Monday, June 15, 2020

Flowers and Zombies


Last night's Land of Azurth 5e game found the party still in the hidden fane of the Black Lotus. The floral tiger creature that menaced them at the end of last session turned out to be friendly when Shade the Ranger used speak with animals to converse. The creature told her how it had been imprisoned by Zaad and its pollen stolen for the evil priest's purposes. The creature wouldn't take them there, but did clue them in that Zaad's "malignant heart" was on a upper floor of the fane.

The party went seeking the stairs. They discovered a room where some sort of wine was being made from the flowers they had found in the vats. They were confused by a weird hallway that seemed to reverse the direction of your travel. They sneaked past some arguing clerics in plate only to stumble right into a trap, when a portcullis came down on Dagmar!


The party was unable to lift it. They were all trapped when some guards attacked. Erekose's crossbow and Shade's bow won the day, though, and examination of their surroundings lead to the discovery of a secret door, though it was beyond their reach. Waylon's mage hand opened it and discovered a small room with a winch, presumably to lift the portcullis. Two mage hands in concert were able to turn it enough to give Dagmar space to crawl out. While she worked the winch, one of the enraged clerics attacked the party.

Erekose killed him, while Wayon took out another that emerged from a second secret door. Another guard had barricaded himself in a room, and bargained away a dead cleric's scroll to get them to leave him in peace.

The party turned their attentions back to the endless loop hall, and finally figured out the trick. They climbed the stairs to the second level and pretty quickly discovered a room full on zombies. They stood their ground, and soon piled up the newly un-undead corpses.

Sunday, June 14, 2020

Valley of the Cracked Helm


Billy Longino has released a new adventure, Valley of the Cracked Helm. I haven't had a chance to run this one, but the pitch is:

Once a paradise at the heart of dwarfdom, the Valley of the Cracked Helm has lain forgotten for ages, lost to the vagaries of natural disasters, goblin invasions, and generational benders. Over the years since, its name has invoked only shame—furtive, deep-seated dwarven shame—for the valley is where the wild dwarves dwell. . .

For wild dwarves, you should read "dwarven nudists."

I have played in games run by Billy both at North Texas RPG Con and online. I feel confident this one is a good time. Check it out!

Thursday, June 11, 2020

Dungeons of High Strangeness


Or High Weirdness, though that term might get it confused with "the weird," as in weird fiction, which is not wholly unrelated, but not exactly what I'm thinking of here. What I'm envisioning is a dungeon with a science fantasy bent, but not the typical pulp fiction ray guns thing. The dungeon here is a relic of the past, but something along the lines of the Dulce Base of conspiracy theory, or maybe a larger version of the underground facilities of Lost's Dharma Initiative.

Perhaps these bases are a relic from before some cataclysm, or maybe remnant of some intrusion from an alternate world (as recent or as remote as you like). Whichever, they represent something not as straightforward as the typical pulp science past because it's inspired by different material: Project MontaukThe Philadelphia Experiment, or an number of fictional weird conspiracy experiments.

The characters with their pseudo-Medieval perspective, probably wouldn't understand, but the players will, and the idea of unravelling just what the deal is with dungeons might appeal.


Monday, June 8, 2020

Return of the Space Wizards


This is another riff on a different sort of post-apocalyptic D&D.

There was once a human empire with dominion over many worlds. Despite its mastery of magic, the empire was eventually overthrown, but it's rulers made plans for its eventually return. They built the dungeons, caches of treasure and magic meant to tempt and challenge the humans who would come after, the unknowing heirs to a power that could be re-awakened, returning the long slumbering empire to its former glory!

Not only does this give a rationale for the existence of dungeons and a background that the players could uncover, but it potentially provides another ethical dilemma for the players. Do they support the re-awakening of the human empire or try to thwart it?

Sunday, June 7, 2020

The Conquered D&D Setting


It's widely understood that the D&D is generically post-apocalyptic, but seldom is this fact exploited other than the existence of dungeons and treasures, or possibly some science fantasy stuff in old school games. I think more could be done with that idea.

Maybe the apocalypse involved conquest? This could have been a long time ago, explaining a decline in technology (if you wanted to have a decline in technology) or maybe some degree of pseudo-Medievalism is enforced by the conquerors. (This is the case in Divide And Rule by L. Spraque de Camp, and The Tripods series by John Christopher.) The technology level could be more mixed due to temporal proximity to the apocalyptic event like in Killraven (Thundarr appears to be close, though canonically it's been 2000 years!) Another possibility is a society that was not really that advanced when it got conquered, like Lord of the Rings if Sauron won or there was some sort of faerie apocalypse.

There are at least couple interesting elements to this sort of setup. One, is it would set up a world where humans weren't the dominant culture, which would be fairly novel for D&D. Too, it would provide background for PC adventures beyond just treasure hunting. Vance's Planet of Adventure would be instructive with this last part.

Friday, June 5, 2020

Weird Revisited: Akakor

The original version of this post appeared in 2011...

Following up on the weird South American jungle map I presented earlier, today we'll veer off the map entirely into the wilds of crazy von Däniken land and visit a “lost” city--one that got famous enough to appear under a weak pseudonym in Indiana Jones and the Kingdom of the Crystal Skull. I refer of course to Akakor.

Von Däniken started talking about underground city complexes beneath Ecuador in 1974’s The Gold of the Gods, but one of his sources, German journalist Karl Brugger, got to tell his version in 1977 with The Chronicle of Akakor. Both accounts start with the same basic story: In 1972, Brugger met a Native Amazonian (who spoke excellent German) named Tatunca Nara, who claimed to be a member of a hidden tribe that kept a great secret.  This secret involved ancient astronauts from a solar system named Schwerta, and a network of underground cities these space travellers built beneath South America. The most important of these cities was known as Akakor.

It all sounds fairly unbelievable, true--and it becomes even more so with the revelation that ol’ Tatunca Nara was really Günther Hauck, an alimony-dodging German ex-patriot. But the important thing from a gaming perspective is that these guys gave maps.

One of these is the upper (above ground) Akakor, and the other is the lower subterranean portion. Different websites disagree on which is which, so take your pick--"entertainment purposes only," and all that:





Here’s a nifty cross-section showing the underground portion, and one of the Star Trek-esque hallways:



Read more about it here, and find these maps (and more) here. Add some bullywugs, maybe some yuan-ti--or Nazis if your tastes run to pulp--and you’re ready to roll.  Crystal skulls strictly optional.

Wednesday, June 3, 2020

Fourth World Apocrypha: Steve Gerber on Mister Miracle


As an addendum to last week's post, I found this great post on Diversions of the Groovy Kind that reproduces Gerber's and Golden's Mister Miracle #24.