Wednesday, April 25, 2012

Warlord Wednesday: A Dream Rekindled

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...

"A Dream Rekindled"
Warlord #88 (December 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Rich Buckler.

Synopsis: In the port city of Bakwele, Scarhart and Morgan are seeking provisions, but wind up getting into a fight when a soldier insists Scarhart take the place of an injured slave bearing the governor’s litter. Outnumbered, our heroes try to escape into back alleys, but are blocked by a dead end.

Only briefly stymied, they escape across the rooftops after Scarhart knocks a chimney down on their pursuers.  Morgan’s impressed:


Meanwhile, hundreds of leagues away, beneath the Great Fire Mountain, Tinder and his new buddy Chaka discover ancient chambers full of treasure and decorated with the sinister image of someone familiar to readers of this saga…


In Bakwele, Morgan and Scarhart seek a contact in the black market, Patch, recommended to them by Cap’n Hawk. Asking around in a tavern only gets them in another brawl, as they're mistaken for Atlantean spies.  Our heroes are saved by the appearance of Patch, who throws a mean knife:


Patch takes them back to her home to talk. They meet her young son, Avenel, who excitedly tells them that a leader is coming to free them from Atlantean tyranny—a rider came through proclaiming it.  Morgan gets excited too, and asks what this leader’s name is. 

His hope dies when the boy tells him that the man is called “the Warlord.” He realizes the boy must have met Aton when he was Morgan’s herald, proclaiming the army of liberation.  But all that ended. Aton died at Deimos’s hand and the army of ex-gladiators became bandits. 

Morgan can’t hide his tears from the boy; he quickly changes the subject, though, and gets back to business. Soon, they’re sneaking down to the docks, so that Patch’s men can smuggle provisions onto the boats from the Wind Shadow.  The plan hits a snag when they're discovered by Atlantean troops. 

They manage to escape—all except Avenel.  The boy is in Atlantean hands and on his way to interrogation!

Things to Notice:
  • The Atlantean troops in Bakwele eschew the usual horned helmets we've seen before for capes. Maybe these are just collaborators?
  • The Evil One was pretty full of himself.  His treasure room has pictures of his diabolic mug all over the walls.
Where It Comes From:
This issue goes back to the recurrent Warlord theme of Travis Morgan having a noble goal, but failing to follow through. It also hints that he's starting to be mythologized a bit: Aton's visit was well before the Atlantean invasion, but Avenel assumes the two are related.

The Evil One was last seen (and defeated) by a Travis and Jennifer Morgan and friends in issue #66. He was turned back to his original form, the Gollum-esque Craetur in that issue.

Monday, April 23, 2012

Spirit of Radio


Sometimes the voice on the airwaves isn’t human. Late night on an empty frequency you can sometimes hear plaintive whispers between the static: the lonely call of a radio spirit. These electromagnetic para-elementals appear to arise spontaneously from radio transmissions. They're often a nuisance--and sometimes a real danger--within the City and elsewhere.

Radio para-elementals can manifest in any radio. They typically speak in snippets of broadcasts they’ve overheard, mimicking the various voices whose words they steal. They can, however, mimic a single radio personality's voice if they choose, but seem to do it less commonly. Having matured in a sea of pitchmen and songtresses, they develop uncanny abilities to manipulate humans with their assumed voices. They can replicate the bard-like abilities of fascinate, suggestion, and mass suggestion.

They’re not limited to mimicking human voices. They can fascinate equally well with music, or lull to sleep with a magical lullaby. Also, they can create a high volume static which acts as a sonic burst--though this typically blows out the speaker of the radio they're utilizing.

If particularly enraged, a spirit can arc forth from a speaker as pure electricity. It does 1d6 points of damage (additional 1d6 to someone in metal armor). This is treated as a charging attack. This attack causes the para-elemental to dissipate with the effort.  It takes then 2d6 days to reform.

RADIO PARA-ELEMENTAL
AC: 2 [18]
Move: 18
HD: 6
Attacks/Dmg: 1 spell-like power or arc
Defenses: immune to electricity, and other elemental immunities
Special: Vulnerable to water (1d8 points per gallon of water, or double damage on water-based spells), spell like abilities as above (and perhaps other bardic abilities): fascinate, suggestion, mass suggestion, sonic burst.

Sunday, April 22, 2012

The New Avatar


This has nothing to do with that Cameron movie of the same name. Instead, The Legend of Korra is Nickelodeon animated series is set in the world of the much cooler Avatar: The Last Airbender (the animated series, not the Shyamalan film). If you haven’t seen it read this, and then come back.

