Monday, July 30, 2012

Adventuring in Style





Adventurers call it “crawling” for a reason: most of the underground places they go into seeking treasure can be a bit cramped.  Outside of the City though, in more remote places, the wilderness and the subterranean structures under it may allow adventurers other means of travel than their own two feet.

The modified automobile above was built by Hamish Littlejon for himself and his companions. It’s structure was reinforced by the application of magical sigils--but duration of the enhanced protection that these provided was never fully field tested. The engine was likewise thaumaturgically enhanced and was twice as efficient as a mundane automobile's.

Littlejon and his entire party disappeared on a trip to the Spine of the Dragon Mountains in Asciana.  The vehicle was undamaged and still full of provisions when it was found.  Milo Munsen, owner of the “Life of Fantastic Danger” Museum, purchased it and made arrangements to have it shipped to the City, but it never arrived.  All attempts to locate the vehicle since have failed.

Sunday, July 29, 2012

Audience with A Dragon


I'm having intermittent internet connectivity problems, but it's working at the moment.  Long enough for me to post this illustration of an adventuring group in the eldritch future of the Planet of the Elves of an adventuring party in consultation with a smartly dressed dragon.

The art is by Bobby Timony who was the artist on the whimiscal, 1920s occult detective comic strip Night Owls for Zuda.

Thursday, July 26, 2012

Primordial Ooze


Though the ideas advanced by Hamley are still denounced from pulpits, no scientist doubts the truth  of his transmutation theory.  This is in part due to the rediscovery of that wonder of phylogeny, the waggishly named Demiurge Island.

This island of the near antarctic South Tranquil Sea first entered history in the log of the Trysteran explorer, Caproni. Caproni noted the ring of high cliffs around the large isle but was unable to find a way to the island's interior.  The island was subsequently lost--and remains strangely hard to find to this day.  Still, later explorers have visited it and done what Caproni could not.


The unusual nature of the island is immediately apparent.  It’s home to a fantastically diverse array of wildlife, seemingly from all areas of history from primordial times to the advent of man.  While prehistoric survivors are sometimes found in remote places, seldom is the variety of species as great or the populations so small. This hints at the most startling of the island’s mysteries.

At the center of its great inland lake or lagoon, is a partially collapsed caldera.   On one side there’s a cavern which houses the strangest survivor of the dawn of life ever found. A gelatinous pool or mass resides in that cave.  This rippling and quivering gray protoplasmic thing disgorges half-formed, primitive organisms from its surface--both microscopic and macroscopic. These primordial creatures emerge from the slime and fall into the waters nearby and are swept out into the lake.  There they continue to develop and emerge from the water as the immature forms of any animal.  Few if any of the lifeforms on the island are products of the usual reproductive processes: they all emerge from the primordial ooze.

It is though that this mass of protoplasm might represent a remnant mass of what was once perhaps a fecund sea--and the origin of all life on Earth.  Scientists have at times tried to bring back some of this mass for study: to delve into the origins of life and to seek cures for human disease.  The conspiratorially-minded whisper that they have--and some of these samples have escaped (or worse, have been intentionally released) to spawn oozes, slimes, and malformed monsters.

Wednesday, July 25, 2012

Warlord Wednesday: Sins of the Father...(Part 3)

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Sins of the Father...Fate of the Son" (part 3)
Warlord Annual #4 (1985)
Written by Cary Burkett; Penciled by Pat Broderick; Inked by Bob Smith.

Synopsis: In his tower, the Evil One scries the approach of Travis and Jennifer Morgan. He recognizes the Hellfire Sword (which he knows as the sword of Baroth). He doesn't plan to fall prey to it again.

The tower opens to disgorge hordes of creatures at our heroes.  Father and daughter throw themselves into the fray:


Morgan is in a berserker rage and near invulnerable with the power of the hellfire blade. Tinder follows in the wake of his father and sister (though none are aware of the relationship), stepping over the bodies and gore.

Morgan charges into the sanctum of the Evil One.  He leaps forward and buries his sword to the hilt in his foe’s chest.  But:


The Evil One returns to corporeal form, then smashes Morgan’s wrist, causing him to drop the sword.  He lays the Warlord low, and then does the same to his daughter.  He gloats over his foes and begins to torture them with his magic. 

He doesn’t notice Tinder enter the room.  Tinder sees the Hellfire sword and manages to wrench it from the Evil One duplicate.  Jennifer tells the boy to run.  After all, he can’t wield the sword—only someone of the blood of Travis Morgan can do that.


The Evil One dies. His tower crumbles. While Tinder cradles the body of his dead friend, Chakka, Jennifer ponders what just occurred. She knows that only a descendant of her father could wield the sword. Her father had a son, but he’s dead, killed by their father’s own hand—or so everyone assumed.

Morgan remembers nothing of what happened, and Jennifer doesn’t share her suspicions.

Tearfully, Tinder buries Chakka.  He decides to go away for a while.  How could anyone else understand his grief at having to kill someone he loved?

