Showing posts with label Lovecraft. Show all posts
Showing posts with label Lovecraft. Show all posts

Tuesday, August 17, 2021

Adventuring in the OSR Lovecraftian Nighmare - Geoffrey McKinney's Carcosa & Beyond

 

Its been a while since we kicked the tires on an OSR Saucer & Sandel campaign. The first thing that came to mind was Geffeory McKinney's Carcosa. Why?! Because tonight I came  Killer DM's  "Fighting Styles and Incantations for Carcosa"  Carcosa still remains one of the most polarizing rpg books of the OSR. To tell the truth, the players don't really care about the controversy. But there's been a lot of water under this bridge since this was one of the first real OSR books that came into my hands. But at this point what the Hell would we run Carcosa with?! Honestly it would probably Night Owl Workshop's Warriors of the Red Planet rpg system. 



Sometimes its all about getting back to basics & not worrying about the OSR or the New Wave of Rpg players. The alien shores of Carcosa beckon & at this point it's sorta like returning to a battered alien friend. But this time I'd add in Jason Vey's Age of Conan OD&D rpg hack & supplements. These are absolutely essential in my mind. These go right along next to Realms of Crawling Chaos by Goblinoid Games.  When you need weird & alien technologies, actual relics then this is the book to use. 





















There's so much muddy Lovecraftian water under the bridge of the romps across the Carcosaian landcape that many of our players remember Carcosa as a Lovecraftian dumping ground. A sort of hex crawl from the lower depths of some fever crazed nightmare. Many have said that today Carcosa is almost but not quite quant in point of fact. My own experiences with DMing Carcosa & playing in the setting are quite different. 

  1. Carcosa is more then the sum of its parts. And depending upon whose DMing the setting can be quite jarring for inexpeienced players. 
  2. Sorcerers are going to be your bad guys. And their infamous magicks should be infamous but not something the players need to expeience per say. Hint & inuendo go a long way let the player's mind infer details but never make a player uncomfortable at the table top. 
  3. Carcosa is savage & brutal, use this to your advantage as a DM. Encounters should be memorable not but not nesssarily fatal each & everytime. 
  4. This is the land of nightmares and there are lots of advantages to uses the lore of Carcosa to your advantage especially for creating dangerous NPC villains. 
  5. Not every sorcerer has to be a card carrying evil jerk there are Law aligned sorcerers. 

Thursday, March 18, 2021

OSR Matters - The Origins of Elves, Moorcock, & The Forces Beyond

 Do you really know who or what your PC's are adventuring with?! How well do you really know the Elven race of original Dungeons & Dragons or Advanced Dungeons & Dragons first edition?! According to Wiki ( that reliable font of knowledge cough, cough) ; The elf is a humanoid race in the Dungeons & Dragons fantasy role-playing game, one of the primary races available for player characters, and play a central role in the narratives of many setting worlds of the game.[1] Elves are renowned for their grace and mastery of magic[1][2]:58 and weapons such as the bow[2]:15, 58 and sword.


Becoming physically mature by the age of 25 and emotionally mature at around 125,

[3] they are also famously long-lived, capable of living more than half a millennium and remaining physically youthful. Possessed of innate beauty and easy gracefulness, they are viewed as both wondrous and haughty by other races; however, their natural detachment is seen by some as introversion or xenophobia.[1] They were usually antagonistic towards dwarves.[:36"  Elves are literally better at everything according to their tireless public
relations department. But what if I told you that you never actually want
to be an elf.  Elves & a literal host of subspecies have been seeded across
the planes; "There are numerous different subraces and subcultures of elves,[2]:79 including aquatic elves, dark elves (drow), deep elves (rockseer), grey elves, high elves, moon elves, snow elves, sun elves, valley elves, wild elves (grugach), wood elves and winged elves (avariel). The offspring of humans and elves are known as "half-elves
" among humans, and as "half-humans" among elves."  A species that we as human beings have bred as food animals for thousands of years are cattle & they've been bred to literally every possible biosphere or grazing ecology that we could. And its possible that the 'gods' did the same thing.

Ängsälvor (Swedish "Meadow Elves") by Nils Blommér (1850)

Now according to wiki on the mythological Elves;"Reconstructing the early concept of an elf depends largely on texts, written by Christians, in Old and Middle English, medieval German, and Old Norse. These associate elves variously with the gods of Norse mythology, with causing illness, with magic, and with beauty and seduction.

