Wednesday, September 29, 2021

Wednesday Comics: DC, December 1980 (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 September 25, 1980. 


Legion of Super-Heroes #270: Conway's and Janes' story continues with most of the Legionnaires in the hands of the Fatal Five. Timber Wolf warns the others, but Lightning Lad and Saturn Girl are captured when the villains assault the Legion headquarters. Only Light Lass and Timber Wolf remain free to come to the rescue. The Fatal Five, however, are at least somewhat distracted by their resentment at having to take orders from the mysterious Dark Man. Timber Wolf discovers the identity of the Dark Man at the end of the issue: he's an unbifurcated Tharok! Another solid issue from this creative team.


Mystery in Space #114: This issue is a mixed bag. The first story by Wessler and Craig has a couple trying to find a refugee from their world that's imperiled by an imminent collision with another planet, only to fall into the hands of a planetary despot. The woman appears to choose to marry the despot and have her former lover exiled, but that's only a ruse to allow him to escape. The planet they arrived on is the planet their homeworld is going to collide with! The next story by Levitz and Spiegle is slight, but a little more clever. We follow a day in the life of a really nice guy in the future, only to find out it is only for the sake of this good-hearted guy that tentacled, extradimensional horrors haven't yet destroyed the Earth.

The co-creators of Blue Devil and Amethyst, Mishkin and Cohn, team-up with von Eeden for a kind of shaggy dog story about a man escaping a future conquest of Earth in a vessel with a damaged warp drive. It sends him back in time to...Ellis Island. Skeates and Ditko team up for a cynical, EC-esque story about a loving couple leaving a time capsule to be found by future generations. Their heart-felt expression of love only becomes another reason for people to kill each other in the primitive, post-apocalyptic future. Conway and Yeates finish out the issue with a time travel yarn about an attempt to kill Hitler that leads to a worse consequence--which precipitates a chain of assassinations as successive time travelers try to fix the failures of the past.


New Adventures of Superboy #12: The lead story here is weird because Bates seems leave the primary conflict unresolved. A harried Superboy still dressed as Clark Kent winds up saving a rich man from driving off a cliff. The man uses his resources to track Clark down and begins publicizing his heroism and putting down Superboy as not as heroic because he has powers to protect him from danger that the man assumes Clark does not. Neither Clark nor the Kents like all the attention he is getting. This plotline is never really resolved; Instead, the rich man's nephew and heir tries to kill Clark and Superboy stops him. Maybe they're going to deal with Clark still being famous next issue, but I kind of doubt it. The backup by Bridwell and Tanghal relates Superboy's first meeting with Perry White where he reveals to the world in an interview that he's an alien. This story is mainly interesting because Superboy says he revealed his origins to President Eisenhower, thus setting these events somewhat specifically in time.


Sgt. Rock #347: This issue opens with one of Kanigher's blunt and simplistic, but not ineffective, anti-war tales. Easy is saved from a tank by the heroic actions of their CO, but the man is left blind and dumb, if not in something of a vegetative state. With the Germans advancing, the staff plans to leave him in the hospital for the Germans to find and move to one of their hospitals as the rules of war dictate. Rock isn't having any of that, so he personally drives the mute and expressionless officer through a forest, avoiding a German personnel carrier, and nearly getting blown away by a artillery. On the way, Rock talks of his father (dead in a steel mill accident), his brother (dead in a daredevil dive off a bridge), and his other brother (missing since the Japanese took the Philippines). Rock sees his company advancing into the range of the artillery and takes what action he can to save them. After the battle, they find the CO was killed by shrapnel in the drive over. Rock opines he bled to death without a word, as if perhaps that was a measure of his mettle, but the man hadn't spoken since his original injury. It was unclear if he could. Anyway, Easy Company buries him and moves on to the next battle.

In the next story by Kelley and Severin, a bomber going down under fire thinking it's mission to destroy a German refinery was a failure lucks up and hits the real refinery. We get a second Sgt. Rock story or vignette about the Easy Company member Little Sure Shot. There's a one page profile on the Seneca war chief Cornplanter, then a story by Eads and Veitch about the only woman "who ever lead an American armed expedition against enemy forces," Harriet Tubman.