Things to Notice:
  • How did the Evil One create that duplicate of himself? (I know, magic, but still, he's never done it before.)
  • Why doesn't Jennifer tell her father what happened?

Tuesday, July 24, 2012

More Things You should Buy

Well, two are new and one is a point to a sale of cool products by fellow bloggers.

Delve! is a 'zine by Johnathan Bingham, proprietor of the Ostensible Cat (astute readers of Weird Adventures will note a coffee shop by that name in the City--a shout out to Johnathan for his work on the project). This issue is basically a weird fantasy module and well-worth the price.  Check it out!

The Manor 'zine by Tim Shorts of Gothbridge Manor, is on its second issue.  The first has been reviewed positively by James at Grognardia (among others).  Reserve your copy today! 

Jack's "greatest hits" compilation/expansion of his always interesting blog posts have been  available in hardcopy for a while--but now that compendium is on sale!  I've talked this one up before. If you've been sitting on the fence, now's your chance.  Follow the links to get your hard or soft copy today. 

Monday, July 23, 2012

A Few of My Favorite Aliens

Aliens species in most science fiction rpgs are of the of the human body animal head variety or just human’s with odd skin color--which might be cool if they gave them so interesting personality.  There are some pretty interesting aliens in games.  Here are a few of my favorites:

Vrusk
From: Star Frontiers
All the species in basic Star Frontiers are pretty cool (Zebulon’s Guide has some clunkers, though) but the corporatist, insect-appearing (though not actually intervebrate) Vrusk are good ones.  They avoided the cliches of evil insectoids and (mostly) hive culture.

Kronin
From: GURPS Aliens
At first blush these guys are a “warrior race” cliche (okay, not just at first blush), but two me there are a couple of interesting things about them.  One is that their societal structure is based around cadres and avoids the usual “Klingon Empire” thing.  Two, their noseless humanoid appearance reminds me of the Acroyear in the Micronauts comics, who are one of the coolest warrior races ever.


K’kree
From: GURPS Traveller: Alien Races 2
Horse-like herbivorous sophonts on a holy crusade to cleanse the universe of meat-eaters. Not only due the K’Kree break with typical humanoid alien design, they turn “peaceful herd animal” expectations on their ear.


Arilou
From: Star Control
These guys are from a series of computer games and are just green-skinned humanoids.  What’s interesting about them is they reference the classic little green men from flying saucers motif.  Their ships are inertialess too, making them unique among the sentient races--and mysterious. The fraal from Alternity's Star*Drive setting are a somewhat similar idea, perhaps better done, but without the cool saucers.


Pentapod
From: Traveller: 2300AD
2300AD had several well done species, but the biotech-using pentapods are my favorite. Interestingly, the pentapods themselves are biotechnology--constructs made by deep sea intelligences on their homeworld.  It’s a set-up that could be easily used for horror, but the pentapods are one of the closest allies of humans.

Sunday, July 22, 2012

The Dark Knight Rises

The Dark Knight Rises ends Christopher Nolans Batman trilogy and presents the most coherent story arc in a series of superhero films so far.  While the Marvel and previous DC efforts have mostly been isolated adventures with a few through lines, Nolan and his collaborators have crafted something a bit more novelistic.  This culmination of the trilogy reaps the harvest of seeds sown way back in Batman Begins and (if perhaps only in a subtle and incomplete way) challenges the very notion that “being the superhero” is actually the best thing the protagonist could be doing with his life.

TDKR begins by dealing with the consequences of the previous film.  The ending of The Dark Knight, I had interpreted as just a set-up for further adventure, but instead has led to a Gotham with increased police powers and no need for Batman.  This victory is hollow for its two architects (Jim Gordon and Bruce Wayne) because it’s based on a lie.

They don’t have to fret too long about that though, because (as Selena “Catwoman” Kyle) quips to Bruce: “a storm is coming.”  That would be a bulked up Tom Hardy as Bane: a bruiser with a needlessly complicated plan and a weird (but engaging, to me at least) mechanically altered voice.  Pretty soon, the Dark Knight returns, but only to face a beat down at Bane’s hands and a Knightfall. Then, Bane isolates Gotham and makes it a No Man’s Land, that the U.S. government fears to intrude on.



TDKR weaves a lot of elements from various Batman storylines (more than I’ve mentioned above) into a coherent enough for a superhero film whole. There are Nolan twists along the way that are not really surprising if one knows the comic sources, but are still dramatically satisfying.  The only quibble with one of them is that Batman’s world’s greatest detective skills are hardly in evidence.

The film isn't without problems.  The villain’s plot is pretty convoluted and has some logic flaws,which may bug some people. It is a looonngg movie, and there are some things that could have been trimmed.  The Bale scratchy Bat-voice is still in evidence--though I’ve gotten use to it after three films.

It doesn’t offer the “fun” of the Avengers or The Amazing Spider-Man, and it probably isn’t as genre expanding as the film proceeding it, but TDKR delivers on the promise of The Dark Knight by giving a dramatically solid payoff to that film and a strong ending to the series.