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Wednesday, November 15, 2017
Wednesday Comics: Popeye & Ghost Island
Bud Sagendorf began his career as E.C. Seegar's assistant on Thimble Theater (the strip that brought the world Popeye) as a teenager. In 1948, a decade after Seegar's death, Sagendorf produced Popeye stories for Dell Comics. IDW has been collecting those Dell stories in Popeye Classics.
Amid some forgettable Swee'pea one pagers, and mildly amusing comic strip-style shorts, there are two fun stories: "Death Valley" and "Ghost Island." In particular, "Ghost Island" is a certain charm with it's ghosts that look very much like people in sheets (well because--SPOILERS--they are). However, for much of the story Popeye is helpless against their mischief because he reasons fisticuffs are no good against incorporeal spirits.
Sagendorf's Popeye world is perhaps more fantasy than Segar's. Popeye seems to live on some island in an archipelago that includes other fantastical islands that appeared in the Segar strips. Here's a map Sagendorf supplies for Popeye's travels in "Ghost Island":
If your only going to read one set of Popeye reprints, I'd suggest The Segar strip reprints (particular the one with Plunder Island), but if you are interested in delving deeper, the Sagendorf stories are worth a look.
Monday, November 13, 2017
Weird Revisited: Beneath Rock Candy Mountain
This post originally appeared in November of 2010. It's genesis was a comment by Garrisonjim over at Hereticwerks. Jim is back blogging again, so it seemed appropriate:
It’s imparted by the sagacious urban druids that contemplate on street corners and rumored by stoned hobogoblins that pass canned heat ‘round campfires that there is an earthly paradise hidden in the great mountains of the West. The wondrous land’s fame has even spread to the world we know, where balladeers longingly recount the virtues of the Rock Candy Mountain or the Hobo’s Paradise.
The hidden mountain valley (so the tales claim) sits in the benevolent shadow of a mountain of candy (or at least with the appearance of such) and boasts trees which grow cigarettes, whiskey running in streams, and ponds of hearty stew. The inhabitants of the valley comport themselves like those in small towns elsewhere, but they are unfailingly friendly, even deferential, to the lowliest of visitors—perhaps especially the lowliest. No crimes against property are prosecuted; in fact, everything is given freely.
Adventurers, notorious hard cases (or thinking of themselves as such), scoff at those yarns. Calloused to eldritch horrors and exotic treasures alike, they’re disinclined to get misty over vagrants’ fairy tales of a hobotopia. Still, a few have caught the fever and gone looking over the years. As far as is known, none have returned.
Even in the tales, the way to the Hobo’s Paradise isn’t easy. Though the trail’s exact location is unknown, it’s believed to run treacherously through the cold heights of the Stoney Mountains. Mine slavers and road agents haunt the lower parts of the trail, while apemen guard the more remote passes.
These may not be the only dangers. Certain heterodox urban druids believe that this Paradise may not be what it appears from a distance. The air that should be fresh and sweet is instead choked with the stench of an abattoir. The whiskey streams are spiked with methanol and cause blindness, delirium, and death. And the smiling, wooden-legged constables and comic railyard bulls, aren’t benevolent—and aren’t even human behind their skin masks.
Could be that more than teeth rot in the shadow of the Rock Candy Mountain.
It’s imparted by the sagacious urban druids that contemplate on street corners and rumored by stoned hobogoblins that pass canned heat ‘round campfires that there is an earthly paradise hidden in the great mountains of the West. The wondrous land’s fame has even spread to the world we know, where balladeers longingly recount the virtues of the Rock Candy Mountain or the Hobo’s Paradise.
The hidden mountain valley (so the tales claim) sits in the benevolent shadow of a mountain of candy (or at least with the appearance of such) and boasts trees which grow cigarettes, whiskey running in streams, and ponds of hearty stew. The inhabitants of the valley comport themselves like those in small towns elsewhere, but they are unfailingly friendly, even deferential, to the lowliest of visitors—perhaps especially the lowliest. No crimes against property are prosecuted; in fact, everything is given freely.
Adventurers, notorious hard cases (or thinking of themselves as such), scoff at those yarns. Calloused to eldritch horrors and exotic treasures alike, they’re disinclined to get misty over vagrants’ fairy tales of a hobotopia. Still, a few have caught the fever and gone looking over the years. As far as is known, none have returned.
