Tuesday, April 5, 2011

Five Sinister Sorcerers

From the world of the City, here are five wielders of magic to challenge any party of adventurers:

The Algophilist: He’s older than current civilization, and he wants to make you hurt. His mistress is a goddess of pain, dead since the sinking of Meropis. Every tear evoked by her devoted servant, every scream and anguished cry he draws forth from his victims, brings his goddess incrementally closer to raising. Having learned (and suffered) at his goddess’ several hands for seven times seven years, the Algophilist knows numerous and varied ways to get his sacrifices. He can be met anywhere where the shadows make it easier for him to find victims, but he’s discovered a “backdoor” in and out of the alien city that overlaps with Hoborxen and often strikes from there, taking whoever mets his fancy to his sadist’s dungeon demiplane.

Hieronymus Gaunt: Lich and bon vivant (bon mourant?) currently on a world tour of debauchery and mayhem with a gang of followers in a stolen elephant-shaped hotel. In addition to his own sorcery, he's got a store of stolen magic items from all over the world.

Cheroot: Croaker (medicine man) and mugwump of a large hobogoblin tribe in the Steel League. He holds court in a large dump outside of Sunderland where he nightly incites the ‘goblins to ever greater crimes against humans. He wears a worn tophat which has the power to animate anything it is set upon (as long as it stays on it)--and Cheroot can command the animate to his service. The trash heap where he makes his throne is actually a garbage golem which will rise and fight for the shaman if needed.

Tsan Chan: Yianese nobleman, and leader of the Five-Headed Dragon Society crime cult. He rules from the shadows of San Tiburon’s Yiantown, commanding hundreds of axe-weilding soldier-fanatics willing to die at his command. For those who have particularly earned his displeasure, he sends his pet shadow dragon, who swims silently out of the night and drains foes of their very life.

The Unpleasant Woman in the Basement: What she lacks in looks, she doubly lacks in personality.  She squats like a gigantic toad amid the packages, correspondence, and pneumatic tubes in the basement mailroom of a midtown office building in the City. She's been there for fifty years and three building owners.  Those who displease her die in bizarre accidents or by suicide.  Nightgaunts fly at her whim. Scorpions will grow from her shed blood.

Monday, April 4, 2011

Nonfiction of the Apes

Can’t get enough of "Simian Saturday" over at the Green Skeleton Gaming Guild? Or perhaps your gearing up for a game of Terra Primate (somebody should be), or a some other post-apocalyptic game where now beasts rule?

Well I’ve got some nonfiction for you.

Hasslein Books (named, presumably for Dr. Otto Hasslein, originator of the Hasslein Curve) has produced two books of interest to the Planet of the Apes fan. The first is From Aldo to Zira: Lexicon of the Planet of the Apes which is an encyclopedia of everything in the POTA universe--and I do mean everything. Like there’s Apeslayer--which is to say the Marvel Comics UK version of Killraven where Wells' Martians get replaced by simian space invaders (but they’ve still got tripods). That’s only one obscurity to be fond in this near phonebook-sized tome.

The same author, Rich Handley, brings us the Timeline of the Planet of the Apes. This weaves (or perhaps stuffs might be a better word) the original film series, all the comic books, various novels, and even Burton’s 2001 re-imagining into a coherent--if not seamless--chronology. In addition to all this history there’s a cover gallery and index of resources.

While there have been some good critical works on POTA and its cultural impact, or on the making of the films, these are the only books chonricling the universe itself out there. The author takes a more inclusive view of other media than I might, but that certainly in no way diminishes the entertainment or game fodder value of the works.

Sunday, April 3, 2011

Tales from the Graveyard

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, all the entire population of the island’s only 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 their 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 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.

Friday, April 1, 2011

Random Queen Encounter Table

In 5837, on the fiftieth anniversary of Queen Victoriana’s acession to the throne of Grand Lludd, a plan was unveiled which was to assure that her reign and the glory that had accompanied it would never come to an end. The most trusted and skilled alchemists of the empire set about to great several clones of the queen, which were to be grown to adulthood in alchemical vats in a hidden underground complex--the Preserved Queen, she and her duplicates would be called. In the panic and chaos of the Great War, various factions of the government took it upon themselves to open vats prematurely, and perhaps some were damaged by the Staarkish bombardment and opened on their own. The result is that multiple iterations of the Queen may be encountered in the Lluddish Isles.

