Showing posts with label science fantasy. Show all posts
Showing posts with label science fantasy. Show all posts

Monday, June 13, 2011

Anomalous Subsurface Environment Released!

I'm a little late in the game to be cheerleading this, but everytime I've been reminded of it I've only had my primitive iPhone handy (crap for blog posts)

But Patrick Wetmore of Henchman Abuse has released the first part of his gonzo science-fantasy megadungeon "The Anamalous Subsurface Environment" in PDF and POD.

"Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment."

I haven't grabbed a copy yet (budgeting...) but I definately will. I have an adventure by Pat for The Jewel Throne that is awesome and oh-so Jack Vancian, and Melan/Gabor Lux gives it his seal of approval, so I'm sure this thing is a real barn-burner. Plus is is the first part of a alpha-numerically coded series ("ASE1") which I would like to see more of in the OSR.

Tuesday, April 26, 2011

Jewel Throne Artwork Preview


Here is a portion of the Robot-Fighter Character Class illustration by the estimable Jason Alexander Scanlon. Holy crap, this cat can draw! How come I don't see his stuff on products?

The Robot-Fighter class seems a worthy candidate for porting into Humanspace Empire, as well as Dune (Butlerian Jihad era) or Saberhagen Berserker mileus.

Monday, April 25, 2011

Pluton Zone II - Dresh pt. 1

Featuring:
The Adventurer Stowaway
The Scientist-Nephew
The Smuggler Drax Corlu

The Fulsome Sow drops out of warp at the edge of the Dresh system. Drax Corlu consults the charts for the Dresh system in the Sow's navigation portfolio; he finds a colorful page torn from a children's book. The ship spends several days manuevering to use it's magnetic scoop to collect hydrogen from the atmosphere of a gas giant and makes way to the orange desert world of Dresh.

Dresh is a massive planet consisting of the lighter rocky elements; although it has twice the circumference of Terra it has the same gravity. It rotates at twice the speed of Terra resulting in days that are roughly Terran-standard in length.

Inversely Dresh is orbited by an ultra-dense moonlet at an extremely low altitude, thusly orbiting at an extremely rapid rate that is also rotating opposite to the rotation of the planet.

The result of these extreme orbital and tidal forces on the light-element desert world of Dresh is that there is an equatorial band of extremely light and fine sand and micro-dust that has virtually semi-liquid properties, functioning as a massive straight-running river-sea of sand circumnavigating the planet. This is visible from orbit as a pale orange, featurless blur bisecting the globe.

The Sow is hailed from an unspecified source seeking mercenaries; when the party informs the speaker that they are merchants the comm line is dropped.

The Sow lands at the rocket field of Iubbu the Slug's Palace; the domain of a Slug-Person Crime Lord. They investigate Iubbu's court, where various factions of the planet meet to sip stale beer and water and attempt negociation. In front of a stained red velvet curtain, smoking a hookah upon a pile of greasy huge cushions is a small-bus sized gray slimy Slug with man-like arms, Iubbu.

At one table, in contrast to the harshly puritan garb of the majority, are several sun-bleached long-haired and beared men in brightly dyed stillsuits and robes, Sand Surfers. At another table several workmen in blood stained work clothes bearing pole-glaives and skinning hooks are glaring at the Sand Surfers. The party inroduces themselves to the Sand Surfers, who are brimming with brotherly love and righteous spirit and are seeking principled mercenaries to plie their trade in the defense of the innocent.

The party excuse themselves pleading a lack of qualification and return to their table. They see Iubbu confering with a pop-eyed hairless pale man in a purple robe who scurries over and informs the party that Iubbu is seeking someone to discretely return some lost property.

A pleasure automation of his escaped in the morning and fled into to rocky hills northeast of the port; the party would be provided with a high speed flit car, and upon the safe return of the unharmed pleasure automation they would recieve a reward of 2,000 Terces. The party agrees, picks up the flit car, and skims into the hills.

Several hours are spend skimming aroung and over the rocky hills before a fleeing pale pink figure is seen in a valley below; the Adventurer, who was a chauffer for Amazon-Matriarchs upon his homeworld, skims the flit cars down into the valley where they can see its pink, woman-like body with flexible silver fittings. The Smuggler repeatedly attempts ESP contact to ensure that it is a robot and not a living being and than the Adventurer attempts to turn and stop the vehicle in front of the fleeing robot.

