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Thursday, June 7, 2012
Ferris Wheel, Longship, and A Dinosaur Graveyard
You might have seen Berlin's derelict Spreepark in the film Hanna or in photos on the internet. In any case, it seems like it would make a great setting for an adventure. Post-apocalyptic gaming comes immediately to mind, but it wouldn't take much imagining to turn it into some wizard's bizarre garden in a fantasy game.
To make that easier, here's a map:
Here's the Dragon-prowed longship:
And the swan boats:
How do these things fit together? You decide.
Wednesday, June 6, 2012
Warlord Wednesday: Assassin's Prey
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 #94 (June 1985)
Written by Cary Burkett; Art by Mike Chen.
Synopsis: Morgan has barely returned to the camp, when he’s leaving again to go meet the pirate, Captain Hawk. Shakira decides to tag along.
When the two reach the camp at the mount of the Ramphos River they find an ambush by Vashek assassin’s waiting:
Morgan’s gun and Shakira’s transformation give them the element of surprise, and they’re able to make a break for it. The assassin’s catch don't let them get far, though. The Vashek are deadly warriors, but they’ve pissed off the Warlord and he goes all berserker on them. Cutting his way to Shakira, he throws her over his shoulder and scrambles up a tree—then starts doing his Tarzan imitation carrying an unconscious woman! The Vashek assassins can’t keep up, or are too stunned to.
Morgan’s luck runs out when a branch breaks in his hand. He falls to the forest floor and is knocked unconscious.
Back in the camp, Tara is lonely and sad over the loss of the armlet Morgan gave her. She’s looking for someone to talk to and sees Graemore, but she knows she needs to stay away from her former lover.
Meanwhile, Ashir continues to “watch out” for Tinder by teaching him lockpicking skills. After the lesson, Ashir puts the pick he was letting Tinder use back in its hiding place under his belt.
Morgan and Shakira wake up to find themselves surrounded by Hawk and a group of his pirates. Hawk starts to extort more money from the Warlord, but they’ve both got another enemy. The Vashek assassins attack. Outnumbered badly, Hawk, Morgan, and Shakira make a run for Hawk’s boat on the shore. They escape the assassins and have a moment for Hawk and Morgan to try star each other down again:
Then, an orange sea reptile attacks and overturns the boat. All the men are killed but Morgan and Shakira are able to swim to a nearby barge—where Hawk has already hauled himself aboard and has his sword point at the throat of an old man in a loincloth.
The barge belongs to a Princess Hooranami who gets all imperious and demanding with them until Shakira knocks her on her ass. The old man suggests they should sail back to the island of Kasamaga. Hooranami ran away against her father’s wishes. The people of the isle are forbidden from crossing to the mainland due to the danger of the monster.
Meanwhile, the Vashek assassin’s haven’t given up. They climb a cliff to use the Dakoth-Shurka Technique—which means building hang-gliders to fly over the head of the monster.
Back at Fire Mountain, Ashir goes looking for Jennifer and finds her staring at the Evil One’s gem looking all evil and possessed. She turns her him and she says: “I’ll fry you to a patch of stinking grease,” but then she manages to shake free. Despite what just happened, Jennifer is still mainly concerned that the gem will corrupt Tinder. He won’t be able to resist its narcotic like effect. Ashir again suggests she destroy it, and she says she will after a rest. As Ashir leaves, he notices his lockpick is missing from it's hiding place.
Back on the island, Shakira has left the others to hunt and falls asleep in the sun after her meal. Hawk gives Morgan some drugged soup and Morgan is out, too. They awaken to the Vashek assassins bearing down on them—and a precipice at their only route of escape!
Things to Notice:
When the two reach the camp at the mount of the Ramphos River they find an ambush by Vashek assassin’s waiting:
Morgan’s gun and Shakira’s transformation give them the element of surprise, and they’re able to make a break for it. The assassin’s catch don't let them get far, though. The Vashek are deadly warriors, but they’ve pissed off the Warlord and he goes all berserker on them. Cutting his way to Shakira, he throws her over his shoulder and scrambles up a tree—then starts doing his Tarzan imitation carrying an unconscious woman! The Vashek assassins can’t keep up, or are too stunned to.
Morgan’s luck runs out when a branch breaks in his hand. He falls to the forest floor and is knocked unconscious.
