROCKET 

Abilities:
Prowess: 5
Coordination: 6
Strength: 4
Intellect: 4
Awareness: 4
Willpower: 5

Determination: 1
Stamina: 9

Specialties: Athletics

Qualities:
Queen of Speed
Legacy Heroine
"Let's Go!"

Powers:
Magic Roller Skates (Super Speed Device): 9
Extras: Air Control: 6, Fast Attack, Defending, Surface Speed

Background
Kelli Cross was a college student, but she preferred to spend her time with her roller derby team. When she discovered her grandfather Walt had been the costumed crime-fighter, Rocket, during World War II, using a set of magical roller-skates that he supposedly come from genie—well, it all sounded pretty hard to believe, but skating and fighting crime just seemed like the thing to do!

Kelli began fighting crime in Southern California as the new Rocket and later became a member of the Super-Sentinels.

Sunday, December 16, 2018

Moon Goons (for 5e and Old School Simulacra)

Moon Goons get their name from their heads or masks, large, round, and faintly luminous like the Moon, and their vile behavior. The Moon Goons avoid the real moon, only striking when it is new. Their spindly, bone-white limbs are animated with odd gestures and faintly aglow despite the lack of moonlight. They are forever mumbling and conversing, but their lips never move and their speech is unintelligible.

They arrive in balloons--or what look like balloons--but their gondolas are slung from metal spheres with the appearance of lead. The spheres are hollow, and no one knows from where they derive their buoyancy nor what propels them forward. Perhaps the Moon Goons know, but they don't say. Each gondola carries 2-3 moon goons. They arrive in groups of 2-4 balloons.

They prey on small, isolated villages or farms. The items that interest them are often not particularly valuable at all--at least not in the strict monetary sense. Sentimental value seems the be the primary quality evident in the things they steal.

Moon goons try to put the humans they rob to sleep with the silvery metallic rods they carry. The slumber the rods produce sleep that is plagued by weird nightmares. Humans that prove resistant to their rods or harm one of the moon goons raiders, may find themselves on sharp end of their scalpel-like knives.

Old School Stats:

#Enc: 1-3 x 4  AC: 3 HD: 4 Attacks: 1 (sleep on failed saving throw, or 1d6).

5e stats:

MOON GOON
medium aberration, neutral evil
AC 15 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
STR 11(+0) DEX 13(+1) CON 12(+1) INT 13(+1) WIS 12(+1) CHA10(+0)
Skills: Stealth +6
Senses Darkvision 60 ft., passive Perception 11.
Languages Understands any language but don't speak any of them

Magic Resistance. A Moon Goon has an advantage against spells and other magical effect.

Actions:
Rod. Ranged Weapon Attack: +4 to hit, one target in a 30 foot range. Hit: On a failed DC 12 Constitution save, the target falls to sleep.
Scalpel-like Knife. Melee Weapon Attack. +4 to hit, 5 ft. reach, one target, Hit: 1d8.

Friday, December 14, 2018

It Ain't Over

A professional trip followed by a family medical emergency left it quiet hereabouts for a little bit. Expect a return to the regular posting schedule soon.

To tide you over, here's a piece of art for the Armchair Planet Who's Who by Anna Liisa Jones: Zota, the evil extradimensional wizard, responsible for the creation of the Aberration:


Monday, December 3, 2018

The Toad Temple Slaughter Continues


Our Land of Azurth 5e campaign continued last night, with the party and their compatriot, Calico Jack the Cat Man, locked in the Toad Temple and in command of the room, after killing a whole lot of cultists, but with an alarm sounded and voice announcing the presence of intruders. Their attempts to find an escape route or at least a place to hide, are stymied by the appearance of a a very angry radiant gun-armed warrior and her displacer beast pet.


The party tries to run at first and leaves their figurine of wondrous power, the ruby bear, fighting the displacer beast. The bear, unfortunately, is killed, and the warrior waits in ambush in a storeroom. She's tough, but she isn't tough enough to take the full onslaught of the party, particularly after her already-wounded pet is dispatched. At this point, though, the party is low on healing, and have exhausted most of their spells. In the assets column, however, they have gained two energy weapons and three temple access rings.

Waylon the Frogling discovers a secret door, just as they hear more voices in the nave outside. The part descends into the levels beneath the temple. Most rooms here are vacant--the owners appear to be out looking for the party, giving our heroes time to loot the cultists' rooms. They avoid a few soldiers on cleanup duty in the mess hall, but then run into a couple of monks and their acolytes in a study hall.

Threats with energy guns don't dissuade these fanatics, but they sure help put them down quickly. With their teacher's dead, the acolytes surrender--though they are just as fanatical and don't seem trustworthy. Still, when they let slip the existence of a route to a loading dock outside the temple, the party forces them to reveal its location.

TO BE CONTINUED...

