Friday, October 14, 2016

New Alliances on the Planet of the Apes


"THE CONCLAVE" 

Player Characters:
Jeff Call as Brock Irving
Jarrett Crader as Aurelius
Billy Longino as Olsen Potter Graves
Lester B. Portly as Eddy Woodward
Jason Sholtis as Francis La Cava

Nonplayer Characters:
Ted Cassidy as Eezaya
Robert Sutton  as Kreeg Dog Rider
Frank Sorello as Kor-Tez
Jem of the Rey-Gonites
Various tribesfolk

Synopsis: While the astronauts and Aurelius are guests at a meeting of human tribes, the mutants make a surprise attack.

Commentary:
The PCs met Eezaya again (last seen back in Episode 2) and take part in a conclave of human tribes (both Tehi from the former Texas side of the Rio Grande and at least some Mehi from the Mexican side). The astronauts find the humans woefully unprepared in their estimation to take on a gorilla fort, which is their plan.

A mutant attack forestalls any consideration of deserting the humans for the moment.  The mutant raiders ride giant mastiffs like Darkseid's dog cavalry in The New Gods. I used the stats for the podog-rdiing Scarlet Knights from the Gamma World adventure The Cleansing War of Garik Blackhand.

The mutants call themselves Kreeg. They are no doubt the descendants of the Kreeg mutants in the Planet Earth pilot. They have the same Klingon head bumps and purple uniforms.


In the end, the PC's glimpsed the Kreeg's secret weapon:


A war wheel, much like the one that plagued Blackhawk.

Thursday, October 13, 2016

In Case You Forgot

The Operation Unfathomable Kickstarter is "go." Check it out and lend your support! The full list of stretch goals is now available.

Also, on an unrelated note, here's another one of my counter-factual covers, this one with art by Earl Norem:

Wednesday, October 12, 2016

Wednesday Comics: Storm: City of the Damned

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: City of the Damned (1982) (part 1)
(Dutch: Stad der Verdoemden)
Art by Don Lawrence & Script by Kelvin Gosnell

Following the events of the last chapter, Storm and Ember are riding the moving energy bridge across the Antarctic landscape. They hope it will take them to the location of the time machine. That hope is at least temporarily dashed as the bridge seems to dead in into a mountainside. The two jump to safety in the snow beneath and luckily enough find a door in the mountain before they freeze to death.

There is warm(er) clothing on the inside, some supplies--and a frozen body! The dead man has a letter in his hand. He was the last worker on Project Aleph. They tried to warn the outside world about something, but got no response. Storm had heard vague rumors of Project Aleph on his time, but he doesn't know what it was about.

Leaving that mystery behind, Storm and Ember ski into others. First the sky gets strange and there is a pink snow storm. Then, they see this:


They approach the base of the structure, but they can't get the doors to open. Ember just knocks, and an armored warrior on back of some dragon creature accosts them. Storm realizes the thing is a robot, and is able to deactivate it by cutting through the mount's tail. Suddenly, a beam of blue light strikes them. They are transported inside the city.

They are greeted by a man who welcomes and apologizes for the antiquated robot that threatened them. He reveals that the city has been following their progress. He knows they have come to find the time machine, but if they return to the past they will die in a few weeks. Rather than eleborate further, he leads them to their quarters that he has the computer furnish in late twentieth century.

Storm has had about enough delays and demands answers. The man tells Storm that he and his people are the descendants of those who fled the barbarians and their wars. They built this city as a safe haven. The isn't what Storm wants to know about: He wants to hear about the 25th Century. The man says its too horrorific to repeat, but he gives Storm a helmet where he can see the events directly from the central computer.

TO BE CONTINUED

Monday, October 10, 2016

Countdown to Unfathomable!


The Kickstarter launches in just a few hours!
OPERATION UNFATHOMABLE is an internally-consistent, gonzo funhouse that runs like a subterranean wilderness trek instead of a “down the 10 foot hall and kick in a door” affair. There are random elements aplenty to keep GMs guessing as well as players. No balanced encounters to be found here, but the clever setup allows low level characters to drop into the dungeon “deep end” and still have a chance of making it out alive—if they’re smart and wary.
OPERATION UNFATHOMABLE includes:
  • Underworld Phenomena: Novel environmental hazards to challenge explorers like Horizontal Cave Lightning, Whirlwinds of Unbidden Transportation, Sudden Seismic Events, and many more!
  • Fractious Factions: Enter a crossroads of Underworld civilization where combat is only one of the options (and often not always the wisest!) for dealing with its denizens. The PCs can make a temporary truce with Blind Antler Men or forge an unlikely alliance with the minions of Nul the Mindless God!
  • Races, Weirdos and Chaos Godlings Galore: Over two dozen new creatures, from Batwinged Dwarfs to Shaggath Ka the Worm Sultan, malevolent…and even more malevolent!
  • Near-Endless Adventure: Enough NPCs, encounters, and areas to explore to keep a campaign going well beyond the initial scenario.

Sunday, October 9, 2016

On Venus


Wet where Mercury is desert and as fecund as that world is barren, Venus is covered by warm, shallow seas and dense, tropical forests. Its natives are women--or creatures in the semblance of women. They are seldom surpassed in all the Cosmos in beauty, if one can abide their inhumanly colorful skins and their hair the texture of flower petals. They go almost entirely naked and chastity is not counted a virtue among them.

