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Pop Culture
Movies, TV, Books, etc.
Inspiration from Old Cartoons
The beauty of public domain cartoons is that they come from a time when pop culture was bat-shit insane – and I don’t mean the calculated, “trying to damn hard”, imitation insane we get so much of these days.
BALLOON LAND (1935)
Here’s a great demi-plane to introduce your characters to, especially if they need something from the inhabitants that they cannot get by means of violence. And wouldn’t you love to pit them against the Pincushion Man.
CANDY TOWN (1931 or 1933)
Another odd demi-plane to hide behind the next magic mirror in your camapaign.
BIMBO’S INITIATION
This is one of the great weird cartoons ever made. Talk about your mythic underworld!
SUMMERTIME (1935)
I’ve always thought a campaign world where this sort of thing determined the season would be a fun one to challenge players.
THE SUNSHINE MAKERS (1935)
The distilled sunlight potions are excellent, especially if you have a stereotypically dour dwarf in the party.
TO SPRING (1936)
Another in the vein of Summertime, this one with subterranean elves who color the flowers in the springtime.
Greatest Fantasy Cartoon of All Time?
No. Not really.
But, I will put the last 15 minutes of this old Japanese cartoon about iron age Scandinavians up against any fantasy cartoon on the market for pure, gonzo greatness. You have no idea how much I want to start statting things up for this, but I can’t. I’d ruin it for you. So, go out and find it – I watched it on Netflix as The Little Viking Prince.
Later, if you’re good (and if I find some time in between watching my pride and joy in her latest play and converting “one last file” for Rappan Athuk (note: not the last file, really) and writing NOD 15 and editing Blood & Treasure) I’ll post the rest of Mother Goose & Goblins. If not tonight, then Sunday (’cause Saturday is Dragon by Dragon day).
Oh – and I’ll swear that the person doing Horus/Hols voice in that cartoon also did Rudolf the Red-Nosed Reindeer in the Rankin-Bass production of same.
Comic Mockery – Cave Girl
Honestly, this is probably the last jungle comic I can handle. Great art by Bob Powell, written by Gardner Fox … but the comic book jungles are thick with the danger of unkind stereotypes. Still, we’ll press on through this one and see if there’s anything worth while.
As always, this one was found at the Comic Book Catacombs!
I dig the term “morass country” – I’ll have to steal that one for the Pwenet/Kush hexcrawl (coming soon!). That bit at the end is what a saving throw looks like – or maybe just a missed attack roll. The art is by Bob Powell, who was known for his “good girl” art. Good indeed. Nice action shots as well – he could draw more than just a pretty face.
“Fat One” – nice. I suppose the elephant was trying to kill them, but is it really necessary to hurt the beast’s self esteem. We’ve gone a couple pages so far and no unkind stereotypes yet, so it’s looking pretty good.
Ah, spoke too soon. Well, if Eisner’s Spirit can be forgiven, maybe Cave Girl can as well. Impressive display of super powers from the kid though (invulnerability III, perhaps).
Wild time in the old town tonight, though, isn’t it. First an explosion, then a crazy guy with a knife. One question, though – is that guy rabid, or did he just go berserk while he was shaving. Or, in the words of a half-dozen Marvel comic book covers … “Is he both?”
Wonderful stroke of luck, those two shriners with outrageous English accents showing up to help. Still, this does diffuse the stereotype problem a little.
Here, Cave Girl makes a case for being a druid (or my beastlord variation thereof) – speak with animals, calm animals, etc. The chick in the last panel looks like she’s trying to pass a brick.
Nice action here – knee to the chin ranks right up there with face kicking. And a real waaa-waaa-waaaaaaa moment at the end. The woman who brought Cave Girl into town looks like an oompa loompa at the end.
