Sunday, February 17, 2013

Ernie Gygax House Fire



Feb, 17. 2013 - One of our own lost everything . Ernest "Ernie" Gary Gygax Jr. had a fire which destroyed his home and all of his possessions Ernie escaped along with his room mate, and his beloved dog. For now, please share your wishes of support. It will take several days to put the mechanisms in place in order for any donations to be accepted for Ernie



From the desk of Tim Kask :
Ernie's Inferno
Update: 7:00 PM EST
There has been a tremendous outpouring of support for Ernie. Luke is talking to a lawyer in Lake Geneva (a fellow gamer) to see how to best set this up so as to minimize Ernie's exposure to the IRS.
As soon as we have an account in place, we will spread the word.
There is a move to do something about donating sales of PDF's by certain companies on a given day to Ernie.

There is interest in some sort of e-Bay auction of things donated to the benefit of Ernie.

We might do something at GaryCon in the Auction, but I rather think that might be redundant by then.
We are considering setting up a "Friends of EGG, Jr. FB page as a central coordination nexus.
For right now, my page and the Gygax Magazine page will have the latest info. After Tuesday, it will be on the GM page as I travel to TotalCon on Wed and don't return until late Sunday night.
We want to do this right, keep Ernie out of tax trouble, and allow everyone that wants to help a chance to do so.
I have always known that gamers always close ranks for their own.

Stay Tuned to The Gygax Magazine's Facebook page for more information. Go right over HERE
 There already is a Facebook page that has been set up for relief efforts on Facebook right Here
My thoughts and prayers are with Ernie and the rest of the Gygax family. I'm so glad that everyone is alive this evening.  Thank you for attention. 

The Terrornauts 1967 For Your Old School Space Opera



This is a trashtastic movie for your Sunday viewing. Made in 1967 this one has it all from a great plot to the "Doctor Who" style sets. Its all there and it's waiting to be used. 

The Plot according to Wiki: 
Project Star Talk is based at a UK radio telescope site, its mission is to listen for radio signals from other intelligences. Dr Joe Burke (Simon Oaks) is the head of the project assisted by his small team consisting of electronics expert Ben Keller (Stanley Meadows) and office manager Sandy Lund (Zena Marshall). Due to the lack of success reported by the Site Manager, Dr. Henry Shore (Max Adrian), Project Star Talk is given 90 days in order to report positive results. During this period an accountant Mr. Yellowlees (Charles Hawtrey) is sent to look over the project's accounts. As luck would have it, a repeating signal is received by the project, but the signal is only coming from a small asteroid with no atmosphere in the outer Solar System. Despite this, Dr Burke spends the balance of his grant to equip the telescope with a powerful transmitter to contact the source of the signals. The night of the transmission, Mr Yellowlees and Mrs. Jones (Patricia Hayes) who runs the tea trolley, stay to witness this historic event. While waiting for a response, Dr. Burke tells of his father's discovery at an archaeological dig in France of a cube that gave him strange dreams as a boy, inspiring him to become an astronomer . The signal is sent and reaches the asteroid. The asteroid has on it a huge installation that receives the radio signal and answers it with a spaceship sent riding down the radio beam to the point of transmission. When the spacecraft arrives at Project Star Talk, it picks up the transmitter shed and carries it, the project staff and the 2 witnesses to the alien installation. The telescope staff believe that the transmitter shed exploded, killing the Star Talk team.
Upon arrival at the asteroid, the team is greeted by a robot that takes them through a series of tests. After each test, they are provided with rewards such as food for the intelligence test, a weapon for the motivation test and a "Knowledge Cube" for the knowledge test. After a tour of a control room, they are then brought to a chamber with a small platform and a figure in a chair, who simply happens to be the long dead caretaker of the base. As they head back to the control room, Ben bumps Sandy onto the platform and she is "transposed" in a puff of smoke to a distant planet peopled by savages who try to kill her. Dr. Burke then follows Sandy to the planet armed with the gun and effects a rescue before she is killed discovering the secret of the Knowledge Cubes in the process. Dr Burke plugs in to the cube, and the horrible secret is revealed, the planet of savages is the home of the survivors of an interstellar war that is fast approaching Earth, and the Star Talk team are the only ones who can use the advanced weapons of the installation to stop an invading enemy fleet from destroying the Earth. The team searches frantically through the huge library of cubes for the instructions to use the weapons of the fort but are unsuccessful. as the enemy fleet comes into range, the robot delivers the cubes needed just in time. the battle is joined but the Star Talk team has a hard time hitting the aliens with missiles so with the cubes instruction, the fortress's engines are started and they rise off the asteroid to intercept the aliens, who nearing defeat, then crash into the fortress. Dr. Burke sets the "Transposer plates" for Earth and the Star Talk team, Mr. Yellowlees and Mrs Jones are transposed to the very archaeological dig in France where Dr. Burk's father found the cube so long ago. While they congratulate one another on their luck, a French Gendarme (André Maranne) arrives just in time to arrest them for trespassing.

