Friday, October 25, 2024

A 10th Azurthversary


This week marks the 10th anniversary of our Land of Azurth campaign using 5e. While nothing's for certain, I suspect we will "finish" in this year as the big conflict with the Wizard of Azurth that simmered in the background for several years and finally boiled over the last two will come to a conclusion.

I wrote a post on the last anniversary which felt necessary not only because nine years is a nice run (though it is), but because we had faced adversity due to the pandemic and the loss of two members of our group--Eric due to burnout on tele-anything and Jim to cancer--and I felt like our perseverance needed to be commemorated. 

I don't want to just repeat what I said there, so I won't. Instead, I will say that 10 years of a an elfgame with a group of friends which now includes a new addition, Kathy, who plays the Mortzengersturm pregen, Zabra, gives me completely different insights and perspective on gaming than my nearly 15 years of blogging or the latest wisdom dropped on social media. 

Games are a social activity. While rpgs are fun to theorize, write, or argue about, the real alchemy comes in the playing of them. And, for me at least, the playing of them not mainly in pickup games with strangers, though I don't discount the fun in that, but with the same crew, repeatedly.

Thanks to Andrea, Bob, Gina, Kathy, and Tug, for still being here, and to Eric and Jim who came most of the way. Azurth wouldn't be the same without you. 

Wednesday, October 23, 2024

Wednesday Comics: DC, January 1984 (week 3)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics on newsstands around October 20, 1983.


Thriller #3: Scabbard wants the President of the U.S. dead, and he's coercing Salvo to do it by kidnapping his mother and putting a bomb under her skin. Scabbard's holding a train on the LA-New York route hostage unless the President surrenders himself. He also wants Dan Grove to join him on the train for some reason. Dan isn't thrilled about this, but the team isn't giving him much choice, and a visit to Beaker's confessional where he revisits his father's death helps a bit. Meanwhile, Proxy is already on the train in disguise, and the rest of the Seven Seconds prepare to go into action.


Power Lords #2: Fleisher and Texiera/Dee continue the story from last issue, and we discover that Arkus's blast didn't destroy Adam and Shaya, it merely sent them to the Dimension of Doom where they will be imprisoned forever. There, they meet the boastful, orange, sauroid Sydot who knows of a way out through an interdimensional cavern guarded by monsters. They make it out, but all this battling has drained Adam's power gem, so they go looking for a means of recharge. They try the Toranian power crystal, as one does, but it has been destroyed by Arkus. They have no choice but to seek the Wellspring in a distant dimension. After some trippy scenery, they arrive at the place. There's a guardian that resembles a golden, child buddha. The Extraterrestrial Alliance is also there, and a fight breaks out. When the fight is over, the villains are revealed as illusions. The guardian reveals the power was in Adam all along. Our heroes fly out to confront the villains in the final issue.


Batman and the Outsiders #6: Barr and Aparo start this one off with the Outsiders settling into their civilian lives in Gotham: Halo starting school, Katana and Black Lightning starting jobs, and Geo-Force and Metamorpho visiting Dr. Jace in the hospital. Then, there's an attack by a new villain, the Cryonic Man, who tries to steal an artificial kidney that's supposed to go to a young girl who is a patient at the hospital. While the Cryonic Man talks to his family who seem to have been in suspended animation for decades, the Outsiders lay a trap for him. He takes the bait, and it leads to a fight on a Gotham City highway. In the end, the Cryonic Man takes Katana hostage and manages to freeze the rest of the team in liquid nitrogen.


Green Lantern #172: The new creative team of Wein and Gibbons take over, and they waste no time dispensing with the detritus of the old storyline. Jordan flies up to Oa, greets his friends, and has his hearing in front of the Guardians. They allow him to return to Earth, and he gets back in time to reunite with Carol and manage to fight some earthly crime. The spaceship he bought and has been traveling in for several issues is never mentioned, and poor old Dorine who has been his companion for the last few stories is only mentioned in a line of dialogue (telling us Hal dropped her off on her homeworld).

