Wednesday, January 4, 2017

Scattered on Centaurus VII


Art by me... sorry, not as talented as +Carina W.!


Last summer I wrote a space-based, Dungeon Crawl Classics adventure called Centigoats of Centaurus VII.  The adventure was a silly, campy, over-the-top mess featuring demonic goat aliens created by a time and space warping, Sezrekan-tainted, goat dragon... named Sezregoat.  I ran the adventure at Gen Con 2016 and the entire experience was a riot.

You can go check out, print, and run the original Centigoats of Centaurus VII right here.  

Last week during the Steam Winter Sale I picked up Alien Isolation for the PC, and scared the crap out of myself for several nights straight.  I wanted to try and inject this spirit into a Dungeon Crawl Classics adventure, and then I remembered the Centigoats.  I believe the concept and game mechanics featured in the original adventure would feel right at home in a more serious game... perhaps with less goat-theming.  

So I set out to reskin Centigoats of Centaurus VII into something appealing to the space-horror fans.  I now bring you...

... Scattered on Centaurus VII!

Fair warning!  

If you've read the original adventure there isn't much changed.  I've removed the goats and replaced them with a more traditional, evil, and scary demon-alien.  There's also a slightly modified mechanic for what I'm calling a Scattered Funnel.  We tried something similar at Gen Con 2016, and it seemed to work, so it's back.  

As always, if you end up running this adventure with your own group, please let me know!

Scattered on Centaurus VII


Contestants of a futuristic game show must fight to survive and escape the dreaded jungle planet Centaurus VII while being hunted by demon-aliens, twisted by hell itself.  

Inspirations


Pitch Black certainly comes to mind in this adventure, since it features crash survivors trying to flee a cursed world.  I mentioned Alien: Isolation, but anything from the Alien or Predator series could count as inspiration for this adventure.  Connections to the TV show Survivor are also obvious.  

Necessary Materials


Before embarking on this grand voyage to a cursed jungle world, you may want to check out a few other resources.  

Miska Fredman's Patreon Page - The snapshot of the shuttle crash map came directly from +Miska Fredman, and is shared on this page with his permission.  That said, if you become one of Miska's patrons, you can access all kinds of phenomenal maps.  I'm a proud patron, and the Crash Site series comes with multiple maps: black and white, color, nighttime, and an adventure seed.  

Crawling Under a Broken Moon Issue 2 - The mutation canisters found in this adventure cause PC's to develop strange and sometimes terrifying powers.  For the purposes of this adventure, I'd recommend using the Base Mutation Table found in the CUaBM Mutant class in this particular zine issue.  

Space Dungeon Occupations - Created and compiled by +Noah Stevens, this list is PHENOMENAL and fits the tone and feel of this adventure perfectly.  While you can certainly throw any 0-level characters into this adventure, I highly recommend going the full sci-fi route.  You can even choose to use the 0-level generator on the Purple Sorcerer's site.  Just select "Space Dungeon (Stevens)" for "Occupation Source."  



The Scattered Funnel


The name of this adventure comes from a modified 0-level funnel that I'm dubbing a "Scattered Funnel."  We first played Centigoats of Centaurus VII and rather than giving every player a handful of 0-level characters I only gave them one a piece.  As they died, they got to draw new characters, and along the way they could pick up additional NPC's who had been scattered around the crash site.  Since they didn't have any "fodder" characters to start, everyone began the game very protective.

Here are the rules for a Scattered Funnel

  • Each player only begins with one 0-level character.
  • New 0-level characters can be acquired during play.  These are drawn randomly and then added to a central Pool of character for players to share.  
  • Any time a new PC can be gained for the Pool it will be noted in the adventure.
  • Any player can swap out for one of the Pooled characters at any time.  Players should keep track of any personalities or backstories created by the original player.
  • If a PC dies and the Pool is empty, that player must sit out until the Pool is replenished.
  • If all PC's die the adventure is lost.

Adventure Background


Scattered on Centaurus VII is a 0-level funnel for 12-18 PC's.  Alternatively, this could be played with 4-6 1st level DCC PC's, with a whole lot of re-skinning given the "sci-fi" feel.  If you are using either Crawling Under a Broken Moon or Crawljammer as a campaign setting, you can probably make this fit fairly easily...  

It is the year 2250, and the player characters (PC's) are participants in an incredibly popular reality holo-show called Offworlders.  After nearly two-hundred and thirty-three years since the decline of the reality TV show, some rich producers thought to resurrect the genre so popular in the late 20th and early 21st century.  Offworlders drops contestants off on remote, alien worlds, to survive for thirty days.  

Of course there are some safety precautions on the Offworlders holo-show.  Producers make sure that the participants are protected by a great electric fence, creating a secure perimeter and enclave.  The participants may have to deal with nuisance creatures, such as bugs, worms, and slimes, but the most dangerous alien life forms are safely kept at bay.  

This season's episode of Offworlders takes place on Centaurus VII.  A hot jungle world roughly the size of Venus, Centaurus VII was viewed by producers as being quite uncomfortable (and therefore good for holo viewers), but not particularly dangerous so long as the Goren were removed from the holo-show's protective enclave.  The producers know nothing of the Grim Stalker threat.    

Unfortunately, this season's holo-show is about to get off to a rocky start.

Image courtesy of +Miska Fredman


Adventure Outline


Crash! - The adventure begins with a great crash, as the PC's are ejected from their cryopods onto the floor.  It should be revealed that they are all contestants on Offworlders, and that they are expecting to land at a drop zone within a somewhat safe, definitely not mortally dangerous, jungle enclave.  But as the PC's get their bearings, they will notice that their shuttle is a wreck, with pieces of the ship on fire, exposed wires sending sparks, and smoke filling the craft.  