Sunday, December 2, 2018

Devil-Man [ICONS]

DEVIL-MAN

Abilities:
Prowess: 6
Coordination: 6
Strength: 4
Intellect: 5
Awareness: 5
Willpower: 6

Determination: 3
Stamina: 10

Specialties: Athletics Expert, Investigation, Martial Arts Expert, Occult Expert, Stealth

Qualities:
The Curwen Curse
Hellfire Harrier of Evil-Doers
Wealthy Dilettante, Kurt Ward

Powers:
Gadgets: Binding. Dazzle, Life Support 4
Devil-Darts (Stunning Device) 6
Devil-Line (Swinging Device): 3

Background:
Alter Ego: Kurt Ward
Occupation: Philanthropist; amateur occultist and antiquarian
Marital Status: Single
Known Relatives: Charles and Mary Ward (parents, deceased), Dane Ward (brother, possibly deceased), Libby Knight (neice), Roderick Curwen (ancestor)
Group Affiliation: Super-Sentinels
Base of Operations: Arkham
First Appearance: STRANGE DETECTIVE COMICS #20
Height: 6’1” Weight: 210 lbs.
Eyes: Blue Hair: Red


History:
Kurt Ward was born to an old and wealthy family, but one long considered cursed by the people of Arkham. They saw the death of Kurt’s parents in a strange automobile accident (and the presumed death of his older brother under mysterious circumstances) as the most recent evidence of this supernatural misfortune. Legend blamed the curse on the Wards’ ancestor, infamous occultist Roderick Curwen, who made a Faustian deal with the Devil but reneged on his part of the bargain.

Kurt spent years investigating Curwen and the supposed curse. One night, he discovered a secret cave beneath the family estate. There he found a journal that proved the old stories about his ancestor were true, at least in part. Roderick Curwen had indeed made a pact with a member of an extradimensional race he took to be the Biblical Devil for scientific knowledge. Curwen had used this knowledge to fight injustice as Doctor Diabolus, striving to find a way to escape his bargain.

Kurt decided to follow in his ancestor’s footsteps, using the equipment and knowledge Curwen had left behind. Drinking an “invitalizing draught,” he soon found his capacity for strength, agility, and endurance greatly increased. Fashioning a dramatic disguise from an old costume once worn by his father to party, he became a weird avenger of the night, a frightening foe of evil—and Devil-Man was born!

At first, Devil-Man was pursued by the Arkham Police, but eventually the Crimson Crusader came to terms with Police Chief Steve Harrison. Devil-Man became an official consultant to Harrison on his department’s weirdest cases.

Several years later, Ward took in young Jim Chase, whose occult detective parents had been murdered by a cult. Ward sensed in Jim the drive and raw skill to become his successor, but the eager young man wanted to be his partner. In a devil costume of his own, Jim became the first Imp.

Ward eventually discovered that Roderick Curwen’s contract with the Devils did indeed forfeit the soul of anyone who took up his mantle. Ward has not wavered from his fight against evil, but has began to seek a way out of his ancestor’s bargain.

Jim eventually ended his partnership with Devil-Man and took a new crimefighting identity as Hellion. Ward has recently acquired a new partner, his niece, Libby Knight, who has become the second Imp. Devil-Man and Imp continue to work with the Super-Sentinels.

Friday, November 30, 2018

Weird Revisited: Variations on a 4-D War

This post originally appeared in November of 2013 after the theatrical premiere of the Dr. Who episode, "Day of the Doctor."

I enjoyed "Day of the Doctor," but the last battle of the Time War seemed a little--prosaic--for a protracted conflict between two ultra-powerful, reality-spanning powers. It got me to thinking about the gaming potential of a Time War, or as Alan Moore had it Doctor Who Weekly: A 4-D War. I've got two ideas.

Version One: 
"'Nowhere' was run by an old sasquatch named Lukashev. Found as a baby at 25,000 feet, he was captured and trained. His youth was spent as part of a super-naut space program along with a chupacabra and a dinosaur from the future."
- Brandon Graham, King City
This version goes full Kirby and quite possibly layers on the gonzo. The Time War is strange and fought by strange combatants with stranger weapons. Lords of Creation probably has some inspiration for this version.(It might even provide a system if you could figure out how to play it! I kid, LoC fans.)

The combatants might be as starkly good and evil as Silver Age super-beings, or they might be painted in shades of gray with the protagonists (the PCs) cheerfully unconcerned with their superiors' ultimate goals--or even possibly their identities.


Version Two:
"Just remember this: All agents defect, and all resisters sell out."
- Naked Lunch (1991)
Maybe there's no need to be that cynical, but this version is Philip K. Dick by way of John le Carre. The time war is more of a cold war with brief flashes of violence. The weapons are still strange; they just get used less often. Individual agents might be a bit like 007 for a bit, but ultimately they may discover they've become Number 6 and all of spacetime is the Village.

The Agency is shadowy--and may in fact be the same as the Enemy, just at a different point on their timeline. All of this can be grim or even horrific, but it can also be played for satire (think G vs. E, and the relative amorality of Good and Evil in its cosmos).

Version Three:
Or, you could dial both of them back a bit and crash the two together. This is probably the Grant Morrison version (The Invisibles and The Filth would be good inspirations, here). Time agents are eclectic and flamboyant, but not usually Yeti's from alternate timelines. The weapons and battles are psychedelic, but the stakes can be grim, and the moral fog never dissipates--even in higher order dimensions.

Thursday, November 29, 2018

The Armchair Planet Marvel File


Since I've shifted to posting mostly ICONS stats now (since that's what I'll be using in the actually book), it seemed a good time to collate the FASERIP stats I did for the Armchair Planet characters.