I dig the art in this one, and the story isn’t any worse than was typical for the genre/time period. Cave Girl almost made the cut into the Mystery Men! rulebook, but I decided to stick with the more classic concept of superheroes. Here are some stats, though, for those who want to do a little knee-to-the-chin action themselves …
CAVE GIRL, Adventurer 14 (Jungle Girl)
STR 7 (+2) | DEX 7 (+2) | CON 7 (+2) | INT 3 (+0) | WIL 7 (+2) | CHA 7 (+2)
HP 88 | DC 16 | ATK +11 (+13 melee, +13 ranged) | SPD 2 | XP 29,500
Ability Boosts: Str +1, Dex +5, Con +5, Int +2, Wil +2, Cha +3
Powers: Calm Emotions (Animals Only), Catfall, Invulnerability I, Jump, Speak With Animals
Gear: Leopard skin, flower in hair
Will Kaanga Rue the Day He Met Bwana Black-Jaw?
See what I did there? Kaanga. Rue. Yeah – spent more time on the title than the rest of the post. As always, a hearty thanks to the Comic Book Catacombs for posting this story. Away we go …
Right off the bat, I defy you to figure out what the @#$#%$ is going on. The story reads like they removed every other panel. We start off with the finest jungle comic book poetry ever written (“Devil-Devil Wind”, because the benighted love using the same word twice in a row to provide emphasis).
First, Ann watches Kaanga spear a panther in the chest. Fair enough – the predator might have had is coming. Next, she asks why they are stopping while Kaanga seemingly glues his canoe back together. Stopping when … why … where are they … what? Finally, Kaanga smells a guy in the forest, gets pissed and picks up his bola. [Note, Kaanga has a bola, so he’s officially playing by the Companion rules].
The story doesn’t get much clearer here. Because a man riding an antelope* doesn’t see Kaanga hiding behind a plant, his guilt is proven. In response, Kaanga does the only responsible thing – he throws a bola at him and then threatens him. M’bala now mutters something incoherent about white men, fire-eaters and demons (could be the blow to the skull he just received from those rocks) and Kaanga responds that, yes, he knew it all along. Knew what all along?
* Yeah, even my favorite thing – people riding animals that God and nature have deemed un-ride-able doesn’t rescue this stinker. Alas!
Kaanga and Ann now mount their zebras (awesome, but, no, still not enough) and head to the village, where the villagers send them to the Valley of Leopards (probably because they don’t want the Aryan with the itchy finger and doped eyes anywhere near their kids).
We close with a very lost toucan – perhaps on his own search for colorful, fruity breakfast cereal.
“Bones of a lost temple” is good, I’ll admit that. Might use it myself one of these days. As a long-time fan of Jonny Quest, I have to nod approvingly at “AI-EEE!” being used not once, but twice on the same page.
Ah, the plot thickens. Blackie Rawls wants to screw up Capt. Clyde Ankers contract with European zoos! The fiend! In the last panel, Kaanga’s hurry to save Ann from the arrow causes him to inadvertently snap her neck. Oh well – time to find a new henchwoman!
See – tribesmen mounted on antelopes and zebras killing in the name of Flame God. This really should be something wonderful. Pity. One thing does inspire me though …
Drum of Command: This item looks like a large bongo. When struck, all who can hear the drum must pass a (Will) saving throw or be whipped into a frenzy (per the barbarian’s rage) and attack whomever the drummer indicates for 1d6 rounds. Fear effects counter the effect of the magic drum.
The giant flaming bird-glider is a nice touch. Those contracts are as good as broken! Oh Blackie, you scoundrel!
See “Then the flame-kite crashing as M’bala’s treachery saw a chance –” is not a sentence. Damn close, but not a sentence.
Nevertheless, Kaanga takes one to the dome and out he goes. The kite explodes, the panther escapes back into the jungle (plot point, I’m thinking) and Ann and Capt. Clyde are taken prisoner.
So, is Blackie freeing the animals out of a sense of kindness?
So, Blackie has given his minions a false sense of confidence in themselves while ruining zoo contracts. I just don’t know …
“A savage surge of bull-ape’s might …” is another fantastic line. We now finally know what the heck was happening in the first panel (it was a preview!). We also now know that Kaanga’s war cry is “Haa-Ree!”. Please work that one into your next game for me. Thanks!
