2 hours ago
Thursday, August 9, 2012
At Midnight
Weird Adventures resumed last night in the WaRP system. The gang was on hand for the reading of Old Cyrus Westerly’s will to his five (six if you count one’s daughter) hopeful heirs. The would-be heirs were unusual characters, and a couple seem to have past history. Given these dynamics, it was lucky that Don Diabolico and Boris were accompanied by Erskine Loone (The Grumpy Old Troll , Michael), psychologist and psychonaut, who turned an analytic eye on the clan.
Cyrus’s will gives his entire estate to Cordelia, the only surviving relative bearing his surname. The gang felt this immediately put a target on her back. But from whom? Matti Besant, the housekeeper, says spirits roam the house--the result of the diabolism of Curwen Westerly, Cyrus’s grandfather. Then, there’s an escaped homicidal maniac on the loose from a nearby sanitarium. Compared to those threats, jealous family members seem positively mundane.
Diabolico schemes! Boris scowls! Erskine expounds! Will they be up to the task of protecting Cordelia Westerly from harm?
Stay tuned.
Labels:
campaign journal,
rpg,
The City,
warp,
weird adventures
Wednesday, August 8, 2012
Warlord Wednesday: Disaster
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...
"Disaster"
Warlord #97 (September 1985)
Written by Cary Burkett; Art by Rich Buckler; Inks by Pablo Marcos.
Synopsis: Machiste, the Danko knights, and a force of Shamballan
soldiers wait outside the gates of Shamballah, now in the hands of the forces
of New Atlantis. They wait tensely for
Morgan’s contingent to open the city gates.
Things to Notice:
Meanwhile, Morgan’s group has fallen into an ambush. Trogero
is already dead and more Shamballan troops follow him by the moment. Morgan
calls for a retreat. He and Scarhart bring up the rear, holding the narrow
entrance to the tunnel by themselves.
Morgan tries to come up with a plan of escape, but Scarhart has
out-thought him. He pushes Morgan out of
the way, them knocks down the columns supporting the entrance,
Samson-style. It collapses, closing off
the New Atlanteans—but burying Scarhart.
The gates of Shamballah open to reveal energy cannon. Machiste is knocked from his horse and Lord
Kaldustan is killed. Seeing their leader
fall, the Danko warriors charge fearless into the mouth of the cannon—and into
death. All Machiste can do is watch:
Mariah and Machiste sound a retreat as well. The retaking of Shamballah has failed.
What’s worse, Saaba shows up to tell Lord Sabertooth exactly
where the free Shamballan camp is located!
A battered and grieving Morgan arrives back at camp and
punches Graemore. He believes that he
must be a spy. He remembers Mariah
catching him listening in to their plans. Morgan wants to kill him, but Tara
intervenes.
Remembering his dream where he did kill those he love,
Morgan backs down. At that moment, they
get word that the Atlanteans are attacking the refugee camp. Morgan and his friends charge into battle.
The Shamballans fight fiercely, and Morgan has his archers keeping Sabertooth’sartillery
out of action.
Saaba shows up to hit the archer’s from behind with fire,
but her spell is cut short by a superior power:
Saaba gets a reprieve when an earthquake shakes the valley
and Fire Mountain starts to blow! Jennifer has to turn all of her sorcerous
powers to restraining the volcano. Saaba
sees her chance to escape and changes into raven form. She doesn’t make it:
The earthquake and volcano causes Sabertooth to retreat.
Morgan and his forces may not have one the day, but they’ve survived.
Jennifer shows Morgan the raven’s mangled body. He realizes Saaba was the spy—and he wrongly
accused Graemore. He goes looking for
the minstrel and finds him being tended by Krystovar. Tara angrily tells him that Graemore entered
battle to prove himself after Morgan’s accusations. If Graemore dies, she’ll
never forgive Morgan.
Full of guilty and pain, Morgan wanders off alone. Exactly as his unknown enemy wants:
- This issue marks the death of two recurrent characters: Scarhart and Saaba.
- The riders of the tricorns certainly don't get to do much before taking their exit.
- The evil lower limbs of the Wizard-King of New Atlantis make their second appearance.