Earth's Greatest Heroes:
Big Man
Cosmic Knight
Futura
Rocket

and Bring on the Bad Guys:
Black Void
Cougar
Dungeonmaster
Negastar
Professor Fright

Wednesday, November 28, 2018

Wednesday Comics: Mike Barr's Dark Knight Detective

Mike W. Barr's work with Batman has not always been particularly respected. His Son of the Demon was excised from continuity and disavowed for decades, until Grant Morrison introduced Damien. Batman: Year Two, His follow-up to Miller's revision of Batman's origin, is reviled on the internet for being terrible, mainly because Batman uses a gun in it (despite the fact that's exactly what he did in some of his early appearances), but the story is the nucleus of the best Batman movie to date Mask of the Phantasm.


But in 1986, before Year Two, Barr and Alan Davis produced a series of stories in Detective Comics that swam against the tide of the grim and gritty Batman that eventually drowned most other portrayals. These were stories where villains really stuck their respective schticks in planning their crimes, fights might happen in the vicinity of giant appliances, death-traps galore, and Batman called Robin "chum." These stories (and one anomalous Legends tie-in preceding them) are collected in Batman: The Dark Knight Detective volume 1.

Despite some homages to the Batman TV show, this is not Batman '66. Instead it's a slightly lighter (mostly) side of the Bronze Age Batman, that just happened to come post-Crisis. They also have gorgeous Alan Davis art.




Monday, November 26, 2018

Imp [ICONS]


















IMP
Abilities:
Prowess: 5
Coordination: 5
Strength: 4
Intellect: 4
Awareness: 5
Willpower: 5

Determination: 3
Stamina: 9

Specialties: Athletics, Investigation

Qualities:
Devil-Man's Sidekick
Wisecracking Teen Heroine
Daughter of Demoniac

Powers:
Trident/Staff Device: Strike, Blast 4
Swinging Device: 3

Background:
Alter Ego: Elizabeth "Libby" Knight
Occupation: Student
Marital Status: Single
Known Relatives: Dane Ward (father, possibly deceased), Kurt Ward (paternal uncle)
Group Affiliation: Partner of Devil-Man
Base of Operations: Arkham
First Appearance: DEVIL-MAN #362
Height: 5'4"  Weight: 105 lbs.
Eyes: Blue  Hair: Reddish blonde

History:
Orphaned Libby Knight discovered a serious of startling family secrets. Not only was her biological father the super-villain cult leader, Demoniac, but her uncle and guardian was the superhero Devil-Man! Libby joined her uncle in crime-fighting, replacing Jim Chase as Devil-Man's partner, the incredible Imp!

Sunday, November 25, 2018

Professor Fright [ICONS]

Art by Dean Kotz
PROFESSOR FRIGHT
Abilities:
Prowess: 3
Coordination: 4
Strength: 3
Intellect: 5
Awareness: 5
Willpower: 5

Stamina: 8

Specialties: Science

Qualities:
"My genius will be recognized!"
Hammy TV Horror Host
Sadistic Streak

Powers:
Fear Broadcast (Emotion Control Device, victims must be able to hear and/or see the broadcast): 7
Mind Control Device (Broadcast, hypnosis--can only make victims do actions that would arise from fear, must be seen and/or heard): 6

Background:
Alter Ego: Zachary Graves
Occupation: Former television personality and psychology professor
Marital Status: Divorced
Known Relatives: None
Group Affiliation: Masters of Menace
Base of Operations: Arkham
First Appearance: FRIGHTFUL TALES #1
Height: 6'0"  Weight: 174 lbs.
Eyes: Gray  Hair: Black

History:
Zachary Graves was fascinated with fear from a young age. He pursued a career in psychology  was a specialty in research into fright. Though concern about the direction his studies were taking drove him from academia, he found work as a horror movie host on a local television station, creating the character "Professor Fright." There he perfected his broadcast device for causing frightening hallucinations in the viewer, but was he fired when an intern was injured tampering with the device. Graves attempted to sell this invention to a defense contractor, but reputation as a television personality led them to dismiss him as an eccentric. Angered at the world he perceived as failing to reward his genius, Graves used his device to get revenge on those who wronged him as Professor Fright!

Friday, November 23, 2018

Domesticated Animals of Zarthoon

While remnants of advanced technology exist on Zarthoon, a world in Centaurus, it exists side by side with the primitive. Many domesticated animals are relied upon by its people. Here are some of the common ones:

Vastidars are beaked, elephantine creatures, of which several varieties exist. This is a dwarf vastidar native to the sprawling Forest of Dhar on the continent of Thurvan. In addition to being smaller, it has a milder temperament than larger species, but you'd better keep a supply of hard-shelled jumbar fruit at hand.


Zurch are flightless saddle-birds. The males are often favored as mounts due to their bright plummage, but the mightiest warriors go for the plainer, but larger and deadlier females. Zurchs prefer a diet of grubs and the like but are indiscriminate eaters.


The hoon is the most loyal of beasts. They some are pampered pets, prized for the variety of patterns in their sleek fur, but most are working animals, defending their masters and guarding their homes.

Wednesday, November 21, 2018

Wednesday Comics: Cosmic Tales!


