Sunday 21 July 2024

The Pit Fiend




                    
For past transgressions
Entombed and fired
In the rock furnace
Relentless torment 
Denizens
Whispering
Tearing
Cutting
No rest nor hope
Of salvation
Then 
At each day's end 
The fiend rises
From the Pit
To bash our heads in


Thursday 16 May 2024

Palladium Fantasy RPG


I recently added some new Palladium Fantasy books to my collection.

Eventually, I'd like to have all the setting books. I play 1e, but even the 2e material is applicable and provides great information on the Palladium Fantasy world.

The setting is pretty much what draws me to PF. Even though there are a number of non-human races as options to play, I still get a Conan-esk feel from it. D&D is full of monster adversaries. But PF is more geared toward fighting other humans and humanoids. Arena fights are common throughout the world, often pitting species against species. There are monsters, but not on the same scale as D&D. The setting has a mid-magic feel to it, with a strong emphasis on gods, religions, cults, demons and devils and the Old Ones, generally, represent the Cthulhu Mythos, which I like. 

In our campaign, the players are evil and are all humanoid. It's a unique gaming experience for me, and I'm going to try to steer my players back in the direction of Palladium Fantasy after we're done playing Alien RPG.

The standout of the books I bought is the 1st Edition Palladium Fantasy RPG Foil Hardback. Palladium softcovers take a beating, especially the rule books. I own an original 1e rule book and the cover is gone. I think the limited edition foil hardback is a great buy. It looks awesome, it's well made, and as a bonus, it includes the adventure The Arms of Nargash-Tor.

Interior of the Palladium Fantasy Limited Edition Foil Hardback

Book II: The Old Ones and Book III: Adventures on the High Seas are great setting books with a ton of information, premade adventures and towns for players to explore. I've heard good things about Bill Coffin as an author, so I look forward to digging into his contributions in the other books.

I'm using Book IV: Adventures in the Norther Wilderness and Book V: "Further" Adventures in the Northern Wilderness for our campaign. 

If you're unaware of Palladium Fantasy 1e, it's reminiscent of Basic D&D or AD&D but with some interesting changes. However, it does seem necessary to house-rule. You could say every game gets house-ruled a bit; however, in the case of PF, it's more of a certainty and in some cases, extensively.

When thinking about creating my own games or modifying pre-written adventures for PF, I like to take inspiration and story ideas from Conan. 

The Cardinal of the Church of Light in Credia (Timiro Kingdom) has hired our players for a secret mission: They are to set sail and navigate through the pirated South Sea waters, then dropped off the shore of a savage jungle island, rife with sea serpents in the Floenry chain. If they survive, they are to make their way through the islands fetid swamps, facing poisonous reptiles and ferocious Grimbors, until, they reach their final destination: the ancient Temple of Yin-Sloth the Terrible! There they must stealth their way in and assassinate the cult's cannibalistic leader, whose psionic powers are renowned, and bring back the priceless Dragon's Heart Stone!





Tuesday 23 April 2024

5E Dungeons and Dragons: Cult of the Silver Star

Kaalut Kuzulhu is a Lev 4, chaotic evil variant human. He's a Fathomless Warlock, whose patron is Cthulhu.        

Kaalut Kuzulhu

He’s starting a cult in Neverwinter. 


Kaalut is the cults enigmatic leader, but to help achieve its goals, he'll assume other perona using the Mask of Many Faces invocation and Disguise Kits. One such alias is the mysterious Lord Orlok; a rather strange looking man who wears black robes, is bald and has large, pointed ears. Orlok is Magus of the Void level grade and deals with most of the new applicants. 



Lord Orlok

                                                

Another guise used, when intimidation is needed, is that of Vu’oog Dragell, Magus of the Black Moon, who is more than capable of motivating the members. During special ceremonies, Vu'oog opens gateways to alien realms, calling forth the harrowing Star Spawns, who whisper unfathomable cosmic secrets to stupefied congregants.


Vu'oog Dragell

To root out spies and learn the cultists' intents and weaknesses, Kaalut will often disguise himself as a new member and make liberal use of the Detect Thoughts spell cast through the Telepathic feat. 

