Wednesday, March 23, 2016

Wednesday Comics: Storm: The Green Hell

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The Green Hell (1980)
(Dutch: De Groene Hel)
Art by Don Lawrence & Script by Dick Matena

Storm and Ember fly over the thick jungles of what used to South America in the aero-transport, looking for a place to land so they can find water and food. Suddenly, they are attacked by large vultures looking for a meal. Storm is knocked from the craft.

The birds keep chasing Ember, but she manages to find an opening in the thick canopy and dives down. She looses the birds, but also control of the craft. She jumps free before it crashes into a cliff-side. She falls through the canopy, bouncing off vines and branches until she lands, dazed by relatively unharmed on the mossy floor. She isn't alone:


Meters away, Storm is hanging unconscious on a vine higher in the canopy. An ape-man approaches him and is about to bash Storm's skull with a stone axe, when he's felled by an arrow. The old man who fired the arrow lifts Storm over his shoulder and carries back to his cabin in the trees.

Meanwhile, the green humanoids are advancing on Ember with clear intentions of eating her. Suddenly, they stop they sense someone else coming. They turn and run but one gets shot from behind as they go.

When Storm comes to, the old man introduces himself as Gran'pa and says he's a snake hunter. Storm notices a space helmet that looks just like the one he had (destroyed back in Volume 1). "Gran'pa" tells Storm he got it in Carefree City from a guy named Toriander. He's the only one with guts enough to go scavenging on the ground.


Ember is face to face with her rescuer--"Sudden Death" Toriander. He can't believe his luck finding a beautiful outsider on the ground. He figures he can get a good price for Ember in Carefree City. Brandishing the gun he used to blast the "corpse-eaters" he sets Ember walking.

Meanwhile, the old man explains the lingo of the forest civilization to Storm: The ground floor is the ground, Only crazy folks like Toriander go there, but that's where he found his gun. The third floor is the highest level with the most sunlight--and food. The second floor is where the old man lives. The first floor is inhabited by snakes and ape men. Carefree City is on the third floor.

Storm will need to go there to meet Toriander and find out where he found the helmet. Before they make any further plans:


Ape attack!

TO BE CONTINUED

Monday, March 21, 2016

Hewcrawl Rann


Chris Kutalik wrote a post last week that got me thinking about science fictional (or fantasy) hexcrawl appropriate locals. I've mentioned Krypton before, but that's not the only planet in the DC Universe that has a lot of crazy locations. Check out the map of Rann, above I shared in this old post that has background. Here are some highlights:

Dancing Waters of Athline: A field of high-power geysers whose sprays are shaped by strong winds.
Flaming Sea: Flames sprout from the surface of this body of water.
Illsomar: A ruined city where Nimar, a megalomaniacal, super-intelligent energy being that resembles a gigantic, Bohr-model atom has taken up residence. He is able to animate humanoid figures of metal, stone, and sand to serve him.
Kryys: A city of ice in the polar regions.
Land of A Thousand Smokes: An area containing numerous fumaroles.
Old Reliable: A sinking island in the Sea of Ybss; a source of the rare metal orichalkum.
Samakand: An advanced city that exists outside of conventional spacetime and only appears once every 25 years.

Tower of Rainbow Doom: In the ruined city of Yardana (or Vardana), it is a sacrificial place for the primitive Zoora tribesman. When a switch in thrown in it's central room, concentric flashes of rainbow light surround a throne-like chair and transport anyone or anything in it to a neighboring planet.

Sunday, March 20, 2016

The Starrunner Kit


After an untended hiatus caused by internet-outage, I'm back with a copy of Mike Evans's The Starrunner Kit in my hand (figuratively, since it's digital) that got released last week. Mike is a friend, so I wouldn't call this an unbiased review, but I think Mike has done a bang up job.

The "kit" portion of the (so important it gets mentioned again in the subtitle) is the key. Everything that's in here fills in some little gap or another that may be present in the old school sci-fi game you're playing: mechs, or a hover-bike pilot or plant lifeform class. These are particularly aimed at White Star, broadening a bit its serial-numbers filed off Star Wars with stuff out of space opera seen in film, comics, and anime post-Star Wars.

