Thursday, October 12, 2023

Phaelorn Gap

Shreev Seg Molok (art by Jason Sholtis)

Phaelorn Gap is a town near the Lake of Vermilion Mists along the Panarch's roadway heading east away from the great cities and across the mountains. It is the center of the scintilla harvesting industry with the Lake. The wealth harvested from the Lake belongs by law to the Panarch and flows to his coffers save that which is paid in renumeration or lost to corruption. 

The divers, young, unmarried women by tradition, receive little in the way of wages for their efforts, but do receive a state pension upon retirement. Some former divers become matrons, responsible for wrangling and discipline of the divers and insuring they do not skim from harvest unduly. The matrons, of course, take their gratuity before the Panarch gets his.

Operations in Phaelorn Gap are overseen by the Eminent Compulsor. The current holder of that position is Briszm Wungar. Officially his only function is to ensure the scintilla are transported West and the Panarch receives his due. In practice, he is the overseer of the entire operation, enriched by his own peculation.

Wungar is not personally an opposing man, so he must rely on the dignity of his office and the strong arms of his local enforcers to assure his will is done. Chief among these enforcers is the Shreev, Seg Molok, and his subalterns. Molok is a veteran of minor conflicts in the region and is said to have survived (after sufficient brave resistance, certainly) the Whelming of Fort Olmovar by the Great M'Gog Horde. He is a man respected by the townsfolk of Phaelorn Gap for his pragmatism and evenhandedness. His sense of honor and appreciation of duty is such that the size of the inducement proffered sways him less than his reckoning of the ethical questions involved. 

Wednesday, October 11, 2023

Wednesday Comics: DC, January 1983 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of October 14, 1982. 


Batman #355:  Good cover by Hannigan and Giordano. On there drive home Bruce and Vicki are run off the road by Catwoman and into the river. Bruce manages to get them both out. Knowing that she has made a terrible mistake, Catwoman flees without looking back.

Later, as Vicki recuperates in the hospital, Bruce hears from Jason Bard and Jim Gordon that Rupert Thorne has been convicted of the murder of Pauling and Gordon gotten a call to meet with Mayor Hill. After leaving the hospital, Gordon goes to Hill's office. Hill is concerned that the Gotham City Council are call a recall election and in order to try to head than off, he gives James Gordon his old job back under the condition of his support.

That night, Batman goes to Selina's apartment and finds only her panther who hasn't been fed in a while. After taking care of the animal, he finds a clue that leads him to the Catamont warehouse. Catwoman is waiting and attacks. With Batman at her mercy due to his still healing injury, she could easily kill him, but she realizes her mistake and pulls back. They apologize to each other for the pain they each have caused and part ways.

A continuity glitch in this issue: Catwoman clearly knows Bruce is Batman, but earlier stories in this arc make it clear she doesn't know. Future stories (still pre-Crisis) will stick with the version where she never knew.


Flash #317: Bates and Infantino continue the Goldface story with the Eradicator lurking in the background. The Flash tangles with Goldface twice and gets defeated. Goldface demands Flash leave town or he'll continue murdering people in Central City.. The Flash isn't about to leave, but he recruits the reformed Heatwave to help him try to take down the villain. They get closer, but again Goldface escapes, and Flash is left in peril of drowning. Meanwhile, the Eradicator makes short work of Goldface's goons that come after him, and Creed Philips discovers that the Eradicator killed his physician (he doesn't appear to know that he's the Eradicator).


G.I. Combat #249: Kanigher and Vicatan bring back the Mercenaries are and get embroiled in saving Tibetan refugees from river pirates then meet a girl whose brother is the Dalai Lama(?). She offers them a jade pendant in exchange for helping get her brother across the border. Turns out she planned to sell out her brother to the Soviets, which the Mercenaries prevent, but then (as usual) they don't get paid because the emerald is shattered by bullets. 