In the Tales of the Green Lantern Corps backup by Klein and Gibbons, a professional scavenger Metalfinder on a distant world finds an unconscious Green Lantern, the Green Man, and salvages his ring and power battery. When the Green Man wakes up, he tries to warn the villagers about the threat from the Spider Guild, they but won't return his stuff. When the Spider Guild does arrive, he suggests they can keep the metals from the ship if they help him, and they agree. The plan works and the village is now metal-rich, but the Metalfinder is now out of a job and about to leave town! He asks Green Man to take away the riches of the other villagers so he can be their supplier again, but the Green Lantern refuses.


Legion of Super-Heroes #307: Levitz and Giffen/Mahlstedt begin the teasing reveal of a new menace. A group of Legionnaires investigating a destroyed planetoid encounter and are forced to flee from something so powerful they namecheck Darkseid in categorizing it. Meanwhile, Elemental Lad can't believe he was elected chairman. With another group of Legionnaires on a difficult diplomatic mission to Khund, we find out Saturn Girl is pregnant. The mission is interrupted by the arrival of the menace to Khundia. The Legionnaires hear the Prophet proclaim Khundia's coming destruction!

The story juggles a lot of characters, action, and character bits nicely. It's a bit exhausting in this era of decompression, but I think I like this approach a bit better in some ways than the Claremont/X-Men style of handling big casts. Giffen's art here straddles his Kirby-influenced past and the simplification and packed grid layouts that are coming, showing both styles.


Sgt. Rock #384: The main story by Kanigher/Redondo has Easy in Sicily where they encounter a fatalistic old farmer and his recalcitrant mule. After a firefight in a cemetery, the paisano has a change of heart and goes off to join the partisans. 

For the first time (at least that I've noticed), the other two stories are reprints. Friedrich and Thorne present a story about war in the trenches not ending just because there's an armistice from Our Army at War #227 (1971). Glanzman clues us in to how liberties work on WWII era naval vessels in a piece from Our Fighting Forces #138 (1972).


Supergirl #15: Kupperberg and Infantino/Oksner reveal Blackstarr's origin, and sure enough she is Mrs. Berkowitz's daughter who got separated at Aushwitz. She came to feel abandoned by her mother and when taken in by the camp commandant and his wife, begins to identify with their ideology and view her own people as weak. She kidnaps Berkowtiz, trying to decide whether to kill her. Supergirl intervenes and their fight that takes them to the center of the universe. When Blackstar manipulates gravity around her to reduce Supergirl to atoms, Supergirl rushes towards her. The overwhelming gravitation draws close two black holes which rip Blackstarr apart. Supergirl returns to visit Berkowitz, and wordlessly shares with her a sad smile before flying off. Ultimately, this arc seems to have abandoned its themes (such as they were) for a superhero fight.


Swamp Thing #20: This is Alan Moore's first issue as writer of this title, and he's joined by artists Day and Totleben. I don't think this issue was included in the original, first trade paperback of Moore's run, and there's a reason. As the title suggests it's tying up "Loose Ends" rather quickly. After defeating Arcane, Sunderland Corporation comes for Swamp Thing and his allies. Liz and Dennis, whose relationship seems to be over just as it seems to have been starting, luckily escape a bomb left in a motel room for them and are forced to go on the run. Abigail is like Liz, disenchanted with her partner, though perhaps for better reasons. Matt is drinking still, but his broadcast hallucinations/demons appear to be better. Perhaps they are just under his control. Swamp Thing spends a lot of the issue brooding about his place in the world before he is shot dead (apparently) by Sunderland goons.


Warlord #77: I covered the main story here. In the Barren Earth backup by Cohn and Randall, some unknown technological power is notified of the re-activated battleship Jinal found last issue. She's barely had time to show off a few of its wonders, before someone takes remote control and causes it to be destroyed. Jinal and friends decide to seek out this hidden power.


