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Friday, December 23, 2016
Christmas Adventures Left Undone
I managed to do three "Christmas Specials" in my two Weird Adventures campaigns: "Twas the Fight Before Yule," and it's sequel, and "Another Weird Yule." This year, there was a holiday related cameo in my Land of Azurth game.
I still have gotten around to doing the reskin of Slumbering Ursine Dunes involving the Weird Adventures version of the Tunguska Event, the mysterious Siberian cauldrons, a captive Father Yule, and talking bears. Maybe one day!
Thursday, December 22, 2016
More Covers That Weren't
Here are some counterfactual covers I did a while back for some AD&D classics:
A Players Handbook using the art of Gideon Brugman.
A Dungeon Masters Guide with a Jesse Santos cover.
and a well-used Monster Manual with a Sanjulian cover.
A Players Handbook using the art of Gideon Brugman.
A Dungeon Masters Guide with a Jesse Santos cover.
and a well-used Monster Manual with a Sanjulian cover.
Wednesday, December 21, 2016
Wednesday Comics: Storm: The Creeping Death
My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.
Storm: The Creeping Death (1982) (part 2)
(Dutch: De Sluimerende Dood)
Art & script by Don Lawrence
Storm is brought before the warrior's leader, Yucan. Yucan boasts he is the only one who knows the antidote for Ember, but he won't divulge it, even after Storm roughs him up a bit. He wants to make Storm a trade. Yucan's son Huatl has been taken captive by the Manatecs that live in a city beyond a vast wall. If Storm will recue him, Yucan will give him the antidote. Storm agrees.
Suddenly, there is a call that the gods are coming. The populous runs in the square and kneel before great steel doors. The door rises and:
The ancient, automated missiles rise to point in the direction to launch at enemies long dead. A horn sounds. Yucan explains that when the gods come, it is time for a ritual challenge for rulership. If no challenger appears, a prisoner is sacrificed. Yucan makes short work of the sacrifice:
The missiles retract and the spectacle is over. Storm goes to tend Ember. Yucan tells him she will die in 10 days and introduces his son, Kai. He outlines the obstacles to reaching the Manatecs to Storm, but he only has eyes for Ember.
After Storm leaves, Yucan visits his father and asks to be allowed to marry Ember when Storm fails, and dies. Yucan refuses to allow it, citing tradition against marrying outsiders. Besides, Yucan points out, she will die without the antidote he keeps in his amulet--and no one will get that while he is alive. Kai agrees: While his father is alive.
TO BE CONTINUED
(Dutch: De Sluimerende Dood)
Art & script by Don Lawrence
Storm is brought before the warrior's leader, Yucan. Yucan boasts he is the only one who knows the antidote for Ember, but he won't divulge it, even after Storm roughs him up a bit. He wants to make Storm a trade. Yucan's son Huatl has been taken captive by the Manatecs that live in a city beyond a vast wall. If Storm will recue him, Yucan will give him the antidote. Storm agrees.
Suddenly, there is a call that the gods are coming. The populous runs in the square and kneel before great steel doors. The door rises and:
The ancient, automated missiles rise to point in the direction to launch at enemies long dead. A horn sounds. Yucan explains that when the gods come, it is time for a ritual challenge for rulership. If no challenger appears, a prisoner is sacrificed. Yucan makes short work of the sacrifice:
The missiles retract and the spectacle is over. Storm goes to tend Ember. Yucan tells him she will die in 10 days and introduces his son, Kai. He outlines the obstacles to reaching the Manatecs to Storm, but he only has eyes for Ember.
After Storm leaves, Yucan visits his father and asks to be allowed to marry Ember when Storm fails, and dies. Yucan refuses to allow it, citing tradition against marrying outsiders. Besides, Yucan points out, she will die without the antidote he keeps in his amulet--and no one will get that while he is alive. Kai agrees: While his father is alive.
