Friday, November 28, 2008

Joseph Pillsbury

When gamers get together to reminisce about poor old defunct Dragon Magazine, the tide of conversation eventually turns towards the shores of the magazine’s long tradition of supplementing its usual useful gaming articles with a bevy of entertaining cartoons and comic strips. Depending on the ages of those gamers, certain titles are bound to come up. Older readers will voice their love for “Finieous Fingers”, “Wormy”, “What’s New with Phil and Dixie”, or even “Talanalan”. Later initiates have fond memories of “Snarfquest”, “The Twilight Empire”, “Knights of the Dinner Table”, “Nodwick”, “Dork Tower” and “The Order of the Stick”. The names of artists like Tramp, Phil Foglio, J.D. Webster, Larry Elmore, Aaron Williams, Jolly R. Blackburn, and Rich Burlew get bandied about, with debates as to who was a better artist soon following. One name that often gets left out of these discussions is that of Joseph Pillsbury.

Joseph Pillsbury never had an ongoing, multi-panel comic series in Dragon, but the man certainly made his mark. He was a frequent contributor to Dragonmirth, providing us with single panel jokes that often blurred the line between the worlds of fantasy and everyday life. A quick glance through the Dragon Magazine Archive tells me that Joseph made his first contribution in issue #90 with this piece:

While I don’t have access to my own later issues of Dragon, I know his work was still making appearances as the published run of the magazine was winding down. That’s quite a legacy of grin-making.

I like Pillsbury’s work for a few reasons, but largely I love the way he depicts his “heroic” adventurers. They are not participants in world-changing events or of fantasy of the highest caliber. Instead, his world is inhabited by working-class schlubs who seem to have gotten into their careers by way of rotten advice from their guidance counselors. You can almost picture them punching a time clock before each adventure.

Pillsbury also excels at the skill that all good one-panel cartoonists need, which is to imply the funny, rather than show it. More often than not, the humor in Pillsbury’s work comes from what the reader knows is going to happen next, or what occurred just prior to the reader joining the action. Pillsbury allows the audience to fill in the blanks, which is a strength in single-panel comics, not a weakness.

My favorite Pillsbury piece is one that displays both of these talents. It appeared in Dragon #171:


I love this one so much I’ve had it blown up and have displayed it both at home and at the office. We join this trio of siege engineers in media res, and are left to imagine just how exactly this situation came to be, as well as the possible consequences if their superior hadn’t stepped in at this exact moment. The look on the cow’s face just slays me. It is one of equal parts puzzlement and acceptance.

Pillsbury had a love for siege warfare, which would be a strange thing to enjoy had he not been so adept at portraying the humorous side of it. A collection of some of his comics involving siege weaponry can be found here. For a look at one of his “regular Joe” adventurers, consider this guy and his backpack.

Joseph Pillsbury is still drawing comics; although it seems that he’s take a break from the worlds of swords and spells. His most recent project has been Bogworld, an online series of cartoons of a more political nature. Hopefully he hasn’t left the bizarre world of sword-wielders and spell-slingers for good. I could do with some more cows in catapults to make it through the day.

Wednesday, November 26, 2008

A Few More Maps

As I spend the first full day of my 36th year contemplating my navel and my place in the cosmos, please accept these maps from my commonplace books as gestures of goodwill, and a reminder that we never know what's out there until we venture forth for ourselves.


North of Xultvar This area lies several leagues north of the Xultvar, the City Resilient, which serves as my stand-in for Lankhmar, Greyhawk, Waterdeep, etc. Part of the Eastern Reaches of the old empire, the area has descended into a collection of city-states and independent towns held loosely together by the traditions of the once-mighty empire. If you cut a left through the Zephyr Pass, you'll end up in the territory where Ol' Nameless is placed.


Vakaros - City of Mists Behold Varkarös, "The City of Mists". Varkarös is located on a stub of land down in the southern jungle continent, wherein lies the remenants of Xoryphaal - kin to our Atlantis here on Earth. Varkarös is part ancient city filled with strange architecture and part Port Royal, Jamaica, inhabited by free-booters and scoundrels. Go deep enough into the jungles and you might find The Dwellers of the Forbidden City.