When higher level, Kaalut will specialize in the use of the spells Dream and Dream Sending of Cthulhu, which are essential for conveying revelations to Silver Star members as well as deterring its detractors. 


The cult does not openly promote evil per say, but it does celebrate chaos and individual freedoms. Randomness of actions is interpreted as ultimate truths. Anything that stands in the way of individual freedom is considered an untruth including those set by law, order and social norms. Each individual is capable of achieving self-realization through their own personal choices. 

Cthulhu is not mentioned specifically to the members, at first. Until cultists have advanced to higher grades, Cthulhu is referred to as He Who Sleeps, He Who Whispers in Dreams, The Great Dreamer or the One Who Calls. 

Meditation, the deep speech language, astrology, and the Mythos of the Cosmos are taught to beginners. Some nights are devoted to social interactions, as revelry in personal freedoms is paramount to enlightenment.

The cult also spreads the good word of enlightenment around Neverwinter through the many altruistic activities they are involved with. 


Initially, the cult could run as a spy network or be used for some added finances. The long term goal is to have the most devout members move to a secluded island community, where they are transformed or give birth to Deep Ones or hybrids, destined for R'lyeh. Outsiders are warned from visiting the island, as the inhabitants have a reputation for being xenophobic. The community, however, is renowned for its fishery and weekly hauls are brought to Neverwinter by mysterious individuals, whose faces are always scarfed, but are said to have large eyes that never blink and have fingers that are webbed...



These are the flyers that are posted throughout Neverwinter inviting all to join the cult. The key word is transformation. All are welcome to join..including you!





Real testimonials:

"Joining the Silver Star has been a transformative experience!"

Fergus Littleman
Citizen of Neverwinter



Thursday 4 April 2024

Alien RPG: Chariot of the Gods Part II & III


Issue # 2 of Chariot of the Gods
Art by Chris

Issue # 3 of Chariot of the Gods
Art by Chris

Overall, we had a lot of fun playing Chariot of the Gods (the first session was covered here). There was only one player death, which was surprising, but mostly due to unlucky dice roles on my part - the neomorph hisses at you...



I rolled randomly to see who changed into abominations, so in Act II many N.P.C.'s were mutated. 

One player was using Captain Miller, whose motive was money; another was Cham, which everyone knew was really Lucas the Android from Act I, but its agenda was still secret - stop all xenomorph information from getting into Weylan-Yutani's hands; the player using Wilson was trying to make a deal with Clayton, but Clayton ended up getting eviscerated by the neomorph; lastly, someone played the pilot, Davis, who was trying to calm her nerves with drugs.

In Act III, the players were low on weapons so they set the USCSS Cronus to self-destruct to avoid a fight with the neomorph that was still running around killing everyone. As the players were trying to escape, the neomorph emerged and attacked them but they managed to kill it, luckily. Too late to reverse the self-destruct, the players, along with the N.P.C. Dr. Flynn (who was near mental collapse from panic), gathered in Clayton's corporate suite. There they discovered the EEV (Emergency Escape Vehicle) but quickly realized it only takes three. Lots of arguments followed; mostly from fear and paranoia about which players were secretly out to kill the rest.

They finally came to a decision about who to leave behind and pushed the N.P.C. Dr. Flynn out of the EEV and locked the door, leaving him stranded on the Cronus with a one minute count down before it went KA-BOOM!  Pretty cold move by the players, but space is very cold.

I made one last random roll to see which of the survivors was going to transform into an abomination, as they had all been infected by the motes. Cham, who was the android Lucas, was not subject to the infection so it was a D4 roll between Miller, Wilson, Davis and Dr. Flynn.

The roulette wheel spun and Dr. Flynn's number came up. 

As Flynn was pounding on the EEV door, begging for the players not to leave him to his death, his head started to pulsate, his skin began to boil and his eyes went black as starless space. His pleas of desperation changed to those of a crazed mad man, then he repeatedly smashed his fists, head and body against the EEV door.

Art by Chris

The players quickly undocked from the Cronus and sped away with only seconds to spare before it exploded, rocking the EEV and all those within from its destruction.


