Thursday, October 28, 2021

Encounter with the Cyan Sorceress


Our Land of Azurth 5e game continued on September 16 and again last Sunday. The party passed through the door opened by the sleep walkers and into an older structure. Just beyond the door, they encountered an animal like a great cat with a ball of energy for a head. The party fought with it, and though it had some unusual powers, put it down reasonably quickly.

They moved into a larger passage where a humming sound presaged the passing of something at high speed. During the rest of the time in this central tunnel the thing periodically passed at unpredictable intervals. They had to be careful and stay out of its way.

Crossing the dangerous "highway" they came into a room full of strange, junk machinery--and another (or perhaps the same) energy-headed cat. They fought it again, and realized finally it would stay did until they shocked it with lightning. 

More weird rooms followed that one. There were several with sarcophagi where beings seemed to be in various states of growth around old bones. Dagmar touched the semi-solid green stuff in a vat and got sucked in and would have drowned, had they not pulled themselves out. A strange, cybernetic undead attacked them, but they stopped it with the first of the trinkets they had managed to figure out how to use.



Eventually they came to a room where some of the hapless, captured townsfolk were being turned into more such creatures. When they moved to free them, the Cyan Sorceress appeared. She revealed that she was one of the Chromic Witches, in the same coven as the Magenta Mage they met back on the Candy Isle. The Sorceress's speech seemed halting, and occasionally she was confused, suggesting to the party she was being controlled by someone. She also mentioned a book as being important which Waylon guessed (rightly) was the Wondrous Wizard of Azurth. The group tried to apprehend her, but she teleported away.

Wednesday, October 27, 2021

Wednesday Comics: DC, January 1981 (wk 2, pt 2)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around October 23, 1980. 


Legion of Super-Heroes #271: continues the story of the last two issues. Light Lass learns the secret of the Dark Man, who is clone made from part of Tharok's irradiated brain (and apparently all evil). The various Legionnaires manage to escape from their confinement and make common cause with the Fatal Five who have decided the Dark Man doesn't have their best interests at heart. Blok (late of the Super-Assassins) gets to prove his worth to the Legion, but it all comes down to Tharok versus the Dark Man, which appears to lead to mutual annihilation.  Conway's and Janes' story is inferior in craft to the sort of stuff going on over in the X-Men at this time (and probably Teen Titans) but it's a solid story that only suffers for perhaps being a little drawn out.


Mystery in Space #115: None of these stories are particularly interesting except for some of the artists brought to bear. "Certified Safe" has got Bolland drawing Drake's story of a hotshot, space opera general whose overconfidence is his undoing when he's killed by a weird organism on a routine scout mission. Still, his political opponents meet the same fate. Denys Cowan is artist for a humorous tale by Allikas which has contestants vying to be delegates to a convention on Planet Rxaxx, only to discover it's our viruses they consider kindred intellects, not humans. La Rocque and Sech collaborate on a space opera yarn where a couple both sacrifice themselves thinking the other can then get to earth and warn of an alien invasion. This causes the aliens to change their plans of conquest because of the human power of love. 

The other two stories have artists from an older generation. Barr and Tuska give us a story of a spacefaring Noah contending with a AI gone mad. In "The Planet of Loathing" by Utley and Ditko, aliens contact one human to offer to help earth enter a new Golden Age only to be rebuffed. They unknowingly contacted a hardened criminal on deathrow.



New Adventures of Superboy #13: This is not usually one of my favorite titles in the DC catalog and this story isn't anything special--but the ending had a twist I wasn't expecting. This sort of continues from last issues story, with Clark acting extra cowardly to convince everyone he isn't a hero, which makes Clark seem really masochistic, but okay. On a plane ride to Coast City, he meets a young man named Harold who impresses Clark by seeming without fear no matter what happens. He and Clark become friends and later on the beach, he helps Clark out against some bullies. Clark as Superboy soon  soon returns the favor when Harold gets in over his head with some criminals. At the end of the story, we find out Harold's (or Hal's) last name is Jordan, and he will one day become Green Lantern. Well played, Bates and Schaffenberger! Other interesting continuity tidbits: comments regarding the distance from Smallville to Coast City puts Smallville in the Eastern Time zone and suggests it must not be too far from the coast, so it isn't in Kansas at this point. The story also mentions the Beach Boys as if they are new, so it must be set in the early to mid-60s.


