Thursday, December 14, 2023

Review & Commentary On Severed Fate By John Keefe and Laurel Nicholson From Smoldering Dung Games For Your Old School Or OSR Campaigns

 "Barely 100 feet away, the repulsive and terrifying monster Furythorn steps into the compound littered with burning corpses. He hasn’t seen you yet, but he will soon. There's no escape. Your band of adventurers are the last ones to stop his destruction and killing.


You ready your weapon, watching bursts of flames erupt from his body. Hideous pus-oozing burns cover his face.

As night deepens, one of his hulking minions spots you and points, grunting. Seeing your group of warriors, Furythorn laughs a chilling cackle, spewing pus into the evening air. “There you are cowards. I’ve been waiting for you.” He holds out his arms. “Come to me and die!”



Kranna, the wizard’s apprentice feverishly clutches the spell components beneath her cloak. “He must die tonight. Otherwise he’ll destroy the whole northern half of the isle.” The only response is the sound of blades pulled from their sheathes. As you charge forward, embers from the monster’s burning flesh float above you in the wind." 


Severed Fate By John Keefe and Laurel Nicholson is a 1st level adventure for five to seven player's PC. Severed Fate is well done 1st or 2nd level adventure for beginning or  experienced players. Severed Fate can be dropped into any campaign & works very well with campaigns with wilderness focuses. And it has as it's central focus an impressive NPC and lots of twists and turns. 
Severed Fate is very much grounded in the old school tradition with some mature themes but it's also grounded into the OSR's more modern aspects. The good aspects of this module are that if run solidly with a good group of players this adventure will cement the touchstone for an exciting campaign. The layout is well done, the fonts easy to read, and the material well done OSR solidly adventure. 
Encounters in Severed Fate can be and are deadly for a group of players who are not used to the fact that death is always waiting around the corner. And in this OSR module  this is never more true. 
The writing is solid for it's seventy two pages and is easily fitted into your old school or OSR campaigns. And this makes this adventure ideal for OSRIC! Drop this adventure in right after B2 Keep on The Borderlands. 



























Could Severed Fate be used easily with other OSR systems?! Short answer, yes. This module  could be combined with Castles & Crusades without much fuss. And infact if the DM wanted this module could easily be dropped into Greyhawk or similar campaigns running C&C as it's main system. 
The reasons for this are the focus on the wilderness, the NPC's, flexible locations, and more. Severed Fate is well thought out and needs more leads into it's own campaign setting though. This isn't a criticism however only a minor point of contension on my part as a DM. Over the team of 
 John Keefe and Laurel Nicholson who once worked for Mayfair Games as a part of the Role Aids adventure modules.The quality of Severed Fate continues this tradition in spades. 

Wednesday, December 13, 2023

Pre WWII Pulp Setting Campaign with an Indo European flavor Using Wretched Darkness & Fantastic Heroes And Witchery Part III

 Make no mistake even though I haven't talked about it, Wretched Interbellum is definite about themes of cosmic horror. Because it couples so well with the broken promises of World War I to both those who served and to the world. The supernatural tidal wave of World War II promised to engulf the world in a cascade of destruction and Hellfire. This blog post picks right up from here on the blog. 


































There were forty million killed during World War I and the world easily forgets these numbers. The supernatural world not so easily as the dead & undead crawl into the spiritual world. Fantastic Heroes and Witchery uses a variation of the Great Wheel which means that in some ways the Great Wheel model of the planes fits a sorta of Christian & Pagan model of the planes. Which allows one to fit the Beyond into this as a realm connected with Purgatory. 



















World War II leads to the uprising of the supernatural as well as the undead from World War I begin filling in the ranks of the damned for the upcoming world war. This all stems into the realm of Dreams and the Fey. This means that the Fey are already lowering thier tendrils into Europe's underworld. And this sets up some of the deadly factions that we find in Wretched Darkness. And we get a good sense of exactly what's coming from Wretchedverse issue #21 A Guide to The Wretchedverse. 


