Friday, March 6, 2026

Dungeons & Baubles


The Revenger Trilogy is a series of science fiction novels by Alastair Reynolds. In a future millions of years hence, there is a spacefaring civilization amid ancient habitats that form a Dyson Swarm around the sun. Sisters Adrana and Arafura Ness flee their stifling life of wealth to become "bone readers" aboard a solar sail privateer searching for ancient, technological artifacts. 

Things don't go simply easily, as their ship falls prey to the infamous pirate, Bosa Sennen. From that encounter, the sisters are propelled into danger and more adventure than they ever wanted, and ultimately, the deep mysteries of their civilization.

The books are highly enjoyable in their own right, and the world would make a great rpg setting, but beyond that, I think that, in part, they are excellent inspiration for dungeoncrawling sort of adventure in any setting.

Working Class Treasure Hunters

The "dying in holes in the ground" aspect of low-level D&D beloved by old school play is poorly represented in the fiction of Appendix N, but the Revenger series very much portrays this sort of thing. Privateer crews are typically hard luck folks with scars, missing limbs, and stories of former comrades lost in the pursuit of that elusive big score. Such crewmembers have specialties: readers, openers, appraisers, to be efficient in the unglamorous work of seeking out treasures. These treasures are often strange--not as strange as things brought from the Zone in Roadside Picnic--but things that the current civilization can't make nor sometimes even guess their intended purpose. In these novels, these items often function as low level, utilitarian magic items.

Dungeon Lore

Having good intelligence on Baubles is a crucial part of "cracking" them. Baubles are surrounded by force fields that only open at certain times and openers rely on information from other privateers and their own readings and calculations to augur the time and duration of openings. Acquired maps are also essential for efficient and profitable "delves." Baubles have colorful names like His Foulness, the Cuckoo, Wedza's Eye, and the Yellow Jester, and their own internal arrangements and hazards.

Creative Uses

I mentioned before items brought out of Baubles, well their are obvious things of value like quoins (their unit of money), robots, or energy weapons, but also things that can be used less obviously in the privateers life. Bosa Sennen's dread ship has near invisible black sails made from catch cloth found in Baubles: a material that responds to some unknown and otherwise undetected emanation of the sun. Privateers prize even small peices of look stone, a strange glass-like substance that when peered through allows the ability to see through solid object. 

The Revenger series presents, in part, professional treasure hunters focused on resource-oriented and practical aspects of their trade. There are few "monsters" presented--just the pirates and one other threat I won't give away. The dangers are traps or merely hazardous aspects of the environment.  These aspects make more solid inspirations for elements of D&D that don't usually get much of a showcase in fiction.

Wednesday, March 4, 2026

Wednesday Comics: DC, June 1985 (week 1)

My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of March 7, 1985. 


Best of DC #61: I haven't reviewed these digests since the earliest days of this blog series, but since I have mentioned this issue many times and how great I thought it was in my childhood (and I still do), I thought I should note it. If you only wanted to read one anthology of late pre-Crisis DC material to judge what it had to offer, this would be the one. We've got "Anatomy Lesson" from Swamp Thing, "Who is Donna Troy?" from New Teen Titans, "Guess What's Coming to Dinner?"from Legion of Super-Heroes, and "Final Duties" from Green Lantern, then lesser, but still notable stories: "Babe's Story" from Atari Force, "Killers Also Smile" from Sgt. Rock, "Viva Nebiros" from Blue Devil, and "If Superman Didn't Exist..." from Action Comics.


Crisis on Infinite Earths #3: I bought this issue off the stands as well. We get introduced to Alexander Luthor, last survivor of Earth-Three and an adolescent now composed of both matter and antimatter. He's in the care of the Monitor. Harbinger, meanwhile, is preparing for her betrayal.

Flash is somehow in the future (his series will get around to this, I'm sure!) and to escape a wall of antimatter, begins vibrating his molecules back in time--which again leads to us seeing him giving a desperate warning to Batman and the Outsiders and the Teen Titans in the 20th Century, as they try to save people from the antimatter wave in New York. Also in the present, though out in space, Brainiac becomes concerned about events and decides to seek out Lex Luthor.

