Wednesday, May 26, 2021

Wednesday Comics: DC, August 1980 (part 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands on the week of May 8, 1980.

Batman #326: Wein and Novick have Batman facing a criminal he knows should be in Arkham. Gordon calls the head of the facility who assures him it's all okay, but the guy's all hidden in shadow so I'm suspicious, but Gordon just takes his word for it. It turns out it's Professor Milo with another nefarious scheme. Wein evidently likes Milo, as he brought him back in the 70s after an absence of over a decade, and brings him back again here.


DC Comics Presents #24: This is my favorite issue of this title since I've been doing this review. The basic plot is, admittedly, a little silly, but it's solidly Bronze Age. A scientist somehow hooked his heart device up to the Earth, hoping it would stabilize his arrhythmia, but instead it works the other way and causes earthquakes. Deadman is sent by Rama Krishna to get involved with this because he's being all mopey. No one in this issue sees or hears, him but he does some humorous cheerleading from Superman who is uncharacteristically hard-ass and no nonsense here. Garcia-Lopez is always great on Superman or Deadman.

Flash #288: Flash is still dealing with the returned Dr. Alchemy, who isn't who he expects. It turns out he's some sort of astrological twin, with a weird sort of relationship with the Desmond Flash has known so that they influence each other. Yeah, I don't get it either. Anyway, the original Desmond goes into action on the last panel--but for good or evil?

Ghosts #91: The thing that hurts this title compared to DC's other horror books is that the plots have a much more rigid formula: malefactor kills someone, then the murdered person's ghost somehow causes the malefactor's death. The Kashdan/Rubeny story tries a novel riff on the formula where the ghost makes it into a glassblower's glass. Haney/Landgraf have a ghost haunting a wealthy family over generations, with the twist being that the evil-doer doesn't know he's a member of the family, and the murder he committed wasn't the murder of the ghost. Nice effort, but they still feel straight-jacketed.

G.I. Combat #221: I've mentioned before that I'm not terribly fond of the Haunted Tank feature and none of the stories here change my mind, though Kanigher and Glanzman get points for sheer weirdness in "Wars Never Change" by having Stonewall Jackson's ghost mix it up with Attila the Hun's ghost--and suggesting these two are old enemies! In "Falling Star" they have a 4-F Hollywood star desperate to prove himself riding to the rescue of the Haunted Tank crew on horseback, and dying of a heart attack in a twist I didn't expect, I must admit. In other stories, a private saving his unit thanks to his adopting a stray cat, and POW gets into the ring with a sadistic German commandant.


Jonah Hex #39: Fleisher must have seen Red Sun, because we get Hex befriending a samurai looking for his kidnapped daughter (who has Chinese name rather than a Japanese one for some reason). It ends in characteristic downer Hex fashion with Hex forced to serve as second for the samurai's seppuku. The art here is by Hex co-creator Tony DeZuniga.

Justice League of America #181: Conway and Dillin  carry on the tradition of bowmen being pains in the ass in superhero teams. Green Arrow narrates this tale that starts with him complaining that the Justice League is out of touch with the "little guy" or something, then saving the day when Star Tsar returns. Notably Batman is absent, and it's sort of Batman-type "detective work" that allows Green Arrow to succeed.

Secrets of Haunted House #27: A lackluster issue with a story by Kelly with stiff Nicholas/Colletta art about a street gang terrorizing the New York subway being manipulated by a witch who wants to get back in Satan's good graces. The second story by Seeger and Redondo has a nice title ("Cold as Isis") but is a muddled tale of a mummies, reincarnation, an Egyptian god, and a swimsuit model.

Superman #350: In typical Superman fashion of this era, there is a lot going on here. Conway has Clark and Lana attending a college reunion where a number of their classmates just disappear during a boring speech by a professor. The professor's named Lemuel B. Tolkein, for no particular reason. When an office building disappears too, it turns out it all has to do with side-effects of the Prof's experiment that has turned the subconsciouses of the disappeared students into some sort of psychic monster. 


Weird War Tales #90: This one is pretty good. The first story by Haney and Cruz has a German U-boat transporting a set of coffins to South America after the fall of Berlin. The only problem is his crew keeps dying, and Hitler, occupying one of the coffins, seems very much alive! A nice riff on the Demeter parts of Dracula with some Haney twists. The second story by Kashdan and Carrillo has the French colonial army facing an army of ants in the Congo.

Wonder Woman #270: So Conway and Delbo have Hippolyte praying to Aphrodite to make Diana forget Steve Trevor and the tragedy of his death, which the goddess does. There's a fight with another elemental monster, then some Bermuda Triangle stuff, and a new Steve Trevor crashes a jet in the ocean for Diana to save. Conway's whole goal here appears to have been a reset of the Wonder Woman status quo before Trevor's death, and he's taken the long way around to do it.