Tuesday, December 12, 2023

Colony Defense In The Black - The Clement Sector & The Bridgetown-class Escort and Cape-class System Defense Boat

 "“We surprised the pirate just outside the OZP. Honestly, did the dropkicks think they could outrun us? Bloody idiot tried to leg it anyway. The skipper was polite, really polite...At first...The final chat was via the port p-beam, and it did not end well for them.” - Sublieutenant Wayne Jarred, gunnery officer, RAS Mukinbudin, New Perth Navy, AXO-206, 2342 (standard)" 


Let's get right into this and pick up where we left off on the blog here.  And this time we're going to dig into the "The Bridgetown-class Escort and Cape-class System Defense Boat ". This Escort & Cape class System Defense Boat plugs into a design conceit right out of the gate; "The Bridgetown-class Escort and Cape-class System Defense Boat from the New Perth Navy with Ship design by Michael Johnson. Art by Ian Stead" 



What makes " The Bridgetown-class Escort and Cape-class System Defense Boat " so dangerous is the multi roles that this ship can play from planetary defense to full on anti piracy 'The Bridgetown' can literally handle it all and this is baked deeply into her design & DNA;" The addition of the Bridgetown-class escort to the fleet provides the New Perth Navy with a smaller warship that is capable of a range of roles many of which are currently being undertaken by the Raptor-class sloop RAS Wedgetail and the four Perth-class frigates. These roles include standard merchant convoy escort roles, fleet/squadron escort duties, or long-range anti-piracy patrols well beyond the New Perth and AXO-206 (Boulder) systems." 
She has everything that a DM could want to bloody the nose of pirate Clement sector players whose PC's have been running over the Clement sector's systems. And these ships are well written with Michael Johnson's writing covering everything from set up, design, history, manufacturing, etc. making 'The Bridgetown' a force to be wreckoned with by the Aussies in the Clement sector. Ian Stead & Micheal Johnson's artwork is on point here enabling the DM to get very accurate references on 'The Bridgetown's specs and designs. Layout, writing, fonts, etc. all fit the Independence Games usual guidelines and quality. 
'The Bridgetown' makes an excellent star ship and colony escort ship especially given the Space Western aspect of the colonies of the Clement sector. 

Given this 'The Bridgetown' is an affordable defense bot for both governments & the corporte entities of the Clement Sector. 
These ships have reputations for reliability, verstility, and kicking ass in the black of the Clement sector. And this is because the 'The Bridgetown' fulfills it's roles as an escort very well; "
A modern fast escort in service with the New Perth Navy, the Bridgetown has been designed to be truly multirole. New Perth had originally intended to construct twentyfour of these capable vessels over a period of twenty years, however, the rising tensions with Ariel, the growing internal problems in Peel and the ever-present piracy concerns has fast tracked construction. It is widely expected that the 2345 Naval Force Expansion Act (NFEA) will include an additional four block 2 hulls taking the total number in service to twenty-eight." 
How could characters of the Clement sector interact with these ships?! Since the crews of the Clement Sector are small (forty eight)  even on escorts such as 'The Bridgetown' class. It's easy to see the PC's interacting with captains, crew, etc in antipiracy roles, criminal endevours, mercenary roles, and even as explorers. But this is a ship that almost but not quite demands the attention of those who cross her bows. 



All r

Sunday, December 10, 2023

Blood Eagle Gang's Revenge Blood! On The Streets - A Zaibatsu/Hostile Mini Campaign On Colony World - Earth - Hostile Situation Report #010 Street Scum -

 




The player's learned that there were consquences when it comes to leaving messes behind and it was because of the mess that they left on Abyss. The Blood Eagles were approached by a minor exacutive from Abyss whose got it in for the September Group (our mercenary group of Russian adventurers from another universe). This session picks righr up from the latest encounters at Victory Downs and our November 12th session report. 

































Yammoto Najurai an exacutive for the Matsuyama conglomerate wants the  PharmaSynthesiser that the player's PC's have aboard several of thier starships. And he's willing to do anything to get it. The player's PC's were responsible for Yammato San for getting a demotion at the Matsuyama conglomerate after the PC's took off to do a mission onto Tau Ceti without paying for some equipment. A major no no and they did manage to kill off the creditors for the corporation. Yammato San knows about the Starship Voskhod  systems that the player's PC's have incorporated into various starships that they've managed to secure and register. 
Th Blood Eagles Vincent android has the plans for the
 PharmaSynthesiser technology but is keeping the technology up his sleeve as an ace. He's been stoking the Blood Eagles blood feud with the PC's. And the recent capture of the town of Victory Downs is a major sticking point with the PC's. And now the Blood Eagles breaking into the PC's facilities to steal one of thier   PharmaSynthesisers. While simulating an attack as a destraction to cause as much mayhem as possible was huge violation in today game. 



The PC's are looking for pay back and now have left on a vendetta mission to recover the PharmaSynthesiser's technology. This was after we had a doctor PC in today's game get plugged by a Blood Eagle ganger. And this loss to our party & so now the players  want to thaw another doctor outta of cold storage aboard one of the player's facilities. The feud with the Blood Eagles is getting worse as the gangers work to legitmize themselves. 