Cham was swiftly shut down (so as not to kill the other players in hypersleep) then they all went night-night, bringing back with them all the information Weylan-Yutani could have hope for regarding motes, xenomorphs and the 26 Draconis Strain.


                                                              Next issue:

                     Destroyer of Worlds

Wednesday 3 April 2024

R.I.P. David Soul

For children who were afraid of Barlow and vampires that scratched on windows at night, asking to be let in, Davis Soul was our hero.

R.I.P. David Soul. You will be missed.










Saturday 6 January 2024

Icons: Issue #8 - The Midnight Men... Sign of the Zodiac!

 

The Midnight Men battle the Plagues and the diabolical Dr. Zodiac
 in issue #8 of the Midnight Men. 
Pencils by Chris.



Sunday 24 December 2023

Alien RPG Starter Set & Chariots of the Gods Act I

Chris's art for our first game of Chariots of the Gods.


So, a while back I bought the Alien RPG rule book

Later on I picked up the Starter Set as it contains the adventure Chariots of the Gods as well as dice, map, cards and a rules-lite book. I think it's worth picking this up as all these things would cost more than the starter set.

Chariots of the Gods incorporates Prometheus and Covenant, which I don't mind on their own but I'm not a fan of them being part of the overall Alien universe. Engineers just aren't scary and turning Christ into an engineer whose mission is to set humanity on the right path is not interesting to me... at all. The first Alien movie left so many unanswered questions, which to me, is far scarier. Those frigid depths of endless space is also in our imaginations and getting people to tap into that is where horror waits.

Having said that, we played Chariots of the Gods, as written, and are having a good time with it. If we continue with Alien RPG, I'll have to rewrite some things to cut out what doesn't work for me.


Two fights have taken place outside on the ship's hull, which is a first for us. Lots of fear and paranoia as the crew searches the halls of the ship. The player who was the android was revealed when he got impaled through the gut by a neomorph's barbed tail and sprayed the corridor walls with white android goo. 
One player got killed, horribly, and an NPC scientist's head blew up when a head-burster made an appearance.


Will the players survive and get the USCSS Cronus back to the safety of the Frontier? Or, will they turn into abominations or get their throat ripped out by a neomorph? Maybe they'll be stranded on a derelict Cronus, drifting though endless space and eventually freeze to death? Fun stuff.

If you're looking for an alternative to your gaming, Alien is solid. Rules are straight-forward, it's well-edited and written in a very utilitarian style, which I find rare in games today.


Monday 30 October 2023

Temple of Beelzebub

In the box set of the 1st ed World of Greyhawk, there is a short adventure idea called "The Jungle of Lost Ships."

I had this island inhabited by the evil Sahuagin, who worship devils. There was a temple dedicated to Beelzebub in the centre of the island. If the PC's were captured, they were taken to the temple and thrown into pits for gladiatorial fights and if they survived, would eventually be sacrificed.

The inspiration for this illustration was that adventure.


Saturday 3 June 2023

Tell Me, Have You Seen the Yellow Sign? Part II

This scenario was taken from the Chaosium publication, The Great Old Ones. It's titled Tell Me, Have You Seen the Yellow Sign? We played it using the 3rd edition rules for Call of Cthulhu.

Be sure to read Part I of this adventure.

You can also check out Still Waters, from the same publication.

The players' character sheets can be found here


   ************************************

With James's abduction, and our players' knowing that the ritual to transform Fowler into the King in Yellow is to take place that night on a small island in the swamp, they gear up and head out while managing to convince a few police officers to come with them. 


As they make their way through the fetid swampy waters, there seems to be an abundance of snakes this time. Dockery is bitten by one but manages to extract most of the poison. The group eventually finds their way back to the island with the large ritual rocks. The swamp folk are here, as are Papa Screech and Fowler, who is wearing a white ceremonial robe. Four Byakhee stand by as well, their large wings flapping intermittently in anticipation. Papa Screech is casting a spell and finishes by anointing Fowler's forehead with blood. 

