Monday, October 9, 2017

Shooting Stars & Death Dwarfs


Our 5e Land of Azurth campaign continued last night (brining an end to our 2nd year of this campaign), with Dagmar (Dwarf Cleric), Waylon (Frox Thief), Kully (Bard), Kairon (Demonlander Sorcerer), Shade (Elf Ranger), and Erekose (Fighter) making their way back to Rivertown after a series of adventures, when they see a falling star. It's large enough and close enough that they hear an impact so they decide to go an investigate.

In the foothills of the Dragonspine Mountains they find a crater in the side of a hill and evidence that the squarish thing that made the crater got taken away by some sort of humanoids. The track leads to a partially collapsed cave entrance. Inside are several dead creatures that Kully and Dagmar recognize as Death Dwarfs apparently killed by the cave collapse precipitated by the impact.

Given the unnaturalness (even anti-naturalness) of Death Dwarfs, Shade feels that need to root out this evil, and the others at least want to see what they are up to. They find another entrance to beneath the hill, this time through a natural cave. There, they encounter 7 Death Dwarfs and slay them in a quick battle.

Passing through a submerged passage, they find a hopelessly insane human slave moving rocks for the Death Dwarfs. The follow him back to a room with falls an floor covered with a disorienting black and white chevron pattern and kirby-esque machinery crushed by the cave in. Here, more human slaves are working under the watchful eye of seven more Dwarfs. These go down even quicker than the last, but three display a previously unrevealed ability to turn invisible and escape.

Following them down the passage, Erekose and Waylon kick in a door to find more Death Dwarfs studying a 7 foot metallic cube.

To be continued!

Sunday, October 8, 2017

Various Azurth Updates


If you're still thinking about getting a print copy of the first issue of the Azurth Adventure Digest, you'll want to do so very soon, because there is (as I type this) 5 copies left. There may eventually be another print run, but probably not for a bit.

A second printing of Mortzengersturm, The Mad Manticore of the Prismatic Peak has left the printers and is on the way, so those of you interested in that keep a look for the announcement.

There will be a second issue of the digest, a "Player's Guide to Azurth" that will incorporate an updated version of the information I gave my players at the first of my home campaign as well as some information that appeared on the blog. Here's a rough, sketch mockup of the cover:


Lastly, if you're new to the Land of Azurth setting, here's an index of a number of the posts.

Friday, October 6, 2017

A Map


This is a map I did of the local environment of Gyrfalcon the starting town in my upcoming GURPS Dungeon Fantasy game. The icon location icons and compass are courtesy of DarhAsparagus.

The map is intended to get filled in a bit more during play. I didn't want to over-specific.

Thursday, October 5, 2017

The Art of Over the Garden Wall


I've talked about my love of the 2014 Cartoon Network limited series, Over the Garden Wall. Last week I got the gorgeous The Art of Over the Garden Wall put out by Dark Horse Books. It's 184 pages and covers the show from initial concept up through the comic book spinoffs.

The Nerdist had an exclusive preview, so head over there to check out so of the pages, or just take my word for it and buy it. Not convinced yet? Ok, here's a picture of a bunch of frogs, many of whom are playing musical instruments:


Wednesday, October 4, 2017

Wednesday Comics: The Slayer of Eriban (part 2)

i>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 Slayer of Eriban (1985) 
(Dutch: De Doder van Eriban) (part 2)
Art by Don Lawrence; script by Martin Lodewijk

Once the young assassin was meditated and determined their destination, he fills our heroes in on his backstory. On Eriban, boys and girls are taken at a young age to train in the Academy of Assassins. They never know their own parents. They are trained to identify poisonous planets from all over Pandarve and learn to fight with a variety of animal life. They must master every form of weapon and none may graduate until they have killed a dream projection of one of their teachers.


Upon completion of their training, they are given a graduation assassination to perfom. Renter's assignment is to kill the monarch of a small kingdom not far from their location.

His original servants met with an untimely fate. The ship ran into a m'anganesse swarm. The legendary insects swarm in the millions and destroy every living thing in their path.