Using The Terrornauts For Your OSR Campaign


The Terrornauts actually delivers quite a bit that can be used for any retrocloned science fantasy game.
Lets take the Star Talk Group themselves, this organization has the backing to become the UK twin of SGI from the Star Gate television series. If the modern upgrade works for Doctor Who it could potentially work for this group. They've got a network of "Transposer" plates that are the remains of an ancient stellar empire at their disposal.
 

 The plot is the perfect set up for getting those Time Displaced characters into the interstellar action of Star Ships and Space Men Second edition. Then of course there's the mega-dungeon space station right in the middle of the picture with the robot straight out of X plorers. 


Who knows what other potential treasures is on those "knowledge cubes" and lets not even get into that space fleet that's wreckage from the end of this picture. 

I'm going to bet that you could see an entire series of adventures just spinning off of this film. The characters are recuited by a secret government organization to find, explore, and catalog the remains of this once great thriving interstellar race. 
Could there be some connection to an entirely new galaxy as hinted at in the film? Perhaps a network of vast worlds that allow the PCs to leap from on world to another across billions of light years. 
Throw some Lovecraft  mythos in and your ready to go with a Terminal Space Campaign. 

The Terrornauts remains a guilty pleasure after my fiancee from the UK showed it to me on VHS many years ago. 

Saturday, February 16, 2013

Murder Mansion 1972 On The Dark Corner Blog


 Need a vacation for your PCs ? A garden spot where all your cares will be forgotten? A low level high drama adventure spot. We've got just the grind house movie piece to inspire you right over at the Dark Corner Blog! Right HERE

Friday, February 15, 2013

Battle Beyond The Sun (1959) & (1962) For Your Old School Space Opera


  Here's what wiki had to say about Battle Beyond The Sun : 
Battle Beyond the Sun (RussianНебо зоветtranslit. Nebo zovet, lit. The Sky is Calling) is a 1959 Soviet science fiction film directed by Mikhail Karyukov and Aleksandr Kozyr. It tells of the "space race", with the USSR forced into competing with the USA to become the first nation to land a spacecraft on the planet Mars.
 The Russian film came out in 1959 and had a pretty interesting plot
Again here we've got Wiki : 
A reporter interviews Dr. Kornev about his work in space travel. While writing his story, the reporter daydreams about such a future. In the daydream, he and others board a rocket that takes them to an orbiting space station. There, he learns the large rocket, the Rodina docked at the station. A short while later, an American rocket, the Typhoon, arrives at the space station. The soviet scientists hold a dinner for the visitors. At the dinner, Kornev announces that the Rodina's will travel to the planet Mars in a few days, The Americans, Clark and Verst are taken aback. The Typhoon was secretly prepared to make the first Mars mission. The reckless American authorities order Clark to take the Typhoon to Mars immediately. In their haste to blast off, they inure Somov, the Rodina's pilot. Gordiienko steps in as the new pilot. He and Kornev take off in Rodina as planned. Not long after departure, things go wrong aboard Typhoon. Their course is off and they don't have enough fuel to correct it. Now they're headed for an asteroid belt and if they survive that, a collision course with the sun. Clark radios the bad news. Kornev decides they can help and fly Rodina to the rescue. Doing so, however, used too much fuel, so Rodina must land on the asteroid Icarus where they all get at least a fine view of Mars. A pilotless refueling rocket is sent to Icarus, but crashes. The men on Icarus despair. Verst awakens to see a fifth man on Icarus. It's Somov. He flew another pilotless refueling rocket to Icarus, but since it wasn't built for being manned, he suffered lethal cosmic radiation and dies. The four are able to blast off and return to a hero's greeting in the Soviet Union.
Then Roger Corman And Francis Ford Coppola came along and revamped the movie into something completely different.



