Showing posts with label treasure placement. Show all posts
Showing posts with label treasure placement. Show all posts

Tuesday, June 1, 2021

Prize Comics #2 - pt. 3

One last page of Jupiter to look at. It should surprise no one that microzoric isn't a real thing. The effect of the ray is impossibly fast, but consistent with how illogical comic book science works. 

Ganging up on the mad scientists, though, that seems like pretty sound psychology. I can also understand the mad scientist, overpowered by all that magic, committing suicide to regain some control.

We get a Mass Teleport spell again, suggesting Jupiter is actually 16th level. The spell he hints at in the end is a much simpler spell-version of Sense Friend in Need. 


That looks like it might actually be a map of the Congo, showing the lost city of Tsul in the southeast corner, in the Mitumba Mountains, which actually makes sense for hiding a city. 

But the real reason I took a close look at this page was the notion of a collapsible canoe. I wasn't sure that was a thing, but apparently it is, and that would be a handy thing to put on an expanded starting equipment list at some time.    



This is interesting to me, as it seems there was a good chance Laura would have drowned had Jaxon not saved her, as if Jaxon made a save vs. science to avoid drowning and Laura didn't, but him helping her convinced the Editor to give her another save?

"Who are those strange creatures?" "Whoa, Laura, that is uncalled for and horribly racist! Those are just black men, not strange creatures! Geez!" Laura might be racist, but the artist treats them pretty decently, with un-typically realistic depictions.

A jaguar is pretty cool for a boss monster's pet.
The start of this story was pretty solid, but it got downright weird by now. The story here is that she's leading them to the secret exit only she knows about to get of Laura, so her husband can't replace her with Laura...but killing Laura would do the same thing, and sending her to walk into fire would sure accomplish that. And yet, amazingly, there really is an exit behind the ever-burning cave mouth. There should be no save for this one, running through fire automatically does damage in Hideouts & Hoodlums.

It gets weirder to find the lost city's treasure is sitting in a cave halfway to the exit instead of, you know, somewhere in the lost city. 

And then there's the matter of how they're even seeing the treasure and the snakes...in a cave, in complete darkness. I think I count nine vipers in that last panel.

It keeps coming. The twist ending of the disguised professor comes out of nowhere and throws everyone off so much that they forget all about the fact that there is still another way into the city of Tsul, so dumping the dynamite into the hole and caving in the exit caves doesn't really hide anything. And that's not even bringing up the racist depiction marring the last panel, after blacks were treated fairly normal the rest of the story.

(Scans courtesy of
Digital Comic Museum.)

  


 

 


 

Saturday, January 2, 2021

Target Comics #2 - pt. 3

Welcome to the new year. First post of 2021! Whew...this will be Year 7 for the blog...

We're still looking at T-Men, which on the surface seems a pretty generic government agent adventure strip, yet when I look at the details it can be surprisingly well-informed. Like here, the U.S.S. Lexington isn't a random made-up name; there was a U.S.S. Lexington aircraft carrier, the second one, sailing in 1940, and would be until it was lost in 1942 in the Battle of the Coral Sea.

Then there's this weird, two-panel dogfight where it's really hard to tell what is going on. Which plane is the bad guy plane? Well, it's the one on fire. Why is it on fire? It's unlikely the Navy has a plane with a flamethrower on it, so I think this was an engine hit from bullets, even though the artist skipped showing us the plane being shot at. "The chief must have..." what? Rigged the plane so the pilot couldn't get out? How exactly did he do that...remote control locks? That actually seems an idea ahead of its time.
Southport is a curious name. For a strip that doesn't shy away from naming actual naval ships, you'd think it would name Bridgeport, Connecticut -- right across Long Island Sound from Long Island -- and a likely candidate for being where the plane took off from. There is a Southport, New York, but it's actually upstate, about halfway between Scranton, Penn. and Rochester, NY.

