Friday, February 16, 2018

Uncovering Krevborna


Krevborna: A Gothic Blood Opera is a system agnostic setting book released this week by Jack Shear of the Tales of the Grotesque and Dungeonesque blog. The world detailed is the sort of place Jack deals with in much of his rpg writing: an early modern setting with more than a hint of the Gothic.

Full disclosure before I delve into the review proper: I am listed in the credits of the book as I have been a player in Jack's online game (Tobias Rune, Scientific Occultist!), and Jack has done some editing for me on my stuff in the past. We have been blogosphere friends since long before that. My view, then, is perhaps biased.

Krevborna is 109 pages plus an index. In that space it vibrantly evokes a certain type of setting, and gives you locales, NPCs, organizations, and conflicts with which to populate it. It is fashionable in many circles to say setting books should always be short or deliver things very lightly. This is an understandable reaction given the bloat that has afflicted many a "major" rpg company setting book. My opinion is this: A setting book should have exactly as much verbiage as it needs to achieve its goal (and that goal should in part include usability). This will inevitably mean that no setting book is for everybody. some people will want the exotic cultural detail of the Empire of the Petal throne or Glorantha, and some want a setting heavy on new mechanical tidbits, but otherwise interchangeable with any number of faux-Medieval worlds. Having written a couple of setting books myself, I can say that there are always people that think you gave just the right amount of detail and then those who want more. (There are probably also those who think I wrote too much, but they don't send me emails.)

I don't think I'm off base when I say that Jack isn't concerned with you being able to replicate his Krevborna in  minute detail; he wants you to be able to create your own Gothic-tinged, dark fantasy setting that may happen to also be named Krevborna. He is light on many details, focusing his time on directly addressing theme, tone, and atmosphere, and how you leverage these things in a fantasy game as a DM. Jack is very good at delivering these elements flavorfully but briefly.  Maybe it's his college educator background, but he's able to bullet-point and not be at all dry!

I don't mean to suggest there is no setting detail, because there are plenty of Krevborna-specific information and tools, and plenty of stuff to help players get into the mood, too: sample names by region, appropriate backgrounds, tables of dark secrets, and NPCs to be patrons, acquaintances, or antagonists. The great supernatural powers are briefly described, allowing DM's and players to flesh out the details as they will.

The last section of the book is a brief summary of Jack's approach or "house rules" for running Krevborna in 5e. This is light enough that no OGL is required, but meaty enough that those versed in the 5e rules will know what he is doing. The strength of the system agnostic approach is this can be easily ported to old school simulacra or DungeonWorld or whatever.

In summary, I think this is a great setting, but also a great demonstration of a way to present a setting, and is well worth the price of purchase.

Thursday, February 15, 2018

The Azurth Digest is back--for A Limited Time


The first issue of the Azurth Adventures Digest  print edition is back on sale! Twenty-eight full color pages at 5.5 in. x 7.75 in. with art by Jeff Call and Jason Sholtis. There are random tables for the generation of quirky Motley pirates, a survey of interesting and enigmatic islands, and a mini-adventure on the Candy Isle. Plus, there are NPCs and a couple of monsters, all straight from my Land of Azurth 5e campaign.

 Go here for the print(+pdf) edition, while supplies last. If you only want the pdf, well, that's always available here.




Wednesday, February 14, 2018

Wednesday Comics: Valentine's Day

Romance comics were a pretty big thing back in the day, and all the major publishers (including Marvel and DC) did them, but none of those have been collected, so far as I know--and they probably wouldn't appeal to the readers of my blog in any case. Here are a few comics with romance as an element that might.

Deadman: The Dark Mansion of Forbidden Love puts DC's disembodied former aerialist in a gothic mystery with a hit of romance.

Scott Pilgrim In Toronto, slacker Scott Pilgrim tries to date a cool girl, but first he has to defeat league of her evil exs. You've seen the movie, now read the comic that inspired it.

Sex Criminals Suzanne and Jon bond over an unusual trait they both share--their orgasms stop time! They decide to use this unusual ability to rob banks...