Sgt. Rock #348: The lead story by Kanigher, Ayers and Randall has Zack, former bazooka man for Easy, preparing to head home because he lost his left arm. Zack doesn't go home though, instead following Easy into battle, and helping Rock out one last time before leaving him in the hands of his replacements, Short and Long Round. Jan Duursema pencils the next story about the depravity of the Roman gladiatorial games under Nero. Kanigher seems to like these historical asides. "Runaway" has really amateurish looking, apparently early, art by Ron Randall. It's a nasty tale of deserting British soldiers in World War I who disguise themselves with cowhides and escape the Germans only to die in a grisly mishap in an abattoir. The last story is a "Men of Easy" feature focusing on 4-Eyes and what happens the day he breaks his glasses. Spoilers: he still makes the shot.


Super Friends #40: Bridwell and Fradon introduce the Monocle, who has the power to fool any sense, and pretty much makes fools of the Super Friends until they lure him into a trap by pretending Wonder Woman is getting arrested for one of his crimes. Then the Wonder Twins take him down. The backup story is about Jack O' Lantern of the Global Guardians and features a leprechaun and a piece of the Blarney Stone for really concentrated Irishness.


Unexpected #206: The cover story is a Johnny Peril tale by Barr with appealing, sort of cartoony art by Sparling and Patterson. A robot appears to acting as a brutal vigilante. Johnny traces the robots to a factory and discovers the killer robot is the prototype for an assassin (and really more a vehicle or powered armor, but whatever). The creator, Dr. Haskell, powers the robot with a star-shaped talisman given him by a mysterious benefactors--who then apparently kill him for revealing their secret. More on this mysterious group is promised next issue.

Drake, Nicholas, and Demulder open the issue with a businessman wanting to wise up the liberal, vegetarian, animal-loving son of his old mentor. He drops him on an island with a gun where he believes he'll be forced to kill a rabid wolf and give up his beliefs. He returns to find the young man does now have a taste for meat--human meat! He's become a werewolf. "The Iron Beast" by Utley and Garcia is a bit like Bradbury's "There Will Come Soft Rains" except the machine looking for commands from humanity is a futuristic tank. 


Warlord #41: 
Read more about it here.  We also get more of a "Tale of Wizard World."

Monday, October 25, 2021

Seven Years in Azurth

 


We played the 7th anniversary game of our 5e campaign last night, having had the inaugural session in the Land of Azurth on October 19, 2014. It hasn't been as many sessions as the time might suggest; we only played once a month over much of that time, though the pandemic and a switch to telegaming led to an increased frequency. Still, it's the longest myself or any of my players have continued a game.

We've lost no characters to misadventure, and only one player has left the game over that time period: the teenage daughter of two of the other players who decided she had been things to do than game with middle-aged folks. 

I can't say my eye hasn't wandered to other games over that time. It has probably helped the longevity that we were able to squeeze in Star Trek Adventures in the pandemic, and I'm able to play some other games with another group. Still, I think the inertia of doing this game for so long actually helps carry it forward. It's much easier to quit something you haven't invested as much in.

I don't think we've plumbed the depths of the setting, yet. There's still a lot more the group could get up too.

Sunday, October 24, 2021

Vancian Talislanta


I've again been pondering running Talislanta in Pelgrane Press' Dying Earth rpg. Why this particular ruleset, which just happens to be based on the work of an author who was a big influence on Talislanta (particularly when there's another Dying Earth game on the way, after all)? Well, attempting to emulate its source material, it discourages combat and killing and encourages social interaction and trickery. While this isn't the only way to approach Talislanta, it is certainly a reasonable way to do it, and one supported by the example of the picaresque travels of Tamerlin through the land in The Chronicles of Talislanta.

