Monday, November 18, 2013

Used Treasures

Amazon Marketplace sellers delivered onto me several used books this week, a few of which I hope will provide some game inspiration:

The Book of the Weird by Barbara Ninde Byfield periodically comes to my awareness, but this recent post by perdustin finally made me quit procrastinating and order it. Head over there and read the post, but suffice it to say, it's just as charmingly pre-D&D as I had hoped. Well worth the time to track down.

Star Barbarian and Lord of Blood by Dave Van Arnam form a science fantasy duology. I haven't heard much about them (I was drawn them by the title of the first and the Steranko cover on the second volume.)


but check out this cover blurb on Star Barbarian:
Centuries before the multiwave-drive ships had come to Morkath of the Caravan Stars--bringing colonists, empires, confederations of plunderers. Finally, the planet was exhausted and left to descend into barbarism. 
Now, savage tribal leaders fought over the blighted lands. Among those warriors was the young hunter Jamnar, who vowed to reclaim Morkath from the demonic powers that gripped it--the dark god Shaphath, the priestesses of Astaphar, the evil priests called Kvununun... 
The mighty Jamnar would have aid in his quest. Prosperon, the interstellar castaway, would lead him to the forbidden temple of Telshasoth. But only if Jamnar himself dared to enter the temple's portals--and therein seize the 3000-year-old secret of a lost civilization--could he hope to save his people and a planet plunged into infamy and terror...
How could I pass that up?

Sunday, November 17, 2013

Apollo

Fights As: L15
Movement: 120' (40')
Armor Class: 3
Hit Points: 210
Attacks: 1 (2 with bow)
Damage: as below or by weapon
Save: L18

S: 20   I: 20   W: 18   D: 23   C: 23   CH: 24

Special Abilities: as an Olympian, and see below

Apollo usually appears as a well-formed, beardless youth, with an almost feminine beauty to his features, and curly blonde hair. He tends to wear clothing merely to accentuate his body and seldom takes on any unattractive form.  Apollo takes almost as many lovers both male and female.

Despite his vanity, Apollo isn’t shallow. He’s an aesthete and both artist and patron in the fields of music and poetry. He’s a medical researcher and designer of both diseases and cures. He’s a mystic with an interest in prophecy and overseer of the Oracle at Delphi. Finally, like his sister, he enjoys the hunt and the sport of archery.

Apollo has photo-emitter nanites implanted in his skin so that he can generate light of variable degrees up to flash blinding anyone (4 point penalty to attack rolls and armor class) within 30 feet for 1d4 rounds. He carries a bow with computer aided targeting (+4 tp hit, negates penalties for firing into groups), that actually fires arrow-like micro-missles that do 2d6 damage, but can be programmed to explode (7d6 damage), or to release preloaded toxins or poisons (per bio toxin bomd in Muture Future or poison type).

Friday, November 15, 2013

Subterranean High Strangeness

Frank Frazetta
The old cliche says "truth is stranger than fiction." I don't know if any of the tales here are true, but hey, they're presented as such--and they're certainly strange. Strange in a way that would be great fodder for modern (or modernish) adventures, particularly of the dungeoncrawling sort:

Subterranean Lumberjacks
On December 26, 1945, there was an explosion in the Belva Mine in Fourmile, KY. What was apparently reported much later (1980-81) was that survivors recounted takes of a "door" opening up in a wall of rock and a man dressed like a "lumberjack" or "telephone lineman" emerging to reassure them they would be rescued. He then disappeared the way be came.

Trapped miners in Shipton, Pennsylvania, experienced similar strangeness. Again survivors reported meeting strange men (similarly clad to the Belva lumberjacks, according to some accounts) who told them they would be rescued and gave them a bluish light and showed them some halographic visuals. The miners seem to have been unclear if their benefactors were fully corporeal. I bet.

Mine Monsters
It could be a lot worse. Just read this pretty likely untrue account that appears on a lot of internet paranormal sites:
PENNSYLVANIA, DIXONVILLE - Mine inspector Glenn E. Berger reported in 1944 to his superiors that the Dixonville mine disaster which "killed" 15 men was not the result of a cave-in, but rather an attack by underground creatures capable of manipulating the earth [partial cave-ins], whose domain the miners had apparently penetrated. Most of the dead miners were not injured by falling rocks but showed signs of large claw marks, others were missing, and one survivor spoke of seeing a vicious humanoid creature that was 'not of this world' within an ancient passage that the miners had broke into. The creature somehow created a "cave-in", blocking himself and another inspector [who closed his eyes when he felt the creatures 'hot breath' on his neck] from the main passage until another rescue party began to dig through the collapse, scaring the "creature" away. 
Shaverian Mysteries
The monsters don't confine themselves to miners, apparently. The 1967 issue of the Hollow Earth Bulletin prints portion the so-called "The Messerschmidt Manuscript" that proports to give the account of a French woman, who describes her horrifying kidnapping at 19 by deros (or something similar) from an elevator in a building basement in 1943. She and other women endured months of captivity in the hands of monsters than sound a lot like George Pal's morlocks in physical description until they were rescued by pale men in gray, metallic uniforms who slaughtered the beastmen and gave the former captives clothing and medical attention.

