Showing posts sorted by date for query inverness. Sort by relevance Show all posts
Showing posts sorted by date for query inverness. Sort by relevance Show all posts

Wednesday, August 21, 2024

#RPGaDAY2024 Classic Campaign

 For today I have to talk about my Order of the Platinum Dragon campaign of my massive Come Endless Darkness romp through all the Classic D&D adventures. 

The Classic Adventures

Since D&D 5 came out I have been running my family through the "Gygaxian Classics." while we technically started with B1 In Search of the Unknown with AD&D 1st ed, we quickly moved to D&D 5.  From here we did B2 Keep on the Borderlands and moved through the Great Greyhawk Campaign.

Our order of games has been:

  • T1 Village of Hommlet (forgotten by the characters, played as a flashback after I6)
  • B1 In Search of the Unknown (Gen Con Game)
  • B2 Keep on the Borderlands
  • L1 The Secret of Bone Hill  (Gen Con Game)
  • X2 Castle Amber
  • I6 Ravenloft (Gen Con Game)
  • C2 Ghost Tower of Inverness
  • A1-5 Slave Lords
  • C1 The Hidden Shrine of Tamoachan
  • G123, G4 Against the Giants  (Gen Con Game)
  • D12, 3 Descent into the Depths of the Earth, Vault of the Drow
  • Q1 Queen of the Demonweb Pits (Gen Con Game)

I wanted my family to have the "Classic D&D Experience) with this.  Communities are often defined by the stories they share. These are the stories we all share.  How did you defeat Strahd? Did you shout 'Bree Yark'? What did you do in the Hill Giant's dining room?   Did you survive the Demonweb?

For various reasons we have not finished the last part of the Demonweb. Maybe we will one day.  I would like to hope so.


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Tuesday, May 28, 2024

Review: Alternity Star*Drive

Alternity Star*Drive
Continuing on with Alternity, I am turning my attention to the Star*Drive Campaign Setting. Before I go too deep into it I have to say that I think TSR, before their purchase by WotC was on track to making the same mistakes with Alternity that they were making with AD&D Second Edition. That is having a core system and too many campaign settings. Now, to be 100% fair here, Alternity only has two different but linked campaign settings; Star*Drive and Dark*Matter. Two and a half if you also count Gamma World. Two and two halves if you add in the Starcraft material too. But the seeds are here. Sadly, they never fell into fertile ground, and even the ones that did were not well tended to.

Star*Drive Campaign Setting

by David Eckelberry and Richard Baker, 1998. Full-color covers and interior art. 256 pages. 

This book still features the TSR logo, but all details of the company that produces it is Wizards of the Coast. I only point this out because it is a weird transitional time for the company and I can't help but think this as much as anything else sealed the fate of this game.

As with the rest of the classic Alternity material, this is out of print and there are no PDFs availble. 

Chapter 1: The Star*Drive Campaign

This covers what this setting is about and some basics and a timeline of contact with the Fraal to the modern day of the 26th century (2501).  Interestingly we are 100 years away from constructing the first Star Drive tech. This is roughly comparable to the timeline we would later see in Star Trek.  This chapter also discusses different ways to play this game. The feel is somewhere between Star Frontiers and Traveller, with dashes of Star Trek and/or Starship Troopers added in. 

Chapter 2: The 26th Century

An aside. Are we in the 26th Century because it is not the 25th century of Buck Rodgers? 

Anyway. Here we get an overview of what our setting is like now. Science, Technology which includes cybertech and biotech, mutants and psionics, medicine, and even religion, is covered here. There is not a lot of game text here, this is all an overview.  The religion section is interesting since it usually gets ignored by most sci-fi games. Unless it is Star Wars.

Chapter 3: Stellar Nations

This takes us into more detail of the who, what and where of this campaign setting and feels most like an extension of the Alternity rules. Note, not a lot of mechanics, but more information on material presented in the core rules. All of the species from the core are here, with their home worlds. Also, the various "Nations" in space, including the Solar Union (oddly not established in 2112). 

Chapter 4: The Verge

This is the area of unexplored space and the part that gives me the "Star Trek" vibes.  We are introduced to "The Lighthouse" which I will get into more detail about later on. Plenty of new worlds and systems are detailed, but the obvious thing here is that GMs will create their own worlds and systems. Still, though, there is plenty here to keep you busy. This section is the bulk of the book; over half. Game stats are largely limited to NPCs, some ships, and planets. 

Chapter 5: Hero Creation

This is the most rules heavy section of the book, but that is not say a lot. It is largely additional information to what is found in the Core Rules. The additions here include Homeworld or Nation and a few new careers. Though there are a lot of new details here that can affect every career. 

While there is a lot of material here, it is really all "World Building" material. While it is interesting, I don't find it compelling. Chances are very, very good that if I had played this game in the late 1990s, I would have converted it all to some sort of Star Trek-like game and used that background. In truth, I also find it less compelling than Star Frontiers, which tried to do something similar 15 years prior. I mean the Fraal are interesting, but they are no Vrusk!

Still I can't fault the game for what I want it to be, only what it is. It is somewhere between a fully realized campaign setting and a toolbox. Maybe if it had been allowed to continue on we could have seen more growth. Certainly, sites like Alternityrpg.net give credence to this idea. Their Star*Drive section certainly has enough to keep anyone busy for a long time. 

Select Supplements

I don't have a lot of material for the Star*Drive Setting, but I have some. Here are a few.

Alternity Star*Drive Supplements

Game Masters' Screen

This is lighter card stock. Not too different than some of the early D&D 3.0 screens. 

Gamma World

Softcover, 192 pages. Color cover, black & white interior art. 2000. This one has a TSR prefixed product code (as did Dungeons & Dragons 3rd Edition) but the logo and company information is all Wizards of the Coast.

