4 hours ago
Friday, March 23, 2012
Snake, Giant Constrictor
Science has validated this scene from Milius's Conan. Titanoboa cerrejonensis is the largest snake every discovered at up to 50 feet long, 3 feet in diameter at the thickest part of its body, and weighing in at 2500 pounds. The giant constrictor in the 2nd Edition Monster Manual would be puny in comparison at a mere 30 feet in length--though that would be about the size of Gigantophis, the second largest snake ever discovered
Because the size of anything becomes more relatable when compared to a city bus, here you go:
There's also this life sized model in Grand Central Station (there's a SyFy original in that), captured in mid-swallow:
Titanoboa slithered through the Paleocene, around 58-60 million years ago, but records from that period are spotty at best. There were probably a few around in ancient Atlantis or Lemuria, or some other forgotten continent.
Thursday, March 22, 2012
Brain-Eating Beatniks
Is how the wizard "Amazing" Kreskin described their foes in the graveyard of Barrow Island. In last night's Weird Adventures game (in Lorefinder), Boris, Kreskin, and Don Diabolico were ambushed by ghoul hooligans out for dangerous kicks. The punks got danger in a lethal dose: The fact that that were teenagers didn't spare them from the guns of our hardboiled adventurers. Only one of the three attackers escaped with his life.
The trouble with ghouls didn't stop there. The casket of John Vandemaur (what the guys had been hired to get) had already been removed from the family crypt. A little investigation led them to another crypt with the sounds of jazz and poetry recitation coming from within. Stealthy scouting by Diabolico revealed a number group of young ghouls who not only had the casket they were looking for, but were in the company of the missing debutante, Sue Ann Wylde.
Kreskin's pulled a little hypnotism on them allowed the casket and the girl to be extracted with a shot being fired. The poetical rebel that led the band of miscreants didn't go down so easy, though. He had a head full of aklo and was plugged into the dread outsider gods of the anarchists. He pulled a switchblade made of swirling darkness. Fortunately for our gang (and unfortunately for the kid) he wasn't impervious to bullets.
Retreiving the casket led to more surprises. Inside wasn't the body of John Vandemaur, but instead the quite living (and angry), Indrid Bliss. Bliss was bond and magically gagged by somebody. He was evasive about how this happened, and who did it, but he seemed to blame John Vandemaur--who he said was still very much alive.
Bliss wasn't much inclined for conversation. He tried to escape once by a dimenson door, only to be nabbed by Boris. The group hoped that Heward Kane might be able to illuminate the situation more, but they were denied the opportunity to introduce him to Bliss by the intervention of a gargoyle who spirited Bliss away.
Checking in with Kane they find (unsurprisingly) that's he's at a loss to explain any of this--but he does tell them Viviane Vandemaur (the supposed widow) wants to meet with them.
To be continued.
The trouble with ghouls didn't stop there. The casket of John Vandemaur (what the guys had been hired to get) had already been removed from the family crypt. A little investigation led them to another crypt with the sounds of jazz and poetry recitation coming from within. Stealthy scouting by Diabolico revealed a number group of young ghouls who not only had the casket they were looking for, but were in the company of the missing debutante, Sue Ann Wylde.
Kreskin's pulled a little hypnotism on them allowed the casket and the girl to be extracted with a shot being fired. The poetical rebel that led the band of miscreants didn't go down so easy, though. He had a head full of aklo and was plugged into the dread outsider gods of the anarchists. He pulled a switchblade made of swirling darkness. Fortunately for our gang (and unfortunately for the kid) he wasn't impervious to bullets.
Retreiving the casket led to more surprises. Inside wasn't the body of John Vandemaur, but instead the quite living (and angry), Indrid Bliss. Bliss was bond and magically gagged by somebody. He was evasive about how this happened, and who did it, but he seemed to blame John Vandemaur--who he said was still very much alive.
Bliss wasn't much inclined for conversation. He tried to escape once by a dimenson door, only to be nabbed by Boris. The group hoped that Heward Kane might be able to illuminate the situation more, but they were denied the opportunity to introduce him to Bliss by the intervention of a gargoyle who spirited Bliss away.
Checking in with Kane they find (unsurprisingly) that's he's at a loss to explain any of this--but he does tell them Viviane Vandemaur (the supposed widow) wants to meet with them.
To be continued.
Wednesday, March 21, 2012
Warlord Wednesday: Full Circle (Part 2)
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 Annual #3 (1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Mike DeCarlo.
Synopsis: After a short ride into a canyon, the hunting party (see Part 1) encounters...The Dragon-Lizard!
Daamon explains that the greatest honor goes to the hunter who rides closest to the beast—and he offers Morgan a shot at it. As Morgan urges his mount closer, an arrow flies into its flank. The creature goes down, taking Morgan with it. Worse yet, they’ve attracted the dragon-lizard’s attention.
