11 hours ago
Sunday, March 4, 2012
The Devastated City Crawl
The idea of “city as dungeon” in the sense of exploring a city is well-established. But what if a city looked more like the ruins or dungeons that fantasy adventurers are more commonly crawling through?
History (and sometimes current events) provide examples of good urban environments for this sort of thing. Other examples can be found in fiction: Stalingrad in the film Enemy at the Gates or (from fantasy) Ambergris from Jeff VanderMeer’s Finch and Seattle from Cherie Priest's Boneshaker. The only question is how “dungeon-like” versus how “functional” the city is.
Here’s how it could work: The city would be torn apart by internal factions. One or more of these could be an invader, but this is also a chance to inject some political strife. The key is that, however it started, the fighting has largely degenerated into a stalemate. Different factions (or species) hold different areas, and raids occur, but not full-on warfare. Areas in between might be occupied by neutral opportunists. Some of these would likely be monsters that roamed, smelling blood in the air.
This sort of “dungeon” doesn’t have to have just one level. In a world were magic might have allowed tall buildings, there may be areas stratified by height. If some form of bombs, aerial shelling, or gas attacks have been employed, there might well be a network of tunnels underground, too.
This sort of scenario suggests one big difference from the usual dungeon-delving set-up. It might very well be that the PCs are living in the "dungeon" themselves rather than just visiting it. The safe retreat for healing becomes a lot less safer, and the struggle with the city’s other denizens becomes more of an existential concern. The “points of light” are a little dimmer--and the stakes are higher.
Friday, March 2, 2012
Apocalypse Under Ground
He could barely remember a life before the refugee camp. His family had fled there like the others when their village had been overrun. They were without his two sisters; they had been carried away to fill monsters’ cookpots, perhaps. While he spent his days begging for food to feed his family, the monsters took his father, too. Maimed and in constant pain, his father had died with the beak of some leech-thing in his arm—a drug sold to those without hope by agents of the mind-flayers.
If the cleric was to be believed, the monsters took his mother as well. Even then, boy that he was, he knew enough to be skeptical. The wasting sickness that claimed her seemed all too common in the conditions of the camp—gods know he’d seen it enough. The cleric, evangelizing among the refugees, had claimed it was a magical disease sent by the monsters. The clerics always blamed the monsters. Their gods were as hungry for monster blood as the monsters seemed for the blood of man.
The boy didn’t care about the truth. He found a makeshift club, beat some scavenged nails into it, and joined the new crusade. Down he went, with a few veterans but many more hollow-eyed youths, into the lair of the foes of man, into the underground. The boy had survived. He had watched most of the others die in horrible ways: cut down, rended, chewed, dissolved. He had survived.
That was years ago. He barely remembered how young he had been—how weak he had been. Wounds that would have been fatal before now healed within days. He was strong and fast. The underground changed you. The trick was not to change too much. Some scholars thought that many of the tribes of monsters had once been men, in ages past.
Those same sages said it had always been like this. When a civilization mastered enough magic to discover the undergrounds, the war started. Who built them, no one could say. All the beings fighting for them now were like babes crawling through a grand temple in search of a toy. They understood so little. They knew only that there was treasure to be had: the doors in the depths through which the most ancient monsters traveled, the magic they fought over, and the gold that drew the poor and the greedy.
And no one—not goblins, not trolls, not dragons or men—was inclined to share.
Labels:
apocalypse underground,
campaign settings,
fiction,
rpg
Thursday, March 1, 2012
Treasures from the Underground
Adventurers delve into the underground environments of the City and the Strange New World looking for treasure. This comes in the form of relatively mundane riches and more exotic items imbued with magical power. The Ancients are generally believed to have been the builders of the underground structures, but the treasure within them comes from various sources.
Many of the mundane objects of archaeological interest found in the underground do represent the material culture of the Ancients. It’s unclear why the Ancients built the underground structures in the first place. Some are certainly tombs and are filled with the usual valuable burial goods: objects of art (many of precious metal), coins, and jewelry. Some personal weapons or armor bearing enchantments are found. The mummies themselves, embalmed by magical means, are sometimes sought by unscrupulous thaumaturgists. They can be used to “fuel” spells--though they are sometimes cursed to prevent such desecration. A few aren’t dead, but instead undead and rise to wreck vengeance on would-be defilers.
The Ancients apparently didn’t produce many magical devices--at least not that still have power (it’s long been known that thaumaturgical infusion has a half-life in nonliving things). Scrolls are the most common. Potions and ointments are almost never found; the Ancients appear to have had no real understanding of the alchemical sciences.
The Natives seemed to have mostly avoided the places of the Ancients, perhaps out of superstitious dread. Few of their artifacts, magical or otherwise, are found in the underground. There are exceptions, of course, and in the West there are structures they may have been built by Native cultures influenced by the Ancients.
Ealderdish explorers and tomb-robbers of earlier eras left their mark on the underground. Coins from historical periods and magical armor and weapons are found--often next to the moldering remains of their previous owners. Most magic armor or clothing found will be related to the Ealderdish. Some have lost their potency over time; others have been spoiled by exposure to raw magical elements (or whatever killed their previous owners) and are now “cursed” or malfunctioning.
Finally, there are anomalous items. These are either products of nonhuman species or otherwordly intelligences. Many underground structures are built around “soft spots” in the material plane, more susceptible to irruption. Indeed, one theory regarding the structures is that they are large scale mandalas or sigils for the purpose of concentrating and controlling extraplanar energy. These anomalous items are often the most dangerous--their purpose can often only be guessed at.
Wednesday, February 29, 2012
Warlord Wednesday: The Price of Change
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 #85 (September 1984)
Written by Cary Burkett with Deryl Reinhold; Penciled by Dan Jurgens; Inked by Steve Mitchell.