The Legend of Korra is set seventy years after the end of the original series. Korra, the headstrong young avatar, runs away from the domain of the Southern Water Tribe to get trained in airbending by Master Tenzin. She arrives in Republic City, capital of the United Republic of Nations, rather unprepared for the fast-paced city life. She immediately runs afoul of anti-bender “Equalists”, gangsters, and the police--and that’s just in the first episode.

The Legend of Korra has the elements of the original series: the Asian-flavored fantasy world, distinctive elemental magics based on different martial arts styles, and the crazy portmanteau animals, but adds some new stuff. Republic City has a more advanced technology like zeppelins, cars (with roofs like Chinese palanquins), and radio. The shift to a fantasy urban environment also adds some interesting social wrinkles: a professional sport version of bending, criminal organizations, anti-bending revolutionaries, and the avatar in an age of mass-media.

So far, the series seems just as well-done as the original, with attention to detail, interesting characters, and serial storytelling. The post-Industrial Revolution fantasy world is a rarirty in game settings (rarer than in fiction even) and this is an interesting example of how it can be done without going strongly Steampunk (though that term was used in some of the promo material, Republic City is more Pulp era than Victorian) or magitech.

Thursday, April 19, 2012

Taking a Bite Out of Hoborxen


After a week haitus, Creskin and Boris were back in action in the City, with Don Diabolico down due to illness. The boys met with John Vandemaur's widow, Viviane.  She pinned her husband's death on Indrid Bliss (the very much living man our heroes had freed from Vandemaur's coffin), a thaumaturgist with whom he had gone into business to exploit the incursions of the alien city onto Hoborxen.  She said they had used the abandoned Tekeli-li Club as a base of operations, and our heroes ought to start looking for John there.

She tied it up all nice with a bow, and offered to pay 50 bucks a day, plus expenses.  The only problem was, her story didn't ring completely true.  No one was sure what the truth was, though--and their greedy, anyway--so they played along. 

They searched Vandemaur's study and found a note written in the margin of an old occult book: "Incursions from Elsewhere" - Montagu Ware? Nobody knew what it meant, but they thought the Thaumaturgical Society library might be a good place to try and find out--only it was closed for the day.  So it was off the Hoborxen.  Creskin also asked if they could borrow a sphere of alien glass with a glow inside that came from the alien city hat Vandemaur had been using as a paperweight.

The gang crossed the Eldritch River and entered Hoborxen at night.  The club wasn't hard to find, but strange, ash-gray, fairy creatures, peculiar to the alien city replacing parts of Hoborxen, immediately started to make a nuisance of themselves. The boys got into the club, and found omnious stains on the floor and an old ritual circle. 

Then a gargoyle came crashing through a boarded up window.  Discretion being the better part of valor, our heroes hid from it--and they might've escaped notice, if the the foul-mouthed fairy-things hadn't flown in the busted window and started harassing them.  The gargoyle made it clear that he had orders to kill them, but the glass sphere somehow kept him at bay.  He flew off in a snit, leaving the boys to continue their search and do battle with the fairies.


With only four present, the diminutive things were more a nuisance than a harzard, but Creskin and Boris had a devil of a time hitting them.  Finally, Creskin grabbed one flying up in his face--and tried to bite it's head off!  The head proved resistant to removal, but the thing died, leaving a horrible taste in Creskin's mouth.

A fairy-on-gargoyle pile-on outside eventually drew them away and our heroes made it to the last room in the building.  There they found a gruesome sight--and a nauseating smell: A flayed man, dissected and pinned like a frog in a biology class.  Never one to leave anything they can carry away, the boys gathered up the various bits, wrapped them in a few table clothes, and threw them in the trunk of their rental car.

Then, it was back across the Eldritch River through the Corund Tunnel--still confused as hell about just what was going on.

Wednesday, April 18, 2012

Warlord Wednesday: Bargain with the Devil

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...

"Bargain with the Devil"
Warlord #87 (November 1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Rich Buckler.

Synopsis: When last we left our heroes, their ship had emerged from a fog bank right into the middle of a battle. Seeing that one of the ships was Atlantean, Morgan plans to seize it to free the slaves onboard. The Atlantean vessel mistakes the Wind Shadow as an ally, allowing our heroes to board her.  After a skirmish, the Atlantean ship is in the hands of the Warlord.

The other ship hails them and declares itself the vessel of “Dread Pirate Hawk Red-Hand, known as the Sea Snake” and demands they turn over all the booty from the ship they captured or be boarded and sunk. Krystovar has heard of this pirate, but Morgan isn’t impressed.  He yells back they he’s "Morgan the Invincible, known as the Warlord," and they should leave these waters now or they’ll be boarded and sunk.

The pirates are impressed enough to invited Morgan over (alone) to parlay. After Morgan proves his badassery by making quick work of a larger pirate, Hawk meets with him:


Hawk does a little quick carving in the mast near Morgan’s head to prove his swordsmanship.  Morgan, unfazed, quickly carves a “w” on Hawks coat without cutting the pirate. Hawk’s suitably impressed and willing to listen to Morgan’s money-making proposition.

