Wednesday, January 19, 2011

Warlord Wednesday: Wizard World

This week, let's journey to the distant past of the lost world of DC Comic's Warlord, and check up on Machiste, Mariah, and Mungo Ironhand in the "Wizard World" back-up feature...

"The Book of the Dead" Parts 1 & 2
Warlord (vol. 1) #40 (December 1980) and #41 (January 1981)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: Dwarf wizard Mungo Ironhand searches for something in the library of the recently deceased Wralf the Wretched while Mariah and Machiste look on. Mungo stops his search briefly to have a martini, and leaning against a wall, manages to accidentally open a secret door. In the small room behind it, he serendipitously finds what he’s looking for--The Book of the Dead, a tome of the dark arts.

Mariah is skeptical, but is concerned that even if it's real, it’s a thing of evil. Mungo assures her that power is neither good nor evil--it depends on how its used. He thinks he can use the book to send them back to their own time.

At that moment, a wizard appears in a burst of fire and brimstone, and snatches up the book. Machiste throws a dagger, but it’s too late. The wizard is gone as quickly as he came.

Mungo tells the other two that that was Zarrgon Fire-Eye. He lives inside a volcano called Great Fire Mountain. They have to get the book back from Zarrgon, or they’ll see what happens when the book falls into the wrong hands!

Astride giant, flightless birds the trio head for Great Fire Mountain. At the volcano’s base, they abandon their mounts, and climb. They find Zarrgon’s fortress in the volcano’s smoldering crater.

Our heroes descend into the crater only to be attack by diminutive brutes riding small pteranodons. Their tiny spears are little more than an annoyance, but one of the flying reptiles grabs Mariah by the hair--and begins to raise her into the sky. Machiste grabs her hand, and pulls her back to safety. Mungo suggests they take shelter in a cave up ahead.

Zarrgon, watching the trio escape his minions uses a blast of energy to cause an avalanche. Our heroes are buried!

Or so it appears. Actually, Mungo uses his magic to shield them. They manage to get into the cave before Mungo’s strength gives out, but the cave’s entrance is now blocked. The three are plunged into darkness.

Mungo fumbles for a moment, but manages to produce a magic flame from his finger. In the light he casts, the three are surprised to see a crouching humanoid:


The thing, which calls itself Craetur, bounds off promising that Zarrgon will make them pretty trophies, too. Mariah wonders what he’s talking about, but not for long. Mungo points her to a wall of skulls.

Determined not to wind up on that wall. the trio makes their way deeper into the volcano until they discover a stairway leading upward to a door. They soon find themselves in Zarrgon’s fortress, and after a short and stealthy search, locate the wizard, lost in study of the book.

Mungo has a plan. They waylay two guards and get disguises for Mungo and Machiste. They enter the wizards chamber, and move closer to attack. Before they can, Zarrgon glimpses Machiste’s mace hand.

Quickly, Machiste throws a dagger. Zarrgon laughs when it strikes the Necronomicon, not him. He blasts away at the two with magic energy. Mungo fires a blast of his own, but hits the dagger embedded in the book. Again Zarrgon mocks them.

He doesn’t see the dagger pommel begin to grow and change into the shape of a woman. He has no idea he’s been tricked until Mariah grabs him by the shoulder, then spins him around and punches him off the platform.

The three grab the book and try to make their escape before Zarrgon recovers. Before they can climb out of the crater, a recovered Zarrgon blasts them. The path crumbling beneath his feet, Mungo almost falls into the volcano, but Mariah saves him.

The Necronomicon, however, falls into the roiling smoke below. Mungo’s lost his chance to be sorcerer supreme, but consoles himself with the knowledge that the book can no longer fall into the wrong hands.

In the volcano below, Craetur picks up the book from the rubble, and pronounces it “pretty.”

Things to Notice:
  • Wizardly knowledge is vast. Mungo Ironhand knows a lot of 20th century popular culture.
  • Mariah has heard of the Necronomicon.
  • Zarrgon's name is mispelled throughout Part 2.
Where It Comes From:
The evil sorcerer Zarrgon maybe be named for the comic book character Sargon the Sorcerer, or more likely, they both take their names from Sargon the Great of Akkad.

The Necronomicon, of course, comes from the works of H.P. Lovecraft.

Craetur's appearance and behavior is modelled on that of Gollum in the works of J.R.R.Tolkien.

Tuesday, January 18, 2011

Real Dungeon Hazards: Snotties and Slime


Ooozes and slimes aren’t just the the subject of Gygaxian dungeoneering fancy. Interestingly, it appears they have some basis in subterranean fact. Ready for an introduction to the world of snotties, red goo, and green slime?

"Snotties" look like small stalactites, but have the texture of mucus and drip battery acid. They’re actually colonies extremophile archaebacteria that thrive in intense levels of atmospheric hydrogen sulfide produced by volcanism. They’ve only been found in a few places including Cueva de Villa Luz, southern Mexico, and Sulphur Cave in Steamboat Springs, Colorado.