How the shuttle crashed is up to the judge.  Maybe it was just a bad day for the pilot, or perhaps poor weather forced the craft down.  

Exploring the Shuttle - Surviving this adventure will require that the 0-level characters salvage as much as possible from the crashed shuttle.  Give the players enough detail about the damaged shuttle that they feel risk of staying inside, but also give them time to explore.  There are Goren waiting outside, and they should start to enter the shuttle's broken frame at some point.  
  • Cryopod Room:  This is the starting point for the adventure.  A semi-circle of six pods, each capable of holding 2-3 participants.  Whatever the 0-level characters have as starting equipment is found in small footlockers kept at the base of each cryopod.  Each cryopod has its own battery unit, and can be reactivated with an Intelligence check (DC 15).  Someone placed inside the pod can be kept "on ice" for 3d6 months before the battery runs out.  
    • Pool:  There are an additional 1d4 potential PC's located in the Cryopods.  After determining the number, a DC 8 Intelligence can free each sleeper.  A failed check kills the pod occupant as they freeze solid and shatter.  
  • Med Lab:  The Med Lab is directly adjacent to the Cryopod Room.  Most of the supplies have been strewn about, but the PC's can recover 2 medkits (heals 1d4 hp), 1 stim-jim (boosts Strength by 4 for 2 hours before dropping it by 8 for 4 hours), and 2 gallons of fresh water.  There are also 3 Mutation Canisters designed to help survivors adapt to different worlds.  Unfortunately they don't work well!  PC's who open a canister are exposed to enough mutagens that they suffer a mutation as per the Base Mutation Table found in the Crawling Under a Broken Moon Mutant class.  Alternatively, you could come up with your own mutation, perhaps raising an attribute at the expense of another, or just making cosmetic changes.  Each Mutation Canister has only one use.  
  • Command Deck:  PC's approaching the command deck of the crashed shuttle can feel the heat coming off the door.  The fire burning on the Command Deck has ruined all electronics and controls.  Attempting to enter the deck causes 2d8 damage per round to a PC, and allows the fire to spread to the next chamber.
  • Airlock:  2 EVA suits can be found in the Airlock.  Although designed for space travel, the suits provide some additional protection (+4 AC, Fumble Die 1d8), and render the wearer practically immune to background radiation damage.  Given the hot jungle temperature, however, wearing the suit for longer than an hour requires a Fortitude save (DC 10) for each half-hour of use.  Should a PC fail the save, they suffer 1d4 points of Stamina damage.  If this forces their HP below 1, they die from heat exhaustion.  This damage can be recovered at a rate of 1 per hour, or 1 per minute for every gallon of water used to cool down.  
  • Port Drive Core: The port drive core compartment is stable, but shut down.  Attempting to power up the drive core is impossible due to the condition on the Command Deck.  There is a toolkit in this room that may come in handy later, however.  
  • Cargo Bay: The cargo bay is directly exposed to the exterior of the crash site, and most of the contents are damaged.  When the Goren decide to enter the shuttle, it will be through this breach.  But searching the chamber the PC's can salvage the following: 2 Pulse Rifles, 11 chips of Pulse Rifle ammo, 1 Flamethrower, 5 chips of Flamethrower ammo, 20' of useful rope, a crowbar, 2 flashlights, 5 MRE's (meals ready to eat), a professional quality video recording rig, 1 small tent, 2 metal crutches, and a single foam mattress.   

The Crash Site - The actual crash site is fairly dangerous.  As the PC's start to search the Cargo Bay, give them indications that "something" is coming.  Alternatively, if the PC's are exploring every nook and cranny of the crashed shuttle, and are unfazed by the flames and sparks, send in the Goren.
  • Goren:  5 Gorenenter the cargo bay swiftly, and with extreme prejudice towards the Earthlings.  
  • Cargo Bay Fragment:  South of the main crash site the PC's come across another section of the shuttle.  This was part of the cargo bay, and searching the containers the PC's can find 2 more chips of Pulse Rifle ammo and a container of super-chunky peanut butter.  
    • Pool:  A single wounded passenger of the crashed vessel lay near the Cargo Bay Fragment.  Using a medkit revives the passenger, adding them to the PC Pool.

C.H.O.P.A. #1 - The Courtesy Helium Operated Passenger Assent vehicle is designed to give contestants a quick and easy escape from the holo-show.  Up to six contestants can comfortably fit inside a CHOPA, as it automatically fills a great helium balloon and floats high into the atmosphere for retrieval.    

Unfortunately CHOPA #1 has been damaged, and is lacking a Helium Module.  It seems that several inquisitive Goren have found this module, and are playing with it off in the jungle nearby.  CHOPA #1 has a very clear "#1" stenciled on the side of the craft, leaving it open that there is a CHOPA #2 located somewhere.  A single Flamethrower (4 chips of ammo) is contained within a special housing on the outside of the CHOPA.
  • High Pitched Goren:  The PC's hear the high pitched cackling of two nearby Goren that have taken the Helium Module off of the CHOPA and are breathing the gas.  Unfortunately for the Goren, a Grim Stalker lurks!  If the PC's follow the sound, they discover the pair of creatures 100' to the east.
  • The First Grim Stalker:  This encounter should occur whether or not the PC's follow the Goren.  
    • If they do follow the confused chatter of the Goren, a lone Grim Stalker appears and quickly stings both Goren.  The brutish apes fall over and start to transform into Grim Stalkers.  The original Grim Stalker then burrows underground.  The transformation process takes 2d7 minutes, and should be described in detail as the Goren dissolve in high pitched screaming into a mass of bone, flesh and tears. If nothing is done to the pools of flesh, they reform into 2 Grim Stalkers that attack the party. 
    • If the PC's don't follow the Goren, they hear the chatter stop, and a few rounds later the Grim Stalker attacks the PC with the lowest Luck score with a stinging DNA injection.  It will then attempt to flee by burrowing under gound.    