Super Friends #39: The Overlord decides to send evolved clones after the Super Friends. The first proves too powerful for them until they use his advanced traits against him, finally weakening him with concentrated exposure to a trace element in the Earth's atmosphere--krypton. A clever, though perhaps goofy, turn in a definitely goofy story. The Bridwell/Tanghal backup story has the Wonder Twins at a disco and tangling with a DJ and lightning tech using their powers for no good. These Wonder Twin stories are mildly interesting (mildly!) if you think about the roundabout ways they defeat villains. Who would ever think "form of a peacock" would be the right call?


Unexpected #205: This one is pretty good. First up, we get a Johnny Peril story by Barr and Sparling. Young Angela Lake has apparently been possessed for a second time, but Peril smells a rat, not brimstone. It turns out the exorcist is also a hypnotist and has faked Angela's possessions. The story ends with the possibility the exorcist himself might be possessed, though Johnny doesn't buy it. "A Match Made in Hades" by Kashdan and Rubeny has a lovelorn businessman buying a love potion from an old witch. When the object of his affections becomes positively obsessed and scary, he pays a hefty price for the antidote. Only then do we discover that the young woman is the witch's daughter, and it has all been a con. The last story by DeMatteis and Catan winds up getting reprinted in the Best of DC digest in 1981. Bruce used occultism to literally retreat into a psychic realm of fantasy after Cornelia dumped him. But he can't escape reality entirely, and his efforts to do just that cause him to confuse the two, resulting in the tragic death of Cornelia. To pay for his crime, Bruce sends himself to a Hell literally of his own imagining.


Unknown Soldier #246: Haney and Ayers/Tlaloc have the Soldier in Egypt, trying to help defeat Rommel. He winds up chasing a spy named with stolen war plans from Cairo into the desert. There are sandstorms and bandits-- and then the Soldier finds out it was all a trick! He unwittingly delivered the plans to Rommel himself. Luckily, some quick improvising on the Soldier's part makes Rommel think the plans are misdirection, so the Desert Fox is defeated in the Allied offensive, though he escapes to fight another day. Kanigher and Yeates give us a tale of the Vikings where an aging Chieftain discovers his greatest warrior in a recent raid was actually his daughter in disguise. The final story by Burkett and Ayers is continued, but starts off with a classic war comic opening: U.S. aviator is disparaging the "ruptured duck" B-17 he's forced to fly. When they reach the bombing target the bay doors won't open. They are unaware one of their crew (captured after the last raid) is being held in the German installation beneath them.


Warlord #40: Read more about it here. No OMAC back-up in this issue. Instead we get a "Tale of Wizard World."

Monday, September 27, 2021

Minaria


Thanks to everyone who came to my aid after Friday's post and offered suggestions of settings to riff on. I actually might wind up dabbling in more than one as so many good suggestions were offered. First though, I think I'll start with Minaria, the setting for the Divine Right board game.

It turns out there is actually quite a bit of background for Minaria if you take into account the articles written by the game's author in Dragon. I've only read a little bit of that, but there's good stuff there. Still, I think I would like to go with the map itself--evocative of so much "pre-D&D as genre" fantasy--and the slim setting information in the rules and game components.


The art on the personality cards supports the older fantasy feel of the map. None of the characters look "cool," rather the art makes me think of classic illustration in older fantasy works like the works of Cabell, Dunsany, or Eddison. Also, the humor in some of the naming in the map puts me in mind of some of those works as well.


So in broadstrokes, Minaria (from this material) strikes me as a place of Medieval(ish) lords and nations jockeying for power through warfare and intrigues, not unlike Game of Thrones, but with the slight humor Dunsany or Byfield's The Book of the Weird.

More to come!

Friday, September 24, 2021

New Flesh On Old Bones


Staying busy with other stuff (including gaming sessions), the blog has suffered from me having a lack of time to cogitate sufficiently for many posts on new ideas. I thought it might help to go back to the old standby of riffing off an existing setting. I find constraint sometimes stimulants creativity and placing boundaries on things limits the number of tangents that can distract you.