Saturday, December 9, 2023

Vampire Queen 5E and 10 Year Anniversary 1E Softcovers With The Classic Greyhawk Campaign Setting- Session Report 6

 So as you know from the last session last week I'm deeply engrained with DM Steve's Tainted Greyhawk campaign where we're treading on the outer edges of the vampire queen's domain. We finished off the last of the zombie bandits from last game. This wasn't an easy fight to say the least. But then we came across the bandit king's lair during the daylight hours. And the bastard was a vampire and that lair was guarded by giant rats and giant bats. 




















We're playing a variation of Hanging Coffins of The Vampire Queen. Which  is fantastic module  available from Dark Wizard Games here.  Back to the band king vampire, there was no way that we were going to let this thing keep existing but it was going to be a slog to get to him. We were conserving our mages and so forth. So it was down to dirty tricks and two caskets of burning oil down the enterance of the cavern lair. 
The free willed intelligent zombies are part of the vampire queen's mercenary forces and have been one of the hazards that we've run into twice now. This part time we were ready. There were passive dangers from the bandit king's lair including dart traps, pit traps, green slime (always a crowd pleaser), and rot grub pits. All passive defenses. And then there were the numerous giant rats, and bats to contend with not to mention the unintelligent zombies and two intelligent ghoul body guards. We had to think our way past everything. And we had to do it by sunset with all of the traps designed to slow us down. And finally we got to the stone coffin and it was a false set up with an intellgent slime monster. And here's where the wizard's fire ball spell came in truly handy. 


















This is so DM Steve, slow us down and let the NPC rise to finish us off. Not this time, we have two thieves and they found the secret door to the bandit king's tomb behind a false mozaic of the undead bastard who was apparently some minor knoble in life. We staked hime, cut off the head, stuffed the head with garlic, and then staked the body out for sunrise while we waited in the bushes for his forces to come! This is where we ended the session. 


Thursday, December 7, 2023

Godstar/Clement Sector campaign Revival Using The Quick Ship File: Starguard System Defence Boat

 The USS Evening Star a Trade Empire class ship belonging to  the First Heaven Mercantile Company (FHMC) is on course to be received at the Tasho Station. The PC's are aboard a Starguard System Defence Boat as mercenaries. 





















 The whole cloth idea here of involving the First Heaven Mercantile Company (FHMC) is to try to revive my Godstar/Clement Sector rpg campaign. Which for a while was highly successful.The idea is that the Hyades sector was originally open to the Clement sector. And when the worm hole with Earth collapsed that it also collapsed the Hyades sector as well. The first thing that happens when the conduit opens is that starship designs are going to be exchanged when trade resumes. 





















One of these ship designs could well be the Starguard System Defence Boat which comes into our games as a system escort star ship. Why? Because of the capacity of these starships;"The Starguard Class System Defence Boat is a 400ton multi-purpose starship. It is not a true “System Defence Boat” as it has limited Jump-1 capability, but is popular with smaller systems who wish to have a reasonably capable ship able to be deployed in a variety of roles including system defence, customs inspection, police actions as well as being able to operate in a ground support role. It is also common with Mercenary Companies operating in a system defence role." The other ship in it's own role is the massive and impressive Trade Empire class starship. And it's a perfect ship in it's role as a trade embassitory ship;"The Trade Empire-class Commercial Transport is a massive 4500 tonne superfreighter.  This large vessel is capable of hauling 2670 tonnes of cargo through Earth Sector!" 



Designed to carry mass quantities of materials for the large corporations in Earth Sector, this superfreighter has been used by corporations to carry cargo, by navies as a replenishment ship, and is sometimes used to carry other starships.  Armed with defensive weaponry, the ship can even hold off pirates when needed!" 
The 
First Heaven Mercantile Company (FHMC) has thier own internal armed forces, trade representives, etc. so our Trade Empire class ship is going to be fully manned by it's own personel. 
And this set up of starships is going to get into the perfect seemingly target for pirates. And we'll get into those next time. 

Wednesday, December 6, 2023

Piracy In The Black - The Clement Sector & Quick Ship File: Gwad Urm Class System Defence Destroyer

 Right so let's pick it right up from here on the blog. Set up is this a notorious space pirate with a heavy bounty on his head has had his gang steal a Gwad Urm Class System Defence Destroyer. Why is this such a big deal? "The Gwad Urm Class Destroyer is an armoured 400 dton System Defence Destroyer, with 5G acceleration, intended for anti-piracy, customs

inspection, blockade and general defence duties."



