Friday, December 24, 2021

Star Trek Endeavour: Uzaveh the Infinite

Back from a hiatus for a couple more episodes, a campaign in Star Trek Adventures... 


Episode 6: "Uzaveh the Infinite"

Player Characters: 
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Engineer 
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Jim as Lt. Ross Gordon, Science Officer
Tug as Dr. Azala Vex, Trill Chief Medical Officer

Supporting Cast:
Julie Cobb as Lt. Perez, Security Officer
Michael Zaslow as Lt. Nesmith, Geologist

Synopsis: Endeavour is surveying the 13th moon o Parjali II as a potential cite for an outpost when they discover a humanoid life sign that shouldn't be there. Investigating, they find a robed figure who appears to be a Rhaandarite and a small hut. The being declares himsef Uzaveh, once worshipped as a god by the primitive Rhaandarites, whose evolution he takes credit for. He offers to further "improve" the Endeavour's crew. Locke and his senior officers are suspicious. Locke particularly recalls what led to the Eugenics Wars, but Perez and Nesmith take Uzaveh up on his offer, and Perez is given superhuman strength, while Nesmith is freed from the need to take medication for a genetic condition.

But the crew is unable to contact their ship and they believe Uzaveh is responsible. Eventually, they confront him, and he reveals his true purpose: he needs to evolve them to transfer his consciousness to a suitable body, and he is wearing out the Rhaandarite he is in. A battle ensues with the enhanced crew under Uzaveh's control. A phaser blast eventually disrupts his energies, causing his body to rapidly decay. The crew who were controlled were freed, and their biologies gradually return to normal.

Commentary: This was a mission brief from Mission Briefs 1: Growing Pains, by Michael Dismuke. It was set during the Enterprise era, but easy enough to adapt to a later one. In the original, Uzaveh had an Andorian body.

Jim joined this game for the first time playing Lt. Gordon:

Thursday, December 23, 2021

Where the Chaos Thing Fell


When the hordes of the Abyss surged toward the very borders of Hell, one of the mightest of that host was only brought down on the plains of Gehenna. Where the great worm fell, it created a gigantic crater, contributing to the broken nature of the plane to this day. It's in this crater that the corpse of the creature remains.

The shadow of its bulk is tangible, like a black, velvet fungus, it moves over time as if chased by a sun that Gehenna does not have. It is not good to touch the shadow, as it will grow on anything until it consumes it. The Ultroloths sacrificed any number of souls and simulacra in their experiments trying to find a way to bend it to their purposes but to no avail.

They found no use for the shadow, but the same can not be said for the carcass. The Yugoloth consider it a goldmine. The crater is held in the highest security; not even their diabolic allies and clients are allowed to visit their mining and rendering facilities. The dissolution of an abyssal monstrosity is not like the decay of some corpse on the Prime Material Plane. Freed of the monster's alien, but dominating sense of self, its flesh slowly sloughs free and becomes all sorts of smaller grotesqueries. The Ultroloth sorcerer-scientists have been ingenious in the applications they have found for these creatures, including using them as a substrate for the generation of new, lesser Yugoloth. The things also found their way into weapons and material for armor. 

The plague caused in Hell by an attempt to use the creatures' ichor as an enhancement for soldiers was, at best, a minor setback.

Wednesday, December 22, 2021

Wednesday Comics: DC, March 1981 (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 December 23, 1980.



Action Comics #517: Conway and Swan/Hunt give us a topical Christmas story (in contrast to the Green Lantern story that states its "1981," ignoring when the comic was actually published). Superman has to leave a Planet office party to help an alien get back a quasi-religious artifact given to his race by a messiah type, which has supposedly been stolen by another species. It turns out the first alien's race had actually stolen it back from the others and are now planning to launch a war of retaliation. Superman has to stop a war between these two factions with long religious enmity--and get back to Earth in time to kiss Lois under the mistletoe.

The Aquaman backup by DeMatteis and Heck reveals that the villain behind the bogus Black Manta (and maybe the Poseidon, too) is Ocean-Master. Aquaman fights with him on a rooftop in a pretty atypical move for these aqua-characters, but Ocean-Master escapes.