In Markovia in 1944, the Monitor's chosen, Blue Beetle, Dr. Polaris, and Geo-Force, wind up fighting alongside a who's who of DC's war comics characters: Sgt. Rock and Easy, Stuart's Raiders, and the Losers. Those last wind up losing their lives to shadow demons.

Cyborg, Green Lantern, Psimon and Firebrand arrive in Texas in 1879. They meet up with several Western heroes including, Nighthawk, Scalphunter, Bat Lash, Johnny Thunder and Jonah Hex. The two disparate groups join forces and fight the shadow demons. Either what happens isn't clear or I missed something, but somehow Nighthawk winds up in a separate place from the group and is taken by the antimatter wave riding towards a town.

Other heroes fall: Psycho Kid is taken by the wave in the 30th Century. In Earth-AD, Solovar succumbs to his injuries suffered last issue. We're only 3 issues in and things are looking bad for the heroes!


Atari Force #18: Baron and Bareto/Villagran open with Tempest escaping from detention on New Earth, but he spends much of the issue lost in weirder corners of the multiverse until Dart is able to guide him to Scanner One. Scanner One has to get back home because supplies are running low, but the navigational path is a treacherous one. Dart, based on her vision, volunteers Blackjak for the task, and ultimately, Martin relents. Blackjak's new eye makes it an all but impossible task, but the Tazlings restore his mechanical one in time for him to get them to safety.

In the Hukka backup by Manak and Rogers/Delbeato, Young Christopher Champion takes Hukka with shopping with him to buy some action figures, but Hukka stays behind and the store closes. He gets chased by the security patrol dog. Christopher, realizing his pet is missing, uses his phasing powers to rescue the critter.


DC Comics Presents #82: Bates's story here is pretty good but elevated by Janson's art. Alanna is having recurrent nightmares and when she begins to mumble in Kryptonian, Adam Strange calls in Superman. It turns out Alanna is possessed by a Kryptonian demoness called Zazura, who is out to destroy Rann. When they figure out her presence on Rann is due to it passing through the area of space where Krypton was when it was destroyed 30 years ago, they are able to use a crystal harvested from Krypton's dust to weaken and destroy her. Superman also gets a chance to commune with other spirits of his lost homeworld, those of its people.


Fury of Firestorm #3: This issue isn't Kayanan's or Kupperberg's best interior art, though the cover is nice. Perhaps it was rushed? Storywise, Conway picks up where last issue left off, with Firestorm having been left for dead, Stein silent, apparently unconscious, and the Killer Frost/Plastique team headed for Niagara Falls. Firestorm pursues them, and luckily, he's helped in this second round by Firehawk. He takes down Plastique while Firehawk deals with Killer Frost. Later, Ronnie visits Stein in the hospital as he recovers from a concussion. Though he will miss him when the Professor moves to Pittsburgh, he now feels better able to go on without him--but when Doreen mentions college to him, Ronnie begins thinking that they can both go to school in Pittsburgh!


Jonni Thunder #3: Turns out Red Nails isn't just an exotic entertainer and club owner, she's also very much in the know regarding the statue and apparently able to put together an electrical super-weapon to threaten the city, cribbed from Tesla's notes! Jonni and Harrison Trump have to make common cause to escape Red and her Glamazons (that's what they're called!), then thwart her super-weapon. In between all that, 'Slim' Chance makes yet another attempt to steal the Thunderbolt statue.


Justice League of America #238: In the beginning of the issue, Conway and Hoberg/Patton address the continuity problems created by Superman, Wonder Woman, and Flash being away for "weeks" while the old JLA was disbanded and a new one formed, all while having ongoing adventures in their own titles--and Flash even being on trial. The solution: "Crisis did it," which may make this the first appearance of that explanation that will get used quite a bit in years to come. The issue ends with the 3 going back in time via Flash's treadmill to not "create a paradox."

