Monday, February 23, 2026

In the Light of the Black Sun


Our Land of Azurth 5e game continued last night with the party first dealing with an odd bird creature in the strange subterranean prison where they went seeking the Shadow of the Wizard of Azurth. He told them where they might find a page from the Book of Doors that would lead to the Wizard's sanctum. The Shadow told them, that is. The bird just belched a black cloud at Erekose that left him wounded and confused then ran off. The party chose not to give chase.

They asked the guards where they might find the bridge the Shadows told them about. The Mole guards were surprised to see them still alive, but they told them how to find the bridge, though they warned them (so far as they knew) it was a bridge to oblivion. On the way, they met another chatty ghost trapped in a jar (this one they didn't let out) who seemed to confirm the bridge led nowhere.

They moved ahead, and soon they were crossing a ghostly but sturdy enough bridge into a magical darkness that was almost tangible. It always seemed to hang before then like the surface of a draining liquid. Eventually the bridge became a stone tunnel, and the tunnel gradually became vertical rather than horizontal. But then there was a light at the end. They stopped at a couple of places to reconsider their life choices, but in the end moved on.

They climbed toward the light and emerged through a well made from paper (collapsing it as they did) into a paper town. The buildings began to collapse, folding up around them, as did the various flat, cut-out people they saw. 

They were approached by a cut out of a redheaded girl in a crown. She said she was Princess Seven, ruler of Paper Town, and she had been expecting them, "the heroes." She related the story about how the girl whose shadow she was had been given the Paper Town by a wandering minstrel on her birthday long ago. The minstrel had told her that someday heroes would come seeking a page from the book, and she must give them the town if the world was to be saved.

By now, the town had folded, shrank, and lost its color until it was a blank page. The Princess picked it up in her flat hand and gave it to Waylon. The party asked what would happen to her. She said she would go now to be reunited with the princess whose shadow she was, who had grown into a queen and died a long time ago. With than, the color faded from her, and she drifted to the ground, a paper cutout in the shape of the shadow of a seven-year-old girl.

The party broke the magic gems they had been given to return to the headquarters of the princesses. They found only one gnome guarding the equipment. He was surprised to see them as it had been weeks since they went on their mission. They were presumed to have failed, and the princesses and the amassed armies began the assault on the Sapphire City.

Realizing there was no time to lose, the party affixed the book page to a wall, then passed through the door into the outer sanctum of the Wizard in the Sapphire Castle. Crossing the circular room to the grand doors on the other side down a cerulean carpet, they were attacked by a mass of shadows from several other doors. Surrounded, the party fought through the minions surprisingly quickly (the shadows only rolled one to-hit roll in the double digits!), then listened at the door. Nothing.

Opening it, they found the Wizard on the other side, but he was not as they expected. He was desiccated and insensate upon his throne, energy draining from his body into the black, darkly glowing miniature sun that hung menacingly above his head. 

Before they could do anything, a thick column of smoke-like shadow emerged from the orb, forming into an immense snake-like form with a human face. It spoke in a like the grind of heavy stone: "I am the worm that gnaws at the corpse of time. A cancer in the heart of existence. I have come to bring an ending to this world!"

Friday, February 20, 2026

Dungeon Innovations

Tsutomu Nihei
The following suggestions for dungeon adventure rpgs may not be entirely novel, but they certainly aren't common in published rpg dungeons, and I feel like they have potential.

Master of the Dungeon

Rpg dungeons sometimes have bosses, but mostly they seem to sit and wait for dungeoneers to get to them. In other media, they sometimes take a more active role taunting the protagonists or bedeviling them in various ways before the ultimate conflict. While this might become tedious, I feel like when used judiciously, it could be an interesting change of pace.

Time Trial

Despite the emphasis on resource management in some dungeon games, I don't think I've seen a dungeon that opened and close on a certain schedule. This is the case in all the "bauble"-based vaults in Reynolds Revenger series and forecasting the opens and how long they will last is an important job for looters. The anime adaptation of I Left My A-Rank Party... also has some dungeons for which time is a factor, as I recall.

A dungeon with strict time limits, in addition to adding pressure to move quickly, would also force characters to have some strategy about what they explore and loot. Do you try for the big-ticket items immediately or focus on quick exits with lower value items?

