Rusty and His Pals is worth mentioning for its setting; the
old mansion with suits of armor, the graveyard, and the old-style inn
back in the village all feel like they could have stepped out of a
D&D module.
Anchors Aweigh still pleases
sometimes, even though Fred Guardineer hasn't worked on it in eight
months. In this installment, Lt. Commander Kerry is captured by Capt.
Skinner. Skinner isn't your typical villain; he'd rather bribe Kerry
than kill him and is willing to offer a cool million. I'm not sure how
many players I've ever had who would turn that down as quickly as Kerry
does.
In an unexpected twist, Skinner explains how modern day zombies are made, with witch doctors using drugs that leaves someone "mentally dead."In typical racist fashion, the Caribbean natives are not shown wearing normal clothes, but wear shorts and fight with spiked clubs. The witch doctor gives Kerry an antidote to get Skinner back for trying to get out of paying him.
Cotton Carver disarms a group of spear-wielding natives (The First Ones - this is stolen right out of Warlords of Mars and the Black Martians) by flying low and hitting their spears with his one-man flyer. As long-time blog readers know, I'm not comfortable with allowing multiple attacks in the same turn as often as it happens in the comics for the sake of brevity.
Oddly, although the flyer clearly has a wheel on it, it's turned around by use of a lever.
Cotton is knocked out from behind by a head blow.
The First Ones live in caves high up on cliffs that can only be reached by tall ladders, or by being pulled up on what look like swings. The First Ones put Cotton in the worst deathtrap ever; they leave him sitting out with his hands tied, waiting for vultures to eat him, though the vultures won't touch him until he dies of starvation several days from now. In retaliation for being minorly inconvenienced by this "death"trap, Cotton throws their leader off the cliff, and shoots two of his guards.
(Read at readcomiconline.to.)
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