Monday, 10 October 2022

Alien RPG


I picked this up and I'm really looking forward to playing it. A nice alternative to Call of Cthulhu in terms of a horror RPG. The way it's written, edited and presented makes it very easy to comprehend. It isn't overburdened by fluff writing with rules buried somewhere in superfluous text. The dark artwork evokes the deathly stillness and emptiness of space. It's a very grim look at humanities future so there are many avenues for conflict besides just chest-busting aliens and face-hugging horrors. 


To save money in the year 2183, one-hundred year old ships are still in use and even the newer ships can be outfitted with retro technology, like monitors, providing a rationale as to why the Nostromo appears so dated. Greed and corruption drive corporations, while humans and their needs are secondary considerations in these conglomerates' megalomanical pursuit of wealth, power and galactic territory.

Paranoia abounds as some players can be agents for these megacorps, and who are ready to sacrifice the entire crew for profit or the discovery of a new weapon. 

Characters here don't have Divine Strike and Eldritch Blast to save them. In Alien RPG, the heroes are mere truckers and grunts with perhaps nothing but a bit of human compassion (or androids with altruistic programming) to separate them from sociopathic CEOs and remorseless creatures spawned in the freezing depths of infinite space.


Long term survival for players is not expected and that makes for exciting play and an interesting game. 

Even though the lite rules are redundant, the Starter Set looks like a worthwhile buy. I'd get it for the scenario: "Chariots of the Gods", the big map, game markers, cards and dice. The other published adventures look good and I hope to pick them up as well.

We have a few other games going right now, so it may be a bit before we actually get to play Alien RPG, but it looks great. Really well done with no agendas derailing the theme. I've traded in or sold off some newer games I've bought in the past few years, but Alien RPG is a keeper.

Monday, 22 August 2022

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

The next scenario was taken, again, from the Chaosium publication, The Great Old Ones. It's titled "Tell Me, Have You Seen the Yellow Sign?

It is an awesome adventure. If you're looking for something to run for your group, I very much recommend it. Unlike the previous "Still Waters," I really didn't change anything -  it's great as written.

Once again, this is a summation of our game. Many details have been left out for the sake of brevity.




We left our players as they were traveling down to New Orleans in the hopes of trying to figure out why this mysterious yellow symbol they found in a spell book is being displayed on banners at the Mardi Gras celebration.

Soon after arriving in New Orleans our players discover, through a contact, that a reporter, Peter Gavvin, was found dead on the university grounds and clutching a piece of paper with the Yellow Sign on it. 

Yellow Sign

His death is deemed a suicide by the police, believing he jumped from the top of one of the buildings, but the players speak with a professor at the university who believes he landed too far away from the structure for it to be possible.

The city editor is an old army buddy of Gunner's and they are given the dead reporter's notes to go through. Apparently, he was writing about how some of the festival organizers were into the occult and were financed by the rich and influential in the city.

Two names that stand out are Denis Bouchard and Randall Fowler. Bouchard is a wealthy playboy, gambler, collector of antiquities and race car driver. Fowler is also wealthy, due to his family making money off the backs of indentured servants. Fowler lost his wife and child recently and after that he became obsessed with the occult, which is when he met a voodoo priest called Papa Screech.

The players go to Bouchard's favourite restaurant for dinner in the hopes of meeting him and they do. After introducing themselves, Bouchard is impressed with Hillary's name and wealth, so he invites Hillary and the others to the Masquerade Ball on Mardi Gras Day at Randall Fowler's home. Bouchard isn't very helpful in unraveling any clues regarding the reporter's death but by the end of the conversation, he and Hillary agree to a car race at the track the next day.

Denis Bouchard

After dinner, James and Dockery go to an old book store and with the store owner's help, find a copy of The King in Yellow. It has the slightly luminous Yellow Sign on the front cover which beckons them to read its foul and debased contents. Beguiled, they take it back to the hotel and sink into the otherworldly text. Written as an allegorical play, it describes The King in Yellow as an avatar of Hastur, a great Old One. Soon after reading it, James and Dockery both have a very similar and strange, fevered dream:




The next day is a busy one for our group: they meet at the race track where Hillary (having made a nice Credit Rating roll) pulls up in a Bugatti. With the wave of the green flag,  Hillary digs deep, hits the accelerator and in the end leaves Bouchard eating his dust as he speeds across the finish line. Bouchard is none-too-pleased and says his car was having problems. He doesn’t like to lose, especially in front of people in his home town who know him.