So, I thought it might be interesting to take some older setting that was perhaps open-ended in its approach or sparse in its presentation and see how I would develop that. At least, it's an idea to consider; whether I get around to it or not is another matter.

But what setting? The perennial favorite to "make one's own" is the Wilderlands. But there are two publishedindividual visions of that, and blogs with other good versions (and some good versions on blogs that are now lost as Atlantis). I don't know that I have anything to add there without getting really variant, and I've never really got the Wilderlands in the way these folks seem to, so I would really be riffing off them to some degree.

Another setting similarly sparse in its original presentation is the Greyhawk folio. The later box set, for that matter, is only a little more detailed. While not as popular as the Wilderlands for this sort of thing, certainly folks have offered there own take on it to--here's Evan again.

Beyond those, what else? The Known World (pre-Gazetteers) is terse in its original presentation in The Isle of Dread, though the helpful (for the neophyte GM) cultural references might hem it in more than the ones mentioned previously, despite it's shorter length. Is there anything else? Powers & Perils' Perilous Lands, or does in that way lie madness? (It's not really terse at all, but curious unspecified in some ways.)

Wednesday, September 22, 2021

Wednesday Comics: DC, December 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 September 25, 1980.


Action Comics #514: Everywhere computers are going haywire and causing trouble. After noticing the pattern, Superman traces the problem back to the Fortress of Solitude. There, he's bedeviled by his own robots and security measures, but fights his way through to the culprit: Brainiac. Brainiac is rebuilding himself after his last encounter with Superman and Supergirl and needs the help of the Fortresses computer to reprogram parts of his brain. When, he gets done, he says they won't meet like this again, shakes Superman's hand and flies off. It's a whiplash shift, and it made me wonder for a moment if their was a missing page or at least panels. But no, Superman explains that he used his powers while Brainiac was distracted to pull a Doc Savage move and reprogram Brainiac's brain for good. An interesting twist by Wolfman in an otherwise ho-hum story, one which will lead to a short "new direction" for Brainiac. Short, because he's only got only 3 more appearances over as many years before he gets his new, more robotic redesign.

The Air-Wave/Atom backup makes the Sunspotter out to be a super-powerful villain, but it isn't enough to keep him from being defeated, and it isn't really enough to make this feature interesting. Sunspotter does have sort of a Marvel vibe and design, though; he reminds me of some one or two appearance Marvel Team-Up foes. Next issue promises a solo Atom story (presumably still by Rozakis and Tanghal). We'll see how that one goes.


Adventure Comics #478: This issue will be the last of the 3-way split in Adventure. Each of the features is getting sent off to another title. But here, DeMatteis and Giordano/Mitchell finish their Black Manta storyline--sort of. Manta and his army of the disaffected attack Atlantis, but Aquaman escapes from the cell where Manta left him in time to rally the Atlantean troops and give an impassion speech to Manta's forces, many of whom desert and take an offer of sanctuary in Atlantis. Mera recovers from her illness and arrives in time to stop Black Manta, and Cal Durham is with her. Cal finally gets to tell Aquaman what he's being trying to tell him for 3 issues: that's not really Black Manta!

Levitz and Ditko have Starman succeed in saving M'ntorr from his own people, but M'ntorr is then exiled to the physical universe. He tells Starman he's proud of him and regenerates Starman's destroyed staff before deciding to die anyway. I have a hunch the follow up in DC Comics Presents will be more tying off loose ends than continuing the story. The Pasko/Staton/Smith Plastic Man has Plas up against a group of former criminals turned P.I.s who are acting like criminals again to prove they haven't "lost their touch." They also happen to look just like the Marx Brothers. Honestly, I'm surprised Plastic Man lasted as long as it did, not because it's terrible, but because I feel like it was very much out of step with what comics readers wanted in 1980.


Brave & the Bold #169: Barr and Aparo have Batman investigating Angela Marcy, faith healer of the Marcy Temple, after the suspicious death of her husband. Zatanna is an attendee of the temple and a believer. She tags along to prove Batman wrong. It turns out Raymond Marcy was killed by a mobster he refused to use his healing gift on. Angela's powers are a fraud, though her assistant has been faking the most dramatic cures without her knowledge. The killer is brought to justice, and Batman suggests Angela Marcy open a mission in Gotham's slums instead of a temple. A solid, if unremarkable team-up yarn. 

