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Sunday, March 12, 2017
Closer to the Prismatic Peak
The first published adventure in the Land of Azurth, Mortzengersturm the Mad Manticore of the Prismatic Peak, is scheduled to drop in June. We're close now, so barring some unforeseen calamity, I feel fairly confident in that. Ideally (though there is less certainty in this), the physical copies will debut at North Texas RPG Con.
Mortzengersturm features art (like the cover above) and cartography by Jeff Call and layout and design will be by Lester B. Portly who made the Strange Stars series look so good. It's written for 5e, but that means its fairly easily "back adaptable" to older editions.
Friday, March 10, 2017
Planetary Picaresque
We're all familiar with the Planetary Romance or Sword and Planet stories of the Burroughsian ilk, where a stranger (typically a person of earth) has adventures of a lost world or derring-do sort of variety on an alien world. I'd like to suggest that their is a subgenre or closely related genre that could be termed the Planetary Picaresque.
The idea came to me while revisiting the novels in Vance's Planet of Adventure sequence. The first novel, City of the Chasch, is pretty typical of the Planetary Romance form, albeit more science fiction-ish than Burroughs and wittier than most of his imitators. By the second novel, Servant of the Wankh (or Wanek), however, Vance's hero is spending more time getting the better of would be swindlers or out maneuvering his social superiors amid the risible and baroque societies of Tschai than engaging in acts of swordplay or derring-do. One could argue the stalwart Adam Reith is not himself a picaro, but the ways he is forced to get by on Tschai certainly resemble the sort of situations a genuine picaro might get into.
These sort of elements are not wholly absent from Vance's sword and planet progenitors (Burroughs has some of that, probably borrowed from Dumas), but Vance makes it the centerpiece rather than the comedy relief. Some of L. Sprague de Camp's Krishna seem to be in a similar vein.
The roleplaying applications of this ought to be obvious. You get to combine the best parts of Burroughs with the best parts of Leiber. I think that's a pretty appealing combination.
Thursday, March 9, 2017
Weird Revisited: Desolation Cabaret
This post appeared in March 20, 2011. I think it was first straight up "rpg fiction" on the blog.
In 5880, writer and Great War veteran, Geoffersen Turck, arrived in the Republic of Staark intending to write a travelogue of post-war Ealderde. What follows is from Turck’s journals...
Like home, the capital of Staark has an old name, which nobody bothers to use. It’s just “the Metropolis” these days. I have to admit, it outdoes the City in some ways--giant skyscrapers are everywhere, with aircars flitting busily between them like insects, interrupted by the stately passage of the occasional zeppelin. Automata direct traffic in the streets, and there’s the ever-present hum and vibration of the underground factories and power plants. You could almost forget the country was flatten by war, then buried by debt--but of course, glittering towers and airplanes keep you looking up, instead of at the faces of the poor walking the low streets.
Then there’s the dark side--what they call “the half-world.” This is a town so full of prostitutes they actually publish guidebooks so the inquiring libetine can stay up on the shifting codes of clothing and color accessories that signal what sort of perversions a hire is game for! Below the elevated roads and railways, lurid neon decorates cabarets and clubs that offer all that's on the streets and more. These streets are all-night candy store for drug fiends--their narco-alchemists must work in shifts. Maybe they’ve got automata doing that, too. In the shadows on the periphery of this underworld are the poor, discarded veterans of the Great War. Those pressed into service by crime or poverty as Eisenmenschen--men thaumatosurgically reconstructed in the Imperial bodyworks with machine parts to be implements of war. The rising National Purity Party has been scapegoating these unfortunates in their rhetoric--blaming them for Staark’s humiliation and defeat.
The air’s starting to get to me. They say things about Metropolis’ air, like its some sort of intoxicant all its own. To me, it’s just the constant stench of stale cigarettes, diesel fumes, and sweat, poorly covered with cloying perfume.
I think I'll give the country a try.
