Friday, August 18, 2017

Weird Revisited: The Stalker

This post is originally from late August 2011. I don't think this monster made it into Weird Adventures or into one of my games, but conceptually it's one of my favorite Fiend Folio re-imaginings.


If you should find yourself in the City on a lonely railway platform in the wee hours or taking a night train across the dark countryside, you may happen to get the sensation you’re being watched. That may mean you have reason to be afraid.

Travelers in similar situations have looked to see the vague shape of what might be a fellow traveler clinging to the shadows of the platform, or have seen a gaunt figure receding in the distance as the train passes, its eyes glowing like signal lights.

The rail stalker appears to select his prey at random, but once he has done so he always lets the hapless traveler glimpse him at least once. The next time the victim sees the creature’s pale, naked, and emaciated form may be when he strikes.

The creature (it is unclear if there is more than one) attacks by opening his mouth absurdly wide in a caricature of a scream and emitting a sound or vibration. Things directly in its path may be damage as if thousands of years of erosion took place in a single moment, concentrated in a narrow area. Those nearby but not directly in the path describe a sudden wave of fear and a mind numbing hum. The stalker prefers to kill by embracing his victim and deilvering a kiss—a kiss that sends his deadly vibration through the victim’s body, turning bone to powder and liquifying organs.

Some thaumaturgists believe the sound made by the rail stalker is a sound from the end of the material universe, the wail of of inevitable armageddon that the rail stalker somehow carries in his withered frame. And aches to share with others.

[The rail stalker is, of course, a modern/near-modern horror riff on Fiend Folio’s Dune Stalker and resembles that creature in game particulars.  'Cause a naked, clawed dude trying to kiss you in a subway station is scarier than one in a desert, maybe.]

Thursday, August 17, 2017

Something Rises from the Prismatic Hole

Layout continues on the Azurth Adventures Digest. It's looking like it's going to shape up to 28 pages.

Anyway, here's another excerpt. The stats of the frogacuda from the Prismatic Hole:


Wednesday, August 16, 2017

Wednesday Comics: Storm: The Seven of Aromater

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Seven of Aromater (1984) 
(Dutch: De Zeven van Aromater) (part 6)
Art by Don Lawrence; script by Martin Lodewijk

Fearing the worst, Ember is elated when she hears Storm call her name. Storm remembers nothing of what happened. After Ember explains, Storm hypothesizes that perhaps the fact they are not of Pandarve somehow made her power affect them differently.

Now that they've changed back to human, the noxious atmosphere begins to take its toll. They move as quickly as possible through the yellow fog. Choking, they stumble back to the stairs where they left Nomad and the Eternal Prince. When they relate the story to the two of them, the Prince can't accept he can't have the brain coral. He runs into the poison fog.

The other three leave to find a way off the Tear.


They find the frog-things gathered outside!

They can't go back the way they came and they can't go back into the temple. Luckily, Storm spots a crack in the cliff face. They stumble onto an ice slipway and go sliding down with the creatures falling after them.


They finally land in a place where the gravity is less, perhaps near the equator. With the creatures on their heels, they run toward a forest that looks like its made of giant dandelions. They notice the winds are blowing the massive florets a way and see a possible way out.


Climbing a tree with the creatures behind them, they grab hold to one of the seedlings. The wind carries them out into the atmosphere around Pandarve--and in the path of a ship.


END OF THE SEVEN OF AROMATER

Monday, August 14, 2017

Fiendish Implications


Yesterday, our Land of Azurth 5e campaign continued last night with the usual uuspects: Kully the Bard, Shade the Ranger, Dagmar the Cleric, Kairon the Sorcerer, Waylon the Thief, and Erekose the Fighter.

Still in the village of Lumberton, the party sets out for the Pine Sawmill to get to the bottom of the rampaging automatons. They figure during the day time that the mill will be mostly deserted as the Iron Woodsmen would be out lumberjacking. They taking the river to the mill is the safest route (considering what happened last time they were on the trail through the forest). They hope they will find the Snarts the wizard Gargam tells them are being imprisoned there and end this mess.

They go into the mill stealthly, with Waylon the Frogling taking point. Waylon spies one Woodsman at work on the second level. Before he consult with the others he also encounters a little blue man (a Snart he presumes) who pulls a megaphone from somewhere and alerts the Woodsman to his presence before running away.