Kaanga uses a signal-smoke (or, if you’re 99% of English speakers, a smoke signal) to signal the lancers and heads off on the trail of the bad guys. Spider-Man shows up in panel two, chasing a monkey, and then we’re looking at the lost temple of the fire gods, one of whom must be called Zom. Again, I really should be enjoying this more than I am.
Blackie brags about the fact that his plan is so intricate and clever that they’ll never pin it on him. Pin what on him? Who the $%@#$% hell knows, though it is worth mentioning that everyone involved in the story is already 100% aware that he’s behind it all. I guess the lack of evidence will be important in the Superior Court of Jungle Law.
And then we find out just what Blackie Rawls is after. He wants Capt. Clyde’s contract. That’s it. That’s the whole dang caper. Tribal war, murder, etc. for a zoo contract. No diamonds, no King Solomon’s Mines. A zoo contract. The stuff legends are made of.
“Your head is mine!” Really sums it all up, doesn’t it. I take it back. Forget the war cry. In your next game (this week, this weekend, whenever), please make sure you yell “Your head is mine!” while attacking at least once. Maybe twice.
I like the last panel.
Angry Dude: “They betray us! KILL!”
M’bala: “No! The fire-thrower is a wizard – strike!”
Apparently M’bala is still aiming for better working conditions and a pension plan.
And so we come to the end of our tale. Kaanga punches M’bala in the face, the fire gods ride off on zebras, only to be killed by the lancers (who ride bog-standard horses – how boring), Ann is released from her bonds (say what you will about the comic, Riddell could draw one heck of an Ann), and Kaanga throws a patronizing parting shot to the natives. We can only pray they’ll kill him in his sleep one night.
And what did we learn from all this? Absolutely nothing! Thanks boys and girls … more inanity from the Land of Nod tomorrow.
Buy My Crap … Save Some Money!
Quick post this morning to announce that Lulu.com is holding a 20% sale until May 18th. If you’ve been waiting to buy some of my stuff, or other RPG items, now would be a pretty good time. The code is “TENYEAR”.
Later today, I’ll have a preview of an unfinished idea for Blood & Treasure … magic item creation.
Planet Stories … Greatest Covers in Comic History?
Maybe. Maybe not. But this one is a humdinger …
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| Visit the Comic Book Catacombs and read about Aura, Lord of Jupiter, won’t you? |
You couldn’t get this much awesome for 1 slim dime in the modern day, I can assure you.
Princess Vara, despite getting a smaller font than Reef Ryan, appears to get the cover (I can’t imagine why), if in fact those aliens getting slapped around are the Green Legions of Xalan. She’s wearing her gold-plated titanium Venusian lady-parts armor (protection where you need it, when you need it – AC +1) and wielding a short sword while riding something that came out of a random monster generator.
Let’s tick off the alien parts on that beast – lower body of a horse, feet of a camel, talons of an eagle, neck of a hairy lizard, ears of an Elfquest elf, horn of a … I have no idea … and beak of abject, eye-poking horror. It needs some stats (S&W and Space Princess this time):
AREMIHC: HD 4; AC 6 [13]; Atk 2 talons (1d4), beak (1d6) and gore (1d6); Move 18; Save 13; CL/XP 5/240; Special: Run x5, only surprised on 1 on 1d8.
AREMIHC: HD 4; DEF 17; FIGHT 11 (Beak/Gore 1d8, Talons 1d4); MOVE F; STR 7; DEX 5; KNO 0; MEN 3; Special: None.
The Green Legions are somewhere in the kobold-goblin-orc continuum – I’d go with goblin stats, since they’re clearly pretty easy to pick up and hurl. I dig the polearms and golden shields with the suns. They also have a sweet ride in the background – you can’t beat old school starship design, I always say.
I also dig the “Slaver-Hordes of Neptune” – good name for a Space Princess module – maybe a sci-fi version of the classic Slavers series for AD&D.