Given that various versions of the Queen are more likely to be encountered in certain places, this is really more of a random adventure table, than just one for a random encounter (roll d6):

1 - Queen Victoriana, Prima, born of woman: now over a hundred years old, but augmented with anagathics and magical artifice. She rides a spider-limbed walking throne, and bears a powerful eye and hand brought back from the astral by agents of the crown. She is not amused by the young copies vying for her throne. She occupies the royal residence in the countryside.

2.- Victoriana Le Fay (Seconda): corrupted by fae blood (or perhaps a darker lineage) in the formative stages, she has hair of a most unnatural red, and ram’s horns--and perhaps a devil’s tail. She occupies an abandon priory (surrounded by savage, living topiaries) from which she stages elaborate, drug-fueled orgies. She has little interest in controlling more than her dissipated followers, but she will not bow to a copy of herself.

3 - Victory (Tertia): an attractive woman in her twenties, she commands in the fog-choked, and morlock-haunted, capital of Lugdun. She personally (and recklessly) leads bands to rescue survivors and bring them to the hermetically sealed shelters, and also to retrieve supplies from roof-top airship drops. She is seldom far from her fashionable gasmask (the only defense against the poison, mutagenic fog) and her wonderbuss.

4 - Vee (Quarta) macrocephalic, and bodily atrophied, this clone was damaged in the war, and scheduled for culling, but was rescued by a cult of mutated, and mentally damaged civil servants. Her vat has been enshrined at the Science Museum, and attached to an analytical engine, through which she may deliver her pronouncements and prophecies through binary code.

5 - The Dread Queen (Quinta) - A ghost haunting the palace, feeding off the life-force of the living. She appears the same age as living Prima, but her clone body succumbed to old age after exposure to Staarkish toxic gas. She hunts for this body, and will torture any who fall into her hands to find it, but it has already been incinerated.

6 - The Darkling Child (Sexta) - Created in desperation by thaumaturgists willing to see the empire continue at any cost, this youngest queen is a girl of around seven, walled away and warded in a secret playroom. She does not eat or sleep--she is as much of the Outer Dark, as she is royal blood. She waits, and her power grows.

Thursday, March 31, 2011

Sepulchral Choirboys

photo by mathyld Δ pyramids

A sepulchral choir, or spectral chorus, is an incorporeal manifestation summoned to drive a victim to madness and perhaps suicide. The choir is an apparition of skeletons of small children, only visible to the victim (unless the choir wishes otherwise) without the use of magic. Their beautiful, and intensely unnerving, singing is likewise heard by the victim alone--in fact, it specifically relates to the them, referencing their deepest fears, and darkest secrets.

The choir visitations will come mostly at night, but might also occur in the day when the victim is alone, even for a brief period. The haunting will so distract the victim they will suffer a -2 to all attack rolls and saving throws for a period of an hour after experiencing one, unless they make a saving throw. The psychic and emotional assault causes a progressive -1 per day to Wisdom, and an inability to get restful sleep or concentrate. The end result is insanity (as the options given in the confusion spell) or suicide. The choir may be turned (though this is only temporary), or banished by a remove curse.

Only one complete copy of the ritual needed to create a sepulchral choir is known to exist. It was found in the City, scrawled on the back of a handbill and left inside a hymnal in the Our Ladies of Sorrows Church.

Sepulchral Choir
Number: 1 with 1d4+2 in the choir
AC: 0
HD: (1+2)x number of choir members
Attacks: 1 (haunting singing, see above)
Special: have typical traits of incoporeal undead

Wednesday, March 30, 2011

Warlord Wednesday: Something Evil

Wednesday again.  Time to 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...

"Something Evil"
Warlord (vol. 1) #49 (September 1981)

Writing and art by Mike Grell; inks by Vince Colletta

Synopsis: Resting by a creek, watching Morgan clean his pistol, Shakira suggests that some of his brashness comes from knowing he can rely on the gun to save him. She proposes a wager: she bets he can’t go from where they are to the next camp without using the gun to get get himself out of trouble. Morgan takes the bet.