World's Finest #264: I have questions about the lead Batman/Superman story by O'Neil and Buckler. Why is the Clayface of this story called "Clayface I" when he is Clayface II by Who's Who standards? Is it a mistake or is O'Neil counting him as the first Earth-1 Clayface? And since when can Clayface replicate Kryptonite? Anyway, not a bad story despite my questions. The Green Arrow story by Haney and von Eoden has Queen writing a utterly unsourced column accusing a new casino of being mobbed up (which he knew because of illegal surveillance). Then as Green Arrow, he takes down the transgender gangster running the joint. The Hawkman story by DeMatteis and Landgraf has a very Marvel vibe, to me, but B-grade Marvel, at best. Rozakis and Delbo have Dr. Light taking on Aquaman, with all the lack of thrills that implies. Bridwell and Newton bring the charm along with the Monster Society of Evil in the Marvel Family tale.

Monday, May 24, 2021

Army of the Dead and "The Job Gone Wrong" Adventure


I watched Army of the Dead on Netflix this weekend and thought it was pretty enjoyable. Briefly, it's the story of an eclectic group hired to get $200 million in cash out of a Vegas casino vault. The catch being Las Vegas is walled off after having been overrun by zombies, and the government plans to destroy the city with a tactical nuclear weapon in just a few days.

As a combination of a heist film and a zombie movie, it's heist aspect is probably most compelling. There is only mild inventiveness in its zombie aspects, consisting mostly of making that like the "vampires" in I Am Legend--and I don't mean "bad CGI" but instead fast, strong, and able to work in a group. As a heist film, it is less a caper film like Ocean's 11 or Kelly's Heroes, and more a "job goes wrong" film like Reservoir Dogs or Dead Presidents. In fact, I'm fairly certain it's not the first horror film or thriller with larcenous job and a group of competent professionals at its center.

Anyway, I think this sort of set up would make a good roleplaying game adventure, at least for a con game or one shot. A con game or one shot, because there's a very good chance that all the characters (or most) aren't going to make it out a live, so why plan for a future unlikely to happen?

In a con game, you could seed the pregens with hidden motivations that would goad them into derailing the mission, though I suppose you could let the player's make up the characters and just have a random secret motive table.

I think it could be a lot of fun with the right group.



Sunday, May 23, 2021

The Monks of Gith


The city of Gith is dead and fallen, save for the walled monastery. The looming ziggurat at its center can be seen from some distance across the desert and surely accounts for most of the city's visitors. Some have come in wonder, having heard the tales that the ziggurat was built atop the grave of a vessel fallen from the void beyond. 

There are two people consumed by old hatreds and locked in an unending feud who claim the city and what is buried beneath as their birthright. Those left at Gith, built the monastery and devoted themselves to asceticism and contemplation. Those who went to dwell in the deep desert, became nomads and raiders.

The Gittite monks and nuns, who call themselves as a people yehirai, are ascetics and contemplative in their rites, it is true, but also seek to hone their bodies through martial arts.  They live off bland fare grown in underground gardens, perhaps within the buried vessel. They supplement their simple diets with a powder, invigorating to the mind and body, made from the ashes of their dead.

After the water has been reclaimed, the desiccated corpses of their folk are placed top the ziggurat and pipes are sounded to summon swarms of carrion insects for excarnation. The bones, save only the skulls which are stored in a subterranean ossuary, are then processed for the good of the community. 

Thursday, May 20, 2021

Weird Revisited: In the Vicinity of the Unthran Wood


The tents of the traveling Carnival Mirabilis are set up on the outskirts of Worroth town. Its owner, Slytus Ompt (known to authorities in various jurisdictions as Feldsphur Zwand and Archim Greff) purveys the usual shabby wonders: ailing chimerical beasts in cramped cages and faded eidolons from damaged ieldra crystals—but he also boasts a free plasmoid duelist who will engage in a nonlethal prizefight with any takers. The plasmoid (its name is a gurgling something like Gwoothl Ploorl) is a thane of a subterranean freehold captured by Ompt and drugged with injections of thrall slime so that it is too weak-willed to escape, though it yearns to be free. It will promise to reveal the location of underground treasures undercovered by its coalescence for aid in making its escape.

by Wayne Barlowe
A roadside shrine draws more pilgrims than might be expected due to its living statue of the Trell mystic, Agakamunath who is said to have physical ascended to a higher plane from that very spot. The full-size statue depicts the giant at the time of Schizopurgation, wherein he split from the primal chaos burdening his soul. Nonbelievers are more fascinated by the artifice of the  Hohmmkhudhuk craftsmen--and the persistent legend that the motions of the statue's limbs in the performance of the mystery provide a clue as to the location of the sky castle Agakamunath also renounced and its treasures.