Thun’da, King of the Conga/Congo
It’s time for another look into the wonders of old jungle comics with a Thunda story posted at The Comic Book Catacombs (for all your old jungle comic needs, one convenient location on the world wide web).
OK, first and foremost, Thun’da is a dude. Name ends with a vowel, immediately I’m thinking a jungle girl, but no, it’s a jungle boy. Naturally, he has a jungle girl (every Tarzan needs a Jane). This episode is about Jungle Killers (i.e. killers in the jungle, as opposed to people who kill jungles).
I wonder what the berber’s “% in Lare” is?
This scene, killing an elephant with one blast of a gun, does bring up a shortcoming of D&D combat, namely that for a single gun shot to take down an 11 HD elephant, it needs to do about 11 dice of damage (or maybe 6, if we’re allowing for double damage on some sort of critical hit). You could make 10d6 damage elephant guns in D&D, but if you let the monsters have them, the players are going to be pissed.
Well, maybe that last elephant just rolled shitty for hit points, because Muka is only annoyed at the little lead pellets, an annoyance he demonstrates by tossing around the Arabs.
What the heck is Pha doing in that middle panel? She’s either distressed at the sound of gunshots or swooning over that dreamy Thun’da, the Frank Sinatra of the Conga.
“Drops like a falling stone” does not really paint Thun’da’s dexterity score in the brightest light.
You know how great it would have been if they misspelled “Flee” in that last panel?
The adventures of Thun’da, Jungle Veterinarian. “That mud will draw out the pain, and introduce a host of bacteria into the wound.”
Meanwhile … Pha Pha Pha Phooom. Thun’da done alright for himself in the jungle. Ain’t it just like a female sidekick, though – you tell them to stay, and they always wander in just in time to be attacked by the one bad guy that got away from you. Sheesh.
Ooo! Ooo! Gold pieces! He said gold pieces! At least we’re dealing with an economy I can understand.
Also … SMATTT? Nice sound effect. Not exactly up to Batman quality.
Hours after days, Thun’da makes his Tracking check and finds the caravan. He then fails his Spot check and is apparently unable to see the guns they’re carrying – those same guns they were carrying on the last page (hours and days ago).
Now Thun’da goes into guerrilla mode – the picture of the impaled dude is actually pretty badass. This brings up a though … how often have your players ever used guerrilla tactics against goblin and orc tribes?
Of course, then Thun’da decides to pick on the African bearers, who are already being whipped and beaten by the Arabs and I lose all respect for the jungle douche.
Oh, I take that back. By jumping on his back from a tree, Thun’da only meant to warn him, not hurt him. It’s like the time a warned a friend about the dangers of bricks by throwing one at his head.
So he gets rid of the bearers, leaving the Arabs with useless ivory (not sure why it’s useless … they may have to carry it themselves, but it will still fetch a pretty penny … er, gold piece … in Djibouti.
Oh, and for those who don’t get the geography involved …
These knuckle heads are traveling 4,300 miles to grab ivory and slaves in the Congo (or Conga, depending on the page) and deliver them to the markets of Djibouti. No, the map’s not perfectly accurate, but close enough for government work. Given the terrain involved, this could be a 2 year trip on foot. Methinks the writer was not acquainted with the immensity of Africa.
I like the last panel. Just in case being shot in the head and tied to a post had taken Thun’da mind off the problem at hand, Pha provides some helpful exposition.
Just when things look their darkest, Thun’da remembers an old trick he learned watching Tarzan movies, and summons his faithful elephant and sabretooth tiger to kill everyone. Which, of course, begs the question … why not summon those two to begin with?
So after saving Muka from the Berbers, he sends Muka to his death against the Berbers. Nice. But it’s not a total loss, as Thun’da finds an alternate route home. You know, for when the jungle is crowded around rush hour. Interesting that the Elephant Graveyard appears to be within sight of the city of Shareen, and yet its existence was a complete surprise to the King of the Congo.
