Monday, February 12, 2018

Weird Revisited: The Wonderbuss

This post originally appeared in February of 2011. It will show up in a couple more Weird Adventures posts after that...


Magical blunderbuss-type firearms were used by some wealthy Dwergen in their early conquest of the Strange New World. The weapons gave these sorcerously inept folk help against the shamans of the Natives and the thaumaturgists of rival Grand Lludd. Today, these antiques sometimes find their way into the hands of adventurers--in this world, and perhaps others.

Though they were manufactured in a variety of styles, they’re all muzzle-loading weapons with short, large caliber barrels and flared muzzles. They all can fire relatively normal projectiles of appropriate size (provided there is gun powder) , but their real power lies in specially designed spherical ammunition called “shells.” Interestingly, it appears likely that it was the prior existence of these magical shells which spurred the development of the gun, and not the other way around. No one knows who originally designed the shells, nor for what weapon.

Thaumaturgists (with alchemical aid) can manufacture new shells, but the process is tedious and expensive, so they tend to be rare. Sometimes, a supply is found in Ancient ruins or even other planes. The shells are classified by number, which denotes their effect. All shells of the same number historically tend to be of similar appearance, and modern manufacturers have kept with this tradition. Shells don’t not require gunpowder.

Magic Blunderbuss (Wonderbuss)
Dmg: 1d10 or special; Rof: 1/2 ; Range: 50’/100’/300’

Shells: (all spell references per the SRD)
#1: appears to be a lead ball, but too light for its apparently size. +1 weapon; Dmg. 1d12.  These are 80% of all shells found.
#2: brass-appearing. Casts two shadows, one distinct the other shimmering like heat-haze. Leaves a fiery streak when fired. 4d6 fire damage.
#3: appears to be a steel sphere etched with three 7-pointed stars. +2 to hit, 2d8 points of damage.  These are 5% of shells found.
#4: glass, containing a roiling green liquid. On a successful strike creates an Acid Fog as per spell.
#5: glass, faintly glowing and warm like the mantle of a lantern. Acts as the spell Sunburst, though it misfires on a roll of 1-2 on 1d6, and only does 1d10 damage.
#6: smoked glass. Faint moans can be heard within. Target’s soul is imprisoned on sucessful hit as per Magic Jar.
#7: silver and etched with glyphs which seem to shift when its not being watched. 1d10, deals double damage to lycanthropes, and extraplanar beings of evil. These are 5% of shells found.
#8: white, with the look of fine china, cool to the touch. Explodes for 5d6 damage in a 20 ft. radius.  Sleeping near (2 ft.) of one of these shells has a 75% chance of causing a ringing in the ears (leading to a penalty for rolls to detect things by hearing) lasting 1-4 days after removal of the shell from that distance.  Wrapping the shell in cloth will prevent this effect.
#9: appears as a flawless sphere of obsidian. Acts as a Sphere of Annihilation, though it can’t be moved, and exists only for 1 round before winking out.

Some scholars believe that more shell types are yet to be discovered.

Sunday, February 11, 2018

Random Paths from the Crossroad of Worlds


In Incredible Hulk #300, Dr. Strange tried to get read of the menace of the Hulk (who was in one of his brutish menace periods) but banishing him to another dimension. The Hulk ended up at the Crossroad of Worlds in a trippy, Ditko-esque space. Throughout the next 313 issues, he went to a number of weird worlds. The details of these worlds would make interesting places to visit in a fantasy rpg, but the brief, descriptive names given to the them by the folks at the Marvel Universe Appendix are in many ways even better for just getting the creative juices flowing.

