A Cat of Tindalos

A Cat of Tindalos

Friday, November 10, 2017

New Monster-of-the-Week Mystery

The Meenlocks Want You!

https://drive.google.com/open?id=1Wavt51NDIjVmT_K-SG8YIBT0Oj2Jo8_H

 Comments, feedback and War stories are all welcome...


They would like to join you for Thanksgiving Dinner...

Group, Small, Devious, Intelligent, Terrifying
Chitinous pincers (d8 damage)
6 HP
1 armor
Close
Special Qualities: Horrid alien features, Telepathy

Meenlocks are two-foot tall, bipedal creatures with horrid, insect-like features that are covered in black, shaggy fur. They live in small groups (no more than 5 to a group) in underground caves. The mere sight of a meenlock can cause low-level intelligent creatures to collapse in fear, their touch causes paralysis. If a meenlock lair is disturbed, the occupants will silently follow the responsible party and wear down a single member (chosen generally at random, although humans and paladins will be given priority) with a continual low-level telepathic assault that manifests as whispered voices, strange noises, and other phenomena only perceived by the chosen target. When their weakened prey beds down for the night, the meenlocks will attempt to paralyze them (killing anyone else who resists), carry them back to their lair while still alive, and turn them into another meenlock through a short, gruesome procedure.

Instinct: Protect the tribe

  • Touch causes paralysis
  • Telepathic assault
  • Relentless


Sunday, November 5, 2017

Sky-Blind Spire Dungeon World Conversion Notes

Here are my long delayed Dungeon World conversion notes for Michael Prescott's wonderful The Sky-Blind Spire adventure location: https://drive.google.com/open?id=1_RdhNKkWbTJWRogy3MuS_W06m3a-i_MM

Here is his adventure: http://blog.trilemma.com/2016/04/the-sky-blind-spire.html

Happy adventuring!

As always feedback, war stories and general comments are deeply appreciated.