That out of the way, we get down to Vixen having her final confrontation with her uncle. He kidnaps Mother Windom to provoke her, and Aquaman seems to use his telepathy to briefly stop her from going after him, but Martian Manhunter intervenes and reproves him for his coercive tactics. Maksai dies as a result of his actions, and Vixen's father is avenged.


Shadow War of Hawkman #2: The editorial notes in place of a letter column in this issue make clear that Isabella is engaged in sort of Thomas-like retcon and streamlining of the Hawk mythos, which I suppose makes this the first in an almost continuous history of such from the mid-80s on. In the main story, the Shadow War continues with the murder of a mutant who is just practicing with his flight powers. In Midway City, Katar Hol prepares to go after the attackers. He tracks them to their cave hideout and meets their leader Fell Andar. He first has the upper hand, but they manage to capture him when he is shocked by his discovery that they are Thanagarians.


Tales of the Teen Titans #54: Buckler does interior pencils here, though Barreto proves the cover. The trial of the Flash uh, Terminator continues, and it isn't going well, because in the New York state of the DCU if they don't have an admitted super-criminal super-soldier with links to a terrorist organization beyond a reasonable doubt on a murder wrap, they've just gotta let him go! So decides Judge Adrian (Vigilante) Chase. Anyway, Slade is helped in escaping justice by the mysterious impersonator who creates doubt that he is in fact the Terminator. This turns out to be Gar Logan using Mento's helmet to project an image. He wants Slade free to he can seek his own justice. Meanwhile, Azrael pines for Lilith and Lilith wonders about his past. This stuff might build tension if it all hadn't been explored in the past couple of issues of the sister title.


Vigilante #18: After painting Linnaker as a relentless killer last issue, Moore and Biakie move to at least humanize him a bit by revealing his thoughts in a letter he wrote to his daughter from prison. As he searches for a way to get out of town with a terrified Jodie, Fever and Vigilante keep up their uneasy partnership to try to track the two down. In the end, Vigilante and Linnaker engage in a brutal fight, but Jodie grabs a gun and shoots Vigilante, not her father. Fever runs over Linnaker with a car, however, and keeps on doing it until he's definitely dead. Jodie in horror starts to shoot her, but Vigilante takes the gun. In the aftermath, Vigilante is trouble by all of this, and by what he read in Linnaker's unsent letter, including attacks on the hyprocrisy of society and the nature of judgement. 

Monday, March 2, 2026

A New World


With our Land of Azurth campaign nearing its conclusion, I've been thinking about what might come after. Or more truthfully, I've thought of several things that could come after in the last few months as I've felt the end was nigh.

Currently, I've been considering a variation on an idea I've had before: a high adventure occasionally dungeoneering fantasy world inspired by Japanese Standard (Western) Fantasy. Magitech will plan a big role in the setting, and there will be a loose approach to anachronism (even looser than standard D&D settings). This sort of setting will also support the expansive "ancestries" available these days in 5e and high action combat.

The incursion of "demons" (more like the broader D&Dism of fiends than the specifically chaotic evil variety) in service of a Demon King that will reside in the dark side of the physical world rather than a separate plane. I think the world will be shape like an inverted bowl with the demon world being within the concave surface. The "rim" will be the Terminator, a region that never sees more of the sun than twilight and holds numerous lonely fortifications to watch for demonic incursion.

To the extent that it will be variant from standard D&D, I don't worry much about my players accepting it. They've been playing in Azurth for over a decade so that shouldn't be a problem! I do want it to be distinct from Azurth though to provide a somewhat different experience.

Friday, February 27, 2026

In the Shadows


In the Latter Ages of Earth, it is known that the scientist mages of more lucent eras spoke of an invisible, co-existing realm. Scholars know this as the Plane of Shadow. It is long been rumored that there are artifacts allowing minds or shadows to be translated into this shadow realm. These legendary artifacts are known as black mirrors. 