After the medieval period, the word elf tended to become less common throughout the Germanic languages, losing out to alternative native terms like Zwerg ("dwarf") in German and huldra ("hidden being") in Scandinavian languages, and to loan-words like fairy (borrowed from French into most of the Germanic languages). Still, beliefs in elves persisted in the early modern period, particularly in Scotland and Scandinavia, where elves were thought of as magically powerful people living, usually invisibly, alongside everyday human communities. They continued to be associated with causing illnesses and with sexual threats. For example, a number of early modern ballads in the British Isles and Scandinavia, originating in the medieval period, describe elves attempting to seduce or abduct human characters."
So once again we've got the Elves associating with the 'gods' & tied into dangerous aspects of religion. Childbirth & sexual norms are intricate to the well being of communities. 
What if the Elves had been seeded across the planes to act as grazing cattle & as a food source for beings who created life on Earth & else where. Don't believe what your reading let's look at fact that Monster Manual  gave us several subspecies of Elves; "The elf also appeared in the original Monster Manual (1977), with subraces including High Elf, Gray Elf (some of whom are also called Faerie), Dark Elf (also called Drow), Wood Elf (also called Sylvan), and Aquatic Elf.[11] The grugachvalley elf, and cooshee (an elven dog) first appeared in Dragon issue #67 (November 1982) in "Featured Creatures", an ongoing series of articles where Gary Gygax released information on official creatures before their release in the upcoming Monster Manual II. The grugach, valley elf, and cooshee then appeared in the original Monster Manual II (1983).[12] A number of elven subraces were presented as character races in the original Unearthed Arcana (1985).[13] "

There are three reasons why Elves & cattle are similar. The Elves are
 highly specialized species, 
they once lived in very close proximity 
to human beings, & they are very closely tied to the supernatural.
 If we look into 
Appendix N author Arthur Machen's 'The White People' we get a
Fey or former
Elven fairyland in the Green book section; "And it was a long, long way. It seemed as if I was going on for ever and ever, and I had to creep by a place like a tunnel where a brook must have been, but all the water had dried up, and the floor was rocky, and the bushes had grown overhead till they met, so that it was quite dark. And I went on and on through that dark place; it was a long, long way. And I came to a hill that I never saw before. I was in a dismal thicket full of black twisted boughs that tore me as I went through them, and I cried out because I was smarting all over, and then I found that I was climbing, and I went up and up a long way, till at last the thicket stopped and I came out crying just under the top of a big bare place, where there were ugly grey stones lying all about on the grass, and here and there a little twisted, stunted tree came out from under a stone, like a snake. And I went up, right to the top, a long way. I never saw such big ugly stones before; they came out of the earth some of them, and some looked as if they had been rolled to where they were, and they went on and on as far as I could see, a long, long way. I looked out from them and saw the country, but it was strange. It was winter time, and there were black terrible woods hanging from the hills all round; it was like seeing a large room hung with black curtains, and the shape of the trees seemed quite different from any I had ever seen before. I was afraid. Then beyond the woods there were other hills round in a great ring, but I had never seen any of them; it all looked black, and everything had a voor over it. It was all so still and silent, and the sky was heavy and grey and sad, like a wicked voorish dome in Deep Dendo. I went on into the dreadful rocks. There were hundreds and hundreds of them. Some were like horrid-grinning men; I could see their faces as if they would jump at me out of the stone, and catch hold of me, and drag me with them back into the rock, so that I should always be there. And there were other rocks that were like animals, creeping, horrible animals, putting out their tongues, and others were like words that I could not say, and others like dead people lying on the grass. I went on among them, though they frightened me, and my heart was full of wicked songs that they put into it; and I wanted to make faces and twist myself about in the way they did, and I went on and on a long way till at last I liked the rocks, and they didn't frighten me any more. I sang the songs I thought of; songs full of words that must not be spoken or written down. Then I made faces like the faces on the rocks, and I twisted myself about like the twisted ones, and I lay down flat on the ground like the dead ones, and I went up to one that was grinning, and put my arms round him and hugged him. And so I went on and on through the rocks till I came to a round mound in the middle of them. It was higher than a mound, it was nearly as high as our house, and it was like a great basin turned upside down, all smooth and round and green, with one stone, like a post, sticking up at the top." 