The rest of the party runs to help, but the Woodsman has reinforcements as well, and the battle is joined. Thanks to some strategic spell work from the magic-users, Kully and Kairon, the most serious damage from the Woodsmen comes from the explosions when they are killed. Ultimately, they kill defeat the six in the mill, though Erekose takes heavy damage.

In the battle, Waylon shoots the Snart that caused this mess and he briefly plays dead, but reveals he wasn't injured at all. Dagmar talks to it before it leaves, and it reveals that the Snarts aren't responsible for the Woodsmen going berserk and nor are they being held captive. He hints someone with horns is responsible before he disappears.

A search of the workshop on the highest floor of the mill reveals tracks from some sort of small creature that isn't a Snart. On a hunch, Dagmar turns fiends--and an angry little devil becomes visible with a flurry of curses!

Sunday, August 13, 2017

Azurth Adventures Digest Update & A Sample Page

The Azurth Adventures Digest volume one is in layout now. Barring any unforseen snags, it will be out the middle of next month. Contents include: a brief overview of the piratical Motley Isles and random and random tables for generating quirky pirates and pirate captains, details on three NPCs and a monster, thumbnails of some exotic places in the Boundless Sea and a random table of weird encounters, and finally, a short writeup of  Candy Isle adventuring locale.

All of this is enlivened by art by Jeff Call and Jason Sholtis. Anyway, here's a sample page with art by both of them:


Friday, August 11, 2017

Weird Revisited: Lies Your Mummy Told You

This post first appeared on August 13, 2010. It was written for Weird Adventures, but I think it could be useful in any setting...
Far to the west of the City, within the great Stoney Mountains, there are remote places where ancient ruins dot the hardpan, high-desert landscape. Unusual artifacts sometimes come from these ruins, and few are more unusual than the so-called dwarf  mummies.

Dwarf (sometimes pygmy) mummies look just as their name suggests: they are wizened figures little more than a foot tall, in their usual seated pose. Despite having none of the usual signs of life, the mummies are endowed with the magical semblance of life at least, and though they don’t move (usually) they are aware, and interact with their environment.

The susurration of the mummies can be heard by all, if conditions are quiet enough, but only the one “owner” of the mummy will be able to understand their dessicated whispering, which will sound as if spoken directly into their ear, even if they are as much as ten feet away.

The mummies' utterances will fall (either randomly or at the GM’s whim) into the following categories:

01-02: Pained, non sequitur reminiscences, possibly related to their long ago lives. These are related to times far too remote for modern hearers to relate to them in any useful way.
03-04: Cryptic foretellings of the future (anywhere from 1 week to 10 years hence) which will relate to the “owner.”
05-06: An exact and surprising statement about some predicament currently vexing the “owner.” The mummy will not elaborate.
07-08: A cryptic statement which seems to be about some predicament vexing the “owner,” but is in fact just nonsense.
09-10: Veiled Suggestions that someone the “owner” is close to is in fact conspiring against them. This may or may not be true, but the mummy will have details that make it seem so. Details will only be delivered in a way that makes the mummy seem reluctant to talk about the issue.

The longer a person owns a mummy, the more uncritical they will become about its statements. After a week or more in their possession, the owner will react to the mummy as if it has a Charisma of 18. After a month, a failed save will mean the owner acts as if charmed by the mummy in regard to believing everything it says, and treating it as if it is a trusted confidant.

No one knows who the dwarf mummies are, nor their purposes.  Any answers the mummies give in this regard will certainly be lies.

Thursday, August 10, 2017

The Games I Play

Despite relatively frequent reports of Gplus's demise, it turns out it still is a pretty good place to here about some Google Hangouts games. Real life stuff and my Hydra efforts don't allow me to play in as many as I might like, but I manage to squeeze them in every now and then.

I am a semi-regular in Jack Shear's Krevborna game. This is sort of 18th-early 19th Century horror fantasy in 5e. Jack expertise in Gothic literature really helps give this sort of era a distinct flavor. My character is (currently) the highest level surviving character in the campaign. He's Tobias Rune, "Scientific Diabolist" (i.e. Warlock). He's looks a bit like a young Terence Stamp here:


Recently, I'v played a couple of sessions of Paul Vermeren's Gridshock playtest. Gridshock began as a re-imaging of the Rifts setting, but very much became its own thing early in concept and has is attached to a system reminiscent of TSR's Marvel Superheroes. It wears its 80s-ness on its sleeve in many ways, (but it's hardly a pastiche of anything) having elements of superheroes, G.I. Joe, and anime about it. My character is a cactus-man alien named "Scorchin'" Ray Alpha.