Here's the list made into d30 random table (I had to add one to the end to get 30):
  1. Crossroad of Worlds (choose a path, roll again!)
  2. Acid Rain World 
  3. Barren World 
  4. Burning World 
  5. Daniel Decyst's World 
  6. Demon World of the N'Garai 
  7. Desert World
  8. Devil World 
  9. Frozen World 
  10. Furry Blue People World 
  11. Glob World of Floating Things 
  12. Idol World 
  13. Mist World 
  14. Octopod World
  15. Paradise and the City of Death 
  16. Poisoned World of Spine Creatures
  17. Purple Giant World
  18. Quicksand World 
  19. Radiation Monster World 
  20. Robot World 
  21. Sky Shark World 
  22. Swamp World
  23. Toad World 
  24. Vacuum World 
  25. War World 
  26. Underwater World 
  27. Wind World 
  28. Yellow Dwarf World 
  29. Purple World of Exile
  30. Chiming Crystal World

Friday, February 9, 2018

Obscured Vision (Reprise)


In 1918, Alistair Crowley made contact with an entity he called “Lam.” Crowley drew a picture of Lam, and much has been had made of its passing resemblance to the popular image of the “Grey” extraterrestrial, but that vision of Crowley’s also resembles another Vision, the first super-being called by that name in the 1940s. Timely Comics gives us three different origins for this Vision, perhaps revealing three different occasions he made contact with our world. The only one of these that is verified is the assertion that, on at least one occasion, Dr. Enoch Mason’s “Dimension Smasher” brought him to Earth. We suspect this is true, because Dr. Saul Erdel, a one-time colleague of Mason’s, had a similar thing happen when operating a related device some fifteen years later.

With his “Dimension Smasher,” Mason was doing further work in the field pioneered by Tillinghast. Mason seems to have breached a place called “Smoke World” in older texts, which is otherwise known as the Still Zone ( and maybe the Phantom Zone. And/or Immortus’ Limbo). From this realm emerged a Martian from the distant past. A Green Martian, more precisely, a descendant of exiled Skrull Eternals. This Green Martian was a lawman named Roh’Kar.

Roh’Kar’s task was to monitor the White Martin criminal exiles in the Still Zone. He had noticed periodic “soft places” permeable to (from his perspective) future spacetime coordinates, localized to Thu’ulca’andra (Sol III). Roh’Kar, following protocol, made what contact was necessary to shore up the breaches, but did not reveal his true origins. Indeed, he cloaked himself in mysticism and altered his form for purposes of misinformation. (When actively pursuing a criminal decades later, he would be more forthcoming when enlisting the aid of Batman.) He was a lawman through and through, however, and could not resist helping to bring criminals to justice during his visits to earth.

Some accounts suggest Roh’Kar escaped the plague that killed most of his people, but was captured and held captive by the U.S. government.

Obscured Vision


Even allowing for the fact that he is prone to mental instability, Ultron’s plan regarding the Vision seems needlessly complicated and poorly thought out: he creates a super-powered android with uncontrollable human memories and sends him to destroy the Avengers, knowing he probably won’t do it, but instead lead the heroes back to Ultron, so he could destroy them? He never even seems to have considered the sudden betrayal that seems virtually inevitable between artificial beings and their creators (the unstated Finagle’s Law of Robotics), and he of all beings certainly should have! Still, it is quite possible that this plan wasn’t as inane as it seems, and that it wasn’t even Ultron’s.

At one time, it was believed that Vision was constructed from the damaged body of the original, android Human Torch. This origin was cast into doubt later, though Immortus revealed that he had created a temporal duplicate of the Human Torch, which became the Vision. Immortus’ general duplicitousness is enough reason to doubt his word--and in fact, he is lying, for inscrutable reasons of his own. The android body that the Mad Thinker directs Ultron to resembles the Human Torch, but is in fact a creation of the Manhunters.

The Manhunters were the first attempt by the Guardians of the Universe to create a cosmic police force. “Many light years away from possibility of corruption, grey and calm with inflexible authority,” the robotic Manhunters' narrow and pitiless view of justice came to trouble their creators. When the Guardians tried to rein in the Manhunters, the enforcers decided their masters were corrupt, too. The Manhunters' rebellion was put down, but they were never fully eradicated. They went underground, forming the Cult of the Manhunters to infiltrate and subvert other cultures, to build a secret army for their eventual coup attempt against the Guardians.

