Monday, October 30, 2017

Underground Comics


I'm proud to announce that Underground Comics is coming. In an unexpected turn, an idle G+ comment has become an anthology comic with a crew of stellar old school gaming artists: Jason Sholtis, James West, Jeff Call, Stefan Poag, Karl Stjernberg, and Luka Rejec. Coming along for the ride are myself and Billy Longino, penning a couple of stories, and pitching in elsewhere as we can.

Underground Comics will be 52 pages of black and white dungeon-related comic goodness, available in print on demand in 2018. Stay tuned for further updates as things develop!

Friday, October 27, 2017

Three Years in Azurth


October 20th marked the third anniversary on 5e Land of Azurth campaign, though we played our anniversary month game a couple of weeks earlier. The sessions have been about monthly, so it isn't as many adventures as it might be, but still is a milestone for a group of adults with busy lives.

In that time, the party has ventured briefly into the depths beneath the Clockwork Princess's Castle Machina. They defeated the schemes of a witch and cult of jaded gourmands in the Enchanted Wood. They took on the crime lords known as the Baleful Burly Brothers in Rivertown. The escaped the clutches of a manticore named Mortzengersturm. They explored a Cloud Castle and escaped a cloud giant wizard, Zykloon. The cleared out a wererat carnival. They rescued Gwendolin Goode from the Motely Pirates, and almost obtained the Confection Perfection from the Candy Isle.

Then things got really weird. They explored a floating Gelatinous Dome. They headed out into the Etheric Zone to break a Super-Wizard out of the Carnelian Hypercube. The investigated a whole in the ground and fell into a land of mushroom people, then a land of warring clans living in a ruined spacecraft, and hunted by invisible bugbears. Escaping their they were accosted by wooden gargoyle puppets, and encountered a weird control of dragon-wannabes, before finally getting whisked back to Azurth by the timely intervention of Father Yule on a windswept peak.

They were barely back in Rivertown when Shade's estranged mother sent them into the fairy-madness of House Perilous. Their adventures there included a brief sojourn to France. On their way back to Rivertown, they got sidetracked helping a milltown and forest overrun with iron woodsmen.

At the moment, they're looking for a fallen star in the caves of a group of Death Dwarfs.


Credits:
Dagmar (Cleric): Andrea
Erekose (fighter): Bob
Kairon (sorcerer): Eric
Kully (bard): Jim
Shade (ranger): Gina
Waylon (thief): Tug

Thursday, October 26, 2017

Skarzg

Art by Jason Sholtis
Large monstrosity, neutral evil

Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft. (40 ft. on all fours)

 STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7(-2) WIS 9 (-1) CHA 6 (-2)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Skarzg
Challenge 5 (1,800 XP)
Keen Smell. The skarzg has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The skarg regains 10 hit points at the start of its turn. If  it takes acid or fire damage, this trait doesn’t function at the start of the skarzg’s next turn. The skarzg dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions:
Multiattack. The skarzg makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the skarzg can’t bite another target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) slashing damage.

Skarzg are rapacious predators, animalistic but cunning. They are very hard to kill, and they will eat anything. Their origins are lost in the mists of time, though some believe they were brought to this world by the Ylthlaxu who used them in sadistic hunts. They now roam free in the wild places, though thankfully, not in great numbers.

Wednesday, October 25, 2017

Wednesday Comics: Storm: The Slayer of Eriban (part 3)

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.


Storm: The Slayer of Eriban (1985) 
(Dutch: De Doder van Eriban) (part 3)
Art by Don Lawrence; script by Martin Lodewijk

After docking the ship on the strange planetoid, Marrow, the young assassin, Renter, decides he needs to reconnoiter the city to figure out a way to get close to his target. He takes Ember with him to look less conspicuous: She can pass as his sister--or mother. Ember isn't pleased.

They see people entering some sort of arena and decide to check it out. They learn it's a sort of gladiatorial game called Barsaman. It's more than a game to the people of Marrow; it's practically a religion.