The Plane of Shadow is no ethereal realm, but a place of matter as solid as any, but it remains aloof and invisible. It only interaction is with gravity, so that there might well be whole ecologies of this shadow matter upon the Earth unknown to the mundane world. 

If the black mirrors truly exist, it implies that there is or once was, a civilization or entity on the other side capable of constructing some sort of form for a mind passing through. If such a Shadow or intelligence civilization exists, they could well have some means of sending agents into the world of mundane matter as well.

Wednesday, February 25, 2026

Wednesday Comics: DC, May 1985 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics on sale on February 28, 1985.


World's Finest Comics #313: Cavalieri and Woch/Alcala aren't done with the Network yet. A member, Cathode, has assembled a stylishly dressed gang of henchmen all her own and has been causing blackouts in Gotham to extort the cash-strapped city. They also delve into kidnapping, picking up an acquaintance of Bruce Wayne's and holding her for ransom. Batman rescues her, while Superman becomes a living battery to restart the power plant. The two plots converge, and Cathode attempts to steal the electrical energy from Superman, but it doesn't end well for her.


Action Comics #567: The cover by Broderick/Ordway gives is the modern version of those deceptive teaser covers of the late Silver/early Bronze Ages. In the main story, Rozakis and Schaffenberger/Hunt bring back Yellow Peri for a "humorous" story that again feels like an inventory piece existing outside of current continuity.  Lois and Clark pose as a couple looking to buy a vacation home in the Poconos to expose a scam artist who happens to be Yellow Peri's ne'er-do-well husband, Alvin. He pressures her to use her magic to help him, and it of course backfires making Clark reveal his identity and propose to Lois, and Alvin reveal his true nature. Superman manages to put things right, causing everyone to lose their memories. He hides Yellow Peri's spellbook, but the implication is she will find it and return. She doesn't in the pre-Crisis universe (outside of Who's Who), and she won't appear at all until a bit part in 52.

In the second story by Wolff and Saviuk/Jensen, a blind man who has developed a means for tracking Superman becomes the target for a hood who wants to use his data to expose Superman's secret identity. Superman and the inventor thwart the criminal, and Superman introduces him to the League of Superman Watchers, which the story treats like it's a bit of Superman lore, but the internet suggests this issue is its first and only appearance.


Arion Lord of Atlantis #31: Kupperberg and Duursema bring us part 2 of "The Magic Odyssey." After Arion discovers that the crystals used to contact his father's spirit have been turned to dust somehow, he and Chian take Wyynde to Hoshan, where Chian was raised and trained, to find help from her old teacher Yoshiro in getting Arion's magic back and healing Wyynde. 

But Chian's former lover Tomokata is in league with some shadowy evil and plots against Arion in an effort to get Chian back. After Tomokata tampers with Arion's gemstone, the mage appears to have regained his power, but it's all part of an evil plan.


All-Star Squadron #44: Thomas and Jones/Marcos began revealing more on the origin of Liberty Belle. She and Johnny Quick head to Philadelphia to meet Belle’s friend Tom Revere. They ambushed by Baron Blitzkrieg and his new henchman Zyklon, a speedster rivalling Johnny. Blitzkrieg kills Revere and Zyklon defeats Johnny, then they escape with the actual Liberty Bell. Liberty Belle (the superheroine) mourning Revere's death and feeling responsible, vows to give up her super-hero identity.


Detective Comics #550: Moench and Broderick/Smith deliver a sort of story that is really more about the criminal than Batman himself. It reminds me a bit of a similar sort of story Moench did in his run on Moon Knight. Joey Redwine has just killed a nun in a robbery, and as Batman chases him, he recalls the events of his abusive childhood and troubled life that led to this point. Spurning Batman's attempts to bring him in unharmed, he falls from a rooftop straight into Hell to be tormented alongside his father.

Moore and Janson concluded their Green Arrow/Black Canary story. The criminal with the bow and arrow puts a shot into Black Canary sending her to the hospital. Confusing his lucky cheap shot for skill, he sees this as confirmation that the superhero game is all kayfabe and the heroes aren't that tough. When Green Arrow answers his challenge to a one-one-one contest, he finds out how wrong he is. After taking the chump in, Ollie visited Black Canary in the hospital.