The Jungle  - Any trip into the jungle itself should result in one of the following encounters.  For each hour exploring (perhaps searching for CHOPA #2), roll 1d8, and refer to following list.  If the PC's are not following some kind of path or trail, feel free to repeat these encounters, obviously keeping in mind previous actions.    
  1. Production Assistant:  Ejected from the shuttle during the crash, a production assistant was fortunate enough to be wearing a parachute.  Now they are stuck in a tree, about fifty feet off the ground.  A nest of Centaurian Hornets lurk just a few feet from the production assistant's face.  Centaurian hornets are a lot like regular hornets, except that they secrete acid.  If the nest is disturbed in any way, the hornets spend 1d3 minutes taking to the air before they begin to devour production assistant.  Should the PC's get in the hornets way (knocking down the nest), they must make Fortitude saving throws (DC 10) each round or take 1d3 damage.  Any use of fire or aerosol spray will cause the hornets to flee.  Bob is carrying a pair of MRE's (meals ready to eat), a full clip (6 chips) of Pulse Rifle ammo (but no rifle, he dropped it somewhere) and has several hundred feet of parachute cord.  If saved, the Production Assistant can be added to the players' Pool.  
  2. Guest Host:  The guest host of Offworlders is hiding in a cave, scared out of their mind after encountering an angry Goren.  Unfortunately for the guest host, there are more Goren in the cave.  The guest host will fire on anyone that approaches within 30' of the cave entrance unannounced.  Once the guest host is convinced to leave the small cave, a Goren will spring out, attempting to kill the host (draw a character from the 0-level stack to determine stats).  If the Guest Host is killed the Goren will then retreat back into the cave with the body.  The cave is 5' wide and 30' feet long, ending in a 20' by 20' chamber.  3 more Goren are hiding in the chamber (for a total of 4).  The guest host carries a Pulse Rifle with three chips of ammo (see weapon description.)  If saved, the Guest Host joins the Pool.  
  3. Grim Stalker Surprise:  The PC's come to a small ravine.  To get to the other side, the PC's must either climb down (50', only a DC 5 due to the branches and roots) and climb back up on the other side, or spend another hour traveling in either direction to get around the the obstacle (forcing another encounter.)  As the PC's climb down, take careful note of their order.  Choose the PC with the lowest Luck score.  Once they are at the bottom of the ravine, a Grim Stalker DNA Injector (with a +4 addtional bonus to attack) will strike that PC.  If this encounter is rolled again, either with the same ravine (possibly an extension) or another, 2 Grim Stalkers appear at the bottom of the ravine, completely bursting out of the ground and into combat.  Searching the ravine reveals all manners of sticks and debris that could potentially be used as clubs, torches, or rather large toothpicks.    
  4. Worm Pit:  The lead PC falls into a 10' deep pit and into a soupy mixture with the texture of bean dip.  Immediately the next round, something large and hungry begins nibbling at the PC's legs.  The worm attacks each round (Atk +1 melee 1d4 damage), until the PC is pulled out of the pit.  The edge of the pit should be approached with caution, as the ground is quite soft.  Any PC performing an action at the edge must make a Reflex save (DC 10) or tumble into the soupy mix.   
  5. Crashed Satellite: The PC's come across an irradiated pool of muck and slime, thirty feet across.  There is a faint green glow, and a crashed satellite rests nearby.  Radioactive fuel from the satellite has seeped into the pool.  Two Mutated Goren lay half-in and half-out of the pool, seemingly dead.  If approached, these aliens will rise up, revealing terrible mutations and growths, and attack the party.  PC's who approach within 5' of the satellite, or enter the pool itself, must make a Fortitude save (DC 15) or take 1d3 points of Stamina damage from the radiation.  Salvaging the crashed satellite yields a transmitter that could possibly be used to communicate with the production crew in orbit.   A second shuttle can land in the area within 1d14 hours. 
  6. Rain of Pain:  The weather takes a turn for the worse, and a heavy rain starts to fall.  The acid content of Centaurus VII's rain isn't deadly, but it is high enough to cause skin reactions and general anxiety.  Anyone exposed to the rain must make a Fortitude save (DC 8) each hour or suffer 1 point of Personality damage to reflect agitation.  The rain persists for 1d5 hours, possibly through multiple encounters.  The Personality damage heals at a rate of 1 point per hour spent under cover or after the rain ceases.  
  7. The Dimensional Monolith:  The PC's discover the original inter-dimensional monolith that allowed the Grim Stalkers to leave their own hellish world and come to Centaurus VII.  A simple, silver 10' cube, the monolith bears a carved seven pointed star on each side.  Judges are encouraged to use this monolith in any way that fits their play style.  Perhaps the monolith allows a pathway to an actual hellscape.  Perhaps someone who touches the monolith can contact the entity known as Sezrekan and attempt a Patron Bond.  Or maybe 1d4 additional Grim Stalkers arrive to attack the party. 
  8. Jettisoned Cryopods:  The PC's find 2d3 cryopods in the jungle.  Each one contains a potential PC for the Pool.  