Friday, November 3, 2017

Advanced Readings in D&D: Fritz Leiber


ADVANCED READINGS IN DUNGEONS & DRAGONS

Advanced Readings in D&D: Fritz Leiber


Guys, Fritz Leiber’s Fafhrd and Gray Mouser are basically the bee’s knees. In fact, I might go so far as to say they are the most Dungeons and Dragons of anything on the Appendix N list. Leiber obviously couldn’t have known that when he was writing the duo—at least not at first, starting them in 1939, but I guess perhaps he found out along the way, since he wrote them until 1988—but more interestingly, I don’t think Gary Gygax could have known, either. Now, obviously he knew that it influenced him in creating the game, but the thing about the Lankhmar stories is that they are actually how people play the game as well.
You know, I saw a funny image recently that had a picture of Aragorn, Legolas, Gimli and the Rohirrim all posed like a bunch of cool looking tough guys, all epic in scope, with a caption of “How Most D&D Groups Begin” and then it cuts to an image below it labeled “How Most D&D Groups End” with a picture of the Monty Python crew in Holy Grail. Snerk. Still, I do find that most roleplaying groups have a strong element of black comedy running through them, along with a charming sort of nihilism. They aren’t all flowery speeches to elf queens; in fact, more often they are sarcastic quips to bartenders. Which, in a nutshell, is Fafhrd and Gray Mouser’s game.
Where to start on Fafhrd and Gray Mouser? Well, you might as well start at the beginning, with Swords and Deviltry, the first collection, since it has their meeting and each of their prologues. Let me illustrate it thus: Fafhrd straps fireworks to his skis at one point in order to rocket across a jump. That sort of insanity is just so…well, so Dungeons and Dragons; I don’t know how Leiber does it. I mean, I just had an AD&D campaign end when our bard, after crowdsurfing a horde of damned and demons, delivered the killing blow to Zuggtomoy with a roll of a natural 100 on a rod of wonder, which on the alternate table we were using was “death ray, no save.” It was epic, in the truest sense of the term, and was only possible thanks to the critical mass of multiple players, a convoluted prior history of adventuring, random number generators, and sheer dumb luck. That makes sense, but Leiber’s imagination is so fruitful that…well, it is like he has a chaos theory generator in his head. Billions of flapping butterflies.
Personally though, Swords Against Wizardry is my favorite omnibus, because it has the story “Stardock” in it, which is my favorite Fafhrd and Gray Mouser story by a mile (even if it doesn’t have Lankhmar in it). In short: the pair decide to climb the highest mountain in the world. You know; like if Everest came complete with the boilerplate fantasy hyperbole—like if Olympus Monswas on Earth. On a rumor, a riddle…because of course these two adventurers would undertake a task no one has ever accomplished because of a poem. With a snow leopard as a companion. Sounds like Mouser took a level in Ranger to me; it explains why he can dual-wield Scalpel and Cat’s Claw, too, for that matter.
Of course, just climbing an impossible mountain is almost too easy! So we get to have giant invisible flying manta rays trying to eat them, while invisible demigods riding on the giant invisible flying manta rays are trying to murder them. Well of course, you are saying, that is just obviously what happens when you try to climb past the rime and ice of a primordial peak. What else would you expect? Weird gnomes? We’ve got them too! Also, and perhaps most crucially, there are also invisible demigod ladies who’ve taken a fancy to our heroes.
We’ve talked about ladies and their representation in the pulps that influenced Dungeons and Dragons. They’ve ranged from the rotten to the pretty solid, but most fall into a big box labeled “problematic.” Leiber’s ladies (should that be Leiber’s Ladies, as a sort of fantasy Charlie’s Angels? I’d read it!) are generally on the positive end of the spectrum. They are defined by their roles as romantic foils, but they aren’t negative roles. They have agency, but typically in service to either narrative fiat or the agenda of the antagonists…and are almost always weird.
By way of example: here, the women in question are the invisible, nude godlings who live on the mountain. They “reveal” themselves to Gray Mouser and Fafhrd by covering themselves in paint or in lace. Pin up, sure, but not offensive. They aren’t even the weirdest ones; for a while Gray Mouser is involved with an albino were-rat, and Fafhrd dates a ghoul whose flesh and organs are transparent, leaving only her skeleton visible. Eventually the two settle down with two female counterparts, Cif and Afreyt, who are the best of Leiber’s women; as his Lankhmar stories evolved, so too did his characters.
I’d be remiss if I didn’t mention my personal favorite thing about the books: the wizards. Ningauble of the Seven Eyes and Sheelba of the Eyeless Face. Think of them as if Gandalf had a baby with Wilbur Whatley. You know, they sort of show up, meddle, display a casual alienation and inhuman form that makes you shudder at the indifference of the universe, make a few cheap jokes, and then exit from the story. Like if Guillermo del Toro got his art team together to brainstorm new faceless creatures for a Baba Yaga movie (I’d watch it!). Fafhrd and Gray Mouser, on the other hand, aren’t playing Call of Cthulhu. They’re playing Dungeons and Dragons, sword and sorcery style. SAN checks? No sweat. These are guys who clawed their way from first level to twentieth. They can handle some tentacles and a few eyes too many or two few. What’s the big deal?

Mordicai Knode is leaving diligent markings on the dungeon wall with chalk and a series of thieves’ cant markings so that the absent Tim Callahan can catch up with the rest of the party.
In “Advanced Readings in D&D,” Tor.com writers Tim Callahan and Mordicai Knode take a look at Gary Gygax’s favorite authors and reread one per week, in an effort to explore the origins of Dungeons and Dragons and see which of these sometimes-famous, sometimes-obscure authors are worth rereading today. Sometimes the posts will be conversations, while other times they will be solo reflections, but one thing is guaranteed: Appendix N will be written about, along with dungeons, and maybe dragons, and probably wizards, and sometimes robots, and, if you’re up for it, even more.

Is it Grimdark, or is it Horror?

by T. Frohock

This isn’t the first time I’ve discussed the grimdark. I keep worrying the subject, like a bad hangnail. Part of it is because whenever a discussion arises about grimdark, I am asked to participate. I’ve noticed some readers tend to see an overlap between grimdark and horror. While there are numerous similarities between the two, grimdark and horror are not the same.

Since I don’t write grimdark—I write dark fantasy (what Charles L. Grant called “quiet horror”)—I wanted to discover the characteristics that sets horror apart from grimdark. However, before I could understand the differences between the two, I had to begin with clear definitions as to what constitutes horror and grimdark.


Horror is defined as literature which is written with the intention of inflicting the emotions of fear or terror. Not many will disagree with that definition. Horror can then be divided into two very broad camps of either supernatural horror or psychological thrillers. Since psychological thrillers tend to have no fantastical elements, I’m confining my discussion to the differences between supernatural horror and grimdark.

Unlike horror, grimdark doesn’t fall neatly into one clean definition. Whenever people are asked to define grimdark, the discussion frequently rolls around words like “gritty,” “nihilistic,” “realistic,” before finally descending into the classic pornography/obscenity argument: “I know it when I see it.”

I did discover two often cited definitions for grimdark—though I consider both of these definitions to be flawed.