There are two Haunted Tank stories as usual, but made a bit more memorable than average by a kind of ironic view of the fortunes of war. In the first, Jeb looses a bet with the tank retrieval crew when he assures them they won't have to pick up his disabled tank again, which of course they do on the next page. In the second, Jeb and his men spend the whole issue getting a captured German officer back to command only to have him almost immediately allowed to escape because he was a double agent.

The other two stories include a bleak short about a disabled former soldier who returns home to me mocked by young men eager to go fight themselves, unaware of his service. Finally, there's a "based on a true story" tale about how planting some bamboo aids soldiers in escaping a Japanese POW camp.


Masters of the Universe #2: I reviewed this issue here back in 2015. 
 

Saga of the Swamp Thing #9: Swamp Thing and crew arrive in New Jersey, where their helicopter (created by Reef in the previous issue) disintegrates and Reef is conveniently killed in the crash. Swamp Thing is morose the whole time because he's realized the little girl he was trying to protect (Karen Clancy) turns out to be evil incarnate.

Meanwhile in Washington D.C., Harry Kay takes Paul Feldner to a Sunderland facility to be treated for his burns. It turns out Karen Clancy had thought he might be the catalyst whose power she could consume to achieve her ultimate power, but nope, that's another associate of Kay's named David Marx. Karen develops into a fully grown woman over Feldner's burning body and offers to spare him in exchange for Marx. Marx goes to her willingly to save Feldner's life. Harry Kay is revealed to be a Nazi war criminal and he is operating his own mission, separate from the Sunderland's goals. 

Swampie and friends are confronted by Kay at the Barclay clinic where he explains that he is trying to obtain "information of vital importance to the future of the world" and asks for their help. They so Kay has his flunky Milton attack them with psychic powers.

In the Cavalieri/Carrillo Phantom Stranger backup, The Phantom Stranger and a builder investigate a murder and strange phenomena inside a church scheduled for demolition. Turns out it's living gargoyles.


New Teen Titans #26: Wolfman and Perez continue their story about runaways and street crime. Raven heals the wounded youth at the cost of nearly succumbing to the spirit of her demonic father, Trigon. The guy turns out to be the older brother of the teenager whose death Dick and Kory witnessed last issue. He had come to New York to investigate his brother's death only to nearly be killed by gangsters working for drug kingpin Anthony Scarapelli. Back at the youth center, the Titans meet with Adrian Chase and Roy Harper, the latter working as a liaison between federal and local authorities on drug-related cases. Leaving with the Titans, Roy gets into his Speedy gear, and they team-up to bust up Scarapelli's plans to have his new drug shipment distributed by duped, teenage runaways. Two of the kids, however, are killed in the fight, despite the Titans' efforts. Some of the ones that return home alive don't get happy endings, either. It's all a little heavy-handed and maybe even trite, perhaps, but no more so than what was in a lot of primetime dramas. And this was a comic for kids. it works as an arc and sort of differentiates the Titans from the X-Men.

There's also an Atari Force preview in this issue by Conway and Andru/Giordano. Disappointingly, this story is more an advertisement for DC's Comics that came with certain Atari game cartridges. It features the characters from those comics and is much more standard "toy tie-in comics" than the ongoing series than will follow the next year.


Superman #379: No mention is made of Superman's reduced power this issue. In Mike's Amazing World of DC Comics chronology for Superman, Wolfman's depowered Superman arc in Action (and crossing over into the Teen Titans) occurs well before the stuff going on in the other Superman titles, which is the most harmonious way of handling everyone else ignoring what Wolfman is doing.  

Anyway, in this issue Bates and Swan a strange proto-being is causing Bizarros all over Htrae to explode, and Bizarro No. 1 comes to Earth to see if Superman can help do anything about it. It turns out its actually a plot by Bizarro Luthor to save Bizarroworld from an alien invasion. 

This issue is the first appearance of the Bizarro Justice League and Bizarros Yellow Lantern, Hawkman, and Aquaman.

Monday, October 9, 2023

Rumble Beneath the Arena

 Our Land of Azurth 5e game continued back on last Sunday with a pretty much all combat session as the party thumbed their collective nose as the Looms' warning and entered the complex built with the junk wall behind the arena. They descended into subterranean rooms where they found a masked giant with a maul and a group of poisoned armed mooks.