I briefly discussed this one in my discussion of post-TSR-Gamma World offerings. This softcover book by Andy Collins and Jeff Grubb takes us back to Gamma World—or at least, a Gamma World. It is still Earth, and it is still post-apocalyptic. 

This book uses, but doesn't require, the Alternity Core. Also it feels like Gamma World. I think this is because the design of Alternity had Gamma World in mind. Mutants and the like are already baked in to the core so no extra rules are needed to add them, just some extra options.  

While the rules are 100% Alternity, the background sort of precludes Star*Drive. Unless of course you want the Galaxy to have moved on without humans and Earth is this wasteland, OR, this is different, very Earth like planet. Imagine the shock when space travelers from Earth/Solar Union find this planet out in the Verge and there is a colasping Space Needle in a town called Seatle. This is something that would work, and work well, in Alternity. 

I would say that if you like Gamma World and Alternity is your system of choice then this is the version of it to play. 

Starships

by David Eckelberry. 96 pages, color covers, monochrome interior. 1999.  This one has the TSR Silver Anniversary logo on the cover. Listed as copyright 1999 TSR.

This one is fun. Not only do we get some cool spacehips (always a plus in my mind) but there are alternate FTL systems listed here so you can have the kind of game you want. Me? I would have seen the section on Warp and never looked back. Though there are some other good options here including relativistic travel with time dialation effects. And get out your scientific calculators, because in relativistic flight you will need to caluclate gamma changes. Yes. This is a selling point to me. 

We cover basic spaceship operations, technology, some skill uses and most importantly Spaceships!  The last third of the books covers ships and deck plans with costs. Again, not sure how acurate the costs are, but who cares! Spaceships!

The Lighthouse

by David Eckelberry. Color covers, mono-chrome interior. 1998. 64-pages. Features the TSR logo of the late 90s. Contact information is all Wizards of the Coast. 

This is the space station mentioned in the Campagin setting. The cover come free (like the old adventure modules) and has deck plans for all (well most) 200 decks. The feel is a cross between a Star Trek Starbase and Babylon 5. 

The history of the lighthouse is discussed including why it was built. We get some details on it's various systems and who lives there. It is be necessity a broad overview, but there is enough here to let me really dive into it. 

One of the reasons I have kept this one around becuse the plans are really perfect for my various Ghost Tower/Ghost Station of Inverness ideas [1][2][3]. For this reason alone I am glad I have held on to this.

--

Alternity Star*Drive has a lot going for it. If you are a fan of the system then I think this is a must aquire set of books. It doesn't do anything above and beyond what we have seen in Star Frontiers, Traveller or many other games, BUT it has a great flavor and the oprotunity to add material from Gamma World, Starcraft and even their other campaign setting, Dark*Matter. 

Sadly all of this was superceded by the d20 system. Much of Star*Drive (and Dark*Matter) would go on to live in d20 Modern and d20 Future. I will deal with those in another time. Likely next May.

I can't say for sure, but I have the feeling that Alternity was never given the chance it needed to survive. Cut off early and not supported. We saw the leel of support WotC could give to d20, which was in truth their darling. Alternity was the lost and forgotten older sibling of d20.  I am happy to see it has support online and that it still has fans out there.

Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

--

In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets


Wednesday, February 1, 2023

BlackStar: It's Been A Long Time...

Recently my wife and I have rewatched Star Trek: Enterprise. We have been and are huge Trek fans, but we didn't watch it much when it first came out because, at the time, we had small children, and I had just started a new career track after leaving academia.  So free time was not something we had a lot of.

Much to our delight, we discovered it was not only good Trek, but it was great Trek.  I had not considered making it a part of my "BlackStar Universe" until recently. And by that, I mean last week.

The Protector and another NX class ship

We had some returns from Christmas still lingering, so with a gift card in hand I picked up another model.  Yeah my arthritis is going to make this a little more difficult (thankfully this is a "kids" model) I am still going to have some fun!

I am going to opt for the refit design, something we didn't get to see on TV.  I just have to figure out if the ship is supposed to be white or stay gunmetal gray.

My oldest has been running a Trek game in addition to his D&D games and he has been setting it in my BlackStar Universe.  So my motivation for this is also pretty high.

The scale on the box says this is 1/1000th scale and my Protector is 1/1400 scale, but holding them up side by side they look about right.

Two NX ships

The Protector is over 650 meters (if I remember right) and the NX-01 is 225 meters. 

Of course this won't be the NX-01 Enterprise. This is a later Starship that came out of space dock with the refit in place. So it could be longer. 

Following the history of the Space Shuttle the first NX Warp 5 ships were Enterprise (NX-01), Columbia (NX-02), Challenger (NX-03), Discovery (NX-04), Atlantis (NX-05), and Endeavour (NX-06).  We later see the USS Franklin (NX-326) with similar weapons and defenses. 

The NX-01 was launched in 2153, NX-02 in 2154.  The Franklin was actually an earlier ship, launched between 2141 and 2151, and was capable of Warp 4.  

This gives me some room to play around.  

I had originally thought to set Star Trek: Mercy as a Post-Enterprise (2151) and Pre-TOS (2265) era game. But instead, Mercy ended up in the equally fertile time period between the last of the TOS movies and the start of TNG.  I do like it better at that time since it gives me a little more flexibility.

This new NX ship can then be set anytime after 2161, likely after the foundation of the United Federation of Planets.  I might even work in some ideas with UESPA. Given the events in Star Trek: Enterprise I will likely say this is a Warp 6 or Warp 7 ship. But in truth, I know nothing about this little ship yet! It could even become my Ghost Ship at some point.