In the afternoon, Fowler is interviewed by the players at his lavish, but sparsely staffed, mansion. He admits to having spoken with the dead reporter and shows sympathy at his passing: “Too bad about the poor fellow; these atheists are an unstable lot.”  He says the Yellow Sign was Papa Screech’s idea and seems unconcerned about it. When asked about the King in Yellow, Fowler looks nervous and avoids answering. He says Papa Screech is helping him deal with the deaths of his family. “He’s opened my eyes to a world beyond, where my loved ones are always close by.”

Randall Fowler

At night while walking back to the hotel, a group of toughs try to rob and kill the players, paying special attention to Hillary. However, always welcoming a good fight, the players give the thugs a thorough beat down, with a few managing to run away, having met their match.

The next day our players visit the festival "Krewe" that is responsible for the display of the strange symbol. The warehouse is run by mostly illiterate swamp folk and the luminous Yellow Sign is on banners throughout. It is here they finally meet Papa Screech. While polite, there is something about Screech that is unnerving: he constantly smiles and has a contemptuous air about him.  He says the Yellow Sign came to him in a vision (which prompts James and Dockery to both look at each other with wide eyes). Screech says he has a shack near Nightmare Lake, with the other swamp folk, and extends an invitation for the players to visit anytime.

Papa Screech

That night, James (thanks to a random die roll) is bitten by a poisonous snake that somehow made its way into his hotel bed. He does not die, but the players are getting the feeling they are no longer welcome in New Orleans.

The next day, our brave investigators make their way out to the swamp where Papa Screech lives. Deep in its murky depths, they find a small island and after looking around they find large stones arranged in a pattern. There are also some huts (with the inhabitants presumably at the Krewe warehouse) and in one is a magical gateway that leads to a room in Fowler's home. They go through the gate and proceed to search Fowler's residence and find a shrine dedicated to his departed loved ones, a copy of The King in Yellow and a spell book with a Call/ Dismiss Hastur ritual. They also find a journal with an entry titled "Coronation of the King." Scanning the journal, they realize Papa Screech is grooming Fowler to become the vassal of the King in Yellow. The ritual is to take place tomorrow night in the swamp.

That night at the players' hotel, James (thanks to another random die roll) is ambushed in his room and stolen away into the night. He awakens on the roof of the Krewes warehouse surrounded by a few of the swamp folk, a byakee and Papa Screech. James tries to struggle free but Screech hypnotizes him into drinking a Space Mead potion, then James is placed on the back of the byakee and flown off to Carcosa, 68 lights years away.

Night flight – Byakhee artwork – Copyright 2010 Fantasy Flight Games

It only takes a few hours for the byakee to travel through space to the hideous twilight planet called Carcosa. James is dropped in the dark and terrifying, maze-like streets of the alien city with the Lake of Hali near by. Hastur is rumoured to reside beneath its depths and James knows this, having read The King in Yellow. As James wanders he hears unnerving wails off in the distance; sees winged creatures flying in the dark clouds above and horrific splashes in the foggy lake where a glowing Yellow Sign can be seen below. James's sanity is dwindling with each passing moment as he begins to lose all hope of ever seeing the Earth again. 
Black stars begin to rise while the black moons circles throughout the skies and as night descends on strange Carcosa, Clyde Arizona James falls to his knees and starts to scream.




Here is part II and the conclusion to "Tell Me, Have You Seen the Yellow Sign?"










Tuesday, 9 August 2022

Still Waters - Call of Cthulhu

This scenario was altered from its originally written format but still contains spoilers. The following is a summation of our gaming sessions.

The first adventure in our campaign was Still Waters, taken from the Chaosium publication called The Great Old Ones for the Call of Cthulhu RPG.




Arkham, Massachusetts. Spring- 1925


Our adventurous Professor of Archaeology and Ancient History - Arizona James - is approached by the aged Dr. Brodsky of Miskatonic U., and asked if he is interested in retrieving the Vishakhapatnam fragments, described as brass plates of unspeakable lore from Vajrayana and Buddhist origins. These ancient tablets are possessed by a Victor Davies and his daughter, living outside of New Orleans and have agreed to the sale of the fragments.