Half-ruined Maggot Tower, deep in the forest, is avoided by most folk, and not merely because its rugose and twisted spire appears unpleasantly like its namesake. The tower is a relic of the power of a rogue ieldri queen with an abiding hatred of humans. The tortures she inflicted on captives and the sacrifices to dark gods are said to have left her tower haunted. Some seekers after the magical secrets of the ieldra and willing to risk phantom horrors for power.

These locales are in the same world as these two posts.

Wednesday, May 19, 2021

Wednesday Comics: DC, July 1980 (part 2)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around April 24, 1980.

Action Comics #509: A group of kooks garner media attention for their claims space travel is fake news and Superman is a big liar for claiming he's an alien. The twist: the kooks are actually aliens who have hypnotized themselves into forgetting their nature as self-protection. Clever plot by Bates, but no real action.

Adventure Comics #473: More Plastic Man and Starman! I have to say, it's a struggle to read this one every other week. I'm just not in to either of these.


Brave & the Bold #164: A Hawkman/Batman team-up by DeMatteis and Garcia-Lopez. It looks good, but the story about extradimensional aliens didn't really grab me, possibly because my copy is missing half a page of crucial exposition near the end.

Detective Comics #492: Burkett and Newton resolve the Batgirl story from last issue in a team-up with Batman. Mostly it's a story of Batgirl re-dedicating herself to crimefighting, which is a nice resolution to the uncertainty she seems to have been feeling since losing re-election. It's weird that her father who also happens to be a cop, seems to really want her to risk her life as a costumed vigilante. We get a somewhat charming slice of Gotham life with a heroic bridge painter in a story by Haney and Oskner. Then there's a unmemorable Man-Bat tale by Rozakis and Tanghal. The issue ends with another Robin at college story, but the Penguin's in the this one.

Green Lantern #130: I've read this issue before, and the lead story by Rozakis and Staton involving shenanigans in Modora with the villain Sonar isn't bad, but the backup Tales of the Green Lantern Corp strip by Toomey and Saviuk, "The Trial of Arkkis Chummuck" is great! Chummuck becomes a Green Lantern after killing--and eating--his predecessor, and some Lanterns are unhappy about it. 


House of Mystery #282: Several issues this month have the comics equivalent of an infomercial brought to you by Tandy's TRS-80, where the "Computer Whiz Kids" somehow help Superman defeat Major Disaster. It was written by Bates and drawn by Starlin. Anyway, in the comparatively less horrifying House of Mystery, de Matteis and Talaoc deliver a tale with an EC level of twists about a writer who's secretly a vampire pursuing a lover's lane serial killer who murdered his wife, then killing himself when he realizes the monster he's become. Then there's a very silly story about a guy who has his near-death body shot in to space because he's creeped out by the idea of cremation or burial, but he winds up burning up in re-entry. The last story involves a wealthy businessman who makes a deal with the devil for the sun never to set in his town for no good reason. The townsfolk murder her to get the sun to go down, thus forfeiting their souls too--and making it eternally night.

Legion of Super-Heroes #265: Conway/de Matteis and Janes/Hunt have Dawnstar and Shadow Lass (the other people of color on the Legion) wind up in Tyroc's Brigadoon-esque island homeland of Marzal. Marzal's origin is revealed (or repeated), and the ladies go home, so it all seems contrived to write Tyroc out of the book. Nice Dick Giordano cover.

New Adventures of Superboy #7: Some aliens trick Superboy into coming to their world, where he natural absorbs radiation that would harm the alien populace. But if Superboy leaves to go home, the return of the heavy radiation will kill them. Luckily, an comment by Ma Kent suggests Kryptonite is the solution to Superboy's dilemma. 

Sgt. Rock #342: Kanigher phones this one in. I'm not fond of it for two reasons. One, it posits Sgt. Rock as some sort of celebrity that would get interviewed: "the sargeant generals want to be." Two, it is based on members of Easy Company telling stories of "six different sides" of Rock, but all of them are really just he's a badass who's a good leader. It's just the one side!


Super Friends #34: This is like an all alien creature issue. The lead story has the Justice League trying to capture this lamb-tofu-squid hybrid looking thing which I assume is suppose to be cute but gets creepier the more you think about what it would look like if it was real and not drawn by Fradon. The backup involves the Wonder Twins, crooks, and a Kryptonian metal-eater.

