Wednesday, January 4, 2017

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 4)
(Dutch: De Sluimerende Dood)
Art & script by Don Lawrence

Storm and Huatl, back in the hands of the Manatecs, will be forced to face someone named Kuadro in the duel. At the appointed time, they are led into an arena where ancient missiles risen--worshipped as gods by these people too.

Kuadro awaits the two prisoners on the opposite end of a narrow walkway across a pit filled with mordillos. It's time for the fight to begin, and Kuadro drops his poncho:


Storm is overmatched by a foe with four arms. He's knocked from the walkway but manages to hang on until Kuadro stabs him in the hand. Storm's other hand reaches for something to save him. He grabs a metal bar--which turns out to be a lever. The platform begins to turn. Kuadro is thrown off balance and falls into the pit.

Storm is declared the victor and the new leader. Storm demures from the office, offering Huatl in his place--after he returns. Before the Manatec people can respond, the two race into the tunnel the god-missiles emerge from. The two jump on the transports that carry the missiles along a track through the subterranean tunnel. Huatl thinks this all is the work of the gods, but Storm explains that ancient humans made this (though he wonders at what the power source must be).

The two reach an area where the air is thick. Vegetation has grown over the ventilation. The two lose consciousness. When Storm awakens, the transports have stopped in a massive assembly hall, and a horror is in front of them:


The spider grabs Huatl and begins to enrapt him in webbing. Thinking quickly, Storm wipes grease from the transport's axle so he can climb over the web without sticking. He manages to do that without drawing the attention of the spider and free Huatl.

No sooner is that done than the two have to sprint after the transport, which has began moving again.

TO BE CONTINUED

Monday, January 2, 2017

TPK for the In-laws



We spent New Year's with my wife's parents, and she really wanted to introduce them to D&D. They are avid gamers of the Catan/Carcassone/Pandemic sort but had never played an rpg. On the way to their place, we bought the 5e Starter Set (mainly to get ahold of the Lost Mines of Phandelver intro adventure), but also for the sample characters.

I'm sorry to say Squire Bill the Dwarf Cleric, Maggie the Elf Wizard, and Sara Longstreet the Fighter, were all lost in a goblin den. It was the first TPK of the new year. Hell, it's my first one as a DM in decades, perhaps.

While this was sort of on the fly and an introductory game not the start of a campaign, I did reskin a few thinks to make them more in line with my sensibilities, taking some suggestions from Gus L's critique of the adventure here. The PCs started in media res walking along the road from Knarr to Fandlin, where they know there is to be a festival honoring St. Frithona. I vaguely had in mind a Canterbury Tales riff, and I may differ a bit from Gus in my stance on funny names (I want them to be consistent in a way that suggest culture and interesting, but I do not necessarily see facility of player use as primary concern. If they can't remember them, they can take notes.) so I actually added more than are in the adventure while I altered the ones they were there. So the PCs soon encounter the gruff dwarven outfitter with a secret, Rockseeker Gev, and his associate, Silfer, and soon after, a pilgrim camp with Maudrey (a corpulent merchant), Eilmer (a used car salesman-esque relic seller), Bregwin (a taciturn female fighter with a hatred of goblins), and Karthusa (a nervous tinkerwoman).

After Gev and Silfer are apparently kidnapped in a goblin attack--and the player's find a tantalizing but unreadable map to the ruins--they track the goblins back to their lair.

In the end, it was mostly bad rolls that took them down and even then it was a close thing: the last PCs was felled by the last goblin in a room who was himself hanging on only by 1 HP. I suppose I should have had the goblin flee at that point to raise alarm (and give the PCs time to maybe attempt escape), but it happened relatively fast and the contest was so close. In any case, the player's seemed to enjoy the game, despite feeling they had "lost" in the end. Being more conformable with boardgames with role-playing the combat was more to their liking than the NPC interaction, so this introductory thing suited them better than one of my adventures might have.

Sunday, January 1, 2017

Happy New Year--And Remember the Hydra Sale!


A happy 2017 to everyone! Remember there are just four more days of the 12 Days of Hydra Sale.

I'm looking forward to release of Strange Stars OSR early in 2017 and Mortzengersturm, the Mad Manticore of the Prismatic Peak a bit later.