44 Cities
It's not all monsters down there, though. An article in the Summer 1978 issue of Pursuit Magazine puts forward a claim by a Dr. Ron Anjard that he knew personally of 44 underground cities in North America. He learned this from anonymous Native American sources. Maybe these relate to the lost cities of the Grand Canyon? Or some of those giant containing tombs?

Thursday, November 14, 2013

Ghita's World

This is a map of the world of Ghita of Alizarr, a Sword & Sorcery character created by Frank Thorne, debuting in Warren's 1984 #7. Thorne had worked on Marvel's Red Sonja, but Ghita is much racier fare. Eventually, Thorne got around to providing a map--and here it is, suitable for game usage:


Oh, and here's the text that accompanied the map to give the "flavor" of the strip:



Wednesday, November 13, 2013

Warlord Wednesday: The Castle

Here's another installment of my examination of  the adventures DC Comics' Travis Morgan--The Warlord.  The earlier installments can be found here...

"Saga Part 5: The Castle"
Warlord (vol. 4) #5 (October 2009) Written by Mike Grell; Penciled by Chad Hardin; Inked by Wayne Faucher

Synopsis: Machiste climbs to a craggy peak and slaps a hungry pteranodon in the jaw with his mace hand so he can raise Jennifer's signal jewel high.

Jennifer's twin jewel begins to glow. She and Tara urge their horses to a gallop, and the army of Shamballah they lead does the same. Jennifer has had a troubling premonition: an image of ravens.

Morgan and McBane go though the portal to Tibet. Morgan is less impressed by the cold than seeing stars again after so long. The two make their way to a Chinese base. They break in an raid the places for all the weapons they can find.


They don't make it back through the portal before the Chinese army catches up. Morgan's convinced that McBane's just a voyeuristic journalist, not a man of action, but McBane saves his life, then sets an explosive trap for the Chinese. The two head back to Skartaris with the weapons.

Meanwhile, Ned "Golden God" Hawkins is showing off his new toys (what appear to be various war robots) he has found. Mariah warns him:


Hawkins isn't having any of it. Kate basically tells Mariah to stay away from her man. She doesn't need to worry.

While they're talking, Shakira has been eavesdropping while snacking on a mouse.


She heads out to warn the others and interrupts a moment between Tinder and Alysha. They're in the village where Tinder had been trying to rouse the townsfolk to action with his oratory, but it's unclear anyone's interest was stirred but Alysha's. Shakira draws their attention toward the fortress, from which an Atlantean war airship is rising!

Hawkins uses the ship to fire a blast of energy. It hits a mountain near the Shamballan army, sending an avalanche down upon them--seemingly burying them all include Tara, Jennifer, and Machiste!


Things to Notice:
  • McBane never answers Morgan's question about what side he was on in the sectarian violence in Belfast.
  • Morgan again points out he's been in Skartaris since 1969.
Where it comes from: 
Morgan worries about his enjoyment of combat, and quotes the lines he "read off a barracks wall in Saigon." Both his ambivalence about his love of combat and the lines he quotes first showed up in issue #3 of the original run. See my commentary there. 

Monday, November 11, 2013

The Alien Underground


"In February of 1981, it became horrifyingly clear the ominous occurrences beneath Centralia were not the result of a coal seam fire. On the night of Valentine's Day, a 4 foot wide sinkhole in a backyard disgorged something more than toxic vapors. The next day, the reports of shocked survivors and the physical remains of creatures unknown to science attested to the stunning fact that humankind had experienced it's first verified encounter with extraterrestrials. Instead of coming down from the stars, they had risen from the subterranean depths.

It was the first, but it would not be the last. Very soon the words 'maze', 'breach", and 'irruption' would take on new, more specialized meanings."

- John Kiehl, The Abyss Gazes: A History of the Underground Invasion (1995)


"Despite appearances, the mazes are not located within the lithosphere. All evidence suggests they are engineered spacetime features similar in some respects to wormholes. They interface exclusively with subterranean environments, though these may be naturally occurring or man-made. Areas of interface--or breach--are associated with paranormal phenomena.