Unnamed VillageAn unnamed village that I sketched out in an attempt to create a settlement that remained somewhat realistic. I again employed the old trick of drawing a place I'd like to live. Those marks just south of the hill by the river indicate where the teenagers of the village go to race their fathers' horses and indulge in the past times of youth.


Tinfi Run The quiet town of Tinfi Run. The closest settlement to nearby Dead Ox, and gateway to Zephyr Pass. Ever since the mountain giants took out the bridge in Rushscar, Tinfi Run has seen a influx of traffic coming up the old road to the southeast. Damn mountain giants and their drinking binges of fermented giant goat milk...

Monday, November 24, 2008

The Megadungeon c.1745

A comment on one of the posts over at Greyhawk Grognard dislodged a memory of mine from my college years. During my undergrad career, I chanced upon a reproduction of an Italian artist’s etching that featured a vast underground location. The piece depicted a large space adorned with chains and strange statuary, cloaked in an atmosphere of smoke and despair. I was captivated by that piece, and remember thinking that it would be a great dungeon setting. (Sometimes it’s hard to shut off the internal DM Machine.) But as time went on, I forgot about the piece and eventually shuffled out of the hobby for awhile.

Thanks to the comment by Eli Elder, I was reminded of that artist and his work. The piece was by Giovanni Battista Piranesi (1720 -1778), an artist who was known for his etchings and engravings that depicted the ancient edifices of Rome. In addition to those works, Piranesi produced a series of sixteen prints known as Carceri d'invenzione (“Prisons of Imagination”). These etchings were untitled, but have since acquired names referring to the scenes they depict. Piranesi’s prison is a gloomy, forbidding locale, and would influence the Surrealism school of art that arose during the early 20th century. His use of staircases and hanging galleries seems to have inspired the works of the Dutch artist, M.C. Escher.

As a referee, especially one currently involved in the crafting of a megadungeon, I find these pieces to be rich fodder for the imagination. All too often, we think of the dungeon as a cramped space. Piranesi shows that this need not be the case. Of course, Piranesi didn’t have to worry about setting his etchings down on graph paper, or consider the possibilities of movement and range during combat. To duplicate some of his works directly into a dungeon setting would require that the referee be willing to make considerations outside the pale of normal dungeon design. The end results would be more than worth the effort, however.

Since I’m approaching a point where I need to pause in the design process of Ol’ Nameless, I think I might consider using at least one of these pieces as a location within the dungeon. I could work some of the dungeon around this set piece, and take the needed time to compose an encounter that takes advantage of this zowie! In the meanwhile, please peruse the selected images below for your own inspiration and enjoyment. The complete series is available here.

The Round Tower

The Smoking Fire

The Pier with a Lamp

The Well

Sunday, November 23, 2008

The Week Ahead

This is just a general note regarding the upcoming week's entries.

There will be posts on Monday, Wednesday, and Friday as normal. However, these posts will be of the brief variety. Tuesday marks the 36th anniversary of my appearance on the third stone from the Sun, so I intend to take it easy that day, work willing. Of course, Thursday is Thanksgiving here in the States, so I'm anticipating the usual results of serotonin being metabolised into melatonin by the pineal gland, namely "Post Turkey Narcolepsy", resulting in the urge for sloth defeating the urge to compose at length. Next week will see a return to business as usual.

Friday, November 21, 2008

The Commonplace Book

Every referee worth his or her salt probably keeps one of these. For many years, I referred to the set that I keep as my “dump books”, but having learned the proper term for them, I now prefer the more elegant-sounding “commonplace books”.

A commonplace book, traditionally, is a personal journal where quotable passages, notes, prayers, recipes, comments, etc. are kept for later consultation. Each becomes a scrapbook that reflects the personality and interests of its author. The concept of the commonplace book dates back to the 15th century, a time when writing paper became easily affordable to most. While the commonplace book is usually associated with authors, it’s no surprise that many referees, some of whom are aspiring authors, keep them as well.