One thing I do know, it gives me an excuse to use Fleet Admiral Lucille Ball, Commander of Starfleet Operations.

How Lucille Ball Helped Star Trek Become a Cultural Icon

Will my new NX ship be connected to Mercy? Will it be connected to the Protector?  I like the Protector connection, but the big deal with the Protector is that it is it's Warp-13 engines that bring the Cthulhu horrors into our universe. Mercy is largely a peacetime mission.

Here is my working timeline with select items from the cannon:

2123: The SS Mariposa (NAR-7678) leaves Earth (DY 500 class)
2139: NAR-7539 SS Inspiration leaves Earth (DY 500 class)
2151-2161: Enterprise
2156-2160: Federation-Romulan War
2161-xxxx: My New Ship
2164: USS Franklin reported lost
2167: The USS Archon and USS Essex both reported lost (unrelated)
2168: USS Horizon lost

2247-2250: First Klingon War
2256-2258: Discovery
2256-2257: Second Klingon War
2259-2264: Strange New Worlds
2265-2295: Star Trek: TOS & Movies
2295-xxx: Star Trek: Mercy, USS Mercy NCC-3001

2351-xxxx: Star Trek: BlackStar, USS Protector NX-3120
2352: Protector is sent to the Inverness system
2363-2378: Star Trek: TNG, DS9, Voy
2380-xxxx: Star Trek: Lower Decks
2384: USS Protostar (NX-76884) lost
2399-2401: Star Trek: Picard

I can't help but notice that there is a large number of ships lost in the 2160s. The Archon, Essex, and Horizon were all Daedalus class ships. Franklin was a Freedom class.  What was going on then?  So my refit is part of the NX-Class. But let's nod to the FASA Star Trek RPG and The Wrath of Khan, and say they were renamed the Enterprise class. Certainly, the refit could be an Enterprise-class, though a solid argument could be made to call it the Archer-class.

Personally, I like the idea of the refits as the Archer-class. I can see Jonathan Archer NOT wanting it but Starfleet Comand saying it would be to honor him and his father. I can see the Andorians being more forthcoming; if you want our weapons systems, you will name the class after a member of the Andorian Imperial Guard. The Vulcans would see it as the logical choice.  I can also see Archer conceding if one of the ships is named "The Beagle" after the ship that Darwin made famous, but mostly because of his favorite dog bread.  I could call it the NX-31 or even the NCC 831; for 1831 the year Darwin set out on the HMS Beagle.  I'll need to see what numbers I have in decals.

Maybe that is my ship! The NX-31/NCC 831 USS Beagle.  An exploratory vessel launched at the end of the Romulan War to return to Starfleet's first mission. To explore strange new worlds. 

I can do far worse, to be honest.

Friday, May 13, 2022

Plays Well With Others: Horror in Space (BlackStar)

In space no one can hear you scream
It's Friday the 13th! Something of a holiday here at the Other Side.  

May is SciFi month and for the first two weeks here I have dedicated it all to Classic Traveller. I find myself at a bit of a crossroads.  Do I continue with the Classic Traveller OR do I go along to the progression from Classic to Mega Traveller and beyond?  Choices. Choices. 

In the mean time since today is the scariest day outside of October 31st (well, than and Walpurgis Night) let go to a discussion you all know I LOVE and that is horror in Space.  In particular, the Mythos flavored Cosmic Horror of Lovecraft AND the exploration of Space ala Star Trek.

Since I am going to look a few ways to do this I am going to put it under the banner of Plays Well With Others.

My "Star Trek meets Cthulhu" campaign is known as BlackStar and I have detailed the ideas I have had here.  

The game started out as a combination of various OSR-style games because that is what I was playing a lot at the time. But as time has gone on I have given it more thought and explored other RPG system options.  Every combination has its own features and its own problems.   Let's look at all the options I have been considering.

Basic Era/OSR

The first choice was the easy one really.  I went with the two main books for their maximum compatibility, Starships & Spacemen and Realms of Crawling Chaos.  Both are based for the most part on Labyrinth Lord.   This gives me a lot of advantages. For starters, and the obvious one, there is just so much stuff for this.  If I don't like the Cthulhu monsters from Realms, I can grab them from Deities & Demigods, Hyperborea, or so many more.  The Lovecraft/Cthulhu stuff is covered.  The "Weakest" link here is Starships & Spacemen.  Well, it's not weak, but it is not my favorite set of Trek-like RPG rules.

Starships & Spacemen & Shogoths

Given the rules, I could add in bits of Stars Without Number. That *might* fill out some of the rough spaces (for me) of S&S.  There is a lot, I mean really a LOT I can do with all of this.

It would also make running The Ghost Station of Inverness Five much easier. 

The Ghost Station of Inverness Five

D20 Systems

I'll admit it. I like d20. I enjoyed d20 games. There are LOT of options if I want to go 3.x d20.

d20 Games

Pathfinder, Starfinder, d20 Call of Cthulhu, Sandy Petersen's Cthulhu Mythos.  All of these are great and at least 90% compatible. Again, I am sick with riches when it comes to Cthulhu/Lovecraftian materials here. Starfinder is good...but it is not Star Trek.  In fact my preferred Sci-Fi d20 game is the Wizards of the Coast Star Wars.  I know. I am strange.  

Certainly, the d20 Cthulhu books would be easily converted to OSR, but they already have analogs in the OSR world.   But having all of these is certainly helpful.

Since my weakest link seems to be Trek-like rules, maybe what I need is a good set of Trek rules.

Star Trek RPGs

Currently, my two favorite flavors of the Star Trek RPG are the classic FASA Trek and the newest Mōdiphiüs' Star Trek Adventures.  Both are great. Both are really fun. AND there is even a Mythos/Lovecraftian game using the same system, Achtung! Cthulhu 2d20.  Now this game is set in WWII, but that is not a problem. 

