4 hours ago
Wednesday, July 8, 2020
To Boldly Go
Not for the first time since I started writing this blog over a decade ago, I am playing on running a Star Trek game. After some indecision, I've decided to use Star Trek Adventures. I was initially put off by some of the mechanics, but after watching some play videos and reading a good bit of the rules, I think it's a niffy system. Good enough to give a try, at least.
My idea is to run the game in the so-called "Lost era," specifically the time between the original series and the movies. If we follow the Okuda timeline, that would be around 2270. The characters will be the crew of a refitted Constitution class starship, the U.S.S. Endeavour (NCC-1895), sent on a five-year mission of exploration. The design of the ship will predate the ST:TMP refit, allowing me to use the abandoned design for Star Trek: Phase II, which is sort of the "missing link."
ST: Phase II, for those that don't know, was the proposed tv show they were working on before Paramount decided to use the script for the pilot to make a movie. It's aspects reflect a distinctly 70s Trek as the production art shows.
Anyway, it I'm looking forward to it. If you are interesting in reading more about it, Star Trek Phase II: The Lost Series by Judith and Garfield Reeves-Stevens is the best place to do that.
Wednesday Comics: New Comics
I've been on a diet of back issues during the pandemic related stop/slowdown of new comics, but picked up my first new releases in over a month last week.
Jason Aaron's and R.M. Guéra's grim, Book of Genesis derived, fantasy but this time without Cain--at least in the first issue. Instead, it concerns religious cult that operate a home for young girls who they offer up as brides to "angels" as they come of age. A marriage that often ends in the wife's death and leads to the birth of monstrous offspring. Two of the girls plot to make their escape.
This was not what I expected in the second volume of the series, but it's just as engaging as the first.
I've mentioned this science fiction series set in a post-climate-change-apocalypse America before. It continues to an intriguing story in an interesting setting.
Monday, July 6, 2020
Weird Revisited: The Alien Underground
This post first appeared in 2013...
"In February of 1981, it became horrifyingly clear the ominous occurrences beneath Centralia were not the result of a coal seam fire. On the night of Valentine's Day, a 4 foot wide sinkhole in a backyard disgorged something more than toxic vapors. The next day, the reports of shocked survivors and the physical remains of creatures unknown to science attested to the stunning fact that humankind had experienced it's first verified encounter with extraterrestrials. Instead of coming down from the stars, they had risen from the subterranean depths.
It was the first, but it would not be the last. Very soon the words 'maze', 'breach", and 'irruption' would take on new, more specialized meanings."
- John Kiehl, The Abyss Gazes: A History of the Underground Invasion (1995)
"Despite appearances, the mazes are not located within the lithosphere. All evidence suggests they are engineered spacetime features similar in some respects to wormholes. They interface exclusively with subterranean environments, though these may be naturally occurring or man-made. Areas of interface--or breach--are associated with paranormal phenomena.
The interiors of the mazes are generally supportive of earth-like life. Indeed, they show evidence of longterm utilization and habitation by extraterrestrial organisms. Many are still inhabited by extraterrestrial biologic entities who perhaps (like humans) discovered the mazes through breaches on their worlds. Despite the obvious the intelligence of these entities, attempts at communication have been limited due to their hostility. Many appear to regard the mazes and the material culture of uncountable previous explorers and colonists found therein as their property alone.
The tensions around contact with these entities have only been exacerbated by the actions of looters and thrill-seekers illegally entering the mazes, despite the efforts of world governments..."
- UN Report on Extraterrestrial Subterranean Structures and their Inhabitants (1991)
"Q: By whom was the Dulce installation constructed?
A: There are natural caverns, first off. Big ones. Bigger than Carlsbad, even. These caverns have been connected to the mazes since prehistoric times. The Draco [reptilian humanoids] used the caverns and tunnels for thousands of years. The original caverns included ice caves, sulfur springs, and energy 'hotspots' that the ’aliens’ found perfect for their needs. Later, the U.S. government enlarged the area. According to several senior maintenance workers I talked with, part of it was blasted out by nuclear devices in the sixties. There are sections, like the shuttle tunnels, that were formed by an advanced tunneling machine powered by arcane technology that leaves the tunnel walls completely smooth. The walls in those tubes look like polished black glass.
