Wednesday, December 29, 2021
Wednesday Comics: DC, March 1981 (wk 2 pt 2)
Friday, December 24, 2021
Star Trek Endeavour: Uzaveh the Infinite
Back from a hiatus for a couple more episodes, a campaign in Star Trek Adventures...
Episode 6: "Uzaveh the Infinite"
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Engineer
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Jim as Lt. Ross Gordon, Science Officer
But the crew is unable to contact their ship and they believe Uzaveh is responsible. Eventually, they confront him, and he reveals his true purpose: he needs to evolve them to transfer his consciousness to a suitable body, and he is wearing out the Rhaandarite he is in. A battle ensues with the enhanced crew under Uzaveh's control. A phaser blast eventually disrupts his energies, causing his body to rapidly decay. The crew who were controlled were freed, and their biologies gradually return to normal.
Thursday, December 23, 2021
Where the Chaos Thing Fell
When the hordes of the Abyss surged toward the very borders of Hell, one of the mightest of that host was only brought down on the plains of Gehenna. Where the great worm fell, it created a gigantic crater, contributing to the broken nature of the plane to this day. It's in this crater that the corpse of the creature remains.
The shadow of its bulk is tangible, like a black, velvet fungus, it moves over time as if chased by a sun that Gehenna does not have. It is not good to touch the shadow, as it will grow on anything until it consumes it. The Ultroloths sacrificed any number of souls and simulacra in their experiments trying to find a way to bend it to their purposes but to no avail.
They found no use for the shadow, but the same can not be said for the carcass. The Yugoloth consider it a goldmine. The crater is held in the highest security; not even their diabolic allies and clients are allowed to visit their mining and rendering facilities. The dissolution of an abyssal monstrosity is not like the decay of some corpse on the Prime Material Plane. Freed of the monster's alien, but dominating sense of self, its flesh slowly sloughs free and becomes all sorts of smaller grotesqueries. The Ultroloth sorcerer-scientists have been ingenious in the applications they have found for these creatures, including using them as a substrate for the generation of new, lesser Yugoloth. The things also found their way into weapons and material for armor.
The plague caused in Hell by an attempt to use the creatures' ichor as an enhancement for soldiers was, at best, a minor setback.
Wednesday, December 22, 2021
Wednesday Comics: DC, March 1981 (wk 2 pt 1)
The Aquaman backup by DeMatteis and Heck reveals that the villain behind the bogus Black Manta (and maybe the Poseidon, too) is Ocean-Master. Aquaman fights with him on a rooftop in a pretty atypical move for these aqua-characters, but Ocean-Master escapes.
Barr and Garcia-Lopez set The Elongated Man and his wife to Sue to solving "The Final Mystery of Edgar Allan Poe" in their somewhat humorous style. Next up is a Batman prose piece by Walter Gibson, creator of the Shadow, with illustrations by Tom Yeates. Levitz and Adam Kubert present Hawkman and Hawkgirl discovering the truth behind "The Strange Death of Dr. Erdel." This is a bit weaker as a story than the previous ones, but it's a nice component to a anniversary collection like this. Bates, Infantino, and Smith provide an answer to "What Happens When A Batman Dies?" which is Deadman shows up and tries to keep him from going to the Afterlife, and the spirits of his parents tell him to get back down there and keep fighting. All and all, this is a really good issue, perhaps the best all around of the year.
Monday, December 20, 2021
Late Era Role-Aids
Photo by Needles |
I've been revisiting some late era Role-Aids (90s) products recently, some purchased at my only Gen-Con experience to date, the others a gift from Hydra compadre, Robert Parker. While earlier Role-Aids products are hit or miss, these are quite good, I think.
One thing that immediately caught my eye was art by some comic book illuminaries: Arch Magic has a cover by Dave McKean, Demons II has one by Glenn Fabry, and a couple of Demons supplements have art by Alex Niño. Beyond that they seem to borrow both from innovations at TSR (the loose leaf monster format) and White Wolf (some of the subject matter and design), and in some minor ways anticipate the aesthetic and subject matter of Planescape.