Trek and Cthulhu

Here I have exactly the opposite issue.  There is a LOT of great Trek material and limited on Cthulhu/Lovecraft material.   I could add in material from Call of Cthulhu as needed. Also, I have the PDFs for Achtung! Cthulhu 2d20 but none of the physical books. The 2d20 system is also much newer for me and I don't know it as well as some of the others.

Traveller

I have been talking about Traveller all month long and it would remiss of me not to try something with that.  Thankfully things are well covered there.

Traveller and Chthonian Stars

So I have not even touched ANYTHING yet regarding the Cepheus Engine or new Traveller, but to jump ahead a bit there is a game setting for Traveller Chthonian Stars. It takes place in 2159 (a date I can use!) and there is a lot to it, but the basic gist is Humankind has begun to explore the Solar System and that is about it.  Then we introduce Cthulhu Mythos material to that!  Sounds a bit like BlackStar: The First Generation.  I'll get a proper review up later in the month, but there are a lot of great things in this setting.  Reading over it it really makes me want to try this using just Traveller.  They really make it work well.  Plus I could still use the Classic Traveller system, more or less.

This provides me with a solid sci-fi game with great mythos support too. The publisher has since updated this game to their more inhouse version called The Void. Not sure if it uses the same system as their Cthulhu Tech RPG or not. 

The Expanse RPG
AGE System

I really love Green Ronin's AGE system. I also LOVE the Expanse.  So I grabbed their Expanse AGE-based RPG and am hoping to do a lot more with it.  So imagine my delight when they ran a Kickstarter for Cthulhu Awakens an AGE-based Mythos game.   The Solar System spanning of the Expanse is nowhere near the Galaxy spanning of Star Trek, but maybe I could run it as a "Prequel" game.  Get a ship out to Pluto to discover something protomolecule-like but instead make it mythos-related.  A prequel to my Whispers in the Outer Darkness.  A Star Trek DY-100 class pre-warp ship would fit right in with the ships of the Expanse.  I should point out that the Expanse takes place in the 2350s, the same time frame as my proposed BlackStar campaign in the Star Trek timeline. 2352 for the launch of the Protector and 2351 for the Expanse RPG.

Maybe this "First Mission" might explain why Star Fleet is building its experimental ships at Neptune Station and not Utopia Planitia.  There is something they discovered on Yuggoth/Pluto that makes the Warp-13 engines work. There is my protomolecule connection!

It is possible I could retweak my "At the Planets of Maddness" for this system/setting. Though in my heart I really wanted Shoggoths and Elder Things for that adventure.  Pluto and Yuggoth clearly imply the involvement of the Mi-Go.

--

I have all those choices listed above and that is also not counting games like Eldritch Skies that also combine space travel with Cthulhu/Mythos.

Chthonian Stars might have an answer for me.  What if this story is not being played out over a single campaign, but multiple lifetimes?

I could do something like this.  Note, this is only a half-baked idea at this point.  

Victorian Era:  Scientists work out the means of travelling the Aether to the stars. (Ghosts of Albion*, Eldritch Skies, Space: 1899. Using Ghosts to make the Protector connections a little clearer).

1930s: Scientist found dead with brain "Scoped" out. Investigate. (Call of Cthulhu)

2150s: Travel to Yuggoth discover an advanced civilization was once there.  Items from 1890s and 1930s are there. (Expanse, Chthonian Stars, Cthulhu Awakens)

2290s: Star Trek Mercy (this one is pure FASA Star Trek). Maybe this can be the one with the Klingon Skelleton ala The Creeping Flesh.

2350s: These are the Voyages of the Experimental Starship Protector. (OSR or Mōdiphiüs 2d20)

I could even do an epilogue in the far future of the Imperium.  

And some other stuff to include all my BlackStar adventures.

Maybe all of these are tied to the "Black Star" an artifact that makes space travel possible and is at the core of the Asymetric Warp-13 engine?  Some was found on Earth but there is a bunch of it on Pluto.

Too many ideas, too many systems.  Gotta narrow it all down at some point.  But one thing is for sure, the system used will depend on what sorts of adventures the characters will have. Mōdiphiüs 2d20 is best for adventures and exploring. OSR games are good for monster hunting. FASA Trek does a little of both.  AGE would be suit the New Adventures in Space theme well.

Saturday, May 22, 2021

Sword & Sorcery & Cinema: Forbidden World (1982)

Forbidden World
More Roger Corman fun! This one is a repeat from an October Horror Movie Marathon from 2018.

If I had thought about it I should have done this as a double feature with last week's Galaxy of Terror.  I think a lot of the starship interiors were reused. The movie starts with some starships attacking another ship. A robot (straight out of Star Frontiers by the look of him) wakes up the commander out of cryosleep to deal with them.   After the battle, we learn that the captain, Mike Colby played by Jesse Vint, has been asleep so long his son is older than he is now.  Also, he has been re-routed to the planet Xarbia which Colby thinks is a joke.  It is an experimental research station and something got loose. Something they call Subject 20. June Chadwick stars as Dr. Barbara Glaser, who is best known from V and This is Spinal Tap. Dawn Dunlap also stars as Tracy Baxter.  Dunlap is better known as "Laura" from the quasi-erotic film of the same name when she was only 16 and from Corman's Barbarian Queen

Another Corman recycle are the two suns rising on the planet. Same shot is used in The Warrior and the Sorceress.  Wonder if it is the same planet? What happened to it I wonder. I was already running low on water in David Cardine's time.  Maybe it died out leaving only the Proto B bacteria the scientists are studying. 

