Wednesday, May 19, 2021
Wednesday Comics: DC, July 1980 (part 2)
Monday, May 17, 2021
Sentinel Comics RPG Session 4: "The Heart of Darkness"
Supporting Characters: Moonshadow
Villains: Dark Duplicates (Mindfire, Warhead, Sub-Zero, Talon, Robrute); The Void Crystal, Silver Orb, Gold Orb.
Synopsis: Our heroes enter combat with the five villains, and after a couple of exchanges to gauge their powers, find them surprisingly easy to defeat. Moonshadow, via psychic link, tells them that these are merely "dark energy shadows" of a group of young heroes from alternate futures: The Legion of Alternity. She believes their presence here means they have been captured by Anachronus.
With the duplicates defeated, the group sets out to find the location of the evil energy with the Never. Fibit manages to locate but also draws strange, translucent wasp creatures to them. Their presence shakes our heroes resolve but doesn't cause any real damage. They also have to face dark duplicates of Talon and Sub-Zero again, before they reach their destination: A sinisterly pulsing crystal in which they see scenes of other times, perhaps other worlds. Flying around it are gold and silver orbs that attack the heroes.
The team is confronted with their most difficult battle so far. All of the duplicates are recreated, and they quickly re-appear when destroyed. The orbs work against them and protect the crystal. Il Masso shatters the gold orb and Fibit twice creates duplicates of her own to make attacks on all the dark duplicates. Eventually, Infranaut makes a massive attack that shatters the weakened crystal and destroys the silver orb.
Sunday, May 16, 2021
My Less Popular Setting Ideas
Not ever post is a winner, particularly in these days where blog-reading is at an ebb, but some ideas seem to garner more approval than others. It's not uncommon for a single, dashed off post not to attract an attention, but occasionally there are ideas I write multiple posts on that just don't seem to make what readers I have here and on other social media as enthusiastic as they make me. Admittedly, none of these I've actually tried to play, so maybe they just don't have what it takes despite my blogging interest in them. Anyway, here are three of them:
Scavengers of the Latter Days
Far future, rationalized ("hard"). science fantasy. I've written several posts on various permutations of this. The comments often suggest this appeals to me more than it does others. In fact, after my various riffs on uses of the the Great Wheel, this may be the D&D idea that seems to appeal to my readers the least.
Planet of the Elves
Here, maybe it's about the presentation. I got a bit more positive reception when I presented the same idea but de-emphasized the post-apocalyptic nature and didn't mention elves in the name (and to be fair, the initial post garnered better comment than I remembered on the blog). Anyway, this is Ploog/Bakshi/Wood sort of stoner, fairytale fantasy.
Ways & Sigils
Ok, this one is admittedly a bit weird because it is really a science fiction or science fantasy thing, that just happens to borrow some elements from some classic D&D settings. Anyway, the idea is that in the future, essentially the Great Wheel is discovered via hyperspace, so it's a bit sci-fi Spelljammer+Planescape. I wrote a follow-up post, then sort of did a slightly different version of the same idea later.
Wednesday, May 12, 2021
Wednesday Comics: DC, July 1980 (part 1)
Batman #325: There's a fill-in writer, Roger McKenzie, but weirdly they let him tie up the storyline with the challenge to Gordon's leadership of the GCPD. The title page suggests Batman is trying to kill Gordon, but in Silver Age style, it's a lie. It is actually a scene from the story, though, which is a bit unusual. Not a bad issue, but nothing notable.
DC Comics Presents #23: This one has a lot going on, which is par for the course for Superman titles in this era. O'Neil and Staton set up Dr. Fate as trying to find a cure for a generational curse that is turning his wife into a monster, but he needs the corpse of her ancestor, and that guy isn't in the grave. Meanwhile, on Earth-1, a physics experiment brings a flying pirate galleon from the past of Earth-2 to Earth-1--with Inza'a ancestor as captain. Superman discovers an imp with a grudge against the pirate is involved. Dr. Fate arrives in time to wrap it all up.
Flash #28: Another pretty good one from Bates and Heck. Doctor Alchemy is back, despite Al Desmond's supposed reform. Has Barry Allen's friend reverted to his criminal ways?