These guys wore the group down. In fact, Waylon was have gone down if not for the timely healing of Dagmar. As some of the group had triumphed, Loom unleashed some sort of a sonic attack to soften them up for the attack of a large mechanical monster than was able to shoot fire out of its finger tips. Erekose and Waylon teamed up on it with their magic weapons while Shade and Dagmar hit him from a distance. When it was destroyed it exploded (or course), but the party managed to avoid major harm.

They were hurting after that and downed some good berries and took a short rest before moving on.

Thursday, October 5, 2023

Thono Inn


The Thono Inn and Baths are a famed, but aging attraction near the Lake of Vermilion Mists, which offer "gas baths" of the peculiar substance of the Lake itself in addition to more traditional bathing. Yrming is the eleventh generation of Thonos to run the baths, though in truth she leaves the day-to-day management to her husband, Gris Samber, while she manages the special activities for the inn's extensive festival schedule that borrows holidays liberally from diverse civic and religious calendars. So large are the baths that Thono Village has arisen nearby to support it. 

The pumps which support the unique bath offerings require the work of an expert engineer to maintain. Ormaz Halx is the current individual charged with this task. He is given to reminding anyone that questions his decisions that he once studied at the hwaopt library (true in the strictest sense). He is also given to intemperance regarding the local distilled spirit. When deep in inebriation, he has been known to speak of a mysterious cave containing crystalline columns which somehow fulfill desires. He will angrily deny every having said anything of the sort when sober.

The Thono family and their loyal employees have a historic antipathy with the Cult of the Hierodule who bring their celebratory revels to the vicinity annually. This ill-feeling is primarily financial, owing to the grubby, vagabond nature of the cult leaders and their followers, and the promiscuous ways of the cult's youthful celebrants who provide for free erotic services for which the inn's contracted, professional staff would charge.

Gris Samber takes a broad view of who one day might be a paying customer and so does not urge his staff to violence against their transients, with the probable exception of Bardo Clart, the cult's current wild-eyed and hirsute leader.  

Wednesday, October 4, 2023

Wednesday Comics: DC, January 1983 (week 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of October 7, 1982. 


Arak Son of Thunder #17: Arak and Valda are almost able to fight their way out of the palace of the Emperor, but Aetius, counselor to the emperor, uses sleeping sand to knock them out aided by the untimely arrival of Haakon, an emissary from White Cathay, trying to curry favor with the Emperor. They wind up in the dungeon, but Irene, mother to the Emperor, visits the dungeons and offers Arak a deal for his freedom. It seems she doesn't trust Haakon and believes he is there to steal the secret of Greek fire. her suspicions prove correct, as Haakon tries just that at a demonstration that day, but she didn't reckon on Aetius being in cahoots. Arak is knocked out and kidnapped and the villains are about to set fire to a boat with Valda, Irene, and the Emperor on board.

In the backup, the Thomases and Gonzales/Alcala give Valda and Maligigi a city (mis)adventure As the cross paths with the thief Brunello who they believe is going to steal the remains of St. Denys which are kept in a jeweled reliquary. Then it turns out the theft has already occurred. Greeramada, the supposed friend of Malgigi, unleashes demons. She demands that the sorcerer provide her with the spell which will cause the beheaded saint to rise again.


Blackhawk #254: In the main story, Evanier and Spiegle have the Blackhawks helping to defend the French town of West Dieppe from Nazi invasion. When Blackhawk gets a report that Professor Merson was sighted in Berne, he flies there alone. It's a trap, though, and Domino is waiting. When the rest of the team gets word of his capture, they fly to Berne and find Blackhawk tied to the front of a tank. The 'Hawks have a dilemma: destroy the tank with Blackhawk on it or die. Instead, Olaf uses the bazooka on the German infantry instead and the surprising move allows them to get Blackhawk and get away.