So we have a mutant monster in a lab out in space.  What can go wrong?  Well, I sure you can guess.  The movie is not great, but it is also not really terrible. Like a lot of Corman's stuff, there is a core here, a kernel of a really good idea here.  This movie very, very effectively combines "Alien" and "The Thing" into one movie and puts the whole thing on a station in space.   It is Corman, so yeah the women take off their clothes at the drop of a hat. They also run around in high heels and shower together. The future is weird. 

The movie is fairly uneven, going from the tension of the escaped mutant in one scene to everyone turning in for the night in the next. 

The monster picks people off one by one, you know like a monster will. Until we are just left with just Tracy and Mike.  Though the idea of feeding the monster a cancerous tumor to kill it is a novel one. 

It was a fun flick, but I got really tired of Tracy's screaming in the last half of the flick. 

Gaming Content

Same as you get from Alien or The Thing.  Hunt the monster before it hunts you. I suppose that I will have to do a "monster is loose in a research facility" adventure at some point.  But I would need to make it different than either "Ghost Ship" or the "Ghost Station of Inverness V." This would have to be a flesh and blood abomination. NOT just an alien, but a creature of humankind's hubris.

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.

Monday, August 3, 2020

#RPGaDAY 2020: Day 3 Thread

Over the weekend two game-related thoughts kept going through my head.  Frist Gen Con and how we were all missing it and the adventures I was going to run for my family and the theme of Thread.

Since D&D 5 had come out I have been running my family through the "Gygaxian Classics." while we technically started with B1 In Search of the Unknown with AD&D 1st ed, we quickly moved to D&D 5.  From here we did B2 Keep on the Borderlands and moved through the Great Greyhawk Campaign.  We have been calling the group The Order of the Platinum Dragon


Our order of games has been:

T1 Village of Hommlet (forgotten by the characters, played as a flashback after I6)
B1 In Search of the Unknown (Gen Con Game)
B2 Keep on the Borderlands
L1 The Secret of Bone Hill  (Gen Con Game)
X2 Castle Amber
I6 Ravenloft (Gen Con Game)
C2 Ghost Tower of Inverness
A1-5 Slave Lords
C1 The Hidden Shrine of Tamoachan
G123, G4 Against the Giants  (Gen Con Game)
D12, 3 Descent into the Depths of the Earth, Vault of the Drow
Q1 Queen of the Demonweb Pits (Gen Con Game)

I wanted my family to have the "Classic D&D Experience) with this.  Communities are often defined by the stories they share. These are the stories we all share.  How did you defeat Strahd? Did you shout 'Bree Yark'? What did you do in the Hill Giant's dining room?   Did you survive the Demonweb?

One of the things I have been doing differently than the original narrative is thread everything together with a massive conspiracy.  Someone, or something, killed all the Gods of the Sun.  
The characters (and the players) have come to the conclusion that this something is the Elder Elemental Eye.  But they don't know who or what that is.
They have learned that Eclavdra betrayed her Goddess, Lolth, and has incited a civil war within the city of Erelhei-Cinlu.  The followers of Lolth vs the followers of the Elder Elemental Eye.

What they don't know yet is who has been manipulating these threads.  Behind the scenes, the Demon Lord Graz'zt has been scheming.  In my world Graz'zt has always coveted the Drow. He wants their devotion and is jealous of the iron hold Lolth has on them.  So he has been stirring her up into more and more desperate attacks on the Prime Material.  He is using Eclavdra and her devotion to the EEE to get to Lolth.  Eclavdra thinks Graz'zt can free the EEE from his prison in the Temple of Elemental Evil.  To this end Elcavdra has been using what is left of the EEE former followers, or rather their descendants, the Giants.  Titans and Primordials followed the EEE back in the Dawn War.  Graz'zt thinks he can control the EEE once he has the worship of the Drow.

What Elcavdra doesn't know is Graz'zt has no intention of releasing the EEE from the Temple of Elemental Evil, save as far as he wants that power too.  Graz'zt is not a demon at all, but rather a devil sent by Asmodeus to infiltrate the demon hierarchy and discover the source of pure evil for Asmodeus.  Graz'zt has gone too deep into the cold though and now he thinks like a demon lord. Asmodeus suspects this of course.  Both of these powerful evil creatures will betray each other on the first chance.

Graz'zt has long suspected that the Temple of Elemental Evil is the key.  Centuries ago he sent the Demon Lady Zuggtmoy into the Temple. He discovered she was essentially absorbed by the power of the EEE. Now her cults worship it. 

What none of the evil lords and ladies know though is that the EEE is really Tharizdûn. He is manipulating Graz'zt and Asmodeus to free him.  He tried with Graz'zt before and Graz'zt sent in Zuggtmoy.  Tharizdûn quickly overwhelmed, overpowered, and destroyed Zuggtmoy's form and spirit.  This gave Tharizdûn enough power though to put his final plans into action.  He needs the Temple of Elemental Evil open. Only Lolth has the keys to unlock the Temple.

And in my next adventure with the family, Graz'zt is going to get them.

That was supposed to happen this last weekend, but Gen Con shut down due to Covid-19 we did not get to do this.

One thing that never sat well with me, and many others, is that after this epic adventure of Giants and Drow and going to the Abyss the end antagonist is Lolth and her Spider-ship?  It seems a little anti-climatic. 

Instead of that my last layer of the Lolth Demonweb will be Skein of the Death Mother.  



The spider-ship will still be used in my ill-defined Q2 adventure, likely piloted by Eclavdra to invade the surface world, but starting with the houses still loyal to Lolth in Erelhei-Cinlu.

I am going to pull all these threads, and more, together with the grand finale, The Temple of Elemental Evil

Then I am looking forward to running my War of the Witch Queens.

