Showing posts with label filles de joie. Show all posts
Showing posts with label filles de joie. Show all posts

Sunday, June 25, 2017

Port o' Call

Art by Liz Danforth

Over a period of fifteen years (1982 - 1997), Flying Buffalo published seven installments of its CityBook line of system-neutral game supplements (or “a GM aid for ALL role-playing systems” as the books themselves state).  All of the books provide details about various urban establishments, including descriptions, maps, non-player characters, and scenario suggestions.  Each book after the first was presented as a themed collection.  For instance, CityBook II – published in 1984 – carries the subtitle Port o' Call and “focuses on places an adventurer is likely to find in the worlds' crossroads: port cities.”  The editors for this second volume were Liz Danforth and Michael Stackpole (or “Liz Dansforth and Micheal Stackpole” as they are credited for “Typoes”).

As demonstrated in a cover graphic (shown below), one of the selling points of the second CityBook is a conrtibution by Dave Arneson.  This is interesting in that the entry – “The Longtooth Lounge” – does not especially conform to the seaside theme the book proclaims.  However, the introduction to the 'Lodging and Entertainment' section jokingly states that “a number of horizon-expanding experiences are available” at the Lounge.


The Lounge offers “liquid refreshment as well as female companionship for its gentlemen clientele.”  Of course, port cities have such establishments, but there is nothing to indicate that the Longtooth Lounge isn't in a landlocked locale.  As the depiction above shows, there is “a large pair of sunken double doors” next to “a three-story tall tower.”  This is more subtle than a train entering a tunnel, but not by much.

As one might expect, the Longtooth Lounge is no ordinary brothel.  There are various aspects that make the Lounge an interesting adventure location – or a sit-com premise.  Foremost among these is Jeanie, “the most popular girl” in the establishment.  She “commands the highest prices and leaves even the most obnoxious customer satisfied.”  We learn, “This is because Jeanie gives the customer exactly what he wants, magically...”  You see, Jeanie is a genie.  Jeanie entered the world's oldest profession when the madame that owns the Longtooth Lounge made an off-hand comment while holding the locket that contains the genie.  Not realizing that the locket was associated with a genie, the madame said, “I wish that the Lounge had someone to help the girls with the guests...”  Nothing about the wish suggests that Jeanie assume the role herself, but assume it she did.  So, the brothel has a working girl who is a genie, but no one realizes she's a genie.  (The Lounge's bouncer may know the truth, but this is not made clear in the description.)  Jeanie, “like all genies, [is] likely to take any requests literally, [and] her power is often wielded rashly...”

Jeanie is also “Somewhat hard of hearing...” and “is surprised 5% of the time.”  Sometimes, Jeanie is 'surprised' by a customer and there is “a 75% probability that the assailant will be turned into something harmless and immobile – generally a plant.”  However, “the plants retain many of their human mental faculties.”  According to page 19, “The trouble with this automatic defense is that it seems to be permanent, and there is no way to restore any of the plants to their complete human form using normal magic.”  Jeanie places these plants in the Lounge's garden where they exist “with a nearly human awareness.”  Among the 'normal' plants in the garden, “there are domesticated triffids and Martian sand traps.”

Although there is nothing to suggest that the Lounge is in a port city, there are a few easy ways such a connection could have been established.  For instance, the tower could have been a former lighthouse or one of the working girls could have been a mermaid.  Due to the disappearance of Jeanie's 'victims', “The local authorities...seem to believe the [Lounge] is some kind of front for a slaving operation.”  The book's Introduction defines some nautical terms, including crimp:  “...someone who drugs and kidnaps lubbers to sell them to a captain who will attempt to turn them into sailors.”  The Longtooth Lounge could easily have had an actual 'crimping' sideline.

Among the other establishments listed in CityBook II, the good ship Golden Princess is described.  It is a contribution from Stephan Peregrine.  Within the seven pages devoted to the ship is the following gem:
     KyztprrThing.  Ht: variable.  Wt: 20 lbs.  Age: adult.  Fighting prowess: fair with what he uses in place of teeth.
     Unknown to virtually everyone aboard the Princess is Kyztprr.  During a violent storm off the accursed Isle of F'Tudd, Kyztprr was wave-tossed onto the ship and washed through a hatchway torn open by the typhoon.  Kyztprr made his way to the bilge where he hid safely, somewhat resembling a ballast stone.  For the most part, he is content to stay there, eating bilge worms and rats.  The diet is affecting his mind, driving him mad.  On nights when the evil stars rise, he has crawled forth in search of something besides rats to sate his hunger . . . .
Also included in the second CityBook is a 'notes' page, reproduced below for your non-commercial edification.  With the artwork and the large CITYBOOK™ NOTES title, not much space is reserved for actual notes. C'est la vie.  Your guess is as good as mine with regard to what that sign is supposed to show.

