4 hours ago
Friday, December 23, 2011
The Christmas Ogre Says
Only two days left until Christmas! Still shopping? Give the gift of hillbilly ogres, contagious murder ballads, hobogoblins, and man-eating cathouses. Fill a virtual stocking with Weird Adventures!
Available from the fine retailers at RPGNow and Drivethrurpg.
Thursday, December 22, 2011
All Your Holiday Favorites
In the tradition of yearly holiday television special repeats, I thought I'd revisit a couple classic Christmas-themed posts. If you've never read 'em, they're all new!
When it's Yule-time in the City, Father Yule may need the help of stalwart adventures. Find out why.
Speaking of versions of Santa Claus, there are a lot of them from the silly to the....well, somewhat less silly that might be used in gaming. See what sort of adventure may occur when Santa Claus comes to town.
Wednesday, December 21, 2011
Warlord Wednesday: All Dreams Must Pass
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...
Warlord #75 (November 1983)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Bob Smith
Synopsis: In the Palace Library in Shamballah, the lavender-clad and mustachioed troubadour, Graemore, goes looking for Queen Tara, only to find out (to his disappointment) that her mate, Travis Morgan, has returned.
Meanwhile, Morgan and Tara are out riding and having the usual argument about Tara’s responsibility to her kingdom versus Morgan’s wanderlust. Where does it leave their their relationship?
Caught up in their personal drama, neither notices the sinister crow that seems to watch them.
Leagues away, a New Atlantean invasion fleet emerges into Skartaris from the sea passage. It’s led by Lord Saber-Tooth, a beast-man with a mission:
Back in Shamballah, Morgan and Tara’s ride becomes even less pleasant which a strange twister appears out of nowhere. It selectively snatches Morgan up into the air while the crow’s beady eyes gleam with triumph. Morgan manages to use his boot dagger to stake himself to a tree and ride out the weird weather. Almost losing him softens Tara’s heart towards him and it appears Morgan is back in her good graces.
The bird flies to a strange hut deep in the forest. There it transforms into Saaba, the witch our heroes encounter before. The wind elemental was her doing, summoned to get revenge on Morgan for denying her the power of the Eye of Shakakhan (issue #16). She realizes she needs help to get her vengeance. She looks into her crystal ball:
Graemore meets Tara in the palace. He can’t believe she took Morgan back after saying she wouldn’t. He makes no secret of the fact he loves her too and had hoped Morgan gone for good. He wonders what Tara will do when Morgan leaves again?
At that moment, Morgan is pondering the silver cassette and the mysteries of the weapons cache he found. Krystovar shows up, having discovered hints of an Atlantean complex beneath Shamballah. Morgan knows about it (from issue #15) and agrees to show it to him.
Descending into the complex, they find its computers more operational than Morgan thought. He puts the cassette under an analyzer and is shocked when the computer reads it as a U.S. Air Force service record—from over 300 years in the future!
There’s no time to ponder these mysteries, as they get grim news. Kaambuka, kingdom of Morgan’s friend Ashir, has fallen to an invading army that now marches toward Shamballah.
The New Atlantean Army approaches from the north and Saaba is helping them.
The Shamballan defenders fight bravely, but the New Atlanteans have energy cannons and Saaba’s magic. Her elemental smashes the city’s gate. Morgan realizes he must lead a retreat.
Tara, however, refuses to leave her city. Morgan has no choice:
Morgan leads what people he can gather down into the Atlantean complex and out beyond the city’s walls. Lord Saber-Tooth searches for him in the Shamballah’s burning streets in vain.
From a height overlooking the conquered city, Morgan swears to his mate he’ll help her get her kingdom back.
Things to Notice:
Meanwhile, Morgan and Tara are out riding and having the usual argument about Tara’s responsibility to her kingdom versus Morgan’s wanderlust. Where does it leave their their relationship?
Caught up in their personal drama, neither notices the sinister crow that seems to watch them.
Leagues away, a New Atlantean invasion fleet emerges into Skartaris from the sea passage. It’s led by Lord Saber-Tooth, a beast-man with a mission:
Back in Shamballah, Morgan and Tara’s ride becomes even less pleasant which a strange twister appears out of nowhere. It selectively snatches Morgan up into the air while the crow’s beady eyes gleam with triumph. Morgan manages to use his boot dagger to stake himself to a tree and ride out the weird weather. Almost losing him softens Tara’s heart towards him and it appears Morgan is back in her good graces.
The bird flies to a strange hut deep in the forest. There it transforms into Saaba, the witch our heroes encounter before. The wind elemental was her doing, summoned to get revenge on Morgan for denying her the power of the Eye of Shakakhan (issue #16). She realizes she needs help to get her vengeance. She looks into her crystal ball:
Graemore meets Tara in the palace. He can’t believe she took Morgan back after saying she wouldn’t. He makes no secret of the fact he loves her too and had hoped Morgan gone for good. He wonders what Tara will do when Morgan leaves again?
At that moment, Morgan is pondering the silver cassette and the mysteries of the weapons cache he found. Krystovar shows up, having discovered hints of an Atlantean complex beneath Shamballah. Morgan knows about it (from issue #15) and agrees to show it to him.
Descending into the complex, they find its computers more operational than Morgan thought. He puts the cassette under an analyzer and is shocked when the computer reads it as a U.S. Air Force service record—from over 300 years in the future!
There’s no time to ponder these mysteries, as they get grim news. Kaambuka, kingdom of Morgan’s friend Ashir, has fallen to an invading army that now marches toward Shamballah.