Back in the camp, Tara is lonely and sad over the loss of the armlet Morgan gave her. She’s looking for someone to talk to and sees Graemore, but she knows she needs to stay away from her former lover.
Meanwhile, Ashir continues to “watch out” for Tinder by teaching him lockpicking skills. After the lesson, Ashir puts the pick he was letting Tinder use back in its hiding place under his belt.
Morgan and Shakira wake up to find themselves surrounded by Hawk and a group of his pirates. Hawk starts to extort more money from the Warlord, but they’ve both got another enemy. The Vashek assassins attack. Outnumbered badly, Hawk, Morgan, and Shakira make a run for Hawk’s boat on the shore. They escape the assassins and have a moment for Hawk and Morgan to try star each other down again:
Then, an orange sea reptile attacks and overturns the boat. All the men are killed but Morgan and Shakira are able to swim to a nearby barge—where Hawk has already hauled himself aboard and has his sword point at the throat of an old man in a loincloth.
The barge belongs to a Princess Hooranami who gets all imperious and demanding with them until Shakira knocks her on her ass. The old man suggests they should sail back to the island of Kasamaga. Hooranami ran away against her father’s wishes. The people of the isle are forbidden from crossing to the mainland due to the danger of the monster.
Meanwhile, the Vashek assassin’s haven’t given up. They climb a cliff to use the Dakoth-Shurka Technique—which means building hang-gliders to fly over the head of the monster.
Back at Fire Mountain, Ashir goes looking for Jennifer and finds her staring at the Evil One’s gem looking all evil and possessed. She turns her him and she says: “I’ll fry you to a patch of stinking grease,” but then she manages to shake free. Despite what just happened, Jennifer is still mainly concerned that the gem will corrupt Tinder. He won’t be able to resist its narcotic like effect. Ashir again suggests she destroy it, and she says she will after a rest. As Ashir leaves, he notices his lockpick is missing from it's hiding place.
Back on the island, Shakira has left the others to hunt and falls asleep in the sun after her meal. Hawk gives Morgan some drugged soup and Morgan is out, too. They awaken to the Vashek assassins bearing down on them—and a precipice at their only route of escape!
Things to Notice:
- It seems odd that our heroes aren't familiar with Kasamaga island when it's so close to an area they do seem familiar with.
- Attention to detail is important: the very modern looking padlock on the box where Jennifer keeps the Evil One's gem has a bat on it.
Where It Comes From:
The orange (a common color for prehistoric monsters in Skartaris) sea creature looks sort of like a mosasaur.
Given the Japanese-evoking names of Kasamaga and Hooranami, the loincloth clad elder Odanak probably derives his name from Oda Nobunaga.
The orange (a common color for prehistoric monsters in Skartaris) sea creature looks sort of like a mosasaur.
Given the Japanese-evoking names of Kasamaga and Hooranami, the loincloth clad elder Odanak probably derives his name from Oda Nobunaga.
Monday, June 4, 2012
INFERNO-LAND!
Hell’s most famous entrance (though there are rumored to be many) is located in a lonely ruin near the sea. It’s accessible through a door in the mouth of statue of a giant head. Near the head is a runic legend that resists translation: “D NTE’ NFEFNO-L N !” The head’s leering and horned visage is said to be in the likeness of Hell’s sardonic ruler. He names himself Mephisto (though he has other names) and appears as a Man of ancient times, save for the small horns on his brow and the ever present flicker of flame in his eyes.
Lord Mephisto is not confined to his domain. He tends to appear when people are at their most desperate to offer a bargain. And a contract. Souls are typically his price and stories say that he doesn’t wait until a person’s death to collect them. Unwise bargainers and those who blunder into Hell unaware find themselves in the clutches of Mephisto and his minions: snickering fiends with crimson skins, horns, and often, batwings. Smiling, they escort captives to one grotto or another and enthusiastically apply some torture or torment.
There have been a lucky few to escape Hell’s clutches. Their tales are difficult to comprehend, even considering the strange nature of the place. They speak of a room full of copies of Mephisto in repose upon slabs and glimpses of ancient devices of Man behind the torture tableaux.