There are a lot of gear and character options, but there are also goodies for the GM. In fact, the plethora of random tables are probably where The Starrunner Kit shines brightest and where it's most useful for those playing a fantasy game not derived from the D&D chassis. There are tables for random jobs, random events between adventures, random sights and sounds in the city, even a short random table of alien religions. All of these are easily usable in any space opera game and more importantly, they are a springboard to the imagination for creating your own setting specific ones. Looking through these I started getting a lot of ideas of things that could be used in Strange Stars--and that was without rolling any die!

If any of that sounds interesting to you, then you should definitely head over to rpgnow/drivethrurpg and check it out!

Wednesday, March 16, 2016

Wednesday Comics: Storm: The People of the Desert (part 3)

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The People of the Desert (1979) (part 2)
(Dutch: Het Volk van de Woestijn; Alternate English title: The People of the Plains)
Art by Don Lawrence & Script by Dick Matena

The heli-jet lands at the Prof's lab. He reveals to Ember that he was controlling Storm. He plans to turn them into his homo incultus, too, so that they may lead his new race. Ember resists, by the Prof has one of the White People disarm her. Seeing Storm in the Prof's DNA changing machine gives her a surge of strength to fight back. She grabs the gun and fires, inadvertently hitting the hypnometer. All the mind-controlled slaves are freed.

Hanyin wakes up just in time to signal an alarm as the White People in the mines revolt. The now freed Storm knocks out the Prof, and he and Ember escape in the heli-jet. Unfortunately, Hanyin sees them fly by:


Storm and Ember are found by the White People who recognize them as fellow fugitives. They heal the two with their powers, then sit down in a circle and seem to be performing some silent ritual.

Meanwhile, Hanyin is getting his men together to round up the desert people. The Prof warns him it won't be so easy. Hanyin finds out that's true when his heli-jets are sweep into a desert storm that the White People somehow created.

Hanyin survives the crash. He makes it to a rock reef outcropping where he's found be Storm and the desert folk. Hanyin challenges them to a one man fight,  Storm has a score to settle, so he volunteers. Though the White People could easily deal with their former captor, they agree. Storm and Hanyin seem pretty eveningly matched, but the fight ends abruptly when Hanyin's helmet (and sunglasses) get knocked of:


He's permanently blinded by the sun's harsh glare. The White People let him go. The desert will take care of him.

Before they leave for the deep desert, the White People have one more villain to take care of. They capture the Prof and put him in his machine, making him desert adapted like them. The White People bid Storm and Ember could bye and go off to build a new life. Our heroes find a new aero-transporter and fly out of the desert.


Monday, March 14, 2016

10 Cloverfield Lane and the Mystery Misdirection


I saw 10 Cloverfield Lane this weekend. For those of you wondering if it has anything substantively to do with the 2008 found footage monster film: the answer is "no." There are some easter eggs, maybe.

That's about it. For those of you who don't care anything about that and think the trailers look intriguing: you should see it. It's a decent thriller in a confined space with a couple of twists. In brief: Melissa (Mary Elizabeth Winstead) is driving--well, somewhere--after a breakup. There are odd news reports on the radio, but before she can register any of this given her personal drama, she's in a car accident. She wakes up in an elaborate bomb shelter built by Howard (John Goodman) who tells her attacks have come from well, somewhere, and everyone else is dead.

Needless to say, Melissa is not immediately convinced that her captor is telling the truth or that his motivates are altruistic.

 From gaming perspective, you could say the the underground bunker in which Melissa finds herself is a variant of the mystery sandbox--or more accurately, a version of the mystery terrarium, because there are two mysteries in 10 Cloverfield Lane and only one is the protagonist (or PC) initially aware of. A game in as small a space as the film would likely need to be very shorter than the usual mystery sandbox or even mystery terrarium, but it show's the way those sorts of campaign set-ups can be made to work longer, by distraction with another, more momentarily pressing mystery.