The Nemesis backup continues not to do much for me, other than I appreciate Spiegle's art. But hey, it graduates to a Batman team-up next issue so we'll see where it all winds up.


Detective Comics #497: In the lead story, Conway and Newton take Batman out of Gotham to track a gangster to Baja California. In one difficult night, Batman's mission intersects the disparate lives of several individuals, and leaves most of them better off--even when his actions interfered with their plans. It's a clever concept for a story, though I don't feel like it comes together as well as Conway might have hoped. 

The Batgirl backup is more interesting. Barbara Gordon is a suspect in the murder of Representative Scanlon, there appears to be a frame-up. The only way to alibi herself is to admit to being Batgirl. Her father has mysteriously disappeared, so she's on her own. Barbara is arrested in the issues cliffhanger ending. Delbo's art seems not up to his Wonder Woman standards here, though. 


Green Lantern #135: I just don't feel like this Dr. Polaris story needed 3 issues. It's decompression before decompression was a thing. Well, not really decompression, perhaps, but more not getting to the point. Polaris has conquered the world and a ringless Hal Jordan and his pal Thomas go to try and stop him somehow. Polaris recognizes them but spends so much time toying with Jordan that our hero has time to mentally call his ring back. Polaris keeps absorbing magnetic power so he doesn't think it matters. GL changes strategies, though, giving Polaris more power so that he becomes one with the magnetic field of the universe (or something) and disappears.

The Sutton/Rodriquez Adam Strange yarn likewise feels like a study in taking so long to get to the ending that the ending feels flat. The story title, though, is "The Zeta-Bomb Maneuver" which references the ST:TOS episode "The Corbomite Maneuver." Strange pulls exactly the same sort of trick as Kirk in that episode when he bluffs the existence of a super-weapon called a zeta-bomb to defeat the rebels.


House of Mystery #287: The Micheline/Bercasio story must have inspired the cool Kaluta cover, but doesn't really have anything to do with it. An Arctic weather outpost is plagued by mysterious deaths where the bodies are found drained of blood. Oh, and there's that coffin that's there with them nobody can explain, so already several of the remaining crew are thinking vampire. In the end, one guy, the skeptic is left, though he manages to kill the vampire, he is bitten and finds himself transformed here in the middle of no where with no blood to drink. 

The other two stories aren't quite as good, but not terrible. DeMatteis and Cruz give us a story of an old woman who is domineering toward the niece she supports because she is secretly jealous of her youth. She makes a deal with a very chipper Devil for a second youth, and for a while lives it up. Then, she realizes she's been tricked and is aging back to childhood. Her niece takes charge of her life and finances and sets out to treat her as cruelly as she feels she was treated. The last story by Oleck and Saviuk seems overly complicated in that it makes the slaughter-happy treasure-seekers attacking Native American-appearing folk aliens instead of--well, Europeans. Captain Jurok is convinced there is a city of gold, so he leads a side mission without approval of his superiors to find it. They are taken captive and forced to toil as slaves in that hidden city of gold. Jurok escapes, but dies of exposure, though not before being found by his people. They leave the planet, never noticing the shackles he wore were made of gold.

Monday, September 20, 2021

Dark Sun: The Sand Raiders


I've run two sessions now of Dark Sun using Forbidden Lands (and the Burning Sands Dark Sun adaptation you can find online). To keep it easy as we were getting used to the system, I decided to run the short adventure in the 4e Dark Sun book.

At the caravanserai of Dur-Taruk, the party (Eowen, Elf Ranger; Insam, Ranger; and Keeb-Raa, Thri-Kreen druid) accept a job from a dwarf factor named Urum ath Wo of the merchant house Zawir. It seems a Zawir caravan arrived with one wagon missing and with it its cargo of grain, wine, and wood. Fifty silver was offered for clear directions to the cargo or its return, and the party is eager for the coin.