A referee’s commonplace book can take many forms: a journal, a word document, index cards, a PDA, a blog, a wiki, or what have you. Personally, since I’ve always preferred the heft and substance of an actual book, I keep several commonplace notebooks in which to stash ideas until they grow to maturity. I have an artist’s sketchbook, which is the oldest of them, three regular marble composition notebooks, and soft cover 3.25” x4.5” marble memo book, which fits easily into my back pocket. Over the years, these books have followed me from dorm rooms, to apartments, to weekend getaways, to bars, to motel rooms, to trips into the mountains and to the beach, and from nightstand to nightstand. In that time, they’ve gathered quite a collection of sketches, maps, names, adventure seeds, world-building entries, monsters, magic items, historical anecdotes, and other ideas that have struck my fancy. Some of those ideas will never see the light of day in actual play, while others are just waiting for the proper time to take the stage.

I’m getting close to reaching a point of pause in the Dungeon Not Yet Named™, so I’m beginning to think about larger things than just the halls of that dungeon. To prepare for this, I’ve gone through my commonplace books looking for old ideas that I might want to include in the surface world to help flesh things out for when the adventurers are breathing fresh air again. Mostly I’ve been looking at maps and town set-dressing, but I’ve run across a few things that I’ve forgotten about over the years. They’re what would be considered “fluff” – a term I very much dislike – rather than “crunch”, but they amuse me and I’d thought I’d share a few of them. They’d appreciate the opportunity of getting out for a change, rather than moldering amongst the pages as usual. Consider them a cross-section of my commonplace books. Chances are that you’ve got some similar gems of your own.

Atrocious Drawings

As an artist, my skills ceased developing somewhere around the stick figure. I’ve tried to improve them from time to time, but I’m convinced that I lack the proper genes and talent to ever get anywhere near where I’d like to be. I’ve accepted this fact and moved on, but it doesn’t stop me from trying from time to time. I stick to still-life though.

A sketch of a Sweet Bog Berry. Inspired by my childhood love of beach plum jelly.

Itch Leaf sketch. Also inspired by my childhood, mostly from my yearly run-ins with poison ivy.
This is an unnamed plant I took to doodling one day. I'm not quite sure what it is or what its properties might be, but the presence of the little berries probably indicates that it can be used in either herbalistic healing or general cooking.

Proverbs, Sayings, and Literary Quotes

I stole this device shamelessly from Ed Greenwood’s tendency to start chapters in his novels with quotes from various plays and books that exist in the Forgotten Realms. I like this literary device, despite the slings and arrows that have been hurled at old Ed. I much prefer it to a similar device that R.A. Salvatore tends to use in the Drizz’t novels, wherein he separates sections of the book with essays and journal entries penned by a certain drow. At best, those seem to go against the old adage of “show, don’t tell.” At worst, they resemble the MySpace entries of some emo kid.

These short sayings remind me that there is more going on in my campaign world than high adventure and nation-shaking events. I’ve always envisioned adventurers as more “working-class heroes” than superheroes, and little things like this these help keep me grounded in that territory.

“What be stronger: teeth or tongue? Often the tongue destroys that which the teeth could never hope to chew.” - Dwarven proverb

“Buridrin awoke, sighed, stood up, and went to work.” – First line of the Dwarven account of the world’s creation.

Dwarves have always struck me a being very pragmatic folks, yet still possessing a sort of Zen-like wisdom. I think these two quotes sums that up.
Thief Proverbs:
1) If the chicken keeps laying rubies, you don’t kill the hen.
2) The quickest way to grow more daggers is to start planting them in backs.
3) A smart man learns of his lord’s orchard, and only harvests the trees allowed.

Thieves would have accumulated quite a few proverbs regarding their trade, given its long history.

“When I was young, I dreamt of magic, fine drink, and caressing arms as I lay awake at night. Now, I would trade my spells, my treasures, and all my days of pleasure for one dreamless night in a warm, soft bed.” – Rual Sytrik, Pages from the Trail


“Some wise and happy men choose to fill their days by collecting baubles they find comely. I have met a wheelwright who collects tiny forest animals carved from stone. I know of a noble lady who filled her court with birds of bright plumage, and a child who sought out the hair of elves. These little bits of joy help them when the skies are grey and the winter winds blow against the door. I am not a wise, nor a happy man, for I chose to collect problems.”
I like these two quotes the most. They capture the melancholy two older adventurers might feel upon looking back on their lives. The first is from a more successful mage, one who is entering his twilight years. The second is from a grizzled, grey-bearded soul whose still in the game but rethinking the choices he made in his youth. They reflect my own thoughts as I get older.

