Monday, January 7, 2013

Meet Team Victory


How about an art post for a Monday? Here's Lester B. Portly's great Chester Gould-esque rendition of the current characters in my online Weird Adventures game.

Expect to see more of Lester's work in this style in the Weird Adventures Companion!

Sunday, January 6, 2013

Wings of War

Here's another obscure Star Trek species for Starships & Spacemen:

SKORR
Encountered: 2d4 (5d10)
Movement: 120' (40') (F) 480'(120')
Intelligence: Average
Psionic Potential: 4d4, inactive
Hits: 1d8
Armor: -1
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon or 1d4 (2 claws)
Morale: 10
XP: 10


The Skorr are avian humanoids found in several systems in the constellation Hercules. They are six-limbed beings, possessing a functional pair of wings. Skorr are taller than humans on the average with a more gracile body type. They are even less massive than expected for their physiques due the large number of hollow bones in their skeletal structure.

Though not a Federation member in the mid-23rd Century, the Skorr are a member of civilized galactic society. Two centuries prior, however, they were a warlike and expansionistic. They were capable of interstellar travel and bred rapidly, producing 1 to 3 eggs in a clutch that were rapidly aged in communal incubators.

The Great Teacher Alar brought a new religion and way of life to the Skorr people, and they abandon their warlike ways. Alar's brain patterns were recorded shortly prior to his death in an indurite sculpture known as "The Soul of Skorr." It is their holiest relic. It's theft once lead the Skorr to begin marshalling for holy war against all of galactic civilization. Luckily, the Soul was returned before hostilities broke out.


Notes: The Skorr first appeared in the Star Trek Animated Series episode "The Jihad." The location of their homeworld was never mentioned, but since the Skorr are virtually identical to the Aurelians who Worlds of the Federation says hail from Xi Herculis, it seems reasonable to believe their related and colocal.

Friday, January 4, 2013

The Party Dies at the End


John Dies at the End is a "horror comedy" from Don Coscarelli based on the book of the same name. It's supposedly going to get a theatrical release this year, but I decided not to chance it ever playing in this podunk town, so I watched it on Amazon's video on demand.

Spoiler: The title is misleading--but in a way, it reflects the fractured narrative of at least part of the film. The plot can be summarized pretty easily: Two slackers wind up taking a strange drug ("soy sauce") they got from a fake Jamaican that expands their consciousness and allows them to perceive and combat extradimensional, supernatural horrors, lurking in our world. The film is part trippy drug narrative, part body horror, and part black comedy like if Evil Dead 2 was a bit more like Clerks.


It's also great rpg fodder. I think you could easily get a game of Unknown Armies out of it, or maybe an unusual game of Call of Cthulhu. It's got a premise and setting in the Lovecraftian mode (or maybe Clark Ashton Smithian) with totally unlovecraftian heroes and tone.

It would also be interesting to run a modern D&Dish game like this: A weird drug opens the doors to Narnia (or Moria) located right here but hidden by virtue being on a different vibrational frequency. Maybe under the influence of the drug, slacker twenty-somethings brave the maze co-occurring with the steam tunnels beneath their university and do battle with very deadly monsters--and try not to freak out in the process?

Thursday, January 3, 2013

Send in the Clones

For Starships & Spacemen, here's an obscure species from the background of Star Trek: The Motion Picture:



Requirements: CON 12
Ability Adjustments: CON +2, STR+1, CHA -1
Skill Adjustments: Combat +1, Contact -1, Technical -1
Metabolism: Iron Based

Arcturians are a Federation member species from a densely populated world in the Alpha Boötis system. They’re a militaristic people, valuing unity and discipline above individuality. Beyond military service in the Federation, Arcturian mercenaries serve throughout the galaxy.

Arcturians have reddish gray or purplish gray skin that droops in distinct wrinkles and folds, and deep set eyes. They have two sexes (though they’re often difficult for other species to tell apart), but Arcturians have given up sexual reproduction. Instead, all Arcturians are clones of a select few genetic lines.


Despite their military nature, Arcturians don’t revel in combat. Many display a degree of emotional restraint reminiscent of Vulcans, and they're often stereotyped as a dour people.