Victor is a historian who gravitated to the occult. He lives with his daughter, Philippa, who studied the history and practice of witchcraft. Both are regarded as bibliomaniacs.

Having met Philippa in the past, Arizona agrees to take on the task and asks his friends to join him. Hillary, Dockery and “Gunner” either have family down south or are in need of extra cash, so they all accept. Hopping on board a train to New Orleans, the players then take a bumpy bus ride to the remote town of Davies Landing.

After arriving, they are greeted by the inhabitants with unfriendly stares, while dogs froth and snarl and pull on thin, strained leashes as the players pass by. Davies Landing is a small port town and the inhabitants of this inbred, backwater community don’t like strangers. The weather is unusually hot and humid making conditions here almost unbearable. There is a strong feeling of isolation as there isn't another town within 20 miles. 

Our players find a ramshackle hotel and after getting settled, rent a barely-operating vehicle from the hotel's proprietor and head out to the Davies' residence as it starts to rain.

The players arrive at their destination, a framed house of two stories. To the side of the residence are two French doors left wide open that lead inside. It looks as though they were forced open.

Inside the house it is a shambles, having been ransacked by person(s) unknown. On the floor, the butler is found mutilated with a bent shot gun at his side and the Davies are nowhere to be found. The house is silent after the gruesome assault, the only sounds being the rain on the trees outside and the distant pounding of thunder.

The next day, police are contacted and the players are questioned and told not to leave town. The players, having searched the Davies' house, found a folder with some information leading them to investigate the nearby Rosethorn Mansion. They learn the last surviving Rosethorns, two daughters, are living at the mansion and are competitors of the Davies for rare books and written antiquities. The players believe the daughters broke into the Davies', killed the butler and stole the Vishakhapatnam fragments.

Our group of impetuous investigators drive at night to the Rosethorns and near the mansion they find a car hidden in bushes off the side of the road near the riverbank. A map and shotgun shells lay on the floor of the car. The players ditch their rented car and proceed on foot. 

The Rosethorn Mansion is old with a stone foundation and in disrepair. After scouting, the players break in and quietly search the mansion. They find two large blood stains on the living room floor and a shotgun which Gunner takes. More searching reveals a hollow space behind the stone fireplace leading to descending stairs. As they proceed down the secret passage, something below starts playing what sounds like an out-of-tune piano. Going down the stone steps they reach the cellar and here they see a large basement with a fifteen foot river running underneath the house, through the middle of the floor.

Along side the river, with one leg chained each to a huge stone are the - barely conscious and bleeding - Victor and Philippa Davies. Standing near them is a six-and-a-half foot tall Thrall of Cthulhu, reciting incomprehensibly from a leather-bound book. 

Art by Loïc Muzy Art


Nearby is the source of the maddening music, another thrall playing a piano, whose performance evokes sounds seemingly from another world that only the truly mad would appreciate.

Gunner and Dockery cover their ears, too disturbed by the music to act, but Hillary and James manage to both pull their revolvers and let loose on the thralls. Hillary suffers a few lacerations but the thralls are eventually taken down in a hail of bullets.

Then suddenly, bursting forth from the river and leaping onto the cellar floor, is a four-armed deep one who stands at least 12 feet tall. Final cries of pain are heard from Victor and Philippa as the multi-armed monster rips them apart and quickly swallows their eviscerated torsos. 



Players reaction:



As the giant deep one approaches, Gunner recovers his wits and opens up with his shotgun. Dockery soon follows, firing his revolver. James then pulls out his hunting knife and leaps at the creature's back but in mid air gets his abdomen ripped open by a huge clawed hand and is left bleeding to death on the floor. 

Hillary and the others continue their assault as black blood sprays across the room from the creature's massive, bullet-ridden body. Finally, it staggers back and falls to the floor, shaking the mansions' stone foundation. Its impact sprays blood onto Dockery's face and as he wipes away the thick, black ichor, his mind desperately tries to comprehend what they've just witnessed. They all stare blankly at the two tentacle faced females and the four armed monstrosity that now lay dead on the ground before them.

After stabilizing James, the players pick up the leather bound book. It's written in English and bookmarked at a section that seems to be a Calling ritual. Scanning the book, it is full of strange incantations with bizarre words and symbols. However, one symbol in the book has little description but looks familiar: the player's recall seeing it on some Mardi Gras festival signs when they recently stopped in New Orleans.