"It comes with a 50 dton Missile bay, with associated missile storage, split over two locations (Port and Starboard) for survivability. In addition the ship has 2 x Plasma Barbettes (Dorsal and Ventral) and a standard triple Pulse Laser Turret fitted aft. In addition, the ship is fitted with a Standard Class Armed Gig and a contingent of Marines for detached duties."
Sure the 
 Gwad Urm Class System Defence Destroyer could be purchased through shell corporations and fake planetary defense forces. Why go through the hazard when a pirate lord can simply steal one of these crown jewels from some back water starship yard in the Clement sector. And if ships make the campaign for Clement sector then this is an excellent ship to start a pirate fleet. She has the fire power and ability to use it. 
PC's could and should try to form a small tactics unit or party to go after such a ship. The  Gwad Urm Class System Defence Destroyer could be a menace to the space lanes. And taking out colonist fleets as they come out of hyperspace gates could be a very dangerous point.  
Now given the gun running aspect that we spoke about within the Catino Class Fast Armed Trader. The  Gwad Urm Class System Defence Destroyer is a good point defense ship for a back water space western planet.. And if they can afford such a ship a corporate colony world would be wise to invest in such a ship. 































The Clement Sector as Space Western frontier is vast and the fact that the Gwad Urm Class System Defence Destroyer is perfect for the role of system defense when coupled with other Clement ships. The defenses of the space craft are very well thought out & are perfect for fleet roles in systems that need them. 
The plans, schematics, and pdf of the Gwad Urm Class System Defence Destroyer are well done. The artwork is solidly done with Gwad Urm Class System Defence Destroyer. 
A Gwad Urm Class System Defence Destroyer could be the perfect pirate vessel or the perfect system defense ship when coupled with other Clement sector space craft. 

Pre WWII Pulp Setting Campaign with an Indo European flavor Using Wretched Darkness & Fantastic Heroes And Witchery

 So going back too Fanastic Heroes and Witchery PC's has been interesting to say the least. Over the last day or so I've been reading old campaign notes. And this post is going to right up from here on the blog. And looking into having a horror based F&W horror game has been interesting because the players want to kick supernatural behind. 





















Now the Pulp classes from FH&W are as follows: 
Necronimus ( Spiritualist) class, occultist, Psychic, Rifleman, savant(scientist), the skylord, and the wild brute. We've got these classes set against the supernatural of the Beyond ( which is actually Purgetory between Heaven & Hell) in our campaigns. 


Wretched Darkness first & seond edition presents an interesting delemia mixed with FH&W because what do you do with the D&D style wizards?! The answer is simple we use the existing magic guilds and wizard schools set in stable Fairyland areas. Technically speaking you could take the whole cloth of the campaign setting of Wretched Darkness 2nd edition and run it with Fantastic Heroes and Witchery. The supernatural world is still reeling from the unquiet dead of World War I. Add to this instability of the world and it's a perfect opportunity for the horror factions of Wretched Darkness to make in roads into the world. 
And we can see factions looking at South America, Mexico, France, Russia, and other nearer European theaters being too juicy targets for the supernatural or cults for that matter to leave alone. 

And we've been using a Tainted version of Greyhawk to this mix where the various Greyhawk monster factions looking over Europe and licking thier metaphorial chops.  I could see the characters journeying to Greyhawk to sabatoge a humaniod army filled with pig faced Orcs and the like under the purview of Luz. 






















Paris France has been one of our occult mainstay cities for decades along with Portugal because of thier roles in the conquest of the 'New World'. The tide of violence and blood has been the source of supernatural energies of decades. These centers of forgotten power draw occult societies and cults like moths to flames. 
These places are also going to be beckons for many knightly orders who still exist in secret. 

With fading colonial interests and deadly enemies waiting in the shadows. Who knows what is moving around the swirl of desparate partiers and jet setters of the displaced royals, world weary vets, and others who move among the Interbellum crowds and elite. 



 Here's where I'm thinking of slipping in Raiders of the Lost artifacts for it's relic rules. These magical artifacts allow gods and other divine entities to have a toe hold in the world and allow them to possibly comeback into the modern era after thier time or era cycle is gone. 
This is something I've been toying with after reading up on the legends of the Devil's witch shools in Iceland. The idea that the supernatural continually recycles its agents and what not has a very nice appeal to me as a DM. More to come! 