I'm proud to announce friend of FtSS Michael "Aos" Gibbons has released his long-anticipated space-faring superhero comic Cosmic Tales Quarterly, available in a limited print run.

It's 48 pages of story and 3 pin-ups in glorious black and white with a cover colored by yours truly. Head over to Michael's blog, The Metal Earth, to secure your copy while supplies last!


Monday, November 19, 2018

Champion [ICONS]

art by Chris Malgrain
CHAMPION
Abilities:
Prowess: 6
Coordination: 5
Strength: 9
Intellect: 4
Awareness: 5
Willpower: 6

Determination: 1
Stamina: 16

Specialties: Journalism

Qualities:
Earth’s Mightiest Man
Powers Granted by Otherworld Magic
Big Boy Scout

Powers:
Damage Resistance 3
Otherworld Shield Belt Buckle (Device):

  • Flight 7
  • Damage Resistance 6
  • Life Support 4 
  • Super-Senses 4 (Extended Hearing, Enhanced Taste, Enhanced Smell, Extended Vision)
  • Super-Speed 6
Notes: Deprived of his magic shield belt buckle, the powers it confers disappear in 2 pages (Damage Resistance drops to 3). His Strength drops a point a page until it reaches 6.

Background:
Alter Ego: Thomas Trent
Occupation: Reporter/Radio Personality
Marital Status: Single
Known Relatives: Ethan and Sarah Trent (aunt and uncle, deceased)
Group Affiliation: Super-Sentinels
Base of Operations: Empire City
First Appearance: CHAMPION COMICS #1
Height: 6'2"  Weight: 220 lbs.
Eyes: Blue  Hair: Blond

History:
While hiking in the woods near his home with his dog Galahad, young Tom Trent fell into the opening to a cave. Unable to climb back up the way he came, Tom discovered light coming from a narrow passage. He passed through it and came into another cave where strange monsters seemed to menace a gnomic figure, apparently asleep on a stone slab. Believing the little man to be in danger, Tom bravely ran through the circle of creatures, evading their talons and jaws. When he reached the stone slab, the monsters dissolved away.

The little man awakened and explained that the monsters were the embodiments of fears, and through courage, Tom had conquered them. The little man was Zyrd, an ancient wizard (later revealed to be one of many from the extradimensional realm of Otherworld) tasked with identifying and empowering champions against the forces of evil. Zyrd declared Tom worthy of being such a champion. In ages past, Zyrd had bestowed swords upon his champions, but he declared the age of the sword passed, so instead he gave Tom a shield, which he magically shrank down to the size of a belt buckle. This shield would be a source of magical strength and power for the boy.

When Tom placed his hands on the shield and mentally called upon its power, he found himself dressed in a strange uniform. Zyrd bid him go forth and use the powers for good. Tom did so, earning the name the Boy Champion, then later simply the Champion, as he grew up.

Zyrd would continue to act as an advisor to Tom, but the irascible and absent-minded wizard perhaps caused trouble as much as he helped. Later, Galahad also gained powers, including heightened intelligence, through a magical shield on his collar, but eventually retired to mind Zyrd full-time.

Tom moved to Empire City and became an investigative reporter and radio host, seeking to root out public corruption and champion the common man. He often worked with investigative reporters Grace Gale and Billy Dolan—and the Champion often rescued them from danger.

Sunday, November 18, 2018

Wings Between Worlds


Because space-faring sailing ships are so 80s, let's have genuine aircraft flying between worlds, perhaps open cockpit, certainly of the bat-winged, Frazetta variety. Space will have to have air, of course. Let's say the system is enclosed in a big Dyson Sphere--a crystal sphere, if you like. With a sphere full of air, the temperature of the worlds at the various orbits will be of less concern, though where the warmth and the light comes from will have to wait.

The technology of the primary society might be what we would call Dieselpunk, except it isn't particularly punk or Diesel, but it's that between the Wars era sort of art deco stuff filtered through science fiction. Automobiles out of Flash Gordon and that sort of thing. And, of course magic.


Might as well port in a little bit of Planescape and have the worlds be more a more pulp planet version of the Gygaxian planes. The full compliment of D&D races would be necessary for a Star Wars Cantina vibe. Flash Gordon will help there, too.  The worlds might move in very eccentric orbits. Travel between them might mostly be by sight rather than map.


Wednesday, November 14, 2018

Wednesday Comics: Stan Lee


As everyone has likely heard Stan Lee passed away this week. The exact contributions of the pioneering creators of Marvel Comics will likely never be known, but Lee and Kirby: 'Stuf Said! from TwoMorrows will give you those two contentious creators' own words on the topic over the years.

A better thing, I think, is to just enjoy the fruits of Lee's collaborations with artist-creators. To that end, you should probably start with Fantastic Four Omnibus Vol 1, and see where that takes you.

Lee's other embittered collaborator was Steve Ditko. There work "together" can be found in Spider-Man Omnibus Vol 1. All due respect to Ditko, but I'm kind of partial to the Lee/Romita partnership era of Spider-Man Omnibus Vol 2.

Excelsior!

