Wednesday, November 7, 2012

Warlord Wednesday: The Secret of the Crystal Skull

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...


"The Secret of the Crystal Skull"
Warlord #106 (June 1986)
Written by Michael Fleisher; Art by Ron Randall

Synopsis: Morgan and Shakira ride into Shalmandar, the farthest point on the map, closer to their goal of the Greenfire Sea and the wizard Hagar-Zinn.  Morgan hopes Hagar-Zinn can save his daughter from a magical malady of rapid aging.

Shakira seems startled by something: a wanted poster showing a man wearing a collar just like Shakira’s. 

A woman’s cry distracts Morgan from further consideration. He rides in and makes short work of the ruffians attacking her palanquin. The woman is Ladah Panar, member of prominent family, who was traveling into town with quite a bit of gold to give alms to the poor. She recognizes Morgan as the hero of the New Atlantean War and offers our heroes the hospitality of her home.

Ladah Panar’s “house” is practically palatial. She gives our heroes a tour ending up in her husband’s treasure room. Her favorite piece is a large diamond:


Both black diamonds are rumored to the eye sockets of a crystal skull, but no one knows where that might be (That's what we call foreshadowing). 

Morgan asks about the safety of the treasures. Ladah assures him that not only are they behind a thick door, with a small air vent the only other entrance, but disturbance of any object would trigger the sounding of brass bells as an alarm.

That night, when everyone is asleep Shakira turns into cat form, and leaps out a window. A little later, Morgan is awakened by the treasure room bells.  When he arrives at the room, he sees an unusual thief escaping: a black cat!

While Ladah’s guards pursue the cat, Morgan goes to Shakira’s room. He confronts her about theft. She asks if he ever consider that it might be another cat? Then she shuts the door on him.

Meanwhile, Machiste and Mariah have been born by the undead rowers to an island.  They’re greeted by the island’s inhabitants:


Back in Shalmandar, at another mansion, Shakira finds Damon, the man from the wanted poster. He's also the thief who stole the black diamond for Imag Grann. It turns out, they know each other:


Shakira knew that he must have stolen the diamond and came looking for him. She convinces him to take it back to Ladah, hoping to get some reward. Before they can get away, Imag shows up, shoots Damon with a crossbow, and takes the diamond.

Conveniently, Morgan comes riding up. He goes after Imag and finds him in a cellar with the crystal skull in a strange device. Imag knows who Morgan is because he’s psychic and was eavesdropping on him talking to Ladah. He believes the crystal skull and the diamonds are accumulators that transmit psychic energy to whoever’s wearing an associated headdress.


Imag levitates. then flies, then throws Morgan around with telekinesis. He’s able to read Morgan’s mind and knows when Morgan realizes he will have to kill him. Imag takes Morgan’s sword from him with mind-power—but Morgan pulls his gun and shoots Imag between the eyes. Imag could read Morgan’s mind, but Morgan’s mind was quicker.

He returns to Shakira and Damon.. As he carries the wounded Damon, he warns Shakira the thief may not make it. Shakira assures Morgan that she will make sure Damon does.

Things to Notice:
  • This is the first time we see a man who can transform into a cat in the saga.
  • Morgan (and Fleisher's) musings on Shakira's origins continues.
  • Speaking of Damon, he looks a bit like Douglas Fairbanks in Thief of Bagdad (1924).
Where it Comes From:
The crystal skull was inspired by the real world arifacts and some of the paranormal and New Age speculation about them.  Warlord got here before Indiana Jones!

One of Ladah Panar's treasures comes from Dilmun.  Dilmun is a place mentioned by ancient Mesopotamian records. It shows up in the Epic of Gilgamesh. Presumably, there's one in Skartaris, too.

Unmaschal and it's inhabitants were inspired by a couple Clark Ashton Smith stories. "Necromancy in Naat" provides the wizards using undead servants and taking advantage of shipwrecks, while the torture angle comes from "The Isle of Torturers."

Tuesday, November 6, 2012

Get Yourself Some Knowledge


If you missed out on it before you should really check out Tim Shorts's one-shot adventure Knowledge Illuminates.  It's now available in a 'zine sort of size with new art by Dylan Hartwell.  I got my copy last night and it looks good.  Get yours here.

Monday, November 5, 2012

From Davy Jones' Locker


Besides the riches dredged up from the wrecks at the bottom of Dead Man's Cove, the treasure grotto of the Phantom Diver contains several maritime magic items:

Spyglass: This brass spyglass allows the user to look back into the past as well as into the distance. 1d4 indicates hours, days, months, or years into the past; d20 indicates how many, at GM's discretion.

Diver's Helmet: This antique diver's helmet smells of the briny depths. It allows the wearer to see the shades of things that have died in the area, all the way back to the dawn of life. Spirits appear almost like neon lights, translucent, faintly glowing and colorful.

Whaler's Harpoon: This antique and somewhat rusted tool has a blade strangely unblunted by time. It's a normal weapon against man-sized or smaller creatures but +1 against large adversaries and +2 against anything bigger than that.