New Talent Showcase #1: This is an anthology book to (as the title says) showcase "new" talent. I'm not sure if the talent was responsible for the creation of the characters as well as the stories, but it's interesting that there are no straight-up superheroes among them. The first, "Forever Amber" by Margopoulos and Woch/Maygar, tells the sort of origin of a biracial young woman in Southeast Asia who gets powers from Kali after a gem she stole from a Dacoits Temple becomes embedded in her palm. She plans to find and confront her American father who she believes abandoned her mother and her.

Skydogs by Kellog and Mandrake is a swashbuckling romp with the twist that the titular rogues have a ship, Moonjammer, that flies via a balloon (I think). Hawke and his mate Ndemba find themselves embroiled in magical doings after the rescue (I guess) of a princess of India. "Rock of Ages" is a oneshot involving a timeloop by Tod Smith. Klein and Scott Hampton present their sci-fi Class of 2064 strip. A virus is stolen from a lab on Mars. Later, a group of high school kids are traveling to Earth on a school trip, and Pern meets a young girl who is secretly carrying the virus with her.

Monday, October 21, 2024

Weird Revisited: Middle-Earth in Blacklight

I've been thinking about this sort of material again, recently. The original version of this post appeared in 2021...


It's well known that hippies were into Tolkien's work. Some of its themes appealed to them, certainly, but like with Lee and Ditko's Dr. Strange comics, there was also the idea that the works might somehow be drug-influenced. The author, it was assumed, might be taking the same trip as them. This was, of course, a false belief, but it was one that existed.

I this appreciation of Tolkien filtered through 60s countercultural and mixed with the prevalent cultural representations of fairytale fantasy led to a subgenre or aesthetic movement within fantasy, most prevalent in the late 70s and early 80s, before D&D derived fantasy came to ascendancy. While this subgenre likely finds expression in literature and even music to a degree, I think it is most recognizable and definable in visual media. It's evident in works like Bakshi's film Wizards and the Marvel comic Weirdworld (both in 1977), and in the Wizard World sequences (starting in 1979) of Mike Grell's Warlord. Elfquest (1978) shows the influence to a degree. Bodē's Cheech Wizard (1966) and Wally Wood's Wizard King (introduced 1968 but significantly presented in 1978) are either the oldest examples or its direct progenitors.


Essentially, the subgenre eschews the serious world-building of LotR for a more drug-influenced riff on The Hobbit, often with greater use of anachronism, camp, and sexiness, and often with a degree of psychedelia. Beyond the Tolkien influence, these works tend to share a number of common features:  a "traditional" visualization of elves and dwarfs as "little people," arising in folklore and classic illustration, but coming more directly from Disney animation and the fairytale comics of Walt Kelly; the influence of Denslow's Oz illustrations or the design aesthetic of The Wizard of Oz (1939); absurdism and humor borrowed from underground comics and Warner Brothers cartoons; unreal landscapes and visually alien settings informed by Sword & Sorcery and science fiction comics rather than historical or mythic sources of Tolkien.

Given they were contemporaries, D&D shows some in influence from these sources, primarily in its early art and occasionally humorous tone. But as a game that arose from wargaming there was always a thread of verisimilitude or equipment fixation that runs counter to this freewheeling psychedelic adventure vibe. Also, the violent, heroic narratives tended to have less room for the silly or less competent characters of psychedelic fantasy works.

Friday, October 18, 2024

Weird Revisited: Castle Ravenloft


The original version of this post appeared in 2018...

I think it might be cool to make Ravenloft a little more Gormenghast: the castle is bigger and more dilapidated (visual reference: the castle in The Fearless Vampire Killers) and becomes more central to shrunken Barovia, which is maybe no more than a valley. The castle and environs would be a bit like Dark Shadow's Collinsport. There would be a lot of weird doings in just the house and area. Strahd would be perhaps a bit toned down in villainy, more like early, non-protagonized Barnabas Collins. Strahd should probably have some bickering, eccentric, and likely inbred human family inhabiting the castle as well.

The outside world would exist, but it would be vaguely defined. Barovia would be a hard to get to place, somewhat isolated from the rest of the world. The strange doors of Castle Ravenloft would open onto other Domains of Dread, though.

The play of the Gothic horror, I feel like it would work better with a funnel type situation, where characters of humble backgrounds either work at the castle and discover it's horrors or are visitors to Barovia.