I am amused by how much the Treasury Department values Agent Turner. "There might be a lead there. Go on...take a year. Longer if you need it! Don't hurry back..."

Moving on to the next page, I'm equally amused by the hungry spy chief who forgot to eat today and "I want the lunch box, too!" But seriously, these saboteurs are unusually smart, using proxies whenever possible -- like the guy they hired to fly that rigged plane, or this guy, who is going to be impersonated with the aid of plastic surgery, and the man's own lunch box for added realism.
Man, you should never cross that spy chief! Shortchange him and he'll gun you down in cold blood. I mention it because, for the only villain unnamed in this story (and the other two have cool names like Gazor and Count Karna), this chief really shows up most every comic book villain up to this point, short of the Ultra-Humanite, for cunning, intelligence, and ruthlessness. The chief is captured and we're told on the last page that he'll likely go to the electric chair, but I kind of hope he escapes so I can re-use him in a campaign someday...

 


 
This is from a pretty engaging ensemble feature called City Editor. The City Editor isn't the hero of the piece; he's more like Professor X, leading from behind, back at HQ, while a male and female journalist and the kid who, I'm guessing, sells the papers on street corners, go out and complete missions for him. Because these two heroes aren't combat-types (maybe the Detective sub-class from a past Trophy Case?), a single woman with a blackjack is a serious challenge for them. This is -- for a weapon so common in Hideouts & Hoodlums -- the very first time we've seen a blackjack, or at least this clearly.   


Funny, I never would have thought of that as a "coal hole," it just looks like a manhole cover to me. It turns out coal holes were a real thing (accessing underground coal bunkers), though you were more likely to find them in 19th century Great Britain than 1940 New York City. 

Only in a story where the reporter is a main character would the reporter be allowed to barge into the building in front of the police officers on the scene.


I'm pretty sure the police officers are just supporting cast in this scene, so it's kind of surprising that one of them is the one who knocks the automatic out of her hands and saves the day, instead of Phil -- but this can easily happen in a game system ruled by random dice results. 

Golf bags are a good place to search for hidden clues and loot!

Lastly...is Pinky a boy? He's looking pretty effeminate in those last few panels, particularly with those girlish legs and shoes in the final panel. Hmm...


This is from Calling 2-R, a marvelously inventive and ambitious feature, just one with a terrible name. This is utopian fiction, something we don't see often enough in comic books, so I'm certainly willing to forgive it for its lack of suspense when an ineffectual villain shows up here. Note how the force wall does damage when touched (maybe 1-3 points, certainly not much), but also repels him back 1-6'. It otherwise functions as a Wall of Force spell.


I suspect a lot of tracing went into these panels, but they're still quite impressive! 

Free healing in the barracks? If my future players see this strip they'll want to go here between adventures. They'll probably want a speed plane too; this super-metal would make it resistant to wrecking, and the speed it flies at would seem futuristic until 1956.



The trick with utopian fiction, of course, is that one man's idea of utopia is not necessarily another's, and I'm having a hard time with the privacy issues surrounding an all-seeing television eye, and the misuses that mind picture machine could be put to. Still, vehicles run on cosmic force? That's better than electric cars! And I've had plenty of players who would want those force guns and body protectors. The gravity diminishers that let them walk on air would make a great trophy item too!

(Scans courtesy of Comic Book Plus.)
 


 







Friday, May 3, 2019

Tip Top Comics #26, 27

Welcome back! Still going through back issues of Tip Top Comics, and we're still on v. 3, no. 2 (June 1938) from last time. I actually don't have a lot of game mechanics to discuss this time, so let's just jump in so I can talk about why I've chosen these pages to discuss.

This page is rather exciting because -- well, look at that lifeguard! At this same time, Centaur Comics was still publishing minstrel show-type strips of blacks eating watermelon, and here we have a normal-looking black man, acting in a heroic manner.
Less PC as far as devils are concerned, How It Began has a very interesting history of cider that makes me want to run a medieval campaign like this someday, where the Devil isn't evil so much as he's just lazy, and you never know where you might trip over him.
There is a lot of filler in this issue, which means more learning for me; I never knew this about envelopes.
We're now in vol. 3, no. 3 (July 1938).

I had never encountered the term "sky pilot" before being used to refer to a preacher. It certainly gives new meaning to the 1960s song for me.
I'm so amused by this page, probably more than I should be. Just the thought of running scared from a cow...

The polevaulting over a river that wide-looking would probably take a stunt, or at least an expert skill check (atheletes can clear 20').
Both a boat and aquaplane can be rented here for just $3 per 15 minutes. Of course, the operative word here is rented. Most businessmen will be disinclined to rent to vigilante heroes, as they tend to get things wrecked.
I'm really surprised this was ever published, teaching kids how to make firecracker bombs in people's cars and telling them it's a funny prank adults do too? Geez.

Well, this is how you set a bomb in a car with a firecracker and some spark plug wires, apparently. Knock yourselves out, future H&H Heroes needing a diversion.
In module RT 1 Palace of the Vamp Queen, I added a table that was really useful for me, a list of random things mobsters might have in their pockets. I'm pretty sure they are on it, but I'll have to go back and see if I thought of handkerchiefs, cigarettes, and a license. I'm really surprised a common mobster would be carrying $485 on him, unless he just came back from a job. Although...I'm thinking from my modern perspective of how little cash I need to carry around these days, thanks to debit cards. Maybe, back when we paid for everything in cash, this wasn't so extraordinary? If so, then I would need to rethink $1 = 1 xp if I was going to have wallets this full.
I'm hoping this filler was well-researched, because I'm certainly putting a lot of stock in it lately. This is a fascinating explanation of where the Jack and Jill story came from that I'd never heard before.

(Scans courtesy of Comic Book Plus.)

Friday, April 26, 2019

Tip Top Comics #12, 17

Racing hydroplanes are trophy items in Hideouts & Hoodlums, but this would have been a good illustration for one, had I seen it sooner.
This is the second time Bill's tactics involve fire. Are you a pyro, Bill? A ring of fire could force animals to make morale saves to go through it, which would still do damage to them.
Don't mess with Indian medicine men (shamen would be the more appropriate term). Control Weather is a 7th level spell, so that magic-user is at least 13th level! Unless it was just a coincidence, of course...
 Outdoor snow is treacherous terrain, full of (snow-)covered pit traps.
Now we're going to jump into issue #17 (Sept. 1937), and this is also the debut of Jim Hardy on this blog. Those hoodlums in the bottom right hand corner have two suggestions for good places to look for hidden treasure. The wall safe concealed behind the painting is so cliche, but buried in the shed is someplace to remember.
I continue to be surprised by how often cowboys climb, and it's what convinced me early on that cowboys should just be mysterymen.

Barrels of gunpowder can wreck an entire building; it looks like the truck category to me. And, yes, sometimes the Editor just has to wing which category to use for wrecking things, despite there being a fair amount of examples listed.
I included this strip because I wanted to highlight how, in a H&H campaign, treasure could be "buried" around you wherever you go. Not quite at Zelda-level, where you might get a gem for every blade of grass you cut, but still...it never hurts to search around.
I'm intrigued by these toy people as a sort of intelligent golem (or would living statues be closer?). Billy punches one out easily, so they can't be tough, right? Only, what level would Billy be as a magic-user? 2nd level? So maybe the toy people are 1+1 HD.
No strange monsters this time in Peter Pat, though we see our madman is so mad -- he has no clothes! We also see how treasure can be used as a lure to make Heroes move towards traps, and sometimes it pays to have a trigger -- even if it's a big obvious lever -- in the room so the trap can be activated manually. Often, it's best to let the players' curiosity get the better of them and have them activate the traps themselves!

(Scans courtesy of Comic Book Plus.)