A Team Sport

While adventuring guilds aren't ubiquitous in settings, they're an established element. What I don't think I have seen in a rpg setting, though, is competing guilds or organizations (larger than individual parties). Inspiration could be found in the chariot racing factions (demes) of Byzantium or Roman collegia. 

Wednesday, February 18, 2026

Wednesday Comics: DC, May 1985 (week 3)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on February 21, 1985.


Infinity, Inc. #14: Member last month when I said we were promised we would see more form young Todd McFarlane soon? Well, here it is as he becomes the regular penciler on the book with DeZuniga inking. McFarlane's layouts are interesting with a lot of sort of illumination flourish around the panels, but also a lot of white space to no good effect. Soon after the crew returns from the tropical island getaway, Infinity, Inc. is asked to provide security at a concert, where an alien being called Chroma appears and sings an enrapturing song of birth, life, and death. Only Obsidian, shrouded in his shadows, is unaffected, and he's able to cause Chroma to leave somehow. Unfortunately, Chroma's song was recorded and may spread.


Batman and the Outsiders #21: This was an issue I bought as a kid. Barr is joined by 3 different artists for 3 Outsider solo stories. One has a good gimmick and the other two are decent. The best one will turn up in the Best of DC anthology and is a Katana story with art by Jerome Moore. Katana thwarts a gang trying to snatch an artifact (a vase or urn) being delivered to a museum. The gimmick here is that there is no dialogue, but the action is commented on loosely by the radio commentary on a football game.

The Geo-Force story has art by Trevor Von Eeden and has the hero taking on a mechanical shark at an aquarium park. The final story, with art by Randall, sees Black Lightning squaring off with Ghetto-Blaster a villain who has positioned himself as vigilante, knocking down the tenets of slum lords to the approval of the community, but he's really only doing it as a cover for a search for stashed loot from a heist.


Blue Devil #11: It's time for the Blue Devil movie's Hollywood premiere, but despite the superhero celebrity Cassidy has been catapulted into, Werner still isn't happy. What's worse, Blue Devil's trident seems to have a mind of its own, and Shockwave returns for revenge. He and his henchmen attack the theater at the screening. Meanwhile, Jason Blood has sensed a mystic evil rising and turns into Etrigan to track it down. Blue Devil finally defeats Shockwave with the aid of the trident, but after he does so he starts behaving strangely and announces that he is ready to "destroy the world of mortal men."


Conqueror of the Barren Earth #4Cohn and Randall come to the conclusion of the series. Zhengla's army, with Jinal is primary strategist gets the business of moving against D'Roz, but only after a ritual with psychedelic Mulge mushrooms reveals Yisrah as one of the Old One's of that flying city and a spy. Through trickery and the Old Ones' overconfidence, they take the city, and as soon as they do Jinal betrays her lord and consort, shooting him in the back with the last shot of her blaster, paying him back for the humiliation and abuse she suffered initially. Her duplicity had been telegraphed, but only lightly, so it's a nice dramatic turn. The dying Zhengla remarks that the oracle had said only that he would conquer not that he would rule. He charges Jinal with taking up his dream of creating a new civilization on The Barren Earth. That's exactly what she intends do.

Now as ruler, she takes the Mugle mushrooms again and sees a vision of her forging the united Earth into a force to take into the stars and against the Qlov, but at that point Yisrah seems to speak with her and reveal a hidden truth: the Harashashan, Mulge, and Qlov are all human genetic variants created by the Old Ones to create groups that could survive on the changed earth. When the Old Ones showed the spacefaring humans what they had done, they rejected them, and when the Qlov achieved space travel on their own, a war broke out between the branches of humanity. Jinal realizes she must repair this rift.

Jinal goes looking for Renna and Skinner, only to find that a massive human starship has appeared in the skies over D'Roz. Her rescuers, if that is what they are now, have come at last. Unfortunately, this sort of "season finale" is the last we get of the Barren Earth. 


G.I. Combat #277: The Haunted Tank story by Kanigher/Glanzman turns on Stuart's wrestling with his decision to spare civilian casualties that leads the infantry to take heavy losses. As usual, he puts himself and his men in the thick of it, infiltrating and Italian town to get the element of surprise on the occupying Germans, earning him and his men commemoration in the town's church stain glass windows.