"Zaltz! Klaublumfun!” – Sign posted at the edge of a gnomish minefield.

My gnomes speak a sort of fantastical pseudo-German. This was my attempt to capture what that language might look like in the written form.

Maps

R’Nis is a patchwork world. I’ve got an overall map of the major continent sketched out, but much of it lacks detail. From time to time, I imagine what parts of that map looks like on a smaller scale and try to sketch out the details. The end result is intricate areas of fine design separated by vast areas of vague canvas. I supplement the map by writing adventures in areas that I haven’t yet detailed, which forces me to zoom in on that section of the world and flesh it out. I sketched this region out while sitting in a bar with a pitcher of beer and a handful of colored pencils. I just started doodling and coloring, achieving this as the end result. I've not placed any adventures in this area, but the little bits of local color like "The Tribe of the Dog" have seen use in other places.

I have a simple trick for when I draw maps of little towns and villages: I think "would I like to live there?" With that I mind, I start putting down features that I would enjoy passing on my day-to-day activities, or places that I would have liked to play as a child. It keeps my interest and breathes life into this little hamlets.

Wednesday, November 19, 2008

An Un-living Icon

or “Things to Do in Greyhawk When You’re Dead”

The philosopher Jeremy Bentham had interesting ideas when it came to the dead. In his unpublished treatise “Auto-Icon; or, farther uses of the dead to the living”, Bentham posed that people, if they be willing, should find uses for their mortal remains after they had shuffled off the mortal coil. He pictured a world where preserved corpses might one day replace the stone or marble statues that adorned churches, or –with a good coat of copal varnish as weatherproofing – take the place of trees that line the driveways to lavish country estates.

The thrust of the treatise was that dead bodies could be used for the edification and enjoyment of the living, and that corpses should be preserved for the benefit of future generations. He outlined eleven categories in which the dead could find use: “moral, political, honorific, dehonorific, money-saving, money-getting, commemorative, genealogical, architectural, theatrical, and phrenological.” Bentham suggested some uses for the Auto-Icon: collateral for loans; theatrical stage props; aesthetical decoration, such as statuary in the homes of the well-to-do; as subjects for public lectures on human anatomy. He proposed that the church might exhibit Auto-Icons in religious services during holidays, accompanied by rousing and uplifting music. Temples dedicated to famous and infamous characters could be erected, replacing the wax figures in such venues as Madam Tussauds with actual corpses. Auto-Icons could even be used for advertising purposes. Why stop with a simple barber’s pole when “a pair of fashionably-dressed ladies” could serve instead?

Bentham, lest it be said he was less than serious about this idea, wanted his own corpse to be used in instructing anatomy, hoping that it would teach scientists “curious, interesting and highly important knowledge” and that it would “show that the primitive horror at dissection originates in ignorance and is kept up by misconception and that the human body is as much more beautiful than any other piece of mechanism as it is more curious and wonderful.” Bentham got his wish, too.

Jeremy Bentham: Auto-IconThree days after his demise, a trusted friend and doctor delivered an anatomical lecture with Bentham’s corpse accompanying him. In attendance were friends and supporters of Bentham. The lecture was cut short when a violent thunderstorm struck the area, unnerving even the prosaic doctor. Following the lecture, Bentham’s body was preserved in effigy. His flesh was removed and his skeleton hinged together. His head was preserved, but the results were less than expected. The process employed to remove the fluids from that extremity left Bentham’s head “as hard as the skulls of New Zealanders…all the expression was of course gone.” A wax head was constructed to replace the stony-faced original. His skeleton was stuffed with straw, hay, and wool, dressed in the philosopher’s clothes, seated in a chair with his favorite cane, and displayed in a mahogany-and-glass case. Bentham was ultimately donated to the Anatomical Museum at University College London.

At the college, his body was shuffled about from place to place, residing for a time in a museum, a library, and a faculty office at the college. His real head was stored on a ledge over a door, but was stolen by students from rival King’s College in the 1960s and held for ransom to generate funds for charity. It was returned in exchange for the college not alerting the authorities to its theft. The head is now under lock and key.