From Wiki: Roger Corman acquired the film for US distribution and hired a young film-school student named Francis Ford Coppola to Westernize it. In addition to preparing a dubbing script free of anti-American propaganda and supervising the dubbing, Coppola filmed a few shots of two space monsters fighting and cut them into the Soviet material. According to Jack Hill, who worked on the new version (it was his first paid job for Roger Corman), Coppola's idea was that one monster would look like a penis and the other a vagina.[1] The new monster scenes were shot on a sound stage at Hollywood. Hill and Coppola also shot some footage of the Rose Bowl Parade at Pasadena.
 The Corman Plot is interesting and can be minded for some very interesting ideas
According to wiki : 
"The film opens with a non-sequitur prologue in which a hard-boiled narrator explains space flight concepts. Models of space craft "currently under development by the United States Government" are shown in succession. The narrator usefully explains that "the motion picture you are about to see, may be called 'a fantasy of the future.'"
The time: November 1997...in the "fear ridden years following the great atomic war." The world has been divided by north-south hemispere. The two countries: North Hemis - South Hemis, are clearly analogues for the United States & Soviet Union. The camera zooms in toward the South Hemis banner.
Dr. Albert Gordon, and his wife, Dr. Ruth Gordon currently head the top secret project 'Red Planet' for South Hemis (the footage we see is dubbed from the original Russian-Soviet; names have been Anglicized.)
A space mission -more re-purposed footage- blasts off for an orbiting space station. The mission docks with the station, delivering the Gordons, as well as "Astronaut Craig Matthews."
South Hemis has been developing a spacecraft which SHOULD be able to complete a mission to Mars. Solar and orbital conditions are favorable. Suddenly, another spaceship is detected approaching the station. It is from North Hemis. It requests permission to land for emergency repairs. The request is granted.
The two North Hemis astronauts -Captain Torrance and his co-pilot- are treated to dinner by their South Hemis hosts. Dr. Gordon reveals that they themselves are about to commence a flight to Mars. The two North Hemis astronauts decide to end dinner, because "it's getting late.
Captain Torrance confers with his superiors in North Hemis. He wants to pre-empt the South Hemis flight to Mars with their own mission, Meanwhile Dr. ___ meets with Doctor Gordon to discuss both missions. The North Hemis astronaut refuses to divulge any information about the North Hemis plan. Captain Torrance says "I cannot accept defeat." He disconnects from his North Hemis superiors and barges in on the meeting between Dr.___ and Dr. Gordon. Outside in the corridor, Captain Torrace decides to commence with the flight to Mars anyway. "Our repairs my not hold up," says the other man.
They decide to commandeer their rocketship -the Typhoon- under cover of trying to repair it. They blast-off: full power. Craig Matthews -the South Hemis astronaut- is caught in the rocket back blast. He is injured. Meanwhile, the Typhoon sets course for Mars.
Craig Matthews has his injuries examined: concussion. He cannot go on a pursuit mission after the Typhoon. Dr. Gordon will go along with another South Hemis astronaut.
Ths mission launches. Meanwhile, the Typhoon encounters a meteor storm, and its course veers dangerously close to the sun. The ship is disabled. The South Hemis ship locates them and eventually intercepts. The other astronaut effects an EVA transfer of the two North Hemis astronauts. The South Hemis ship abandons the Typhoon to space.
Now, the South Hemis ship is low on fuel. There's no way they can make it to Mars. Dr. Gordon decides to land on the asteroid Angkor which orbits Mars (Mars, in reality is orbited by two planetoid moons Phobos and Deimos.) The ship successfully lands on the asteroid. A brief insert shows a vague form in the shadows behind a rock formation. It roars: a monster.
Meanwhile, back at the space station, the South Hemis superiors decided to send a fuel rocket to Angkor. This will allow the stranded rocket to re-fuel and return home. The fuel pod is successfully launched. Dr. Gordon and his team appear to gain remote control of it, but something (solar radiation?) interferes with its guidance system and it crashes into the asteroid - exploding.
South Hemis decides to send a second -manned- fuel rocket to the asteroid. Astronaut Craig Matthews will pilot the flight. The fuel pod successfully makes the journey and lands on Angkor. Matthews must leave the ship in order to rendezvous with Dr. Gordon and his stranded team. As he makes his way across the craggy asteroid surface, he encounters two monsters in combat. He continues toward Dr. Gordon's stranded rocket, but collapses and dies. It is understood that he conveyed the whereabouts of the landed fuel rocket. Dr. Gordon and his team can return to Earth.
The rocket launches. It passes the space station and returns to Earth, landing at an offshore platform. Adoring throngs of people -more re-purposed Soviet footage- greet them with exburant admiration. Boats are launched to pick up the team. They return to shore. Dr. Gordon reunites with his wife. They embrace. Children present them with flowers.
Dr. Gordon and his team did not make it to Mars, but they have set the stage for more heroic exploration of space...sometime in the near-future." 
Battle Beyond The Sun Movie 