While his servants sacrificed himself for him, Ranter was safe in a timeless stasis in the regeneration capsule.

On the course Renter dictates, the windstream carries them farther and farther from Pandarve. After a week, they reach their destination:


TO BE CONTINUED

Monday, October 2, 2017

Weird Revisited: Legend & Folklore in a Fantasy World

This post first appeared in October of 2011. It's as relevant today.


Perusing The Sutton Companion to British Folklore, Myths, & Legends got me thinking about the place of the strange, mysterious, and magical in fantasy worlds. The British Isles have got stories of all sorts of fairies, lake (and well) monsters, and more than a few witches--all of which could be easily approximated in local tales of nearby monsters in any fantasy rpg setting.

But real world folklore gets weirder than that. Ned Dickson’s skull on Tunstead Farm in Derbyshire would tap against windows to warn farmers about sick animals or cause the walls to shake as a sort of burglar alarm. Several phantom coaches roam the night roads. Every ghost is a story, not a monster to be battled.

It seems to me that most fantasy game encounters are mundane compared to this sort of stuff--or perhaps, utilitarian is a better word. As it has been said before, there ought to be more weird, unpredictable things in game settings.  Not just in the Weird Tales sense, but in the good, old-fashion folktale sense.

Beyond that, there ought to be more stories told by the local tavern denizens that are just stories. I don’t think the demonstrable existence of magic in a world, would make people less likely to make up tales to explain odd events or simply to pass the time--if anything, a world full of magic that the common man doesn't understand would seem likely to increase this sort of thing.  More events would need folk explanations; more fears would need comforting.

Player characters (no paragons of scientific rationalism, themselves) ought to never know whether the rumor they’re hearing is the inside-scoop on a local monster or another tavern tale. There ought to be as many fake magic items being horded away as real ones--maybe more.

Sunday, October 1, 2017

Very Old Gods

Clerics need somebody to hear their orisons and NPCs (at least) need someone to swear by, so their must be deities for my upcoming GURPS Dungeon Fantasy game. Again employing some creative parsimony, I'm going to utilize some faiths and deities I've employed in my pre-Internet AD&D days, but also wrote about here years ago. In fact, four of these gods were created by my cousin who introduced me to gaming. I still have his original write-ups from the mid-80s. Here's one:


Here's my revision of them a few years back. My idea is that the original polytheistic faith was reconfigured/revised in the wake of at least two reformers/prophets. Current worshippers practicing polytheistic, henotheism, monitism, or even perhaps atheism, with same underlying traditions.

(The game reasoning here was to get to a place approximating the monotheism-inspired D&D cleric, without losing the fantasy polytheism flavor.)

The oldest reformation is Rannism or Rannite Ascensionism. When the ancient emperor and retired adventurer Rann achieved apotheosis he realized the so-called gods were merely older beings in a higher state: Immortals, like himself. The principle doctrine of the faith is that man may achieve apotheosis by following the ancient paths rediscovered by Rann. Ascension is achieved by deeds which may be beyond the power of many, but piety will at least guarantee the faithful who don't ascend a place in the afterlife ruled by their patron Immortal. Rannitism is very much a "bootstraps" belief where the "capable" rightly benefit from their good fortune, and the "incapable's" lesser fortune is just.


Over a century after Rann departed this Plane, a cleric named Issus had a new, further revelation: Issianity. Issus claimed the Immortals (Rann included) had shown him in a vision that apotheosis was the right of all souled beings. The fact that only a scant few achieved it proved the current paths were a flawed approach. These had been set in place by the demiurge, Gigas, and his helpers. The struggles of adventurers seeking these paths was part of some cosmic game for the amusement of Gigas and his fellow. Issus believed in a transcendent god or force above the demiurge and beyond the game, and that this source would rescue the faithful from the Great Wheel of the Cosmos. Good Issians are expected to live a life wherein they seek to perform their given role in the "game" (Issus' teaching and those of latter saints talk a lot of things like "cosmic alignment") while at the same time recognizing its inherent artificiality.