Also, take a look at the key ingredients of a Dying Earth adventure the GM advice identifies:

  • Odd Customs
  • Crafty Swindles
  • Heated Protests and Presumptuous Claims
  • Casual Cruelty
  • Weird Magic
  • Strange Vistas
  • Ruined Wonders
  • Exotic Food
  • Foppish Apparel

I don't think all of those are essential for a good Talislanta adventure but Odd Customs, Weird Magic, Strange Vistas, and Ruined Wonders seem to me to be--and none of the others seems at all out of place.

The base level of the Dying Earth rpg is the "Cugel level" which seems to recreate the adventures of the knavish Cugel (hence the Crafty Swindles and Presumptuous Claims). The next level is that of Turjun (of Miir) and the earliest Dying Earth tales, which are a bit more standard Sword & Sorcery.  Turjun level protagonists are more competent and at least sometimes more moral, so the key adventure elements change somewhat:


Talislanta certainly leans "Turjun level" (with many an archetype based around combat), but I don't think it needs to abandon the swindles and verbal interplay of the Cugel level. My personal conception of Talislanta is that it would be best served by analogy to a Vance work that was written between the time of the early Dying Earth stories and the later ones (though Cugel's first appearance does predate it) and that's the planetary romance of the Planet of Adventure series. Tschai presents a sort of Turjun-level-esque hero, Adam Reith, in terms of competence--but he's less bloodthirsty than some other Turjun-level types--who is forced to deal with with verbose grifters at every turn and maneuver through oddball cultures.

Conceptual grounding aside, the ease of adaptation is always an issue with something like this. Completely remaking Talislanta in the Dying Earth system would daunting, even though Dying Earth is not terribly crunchy. I think though a complete adaptation might not be necessary; there may be a way to meld the sort of traditional Talislanta system with the DE mechanics, but I have only started thinking on this. Perhaps more on that in a later post.

Friday, October 22, 2021

Minaria: Muetar

 

Muetar is the largest kingdom of Minaria in land area and possessed of the largest army. Its rulers are the descendants of the Mueta horse lords who first harried the city-states of the Land of the Great Rivers, then were its foederates, until a chieftain general Oyaro (Old Meuta: Hoyaru), forced the Princes of Methluma to give him the title of Supreme General or Warlord. The word, as borrowed into the Muetarian tongue, eventually came to mean "emperor." Oyaro's line came to be the de facto rulers of the land in a military dictatorship that developed over generations into the current feudal state.


The Empire's current ruler is Herrott (Kheroth) of the Pirostar (Phiroshtar) Dynasty. sometimes called "Golden Helm" for brightly polished helmet he wears in battle. Herrott was the second son and given command of the elite guard of the Emperor, but ascended to the throne upon the death of his older brother in a riding accident. While his father's rule was occupied with internal struggles, Herrott turns his eyes toward expanding the empire, but he is cautious and not prone to rash action. He is an avid falconer as well as rider and pampers his prize animals.


Atata, his Empress, is descended form the old Oyarostar line. She has little taste for court gossip or petty intrigues and is judged as aloof and perhaps even severe by her ladies in waiting. Like all Muetarian elite she takes part in the rituals of the martial cult of Anshar (who has absorbed much of the folio and importance of the supreme god Taquamenau in the Muetarian ascendance), but supports a policy of religious tolerance in the Empire. She is an advocate for the poor and is said to use her influence to protect the more moderate clerics of Huisinga--this despite the peasant uprising blamed on radical members of the Sankari sect during the reign of Herrott's father, Maasa. 

Atata is also a patron of the arts and has even brought Ponian theater to the court of Muetar.

