Monday, February 26, 2018

Weird Revisited: The Phantasmagoric Lantern of Kulu Tu

This post originally appeared in March of 2010. Kulu was the name of an NPC created by my cousin, who dungeonmastered my earliest games of D&D.

The exact number of these items in existence is unknown, but it's theorized to be less than seven. Tavern-tales attribute their creation to the infamous Kulu the Illusionist, but these devices are actually the products of an unknown--though no less malign--genius.

These devices appear like any other mundane example of the primitive slide-projectors known as magic lanterns, the only difference being there is no way to change the slide being projected. When activated by placing a candle inside, the device projects strange and unsettling images of distorted, ghost-like figures and beasts. The projected image is larger and more distinct when a magical light-source is used, like a hand of glory, for example.

The image projected is no static scene, but a glimpse of the Negative Material Plane. The longer the device is left on, the thinner the "skin" between worlds becomes until the beings, the phantoms, from that plane are able to enter the Prime Material. When seen in the wan light of the projector the phantoms are ghostly pale, but when they pass out of the projector's cone of light, they become deep, featureless shadow. Their touch drains living things, indeed their very presence can can cause the wilting of nearby plants.

When the phantoms first emerge into the Prime Material, they may be given the name of a single individual. This individual the phantoms will seek out and drain with their life-stealing touch until he is dead. The phantoms are able to travel at great speed, perhaps by traversing between points of mundane shadow, so distance is no obstacle, but it does take time for them to locate the individual (by what ever eldritch means they utilize) and this process seems to take longer for more distant targets.

If they are prevented from getting to the individual, they will continue to try to do so until they are destroyed, or they dissipate. Phantoms drawn forth by light from a normal candle or other mundane light-source can only hold coherent form for twenty-four hours in the Prime Material, and every moment spent in bright sunlight doubles the rate of dissipation. Phantoms drawn forth by a magical light-source in the lantern will last for a week, or perhaps more, depending on the potency of the magic used, but are still just as susceptible to bright sunlight.

The wise user never allows more than three phantoms to emerge before extinguishing the lantern. More than that number, and the phantoms become likely to act more willfully, killing the summoner and anyone else they find rather than heeding a command. If the lantern is left lit and unattended, phantoms will continue to emerge until the light-source burns itself out, and wander out into the world with undirected malevolence.

The lantern can be used to study the beings of the Negative Material Plane, but only if care is taken to limit the length of its usage so that no phantoms emerge.

Sunday, February 25, 2018

Completely Unfathomable Covered

Jason Sholtis and the rest of Hydra are still at work on the various Operation Unfathomable stretch goals. Jason and I have been bandied about cover ideas. Here's the latest (and possibly final, but you never know) for the omnibus Completely Unfathomable based on classic bubblegum card packaging:


Friday, February 23, 2018

Exploration, Hold the Violence

It's a common reframe that old school games are less about killing that later D&D. This idea is supported by an experience system that favors treasure acquisition over killing. Still, the idea of killing something and taking its stuff, or the description of characters as "murderhobos" seems pretty ingrained.

A fair amount of fantasy fiction suggests a different approach. The characters in the short stories that make up Vance's Dying Earth are not adverse to employing violence, but it isn't their first resort, nor are an of them warriors by trade.The number of kills attributable to the protagonists in these stories is pretty low. A number of Clark Ashton Smith stories are similar, as is Lovecraft's Dream-Quest of Unknown Kadath, just to name a few.

I wonder if the sort of adventure found in these stories would be adventurous enough for players accustom to heavy monster slaying? I think it would be interesting to really focus on the exploration and social encounters (and a bit of treasure). It would challenge both players and DMs in a sort of different way. The XP system as currently constituted doesn't necessarily support this (5e has a variant that might, but it's fairly loose), but I think it's worth thinking about.

Thursday, February 22, 2018

The Whisperer


While Police Commissioner James Gordon did not immediately embrace the vigilante known as the Bat-Man, he was quicker to do so than might be expected. It may well have something to do with a secret in Gordon's past.

At the age of thirty-five, before his move to Gotham, James "Wildcat" Gordon became the youngest police commissioner in New York City history. In early 1936, a mysterious and violent crimefighter was prowling the streets--The Whisperer. Gordon's department tried to catch the vigilante, but perhaps not too hard because Gordon was the Whisperer. The pulps continued with fictionalized exploits of the Whisperer long after Gordon had given up that identity and moved to Gotham to avoid scrutiny.

One wonders, on chilly Gotham nights standing next to the Bat-Signal, if James Gordon sometimes missed those days?