Spanner's Galaxy #6: Cuti and Mandrake conclude the series. Spanner and Gadj are rescued from their tiny prison world and taken to Kabor, only to have Spanner sentenced to wear a metallic Narconium Mask that doesn't interfere with his life other than keeping him from castling. Together with a sympathetic investigator he solves the mystery of what Baka was after all this time: There's a scientist that needed the jewel from the shek Spanner was given to power a device that could be used as a super-weapon. Baka shows up, kills the scientist and duels Spanner. Spanner wins, of course, but Baka escapes, and the law wants him to chase Baka now. This whole series seems like a misfire. None of the "done in one" issues particularly built to the ending in any way.


Sun Devils #11: The Sun Devils confront Anomie, and she reveals how collaborating with the sauroids was the only way to escape the camps her conquered people were put into. The other Sun Devils seem quick to forgive, but Rik is angry, being more personally betrayed. Draken has heard Anomie's confession over an open comm and comes to kill Rik at last, but Rik is waiting--though alone for some reason. He and Draken have an epic and brutal fight that lasts most of the issue, but final Rik is victorious. Meanwhile, a Centaurian has chosen to go against his leadership and warn Earth of impending attack.


Tales of the Legion #323: Levitz/Newell and Jurgens/Kesel sort of conclude their Trekian story.  Dawnstar and Brainy are reunited, but before they can get to the bottom of the mystery of this planet, they and their allies are captured. All but Jhodan are sentenced to death while the latter seems to recount his previous heterodox beliefs, though. In the end, he makes an appeal that saves them, but the Legionnaires must leave the planet. Meanwhile, Dev-Em gets made in his undercover mission and captured by the Dark Circle.

The lack of any significant revelation in the ending of this story cements it as a lackluster installment, particularly when coupled with Dawnstar's lovestruck pacificity in regard to Jhodan that makes her seem almost mind controlled in some way. Perhaps we'll get back to this world, eventually. We are told a science mission is dispatched, and Brainiac 5 wants to be involved, but I don't know why they couldn't have just resolved it here.


V #4: Smith takes over for Infantino on pencils. No slight necessarily on any of the creators, but this is the title I find to be the biggest slog every month. Mainly, that's because it's written has if you are familiar with the characters and situations of a TV show I haven't watched in 30 years and didn't watch that closely at the time. So here we get the (I believe) former criminals turned resistance fighters Ham and Chris confronting Nathan Bates, a wealthy human collaborator, who he reveals that he's being forced to cooperate because they have his son Kyle and Elizabeth "the Star-Child," which means something to them. Meanwhile, Mike's crew gets involved with a charismatic proponent of negotiating with the Visitors (based heavily on Carl Sagan) who may be secretly plotting a more violent solution.


Wonder Woman #325: Mishkin and Heck conclude their odd, alien invasion story. Once our heroes convince the Soviet soldiers of the alien threat, the Atomic Knight and a Russian soldier search for a bomb in the Kremlin inadvertent left by the Gremlins that could destroy the Earth's atmosphere. Meanwhile, Wonder Woman, Steve Trevor, Glitch and a group of kids that got on board the alien ship work to overcome the Ytirflirks and destroy the bomb's trigger mechanism on the spacecraft.

While all this is going on, seeds of dissent are being sown on Paradise Island.

Monday, February 23, 2026

In the Light of the Black Sun


Our Land of Azurth 5e game continued last night with the party first dealing with an odd bird creature in the strange subterranean prison where they went seeking the Shadow of the Wizard of Azurth. He told them where they might find a page from the Book of Doors that would lead to the Wizard's sanctum. The Shadow told them, that is. The bird just belched a black cloud at Erekose that left him wounded and confused then ran off. The party chose not to give chase.