Adventure Comics #479: Adventure is back, and it's been turned over completely to Dial H for Hero. This is a reboot of a strip from the late '60s. The conceit of this one is that teens Chris and Vicki discover "dials" (resembling rotary phone dials if you kids remember those), which allow them to transform into a new superhero identity every time they dial H-E-R-O. These stories are by Wolfman and Infantino, but the superhero/villain designs are reader submissions and are credited in the stories. None of the stories are at all memorable, and I refuse to look them up as I have a super-sized issue of Detective to discuss below, but I do recall one of the characters this issue (the villain, Silver Fog), was created by Harlan Ellison, age 46, of Sherman Oaks, CA.



Brave & the Bold #172: Conway and Infantino/Mitchell bring Conway's Firestorm over for a visit. Jason Bard, detective from well, Detective Comics, is here too, and his presence reveals either Infantino or Mitchell or both can't draw a fedora that doesn't look like a travesty. Anyway, Stein and Raymond are having blackouts, and Batman does what any concerned teammate would do, he spies on Firestorm. He discovers that the Nuclear Man is under the control of a sentient nuclear reactor, somehow brought to that state by the accident that created Firestorm. It's now out for world conquest or something. Firestorm's power holds the key to its defeat, though, in a battle of fusion versus fission. Firestorm's able to absorb the probably-lethal dose of radiation Batman took, too.

Nemesis is back in the backup by Burkett and Spiegle. I like Spiegle's art, but I find these just don't hold my interest. This lowkey organized crime fighting is sort of bland. Maybe it would be more appealing not sandwiched at the end of a unremarkable superhero yarn, I don't know.



Detective Comics #500: This is an anniversary issues with a number of creators and at least one story that has gone on to be reprinted elsewhere. Brennert's and Giordano's "To Kill A Legend" is that one. The Phantom Stranger offers Batman (and Robin) a chance to go to another Earth and prevent the death of Wayne's parents on that world. They succeed, and the spoiled, young Bruce Wayne of that world is inspired to to change his life not by the loss of his parents but by the Dynamic Duo's heroic example. On this re-read, what's most interesting to me is the dates this story gives. It sets the death of the Waynes "20 years" before the present on Earth-1--all well and good. But the Phantom Stranger says there was another Bruce who's parents died "40 years before." The associated image looks like the Golden Age Batman, but 40 years from from the present would be the time period when Earth-2 Batman was an adult, not a kid.

Wein and Aparo bring us a fun one: "The Too Many Cooks Caper." Slam Bradley is ostensibly the lead, but it's all all-star jam of non-powered, non-costumed DC heroes: Mysto, Captain Compass, Jason Bard (again!), Roy Raymond, TV Detective, Pow-Wow Smith, and Christopher Chance, the Human Target. "Once Upon A Time" is a clever short by Wein and Simonson, where there is no dialogue but only well-placed, cliched literary lines. 

Barr and Garcia-Lopez set The Elongated Man and his wife to Sue to solving "The Final Mystery of Edgar Allan Poe" in their somewhat humorous style. Next up is a Batman prose piece by Walter Gibson, creator of the Shadow, with illustrations by Tom Yeates. Levitz and Adam Kubert present Hawkman and Hawkgirl discovering the truth behind "The Strange Death of Dr. Erdel." This is a bit weaker as a story than the previous ones, but it's a nice component to a anniversary collection like this. Bates, Infantino, and Smith provide an answer to "What Happens When A Batman Dies?" which is Deadman shows up and tries to keep him from going to the Afterlife, and the spirits of his parents tell him to get back down there and keep fighting. All and all, this is a really good issue, perhaps the best all around of the year.



Green Lantern #138: Maybe Wolfman is stretched too thin, because Thomas is brought on as scripter here. I can't say this issue is an improvement over the last two. In fact, returning to the Eclipso story from the future is a bit of a let down, but only a little since all of this feels like treading water. After a couple of skirmishes, Eclipso unleashes his master plan: a satellite launched from Ferris Aircraft that will create an eclipse. He also uses a beam from his diamond to bifurcate Jordan into good an evil. Meanwhile, there's just enough of the kidnapping of Carol to remind you its there without it actually going much of anywhere.

The Adam Strange backup by Sutton and Rodriquez gives Alanna a chance to come to Earth for once. The two visit New York and foil a terrorist plot at the Statue of Liberty.



House of Mystery #289: This issue introduces the "I...Vampire" strip by DeMatteis (listed as creator as well as writer) and Sutton. We are thrown in in media res with the vampire, Andrew Bennett, and his human companions taking on the vampiric minions of the Queen of the Blood Red Moon. Only a bit later do we get Bennett's origins and learn that his former love Elizabeth is that queen. A good start for the series. 