Synopsis: In Skartaris, Jennifer Morgan, Ashir, and Faaldren call for Tinder around the entrance to the cave where they took refuge last issue. Tinder however, is crawling down a narrow passage after what he saw in the back of the cave. He comes into an opening an finds a gold-furred monkey-like creature trapped in a spider’s web.
Tinder cuts the monkey free with his dagger. Then he sees the creature that made the web:
Tinder and the monkey run, but Tinder trips over a skull in the dark cave and gets knocked out. The monkey (surprisingly) calls his name. The spider-thing approaches...
In 2303, Morgan is hot-dogging in one of the saucerships with Reno with him. The ship is inertialess due to its null-time drive. It does have its limits, however, as the controls start to blow when Morgan pushes it to Mach 95. He barely brings it into the hangar in one piece. The strange chronal energies almost cause one of the mechanics caught near the ship to start to slip away into the timestream. The others manage to pull him back.
Later, Morgan addresses the soldiers. It seems the scientists have told him that the nuclear war has destroyed the Earth’s ecology and will soon leave it uninhabitable. To travel back in time and prevent the war is their only chance. Morgan explains the plan:
Morgan has had a saucership cartridge key made with his rank of colonel on it rather than president. As he explains to Reno: “If this works, I won’t be President.”
Everyone climbs into the timeships and they fade away in the swirling eddies of time. In the hangar they left behind, something unforseen has occurred--a rift in spacetime itself has formed.
In the past, the saucers fly into the path of the Russian missiles that started the war. They use chronal rays to age the missiles into falling apart. Once that’s done, they fly over and do the same thing to the American missiles in the counter-attack. In the oval office, the president and his staff think aliens have intervened.
The Russians send futuristic fighters after them. Morgan has the others cloak themselves, while he distracts tha attackers. Unwilling to shoot them down, Morgan tries to outfly them. His craft is damaged and he crashes. He and Shakira briefly have to fight off Russian soldiers before rescue arrives.
Since both sides think aliens have attacked, they begin to join forces. Morgan decides to encourage that and has the saucers fly in formation around the globe to be seen by millions. With an outside “enemy” mankind will stop fighting each other.
An unforseen problem occurs. The ships flying so close cause a null time field too strong for their chronal dampeners. The ships are thrown wildly through non-space and non-time.
Things to Notice:
- The cave entrance seems smaller this issue than it did last.
- In this future the Cold War seems to have re-established itself.
Where It Comes From:
The fake alien invasion helping avert nuclear war occurs in a famous comic published a couple years after this one. The plot goes back to The Outer Limits episode "Architects of Fear." The saucerships flying on formation is reminiscent of similar scenes in the 1957 film Earth vs. the Flying Saucers.
Tuesday, February 28, 2012
Weird Adventures at Gen Con
Weird Adventures will be on sale at Gen Con 2012. I've joined up with the gang at the OSR booth headed up by Bill Barsh of Pacesetter Games. So far, other participating groups include Expeditious Retreat Press, Black Blade Publishing, Faster Monkey Games, Center Stage Miniatures, Frog God Games, Lamentations of the Flame Princess, and Henchmen Abuse.
In some form, I imagine there'll be some Gen Con exclusive Weird Adventures material, as well. More on that to come.
In some form, I imagine there'll be some Gen Con exclusive Weird Adventures material, as well. More on that to come.
Monday, February 27, 2012
Mention My Name in Wermspittle
Or maybe it’s better if you didn’t. I’m not sure I want my name on the twitching lips of a drug-addled veteran of the Sewer-Militia who has “seen the elephant” (and never recovered), or spoken in the harsh rasp of plague-ravaged refugee right before he chomps down on a gore worm sausage.
If you haven’t been following the fecund imagination evident in Hereticwerks then let Wermspittle be your first introduction to it. The titular Wermspittle is a dark fantasy city that burrows beneath the Dung Age right into a trippy world of parasites and pathogens--something like a Cronenberg film version of Warhammer Fantasy as written by William S. Burroughs. Oh, and build that decaying structure atop a foundation of public domain weird and scientifiction (fun and educational!).
If that sounds good to you, let me just say my high concept summary doesn’t do the depth of the setting justice. Check it out, and all the other cool stuff at Hereticwerks.
Sunday, February 26, 2012
In Arcadia
Astral travelers sometimes finding themselves passing through a veil of mists and arriving in the apotheosis of sylvan settings, the realm of Arcadia. In this plane dwell forgotten woodland spirits and pastoral gods and creatures out of myth.
Arcadia is hyper-real; it seems more vibrant and alive than the material plane. Smells and tastes seem directly drawn from the most vivid examples in memory; everything is in technicolor and imbued with a faint glow. The world itself is alive--with potentially communicative spirits in everything. Night and day and shifts of weather are sentimental things, sensitive to the meaning of events or the mood of powerful beings.
Arcadia borders other related realms. The Land of Faerie emerges from it (though this realm also has tunnels linking it to the Lower Planes). There is also the Land of Beasts, where the iconic animal lords dwell, ruled over by King Lion.
Despite it’s ties to age-old fables, the Land of Beasts keeps up with the expectations of modern visitors. Adventures from the City have found there home mirrored there in a city of anthropomorphic animals who frequent nightclubs and drive cars. The Cat Lord can often be found here, in the swankest of night-spots.
Magical practitioners view Arcadia and its neighboring realms as places to salvage materials and items out of myth and legend, and to parley with powers that--though perhaps consciously forgotten--still retain great mythic resonance in Man's unconscious. As with all extraplanar dealings, caution is warranted: These primal beings have agendas of their own.
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