The backup with art by Cockrum has Chuck on a solo mission to deliver a communique. He spots the plane of Nordling, Hitler's private courier. He follows the Nazi into an abandoned building, but Nordling becomes aware of him, and Chuck is shot and wounded. Chuck manages to make it outside. When he sneaks back in later, he finds the Nazi protecting a group of stray cats. Chuck calls Stan and Chop Chop to patch him up and take Nordling into custody.
 

DC Comics Presents #53: Mishkin and Swan/DeZuniga provide a seasonal story with "The Haunting Dooms of Halloween!" having Superman visit the House of Mystery. This sort of offbeat team-up has a certain charm for me, and it's the sort of thing Marvel didn't really do in their team-up books. Anyway, the villain here is Mr. Mxyzptlk who lures Supes into the House of Mystery to save Lois Lane and some transformed trick-or-treaters.


Fury of Firestorm #8: Conway and Moore/Rodriquez bring back Typhoon for some reason. Things haven't gone well for David Drake since the accident that made him Typhoon. He's been in a psychiatric hospital and gets out only to have his wife leave him. He snaps and goes looking for revenge. Meanwhile in New York City, after testing his powers under Stein's supervision, he goes to the movies with his friends and winds up beating up that jerk Cliff Carmichael. 

Typhoon arrives in New York and kills the former captain of the ship who inadvertently caused his transformation, then he goes after Stein, heaving the sea captain's corpse through his office window. Firestorm's first priority is to save innocent lives. Through trial and error, he attempts to direct people out of the path of Typhoon's fury. The villain gets the upper hand, however and delivers a blow that sends the unconscious Firestorm plummeting into the bay.


Justice League #210:  Conway and Buckler/Tanghal have Ray "the Atom" Palmer and his colleague Physicist David Dorman discover an "X-Element," a catalyst for all basic chemical reactions, which is about to decay, and thus disrupt all natural processes on Earth. As the Atom, Ray summons the Justice League, which splits up into sub-teams as they do to stave off world-wide apocalypse. Just as all seems lost, aliens calling themselves the Treasurers appear, offering to reverse the decay of the X-Element in exchange for specimens of Earth flora and fauna, including (unknown to the JLA) one human: a seemingly ordinary postal clerk named George Arthur Stuart.


Wonder Woman #298: Ed Hannigan/Dick Giordano cover on this issue. Believing Wonder Woman to be dead, Aegeus has forced Trevor to help him find Paradise Island in the Bermuda Triangle where he begins an assault. Wonder Woman, however, is still very much alive. She recovers and defeats the terrorists and Bellerophon, and heads for Paradise Island. Steve Trevor, dumped off Pegasus but caught by Queen Hippolyte, is taken to Science Island without touching ground and employs a hang-glider to try and attack Aegeus. Before his foolish heroics can lead to his death, Wonder Woman appears, takes Steve back to Science Island, and defeats Aegeus, who uses a last thunderbolt to teleport himself away to--well, not quite disappear until the Who's Who, but he doesn't have many rematches left.

In the Huntress backup by Cavalieri and Staton, Huntress looks like she may meet her end in the coils of Boa's pet constrictor but Blackwing comes to her aid. Huntress gets to hear his origin before she heads out to confront Boa and his gang, and this time, triumph over them. 


Adventure Comics #495: As usual, the only new story here is The Challengers of the Unknown by Rozakis and art this time by Toth/Gaicoia. Continuing the extended "Challengers Begin" origin story from last issue, the not-yet-Challs hang in Rocky's apartment, reading and paying bills. Professor Haley is still chewing on their as yet unsolved jet sabotage. They all have reasons to believe they might have been the target though the possibilities seem far-fetched: Native Alaskans angry about desecration of a burial ground, the allies of a deceased South American dictator, Haley's cousin Freddie hoping to gain an inheritance. That last seems the best lead, but before they can leave, Red has something else to say...next issue.