As if on cue, Shakira notices an ancient structure peeking over the forest behind him. Upon investigation, they find the massive structure covered with inscriptions. Most have been worn away, but what Shakira can make out is a warning: this place is sacred to the Evil One, whoever that might be. As they look into the entrance and find an impaled skeleton, it’s clear that whoever he was, he wasn't hospitalble to visitors.

Paralleling the story of Morgan and Shakira’s exploration, we get a tale of the Age of Wizard Kings. It begins in the Great Fire Mountain, where the lowly Craetur has secreted away the Necronomicon. He opens the tome and reads a spell, leading to him being consumed in hellfire and raising as the diabolic-appearing Evil One.

The Evil One subjugates Zarrgon Fire-Eye, his former master, and takes control of his castle. Desperate, Zarrgon secretly sends a message by bat to Mungo Ironhand and his friends---a message that is to affect the outcome of a battle fought thousands of years in the future.

In the Skartarian present, Shakira and Morgan make their way past traps, some already sprung on some would-be looters, and some still waiting. They press on, as Morgan’s sure there must be something here of value, given the number of people who've tried to get in. They’re unaware that their being stalked by a hungry leopard that entered the temple behind them.

They reach the main room where another skeletal treasure-hunter died at an altar with a crescent moon medallion in hand. Morgan places the golden crescent in the altar niche that fits it. A vibration begins in a large wall panel. Morgan barely has time to push Shakira out of the way before it explodes, to reveal:


The giant mummy attacks. Morgan dodges its blows, and cuts its arm with his sword, revealing the mummy’s insides are nothing but copious dust. Sword in one hand, dagger in the other, Morgan slashes furiously at the bandages holding the thing together until it collapses in a cloud of fifteen thousand year-old dust.

After pointing out to Shakira that he didn’t use his pistol, Morgan says its time to go. Shakira asks about all the treasure, but Morgan’s only interest is finding his daughter.

At that moment, the leopard leaps from the shadows. In one swift motion, Morgan turns and shoots. The beast falls dead. Shakira compliments his shot--and tells him he lost the bet. Morgan reminds her they never decided on the stakes, but Shakira replies, “Let’s just say you owe me one.”

Elsewhere, in Castle Deimos, Jennifer Morgan lies sleeping. Suddenly, she awakens.  Her eyes are wide with horror as she sees:


Things to Notice:
  • This issue repeats the parallel story gimmick of issue #17.
  • Zarrgon's name is misspelled Sarrgon this issue (as it was in his second appearance as well--so maybe his first appearance is wrong and his name is Sarrgon?)
Where It Comes From:
This issue's Age of the Wizard Kings story is a sequel to the back-up story in issues 40-41.  If Craetur was Gollum inspired, the Evil One is more of a Dark Lord like Sauron, though in appearance he resembles classic representations of the Devil. 

The Evil One of the Age of Wizard Kings was first mentioned in issue #31, which featured another booby-trapped tomb full of treasure.  A similar altar with niches for metal shapes appeared in issue #26.

Tuesday, March 29, 2011

Two Monster Tuesday


Vivisector
Vivisectors are members of a phylum of alien automata known as physickers. They are believed to have been created by a now extinct race for whom the constructs performed medical functions. Sometime in the ages since, they’re programming was corrupted, and they began stripping every world their swarm arrives at of life. The model called vivisectors, or scalpel-bugs, look something like a cross between a mantis and a firefly sculpted in brass, and about the size of a mouse. Their forelegs are razor-sharp surgical blades which they put to clinically precise, and deadly, purpose. Vivisectors will generally be encounter in a swarm.

Vivisector Swarm
AC: 2
HD: 4
Attacks: Swarm (3d6)
Save: MU4
Move: fly 120’(40’)
Special: would have most of the construct and swarm trait abilities.
Individual Vivisectors only have 1d4 HP, and do 1d2 points of damage.



Dungeon Chicken!
Amidst all the usual junk mail yesterday, I was suprised and pleased to received a The Hungry Bulette postcard from blogging compatriot, ze bulette.  It contained the stats for the dread dungeon chicken.  I got a laugh out of it, and I also have an old school monster card.  Thanks Bulette!