Unsurprisingly, several legends have sprung up surrounding Bentham’s remains. One states that his spirit haunts the halls of the building he resides in. At night, the sound of his cane is heard tapping in the corridors as Bentham walks about the building. Another legend, while amusing but untrue, is that Bentham is wheeled into meetings of the college council to sit alongside the staff. His attendance is recorded in the minutes as “present but not voting.”

You can probably guess where I’m going with all this.

I’ve long subscribed to the belief that the strangest fruit grows from the soil of reality. Turn over enough rocks strewn along the path of human history, and you’re bound to uncover some very strange anecdotes and events that, if magnified and expanded upon, can make interesting situations within your fantasy campaign. Bentham’s treatise and real-life case is ample fodder for the imagination.

Adventurers can be rather blasé when it comes to the dead. A lifetime of looting corpses encourages a cavalier attitude regarding the recently deceased. It usually takes the undead to get them sweating, and even then, unless the undead is one of the level-draining varieties, they tend to take them in stride. In order to unnerve the players at the table, and thereby their adventuring alter-egos, creativity and unaccustomed thinking is required.

Bentham’s case serves as a springboard for diving into uncharted waters of the imagination. If his ultimate fate is not interesting enough, the world he pictures in his treatise certainly is. All that’s required of the referee is to gently steer the players into that territory and see how they react.

Imagine the party coming upon a small town during their travels, only to find that the streets and shops are adorned with the shellacked remains of the departed. The preserved corpses of former merchants advertise their successors’ goods and services, or perhaps serve as signpost to direct customers towards the right streets. A memorial in the town common, dedicated to the town founders, is composed of those self-same founders posed to convey a noble visage. As the party stands gobsmacked by this weird vista, they witness a lively funeral procession departing the local house of worship, bearing the deceased on their shoulders and heading towards a burbling cauldron of resin.

If the players are like most of their kind, it won’t be too long before the detect evil spells start flying and they begin looking over their shoulders, awaiting the imminent arrival of the necromantic cabal that has this poor settlement in thrall. That is if they’re not too busy fleeing for their presumed lives, convinced that a diabolic cult lurks behind the villagers’ welcoming faces.

Of course, you and I know that there is nothing nefarious lurking behind the scenes. This just happens to be the quaint custom of this village for dealing with the deceased. But it’s going to unsettle the players something fierce. Things could get more interesting if the party has arrived in town in need of the divine powers of the local clergy and must confront this custom head on. How tolerant can the party be, especially clerics and paladins of rival faiths, when witnessing this uncouth handling of mortal remains?

The above scenario takes place in the bright, sunlit lands of the surface world and is unsettling even there. The effects of encountering the preserved dead in the dank dungeon halls will only be multiplied. Any gamer whose spent some time around the table is bound to have encountered the obligatory “statue garden” that medusas seem fond of cultivating. A collection of lifelike statues, usually found in positions of fear or surprise, is a sure indicator that death by petrifaction is just around the bend. What will the adventurers think when they find a similar garden composed of the un-putrefying dead? Do they face some strange new monster created by the referee? Or is this just another indicator that the dungeon’s creator is horribly and incurably mad, and eager to add them to his collection? Either way, they’re bound to start jumping at shadows.

Before we close the door on this macabre source of inspiration, let’s turn the weirdness dial up one more notch. In the fantastical worlds that adventurers pursue wealth and glory in, the presence of magical communication with the dead is possible, if not common. It is also a world where the demise of a good and beloved ruler has more than once led the way for the ascendance of a cruel and incompetent replacement. What if a city, or even an entire nation, took steps to ensure that they never lose their beloved ruler to the grave?

The party learns that a mighty king is in need of the services of brave adventurers. When they arrive at that king’s seat of power, however, they are shocked to discover that the king has been dead for some two hundred years. Dead, but not out of the loop, politically. His earthly remains, now perfectly preserved and revered by the populace, still sit atop the throne. The daily functions of the nation are attended to by his regent, the fourth person in that position since the king’s death, but when it comes to the big decisions, it is the deceased king’s shade that is consulted by arcane or divine means. It is his court priest or magus who conveys the king’s need to the party, while his silent form sits watching. Of course, with the decrees of the throne coming from a living mouthpiece, can the party truly trust that they are fulfilling the desires of the deceased monarch, or are they merely cat’s-paws for another hidden agenda?