Morgan wants Hawk to harry Atlantean shipping and they’re captured ports. He can keep all the booty he captures except for slaves, for which Morgan will pay him per head for turning over. After a bit of haggling they reach an agreement.

Of course, Hawk isn’t to be trusted. While he and Morgan talk, some of his crew sneak over to the Wind Shadow and kidnap Tara to give them better bargaining power with Morgan.

While all this is going on, Tinder awakens still in the cave under the watchful eye of the monkey creature.  The monkey surprises him by giving a name--Chaka.  Looks like Tinder's found a new friend.
When Morgan gets back to his ship and finds Tara missing, he’s furious. Hawk is sailing away and demands ransom for Tara’s return. It seems hopeless; the Wind Shadow can’t catch the faster pirate vessel.  Morgan has a crazy plan:

Launched from the catapult, Morgan manages to grab the ships mast and drop into the crow’s nest. Hawk is stunned, and Tara couldn’t be happier:

Morgan shoots the sword out of Hawk’s hand. When the pirate attempts to hold Tara at dagger point, she turns the tables and takes him captive. Hawk hastily assures them that this was all a test of Morgan’s mettle. Now he’s satisfied, and the agreement can proceed as Morgan laid it out.

Tara and Morgan return to the Wind Shadow. Tara wonders if they’ll see the treacherous Hawk again, but Morgan believes they will: men like Hawk are ever loyal to their own greed.

Things to Notice:
  • Hawk is called "Hawkins" when he's first intrduced, but "Hawk" throughout the rest of the story.
Where It Comes From:
Presumably, the title of this issue means to suggest Hawk is the "devil," but Morgan is the one in the traditional diabolical role of tempting a weak man with riches.

Morgan's carving his initial with his sword trick is a common trope, originating with Zorro.

Chaka was the name of the furry humanoid primitive that befriended Marshall, Will, and Holly in the Land of the Lost.

Monday, April 16, 2012

More Items from the Planes

Here are more items from the Planes Beyond that sometimes find their way into the City:

Mechanoid Pheremones: A vial of volatile liquid containing signalling chemicals (not actually pheremones) for the polyhedral automata from Machina responsible for the repairing reality and defending it from chaos. The the vial is good for two uses. Chaotic individuals or magic-users casting spells in their presence will at least be thoroughly examined by the automata, and possibly attacked. The mechanoids can follow the trail of the chemicals anywhere in the Material Plane, though they always appear where the vial was first opened unless it is quickly capped.

Horn of Glory: A curving bronze horn which, when blown, summons 1d6+1 incorporeal constructs, echoes of the shades of 5th level human warriors residing in the Halls of Valor. They serve the summoner unquestioningly--as look as the service involves battle (otherwise, they disappear). The warriors dissipate at the end of the battle. The horn may be blown once per week.

“The Usual”: Euphemistic name for a noxious drink smuggled to the Material Plane from the city in the Land of Beasts, but probably originating in Dreamland. It reputedly contains Cobra Fang Juice, Hydrogen Bitters, and Old Panther. Consuming it causes all but the strongest to pass out after experiencing a strange fit (failed saving throw at -2). It’s said that some gain one important insight about the past, present, or future after consumption.

Sunday, April 15, 2012

Make Them Choose How They Die


Cabin in the Woods is a really good film--though perhaps not so much as a horror film as a meditation on horror films and their audience. Anyway, go see it, and then we’ll talk. What I’m going to do instead of review the movie is suggest some ways it could influence a dungeoncrawl sort of game.

Though I’m not going to spoil specific film events directly, I’ll reveal some plot points indirectly, so if you want your viewing experience to be pristine, beware:


Related to the "Theseus vs. the Minotaur" setup of Hunger Games, what if the adventures aren’t gladiators but just sacrifices? Sacrifices that have the means to fight back of course, but not intended by the Powers That Be to survive. Unlike Minos's labyrinth, where the monster is the same (and there’s only one of them), the Powers let the monsters and window-dressing (dungeon-dressing?) get chosen by character choice.

There's a room full of artifacts--items--most of them magical, though not in the useful sort of way, probably. The characters chose one (though they probably don’t know the real choice they’re making)--and that choice sets up the theme of the dungeon.

Of course, all the different themes and all the different monsters exist there, somewhere, ready to go when called upon. The PC’s might well discover these other options in the course of the campaign, including perhaps the “storage area” for all the monsters.

It’s a setup with a lot of possibilities. A megadungeon more like the titular Cube that the traditional linear layers--and with a overall malign purpose for player’s to uncover. If they survive.