Art by JP Cokes

I also continue to play in Jason Sholtis's biweekly Bewilderlands with a very funny crew. My character there is the Wampus Country refugee, Horvendile Early.

All of these games are a lot of fun. I look forward to revisiting them in the future.

Wednesday, August 9, 2017

Wednesday Comics: Storm: The Seven of Aromater

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Seven of Aromater (1984) 
(Dutch: De Zeven van Aromater) (part 5)
Art by Don Lawrence; script by Martin Lodewijk

While Ember struggles in the grip of the tentacles, a battle rages with the Seven fighting the seven followers of the brother of the Eternal Prince who watches the battle in amusement. With the power of the brain coral of Pandarve his to command he controls the battle.


Meanwhile, Ember has been lifted off the ground by the tentacles and held tight. Even her now-superhuman strength cannot free her. Then, she remembers the energy she absorbed from the lightning. She releases it:


The Prince commands the Seven to weaken through the power of the brain coral, and his servants gain the upper hand, some rendering the Seven helpless, He commands his servants to finish them. But then:


Ember stands in the doorway. She tells the Prince she has realized that that the Seven and his servants are evenly matched and are the colors of the rainbow. But she and the Prince were affected by the Blood of Pandarve differently. She became white and the Prince black. Her body begins to glow: "Where there is light, darkness disappears!' she says.


She drives the Prince back with her light, but then she falls in to the blood liquid, spent. When she rises:


She looks around for Storm and sees:


TO BE CONTINUED

Monday, August 7, 2017

Now in Color

I've been working on coloring the pregen portraits from Mortzengersturm, mostly to practice for coloring things for the Azurth Adventures Digest, but also just the have them in color. Jeff Call (the original artist) has not seen or approved my coloring job on his images, so blame me!

Here's Minmaximus the Mighty:

And here's Astra, Princess of the Star Folk:


Sunday, August 6, 2017

Dungeons of High Camp

Art by Jim Holloway

Over the weekend I was reading Hero A Go-Go by Michael Eury. which chronicles superhero comics' response (and influence on) 1960s camp pop culture. It's a combination that didn't always work well; many of the works perhaps now seem more goofy kitsch, and some are really just unfunny parody or of superheroes. Still, when it works there is a certain charm to a lot of folks, as the revival comics Batman '66 and Wonder Woman '77 indicates.

I wonder why there hasn't been as much of concerted attempt at published camp works in Dungeons & Dragons? Certainly, farcical humor abounds at the gaming table, and a number of comedic adventures have been written (a lot illustrated by Jim Holloway), and there are humorous illustrations in the older AD&D books. But as far as I know their has never been a camp setting or camp-informed setting--unless maybe HackMaster counts? Maybe it's just too difficult a tone to sustain well throughout a written project?

The settings of some OSR-related folks seem to me to have elements of camp without going all-in: Jason Sholtis' Operation Unfathomable, Chris Kutalik's Hill Cantons, some of Jeff Reints stuff, and my own Mortzengersturm. Dungeon Crawl Classics with its "airbrushed wizard van" elements could be taken as camp, but I'm unsure whether that is the intention.

Art by Jim Holloway

Friday, August 4, 2017

Time Gone By


Despite Gygax's admonition about meaningful campaigns and strict time records, the games I've participated in don't show a lot of evidence that anybody is doing this beyond the tactical level. In some ways, I feel like this is a miss opportunity and I enjoy media with a "sweep of history" or strong chronological grounding. It isn't really an issue in drop-in adventuring, but it makes a campaign feel more real to me.

That said, I don't usually pay enough attention to it myself when I'm gamemastering. There are always other things to think about. Sometimes I do, though. In my Weird Adventures campaign, I was able to construct a timeline, not so much from clocking downtime activities but from time references within the adventures, and the length of time they took in-game. Holiday themed games are a help in this (two Yuletimes past in that game).

My current Land of Azurth game is a good bit looser, partial because I want to capture the "time runs different/timelessness" inherent in inspirations like the Oz books. While I typically narrate some passage of time to have occurred between the adventures (we only game once a month), I've also drops hints that time "runs strange in Azurth' so they might spend a longer or shorter subjective time on an adventure than what time has passed for folks back in town. This allows me to have a fairly static status quo at times--or to shake things up. For instance, the party return from one adventure to find an election cycle passed and a new Mayor elected--and a new group of heroes the toast of the town!

