Wednesday, February 27, 2019

Wednesday Comics: Storm: Vandaahl the Destroyer (part 2)

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: Vandaahl the Destroyer (1987) (part 2)
(Dutch: Vandaahl de Verderver)
Art by Don Lawrence; script by Martin Lodewijk

When last we left our heroes, so kids on the water planet had just released a conqueror from another universe from what was supposed to be his eternal prison. One of his first acts is to zap Ember.

Back in his home universe, scientists inform the Lord Judge than sentenced him, that Vandaahl the Destroyer might well be alive, having slipped through a wormhole instead of being killed in a black hole. They decide the only decent thing to do is retrieve him, rather than let him lay waste to other words.

Vandaahl has already started by laying waste to the tree settlement, though he allowed the people, including Storm  and friends, some time to escape first.


With Vandaahl on the loose, Storm decides they must warn the people of Pandarve. To help him get off world, the Water-Planet people summon dolphin-like creatures that tell them of a waterspout leading off planet.


The vessel the people of the Water-Planet give them isn't made for long space voyages, though. Luckily, they run across a large trading vessel before their supplies run. They're able to get a ride.



TO BE CONTINUED

Monday, February 25, 2019

Carapace


In a fit of waning Google+ generosity, Goblin's Henchman sent me a copy of his zine-size adventure Carapace, available for free on drivethrurpg.

Carapace is an interesting product. The adventure (geared toward AD&D but usuable with any flavor), involving a giant ant-hill near a isolated town has no keyed locations. There is a brief bit of setup, covering not only the situation but what various parties in the community might want done, and what the consequences of the adventure might be. After that, there's section of on not one, but three different methods of procedurally generating the maze of tunnels and rooms in the colony: Pointcrawl, Labyrinth Move, and Hex-Flower. Read the Henchman's brief explanation of them here. Finally, there's a section on random encounters and random "dungeon dressing."

If you really dig new procedural approaches and procedural generation in general, this will definitely be your thing. Even if you are like me and this isn't generally your thing, the alien structure of an ant hill seems to me exactly the place where something like this might be useful. Not only would I run this, I may steal some of its techniques for use in other environments.

Sunday, February 24, 2019

The Other Side of the Frontier


Much has been made of the themes of colonialism in D&D--perhaps too much, not because they aren't there, but because there are a lot of ways to play D&D, and "taming the frontier" doesn't seem to be the most common approach these days. In any case, it seems to me that it would be easy to reverse the roles and have the PCs and their cultures fighting colonization (or the remnants of colonization) rather than colonizing.

We can image the ur-humanoid species (be they orcs or trolls or something else), arriving at a new world and working to suppress its technology and abducting natives for experimentation like the greph in Vance's The Dragon Masters. The humanoid invaders might be technological or employ magic, but either way their "science" would be origin of many of the monsters of latter times.

The invaders have a weakness (or perhaps several, but one big one): they are from a world with a less bright sun, so they're nocturnal and prefer underground bases. Perhaps due to the magic possessed by the natives, or perhaps due to fractionalization among the invaders, the shock-and-awe conquest becoms a protracted slog that wears down both sides. The invaders borrow in and hunker down, and maybe in some places the original inhabitants think they have been wholly defeated.

The natives, of course, have paid a price as well, being reduced in number by weird weapons and alien diseases. Their civilization has as has their population, leaving many areas as wilderness filled with ruins.

So then what happens is up to the PCs and people like them. Do they drive the former invaders from their world? Do they make alliances where they can? Is it just recovering the wealth and technology for their on benefit they are after or do they try to restore their cultures to their former greatness?

Art by William Stout

Friday, February 22, 2019

Bgtzlian [5e Race]


In the DC Universe, Bgztlian are human-like beings inhabiting a world that occupies the same location as Earth, but at a another vibrational plane. All Bgtzlians possess the ability to become incorporeal. Here's a "Phantom Folk" race for 5e based on them:

Bgtzlian Racial Traits
Ability Score Increase. A Bgtzlian can improve one ability score of their choice by 2 points and another by one point.
Age. Same as humans.
Alignment. Any.
Size. Bgztlians are Medium.
Speed. Base walking speed is 30 feet.
Languages. Bgtzlians can speak, read, and write Bgtzlian and Common.
Phasing. As a bonus action, a Bgtzlian can become incorporeal, either entirely or only a part of their body. While incorporeal their movement becomes flight, and they move through other creatures and objects as if they were difficult terrain. They takes 5 (1d10) force damage if it ends its turn in side an object. They are immune to nonmagical damage while entirely incorporeal. Anything nonliving they are carrying or wearing becomes incorporeal as well, but they are unable to manipulate any new objects, or make attacks or cast any new spells.

Thursday, February 21, 2019

Omniverse: Teen Titan Edition


I've released a few more Omniverse posts, rescued from Google Plus. All of these have to do with the Teen Titans. One shines the spotlight on the older Barton brother, Speedy. Another looks at the villain turned hero, Nighthawk, and the teen that would assume his mantle. And finally, I look at the formation of the original team.

Follow the Omniverse label for more articles.

Wednesday, February 20, 2019

Wednesday Comics: Outer Darkness

Outer Darkness from Skybound and Image is a blend of science fantasy, space opera, horror, and a bit of humor. It's written by John (Chew) Layman and drawn by Afu Chan and tells the story of the voyages of the USS Charon on its mission beyond known space into the titular Outer Darkness. It's sort of like Star Trek, if the crew were mostly scheming bastards of various sorts, the Captain a disgraced mutineer with a hidden agenda, and the Enterprise's warp drive was a Sumerian god that demanded periodic human sacrifice.

The Charon's compliment includes a ship's oracle and various quantum mages among the usual space opera crew positions. Threats its crew will face include a demonically possessed sun, undead aliens, and hidden threats from within.

"Magitech" is something I find pretty cool when done well precisely because it is not typically done well. It works best when it isn't the fantasy equivalent of the Stone Age tech on the Flintstones, but instead holds on to a degree of the fantastic rather than making the fantastic mundane. A flying carpet that acts just like a car is bad, but a car that obeys rules of magic is potentially interesting. So far, Outer Darkness as more of the latter than the former.

The art and the story are pretty good too, though the art style doesn't particularly say horror, to me. That's probably to the book's advantage, because the story seems more darkly humorous than horrific, at least in the first 3 issues.



Monday, February 18, 2019

A Sufficiently Advanced Network is Indistinguishable from A Plane II

These are more shorts posted rocketed away from the dying Google Plus and landing here. Also, it's a follow-up to this post.

The Battleworlds
On a distant manifold called Ysgard, Asgard, or Gladsheim posthumans are playing an endless MMORPG.

Hell
There are planes, manifolds, in distant Matrioshka brains or Dyson Sphere's whose predatory civilizations need something the Earth network has: processing power in the minds of its unsuspecting, post-technological citizenry.

Devils at least offer something. In advance-fee scams and Ponzi schemes, they dangle powerful ancient code and raw power (just a little) in front of magic-users in return for just a little of their intellect, a little of their soul. By increments they get it all, and the greedy person's intellect spends eternity toiling in the rapacious economy of Hell.