Art by Liz Danforth

Sunday, November 30, 2014

What Happens in Gomorrah Stays in Gomorrah

(SPOILERS)


All except the poor are welcome.  No soldiers bar the gates excepting to an army.  No police patrol the streets.  In Gomorrah, it is said, you can go anywhere you wish, commit whatever crime you wish, subject only to your own strength.  There is no law, save the law of the sword, no punishment save that which your victim may attempt to inflict.
The second 'Time Capsule' presented with the Timeship role-playing game is 'The Destruction of Gomorrah'.  The phrase, “There is no law,” indicated above, refers only to moral law.  There is, indeed, an inviolable law in this Capsule – Gomorrah will be destroyed.  The Capsule states, “[T]he destruction of the city is inevitable and total and those who fail to find the EXIT must perish with it in the long dead past.”  Although this is an 'Adventure' Capsule – meaning the player characters have no set goal – locating an EXIT within a given period of time becomes a de facto goal.

I won't divulge the amount of time, but I will mention the clock starts ticking as soon as the party ventures through the Gateway to the bazaar scene (shown above).  As the party enters the Gateway, “an automatic pulse of energy” starts the timer of an atomic bomb.  (Of course, the players have no way of knowing this.)  The bomb has been placed in a particular location by extraterrestrial operatives who have decided to impose their alien values upon a developing culture.  They judged that the cities of Gomorrah and Sodom were “without evolutionary potential” and must therefore be destroyed.  In other words, an 'advanced civilization' uses extreme violence to 'solve' a problem that has nothing to do with them.  Is this supposed to be a lesson?  Why did they go through all of the trouble to hide an atomic bomb in Gomorrah as opposed to using a more direct solution?  Why did they arrange for the bomb to be triggered by time travelers?  Anyway, since the Voyagers don't know about the atomic bomb, they can't look for it; but, if they come across it, they can disarm it.  However, even if they manage to disarm the bomb, the alien Mother Ship will send “a disc which will release an explosive device of great power in the atmosphere above these cities.”  The “missile” takes an hour to reach its detonation point, giving the Voyagers time to find an EXIT.

One minute before the destruction of Gomorrah (whether from bomb or missile), “the party will hear a voice booming out across the city.”  This functions as a (literal) last-minute warning for the Voyagers to split the scene.  This “peculiar metallic” voice explains the aliens' rationale for mass murder...to their victims who will cease to exist in a matter of seconds.  “You will be unaware of your end,” the aliens helpfully inform their audience.  I guess this somehow makes sense to the aliens.

Let's set aside the doom and gloom and look at the opportunities that present themselves to the Voyagers as they explore this 'sandbox of sin' (so to speak).  I have it on good authority that the denizens of Gomorrah did not speak English.  This, however, should not daunt intrepid Voyagers.  A mere two units of PERSONAL ENERGY...
...will allow everyone who hears you in your travels to hear you speak in his or her native, or common, language.  By the same token, you shall hear all that is spoken around you in your native or common language.
At one point, author Herbie Brennan uses the phrase “Universal Translator.”  Doubtless, he is referring to this ability.

For the reader's edification, below is the map of Gomorrah provided in the Timeship box.  An astute observer will note that the map is not keyed.  This is because a random DESCRIPTION TABLE is to be consulted for each building in the city with the exception of certain areas:  the bazaar, the parkland, the palace, the ziggurat, and the guard stations.  Even so, some locations described in the table are meant to be unique and the Timelord is advised that “If [a particular description] does not appear to you to fit the prevailing circumstances, ignore it and roll again.”  Also, “as Timelord, you are not bound by any table.”


The Voyagers arrive at the bazaar.  Aside from slaves, a variety of merchandise is sold; Brennan spends a paragraph listing examples.  The guard stations house guards that have no concern for crimes other than (a) attacks upon a guard and (b) riots.  In the ziggurat, ten girls (“ages ranging between seven and eleven”) are about to be sacrificed to Moloch.  Don't even bother going to the palace; as soon as any Voyager enters the area, “the entire complex will [become] an explosive inferno.”  In the parkland, one is apt to encounter various combinations of persons indulging in carnal activity.  However, it's possible to meet a Hebrew prophet as well as a card-carrying “Time Traveller from the Twenty-Eighth Century.”  Also, watch out for snakes. 