There are areas of the Staarkish countryside posted with warnings. These are the desolation zones, places still tainted by the strange weapons used in the War. Mostly people heed the warnings--the signs aren’t even needed really, when you can see the sickly vegetation, or the pale glow on moonless nights, or hear the weird cries of things unseen. Locals sit in taverns and swap tales about things like gibbering mouths, dire worms, flabby men, or susurrous shamblers. They talk about the zones, but they stay out.
The fellows I’ve thrown in with have other ideas.
The government’s put a bounty on the malfunctioning constructs and golems from the war still stalking the countryside, still carrying out their orders. Menschenjäger--manhunters--they’re called. From the description of the frightened farmers, the leader of our band calls the one we're after a Betrachter, but when we finally see the thing, it looks like a cyclops to me. Then it fires that disintegrating ray out of its eye and one of our group is seared to ash in its too-bright glow.
That night, after we’ve wrapped the head for transport, we’re sitting in the cold, and the tomb-stillness with the smell of burnt flesh still lingering unpleasantly, and eating iron rations, and I think--Maybe Metropolis isn’t so bad after all?
In 5880, writer and Great War veteran, Geoffersen Turck, arrived in the Republic of Staark intending to write a travelogue of post-war Ealderde. What follows is from Turck’s journals...
Like home, the capital of Staark has an old name, which nobody bothers to use. It’s just “the Metropolis” these days. I have to admit, it outdoes the City in some ways--giant skyscrapers are everywhere, with aircars flitting busily between them like insects, interrupted by the stately passage of the occasional zeppelin. Automata direct traffic in the streets, and there’s the ever-present hum and vibration of the underground factories and power plants. You could almost forget the country was flatten by war, then buried by debt--but of course, glittering towers and airplanes keep you looking up, instead of at the faces of the poor walking the low streets.
Then there’s the dark side--what they call “the half-world.” This is a town so full of prostitutes they actually publish guidebooks so the inquiring libetine can stay up on the shifting codes of clothing and color accessories that signal what sort of perversions a hire is game for! Below the elevated roads and railways, lurid neon decorates cabarets and clubs that offer all that's on the streets and more. These streets are all-night candy store for drug fiends--their narco-alchemists must work in shifts. Maybe they’ve got automata doing that, too. In the shadows on the periphery of this underworld are the poor, discarded veterans of the Great War. Those pressed into service by crime or poverty as Eisenmenschen--men thaumatosurgically reconstructed in the Imperial bodyworks with machine parts to be implements of war. The rising National Purity Party has been scapegoating these unfortunates in their rhetoric--blaming them for Staark’s humiliation and defeat.
The air’s starting to get to me. They say things about Metropolis’ air, like its some sort of intoxicant all its own. To me, it’s just the constant stench of stale cigarettes, diesel fumes, and sweat, poorly covered with cloying perfume.
I think I'll give the country a try.
There are areas of the Staarkish countryside posted with warnings. These are the desolation zones, places still tainted by the strange weapons used in the War. Mostly people heed the warnings--the signs aren’t even needed really, when you can see the sickly vegetation, or the pale glow on moonless nights, or hear the weird cries of things unseen. Locals sit in taverns and swap tales about things like gibbering mouths, dire worms, flabby men, or susurrous shamblers. They talk about the zones, but they stay out.
The fellows I’ve thrown in with have other ideas.
The government’s put a bounty on the malfunctioning constructs and golems from the war still stalking the countryside, still carrying out their orders. Menschenjäger--manhunters--they’re called. From the description of the frightened farmers, the leader of our band calls the one we're after a Betrachter, but when we finally see the thing, it looks like a cyclops to me. Then it fires that disintegrating ray out of its eye and one of our group is seared to ash in its too-bright glow.
That night, after we’ve wrapped the head for transport, we’re sitting in the cold, and the tomb-stillness with the smell of burnt flesh still lingering unpleasantly, and eating iron rations, and I think--Maybe Metropolis isn’t so bad after all?
Monday, March 6, 2017
Azurth-dex
I was asked about a Land of Azurth Index on G+. I've done I couple of these before, but it seemed like a good time to combine them into one post.
An Azurth Creature Catalog (through 2015) and playable races from 2014.