Wednesday, October 16, 2024

Wednesday Comics: DC, January 1984 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics released on the week of October 13, 1983. 


New Teen Titans #38: I was 12 years old when I first read this story in Best of DC #61, The Years Best Comic Stories. "Who is Donna Troy?" was in there beside other famous tales like "The Anatomy Lesson." At the time I had not read any New Teen Titans, but I was blown away by what Wolfman and Perez did here. It's a superhero story without any real superheroics: Terry Long asks Robin to do some detective work and try to find out about Donna Troy's past. All she remembers is being saved from a fire as a toddler by Wonder Woman. Robin does his mentor proud in use of the skills of investigation to uncover the twisting path that led Donna to be in that fire and the two loving families she had prior to being adopted by the Amazons.

Thirty-nine years later, I think it still holds up. Sure, Robin's investigation of a nearly twenty year-old mystery is a bit too easy. It differs from what might have seen in a detective drama of the era in that Robin has to do everything himself with little information from surrogate investigators. It also relies on a fair bit of coincidence. The pacing of a 23-page comic makes the poignancy and drama the story is going for perhaps a little more performative than earned. But all of those are the criticisms of a 51 year-old who has had many more years consuming media and has seen comics grow up. This is a very cinematically told story (just look at the opening and closing pages), that really centers the character drama, not punch 'em ups, at a time when comics were still on newsstands and had a preteen target audience.


Superman #391: Interesting Garcia-Lopez/Giordano cover on this one. Bates/Maggin and Swan/Hunt continue the story from last month with Vartox manhandling Clark then kidnapping Lana and holding her for a time in a volcano. Vartox is acting weird, and it turns out that's because he's possessed by an alien entity called Srakka. Srakka is going to have use up Vartox soon and wants to move on to Superman. Meanwhile, Lana's stalker is upset that Superman isn't doing enough to rescue her. He's also holding a woman captive who looks just like Lana.


Arak Son of Thunder #29: The Thomases and Randall/Forton pick up some time after last issue, with Arak apparently accepting his role as new high priest of Artemis, likely due to some ensorcellment. Arak renounces his name and gives up his quest to return home. After a ceremony with the Amazons, he also gets to take the beauteous Dyanna as his bride. Meanwhile, Satyricus has been living it up playing captured devil for credulous rubes at the home of the man Delan that Arak gave the arrow to. That's all blown, when an evil wizard, Maximus, shows up to claim the arrow and Satyricus' hide for a spell. Satyricus is chained and brought into the woods. He soon sees Arak, but his old friend doesn't recognize him. Instead, Arak raises his axe to deliver a killing blow.

In the Valda backup by the Thomases and Randall/Yeates, Valda makes it to castle of Baledor, where there's a magical combat going on between Malagigi and Baledor, allowing her to escape her distracted captors. Her arrival dsrupts the battle, allowing Baledor to get the upper hand. The evil sorcerer sends an enchanted suit of armor to attack Valda. To save her life, Malagigi surrenders.


Batman #367:  Swamp Thing-looking creatures are causing trouble in Gotham. Coincidentally, I'm sure, Poison Ivy has set up an executive stress relieve business in an abandoned house in Crime Alley with the help of a botanist-geneticist accomplice. Everyone gets sent home with a plant after a treatment. Several Wayne Foundation Board members have been gotten treatment, and now are acting strangely. Batman and Jason Todd (in a costume, but not Robin yet) sneak into Ivy's place after hours, but one of the monsters attacks them, and Ivy escapes, but not before starting a fire. 


Flash 329: Despite the cover, there is no actual confrontation between Grodd and the Flash this issue. Bates and Infantino/McLaughlin continue to keep the story at a slow boil. The Flash gets a lawyer who's Barry's old college roommate. Fiona Webb gets committed due to self-injurious behavior, and I can't help but think her mental state is partial Barry's fault for choosing to disappear while the Flash faces charges. Gorilla Grodd continues with his plans, having his gang do stuff, and getting a new human pawn in the form of Flash-loving teen, Angelo Torres.