How about you? Kept really strict time records or done something interesting with the passage of time in your game?


Thursday, August 3, 2017

Some Azurth Adventure Digest Art

The art for the Azurth Adventure Digest is rolling in.

Here's a a group of heroes versus the mummy of the Candy Temple by Jason Sholtis:


And here's the creature from the Prismatic Hole by Jeff Call:


Stay tuned for more!

Wednesday, August 2, 2017

Wednesday Comics: T.H.U.N.D.E.R. Agents

Taking a break from Storm for a week, I want to consider the T.H.U.N.D.E.R. Agents, a 60s superhero comic conceived primarily by the great Wally Wood. The series only ran 20 issues in its initial run, but its characters and concepts were appealing enough they there have been several (brief) revivals over the decades.

T.H.U.N.D.E.R. Agents combines two popular things in the mid-1960s: spy-fi and Marvel-style superheroics. T.H.U.N.D.E.R. stands for The Higher United Nations Defense Enforcement Reserves (I don't know what that means, either). It's essential SHIELD or UNCLE with more superhero agents. All of them are the product of technology: Dynamo with his thunderbelt, NoMan, the elderly scientist who can transfer his intellect into robotic bodies, and Menthor, a secret traitor with a helmet that gives him mental powers and a more heroic personality.

There enemies are a mostly forgettable cadre of aliens and freedom-threatening organizations: the Warlord, the Subterraneans, S.P.I.D.E.R. They serve their purpose for generating superhero action, particularly rendered in Wally Wood's style.

DC Comics did hardcover archives of the T.H.U.N.D.E.R. Agents material when they had the license. These aren't too hard to find, but do require a bit of looking. IDW now owns the license and has put out paperback collections called T.H.U.N.D.E.R. Agents Classics.


Monday, July 31, 2017

And now...Zarak!

Those of you of a certain age may remember the Advanced Dungeons & Dragons toyline line and a certain half-orc assassin by the name of Zarak. I found a nice image of Zarak from 1983's Advanced Dungeons & Dragons Characters coloring book that had a bit of a Jack Kirby-esque vibe about it. I believe the artist is actually Jim Mooney.


I thought it would be cool to color and give him a logo:



I might do a few more of the characters in a similar style, if I get the time.

Sunday, July 30, 2017

Rifts 1970


Rifts, arriving in 1990, is certainly a product of the 1980s. Could Rifts be scrubbed of its 80s chrome and be translated to another era? Why not? Let me pitch you Rifts 1970.

Now, you might say (but don't, because I will have already said it!): "Isn't Rifts 1970 just Gamma World?" Well, they're both post-apocalyptic games, but Gamma World is right down the middle of post-apocalyptic stuff, whereas Rifts wants to throw a kitchen sink at you: you've got cyberpunk, mecha, magic, Star Wars-style fascism, and the Rifts themselves that can get you pretty much anything else can appear.

In Rifts 1970, the mix is a little different, but there are analogous inspirations. Anime/Manga haven't really made a big impact in the U.S. yet, but there's kaiju films and Astro Boy. Fighting giant monsters would be a bigger thing in Rifts 1970, I think. Mecha would look more like Rog from the Doom Patrol, but the real Glitter Boy replacements might be guys with giant robot friends like Frankenstein Jr.

Cyberpunk hasn't arrived yet either, but computers have and concerns about the possibility of AI. Think Star Trek or Colossus: The Forbin Project. Cyborgs are already around like the Cybermen or the various Robotmen in DC Comics. Probably high tech equipment should be more T.H.U.N.D.E.R. Agents than Appleseed. This might push things in a bit more of a "superhero" direction, but there is an argument to be made that that's what it always has been.

Magic, of course, works well in either era. A distinctly Ditko-esque Doctor Strange vibe would set Rifts 1970 apart, though.

The Coalition and their not-stormtroopers, the Deadboys, become some other Nazi stand-ins, like HYDRA or any number of villainous comic book organizations or '50s comics alien invaders that were either Nazi or commie substitutes. Of course, Starship Troopers was written in 1959, and we saw how easy it was to paint those guys with a fascist brush in the film adaptation. Maybe the Deadboys can have their powered armor after all?