Monday, November 12, 2018

Throwdown at the Toad Temple


Our Land of Azurth 5e game continued, with our heroes still trying to figure out a way to free the Land of Under-Sea from the evil of the Temple of the Toad. After a night's rest to heal their wounds, they decide to infiltrate the temple during sunrise services. They are joined by the cat man Calico Jack. Smooth-talking there way past the guards ("as long as you sit in the back") the PCs saw the service, ending in the sacrifice of hapless froglings into the maw of the toad idol.

They noted the tapestries and friezes seem to denote some sort of apocalypse, that allow frog or toad people were spared, apparently under the protective hand of some sort of banjo-playing, messianic frog figure. They figure if push comes to shove, Waylon can inpersonate this "Frog Jesus."

While the cultist were distracted with their ritual, they pick the lock and enter one of the adjacent rooms. They find equipment they don't understand...


...including what appears to be a weapon, but when someone seems to be coming toward the door, they have to hurry into another room. Seeing signs of their entry evident, the cultist raise an alarm that is announced through the temple by a disembodied, feminine voice.

The party tries to make a break for it, but the doors are closed. They attack the guards and cult elite present in a pitch battle. The guards go down quickly, though there are a lot of them. The higher level cult members are armed with weapons that shoot searing beams of light. They nearly kill the Sorcerer, Kairon, with these weapons.


The high priest is particularly hard to kill, even with the party's concentrated attacks. He offers to parlay for their lives, but the party doesn't believe him. Erekose strides up and brings the fight to him. The High Priest emerges from cover to accept the challenge. He deals Erekose two devastating blows with his great sword, but now he's in the open and the party finishes him off.

Their victory is short lived, because more guards arrived. Shade releases the jade bear she acquired long ago, and Dagmar throws down her serpent staff, which becomes a giant python. The party and their animal allies kill the guards. For the moment, the temple nave is theirs...

Sunday, November 11, 2018

Well-Met in Umberwell

I reject the notion that there is one right way to do a setting book. Those making the argument in favor of a more terse or utilitarian style often point to the bloat found in setting books by the major publishers. While I won't deny there is often a verbiage problem with those books, I'd also suggest that they are an easy target for the people making these sorts of arguments, i.e. members of a community to some degree defined by its opposition or at least contrast to major publishers' ways. While I'm sure not everyone is a fan for a number of reasons, I've never seen anyone cite The Tekumel Sourcebook volumes or Glorantha books as examples of overwriting.

There are two thoughts I have about setting books that (I think) better get to the truth of the situation. The most obvious one first: People like or want different things. Some people want to be transported, others just want prompts or aids. The second thought is that settings should be written in such a way as to make the setting more interesting, realized, and playable. Any verbiage not to this end is excess, but also any brevity that undermines those elements counts as a deficit.

All that preamble to cite an example of something that does it right, the third of such supplements to hit the mark, as I see it, by Jack Shear: Umberwell: Blackened Be Thy Name. Umberwell is one of a handful of 19th Century-ish fantasy settings in terms of technology, though the vibe is a bit Elizabethan underworld, a bit Dickensian nightmare, and a whole lot New Weird. It is also, as are all of Jack's settings, eminently integrated in a D&D environment, embracing the whole Star Wars cantina array of races and classes. it does this all in 134 pages.

The city has a European feel. Its island arrangement recalls Venice, and its character recalls London (or versions of London like New Crobuzon). It might be a bit Weimar Berlin in its decadence. There are bits of New Crobuzon evident, certainly, a bit of Sharn perhaps, and I perhaps flatter myself that I see some glimmers of the City in a couple of places, but it is its own thing.

It succeeds where Eberron, to my mind, fails. Eberron's vague, 21st Century Americanness skims across the top but does not penetrate the weird and Medievalist elements. Eberron is to genuine pulp sensibility what a guy sporting a fedora in an Instagram pic is to Sam Spade. Umberwell feels authentic (for lack of a better word), but never in a way that sacrifices it's fundamental D&Dness.

It is not complete, in the sense that it does not try to give you the totality of a world, nor does it attempt to. If any given Forgotten Realms splat is like a history or geography book, and Weird Adventures a travel guide, Umberwell is like a travel essay or TV show. It is painted in impressionistic strokes and focuses its efforts on the things that directly confront its visitors (i.e. the players and DM), only filling in other details as needed to color and accentuate those.

And yes, I'm thanked in the book, so my review is assuredly unbiased, but if anything I've written sounds interesting to you, so should check it out, then tell me I'm wrong.

Friday, November 9, 2018

The Saragossa Manuscript Redux

Yesterday, Amazon delivered the blu-ray version of the 1965 Polish film The Saragossa Manuscript directed by Wojciech Has. The film has been praised by the likes of David Lynch, Martin Scorsese, and Neil Gaiman. Jerry Garcia supposedly helped supply funds to get a full cut of the film restored. I have yet to check out the blu-ray transfer, but the film I know from the DVD version. It has impressive black and white imagery, and an unusual use of music--sometimes its a usual (if quirky) sixties film score, but often it has touches of primitive electronica experimentalism reminscient of some sci-fi scores of the era.