Friday, December 30, 2016

On Rune, in the Strange Stars

Final (hopefully) edits continue on Strange Stars OSR and the commission of a few additional pieces of art to fill some layout gaps. Above is a chapter header by ever-amazing Jason Sholtis showing an encounter with a Runic dragon. Here's the Stars Without Number style description of Rune from the upcoming book:

RUNE
SSGSB p. 15
Tags  Out of Contact, Rigid Society
Enemies  Necromancer Mauldazard, Rampaging dragon
Friends  Young dragon Thussumbraan, Benevolent sorceress Jaronel
Compl.  Feudal warfare, Dragon attack
Things  Dragon’s treasure horde, Downed spacecraft from a “civilized world”
Places  Wizard’s tower, Dragon’s cave

Also, remember the 12 Days of Hydra sale is still ongoing. This would be a good time to pick up the Strange Stars Setting Book on the cheap before the release of the OSR Rulebook.

Thursday, December 29, 2016

Colonial Adventures

A latter day Emirikol?

Over the holiday I've been reading The Dark Side of the Enlightenment: Wizards, Alchemists, and Spiritual Seekers in the Age of Reason, and it got me thinking (though not for the first time) about a game set in a slightly alternate history/fantasy version of Colonial America as the Revolutionary War approaches. Such a setting offers plenty of wilderness to be tamed in performance of the Gygaxian ritual, but also political intrigues, mystic cults, and a clash cultures.


Though something like Warhammer Fantasy would work for this, it strikes me that the Adventures in Middle-Earth implementation of D&D 5e would also fit the bill. The de-emphasis of magic better fits a hidden magic or mildly fantastic historical setting. The idea of replacing races with cultures works well. Its Scholar class could probably be a good template for how to implement a Rosicrucian Hermetic Magi, Cabbalist, or Alchemist. The Wanderer could form the basis of a magic-free Frontier Ranger. There would still be some bases to be covered: Some sort of depowered Warlock would be useful for hidden New England witches and a less magically Bard raconteur/agitator (though maybe better handled as a thief?).

Of course this territory has been somewhat mined by game systems to some degree before (Colonial Gothic and Northern Crown, I'm aware of), so there are other places to steal ideas.

Wednesday, December 28, 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 3)
(Dutch: De Sluimerende Dood)
Art & script by Don Lawrence

Traveling through the jungle on the way to the place of the Manatecs, Storm comes to a gorge beneath an ancient dam. He makes a crude glider to fly across. It works more or less, but an attack by a giant condor brings him down into the reservoir--and into the hands of the Manatecs. They throw him in a cell with Yukan's son Huatl.

Meanwhile, Yukan's other son is still pining for Ember, despite his father forbidding him to marry her. Yukan has another bride in mind for his son, though Kai isn't interested. That night, Kai sneaks into his father's room to steal the amulet with the cure for Ember, but Yukan awakens and soon Kai is clapped in irons, Yukan plans to keep Kai that way until after the wedding.

Before the wedding, the "gods" rise and another challenge is issued against Yukan. He easily bests the first challenger, but then Kai chooses to challenge his father. Angry with his son, Yukan agrees. Kai is unable to stand against him, but before Yukan can deliver the killing blow he is distracted by Kai's wife to be begging for her groom's life. That distraction is enough for Kai to stab his father and kill him! Now he is the ruler and has the amulet--and Ember.

Back in the Manatec city, Storm has (incredibly) discovered a disassembled ancient laser pistol in a compartment behind a loose tile. He rebuilds it, but needs a piece of metal to make it active. Luckily, the guard that delivers their food as a silver amulet and Storm is able to scam it off him.

With the gun, Storm and Huatl are able to break out, though the gun doesn't have too many shots before it burns out. The escape into the forest, but they are pursued using reptillian creatures called mordillos:


They're treed by the creatures then the guards use a ram-horned mount called a battarax to knock them out of the tree. Storm manages to fight his way free again, but when Huatl is taken, he surrenders rather than leave him behind.

Elsewhere, Kai uses the antidote to cure Ember. As soon as she is awake, he demands she marry him. Her answer is predictable:


Kai's response is equally typical of villains like himself:


TO BE CONTINUED

Tuesday, December 27, 2016

12 Days of Hydra


Have you been speculating about the goodness of Strange Stars? Wondering if Weird Adventures is worth a look? Or maybe you've been ruminating on getting Ruins & Ronin or fretting a Fever-Dreaming Marlinko purchase? Fret no more! The 12 Days of Hydra Sale is here to help ease those hard decisions!

All digital titles are 40% and print 40% until January 5.