It’s unlikely the Arcturians' homeworld is the product of natural evolution: Their star is too metal poor. Federation scientists speculate that it was engineered by some super-advanced civilization in the distant past. Given their clone nature, some have speculated that the Arcturians themselves were engineered by this same race.


For more Trek conversions, check out our S&S Star Trek rpg group on G+.

Note: Arcturians just appeared in the background of ST:TMP and have never been featured prominently. They don't even show up in any of the Trek rpgs. What little information has been published about them comes from the costume designers for the film. See Memory Alpha.

Wednesday, January 2, 2013

Warlord Wednesday: Terror of the Inland Sea

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Terror of the Inland Sea"
Warlord #111 (November 1986)
Written by Michael Fleisher; Pencils by Ron Randall

Synopsis: Morgan and Shakira are flying above an inland sea with the flight belts stolen from Skyra III. They’re still on their quest to find the wizard that can save Jennifer.

Suddenly, their belts begin to fail. They plummet into the water below. Beneath the surface, danger is lurking:


Morgan fights the fishmen as long as he can, but unable to breath, he loses consciousness.

Meanwhile, Mariah and Machiste are fighting for their lives in a sewage drain against the forces of the usurper of Kiro. But there are other tensions, too:


Morgan wakes out among other humans in the undersea city of Arscana, founded by Atlantean dissidents and runaway slaves.It was pulse emissions of their energy dome that disrupted the flight belts, apparently. The Arscanans had managed to save Morgan, but Shakira is in the hands of their enemies, the Balskraks.


Morgan wants to go after her, but the Arscanans don’t want to let him. Given that he was using a flight belt of their former masters, they don’t really trust him. Morgan has to fight his way past them. He commandeers one of their undersea sleds and flees the city.

Meanwhile, Shakira has been given a breathing device by the Balskraks. Sure enough, they plan to sacrifice her to monstrous Kraarg--but Shakira’s just not into it:


She escapes the guards, but winds up in the throne room of their ruler!


One good thing comes of that: King Raznor thinks she’s too pretty to give to Kraarg. Unfortunately, he plans to have his surgeon’s turn her into a water-breather and keep her forever.

Morgan arrives but he’s captured, too. As predicted, the balskraks do with him what barbaric cultures always seem to do in Skartaris: They force him to fight a monster in an arena--Kraarg!


Morgan manages to cut off one of Kraarg’s eyestalks then kill him, but loses his weapon. The balskraks plan to mob Morgan in revenge, but Shakira escapes and brings Morgan a new trident. They battle their way back to the sled, barring a gate with the trident to deter their pursuers, and make their escape.

Meanwhile, Marriah and Machiste are captured and brought to N’Dosma. It turns out its a ruse though, and the real Machiste is disguised as one of the guards. He beats N’Dosma, then dispenses with the usurper--by throwing him out a window!

Things to Notice:
  • The Arscanans don't really serve a purpose in the story beyond providing exposition--and they dress in pretty bad 1980s style.
  • Shakira spends a fair amount of time lampshading the origins of the Balshrak and their ability to speak an intelligible language.
Where it Comes From:
Kraarg is  fanciful sea monster, but he resembles the anomalocaridids a bit.

Tuesday, January 1, 2013

Happy New Year!


It's a new year in the City, too--at least for my online game. 5889 brings the World Exposition to the City, and probably other interesting things, as well. For that new year dawning, everyone should think those forgotten (even by themselves) heroes who fight every new year's eve to save the Material Plane from chaos. It looks like they won again.

In our world, it's been a good year for me in gaming. I've got to enjoy Erik's Wampus Country, Chris's Hill Cantons, Evan's Dark Country, Jeremy's Oriaz, Humza's Bieth and renditions of Call of Cthulhu and Star Trek gamemastered by Robert and Peter, respectively. (And I'm sure I'm leaving something out there, but it's not intentional!)

My own Weird Adventures game has been going well both on G+ and face to face. I'd like to think the players: Chris (Diabolico), Patrick (Creskin), Tim (Boris), Michael (Loone), Lester (Doyle), and Peter (Lenny) online, and Jim (Prof. Pao), Eric (Jacques), Bob (Rob), Gina (Rue), and Heather (Sarah) for helping bring the City and the Strange New World to life.

