8 hours ago
Thursday, April 12, 2012
Highlights from the Dungeoneering Medicine Conference
In 5887, the City Medical Society hosted a symposium on unusual maladies seen among delvers and possible treatments. Here are a few of the highlights:
Spectral Encounter-Induced Cataracts: J.H. Shaxwell discussed a series of cases of cataracts resulting from close encounter with incorporeal undead. Shaxwell theorizes this is the result of negative energy exposure.
Care of the Soul-Dislocated Patient: Trelane Cantor described the care provided unfortunates who have had their astral bodies separated via thaumaturgy. Emphasis was placed on environmental safety.
A Case of Amathocosis: A unique pneumoconiosis resulting from inhalation of the particulate matter left after a demilich encounter was described by Nyland Tonsure.
Antibiotic Resistance of Infernal Acquired Venereal Disease: Villard M. Sturm warns that succubi derived sexually transmitted diseases often required potent alchemical intervention.
Wednesday, April 11, 2012
Warlord Wednesday: Forever Man
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 #86 (October 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Mike DeCarlo.
Synopsis: At the end of annual #3, Morgan and crew had returned to their proper time and were reunited with their allies—and Morgan with his mate Tara. Celebration is cut short by a rock wall from the ceiling that separates Morgan from the rest of the group in a previously undiscovered room. It seems to be someone’s apartment, and Morgan quickly discovers whose, as the Hooded Man in Black phases through a wall and accuses him of theft!
Morgan and the man get into a fight, with Morgan not doing so well. They struggle for the man’s pistol, and manage to catch part of his precious library on fire. Scarhart manages to s shift the stone in front of the door so Morgan and the man can avoid burning up too.
Without his hood, the gang recognizes the man as Reno--but they had left him ancient Atlantis! Reno finally recognizes Morgan, as well, and begins to tell his story. He and the other pilots were stranded in Atlantis, but they made the best of it by shepherding Atlantean civilization to new advances in technology. The only place to safely deposit their chronal energy saturated stuff was ironically the cave where they would one day build it. The cave became some sort of point outside time, accessible from the past and the future. Reno and the others built the swan-ships and established a noble order of peacekeepers (wearing copies of Morgan’s helmet—or what would one day be Morgan’s helmet) to protect the realm.
Unfortunately, this Golden Age doesn’t last. All the others eventually age and die—only Reno seems to be immortal due to his multiple chronal energy exposures. He withdraws from the world but watches in disgust and Atlantis slides again into depravity and sadistic games with the beast-changer machine. Eventually he leaves Atlantis behind and returns to the cave. He uses the cave’s unique properties to travel through history, observing famous events.
Meanwhile, Jennifer Morgan, Ashir, and Tinder are still in the same predicament we left them in issues ago. An unconscious Tinder is being menaced by a spider-thing while the others search the cave for him. The monkey-like creature Tinder had rescued returns the favor by distracting the creature. The monkey manages to drag the boy to safety and Jennifer shows up and blasts the spider but doesn't find Tinder.
Morgan is downcast as the Shamballan ship sets sail back to Skartaris. Not only are the saucer-ships and equipment too “hot” with chronal radiation to remove from the cave, but Reno has to stay behind alone, as well. As they emerge from sea tunnel, Morgan sees that things can always get worse as they’re sailing right into the middle of a pitch naval battle!
Morgan and the man get into a fight, with Morgan not doing so well. They struggle for the man’s pistol, and manage to catch part of his precious library on fire. Scarhart manages to s shift the stone in front of the door so Morgan and the man can avoid burning up too.
Without his hood, the gang recognizes the man as Reno--but they had left him ancient Atlantis! Reno finally recognizes Morgan, as well, and begins to tell his story. He and the other pilots were stranded in Atlantis, but they made the best of it by shepherding Atlantean civilization to new advances in technology. The only place to safely deposit their chronal energy saturated stuff was ironically the cave where they would one day build it. The cave became some sort of point outside time, accessible from the past and the future. Reno and the others built the swan-ships and established a noble order of peacekeepers (wearing copies of Morgan’s helmet—or what would one day be Morgan’s helmet) to protect the realm.
Unfortunately, this Golden Age doesn’t last. All the others eventually age and die—only Reno seems to be immortal due to his multiple chronal energy exposures. He withdraws from the world but watches in disgust and Atlantis slides again into depravity and sadistic games with the beast-changer machine. Eventually he leaves Atlantis behind and returns to the cave. He uses the cave’s unique properties to travel through history, observing famous events.
Meanwhile, Jennifer Morgan, Ashir, and Tinder are still in the same predicament we left them in issues ago. An unconscious Tinder is being menaced by a spider-thing while the others search the cave for him. The monkey-like creature Tinder had rescued returns the favor by distracting the creature. The monkey manages to drag the boy to safety and Jennifer shows up and blasts the spider but doesn't find Tinder.