Tuesday, March 31, 2020

BlackStar: Ghost Ship

A while back I posted this about my "Ghost Ship" adventure:

Ghost Ship.  The PCs find a derelict adrift in space and it is full of the ghosts of the dead crew.  Originally this was going to be the Enterprise B when I ran it as a pure Trek game. (The Haunting of Hill House, Dreams of the Witch House, the Flying Dutchman)

Some of my ideas I had scribbled down for this, WAYYYY in the early 90s at the Corner Diner in Carbondale, IL (it's closed sadly). Back then this was the Enterprise B before there was a Generations movie and when all I knew it was an Excelsior-class ship.

The trouble I am running into is that I am stealing ideas from this for The Ghost Station of Inverness Five.

I would like to keep this as the crew discovers a ship, preferably one that has significance to them, floating adrift and full of ghosts.  So there would be elements of Event Horizon as well.

The big question I have now is this.  Should the "ghosts" on the Ghost Ship be really dead or some sort of weird temporal/dimensional accident?  I think I have my choice made for me really.
This is BlackStar, not just Star Trek.  The crew of the Ghost Ship really are all dead.

Flying Dutchman from the Time-LIFE Water Spirits book.  The genesis of the Ghost Ship Adventure

The Ghost Ship adventure will be a simple haunted house adventure with a twist; the twist is that the "house" is a star ship.

There is a "Star Trek: Ghost Ship" fan film out there from the "Avalon Universe".  What I like about this is that it feels like a nice mix of the TOS style and the Abrams/Kelvin Universe style.
It is a fan film, so don't judge it too harshly, instead, take it in the spirit it was made; the love of Trek.

I will say that Victoria Fox, the Producer, Lt. and then later Commander Amanda Beck, is pretty good. she would later go on to produce, direct, write, and star in Star Trek Demons.  Her Trek-street cred is solid.  I also think that Victoria Archer (Lt. Cmdr Jamie Archer) must be at least 6' tall (ok she is only 5'9", must be the "go-go" boots).

Part 1:



Part 2:




Of course, no Ghost Ship posting is complete without a nod to the Rime of the Ancient Mariner.



Or the woman still waiting for him on the shores.


Ghost Ship Adventure Related Postings

Tuesday, March 10, 2020

BlackStar: Klingon Time Travel, The Ghost Station of Inverness Five Part 2

I have been thinking about Time Crystals and Klingon Time Travel.
That almost sounds contradictory, but hear me out.

A couple of things about Klingon culture stand out to me.

First, there is Boreth, the Klingon Monastery.   When the First Emporer Kahless was leaving his people he pointed to a star and said: "Look for me there, on that point of light."  That point of light was the star that Boreth orbited.  It has been given as one of the reasons that Klingons expanded into space; to keep their promise with Kahless.


Boreth has only one building, a monastery dedicated to Kahless. Here devotees can have visions. One thing not spoken about in Federation circles is that these visions always come true.  Why?  Boreth is also home to naturally occurring Time Crystals.  These warps time around them much like dilithium warps matter and space.   No, the science doesn't make any real sense, but this is Star Trek, not Astrophysics.   So we have a culture that has a planet full of time altering crystals.  We saw the Klingon High Priest Tenavik grow to an adult in a few months here (ST:DISCO) and later Worf sees visions of his future (ST:TNG).

Klingons have also had access to time travel devices in Voyager. In particular, in 2404 (five years from the current Picard series) a Klingon named Korath "sells" Janeway a time travel device.  The implication is this was something only a Klingon could get and he wasn't supposed to be sharing it with any non-Klingon.

Then there is the Klingon homeworld of Qo'noS. Or as we say it, Kronos. Another nod to time.

So why don't Klingons travel in time?  Simple.  Kahless told them not too.

Before Kahless went to Sto'Vo'Kor he passed on some more wisdom to his fellow Klingons.
"nuq 'oH legh ghaH 'Iv legh qa' jIH."

or "He who looks to the past misses the future."

Klingons, while they honor their past, took this as an injunction against meddling with it.
Kahless is not just their Emporer, he is a messianic figure. Remember, according to Lt. Commander Worf, "Our gods are dead. Ancient Klingon warriors slew them a millennia ago. They were more trouble than they were worth."  Kahless is all they have left.

BlackStar


How does this fit into BlackStar?

This is the background I am using to set up "The Ghost Station of Inverness Five."
It would make for a great con game.  I could even run it straight as a pure Star Trek game, to be honest.  Though this makes The Ghost Station the most "Trek" of all the BlackStar adventures.

I am going to have to see if I can find an old copy of the FASA Trek Regula-1 Deck Plans.
After I posted my first post on The Ghost Station I realized I put a Space Station into what should at that time be protected space.  So the Time Crystals simply pulled the science station into the current time.



The station is from the Federation-Klingon war, so lots of old-school Trek fun with it.  I just have to be careful and not steal to many ideas that I was going to use in the "Ghost Ship" adventure.

Friday, February 7, 2020

BlackStar: The Ghost Station of Inverness Five

I am a Trekkie, and I have always preferred "Trekkie" over "Trekker" as well.  No negative connotations for me, I embrace them.

To that end, I am a fan of both "Axanar" and "Discovery" even if they are competing and incompatible with versions of the war with the Klingon Empire. 


In Discovery the war takes place around 2256-2257.
In the Axanar and FASA Trek RPG continuity, this is known as the Four Years War and takes place between 2247 and 2250.
(Note the Enterprise NCC 1701 launches in 2245, so that tracks with Discovery but off a bit for Axanar.)

Once you start digging more and more with Disco, Axanar, and FASA it becomes obvious that the continuities will never line up even by my normal desire to handwave some details in favor of others.