Q: The 1960s? So you're certain the government's awareness of the mazes and aliens didn't just start in the 80s?
A: Absolutely. Every President since Grover Cleveland has had high level talks with aliens from the mazes. Certain secret societies and occult groups, of course, have also been aware of them for a long time."
Q: Was there ever any talk of delvers at Dulce?
A: Both the 'aliens' and the human agents were very aware of them. The government's official line is that the delvers are a nuisance. That was the attitude you got from the human agents working there. The 'aliens', on the other hand, saw the delvers as much more of an affront. What you see in the media is only part of it. There are paramilitary bands--sometimes funded and equipped by so-called 'rogue elements' of various governments. There's basically a covert war going on."
- Transcript from "A Dulce Insider Speaks Out"
"In February of 1981, it became horrifyingly clear the ominous occurrences beneath Centralia were not the result of a coal seam fire. On the night of Valentine's Day, a 4 foot wide sinkhole in a backyard disgorged something more than toxic vapors. The next day, the reports of shocked survivors and the physical remains of creatures unknown to science attested to the stunning fact that humankind had experienced it's first verified encounter with extraterrestrials. Instead of coming down from the stars, they had risen from the subterranean depths.
It was the first, but it would not be the last. Very soon the words 'maze', 'breach", and 'irruption' would take on new, more specialized meanings."
- John Kiehl, The Abyss Gazes: A History of the Underground Invasion (1995)
"Despite appearances, the mazes are not located within the lithosphere. All evidence suggests they are engineered spacetime features similar in some respects to wormholes. They interface exclusively with subterranean environments, though these may be naturally occurring or man-made. Areas of interface--or breach--are associated with paranormal phenomena.
The interiors of the mazes are generally supportive of earth-like life. Indeed, they show evidence of longterm utilization and habitation by extraterrestrial organisms. Many are still inhabited by extraterrestrial biologic entities who perhaps (like humans) discovered the mazes through breaches on their worlds. Despite the obvious the intelligence of these entities, attempts at communication have been limited due to their hostility. Many appear to regard the mazes and the material culture of uncountable previous explorers and colonists found therein as their property alone.
The tensions around contact with these entities have only been exacerbated by the actions of looters and thrill-seekers illegally entering the mazes, despite the efforts of world governments..."
- UN Report on Extraterrestrial Subterranean Structures and their Inhabitants (1991)
"Q: By whom was the Dulce installation constructed?
A: There are natural caverns, first off. Big ones. Bigger than Carlsbad, even. These caverns have been connected to the mazes since prehistoric times. The Draco [reptilian humanoids] used the caverns and tunnels for thousands of years. The original caverns included ice caves, sulfur springs, and energy 'hotspots' that the ’aliens’ found perfect for their needs. Later, the U.S. government enlarged the area. According to several senior maintenance workers I talked with, part of it was blasted out by nuclear devices in the sixties. There are sections, like the shuttle tunnels, that were formed by an advanced tunneling machine powered by arcane technology that leaves the tunnel walls completely smooth. The walls in those tubes look like polished black glass.
Q: The 1960s? So you're certain the government's awareness of the mazes and aliens didn't just start in the 80s?
A: Absolutely. Every President since Grover Cleveland has had high level talks with aliens from the mazes. Certain secret societies and occult groups, of course, have also been aware of them for a long time."
Q: Was there ever any talk of delvers at Dulce?
A: Both the 'aliens' and the human agents were very aware of them. The government's official line is that the delvers are a nuisance. That was the attitude you got from the human agents working there. The 'aliens', on the other hand, saw the delvers as much more of an affront. What you see in the media is only part of it. There are paramilitary bands--sometimes funded and equipped by so-called 'rogue elements' of various governments. There's basically a covert war going on."
