So a couple of days ago, a pinkish package arrived on my doorstep and riled it's tentacles at the mailman.After wrestling it back down we made sure it could be opened. Say what you want but Venger does know how to package his rpg books.
We've got a bit of a sorted history with Cha'alt: Chartreuse Shadows. Not because of any controversies. But because of the number of TPK's we've had when it comes to the PC's in our campaigns stumbling into traps, NPC's maws, the sexual organs of demon worms (don't ask), the botched summonings of various horrors, and the interactions with NPC's.And then there's the dungeons which have a reputation among our players as great places to score really dangerous magic items. And the demons that seem to snag the ocassional adventurer.
Venger does package his materials right & then insulates his book's packaging. The Cha'alt: Chartreuse Shadows Hardback has pretty much everything you need to start adventuring on Cha'alt right away. Cha'alt: Chartreuse Shadows Hardback is the last in the trilogy & we're planning on using this with the White Star Rpg coming up. Why?! Because of the fact that many of the hard core Science Fantasy influences that we've been using are back door Star Trek & Star Wars parodies. Cha'alt handles this quite nicely across the board. However know that Cha'alt: Chartreuse Shadows follows in the Cha'alt & OSR shadows as done by Venger's fevered imagination.
Cha'alt: Chartreuse Shadows takes full advantage of Venger's passion for random tables, dangerous horrors, and non linear point crawls that can make or break a campaign depending upon the player's decisions. And often times it's best to go with the flow of the campaign. The players want to start with the Cremza’amirikza’am megadungeon & this goes back to our first brushes with the campaign setting.
The dungeon sleaze factor is here but it's far less pronounced then Alpha Blue. But my players won't let go the brushes we've had with that setting going back when ran Gamma Turquoise: Santa Fe Starport which has a version it on our version of Cha'alt.
Yes lots & lots of random table goodness for the players to deal with and then there's the fact that on our version of Cha'alt there's a portal back The S'rulyan Vault II. The deeper levels of the Vault lead into the underbelly of another dungeon on Cha'alt. These are used by several of the cults of the Old Ones and this includes the one for this mad bastard.
In several of our games we've managed to slip in the Cyclops PC race. The cyclops were promised the ability to see the future by a demonic worm of Cha'alt. That didn't come to pass as the demon worm only allows them to see the death of others and their own sometime in the future. They slew the worm & turned their backs upon their own esoteric past becoming instead a proud warrior race. Their dealings on Cha'alt have made them a fatalistic and dangerous race to cross.
Cyclopian Mutant Race
+1 on Strength, +2 on Constitution, -1 on Wisdom, +1 on Dexterity,
Mutations - Anti Life Leech, Death Sight, Immunity to Radiation,
Richard Moll as the Cyclopean mutant leader from Metalstorm The Destruction of Jared Syn August 19, 1983 an obvious influence on Venger's Cha'alt trilogy.
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