There are two World War II stories. One is about a PT boat captain and is by Kanigher and Catan. The other is about Bedouins turning on their supposed German allies and is by Kashdan/Infante. Finally, there's a "Bravos of Vietnam" story with the group captured and put in a Viet Cong P.O.W. camp, until they manage to make an escape. 


Green Lantern #187: Well, the Wein and Gibbons run didn't amount to much, though they did introduce some new elements (namely the Predator and Hal giving up the ring) later teams will have to deal with. This issue is a fill-in by Kupperberg and Willingham before the new, regular team starts. After Rich's funeral, Carol and Hal both note the distance in their relationship, but neither knows the cause. It isn't helped when Carol finds the Predator in her house. He again declares his love, and Hal shows up to fight him, but gets beaten up. Meanwhile, Bruce Gordon decides to leave Ferris Aircraft, and Stewart as Green Lantern flubs the rescue of a space shuttle (though it turns out all right, no thanks to him). Frustrated by his mistakes, he goes to the Oans to request training, and they assign Katma Tui to help out.

There's a backup Tales of the Green Lantern Corps by Baron with atypically cartoony art from Rogers. It's the story of a mom Green Lantern that uses a bubble blown with her kid's toy to escape a yellow energy bubble.


New Teen Titans #8: Wolfman and García-López/Tanghal open with Thia having pretty much conquered Olympus. She takes a break then to explain to Lilith how she met her father (the former head of Sun Publishing) then killed him once Lilith was conceived and took over the business. Lilith was spirited away by a nurse, and for a long time, Thia thought she was dead until her powers activated. 

Meanwhile, the Titans find out about Thia, then travel to Tartarus to enlist the aid of the Titan gods and team up with them to defeat some giants allied to Thia. They vow to help their teen namesakes against the renegade titaness.


Sgt. Rock #400: In the main story by Kanigher and Gonzales, Rock takes shelter in a cave from a fire started by a group of SS out to kill him. He thinks about the individual (named) members of Easy, how they each have beaten the odds and get on going at one time or another. He feels like he can't do any less. Of course, he makes it out alive and reunites with his unit.

The second story by Harris/Wagner has a GI taking inspiration from the Superman comic he's derided by his sergeant for reading. A humor strip by Eric Vincent winds out the issue.


Saga of Swamp Thing #36: It's interesting contrasting this title with Flash, both of which are decompressed in their storytelling relative to the other titles of the era, but in different ways. Bates/Infantino take a rather soap opera approach where important moments are delayed by intervening incidents and cliffhanger endings. Moore and Bissette move the story along in more of a modern streaming drama sort of way. It's mostly character stuff that delays plot points and the cliffhangers tend to come after something is revealed, not just before. Swamp Thing's is the style of serial storytelling that tends to work well in compilation.

Anyway, as Swamp Thing is dying from his exposure to Nukeface and calling out to Abby for help, we spend most of the issue with a former employee with some complicity with the dumping that led to Nukeface who has also improbably come to Louisiana. His pregnant wife is inadvertently exposed to Nukeface while the police search the toxic man. Meanwhile, Abby arrives to have Swamp Thing tell her he loves her and that this body is dying, but he's going to try to enter the Green and then make a new one.


Warlord #93: I reviewed this issue here.


Who's Who #3This issue features Blue Beetle who has yet to actually appear in the DC Universe. We get a few Firestorm characters: Breathtaker, Bug, and Byte. There's Blue Devil and his foe, Bolt. Blackstarr is here from her story arc in the short-lived Supergirl series, but the internet informs me she's got a couple more appearances before the end of Crisis.

Monday, February 16, 2026

Swords (and Spells) Against


Paul Wolfe of Mystic Bull Games is starting up a Sword & Sorcery fiction magazine called Swords Against! The first issue is being crowdfunded now. It features stories by familiar names including Michael Stackpole and Dariel R. A. Quiogue, and interior art by Jason Sholtis (presumably among others).

If that alone isn't enough to convince to you, Jason and I have short comic that will appear in the issue now that that stretch goal has been surpassed. It's called Spells Against Civility. Here's the pitch:

Harken to this tale of two rival wizards, apprenticed together, now alike in Art, pettiness, and vainglory...

Marzomon, once the Golden, former hero whose reputation fell under shadow of cowardice and party abandonment. He now ekes out a living trading on his former glories and hawking dubious male enhancement magics.