C.H.O.P.A. #2 - There are several ways to find the second CHOPA.  If they climb to the top of a tree (DC 10), they will see smoke rising from the jungle, about 3 miles to the south of the crashed shuttle.  Given the thick foliage, this trek takes 3 hours (thus, 3 jungle encounters.)  They can also try to jury-rig a transmitter from the crashed shuttle, CHOPA 1, or the crashed satellite.  Allow any PC with a technical occupation to make this attempt (DC 15.)  Finally, allow the PC's to get to the CHOPA after 5 total hours wandering in the jungle.  
  • Surrounded in Veingrass:  Once the PC's arrive at CHOPA 2, they will notice that it is surrounded by a thin, red, spaghetti-like grass.  This is veingrass, and anyone who attempts to approach CHOPA 2 will find that the grass will crawl up their legs and try to leech their blood (Atk +0, 1d3 damage.)  Placing planks or other pieces of debris atop the grass prevents this effect.
  • Removing the Helium Module:  So long as the PC's have a toolkit, removing the Helium Module takes less than 10 minutes.  The pod is 50lbs, and long enough to be carried by two PC's.  Without the proper tools, the PC's must make a DC 20 Intelligence check to come up with an alternate means of removing the module.  Any roll of a 1 causes the module to break, filling the air with helium.  Good luck getting off of Centaurus VII now!
  • Trek Back:  By this point the PC's are probably fairly banged up from the trek to the pod.  Either roll one more time on the Jungle Encounter table, or pick something that you really want to throw at the party.  

Ascent - With the Helium Module in hand, and CHOPA 1 ready to depart, the PC's must fend off one last wave of Grim Stalkers, or flee during the battle.  The Helium Module takes 6 rounds to deploy, -1 round for every PC that does "something" to aid in the process.  Perhaps they are at the controls on the inside, or outside trying to help the balloon inflate.  Eventually the CHOPA's giant helium balloon rises up past the canopy, and the surviving contestants of Offworlders can "call for evac!"  
  • Grim Stalker Rush:  The final Grim Stalker rush consists of 5 creatures.  If your players are doing particularly well feel free to mutate them with dragonfly wings, and a flying speed of 30'.  
  

New Weapons


A common theme in sci-fi horror movies is a lack of resources and ammunition.  The two weapons featured below have very limited ammunition.  This should reflect a 0-level, untrained character pulling the trigger and unloading a half dozen bullets or more with each squeeze.  

To simulate the scarcity of ammunition for these special weapons, use poker chips as ammo counters.  Each time the weapon is used, make the player give back a chip.  If you want to be really cruel, whenever they fumble make them give an extra chip!  

Also, the first player at the table to strap their pulse rifle and flame thrower together "Ripley Style" gets a point of Luck.  

Pulse Rifle - Damage 1d12, Range 50/100/150, Ammo Capacity 6 chips.  Special:  Player may choose to spend 2 chips (instead of 1) to increase Action Die by +1d.   

Flame Thrower - Damage 1d6, Range 30' cone, Ammo Capacity 4 chips.  Special:  All creatures in the Flame Thrower's range must make a Reflex Save (DC 10) or take damage.  Player may choose to spend 2 chips (instead of 1) to increase the DC to 14.  

New Monsters


Goren- Similar to, but smaller than the Four-armed Ape-Men of other worlds, the Goren would've eventually evolved into civilized beings if their world hadn't become infested with Grim Stalkers.  Curious but deadly, Goren can use simple tools and implements to explore their world.  They perceive anything that isn't a member of their pack to be a threat, so it's best to keep them at a safe distance.  

Init +0; Atk slam +1 melee (1d6); AC 13; HD 1d8+1; MV 40' or climb 20'; Act 1d20 or 2d16 (crits on a "16"); Ref +1, Fort +2, Will -1; SP a Goren can perform an intimidating display of rage, requiring all opponents engaged in melee combat to make a Will save (DC 10) or disengage from combat for 1d3 rounds due to fear.

Mutated Goren - Essentially a regular Goren who came in contact with the radioactive satellite debris.  Now it looks more like a zombie.  

Init -2; Atk slam +0 melee (1d6 damage, +1 point of Stamina damage from Radiation); AC 12; HD 1d8+5; MV 20' or climb 10'; Act 1d24; Ref -2, Fort +4, Will -2

Grim Stalker - Grim Stalkers are not native to Centaurus VII.  These burrowing, centipede-like insects first arrived on the planet just thirty years ago, transported via an inter-dimensional gateway that led back to a world that would make Hell look like paradise.  Without natural predators, Grim Stalkers easily spread throughout Centaurus VII, always remaining just out of sight, safely in their tunnels.  It was for this reason that the producers of Offworlders had no idea what their contestants were truly in for.  

Grim Stalkers are fearsome creations.  They roam the jungles of Centaurus VII hunting for new prey as well as hosts for their offspring.  But the breeding rituals of the Grim Stalker are truly horrifying.  These twelve foot long creatures do not create offspring directly, but instead inject their own DNA model into their still-living prey via a long, stinger-like tail.  The victim's remaining cells, those that have not been consumed, are quickly transformed into a new Grim Stalker... and the line continues.  

One day, all of Centaurus VII will be dominated by Grim Stalkers

Init: +2; Atk bite +2 melee (1d8) or DNA injection +2 melee (special); AC 12; HD 2d8+2; MV 50'; Act 1d20; Ref +2, Fort +2, Will +0; SP organic opponents who are stung must make a Fortitude save (DC 12) or be transformed into a Grim Stalker in 2d7 minutes.  This process is terrifying to witness, and brutally painful to endure.  The victim slowly melts into a screaming and writhing puddle, only to reform into an insect-worm.  To make the process even more haunting, the victim is completely aware of what is happening until they take their first step as a Grim Stalker.




