Monday, November 29, 2010

Session XXVI: deeper, Deeper, DEEPER!

Yes, our party took steps to take their explorations of Zenopus' tower deeper than any one has gone before, or so they thought!

Having charmed Eric, a surviving member of the Black Hand and part of a party that was also sent into the tower to seek out Zenopus' spellbook, Slick Vinny, and the rest of Arvin's Avengers (and joined by Tibag and a weakened Adara still suffering from nightmares) delve below the tower once more.

Taking some time to finish mapping out the loose ends of the 1st level (completing the map with much accuracy, I must say), they returned to the 2nd level and the natural caves beneath.

Retracing their steps they made their way to the cavern where where they had slain crotch-goblins. There they found the remains of the half-eaten corpses being devoured by carrion-crawlers.

Working their way past this ghastly scene they once again walked through the cave the the green mist and entered the enormous natural cavern which was the Lair of the Crotch Goblins! Seeing the remains of the battle between the ghouls, goblins and themselves the party traveled along the wall of this immeasurable space.

Spotting a ledge above them, it was decided Adara and Tibag should go up and have a look. As the two brave souls climb up to the ledge and explored a cave, the others saw a dim torchlight coming from a cave opening far on the opposite side of the cavern. Arvin's Avengers douse their lights and watch as three bloodied and harried members of the Black Hand made their way across the cavern. Slick Vinny sent Eric over to talk to them.

The Black Hand was surprised to see Eric within these dark depths as he was ordered to stay in the tower itself and watch-over his companion who was wounded by ghouls. Suspicious, the other Black Hand members of his party questioned him and soon decided to leave the dungeons as half of their party had been killed by some nameless horror within the caves and they were no no shape, mentally or physically to continue on.

It is at this moment that Tibag and Adara attack the Black Hand with arrows. Caught by surprise, the leader falls, pierced with a number of arrows, the other is wounded and falls to the ground. Gnarly casts fairy-fire upon the third who looses the last of his sanity and runs wildly yet comically between the stalagmites of the cavern. As some of the party tried to chase this guild member down, the others tied up and questioned the survivor. He too has hit his breaking point and was nothing but a gibbering, screaming soul.

All that the party was able to gain from this broken man was that of some unspeakable horror within the caves which devoured his party.

As this questioning was going on, the party saw the Black Hand member alight with fairy fire and running madly throughout the cavern was swooped down upon by some enormous black winged shaped, lifted off the ground and carried off screaming into the distant heights of the underworld.

Thinking it best to move on, Tibag put the remaining screaming member of the Black Hand our of his mad misery slaying him and followed their blood trial across the cavern, over a natural stone bridge above an underground stream and into a dark cave.

The blood trail lead the party through some twisting tunnels and into the lair of Gricks! After slaying the horrific worms Arvin's Avengers continued through the caves and descended down some natural steps. Traveling down a long natural tunnel they come upon a strange site. Standing before them and carved out of the natural stone was a giant face whose mouth was outlined with stalagmites and stalactites and within this mouth was a pair of tall iron doors.

Opening the doors, they enter into a large man-made chamber of polished black stone, the walls of which are arched and ribbed giving the impressions of being in the belly of a beast. Opposite the door they entered is an arched tunnel with stairs leading deeper beneath the surface.

Arvin's Avengers descend the stairs….

Friday, November 26, 2010

Tales of High Adventure Submission Guidlines For Writers

Thrilling pulp fantasy returns with Tales of High Adventure from IndieOnly. Featuring fiction both old and new and penned by some of the greatest writers of gritty pulp drama as well as yet undiscovered gifted word-smiths!

Issue number 2 of Tales of High Adventure, to be released in the Spring of 2011, is now seeking submissions.

Tales of High Adventure is now accepting submissions of prose, poetry, illustrated comic stories, and single page art pin-ups as published in the pulp magazines such as Weird Tales, Astounding Stories, Spicy Mystery Stories, Amazing Stories and Startling Stories and inspired by the works of Robert E. Howard, H.P. Lovecraft, Dashiell Hammett, Mickey Spillane, Leigh Brackett, Edgar Rice Burroughs, Jack Vance, Fritz Leiber and others.

Hard-boiled Detectives and Private Eyes!
Spectacular Swords and Sorcery!
Fantastic Science Fantasy!
Spine-tingling Horror!
Daring Cliffhanging Adventures!


Submission Guidelines For Writers
  • We will accept short stories up to 10,000 words. If you have a longer story it may be serialized between issues, please query first.
  • New and original material only. One story at a time and no simultaneous submissions.
  • Please edit your work carefully.
  • Please submit stories in a Word doc or as an rtf file, single spaced text, between paragraphs double spaced. The title page should contain your name, email address, word count and date submitted. Number your pages.
  • All creators retain all rights to their characters and stories as this would be a one time, non-exclusive publishing agreement.
  • We cannot pay cash for your stories at this time. We will, however, send you a free printed copy of the issue where your work appears.
Become part of Pulp Culture and the stable of creators for Tales of High Adventure!