Even in the tales, the way to the Hobo’s Paradise isn’t easy. Though the trail’s exact location is unknown, it’s believed to run treacherously through the cold heights of the Stoney Mountains. Mine slavers and road agents haunt the lower parts of the trail, while apemen guard the more remote passes.
These may not be the only dangers. Certain heterodox urban druids believe that this Paradise may not be what it appears from a distance. The air that should be fresh and sweet is instead choked with the stench of an abattoir. The whiskey streams are spiked with methanol and cause blindness, delirium, and death. And the smiling, wooden-legged constables and comic railyard bulls, aren’t benevolent—and aren’t even human behind their skin masks.
Could be that more than teeth rot in the shadow of the Rock Candy Mountain.
Sunday, November 12, 2017
Underground Comics is Slowly Being Unearthed
Though we don't expect to release it until first quarter of 2018, the various creators involved in Underground Comics #1 are fired up and hard at work. Here's a bit of a "Sunday Comics Section" teaser of the work in progress:
A panel from Jason Sholtis's Operation Unfathomable story:
Part of an almost completed first page from James V. West's "Zarp: Croak of the Frost Toad":
And Jeff Call's Dungeon Dog gets some ink:
More to come!
A panel from Jason Sholtis's Operation Unfathomable story:
Part of an almost completed first page from James V. West's "Zarp: Croak of the Frost Toad":
And Jeff Call's Dungeon Dog gets some ink:
More to come!
Friday, November 10, 2017
In case you forgot: BUNDLE OF HOLDING OSR+5
The Bundle of Holding Old School Revival +5 (including all the fine products you see above like the Mortzengersturm digital edition) is still for 10 more days as of this writing. So you haven't missed out yet, but don't wait!
Also, the boys at DIY Games have extended an extra offer: Just send Mike Evans a receipt showing the purchase and he'll give you a discount on the print on demand version of Gathox. How cool is that?
Also, the boys at DIY Games have extended an extra offer: Just send Mike Evans a receipt showing the purchase and he'll give you a discount on the print on demand version of Gathox. How cool is that?
Thursday, November 9, 2017
2000+ Posts
Today is actually blog post number 2003. It may not be what it was back in 2010, but I still think it's got life in it yet.
Here's a selection of posts to walk you down memory lane, one from every year:
Hateful Glare: The Beholder Examined (2010)
The Night Mail (2011)
In the Belly of the Beast (2012)
Cyclopes (2013)
Ruritanian Rogues (2014)
The Fae Moon (2015)
Mall Security 2020 (2016)
Again the Giants!: Sanctum of the Stone Giant Space God (2017)
This is not a best of but rather a "posts I thought were interesting that were not the most popular in their year."
Thanks for reading!
Here's a selection of posts to walk you down memory lane, one from every year:
Hateful Glare: The Beholder Examined (2010)
The Night Mail (2011)
In the Belly of the Beast (2012)
Cyclopes (2013)
Ruritanian Rogues (2014)
The Fae Moon (2015)
Mall Security 2020 (2016)
Again the Giants!: Sanctum of the Stone Giant Space God (2017)
This is not a best of but rather a "posts I thought were interesting that were not the most popular in their year."
Thanks for reading!
Wednesday, November 8, 2017
Wednesday Comics: Storm: The Slayer of Eriban (part 4)
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 4)
Art by Don Lawrence; script by Martin Lodewijk
In the unwilling service of the assassin Renter Ka Rauw, Storm and friends set sail for the capital of the strangely shaped planetoid of Marrow. Not long after they are underway, Storm discovers a stowaway, a young boy who really wants to learn to play chess.
Renter immediately wants him thrown overboard. Storm tries to argue, but Renter reminds him who's boss:
Renter suggests a fishing vessel will like pick him up, but then two eel-like sheels come swimming toward him! Storm swims out to try and save him, and surprisingly Renter tries to help out as well.
Ultimately, It falls to Ember to rescue Renter with a well-placed arrow, though he insists he never needed her help at all. Still, her efforts convince him to let the boy stay aboard until the next port.