G.I. Combat #261: The Mercenaries get a rare (thus far) cover appearance. In that story by Kanigher/Vicatan, the trio of soldiers of fortune are in Siem Reap, Cambodia, where they are forced to hastily take a job working as bodyguards for a guy running guns for the "Meiner-Badoff" Gang, the "Red Front" in Italy, and the Nicaraguan rebels. Unfortunately, he also runs cocaine, which is a no-go for our Mercenaries, so things take a violent turn and they wind up on a river in Cambodia where they wind up agreeing to protect a Temple of Angkor Thom from drug-running invaders for the vague promise of a reward.

The first Haunted Tank story is a flashback to an earlier part of the war when Arch and Slim were still alive. Jeb is forced to play Russian roulette with a sadistic German Colonel, but luck is on our heroes' side. The second story is a sort of humorous one that sees the each of the crew dreaming of just what exploit won it for them as they are transported a quartet of medals. It turns out they were just the delivery boys.

In a story that seems a bit Hogan's Heroes inspired, a German commandant of a stalag finds out one of his prisoners is a former chef. He puts him to fixing fancy meals but barely lives long enough to regret it when Frenchie substitutes poison mushrooms in a recipe.


Omega Men #10: Slifer and Smith/DeCarlo follow the remaining Omega Men as Lobo turns Primus and crew over to the resurgent Citadel. It winds up being a trick, though, and from within their fortress the Omega Men turn the tables, leading to a standoff with Harry Hokum. They're fooled by his believe and agree to a summit where both sides can gather allies for a partitioning of the Vega System. The deplorables side with Hokum, but so does pacifist Changralyn. And there's another surprise as Kallista plans to go isolationist, and Primus is left with a choice: Stay and help rebuild the coalition of free Vegan worlds or return to the world of his birth and his wife.

Monday, October 14, 2024

Go Go, Iron God!

 


Our 5e Land of Azurth game continued last night with the party finally making it to the "brain" around of the giant construct. The Gnomish wizard Boq was waiting for them with a vicious Chain Lightning spell. Again, Dagmar's healing was the only thing keeping the party from defeat. Boq couldn't take it as well as he could dish it out, though, and in a handful of rounds the party had defeated him.

There was a kaleidoscopic sphere of energy, which enveloped Erekose. The party was prepared for the worst, but actually the energy was a manifestation of the giant. It recognized Erekose as wearing the control armor and integrated him into its system. 

It was a good thing, too, because some sort of malign, cloud entity was fasted approaching. Erekose tried to turn the construct to run, but they weren't very fast, and the cloud was shooting energy at them. First, they tried to fire missiles from the construct's hands, but they were too proficient with the weaponry and kept missing. Eager for a melee weapon, Erekose asked the mind of the construct if there was a sword. It turned out there was.

A couple of hits with an energy blade seemed to route the cloud thing. They proceeded on their way back to their base. After most of the party took a long rest, Shade and Dagmar tried to see if there was a way to reload the missiles they fired. Climbing down into the hand, they found they most of the missiles had been looted, but there was one extra.

Next, the group looted the bodies and got quite an array of items they presumed to be magical.

Friday, October 11, 2024

Weird Revisited: Mondegreen's Mixed-Up Magics



In the Land of Azurth, the wizard Mondegreen is infamous among magical practitioners, not because he was powerful (though he was) nor for his output of arcane scrolls (though it was prodigious) but because of his habit of misprinting magical sigils and formulae. He seems to have suffered some sort of malady in this regard, perhaps a curse.

A Mondegreen scroll will not contain the traditional version of the spell it appears to catalog at cursory examination. The subtle errors will either effect some aspect of the spell 50% of the time, giving:

1 Advantage to the spell save
2 An increased duration
3 Increased damage (if applicable)
4 Decreased damage (if applicable)
5 A decreased duration
6 Disadvantage to the spell save

The other 50% of the time, it will not work as it should, but rather produce a magical effect from a roll on the Wild Magic Table.

The original version of this post appeared in 2018.