The high-speed flit cars strikes a rock with its undercarriage while the vehicle is rapidly turning and braking and the flit car loses control, spinning and tumbling over the rocky ground, sending its passengers flying, and shattering the front-end bubble canopy.

Fortunately the party only has minor bumps and scrapes and quickly get to their feet. They see the robot running away and the adventurer runs after it,bringing it down with a tangle grenade. The robot, entangled in restraint bands, is babbling about how cruel Iubbu implants robots with pain circuits and tear ducts and tortures them for his amusement and for sale to "The Weepers"; the Adventurer has some experience with robot technology and immediately turns it off.

At this point a pattering is heard, rapidly getting louder to thunderous proportions, and a herd of one or two hundred cow-sized brown, long-necked, three-eyed, honking animals with moose-like snouts and six flea-like legs come scampering and bounding over the rise of the hill above them, with their dented flit car between the animals and the party.

The Smuggler Drax Corlu attempts to use his yogic flight abilities while The Adventurer-Stowaway and the Scientist-Nephew drop the robot and begin madly dashing across the rock-strew valley.

Panting, they glance over their shoulders to see scores of bounding, hooting borwn forms sweep across the flit-car, elicting loud banging sounds, sweep across the prone robot, and sweep across the attempting-to-fly Smuggler who dissapears into the furry mass.

The Acientist-Nephew throws a nerve gas grenade into thebounding mass while the Adventurer-Stowaway fires blasts into the mass from his energy weapon; the herd panics and begins bounding in away from the party and the valley.

The smashed scattered remnants of the flit-car and pleasure robot are revealed; the Smuggler is mildly trampled but intact. The Adventurer-Stowaway gathers up the contragravity core of the flit-car, the face of the pleasure robot, and the head of one of the slaughtered beasts, and the party begins tramping back to the space port.

Twelve hours later, exhausted, they stramp down the ramp to Iubbu's subterranean court; fortunately he is not present and they are greeted by his purple-robed major domo, who is horrified to hear of and see evidence of the destruction of both the flit-car and the pleasure robot. Fortunately he believes their tale and informs the party that the "Hill Hoppers" are a hated pest on Dresh for their destructive bounding rampages.

The party than inquires about compensation for their efforts; the major domo simultaniously blanches and flushes and than whilst trembling with indignation informs the party how lucky they are that he is sympathetic to their misfortune with the Hill Hoppers and willing to diplomatically intercede on their behalf, as otherwise things would not bode well at all for the party:

"One time there was a smuggler that Iubbu comissioned to deliver a cargo; at no fault of his own, the smuggler was intercepted by a patrol and had to jettisson the Iubbu's cargo. The smuggler attempted to repay Iubbu, but could not keep up with the interest he was accruing; Iubbu hired bounty hunters to capture him and..."

At this point the Major Domo is striding towards the stained red curtains behind Iubbu dais of greasy cushions, and whips one aside revealing the white, porcelain-like perfect life-sized likeness of a screaming handsome space pilot with roguish aspect, arms upheld in horror.

"...had him marmelized and kept here to serve as both a trophy and a warning!"

Shaken, the party agrees that their inconvenience was inconsequential and returns to The Sow.

Saturday, April 16, 2011

Improved Pluton Zone Map

On my previous attempt I forgot to include the colors of some suns as well as some binary and trinary systems (I have a less hideous way to represent binaries and trinaries, but Hexographer is being buggy). Oh, and I used Hexographer to make did.

I have a black and white version that I prefer aesthetically, however instantly seeing the star colors is useful in play.

The dotted red lines indicate multi-system "Dominions" held by especially powerful System Lords/Houses.

To the "south" of the map are the more civilized/normal regions of Human space, where things change from Humanspace Empires to Stars Without Number. To the "north" of the map is howling space wilderness and barbarity, the Terminal Space region.

Also, the hex numbers are bunged up on this version. Oops...

Thursday, April 14, 2011

In the Pluton Zone Future the Awesome Swords are Japanese...

This is inspired by both my "1 Issue Campaign" musings and my considerations of using the awesome Stars Without Number "Mandate Archive" Martial Arts and Kenjutsu rules in my Pluton Zone campaign.