Saturday, December 31, 2016

Father/Daughter Bestiary - Four Leaf Loather


A Monstrous New Year


Every year I've done some kind of special year end/year beginning blog post.  This year, to celebrate all of the delightful gaming that I've shared with my friends and family, I wanted to kick off a new project:  the Father/Daughter bestiary!  My eldest kiddo +Carina W. has been sharing her art on G+, and even has a few commissioned pieces under her belt or in the works.  What better way to merge her love of art and my love of tabletop role-playing than to come up with a joint project.

We actually made a game of the creation.  



I gave Carrie the idea for a new creature called a Four Leaf Loather.  Essentially, I wanted some kind of plant that grew out of the body of an especially unlucky soul in Dungeon Crawl Classics.  Each face needed to be somewhat different.  Carrie has been playing around with some "random" coloring, creating drawings with three different types of writing utensils chosen by someone else calling out numbers.  To change things up, we assigned three different dice to the writing utensils

  • D8:  Micron Pens
  • D10:  Metallic Markers 
  • D24:  Brush Pens

For this exercise, each head of the Four Leaf Loather would be drawn with a different set of utensils, randomly determined.  That horrific monstrosity at the top of this page is the wickedly weird result!  

Although native to DCCRPG, they should work for just about any OSR game or D&D with a little tweaking.  

Here are the stats.  

Four Leaf Loather:  Init +4; Atk bites +3 melee (1d6); AC 12; HD 8d6; MV none, it's a plant... duh; Act 1d20 for 1 bite or 4d16 for 4 bites; SP random mouth affect (see below); SV Fort +5, Ref -2, Will +0; AL C.

Four Leaf Loathers are the result of four particularly unlucky souls falling victim to some calamity at the same time [when a player loses all four 0-level characters at once.]  If this event happens to occur outdoors, and if the right amount of blood is spilled on a patch of grass, there is a chance that some of the regular clovers on the ground will soak up all that unluckiness, and infest the corpses.  At some point 1d5 months after this event, a full-grown, 4 to 6 foot tall Four Leaf Loather takes form.

The Four Leaf Loather can attack in one of two ways.  They can bite adjacent creatures with all four mouths at once, or one of the heads can spew random liquid in a 30 foot long stream.  Anyone standing in the way must make a DC 15 Reflex save or suffer one of the following effects:

[Roll on a d4]
  1. Acidic vomit:  3d6 damage.
  2. Slippery saliva:  fall prone, requiring a DC 18 Agility check to get back up.
  3. Revolting sludge:  lose one's cookies at the stench, becoming stunned for 1d3 rounds.  All onlookers must make a DC 12 Will save or suffer the same effect.  Just gross.  
  4. Unlucky spittle:  lose 1d3 points of luck.

*     *     *

We hope that you've had a wonderful New Year and that you have lots of tabletop gaming scheduled in 2017.  Perhaps we'll see you at one of our tables!




Friday, December 30, 2016

Adventure Review - The Last Parsec: Pranac Pursuit


A Bit of Everything

 
The Last Parsec is not only on my short list of favorite Savage Worlds settings, but of all the settings I own.  As a proud Kickstarter backer of The Last Parsec I received a hefty bounty of rewards.  My shelves and hard drive are full of sourcebooks, adventures, pre-gens, figure flats, and deck plans, all just begging to be played.  As of this past week, after reading Scientorium, I've officially read through each and every TLP product. 
 
So... what's to love?  For me it's the openness and modularity that The Last Parsec provides.  Other campaign settings may offer more detailed backgrounds and complicated backstories.  Dip into familiar space opera games, such as those based on Star Wars, Firefly, or Star Trek, and game masters face seemingly insurmountable volumes of canon material.  While I sometimes enjoy dipping into these sources, I prefer settings that leave me room to play.  
 
This is exactly what The Last Parsec does so incredibly right.  Each of the three initial sourcebooks, Eris Beta V, Scientorium, and Leviathan, provide a single place of interest that can be plopped down in just about any ongoing Savage Worlds sci-fi campaign.  If you have all three, you get a bit of everything.  A star system, an ancient space station, a "dinosaur" planet. The Last Parsec: Core provides material and inspiration to aid GM's in building ongoing campaigns outside of the original settings sourcebooks, while leaving wide open spaces for their own original material. 
 
With all that said, Pranac Pursuit, a complete twenty-three page adventure by Sterling Hershey, just happens to encapsulate everything I adore about The Last Parsec in one single adventure.  It's a bit of everything, with plenty of room to insert your own plots, concepts, and complications. 
 
Last night I had the opportunity to play Pranac Pursuit with some of my friends.  Here are my thoughts...
 

Using the "Aces & Eights" deckplan from the Serenity RPG

Away Team

 
SPOILER WARNING!  If you have even an inkling that your GM is going to run this adventure for you, it's best that you don't read ahead. 
 
Adventure Overview
 
In Pranac Pursuit the player characters work for an interstellar exploratory organization known as JumpCorp.  After a fellow crew and their vessel (the Distant Light) go missing in the Pranac system, the PC's are sent on a search and rescue mission.   They discover the missing JumpCorp craft in an unstable orbit around the planet Pranac IV, suffering from a bizarre power-flux that threatened the life support of the craft.  This forced the crew to abandon ship and crash land on the planet.
 
The missing JumpCorp team are found to be assisting a primitive alien race with their own dilemma.  The native villagers, known as the "Jalur", practically worship a piece of alien technology (a probe), that had been damaged during a raid by a competing tribe.  But when the probe senses the technology of the approaching PC's, it takes off, dragging the missing crew into the sky and towards a nearby mother ship. 
 