Unexpected #200: Johnny Peril is back, having not appeared since 1969, courtesy of Barr and Tuska. Peril (at least in this story) in skeptical of the supernatural, and it turns out here he's right. The supposed supernatural disappearance of a wealth man, is really due to the actions of an extradimensional alien. In the next story by Kashdan and Abel, a young witch falls for a guy she's suppose to seduce and kill for her coven. In the final story, DeMatteis and Patricio take us to Summer Camp where a campfire monster story turns out to be true--despite being completely made up.

Unknown Soldier #241: Haney and Ayers send our hero to a Greek Island to find a German listening station and call in allied bombers. The problem is, the German's have built it under an ancient Greek oracle, that the folk of the island are still very much into. The Soldier comes up with a clever solution, then tricks a kid who helped him into believe the oracle said his father would definitely be coming home, which seems like it could set the kid up for disappointment, but oh well.


Untold Legend of Batman #1: This story by Wein and Byrne and Aparo is basically an excuse to tell the definitive Bronze Age origin of Batman--which really has a lot more to it than the modern version (or at least the last modern version I read). It covers the origin of the bat costume with Thomas Wayne's costume party outfit, and the fate of Joe Chill and Lew Moxon. All of these things were Golden Age stories, but I wonder if they had appeared since that time before this?

Warlord #35: Read more about it here

Weird Western Tales #69: We find Scalphunter still in Pennsylvania, serving as a scout for a Union Army company. He befriends a young soldier who turns out to be a woman in disguise. The story ends on a cliffhanger as her identity is revealed by a sadistic sargeant after a fight with Scalphunter.

Monday, May 17, 2021

Sentinel Comics RPG Session 4: "The Heart of Darkness"



Roll Call:
Blur: Amnesiac Speedster!
Fibbit: Manic Pixie Extradimensional Dream Girl!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!

Supporting Characters: Moonshadow

Villains: Dark Duplicates (Mindfire, Warhead, Sub-Zero, Talon, Robrute); The Void Crystal, Silver Orb, Gold Orb.

Synopsis: Our heroes enter combat with the five villains, and after a couple of exchanges to gauge their powers, find them surprisingly easy to defeat. Moonshadow, via psychic link, tells them that these are merely "dark energy shadows" of a group of young heroes from alternate futures: The Legion of Alternity. She believes their presence here means they have been captured by Anachronus.

With the duplicates defeated, the group sets out to find the location of the evil energy with the Never. Fibit manages to locate but also draws strange, translucent wasp creatures to them. Their presence shakes our heroes resolve but doesn't cause any real damage. They also have to face dark duplicates of Talon and Sub-Zero again, before they reach their destination: A sinisterly pulsing crystal in which they see scenes of other times, perhaps other worlds. Flying around it are gold and silver orbs that attack the heroes.

The team is confronted with their most difficult battle so far. All of the duplicates are recreated, and they quickly re-appear when destroyed. The orbs work against them and protect the crystal. Il Masso shatters the gold orb and Fibit twice creates duplicates of her own to make attacks on all the dark duplicates. Eventually, Infranaut makes a massive attack that shatters the weakened crystal and destroys the silver orb.

Sunday, May 16, 2021

My Less Popular Setting Ideas

 Not ever post is a winner, particularly in these days where blog-reading is at an ebb, but some ideas seem to garner more approval than others. It's not uncommon for a single, dashed off post not to attract an attention, but occasionally there are ideas I write multiple posts on that just don't seem to make what readers I have here and on other social media as enthusiastic as they make me. Admittedly, none of these I've actually tried to play, so maybe they just don't have what it takes despite my blogging interest in them. Anyway, here are three of them:

Scavengers of the Latter Days

Far future, rationalized ("hard"). science fantasy. I've written several posts on various permutations of this. The comments often suggest this appeals to me more than it does others. In fact, after my various riffs on uses of the the Great Wheel, this may be the D&D idea that seems to appeal to my readers the least. 

Planet of the Elves

Here, maybe it's about the presentation. I got a bit more positive reception when I presented the same idea but de-emphasized the post-apocalyptic nature and didn't mention elves in the name (and to be fair, the initial post garnered better comment than I remembered on the blog). Anyway, this is Ploog/Bakshi/Wood sort of stoner, fairytale fantasy.

Ways & Sigils

Ok, this one is admittedly a bit weird because it is really a science fiction or science fantasy thing, that just happens to borrow some elements from some classic D&D settings. Anyway, the idea is that in the future, essentially the Great Wheel is discovered via hyperspace, so it's a bit sci-fi Spelljammer+Planescape. I wrote a follow-up post, then sort of did a slightly different version of the same idea later.