Now, with all the psychic space dudes in the Humanspace Empires rules I've gone for an over the top "New Age" future conceit. Yoga; organic soy cultures in the life support systems; crystals; pop culture eastern mysticism. As well I've been pursuing ham-handed Orientalism in my last mini-campaign.

So, with all of the swords in Stars Without Number, and the Pluton Zone being a vaguely eighties and also my infatuation with Orientalism in an RPG context, than it only makes sense that the swords of the Pluton Zone are the most true-scientific-realism advanced swords EVAR and are Japanese Pattern-Forged Samurai Swords.

This has a precedent, with a couple of futuristic movies (Equilibrium and Serenity) featuring a degree of Japanese sword fetishism, and I love the combination of "Wrong Dune," "Encounter Critical Star Wars," Traveller and Samurai Swords.

So henceforth in my Pluton Zone campaign, all advanced and super-scientific swords (aside from light sabres psi-swords) are Japanese Martial Arts Swords, and all sword-fighting is done in the Martial Arts Movie Katana fashion, with Kendo being a major-huge sport/pastime, Busido/Art of War quotes a common source of hot-talk among fighting-dudes, etc.

I imagine that the Space Swords are Katana-style swords, such as:

And that the second/third rate Vibroblades are the Wakizashi/Ninjato-style swords, such as the one used by this Space Douchebag:

Now I have all sorts of stupid ideas for "Yee Olde Kinge's Englande" world and "Roman Legionary" world, etc., so not all swords in the Pluton Zone are Japanese Martial Arts Swords, just the advanced and super-scientific ones.

In other stupid Pluton Zone affairs, I just realised that the whiteboard drawing I did of the party's space vessel "The Fulsome Sow" looked pretty much like the space ship from the Mupper Show sketch "Pigs In Space"; I assure everyone that this was completely unintentional.

Wednesday, April 13, 2011

Pluton Zone I - Rokshaar pt. 2

Introducing:
The Warrior (with a criminal background...)

The band of armored and armed men (soldiers in mesh armor with halbards, battered bolt-action carbines and shortswords led by two men in space armor with space weapons) demand an audience with the party who exit their craft to be confronted by the space armor clad duo: a tall, older, patrician figure in bronze and brass arabesqued antique space armor with a space axe, hawk-like beak of a nose and a monocle; and a short, smarmy, blonde young man with a beady-eyed, insincere, unwholesomely wide face.

The older gentleman begins berating the party for intimidating the townsfolk and constable with their weaponry and attitude while his younger companion and the soldier pointedly smirk and jeer at the party. The captain attempts to explain but is jabbed by the younger man in the chest who informs him to "Keep his mouth shut when his betters, such as Paladin Tucca, are speaking"

The party sputters at the indignity but cooler heads prevail and they pledge to keep their arms outside of the town. Afterwards the Pilot asks the younger man, the Paladin's SquireFaustius, if there is any work they could do for some meagre payment?

The Squire pauses, thinks, and proclaims "Yes, there is some work t be had... you can shine my shoes for 1 Terce!"

The pilot bites his tounge bloody and clasps his shaking hands behind his back as the Squire presents one foot.

"On second thought there is a field with eight stakes outside the other side of town; cut enough wood to kill by burning five adults and three children and arrange it for burning at the bases of the appropriate stakes and we will pay you a modest sum for saving our men from performing this labour "

A sum of 40 Terces is agreeded upon and the Paladin and his party depart.

The Pilot and the Captain head to the execution field to chop wood while the two scientists travel into town.

At the execution field they encounter a bedraggled, unshaven offworlder, armed and covered with dirt and grass. He is a Warrior that grew up on a planet of theives and scum before leaving to become a guard for a merchant ship. Whilst the ship was at port in Rokshaar picking up a shipment of fine handcrafted goods he was warned to stay aboard the vessel as to avoid provoking the locals; he ignored the warning and seeking entertainment he was instead run out of town into the mountains for bearing arms with the merchant ship leaving before he could return. For a week now he has subsisted on his food pills while sleeping on cold rocks. The two astronauts agree that the Warrior would be a welcome addition and draft him to aid in chopping wood.

The survey the field and see several stakes affixed into the ground: four large stakes; one medium stake; and three small stakes.