- Transcript from "A Dulce Insider Speaks Out"
Sunday, July 5, 2020
Weird Revisted: A Map from Ages Past
This post originally over 10 years ago. It was my first "popular" post...
This map was drawn by my cousin, Tim, who introduced me to gaming back in the earlier '80s. Somehow, it came into my possession years--decades--ago.
We never gamed in this dungeon. I don't know if Tim did with another group. I've thought about using it myself on several occasions, but I don't know if I ever did. Since the various iterations of my campaign world relate to Tim's rather bare-bones world in a fashion similar to the relationship the Marvel Universe has to Timely Comics, Kazoth has been mentioned at times. I've always conceived of him as one of those demon/monster/god-things, like Thog, or similar creatures, from Robert E. Howard's oeuvre.
Looking closely at the map, I see several interesting things:
It amuses me that the innermost sanctum of Kazoth (where he has his own chamber) also houses his vestal virgns "and such" (whatever that might mean) and his sacrificial victims-to-be. This says to me Kazoth is the kind of god-thing who would have a mini-fridge full of drinks in his den. He just doesn't want to go far for stuff.
Its interesting the walls of these chambers are rough-hewn (I assume that's what that means), suggesting it might be older than the rest of the complex.
Most intriguing is the secret passage surrounding Kazoth's chamber. I wonder what purpose that serves? Perhaps its a doctrine of the faith that Kazoth's taking of sacrifices must be recorded in gory detail, so scribes watch unobtrusively to do just that. Or maybe Kazoth gets cranky if his every need isn't responded to instantly, and its just for convenience?
Moving to the other side of the complex we find the mysterious Room of Illusions. I assume all the "X's" are locations of various illusions. Why would a temple complex need this? I'm not sure. Maybe its for psychological torture to make a sacrificial victim juicer for old Kazoth.
Leaving the Room of Illusions, one encounters several traps (the dotted lined areas) which I suspect are probably trapdoors. So many traps in one place perhaps argues against my explanation for the illusion room, but perhaps there just here because of those three treasure chests.
On the other hand, the naming of the Passage of No Return reinforces the notion that most who saw the Room of Illusions were on a one way trip.
I think the name of the last area I'll comment on may give away its inspiration. The Room of Souls may have at least acquired its its title from the Well of Souls in Raiders of the Lost Ark--I would suspect specifically from Kenner's Well of Souls playset.
I could see the statues there supporting a Raiders connection as well, though I'm sure these statues come to life at some inopportune time for the players.
At least that's how I'd do it.
We never gamed in this dungeon. I don't know if Tim did with another group. I've thought about using it myself on several occasions, but I don't know if I ever did. Since the various iterations of my campaign world relate to Tim's rather bare-bones world in a fashion similar to the relationship the Marvel Universe has to Timely Comics, Kazoth has been mentioned at times. I've always conceived of him as one of those demon/monster/god-things, like Thog, or similar creatures, from Robert E. Howard's oeuvre.
Looking closely at the map, I see several interesting things:
It amuses me that the innermost sanctum of Kazoth (where he has his own chamber) also houses his vestal virgns "and such" (whatever that might mean) and his sacrificial victims-to-be. This says to me Kazoth is the kind of god-thing who would have a mini-fridge full of drinks in his den. He just doesn't want to go far for stuff.
Its interesting the walls of these chambers are rough-hewn (I assume that's what that means), suggesting it might be older than the rest of the complex.
Most intriguing is the secret passage surrounding Kazoth's chamber. I wonder what purpose that serves? Perhaps its a doctrine of the faith that Kazoth's taking of sacrifices must be recorded in gory detail, so scribes watch unobtrusively to do just that. Or maybe Kazoth gets cranky if his every need isn't responded to instantly, and its just for convenience?