More recent creatures/races/hazards:
Alchemical Dwarves
Arthropods from Nowhere
Bad Seeds
Cosmic Cat
Faeborn of Virid
Giants of Azurth
Goblinic Slime
Heap
Subelementals
Shooting Star Folk
Places/Things:
Along (the Yellow) River
Castle Machina
Deodand, Leprous
Geographic Highlights of Yanth Country
Islands in the Boundless Sea
Lardafa, the Beggar City
Motley Isles
Night of Souls
Noom
Paper Town
The Stone Sages
Troglopolis
Virid
Cultures/People:
Mad Mirabilis Lum
Mysteriarchs of Zed
People of Azurth (NPCs)
Velocipede Gangs
Unusual Denizens of Azurth
Wizards of Troglopolis
Witch-Queen of Noxia
And an overview.
An Azurth Creature Catalog (through 2015) and playable races from 2014.
More recent creatures/races/hazards:
Alchemical Dwarves
Arthropods from Nowhere
Bad Seeds
Cosmic Cat
Faeborn of Virid
Giants of Azurth
Goblinic Slime
Heap
Subelementals
Shooting Star Folk
Places/Things:
Along (the Yellow) River
Castle Machina
Deodand, Leprous
Geographic Highlights of Yanth Country
Islands in the Boundless Sea
Lardafa, the Beggar City
Motley Isles
Night of Souls
Noom
Paper Town
The Stone Sages
Troglopolis
Virid
Cultures/People:
Mad Mirabilis Lum
Mysteriarchs of Zed
People of Azurth (NPCs)
Velocipede Gangs
Unusual Denizens of Azurth
Wizards of Troglopolis
Witch-Queen of Noxia
And an overview.
Friday, March 3, 2017
Weird Revisited: Mantis + Prey
The this post appeared on the 1st of March 6 years ago. It was one of a series of posts I did doing variations on the Outer Planes.
The Mantid Sisterhood are ascetic warrior-nuns and servants of Law from the outer planar realm sometimes called the Octachoron of the Archons. They appear as full-scale, porcelain, marrionettes (without visible strings), in the form of insectoid centaurs, with feminine upper bodies, like slim ballerinas. They wear sphinx-like expressions on their perfect, identical faces.
They are sent out to the Prime Material to hunt down those guilty of transgressions against the Grand Algorithm of the Archons of Law. Transgressors need not know they have committed error--the judgement of the Archons is final; the punishments of the Sisterhood is precise and always delivered with the utmost serenity.
#Enc.: 1d6
Move: 40’(120’)
AC: 3
HD: 7
Attacks: 2 (strikes)
Damage: 2d8
Save: C7
Mantid sisters have the abilities of the Monk class at 7th level (except for feign death, and resistance to ESP, which are superseded by other abilities). As constructs of a sort, they possess darkvision, immunity ot mind-affecting effects, and immunity to poison, sleep, paralysis, charm, and disease--anything that requires a target be a biologic living being. They are able to travel via dimensional doorways from plane to plane at will.
The Mantid Sisterhood are ascetic warrior-nuns and servants of Law from the outer planar realm sometimes called the Octachoron of the Archons. They appear as full-scale, porcelain, marrionettes (without visible strings), in the form of insectoid centaurs, with feminine upper bodies, like slim ballerinas. They wear sphinx-like expressions on their perfect, identical faces.
They are sent out to the Prime Material to hunt down those guilty of transgressions against the Grand Algorithm of the Archons of Law. Transgressors need not know they have committed error--the judgement of the Archons is final; the punishments of the Sisterhood is precise and always delivered with the utmost serenity.
#Enc.: 1d6
Move: 40’(120’)
AC: 3
HD: 7
Attacks: 2 (strikes)
Damage: 2d8
Save: C7
Mantid sisters have the abilities of the Monk class at 7th level (except for feign death, and resistance to ESP, which are superseded by other abilities). As constructs of a sort, they possess darkvision, immunity ot mind-affecting effects, and immunity to poison, sleep, paralysis, charm, and disease--anything that requires a target be a biologic living being. They are able to travel via dimensional doorways from plane to plane at will.