The DESCRIPTION TABLE lists twenty-three establishments.  Often, a “percentile roll” is used to determine the number of occupants of a structure.  I think Brennan means for a Timelord to roll one of the percentile dice, thereby generating a number from one to ten.  Along with the various dens of iniquity, one may encounter a “Sorcerer's Lodge” wherein a demon is being summoned.  A patron of the “Prostitute's House” has a 76% chance of contracting body lice.  (There is no chance of contracting body lice at the “Brothel.”)  Relief from the body lice requires an expenditure of three PERSONAL ENERGY units.  Try to avoid getting leprosy.  (There is a “Leper Colony” location as well as a possible leper encounter on the street.)  Leprosy “will eat away four points of ENERGY for each hour's play subsequent to contracting it.”  Also, “within half an hour (real time) the player will have lost the use of his sword arm.”  For a Voyager, leprosy “will terminate its course once the victim has passed through an EXIT.”

When the Voyagers “enter a new street or district,” the Timelord is instructed to roll on the ENCOUNTER TABLE which offers twenty-two distinct encounters (and a 9% chance of 'no encounter').  There is a 30% chance of encountering a streetwalker of either gender or inclination.  Other encounters include thieves, pimps, pushers, and drunks.  Among the special encounters there is an “Angel...dressed in a vaguely luminous, skintight silver suit of metallic appearance,” a 3' 6" dwarf (who “will offer his services as a fighter to the males of the party and his services as a lover to the females”), and a homicidal hermaphrodite who “has stained his/her skin bright green.”

Friday, November 8, 2013

The Book that Appendix N Forgot

On this date, twenty-five years ago, Barbara Ninde Byfield passed away.  She was an author and an illustrator.  More to the point of this post, she wrote and illustrated The Glass Harmonica: A Lexicon of the Fantastical, since re-published as The Book of the Weird.  The complete subtitle reads:
Being a most Desirable Lexicon of The Fantastical, Wherein Kings and Dragons, Trolls and Vampires, to say nothing of Elves and Gnomes, Queens, Knaves and Werewolves, are made Manifest, and many, many further Revelations of The Mystical Order of Things are brought to light.
The back of my copy describes the book as “a treasure chest of hidden knowledge for those who fancy venturing into the twilight worlds of the Heroic, the Occult, and the Romantic.”  It is, in effect, an encyclopedia of fantasy and fairy tale tropes.  Doubtless, it is the book to which Zeb Cook refers in his foreword to The Dungeon Alphabet.  Cook says, “...I cannot remember the title or artist...It fueled my imagination with possibilities and led me to incorporate that fantastic whimsy into my own games – to want to create worlds with those touches of detail, irony and just out-and-out wonder.”

As an example of Byfield's whimsy, here is a portion of the entry on Hermits:
          ANCHORITES show a preference for thorns, drought, and meditation.  Certain that the next world will be without the above afflictions, they relish their present discomforts, which may include beds of thistles.
As examples of Byfield's illustrative prowess, see her 'Castle' diagram below and her 'Landscapes' diagram at the close of this post.


When I say, “The Book that Appendix N Forgot,” I am referring to the Dungeon Masters Guide Appendix N; Byfield's book is given due credit in the RuneQuest Appendix N.  This is curious in that the influence of The Glass Harmonica is more apparent in AD&D than in RuneQuest.  Some other blog does a capable job of demonstrating the artistic similarities between Byfield's work and 1e AD&D, so I will not duplicate the effort.  However, I will speculate that, in the absence of Byfield's entry on Trollops, Trulls, Bawds, Doxies, and Strumpets, the DMG 'harlot table' would be much less colorful or might not exist at all.  Also, I must wonder if “Rods, Staves, & Wands” would have been so grouped by Gygax in AD&D if not for Byfield's categorization of Wands, Staffs, and Rods.



Tuesday, April 10, 2012

The Dragons of Atlantasia

Dragons are the ultimate being on Atlantasia and any should think several
times before seeking out an encounter with one of these amazing creatures.
                                                                                  – John Holland
                                                                                    The Realms of Atlantasia:
                                                                                    The Game Master’s Bible



Although your humble host has touched upon Atlantasian dragons in prior posts, readers of this blog will doubtless appreciate a post dedicated to the “ultimate being on Atlantasia.”  Seeing as how we just discussed Dragons in Adventures in Fantasy, now would seem to be a good time to talk about Atlantasian dragons.  First, let it be known that dragons in Atlantasia are nigh invincible; not even hookers* would stand much of a chance against a dragon.  All dragons are spellcasters and no one can disrupt these spells while they are being cast; nothing must be allowed to diminish the dragons' capacity to overwhelm player characters.