The players ask: Why is this symbol connected to these horrific creatures and why is it being openly displayed for all to see in the streets of a heavily populated city during Mardi Gras?

Our players mail the Vishakhapatnam fragments to Dr. Brodsky; cancel whatever future commitments they have; and make their way to New Orleans to try and unravel the mystery of this strange, yellow symbol.





Monday, 1 August 2022

Call of Cthulhu Campaign - The Characters

I was running an AD&D game for almost 4 years, with the occasional Star Trek Adventures thrown in just to mix things up a bit. Then the pandemic hit. We chose to continue our gaming over zoom but I didn't want to run D&D or STA that way.

I thought about it and figured Call of Cthulhu (3E) would be a good fit: simple, rules-lite and mostly narrative play. 

The plan was to run a short campaign and I figured (or hoped) they'd end up dying horribly by a huge clawed monster or go insane and have to be locked away from society, permanently. I made a handful of pre-made characters for my players to pick from: I wanted some cohesion in why they would be working together and better skills than a new, starting character. Everyone picked their guy and were allowed to make a few changes here and there if they didn't like something I had allotted. 

So, after a bit of tweaking, here are the stars of our show (portraits and background chosen/ written by players):


Clyde Arizona James is a renowned Professor of Archaeology at Miskatonic University with a strong interest in the occult. Arizonia spends much of his time travelling abroad searching for relics from ancient cults and forgotten civilizations. He is also looking for his supervisor, Jim Idaho, who vanished while on an expedition in Central America, five years ago. Arizonia is a skilled mechanic and pilot. He loves animals (especially snakes).




Born August 29th, 1878, in Providence, Rhode Island, second of two sounds to Clive and Michelle Dockery. Became involved in writing about, and publishing, articles in local and state papers regarding civil corruptions and working class causes during high school. Graduated from Browns University, writing both journalism and fiction during and after graduation. Married Isabelle Chastain, 1903, Served as a lieutenant in WWI from 1917-18: got “Dear John” letter in Oct. 1918. Continues to write journalism and fiction from social justice causes.





Born in the United States of America (Innsmouth Massachusetts). Parents were German immigrants. Served with the American Expeditionary Forces during WWI, within the Tank Corps. Earned the nickname “Gunner,” for his natural aptitude for violence and track record for blowing s#@* up on the battlefield. Since retiring from the army, he has been taking contracts that require his special “skill set."




Born July 20th, 1885 Auckland. New Zealand Mountaineer and Antarctic explorer who was the first to reach the summit of Mount Logan (5,595 meters) and was also one of the first of four teams to explore and ascend Everest in 1924.


He never anticipated his mountain climbs or explorations to the Antarctic would claim the attention and following that would soon come. He was knighted in 1925, shortly after his expedition returned to London from Everest. From 1923-1925 he served as New Zealand’s high commissioner to India, Nepal. The Hillary family fortune enabled him to high levels of education and several homes abroad. This spawned his love for language, mountain climbing, race cars and flying. After his climb of Mt. Everest, one of his main interests was the welfare of the Himalayan peoples of Nepal, especially the Sherpas.


Edmund’s first expedition in 1902 was the first attempt to scale K2. It was led by English mountaineer Oscar Eckenstein and English occultist Aleister Crowley.


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

I wanted to do something different this time for Call of Cthulhu. I wanted to have these players confront the worst horrors imaginable in the entire mythos, to come face to face with the monstrosities we only joked about meeting, and let their choices and the dice determine the outcomes. 

Death and insanity are usually inevitable in Call of Cthulhu. Going out as a hero is not.

Sunday, 17 July 2022

Icons: Issue #5 - The Midnight Men... Payback!

Midnight Men #5
Pencil and ink by Chris


Having met defeat for the first time, The Midnight Men are now being held captive in Dirge's dark tower. They are behind bars and chained to the floor with their abilities drastically reduced in power by spells.
In a nearby cell is Malcolm Greybridge; child prodigy with a mutant-like ability to control computers. Our campaign started off with his disappearance and now, here he is, locked up in a cell beside us.

Dr. Midnight questions Malcolm, who provides the following information:

"I was here with two other children before , one girl, one boy, but both of them disappeared a day ago  and no one will tell me what happened to them."

Just then guards show up and start to take Malcolm away.