I enjoyed Star Trek Discovery, I also happen to like Star Trek Axanar maybe just a little bit better. Mainly for all the same reasons spelled out here: Star Trek Discovery vs Axanar Choose Your Klingon War.



I do want a universe where Adm. Ramirez gets to say, "For myself I have but one fear: destroying the dream of the Federation. Compared to such a loss I DO NOT FEAR THE KLINGON EMPIRE!

Hey, I said I was a Trekkie.

BUT I also want a universe with Anson Mount's Captain Pike and Sonequa Martin-Green as Commander Michael Burnham.

How do I have my cake and eat it too?

So I am going to steal a page from myself.
Back when I was playtesting the Doctor Who Adventures in Time and Space RPG I converted a bunch of Angel and Ghosts of Albion characters to DWAITAS characters (easy enough to do) and ran them all through The Ghost Tower of  Inverness. Only I called it the Ghost Tower of Inverness, Illinois.

Why does Inverness, IL need a Lighthouse??
In that adventure, the Soul Gen is replaced by the Time Beacon.  A lighthouse for time travelers.
I can replace the lighthouse and tower with the 23rd Century equivalent; a Starbase.

The Ghost Station of Inverness Five

Inverness Five.  During the Federation-Klingon War, this colony was the site of one of the bloodiest battles and the greatest defeat of the Federation.  Hundreds of thousands of souls were lost and many more were made homeless overnight.   Inverness was a colony of four inhabited worlds rich in dilithium.  To the Klingon Empire, the Inverness system is a sacred, if not holy place.

I'll take a page from Discovery and TNG and make Inverness like the Klingon monastery on Boreth.  Not just holy, but also the home of Time Crystals.   At the time of the war no one knew this.   The humans just knew that there were large deposits of dilithium.  The Klingons knew it was holy to Kahless.  The battle managed to disrupt the crystals, one of which was located in the science lab on the Inverness Station, and now the place is like the Bermuda Triangle in space.

In 2352 the Protector is sent the Inverness system, getting strange readings.  The system is unstable and both the Federation and the Klingon Empire have agreed to stay out of the system.  The Federation considers it too dangerous and the Klingons want everyone to stay out.  Both sides treat it like something akin to a battlefield graveyard.

When the Protector shows up they should send an Away Team over to the station, the source of the readings, but "chronometric interference" makes it impossible to get a good lock.  So they are sent to what is basically the bottom of the station.  The team has to work its way to the science lab.
Here I basically will run a version of the Ghost Tower of Inverness.
In space, the Protector is fired upon by a Klingon D6 from Axanar's time.  Communications are ignored and channels to Federation Space are blocked.  They are then both attacked by a Klingon cruiser from Discovery's time.

Both teams end up having to battle with Klingons from Axanar, Discovery and even smooth ridged Klingons from the time between Enterprise and The Original Series.


So weird time dilations effects.  Battling anywhere from two to four different sorts of Klingons.  Starfleet chatter from nearly 100 years ago about the Klingon war and the Federation is getting it's ass kicked.

I need to figure out how to up the horror elements too.  After all, that is what makes this BlackStar and not just Star Trek.  I do know how it will end though.  Once the Away Team gets the Time Crystal aligned/sealed/destroyed/reversed to the polarity of the neutron flow, the battle will stop and the Protector will be hailed by the current era Klingons asking if they need assistance.  A reminder that at this time (2352) the Klingons and the Federation are allies.

This is my homage to not just Axanar and Discovery, but also Yesterday's Enterprise, the Bermuda Triangle and the chance to do the one thing that all old school Trekkies love, and that is to battle Klingons.

In the end, the players will not know if they had really gone back in time OR if they were battling ghosts of some sort.  Also, they might never find out which version of history, Axanar or Discovery, was the correct one since they all remember it both ways.

This one will be fun too.

Thursday, September 8, 2016

Endless Darkness: The Road So Far

I have been talking online with a lot of people who are doing the same thing I am; running the Classic Modules from 1st Edition using the new D&D 5 rules.  So I thought I would post a summary and talk about where I am going next.

The Background
The characters all belong to a group known as the Order of the Platinum Dragon.  They are mostly made up of the children of the DragonSlayers (my 3.x game).  They began their adventure like so many others....or so they thought.

Here are the adventures in chronological order (links take you to the blog post where I talk about their game).

T1 Village of Hommlet (forgotten by the characters, played as a flashback)
B1 Into the Unknown
B2 Keep on the Borderlands
L1 The Secret of Bone Hill
X2 Castle Amber
I6 Ravenloft
C2 Ghost Tower of Inverness
A1-5 Slave Lords
C1 The Hidden Shrine of Tamoachan
G123, G4 Against the Giants  (where we are now)

Then we do:
D12, 3 Descent into the Depths of the Earth, Vault of the Drow
Q1 Queen of the Demonweb Pits
(Q2) Queen of Lies
CM2 Death's Ride
H4 Throne of Bloodstone

The adventure began in The Inn of the Welcome Wench (T1). Here they discover the main plot of the "Cult of Chaos", but a battle with Lareth the Beautiful and Bargel left their memories wiped and two of their party missing (the Warlock Croulie and the Pyromancer Cynder).  The remaining party delved into the Castle Quasqueton (B1) and it's dungeons where they discover one of the Chaos Stones.  This leads to a vision/memory of a long ago battle.  They travel to the nearby Keep (B2) where they take on some hirelings, Uno, Duo, Tres, Quatro and their leader Cinco ("played" by Danny Treo) to investigate the Caves of Chaos.  Here they discover a temple dedicated to ancient demon god and more on the Cult of Chaos.

