Besides (one presumes) their kidnapped victims, bugbears subsist on such inedible provender as glass shards, potash, and the heads of rabid bats. They consider certain venomous toads an utter delicacy.
Sunday, October 18, 2020
Weird Revisited: Bugbear Nightmare
Besides (one presumes) their kidnapped victims, bugbears subsist on such inedible provender as glass shards, potash, and the heads of rabid bats. They consider certain venomous toads an utter delicacy.
Friday, October 16, 2020
Universal Monster Ravenloft
Over at at Tales of the Grotesque and Dungeonesque, Jack points out that it would be trivially easy to have Strahd meet Dracula given the underlying conceits of Ravenloft. I wonder why we need Strahd at all? Why not replace the Darklords with the Universal Studios classic monsters? We might call this version Karloft because... well, why not?
The Mummy, Dracula, and Frankenstein (the Darklord would probably be Victor rather than his monster), would fit right in. The Invisible Man and the Phantom of the Opera ought to have their place too. The realm of the Creature from the Black Lagoon would be a bit of departure from the usual Gothic horror trappings, but I think it could be done.
Monday, October 12, 2020
Hair-Raising Horrors in the Land of Azurth
Our 5e Land of Azurth game continued last night, with Kully and Shade plunged beneath the shop of the Demon Barber of the Sapphire City. They encountered a number of ill-tempered purple creatures, before the chair Kully was trapped in was whisked to a lower level: a subterranean barbershop of horrors!
The rest of the party saw the events upstairs through the eyes of Waylon's familiar and rushes in. Just in time, too, because the Evil Tom's assistant, a redheaded little maniac with a straight-razor had knocked Shade out. Under the assault of the full party, he was soon dead, as was Evil Tom.
Kully was rescued, but he was behaving in a more bombastic fashion, and the party was concerned. Shade became convinced the barber had done something to him.
The party explored the various rooms in the barber level, discovering magical pomades and hair-dyes--and eventually, stone stairs descending in darkness. Also, hair like vines hanging over it. Hair that sometimes attacked. Knoggin's Pomade helped tame it, and the party descended without further trouble.
They encountered more of the purple creatures, this time with one of their witchdoctors, The party overpowers then pretty quickly, though, and takes a captive to interrogate.
The creature tells them he is a Znarr and his people serve a a beauteous female of their species named Zarvoola. Zarvoola is holding some very hairy creature captive and orchestrating everything that has happened in a bid for conquest...
TO BE CONTINUED
Friday, October 9, 2020
Weird Revisited: On Venus
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Art by Luka Rejec |
Wet where Mercury is desert and as fecund as that world is barren, Venus is covered by warm, shallow seas and dense, tropical forests. Its natives are women--or creatures in the semblance of women. They are seldom surpassed in all the Cosmos in beauty, if one can abide their inhumanly colorful skins and their hair the texture of flower petals. They go almost entirely naked, and chastity is not counted a virtue among them.
There is a ruler on Venus, recognized by Earthly and Mercurian powers, called the Doge, who is always from another world. This title may be held by a man or woman, but in either case, the floral and lovely native Venerians are the Doge's solicitous wives or concubines. The Doge's identity is always hidden behind an ornate mask of that durable Venerian fungal matter that resembles teak. The ruler scarcely wears any more clothing than the Venerian women, save for the notable exception of an impressive phallocrypt, decorated and enlaided with gold, for public ceremonies.
A Doge’s rule lasts only a Venerian day, as measured by the fixed stars, which is hundreds of Earth days. When the sun sets, the Doge is taken by the Venerians into the forest and is seen no more.
Thursday, October 8, 2020
We Have Always Lived in the Megadungeon
I have on occasion riffed settings which were small or at least smaller than the typical D&Dish setting. This goes against the grain of published settings which tend to want to give you big, as in a world big, and perhaps classic play which starts circumscribed, but is about expanding the frontier.
There is one archetypal D&Dish experience that doesn't quite work this way and that's the megadungeon. Certainly exploring the megadungeon means opening up more area, but the scale is so much smaller generally than the hexcrawl. Distance is not a primary factor.
It strikes me that the dungeoncrawl could easily combined with the player's living space. Megadungeons under towns are pretty common, but then the town becomes a place of relative safety and refuge that may or may not enter into actual play as anything more than "base camp." What if the megadungeon space and the living space bled into each other? Like say the PCs lived in a place like Gormenghast or Xuchotl from "Red Nails," or the starship Warden, and the exploration was progressively moving into rooms, levels, sections or whatever that were unknown? (You could perhaps include small settings with actually dungeons/underground spaces in this. See MacDonald's The Princess and the Goblins.)
This could be combined quite easily with the mystery sandbox. Indeed, the incremental accumulation of vast wealth is probably a bad goal for a smaller setting of this sort. Not that money might not be a motivator, but the real big payoffs should only come at the end.
Obviously, this sort of setting would differ from the standard D&D approach even without the downplaying of vast wealth. Parties would likely be less eclectic. The length of the campaign is probably somewhat limited without a change in approach unless the structure they reside in is really weird, but I think it would make for interesting low level play.
Wednesday, October 7, 2020
Revisiting the Wild Wild West Season Two
You can catch up on installments here.
Monday, October 5, 2020
Star Trek Ranger: Patterns of Vengeance (part 2)
Andrea as Capt. Ada Greer
Billy as Lt. Cmdr. Sobek, Ship's Counselor
Paul as Cmdr. D.K. Mohan, Chief Helmsman
Synposis: With Capt. Greer trapped on the USS Brackett with a being that calls itself "Unity" possessing some of her crew, Mohan takes Ranger to the icy planetoid of Mycena to try and determine what this has to do with the transporter experiments of Janet Hester. They discover the experiments in long range matter transmission may have lead to one or more of Hester's team being somehow trapped in dematerialized form.
Commentary: The Deneva Research Team which Hester and her ill-fated team were a part of are first mentioned in the Spaceflight Chronology.