Where It Comes From:
The mysterious earthquakes and volcanic eruption in this issue are a reference to the greater upheaval going on in Crisis on Infinite Earths at the time of this issues publication.
The mysterious earthquakes and volcanic eruption in this issue are a reference to the greater upheaval going on in Crisis on Infinite Earths at the time of this issues publication.
Monday, August 6, 2012
Comics' First Barbarian
Before Claw, Wulf, and Ironjaw--even before Conan--there was a barbarian Sword & Sorcery hero in comics. Though there’s a good chance you’ve never heard of this particularly mighty-thewed sword-slinger, he’s got a famous name: Crom the Barbarian!
Crom was the creation of Gardner Fox and first appeared in Out of this World #1 (1950) from Avon. Fox tells us that Crom’s adventures come to us courtesy of “long-lost parchments recovered in an underwater upheaval, translated by a lingual expert,” but I suspect he made it all up. He also took a lot of inspiration from Howard's Conan yarns.
Anyway, Crom’s a yellow-haired Aesir living in an age forgotten by history, and he’s got a problem. His sister Lalla have been kidnapped by ape-men called Cymri (which may or may not tell us how Fox felt about the Welsh). Crom makes short work of the ape-men, but he and Lalla wind up adrift.
They end up on an island. Good news: It’s full of lovely women. Bad news:
The wizard is named Dwelf, and he’s got a job for Crom. Dwelf wants him to bring back water from the fountain of youth which was built by “people from the stars’ and will one day be lost “under what men will call the Sahara desert.” Dwelf threatens Lalla if Crom doesn’t get the stuff for him--and then hypnotizes him to make double sure.
Crom sails to fabled Ophir. He sneaks into the city and while he’s casing the tower that houses the fountain, he meets a girl who doesn’t really get the concept of sword & sorcery tavern-dancing:
Crom takes the girl (Gwenna) dancing and formulates a plan to get into the tower by first being thrown in jail. It works, but once at the tower, he’s got to fight panthers and some guards. He dispatches them all with his sword “Skull-cracker.”
When he gets to the fountain he finds he guarded by a giant snake! He kills it, too, but is almost done in by the queen of Ophir, herself, Tanit. He takes her hostage so he can get out of the city:
By the time they’ve escaped though, Tanit has warmed to Crom and is asking him to come back and be her king! She and Crom deliver the water to Dwelf, who suffers the ironic fate of being turned into an infant.
Not really into childcare, apparently, Crom leaves the wizardling and decides he and Tanit should head back to that kingdom she’s promised him--with his sister Lalla, too, of course. They don’t make it back without adventure, but that ends this particular issue.
Crom goes on to have two more improbable adventures in the pages of Strange Worlds.
Crom was the creation of Gardner Fox and first appeared in Out of this World #1 (1950) from Avon. Fox tells us that Crom’s adventures come to us courtesy of “long-lost parchments recovered in an underwater upheaval, translated by a lingual expert,” but I suspect he made it all up. He also took a lot of inspiration from Howard's Conan yarns.
Anyway, Crom’s a yellow-haired Aesir living in an age forgotten by history, and he’s got a problem. His sister Lalla have been kidnapped by ape-men called Cymri (which may or may not tell us how Fox felt about the Welsh). Crom makes short work of the ape-men, but he and Lalla wind up adrift.
They end up on an island. Good news: It’s full of lovely women. Bad news:
The wizard is named Dwelf, and he’s got a job for Crom. Dwelf wants him to bring back water from the fountain of youth which was built by “people from the stars’ and will one day be lost “under what men will call the Sahara desert.” Dwelf threatens Lalla if Crom doesn’t get the stuff for him--and then hypnotizes him to make double sure.
Crom sails to fabled Ophir. He sneaks into the city and while he’s casing the tower that houses the fountain, he meets a girl who doesn’t really get the concept of sword & sorcery tavern-dancing:
Crom takes the girl (Gwenna) dancing and formulates a plan to get into the tower by first being thrown in jail. It works, but once at the tower, he’s got to fight panthers and some guards. He dispatches them all with his sword “Skull-cracker.”