They asked the guards where they might find the bridge the Shadows told them about. The Mole guards were surprised to see them still alive, but they told them how to find the bridge, though they warned them (so far as they knew) it was a bridge to oblivion. On the way, they met another chatty ghost trapped in a jar (this one they didn't let out) who seemed to confirm the bridge led nowhere.

They moved ahead, and soon they were crossing a ghostly but sturdy enough bridge into a magical darkness that was almost tangible. It always seemed to hang before then like the surface of a draining liquid. Eventually the bridge became a stone tunnel, and the tunnel gradually became vertical rather than horizontal. But then there was a light at the end. They stopped at a couple of places to reconsider their life choices, but in the end moved on.

They climbed toward the light and emerged through a well made from paper (collapsing it as they did) into a paper town. The buildings began to collapse, folding up around them, as did the various flat, cut-out people they saw. 

They were approached by a cut out of a redheaded girl in a crown. She said she was Princess Seven, ruler of Paper Town, and she had been expecting them, "the heroes." She related the story about how the girl whose shadow she was had been given the Paper Town by a wandering minstrel on her birthday long ago. The minstrel had told her that someday heroes would come seeking a page from the book, and she must give them the town if the world was to be saved.

By now, the town had folded, shrank, and lost its color until it was a blank page. The Princess picked it up in her flat hand and gave it to Waylon. The party asked what would happen to her. She said she would go now to be reunited with the princess whose shadow she was, who had grown into a queen and died a long time ago. With than, the color faded from her, and she drifted to the ground, a paper cutout in the shape of the shadow of a seven-year-old girl.

The party broke the magic gems they had been given to return to the headquarters of the princesses. They found only one gnome guarding the equipment. He was surprised to see them as it had been weeks since they went on their mission. They were presumed to have failed, and the princesses and the amassed armies began the assault on the Sapphire City.

Realizing there was no time to lose, the party affixed the book page to a wall, then passed through the door into the outer sanctum of the Wizard in the Sapphire Castle. Crossing the circular room to the grand doors on the other side down a cerulean carpet, they were attacked by a mass of shadows from several other doors. Surrounded, the party fought through the minions surprisingly quickly (the shadows only rolled one to-hit roll in the double digits!), then listened at the door. Nothing.

Opening it, they found the Wizard on the other side, but he was not as they expected. He was desiccated and insensate upon his throne, energy draining from his body into the black, darkly glowing miniature sun that hung menacingly above his head. 

Before they could do anything, a thick column of smoke-like shadow emerged from the orb, forming into an immense snake-like form with a human face. It spoke in a like the grind of heavy stone: "I am the worm that gnaws at the corpse of time. A cancer in the heart of existence. I have come to bring an ending to this world!"

Friday, February 20, 2026

Dungeon Innovations

Tsutomu Nihei
The following suggestions for dungeon adventure rpgs may not be entirely novel, but they certainly aren't common in published rpg dungeons, and I feel like they have potential.

Master of the Dungeon

Rpg dungeons sometimes have bosses, but mostly they seem to sit and wait for dungeoneers to get to them. In other media, they sometimes take a more active role taunting the protagonists or bedeviling them in various ways before the ultimate conflict. While this might become tedious, I feel like when used judiciously, it could be an interesting change of pace.

Time Trial

Despite the emphasis on resource management in some dungeon games, I don't think I've seen a dungeon that opened and close on a certain schedule. This is the case in all the "bauble"-based vaults in Reynolds Revenger series and forecasting the opens and how long they will last is an important job for looters. The anime adaptation of I Left My A-Rank Party... also has some dungeons for which time is a factor, as I recall.

A dungeon with strict time limits, in addition to adding pressure to move quickly, would also force characters to have some strategy about what they explore and loot. Do you try for the big-ticket items immediately or focus on quick exits with lower value items?

A Team Sport

While adventuring guilds aren't ubiquitous in settings, they're an established element. What I don't think I have seen in a rpg setting, though, is competing guilds or organizations (larger than individual parties). Inspiration could be found in the chariot racing factions (demes) of Byzantium or Roman collegia.