Doing something like this, you get more time in a campaign before the Big Discovery. The danger is you build in too many "mysteries of the week" that the big reveal doesn't seem so big when you final get there.

Sunday, March 13, 2016

The Coming of Crom!


A little teaser for a project Jason Sholtis and I are working on. More to follow. You can see a brief encyclopedia of Crom's world as presented in the Golden Age stories, and (courtesy of Matt Schmeer) you can read all those stories in one pdf here.

Friday, March 11, 2016

The World of Crom

"Crom" by Gardner Fox and John Giunta's Crom (I've discussed it before here and here) may well be the first sword & sorcery comic. All three Crom appearances are available on line. Here's a short guide to the people, places and things you'll encounter in them:

Aesir: The tribe of Crom; a migrating yellow-haired people.
Akka: The ancient city of the ape men (though they have tails like monkeys).
Balthar: A giant worshiped as a god by the people of the cliff country south of Ophir, and in return, he raided caravans for them.
Bokris: King of Ophir when Tanit was held captive.
Calla: The priestess of Balthar (who was taken with her beauty).
Cave People: The worshipers of Balthar in the cliff country.
Cavus: A soldier of Ophir.
Crom: The titular barbarian hero.
Cymri: Monkey people; enemies of the Aesir.
Dwelf: A wizard who rules an island full of young women. He desires water from the Fountain of Youth from the Black Tower of Ophir.
Garm: A hound by whose teeth Crom swears.
Kard: A rocky land south of Ophir along the the Nexus River; possibly the same place as the "cliff country."
Lalla: Sister of Crom.
Hounds of Hel: Crom compares the Cymri to them.
Id: Presumably a deity. Crom swears by "the bones of Id" 
Ind: A place of jungles where black panthers dwell.
Iormungundir: "the Earth-Spanner"; Crom compares the giant snake in the Black Tower of Ophir to it.
Iss: A deity. Crom and others swear by Iss.
Nessus: Crom swears by this hooved being on several occasions,
Ophir: A city (and possibly city-state or country) considered "the richest on the inland sea"; the location of the Fountain of Youth.
Skull-Biter: Crom's sword--at least in his second and third appearances.
Skull-Cracker: The name of Crom's sword in his first appearance.
Spraa: A giant spider worshipped by the ape men of Akka.
Rou: King of the ape men of Akka.
Taka: An Ophirean soldier.
Tal: An Ophirean coin.
Tanit: The queen of Ophir; Crom initially kidnaps her, but she soon decides being with him is more exciting that ruling alone and she shares his adventures.

Thursday, March 10, 2016

Azurth in North Texas


I'll be running a session of Mortzengersturm, The Mad Manticore of the Prismatic Peak at North Texas RPG Con in June. This will be the first time I've run the adventure as written (the game session it was based on was a bit different). I'll be using pregens like character portraits (hopefully) done by Jeff Call whose doing the interior art for the module. Anyway, here's the pitch:

Game Title : Mortzengersturm, the Mad Manticore of the Prismatic Peak
Game System : D&D 5e
Number of players : 4-6
Pregens/Level of characters : yes / 3rd-5th

Game Info : After turning himself into a manticore, the self-styled wizard-artiste Mortzengersturm moved to the crystalline peak of Mount Geegaw to practice his transformation magic without interference. You've been hired to snatch his most prized artifact, the Whim-Wham Stone--or at least some of its eldritch light. A menagerie of magical hybrids, a self-absorbed vampire, more than a few hippogriffs, and of course, the mad manticore himself, await.

I'm not the only Hydra Co-op member running a game at the Con. Chris Kutalik is doing Misty Isles of the Eld on Friday. Hydra will also have a booth to move our wares and give away some swag.

It's been a great con the past two years, and I'm looking forward to it this year.