No axes or saws are at the field so the Captain goes into town seeking the Squire.  He finds a home with two of the armed guards lounging on the bannister of the covered porch casually tossing rocks at chickens and snickering; there is a sign in front of the house bearing a four-leaf clover and the legend "The Clover Homestead." The captain explains his mission and the guards snidely direct him to a shed in the back yard from which he retrieves several rusty hatchets.

Returning to the field the Pilot and the Warrior scoff at the hatchets the Captain is bearing and recolve to use their contaband space weapons to harvest firewood.

Meanwhile the two scientists travel into town; they inquire with the guards at the Clover Homestead seeing if the Paladin has need of their scientific expertise; they are directed to wait in the backyard where they bake in the sweltering blue giant sun light for several hours before the smarmy Squire comes to inform them that the Paladin is already a man of science and has no need of their aid.

Next the two scientists wander about the town, they find a large house with an attached large shed from which the banging sounds of a printing press emerge. A sign says "Reuters Printers and Bindery"; by the open rolling garage door of the shed stands a sweaty bald middle aged man rubbing his head with a bright red hankerchief.

The scientists introduce themselves and offer their services; the man informs them that he Kurt Reuter, the owner of the bookbindery, and that he is busy as they are currently printing the new Bumblebee Bandit book. The scientist contain their considerable amusement at this ludicrous name which is fortunate as he next informs them that he is also grieving his murdered daughter. The two excuse themselves and return to the ship.

Meanwhile at the execution field the Pilot and the Warrior have made short work of their firewood harvest with the monomolecular blades of their space sword and axe; the Captain is sweaty, dirty and tires and has also harvested a considerably smaller amount of wood than either of the other two. They arrange the wood appropriately about the bases of the stakes and while the Captain and the Warrior return to the ship with the space weapons the Pilot takes the hatchets back to the Clover Homestead where he finds the smug Squire lounging on the porch with the two guards. While being subtly mocked by the trio he returns the hatchets to the shed and inquires after payment.

the Squire dismissively tosses a small pouch at the Pilot's feet and than begins to pointedly ignore him. The Pilot retrieves the pouch and walks back to the ship, counting the Terces to come to a sum of only 38...

The next morning the party, annoyed by the chirpings andf knockings of cricket-fowl perched upon their ship and desperate to come up with the funds necessary to pay the blacksmith to repair their hyperspace crystal containment, resolve to sell one of their surplus super scientific weapons, a heat ray pistol.

The Pilot travels to the Clover homestead where he finds the Squire and two guards eagerly devouring a breakfast of waffles and bacon with big steaming mugs of coffe. They all ignore him until they finish eating.

The Squire looks at the Pilot and exclaims "I'm sorry, I did not see you there. Would you like some coffee?"

"Oh wait...we just drank the last of it. Hahahaha!"

The Pilot informs the Squire that they have a heat ray pistol that they are looking to sell.

the Squire immediatley exclaims "Guards! He just said he has a weapon! He is threatening me.... ...Hahaha, just kidding!" The weapon in question is actually back at the ship.

The Squire agrees to pay 125 Terces for the weapon, which is enough with the wood cutting money to pay off the blacksmith, and they all travel back to the ship. One of the crew climbs out of the hatch with the pistol when the Squire yells "Guards! That man is armed! Stop him! ....Hahaha, just kidding!"

He examines the weapon, blackening a spot on the hull where a test shot missed a perching cricket-fowl, and pays the Pilot who insists on immediately counting the Terces, which amount to the agreeded upon sum.

The Pilot and the Smuggler take the Terces to the blacksmith and pay him the rest of his fee. The Smuggler, curious and eager to exercise his space yoga, attempts to read the blacksmith's mind. His attempt fails and he sees the blacksmith face redden and assume a shocked expression.

The Smuggler returns to the ship while the Pilot travels to the Clover Homestead, perhaps seeking further indignity from the Squire and companions?

The Squire is sitting on the shady porch, enjoying a large glass of lemonade. The Pilot is interrupted by the arrival of the blacksmith who is surprised to see him but informs the Squire that the Pilot and Smuggler has just visited and one of them touched his mind with witchcraft!

The Squire informs the exasperated Pilot to wait in the hot sun while he sends the blacksmith inside to speak with the Paladin, and also sends a band of five guards to The Fulsome Sow to retrieve the Smuggler.

