4 hours ago
Monday, August 13, 2012
City Rumors
Here are some rumors (adventures hooks big and small) from the City by neighborhood:
Barrow Island: “Trouble’s brewing again between the Barrow Men and the ghouls. Some adventurers killed some punk kid ghoul that wound up being connected to a muckety muck in Undertown. The Barrow Men are looking for somebody to take the restitution they’re offering to the ghoul bosses.”
Yiantown: “Word has it that Tsan Chan has been replaced as head of the Five-Headed Dragon Society. No one knows who would have the moxie to pull off a coup like that, though.”
Grand Terminus District: “The Imperator Hotel is looking for a new night auditor and a house detective. The last ones disappeared--they say--on a night when the hotel actually lost a room instead of it’s usual weirdness of growing and gaining 'em.”
Empire Park East: “Who’da thought it? Celebrity detective and perennial skirt-chaser Heward Kane seems to be smitten with the headmistress of the Mircalla Karnstein Finishing School for Young Ladies. It’s a bit odd. She’s not hard on the eyes, but she’s a little bit more schoolmarm than the usual glamor girls Kane has on his arm.”
Hell’s Commot: “There’s a new crime lord in the Commots. That’s right, lord--though people sometimes call him “the Mermaid.” He operates out of the backroom of the Iceberg Club. He ain’t human. He may not even be alive.”
Grimalkin Village: "Leland Throne runs an antiquarian book shop. He doesn't usual have magical tomes, but sometimes some stuff that deals with occult lore and related topics. People say Throne is also a bit of an amateur photographer--takes naughty pictures of girls for sell or trade with like-minded enthusiasts. Sometimes he gets a young lady with a rich family to pose for him, and he isn't above a little blackmail. His 'collection' might be worth quite a bit to the right people."
Friday, August 10, 2012
Opening the Doors of Perception
While mind-altering (and mind-expanding) chemicals have long been known to mankind, but there has been a prejudice against their therapeutic use by the church, science, and modern thaumaturgy. In recent years, renegade scientists and alchemists have begun to catalog and experiment with these substances--and some maverick thaumaturgists have even begun to take notice.
These chemicals are often grouped under the name phantastica, but all fall into subcategories based on their effects on the mind and body. While few engender the physical dependence observed with alcohol or various bootleg alchemicals, they can pose serious risks to the psyche.
The use of various phantastical mushrooms is of ancient vintage. It has been suggested that the fruiting bodies of fungal sapients are among the most potent, and their widespread harvesting by primitive man drove these beings to near extinction and created enmity lasting to this day.
Mescaline (derived from several New World cacti) is one of the most widely studied phantastica. Some thaumaturgists have attesting to it aiding the early stages of magical research by increasing intuitive connections with the Planes Beyond. Indeed, mescaline's only consistent thaumaturgical use is to aid in travel to the astral plane. Small doses have also been reported to allow a magical practitioner to see etheric or astral bodies.
Some phantastica come from the other planes themselves. So-called “bug powder” sold in the astral waystation of Interzone, is a potentially dangerous example. Alchemists have work to isolate the essence of the astral moth for planar transport, but with little success.
A number of other sources of phantastica are currently under scientific investigation. Adventurers report life-transforming visions from consumption of certain molds that grow in subterranean areas--often ones which are found near the “lairs” of certain slimes. Tincture of a distillate of ectoplasm is rumored to produce a dissociative state resembling catatonia, but allowing communication (one way) with spirits. It has even been suggested that smoking the flakes or scraps of a lich (if one can acquire them) increases sorcerous potency for a period of hours to days, while slowing perceptions of time and heightening the senses.
It is the hope of many of researchers that the scientific study of these substances many usher in a new technological age. One perfectly integrating thaumaturgy and psychology through chemical means.
These chemicals are often grouped under the name phantastica, but all fall into subcategories based on their effects on the mind and body. While few engender the physical dependence observed with alcohol or various bootleg alchemicals, they can pose serious risks to the psyche.
The use of various phantastical mushrooms is of ancient vintage. It has been suggested that the fruiting bodies of fungal sapients are among the most potent, and their widespread harvesting by primitive man drove these beings to near extinction and created enmity lasting to this day.
Mescaline (derived from several New World cacti) is one of the most widely studied phantastica. Some thaumaturgists have attesting to it aiding the early stages of magical research by increasing intuitive connections with the Planes Beyond. Indeed, mescaline's only consistent thaumaturgical use is to aid in travel to the astral plane. Small doses have also been reported to allow a magical practitioner to see etheric or astral bodies.
Some phantastica come from the other planes themselves. So-called “bug powder” sold in the astral waystation of Interzone, is a potentially dangerous example. Alchemists have work to isolate the essence of the astral moth for planar transport, but with little success.
A number of other sources of phantastica are currently under scientific investigation. Adventurers report life-transforming visions from consumption of certain molds that grow in subterranean areas--often ones which are found near the “lairs” of certain slimes. Tincture of a distillate of ectoplasm is rumored to produce a dissociative state resembling catatonia, but allowing communication (one way) with spirits. It has even been suggested that smoking the flakes or scraps of a lich (if one can acquire them) increases sorcerous potency for a period of hours to days, while slowing perceptions of time and heightening the senses.
It is the hope of many of researchers that the scientific study of these substances many usher in a new technological age. One perfectly integrating thaumaturgy and psychology through chemical means.
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?
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