Other unusual things have been uncovered in Cueva de Villa Luz by the self-styled SLIME (Subsurface Life In Mineral Environments) team. “Red goo” is an acidic (pH 3.9-2.5) breakdown product of clay, which also makes a home for bacteria. “Green slime” which may be decaying algal elements.

Sulphur Cave also sports the red worms which live off sulfur--the only such higher organism ever discovered residing on land.

Monday, January 17, 2011

The Dead Travel Fast


In the deserts north of Heliotrope, weird monsters of the outer dark and thrill-crazy youths race hopped-up roadsters across dead sea bottoms.

In Hesperia, a “car culture” has emerged. Like the Southron bootleggers, some young Hesperian men have taken to modifying jalopies for the purpose of drag-racing. Most of the modifications are strictly mechanical, but would-be racers save up for more expensive thaumaturgical or alchemical modifications.

While some racing occurs along highways, the real action is out in the desert. There, on the vast and empty beds left by ancient seas, law enforcement doesn’t intrude, and higher speeds can be reached. The speeds, and the often haphazard modification of the cars, sometimes make these races deadly--but these mundane dangers aren't the only things to fear.

Maybe it was just the psychic energy boiling off youth hopped-up on alchemical drugs, speed, and the proximity of death; or maybe the death of the ancient seas left the skin of reality thin, inviting irruption. Whatever the cause, broken and burned-out husked of roadsters--and sometimes the charred and mangled remains of their drivers--have been reanimated by outer monstrosities in forms as colorful and grotesque as something from a drug delirium nightmare.

Appearances by these creatures are things of fear and wonder for the human racers. The unholy growl of giant engines and the overpowering smell of burning rubber presage their arrival--almost always between the stroke of midnight and first light of dawn. They're practically worshipped as secret and strange god-things. Rituals are performed; crude talismans of twisted steel and burnt chrome are fashioned. The bravest (or craziest) of the young drivers sometimes join in their monster races, and those few that survive with life and limb, and sanity, intact are often dragged along in the creatures' slipstreams as they roar back into the void, and are never seen again

Sunday, January 16, 2011

Descent in the (Real) Depths


Adventurers traveling to a remote jungles to enter a gigantic cave, inhabited by things like poisonous centipedes isn't just the stuff of table top fantasy.  The February issue of National Geographic has an profusely illustrated article about an epedition to Son Doong Cave in Vietnam.  The cave's at least 2.8 miles long and is some places as tall as 460 feet.  Check out all the pictures and an interactive map here.


Not enough for a jaded delver like yourself?  Well, marvel at the the crystal formations in Mexico's appropriately named Cave of Crystals.  If that's not an adventurous environment (minus, you know, the extreme heat of 136 F and 90-100% humidity) I don't know what is:


Note the size of the people in relation to the crystals!

Friday, January 14, 2011

Grip of the Octopus


Astral cehalopods or astral octopuses are extradimensional sentients, and either conquerors or gourmands, or some mixture of both. They are parasites feeding off the subtle emanations that radiate into the astral space from intense human emotion. They appear as large and admittedly somewhat fake looking octopuses when viewed under astral-sight, but are otherwise invisible.

Astral octopuses of different groups, or perhaps just different tastes, prefer different emotional spectra, which they dine on exclusively. Some have a taste for anger or fear, while others favor love or passion. Others of more exotic dietary preferences, like paranoia or religious ecstasy, have been encountered.

These creatures bind invisibly to a human being's astral body. By delicate, astral manipulations of their hosts’ consciousnesses, they are able to influence them to to actions or behaviors more likely to lead to the emotional flavors they favor. They do not control behaviors--at least at first--merely make their preferred course of action seem more reasonable. Over time, however, this influence grows and their favorite emotional diet becomes their hosts’ usual emotional state. This too often leads to an early death, mental hospitalization, or incarceration.  Though some hosts are able to resist for decades, magical intervention is the only way to free them from the creatures once and for all.

Mercifully, astral octopus infestation is rare. It is most commonly seen in adventurers who have had contact with the raw astral plane, those suffering certain curses, or mediums or spiritualists who have engaged in astral projection. However, those who have attended seances or engaged in the use of certain recreational alchemicals have been known to be afflicted.

Thursday, January 13, 2011

Call for Cartography


In working on Weird Adventures, I’ve become aware that my mapmaking skills, while fine for my little gaming group, are not up to the standards I want for a commercially available product. With that in mind, I thought I’d summon the power of the web to help make up for that deficit.

I’m going to need at least two maps for the book. One of a sort of a standard “fantasy map” variety--a continental map. Another will be a little bit of a departure--a map of a “modern” urban center, of which this map of Gotham City would be a resemble example:


I’m willing to pay for said maps, of course, though obviously my budget isn’t extravagant.