TO BE CONTINUED
Monday, December 19, 2016
Escape from the Den of the Dragonettes
Last time in our Land of Azurth 5e campaign, the group was stranded on a weird mesa after having been attacked by wooden gargoyle puppets. After noticing the gargoyle corpses were still held a bit off the ground by the strings, the party thought they might use those to climb down, but the strings were too thin. However, they serendipitously discover that the gargoyle wings still have some lift to them; enough that they are able to ride gargoyle corpses to the ground like gliders.
Using the stage deocration-like trees and bushes they cut down as camoflage, the party tried to make their way around another mesa, skirting the wooden gargoyle town and getting to the mountain on the opposite side they believe might hold a way out. When they're spotted, they just make a break for it, and it's a spell-slinging, bow-firing chase to mountain. Luckily, there is a cave entrance.
Once inside (where the gargoyle's can't go because of their strings), our heroes follow the twisting trail up inside the mountain until they reach a larger cave. There's a whispering in the darkness, and the party is greeted by:
The Dragomen: Humans dressed in bad dragon costumes who serve someone called "the Dragonettes" and believe by sacrifice they will be reborn as those creatures and after many cycles, dragons. The Dragonettes live in the next cave over and come for a sacrifice every week.
Not wanting to linger long among these idiots, the party moves on to the next cave. There they are stopped by diminutive reptilian creatures with spears:
These are the Dragonettes. They can barely disguise their snickering at how they've gulled the Dragomen, whom (it is fairly obvious) they are using as a food source. They refuse to let the party pass, but Kully puts them to sleep. Investigating the adjacent caves uncovers a great hall (which the party avoids), a garbage pit filled with human bones, and a kitchen. There Erekose kills a fleeing Dragonette, so the party begins to move with more urgency.
They uncover a shrine where a winged Dragonette priest and his acolytes are raising a sacrificial platform (pilled with human parts and a Dragonette corpse) up into an aperture in the ceiling to the "Mother Dragon."
Several party members want to kill the priests and take the platform to the aperture, but Shade convinces them to parlay. When the priest hears they want to willing take the platform up, he's more than happy to let them go meet the Mother. He's sure such a sacrifice will prime him for dragon evolution for sure!
The party ascends into darkness. Those with dark vision see a cave littered with bones and overfilled with a very old, sleeping dragon. Stealthy investigation reveals a manhole-size opening in the ceiling that goes up through rock to reveal the night sky. There are no other exits.
With few options, the party sends the frogling Waylon climbing up to investigate. He finds himself on a cold and wind-swept mountain peak. Then, he hears the sound of bells! He lights his lantern and to his wondering eyes appears a flying sleigh pulled by deer!
Father Yule knows him by name, and acquiesces to Waylon's request for rope. His friends quickly scramble up out of the dragon's den, and since Father Yule is on his way to the Land of Azurth, he gives them a ride.
He deposits the party in Rivertown, with a gift each.
This entire series of adventures was liberally adapted from Frank L. Baum's Dorothy and the Wizard of Oz.
Using the stage deocration-like trees and bushes they cut down as camoflage, the party tried to make their way around another mesa, skirting the wooden gargoyle town and getting to the mountain on the opposite side they believe might hold a way out. When they're spotted, they just make a break for it, and it's a spell-slinging, bow-firing chase to mountain. Luckily, there is a cave entrance.
Once inside (where the gargoyle's can't go because of their strings), our heroes follow the twisting trail up inside the mountain until they reach a larger cave. There's a whispering in the darkness, and the party is greeted by:
The Dragomen: Humans dressed in bad dragon costumes who serve someone called "the Dragonettes" and believe by sacrifice they will be reborn as those creatures and after many cycles, dragons. The Dragonettes live in the next cave over and come for a sacrifice every week.
Not wanting to linger long among these idiots, the party moves on to the next cave. There they are stopped by diminutive reptilian creatures with spears:
These are the Dragonettes. They can barely disguise their snickering at how they've gulled the Dragomen, whom (it is fairly obvious) they are using as a food source. They refuse to let the party pass, but Kully puts them to sleep. Investigating the adjacent caves uncovers a great hall (which the party avoids), a garbage pit filled with human bones, and a kitchen. There Erekose kills a fleeing Dragonette, so the party begins to move with more urgency.