Wednesday, March 9, 2016

Wednesday Comics: The People of the Desert (part 2)

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The People of the Desert (1979) (part 2)
(Dutch: Het Volk van de Woestijn; Alternate English title: The People of the Plains)
Art by Don Lawrence & Script by Dick Matena

Hanyin and his goon reveal that the Directors of the United Cities plan for the "white people" (or Desert People) to be hypno slaves used to construct the new settlements for them. Hanyin figures they can delay the Prof and use the hypno slaves to empty the cortite mines before then. The Prof, hearing all this via surveillance, is none too happy that his new race will be slaves.

Meanwhile, Ember wakes up and manages to escape thanks to a drunken would-be rapist. She forces him at gun point to take her to Storm. On their way up in the elevator tube, Hanyin sees them and realizes something is up. He shoots the controls and causes the elevator to stop.

Ember won't be detered. She forces the guard to climb out through the elevator's roof and:


They make it to the top, but they're met by the Boss Hanyin. Ember tries to use the guard as a shield, but the Boss just shoots him. Still, Ember is faster:


Ember makes her way into the mines and locates Storm, but a guard gets the drop on her. He's about to put a hypno spot on her. Then, Storm turns and fires his laser drill at the guards back!

Ember runs to him, but his blank expression and stiff movements show he's still being controlled. He picks her up and carries her to a heli-jet. The Prof watches them approach on his viewscreen.


TO BE CONTINUED

Monday, March 7, 2016

Mortzengersturm's Menagerie

Here are some of Mortzengersturm's creations that appear in his menagerie in the upcoming Mortzengersturm, the Mad Manticore of the Prismatic Peak:

Parrotbear: A bear covered in downy, green feathers with parrot’s head. It will mimic short phrases spoken to it.

Iron Shrike: An eagle-sized bird of prey made of metal. His crest and wings are sharp as knives.

Ink Dog: A sepia dog, technically, but Mortzengersturm has never been one for pedantry so far as his art is concerned. The creature resembles a messy, living sketch of a large fox made entirely of brown ink. As it moves, it throws off squiggles and errant marks in the air behind it to fall to the ground in drips. Its bite leaves tattoos.

Mocka: This attempt to cross a naga with a clown triggered even Mortzengersturm’s coulrophobia in the end. It giggles and mugs, and sways and bounces like a jack-in-the-box unboxed, eager to bring laughter and joy. Or something.

Moonster: A glowing spherical creature resembling the moon with a face: a bemused smile under half-lidded eyes. The Moonster is a narrator—and an annoying one. It will narrate the actions of anyone that enters the shaft in a somewhat florid diction, but with an ironic distance. It knows the past of the subject of its narration with certainty; its predictions for the future are only speculation, no matter how assured their delivery.

Sunday, March 6, 2016

Salvage on Gogmagog

Here's an excerpt from Strange Stars OSR with new art by David Lewis Johnson. Okay, the excerpt's repeated, but the art is new!


GOGMAGOG
(Strange Stars Setting Book p. 9)
Tags  Desert World, Local Specialty
Enemies Crazy bot-breaker Haxo Ysgar; Robber gang
Friends Merc Faizura Deyr working for the bot-breakers, A free trader supplying bot-breakers
Compl.Von Neumann machine swarm, Malfunctioning giant robot
Things Hidden entrance to the mysterious planetary substructure, A forgotten ancient giant bot
Places a shanty town; a junkyard

Friday, March 4, 2016

In the Twilight


At least ten empires rose and fell during the Meridian of Earth. Each was glorious and wrested such secrets from the universe as to enable it to bend laws of nature obdurate to earlier cultures to its whim. Each in time fell into decadence, dwindled, and died, but at the end of the Meridian Time, the Earth had been transformed by their works; it had become the abode of beings other than Man.

As the Twilight fell and the sun grew bloated and sanguine, those Outsiders and abhuman things encroached ever closer on the nations of Man. By and by, they gained greater dominion over the Earth. In the early centuries, the technologies of the elder Meridian still functioned, and Man comprehended enough to build great walls as a defense against the inhuman. As Twilight deepened, many of these redoubts fell, but a few stood fast and managed even to throw back their foe. The Coming Night was held in abeyance for so long that generations passed and many began to doubt it would ever fall.