Thursday, March 2, 2017
Firefight on the Planet of the Apes
"FIGHT IN THE DESERT"
Player Characters:
Jeff Call as Brock Irving
Lester B. Portly as Eddy Woodward
Jason Sholtis as Francis La Cava
Nonplayer Characters:
Strother Martin as the Mutant Priest
Synopsis: Irving, Woodward, and La Cava go all Wild Bunch on a group of mutants.
Commentary: After little action last adventure this one was a shootout. For the first time since we started this campaign, though, things got tense as the high Mutant Future hit points got whittled down. The fact that I house-ruled doubling the damage for firearms a few sessions ago also helped.
Though this came up last session and not this one, the mutants venerate "Mendes" as their divinely inspired leader and spokes man for the bomb. The priests seen in this session and the last are slightly more human looking than the Kreeg, but also more unhealthy appearing.
The PCs managed to acquire a couple of submachineguns (an M3 being the most coveted) and a dune buggy.
Wednesday, March 1, 2017
Wednesday Comics: Storm: Pirates of Pandarve
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Pirates of Pandarve (1983)
(Dutch: De Piraten van Pandarve) (part 5)
Art by Don Lawrence; script by Martin Lodewijk
Marduk explains to a shocked Ember that he really isn't interested in her; she's just bait for the Anomaly. Why is the Anomaly (Storm) so important? His travel through time has embued him with energies that Marduck thinks he can use to control "the powerlines of space and time."
When Storm comes for Ember, Marduk figures that power will be his. Ember tells him others have gone up against Storm before--and failed.
Meanwhile on the Pirate Planet:
All that ice is turned to Vertiga Bas's drinking water via monstrous worm things called griffs:
Storm is partnered with the red (literally) man Nomad and told they will work together until one of them dies.
Nomad shows Storm the ropes in the mines and the use of the equipment. Storm tells Nomad about Rann and his promise to return with money (though now Storm doesn't plan to wait that long). Nomad surmises that if a tariev hunter like Rann knows where to get that much money, it can only mean one thing:
Rann must know the location of the tariev graveyard. Another slave, eavesdropping seems interested in this information.
Storm and Nomad begin an escape attempt. Storm powers up their work lasers so they can actually hurt a guard and capture him. They force him to lead them to the central lift shafts. On the way, some other guards try to stop them, but Storm blasts a griff in the eye, and the creature's death throes kill them. Unfortinately, it also causes a rockfall!
After digging themselves out, Storm and Nomad ambush a maintenance crew heading in their direction. They overpower the guards, and recruit the slaves:
TO BE CONTINUED
(Dutch: De Piraten van Pandarve) (part 5)
Art by Don Lawrence; script by Martin Lodewijk
Marduk explains to a shocked Ember that he really isn't interested in her; she's just bait for the Anomaly. Why is the Anomaly (Storm) so important? His travel through time has embued him with energies that Marduck thinks he can use to control "the powerlines of space and time."
When Storm comes for Ember, Marduk figures that power will be his. Ember tells him others have gone up against Storm before--and failed.
Meanwhile on the Pirate Planet:
All that ice is turned to Vertiga Bas's drinking water via monstrous worm things called griffs:
Storm is partnered with the red (literally) man Nomad and told they will work together until one of them dies.
Nomad shows Storm the ropes in the mines and the use of the equipment. Storm tells Nomad about Rann and his promise to return with money (though now Storm doesn't plan to wait that long). Nomad surmises that if a tariev hunter like Rann knows where to get that much money, it can only mean one thing:
Rann must know the location of the tariev graveyard. Another slave, eavesdropping seems interested in this information.
Storm and Nomad begin an escape attempt. Storm powers up their work lasers so they can actually hurt a guard and capture him. They force him to lead them to the central lift shafts. On the way, some other guards try to stop them, but Storm blasts a griff in the eye, and the creature's death throes kill them. Unfortinately, it also causes a rockfall!
After digging themselves out, Storm and Nomad ambush a maintenance crew heading in their direction. They overpower the guards, and recruit the slaves:
TO BE CONTINUED
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