Wednesday, June 21, 2017

Wednesday Comics: Storm: The Seven of Aromater

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 Seven of Aromater (1984) 
(Dutch: De Zeven van Aromater) (part 1)
Art by Don Lawrence; script by Martin Lodewijk

Storm, Ember, and Nomad are floating down a river on a raft they made from the remains of the balloon they escaped in last adventure. The travel through a swamp, then into a delta, as they approach the sea they passes the wharves and docks of a city. Hungry, they make their way to the docks.

It turns out the city's name is Aromater. A merchant overhears them discussing their need for money and sends one of his warriors over to make an offer:


He wants to buy Ember. They reject his offer, and Ember slaps him. When the warrior begins to pull his sword, Storm slugs him.

The warrior demands a fight, and Storm decides to oblige him, if only to keep Ember from doing so. Storm breaks his sword against the warriors armor. The warrior holds his sword to Storm's throat and taunts him:


He suggests if Storm needs a sword, he should just pull the Seventh Sword from the stone block that holds it.

Elsewhere in the city, two men watch what is occurring in a crystal ball. They decide that Storm may be a suitable seventh. As Storm struggles with the Storm, the two men work the lever that releases the sword from the molecular lock that holds it.


The crowd that has gathered proclaims Storm as the Seventh. They carry him on their shoulders to the temple. Nomad and Ember follow after them, uncomprehending.


Storm is brought be for the Eternal Prince, who we saw watching the scene before. The Prince explains that Storm is the Seventh he is fated to return Aromater to glory. First, though, Storm must drink from the goblet with the Blood of Pandarve--or be punished by death by fire.

With no other choice, Storm drinks from the offered goblet.


Storm becomes the Seventh!

TO BE CONTINUED

Monday, June 19, 2017

The Strange Lights and Noxious Odors of Murk

A Murkman, likely named Grundy

Murk is a marshy island of scrub and small stands of cypress, frequently shrouded in a malodorous, yellow-gray fog and inhabited by a dour people, aloof from the raucous society of Polychrome and the other inhabited Motley Isles. The people of the island may be one extended clan of pale and course-featured folk.

The Grundys (as they all seem to be named) are not of a piratical inclination, but instead harvest mussels and net fish that they trade with the Motley pirates for practical goods. They are also known for the product of  The disposition of the Grundys discourages visitors, though the ever-present miasma is likely more of a deterrent.

On some nights, variegated illuminations move through the fog, and its dullness is pierced by winking, dancing will-o’wisps. These lights are most prominent on nights of the new moon, when the sharp-eared also claim to hear strange music and other sounds of merriment emanating from the island.

Sunday, June 18, 2017

I Call Upon the Great Gazoo!

A lot of people don't like the Cleric class and its "my god gives me cool powers." Certainly, that sort of heavy divine involvement doesn't fit all settings, nor does the idea of granting the powers rather ran just performing miracles.


Another option would be the "personal genie" or guardian angel type character common to genre media. Jeannie and Shazzan are examples of this type, but I'm thinking more the smaller, invisible to most imp-type like the Great Gazoo, or in a less helpful mode, the impish would be side kicks of comic book heroes like Bat-Mite or Qwsp.

So when a cleric used a "spell" this would be this spirit/being doing stuff at their request. Why they would have such specific and limited interventions could be explained by them being "in training" or maybe just getting used to the Prime Material Plane.

(You might think this fits even better with the 5e Warlock and their Patrons, and I suppose it could, but their spells seem even less a fit than the clerics for this sort of setup.)

In media, this sort of thing is typically portrayed humorously, but it doesn't have to be. If you did portray it humorously, though, not having other characters be sure of whether the tutelary spirit actually exists or whether the PC is crazy might be amusing.

Friday, June 16, 2017

Why is Mortengersturm Upset?


After this week's mailing, there are only about 9 copies of Mortzengersturm, The Mad Manticore of the Prismatic Peak still available in print. If you were thinking about getting it, you may want to go ahead. There probably won't be another printing for while.

If you've been on the fence check out these reviews:
Gnone Stew
EnWorld
Zardoz the Magnificent
Tales of the Grotesque & Dungeonesque
Dungeon of Signs

Thursday, June 15, 2017

Making Fantasy of History


"I am Zorro. I have come to return King Arthur to the throne."
- The Simpsons, "E-I-E-I-(Annoyed Grunt)"

This post is a callback to my post yesterday (or actually the previous post it linked to), so for a full appreciation,  you might want to catch up. So DC's Beowulf bore very little resemblance to the real world of the sixth century and not just in the fantastic elements. It cheerfully dispenses with any actual history (or legend, for that matter) with things like a contemporaneous-to-Beowulf Dracula harassing lost tribes of Israel. Ahistoricity of fiction is hardly anything new--it shows up everywhere from Arthurian legend to Hercules and the Masked Rider--but for some reason in rpgs anything really crazy gets safely placed in Hyborian world-esque fantasylands. In Mystara, you can have your Not early modern France in the same world with your Not Vikings, but you can't have the real thing together, it seems.

Why that is, I don't know. Maybe it's the historical wargame roots of the hobby or the pedantry that is not uncommon in the world of geekery. There's the off-repeated GM fear of being called out for inaccuracy in any sort of game where the players might have deep knowledge. But I think the advantage of a obviously gonzo, ahistorical game (or "stupid ahistorical game" ) is that it's so obviously wrong that questions of historical accuracy are sidestepped.

I think it's time to stop being held back by the shackles of chronology, ahistory awaits!

Wednesday, June 14, 2017

Wednesday Comics: Beowulf


At NTrpgcon we got into a discussion of the craziness that is DC Comics' Beowulf. It seems like a good time to point you towards my overview of the series back in 2012.


Monday, June 12, 2017

Raiders of Estvyn's Tomb

Our Land of Azurth 5e game continued last night with the fifth and final session of our adaptation of X2: Castle Amber.  After a sojourn in France, the party found themselves in Estvyn's tomb.  The way to his crypt was blocked at every turn by a guardian monster of some sort. They sneaked past a sleeping azure dragon on a treasure pile in the antechamber. They suffered some burns from the claws of fire crabs in a flaming hallway. They got bowled over by a rock creature (galeb duhr) in the next connecting room.


At this point, they decided to take a long rest, before preceding. A manticore greeted them in the next room. Having a prior disliking for his kind, thanks to their experience with Mortzengersturm, they attacked with such ferocity he was dead before he got an attack! To be fair, Shade the Ranger did try to get him to back down without a fight.


Next, they were asked to chose between a room full of water and a room full of mud. After fishing with the Waylon the frogling as bait revealed at least a couple of eel hounds lurking, they went with the mud room, where they slugged (and slogged) it out with a mud golem. Dissonant whisipers ultimately hurt his feelings--to death.

The final room held a barbed devil. Here, Astra's stellar radiant blasts and the Mace of Disruption they had gotten previously really came in handy.


Finally at Estvyn's crypt, they burned the tapestry and broke the curse. The Elf mage thanked his cousin Shade for coming to his rescue. He removed the lunacy curse from Kully and Astra, and unpetrified Dagmar. Finally, the part got a magic item each for their trouble. They were deposited back in the Land of Azurth in front of a now ancient and crumbling House Perilous.