But beyond the walls, the Great Beasts crouched and waited with patience inhuman but not infinity, and abhuman armies gathered in the deepening in gloom...


Here's the pitch: Take the early modern bleakness, occasional black humor, and body-warping chaos of Warhammer Fantasy and put it in a Dying Earth gone weird like Hodgson's The Night Land, making sure to filter the Watchers (Great Beasts in this case) through Lovecraftiania, a hint of kaiju, and good old fashion goetic demonology. Wrap it all in "points of light" surrounded by walls out of Attack on Titan.

Thursday, March 3, 2016

Six Mysteries in Azurth


While I "built in" some mysterious background elements in the Land of Azurth setting, more have emerged in the year and a half of play. Here are some of the questions the player's have been left to ponder--and possibly follow up on in the future:

1. Who is the man in the metal suit beneath Castle Machina?  The name "Lum" was thrown around, and Mirabilis Lum is said to have disappeared beneath the castle, but is the man in the metal suit him, who was he gaming with, and why does he stay down there?

2. What does Calico Bonny look like? The Queen of the Floating World of Rivertown tends to hide behind a folding screen if she bothers appearing at all. Is there a reason?

3. Who were the builders of the Cloud Castle? The scale of the castle indicates they most have been near giants, though the ancient images suggest they looked something like the Cloud People that live there now. Who were these people with a flare for Googie architecture and mid-Century design and what happened to them?

4. What does the projector do? The Princess Viola says it can open a portal to another world once it is fixed, but what world? And who built it?

5. Where does the magic portal in Mortzengersturm's mansion lead? The frox thief Waylon saw an image of another world: people in unusual clothes in an impressive city, beyond the technology of the Land of Azurth. Where (or when) was this place and why did Mortzengersturm have a portal to it?

6. What was the deal with Mr. Pumpkin and his carnival? Since when can a swarm of rats manage a carnival, and what became of all those rats that got away when the carnival got destroyed? Do these events have anything to do with the giant rats seen later in the beer cellar of the Silver Dragon Tavern in town?


Wednesday, March 2, 2016

Wednesday Comics: Storm: People of the Desert

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The People of the Desert (1979)
(Dutch: Het Volk van de Woestijn; Alternate English title: The People of the Plains)
Art by Don Lawrence & Script by Dick Matena

Storm and Ember stumble through a salt flat desert that was once a sea bottom. Ember soon passes out from heat and exhaustion, but Storm manages to carry her to the shelter of an ancient coral reef. despite an attack by vultures sensing their weakness. Finding shade and fresh water, the two rest until the hear someone:

The oddly white-skinned stranger collapses. They notice he has a red circle on his forehead. They are about to get the man water when:


One of the men fires a gun that places another red disk on the man's forehead. When Storm tries to remove if, he gets a strong shock. The disk seems to place the man under the control of the two strangers. Under their command, he stands then easily overpowers Storm knocking him out with a chop to the neck. Storm and Ember are taken prisoner.

On the March to their camp, one of the men explains what's going on. The United Cities want to colonize the salt desert, so they commissioned "the Prof" to engineer a race of people capable of living and toiling there. This guy and his crew raid the tribes at the edge of the desert to supply test subjects. The place a "hyno" on them to get them under control. He plans to turn Storm over to the Prof and give Ember to "the Boss," who he thinks will like her.

Later, in the raiders' cave base, the Boss, Hanyin1, is indeed impressed with Ember's beauty; Ember's response to his advances is predictable:


Storm wakes up and manages to get a knife to Hinyan's throat. One of the raider's fires a hypno at Storm, however, and he is quickly under their control. Ember tries to remove it and is shocked to unconsciousness. Hinyan has her thrown in a cell to await his return.  He gets a message the Prof wants to see him.

Hinyan takes a glass tube elevator to the Prof's lab. The Prof's experiments to perfect homo incultus--the desert people--are almost done. He only needs one more batch of test subjects. Hinyan doesn't want it to be the last one; there's still a lot of work to do in the cortite mines. The Prof is adamant, however, He only worked with Hinyan and his crew and put the desert people to mining to fund his research. Now he's close to a solution to the cities' overpopulation.