The first comes from the Urban Dictionary, which defines grimdark as:

“An adjective taken from the root words of grim and darkness, both of which are featured in the tagline for Warhammer 40,000: ‘In the grim darkness of the far future there is only war.’ It is usually used to describe a setting that would equal poor living conditions and life expectancies for those actually living in it.”

Of course, “… a setting that would equal poor living conditions and life expectancies for those actually living in it …” also describes just about every YA dystopian novel that’s been released since The Hunger Games.

However, none of us would actually classify YA dystopias as grimdark. These books generally tend to focus on young people bringing light out of darkness by having the courage to change the world around them. That is the precise opposite of the nihilism experienced in most grimdark novels. Therefore, the Urban Dictionary misses the mark for being overly broad.

The Wikipedia definition attempts to narrow the field somewhat with:

“Grimdark is a subgenre or a way to describe the tone, style or setting of speculative fiction (especially fantasy) that is, depending on the definition used, markedly dystopian or amoral, or particularly violent or realistic.”

That is closer to the mark. I would have liked that definition better if the author had stopped at “violent.” I dislike the word “realistic” being attributed to grimdark fiction. Frankly, grimdark is no more realistic than supernatural horror. The difference between the two genres revolves not around realism, but around the use of the supernatural forces in the story.

No one argues that grimdark literature cannot feature fantastical elements such as magic. Joe Abercrombie has wizards and an entire hierarchy of Magi; Mark Lawrence gives us a Dead King, who is a necromancer; Michael R. Fletcher has delusions manifesting as living, breathing creatures. If I dig around some more, I’ll find others.

After reading several grimdark novels, and one most excellent supernatural horror novel that can stand up to the comparison, I realized something very important: what separates grimdark from horror is the agency given to the supernatural.

In most grimdark literature, the supernatural is a passive force controlled by humans, whereas in horror, the supernatural becomes an active entity with agency.

A good contrast is Joe Abercrombie’s The Blade Itself, or Mark Lawrence’s Prince of Thorns against Christopher Buehlman’s Between Two Fires. Abercrombie’s and Lawrence’s works are grimdark while Buehlman’s novel is clearly horror.

In both The Blade Itself and Prince of Thorns the antagonists are all quite mortal. Realism is negated by fantastical elements such as the commonplace acceptance of magic. However, in both novels, the magic is a passive force manipulated by the mortals.

A superficial examination of Between Two Fires might lead one to think of Buehlman’s novel as grimdark. It has some of the hallmarks of grimdark literature: a dystopian environment in the form of the plague blazing through France in 1348; a fallen knight; amoral people are everywhere, looking to take advantage of others.

The story satisfies the “realistic” aspect of the definition, in that the bubonic plague existed, fallen knights turned to marauding in order to survive, and a dystopian society began feeding on itself. Yet Between Two Fires is clearly horror, because the supernatural forces in Between Two Fires have agency.

The very first chapter describes the angels—not the humans—and these angels are not passive. They are actively attempting to destroy human beings in order to provoke God. Uzziel brings the rains down in order to drown the crops; Beliel rises up and blows pride into the mouth of a king, thereby starting a war; then Lucifer shows up and all hell breaks loose. The angels and their machinations remain an active force, independent of mortal interference, throughout the novel.

Having humans as the story’s focal points does not necessarily make the story more realistic. I mean, let’s face it—Buehlman’s Thomas is just as mortal as Abercrombie’s Logen Ninefingers or Lawrence’s Jorg. It is not the realism of their respective stories that separates them—it is the usage of the supernatural forces within these stories.

Perhaps a better definition of grimdark would be:

“Grimdark is a subgenre or a way to describe the tone, style, or setting of speculative fiction (especially fantasy) that is, depending on the definition used, markedly dystopian or amoral, or particularly graphic in its depiction of violence. In most grimdark literature the supernatural is a passive force, controlled by humans—unlike supernatural horror where the preternatural forces are most often an active entity with agency.”

This would eliminate that niggling word “realistic” from the equation, and also establish the distinguishing traits between grimdark and horror. In the long run, a clearer definition helps grimdark to stand out as its own literary form. Once we know how to describe grimdark, we can then discuss the stories on their own merits, without confusing them with horror.

T. Frohock has turned her love of dark fantasy and horror into tales of deliciously creepy fiction. She is the author of the Los Nefilim series: In Midnight’s Silence and most recently Without Light or Guide. She currently lives in North Carolina where she has long been accused of telling stories, which is a southern colloquialism for lying.