Moving to the other side of the complex we find the mysterious Room of Illusions. I assume all the "X's" are locations of various illusions. Why would a temple complex need this? I'm not sure. Maybe its for psychological torture to make a sacrificial victim juicer for old Kazoth.
Leaving the Room of Illusions, one encounters several traps (the dotted lined areas) which I suspect are probably trapdoors. So many traps in one place perhaps argues against my explanation for the illusion room, but perhaps there just here because of those three treasure chests.
On the other hand, the naming of the Passage of No Return reinforces the notion that most who saw the Room of Illusions were on a one way trip.
I think the name of the last area I'll comment on may give away its inspiration. The Room of Souls may have at least acquired its its title from the Well of Souls in Raiders of the Lost Ark--I would suspect specifically from Kenner's Well of Souls playset.
I could see the statues there supporting a Raiders connection as well, though I'm sure these statues come to life at some inopportune time for the players.
At least that's how I'd do it.
Thursday, July 2, 2020
Weird Revisited: Hohmmkudhuk
The original version of this post appeared in 2016...
Hohmmkudhuk* are dwarfish beings resembling bipedal anteaters whose dorsal surface is covered with over-lapping, plate-like scales similar to a pangolin's. They spend much of their life underground in great subterranean halls or warrens. They are clannish and eusocial. Each hall belongs to a Queen, though her holdings are managed by her mate or mates, the Drone-Princes, of which there may be as many as three.
Only the Queen and her consorts reproduce, the rest of the clan is made up of their siblings and children who are sterile. Children are raised communally and in the same way: they pass through a sort of apprenticeship, doing low-skilled tasks as soon as they are able, then advancing to the role of warrior, trader or artisan as they so aptitude and develop the appropriate skills.
If the Queen dies or decides it is time to create a daughter-clan, one of her female progeny becomes able to reproduce and becomes a new queen. This new Queen will have a mate from an unrelated clan. These unions are arranged to form alliances, but their is also a strong tradition of wandering male adventurers winning the heart of a young queen.
Hohmmkudhuk know the ways of the underground and the working of stone. Their magic is bent to this purpose. They personify the planet itself as a goddess.
Hohmmkudhuk Traits
Ability Score Increase. Constitution score is increased by 2 and Wisdom is increased by 1.
Alignment. Hohmmkudhuk tend toward lawfulness.
Size. Hohmmkudhuk are around 4 feet tall, but heavy for their height.
Speed. Base walking speed is 25 feet.
Darkvision. Accustom to life underground Hohmmkudhuk can see 60 feet within dim light as if it were bright light.
Natural Armor. Due to their scales, Hohmmkudhuk get a +1 bonus to Armor Class.
Resilence. Hohmmkudhuk have an advantage on saving throws against poison and resistance against poison damage.
Languages. Hohmmkudhuk can speak and read the Common language of humans. They also speak and read their on consonant-laden, rumbling tongue.
*pronounced ho-hmmm-ku-thuk, where u is as in put and th as in though.
Art by Jason Sholtis |
Only the Queen and her consorts reproduce, the rest of the clan is made up of their siblings and children who are sterile. Children are raised communally and in the same way: they pass through a sort of apprenticeship, doing low-skilled tasks as soon as they are able, then advancing to the role of warrior, trader or artisan as they so aptitude and develop the appropriate skills.
If the Queen dies or decides it is time to create a daughter-clan, one of her female progeny becomes able to reproduce and becomes a new queen. This new Queen will have a mate from an unrelated clan. These unions are arranged to form alliances, but their is also a strong tradition of wandering male adventurers winning the heart of a young queen.
Hohmmkudhuk know the ways of the underground and the working of stone. Their magic is bent to this purpose. They personify the planet itself as a goddess.
Hohmmkudhuk Traits
Ability Score Increase. Constitution score is increased by 2 and Wisdom is increased by 1.
Alignment. Hohmmkudhuk tend toward lawfulness.
Size. Hohmmkudhuk are around 4 feet tall, but heavy for their height.
Speed. Base walking speed is 25 feet.