I first went looking for the film in 2010 because of its source material, the novel The Manuscript Found in Saragossa by Count Jan Potocki (1761-1815). The book bears some resemblance to works like the Arabian Nights or the Decameron. It's a fantasy (at least in part) describing the experiences and stories related to a young Walloon officer in the Sierra Morenas of Spain in 1739. It includes gypsies, cabbalists, Sapphic sister Moorish princesses, and hints at secret history. The stories are nested like Matryoshka dolls, with narrators of some stories showing up as characters in others. Neil Gaiman, a fan of the work, has called it "a labyrinth inside of a maze." It combines elements of the gothic and picaresque with eroticism and humor.

The book itself has an interesting history. It's so convoluted in fact that Potocki's authorship was at times doubted. The novel was written in French, and over an extended period in several stages. The first few "days" were published in 1805 in French. Later, the entire manuscript was translated and published in Polish, but then the original complete manuscript was lost, and had to be "back translated" into French for a complete French version. Wikipedia suggests that scholars now think their were two versions: an unfinished one from 1804, published in 1885, and a rewritten, tonal different complete 1810 version. Only the first of these versions has appeared in English, though both are available in French.

Potocki himself is an interesting and character. He was served as a military officer, and was also for a time of novice of the Knights of Malta. He traveled and wrote scholarly studies on linguistics and ethnography. In 1790, he was among the first to fly in a hot air balloon. He also committed suicide by shooting himself in the head. Allegedly, this was done with a silver bullet he fashioned himself and had had blessed by a chaplain!

Anyway the novel is well worth your time as is Has's film.

Wednesday, November 7, 2018

Wednesday Comics: Wytches


Wytches (2014) is a limited series written by Scott Snyder and drawn by Jock. It's film rights have been optioned, so if you read it now, you'll feel like one of the in-crowd when and if the film comes out. Beyond that, I think it's worth your time for the comic itself.

The titular "Wytches" aren't your typical humans who have made a deal with the devil. Instead, there are inhuman creatures people make deals with. Their angular forms resembling trees in silhouette and allowing them to blend into the forests. Their abilities may be magical, or maybe not. They are presented as "sciences" not known to humans, allowing them to cure diseases for humans who give them what they want. What they want is sacrifices, people who are "pledged" to them.

Sailor, the teen daughter of the Rook family, newly arrived in Litchfield, New Hampshire, has been pledged.  By the time her father, Charlie, comes to believe her fears that something supernatural is stalking her, it may already be too late.


Wytches reminds me a bit of the fiction of Laird Barron with its hidden race in an American woodland and secret cults. Snyder's story felt a bit slim for 6 issues, but in no way incomplete. It is no doubt well paced for a film. Jock's art fits the story well, and wisely only gives us glimpses of the wytches or their horrors. Matt Hollingsworth's color aid in this obscuration by at times strategically hiding parts of the seen with blotches of color. It's a more effective technique than it may sound.

There may well be sequels in the works that further the conflict between wytch-hunting "Irons" and the wytch-cults, but this story stands on its own.

Monday, November 5, 2018

Damselfly [ICONS]

Art by Dean Kotz

DAMSELFLY

Abilities:
Prowess: 6
Coordination: 5
Strength: 4
Intellect: 4
Awareness: 5
Willpower: 5

Determination: 1
Stamina: 9

Specialties: Aerial Combat; Investigation

Qualities:
Alien Law Enforcer
Branded as an Enemy of Zurrz-Zann
“Compassion guides my pursuit of justice”

Powers:
Flight (Wings) 5
Mind Control (Insects only, Burst) 4
Shrinking 7
Stinger Gun: Blast 5, Stunning 5 (Extra: Burst)
Law Enforcer Armor: Damage Resistance  4

Background:
Alter Ego: Xazandra Zaantarz alias Cassandra “Cassie” Saunders
Occupation: Former Zurrz-Zannian Law Enforcer, now Social Worker
Marital Status: Single
Known Relatives: None
Group Affiliation: Super-Sentinels
Base of Operations: Lake City
First Appearance: GUTS AND GLORY #67
Height: 5’7” Weight: 122 lbs.
Eyes: Blue Hair: Black

History:
Xazandra Zaantarz was born on Zurrz-Zann, a technologically advanced world in a other-dimensional microverse where the dominant lifeforms have both insectoid and mammalian traits. Shortly after Xazandra joined the ranks of the law enforcers, a psychic breach from Earth’s dimension affected the minds of many Zurrz-Zannians, causing them to engage in criminal behavior and civil unrest. The Ruling Council ordered Enforcer Zhaan Katar to go to Earth and end the psychic assault. Xazandra was assigned to assist him. Zhaan expressed irritation at being assigned such an inexperienced partner, but he would later admit he was strongly attracted to her from the start, a feeling that was mutual.

On Earth, the two disguised their alien features and assumed the cover identities of John Carter and Cassandra Saunders in Lake City. There, they successfully tracked down Mut-Ant, whose birth had been the cause of the psychic assault. They were able to infect the Mut-Ant swarm with a chemical that dampened its psychic signal, freeing Zurrz-Zann from its influence, though ultimately Mut-Ant escaped.

Confessing their feelings for each other, Xazandra and Zhaan decided to stay on Earth, so they could be together more easily (given the rigid hierarchy of their home), and build a life in this new world. Having made connections with the Lake City police department in tracking down Mut-Ant, the pair were able to continue crimefighting on a quasi-legally sanctioned basis as Dragonfly and Damselfly, while maintaining their cover identities. They were eventually invited to join the Super-Sentinels.