Friday, July 28, 2017

Weird Revisited: Nautical Fantasy Inspirations

The original version of this post appeared on July 15, 2011. Since then, there have been some fantasy stuff usuable with a nautical campaign--including an upcoming project from Richard Guy:



Taking a look at Driftwood Verses or planning a visit to Swordfish Island? This might help. What follows is pretty much off the top of my head and it sticks to nautical or sea- themed fantasy (so no Horatio Hornblower or Treasure Island here), but I figure it's a backbone to start with.

Classical Literature:
The Odyssey
One Thousand and One Nights. Particularly the Sinbad stories, of course.

Modern Literature:
Alan Cole and Chris Bunch. The Anteros series.
Leigh Brackett. The Sword of Rhiannon, “The Enchantress of Venus,” and “The Moon that Vanished.” These last two are on (or under) the strange gaseous seas of Venus, but I think that only adds to their exotic inspiration value.
Robert E. Howard. Conan stories: “Pool of the Black One,” “Queen of the Black Coast,” and “The Black Stranger.”
William Hope Hodgson. The Boats of the "Glen Carrig" and other nautical horror stories. "The Derelict" and "The Voice in the Night" are probably my favorites.
Ursula K. LeGuin. A Wizard of Earthsea.
Fritz Leiber. From the tales of Fafhrd and Gray Mouser: “Their Mistress, the Sea,” “When the Sea-King’s Away,” “Trapped in the Sea of Stars,” and “The Frost Mostreme.”
C.S. Lewis. The Voyage of the Dawn-Treader.
Abraham Merritt. The Ship of Ishtar.
China Mieville. The Scar.
Tim Powers. On Stranger Tides.
Cherie Priest. Fathom.
Karl Edward Wagner. “In the Wake of Night.” Okay, only a fragment of this exists, but the idea of the story is great.

Movies:
20,000 Leagues Under the Sea (1954). The original novel might be inspirational, too, but its this films visuals that really capture the imagination.
Jason and the Argonauts (1963).
King Kong (the 1933 and 2005).
The Lost Continent (1968).
Pirates of the Caribbean series.
The 7th Voyage of Sinbad (1958), The Golden Voyage of Sinbad (1974), Sinbad and the Eye of the Tiger (1977).

Animation:
Pirates of Dark Water (1991).
One Piece. Which is also a manga.

Thursday, July 27, 2017

Two Maps, One Candy Island

Here's an excerpt from the upcoming Azurth Adventures Digest. This is Jeff Call's map of the Candy Isle with lettering by me:


And here for comparison is the original map I made for the game:

Wednesday, July 26, 2017

Wednesday Comics: Storm: The Seven of Aromater

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Seven of Aromater (1984) 
(Dutch: De Zeven van Aromater) (part 4)
Art by Don Lawrence; script by Martin Lodewijk

Nomad wakes up on the beach of the Red Tear, the weird low hanging moon, amid the wreckage of the ship. Ember appears from the water. Too heavy to float in her new form and not needing oxygen, she walked across the bottom of the ocean.

The oppressive gravity leaves Nomad unable to move. Ember says she'll come back to get him later and heads off to find Storm. His calls for help bring her back.


Ember scatters the creatures. She decides to pick up Nomad and the Prince and carries them with her. The heavy gravity means the Seven have left an unmistakable trail for her to follow. They pass through storms, but Ember's body absorbs and dissipates the lightning. They cross a desert of glass caused by some unimaginable explosion.

As they near the equator of the Red Tear, the gravity lessens. Nomad is able to walk now, as they approach a structure of rock:


Traveling down a passage, they pass the bones of the beings they assume built this place. The come to a stairway going down. At its bottom is a thick yellow-green fog, a poisonous atmosphere. Entering it nearly kills Nomad and the Prince. They will have to stay while Ember goes on.

After what seems like hours, she gets through the fog and enters a passage with what appear to be dead snakes on the floor.


They aren't dead, and they aren't snakes!

TO BE CONTINUED

Monday, July 24, 2017

If You Go Down in the Woods Today

Yesterday, our Land of Azurth 5e campaign continued last night...

ROLL CALL: Kully the Bard, Shade the Ranger, Dagmar the Cleric, Kairon the Sorcerer, Waylon the Thief, and Erekose the Fighter!

The riverside village of Lumberton has fallen on hard times. The owners of the local sawmill bought some automatons from a mysterious traveling salesman and now the things are running amok! Day and night, these Iron Woodsmen are clearing the forest and killing anyone that gets in their way.