The columns lower at different rates, providing a constantly changing battlefield. In the end, only one competitor is left standing.


Renter is interested when he hears there is a more important Barsaman game coming:


He has figured out how he can get to his target. He returns to the ship with plans to sail to the capital. He finds that in his absence Storm and Nomad have been playing a new game--and they've got spectators.



Renter has no patience for such things. He tells them to set sail.

[Note: In the publication of this Story in Heavy Metal, Barsaman was called Barsball.]

TO BE CONTINUED

Monday, October 23, 2017

Mortzengersturm: Back in Print


That manticore wizard is at it again on the Prismatic Peak. I have a few copies available of the adventure that Christopher Helton at Enworld declares "channels the darkness of an 80s fantasy movie through the lens of old Hanna Barbera cartoons" and John Arcadian at Gnome Stew calls "incredibly fun and whimsical."

Order soon, supplies are limited!

Sunday, October 22, 2017

Duelling Babysitters

The Halloween season is upon us, and if that puts you in the mood for a horror-comedy about kids who seem a bit old to have babysitters in bloody confrontation with said babysitters, then there are options available for streaming. Before I go into details, I have to warn you that discussion of these films necessitates some spoilers, so if you are particularly adverse, the bottom line is both Better Watch Out and The Babysitter (2017) are worth checking out.


(here we go...)

Better Watch Out is also a Christmas film, and it suggests that Home Alone might have a lot to answer for. Precocious 12 year-old Luke and his medicine-cabinet raiding, bad influence best friend, Garrett seem to have learned its lessons in mayhem well. At first, though, all we know is that Luke has high hopes of seducing his 17 year-old babysitter, Ashley, involving watching horror films. Before his clumsy efforts get too far, there is apparently a home invasion, but all is not as it seems. Suffice it to say, Ashley spends a night trying to escape a pre-teen sociopath amid some gruesome deaths and a few booby traps.

The Babysitter is directed by the infamous McG and is consequently more over-the-top than Better Watch Out, and bit more farcically humorous. Here, the 12 year-old is Cole, who is bullied by neighbors and suffers from anxiety about almost everything, but he does have a very attractive and almost preternaturally cool babysitter, Bee, who genuinely seems to enjoy spending time with him. The downside is that Bee is the leader of a Satanic cult and she and her cult of evil high school stereotypes have sacrificed a guy in Cole's living room after a game of spin the bottle. Cole must find his courage to make it through the night, and in the process deliver improbable and occasionally gory cinematic deaths to the Satanic teens.

So you've got choices: evil charge or evil babysitter. Then again, you could just make it a double feature.




Friday, October 20, 2017

Weird Revisted: Hobogoblin Garbage Kings!

This post related to the City and Weird Adventures first appeared on Halloween in 2011. I think I may can coined the term "nyfitsanthropy."


The City generates a lot of garbage, and most of it goes to the expansive Klaw Island landfill. Marshy Klaw Island has always had a sparse human population, but the coming of the landfill with its hills of garbage and pits of refuse has drawn gangs of hobogoblins.

The hobogoblins have divided up into tribes with zealously guarded territories. They mine the garbage for usable (and saleable) items. Hobogoblin “alchemists” have become adepted and making various minor potions with the most dubious of alchemical wastes, and can distill hooch from virtually anything organic.

The hobogoblins must defend their holdings from monsters of various sorts, attracted to the waste. They’ve been able to train giant rats as guard animals to protect their settlements from giant insects, aggressive fungi, or hungry otyughs. In years past, inbred wererat clans sometimes contested the hobogoblin hegemony, but periodic eradication and vaccination campaigns by City sanitation officials seemed to have sharply curtailed (if not eradicated) nyfitsanthropy on the island.

Hobogoblin legends tell of the first and greatest of the landfill kingdoms, Wastenot, a scrap Atlantis now sunk beneath the brackish waters of Lake Zathogua. Hubris of the swells in Wastenot led to neglect of due tribute to the beast of the lake, and all of Wastenot’s “grandeur” was pulled down by pale and vengeful tentacles in a single night.