Over this time period, Zurrz-Zann fell under the sway of a dictatorial regime. The pair were ordered back home, but they disagreed on how to handle the summons; Zhaan felt it was their duty to return, while Xazandra wished to stay on Earth. They were unable to resolve the dispute before a trio of Zurrz-Zannian enforcers arrived to retrieve them.  Zhaan agreed to return with them, but Xazandra fought back. In the ensuing melee, Zhaan and two members of the retrieval team were apparently killed.

Xazandra, now regarded as a traitor to Zurrz-Zann, continues her life on Earth. Recently, she has encountered Hornet, a masked Zurrz-Zannian operative who she believes may be Zhaan--  although how he may have survived, and why he does not seem to remember her, remain unknown.

Sunday, November 4, 2018

Gateway to Adventure


A common trope to fantastic fiction, in everything from The Wizard of Oz to The Chronicles of Thomas Convenant have the protagonist transported from our world to another. Some subgenres (like Sword & Planet) work almost exclusively that way.  For some reason, that trope is mostly absent from fantasy gaming, despite media inspired by fantasy rpgs (like the Guardians of Flame series and the Dungeons & Dragons cartoon) including it.

Recently, reading some of L.Sprague de Camp's Viagens Interplanetarias sequence, specifically some Krishna stories, has made me think this avoidance might be unfortunate. The Krishna series is broadly Sword & Planet like Burroughs's John Carter tales, but with a difference. Wikipedia sums it up like this:

The seven novels and four short stories of the Krishna sequence follow various Earthmen and occasional other aliens in their encounters with the pretechnical local culture, in which their pursuit of their own often petty ends tend to have ramifications ranging from minor to history-changing on a society struggling to adapt to the more advanced civilization.

The Terran interlopers on Krishna often go disguised as native Krishnans. This literalizes what is going on in D&D on a meta-level: Everyday Earth folk from a technological society masquerade as members of a Medieval or early modern society for their own petty ends. Why not make it literal in game, too?

The basic setup could go something like this. Say some kids did disappear in steam tunnels into playing an roleplaying game back in the 70s due to a rift to a another world. These rifts may have opened worldwide at the same time Roadside Picnic style, with likewise similar, ineffective worldwide response to try to contain them. The world on the other side of the rift is a mostly a Medieval/early modern one where "magic" appears to function (though magical artifacts do not function, or perhaps not for long, upon returning to Earth). The desire to exploit this world and possible learn the secrets of making "magic" function in our world is intense, so despite official restriction groups or parties are hired to sneak in. A greased palm or two insures a blind eye is turned to this, so long as the adventures outfit themselves with native tech.

This would have a few advantages or interesting aspects. The PCs ignorance of the details of the world would no longer be a bug but a feature, as would schemes or plots with anachronistic elements. The colonialist or exploitive aims of Earth from add complications or opportunity for the PCs.


Friday, November 2, 2018

Weird Revisited: Tales from the Graveyard

This reposting would have been great for Halloween. Ah well, it originally appeared in April of 2011, so hopefully it works well at any time of the year...

Barrow Island lies close to Empire Island in the Wyrd River. It’s the location of the City’s sprawling potter’s field, but its association with the dead goes back much farther. There are stately Dwergen cemeteries dating from the earliest days of colonization, and even unmarked Native burial grounds.

The only living inhabitants on the island are those that tend the graveyards. Over a hundred and fifty years ago, the entire population of the island’s single village--some 700 souls--were found dead, and subsequently buried in a mass grave nearby. No further attempts at settlement were made. Still, the size of grounds to maintain and protect, and the large number of interments, necessitates a fairly large staff.

The graveyard staff (barrow men) are a clan of several interrelated families--”Keeper,” “Graves,” and “Digger” are among of the most common surnames. They’re usually a people of unique (one might say hideous) appearance, though there are exceptions, particularly among the women. Whether this is from inbreeding, intermixing with their bitter enemies, the ghouls, or the dark influence of the island itself, is uncertain. Whatever the reason for their frightful appearance, the barrow men are unperturbed by it--in fact, they seem to delight in the revulsion it sometimes causes in others.

The barrow men love a good tale, the more macabre the better--particularly if injected with a bit of gallows humor. They collect them, and swap them; the number known and their novelty are a measure of status among them. Any visitor to the island will almost surely be regaled with one or more depending on the length of their stay.


BARROW MEN (RACE)
Ability Modifiers: CON +1, CHA -1
Classes: All
Languages: Ghoulish
Racial Traits:
  • +2 to savings throws vs. poison, disease, or contagion.
  • horrify: If given time and opportunity (i.e. not in combat or other extremely active situation) a barrow man may enrapt listeners with a tale of horror. This works similar to the bardic fascinate abilty. After the tale is complete, a failed saving throw leaves the listener shaken with a -2 to all attack rolls and other checks for 1d4 rounds.

Thursday, November 1, 2018

Gostya [ICONS]

Art by Chris Malgrain

GOSTYA

Abilities:
Prowess: 5
Coordination: 4
Strength: 7
Intellect: 9
Awareness: 6
Willpower: 6

Stamina: 13

Specialties: Scientist, Technology Expert

Qualities:
Uplifted Soviet Space Probe
"I am superior to biological life"
"You will be cataloged and preserved...after disassembly."