The Manhunters wanted an agent on the Avengers and Ultron was a convenient dupe. The Mad Thinker was either their agent or another unknowing instrument.

Vision served ably within the Avengers, until contact with another Manhunter agent, the AI ISAAC, led to the activation of his secret programming. The Vision was defeated, but the fact remained he had seized control over the U.S. nuclear arsenal, and SHIELD was taking no changes. Vision was kidnapped and dismantled, and his memories wiped clean.

His teammates on the West Coast Avengers were allowed to retrieved him, but it would be sometime before he regained anything resembling his former personality.

Thursday, February 8, 2018

Incumbents are from Earth, Sivanas are from Venus


In September of 1936, all across America aircraft beginning dropping flyers proclaiming a new candidate for the highest office in the land. At the urging of her father, Beautia Sivana was running for President. Thaddeus Bodog Sivana planned to stage a coup once his daughter was in office. Hers was the most massive, multi-media, write-in campaign this country has ever seen. Her beautiful visage graced the covers of magazines and full page newspaper ads. Her captivating voice could be heard on radio addresses. Women were cool to her candidacy, but men were enthralled. Most men. Boy reporter, Billy Batson, wasn’t fooled one bit. His alter ego, Captain Marvel foiled the Sivanas’ plot and returned mad scientist and would-be president to Venus*, where Beautia would have to content herself with being Empress.

Ultimately, Beautia didn’t share her father’s devotion to evil and in fact pursued a career in social work upon her return to Earth, according to some accounts.

*Or what Sivana said was Venus. It is difficult to square the real planet with its depiction in this record.

Operation Unfathomable is Out


In case you missed it, Operation Unfathomable was released in pdf this week and is (as of this writing) number 1 on rpgnow. I can say that everybody in Hydra was excited to be involved in bringing this adventure out. I personally have played in the con game version, and it was a blast. I'm also honored that my somewhat Scooby-Doo homage logo made the cut and wound up gracing the final product.

The adventure has a great tone, like Shaver Mystery, 50s monster movies, and Jack Kirby Atlas monster comics. Get it now, before the rave reviews start rolling in, so you can have the satisfaction of knowing you got there before the crowd!

Wednesday, February 7, 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)
Art by Don Lawrence; script by Martin Lodewijk

Marduk, the Theocrat of Pandarve, is in a rage because he has been unable to relocate the Anomaly (i.e. Storm). Storm and his companions escaped Marduk's clutches and he hasn't seen them since. His palace staff has suffered his foul mood.

Suddenly, the Pearl of Pandarve begins to turn, meaning one of Marduk's hounds (or sleuth-hounds, as he sometimes says) has located the Anomaly. Sure enough, one of the round screens which are the hounds' vision has Storm in it.

Storm, Ember, and Nomad are in a tavern thousands of miles away. They have just negotiated the sale of Renter's ship, making enough money to buy some new clothes and weapons.

Nomad is bothered by the strange, dog-like creature that keeps staring at them. He pays the blind old beggar who appears to be its master to take the beast away. Meanwhile, another man in the bar has secretly recognized Storm as the Anomaly and plans to warn his men, but keep the anomaly in sight.

Our heroes move out into the street, but the dog (straining at his leash) is still intent on them. he drags his master into a collision with a passing palanquin. It's occupants are dumped on the ground. The rich man responds harshly:


Storm and his friends notice the commotion at the waterside. The hound is paddling for dear life. The beggar is underwater. Storm jumps in to try to save them. He manages to get the dog to safety, but he can't find the beggar's body.

Marduk, watches through the dog's eyes, pleased that his hound was saved. Storm tries to befriend the animal but at that moment Marduk summons the dog back and it runs off.

The three companions continue on their shopping excursion. They buy new clothing and new weapons. Ember worries their clothes look too good; they might attract robbers who think they are rich. Her words seem prophetic when they head down a narrow street to find a group of men blocking their path--and another blocking their retreat!



TO BE CONTINUED