Where is all of these opinions & thoughts coming from?!
Readings into the Lamentations of the Flame Princess rpg. 




If Elves are a food source for various occult or supernatural entities who or what created them & why?! I think it might be the Elder Things because of three factors. The otherworldly pocket dimension Fairylands that Elves inhabited eons ago. The strange consciousness & self awareness that Elves have in common with Shoggoths. 
And the fact that we see an association of Elves across any number of OSR games (cough, ACK's cough,) trying to open portals into Lovecraftian realms.. 




Wayne Douglas Barlow Elder Thing artwork from 
'Barlow's Guide To  Extraterrestrials'

Now if we follow the trail of seeding of the Elves they may have been found by the Lords of Law & the Gods of Chaos across the moon beam paths. A great example of this could actually be the empire of the  Melniboné.

Black magick using empire of proto Elven peoples who are in complete decline 
because their civilization is ending.
 And the forces of Chaos & Law have fed for eons. 




 














Is the Elric saga merely the cosmic harvest of yet another civilization a cycle we see repeated over & over with the eternal champion as both witness & host to this?! What does this mean for the average D&D, OSR, or Advanced Dungeons & Dragons player? That Elves are a complicated & varied lot to play prone to the saga of forces far beyond the ken of mankind's understanding. 

Thursday, July 25, 2013

Splatter Punk 70's & 80's Post Apocalyptic Horror Campaign Sundown Edition Influence - 1d30 Trashtastic Monstrous Servants of The Ancient Gods Random Encounters Table


 Nothing can prepare you for that blood curdling moment when the horror of the Servants of the Ancient Gods reaches your party. Which horror will be released next? Where will the blood splatter and what primal weird thing will come for your party?
Find out right over here kids!
HERE *

* The management is not responsible for loss of life or limb when dealing with these horrors. Remember to always carry a weapon and deal with terms and conditions of your encounter!!

Wednesday, July 24, 2013

Calothmaroth Station - A Lovecraftian Encounter For Your Old School Space Opera Games

File:Affecting Two Rings.jpg

Introduction 
At the edge of known space is a ringed world very similar to Saturn. There is something distinctly odd floating within the rings. A gravity bubble surrounds a small planetoid of ice,snow, and violence.
This small planet half the size of Earth's moon boasts an "E" atmosphere and very unusual ice formations across its surface. The place seems to explode as new ice formations form, live for a twelve hour day and then seemly 'die' within hours. 

File:Ice.JPG

Calothmaroth Station
There are twenty two massive two hundred foot tall dull metal megaliths that point straight out of the ice and seem to reach into the sky like the fingers of a drowning man. These structures surround a twelve level structure beneath the ice.
 It has sat there for a million years or more never occupied but its artifacts gleaming like new. The bare black walls of strange metal and brushed structures waiting. Those who venture into its corridors seldom return. For here once trod the 'Great Race Of Yith' who made war with other far fouler things in the darkness of this place. This place is tomb or prison.
Its walls still hold the nanite guards who once patrolled its halls. There in center of the structure is a gravity lens created by the megalith above and held in place by forces beyond the comprehension of man. The lens creating the bubble of gravity around this place. Yet the Earth like conditions are by design as well.
Once per night the prisoners of this foul place can reach into the dreams of those who dwell upon its surface. A night of telepathic horror and madness will wrack the minds of those who sleep and dream here.
Should the machinery of the place be activated 'that which dwells' here will be freed and its horrors will be visited upon the universe.
There are however priceless treasures of the 'Great Race' to be had. 

The Inimaulazgugo
Number Appearing :1d6 
Armor Class 5 
Hit points : 6
Damage 1d4 points of damage per round as the micro blades of these nanite minions slice and dice 
Special: Immune to most mind effecting magic, Regeneration as trolls
 These are the guardians of 
Calothmaroth Station who patrol its halls and are laced into the surface of the ice planetoid itself.
 They do not activate unless certain conditions are met. The monsters form into strange shadowy humanoids of smoke and shadow.
 They can be disrupted by a combination of  electrical damage and certain forbidden telepathic disciplines. These are known only to certain followers of the "Great Race". The machines will reform after twelve hours of seeming death and resume their duties. They will repair whatever machinery needs to be fixed. They  can weave other biological systems into the systems on a molecular level should the need arise as well. They are simply the ultimate care takers for masters who shall not return.