Here's to another good year for everyone, gaming and otherwise!

Monday, December 31, 2012

Secret Santicore: Beneath the Brewery

An anonymous request goes out to Secret Santicore:"looking for caverns underneath the town brewery where other types of things are going on."

Edward Wilson guides us through those hidden depths "Below the Torch and Tankard":

It's a rough and tumble sort of place, but Brewmaster Norgus of the Torch and Tankard knows his craft.  Well, until last week when he was found dead in the cellar with wounds and burns and cobwebs all about his body.  In his hand he held an old bit of parchment with four poetic mottoes written on it.  His wife, Nellie Norgus, couldn't care less about all that, but business dropped off once word got out--and besides, there's no way she's going down into the ale cellar until she's sure it's safe.  She hands the party the parchment with the mottoes on it and wishes them good luck:

The Old Poetic Mottoes:
With Humility, One Knows One’s True PlaceWith Bravery, One Stands When They FlyWith Honesty, One Will Not Lose FaceWith Loyalty, One Draws The Last Breath

The Torch and Tankard actually used to be the brewery of a larger monastery which stood here a long time back.  It burned down in a huge fire and all they could save was the brewery.  But before it was a brewery it was a mausoleum for a small paladin order, with three crypts for heroes of the order.   The brewmaster accidentally let a huge hogshead get loose and it smashed through the crumbly old brick wall and revealed a passage beyond.

There are two ways into the cellar: a flight of strudy wooden stairs or the big trap door they use to hoist the kegs, barrels, and hogsheads into the cool cellar.  The cellar is filled with the aromas of the many lovely beverages stored therein.  The large opening in the north wall beckons.

1. Entrance Hall.  This marble-lined hallway is 30' long, 10' high, and 5' wide.  At the end is an open doorway.  On either side of it is a niche with a life-sized statue of an angel. The angel on the left is holding a two-handed sword reverently in front of it; the one on the right is holding a shield and longsword at the ready.
Trap 1: The phrase "With Humility, One Knows One’s True Place" is carved into the marble over the doorway.  It is a clue that one must pass through the doorway bowed doubled over or kneeling or set off the trap.  A spell to reveal magic will show the doorway is divinely enchanted.  The first person through the doorway will trigger the divine magical punishment which will reduce their strength by half for 24 hours.

2. Ceremonial Chamber.  This grand chamber is also lined with beautiful marble.  It is 40' square with an arched ceiling 40' high in the center.  In the middle of the room is a low basin set in the floor.  It is apparently designed to hold liquid and is 2' deep at the center [water poured into this basin and prayed over by a good cleric will yield one flask of Holy Water per day.]  A large ornate bronze lantern about 5' tall and 2' around hangs from a heavy bronze chain set in the center of the ceiling.  There is an open doorway in the center of each side of the room.  One has no wording over it and leads to the cellar of the Torch and Tankard.  Each of the other three has one of the other mottoes carved into the lintel above it:

3. Hall of the Brave Brother.  One the east side of the Ceremonial Chamber is an open doorway and above the doorway to this hall is the motto "With Bravery, One Stands When They Fly". From the doorway a set of steps leads down 5' to a straight hallway 30' long, 10' high, and 5' wide which slopes gently down towards a bronze-bound marble door with a very realistic carving of a medusa on it.  Trap 3: Once all of the party has entered, a scary illusion of a spectral medusa will fly towards the party forcing each member to save against fear.  Those who save (are Brave) will see that it is an illusion and receive an Ancient Blessing lasting 24 hours which gives them +1 to all rolls during that time. .  Those who fail will be forced to flee and the illusion will rake them with spectral claws, the wounds on their backs marking them as cowards who ran away; even if the wounds are healed a set of scars (Marks of the Coward) will remain on their backs for 24 hours.