                                                    
                                           Dirge's guards

















                                              
Masked Justice demands: Where the hell are you taking him?!

Guard: "He will be sacrificed. The stars are now right."

Malcolm then begins to scream and cry, saying he wants to go back to his mother and father.  He begs the Midnight Men to help as he is taken out of the room.


As the guards leave, one turns back and says: “You will live to see the Lord Dirge summon Shigg to your dimension and sacrifice you all to his glory.  All of your kind, what you call hero and villain alike, will fall like dust before the Great and Terrible Shigg.  None will be spared.”


Gate Keeper: "Does this include the Warbride and her crew? " (see last issue!)

The guards leave the room without answering.

With a combination of Dr. Midnight's tech skills,  Black Bolt's rage and GateKeeper's magic, the Midnight Men soon escape from the cells. Guards enter the room to stop them but are quickly bounced around like a pin-ball on a 50,000 point run.

Now free, the Midnight Men make their way to Dirge's throne room but on the way run into Speed Demon and The Ultra-Mind (Brain in-a-Jar) who want to negotiate, having found out they won't survive Shigg's arrival. However, before they can open their mouths, the Midnight Men, still angry from their defeat; beat, fold and flatten them like raw dough.
   
                                
                             Ultra- Mind (Brain-in-a-Jar)
Speed Demon





Afterwards, our heroes find the throne room near the top of the dark tower and are greeted by Warbride and Troll. 

                                 
                                  Warbride
Troll


In this room there is a platform being raised slowly to the ceiling's apex where there are writhing tentacles and a huge, alien eye poking through a gate. Dirge is on the platform casting a spell to bring forth Shigg, an all-powerful and evil Old One. Malcolm Greybridge is suspended from above by a beam of light emitted from the central eye, ready to be sacrificed at the spell's conclusion. The boy is screaming as he knows his death approaches. The Midnight Men have five pages left before the ritual is complete.


Dirge


Dirge: "Eons and gods have fallen before us.  The petty life of your ephemeral Earth has been forged into the door that will invite the Old Ones.  Your universe will die and be reborn as the Old One's domain.  And all of you will be the first to be sacrificed for their greater glory."

It's payback time!

Ding! Ding! The bell rings and Black Bolt delivers a haymaker to Warbride's china-chin, slamming her through the wall of the tower where she falls 80 stories. Nighty-night, princess.
 
Dr. Midnight, Gatekeeper and Masked Justice cut Troll's honeymoon short. A double kick to the ribs, a high speed hammer to the horn, then a power nullifying spell and Troll has no lead in his pencil. The big guy has fallen down and can't get up. Our heroes are pissed! They circle around him and start laying in with the size 13's. It's a hoedown on Troll's skull! They're doing the new dance called the "kick in the face." They pick him up and finish him off with a savage one, two, three to Troll's pie and it's bedtime for Mr. green and ugly.  

On the platform, Dirge is on the verge of completing his ritual when Black Bolt's on him like a nightmare come to life. He gives Dirge a close up of a monster fist to the eye. Black Bolt's in and out like a fiddler's elbow. An upper-cut to the bread basket and a lightning bolt to the donut hole and Dirge is flopping around on the ground like a fish out of water. Black Bolt grabs him by the lapels and screams: "You f*&@ed with the wrong guys, you child-sacrificing s*#@ licker!!!" He finishes with a world class five-knuckle sandwich and it's on the slab with a toe-tag for Dirge.

With the spell ended the gate closes on Shigg, stopping its entry into our world and the alien dimension quickly fades. 

The Midnight Men take Malcolm back home to his parents and he runs into their arms, all of them shouting and weeping with joy and relief. Black Bolt made a promise to Malcolm's parents and "Swore to Protect" (Black Bolt's Quality) Malcolm and bring him home. The Greybridges see that there is a man behind the monster and will never forget what he and the Midnight Men have done. 

With the end of this first story-arc, Stark City, and the world, are presented with undeniable proof that - for the first time in almost thirty years - true super-powered individuals have reappeared, wanting to take up the fight for justice, protection of the innocent and upholding the law. 


These heroes have a name... the Midnight Men!





Tuesday, 12 July 2022

Icons: Issue #4 - The Midnight Men...Defeated!


Midnight Men #4

For those late to the party, these covers are done by our gaming group with Chris doing the pencil and ink for each issue.