Monday, October 2, 2023

A More Civilized Age

Art by Donato Giancola

I'm all for "lived-in futures" and dusty, grubby space Westerns, but I feel like there are some science fiction aesthetics that don't get their due. And I'm not talking gleaming, featureless rocket hulls and silver lamé outfits. I mean the more refined, swashbuckling, adventure film derived style.

Alex Raymond's Flash Gordon was probably the biggest feature in promoting this style, but it shows up in other places like Cody Starbuck by Howard Chaykin:

And in Milady 3000 and i Briganti by Magnus (Roberto Raviola):


It's not really absent from the Star Wars saga. It just shows up more in the prequels than in the original films. I think there's a hint of it in Lynch's Dune and the SyFy mini-series version--though it is sorely lacking from the drear Villeneuve version.

Thursday, September 28, 2023

The Adventure-Point Crawl Campaign


My kid has been rewatching Avatar: The Last Airbender, which means I have been rewatching it, and that gave me a roleplaying game related idea, not so much in regard to its content, but really its structure. 

The creation of the fantasy epic, such a staple of fantasy media, has always been hard in games because historically, attempts to do so have led to drastically limited options for player agency. At best, the Adventure Path that is the modern descendant of the Dragonlance modules tends to be really linear. At worst, it's an outright railroad.

I don't think it has to be that way, though, but it would require some discussion and buy-in from players and a good session zero. Here's how I think it could work:

1. The GM tells the players the campaign setting and situation and suggests (but not mandates) a Quest, perhaps. Or perhaps, the players and the GM sort of make that up together? The "Quest" is the desired outcome: defeat the Firelord in the case of The Last Airbender or defeat Sauron in Lord of the Rings.

2. The player's make up characters, finalize the Quest, and plan the steps they think they will need to achieve it. The Quest needn't be etched in stone. It's possible the campaign as it unfolds might lead to a different goal, e.g.: Babylon 5 was our last, best hope for peace. It failed. But in the year of the Shadow War, it became something greater: our last, best hope for victory. It's even conceivable PCs might switch sides. Anyway, there should also be more character specific goals woven in, not just big campaign ones.

3. The GM plots those steps both geographically on a pointcrawl map and node-wise for a campaign structure map and makes clocks of antagonist/rival actions and other events. It's important to note here that the steps which will become nodes aren't plotted scenes. They aren't linked to each other in a linearly (or strictly linear) fashion for the most part, and they aren't supposed to go any certain way. Nothing is "supposed" to happen. In Avatar, Aang has to master the 4 elements. That goal could have played out in a lot of different ways. In fact, it takes two potential teachers before he ultimately gets to learn firebending. Localizing potential places where the goals can be achieved is important, because fantasy epics tends to cover a lot of geography. They aren't just dramas or soap operas to be played out in a limited location.

4. The players choose where to go and have other adventures and encounters along the way due to those choices. This may call for a bit of separation of player and character knowledge, but even without that, I feel like it works if the players just know the likely location of achieving one of their goals. Circumstances may mean it doesn't work out. The world doesn't stay static. But any unsuccessful attempt to achieve a goal at a point should always yield clues to a goal--either another one or the one they failed to achieve. In this sense, it's like running a mystery; clues to the next goal location shouldn't be hard to find.

5. Players can alter goals in response to events or their desires.  New point crawl "maps" may need to be generated in response. When new goal nodes come online, new hooks and areas of interest need to be populated around them. It's the "story" goals embedded in sandboxy locations that makes this much less linear than an adventure path.

6. Repeat until the PCs achieve the goal or the clocks expire and a new status quo (and possibly campaign) is established. What if the hobbits fail to destroy the ring before Sauron's victory? Well, the story needn't be over.

This approach doesn't feature the degree of session to session freedom of the completely sandbox game, it's true. However, the player collaboration in the planning phase ensures it's not a GM enforced story. Indeed, both players and GM will be surprised by the final shape of the emergent story. 

While this may be a bit of a novel approach (at least I haven't seen anyone ever talk about it) ideas about "node-based scenario design" and "mission-based adventures" have existed for a long time. What this does to enhance those is get player input prior to the missions and link the nodes in a grander campaign.