Shortly thereafter, after an uncomfortable sweaty, sticky wait for the Pilot while watching the Squire smugly sip lemonade, the distinctive crackle of energy weapons and the popping of primitive carbine fire is heard from the direction of the field.

The Squire raises an eyebrow at the Pilot who assumes an innocent expression, and more guards and more guards are called outside. Then the communicator at the Pilot's belt chirps and the voice of the Smuggler is heard: "Hey... How's it going over there?"

With a nod the Squire grants permission for the Pilot to use his communicator and he immediately thunders "What the hell have you fucking idiots done!"

"Hold on..." And the communicator goes silent.

The Squire, Paladin and guards begins ominous mutterings and gather in the yard while keeping a sharp watch upon the Pilot. The distinctive whine of reaction drives is heard from the field, than approaching the homestead, and the Paladin's sleek needle shaped silver rocket is seen descending for a landing in a small meadow next to the homestead.

Hot air, smoke and steam blast the homestead as clouds fill the meadow. The Squire nonchalantly covers his glass of lemonade to keep out debris. When the smoke clears the rocket is seen, tilted and partially embedded in the soft, partially melted soil of the meadow.

A voice roars "What have those imbeciles done to my ship!" and the Pilot sees the Paladin running out of the house, armored, holding a space axe, his face contorted and purple with rage, his moncle swinging wildly.

The Pilot unleases a pyschic attack and strikes the Squire and guards with Space Madness; the immediatley begin drooling, urniated, undressings, fleeing and the like.

The Paladin charges the Pilot, spittle flying and he wildly swings his space axe. The Pilot flees for the rocket ship as the door pops open revealing the Smuggler, Captain and Warrior. A bloody chase and brutal melee ensues, ending with the captain dead from space axe disembowlment and the Warrior stripping the dead Paladin of his ornate Space Armor. It appears that while in the throes of Space Madness the Squire and guards have fled the scene.

The furious Pilot leads the party to the blacksmith's where they bang on the door to no answer. The Pilot blasts the door off with his Lightning Pistol and shouts the blacksmith out, ordering him to pile his tools and the hyperspace crystal containment into a trundle and bring it to their ship to immediately repair their warp engine. The terrified blacksmith reluctantly agrees. Next, with the sweaty shaking smith in tow, they travel to the town jail.

The doors are shut and locked. The Smuggler attempts to begin negociations with the constables inside but the Pilot shoves him aside and blasts open the door with his Lightning Pistol before howling for them to send out the Space Gypsies and the key for their vessel.

The party with the Space Gypsies and fearful blacksmith return to the spaceport. The blacksmith is made to work all night while the party stands guard. The town is absoluely silent. At morning the hypserspace crystal containment is repaired, purged of molecules and installed. The party makes their farewells of the Space Gypsy family before both ships launch, the Gypsies being glad to leave "This rock inhabited by dogs and shit! *spits*"

The days later the Fulsome Sow reaches the edge of the Mohabat System gravity well and begins their hysperspace jump to the Dresh System...

Sunday, April 10, 2011

Pluton Zone I - Rokshaar

Featuring:

Tramp Space Cutter 'The Fulsome Sow'
The Captain (Astronaut)
The Pilot (Astronaut)
The Smuggler (Astronaut)
The Scientist-Nephew
The Scientist-Uncle

The Fulsome Sow has just made a delivery to the luxury resort planetoid of Dresh and the crew attempt to unwind in the ozone-reeking steel tunnels of the service starport complex. The Captain, a trade-school reject and former facory laborer that inherited a starship from his upper-middle class family, seeks out comissions for cargo deliveries but only finds offers of surplus pharmaceuticals, petrochemicals and meditation chamber crystals from the station quartermaster that are all out of the party's price range.

Meanwhile The Smuggler, through shady contacts garnered through his past as a deep space one-man drug smuggler, comes by some intel regarding the location of potentially lucrative ancient ruins on the planet Dresh, a desert world inhabited by primitive xenophobic scum, the descendents of outcasts, criminals and refugees, located a two-parsec jump from Dresh.

The fully refueled and restocked tramp cutter clumsily trundles off of the planetoid and spends several days using its reaction thrusters to maneuver to the rim of the Dresh system gravity well before transitioning to hyperspace and transcending lightspeed.