The rest of the issue isn't that great. Dennehy and Chan deliver a ironic tale of a killer getting run over by his own car (I guess? The art is unclear) when he goes back to gloat over a guy he left to die. Kashdan and Rubeny execute an idea by Don Glut, which sees an inventor get revenge on the guy who stole the credit and the money from his hologram projector by somehow putting the villain in a literal hell caught on film. 

Monday, December 20, 2021

Late Era Role-Aids

Photo by Needles

I've been revisiting some late era Role-Aids (90s) products recently, some purchased at my only Gen-Con experience to date, the others a gift from Hydra compadre, Robert Parker. While earlier Role-Aids products are hit or miss, these are quite good, I think. 

One thing that immediately caught my eye was art by some comic book illuminaries: Arch Magic has a cover by Dave McKean, Demons II has one by Glenn Fabry, and a couple of Demons supplements have art by Alex Niño. Beyond that they seem to borrow both from innovations at TSR (the loose leaf monster format) and White Wolf (some of the subject matter and design), and in some minor ways anticipate the aesthetic and subject matter of Planescape.

The Demons related products (Demons and its loose leaf spinoffs, Demons II, and Sentinels and Apocalypse) suggest use in a campaign setting that is more a battleground for the forces of good and evil in a Heaven versus Hell sort of way than the standard D&D setting. The descriptions of it's demons are somewhere between Monster Manual and demonology book, both in terms of their physical appearance and what sort of requirements they have for the making of pacts. All in all, it provides a push more in the roleplaying than combat encounter direction for these beings (not that they are full stated for combat).


Arch Magic gives a whole new class (the Archmage) for sort of ultra-high level magic-users and some new, powerful spells, but the interesting part is the adventuring locales: a city built in the bones of a monstrous skeleton, The Macrodome, where a game controlling the destiny of the universe is played out, and the Red Room of madness (probably inspired by Twin Peaks).

These products feel like the creators had much more free rein than AD&D products of the era. The are no better executed--perhaps at times a little worse--but the imagination involved seems less fettered,

Sunday, December 19, 2021

Weird Revisited: Midnight in the House Tenebrous

This post first appeared in 2011...

 


There are places in Nla-Ogupta--that ancient, decadent, Venusian Venice--where Terrans do not go. The Street of Blue Vines was one of those. The buildings along it crowded close, as if trying to conceal some secret. The uncanny glow of bioluminescent lantern-jellies that cling to haphazard lines seem dimmer than elsewhere--as if they too were conspirators. It's said that in millennia past, when Sumer was young, the Street of Blue Vines was a place where cultists trafficked with inhuman gods. Old Venus-hands, deep in their cups, spin tales of cannibalism, and alien sexual rites. That's what the rumors say.  No Terran knows, and if any polite Venusian knows, they don't speak of it to off-worlders.

But on this night, a Terran does wind his way down the serpentine Street of Blue Vines. His stride is unhesitating--he hasn't come this way accidentally. He moves purposely to the darkened, leaning structure which bears no sign or legend, but nevertheless is known to the denizens of Nla-Ogupta's underworld as the House Tenebrous. He has come seeking this house, and the service it sells.  He's come to buy a man's death.


The Street of Blue Vines gets its name from the eerie, electric indigo vines and foliage that entwine 'round its most infamous denizen, the House Tenebrous. The House only permits entrance at night--in fact, it may be that it can only be located at night.

A seated, robed figured, appearing as a short and portly man, his features completely hidden in a cowl, asks any visitor who he or she might wished kill, and why. The figure’s voice sounds distant, and tinny, and seems to emanate from all around. The man never moves, even in the slightest.  Sometimes visitors get the impression that there are others in the room--the feeling of eyes upon them, or the hint of motion in the shadows of the audience chamber. Psychically sensitive individuals report “hearing” distant, unintelligible, whispers, and an unpleasant mental sensation not unlike smothering.

If the man chooses to accept the commission, the price is variable, and not always in money.  If a goal can be discerned from House's representative's payment demands, it is that they seem to be aimed at reducing Terran influence on Venus.

Eventually, though a space of week or months may pass, all victims of the House Tenebrous are found dead somewhere in Nla-Ogupta (or in one case, on a ship having recently departed there) without any apparent signs of violence or physical injury. Victims always appear to have died in their sleep, though often their face and bodies are contorted as if in fear or pain.