The PC's may then explore the local region, discover other pieces of technology as clues, encounter other Jalur tribes, and find clues that will lead back to the alien mother ship.  Once found, the PC's must either disable or destroy the rogue AI keeping the missing JumpCorp team hostage. 
 
As a final added complication, once everyone is off Pranac IV and the missing crew is back on the Distant Light, the PC's must deal with the fact that the "power-flux" affecting the vessel is a sentient electrical organism that seeks freedom. 
 
Tone
 
For groups that may not typically play science fiction games, Pranac Pursuit allows a GM and their players to experience several common tropes all in one adventure.  A search and rescue mission requiring starship piloting and space walking.  First contact with a neutral yet primitive alien species.  Exploration of a strange new world.  Combating an advanced alien artificial intelligence.  Such a terrific variety of possible scenes. 
 
I should point out that Pranac Pursuit feels a lot like a good Star Trek episode.  The overall theme is one of exploration and discovery.  While there are opportunities for physical conflict, they are rare and often unnecessary.  Conceivably, the entire adventure can be completed without the PC's firing  even a single shot.  It's important to point this out, because this adventure may not be for everyone.  If your group of players prefer to shoot first and ask questions later, this may not be their kind of mission. 
 
That said, it wouldn't be hard to reconfigure the adventure for the latter kind of group.  Making the Jalur more militaristic and armed, or adding terrible natural defenses could completely change the tone for the "rescue".  Page 18 of the adventure offers Encounters in the Rulwan that take place while exploring the planet's surface.  Should your group lean towards fight over flight, refrain from choosing these at random.  Playing up the Molil raiders (rival Jalur) as villains could sate your friends' bloodlust.
 
Adventure Length
 
I tried running this adventure in a four hour period, that was somewhat crunched by everyone eating dinner for the first hour while picking characters from amongst The Last Parsec Archetypes pre-gens.  Until we experienced our TPK (total party kill... we'll get to that later), I was figuring that we'd have to skip the entire sequence where the PC's explore the region.  We would've jumped straight to the mother ship.  Pranac Pursuit allows for this kind of flexibility.
 
On the other hand, Pranac Pursuit could easily turn into a three or four session long mini-campaign, especially if the GM expounds on the exploration of the planet Pranac IV. Other probes could be tossed in, some potentially dangerous, as well as tribal politics could make for some interesting storytelling. 
 
Parting Thoughts
 
I thoroughly enjoyed reading this adventure, and thinking about all the opportunities provided within.  In less than four hours we barely scratched the surface and the experience felt a bit rushed, albeit with an abrupt ending when the game went off the rails during the interaction at the Jalur village.  When I run this adventure again (which is inevitable, because it deserves a full play through) I'll be aiming for an eight hour window. Perhaps run the game over two or three sessions.
 
Now that I've covered how this all should've played out, let's chat about how it actually turned out at the table...
 

Poorly drawn GM diagrams

 

A Brief Recap

 
Our team of JumpCorp operatives consisted of the following:
 
  • Farrah Shipkicker, the Human Teamleader, played by my wife Jen
  • Jody Moonstar, the Serran Psychic, played by Frank
  • Cubb, the Human Scout, played by Jeremy
  • Chuklani-Gan, the Aurax Security Officer, played by Andy
  • Earwin Wigg, the Deader Science Officer, played by Emily
  • Kiff, the Kalian Pilot, played by Robert
 
For the first part of the adventure everything was going well.  The team found the Distant Light disabled, but managed to tow it into a higher orbit and learn about the whereabouts of the missing JumpCorp team.  They flew down to the surface of Pranac IV, did some investigation, and eventually discovered the Jalur village of Craa.

This is where things went terribly wrong.
 
When the alien probe took off, dragging one of the missing crewmembers (Janet) with it, Kiff borrowed Chuklani-Gan's gyro-jet rifle and took a shot.  Both of Robert's attack and damage rolls exploded, and there was no way that the probe was still flying.  So it crashed, killing Janet. 
 
The Jalur were pretty mad about this, as was Captain Wu, Janet's teammate.  The Jalur wanted their metal sage back, and the PC's decided to find another one.  Frank had to leave the game early, so he had his character Jody Moonstar stay behind as a hostage while the team went looking for another alien probe. 
 
Jeremy got the idea of using a portable 3D printer to create another version of the alien probe, but the team would have to get a closer look at the crash site for this to work.  When they arrived, they found Janet's body crushed. 
 
With Frank, the group's "voice of reason" gone, the entire party started shifting towards the bloodlust of our new player Robert.  A D&D player who loves barbarians, anti-bards (???) and chaotic evil paladins (is that possible nowadays), Robert may have been a bad example.  My wife Jen's character, Farrah, started taunting Captain Wu, making fun of the fact that his teammate was dead.  This may have been the red wine talking.
 
Eventually Captain Wu began to fear the PC's, so he ran back towards the village.  So the PC's chased him down and killed him.  Of course this all happened about five-hundred feet from the Jalur village, so they sent all of their warriors (about 100 or so, armed with lances and crossbows), into battle. 
 
I didn't even let the PC's make any rolls, as there was no chance they could survive.  I announced their deaths, and the failure of their JumpCorp mission.
 
Better luck next time? 
 
*     *     *
 
 
So... what went wrong?
 
It definitely wasn't the adventure.  Pranac Pursuit is superbly written, well plotted out, with plenty of room for GM's to add their own thoughts and ideas.  Going into the adventure, I let my players know that we were going to playing an adventure based on discovery and exploration, rather than killing and looting.  I made the assumption that everyone was on board with this plan.  Even when Robert announced that the only other RPG he had played was "D&D", I didn't take that as he wanted to play The Last Parsec like it was D&D. 
 
Oops.
 