Oh – and love the look on the one guy’s face in the upper right hand panel. Looks like he has a serious noogie coming.
Time for stats!
Thun’da will use have levels in the beastmaster, a variant druid class in Blood & Treasure (yes, I’ll release it pretty soon – give me a break, one guy working on a 400 page RPG book in his spare time). The beastmaster is a druid who loses the shapechange abilities and armor use of a druid, but gains the unarmored AC bonus and speed bonus of a monk and the favored enemy and tracking ability of a ranger. I’m going to be a bit on the brutal side with this guy, given that he’s kind of an ass.
THUN’DA
9th level Beastmaster
Neutral (cause he just ain’t that good)
STR 16 (+2 bonus)
DEX 10 (would have been higher, but the whole “fell like a stone” thing didn’t help him)
CON 16 (+2 bonus)
INT 7 (-1 bonus)
WIS 13 (+1 bonus, and only because he needs it to qualify)
CHA 9
Hit Points: 36 (9d6+18)
Armor Class: 14 (10 + 4 for unarmored AC bonus)
Saving Throws: Fortitude 7, Reflex 12, Will 8
Skills: Survival [8], Tracking [8]
Special Abilities: Druid spells (6/5/4/3/2/1), move through undergrowth (Lvl 2), leaves no trail (Lvl 3), +2 save vs. spells of the fey (Lvl 4), immune to poison (Lvl 9), establish stronghold (Lvl 9; we’ll say his city of Shareen is his stronghold), armor class bonus (+4 at Lvl 9), speed bonus (+20 ft. at Lvl 9), favored enemy (double damage vs. Berbers)
Gear: Short bow, 20 arrows, spear
Henchmen: Sabre (smilodon), Pha (total babe)
The Metal Monster by Abraham Merritt
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| Doesn’t come close to capturing the book |
I just finished reading The Metal Monster by Abraham Merritt, and I wanted to dash off a quick review. The quick summary – if you haven’t read it, read it. Now. I’ll wait.
Here’s the lowdown – and I’ll throw in SPOILER ALERT just in case I give anything away.
You don’t want to read The Metal Monster for the plot or characters, mainly because the characters are mostly stock, though Norhala, the alien-science-goddess-prophet of the Metal Monsters has a little depth and almost grows as a character, kinda sorta. The human characters are pointless – I even kept getting two of them mixed up because they were blank slates. I couldn’t even form a picture of them in my mind. Worse than having no personalities, really, they only existed as observers with absolutely no impact on what was happening around them. If you don’t believe me, read Lovecraft’s assessment HERE.
We looked upon a vision of loveliness such, I think, as none has beheld since Trojan Helen was a maid. At first all I could note were the eyes, clear as rain-washed April skies, crystal clear as some secret spring sacred to crescented Diana. Their wide gray irises were flecked with golden amber and sapphire—flecks that shone like clusters of little aureate and azure stars.
Then with a strange thrill of wonder I saw that these tiny constellations were not in the irises alone; that they clustered even within the pupils—deep within them, like far-flung stars in the depths of velvety, midnight heavens.
Whence had come those cold fires that had flared from them, I wondered—more menacing, far more menacing, in their cold tranquillity than the hot flames of wrath? These eyes were not perilous—no. Calm they were and still—yet in them a shadow of interest flickered; a ghost of friendliness smiled.
Above them were level, delicately penciled brows of bronze. The lips were coral crimson and—asleep. Sweet were those lips as ever master painter, dreaming his dream of the very soul of woman’s sweetness, saw in vision and limned upon his canvas—and asleep, nor wistful for awakening.
A proud, straight nose; a broad low brow, and over it the masses of the tendriling tresses—tawny, lustrous topaz, cloudy, METALLIC. Like spun silk of ruddy copper; and misty as the wisps of cloud that Soul’tze, Goddess of Sleep, sets in the skies of dawn to catch the wandering dreams of lovers.
Down from the wondrous face melted the rounded column of her throat to merge into exquisite curves of shoulders and breasts, half revealed beneath the swathing veils.