Three days a blinking hazard indicator and danger siren rouse the crew who rush to the engine room to discover that the housing of the hyperspace crystal chamber has developed minute flaws that are admitiing occasional oxygen molecules into the contaiment void where they are minutely eroding the anitmatter matrix of the hyperspace crystals; the warp engines begin violently shuddering as the crew shut down the reactors, meanwhile the Fulsome Sow stutters into realspace in the vicinity of a blindingly sullen blue giant - the Mohabit system inhabited by lesser-tech sectarian religious fanatics that attempt rare acts of terrorism against the paradise resort planetoid Dresh as well as practicing sport hunting upon the primitive inhabitants of Dozold
.
Fortunately the Mohabat system also features the planetoid Rokshaar, a moutainous world inhabited by a single prosaic settlement of exceptional craftspeople with an especially famed bookbindery. The Sow spends three days manueuvering into orbit before making contact with the spaceport beacon and landing in a simple rockmelt field next to a town of pretty rustic houses and white picket fences in a vally between granite mountains encrusted with sparse scatterings of spindly pine trees.

The spaceport field features a simple girder tower, the beacon, with a small hut at it's base as well as two other vessels: a sleek, needle-shaped silver ship like a gleaming sword; and a brighly colored vessel consising of a sphere of sundry panels in bright reds, yellows, blues, greens and oranges clustered on it's underside by a legion of mismatched struds, girders, legs, robot limbs, supports that serve as the landing gear.

The party exit the vessel and approach the hut where a sideburned pipe smoking man in knee breeches, waist coat, lace shirt and bill-cap leans against the side. They greet the station master who informs the party of the berthing fees; the Pilot uses his space yoga to stimulate the sociability chakras of the station master which incites him to waive the fees in light of the party's misfortune.

They discuss their engine problems and the station master informs them that the town blacksmith, Floyd, would be able to repair the hyperspace containment; the party detaches the crystal housing and the station master lends them his 'trundle', a simple hand-cart, to transport the heavy warp engine component into town.

He also informs the party the the town is mouring the brutal murder of a local girl; she was to be married and her father hired a band of Space Gypsies to perform at the wedding, including a puppet show featuring the wedding-party depcited as puppets with the groom defeating a space-dragon; although the entertainment was splendid one of the Space Gypsies got drunk and propositioned the bride. Violence ensued and the howling, swearing gypsies were forcibly ejected and talk of witholding payment was espoused.

Later screaming was heard and the bride was found stabbed and with her throat slashed; bloody footprints led towards the space port and when the gyspy starship was searched a ritualistically slaughtered pig was found alongside the bride-puppet, hacked apart by a machete!

Although the town constable was on vacation, Paladin Trucca, a holy zealot from Mohabat and his retuine had arrived at Rokshaar several days before, on an inspection tour from Mohabat to enforce morality and hunt out any devil worship or witchcraft, and in light of the evidence in the Space Gypsy vessel has the entire family arrested for murder and black magic; they are being held in the town jail until they are burned at the stake in three days.

The party thanks the station master for the information and wheel their engine component into town; women in bustle skirts, fancy hats and lace gloves whisper about them from behind parasols while gentlemen in silk hats and find jackets avoid eye contact and cross the street.

They are approached by a guardsman in a ballistic vest with a halbard and revolver; he informs the party that weapons are not allowed in town; the party vehemently replies that they are only dropping their hyperspace crystal housing off at the blacksmiths before returning to their ship. The constable blanches and backs away stuttering; the party continues.

They soon approach a house with a signboard bearing an oversize sheep-horseshoe and an attached shed, from which the whine of a plasma welder can be heard. The town blacksmith Floyd is inside working on a plow; the party interrups him and strenuous negociations ensue.

The blacksmith is very busy and it will be two weeks before the hyperspace housing will be repaired; the price is 500 terces with a payment of 400 required up front. Much browbeating and arguing ensues, as well as failed attempts at psychic interference, before the party pools their sole reamining collective funds of 360 terces and presents it to the blacksmith with the promise of another 140 in two weeks times.

The party returns to the ship to supp on gray tasteless nutrition paste, sleep in narrow sleep bunks, and scheme on house to raise another 140 terces; the Captain in eagerly anticipating watching an execution in three days.

Their respite is interuppted by the sight of a band of twelve armed men and a robed man approaching the Fulsome Sow across the landing field...