Superman #349: Pasko and Swan have Superman returning from a trip into space to a gender-switched Earth--and the various superfolks think he's a notorious criminal! Turns out it's all a trick by Mxyzptlk, which is telegraphed in a couple of clues early on. It's a nice story of the Superman type.
Superman Family #202: The jerk Supergirl is crushing on apparently isn't cured of being accidentally super-hypnotized by her into becoming a superhero. He causes all kinds of trouble until she can recreate the accident and un-super-hypnotize him. A Bridwell/Schaffenberger Mr. and Mrs. Superman tale reveals when the Earth-2 Superman first encountered Kryptonite, and how he found out about Krypton. Rozakis and Calnan give Clark Kent jury duty, where (on the sly) he helps one Angry Man convince the other jurors to acquit. Lois helps a ballerina to defect from Russia by impersonating her in a Conway scripted tale with nice art by Oksner and Colletta. In the final story, Jimmy Olsen gets rescued from criminals by a high school journalism student.
Wonder Woman #269: Stressed out over all her recent life upheavals, Wonder Woman decides to pack it in and return to Paradise Island. There's she's got a giant monster to fight. I've read beyond this, so I know, but on the basis of this issue, I think you'd be hard-pressed to guess where Conway is going with all this.
Monday, May 10, 2021
More from the Alex Toth Casting Agency
Sunday, May 9, 2021
The Lake of Vermilion Mists
On shores of the Lake of Vermilion Mists nearly-naked, female divers inspect their haul of rare, ultramarine scintilla. Here and there their bodies bear what appear to be wave-like, mauve tattoos, darkened to the color of fresh bruises in the lake’s lurid, roiling glow. The marks are actually scars from the lash of urulu tentacles. The divers become tolerant to the hallucinogenic effects over time but not the pain, so they try to snatch the scintilla when the urulu are lost in pre-mating combat dances.
The urulu do not seem to value the scintilla or pre-scintilla clusters, but they zealously guard their territory and do not communicate or trade with humans or other sophonts as far as is known. Indeed, humankin long held them to be merely animals, despite their rituals and tool use, but the view of hwaopt academics that they are in fact sapient is the current prevailing theory.
There is a black market for the urulu toxin. Unscrupulous procurers use desperate addicts as lures to provoke ururlu to the shallows where they can be ensnared and their tentacles milked.
The urulu, despite their vague resemblance to cephalopods of Old Earth, are air breathers. The lake is no lake in the traditional sense, but instead a large depression filled with a thick, red mist, with currents of darker or lighter shades, and the occasional flash of static discharge. It is unknown where the mist is natural or a product of ancient ieldra magic, but there is no other body of its type known.
Friday, May 7, 2021
Weird Revisited: Two Towns
Harfo and Sons is the most prosperous of the breeders, though many in Tuskinth would opine that only the old man, Grenz Harfo has any particular head for nonnig-breeding. His eldest son, Halx, is a handsome dullard, and his youngest. Festeu, is a idler and wastrel. Of note, he does own a rare (outside of the Daor Obdurate) telesthetic hound. The poor beast is quite mad, made so by an over-sensitivity to human anxieties resulting from over-breeding. Its shrew-like snout is has a-quiver and dripping, and it's whip-like tail sways nervously.
Horbizond: Was the name of an ancient city, and also the current modest village that squats in a meager portion of it. The people of Horbizond dress in the decaying finery of the ancients and appoint their over-sized but crumbling homes in an equally ostentatious fashion. They live in holy dread of the Prismatic Man, an angular, crystalline visitant, who materializes at random intervals to isolated folk of the town. The actions of the Prismatic Man are various and strange. He has at times pointed with a glassy finger to hidden treasures. Other times, he has emitted a chiming that the hear perceived as some spiritual wisdom. Then there are the occasions when he has seemed to produce rays of color from his palms that struck an individual dead. If there is any rationale to whom the Prismatic Man favors and whom he destroys, the folk of Horbizond have yet to discern it. In fact, they believe it would be blasphemous to do so. The Hwaopt Library is willing to pay for detailed observations of the Prismatic Man, whose nature and purpose they are eager to discover.