The party is able to pick up the trail of the lost wagon and track it to a place it was set upon by saurian silt runners.  In fact, some of the silt runners are still there, and the party engages them in combat, ultimately emerging victorious. The bodies have attracted the attention of a pack of kruthiks. The party has to kill them before they can follow the tracks showing where the silt runners too the cargo. They lead to the ruins of an ancient tower.

Stealthily approaching the tower, the party finds a vault where the silt runners and their leader have taken the cargo and the still-living wagon crew. The leader is a largely reptilian creature who has a dagger coated with some greenish ichor. He doesn't get a chance to use it because Insam puts an arrow through a gap in his carapace and kills him.

In the battle that follows, one silt runner escapes but the others are slain. The party decides the cargo is too much trouble for them to carry back, but they free the crew, and after making camp for the night in the vault, they return to Dur-Taruk in the morning for their payment.

Sunday, September 19, 2021

The Dwarf Folk of the Wilderness

Art by Jason Sholtis

Another Antediluvian people of the Wilderness are often called names that would translate as some variation of "dwarf." They arrived as the retainers of the First Folk lords who called them simply "the smiths." They were, and often still are, forgers of implements of bronze and iron, and cunning artificers.

They are clearly cousins to mortal humankind, but are shorter in stature, more powerfully built, and courser featured. One of the first human tribes to meet them in the new world called them "hairy ones" in their tongue, a name adopted by later arrivers in a mangled form as goohagatch. These latter folk believed the dwarf people to be cursed to wander, but also protected from harm by the True God. This has not always sparred them violence from their human neighbors, and they have mostly moved away from encroaching settlements.

There are some dwarf folk who have adapted to a greater extent to humans ways, and perhaps even interbred with humans. They are sometimes called "civilized dwarfs" but just as often "petty dwarfs."

Thursday, September 16, 2021

Weird Revisited: The Black Train is Coming

This is a Weird Adventures related post from 2011. I don't think it made it into the book. I re-read the Manly Wade Wellman story that inspired it yesterday, so it brought it to mind...

“A black train runs some nights at midnight, they say..”

-- Manly Wade Wellman, “The Little Black Train”

Hobo-goblins, human tramps and bindlestiffs, and other Brethren of the Road, tell stories in their camps of a preternatural train that runs from this world to planes beyond. This lore is seldom shared with those outside their communities, but folklore records regular folk having chance encounters with the phantom.

The appearance of the train changes with time. It always appears old, like it has a decade or two of service behind it behind it, but otherwise stays current with locomotive technology and styles. It's not marked in any way, and has been described by observers in paradoxical ways. It’s plain and nondescript, yet powerfully commands intention. Some feel an intense unreality upon seeing it, others the cold hand of fear.

The train starts on mundane tracks, but as soon as it's "out of sight" of its observers it begins to shift into other realms. Some dreamers have seen it crossing the lunar wastes from the vantage of the parapets of the Dream Lord's castle. It is known to make stops in depots in the Hells. Planar travelers have attested to seeing rails that fade into nothingness at the mouth of the gyre at the bottom of reality.

Mostly, it seems carry certain dead to the afterlife, though why it comes for some and not others is unknown. Hell Syndicate snitches know of it, but not who operates it. Angels likewise keep a serene silence. Most who ride the train are dropped off in the waystation realm of the dead, from there to travel on to their souls' final destination.  Some, however, are taken directly to the outer planes. Others seem to ride the train for longer periods of time. They're found snoozing in couch cars, or drinking and playing cards in the dining car. Waiting, perhaps, for something. They’re sometimes inclined to conversation, though they seldom have anything useful to say.

Adventurers have sometimes used the train as a quick ride, either to the Other Side, or the Outer Planes. Hobo-goblin glyphs sometimes point the way to likely places were the train may appear. The train’s gray, nondescript, and seldom seen staff do not object to taking on new passengers, so long as they pay the fare--which varies, but is always in silver.

There's always the option, for those with fare or without, of hopping one of the train’s empty freight cars, but riding an open car through other planes is a dangerous proposition, and the boxcars are only empty of freight--not necessarily other travelers.