Hokus the Black, who sold his soul and other vital constituencies piecemeal to various diabolic entities and must stay ahead of his creditors as he seeks to overcome his rival. 

If any of the above sounds cool to you--and particularly if all of it does--then head over to backerkit and give some support!

Wednesday, February 11, 2026

Wednesday Comics: DC, May 1985 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) through Crisis! This week, I read the comics released the week of February 14, 1985, just before my 12th birthday.


Omega Men #25: Klein and McManus/Smith are in place as the new creative team, and they start the story so in media res I had to check to make sure I hadn't missed an issue. Nimbus contends with an insane X'hal and her son Auron, while the Omega Men, now led by Kalista and Tigorr, and contending with spider-themed invaders to Vega who aren't identified in this issue, but I assume are the Spider Guild, who also appear in the back-up.

In "Tales of Vega" by Moore and O'Neil, the Spider Guilds invasion of a world is thwarted by the giant inhabitants moving too slowly to take notice of them.


Amethyst #5: Estrada is back on pencils this issue. We pick up where we left off with Amy and Emmy in the hands of a headless robot made. With the help of Taffy the dog, they managed to destroy the robot. They start investigating the device Carnelian has apparently been building, visiting an alternate Plantworld where Princess Amaryllis battles the Dark Maple. Carnelian finds them and tells them he got stuck here and has been looking for a way back to Gemworld. Carnelian and Amethyst take the path he discovered, but it's not without dangers.


Arak Son of Thunder #44: This is another issue I bought off the spinner rack back in 1985. The Thomases and DeZuniga continue Arak's and friends' voyage to North America with Captain Re-Iz Hazz. They are sailing east to circumnavigate the globe (or go under the great turtle, as Arak explains it). They make a stop at the island of al-Hind, whether they are waylaid by a pirate with a grudge against their captain. He sales them to the island's corrupt priest as sacrifices for "Shiva." The priest transforms into a multi-armed monster in a ritual, but Arak manages to defeat him. 


Batman #383: Moench and Colan/Alcala present a somewhat humorous story of Bruce Wayne just needing to get some sleep after several busy days for both him and his alter ego. Unfortunately, responsibilities to his home, business, ward, and romantic life keep getting in the way. Finally, after an unplanned night out as Batman, he leans up against a gargoyle on the side of building to at least catch a nap, forgetting he had made dates with both Julia and Vicki the following night.


Flash #345: This issue erodes what little faith I had in the Flash's lawyer, Cecile Horton, and perhaps the entirety of the legal system in Central City. The prosecutor brings a surprise witness to the stand, Kid Flash, who testifies to a number of ways the Flash could have stopped Reverse Flash without killing him. Apparently, there isn't mandatory discovery in the DCU. Cecile handles that reasonably well but treats it like some devastating blow that I just don't see it as being. Then she does something real dumb. After spying on the Allens and discovering the Flash's secret ID, she plans to reveal it in open court--without telling the Flash what she's going to do. Somehow convincing the jury he had a strong motive to kill the Reverse Flash is going to get him found innocent? Anyway, she pulls off his mask in court but he doesn't look like Barry Allen! 


Jemm, Son of Saturn #9: Synn and Tull are both confident they duped the other in their recent deal, but we don't find out this issue which of either may be right. With knowledge of New Bhok, the White Saturnians make an attack. The Bhokian military has a super-weapon it has been eager to employ to wipe out the White Saturnians once and for all. Jemm, though, views himself as having responsibility to all Saturnians and destroyed the weapon. A renegade priest inflames a mob against and soon he is strung up for execution.  


Legion of Super-Heroes #10: The candidates for President of Earth have been drafted, and the Legion has assigned one of their members to guard them which proves a prudent move as Khundian agents try to assassinate them. In the process of defending a candidate, Invisible Kid reviews new powers--maybe teleportation? It turns out though, the Khunds have also target the current President Marte Allon, who locally has her son, Colossal Boy on hand to save the day. Meanwhile, Cosmic Boy announces a leave of absence to the Legion.


Star Trek #14: Barr and Sutton/Villagran pick up where they left off last issue, with Excelsior surrounded and about to be destroyed. Kirk and crew have another trick up their sleeve, though, and that involves the two Spocks in the cloaked Klingon bird of prey causing chaos while Excelsior gets her engines ready for a transwarp dash to safety. It works, then Kirk sends the Spocks and Konom as emissaries to the Klingon Emperor, offering them the means the check the Empire. Konom has to go through a painful interrogation to prove their information is legitimate, but in the end, it works.