Wonder Woman: The Golden Age Vol. 1 Wonder Woman lives Paradise Island to bring love and peace to Man's World with her beau Steve Trevor. She seems to get into a lot of predicaments involving bondage.

Monday, February 12, 2018

Justice is Like the Hawk


Looking for pawns in a contest with Kang the Conqueror, the Grandmaster decided to recreate members of the Crime Syndicate of America from an alternate Earth to fight the Avengers. He called his creations the Squadron Sinister. The current Owlman in the world of the Crime Syndicate was Bruce Wayne, the son of Thomas Wayne, jr., the eldest son of Thomas and Martha Wayne. This Bruce Wayne had no exact counterpart on the Earth of the Avengers, but privileged, scion of wealth, Kyle Richmond had the same mother (or technically, her alternate Earth counterpart) and the same arrogance and sense of entitlement.

The Grandmaster manipulated Richmond into assuming the identity of Owlman and partnered him with his Ultraman and Power Ring doubles. The Avengers defeated the Squadron, though Grandmaster ultimately out-maneuvered Kang. The game finished, the Grandmaster left the Squadron to their own devices. Owlman continued as a criminal for a time, but ultimately turned against his fellow Squadron members when they sought to aid the alien Nebulon in melting the polar ice caps. He alerted the Defenders and joined them in battle against his former allies.

Richmond’s heroic actions nearly cost him his life, but he was saved by the Defenders and granted “membership” in their (non-)team. Turning his back on his old life, he took the name Nighthawk after the masked crimefighter of the Old West, a hero of his youth. The road to reform wasn’t easy for Richmond, he faced legal troubles and the ghosts of his past. Ultimately, he died defeating a plot to precipitate World War III by a psychic attack on the Soviet Union.

Only a few years after his death, another young man would take up the identity of Nighthawk and form a new iteration of the Teen Titans. This was Dwayne Taylor, whose parents had been killed by white supremacists, whose group, ironically, was being supported by Richmond’s own company without his knowledge.

Weird Revisited: The Wonderbuss

This post originally appeared in February of 2011. It will show up in a couple more Weird Adventures posts after that...


Magical blunderbuss-type firearms were used by some wealthy Dwergen in their early conquest of the Strange New World. The weapons gave these sorcerously inept folk help against the shamans of the Natives and the thaumaturgists of rival Grand Lludd. Today, these antiques sometimes find their way into the hands of adventurers--in this world, and perhaps others.

Though they were manufactured in a variety of styles, they’re all muzzle-loading weapons with short, large caliber barrels and flared muzzles. They all can fire relatively normal projectiles of appropriate size (provided there is gun powder) , but their real power lies in specially designed spherical ammunition called “shells.” Interestingly, it appears likely that it was the prior existence of these magical shells which spurred the development of the gun, and not the other way around. No one knows who originally designed the shells, nor for what weapon.

Thaumaturgists (with alchemical aid) can manufacture new shells, but the process is tedious and expensive, so they tend to be rare. Sometimes, a supply is found in Ancient ruins or even other planes. The shells are classified by number, which denotes their effect. All shells of the same number historically tend to be of similar appearance, and modern manufacturers have kept with this tradition. Shells don’t not require gunpowder.

Magic Blunderbuss (Wonderbuss)
Dmg: 1d10 or special; Rof: 1/2 ; Range: 50’/100’/300’

Shells: (all spell references per the SRD)
#1: appears to be a lead ball, but too light for its apparently size. +1 weapon; Dmg. 1d12.  These are 80% of all shells found.
#2: brass-appearing. Casts two shadows, one distinct the other shimmering like heat-haze. Leaves a fiery streak when fired. 4d6 fire damage.
#3: appears to be a steel sphere etched with three 7-pointed stars. +2 to hit, 2d8 points of damage.  These are 5% of shells found.
#4: glass, containing a roiling green liquid. On a successful strike creates an Acid Fog as per spell.
#5: glass, faintly glowing and warm like the mantle of a lantern. Acts as the spell Sunburst, though it misfires on a roll of 1-2 on 1d6, and only does 1d10 damage.
#6: smoked glass. Faint moans can be heard within. Target’s soul is imprisoned on sucessful hit as per Magic Jar.
#7: silver and etched with glyphs which seem to shift when its not being watched. 1d10, deals double damage to lycanthropes, and extraplanar beings of evil. These are 5% of shells found.
#8: white, with the look of fine china, cool to the touch. Explodes for 5d6 damage in a 20 ft. radius.  Sleeping near (2 ft.) of one of these shells has a 75% chance of causing a ringing in the ears (leading to a penalty for rolls to detect things by hearing) lasting 1-4 days after removal of the shell from that distance.  Wrapping the shell in cloth will prevent this effect.
#9: appears as a flawless sphere of obsidian. Acts as a Sphere of Annihilation, though it can’t be moved, and exists only for 1 round before winking out.

