Monday, November 12, 2012

Blank

"The Blank" is the name given to an individual (or more likely, a series of individuals) responsible for sporadic crimes in the City. The Blank appears as the outline of a person; otherwise they are completely white and featureless, like a figure left unfinished in the painting of the world.

In addition his unusual appearance, the Blank is resistant to harm and capture. He walks away from gunfire or other assaults that should have been fatal. Magic likewise seems unable to effect him directly.

What is unknown to the authorities (and perhaps everyone but the person who currently has it) is that the blank effect is the result of a magic item:  A silvery dinner suit, flashy like something a stage performer might wear. When the suit is donned, the person wearing it can watch in a mirror as they "fade" into the blank.

Attempts to discover the suits origins prove fruitless. The tag is worn, but appears to list it's manufacturer as "NOX." No clothier of that name is known.

In addition to making the wearer unrecognizable (and having the side effect of distorting their voice), the wearer has AC 0 and takes half damage from any mundane weapon. Magical weapons deal "normal" weapon damage without any bonuses. The wearer is also immune to any directly aimed magic. Magics that deal damage through a physical effect (like a fireball) can effect the wearer at half damage.

While wearing the suit an individual is able to perceive the etheric layers of the Material plane and with experience, the near Astral. The kaleidoscope of lurid colors and outre images can be highly disorienting until a wearer become use to it.


Sunday, November 11, 2012

Weird Days in the City

In the AD&D Dungeon Masters Guide, Gygax famously said that you can't can't have a meaningful campaign unless strict time records are kept. With that in mind, here's the basic timeline of the event in my G+ Weird Adventures, with special emphasis on the rumors and reports that might be of interest to others.

The current year is 3888. (For more on the calendar of the City, go here.)


3887
26 Swelter: From the City Inquirer:
"MANIAC CAPTURED! ELDRITCH VALLEY SLEEPS SAFELY AGAIN: Tranquility has been restored to the usually quiet communities of the Eldritch Valley.  Fennix Orgo, the so-called 'Shrike' killer, has been apprehended by law enforcement and returned to the Blufton Sanitarium, where he is to spend the rest of his days.  Orgo was responsible for at least seven deaths by brutal, bestial means, including the murder of Jon Wyllard by impalement--a grisly deed which earned him his nickname."
The Shrike will escape again in a little over a year.

Redfall: From the tabloids:
"It seems John Vandemaur, heir to the Vandemaur's fortune, has scandalized his family and the Old Money set in general after taking up with a former dime-a-dance gal from Hoborxen.  Matriarch Urania's blue blood has supposedly been set to a boil by her eldest's discussion of putting a ring on this unfamilied lass from across the river."
John Vandemaur marries this girl from Hoborxen, Viviane, after a short courtship.

3888
3 Bluster: From the tabloid The Tattler:
"SOCIETY GAL GOES GHOUL: A 'Wild' debutante has been getting a taste of the City's night-life, all right--unless the nightlife's tasting her!  We hear she's quite taken with a beau of the ghoulish persuasion.  Is this a case of love being blind?  Or maybe it's just too dark in Undertown?" 
The story refers to Sue Ann Wilde whose doomed love with a brooding ghoul hoodlum, Dean, will only survive a little over a week from this point.

16 Bluster: A group of operatives working for Celebrity Private Investigator Heward Kane are hired by Viviane Vandemaur to retrieve the body of her departed husband from Barrow Island (the beginning of the events of the adventure "The Night City").

Ripened: Cyrus Westerly died 10 years ago, but in accordance with his wishes, his estate has yet to be settled. Westerly’s lawyer and executor, Rothger Croston, has summoned the five potential heirs to the remote and decaying Westerly Mansion on the Eldritch, north of the City. It’s rumored the will has some eccentric provisions (So begins the events of the adventure "Night of the Shrike.")

After the positive press Don Diabolico, Boris Brovsky, and Erskine Loone get from solving the Westerly case, Heward Kane makes them a franchise of his agency and sets them up with their own office near Pentacle Park.

Soon after, the events of the adventure "Heart of the Machine" begin.