The players and police stay hidden as they watch - outmatched and frozen with fear by the unearthly ceremony. The degenerate cultists continue to chant as a fog rolls in. The lake surrounding the island begins to bubble and swell while an enormous yellow sign throbs and pulses beneath the inky water. The ground quakes and the physical reality in the area begins to stretch and contract as if breathing with a life of its own. Then, overlapping the players' own physical reality materializes the alien world of Carcosa. The stars in the sky are no longer recognizable and the whole environment has changed to that of a nightmare. 

The four byakhee take flight into the air and are quickly lost as they penetrate the alien sky above. Then, a few cultists emerge from Papa Screech's hut with a bound young woman. They bring her to the centre of the huge ritual rocks and tie her to a pole. Papa Screech pulls out an ornate ritual dagger and approaches the woman when suddenly, through the fog, the players see their friend, Clyde Arisona James, emerge. James staggers his way forward and makes this frightening declaration:



Astonished to see their friend still alive, the players rush forward from the bushes. Papa Screech sees the reunion and is amused:



Screech then raises the dagger over the bound woman's heart. At this point our heroes have seen enough and take action! Total chaos follows as muzzles flash from firearms into the night followed by screams of pain and terror. Crazed swamp folk leap toward the police but are stopped by a hail of bullets. The lead-ridden bodies fall to the ground, bleeding out. 

The King in Yellow

Randall Fowler, who has now transformed into the King in Yellow - an avatar of Hastur - shuffles forward. His appearance has already begun to mutate; his flesh jiggling and shaking as he becomes more jelly-like. The King grabs Dockery's head with tentacle-like hands and gazes into his eyes. Dockery shrieks as his sanity and life force are drained by the attack. Fighting through the pain through sheer force of will, Dockery manages to draw his revolver from its holster then shoves it into the King's mouth and pulls the trigger, sending its brain matter scattering out the back of its head.

Papa Screech begins chanting and catches Hillary's gaze, who freezes, lost in Screech's hypnotic trance. Gunner then steps forward, levels his shotgun and fires, blowing Screech's knee apart. Screech lets out a frenzied wail as he falls to the ground. Freed from the hypnosis, Hillary fans his revolver, ending the Voodoo priest and sending his diabolical soul to hell.

In the midst of the mayhem, the huge yellow sign now pulses and shines in the lake like a burning star, and from the watery depths an abnormally shaped planetoid begins to rise slowly. The gelatinous form is vaguely spherical in shape with massive wriggling tentacles. There are many vertical openings that cut into the formation which lead to blackness; and all over it is covered with uncounted flickering orbs. Hastur, He Who Must Not Be Named, has emerged from Lake Hali and now presides from above. 

All present need to make sanity rolls. All fail in their saves with the exception of Arizona James whose mind has retreated into its own reality as a means of survival from being trapped in Carcosa.
The dice rolls are not kind and Hillary, Gunner and Dockery all lose most of their sanity. Luck rolls are made by one or two to prevent them from completely bottoming out. 

Despite his mental collapse, Dockery runs screaming into Papa Screech's hut, travelling through the gate that leads to Fowler's home. Arizona James, in his wrecked psychological condition, manages to corral Gunner, who is laughing uncontrollably, and Hillary, who is screaming and pounding his fists on the ground, and brings them to Papa Screech's hut where they exit through the gate. Hastur and Carcosa soon dissipate as the fabric of space once again corrects itself. With the death of the King in Yellow and the disruption of the summoning spell, our heroes managed to save New Orleans and perhaps all of Louisiana but at a terrible price.


Epilogue

Our battered and tortured heroes are eventually transferred to Arkham asylum where they are locked away to prevent them from harming themselves and others. 
Arizona James fairs a bit better, being an out-patient at the asylum and eventually going back to teaching at Miskatonic University after a few years.

Many swamp folk were killed, in addition to the police that were brought along that horrific night. The Louisiana authorities couldn't figure out all that happened and eventually sent a detective to Arkham Asylum to speak with our heroes, but his questions were answered with screams of terror or attempts to kill him. 



The next years are ones of darkness for our players as they try to both face and forget their tortured memories, until finally, four year later they are released back into society.

Then one day, while sitting in his office at Miskatonic University, Arizona James opens a letter from an old friend asking if he is interested in locating an object called...The Shining Trapezohedron.