Darkvision. Accustom to life underground Hohmmkudhuk can see 60 feet within dim light as if it were bright light.
Natural Armor. Due to their scales, Hohmmkudhuk get a +1 bonus to Armor Class.
Resilence. Hohmmkudhuk have an advantage on saving throws against poison and resistance against poison damage.
Languages. Hohmmkudhuk can speak and read the Common language of humans. They also speak and read their on consonant-laden, rumbling tongue.
*pronounced ho-hmmm-ku-thuk, where u is as in put and th as in though.
Monday, June 29, 2020
Hypnosnake Strikes!
Our Land of Azurth 5e game continued last night with the party moving on from the room full of zombies they slaughter last session. Moving cautiously through the underground area of the shrine, they made short work of most of the monsters they encountered: 2 gargoyles, a wight and the hypnosnake, above. Two ogres in cells (who loudly proclaimed wrongful imprisonment) they wisely chose to bypass.
Finally, they came to a chamber where a large, sickly green gemstone pulsated with evil energy. There Erekose laid low a specter with one action (and an action series) in a ferocious series of blows. The group gained the specter's not insubstantial treasure--and the gem, which they somehow recognized as the one containing the soul of Slekht Zaad.
They try to destroy it, but they can't. They decide they'll have to town and seek help from the Hierophant of Azulina.
But before then, emboldened by the relatively easy time they've had so far, they decide to explore a little further into the subterranean portion of the shrine.
Sunday, June 28, 2020
Solar Trek: The Eden Trip
This is another post in this series that takes the "stars" out of Star Trek...
Thomas Sevrin (2219-2263) was an an expert in neurocybernetics and advocate for a rejection of physical existence for a purely digital one. Sevrin believed a technological singuarlity was swiftly approaching and only by forsaking the the limitations of human bodies and brains could "the new human"hope to continue to play a part in the coming order.
Sevrin and a group of his young followers (including the the son of a dignitary of an important colony) stole a spacecraft in an attempt to reach the Romulan Neutral Zone. A dangerous reactor malfunction would have likely been the end of them, had they not been rescued by Enterprise.
Interrogation revealed that the group hoped to reach Eden--the name for server running a simulated reality and the asteroid housing it built in the outer system in pre-Federation days. Eden was generally considered a myth of the counterculture, but Sevrin claimed to know its location.
Medical examination following their rescue revealed that Sevrin perhaps had other motives for wishing to find Eden: he was dying a neurodegenerative disease, the accidental result of some of his self-experimentation.
Ultimately, Sevrin's intelligence proved correct, at least in part. There was an ancient server. Unfortunately, the simulated reality within had long ago been corrupted. Sevrin's body died of his illness and any digital copy of his mind he hoped would live forever was also lost.
Thomas Sevrin (2219-2263) was an an expert in neurocybernetics and advocate for a rejection of physical existence for a purely digital one. Sevrin believed a technological singuarlity was swiftly approaching and only by forsaking the the limitations of human bodies and brains could "the new human"hope to continue to play a part in the coming order.
Sevrin and a group of his young followers (including the the son of a dignitary of an important colony) stole a spacecraft in an attempt to reach the Romulan Neutral Zone. A dangerous reactor malfunction would have likely been the end of them, had they not been rescued by Enterprise.
Interrogation revealed that the group hoped to reach Eden--the name for server running a simulated reality and the asteroid housing it built in the outer system in pre-Federation days. Eden was generally considered a myth of the counterculture, but Sevrin claimed to know its location.
Medical examination following their rescue revealed that Sevrin perhaps had other motives for wishing to find Eden: he was dying a neurodegenerative disease, the accidental result of some of his self-experimentation.
Ultimately, Sevrin's intelligence proved correct, at least in part. There was an ancient server. Unfortunately, the simulated reality within had long ago been corrupted. Sevrin's body died of his illness and any digital copy of his mind he hoped would live forever was also lost.
Subscribe to:
Posts (Atom)