Send your inquiries or submissions to pulp at indieonlycomics dot com

More details on comic and art submissions coming soon.

Wednesday, November 24, 2010

Mistress of Horror Ingrid Pitt - 1937 - 2010

The voluptuous Hammer mistress of horror Ingrid Pitt has passed on. Before vampires became all glittery they were horrifically sexy and that undead sexuality was never more defined than by Ingrid Pitt. Anyone who loves those old Hammer horrors undoubtedly will recall the beautiful Mrs. Pitt starring in such classic films as The Wicker Man, The House That Dripped Blood, The Vampire Lovers and Countess Dracula and helped usher in the sexually explicit horror films of the 1970's.


The Pitt of Horror: Official Ingrid Pitt web site

Friday, November 19, 2010

Tale of High Adventure Preview

As we finish up the final layouts for the 1st issue of our pulp fantasy adventure magazine Tales of High Adventure we though we'd post a few preview pages to whet your appetite. Our goal was to mimic the old fashion pulp rags of the 30's and 40's as much as possible in terms of the look and feel of the publication, whether it be prose or graphic stories. And all in a nice digest format too!

Title page for Edgar Rice Burroughs' At The Earth's Core

Page 1 of the Science Fantasy adventure Homeworld by Paul J. Fini

Midnight Eagle by Mike Moran

The contents of the magazine how it is set now.

And if you haven't seen it yet, the fantastic cover by Clay Lewis!

The book should be sent off to the printer early next week and if all goes well should be available a couple of weeks after that, just in time for the gift giving season (hint, hint!).

Submission Guidlines

Wednesday, November 17, 2010

Monday's Session Report: Getting Into The Groove

The last good handful of sessions have been really enjoyable. I mean, for the most part they all have been entertaining sessions, but these have become much more so. They've been laid-back and off-the-cuff and in a way I feel it is in part because I have hit a stride in running the games.

My prep time has diminished to almost zero. For the past year, the players have adventured in and around the city of Caladan so the area has been established pretty well (with the help of those players!). The small piece of the campaign world and the events have fleshed themselves out nicely

I've gotten comfortable playing on the fly. I have gathered enough charts and tables and dungeons and encounters that any play outside of the 'comfort zone' can be handled quite easily. Many times those sessions have proven to be our most memorable. I think it's also a part of the DM being more a part of the game as I posted a while ago. Even when I feel a bit worn out or tired, I think enough gets started at the table that before you know it, three hours have gone by.

I'm more interested in letting the players decide the course of action and just going with it then dump on them anything that I create or want them to do. That has always been the goal but it has now become my modus operandi. There's enough hooks and dangling plot threads that the world and events and player interactions are just running themselves. I also feel comfortable letting the game be what it is, everyone's contribution, both players and DM breathing life into this campaign world. We've run a sandbox campaign with options wide open but over the past year, a nice 'story' has developed.

The game is starting to feel more focused too. A good portion of that has to do with the players themselves. Early in our campaign, the PC's carousing opened up a ton of side-plots that, in most instances, eventually needed to be followed; interactions with the Black Hand, various debts to the Temple of Mithra, Adara's dreams (which are still open but are slowly affecting that character). This lead to everyone joking that their party has AADD (Adventurers Attention Deficit Disorder) as they were unable to complete tasks or quests. With a lot of these circumstances 'out of the way', events around the Tower of Zenopus have been slowly building and that is where the play has been focusing. There seems to be a certain tension and excitement as the players delve deeper below the tower knowing that they will be facing every more dangerous foes and perhaps Zenopus herself!

Finally, the camaraderie around the table has just been fantastic and great to be a part of. I think everyone has hit a comfort zone and that helps open the game up creatively.

Oh, and if you really want to freak a party of dungeon delvers out (and believe me, it doesn't take much), place shiny apple in the center of a room with piles of busted furniture. Good Times!

Saturday, November 13, 2010

Creepy Inspiration For Your Gamma World / Mutant Future Game

A new book, 'Micro Monsters', showcases some of the planet's most horrible insects and microscopic beasts, perfect inspiration for your post-apocalyptic Gamma World campaign!





More Creepy-Crawlies can be found here

Friday, November 12, 2010

Session XXV: Aftermath

This session involved the characters roaming through the city of Caladan and picking up additional facts about the Tower of Zenopus, the Witch-queen of Stygia, the comatose Lord Osric and general post Black Sabbath happenings before delving back into the tower in search of Zenopus herself!

I'll just let the party's druid, Gnarly Blunderbrush, retell the tale courtesy of the Level 1 Gamer:

The Book of Gnarly

Thanks to Corey (Level 1 Gamer) for this recap.

For the DM's session report...