They then traveled to the monastery on Bone Hill (L1) and a group of missing wizards. Again there is a rumor of the Cult of Chaos, but also the involvement of several "Hyena Men".
Following the trail of the Hyena Men, the party is sucked up in a mysterious fog, here they find themselves in a strange land (actually the past) and a strange Castle (X2). More knowledge is gained about the Dawn War and for the first time they hear the phrase "Beware the Endless Darkness".  Here they meet up with the "wizard" (actually a warlock) Skylla.  They travel the mists for a while till they come upon the Villiage of Barovia and the terrifying Castle Ravenloft (I6).   They stop Strahd and his plans to blot out the sun, but not before Skylla is taken away by an army of ghosts.

They meet up with another party and tackle the famed Ghost Tower of Inverness (C2).  They recover the Soul Gem and hear the phrase "Beware the Endless Darkness" again.

Leaving the Ghost Tower they hear rumors once again of the Hyena-Men (Gnolls and Gnoles) and a slaving operation. They have long suspected, but now get confirmation that Gnolls are servants of a Demon Lord (keep in mind my players don't have the wealth of history of D&D we all do). They also find out that the slaves are all being transported elsewhere by human agents.  They discover the Cult of Chaos is also behind this operation and the Drow, long forgotten, are also involved.  
The Order manages to destroy the slaver operation and even convince an Earth Dragon and Red Dragon to reawaken the dormant volcano to destroy the island.  Before leaving the island with rescued slaves the Earth Dragon (an actual dragon) tells them to "beware the coming darkness".

Returning the slaves to the Duchy of Urnst they see the Sun go completely black.

The sun is out and there is a council of the greatest mages (ie their characters from the 3.x game) in Greyhawk.  The plan is worked out to relight Moradin's Forge.  It's light and life giving heat will keep everyone alive till the sun can be put right.  In the meantime the world is besieged by monsters and undead.   The Council of Greyhawk scrys for any remaining sun-related magic items.  Even the Sunsword from Ravenloft is out. The party is sent to a jungle (C1) because an artifact is found there that is related to the sun.    The "artifact" is the dying Mystarian Sun God (Immortal) Ixion, whom the characters knew better as "Cinco".  He and his four brothers were all gods of the sun, they were killed by vampire god Camazotz.   Cinco/Ixion gives the character his heart, Camazotz was not able to get it in time, to use to relight Moradin's Forge.

With the world now on life-support, the Council sends groups of adventures all over the world to find out what is going on.  The Order of the Platinum Dragon is sent to investigate raids made by some giants...

They know they are fighting against the clock.  Moradin's Forge is a powerful artifact that the gods used to create life, but once it is lit any one can use it. Undead are swarming all over. New monsters and monstrosities are everywhere and the Priests of the Sun gods are powerless.

Chaos, it seems, is winning.

What happens next is now up to my players and their characters.

Monday, April 4, 2016

A to Z of Adventure! C is for Competition Modules

C is for Competition Modules.

The C series of modules were mostly unrelated in terms of story.  Unlike the D that I'll talk about tomorrow or the G later on, there was no over arching story to connect these.

What did connect them was this idea of "Competition" or official RPGA scoring included in each one.  Back in the day (say late 1970s) D&D was being played by thousands of people. It had yet to capture the market like it will in the 1980s, but there were still enough players then that variations were creeping into the rules.  Some people had Greyhawk, others used house rules and the burgeoning 3rd party market was making inroads.  The bottom line was that D&D was not always played the same from group to group.  I even remember this back in the day when I played.  This was part of the reason why Advanced D&D was created and so many more rules were added.

Competition play in the form of the A and C series were a logical outgrowth of that.

I have always enjoyed the C adventures, but never played them.

C1 The Hidden Shrine of Tamoachan
This adventure is a call back to the popular "Ancient Temple" style adventures, but it also had some interesting psuedo-Mayan and Aztec elements to it that really gave it a different feel.  It was ranked #18 in the 30 Best D&D Adventures of all time by Dungeon Magazine.
For me I have always wanted to run this adventure as part a longer campaign using Astonishing Swordsmen & Sorcerers of Hyperborea.  There is such a pulpy, almost "Raiders of the Lost Ark" feel to this adventure.  You can also read +Eric Fabiaschi's comments on it here.
I have to say this is one adventure I am most looking forward to running.

C2 The Ghost Tower of Inverness
I have always had a soft spot in my heart for this one.  I never ran it or played under AD&D, but I have had a copy for years.
According to the official records the "Inverness" was likely the town in Alabama rather than Scotland.  Growing up in Southern Illinois we always thought that is meant Inverness, Illinois.  We knew that Gary had grown up in Chicago and Lake Geneva was much closer to Inverness than we were.  Well as fate would have it I moved to Palatine, IL which is just next door to Inverness.  I can see it from where I am typing this now.  We have a "lighthouse" here, or rather a water tower painted like a lighthouse right on the border with Inverness.   So I ran a Doctor Who game once using this module and called it "The Ghost Tower of Inverness, IL."
I recently ran this one and have detailed here: Weekend Gaming: Ghost Tower of Inverness

C3 The Lost Island of Castanamir
This is an odd one of the bunch. I have never read, nor do I own it.  It is also for levels 1-4 as opposed to the 4 or 5 to 7 of all the other adventures.

C4 To Find a King and C5 The Bane of Llewellyn
These two modules are linked.  I never played these versions, but my DM was able to get ahold the RPGA versions that were played at Gen Con in 1983, so we were going to go through those, but other things came up.  I never bought them and I don't think I have ever read them either.

Not sure if I'll ever run those last three, but I should pick them up sometime.

C6 The Official RPGA Tournament Handbook is not really an adventure, but a handbook scoring.