When he gets to the fountain he finds he guarded by a giant snake! He kills it, too, but is almost done in by the queen of Ophir, herself, Tanit. He takes her hostage so he can get out of the city:
By the time they’ve escaped though, Tanit has warmed to Crom and is asking him to come back and be her king! She and Crom deliver the water to Dwelf, who suffers the ironic fate of being turned into an infant.
Not really into childcare, apparently, Crom leaves the wizardling and decides he and Tanit should head back to that kingdom she’s promised him--with his sister Lalla, too, of course. They don’t make it back without adventure, but that ends this particular issue.
Crom goes on to have two more improbable adventures in the pages of Strange Worlds.
Sunday, August 5, 2012
Found in a Shoebox
The Dark Manor
The most dangerous photo of the lot. If stared at during night, the photo may open a portal to the pictured manor in a strange demi-realm shrouded in mist and populated by people who appeared to come from a gothic horror yarn. Anyone transported to the realm will be there for 24 hours on earth--though the exact time in the demi-realm is variable: anything from one night to a two weeks.
The Succubus
Naughty postcard from roughly 40 years ago. It can be used to summon a succubus once per week if the incantation written on back is read and a few drops of the summoners blood (or other body fluid) is spilled into a circle draw on the floor.
The most dangerous photo of the lot. If stared at during night, the photo may open a portal to the pictured manor in a strange demi-realm shrouded in mist and populated by people who appeared to come from a gothic horror yarn. Anyone transported to the realm will be there for 24 hours on earth--though the exact time in the demi-realm is variable: anything from one night to a two weeks.
The Gold Women
A set of automata construct by a Staarkish thaumaturgist two centuries ago. They disappeared from a private collection in Lutha during the Great War. This photo has an address in Metropolis written on the back of it.The Succubus
Naughty postcard from roughly 40 years ago. It can be used to summon a succubus once per week if the incantation written on back is read and a few drops of the summoners blood (or other body fluid) is spilled into a circle draw on the floor.
Friday, August 3, 2012
Medieval or Other?
While D&D is a mishmash of various (and often disparate) elements, as written its base is the European Middle Ages. This is true of most fantasy games that have could after it.
Of course, that’s not the only way to go. Supplements have been published that pushed the game back into the ancient world (Imperial Rome, the time of the Old Testament, etc.) and forward into Renaissance and the world of gunpowder. None of these options require too much chance to the basics of the game.
I don’t know if anyone else has this problem, but I have a hard time choosing at times. Solomon Kane and the world of Warhammer Fantasy have their appeal. So does the ancient Rome of Tierney’s Simon of Gitta, or the Hellenistic era of Leiber’s "Adept’s Gambit." And in between the two Robin Hood and many of the historical actioners of Robert E. Howard have an attraction all their own.
I know most fantasy settings are a bit of a anachronistic hodge-podge: one can put together elements from several different time periods. Howard’s Hyborian Age allows Conan to fight Picts (American Indians) on the frontier and a wizard from Stygia (ancient Egypt). Still, Conan’s world seems mostly Medieval; Howard had to make a choice of sorts and so does every GM making up a setting.
Like I say, sometimes that’s tough, at least for me. Choosing one door closes off others. Anybody else have this difficult? Or do you have a favorite era that you seldom stray from?
Thursday, August 2, 2012
One WaRPed Character
Last night, part of the gaming crew met in virtual for a character creation session for our new Weird Adventures game using the WaRP system. Tim and Chris recreated their previous Lorefinder characters using the new rules set. As I expected, the only step even the slightest bit difficult was just getting into the mindset of the system--the actually creation part was very easy. Here's Chris's Don Diabolico--Gentleman Thief:
Traits:
Gentleman Thief (dapper clothes, shifty eyes) - 4
Good shot with a Pistol (steady grip) - 3
Skilled Driver (calm behind the wheel) - 3
Flaw:
Greedy (covetous gaze)
Motivation:
Get rich or die trying
Secret:
In debt to the Hell Syndicate
Equipment: Natty attire, swordcane, concealable pistol, gloves.
Traits:
Gentleman Thief (dapper clothes, shifty eyes) - 4
Good shot with a Pistol (steady grip) - 3
Skilled Driver (calm behind the wheel) - 3
Flaw:
Greedy (covetous gaze)
Motivation:
Get rich or die trying
Secret:
In debt to the Hell Syndicate
Equipment: Natty attire, swordcane, concealable pistol, gloves.