Thursday, October 21, 2021

Hearing the Owls Hoot in the Day Time

 


Owls Hoot in the Day Time & Other Omens was the title of the 2003 collection of Manly Wade Wellman's John the Balladeer/Silver John stories from Night Shade Books. I have long been a fine of these Appalachian-centered fantasy stories (they were an influence on Weird Adventures). Recently I bought the audiobook of this collection for a work trip. I probably have read these stories in nearly 20 years so it was fun to revisit them and the narrator is just right for the material.

Wednesday, October 20, 2021

Wednesday Comics: DC, January 1980 (wk 2, pt 1)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around October 23, 1980.



Action Comics #515: Wolfman's story here is an interesting alternate history of the sort the X-Men would do a lot in the 80s (in fact, X-Men #141, "Days of Future Past" is out this same week!). We see a world where Vandal Savage is the absolute ruler and Superman is his dedicated enforcer, completely convinced of Savage's beneficence, until undercover rebel agents Lois Lane and Perry White make him see the light. The issue ends with Superman vowing to make Savage pay. It's odd seeing the very Silver Age Curt Swan drawing this sort of "modern" story.

In the Atom backup by Rozakis and Saviuk, an agent of cosmic balance named Mallo (who is drawn so mundanely and specifically, I feel like he has to be a reference to someone but I don't know who) is worried that having an Earth-1 and Earth-2 Atom without the same powers will somehow cause a problematic imbalance. So he switches the Atoms' powers, and Ray Palmer has to go through the issue just being tough and not having shrinking powers. At the end of the issue, Mallo restores Palmer's usual powers and plugs the upcoming "Whatever Happened to the Earth-Two Atom?" feature. This story is logically flawed and a bit silly, but it didn't bore me, which is a win for a backup.



Brave & the Bold #170: Burkett and Aparo bring Batman together with Nemesis, probably to try to build interest in the character who's going to return to the backup feature after this. Nemesis and Batman get to the top of the organization that killed his friend and brainwashed his brother to do the killing. It turns out Head is a guy in an iron lung. Nemesis wants to kill him, but Batman convinces him not to. Still, a dying Nazi scientist does the the job. The story has a nice moment where Batman is examining with professional admiration the quality of one of the masks Nemesis uses as a disguise.


Detective Comics #498: The Conway and Newton/Adkins main story starts out a little confusingly as it is a direct sequel to story from 1979, but they don't tell you that until a few pages in. After his last encounter with Batman, Blockbuster falls into the ocean and is presumed dead.  After washing up on a beach, he walks to Bleak Rock, West Virginia, for some reason where he gets involved in the struggle of miners against a corrupt union boss. Batman has been looking for Blockbuster to show up (perhaps a bit guilty over his death) and flies to West Virginia. He is promptly hit in the back of the head by a goon and thrown into a mine. He's found there by Blockbuster who starts to get enraged and wants to kill him. To be continued!

The backup continues the "Barbara Gordon--Murderer" storyline by Burkett, Delbo and Giella. Commissioner Gordon is back to bail Barbara out of jail and the lawyer she's friendly with agrees to represent her, but she doesn't have much time to clear her name--unless she wants to reveal that she's Batgirl. The prosecution has an invoice signed by her for the poison that killed the Congressman, so Barbara knows her administrative assistant must be in on it. She visits her as Batgirl, and the woman admits the part she played, but she didn't want Barbara to go to jail, only to leverage Commissioner Gordon into letting her brother out of jail. She now knows she was duped. Before Barbara can do anything with this information, thugs bust in, and she in knocked out in the ensuing fight. This continues to be a decent storyline.


Green Lantern #136: There's a lot going on in this Wolfman/Staton yarn. Trying to find out what happened to Carol Ferris, Green Lantern and Tom seek out Bruce Gordon who was at Ferris Aircraft the day of the bombing. Bruce Gordon is Eclipso, though, so a fight breaks out that leads to the collapse of the building. As GL flies to save Tom, he is transported away to a future Earth under siege by the Gordanians. The time jump has left him without his memory. The Space Ranger breaks him out of the hospital to enlist his further aid against the invaders. They manage to find a green lantern in an old weapon cache, so Jordan can recharge. Unfortunately, the Gordanians defeat them all and take them captive. While (well, not really since she's in the past, but you know what I mean) all this is going on, Carol is being hunted Most Dangerous Game-style.