Hinyan isn't happy about any of this. He takes the elevator to his heli-jet and heads over to the mines. Storm is at work there beside the mind controlled desert people. Hinyan tells his confederate about the Prof's orders. They begin to plot on how to insure the mines stay open--unaware that the Prof has them under surveillance.



TO BE CONTINUED

Notes:
1. "Banjo" in the original Dutch.

Monday, February 29, 2016

Things Are Not Too Sweet on Candy Isle


Our 5e Land of Azurth campaign continues: The party set sail for the Candy Isle, hoping to find Gwendolin Goode and her campanion, the pirate Black Iris. They are accompanied (somewhat reluctantly) by Black Iris's former first-mate, Rarebit Finn. He tells  then he sent Iris and Gwendolin to the Candy Isle by telling them it was the landing site of the Confection Perfection, the candy of the gods said to have fallen from the table of Queen Urania herself.

They find the Candy Isle easy enough, and Black Iris's ship Vixen is anchored in the lagoon. Cog brings his ship through the opening in the rock candy reef and comes along side. The Vixen is abandoned, but for the corpse of a crewman killed by a spear tipped with peanut brittle. Our heroes take the remains launch and go ashore.

The beach is made of luster dust and powdered chocolate. The trees have fronds like fruit leather. Our heroes follow the tracks of humans that seem to be followed by some nonhuman prints. They soon find the jungle holds dangers other than too much sugar: they encounter a giant gummy constrictor, ribbon candy centipedes, and sugar-sucking stirges.


The also find curiously abandon villages and at least one more dead pirate. At the crater, which they presume to be the place where the Confection Perfection fell, they find the body of a red gummy tribesman. When crossing a chocolate stream, they run into a patrol of more such tribesmen armed with peanut brittle-tipped spears, but Kully uses a sleep spell to nullify most of the them.

At the base of the large volcano on the side of the island opposite the lagoon they see an ancient temple made of cyclopean fudge. At its base is a large village--perhaps over a hundred tribesfolk! The group pulls back to consider the best plan of attack as they're convinced Gwendolin is in the temple.

Sunday, February 28, 2016

The Historicity of The Witch


I got a chance to check out The Witch this weekend and it was well-worth it. It's a well-executed historical horror film that eschews the jump scares and other tropes of most modern horror in favor of building a sense of dread. (It perhaps resembles in some ways It Follows though in style not content.) Though its a very different film, it would probably make a good double feature with A Field in England.

Anyway, my friend Jack wrote a good review here.

Robert Eggers, the writer-director, emphasized historical accuracy in the film, even down to sampling dialogue from period references (though unfortunately, we do know which specific ones for which piece. Maybe an annotated screenplay will be released?). Here's a post on an early American history blog reviewing the Witch's portrayal of witches compared to period beliefs in the early colonial area.

The New York Public library put together a resource and reading list for the film, including the works Eggers specifically mentions in interviews.

Thursday, February 25, 2016

Thedabara the Vampire


Here's an excerpt from the upcoming Mortzengersturm, the Mad Manticore of the Prismatic Peak:

Thedabara, former chanteuse, actress, and member of the undead, is most often found in her chamber beneathed Mortzengersturm's manor reclined on her chaise, reading a book of decadent poetry, with a glass of brandy mixed with blood (her preferred way of taking nourishment, these days) in her pale hand. She has grown old in the way of vampires who do not fight back against the dwindling of unlife with ever-increasing wickedness, and so she spends most of her time in repose and reminiscence. Her wickedness is more the kind of self-absorption seen in fading celebrities, made only a little less tolerable by her tendency to violence and blood-drinking if she is not indulged or accorded the deference she feels is her due.