1d10  Random Treasures of The Calothmaroth Station
  1. Chest containing the metal scroll records of 2023 extinct races from across the planes. 
  2. Twelve sets of metal scrolls containing thirteen forbidden Yithian secrets that science has yet to use. 
  3. 'The Perfect Doll' A four hit point featureless shape shifting doll who seems to be an alien mockery of the humanoid form. It will whisper forbidden secrets, dance, and spin while telepathically drawing its form from the minds of those around it. 
  4. A Yithinan musical instrument or is it a weapon? This strange arrangement of pipes, metal, and metallic insanity is capable of sonically driving men mad but it is made for being with claws and facial tendrils 
  5. A black box of nano dissemblers capable of doing 1d8 points of damage to anything they get their micro tendrils on. Telepathically controlled and very dangerous. 
  6. A Yithian tool of copper wires, a metal six foot staff with a small metallic box on one end. The thing is capable of turning 9 cubic yards of stone to mist and back to stone. 
  7. A 40 point specimen force field device - This twelve inch long device is built for a clawed appendage. The force field also freezes time as well. Very difficult to deactivate. 
  8. A sphere of proto plasmic antimatter that will follow the PC's around. Capable of doing 1d10 points of damage to any polyp horrors that are found. Reacts to telepathic commands 
  9. A heavy lightning gun partially fried and baked. There is fresh slime on the thing though and a bit of steam coming off of parts of the device. Designed for clawed appendages. 
  10. Two time cubes containing members of the Great Race. These twenty foot cubes of frozen time will open should certain conditions be met otherwise they are indestructible. The machinery for their operation is within the claws of the Great Race themselves. These cubes are perfectly clear but weird gravity effects happen around them. 





Wednesday, May 22, 2013

Anatomy of a Lovecraftian Space Creature For Your Old School Science Fantasy Campaign

Introduction 
I've been asked to go over the options for creating a child of the Lovecraftian stars. there are seldom more dear monsters to my hear then the creations of Lovecraft's circle of friends and fellow writers.  I started when I was thirteen years old when I discovered the works of HP Lovecraft in the back of a Famous Monsters of Filmland magazine. I haven't looked back since. The fact that Lovecraft's works are now in the public domain are icing on the cake.

Children of Azothoth 
 
Though out the centuries its really the Outer Gods that a space based game should really look at. The works of  Lovecraft detail quite a few of these gods along with their attendants. You can find most of these right HERE
 Recently Gorgon Milk featured a collection of the older Lovecraftian creations from the halcyon days of our hobby. Most of these were for 1st edition AD&D and OD&D. These can easily be adapted into your favorite retroclone with little to no problems at all.  you can find that over at his blog HERE

Aftermath of Goblinoid Games. 
 Last year Goblinoid Games came out with a fantastic Lovecraft book called Realms of Crawling Chaos and  I use it quite often to create any number of game monsters.
 


In many ways the book was a game changer because its take on Dark Fantasy broke the usual Chaosuim mold. Get that one right over HERE
The fact is that OSR produced another book along with this one that brought home some very dark fantastic ideas.  Yes this one.
Carcosa (Print + PDF)

 Carcosa was a game changer for me and gave me the opportunity to really get some weird stuff out there. Again its another that I'm still using. Get it right over HEREDavid Baymiller does his own versions of  some of the classic Mythos races and monsters. these are already set up and ready to go. You can find all of them on his page HERE 
Terminal Space also has the Mi Go as a playable PC Race HERE
It should not be forgotten that the 1st edition AD&D books had ton of Lovecraftian monsters that can be adapted to your game. Gibbering mouthers, mansized slimes, and much more are all from your AD&D Monster Manual And the Fiend Folio 1st edition. Go to town.