Morgan is downcast as the Shamballan ship sets sail back to Skartaris. Not only are the saucer-ships and equipment too “hot” with chronal radiation to remove from the cave, but Reno has to stay behind alone, as well. As they emerge from sea tunnel, Morgan sees that things can always get worse as they’re sailing right into the middle of a pitch naval battle!
Things to Notice:
- The timey-wimey stuff of this storyline is fully explained--not that it makes it any less confusing.
- Reno's decision to stay in the cave with the ships is strangely handled off panel.
Where It Comes From:
Like last issue, this one is mostly about dying up dangling plot threads. "Forever Man" is a song by Eric Clapton, but that song wasn't released until 1985--after this issue.
Monday, April 9, 2012
Candy Zombies
Originally the flight of fantasy of a deranged alchemist with a sweet tooth, candy zombies now seem to be produced continuously in small quantities in the City by parties unknown. These poorly-formed, jelly confection figures aren’t actually undead but resemble zombies in their shambling, occasional moaning, and slack-jawed, vacant stares.
Candy zombies are prepared at the size of about 1.5 inches, however, they grow to roughly man-size over the next 24 hours if prepared properly. They can move their limbs from a few minutes after creation, but don’t take their first steps until they are perhaps 10 hours old. When fully grown, they are like normal zombies in most respects, except that they are susceptible to water--a river or fire hose can dissolve them in 2-20 minutes.
Perhaps the strangest danger of the candy zombies is in their exquisite sweetness. Any human that gets a taste of the candy zombie’s substance (whether by an accidental bite during a grapple or purposefully) must make a saving throw vs. disease or become addict to the taste of candy zombie, willing to do anything to obtain more unless cured by magical means.
Sunday, April 8, 2012
Friday, April 6, 2012
Leopard Skin Pillbox Hat
It can be found in secondhand stores and pricey boutiques. It’s been worn by socialites, gun molls, and even grandmothers. No one who has succumbed to the dubious fashion temptation of the so-called leopard skin pillbox hat has been left unchanged.
Nothing is known about the leopard that originally wore the fur, but the hat was cut from a larger garment--a magical raiment worn by generations of protectoresses of the Ebon-Land wilds, the Leopard Women. Some of these warrior women were native Black folk, others white-skinned foundlings. Whatever their origins, they were each imbued with a portion of a wild spirit of that ancient land.
It all came to an end at the hands of a jealous huntress--or so the story goes. Fearing she would lose her man to the wild beauty, she did what legend said no man had been able to do. She killed a leopard woman, and claimed her vestments.
This story may only be so much pulp fiction. What is undisputed fact is that there exist possibly as many as three pillbox hats of leopard skin that can corrupt their wearers with a bestial spirit. Slowly, the spirit of the hat works to make the owner more short-tempered and predatory in her interactions with others (failing a saving throw as with lycanthropy). This spirit, invisible to anyone else, will at times be visible to the owner as a mirror image of herself, dressed in a leopard skin outfit.
The wearer will be goaded by this other personality into increasingly antisocial acts to further her goals (if alignment is used, it changes to Chaotic). While no visible physical transformation occurs, the owner develops (over 2-16 days) the uncanny ability to perform the physical feats of the leopard (climbing, jumping, stealth, etc.). Note that the owner does not to have to wear the hat any more frequently than once every 3 days for the change to take place, as long as they remain the owner (meaning it is not out of their possession for more than 7 consecutive days).
The outcome of the transformation is often death or imprisonment for the owner. Somehow, the hat always seems to make its way back to retail afterwards, though it make take months for this to occur.
The ultimate goal of the beast spirit seems to be vengeance against civilization. It may be that it can be placated with the appropriate ritual, but no one has yet discovered it.
Thursday, April 5, 2012
The Blackmailer and the Baboon
In last night's Weird Adventures game, Creskin and Don Diabolico set out to help poor, wayward deb Sue Ann Wilde who'd been taken advantage of by her ex-boyfriend--the now deceased ghoul, Dean. Dean had taken her to a antiquarian book dealer, Leland Throne, who dabbled in photography--specifically, compromising photos he could presumably sell to private collectors or use as blackmail.
Diabolico got to show off his gentleman thief skills by getting them into Throne's book shop in the middle of the night. A hidden ledger and a stray picture of Sue Ann let the boys know they were on the right track. They confirmed Throne was planning to call Sue Ann's wealthy father for blackmail.
The two paid a visit to Throne's residence on the Upper Eld Side. They discovered that Throne had gaudy tastes in home furnishings--and had a pet baboon!
Not wanting to tangle with a baboon and Throne in the middle of the night, our heroes returned rested (and spell replenished) the next day when Throne was at work.
A quick sleep spell put the the baboon down. Rummaging through Throne's stuff turned up a lot of risque photos--including the ones of poor Sue Ann. They also found the vial with the potion Throne had used to drug her and another with potion of bull's vigor--which the local pharmacist implied was a sexual enhancement.