Shakira rides in to help him, though Morgan warns her against getting too close. After she lands a spear in the monster’s neck, it turns on her.
Morgan jumps on to its back and:
The monster falls dead. Daamon rides up and expresses his relief that neither of them was seriously hurt. Morgan doesn’t buy it—nor the “accident” that caused his mount to fall.
When they get back to the palace, one of Daamon’s lackeys tells him he has an urgent message from the herald of the Red-Moon God. Morgan has Shakira change it cat form to do a little spying as Daamon heads off in a hurry.
Daamon enters a private chamber with a computer and screen. An image of one of the Alaces Shirasi aliens appears. The alien wants to know about the ships that recently landed near the city. Daamon stalls, apparently not wanting to turn the ships over to the aliens. He’s save when the alien detects Shakira’s presence in the room.
Daamon blasts the cat with magic. His power not only traps her but transforms her back into human form. The alien wants her for experimentation. Daamon tries to protest, but the alien reminds him that he owes the Red-Moon for the technology they provided.
Meanwhile, Morgan and the others are working on the timeships. Reno’s figured out a way to use the timeships they have to draw the others out of null-time.
Morgan begins to wander what Shakira’s up to. On his return to the palace, he looks up just in time to see Daamon flying toward the Red Moon on a skysled--with an unconscious Shakira in tow. Morgan grabs one of Daamon’s lackeys and demands to know about the Red Moon. The man tells him that’s where the god dwells—and where Lord Daamon takes the sacrifices. Morgan’s response:
“I’ll see him in hell first!”
To be continued.
Things to Notice:
Daamon explains that the greatest honor goes to the hunter who rides closest to the beast—and he offers Morgan a shot at it. As Morgan urges his mount closer, an arrow flies into its flank. The creature goes down, taking Morgan with it. Worse yet, they’ve attracted the dragon-lizard’s attention.
Shakira rides in to help him, though Morgan warns her against getting too close. After she lands a spear in the monster’s neck, it turns on her.
Morgan jumps on to its back and:
The monster falls dead. Daamon rides up and expresses his relief that neither of them was seriously hurt. Morgan doesn’t buy it—nor the “accident” that caused his mount to fall.
When they get back to the palace, one of Daamon’s lackeys tells him he has an urgent message from the herald of the Red-Moon God. Morgan has Shakira change it cat form to do a little spying as Daamon heads off in a hurry.
Daamon enters a private chamber with a computer and screen. An image of one of the Alaces Shirasi aliens appears. The alien wants to know about the ships that recently landed near the city. Daamon stalls, apparently not wanting to turn the ships over to the aliens. He’s save when the alien detects Shakira’s presence in the room.
Daamon blasts the cat with magic. His power not only traps her but transforms her back into human form. The alien wants her for experimentation. Daamon tries to protest, but the alien reminds him that he owes the Red-Moon for the technology they provided.
Meanwhile, Morgan and the others are working on the timeships. Reno’s figured out a way to use the timeships they have to draw the others out of null-time.
Morgan begins to wander what Shakira’s up to. On his return to the palace, he looks up just in time to see Daamon flying toward the Red Moon on a skysled--with an unconscious Shakira in tow. Morgan grabs one of Daamon’s lackeys and demands to know about the Red Moon. The man tells him that’s where the god dwells—and where Lord Daamon takes the sacrifices. Morgan’s response:
“I’ll see him in hell first!”
To be continued.
Things to Notice:
- We finally get the origin of the swan-ships. S.W.A.N. is "Strategic Warfare Alternative, Non-nuclear"
- The Alces Shirasi are revealed--surprising no one.
Where It Comes From:
Monday, March 19, 2012
Curse of the Wolf
Besides the usual sorts of lycanthropes, the City sometimes sees a rarer sort created by an elixir from the Outer Planes. Known as the Potion of Werewolfism, the magical elixir is thought to be brought to the Prime Material Plane by agents unknown from the Land of Beasts. It appears as a shockingly effervescent liquid of shifting color within a somewhat oversized test tube stoppered with a cork.
Imbibing the liquid has the immediate effect of transforming the drinker into an anthropomorphic wolf resembling the inhabitants of the Land of Beasts. Despite the startling change, people encountering the person for the first time in werewolf form will not react as if anything is unusual: such is the extraplanar magic of the potion. This initial transformation lasts 1d100 minutes, but there is a 50% chance that the potion has given the imbiber the hiccups and each hiccup will bring a shift between forms. After the initial transformation, the imbiber will return to normal, but the wolf form will re-emerge ever night at sundown.