Powers:
Blast: 7
Damage Resistance: 5
Immortality: 6


Background
Alter Ego: None
Occupation: Gatherer of Information, Would-be World Destroyer
Marital Status: Inapplicable
Known Relatives: Inapplicable
Group Affiliation: Masters of Menace
Base of Operations: Mobile
First Appearance: ASTOUNDING COMICS #299
Height: 5’9” Weight: 425 lbs.
Eyes: Red Photoreceptors Hair: None

History
Gostya (“Visitor”) was the nickname given a Soviet deep space probe. While crossing the orbit of Jupiter, the probe fell into a wormhole. The probe emerged in a distant solar system where machine life had taken over after the passing of its ancient, biological creators. The machine intellects were amused by the primitive probe and upgraded it to sapience so that it might better accomplish its mission of exploration.

Gostya began a journey that would eventually lead her back to Earth. Along the way, her newly evolved mind perhaps began to slip into madness. Fixated on her mission, she began molecularly disassembling lifeforms and artifacts she encountered so that she might acquire and preserve information about them to the atomic level.

When she finally arrived back at Earth, she was horrified to find no intelligence she judged worthy of receiving the information she had collected. After an encounter with a group of astronauts, she concluded the biological beings that built her were inferior to her in every way. She decided that Earth, too, must be disassembled and cataloged and that she alone would preserve knowledge.

Her scans of Earth did detect energy signatures similar to her own. Curious, she investigated and found that it was the temporal link used by Futura. Gostya came into conflict with the heroine when she tried to acquire it. At the end of their battle, Futura believed she had destroyed the invader, but Gostya re-assembled over time and has continued to menace the Earth, showing particular interest in the technology of Futura’s future, which she is certain is derived from her own in some way.

Wednesday, October 31, 2018

Wednesday Comics: Dynamte Flash Gordon

Last week, I talked about the original Flash Gordon comic strip and where it could be found in print. The last incarnation of the series is at Dynamite Entertainment. Dynamite produced a limited series in 2011 with designs by Alex Ross, then relaunched again with a limited series in 2014 written by Jeff Parker and drawn by Evan "Doc" Shaner. This series is available as an omnibus edition.

The basics are familiar to readers of the old strips and comics or viewers of the movie, cartoon, or serials. Flash, Dale, And Zarkov head to Mongo to save the Earth. Here Flash is a bit of an extreme sports enthusiast and son of a wealth. (If your keeping track, Flash as been a polo star, Olympic decathlon athlete, pro football player, and pro basketball player in previous incarnations). Parker characterizes him as personable, overconfident, and perhaps not terribly bright. It works pretty well. Dale has the biggest role she's probably had in any version, but that largely makes her into a no nonsense reporter a la Lois Lane, and straight man for Flash's antics. Zarkov is not totally unlike the 80s movie version, though perhaps with a hint of Tony Stark.

The various lands of the 30s Mongo, are now different worlds, having been conquered by Mingo via gates of some sort, one of which opened on Earth. The designs for various cultures seem a synthesis of the comic strip and the 80s film.

Overall, the series keeps the verve of the original version of the property, while updating it to a modern context. I'm not fond of all the choices they made, but in general it is well done. Dynamite had a 2015 series as well, which may well be a follow-up to the Parker/Shaner series, though neither of those creators were involved.

Monday, October 29, 2018

Zarthoonian City-States

After the z-bombs dropped in the Great War, civilization on the planet Zarthoon was cast into ruin. Only the small continent of Azot, not the home of any of the super-power blocs, had any cities left intact. These became the city-states of the modern era.

Azmaron
The only domed city-state, Azmaron is ruled by triune Zodaracy*. All Azmaronians encountered outside their city are women, indeed no men have every been seen within the city itself by visitors, though the Azmaronians tightly restrict the movement of foreigners. There are persistent rumors that the Azmaronians retain a functional doomsday device of former age, but Azmaron is silent on this point. They do possess greater technological knowledge than their neighbors.

Ptaarna
Ptaarna is a city of tall spires built atop a large mesa in the midst of Azot's central desert. The city is only accessible from the air. The city maintains an impressive fleet of fliers, though mostly they are smaller in size. It's pilots are known as daredevils. The city sponsors a race every year through the desert, and it's pilot's typically take home the Uldran Prize. Ptaarna's sky gardens are considered one of the modern wonders of Zarthoom, but they are not merely decorative. Many rare medicinals derived from their bounty.


Zinjaro
The people of Zinjaro enjoy a life of leisure to a degree not afforded other city-states. This is the happy result of still-functional food and manufacturing automation in the ruins beneath the city. The Zinjaro work in service or entertainment occupations, and the city is very hospitable to visitors, at least in part because they hire from among these visitors to fill their armed forces and some administrated functions. Their zodak (largely a ceremonial post) is even of foreign derivation.

All is not idyllic in Zinjaro, however. It's people are something stricken by a fits of violent madness known as plak omok. This is at least somewhat contagious among the Zinjar, and so one case emerging can lead to widespread outbreak of mayhem. Visitors should beware.

*Zodak/Zodara: the Zarthoonian word for ruler.