Unsurprisingly, the Adam Strange backup by Sutton and Rodriguez is less interesting than the main feature. There's a sort of planetary Olympics going on on Rann. Strange is competing, but the contests keep getting won by the same stranger in suspicious circumstances. Strange figures out the guy is somehow solar powered and confronts him. It turns out he's a shape-shifted alien who for some reason thinks he will conquer Rann by winning the contest, but when Adam Strange defeats him in one on one combat his species gives up the attempted conquest.


House of Mystery #288: The "cover story" hear is a riff on "The Ones Who Walk Away from Omelas" by DeMatteis and Speigle. A skeleton in a top hat playing a bone flute shows up in an idyllic town once a year to lead away some mentally challenged townsperson. A young man is determined to get his friend back and tracks the Piper to a cave where he is torturing the man he took away. The Piper shows the young hero the River of Souls, where the dark elements of human nature are held--and kept away from the town--so long as they give up one innocent soul a year to be tortured and corrupted by the Piper. Our hero attacks the Piper to free his friend, then the River of Souls is released. The town begins to destroy itself in a frenzy of concentrated badness. Our hero's uncle joins him and the former victim in leaving town. He explains as they go that he had once confronted the Piper over the hero's father but had been too frightened to do anything after seeing the River.

The other stories aren't as good. Barr and Jodloman deliver a short story about a big game hunter shooting a guide in an argument over shooting an endanger wolf, but then it turns out the guide is a werewolf. "Blood in Sand" is a weird story by Gwyon and Redondo about a young matador who wants to win enough to pay the rent on his mother's grave, but his girl's unhappy with the dangerousness of his chosen profession. She's also being pursued by the wealth bull breeder. An old wise woman warns the matador that the next bull he fights will not be as normal bulls, but doesn't quite believe her. In the arena though, he realizes his rival's spirit is somehow guiding the bull. He manages to kill it but dies in the process. No one pays the rent on his mom's grave or his grave, Cain helpfully informs us. The last story by Kanigher and Cruz  is a tale of doomed love and jealous in an Irish fishing community, and is the sort of bland stuff I expect from Ghosts.


Unknown Solider #247: Haney and Ayers and Tlaloc have the Solider infiltrating the Warsaw Ghetto to get information from a Jewish scientist whose "gas diffusion" work will aid the development of the atomic bomb. The old man is dying, but he will only give up the information if the Soldier takes his granddaughter out of the Ghetto. They are on their way out, but they're captured by Jewish resistance fighters who at first thinks the Soldier is a Nazi spy, but won't let them go even after they find out otherwise, fearing that under torture the girl would give away their hiding place. One of the fighters helps them escape into the sewers for the promise of a lot of money, but a German patrol nabs them. The cowardly fighter turns traitor, but the Solider stuffs a cyanide pill in the guy's mouth! He and the girl get away, hiding in a wagon of corpses being removed from the ghetto. Outside, they are again caught by German troops, but the Soldier fakes a heart attack to grab a soldier's rifle. With help from the resistance fighters on the walls, they kill the squad, and he the girl make good their escape. 

Kanigher and Mandrake follow that up with a tale of ancient Greece. After the Battle of  Thermopylae,  a brave shepherd boy kills a Persian commander. The coda remarks that the Persians are now called Iranians and suggests the possibility that their "fanatical leader" might fall to a single blow from a defiant boy. The last story by Burkett and Ayers/Celardo continues the travails of the "Ruptured Duck" from last issue, where the old, worn out plane keeps somehow saving folks' lives--and still breaking down a lot. Part one seemed kind of pointless and part two definitely was.