But upon that face, within her eyes, kissing her red lips and clothing her breasts, was something unearthly.
Something that came straight out of the still mysteries of the star-filled spaces; out of the ordered, the untroubled, the illimitable void.
And that’s okay.
Why? Because the book is about the Metal Monsters. And they’re worth it.
Merritt did a very fine job of presenting aliens with an alien point of view that you can grasp, but probably not accept. They aren’t like klingons and vulcans, just adopting one human facet and turning it up to 11. They’re wholly alien in thought and in their goals, and humans are just in the way. In this regard, it reminds me of Lovecraft – humanity getting trod on like a bug, the trodder not even knowing we were there.
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| Closer … closer … |
What every OSR player will want to read the book for are the descriptions (and they go on and on and on, so be prepared) of the lair of the Metal Monsters and of the monsters themselves. The book is a veritable thesaurus of color words and, frankly, is the only book I’ve ever read that made me wish it were turned into a CGI spectacular on film. Except, the deeper you get into it, the more you realize it couldn’t be. Aside from the fact that Hollywood couldn’t get a book right if they had a gun to their heads (yes, Pixar too), the Metal Monsters and their world are just too much to animate. The only way you could turn Merritt’s vision into a film would be if you could project the visions inside the mind of Jack Kirby while reading the book directly onto a big screen. I’m convinced Kirby read this book and was influenced by it – the cosmic grandeur of it all struck me as very Kirbyesque.
A new world? A metal world!
The thought spun through my mazed brain, was gone—and not until long after did I remember it. For suddenly all that clamor died; the lightnings ceased; all the flitting radiances paled and the sea of flaming splendors grew thin as moving mists. The storming shapes dulled with them, seemed to darken into the murk.
Through the fast-waning light and far, far away—miles it seemed on high and many, many miles in length—a broad band of fluorescent amethyst shone. From it dropped curtains, shimmering, nebulous as the marching folds of the aurora; they poured, cascaded, from the amethystine band.
Huge and purple-black against their opalescence bulked what at first I thought a mountain, so like was it to one of those fantastic buttes of our desert Southwest when their castellated tops are silhouetted against the setting sun; knew instantly that this was but subconscious striving to translate into terms of reality the incredible.
It was a City!
A city full five thousand feet high and crowned with countless spires and turrets, titanic arches, stupendous domes! It was as though the man-made cliffs of lower New York were raised scores of times their height, stretched a score of times their length. And weirdly enough it did suggest those same towering masses of masonry when one sees them blacken against the twilight skies.
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| That’s more like it! Well, almost. |
And the Metal Monsters. The fact that these things have never been given D&D stats on par with the modrons, slaad, demons and devils is a crime. They’re fascinating, extremely powerful, and would make wonderful foils for a band of very high level adventurers. Reading the book, one could imagine, with the monsters’ power level turned down a bit, a band of Mentzer D&D characters on the path to immortality tangling with these fellows. A cursory list of the monster entries would be (and yeah, I’m doing these guys – I call dibs):
Tiny Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm
Small Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm
Medium Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm
Large Metal Monster (Spheres, Cubes and Pyramids) – Solitary and Swarm
Advanced Metal Monsters – Discs, Crosses and Stars – maybe large and huge
The Keeper (Unique)
The Metal Emperor (Unique)
Of course, Norhala will need stats as well.
Listen, I couldn’t do justice to his book if I tried. It drags in a few places, and it will absolutely bend your brain in half a few times trying to picture what Merritt is describing, but for folks in fantasy and sci-fi gaming, it is indeed a must-read book.
“I saw a world, a vast world, Goodwin, marching stately through space. It was no globe—it was a world of many facets, of smooth and polished planes; a huge blue jewel world, dimly luminous; a crystal world cut out from Aether. A geometric thought of the Great Cause, of God, if you will, made material. It was airless, waterless, sunless.