Source: https://www.tor.com/2015/11/02/is-it-grimdark-or-is-it-horror/




Thursday, November 2, 2017

Defining Sword-and-Sorcery

By Howard Andrew Jones

The term “sword-and-sorcery” gets bandied around a lot. As far as we’re concerned here at The Skull, it’s not just a generic term that can be used interchangeably with fantasy fiction, but a descriptor of a specific sort of fantasy fiction, as intended by Fritz Leiber, the man who coined the phrase. I’ve been working on defining that definition over the years, with a little help from John Hocking, William King, Robert Rhodes, and John “The Gneech” Robey. I see sword-and-sorcery having at least these four characteristics:
The Environment: Sword-and-sorcery fiction takes place in lands different from our own, where technology is relatively primitive, allowing the protagonists to overcome their martial obstacles face-to-face. Magic works, but seldom at the behest of the heroes. More often sorcery is just one more obstacle used against them and is usually wielded by villains or monsters. The landscape is exotic; either a different world, or far corners of our own.
The Protagonists: The heroes live by their cunning or brawn, frequently both. They are usually strangers or outcasts, rebels imposing their own justice on the wilds or the strange and decadent civilizations which they encounter. They are usually commoners or barbarians; should they hail from the higher ranks of society then they are discredited, disinherited, or come from the lower ranks of nobility (the lowest of the high).
Obstacles: Sword-and-sorcery’s protagonists must best fantastic dangers, monstrous horrors, and dark sorcery to earn riches, astonishing treasure, the love of dazzling members of the opposite sex, or the right to live another day.
Structure: Sword-and-sorcery is usually crafted with traditional structure. Stream-of-consciousness, slice-of-life, or any sort of experimental narrative effects, when they appear, are methods used to advance the plot, rather than ends in themselves. A tale of sword-and-sorcery has a beginning, middle, and end; a problem and solution; a climax and resolution. Most important of all, sword-and-sorcery moves at a headlong pace and overflows with action and thrilling adventure.
The protagonists in sword-and-sorcery fiction are most often thieves, mercenaries, or barbarians struggling not for worlds or kingdoms, but for their own gain or mere survival. They are rebels against authority, skeptical of civilization and its rulers and adherents. While the strengths and skills of sword-and-sorcery heroes are romanticized, their exploits take place on a very different stage from one where lovely princesses, dashing nobles, and prophesied saviors are cast as the leads. Sword-and-sorcery heroes face more immediate problems than those of questing kings. They are cousins of the lone gunslingers of American westerns and the wandering samurai of Japanese folklore, traveling through the wilderness to right wrongs or simply to earn food, shelter, and coin. Unknown or hazardous lands are an essential ingredient of the genre, and if its protagonists should chance upon inhabited lands, they are often strangers to either the culture or civilization itself. 
Sword-and-sorcery distances itself further from high or epic fantasy by adopting a gritty, realistic tone that creates an intense, often grim, sense of realism seemingly at odds with a fantasy setting. This vein of hardboiled realism casts the genre’s fantastic elements in an entirely new light, while rendering characters and conflict in a much more immediate fashion. Sword-and-sorcery at times veers into dark, fatalistic territory reminiscent of the grimmer examples of noir-crime fiction. This takes the fantasy genre, the most popular examples of which might be characterized as bucolic fairy tales with pre-ordained happy endings, and transposes a bleak, essentially urban style upon it with often startling effect. While sword-and-sorcery is a relative to high fantasy, it is a different animal. High fantasy, mostly invented by William Morris as an echo of Sir Thomas Mallory and then popularized by J.R.R. Tolkien, moves for the most part at a slow, stately, pace, meandering gently from plot point to plot point, or, as is often the case, from location to location.  
While exotic landscape is present, even common, in sword-and-sorcery, it is displayed differently and toward a different effect. Sword-and-sorcery was birthed in an entirely different tradition. Robert E. Howard, its creator, wrote for the pulps. The pulp magazines, the television of their day, were fueled by quick moving action. The stories needed to grab you within the first few sentences so that if you were browsing the magazine at the news stand you’d feel compelled to purchase it to finish. The pulp stories were meant to seize your attention from the opening lines and never let go.
This difference in pacing is crucial and there are hidden difficulties attendant in trying to create it on the page. John Chris Hocking added this to the discussion: “Some sword-and-sorcery authors seem to believe that swift pacing must equal Action. And that Action must equal Violence. Neither of these things are true. All the fighting and running and frenzy you create will grow tiresome unless it is moving the story forward. Sure, Action is great unto itself, but it is the unfolding of the plot that truly captivates.”
Check it out!