Along the way, Storm teaches the boy chess, Renter even gets in on the game after picking up the rules by watching, but he throws a bit of a tantrum when Storm wins.
Soon, they arrive in the capital city of Rommily:
After docking, they say goodbye to the boy, Tillio, who plans to make a living teaching people chess. Renter plans to go into the city and find where the Barsaman games are going to be held. He takes Ember with him and commands Storm and Nomad to stay with the ship.
As soon as Renter is out of sight, Storm goes ashore too. He plans to find the authorities and warn them of Renter's planned assassination of their ruler. It reassures Nomad he'll be back before Renter and Ember return.
Storm locates some guards, but when he warns them of the assassination, he does get the response he hoped for.
TO BE CONTINUED
(Dutch: De Doder van Eriban) (part 4)
Art by Don Lawrence; script by Martin Lodewijk
In the unwilling service of the assassin Renter Ka Rauw, Storm and friends set sail for the capital of the strangely shaped planetoid of Marrow. Not long after they are underway, Storm discovers a stowaway, a young boy who really wants to learn to play chess.
Renter immediately wants him thrown overboard. Storm tries to argue, but Renter reminds him who's boss:
Renter suggests a fishing vessel will like pick him up, but then two eel-like sheels come swimming toward him! Storm swims out to try and save him, and surprisingly Renter tries to help out as well.
Ultimately, It falls to Ember to rescue Renter with a well-placed arrow, though he insists he never needed her help at all. Still, her efforts convince him to let the boy stay aboard until the next port.
Along the way, Storm teaches the boy chess, Renter even gets in on the game after picking up the rules by watching, but he throws a bit of a tantrum when Storm wins.
Soon, they arrive in the capital city of Rommily:
After docking, they say goodbye to the boy, Tillio, who plans to make a living teaching people chess. Renter plans to go into the city and find where the Barsaman games are going to be held. He takes Ember with him and commands Storm and Nomad to stay with the ship.
As soon as Renter is out of sight, Storm goes ashore too. He plans to find the authorities and warn them of Renter's planned assassination of their ruler. It reassures Nomad he'll be back before Renter and Ember return.
Storm locates some guards, but when he warns them of the assassination, he does get the response he hoped for.
TO BE CONTINUED
Monday, November 6, 2017
Weird Revisted: The Tintype of Dark Wonder
The original version of this post appeared on November 2, 2010. This version has been lightly modified for 5e usage:
The Tintype of Dark Wonder is a magical artifact, often discovered at a carnival photography booth or in the possession of a street photographer. The photographer will not have taken the picture himself, nor will he know how it has come to be among his wares. It’s usually sold cheaply.
The small cult who follows the picture's movements, and chronicles them in iterations of the mimeographed or photostatted tract known as The Menagerie Grotesque, holds that it has its origins in drowned Meropis. No serious scholars view the cult as anything more than a collection of crackpots, so this, like all their other claims, are doubted. What is not in doubt, however, is that the item gives the possessor control over three magical entities, but at a price.
The possessor may summon the three, frankly ludicrous, animal caricatures pictured by simply holding the tintype, looking at the desired creature, and willing said creature to act in accordance with his will. When a creature is summoned it disappears from the picture, returning only when its task is complete. The creatures will act in the following manner:
The gluttonous frog: When called the frog will follow any individual the possessor wills. It will be invisible to all with magically aided vision but the possessor. The victim will find themselves with a growing appetite for food, sex, and other pleasures. Over time, these appetites will grow increasingly bizarre. The victim will gain weight, whether eating excessively or not. Over a period of 2-12 months they will become immensely fat and virtually immobile, and entirely depraved. A saving throw will allow the victim to intuit that they are under a curse. Remove curse will chase the frog away.
The lanky hound: When called, the hound begins harrying a victim. It will only be visible to the victim, the photo’s possessor, and those with magical sight. The hound will always stay far enough away from the victim so that it is a vague shape in the distance, or perhaps a distorted figure in the fog, glimpsed by peripheral vision. The hound's presence will cause the victim increasing feelings of dread and paranoia. Within a week, they will be suffering the effects of poor sleep. Within two, they will be unable to perform in any critical situations and be essentially homebound by fear--only being able to leave with a successful Wisdom save at disadvantage. The victim seeking out the hound and chasing it, will drive it away for a time, but it will return in 1d4 days. Only remove curse or the like will drive it away permanently.