They uncover a shrine where a winged Dragonette priest and his acolytes are raising a sacrificial platform (pilled with human parts and a Dragonette corpse) up into an aperture in the ceiling to the "Mother Dragon."
Several party members want to kill the priests and take the platform to the aperture, but Shade convinces them to parlay. When the priest hears they want to willing take the platform up, he's more than happy to let them go meet the Mother. He's sure such a sacrifice will prime him for dragon evolution for sure!
The party ascends into darkness. Those with dark vision see a cave littered with bones and overfilled with a very old, sleeping dragon. Stealthy investigation reveals a manhole-size opening in the ceiling that goes up through rock to reveal the night sky. There are no other exits.
With few options, the party sends the frogling Waylon climbing up to investigate. He finds himself on a cold and wind-swept mountain peak. Then, he hears the sound of bells! He lights his lantern and to his wondering eyes appears a flying sleigh pulled by deer!
Art by GENZOMAN |
Father Yule knows him by name, and acquiesces to Waylon's request for rope. His friends quickly scramble up out of the dragon's den, and since Father Yule is on his way to the Land of Azurth, he gives them a ride.
He deposits the party in Rivertown, with a gift each.
This entire series of adventures was liberally adapted from Frank L. Baum's Dorothy and the Wizard of Oz.
Friday, December 16, 2016
I Didn't see the new Stars Wars but I did see new Strange Stars
Yesterday, Lester B. Portly sent me the rough layout for Strange Stars OSR. There is still proofing and some other edits to be done, but I wanted to show off some sample pages:
This is a page from the beginning of the chapter on Worlds, containing 22 planets/habitats described in the Stars Without Number style and random generators for orbital habitats.
This is a page from the chapter on clades. There are 20 clades in all and general guidelines for adding additional clades in the various sophont categories.
This is a page from the beginning of the chapter on Worlds, containing 22 planets/habitats described in the Stars Without Number style and random generators for orbital habitats.
This is a page from the chapter on clades. There are 20 clades in all and general guidelines for adding additional clades in the various sophont categories.
Thursday, December 15, 2016
Games I've Played Recently
After something of a hiatus with gaming as a player, I 've been in two ongoing campaigns of late that I've really enjoyed. There are a lot of differences between them in terms of ruleset and campaign style, but a lot of similarities in terms of what I think are good GM practices, too.
Jack Shear's Krevborna is on a break now for the holidays but will hopefully return in the new year. Not surprisingly, it's sort of a Gothic setting (Ravenloft, but better realized, perhaps). We use 5e, and there was as much a focus on mystery and investigation of conspiracies as there was traditional exploration and monster-slaying.
Jason Sholtis's Bewilderlands, run in Swords & Wizardry, is perhaps a more "traditional" wilderness hexcrawl--if your definition of traditional isn't so much mainstream stuff, but the sort of weirdness produced by the OSR DIY crowd. There are mysterious things in the Bewilderlands, too, but the effect is more "what will we stumble into this time?" than planfully considering our next move. (This likely is as due to our approach as players, but Jason's semi-gonzo world seems to invite improvisation.)
The mechanics, other than be flavors of D&D, produce slightly different play styles in an of themselves, on top of the differing focuses. Character motivations and backstories are more important in Jack's game, while humor and farce (not absent from either) comes more to the for in Jason's. Still, I think their are a lot of similarities. Both Jack and Jason are experienced gamemasters with a strong sense of their own style and a handle on the world's they are presenting. Both of them present an intricate backdrop with factions, locales, and other bits of depth, but they sit back and let the player's choose what they want to approach.
Of course, the enjoyment I get out of these two games doesn't come solely from the GMs. Both of them have a good, involved group of players (which seems to be the exception rather than the rule when drawing from the player/gm/creators of the G+ community). The give and take between the two is probably as important as anything else.