So my question to the ether is: does anybody know where I can find a good rpg cartographer? Self-nominations are welcome, as are enquiries for more details. I can be reach at my blog email address: theinscrutabledr3[at]gmail[dot]com

Wednesday, January 12, 2011

Warlord Wednesday: Brotherhood of Death

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Brotherhood of Death"
Warlord (vol. 1) #40 (December 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: In the royal palace of Kaambuka, Ashir complains to one if his minsters about the dreariness of kingly business. Suddenly, he sees someone interesting entering the palace--his friend Morgan, and Shakira. Ashir jumps down, sword drawn, to “settle an old score.”

Morgan and Ashir engage in a friendly duel. Morgan concedes that Ashir’s gotten better--now he’s a second rate swordsman rather than third. Guardsmen runs to their king’s rescue, but Ashir assures them everything is fine.

Morgan, mindful that the hellfire sword must always taste blood if drawn, gives it a little from his own thumb.

Later, Shakira reclines as she engages in conversation with Ashir. Ever the ladies’ man, he asks her why she stays with a savage like Morgan, contrasting the Warlord with himself. At that moment, Morgan enters in fancy duds similar to Ashir’s. Shakira’s verdict: they make him look ridiculous. Ashir’s serving girls have a different appraisal...


Ashir bemoans the boredom and drudgery of kingship compared to the excitement of a rogue’s life. The latest torment heaped open him: a political marriage to another head of state--a woman he has never even seen! He’s sure he’ll have to give up his harem for a fat wife.

Morgan suggests they do something reckless to celebrate his bachelorhood before it ends. Ashir suggests a royal hunt, and Morgan and Shakira agree.

In a dark chamber beneath the palace, conspirators watch our heroes in a crystal ball. Their robed and hooded leader wishes to assassinate Ashir before he can be married and solidify his place on the throne. The Guardsman Mustulous suggests a poisoned dagger, but his master silences him with a warning that he will obey or be food for the creature in the pit. The master raises a small charm made from an animal claw, and says he has a plan.

Later, in the forest, Ashir prepares to administer the killing blow to a charging, wounded stag with his dagger. He jumps across the beast’s back and drives the blade into its heart. Morgan and Shakira watch, and Shakira wonders why he takes such chances. Morgan replies, jokingly, that he has nothing to live for.

Morgan catches sight of a sabretooth stalking from the jungle toward Ashir. He cries out to his friend as the creature pounces. Ashir is too surprised to act, but Morgan lunges and meets the cat in midair!

He puts the beast in a full-Nelson, Tarzan-style, but it throws him. It moves forward to attack, until its distracted by Ashir, raising his bow. Again, the beast jumps at him. This time, Ashir is prepared, and his arrow takes it in the eye.

The cat’s dead. Shakira wonders why “her brother” attacked Ashir in the first place. Morgan finds the master plotter’s charm braided into the cat’s fur--and he points out the identical one dangling from Ashir’s belt. He realizes it was a set up.

Watching in his crystal ball, the master knows their stratagem has failed. He tells Mustulous that now they’ll do things his way. He cautions that this time there must be no mistakes--and the Warlord and his companion should die, too. Mustulous vows he will not fail. Looking down at tentacles writhing in a pit, the master reminds him of the consequences, otherwise.

Returning to the palace, Ashir is grousing about a return to boredom. It’s Shakira that first spots the masked assassins waiting to strike, and dispatches the first with her spear. Then Morgan and Ashir have their swords out, and the assassins quickly fall.

When the melee is over, they find the men are from among Ashir’s guard. Ashir realizes his political enemies have deeper resentments than he thought! Morgan suggests that he could abdicate, since that’s what he’s been wanting anyway.

Ashir’s had a change of heart. He’s finally found something that makes a king’s life interesting!

At that moment, trumpets sound the approach of his bride-to-be. Ashir’s new found joy evaporates. Morgan reminds him that it’s his duty, and suggests that he really doesn’t know that she’s going to be ugly.

Ashir is unconvinced, but goes to the window to look out at his intended. He exclaims in surprise at her beauty. Morgan, on the other hand, is dumbstruck.

Riding in his own on lost mate, Tara!

Things to Notice:
  • Ashir wears the same outfit as in his previous appearance--either he was a well-dressed thief or he's a shabbily dressed king.
  • Shakira's spear always seems to show up when she needs it, even when she doesn't seem to have had it with her in previous scenes.
Where It Comes From:
This issue shares its title with a 1976 blaxploitation action film, but its real inspiration seem to Ruritanian romance with its outsiders visiting a kingdom and becoming embroiled in political intrigues and assassination plots.

The name of the treacherous Mustulous, recalls the Latin word for "weasel-like", mustelus.