The interiors of the mazes are generally supportive of earth-like life. Indeed, they show evidence of longterm utilization and habitation by extraterrestrial organisms. Many are still inhabited by extraterrestrial biologic entities who perhaps (like humans) discovered the mazes through breaches on their worlds. Despite the obvious the intelligence of these entities, attempts at communication have been limited due to their hostility. Many appear to regard the mazes and the material culture of uncountable previous explorers and colonists found therein as their property alone.

The tensions around contact with these entities have only been exacerbated by the actions of looters and thrill-seekers illegally entering the mazes, despite the efforts of world governments..."

- UN Report on Extraterrestrial Subterranean Structures and their Inhabitants (1991)


"Q: By whom was the Dulce installation constructed?

A: There are natural caverns, first off. Big ones. Bigger than Carlsbad, even. These caverns have been connected to the mazes since prehistoric times. The Draco [reptilian humanoids] used the caverns and tunnels for thousands of years. The original caverns included ice caves, sulfur springs, and energy 'hotspots' that the ’aliens’ found perfect for their needs. Later, the U.S. government enlarged the area. According to several senior maintenance workers I talked with, part of it was blasted out by nuclear devices in the sixties. There are sections, like the shuttle tunnels, that were formed by an advanced tunneling machine powered by arcane technology that leaves the tunnel walls completely smooth. The walls in those tubes look like polished black glass.

Q: The 1960s? So you're certain the government's awareness of the mazes and aliens didn't just start in the 80s?

A: Absolutely. Every President since Grover Cleveland has had high level talks with aliens from the mazes. Certain secret societies and occult groups, of course, have also been aware of them for a long time."

Q: Was there ever any talk of delvers at Dulce?

A: Both the 'aliens' and the human agents were very aware of them. The government's official line is that the delvers are a nuisance. That was the attitude you got from the human agents working there. The 'aliens', on the other hand, saw the delvers as much more of an affront. What you see in the media is only part of it. Theere are paramilitary bands--sometimes funded and equipped by so-called 'rogue elements' of various governments. There's basically a covert war going on."

- Transcript from "A Dulce Insider Speaks Out"

Sunday, November 10, 2013

Zone Phenomena

Logo by Hereticwerks
blue buzz: A roughly phone booth sized patch of pale blue light, flickering like a dying fluorescent bulb. Within 20 feet or so, a constant buzz like an alarm clock can be heard, though approximately 10% of individuals will hear haunting, indescribable music instead. Anyone entering the area of light experiences a slowing of time to roughly 14% it's normal rate. Leaving the area can be a shock to the system (saving throw), and lead to sudden death with autopsy revealing advanced aging of the heart muscle. Everyone experiences distracting tinnitus for  1-6 hours.

chasing shadow: Too thick and deep black to be natural, the chasing shadow is nevertheless able to lurk unseen in normal darkness. It slides out of hiding when a living thing draws near, and if not stopped, attaches itself to them at their feet like a normal shadow--though does not also flow out in the same direction as the natural one. It slowly begins to crawl up the victims body and if not stopped, will cover a person complete in darkness in 20-30 hours. Over the next 30-45 minutes it will contort and collapse their body until only the flat shadow remains. What happens to the victim is unknown. If caught early, the shadow can be removed but only if the victim is surrounded by bright light and a small laser (like a laser pointer, for example) is used carefully "cut" away from the chasing shadow.

memory flashes: Groups of will-o'-the-wisp-like flashes of light with colorful after-images. They move quickly to swarm around a person, typically for no more than a minute. After the flashes pass, a person so caught will have one or more new memories of things that happened to someone else instead of them. They will also likely notice at some point that one or more of their own memories are missing--always small, discrete things, but perhaps important (like a telephone number of the location of something).

razorfog: Appears as a patch of fog or white smoke (typically 10'x20'), drifting in the breeze (even when the air is still), but is actually more like a cloud of talcum powder in consistency. Anyone caught in a razorfog takes 2 points of damage per round if not armored or wearing protective clothing. Anyone damaged by the fog may become confused (per spell) and will be at -2 to attacks and saves as long as they're engulfed. The damaging effects of razorfog linger 3 rounds after being freed of the fog, only the victim is thoroughly washed.

voidflower: Voidflowers are translucent tubular structures (from a distance they look like wavering heat haze) with funnel mouths like featureless black holes poked in the fabric of the world. They're found in clumps of 5-20 and stand about 2.5 feet tall. Voidflowers are believed to stretched out pricks in spacetime. Anything brought within reach of a voidflower maw will trigger it to snap, swallowing any matter inside. The quantum-thin edge of the maw can pass through solid matter as easy as air, swallowing internal material as easy as that on the outside.

See more of the collaborative The Zones project here.