The Demons related products (Demons and its loose leaf spinoffs, Demons II, and Sentinels and Apocalypse) suggest use in a campaign setting that is more a battleground for the forces of good and evil in a Heaven versus Hell sort of way than the standard D&D setting. The descriptions of it's demons are somewhere between Monster Manual and demonology book, both in terms of their physical appearance and what sort of requirements they have for the making of pacts. All in all, it provides a push more in the roleplaying than combat encounter direction for these beings (not that they are full stated for combat).
Arch Magic gives a whole new class (the Archmage) for sort of ultra-high level magic-users and some new, powerful spells, but the interesting part is the adventuring locales: a city built in the bones of a monstrous skeleton, The Macrodome, where a game controlling the destiny of the universe is played out, and the Red Room of madness (probably inspired by Twin Peaks).
These products feel like the creators had much more free rein than AD&D products of the era. The are no better executed--perhaps at times a little worse--but the imagination involved seems less fettered,
Sunday, December 19, 2021
Weird Revisited: Midnight in the House Tenebrous
There are places in Nla-Ogupta--that ancient, decadent, Venusian Venice--where Terrans do not go. The Street of Blue Vines was one of those. The buildings along it crowded close, as if trying to conceal some secret. The uncanny glow of bioluminescent lantern-jellies that cling to haphazard lines seem dimmer than elsewhere--as if they too were conspirators. It's said that in millennia past, when Sumer was young, the Street of Blue Vines was a place where cultists trafficked with inhuman gods. Old Venus-hands, deep in their cups, spin tales of cannibalism, and alien sexual rites. That's what the rumors say. No Terran knows, and if any polite Venusian knows, they don't speak of it to off-worlders.
But on this night, a Terran does wind his way down the serpentine Street of Blue Vines. His stride is unhesitating--he hasn't come this way accidentally. He moves purposely to the darkened, leaning structure which bears no sign or legend, but nevertheless is known to the denizens of Nla-Ogupta's underworld as the House Tenebrous. He has come seeking this house, and the service it sells. He's come to buy a man's death.
The Street of Blue Vines gets its name from the eerie, electric indigo vines and foliage that entwine 'round its most infamous denizen, the House Tenebrous. The House only permits entrance at night--in fact, it may be that it can only be located at night.
A seated, robed figured, appearing as a short and portly man, his features completely hidden in a cowl, asks any visitor who he or she might wished kill, and why. The figure’s voice sounds distant, and tinny, and seems to emanate from all around. The man never moves, even in the slightest. Sometimes visitors get the impression that there are others in the room--the feeling of eyes upon them, or the hint of motion in the shadows of the audience chamber. Psychically sensitive individuals report “hearing” distant, unintelligible, whispers, and an unpleasant mental sensation not unlike smothering.
If the man chooses to accept the commission, the price is variable, and not always in money. If a goal can be discerned from House's representative's payment demands, it is that they seem to be aimed at reducing Terran influence on Venus.
Eventually, though a space of week or months may pass, all victims of the House Tenebrous are found dead somewhere in Nla-Ogupta (or in one case, on a ship having recently departed there) without any apparent signs of violence or physical injury. Victims always appear to have died in their sleep, though often their face and bodies are contorted as if in fear or pain.
Thursday, December 16, 2021
In the Furnace
If some resolute pilgrim were to limp or crawl through miles of the sepulchral dust and crumbling, cinerous statuary of anguish of Hades, they might find the leaden skies giving way to a void of eternal night. They would see before them a landscape of tortured rock formations, and boiling, mephitic, salt-rimmed pools that make the lurid colors of the surrounding rock manifest with their wan glow. Beyond, they would see broken and lava-clotted crags rising ever upward, disappearing into distant darkness. They would have reached the border of Gehenna.
Those who don't succumb to despair in the gray wastes are potential fodder for the Devils' war against Chaos. But first, they must be broken and reconditioned to that purpose. Yugoloth patrol the border, and their press gangs conscript all available prospects. Captives are whisked off to a number of re-education centers. Under the conditioning of their fiendish captors, they become suitable, perhaps, for minor positions in the apparatus of Hell, or either for future service of the Yugoloth.
It is possible to scale the forbidden scarp of Gehenna. If one can avoid the plateau encampments of the Yugoloth, the monsters of the lava tube caves, and assorted natural dangers from jagged rock, blasts of toxic gas, and flows of lava, you can stand upon the mountains ringing Hell itself. It is not a trip anyone would wish to make except with the direst of need.