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Wednesday, March 22, 2017
Wednesday Comic: Head Lopper #5
Andrew MacLean's quarterly heroic fantasy comic Head Lopper returned last week with the first part of a new story arc: "And the Crimson Tower." I've discussed Head Lopper before, pimping the collection of the first storyline. In brief, it's the adventures of a burly, bearded warrior with a flair for decapitation and an unusual sidekick--the still-living, severed head of a witch he decapitated.
This new arc starts off with a setup pretty much as D&D as you can get. Head Lopper, his friends, some plucky little humanoids, and some ne'er-do-well adventures, enter the Crimson Tower of Ulrich the Twice Damned. It's pretty much a killer dungeon with puzzles, deadly traps, and a fight with a three-headed dragon automaton.
Check it out!
Monday, March 20, 2017
Midnight on the Prismatic Peak
I've been working on Mortzengersturm, Mad Manticore of the Prismatic Peak all weekend--and Jeff Call has put in some awesome work too. Check out the illustration of the Prismatic Peak above. Jeff does a really good Mary Blair, don't you think?
Sunday, March 19, 2017
Weird Revisited: Curse of the Wolf
This post first appeared five years ago today. It a part of the mostly unpublished (except here) planar stuff for Weird Adventures:
Imbibing the liquid has the immediate effect of transforming the drinker into an anthropomorphic wolf resembling the inhabitants of the Land of Beasts. Despite the startling change, people encountering the person for the first time in werewolf form will not react as if anything is unusual: such is the extraplanar magic of the potion. This initial transformation lasts 1d100 minutes, but there is a 50% chance that the potion has given the imbiber the hiccups and each hiccup will bring a shift between forms. After the initial transformation, the imbiber will return to normal, but the wolf form will re-emerge ever night at sundown.
Persons suffering from this werewolfism aren't ravening beast like common lycanthropes but are compulsive carousers and cads. No attractive member of the opposite sex is safe from their crude come-ons. While in werewolf form a individual can be hurt, but quickly shrugs off any damage sustained (regenerating like trolls). They do not have any particular susceptibility to silver.
Victims of this “werewolf curse” often make themselves destitute with their spending and unwelcome in any night-spot in town with their skirt-chasing as they fulfill their wolfish appetites.
Besides the usual sorts of lycanthropes, the City sometimes sees a rarer sort created by an elixir from the Outer Planes. Known as the Potion of Werewolfism, the magical elixir is thought to be brought to the Prime Material Plane by agents unknown from the Land of Beasts. It appears as a shockingly effervescent liquid of shifting color within a somewhat oversized test tube stoppered with a cork.
Imbibing the liquid has the immediate effect of transforming the drinker into an anthropomorphic wolf resembling the inhabitants of the Land of Beasts. Despite the startling change, people encountering the person for the first time in werewolf form will not react as if anything is unusual: such is the extraplanar magic of the potion. This initial transformation lasts 1d100 minutes, but there is a 50% chance that the potion has given the imbiber the hiccups and each hiccup will bring a shift between forms. After the initial transformation, the imbiber will return to normal, but the wolf form will re-emerge ever night at sundown.
Persons suffering from this werewolfism aren't ravening beast like common lycanthropes but are compulsive carousers and cads. No attractive member of the opposite sex is safe from their crude come-ons. While in werewolf form a individual can be hurt, but quickly shrugs off any damage sustained (regenerating like trolls). They do not have any particular susceptibility to silver.
Victims of this “werewolf curse” often make themselves destitute with their spending and unwelcome in any night-spot in town with their skirt-chasing as they fulfill their wolfish appetites.
Friday, March 17, 2017
Straight from the Prismatic Peak
A Mortzengersturm preview! The Oubliette of Mistakes wher ethe mad manticore wizard keeps the creations that displeased him. The roll call:
Mocka: This attempt to cross a naga with a clown triggered even Mortzengersturm’s coulrophobia in the end. It giggles and mugs and sways and bounces like a jack-in-the-box unboxed, eager to bring laughter and joy.
Gruebird: This spiteful creature hides in total darkness that only a magical light source can penetrate. It will attack anything that comes close enough for it to peck or snatch with its talons.