Tuesday, April 5, 2011

Hyperspace Monster Encounters

In rare reaches of the galaxy hyperspace is subject to a myriad of vibrations, refractions, radiations, inclusions and interferences; in some if these areas there is a chance that a ship making a hyperspace jump will experience the materialization of something near or within the vessel.

d30
1 - Githyanki (Fiend Folio)
2 - Grell (Fiend Folio)
3 - Coeurl (Booty And The Beasts)
4 - Silver Spider (Arduin III)
5 - Xill (Fiend Folio)
6 - Mind Flayer (Monster Manual)
7 - Elder Thing/Primordial One (Deities & Demigods, Carcosa, Realms of Crawling Chaos)
8 - Sorcerer (NPC)
9 - Mi-go (Deities & Demigods, Carcosa, Realms of Crawling Chaos)
10 - Colour out of Space (Realms of Crawling Chaos)
11 - Type d6 Demon (Monster Manual)
12 - Lifeforce Vampire
13 - Ghost Ship (75% chance of undead)
14 - Rakshasa (Monster Manual)
15 - Shambleau (Ix)
16 - Dimensional Shambler (Realms of Crawling Chaos)
17 - Hound of Tindalos (Realms of Crawling Chaos)
18 - Doppleganger (Monster Manual)
19 - Hideous Space Beast (Ix)
20 - Slaad (Fiend Folio)
21 - Hyperspace Planetoid (consult appropriate matrix)
22 - Ancient Alien Construction (consult appropriate matrix)
23 - Wormhole/Dimensional Rift/Pocket Dimension (consult appropriate matrix)
24 - Beholder (Monster Manual)
25 - Gorbel (Fiend Folio)
26 - Flumph (Fiend Folio)
27 - Time Storm (consult appropriate matrix)
28 - Maggot Farmer (Swords & Dorkery)
29 - Hyperspace Pirate (Men, Pirate)
30 - Space Aliens (Carcosa)

Saturday, March 19, 2011

Pluton Zone Miscellany - The Karcery Institut

Karcery Institut
Karcery is one of the few inhabited worlds of the Pluton Zone that is not part of it's general feudal society, instead operating as a strictly regimented organization, managed by KEAB Authority (Karcery Elder Advisory Board). Karcery is infamous for its Institut Troopers, squads of mercenary sorcerer-soldier fanatics, conditioned from birth to be unafraid of death and utterly loyal to the terms of their commissions. These commissions are tightly regulated by the KEAB Authority, which operates independently from the feudal lords of the Pluton Zone while still maintaining restraint with their commissions in order to avoid unduly destabilizing it's civilization. Institut Troopers wear black uniforms with discrete silver skull insignias; its is said that they are ritually married to a skeleton, and thus death itself, upon graduation from the KEAB Authority conditioning academies. Troopers are raised in military units from birth in these academies.

Friday, March 18, 2011

The Pluton Zone II

Concept: The Pluton Zone is a space sandbox designed to facilitate "Space D&D"; there are space- and planet- monsters, treasures and "dungeons," as well as a feudal frontier society and some vaguely-defined & Dune-inspired "space magic" to justify the occasional Space Sorcerer and Space Cleric. People fight with space swords due to both some vaguely Klingon/Barsoom-ian space warrior society traditions as well as practicalities involving space ship hulls and systems.

The Pluton Zone is humanocentric, the presumption being that aside from occasional Vancian "Inscrutable Indigenes" or extra-weird NPCs, the sentient population of the region is entirely human-based. Society is dominated primarily by aristocratic Houses that command the majority of Pluton Zone's military and mercantile assets; these Houses are led by sundry Lords, Barons, Archdukes, Princes and the like dependent upon the status of their House, their lineage, and their holdings. Those audacious enough to declare themselves Kings or Emperors have been set upon and destroyed by the rest of the Houses for both their temerity and the implicit threat to the liberty of these Houses by such aspirations. Many Houses have complex liege and vassal relationships with other Houses.

At one time in the past the society of the Pluton Zone was occupied by a staunchly middle class democratic capitalistic homogeneous society, but things collapsed a long time ago and callous space feudalism emerged.

Tourism from the more "civilized" core zones are a major industry for safer worlds; the tourists marvel at the quaint customs and barbaric splendor of many of the societies with many taking advantage of the looser legalities and flexible regard for human rights of these worlds.