The idea of a preserved noble need not be confined to grand schemes and nation-shaking events. Adventures of a smaller scale could be livened up with the use of a preserved corpse. The classical cliché of the abducted princess in need of rescue gets new life breathed into it when the princess is dead, and it is her preserved remains, much beloved by her grief-stricken father, that needs rescuing. Caution should be taken if the referee goes this route, however, as the inclination for Weekend at Bernie’s-type shenanigans might ensue.

After running through an adventure or two that feature the presence of an Auto-Icon, the party might have a new sense of respect, or at least some interesting tales to tell, when it comes to cavorting with corpses.

Monday, November 17, 2008

Two Quick & Dirty Tables

Adventurers share a common trait with rats, mice, and ants: they get into everything. This tendency often forces the referee to quickly determine what the party discovers when rooting through the set dressings of the dungeon in search of loot. Most times, this is not a problem for a referee on his or her toes. They can quickly rattle off a few items with the caveat that they are “worthless/ruined/of no practical use”. But sometimes inspiration fails the referee, and the answer the players receive is “you find nothing.”

Having run into this situation myself over the years, I sometimes like to prepare a few quick & dirty tables to randomly roll on for the next time the adventurers are poking around off the beaten treasure trail. Below are two of those tables, one for when the party starts searching through kitchen cupboards or pantries, the other for crates in a warehouse or storeroom associated with smugglers and thieves. The purpose of posting these is two-fold. On one hand, I’m hoping that these might be of use to another harried referee in need of quick answers. On the other hand, I’m still locked in vicious hand-to-hand combat with using tables in Blogger. I’ve gotten a bit better at it, thanks to some helpful suggestions from you folks, but I’m not 100% satisfied. Considering I’d like to use tables with a few projects I have planned for the future, I figured I better get in some more practice with them. Please excuse the mess in the event that I’m still encountering difficulty with them.

Random Pantry/Kitchen Table

D20 Roll

Item Found

1

Horseradish

2

Flour

3

Orange Cookies

4

Turkey Jerky

5

Jars of Tea

6

Olive Oil

7

Lemon Peel

8

Pickled Herring

9

Cinnamon

10

Hummus and Pita Bread

11

Mint Leaves

12

Hardtack

13

Mouse Droppings

14

Hard Candies

15

Dried Peas

16

Pistachio Nuts

17

Coffee Beans

18

Jar of Jelly

19

Salt

20

Sugar


The following table was originally created for an adventure involving a smuggling cartel, but it would work for any warehouse with connections to the thieves guild or gangs.

Random Crate Table (Crime Syndicate)

D20 Roll

Item Found

1

Carved Wooden Stools (2d4) packed in straw – worth 2 sp each

2

Saddle and harness, tooled leather – worth 100 gp

3

Statuette of medusa, carved from marble – 145 lbs. weight, worth 140 gp

4

Copperware (2d6 pieces: bowls, trays, pots, tea service, etc.) – worth 5 gp each

5

Furs and skins (1d12) wrapped and bundled – d20 x 10 gp each

6

2d10 5 lbs. bags of seeds – edible, planting, etc.

7

Five turbans, each in a different color and set with non-precious stones

8

Bronze sundial – 25 gp

9

10 gnomish firefly lanterns – missing fireflies, worth 9 sp each

10

15 lounging robes, assorted sizes – worth 5-8 gp each

11

Glass jugs (1d10) packed in straw

12

Human corpse, wrapped in linen for burial

13

Ceramic tiles, glazed and painted with colorful designs (1d4 x 100) – worth 2 cp each

14

Four small bales of narcotic resin sealed in wax – worth 100 gp each

15

Stuffed moose head, mounted on walnut plaque

16

Velvet-lined box holding a crystal sphere that glows a bright lavender

17

A longsword with obsidian blade and a plain brass scabbard

18

Thief-warded lace window curtains (protects window with alarm spell) – 1d10 sets

19

Rocking horse in the shape of a sea horse – 5 gp

20

5’ tall wall mirror, oval – 25 gp