The New Atlantean Army approaches from the north and Saaba is helping them.
The Shamballan defenders fight bravely, but the New Atlanteans have energy cannons and Saaba’s magic. Her elemental smashes the city’s gate. Morgan realizes he must lead a retreat.
Tara, however, refuses to leave her city. Morgan has no choice:
Morgan leads what people he can gather down into the Atlantean complex and out beyond the city’s walls. Lord Saber-Tooth searches for him in the Shamballah’s burning streets in vain.
From a height overlooking the conquered city, Morgan swears to his mate he’ll help her get her kingdom back.
Things to Notice:
- Graemore has gotten a perm since we last saw him.
- Where are the other Brood-Brothers? Does Lord Saber-Tooth go it alone? And why is he a lord?
Where it Comes From:
Again, Burkett relies heavily on Warlord lore. The Graemore-Tara-Morgan triangle introduced in the back in the imposter story arc, Saaba the Witch, and the high-tech Atlantean ruins beneath Shamballah (where previously the computer went insane).
Monday, December 19, 2011
Weird Adventures Outtake and Review
Those of you who've picked up Weird Adventures (and thank you) have no doubt noticed a few advertisements sprinkled here and there for products or services not available in our world. There were some others that didn't make it into the pdf--like the one that was going to feature this logo for Brown Jenkin Whiskey:
Aged in non-Euclidean barrels, I hear. Brown Jenkin Whiskey: Look for it where you find other potent spirits.
Anyway, Satyre has a thorough (and positive) review of Weird Adventures here. Aos, ruler of the Metal Earth, is less detailed but unambiguous in his advice to "buy it now." They're both very wise men.
Aged in non-Euclidean barrels, I hear. Brown Jenkin Whiskey: Look for it where you find other potent spirits.
Anyway, Satyre has a thorough (and positive) review of Weird Adventures here. Aos, ruler of the Metal Earth, is less detailed but unambiguous in his advice to "buy it now." They're both very wise men.
Sunday, December 18, 2011
McDungeonland
In the proud tradition of the EX series of modules, consider this isolated valley (or maybe a demi-plane) inhabited by strange creatures--some of them with foodstuffs for heads...
Stranglely, despite being part foodstuff themselves, the inhabitants cheerfully consume the talking food that exists ready-made in their environment: There are patches of cheerful "hamburgers," trees that grow apple pies, a lake teeming with breaded and fried fish, and even a small volcano which oozes a frozen chocolate beverage.
The strange land is not without its dangers. There are small, bespectacled goblins ("gobblins"), shaggy and colorful, who will steal food from the unaware. A humanoid of piratical dress and demeanor wll menace those who take the fried fish from the lake. A masked humanoid thief in cloak and stripped outfit likewise steals food, but he favors beef. Finally, there is a purple blob-like creature that can manifest two or four arms, who is sometimes benign, but other times may attack to steal the "shakes" which emerge from the volcano. The creature may be some sort of "shake" elemental, himself.
Though not in a overt position of leadership, the secret ruler of the land is a clown in motley with a friendly demeanor--but perhaps less friendly goals.
Friday, December 16, 2011
Weird Adventures is Here!
The wait is over! Weird Adventures is now available in pdf form at RPGNow and Drivethrurpg (so choose your favorite portal).
It's 165 pages (black and white with 4 full color maps) featuring:
- City Confidential--A guide to the 5 baronies, numerous neighborhood, and weird locales of the City.
- A guide to the Strange New World beyond the City, including the mysterious jungles of Asciana, morbid and insurrection-torn Zingaro, the gambler-haven of Faro City, and much more.
- Thirty new monsters from "Black Blizzard" para-elemental to "Zombie, Cuijatepecan."
- Adventure seeds and a mini-crawl through the City's largest (and weirdest) park.
- Art by old school stalwarts Johnathan Bingham, Chris Huth, and Stefan Poag, plus great work from comic artists Reno Maniquis and Adam Moore, among others.
Thanks to everyone for their support over the (longer than expected) time to do this project. I hope it was worth the wait.
Wizardly Trade Union
It’s traditional in fantasy for thieves to have guilds (probably not like the Lollipop Guild above), but wizards may or may not have professional organizations. For every Mages or Sorcerers Guild in literature there are a number of lone wolves, like Merlin, or members of very select crews, like Gandalf and Saruman.
Magic-user organizations are actually somewhat attested to historically. The Hermetic Order of the Golden Dawn and Crowley’s Argenteum Astrum are two examples. The line between coven, cabal, and cult admittedly gets blurry when looking at the real world; theurgy and thaumaturgy are not so cleanly separated as they are in games.
Fantasy literature gives some good examples. The Aes Sedai of the Wheel of Time where sort of Lensmen/Green Lantern Corps of a previous age, but by the time of the main story are more like a church or monastic order. The vengeful Bondsmagi of Lynch’s Locke Lamorra series are a like a mercenary company, protectionist guild--and criminal organization. The various Schools of Bakker’s Prince of Nothing and Aspect-Emperor series are practitioners/protectors of specific paradigms of sorcery and feel certain sociopolitical niches.
All of these could be good models for rpg wizardly organizations, but is there any reason to stop at just one? Mages in different cultures/locales might take on very different roles: anointed-by-the-gods rulers in one nation and mercenary hoarders of knowledge in another.
So are there magic-user organizations in your setting? What role do they take?
Subscribe to:
Posts (Atom)