Our heroes happen upon a desperate discussion between Mayor Bole Wood and his advisors, and succumb to the Mayor's desperate plea for aid (and promise of compensation). Eavesdropping on the conversation, the ranger hears mention of someone or something called "snarts" and is immediately suspicious they aren't getting the full story.

A talk with the alehouse matron, Burl, reveals that Snarts are in fact small, mischievous fey that the townspeople believe have cursed them and made the Iron Woodsmen go crazy. Armed with this knowledge they set out to find the hidden Snart village.


Just outside of town, they find a dilapidated manor inhabited by the wizard Gargam. Gargam is not the most pleasant of wizards or a great conversationalist, but they discover (a) that he hates Snarts, but wishes to use them for some undisclosed magical purpose, and (b) he says they have been captured by the Iron Woodsmen and taken to the mill.

The party heads toward the mill and comes upon an Iron Woodsmen work crew. A battle is joined. and our heroes discover that the Woodsmen are tough opponents--and they explode in steam and shrapnel if they are too heavily damaged. Destroying the 4 automata, but bloodied and battered themselves, the party retreats to town, where they confront the Mayor, who also believes the Snart curse levied due to their extensive clearing of the forest is the cause of their misfortune.

The party resolves to locate the Snarts and set this problem right.

Sunday, July 23, 2017

Azurth Adventure Digest


Here's the cover for the upcoming Azurth Adventure Digest (still a couple of months away). Jason Sholtis provides a great rendition of some angry Candy Islanders.

The planned contents of the digest are: Random tables for generating Motley Pirates and pirate captains, random weird encounters in the Boundless Sea, thumbnail descriptions of a handful of interesting islands, a few NPC write-ups, and the Candy Isle adventure locale. Internal art and cartography will mostly be Jeff Call, who did Mortzengersturm. It will be available in pdf and print at 5.5 x 7.75" size.

Here's part of the Candy Island Temple as rendered by Jeff

Friday, July 21, 2017

Valerian

Luc Besson's new film Valerian and the City of A Thousand Planets is based on the French comic book series Valérian et Laureline by by writer Pierre Christin and artist Jean-Claude Mézières (The film seems largely drawn from the sixth story in the series, Ambassador of Shadows). It's good source material for Besson, has the exotic locales of the comic and multitude of aliens give plenty of opportunity for him to engage in the in the stunning visuals that have been part of his previous science fiction efforts.

Valerian and Laureline are special agents of the Federation, with a bantering, unresolved sexual tension thing going. After acquiring a cute and valuable alien organism, the Mul Converter, to the massive, multi-species space station Alpha, to save it from a mysterious threat. All is not as it seems, and Alpha's Commander has secret plans of his own. Our heroes make their way through the alien locales of the station to solve the mystery and save everybody.


The plot is perfunctory, its drama is simplistic, and the characters are thin, but the sort of science fiction films Besson makes have never particularly focused on those things. The Fifth Element had an breeziness about some of the core dramatic elements, but did a lot with action, humor, and a Heavy Metal visual sensibility. Valerian may not become a the cult classic it has, but would make a good double feature with it.

In rpg terms, the visuals in Besson's film will likely give plenty of fodder with sci-fi gaming. Valerian and the City of A Thousand Planets: The Art of the Film, is worth picking up for that purpose, even if you don't like the film.

Wednesday, July 19, 2017

Wednesday Comics: The Seven of Aromater

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Seven of Aromater (1984) 
(Dutch: De Zeven van Aromater) (part 3)
Art by Don Lawrence; script by Martin Lodewijk

Ember and Nomad watch from hiding as the Prince's steamship launches a smaller boat with the Seven or Aromater aboard. As they head toward the waterspout beneath the red, Ember realizes in horror what they plan.

She breaks from hiding to try to reach Storm. She is quickly captured and the former Storm, now the Seventh, ignores her cries. The ship sails on:


The Prince has Ember and Nomad in changes. He plans to keep them alive until the the survivors of the Seven return from the Red Tear with the Brain Coral. Until then, his ship will circle the waterspout and wait.

Ember and Nomad don't plan to be idle. They have hidden the remainder of the potion that converted Storm into a monster. Ember drinks it quickly and:


With enhanced strength and resistance to harm, Ember makes short work of the sailors. She and Nomad take over the ship. Ember isn't mindless like Storm and the others, she guides the ship toward the waterspout! The ship rides through the Storm--and is ultimately smashed!


TO BE CONTINUED