Superman #406: This is a done-in-one by the Conways and Novick/Hunt, and like last month's Action Comics with Captain Strong, it sort of has the feel of an inventory story. The Daily Planet crew (including Lois) is featured prominently, and no mention is made of Galaxy Broadcasting or Lana. Mr. Mxyzptlk is up to hijinks and causes a crisis with a biomechanical worm designed to aid digging that the imp enlarges into a monster. With Metropolis threatened from underground, Mxy whammies Superman so that he passes his powers to others via touch. Once they figure out what's going on, Lois, Jimmy, and Perry, have to team-up with Superman to defeat the creature, but only after Mxy gets afraid the weakened Superman will be killed and calls the others in to help.

Monday, February 9, 2026

Questing at Home


This weekend, I set up a sort of escape room/LARP for my 8 year-old. She took on the role of a warrior princess sent to retrieve a golden treasure (a plastic version of the idol at the beginning of Raiders of the Lost Ark) from a many-armed monster (my old Clash of the Titans kraken toy, rescued and restored when my parents moved a couple of years ago).

With sword and shield, and a bag with a couple of coins (a KS reward from Outgunned Adventure) she set out to go to the wizard's tower (the upstairs of our home) where she had been told that a wizard had imprisoned a unicorn (a statue of the Last Unicorn from movie located on a bookshelf in her bedroom).

The quest involved the occasional puzzle (a tic-tac-toe cypher, a coordinate grid puzzle, riddle answering, and some light math) combined with random encounters. These were strategically placed pairs of cups, one of which had a monster (a cardboard mini) under it and the other either a coin or a friendly encounter that provided clues. For example, a gnome Meeple revealed that the Lime Gnome (a green garden gnome statue that for some reason sits in our dining room) runs an apothecary shop that will sell you a potion that gives a power up.

Monster fights were handled with simple dice rolls of a d6. Scoring a hit required beating the monster's roll by a certain amount, and monsters had a certain number of "hit points." My daughter had her own "life points" in the form of three hearts on sheets of paper clipped together.

As it turned out, my daughter was very luck. She only fought one monster before the boss and out rolled the monster every single time.

She enjoyed it and immediately asked for another one, but I said that would have to wait for another day.

Friday, February 6, 2026

Into the Shadows


Our 5e Land of Azurth game continued last Sunday with the party (after a rest and healing) undertaking the capture of the other shadow/temporal duplicate of the nefarious Wizard of Azurth they had run across, the mysterious Shadow Man in the Half-ruined Tower.

The group objects to the possibility of running into their earlier selves, but Princess Viola and her Gnomes already had that figured out. The slide show they present says they are sending the PCs back to 5 days after they left the area.

When they arrive in the past, there is still one Gloom Elf in the tower, but he's in no mood for fighting. He says the Shadow retreated into the large, whirlpool of shadow that now takes up most of the tower, but there was a blockage in it somewhere and he doesn't seem to have gotten where he was going. 

With little else to go on, the party jumps in after him. They find themselves (surprisingly) in a prison dungeon, partially flooded, and partially caved in, run by Mole Folk. The mole folk are remarkably lackadaisical about their situation, noting that time runs differently here, but they are reasonably friendly. The dungeon itself is something of a maze with unnatural darkness, so even the mold guards used unspooling twine to help from getting lost. The prisoners are in oubliettes with sort of steampunk contraption doors, set to open when their sentence is up. 

Using their hand-held device given to them previously by the Princesses, the party discovers the Shadow is in one of these cells. Waylon is able to pick the locking mechanism, causing the chronometer to run faster, making it open.

The Shadow is inside, and though the part is expecting him to fight them, he is willing to go, even knowing what they are up to. Having had different experiences from the Wizard, he has had a change of heart. He says if they can find "the bridge" located elsewhere in the dungeon, they can get to a place to acquire a page from the Book of Doors that will take them directly to the Wizard's sanctum.

The party sends the Shadow back to the Princesses with a gem. The Shadow suggests the way to find the bridge is to ask the guards. They intend to do just that, but no sooner than they are out of the cell and debating a course of action than a random encounter roll leads to a very ugly bird-beast coming upon them.