Walrus Tusk Scrimshaw: Yellowed tusk engraved with a swirling pattern that perhaps depicts eddies and currents. When held, it allows command of pinnipeds and communication with selkies. Hungry killer whales and sharks, however, will be drawn to anyone holding it.

Sunday, November 4, 2012

Hunters


Last week on G+, there was a discussion of Captain Kronos - Vampire Hunter that led into discussion of a game in that vein (heh). I got drafted to GM for a small group. After doing some thinking on it this weekend, this is what I've come up with so far:

As the 19th-Century looms, an evil rises in Europe. Monsters that were thought to have been relegated to legend centuries before are reappearing. A brave few take up arms to fight this menace.

Beyond Captain Kronos, you might think of it as Brotherhood of the Wolf meets Vampire Circus.


The Look and Feel: Somewhere around 1800 in the dark heart of Europe, mist-cloaked and shadow-shroud, fixed between medievalism and modernity; where the stark shades of expressionistic Universal Horror landscapes are pierced by the lurid costumes and ample, heaving bosoms of Hammer--and of course, thick, deep red blood; where blades flash with an anachronistic frequency that Zorro would approve of.


Inspirations: (in addition to the above) the Solomon Kane stories, Marvel's historical tales in Dracula Lives and Tomb of Dracula MagazineI Sell the DeadBaltimore: Or, the Steadfast Tin Soldier and the Vampire, The Vampire Lovers, The Fearless Vampire KillersDracula vs. Zorro, just about any Hammer Frankenstein film.


Friday, November 2, 2012

Houses of Horror


Last night I caught up on the first three episodes of American Horror Story: Asylum. This season takes us far from last season's ghost-crowded “Murder House” in present day Los Angeles to an aging asylum run by the Catholic Church in 1964 Massachusetts. The first season was a lurid (at times almost to the point of parody) romp through just about every modern horror trope the creators could pack in--and was utterly entertaining for it. The second season seems to be shaping up in exactly the same way.

Let’s check the list so far: alien abduction, snake-pit asylum, sadistic nun into corporal punishment, even more sadistic mad doctor with a deformed monster, masked serial killer on the loose,and oh yeah, demonic possession. That’s just the first three episodes; hell, that’s actually just the first two.

It occurs to me that this might be a great set-up for a horror rpg campaign. In the Call of Cthulhu mode, a lot of horror rpgs center on going places and investigating things.  What if all the mysteries were in one edifice? One pretty large place could be the nexus for a whole lot of weirdness.  It could be the horror rpg version of the dungeoncrawl. Maybe it would need to be relatively short in the grand scheme of campaigns, but I think it’s an idea worth exploring. Do you dare enter?



Thursday, November 1, 2012

House of Fear


Mingus Rooke told them there was an apartment building in Solace where another angelic horn could be found. Rooke had used Gabriel's to halt the Machineries of the Night before. Our heroes thought that might be their ticket to doing so again.

In last night's Halloween edition of our Weird Adventures campaign, Boris and Cornelius found themselves trapped inside the building with Erskine and Diabolico on the outside. The building was sealed; all of it's inhabitants were trapped, except for the one old man who ran out raving when they opened the door--and promptly died.

The buildings residents were being held captive by an extradimensional monster: a flowing, translucent blob creature. It seemed to in and out of the Material Plane. Boris and Cornelius first encountered it in the basement, but it moved around the building with impunity.

They went through the apartments, one by one. There were seductive, aging flappers, a  crazy old man trying to cast a banishing ritual, a room full of hostile golliwog dolls, and other eccentric inhabitants. Eventually, they found the weird horn in the hands of a jazz musician. Cornelius blew the horn.  It knocked him unconscious, but blew open the door so they were able to escape.

Mingus Rooke was waiting for them. He revealed the horn actually belonged to a fallen angel.  He said it wouldn't be able to help them destroy the Machineries of the Night--and the forces of Heaven would be coming for it soon, in any case. Rooke had known this from the beginning and tricked them into retrieving it and freeing the building's inhabitants.

Rooke did give them a little advice that would help them, though: destroy the dodecahedron and the heart-string.  The latter they had; the other...

Wednesday, October 31, 2012

Warlord Wednesday: Halloween Edition

Travis Morgan and his friends have encountered a lot of frightening things so far on Warlord Wednesday. Here are a few of the horrifying highlights:

The Children of Ba'al (issue #23) didn't seem that scary at first, being gold skinned and good-looking and all--but then they decided to sacrifice Morgan to their god and cooked at ate some of the brutish Orms.

While we're on the subject of sacrifices and gods, when the android Bogg (issue #39) invited Morgan to the feast of Agravar, Morgan had no idea he was going to get fed to a worm-thing.

Lest you think it's only Morgan that get's into these fixes, recall the Machiste and Mariah survived a shipwreck to get rescued by:


Which probably qualifies as "going from bad to worse."

Morgan also encounters horrors that are pretty appealing at first glance.  Azrael, the personification of death, is one of them.  Another is the sexy Cobra Queen from issue #28.

The greatest horror of them all would have to be Morgan's recurrent nemesis, Deimos the Demon-Priest.  Deimos was never so horrific as when he was a head on a hand after being chopped to pieces in his previous encounter with Morgan: