Saturday, January 18, 2025

Domicile Beyond the Caves

Archway in the Balkan Mountains, Thomas Allom
For a PDF version of this adventure, click HERE.

Regarding doors:

A door marked with the letter S is Secret.
A door marked with the likeness of a keyhole is Locked.
A door marked with the letter J is Jammed (stuck) and must be forced open.

Grid scale is 10 feet. Suitable for 1st or 2nd Level. 

A - Ground Level


A1 – Cave Entrance

Hidden away just beyond the light in a natural cavern, two oak doors hang firmly against a hewn section of cavern wall. One side of the door has a huge bee hive attached to it – holding it closed. Inside the hive can be found 1 Killer Bee Queen and 12 normal Killer Bees (B37).

A2 – Antechamber

Central to the following chamber is a circular pool of water beneath a vaulted ceiling – ten feet at the walls, 14 feet in the center of the vault – the pool, long stagnant, being suspiciously clear. About the walls are sculpted arches, ringing the room. Any item dipped in the water will emit a mysterious glow – half as effective as a torch for the purposes of illumination, but lasting twice as long.

In addition, on the four corners of the southern section of the space are four columns. The columns reach the top of the wall, but are flat on the tops – meaning they jut out a bit from the wall as it rises. A character checking the north-east column-top will find a hidden sack containing 200 silver and 10 gold pieces.

A3 – Guard Chamber

The walls of this room are ringed by sculpted decorative arches akin to those in A2 – Antechamber. Standing at attention in a circle are five Skeletons (B42) – as if themselves the vertices on a pentagram.

A4 – Smoking Amphora

Filling the room are a number of tall amphora – three to four feet, positioned along the floor at random. From these pour a strange smelling smoke – partial opacity, but made worse by torchlight – which seems to hover in a layer, two feet from the floor on the bottom up to seven feet (or, three feet from the ceiling) at the top. The smoke is harmless.

To the west is a stairwell leading down to C1 – Grand Foyer – trapped. The fourth step down is on a spring-plate: chancing to trigger a scythe-like blade coming on the triggering stepper: THAC0 17, 1d10 damage. The trap resets itself after 1d3 turns.

A5 – Ceiling Mirror

Mounted at this point in the corridor is a large mirror – easily three feet by six – embedded in the ceiling. It reflects the ground below it, but is slightly dim: as though the backing has lost its luster. In reality, the mirror is a magical surface which can be climbed through as though diving into viscous liquid, exiting in C2 – Treasure Chamber.

A6 – Forgotten Store

To the north and south, heavy stone shelving – wide, as though to hold great volume or heavy cargo – sit empty of anything but dust. Two Giant Shrew (B42) rummage about the far side of the room; a skeleton wearing tattered but once colorful clothing sits on the far side of the north shelf as if dead in hiding from the door. On its person can be found 200 silver pieces.

A7 – Going Up

A spiral stair leads upward to B1 – Lookouts in the north-west portion of the space. On the east wall can be seen stone pegs, now empty, but once used to hold up weapons, armor, curtains or other hangings, hats – who knows? The room is otherwise empty.

A8 – Unknown Lair

Straw litters the floor – stale – but a strange, mildly unpleasant odor emanates from it, as though used for bedding for a wild thing. But whatever the thing is (or was), the room is empty.

A9 – Snake Den

Along the north portion of the room are lacquered wicker crates – atop which can be found dried flowers, slowly graying. Three barrels are stowed in the south-east corner. Among the foliage are repining four Spitting Cobra (B42): fat and happy from a recent meal.

B - Upper Rooms


B1 – Lookouts

Two Kobolds (B37) are keeping watch here. If they detect a party coming up the stairs from A7 – Going Up, they will alert the other Kobolds in B3 – Kobold Warren.

B2 – Dressing Room

Aging armoires can be found in the room, a rack for shoes and hats, as well as a mannequin of surprising longevity. While any of the clothing or adornments in the room have fallen into disrepair – the mannequin is semi-sentient: and while it cannot walk or otherwise depart the room, it will give fashion advice and feedback in a high, but slow and grinding voice emanating from nowhere: its face a blank, featureless oval.

B3 – Kobold Warren

Nesting material and other domestic folderol litter the room, a group of Kobolds (B37) having taken refuge here. One Chieftain is accompanied by 4 Bodyguards, alongside 6 standard Kobolds. They are on the run from somewhere else – their destination not yet determined – having been ousted by Hobgoblins from their normal home.

Among them, they have 600 silver, 40 gold, and two gemstones that the Chieftain uses as ear ornamentation – worth 15 gold pieces each.

C - Lower Chambers


C1 – Grand Foyer

About the north and south walls is a belt of mosaic tiles, depicting a city of many buildings. On the floor, a thick carpet – moth eaten, but still functional and appealing – stretches towards the door on the east wall from the foot of a stairwell leading to A4 – Smoking Amphora.

Before the door float two glowing, floating scimitars – behind them, two glowing floating spears. The scimitars fight as HD2 constructs creatures, AC 6; the spears: HD1, AC 8 – they will not engage unless the party attempts to press past them to the door, signaling their intention by the spears crossing, blocking the door, if the party approaches within 15 feet.

C2 – Treasure Chamber

A horde has been placed in this room – in the north, a locked chest contains 700 silver, 200 gold, 3 fine-cut diamonds worth 100 gold pieces each, and five emeralds, 50 gold pieces each. In the south, several rugs and carpets (worth 20 to 80 gold pieces each, but weighting 120 coin weight) are bound and stacked beside a bowl brimming with incense (25 gold piece value). 

On the east wall, a large mirror – six feet by three – hangs: the reflection strangely dim: not tarnished, but not entirely right. The mirror is magical in nature and can be stepped through, as if diving into pudding: it will deposit the passer-through out the matching mirror in the ceiling of A5 – Ceiling Mirror.

Mirror, Nicholas Gorid

Public domain images retrieved from OldBookIllustrations.com and the National Gallery of Art and adapted for thematic use. Attribution in alt text.

Saturday, January 4, 2025

N-Spiration: Gandahar

We speak of Time and Mind, which do not easily yield to categories. We separate past and future and find that Time is an amalgam of both. We separate good and evil and find that Mind is an amalgam of both. To understand, we must grasp the whole.
- Isaac Asimov

N-Spiration:
Gandahar


About Gandahar

Imported to the US in 1989 as "The Light Years," this originally French flop grossed a mere $370,000 on an over $5 million budget: despite assistance from the legendary Isaac Asimov assisting on the translated script. This performance is somewhat of a shame - however - as in it, we are presented with a truly masterful time capsule in science fantasy.

Basing itself out of the 1969 novel Les Hommes-Machines contre Gandahar, or - in English - The Machine-Men versus Gandahar, the film has seen a bouncy ride from its release: having been originally released in 1987, two years before the Miramax English dub, having been re-released on DVD exclusive to Europe in 2007, a second release to Korea, and then brought to new life by a small but dedicated cadre of fans at the Gandahar Restoration Project. Gandahar was the brain child of Parisian cinematographer René Laloux - the director behind animated adventure pieces Fantastic Planet and Time Masters - who served as both director and writer for the original adaptation. While adventure animation may not be the central focus of his career, it is without question a hallmark of his legacy - among which Gandahar stands a nearly lost testament.

Qualities of Note

Seriously - even the mountain their city is on has tits.

First and foremost... tits. 

Tits... everywhere.

While that's not something that would make a movie OSR or not - I am compelled to notify (or warn?) the potential viewer: perhaps as a byproduct of a more permissive time, perhaps having been animated in a more liberated place, but the Gandaharians - the people populating the title nation - are minimalists on clothing. Perhaps this may conform it to the "loincloth barbarian" esthetic that I had done podcast and video about earlier this year, a trend that waxed in the 1980s, but by and large - the Gandaharians, emblematic of liberty and peace, are particularly licentious regarding their attire. I could likely continue to wax about the implications: but in particular, it serves to forewarn about the contrast between Gandahar and the Men of Metal: who are uniform, jet black, and consider themselves a collective rather than individuals.

To continue on the topic of the Gandaharians - they are master bio-engineers: having manipulated living things to such an extent as to service their needs in a fantastic equivalent of the Flintstones vacuum cleaner: pets grown from pods in vines; docile herd animals - but also transportation: flying creatures capable of distance travel with rider, or also grand guardians: stone crabs, the purpose of which is to defend its creators, allowing them to soften. Further, they have mastered the use of plants, a mix of science fantasy perfectly fitting of Appendix N. The primary weapons of the Gandaharians are biological in nature: seed guns, for example, which - when embedded in flesh - grow rapidly into thorn bushes: killing and suspending the target; dancing shrimp creatures that likewise seed ground - creating barriers akin to hedgerows of the same material to control movement on the field of battle. This is in contrast to the Men of Metal - who are by nature industrial, technological; serving as the baseline for several philosophical contrasts in the film - which I will touch more on later.

The primary benefit to these technologies - they are ripe to steal for your OSR campaign: the purview of strange future druids or eldritch, alien beings - and also, the interplay between the steel-encased Men of Metal and these technologies. Because of their makeup - the men are immune to some weapons, but vulnerable to others. A war is waged between them - as the title of the original book may imply - and the tactics and technology of both sides of the conflict changes over time. The machines adapt and send different technologies - for example, turning the briars and brambles used to control their movements to stone so as to make them brittle: allowing hover-tanks to crush through them. Further, as the machines grow more advanced as the film progresses and Gandahar, itself, becomes more pressed: the Gandaharians become less advanced - reliant first on technology, then on ingenuity, and finally pressing their enemies with sticks and clubs: all other avenues being exhausted.

Interestingly - the Gandaharian military seems to prefer practical plate over more sensual or typical bikini armor (except once exhausted to sticks and loincloths, see above) but that's another conversation.

L'Oeil Du Dragon, La Sirène
Philippe Caza (1996)

The animation for the movie is Heavy Metal tier - and although it is plagued by random slow motion elements (perhaps intended to show dynamism), the art direction is fabulous: an extension of the creativity in the weapons, creatures, armor, and design for characters and their equipment. Presumptively, this is the result of the collaboration of the director Laloux, with Philippe Cazaumayou - professionally and publicly more widely known as Caza - an artist made famous for his contributions to Métal Hurlant, a French parallel to Heavy Metal magazine and one which appears to be available in digital form for those who can read it, beginning in 1975. His style is evocative and alien, borderline surreal in its use of color and contrast - which without doubt contributed to the stunning visuals that permeate Gandahar. The world is wildly imaginative - on par with Morrowind for its presentation of the unfamiliar as familiar to the audience and to the characters - making it ripe for picking inspirational material.

To Be Aware Of

As I mentioned before - the Men of Metal are presented in contrast to the Gandaharians: overtly in a "industry versus agrarian" contest, man and nature, and likewise freedom and tyranny - the individual and the collective: something that would have been pressing debate on the minds of an 1980s Europe. However, the film suffers from what I call "art house philosophy" - when an artist, caliber unmatched in the presentation of the visual, the musical, or what have you - presumes their right brain is a mirror to their left in cognition... erroneously. Lines like, "Can a god... be a murderer?" pepper the film - and concepts like kinship and loyalty are explored, but have little relevance to each other as the characters exploring them grow.

Some plot elements move forward for no reason apart from it makes sense in the narrative, moving the story along: for example, the Gandaharians - having genetically perfected themselves - produce an underclass of mutants - "The Deformed" - one which the protagonist, Sylvain, comes into contact with. He initially thinks them the enemy, but finds that they are loyal and friends. There is no reason presented for this - apart from their organic element (they are Gandaharian!) compared to the Men of Metal, who are not. Internal monologues, speculation on the nature of life and discerning our own role in the movement of fate, are somewhat haphazardly injected into the film: at times, advancing the plot, at times - not. Some strange decisions are made - like trying to reason with the Metamorphis before planning to kill it: something which doesn't make sense, as it can read minds and thus would know of the plot once conversation was engaged. This can detract from the movie for a discerning ear - but if you approach the film like an acid trip (which it would admittedly do well for) you will likely not be disturbed.

Spoiler alert - the main twist of the movie is that the Men of Metal are from the future: a time portal has been constructed and sent them from the future into the present to achieve the ends of the villain, Metamorphis, a millenium distant. The movie - thus - engages in a time paradox: where the protagonist attacks the enemy in the future so as to prevent the war in the present: and upon succeeding, the evidence of the conflict in the present slowly sinks into the earth. The war, itself, is not averted - damage is still done, lives still lost - but the future to the present is preserved by the destruction of the future-present to end its aggression. Confused yet?

Gandahar treats time not like a line, but more like - perhaps - fly tape: where different points in time interact, they get tangled - sticking to one another in a wad before allowing it to move forward, ever onwards into the future. It's interesting - the Deformed, mentioned earlier - their culture has no use for the present: instead, when referring to a present event or state, they refer to it sequentially in the past and future - I am not Clerics Wear Ringmail, I was will be Clerics Wear Ringmail. This rejection of the present and the treating of the past and future as interlinked, joining in our perspective, is unique to Gandahar - at least in my cinematic and literary experience - and I respect its assertion as to how time, interwoven with space, is implicitly paradoxical. It was one of the few elements of the movie that made me think - though, admittedly, not in a sophist sense, but in an, "I don't feel bad doing this in my campaign" sense.

How a proper casting of Call Lightning looks

The last note I would make on Gandahar - when it was translated for an English-speaking audience, the soundtrack was totally redone. In the original, Lebanese-French orchestral composer Gabirel Yared - known better for the Grammy he was awarded resultant from his work on The English Patient - was chosen to handle the score of the film. However - Miramax, under the supervision of the Weinstein brothers, re-scored the film, choosing progressive rock style music in an attempt to appeal to then-modern audiences. Thus, the music in the English version is very dated - with the classic synthesizers lending the film a distinct 80s vibe.

This may be a selling point to some - if you enjoy that vibe, then this will move into the "What I Like" heading for your own review! However I am a bit curious to see if I can acquire the French version - even if I don't understand the words - to compare the impact of one composer versus the other. It's a shame - still - that the notably timeless appeal of the orchestra was replaced by the guarantee of dating that comes with any contemporary style: as Laloux's intended experience and Andrevon's intended message will be irrevocably diluted for a great many of those who yet find it in this future to it.

Where to Find Gandahar

As of this writing, you can stream Gandahar on Roku or with ads on Prime Video.

There was a fan-dub version on YouTube - one which allegedly kept the French original material left out of the English official release - but this appears to have been taken down due to copyright complaint.

In Conclusion

While without question a product of its time - and without doubt shackled in some ways by editorializing and reaching for intellectual pursuits to which the authorship was not quite prepared - Gandahar would be a great addition to Appendix N. The imaginative monsters, the strange and innovative technology, and the curious interweaving of time with itself into a cohesive yet paradoxical whole is, at its core, on par with the science fantasy of Gary's time - and I would not be surprised if this film, having come out some years after the ever-classic B/X was published, was not influenced by it.

For these reasons - I recommend Gandahar - and rate it 2: Essentially OSR.

There are some sequences where the characters move about underground - including an intriguing concept where the underground dwellers can use a series of small cracks and crevices like a listening network: hearing but not seeing the movements and conversations of those who travel the crust of their domain. However there is nothing significantly dungeon-crawly about these sequences: and the movie falls prey to the typical adventure story necessity of having an overarching plot!

But that in mind - the story is intended to be epic in its scope - heroic rather than picaresque - which is really the only thing separating it from a perfect score.

Thank you for reading - delve on!



Gandahar written and directed by René Laloux and based on the novelizations by Jean-Pierre Andrevon, is the property of its respective owners and distributors, Miramax LLC and Acteurs Auteurs Associès. All images, quotes, and media therefrom presented in this article is likewise property of the aforementioned owners. Dungeons & Dragons, D&D, and all imagery or references thereto related are property of Wizards of the Coast. L'Oeil Du Dragon, La Sirène by Caza is property of the artist and was retrieved from MutualArt.com in December, 2024.

Clerics Wear Ringmail makes no claim of ownership of any sort to any of the aforementioned media, text, or images and includes references to or facsimiles of them for review purposes under US Code Title 17, Chapter 107: Fair Use.

The slide-in of Gary... I got from a meme.

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