Sunday, October 15, 2017

Castle Zyrd Rumors

Rumors abound regarding the castle, that crumbling yet still imposing ruin, built by the quite possibly mad archmage whose name it bears, Zyrd.  Here are a few of them told only scant leagues away in the taverns of Gyrfalcon:

1. The environs of the castle exist in a bubble of twisted time and possibility, they are both ruined and unruined, and sometimes one can walk between these worlds. Some say this is due to Zyrd imprisoning a manifestation of the Cosmic Androgyne of Neutrality within his donjon.


2. The octagonal Tower of Might holds all prizes ever taken by the All-Brawler Tyco Wraxl, but to take it will call forth the great warrior from Hall of Heroes for another match.

3. Zyrd still lives, in fact, he was never a wizard at all, but an avatar of the demiurge, Gigas.

4. The Tower of Magic once was a conduit for magical energy. Now that it is broken, the use of spells is dangerous within it.

5. A heretical order of Issian monks sells relics of arcane power somewhere within the castle.


6. An Elven Commando unit resides on the castle grounds. They have long ago lost contact with their commanders in Ylvewood and their methods have become unsound.

7. A golden sphere lies somewhere deep beneath the ruins and grants wishes.

Art by Gary Chalk
8. Some rogues choose to waylay wounded delvers exiting the ruins and relieve them of their loot rather than braving its dangers themselves.

9. The dwarves claim all the underground treasure as their own and their excisemen prowl the ruins to tax looters.

10. There are several enigmatic wizards within the ruins. All of them have claimed to be Zyrd.

Friday, October 13, 2017

The World of the Glass Harmonica


It has been argued before, that Barbara Ninde Byfield's 1967 "Lexicon of the Fantastical," The Glass Harmonica (republished in 1973 as The Book of the Weird) was an influence on D&D. It's easy to understand why, given Byfield's atmospheric illustration and whimsical prose. While it would certainly be a variant, more fairytalish world, I think you could do a lot worse than basing a campaign on the details from the book.

Here's a few tidbits:

"If times are not propitious for battle, Berserkers tend to sink into lethargy and untidiness and show interest in little save becoming Werewolves."

"Dragons drag; they are lazy  and sluggish and prefer to live on their reputations...Like Nobility they take place names for their own."

"Dwarves own all treasure underground, and all treasure that originated underground. Dwarves do not steal; they reclaim what belonged to them in the beginning."

"Frogs live under a Monarchy."

"Gnomes have an unfortunate tendency to become transformed into toads; their King is particularly prone to this enchantment."

"[Witches and Warlocks] lead disorderly lives, hate salt, and cannot weep more than three tears."


Thursday, October 12, 2017

Strange Stars Reviews


I couple of Strange Stars reviews went up this week. One for the OSR Gamebook and the other for the sourcebook. Both of there are by that reviewing machine Endzeitgeist. Also, here's a review I recently discovered from back in 2015. Any news you haven't heard is still news!

Wednesday, October 11, 2017

Wednesday Comics: Head Lopper #7


Andrew MacLean's quarterly heroic fantasy comic Head Lopper is now up to issue #7, the third part of the "And the Crimson Tower" arc. (I discussed the first part here.) In an trap-filled "dungeon" environment belonging to Ulrich the Twice Damned, Head Lopper and friends are trying to collect a number of crystal eyes by overcoming a unique challenge.

MacLean's characters and story continue to be engaging and his art, while perhaps not to some tastes, is dynamic and serves the story well. I just wish it came out more often! Quarterly is not enough.

If you're new to Head Lopper, you should check out the collection of the first arc.

Monday, October 9, 2017

Shooting Stars & Death Dwarfs


Our 5e Land of Azurth campaign continued last night (brining an end to our 2nd year of this campaign), with Dagmar (Dwarf Cleric), Waylon (Frox Thief), Kully (Bard), Kairon (Demonlander Sorcerer), Shade (Elf Ranger), and Erekose (Fighter) making their way back to Rivertown after a series of adventures, when they see a falling star. It's large enough and close enough that they hear an impact so they decide to go an investigate.

In the foothills of the Dragonspine Mountains they find a crater in the side of a hill and evidence that the squarish thing that made the crater got taken away by some sort of humanoids. The track leads to a partially collapsed cave entrance. Inside are several dead creatures that Kully and Dagmar recognize as Death Dwarfs apparently killed by the cave collapse precipitated by the impact.

Given the unnaturalness (even anti-naturalness) of Death Dwarfs, Shade feels that need to root out this evil, and the others at least want to see what they are up to. They find another entrance to beneath the hill, this time through a natural cave. There, they encounter 7 Death Dwarfs and slay them in a quick battle.

Passing through a submerged passage, they find a hopelessly insane human slave moving rocks for the Death Dwarfs. The follow him back to a room with falls an floor covered with a disorienting black and white chevron pattern and kirby-esque machinery crushed by the cave in. Here, more human slaves are working under the watchful eye of seven more Dwarfs. These go down even quicker than the last, but three display a previously unrevealed ability to turn invisible and escape.

Following them down the passage, Erekose and Waylon kick in a door to find more Death Dwarfs studying a 7 foot metallic cube.

To be continued!

Sunday, October 8, 2017

Various Azurth Updates


If you're still thinking about getting a print copy of the first issue of the Azurth Adventure Digest, you'll want to do so very soon, because there is (as I type this) 5 copies left. There may eventually be another print run, but probably not for a bit.

A second printing of Mortzengersturm, The Mad Manticore of the Prismatic Peak has left the printers and is on the way, so those of you interested in that keep a look for the announcement.

There will be a second issue of the digest, a "Player's Guide to Azurth" that will incorporate an updated version of the information I gave my players at the first of my home campaign as well as some information that appeared on the blog. Here's a rough, sketch mockup of the cover:


Lastly, if you're new to the Land of Azurth setting, here's an index of a number of the posts.

Friday, October 6, 2017

A Map


This is a map I did of the local environment of Gyrfalcon the starting town in my upcoming GURPS Dungeon Fantasy game. The icon location icons and compass are courtesy of DarhAsparagus.

The map is intended to get filled in a bit more during play. I didn't want to over-specific.