Persons suffering from this werewolfism aren't ravening beast like common lycanthropes but are compulsive carousers and cads. No attractive member of the opposite sex is safe from their crude come-ons. While in werewolf form a individual can be hurt, but quickly shrugs off any damage sustained (regenerating like trolls). They do not have any particular susceptibility to silver.
Victims of this “werewolf curse” often make themselves destitute with their spending and unwelcome in any night-spot in town with their skirt-chasing as they fulfill their wolfish appetites.
Sunday, March 18, 2012
Wandering Through the Graveyard
Barrow Island now serves as the City's potter's field, but it has been the site of burials going back even to pre-colonial times. It's located close to Empire Island in the Wyrd River. Despite it's proximity, there are no bridges with the island as their destination.
The Mortuary Division of the City Department of Hospitals ships an average of around 200 corpses to the island weekly (as well as amputated limbs) from it's offices at Blackmoore Hospital. The simple and unadorned pine boxes are laid three deep with a marker inscribed with a code by the barrow men.
The public is allowed limited visitation to the island. A ferry leaves from a terminal at the end of 14th Street. Ferries leave from the terminal at ten in the morning and two in the afternoon. The return trips from the Barrow Island docks leave at noon and four. Non-official visitors at other times require special permission.
Here's a rough map of the island (scale: 1 in.=600 ft.):
The dark paths are paved or cobbled roads. The lighter ones are trails or less well-kept routes. The building at the junction of the paths is the mortuary headquarters. Here photos and descriptions are kept on the unidentified bodies in the potter's fields, as well as older burial records of the other cemeteries (if they exist). The buildings behind it are storage and some staff quarters, and the power plant (a former crematorium).
There are other buildings on the island: the decaying remnants of the former settlement and the shanties of barrow men.
In the south of the island, the dashed line represents the path of the Wychwire Bridge. One support column of the bridge stands on the island and houses an elevator down from the bridge that can only be accessed with a key.
At night, when the barrow men cluster around their campfires and tell their macabre tales, the island becomes a more dangerous place. Various forms of undead have been known lurk amid its crypts and mausoleums. Ghouls (not undead--but cannibalistic) occasionally make in-rounds onto the isle before the Barrow Men can drive them off. If the tales of the barrow men are to be believed, stranger less well-known horrors are sometimes encountered--but of course, the barrow men don't let truth get in the way of a good story.
Friday, March 16, 2012
We've All Become God's Madmen
Art by Patrick Jones |
The clerics aren't priests. Before the underground was discovered, Man had priests--and gods whose intercession they sought. Their prayers had been in vain. The old gods had abandoned Man to the monsters.
Then the clerics came. Their gods were unyielding of personifications of law. They marked their chosen with fits, visions, and miracles of faith. Their precepts were few: Destroy chaos and evil, protect the innocent.
The monsters are (in the view of the clerics) chaos and evil manifest. The clerics wage a savage holy war against the denizens of the underground and are willing to martyr themselves in the service of their gods.
The clerics sometimes use titles of the old priestly hierarchy, but all clerical groups are cults founded around a charismatic leader who is considered strong in the faith due to the spiritual power he or she wields.
Labels:
apocalypse underground,
campaign settings,
characters,
rpg
Thursday, March 15, 2012
Down These Mean (Virtual) Streets
The inaugural session of my Google+ Weird Adventures game got off to a shaky start last night, plagued by several technical difficultes: we had sound issues, got kicked out of the hangouts, and had one would be player appear briefly and indistinctly like the monster reveal in a found footage horror film, before winking out never to return.
Still, I'm optimistic Lorefinder (the Pathfiner/GUMSHOE mashup) is going to work well for our purposes, and there was enthusiasm from the players despite the difficulties.
So far, the facts in the case are as follows:
A (self-styled) gentleman thief, a dapper wizard, and a bruiser of an urban ranger took a simple job for celebrity detective Heward Kane:
Kane was working for Viviane Vandemaur, a greiving widow, who was trying to take custody of the body of her dear departed husband, John. John Vandemaur's Old Money family had never like his wife from the wrong side of the Eldritch River and had had him interred in the family crypt on Barrow Island against her wishes. Viviane wanted her husband's remains moved a place of her choosing and had managed to get a judge to allow it. Of course, that was only if the deed could be done before the Vandemaur family got word and put pressure on the legal system to change its mind.
So why hire three adventure-types? Well, it seems there's been a bit of unrest out on Barrow Island. Some sort of ghoul incursion. The possibility of trouble.
Complicating matters even further, there's a debutante gone wild run off with a ghoul bad-boy. What are the chances this wayward young lady is on the island, too?
I'd say pretty good--and the chance that it will mean more trouble for our heroes is also pretty good.
And what about that gargoyle the party caught sight off? Was it shadowing them? And why?
Stay tuned.
Subscribe to:
Posts (Atom)