She drinks blood only once every few weeks and finds hunting a bother. She entertains visitors beyond Mortzengersturm (and he is a less than ideal conversational partner, as he is as much an egotist as she), much less often. She will greet any party cordially, perhaps offering them a drink (not carrying that she has no more than 4 glasses). Then with exaggerated gestures and dramatic diction, she will regale them with stories of her past exploits on the stage—so long as they will sit and listen.
It is certainly possible for a party to take their leave of her, without provoking her to petulant violence, but it will take a great deal of care.

Here's Jason Sholtis's old school stats for Thedabara:
HD 9, hp: 48, AC 2 [17] Attk: bite (1d10+ level drain) Special: change form, summon wolves/bats, charm

Wednesday, February 24, 2016

Wednesday Comics: Storm

The next installment of Storm will start next week. Today, check out some art from the series:


A peak into "The Green Hell," the volume after next.


A transformed Ember amid weirdness in the volume "The Seven of Aromater."

Monday, February 22, 2016

Taxman


Working on my taxes this weekend made me think of this class Weird Adventures post: "Death & Taxes."

Nobody in my game ever ran afowl of the Taxmen. Maybe next campaign.

Friday, February 19, 2016

Blackmoor College for the Adventuring Arts


I've been enjoying The Magicians on SyFy, but between it and Harry Potter, I wonder why magic gets all the good schools? There are three other core classes after all.

I'm envisions a fantasy wainscot in the modern world where kids with aptitudes in any of the adventuring arts get trained to save the world that hates and fears them from the monsters from below. And have a lucrative adult career doing it.

I've mused on modern monster fighting before and the existence of dungeons in the modern world (and so have others), but a school for training adventurers is an angle I had never considered. I think it adds an interesting additional element.

Thursday, February 18, 2016

Outlaw Velocipede Gangs of Azurth

art by humei YE

In the eastern plains of the Country of Yanth in the Land of Azurth, there are nomads with an unusual mode of travel. These rovers have tamed giant, fast moving arthopods of an unusual sort: the velocipede (as they are called) possesses not a single leg for locomotion, but instead have wheels in place of the usual limbs. It would be quite appropriate to assume some thaumaturgy is responsible for this state of affairs, though the origins of the velocipede are obscure. The nomads keep the breeding and handling of these beasts likewise cloaked in secrecy, presumably to hold the advantage of velocipede-assisted high speed travel for themselves.

The nomads tend to be dispersed in bands or gangs, typically with some totemic banner to unite them. They accessorize their gang livery with things like horned helmets, long hair, and exuberant mustaches. A boy is not counted a man among them until he has tamed his first velocipede, and a woman who wishes to be respected and viewed as equal is well to do likewise. While it would be unfair to say the rovers are universally bandits or raiders, few are at all adverse to these vocations, and they all look down upon the farming or commerce engaged in by more settled folk. The velocipede riders will sometimes hire themselves out as escorts or mercenaries, at least for a time. They will not kill a bard or minstrel, though they will certainly frighten or tease one whose music doesn’t meet their raucous tastes.

Velocipedes: are large creatures, with ability scores like carrion crawlers, though not the attacks other than bite. Their speed on their 6-10 (depending on size and age) wheels is 50 ft. They have a trampling attack similar to a warhorse. They make sputtering noises like Speed Buggy, which their riders claim to understand.

Children's toy based on stories of Velocipedes, bearing little resemblance to the real creature

Wednesday, February 17, 2016

Wednesday Comics: Storm: The Last Fighter (part 3)

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The Last Fighter (1979) (part 3)
Art by Don Lawrence & Script by Martin Lodewijk

Now in the control room of the Palace of Death (really an alien spacecraft) Storm sits down to see if he can figure out the controls--over the objections of the superstitious Guardian who decrees his actions as blasphemy. Soon, he discovers how to restore power. With safety and all the synthesized food they can eat, the other champions feel like they're in heaven. Storm has conquered the Guardian's god.

He finds them a way out, too. A shuttlecraft:


They survivors fly back to Soamandrakisal. The city folk come to greet them and celebrate Storm's victory for Soamandrakisal, but he brushes them aside. His only concern is freeing Ember.