The other aspect that set us off course was the time.  We had less than an hour left in our game when the team arrived in the village.  There was a lot of time spent dealing with the ships in space and at the crash site.  By trying to rush the game at the end the players stopped asking clarifying questions about what was happening in the game.  My fault.
 
But in the end, we all had a great time, and that's really all that matters.  So many memories from such a crazy evening... perhaps more than we would've had with a more successful mission.  


Jen's character complete with super high boots
 

Tuesday, December 27, 2016

Numenera - The Devil's Spine - Session 2


The Devil's Spine Campaign Log


Welcome to our group's campaign log for The Devil's Spine, a mega-adventure by +Monte Cook for the Numenera campaign setting.  

Originally this was going to be a pure and simple campaign log.  Nothing more, nothing less.  Just a record for me and my friends to keep track of what was going on in the game.  But I've decided that, as we progress through the adventure, I'd do some commentary and/or reviews on different parts of the adventure.  So... SPOILERS!

The Path to Devola


This week I thought I'd discuss The Path to Devola, a part of the adventure on pages 13 through 15.  After the PC's have their encounter with the Nagaina egg pit and the Lily, they have the opportunity to go off galavanting in the tunnels and caves beneath Uxphon.  Rather than map out all of these areas, Monte gives the GM a "Progress Chart" that features randomly generated aspects of these ancient pathways.  

To traverse the tunnels the GM rolls on d100 chart, with results listed from 01-151+.  Some of the results are more simple passages, Strange Features, Creatures, and other events.  Getting to Devola's lair requires the 151+, which could be impossible if not for the additional 10 points added for each hour of travel.  With an average roll between 40-60%, getting to the Matron Devola may mean 8-10 encounters.  

For GM's who like to improvise, this may be too many, especially if you are trying to get through this sequence in around an hour to ninety minutes.  My suggestion would be to add "20" points to each roll, and not 10.  This would bring the Matron around sooner.  Of course results may vary!

Our group rolled four total events: three Strange Features and one Collapse.  

The first Strange Feature was supposed to be glass with a flickering light.  I made this into a miniature star system that was situated between two enormous panes of quarter-inch thick glass.  Shattering the glass would destroy the star system, potentially destroying a marvelous civilization.  Idea stolen from Men in Black of course.  

The second Strange Feature was a working, but mysterious machine.  Summoning my inner Love and Sex in the Ninth World, I made this into an insect mating power generator.  The machine was filled with metallic flies that were in a constant state of arousal.  As they copulated, the heat of the metal created fire.  Thirty tiny gemstone oddities perpetuated the arousal and the copulation.  So when the PC's started removing the gemstones, they themselves felt... frisky.  Nothing that forced them to do anything (and I would certainly not suggest that for your table), but enough to give a clue as to what was happening in the engine.  At last I thought it would.  The PC's opened the door to the machine, and the flies started to swarm everyone carrying a gemstone oddity.  I treated each swarm as follows:

  •  Level 3, 9 Health, but unaffected by weapons.
  • On the first round the PC's swarmed by the metal flies need to make a Difficulty 4 Might Defense Roll or take 4 points of Might Damage.  On the second round the flies start to ignite as they engage in their "activities", and the damage the PC's take (still 4) is not blocked by armor.

The third Strange Feature was another functioning machine, so I made this into a pair of gears attacked to a large stone.  The PC's searched it for cyphers, and found a nice and healthy dollop of friction reducing gel.  It was just that kind of night.  

Eventually the night was getting late and I had to rush to the end of the spelunking, but I enjoyed the scenes created by the chart.  If you are not an improvisational GM I'd suggest rolling up ten of these events ahead of time, and maybe doing some planning.  When you tell a Numenera player that they've found something "weird" typically they are going to want to play with it.  So give them something to play with!


Characters


  • Belmodan, a Resourceful Seeker who Wields a Whip, played by +andrew lyon 
  • Keane, a Rebellious Glaive who Likes to Break Things, played by +Craig McCullough 
  • Nero, a Mad Nano who Travels Through Time, played by +David Howard 
  • PL4T0, an Artificially Intelligent Jack who Resides in Silicon, played by +Marc Plourde
  • Ruun, an Exiled Glaive who Gazes into the Abyss, played by +William Keller 

Previously on The Devil's Spine


Session 2: Giving the Pinky


Day 1

The would-be burglars stood at the bottom of a purple-egg filled pit.  In front of them was a blue-goo covered talking statue, and above was a lady demanding that they stay put.  Three of the numenera hunters were now hosts to insectoid parasites on their backs.  Brief interaction with the statue (known as "The Lily") led to some knowledge about the eggs and the parasites:


  • The Lily referred to the entire scene as just a sequence of "Life."
  • The "Defenders" on the backs of the PC's would eventually turn them into guardians of the Life.
  • The only one who may know a way to remove the Defenders would be the Matron, who lived deeper within the tunnels and passages below Uxphon.

Not wanting to wait around for the noble woman above, PL4T0 led the team into the tunnels on a journey beneath Uxphon.  Along the way they discovered a miniature star system imbedded between two panes of glass, and a steam engine filled (and powered) with copulating metallic flies, a set of ancient gears atop a long dead machine.  

When they reached a stone dog-dragon, covered in a similar goo to the Lily, the team asked it to show them the way to the Matron.  The dog-dragon became their guide.  

The Matron, named Devola, turned out to be a seventy foot long, wormlike, demi-godlike entity.  She explained that her kind was called the Nagaina, and that she was a scientist of sorts.  The team inquired about the removal of the "Defenders" from their backs, but Devola did not seem interested.  