Wednesday, August 1, 2012
Warlord Wednesday: Nightmare Prelude
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...
"Nightmare Prelude!"
"Nightmare Prelude!"
Warlord #96 (August 1985)
Written by Cary Burkett; Art by Rick Stasi; Inks by Bill Collins.
Synopsis: In the Shamballan camp at the Great Fire Mountain, Jennifer
casts a spell to bring Machiste and Mariah from the ancient Age of Wizard-Kings
to the present. Those two disappear from that era mid-chess game leaving Mungo
Ironhand perplexed.
Morgan explains to his newly arrived friends that a war is coming and he needs their help. The three wander off, giving Jennifer the opportunity to cast another spell to find the now missing Tinder. Unfortunately, Mungo’s trying to cast a reversal spell to get Mariah and Machiste back. The two spells get crossed up and Tinder winds up in the past.
Things to Notice:
Morgan explains to his newly arrived friends that a war is coming and he needs their help. The three wander off, giving Jennifer the opportunity to cast another spell to find the now missing Tinder. Unfortunately, Mungo’s trying to cast a reversal spell to get Mariah and Machiste back. The two spells get crossed up and Tinder winds up in the past.
Elsewhere, Tara shares a per usual tense exchange with her
old friend (and one time lover) Graemore the minstrel. After his talk with Tara, Graemore goes off to
strum his lute alone, and accidentally winds up eavesdropping on Morgan
revealing his plans for a sneak attack:
Mariah discovers Graemore and takes him for a spy.
Morgan intervenes and introduces him
properly. Mariah was right in suspecting a spy in their midst, though: A raven takes flight from a branch overhead.
Meanwhile in the capital of New Atlantis, a Vashek assassin
has an audience with the Wizard-King, who is mostly hidden from our view. The
failure to kill the Warlord requires a new strategy. The Wizard-King will send
a nightmare to cause him to despair and weaken spiritually and mentally. Then
the assassin’s will be able to kill him.
A blood red cloud flows from the palace and into the sky, seeking its
prey.
In the Bloodrock Mountains, Lord Sabertooth gets a visit
from the witch, Saaba. Transforming from
her raven form, she tells him about Morgan’s plans. Sabertooth is angry at being duped into
combing the mountains looking for a nonexistent enemy camp, and hungry for
revenge. Saaba, desiring above all to
see Morgan defeated, sweeps up Sabertooth in a whirlwind to transport him to
Shamballah ,so he can prepare a surprise for the Warlord and friends.
That night, the Wizard-King’s nightmare does its work.
Morgan dreams of slaying Vashek assassins, only to have them revealed to be his
friends and family beneath their masks. The sexy personification of death he
met before appears and reminds him that he serves her. Morgan wakes up in a
sweat and walks out in the night to sit alone. He wonders if he will lead
people to their death because he is cursed to destroy everything he holds dear.
The next morning, the plan begins. Morgan, Trogero , Scarhart and a small force
of soldiers enter the caves leading to the ancient complex beneath Shamballah.
When they reach the complex, Trogero is felled by a crossbow bolt!
Lord Sabertooth and a group of New Atlantean soldiers wait
in ambush!
Things to Notice:
- All the women look like bodybuilders in Stasi's art.
- The Danko riders are called unicorn riders here, despite their mounts obviously having three horns.
- The mysterious Wizard-King of New Atlantis is mentioned for the first time.
- Krystovar comments that in the coming battle he might unknowingly kill his brother who has been turned into a beast-man by the New Atlanteans. Foreshadowing, perhaps?
Where It Comes From:
The underground passage and the computer complex where the ambush occurs first appeared in issue #15.
The female personification of death first appeared in issue #14. Morgan found out her name is "Azrael" and entered her realm to save Shakira in issue #46. See the commentary on those issues for more.
The underground passage and the computer complex where the ambush occurs first appeared in issue #15.
The female personification of death first appeared in issue #14. Morgan found out her name is "Azrael" and entered her realm to save Shakira in issue #46. See the commentary on those issues for more.
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