Art by Guy Davis |
Jack Shear's Krevborna is on a break now for the holidays but will hopefully return in the new year. Not surprisingly, it's sort of a Gothic setting (Ravenloft, but better realized, perhaps). We use 5e, and there was as much a focus on mystery and investigation of conspiracies as there was traditional exploration and monster-slaying.
Art by Jason Sholtis |
Jason Sholtis's Bewilderlands, run in Swords & Wizardry, is perhaps a more "traditional" wilderness hexcrawl--if your definition of traditional isn't so much mainstream stuff, but the sort of weirdness produced by the OSR DIY crowd. There are mysterious things in the Bewilderlands, too, but the effect is more "what will we stumble into this time?" than planfully considering our next move. (This likely is as due to our approach as players, but Jason's semi-gonzo world seems to invite improvisation.)
The mechanics, other than be flavors of D&D, produce slightly different play styles in an of themselves, on top of the differing focuses. Character motivations and backstories are more important in Jack's game, while humor and farce (not absent from either) comes more to the for in Jason's. Still, I think their are a lot of similarities. Both Jack and Jason are experienced gamemasters with a strong sense of their own style and a handle on the world's they are presenting. Both of them present an intricate backdrop with factions, locales, and other bits of depth, but they sit back and let the player's choose what they want to approach.
Of course, the enjoyment I get out of these two games doesn't come solely from the GMs. Both of them have a good, involved group of players (which seems to be the exception rather than the rule when drawing from the player/gm/creators of the G+ community). The give and take between the two is probably as important as anything else.
Wednesday, December 14, 2016
Wednesday Comics: Storm: The Creeping Death
My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.
Storm: The Creeping Death (1982)
(Dutch: The Dormant Death )
Art & script by Don Lawrence
Storm and Ember are racing along over water on hover-bike type things. They've been exploring the world since they left Antarctica. Suddenly, a sort of giant slug creature rises from the water, knocking Ember from her vehicle. Storm swoops down to help her, but the creature smashes into him.
When Ember surfaces, she sees Storm unconscious in the roots of a tree near the water's edge. Their bikes were destroyed. When Storm comes to, they decide to climb a tree to survey their surroundings. All around them is an immense jungle, but they also see what may be buildings at the horizon. With no place else to go, they head off in that direction.
It's tough going. They have to climb treacherous rocks and cut through dense vegetation. Then:
Hit by the dart, Ember first swoons, then wakes up in a violent rage. Storm manages to avoid her attacks then restrain her until she passes out. Storm carries her on then makes camp for the night. The next day, she is still out. Storm moves on, hoping somehow to find an antidote for the poison.
He makes it to the buildings, but they appear long deserted. Then:
The men reveal they've been following him all day, and they are the ones that shot Ember with the dart. The plan to take Storm to their leader. He isn't having it:
Once he beats them all, he tells them that now he's ready to be taken to their leader. And they do.
TO BE CONTINUED
(Dutch: The Dormant Death )
Art & script by Don Lawrence
Storm and Ember are racing along over water on hover-bike type things. They've been exploring the world since they left Antarctica. Suddenly, a sort of giant slug creature rises from the water, knocking Ember from her vehicle. Storm swoops down to help her, but the creature smashes into him.
When Ember surfaces, she sees Storm unconscious in the roots of a tree near the water's edge. Their bikes were destroyed. When Storm comes to, they decide to climb a tree to survey their surroundings. All around them is an immense jungle, but they also see what may be buildings at the horizon. With no place else to go, they head off in that direction.
It's tough going. They have to climb treacherous rocks and cut through dense vegetation. Then:
Hit by the dart, Ember first swoons, then wakes up in a violent rage. Storm manages to avoid her attacks then restrain her until she passes out. Storm carries her on then makes camp for the night. The next day, she is still out. Storm moves on, hoping somehow to find an antidote for the poison.
He makes it to the buildings, but they appear long deserted. Then:
The men reveal they've been following him all day, and they are the ones that shot Ember with the dart. The plan to take Storm to their leader. He isn't having it:
Once he beats them all, he tells them that now he's ready to be taken to their leader. And they do.
TO BE CONTINUED
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