Thursday, December 16, 2021

In the Furnace


If some resolute pilgrim were to limp or crawl through miles of the sepulchral dust and crumbling, cinerous statuary of anguish of Hades, they might find the leaden skies giving way to a void of eternal night. They would see before them a landscape of tortured rock formations, and boiling, mephitic, salt-rimmed pools that make the lurid colors of the surrounding rock manifest with their wan glow. Beyond, they would see broken and lava-clotted crags rising ever upward, disappearing into distant darkness. They would have reached the border of Gehenna.

Those who don't succumb to despair in the gray wastes are potential fodder for the Devils' war against Chaos. But first, they must be broken and reconditioned to that purpose. Yugoloth patrol the border, and their press gangs conscript all available prospects. Captives are whisked off to a number of re-education centers. Under the conditioning of their fiendish captors, they become suitable, perhaps, for minor positions in the apparatus of Hell, or either for future service of the Yugoloth.

It is possible to scale the forbidden scarp of Gehenna. If one can avoid the plateau encampments of the Yugoloth, the monsters of the lava tube caves, and assorted natural dangers from jagged rock, blasts of toxic gas, and flows of lava, you can stand upon the mountains ringing Hell itself. It is not a trip anyone would wish to make except with the direst of need.

Wednesday, December 15, 2021

Wednesday Comics: DC, March 1981 (wk 1 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 December 11, 1980.



Justice League of America #188: Perhaps editorial--or maybe even Conway, himself--realized the Super-Friends level story of duplicated powers and JLA members turned into working stiffs was weak sauce for a two-parter. So it winds up a one-and-a-half parter with the cover this issue being taken by a Conway/Buckler joint about about malfunctioning killer-satellite that attacks the JLA's satellite, trapping the Leaguers not in the other story there. It's an interesting "race against time" problem-solving tale, superior to the other story. It weirdly tries to be a Hanukkah story too, with the Atom learning the meaning of the holiday and ends with him telling the other League members about it.

The first story sees the JLA coming to join Flash (who has evaded transformation into a normie himself) to defeat the counterfeit, jewel-thief League. Zatana, transformed into an old woman, doesn't make it back on her own, but the Flash goes to rescue her. Those two seen to decide to nip their romance in the bud and just be friends.


New Teen Titans #5: So much keeps happening in these issues, but not a lot of importance yet. The Titans abandoned Raven last issue after learning how she manipulated them--particularly Kid Flash, but when she's captured by Trigon, they come to her rescue. They defeat a minion of of Trigon's with teamwork, but then the main man show's up and they all go to Azarath. There the Titans are unable to defeat him and the pacifists of Azarath won't help, so Raven agrees to join Trigon to save everyone.


Secrets of Haunted House #34: In the first story, Destiny just kind of toys with an unpleasant blonde model who wants desperately to one up her brunette rival. Destiny seems to be granting her wishes, but whatever the she gets her rival receives double. She keeps trying to think of something good that either can't be doubled or will be bad when doubled, but she keeps being frustrated. On the last go-round, she asks for a handsome lover six feet tall, but then her rival gets two identical lovers meeting that description--except all three guys turn out to be vampires. Ms. Charlie Seegar and E Cruz were responsible for this nonsense. The next story by Wessler and Ken Barr isn't much better. It involves occupying Nazi forces suffering all sorts of calamities, and the source turns out to be--a group of Maquis dwarfs hiding underground, and I don't mean dwarfs of the fairytale kind.

The Mister E story by Rozakis and Speigle doesn't really redeem this issue, but it does have a kind of amusing ending, where Mister E uses acid to dissolve the stitching between parts in a Frankenstein's monster, causing it to fall apart.


Secrets of the Legion of Super-Heroes #3: After last issue's reveal that a Legionnaire may be Brande's kid (though it's not revealed how that know this), Brande's assistant and the doctors explain that Brande has a rare blood type, but he needs a transfusion to survive Yorssian Fever. They review the histories of the remaining Legionnaires, even the dead ones and the Subs! Then they get to the reservists like Jimmy Olsen and Lana Lang. It seems like just taking blood samples would be better than reviewing origin stories, but what do I know about the holistic nature of 30th Century medicine, right? Saturn Girl manages to telepathic pick up from Brande's unconscious brain that he once had powers. They realize they have made a mistake excluding nonhuman species and humanoid races that inherit powers.  In the end they figure it out: Chameleon Boy, of course. Brande is saved.