Some scholars believe that more shell types are yet to be discovered.

Sunday, February 11, 2018

Random Paths from the Crossroad of Worlds


In Incredible Hulk #300, Dr. Strange tried to get read of the menace of the Hulk (who was in one of his brutish menace periods) but banishing him to another dimension. The Hulk ended up at the Crossroad of Worlds in a trippy, Ditko-esque space. Throughout the next 313 issues, he went to a number of weird worlds. The details of these worlds would make interesting places to visit in a fantasy rpg, but the brief, descriptive names given to the them by the folks at the Marvel Universe Appendix are in many ways even better for just getting the creative juices flowing.

Here's the list made into d30 random table (I had to add one to the end to get 30):
  1. Crossroad of Worlds (choose a path, roll again!)
  2. Acid Rain World 
  3. Barren World 
  4. Burning World 
  5. Daniel Decyst's World 
  6. Demon World of the N'Garai 
  7. Desert World
  8. Devil World 
  9. Frozen World 
  10. Furry Blue People World 
  11. Glob World of Floating Things 
  12. Idol World 
  13. Mist World 
  14. Octopod World
  15. Paradise and the City of Death 
  16. Poisoned World of Spine Creatures
  17. Purple Giant World
  18. Quicksand World 
  19. Radiation Monster World 
  20. Robot World 
  21. Sky Shark World 
  22. Swamp World
  23. Toad World 
  24. Vacuum World 
  25. War World 
  26. Underwater World 
  27. Wind World 
  28. Yellow Dwarf World 
  29. Purple World of Exile
  30. Chiming Crystal World

Friday, February 9, 2018

Obscured Vision (Reprise)


In 1918, Alistair Crowley made contact with an entity he called “Lam.” Crowley drew a picture of Lam, and much has been had made of its passing resemblance to the popular image of the “Grey” extraterrestrial, but that vision of Crowley’s also resembles another Vision, the first super-being called by that name in the 1940s. Timely Comics gives us three different origins for this Vision, perhaps revealing three different occasions he made contact with our world. The only one of these that is verified is the assertion that, on at least one occasion, Dr. Enoch Mason’s “Dimension Smasher” brought him to Earth. We suspect this is true, because Dr. Saul Erdel, a one-time colleague of Mason’s, had a similar thing happen when operating a related device some fifteen years later.

With his “Dimension Smasher,” Mason was doing further work in the field pioneered by Tillinghast. Mason seems to have breached a place called “Smoke World” in older texts, which is otherwise known as the Still Zone ( and maybe the Phantom Zone. And/or Immortus’ Limbo). From this realm emerged a Martian from the distant past. A Green Martian, more precisely, a descendant of exiled Skrull Eternals. This Green Martian was a lawman named Roh’Kar.

Roh’Kar’s task was to monitor the White Martin criminal exiles in the Still Zone. He had noticed periodic “soft places” permeable to (from his perspective) future spacetime coordinates, localized to Thu’ulca’andra (Sol III). Roh’Kar, following protocol, made what contact was necessary to shore up the breaches, but did not reveal his true origins. Indeed, he cloaked himself in mysticism and altered his form for purposes of misinformation. (When actively pursuing a criminal decades later, he would be more forthcoming when enlisting the aid of Batman.) He was a lawman through and through, however, and could not resist helping to bring criminals to justice during his visits to earth.

Some accounts suggest Roh’Kar escaped the plague that killed most of his people, but was captured and held captive by the U.S. government.