Ten Rules For Creating Lovecraftian Monsters 
  1. The weirder the better. Players are going to each and every race that Lovecraft and his friends created. Design variations on all of the existing Lovecraft monsters. 
  2. The verious mythos monsters existed in cycles of Earth's history. Be sure to slip one in of your own creation. There is a ton of room to adapt! 
  3. These are alien races inimical to mankind. At best they should be avoided at all costs and at worst they will destroy your PC or change them forever. They're desires and actions shouldn't be understood by the players at all. 
  4. Energy beings are completely dangerous and very unpredictable! Read the Colour Out Of Space! These beings infect anything that they encounter. They're going to always taint anything they come in contact with. Mutation checks and insanity should abound. 
  5. Chaosuim and Call of Cthlhu set the standard for playing with the Mythos in rpgs but they've also created very rigid sets of creature rules. Break those tropes that players are expecting each and every time they encounter a deep one, shaggoth, or anything else. 
  6. Each and every encounter with a Mythos monster should be memorable  There is no such thing as a minor Lovecraftian horror. Each and everyone is an NPC of very alien design. Don't be afraid to leave technology that PC's can't figure out or that kills out right. 
  7. The PC's should be aware that any encounter with the Mytos means something. There isn't simply another deep one. There's a deep one because circumstances have forced them together. 
  8. Insanity is a DM's friend! Don't be afraid to smear on the horror and depravity of the Mythos. Cults should be oozing it. Murder,body parts, problems are all run of the mill stuff when encountering the mythos.
  9. Entities have cults and those cults are dangerous, murderous psychopaths that are  looking to kill your PC's. Don't be afraid to throw in a murderous cultist or three if it means more conflict. 
  10. Mythos encounters  leads to more encounters in space. Because in space the final power is Azathoth and you don't want to piss it off. 



Tuesday, February 26, 2013

Gorgon Milk's Lovecraftian Suppliment Review over at The Dark Corners Blog



 Gorgon Milk's Blog put out a free Lovecraftian PFF that covers all of the material from Dragon Magazine with some very cool anointments and I did a very fast overview of  it over at the Dark Corner Blog. Right over HERE

Friday, February 8, 2013

1d10 Deep One Random Finds on The Dark Corner Blog


The Deep Ones have raided a nearby sea side town but the Navy has driven them off and you've been called in to see what remains. Come to the dark corner blog and see what remains. Right over Here

Saturday, July 14, 2012

The Fox Bat Light Weight WWII Nazi Mecha Battle Armor

Produced at the end of WWII the Foxbat was in its first trials during early 1943 when the project was moth balled due to budget cuts by Hitler's Special Weapons Division. Funds were moved elsewhere & the project forgotten. Actually the project was taken over by the Black Sun Units taken within the wing of an Antarctica  base. 


Once away from prying eyes the neural feedback or boxer system was perfected. The boxer system enabled a pilot to react almost with no thought at all. The user gains + 2 to all dexterity based rolls. The pilot's strength increases by +3 on all rolls.


 
The Fox bat featured a full suite of tech level 3 items to help the hand picked pilot. There was a full combat radio & tactical targeting system. 
Each suit is armor class 19/2 
 
The right powered armature featured a full claw & flame thrower assembly! This of course was supplemented with fragmentation grenades. These can be thrown 100'
 The flame thrower has a range of 50' & does 2d8 points of damage. The flame thrower has enough for 9 shots. The claw does 1d4 points of damage per application. 




The left arm is equiped with a light machine gun armed with tracker rounds. The gun does 1d8 points of damage & has range of 100 yards.
The suit has a 3 hour air supply & is immune to gas, poison, etc & has a Vril/copper  mesh screen installed enabling +2 on all psionic saving throws.

The Fox bat also has a proto type plasma grenade upon its back & must be taken from its hiding place. It does 2d8 points of damage. The weapon is a terror weapon. It can be thrown 200 yards with the exo assistance of the armor.
The armor saw action repeatedly until the end of the Occult wars in 1958. There are 11 known variety of this same armor & chassis being used throughout the 5th column movement  in America.  

Please- note that the "volunteers" were often the most enthusiastic & of the right temperament for  neural feedback or boxer system. A hybrid of Nazi black science & Mi Go sorcery. The program used a wide variety of available material.
From those born with genetic deformity to soldiers paralysis by enemy fire.  Even those who worked too closely with the material were given over to the capable hands of the Black Sun scientists.
The feedback system all too often bonded completely with the nervous system of the user even to the point of synthesis. The pilot & mech would sometimes merge creating one of the eleven varieties of this versatile machine system.
Often the merging of man & machine would create a new being far removed from any single characteristic of the human race. Sexual, emotional, or any trace of humanity was lost beneath a veneer of something far more sinister.