Sunday, June 3, 2012
Roll Credits and A Roundtable
With "Team Victory" having completed their first mystery in the City, I figured it was time to give credit to the players and nonplayer's alike:
Also, last night Erik came in from Wampus Country and Jason managed to shake off the Dust so we could sit down and discuss fantasy America and its use in gaming. If the three of us talking like experts arouses your interest or your schadenfreude, check out the video at one of their sites linked above.
"THE NIGHT CITY"
A Weird Adventures Mystery
starring:
Tim Shorts as BORIS BROVSKY
Pat Wetmore as "AMAZING" CRESKIN
and featuring:
Ann Southern as VIVIANE VANDEMAUR
Joseph Cotten as INDRID BLISS
Lillian Gish as URANIA VANDEMAUR
Errol Flynn as HEWARD KANE
Cousin Eerie as TOOMBS
Tuesday Weld as Sue Ann Wilde
Also, last night Erik came in from Wampus Country and Jason managed to shake off the Dust so we could sit down and discuss fantasy America and its use in gaming. If the three of us talking like experts arouses your interest or your schadenfreude, check out the video at one of their sites linked above.
Friday, June 1, 2012
Where Goblins Come From
When sleeping in isolated villages, it’s prudent to shutter the windows and bar the doors, for goblins hunt the night. They crawl from their underground warrens and scramble forth in a gibbering, mumbling, mob. They overrun farmhouse, manor, and hamlet--and even strike the outskirts of cities--in their search for victims, whom they snatch up and carry back to their lairs.
What do the goblins do with the folk they carry off? It has long be supposed that goblins don't reproduce in the manner of most man-like creatures. All (or almost all) appear to be of the same sex, and while most goblins are small, scrawny and sickly green, there is an extreme degree of variability in form and features among members of the race.
The subterranean lairs of the goblins are always built within ruins of the time of Man. There strange machinery--hissing valves and wheezing pumps--surround large pools of viscous liquid. These are the goblin spawning pools. Their surfaces eddy and bubble and finally erupt with protean goblin life: here a hopping thing with one leg and one arm, there a headless giant (compared to his kin) with a slavering maw in his belly, and between a snickering thing with a goblin’s head on spider’s bloated body.
These neonates crawl from the muck and soon take their place with their fellows, apparently directed to tasks suited to their particular forms by their elders. Some tend the strange machinery, while others guard their den, but many are assigned to the raid gangs.
The gangs are essential, for the spawning pools need a substrate. Through the working of the machines and the fluid, and a process beyond the kin of anyone in the current age--including the goblins themselves--the unfortunate folk kidnapped are rendered in the pools into the stuff of more goblins.
Thursday, May 31, 2012
Gargoyles, Guns, and Money
Last night, "Team Victory" made it to the end of the trail and brought a murderer to brutal, shotgun-blast justice--and made themselves a tidy some in the process.
They confronted Viviane Vandemaur about the murder of her husband over a continental breakfast served in her penthouse suite on the Upper Eldside. She was too tough an egg to crack easy, so they forced her into the pocket dimension bolthole accessible through the palimpsest they stole.
There, she bared her claws and went on the attack. It took several shotgun blasts and sword cane stabs, but she finally fled through one of the openings in the floor to--well, whatever strange dimension was outside the cube. Even there she tried to crawl across the outside surface and escape, but Boris was dogged, and Ivanka still had shells.
The thing that called itself Viviane Vandemaur eventually went flying off into otherspace.
Her gargloyle mook demanded the orb that kept him at bay in return for leaving them alone and--uncharacteristically trusting--the guys handed it over, after extracting a promise from the gargoyle to do them a solid at some point in the future.
That done, the gang headed over to Urania Vandemaur’s mansion to collect the bounty on her son’s murderer. They were surprised to find Indrid Bliss there with her. Under the sharp eye of Urania, and with the other orb to exchange, Indrid filled in some of the missing pieces of the puzzle: The original Viviane was the cigarette girl in the picture with John Vandemaur, whose identity and likeness his partner (the Viviane they all knew) stole. Then, she got greedy and tried to steal Vandemaur’s identity (and his fortune) and cut Bliss out all together. Bliss claimed to have botched the ritual that would have allowed her to steal Vandemaur's identity sufficiently to fool most magics, but she got the jump on him and put him in the coffin.