Tuesday, December 5, 2023

Review & Commentary On Reporter X By The Red Room For The Wretched Interbellum rpg Setting.

"Set against the backdrop of the late 1920s/ early 1930s, and inspired by the audacious and often fabricated stories of the legendary Portuguese journalist Reinaldo Ferreira, also known as Reporter X, this supplement compels players to unravel mysteries that blur the lines between fact and fiction. From enigmatic espionage networks in Lisbon to the mystifying tales of Mata-Hari and her connections with occult societies, up to gangsters and bootleggers in Prohibition Era Chicago. Encounter a varied cast of characters, including former German intelligence officers, enigmatic artists, high-class courtesans, and more, each with their own hidden agendas. Reporter X is a small trove of adventure plot hooks, where every article holds a clue, and every rumour might just be a lead to a larger conspiracy (71 pages)." 
Available now at the Red Room store,

and

. moordereht.com/product/report
























So what Reporter X is a supplement filled with adventure hooks and stories told by NPC reporter who may or not be what he or she seems. These stories ( adventure hooks) are meant to get the PC's into the deep end of the Interbellum rpg setting  from the Red Room. These scenarios within Reporter X are solidly done and a have a definitively European flair to them. And as a follow up to the events of  Ten Thousand Miles to Fiji  Reporter X does an excellent job. And Ten Thousand Miles to Fiji combined with Reporter X would make an excellent mini campaign. 


Reporter X breaks down into several stories each with it's own twist and NPC's to jump right into the action. There's a mix of the mundane soiled European theater in PreWar German spies  Portugal to the full on rebellion in Peru. The PC's are caught in the middle of everything. And there's lots of foreshadowing World War II here and the fall out from World War I. 
The action & adventure ranges from German spies to the brushes with the supernatural. And we get some very compelling NPC's within Reporter X. There's wall to wall A.I. artwork but it fits the material. And we get lots of background in Pre War Europe and in fact everything here has an air of the European. And this is a good thing. Reporter X reminds me of many European graphic novels that I've read over the years. And a good dash of the Pulps within. The layout, font style, column spacing, etc. is all good and easy on the eyes. 
Reporter X is a really solid hit into the Wretched Interbellum rpg setting. It sets the stage for a full on Wretched Interbellum rpg campaign. And it's a good example of the Red Room thinking outside of the box again. 
Reporter X brings some solid rpg adventure hooks into the fray with out the usual baggage. There's some great material here to hook in the players and keep them on the line for a Wretched Interbellum rpg campaign. 

Monday, December 4, 2023

Review & Commentary The OSRIC Player's Guide, By Stuart Marshall From Seattle Hill Games For The OSRIC Rpg


"The OSRIC Player's Guide, by Seattle Hill Games, has most of the core rules to play the advanced first edition of the world's most popular role-playing game. It is an easy introduction on how to play the game as Gary played it. Once you have mastered the rules herein, you should be able to easily assimilate the full rules from the golden age of fantasy adventure gaming."

The OSRIC Player's Guide, By Stuart Marshall From Seattle Hill Games is on Amazon. And The OSRIC Player's Guide was brand new to me & clocks in at about two hundred and twenty pages. And the OSRIC Player's Guide has everything that an OSRIC player is going to need straight out of the gate to get thier PC up and running. You've got classic races, classes, equipment, and more to get your OSRIC adventurer off the ground. Ths book goes through the entire process of PC creation for OSRIC from the ground up. From rolling dice to getting equipment it's all here according to the original style of the world's most popular fantasy role playing game especially the first edition. The difference here from the regular OSRIC rule book is that this is done from the player's side of things. 


For someone who wants to run OSRIC the  OSRIC Player's Guide, is going to make things much easier. Because this book plugs into the player's needs and wants from OSRIC. And it does this by laying out all of the rules like stereo instructions. The OSRIC Player's Guide is highly linear and this is a good thing because it enables the DM to guide his or her players through the PC generation process. 
The OSRIC Player's Guide is incredibly useful because it has a secondary use at the table top as a reference while play is going on. This player's guide is not a replacement for the OSRIC rule book instead this is book is a companion. And one that feeds into the OSRIC system by being useful along side of the main OSRIC rule book. 
And is it good?! From what I've read from owning it over the past week or so yes very much so. The OSRIC Player's Guide is a well thought out book that takes the OSRIC system and enables the player to dive into the deeep end of the system easily, reliably, and with little fuss. 