So they don't come off as too altruistic, I should point out that Creskin and Diabolico robbed both Throne's backroom safe at work and his strongbox at home. They even stole his camera and the decorative (maybe) scimitar hanging on the wall over his bed. Maybe we can file that all under "getting what he deserved?"
Diabolico got to show off his gentleman thief skills by getting them into Throne's book shop in the middle of the night. A hidden ledger and a stray picture of Sue Ann let the boys know they were on the right track. They confirmed Throne was planning to call Sue Ann's wealthy father for blackmail.
The two paid a visit to Throne's residence on the Upper Eld Side. They discovered that Throne had gaudy tastes in home furnishings--and had a pet baboon!
Not wanting to tangle with a baboon and Throne in the middle of the night, our heroes returned rested (and spell replenished) the next day when Throne was at work.
A quick sleep spell put the the baboon down. Rummaging through Throne's stuff turned up a lot of risque photos--including the ones of poor Sue Ann. They also found the vial with the potion Throne had used to drug her and another with potion of bull's vigor--which the local pharmacist implied was a sexual enhancement.
So they don't come off as too altruistic, I should point out that Creskin and Diabolico robbed both Throne's backroom safe at work and his strongbox at home. They even stole his camera and the decorative (maybe) scimitar hanging on the wall over his bed. Maybe we can file that all under "getting what he deserved?"
Wednesday, April 4, 2012
Warlord Wednesday: Full Circle (Part 4)
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: Daamon has absconded with a saucer timeship—and Shakira. Morgan isn’t about to let a “second rate Deimos” get away from him. He and Krystovar pursue on skysleds.
The saucer begins to malfunction. Morgan flies alongside and tells Shakira to jump. When she does, he grabs her with the tractor beam. Daamon manages to bring the ship down in one piece, but then he disappears in flash of chronal radiation into the space between time and no-time (wherever that is). And then there’s the Red Moon:
Back in the Atlantean city our heroes attend a celebration in their honor. Reno can’t enjoy it, because he still hasn’t found a way to free the other timeships from the void. Shakira and Morgan take him over to Daamon's Red Moon-tech sanctum, and Reno’s mood begins to improve. In a few days, he’s got the machines rigged up and is able to pull the other ships from the timestream. The problem now is that they still are leaking chronal radiation and will need to be stored somewhere.
Atlantean guards bring Daamon’s wife and child to Morgan so he can decide their fate. Morgan knows that to let the child live will lead to Deimos being born—and all the pain that the demon priest caused in his life. Still, Morgan can’t kill an innocent. He tells the men to let them go.
Reno calls Morgan over. Morgan turns to see…himself and his friends from back at the beginning of this whole storyline! This time, our heroes experience what they only observed last time.
The chronal fog rolls in and they're transported back to the underground weapons cache they started from. Morgan is reunited with Tara. He realizes this cave is the perfect place to store the saucerships, because—well, that’s where they found them to begin with.
For those at following at home, Krystovar and Morgan summarize what we’ve learned in this arc:
Things to Notice:
The saucer begins to malfunction. Morgan flies alongside and tells Shakira to jump. When she does, he grabs her with the tractor beam. Daamon manages to bring the ship down in one piece, but then he disappears in flash of chronal radiation into the space between time and no-time (wherever that is). And then there’s the Red Moon:
Back in the Atlantean city our heroes attend a celebration in their honor. Reno can’t enjoy it, because he still hasn’t found a way to free the other timeships from the void. Shakira and Morgan take him over to Daamon's Red Moon-tech sanctum, and Reno’s mood begins to improve. In a few days, he’s got the machines rigged up and is able to pull the other ships from the timestream. The problem now is that they still are leaking chronal radiation and will need to be stored somewhere.
Atlantean guards bring Daamon’s wife and child to Morgan so he can decide their fate. Morgan knows that to let the child live will lead to Deimos being born—and all the pain that the demon priest caused in his life. Still, Morgan can’t kill an innocent. He tells the men to let them go.
Reno calls Morgan over. Morgan turns to see…himself and his friends from back at the beginning of this whole storyline! This time, our heroes experience what they only observed last time.
The chronal fog rolls in and they're transported back to the underground weapons cache they started from. Morgan is reunited with Tara. He realizes this cave is the perfect place to store the saucerships, because—well, that’s where they found them to begin with.
For those at following at home, Krystovar and Morgan summarize what we’ve learned in this arc:
Things to Notice:
- Morgan and Shakira seem to specially put back on their future clothes just to make sure their dressed correctly to meet their past selves.
- Daamon's disappearance into the time void leaves open the option of him returning at some point.
Where It Comes From:
At last, we get back to the paradoxical meeting this storyline started out with back in issue #79. Morgan's refusal to kill Daamon's wife and infant son of course forms a poignant counterpoint to Deimos (their descendant) forcing Morgan to kill his own infant (albeit cloned and rapid-aged) son.
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