Thursday, March 17, 2011

The Pluton Zone

The Pluton Zone is a sandbox setting for "Space D&Ds" that I'm toying with; the primary inspirations are space-feudalism, Jack Vance, Dune and Flash Gordon.  What follows are my rough initial notes; obviously the names need a lot more polish, and I haven't even touched upon the varied idiosyncratic space-aristocrats, The System Barons!


THE PLUTON ZONE

Located between the Esatern limb of the Feudal Sectors and the Arallu Void this region is suffused with dark gases and dust, the remnants of several systems destroyed in antediluvian aeons. Many of the stars are lurid purples or reds in hue. The initial Stellar Explorers who surveyed the Pluton Zone discovered several indigenous Human societies.

Primary Systems

ARASH - dim, small, white star.

ARASH-VUGL - large, metal-poor, cool, foggy, rainy, planet of dismal oily gray fens and bogs inhabited by oversize invertebrates. Their are rich deposits of petroleum in the muddy crust of of Arash-Vugl, House Akand operates drilling rig colonies.

EREBUS - trade hub, capital, where the system barons meet, neutral ground; local laws prohibit firearms, energy weapons and armor in common regions; sulphurous cloudy, windy, boulder ridden ochre and rust wastes; cold, dry; some mines.

KARCERY – prison world, produces soldier-sorcerer-fanatics

KOROS-ZON - ultraviolet desert; valuable minerals

KRAS – bloated, pale, dim yellow star

KRAS-MOLOKT - cold plateaus with foggy fungal hell jungle pits between

LABROS - amazons; steppes; shaggy titanic beasts

LYOTAN - dim ocean world; drifting vegetation mat-islands

PRIOTHERIA - endless scathing cold winds and broken red mountains; rubble

Monday, May 17, 2010

Awesome Sci-Fi OD&D Supplement - Terminal Space!


The Polish gentleman necro_cyber dropped me a line to let me know that his science fiction/science fantasy supplement for OD&D, Terminal Space, was available for download (the sidebar-widget pdf thing on the right-hand side).

Just a quick first-impression review. It unabashedly proclaims itself a "...supplement for Dungeons & Dragon Original Edition."; it contains lots of genuinely cool/good original art (Spaceman vs. Beholders!); it was originally in Polish, the translation is charmingly clunky but completely clear; it has a d% Deep Space Encounter Table!; solar system, Moon! and planet generation tables; spacecraft rules; pilot, technician and scientist character class; tables for the pilot%, repair% and science% skills for OD&D classes!; a tech level Ability Score!; and a bunch of other wacky, sci-fi OD&D goodness.

I will definitely be printing this out in digest-format and using it in my campaign, and I strongly recommend this to those of like (weird/sci-fi/sci-fantasy) interests!

Wednesday, December 23, 2009

Freakin' Savage Swords of Athanor on Lulu and Digest-sized Boxes

Print Version
PDF Version

When I first started getting into the Old School Revolution/Weird Planet Fantasy/Blog scene, Athanor was one of the first sites I started obsessing about. It's author, Douglas Easterly, has been posting a cornucopia of valuable "weird planet fantasy" content on his blog that I'm always eager to read, and in many cases nick for my own campaign.

Needless to say I am inordinately gratified to see that the Athanor material has been compiled, revised, and made available on Lulu. I'm unsure what the differences are between the content in this publication and the previously unveiled Athanor material, but I am eager to find out!

So congratulations to Doug Easterly, and may we see many more releases for this quality game setting!

As an aside, Doug has also been gracious enough to grant me permission to use some of his material for the upcoming Planet Algol release. Thank you very much Mr. Easterly, have a great holiday and a wonderful new year!

also...

Two Piece Boxes, 9&3/8" x 6" x 1', perfect for digest-sized booklets (or candy)

http://www.kitchenkrafts.com/product.asp?c2p=hp&pn=BX1400&bhcd2=1261536087

http://www.prettypartyplace.com/sb-211.html

I know of you out there in OSR-land have been assembling sets of digest-sized booklets, thanks for Planet Algol Campaign participant Lester you can now get yourself a cute little box to hold you booklets and dice! I don't know how I'm going to fit all of the AD&D/OSRIC rules in 8.5"x5.5" booklets...