2 Harvest: From the City Herald:
"SOON PLANES MAY FLY THEMSELVES: Hew Hazzard, owner and chief officer of Zephyrus Aerocraft, announced the appointment of Silas Atwill to lead the coordination of his Automata Division. Hazzard spoke of his vision of automata flown aircraft and flying devices that could aid mankind in a myriad of ways. 
Dr Atwill has been an engineer with Zephyrus Aircraft for several years and a member of Mr. Hazzard's "inner circle" of innovators."
3 Harvest: Erness "Snuffy" Smite, caretaker at the Greasy Lake Scrapyard, is found dead along with his wife and two teenage children. There is evidence that they all suffered from wereratism.

7 Harvest: Zephyrus Aerocraft is assaulted by automata.

Friday, November 9, 2012

The Midnight Hour


The Midnight Hour is a stolen fragment of time: 60 illicit minutes secreted away in an antique pocket watch with a "man in the moon" hunter case. The captured hour is from eleven to midnight, hence the name.

The watch doesn't keep regular time. Instead, when the watch is wound, it uses up the stolen minutes. The user does so by winding the watch, closing it's lid, then re-opening it. Until the lid is closed again, the watch ticks down the captured hour. Though the hour proceeds normally for the possessor the world beyond is at a standstill, frozen in time. Frozen except for one thing: The sky turns to night for the duration of the watch's operation.

If the stories are to be believed, it pays to be cautious and only use a minute or two at the time. Weird things from the Astral Plane seep in between the moments as the Midnight Hour slips by.  They're drawn to the watch like moths to a flame. They have strange names: the Velveteen Horror, the Creeping Doomster, the Loneliness That Grins, Something Ugly, The Hole in the All, the Pain that Remembers, the Silence Between Sobs, She Loves Not--and others, found in obscure texts. No one has ever seen one and been able to describe it beyond vague, fear-informed impressions. Those owners of the watch they get a hold of are never seen again in living human form.

The other caution given regarding the Midnight Hour is that every minute used is an hour taken off the possessor's life. These are not just shaved from one's last days; they are sometimes pivotal moments, perhaps, taken from random points in a person's life. To use the watch is to gamble the time it grants against what might be lost.

Thursday, November 8, 2012

The Machineries of Night


In last night's G+ Weird Adventures game, our heroes returned to Zephyrus Aerocraft to find the place had been attacked by more automata. Diabolico, impulsive as ever, drove his car into one of the tarrying constructs, destroying it and catching a second on fire--but also destroying his roadster!

Hazzard told them the cultists and their automata dug up from underneath his lab.  They broke into the geodesic dome structure and stole the heartspring.  They now had all they needed to resurrect the Machineries of Night.

The team was determined to go after them.  Hazzard supplied them each with an experimental electroblaster rifle to destroy automata. They only had 5 charges each. He also gave them a couple of concussive grenades and a grappling hook gun.

Following the tunnel they encountered a few Eisenmensch, which they made short work of.  Finally, they arrive in a large chamber where the automata were dumping the Machineries of Night (brought from Greasy Lake, no doubt) from their holds into a pit. The mysterious Master stood above it with the dodecahedron. More Eisenmensch were on hand, as well. The glittering, minute cogs of the Machineries moved as if stirred by dust devils that began to grow larger.

The gang went on the attack, blasting Eisenmensch and automata with the electroblasters. Not being use to the weapons, they missed as often as they hit and soon they were out of shots.  Still, the Eisenmensch weren't a much for them and were soon down. But the Master remained.

Playing a hunch, Loone confronted the Master about the attempted murder of Carmody, calling the mysterious figure "Olimpia." With face-mask removed, the Master was revealed as Carmody's beautiful automaton. She claimed that Carmody had not been murdered but had surrendered his body willing to gain an immortal artificial body in service of the Machineries of Night. His brain was traumatized by the procedure and he lost his memory.


In the ensuing battle, Boris shot the dodecahedron from her hand and Diabolico managed to turn a botched attack into a chance to grab the device. Olimpia attacked him to retrieve it.  Shots from Boris and Cornelius damaged and distracted her, allowing Diabolico the chance to snatch her energy rod from her.

He used it's disintegration beam to destroy the dodecahedron (greatly wounding himself in the ensuing explosion) while Boris killed Olimpia with another shot.

Battered and weary, the gang turned the technology over to Hazzard. He also promised to take care of Carmody's brain.  Our heroes were left to worry what Hazzard might do with all this, but they didn't have a better option.  And there was the fact he promised to pay them and replace Diabolico's car.

It's a hell of a way to make a living!

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.