]
The original artist's awesome site can be found right Here

Friday, July 13, 2012

Nazi Mega-Dungeon Moonbase


Nazi Mega-Dungeon Moonbase History 

The waning years of the war saw the Reich losing ground on all fronts. The spirit of the Nazi war machine had run out of steam, money, & a complete spiritual decimation. There were other forces that were working within the ranks however.
For years money, manpower, & technology had been funneled into an incredible project starting back into the late 30s.
 Project Rebirth as it was called was the combination of three different secret societies within the ranks of both the Nazi rank & file as well as the SS. 
Even with the so called artifact's help & the combination of brilliance German engineering. It too decades to establish  the hidden moon base on the dark side of the moon. 

A combination of the sacrifice of hundreds & the willingness of those in charge to achieve their victory let to the formation of the Black Sun units. These were not simply fanatical cultists or naive believers in the dogma of  the ideals of their country. These were professionals who believed that they had a job & right to do what must have taken decades. From Antarctica 40 or more launches to the moon took place from the 1930s through the late 50s. 




A moon base was carved out of solid rock & 10 levels were built to house the brightest & best of a new generation. Machine shops, labs, & all manner of colony equipment was built. Then something happened! In 1958 the place went deathly quiet. 

The strange weapons of unearthly super science still sit there. The facilities are sealed & no one knows what horrors are still there. Still waiting. There are at least three separate locations that were created by 1958. 

Time & again there have been lights seen within this region. Reports of objects of unknown origin moving across the face of this dead place. Errie reports of transmissions & such. Russian probes sent go dead. No manned missions have ever made it there & no one knows why?
What Waits In The Darkness 
For those in the know there have been flares of Vril energy sources. Spikes on ancient sensors that have been silent since WWII every 23 years. There are weird rock formations that move & retreat from the telescopes of those scientists in the know.
From time to time weird television signals echo from the dark side. Very few scientists who ever receive these speak of them.
Something is now stirring up there. Something dark, evil, & full of rage.
A Treasure House of Madness




There are literally hundreds of weird science wonder weapons in storage at this facility. That is a hard fact. The declassified materials reveal 6 hangers hollowed out of 4 solid mountains. There are at least four particle cannons of an unknown nature.
In the future parties of die hard patriots & fearless explorers will have to brave the horrors that might be found here to find out what happened to the original colonists. 


That will be happening in the coming future! 

Tuesday, July 10, 2012

The Nazi Mega Dungeons of Anartica - The UFO Bases




 German 3rd Reich claimed the territory of New Swabia in Antarctica, sent an expedition there in 1938, and planned others. Those expeditions to Antarctica were to set up bases & the so called Operation Closet. 
The closets were a series of bases designed for advanced propulsion craft including the following:
RundflugzeugFeuerballDiskusHaunebuHauneburg-GeräteV7VRILKugelblitz,Andromeda-GeräteFlugkreiselKugelwaffenReichsflugscheiben.




With the advent of things like Google Earth & other advanced mapping technolgies the secret bases haven't been exposed.. So far & so since the 30s the Nazi have been sitting there developing advanced weaponry of the gods themselves. Gravity Engines, remarkable surgical & life extending technologies, & many dark magical rites.. Or have they?

There are at least three known bases which are still there, waiting, & watching. The Mi Go used the Nazi to flag & boast their colonies on  & Carcosa. The places have been silent & mostly deserted waiting for someone to discover their hidden secrets..


 
History The first German expedition to Antarctica was the Gauss expedition from 1901 to 1903. Led by Arctic veteran and geology professor Erich von Drygalski, this was the first expedition to use a hot-air balloon in Antarctica. It also found and named Kaiser Wilhelm II Land. The second German Antarctic expedition (1911–1912) was led by Wilhelm Filchnerwith a goal of crossing Antarctica to learn if it was one piece of land. As happened with other such early attempts, the crossing failed before it even began. The expedition discovered and named the Luitpold Coast and the Filchner Ice Shelf. A German whalingfleet was put to sea in 1937 and, upon its successful return in early 1938, plans for a third German Antarctic expedition were drawn up.
 It is known that after the first three expeditions the Nazi made contact with the Mi Go within the Hollow Earth & then abandon the bases after '45. 
Super science weapons, saucers, etc all lay there waiting for intrepid explorers to stumble upon a map of the place. 