Bliss wanted the alien glass sphere back in return for this information, and Creskin (against his better judgement) was coaxed into giving it to him by Urania. Bliss left, and no one was sorry to see him go.
The guys then collected their substantial payment, and left the games of the rich and sorcerous behind--for the moment.
Wednesday, May 30, 2012
Warlord Wednesday: Devil's Wings
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 #93 (May 1985)
Written by Cary Burkett; Art Ron Randall.
Synopsis: In the windswept Bloodrock Mountains, Old Gris, a grizzled
scout for the Husklaar Tribe, sees Lord Sabretooth leading a New Atlantean army
through a pass that will take them to the gates of Shamballah. Old Gris urges his pony to a gallop…
Things to Notice:
Meanwhile, in the Shamballan camp Morgan spars with one of
his troops while Tara looks on in disapproval. She thinks a warlord’s time
would be put to better use elsewhere.
Beneath Fire Mountain, Jennifer’s still “studying” the Evil
One’s gem. She asks Ashir to keep an eye on Tinder, as he may not yet be
completely free of the gem’s influence. When Ashir asks why she doesn't just
destroy it Jennifer has a “Gollum moment” and clutches the gem tightly to her
chest. She recovers and says that she hopes to find a way to control the gems
power. Ashir leaves with a worried look on his face.
Old Gris arrives at Warlord’s camp. “Tempering his salty
language only slightly in deference to the Queen” he tells her war council what
he saw:
If Sabretooth can join his forces with those already in
Shamballah, the change of Morgan and his friends retaking the city will
evaporate. They need a diversion to keep Sabretooth’s force from reaching the
city until the Shamballan insurgents are ready to march. Morgan and Trogero will lead a small force to
try to delay the Atlanteans.
Far to the South, at the mouth of the Ramphos, Morgan has
left a contigent of men encamped, awaiting Captain Hawk’s arrival with freed
slaves. Swift and deadly, the hooded
Vashek assassins overrun the camp. They plan to set a trap.
Elsewhere, Sabretooth’s scouts find the trail of a group of
men on horseback. They lead to what appears to be an encampment—flying the
Warlord’s banner! Sabretooth can’t believe his luck. He sounds the charge—and his troops charge
right into Morgan’s trap.
In the battle that follows, Morgan and Sabretooth grimly
strive to work their way toward each other, but when Old Gris calls out that
the rest of Sabretooth’s army has arrived, Morgan and his raiders beat a
retreat.
Morgan and crew come to a fork in a canyon pass. The left
trail is the safe way through; the right leads to Devilwing Canyon. Morgan
decides that they will go left, but first sweep the entrance to the right as if
they were trying to cover tracks. My Sabretooth arrives he falls for Morgan’s
ruse and soon:
Sabretooth tries to lead the tatters of army out of the
canyon, only to have rocks rained on them courtesy of Morgan and his men.
Morgan also suggests to Sabretooh that his camp is somewhere in the
mountains: a lie.
The enraged devilwings force the Shamballans to
retreat, as well, so they’re unable to finish the Atlanteans off. Morgan charges Old Gris with hanging around
and leaving false trails and the like to further confuse Sabretooth.
Back near the Shamballan camp, Tara removes her sword and
armlet to take a dip in the river. Tinder and Chakka see the armlet, the one
that Tinder views as his—and ironically it is, but also it’s an unrecognized link to
his true parents, Morgan and Tara. Tinder considers taking it but he doesn’t
want to hurt the Queen. He hesitates.
When Tara emerges returns from her swim, she finds the
armlet, her momento of the son she believes dead, gone.
Things to Notice:
- The New Atlantean Hell apparently has sixteen layers.
- To Ashir, "keeping an eye" on Tinder involves teaching him to pick padlocks.
Where It Comes From:
The corrupting power of the Evil One's gem was probably inspired by the One Ring in Lord of the Rings or maybe from Der Ring des Nibelungen.
The tribe of Husklaars probably owe their name to the term huscarl, referring to personal troops or bodyguards. Gris is the French and Low German word for "gray."
The corrupting power of the Evil One's gem was probably inspired by the One Ring in Lord of the Rings or maybe from Der Ring des Nibelungen.
The tribe of Husklaars probably owe their name to the term huscarl, referring to personal troops or bodyguards. Gris is the French and Low German word for "gray."
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