The types of dragon include:  air, fire, water, earth, light, shadow, and chaos.  There are also ‘guardian’ dragons.  According to page 161, “Guardian dragons are the babies of the dragon world.”  It seems that guardian dragons are undifferentiated and they do not become a ‘regular type’ until adolescence (i.e., one thousand rebirths/years).  Furthermore…

Guardian dragons have a habit of choosing another life form and study that form throughout its life (this can lead to all sorts of trouble as the guardian dragon will put this life form through many different tests to see how they will react).  If this occurs, the guardian dragon will stay until the life form dies.

Aww, how cute!  It turns out there is a 5% chance that the guardian dragon will choose a player character to study.  Isn’t that adorable?  Guardian dragons have five ‘attacks’ per semi-segment; they will cast four devastating spells, then turn invisible.  Holland tells us that “not even a mindweaver** can locate an invisible guardian dragon.”  If they were detectable, it might actually be possible to harm a guardian dragon.  Do guardian dragons actually guard anything?  There is nothing that suggests they do; Holland specifically states that guardian dragons do not have treasure hoards.

I guess individual dragons mature at different rates.  The age range for adolescence is 1,000 to 10,000 rebirths but the age range for young adults is 2,500 to 25,000 rebirths and the adult age range is 11,000 to 30,000 rebirths.  There is also a 10,000 rebirth overlap between the elder and ancient age ranges.

Air dragons have 25 attacks per semi-segment, they are immune to “all air-based magic” as well as any spells cast at less than 65th level.  Also, “they will turn into airform before any physical attacks happen.”  I guess Holland means that the dragon will assume airform before anyone attacks the dragon.

While fire dragons only have ten attacks per semi-segment, they are immune to fire-based magic and any spells cast at less than 70th level.  Also, “only fire enchanted weapons will be able to withstand the heat near the dragon.”  Wouldn't 'fire-based magic' include 'fire enchanted weapons'?

As might be expected, water dragons are immune to water-based magic (and any spells cast at less than 70th level).  They have only eight attacks per semi-segment and they can’t even fly.  Like fire dragons, only fire enchanted weapons can hit a water dragon.

Not surprisingly, earth dragons are immune to earth-based magic; however, other spells must be cast at no lower than 80th level to be effective.  “Only dwarven forged weapons with a 90% or better to hit will have any chance of touching an earth dragon.”  To offset these advantages, earth dragons only get five attacks per semi-segment.

Light dragons are immune to “cosmic-based magic” and any spells cast at less than 80th level.  In order to hit a light dragon, the weapon must be (1) magical and (2) “from darkness.”  They get ten attacks per semi-segment.  Long-term readers might recall that light dragons “are beings of light and therefore, in a dragon’s neutral way, are pure compassion.” Has anyone managed to figure that one out?

Shadow dragons “are ominously, [sic] beautiful, shiny, [and] black-scaled.” However, there’s a problem in that “their scales actually absorb all light within 40’ of their body.” So how does anyone know what they look like? Also, wouldn’t shadow dragons be blind if light cannot reach their eyes? Naturally, they are immune to “dark-based magic” as well as any spells cast at less than 90th level. In order to hit a shadow dragon, a weapon must be “made from light.”

Lastly, there are chaos dragons. When chaos dragons mate, they dance through various dimensions and there is a 30% chance that a player character “will be caught” and become “deposited on some other dimension.” Their breath weapon is called “chaos rift” and it “sends chosen targets into chaos.” (Is that equivalent to death?) Don’t even think about magic spells; page 168 explains…

any spell cast at a chaos dragon is absorbed and thrown back at the caster at x 100. Plus, any spell cast at a chaos dragon and the dragon will automatically know that spell…[sic]

Only “a weapon made from a combination of all magic” can hit a chaos dragon. The number of attacks a chaos dragon can perform per semi-segment is randomly determined; it can be as low as two or as many as fifty.

** According to page 67, ‘hookers’ in Atlantasia have 25th level thief abilities and 10th level assassin abilities.  Imagine what the pimps must be like.

** Mage-types with 'mind magic'