The Ice Castle is one such based built into a natural salt mine where many gravity engines & the like were stored. It is known in urban legend that the place was mined as late as '47 when the occult wars were raging & these places were valuable resources along with the hidden moon base.These 5th columns were sleeper agents placed within the States since the 30s. Generations of the Black Sun still have operatives that travel the world under a variety of guises & make mayhem.  





The New Swabia caches of saucers can't be used with any serious flights in mind because of the numerous nuclear tests. These tests have polluted the planar/gravity constants of the Earth making the gravitic gate technology iffy at best.
There are 34 other super science technologies that would change the face of the Earth & reveal the Nazi/Mi Go connection.

So there they wait sitting, their guardians idle & planning,etc. Those things once man check from time to time on their former charges more for amusement's sake then any real concern. 

Saturday, April 7, 2012

Studded Horror Lizards _ A New Monster For Crypts & Things


Studded Horror Lizards
Type : Dinosaur 
Armor Class : 2{17}
Hit Dice: 10 
Attacks: 2 claws (1d6) or 1 Bite (2d6)
Saving Throw: 6 
Special: Regeneration, Poisonous Bite, Smells Magic - Is Drawn To It 
Move:18 
Challenge Level/XP: 10/1,100

Bred millions of years ago by the serpent men  these terrors beyond time & space haunt the desolate places of the Earth. They are drawn to the foul black magics of their extinct serpent men masters. These giant horrors were created with a patient & deadly intelligence. They instinctively hunt the weakest of prey & seek out areas where necromatic magic has been used. They were used for guarding the fortresses of their ancient masters. 
An underground burrow is hollowed out closest to these sites & the monster begins its hunting pattern. They begin to consume the prey within their territory. Many times these creatures regenerate spontaneously from their foul remains that have been buried for millions or thousand of years. Shifts in stellar alignments, stray planar energies, & even some ancient curses may call these foul things into existence. 
File:Gila monster ncd 2012.jpg

The monsters are incredibly large & dangerous. They have little fear & will attack when the opportunity presents itself. The foul magics that went into their creation & that continue to sustain them allows them to shrug off many spells. Even when damaged physically the monsters may regenerate from mortal wounds by crawling into their lairs & entering into a deathless sleep for 1d20 months. Only then they may emerge fully restored & very hungry.

The foul creatures are drawn to grey & black magic! They may sense the planar energies at 2d6 miles away! They will seek these energies out to either eliminate the source or serve it! Only a magus of strongest wisdom should attempt the subjection of these beasts. They must know the lore of the serpent men very well. Lizards have been known to eat & excrete those who fail to have the mastery to bend them to their will.

They're bite is of the most vile poison imaginable! A combination of lethal chemicals that can stop a man's heart. A single nip will cause the following unless saving throw is made. Symptoms of the bite include excruciating painedema, and weakness associated with a rapid drop in blood pressure.

 It uses its extremely acute sense of smell to locate prey, especially  dragon eggs. Its sense of smell is so keen that it can locate and dig up dragon eggs buried 2 miles deep  in the and accurately follow a trail made by rolling an egg. 
Prey may be crushed to death if large or eaten alive if small, swallowed head-first and helped down by muscular contractions and neck flexing. Unusually, after food has been swallowed, the monster immediately resumes tongue flicking and search behavior, probably as a result of a history of finding clumped prey such as eggs and babies in nests

Studded Horror Lizards may be summoned from beyond the realm of death itself if one knows the resting place, has access to the bones of this monster from beyond, & the insanity to call them forth.
 They have been known to kill 1d4 victims to create the proper pits of victims themselves for regeneration . These individuals were exceptions not the rule however.
A very dangerous creature of foul serpent man sorcery & chaos of a bygone era. 

Friday, January 27, 2012

Transformers Cthulhu Crossover



So IDW is doing an entire space time rift cross over  with their flag ship characters with the  Lovecraftian  gods! The art is very nice & so with I have to ask the with titles like Crawling Chaos from Goblinoid Games & other cross over pieces like Terminal Space. Aren't we a bit late to the party? Staging battles with the Cthulhu mythos is as old as gaming itself. It hearkens back to the days of Deities & Demi-gods. This might be very interesting. I have a wait & see attitude. The other half will be pleased as she loves Transformers. Anyhow why not stage your own Lovecraftian invasion of your campaign worlds? Seem like zombies were last years event..