Saturday, December 2, 2023

On The Martian Caravan Trails - Warriors of the Red Planet/ Hyperborea rpg Session Two

The party investigated a lesser noble's tomb on the South side of lesser Helium but it was both a bust and a set up against a rogue group of 1st level bandits and asssassins. We made quick work of them and collected the artifact they'd plundered from the tomb. We made a quick three hundred gold pieces from the plunder. And this session picks right up from here 



 We signed up with the Green Martian Thurd trading carvans who were on a trade mission with the lesser sea bottom Red Martian tribes. The pay is crap and the conditions are also mimilist these are after all Green Martians. But we met with the carvan master and hired on. Besides we've a vendetta against the Torquas Green Martian horde who killed off a number of our PC's in the last crossover game mini campaign. 

Ravs Thrus The Caravan master 


Green Martian from Bronze Age Miniatures available here. 

Our party was put on the sky guns duty and too look after the back of the caravan from rear attacks. This wasn't our first work with the Green Martians and we got paid up front and a random encounter happened with some flying beasts that wanted to make a quick snack of the caravan! Guns and rifles blasted and it was short work or so we thought. The alien beasts launched lesser drone like leech things and we were able to repulse them. Our cleric got hit good and lost an eye from one of these horrors. We hangled with the caravan master for him to get a replacement as a part of his contract. Several rolls  later and we made camp for the night. Among others who were among the caravan's travellers were a scientist, several rogues(actors), and several drovers returning to thier bottom sea tribes. 
We got guard duty and had our rifles at the ready for river valley banths or worse. The night passed without incident. And we got through the night with only  some wild cadlots who kept thier distance. Our telepath sensed them and we had our rifles or pistols ready. We heard tales of cannibelistic red warrior low landers in the area from our Thurd green hosts. 

OSR Commentary - MX1 Nightmares of Future Past By Steve Winter For The Marvel Super Heroes Rpg & Other FASERIP Rpg System

 ""Picture, if you will, a world gone insane. A world where you cannot attend school, buy food or clothing, or even walk down the street without risking capture of imprisonment. Add to that picture, if you can, the specter of giant, killing robots programmed to hunt down and destroy you and everyone like you."



Yes I totally stole this the from Wayne's Books for this photo http://www.waynesbooks.com/MEMLAMLBAMSLMTMXseries.html

"This is the world waiting for you in Nightmares of Futures Past. Mutants have been declared outlaws and enemies, stripped of their constitutional rights, and condemned to quick death in battle or slow death in concentration camps. The heroes of our time are gone, either killed fighting oppression, stripped of their powers and locked away, or hiding in shadows..."

1987 ... Steve Winter ... 32 pages + fold-out map ... TSR 6873 ... ISBN 0880384026

The Winter of 1987 we were deep into Marvel Super Heroes advanced and our heroes had been playing through several of the various what if worlds after MH9  ' Gates of What If'. And the players were looking for a challenge and my uncle gave it to us. 

We ended up going through a gateway in one of the major local depressed cities after a super villain's lair had been located by the police. They called us in and we found an interdimensional gateway. Little did we realize it was literally the gateway too Hell. And where we ended up was the backend of our local towns & cities turned into a nightmare given form. Ruins of town after town greeted up with major roads being turned into horse pathways. 
We came into a world that had suffered some form of EMP event and or solar flare. We were convinced it was a solar flare. 
And then we ended up surrounded by Sentinels! Three Sentinels surrounded our party and then it was game on. We swung into action and got our answers from the memory banks of the Sentinel. A solar flare had took out all of the major electronics of this world and this was followed by the Sentinals taking out all of the major super heroes. Our area of Connecticut had become a Sentinel repair facility with the rest of the state becoming manufacturing and parts facilities. And originally the target of the sentinels was mutants but soon it was extended to all super humans. 
MX1 Nightmares of Future Past literally enabled you as the DM too set the campaign in your hometown area and my uncle took advantage of this. My uncle was a huge Chris Clemont fan and the classic Bronze age Xmen titles. Now for the past couple of months I've been running the Ascendant rpg..
































As the year wore on we found out the Sentinels were looking to expand thier crusade to other universes. And we couldn't have that. It literally took two years to unseat them. But there were other universes where they hadn't been unseated and we came across one and came face to face with an upgraded Sentinel that were actually based on DC comics Manhunter robots. There's a whole time twist factor here & I don't wanna go into it. 
We're using public domain super heroes in our current Ascendant rpg campaign. And there's been a piece of outta of place technological artifact that might in point of fact be a sentinel zero point power source. And the cybernetic organisms come looking for it!