The vengeful Guardian has other ideas:


Storm hears Ember's cries within the god-thing's maw and realizes she's still alive. While Asverze goes after the treacherous Guardian, Storm impetuously dives in after Ember. He slides down the god's esophagus until:


At first, they think they can wait for those above to throw down a rope, but they've irritated the monster's stomach lining, and its acid production increases. They've got to get out; if they can't go up, they'll have to go downward. Things get sort of weird:


When finally they come to rest, they're in a cave with me trace of He-Who-Must-Be-Fed. They exit the cave and find themselves in the valley surrounding the Palace of Death. Ember wonders what happened, Storm has a kind of farfetched sounding theory:


Before they can hash that out further, the shuttlecraft comes flying over head. The Guardian is at the controls, but Asverze has got him by the throat, trying to kill him for betraying Storm. They crash right into the Palace of Death and it all goes up in a huge explosion. The surrounding mountains are shaken. Storm and Ember get out of the valley just in time before a rockslide closes off the entrance.

Ember sees a heard of dagger-horned deer creatures ahead, and our heroes are pretty much back where they started.

Monday, February 15, 2016

Presidents Days Past (and Future)


It's Presidents Day once again! Check out these classic holiday  related posts:

Delve into the ahistory of the teen president Prez.

Take a look at a trio of sinister presidents who will never be honored.

Thursday, February 11, 2016

The Otus Pantheon

Blame Chris Kutalik. He did a post Sunday about imagining a pantheon based on Erol Otus strange evocative illustrations in Deities & Demigods. This is what I came up with:

Click to check it out in its enlarged "glory." The domains provided are for 5th edition.

Wednesday, February 10, 2016

Wednesday Comics: Storm: The Last Fighter (part 2)

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The Last Fighter (1979) (part 2)
Art by Don Lawrence & Script by Martin Lodewijk

With Ember in a cage hanging over the mouth of a mostly- buried, giant god-thing, the implicit threat is clear: Storm is to be the city's champion and fight for the throne of the Palace of Death. Or else.

A guide leads Storm from the city and on a several day's trek across the desert. They come to a mountain range and take a very narrow pass through it that looks like it was cut by intense hit. As they emerge on the other side, some sort of giant turtle monster approaches--only to get sliced in half by an energy beam. The guide says the gods punish large animals that try to approach. He leaves Storm at the Valley of Bones. Only champions are allowed to go further.

Storm follows the path across the bones and soon sees the "Palace of Death" before him:


Storm moves closer and finds the other champions waiting for him.

The old man says he's the Guardian of the Palace. Now that Storm has arrived they can begin. The Guardian will guide them through the traps and perils to the place where the last champion died the previous year. From there, he will observe their progress and be able to report the knowledge gained in their respective demises to the champions the following year. Storm asks how long has this gone on, and the Guardian tells him it has been thousands of years. The current guardian is the 615th.

He leads the champions single file along an invisible but torturous path to the "palace." One champion decides to walk directly there; he's disintegrated for his impatience. The rest make it to the ship. Once inside, they pass through a series of traps: portals that grow hot if you don't pass through quickly enough, hypnotic-patterned walls, checkerboard floors that have to be tread on in a certain pattern, and more. They lose two more champions reaching the point that marks the extent of the Guardian's knowledge.

The first champion sent into the next room falls through a trapdoor into lava. Storm is next up; the Guardian counted the steps and tells Storm when to jump. Asverze [Skarla in the Titan Books version], the only female champion, is sent first into the next room. She finds herself facing a duplicate.


Storm realizes the ship's computer is generating a hologram to match her moves, He rushes into the room over the Guardian's protests to add another element to the equation. Forced to fight shifting opponents, the duplicates' movements get slower and they eventually disappear.

From that point on, Storm leads the way using his new understanding of the palace to guide them. The Guardian decries this all as blasphemy, but nobody listens. Passing through the traps, they find an escalator with skeletons of ancient crew scattered about. They take the escalator to the control room--and the "throne" of the Palace.



TO BE CONTINUED