The twisted eel: The twisted eel causes the degeneration of the body of the victim, by progressive nerve death, and crippling arthritis. The victim will feel the eel's cold-blooded presence but only the possessor and the magically sighted see it. After a 1-6 days of the eel’s influence, pain will cause a -1 [disadvantage] to all roles involving physical aptitude. After 2d4 weeks, dexterity and strength will begin to be reduced at a rate of 1 point a week. Healing magic will stave off loss for that week, but not halt the degeneration. When strength and dexterity are reduced to zero, constitution begins to decline at a rate of one point a day. Once again, remove curse or the like will drive away the eel. If the eel is driven off before a score reaches zero, it will fully heal with time.
Death of the one who summoned the creature will also end its attack. If a remove curse drives the creature from its intended target, it will attempt to attack the possessor instead, unless a successful saving throw is made. Each possessor may only summon each creature once, after that the picture seems to be just a picture....except for the untoward attention it brings to the possessor from extraplanar entities, and sorcerous collectors eager to add the tintype to their collections.
The Tintype of Dark Wonder is a magical artifact, often discovered at a carnival photography booth or in the possession of a street photographer. The photographer will not have taken the picture himself, nor will he know how it has come to be among his wares. It’s usually sold cheaply.
The small cult who follows the picture's movements, and chronicles them in iterations of the mimeographed or photostatted tract known as The Menagerie Grotesque, holds that it has its origins in drowned Meropis. No serious scholars view the cult as anything more than a collection of crackpots, so this, like all their other claims, are doubted. What is not in doubt, however, is that the item gives the possessor control over three magical entities, but at a price.
The possessor may summon the three, frankly ludicrous, animal caricatures pictured by simply holding the tintype, looking at the desired creature, and willing said creature to act in accordance with his will. When a creature is summoned it disappears from the picture, returning only when its task is complete. The creatures will act in the following manner:
The gluttonous frog: When called the frog will follow any individual the possessor wills. It will be invisible to all with magically aided vision but the possessor. The victim will find themselves with a growing appetite for food, sex, and other pleasures. Over time, these appetites will grow increasingly bizarre. The victim will gain weight, whether eating excessively or not. Over a period of 2-12 months they will become immensely fat and virtually immobile, and entirely depraved. A saving throw will allow the victim to intuit that they are under a curse. Remove curse will chase the frog away.
The lanky hound: When called, the hound begins harrying a victim. It will only be visible to the victim, the photo’s possessor, and those with magical sight. The hound will always stay far enough away from the victim so that it is a vague shape in the distance, or perhaps a distorted figure in the fog, glimpsed by peripheral vision. The hound's presence will cause the victim increasing feelings of dread and paranoia. Within a week, they will be suffering the effects of poor sleep. Within two, they will be unable to perform in any critical situations and be essentially homebound by fear--only being able to leave with a successful Wisdom save at disadvantage. The victim seeking out the hound and chasing it, will drive it away for a time, but it will return in 1d4 days. Only remove curse or the like will drive it away permanently.
The twisted eel: The twisted eel causes the degeneration of the body of the victim, by progressive nerve death, and crippling arthritis. The victim will feel the eel's cold-blooded presence but only the possessor and the magically sighted see it. After a 1-6 days of the eel’s influence, pain will cause a -1 [disadvantage] to all roles involving physical aptitude. After 2d4 weeks, dexterity and strength will begin to be reduced at a rate of 1 point a week. Healing magic will stave off loss for that week, but not halt the degeneration. When strength and dexterity are reduced to zero, constitution begins to decline at a rate of one point a day. Once again, remove curse or the like will drive away the eel. If the eel is driven off before a score reaches zero, it will fully heal with time.
Death of the one who summoned the creature will also end its attack. If a remove curse drives the creature from its intended target, it will attempt to attack the possessor instead, unless a successful saving throw is made. Each possessor may only summon each creature once, after that the picture seems to be just a picture....except for the untoward attention it brings to the possessor from extraplanar entities, and sorcerous collectors eager to add the tintype to their collections.
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