This issue had the Midnight Men entering the desolate, hostile alien dimension in search of child prodigy, Malcolm Graybridge. Off in the distance there was a huge dark tower and we figured the action was there.
As we advanced, the sky began to darken and before us, floating 50 ft in the air is the Acolyte (super villain and chief lieutenant)  and six cultists, chanting. 


The Acolyte then looked at us and rejoiced, saying:

"Shigg’s time on Earth has come. Dirge is the harbinger of the apocalypse and the boy (Malcolm) will open the gateway!"

Big scrap follows and after a thorough trouncing the Acolyte and his crew's tongues are sticking out and their eyes are flashing "No Sale."

After some persuasion, the Acolyte reveals that August Pickman joined the Cult of Doom in a bid to jump up the ladder and become a magical power-broker; instead, when confronted with the direct force of Shigg, his mind was destroyed and replaced with Shigg's power, which has taken on the identity of “Dirge” and been imitating Pickman's human conduct and expanding his “St. Philip's Academy” business in order to harvest minds that can help to crack the barriers between this world and the Old Ones.

Dirge intends to sacrifice Malcolm Graybridge (who possesses near-mutant abilities to program and link with computer systems) to Shigg in order to “align the stars” and open the portal to permit Shigg to our dimension.


The Midnight Men make it to Dirge's dark tower but blocking our way to the entrance are these goons: 

War Bride, The Ultra-Mind (Brain in a Jar), Speed Demon, Troll


War bride: "We've been given power as overlords in the New Order, but the Midnight Men can also gain this title if you cease resisting and join Dirge's forces!"


Black Bolt: "And what of Malcolm Graybridge?!"


War Bride: "There are always sacrifices needed in order to bring about change; the world has seen far worse than one child sacrificed to remake the course of the natural order."

Snap! We lose it! The Midnight Men launched into a furious assault but alas, were no match against the these malfactors. It seems our Gamemaster learned his lesson well, back when Genocide got his ass kicked.                                                




The Midnight Men take a nasty beating and for the first time, our heroes lay on the ground...defeated. 


Will Dirge's plans to sacrifice Malcolm Graybridge and summon forth Shigg, to send humanity into a new dark age succeed? 


Stay Tuned!









Sunday, 3 July 2022

Icons: Issue #3 - The Midnight Men... Slugfest!

 

Pencil and ink by Chris


In this issue the Midnight Men went down into the sewers looking for the missing children from issue #1. Down there we fought robots called Hunter Killers. 

Hunter Killer Robot

With some quick thinking, Dr. Midnight made an EM pulse that shutdown the HK s. Afterwards we found some kids that were hooked up to strange machinery and being drained of their psychic energy. However, one child was missing - Malcolm Graybridge. 

Malcolm is a child prodigy, gifted in computers and programming. In issue #0, Black Bolt met Malcolm's parents and swore to bring him back alive. One of BB's Qualities is Sworn to Protect so, suffice to say, he was not a happy golem.

Returning to the surface we spoke with some of our contacts/ persons of interest: Frank Stargell (The Red Wasp; retired; Knightley Community Centre manager), Paul Krevitz (Wrathmaster; retired; owner/operator The Crepes of Wrath restaurants), SCPD Capt. Jesus Ramirez and August Pickman, founder and CEO of a chain of private schools, St. Phillips Academies.

Soon after, while the Midnight Men were in downtown Stark City, a giant tear in space opened and through this rip we could see a pinkish sky and a desolate landscape.  GateKeeper determined a rift had opened and another dimension was starting to cross over into our own. Off in the distance we could see a huge black tower.

That's when we were confronted by:

           

In typical villainous fashion Dr. Deimos said:

"So, Stark City's best has come to the rescue? Well, you've finally met your match, heroes! Get ready for the...Ooofff!!!"

Just then, Dr. Midnight SMASHed Dr. Deimos in the chops, Ragtag had a SHOCKING encounter with Black Bolt, and Pulsar was BLASTED by GateKeeper then hammered by Masked Justice and finally pounded into the ground like a tent peg in a team coordinated BEAT DOWN!

It turned out these villains had been hired by an anonymous source to stop all from crossing the dimensional rift.

Our heroes pressed onward venturing into the desolate dimension towards the dark tower, in the hopes of rescuing Malcolm Graybridge; if he had not been killed already by whatever evil forces that lay ahead!