Chimerical Chimera: A swirling, churning cloud of protoplasm that never looks like the same thing twice. Each round, its abilities and appearance changes.
Jam: A sweet-tasting, edible variant on the deadly slimes or jellies of Subazurth was not to be. It is sweet, but no less deadly. Those entrapped by it may die in a euphoric sugar-sleep.
Moonster: A glowing spherical creature resembling the moon with a face: a bemused smile under half-lidded eyes. The Moonster is a narrator—and an annoying one. It will narrate the actions of anyone that enters the shaft in a somewhat florid diction, but with an ironic distance. It knows the past of the subject of its narration with certainty; its predictions for the future are only speculation, no matter how assured their delivery.
Miszm Throppe’s wizardly capotain, indigo and silver and arrayed with mystical symbol, crouches atop his decaying skull and waits. It was never a particularly virtuous piece of headwear, and somehow it has gained a degree of life and with it an even greater measure of malevolence.
Wednesday, March 15, 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
After recruiting the other slave miners to their side, Storm and Nomad lead them to the elevator out of the mine. Along the way, they defeat more guards and bring ever more slaves to their side.
When Storm reaches the surface, he finds Rann just about to buy back his freedom from the mine owner. That's all unnecessary now as the battle is joined between the former slaves and the owner:
The slaver breaks out some shuriken:
Before the mine owner can have his monster throw Storm in the pit, Nomad pushes them in. The monster tries to climb out, but Storm shoots the rope.
Storm has trouble keeping his army under control. They run wild in the street, looting and burning, as he attempts to lead them to the harbor. They force the ferryman to carry them into orbit, where they promptly commandeer a ship, sending the crew down to the planet.
Nomad poses a question to Storm:
THE END OF PIRATES OF PANDARVE
(Dutch: De Piraten van Pandarve) (part 5)
Art by Don Lawrence; script by Martin Lodewijk
After recruiting the other slave miners to their side, Storm and Nomad lead them to the elevator out of the mine. Along the way, they defeat more guards and bring ever more slaves to their side.
When Storm reaches the surface, he finds Rann just about to buy back his freedom from the mine owner. That's all unnecessary now as the battle is joined between the former slaves and the owner:
The slaver breaks out some shuriken:
Before the mine owner can have his monster throw Storm in the pit, Nomad pushes them in. The monster tries to climb out, but Storm shoots the rope.
Storm has trouble keeping his army under control. They run wild in the street, looting and burning, as he attempts to lead them to the harbor. They force the ferryman to carry them into orbit, where they promptly commandeer a ship, sending the crew down to the planet.
Nomad poses a question to Storm:
THE END OF PIRATES OF PANDARVE
Monday, March 13, 2017
Silver Keys in House Perilous
Our Land of Azurth game continued last night with the third session of my adaptation of X2: Castle Amber. We had ended on a cliffhanger with the chaplain in gold armor about to attack. He got in a couple of blows, but the party made short work of him and stole his loot.
They also found a chest containing a meteorite, which unfolded into Astra, one of the Shooting Star Folk. She was vague as to how she got here, but just as eager as the party to find a way out, so she joined them.
Astra by Jeff Call |
Next was a room full of skeletons in cassocks, a four armed one had a silver key around its neck. The party took heavy damage, but prevailed. Searching for a place to rest, they found more gold and a cockatrice, but no one else got petrified. Our heroes left the chapel feeling they had either killed or allowed to be killed a person with information they needed to get out.
They passed through the garden again, wisely avoiding a field of poppies, and came to the other wing of the house. The bard, Kully, shook off an attempt at possession in a throne room full of skeletons. They chatted with a well-mannered ice salamander, but had nothing they would allow him to freeze to trade for more information.
Finally, they came upon the first generally helpful person they've met in the whole mansion: a mastiff-headed man named Claudas they encountered in the library. He showed Shade a scroll that revealed they needed several magic items to lift the curse and escape the house. These items are on Earth in a place called France. The players realize they have some of the Silver Keys they surmise open to the gates to France, but now they just have to find those gates.
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.
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