[If I remember correctly, Andy's character stated that he wanted the Defender cut off because it didn't belong.  I had Devola ask Andy's character Belmodan if he had eaten breakfast in the morning.  Belmodan said that he had eggs.  So Devola asked if the eggs "belonged" in Belmodan's belly.  Devola just wanted to point out that the PC's were a part of another organism's life cycle.  I love role-playing Devola!]  

The party tried threatening Devola, but she quickly responded that she could crush them all very quickly if they tried anything silly.  

Eventually the characters asked if they could do anything in return for removing the Defenders.  So the Matron gave them a task.  If they could thwart the plans of the Insidious Choir, a collective viral intelligence located in the Black Riage, she would remove the Defenders.  Of course [since this is a 96 page adventure] the surgery would require two items that Devola did not have in her possession: the Impossible Blade and a substance known as Gharolan.  

Since they didn't have any choice, the characters agreed to Devola's mission, and were led to a path that would take them to the Catena: a long dormant, subterranean rail system.



Quotes


David - "I'm gonna give him the Ninth World version of 'the finger!'" 
Jim - [Raises pinky finger, shows it to the camera]
Andy - "That's canon now!" 

"Is that an oddity in your pocket, or are you just happy to see me?" - Craig referring to the arousal gems.

"There has to be some way to get these off.  I've met Monte." - Craig figured that the Nagaina spines weren't permanent, otherwise there wouldn't be the need for all that adventure.  

Wednesday, December 14, 2016

Goodbye Pop Pop




Harry J. Walls

October 26, 1932 - December 13, 2016

If I ever wanted to blame someone for all my geeky tendencies, I would probably need to start with my grandfather Harry.  We called him Pop Pop.  My very first memories of playing video games were by his side. 

I was just 4 or 5 years old at the time. Not 100% sure of when, but I know exactly where: Wildwood, New Jersey.  And we're not talking some vague memories, but rather something very specific.  Pop Pop would take me into one of the arcades on the boardwalk to play two games: Star Wars and Punch Out.  I can't remember which arcade exactly, but there was one of them where the two machines were right next to each other, just near the front. 

The Star Wars game was that old one where it was all vector graphics.  I'd hold the weird flight yoke and would shoot lasers at sparkling blaster bolts fired by the TIE Fighters.  I couldn't reach, so he'd have to pull up a step stool for me to stand on.  He'd just watch, quietly giving tips, until it was his turn to play. 

Then we'd move over to Punch Out.

Pop Pop was the Punch Out MASTER! If you remember that game, it was the original, where you played as a see-through, green guy. I loved watching him play, and I can't imagine how much money he'd sink in quarters into that game.  Pop Pop's arch nemesis in the game was Bald Bull.  I remember Bald Bull from Mike Tyson's Punchout on the NES, but there was a Bald Bull in the arcade version as well.  I can't remember how far Pop Pop got past Bald Bull, if at all, but he was quite the topic of conversation. 

Some time, probably the same summer, we were out in the ocean.  It was deep... well, deep for me... and I couldn't reach the bottom.  I also couldn't swim, but Pop Pop had me.  Well, the waves were hitting us pretty hard, and I remember one of them getting us, dunking my head under water.  I had some water up my nose, and I think I started to cry and that was when Pop Pop made the perfect video game reference.

"That was a 'Bald Bull' wave!" my grandfather laughed.   

That image in my mind, of my grandfather holding me safe while cracking a joke is pretty much exactly how he lived his entire life. A steadfast guardian and confidant with an incredibly sharp sense of humor that lasted to the very end. 

*     *     *

Here are a few of my other favorite stories about Pop Pop:

  • When I was eleven or twelve my brother and I got permission from my grandfather to go down in the creek behind his house and go exploring. He would've never let us do this when he was awake, so we decided to ask him when he was half asleep and still in bed. He gave us a weak "uh huh" and we were off to play in the mud. He was not very happy when we returned. 
  • I remember my grandfather giving me a lesson about "value" while at a Roy Rogers. After getting our burgers, he proceeded to make a salad at the Fixin's Bar. He told me this was a great deal. I think he even made dressing by mixing the mayo and ketchup. He ate this alongside his sandwich. I declined.
  • Speaking of fast food, Pop Pop (and Mom Mom for that matter) also really enjoyed Wendy's Super Bar. It was always a huge treat to go out to Wendy's for a Friday night dinner if we were visiting. 
  • My grandfather had this super heavy metal fan without a cover, that he'd leave running in his house. To this day, I don't know how one of us Walls kids didn't end up missing a hand.
  • Back in the early '90's I kept doing the "You Lika Da Juice" sketch from Saturday Night Live in front of Pop Pop. In the sketch, the actors were in a greek gyro restaurant asking customers if they wanted more juice. I continuously asked him "You lika da juice, uh? Da juice is good, uh?" It may have been the only time I got under Pop Pop's skin, because he eventually told me that I had to stop. Pop Pop would then continue to ask ME "You lika da juice?" for the next 23 years. 
  • Pop Pop used to drive around in an old microvan (Nissan?) with a back seat full of bricks and a baseball bat. The bricks were for keeping flower arrangements (my grandmother was a florist) upright. The bat was for... well... I don't know. I guess that was for those times when the shit was going to go down. 
  • My grandfather liked watching a good fight. My dad would throw me and my brother in his old Toyota pickup to drive to Pop Pop's house to watch Ultimate Fighting Championship videos. This was way-back in the days where these were really "no holds barred". I remember Pop Pop just crying out "eww... eww!" as Joe Son (master of Josondo) got his nuts punched repeatedly by Keith Hackney in UFC 3. Good times.

*     *     *

To see the full obituary for my grandfather, you can follow this link