There is a ruler on Venus, recognized by Earthly and Mercurian powers, called the Doge, who is always from another world. This title may be held by a man or woman, but in either case, the floral and lovely native Venerians are the Doge's solicitous wives or concubines. The Doge's identity is always hidden behind an ornate mask of that durable Venerian fungal matter that resembles teak. The ruler scarcely wears any more clothing than the Venerian women, save for the notable exception of an impressive phallocrypt, decorated and enlaided with gold, for public ceremonies.

A Doge’s rule lasts only a Venerian day, as measured by the fixed stars, which is hundreds of Earth days. When the sun sets, the Doge is taken by the Venerians into the forest and is seen no more.


I posted this before, but it's been nearly two years and it beared repeating with Luka Rejec's gourgeous art. It is a follow up to this post.

Thursday, October 6, 2016

Get Ready to Enter the Weird Underworld


My Hydra Cooperative partners and I are getting ready to launch a Kickstarter on Monday, October 10, for Operation Unfathomable by writer and artist Jason "Dungeon Dozen" Sholtis. Readers of this blog no doubt know Jason's work and many of you will have no doubt read (and hopefully played) the original version of "Operation Unfathomable" from Knockspell #5. I got to play the original version at NTrpgcon, and I can tell you this expanded version is more of what makes the original so cool: more semi-gonzo weirdness, more underground sandbox, and more art by Jason. Plus, layout by Jez Gordon.

But wait! There's more. Hydra got together with Jason and cooked up a number of cool stretch goals. I've been working with Jason getting the Kickstarter page together. The video alone is going to be worth a small pledge, trust me!

Look for it come Monday.


Wednesday, October 5, 2016

Warlord Wednesday Flashback

It's Wednesday which means comics, but for years on this blog meant DC Comic's Warlord. Let's re-enter the lost world with flashback installment from almost 6 years ago today of my issue by issue examination of the series. The previous installments can be found here...

"Warpath"
Warlord (vol. 1) #30 (February 1980)

Written and Pencilled by Mike Grell; Inked by Vince Colletta

Synopsis: Morgan is riding to Shamballah through the borderlands between it and Thera, when he hears sounds suggestive of soldiers on the march. Knowing well the enmity between Thera and his wife’s city, he climbs into a tall tree to get a look. What he sees must be nearly the entire Theran garrison on the march--with their only possible destination Shamballah.

That’s when Morgan notices a more immediate danger--a jaguar on the branch next to him, ready to pounce. Morgan draws his knife and lunges first! He and the jaguar battle until they fall from the tree, with the cat getting the worst of it.

Morgan’s got to beat the army to Shamballah, but his horse has run off. He runs, hoping to cut across a swamp to save five miles. He dives into the water...right on top of a big aquatic reptile. He fights the creature, and almost escapes, but then it swallows him whole!

The Warlord’s not an easy meal. He cuts his way out of the creature with his sword. He looks back from the shore to see piranha devouring the corpse. He made it out just in time.

Morgan's not done with the derring-do yet. He starts racing along tree branches and swinging by vines, Tarzan-style. Ahead are the outlying settlements of Shamballah. Morgan has to warn them so they can mount some resistance to the coming attack.

His vine-swinging comes to a halt when the tree in front of him falls. He looks down to see a woodsman with an axe wondering what it is he’s doing. Morgan tells him about the approaching army. He says they have to raise an alarm among the outpost settlements.

The woodsman’s first thought is to warn his family, but Morgan says there isn’t time. The Therans won’t bother with one cottage. He promises to go back to his home with the woodsman once they’ve warned the outposts. The two split up, the woodsman going east and Morgan west. The man reminds Morgan that if anything happens to him, Morgan must warn his family.

After they warn the settlements, the two meet at the bridge across the great gorge, beyond which is the woodsman’s cottage--and the Theran army is upon them. Morgan tells the woodsman to go to his family, but leave him the axe. The woodsman says that Morgan’s either “a great fool or a great hero” as he leaves him to hold the bridge alone.

What Morgan can’t know is that family the woodsman is saving includes a little boy who is actually Joshua--Morgan’s own lost son, taken away by Deimos. Morgan unknowingly saves his own child as he fights an apparently doomed battle against an army.

His family safe, the woodsman releases logs into the river hoping to help Morgan. The logs tumble over the falls. Morgan leaps to safety as they smash the bridge, and take many of the Therans into the gorge.

They’ve beaten the Therans for now, but Morgan knows they’ll soon regroup. He has to get to the garrison at Shamballah to prepare them for total war.

Things to Notice:
  • Morgan goes full on Tarzan, in what's possibly the most dangerous 5 miles his ever crossed.
  • The peasant family raising Joshua hasn't sold the one-of-a-kind artifact (a wrist watch) the baby sports as an ornament.
Where It Comes From:
The first portion of this issue seems to be an homage to Tarzan.  Morgan engages in a lot of stereotypical Tarzan-esque activities: he fights a big cat with only a knife, fights a crocodile stand-in underwater, and swings on vines.  Morgan even references Johnny Weissmuller, probably the man most associated with the film version of Tarzan. 


The set piece of the issue, Morgan's stand on a narrow bridge armed with an axe was no doubt inspired by an event legend holds occurred at the Battle of Stamford Bridge on September 25, 1066.  The Anglo-Saxon Chronicle says that a giant Norse axemen held the narrow bridge for a time against the entire Saxon army.  He's said to have killed 40 Englishmen single-handed before he was brought down.