Wednesday, February 21, 2018

Wednesday Comics: Storm: The Hounds of Marduk

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 Hounds of Marduk (1985) 
(Dutch: De Honden van Marduk) (part 2)
Art by Don Lawrence; script by Martin Lodewijk

With their way blocked in front and behind, Storm and his companions go to the side--through a bathhouse. Their pursuers plunge in after them, running into the already irate bathers. On the other side of the house, Nomad knocks done one of the wooden support pillars, purposely collapsing the front of the building.

It only buys our heroes a few minutes to make their escape through a sewer grate. Their pursuers note the grate has been disturbed saying the Anomaly has fled downwards into "the gullet." This means certain death!

Meanwhile, in the sewers. Ember is puzzled by the lack of rats. When the walls take on a flesh, pink appearance, Nomad realizes where they must be:


He explains to his friends that some coastal towns connect their sewer systems into the maws of giant, unmoving worms who feed on the cities' effluvia. They have entered such a gullet, if they don't go back, they will be digested in acid. It's already too late. The walls have pinched off behind them.

On the surface, the pursuers realize they can't go into the gullet after the Anomaly. Instead, there leader has the idea to find the sewer-doctor. This veternarian is responsible for the gullet's health. When asked, he reveals they sometimes flush indigestible things from the worm with water from a large sluice. The leader demands orders his men to open the sluice as wide as possible, over the doctor's protests that it might kill the gullet.

Within the gullet, Storm and friends trill cutting their way out to no avail. The water pressure sends gratings flying all over the city, then:


The worm's spasms and the blast of water send our heroes shooting out into the ocean. They barely escape drowning and luckily and picked up by a fisherman.


TO BE CONTINUED

Monday, February 19, 2018

The Unfathomable


Our 5e Land of Azurth game continued last night with the party undertaking a journey to Subazurth and the uncharted region of chaotic, wild magic called "The Unfathomable." This was an adaptation of Jason Sholtis's Operation Unfathomable with a modification of backstory as presented yesterday.

The party journeyed via boat on an underground river from Rivertown in Yanth Country to Troglopolis in Subazurth. From there, they were guided to the entrance to the Unfathomable, separated the Troglopolitan region by a chasm spanned by a tongue bridge from the devil-visaged entrance. The took the admission for stealth and monster-avoidance to heart. They were also, pretty lucky with random encounter rolls.

The crossed the seemingly never-ending googlopede. Everyone but Waylon the Frogling demured from trying the fungal offerings of the mushroom folk, and he got a gray growth that made him decidely less charismatic until it healed. They met a strange, depressed cyclops, who they tried to counsel. Then, Kully the Bard and Shade the Ranger fought three brain-bats, but made quick work of them.


They found a strange floating vessel and soon discovered it belonged to Major Mungo Ursus, a werebear in Her Majesty's Special Bureau. He explained he was here in this alternate future or past to stop Doctor Hugo Zunbar Gorgomza, the self-styled Robot-Master, who planned to utilize the Null-Rod to create a magic-free future where his robots could rule. Ursus planned to destroy the rod so Gorgomza couldn't get his hands on it.

Not entirely trusting of what Princess Viola would do with the Null-Rod, the party agreed to let Ursus destroy it--if he would give them his gamma ray pistol. Ursus agreed, and the he joined the party in going toward the west where his instrument readings had said the rod might be.They found a cave with a minature ice-city, and tiny beings who were worshiping the Null-Rod.


The party stole it. The Major destroyed it with his pistol, then handed the pistol over to the party. He admitted he had permanently set the power setting low so they wouldn't destroy civilization. The party agreed this was probably wise. Then, the werebear left in his saucer, and the party returned to the surface, mission accomplished.

Sunday, February 18, 2018

Operation Subazurth


My 5e Land of Azurth campaign will continue this afternoon and I'm playing on running the Knockspell version of "Operation Unfathomable"(with a few things borrowed from the Hydra version--now on sale!). This will require a few modifications to fit the campaign and will likely have a few more because, why not?

The set up is this: Viola, the Clockwork Princess of Yanth Country, asks the party to help out Indigon XI, Prince of Troglopolis and curator of the Museum of Eldritch Wonders. It seems his ne'er-do-well adventurer of a third son, Hokus, has stolen a device called the Null Rod and he and a group of mercenaries went into a prohibited underground zone, their to wrest new territory for Troglopolis to settle. This area has been prohibited due to its exceeding high levels of chaotic wild magic.

Hokus and his party appear to have been killed, but the Troglopolitans want the Null Rod returned, and Princess Viola (believing they are too incompetent to hold on to it) wants it brought back to the surface.

The bones (and most of the meat) of Jason's adventure will remain intact, because why change it? But many of the monsters and encounters will get an Azurthian veneer--by which I mean a veneer borrowed from cartoon model sheets, Silver Age comic books, and Oz stories.

Should be fun!