Superman #357: This story opens with both Superman and Vartox effectively prisoners on Tynola. Superman literally so, as he's gone "undercover" as a interplanetary criminal and has been imprison in a smallish sphere, which really is cruel and unusual punishment. Still, he's able to use his super-senses to suss out that the Tynolans derive their reality manipulating "chant" powers from Noxumbra, a space-traveling, god-monster. They plan to feed Vartox to Noxumbra in exchange for his continued blessing. They mostly seem to use their power to magic up things for Vartox to fight, so it all seems a bit circular to me, but anyway! Superman breaks out and gives Noxumbra indigestion by substituting himself for the hyper-power Noxumbra usual feeds on. With the god-monster, gone Vartox still agrees to stay and help the Tynolans and Superman goes home. There is some cleverness here in how Vartox and Superman use their super-powers to avoid their plotting being detected by the advanced Tynolans, but overall it's a better idea than execution.

The backup story is another "Superman of 2021" yarn. He fights a forgettable villain and gets a date with his boss.


Superman Family #206: Superman Family was just not what I needed this week. It feels like a step-down from last time--and that was not a comic I was dying to read. The okay stuff include the Harris/Mortimer Supergirl tale which i think has more scenes of Supergirl in lingerie than I've ever seen in a comic. It really has a romance comic feel at the beginning, which is not wholly out of place because it's about a lookalike (Lesla-Lar) trying to steal Kara's life--literally. The non-romance angle is that it revolves around her parents, not a beau. The "Mr. and Mrs. Superman" story guest stars Harlequin (the Earth-2 character) and briefly Green Lantern (Earth-2), but it's better than the rock-bottom silliness of "The Private Life of Clark Kent" bit by Rozakis and Calnan. 

The Lois Lane story is sort of a coda to the multi-part arc that ended last issue. Lois gets her memories back finally in the Fortress of Solitude, then goes off to say good-bye to the guy she fell for while amnestic. Superman is cool with all that, but I guess he would be, because he's Superman. The final story has Jimmy Olsen chased by yokels on the payroll of chemical polluters in the Poconos.



Weird War Tales #97: The Creature Commandos are back! This time, the story is a bit better, and the characters are less universal monster knockoffs. DeMatteis (credited as creator here as well as writer), focuses the dramatic core of this story on Lt. Shrieve and what appears to be a burgeoning attraction between him and a scientist, Dr. Frederique, the Commandos have rescued from the Germans. The Doctor argues against Shrieve's reduction of the Germans to simply faceless "Nazi Pigs" to be killed. Unfortunately, she isn't the scientist but a German spy. Though she leads the Commandos into an ambush, she warns them at the last minute, getting shot in the process. The Commandos prevail, but the fake Frederique dies after confessing her duplicity and her remorse to Shrieve. The Commandos ask about burying her, but Shrieve replies there's no need as she's just another Nazi Pig, but his face as he turns away from his men betrays his true feelings.

The second story by Rozakis and Spiegle is a mini-epic with a U.S. agent discovering a Nazi experiment in mind control via something like astral projection. They have already taken over Stalin. The agent infiltrates the Kremlin and frees Stalin with some judiciously applied electricity from a broken lamp. Back in London, he discovers that the Nazi scientist Kreuger has now gotten to Churchill. The agent steals an RAF plane and drops strips of tinfoil (used to block radar) over Parliament when Churchill is there, blocking the signal and freeing the Prime Minister. In the U.S., they recreate the German device with the agent as the guinea pig. It kills him--but his mental projection is freed to protect FDR from Nazi control. The thoughtforms of Kreuger and the agent do battle in the sky, until a lightning bolt destroys the Nazi. The agent goes into the scientist's body long enough to sabotage the German device.


Wonder Woman #277: If you've ever wanted to see a group of Kobra agents shake themselves until they explode in a pile of goo when compelled to tell the truth by Wonder Woman's magic lasso, well Conway and Delbo made this issue for you! Wonder Woman is on the trail of Kobra who has the Cobalt 93 bomb and is holding the world's oil fields for ransom. She consults an old voodoo practitioner for some reason and gets to hear the Kobra cults origin and that of King Kobra (though minus Jason Burr). She heads off to Delhi and winds up falling into Kobra's hands.

The Levitz and Staton Huntress backup has Helena worrying over the fact that her DA sort of boyfriend has figured out her secret identity. Lucky for her she lives next to a woman being blackmailed by her estranged husband, which allows her to distract herself with a little easy crimefighting.