“I seemed to draw closer to it. And then I saw that over every facet patterns were traced; gigantic symmetrical designs; mathematical hieroglyphs. In them I read unthinkable calculations, formulas of interwoven universes, arithmetical progressions of armies of stars, pandects of the motions of the suns. In the patterns was an appalling harmony—as though all the laws from those which guide the atom to those which direct the cosmos were there resolved into completeness—totalled.
“The faceted world was like a cosmic abacist, tallying as it marched the errors of the infinite.
“The patterned symbols constantly changed form. I drew nearer—the symbols were alive. They were, in untold numbers—These!”
He pointed to the Thing that bore us.
“I was swept back; looked again upon it from afar. And a fantastic notion came to me—fantasy it was, of course, yet built I know around a nucleus of strange truth. It was”—his tone was half whimsical, half apologetic—”it was that this jeweled world was ridden by some mathematical god, driving it through space, noting occasionally with amused tolerance the very bad arithmetic of another Deity the reverse of mathematical—a more or less haphazard Deity, the god, in fact, of us and the things we call living.
Camilla, Queen of the Secret Empire
Shouldn’t it be empress?
Okay – off to a bad start. Today I’m reviewing Camilla, Queen of the Lost Empire, which I found over at the excellent Comic Book Catacombs.
Knuten and Caredodo – names to conjure with! We have a hunchback living in the sewers (nice sewer entrance, by the way – nothing but class in the lost empire) who’s going to kill Camilla.
Into the salt mines. If you’ve ever checked out some of the ancient salt works that still exist, you’ll find nothing on Earth more like an actual mega-dungeon … you know, except for the monsters and treasure and stuff.
And just like, she has a henchman. If I were statting her up for Blood & Treasure (and I guess I am), I’d probably use the variant bard class in the game – the Aristocrat.
Queen Camilla, 9th level Aristocrat
Str 13, Dex 16, Con 13, Int 10, Wis 11, Cha 14
HP 56, AC 14, MV 30, SAVE Fort 11, Ref 7, Will 9
Special: +1 on reaction checks, legend lore (9), fascinate (4 creatures, 90-ft range), suggestion (one fascinated creature)
Gear: Longsword (+5 attack, 1d8+1), cloak of protection +2
And monkey men! Nice touch.
There’s a bounty of greatness here. First, we see the queen run the monkey man through in one shot – we can guess the monkey men have a single Hit Dice. Love the shot of the dead monkey-man’s feet in the fifth frame – and check out Camilla’s pose. Very cool.
Monkey Man: HD 1; AC 13; ATK 2 slams (1d4); MV 30 (C20); SAVE Fort 13, Ref 15, Will 16; XP 50 (Basic); Special: None.
Then we have some men-at-arms mounted on zebras – always a favorite of mine for some reason. And they have ray guns to boot. Zebra-mounted ray gun troops!
Camilla’s hunchman, I mean henchback, I mean Caredodo ain’t no slouch when it comes to combat. He was hired as an assassin, and the next page features a nice stab in the back. We’ll go assassin for him.
Caredodo, 4th level Assassin
Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 6
HP 13, AC 10, MV 30, SAVE Fort 13, Ref 12, Will 14
Special: Sneak attack (double damage)
Skills: Climb (12), Decipher Script (10), Escape Bonds (13), Hide (13), Listen at Doors (10), Move Silently (13), Trickery (12)
Gear: Dagger (+4 attack, 1d4+2 damage, double on sneak attack)
The monkey men, I have to admit, seem like half-hearted villains. No ambition – no verve.
Hmmm – the plot thickens. As basic as this story was, I liked it and wouldn’t mind reading the next story. I think when you do introduce plots into role playing games, you might want to focus on keeping them about as simple as these old comic book stories. More complex plots work well in stories, where the old deus ex machine is there to help the investigators, but they can be pretty tricky in tabletop games where the players can’t actually see and hear anything, and only know what they’re told. Something to think about.




