3a. Crypt of the Brave Brother.  The door to the crypt is unlocked.  Inside is a 20' square room with an arched ceiling.  The walls are carved with scenes of the warrior brother paladins bravely facing all manner of dangers.  In the center is a plain marble sarcophagus with a massive bronze lid and the name "Holy Brother Lurien" engraved on the end facing the door.  The lid has three long steel handles along each side with which to lift the lid.  It takes at least two persons to lift the heavy lid
Trap 3a: As soon as anyone gets within 5' of the sarcophagus, the handles heat up red hot (it will take bravery to grip those handles, won't it?).  At least two of the people lifting the lid will need to pass a tough will or constitution save to hold the hot handles long enough to remove the lid entirely.  Those failing the save will lose half their dexterity (for tasks requiring their hands) for 24 hours.
  
4. Hall of the Honest Brother. Above the doorway to this hall is the motto "With Honesty, One Will Not Lose Face".  From the open doorway a level hallway 30' long, 10' high, and 5' wide leads towards a bronze-bound marble door with a very realistic carving of a locked treasure chest.
Trap 4: Once all of the party has entered they will each simultaneously experience a vision (the DM should take each player apart from the group to play out this scene).  A voice, apparently the deceased brother, asks: "Has one finally come to take out my treasures?  Are you the one who will remove them?  Answer me that I may know if the day has finally come."  A player who says no (an Honest person who would not rob a grave) will hear "Then may your prayers received favor"; they receive an Ancient Blessing lasting 24 hours which gives them +1 to all rolls during that time.  A player who says yes (a dishonest person who would rob a grave) will be sprayed in the face with acid from holes in the walls and ceiling, thus being visually defiled ("losing face") as one who would defile.

4a. Crypt of the Honest Brother.  The door to the crypt is unlocked.  Inside is a 20' square room with an arched ceiling.  The walls are carved with scenes of the warrior brother paladins doing all manner of works of charity.  In the center is a plain marble sarcophagus with a massive bronze lid and the name "Holy Brother Maronius" engraved on the end facing the door.  The party will quickly discover that the sarcophagus can only be opened if the lid is swiveled--but a thief may detect that turning it one way unlocks it, the other way sets off a trap.
 Trap 4a: If they swivel it clockwise, the trap goes off.  A blast of holy flame rips through the chamber.  A save is allowed to dive out the door (if close enough).  Damage should be about one third of health.

5. Hall of the Loyal Brother.  Above the doorway to this hall is the motto "With Loyalty, One Draws The Last Breath".  From the open doorway a set of steps leads up to a hallway 30' long, 10' high, and 5' wide straight towards a bronze-bound marble door with a very realistic carving of a two fully armored brothers of the order shaking hands.
Trap 5: Once all of the party has entered they will each simultaneously experience a vision (the DM should take each player apart from the group to play out this scene).  A suave and seductive voice enters their head and says "You know, there's a secret hiding place down here where the old brotherhood kept all their treasure.  I know where it is.  Gold is of no use to me where I am but sacrificed souls are; likewise souls are of no use to you there but gold is, isn't it?  Let us make a pact: their souls for the gold--I can show you how to kill them easily with one of the deadly traps here."  Characters who refuse receive an Ancient Blessing lasting 24 hours which gives them +1 to all rolls during that time.  If the character agrees, a blast of poison gas shoots out from the walls and envelopes their head, causing them to lose half their constitution for 24 hours.

5a. Crypt of the Loyal Brother.  The door to the crypt is unlocked.  Inside is a 20' square room with an arched ceiling.  The walls are carved with scenes of the warrior brother paladins suffering martyrdom through all manner of cruel tortures.  In the center is a plain marble sarcophagus with a massive bronze lid and the name "Holy Brother Culwen" engraved on the end facing the door.  The party will soon discover that the massive bronze lid of the sarcophagous has spring-loaded catches on each corner which require one person on each corner working together to get it open (or if a party of less than four players, then just one person on each end).
Trap 5a: If they attempt to open it any other way than the correct way, then the entire floor slides back into the walls.  A save is allowed to jump up onto the sarcophagus or out the door, if close enough.  Anyone left where the floor was will fall 10' into a pit full of spikes which now surrounds the sarcophagus.  [The damage should be about one third of the health of the character.]

DM Notes
- The traps outside the crypt chambers are meant to chastise unworthy intruders and give them a chance to leave alive and reconsider the choices they've made in life.
- The traps inside the crypts are meant to kill any intruders so determined to do evil that they would persevere to rob the resting places of the hero brothers.