Mining "Battle Beyond The Sun" For Your OSR campaign 
 It may not look it but the film has a ton of stuff to offer. The original plot can serve as a jump off point for an Xplorers or SWN game with little problem. Should the DM decide to go with a pro Soviet view point for a different kind of game the Russian film offers an interesting retro future from an alternative history timeline.

The Roger Corman effort offers a much more entertaining and inviting retro future to play in.  
"The time: November 1997...in the "fear ridden years following the great atomic war." The world has been divided by north-south hemispere. The two countries: North Hemis - South Hemis, are clearly analogues for the United States & Soviet Union. The camera zooms in toward the South Hemis banner." 
These pesudo imaginary countries are the perfect jump off point for an alternative history for a Mutant Future/Star Ships and Space Men 2nd edition game. Its all there to use. The Atomic War, the paranoid countries  and a seething boiling plot of nationalism with a helping of a space race on the side. Then there are the monsters.

Asteroid  Ripper

 
Number Appearing : 1d3 
Armor Class: 5(14)
Hit Dice : 4+4 
Attacks: Tendril Claw 1d6, Vertical Toothed Maw 1d4 
Special : Immunities 
Move :9 
HDE/XP : 6/400
These creatures are a type of parasite worm monster employed as ancient gene modified mining worker creatures. They have mutated far beyond their intended design. These creatures are a mix of worm, Lovecratian monster, and pseudo nightmare from beyond the pale. These creatures infest many asteroids within our solar system and they posses a  box chemistry capable of surviving out in the depths of the asteroid fields.
Because of their alien mental makeup they are immune to charm, sleep, and many other mind alternative psychic disciplines. The monsters monsters grab adventurers within their tendril claws for 1d6 and then attack them with the bio organic acid dripping teeth for an addiitional attack for 1d4 points per round.

 The monsters are always on the look out for the Asteroid Scavenger the natural predator and tied directly to the bizarre biological reproduction of these space going parasites. 

The Space Scavenger 

Number appearing 1d3 
Armor Class : 8(11)
Hit Dice : 4 
Attacks : 1d4 claw swipe and Circular Mouth Parts 1d4 
Specials : Immune to Mind Control, sleep, and other mental influences 
Move 9
HDE /ExpXp : 5/240 
These creatures are the remains of an ancient gene modification process using the genes of the Dhole species , and bits from several other alien worms as well. The monster uses a claw swipe  and a bio organic acidic mouth capable of chewing through a heavy duty space suit in one bite. The creature's eyes are able to see far  into the infrared and beyond. The creature's life cycle is dependent upon the Asteroid ripper. There alien minds of these creatures make them immune to any charm, domination, or other psychic abilities.
Little Giant Exploration Craft 

Crew : 6
Drive : Nuclear Fuel
Hit Dice : 30
Armor Class : 7 
Weaponry : Scatter Laser Asteroid Defense system 1d4 
A direct result of the late Atomic Wars these craft were employed during the Imperial period of Old Earth Exploration of the solar system. The design is cheap to produce, easy to manufacture, and reliable. The design is still in production today and can be found thought out the Talon Sector and beyond. 
The Little Spacer Class Star Explorer 
Crew 7 
Drive: Nuclear Fuel
Hit Die 20 
Armor Class :8
Weaponry : Asteroid/Mining Laser system 1d6 per shot.
The Little Spacer is a fast, reliable, ship that appeared during the Imperial age of Old Earth. The design was so successful that the ship is still under production today. There are 42 design variations of this ship in flight today.
Ronda Space Station 

Crew 130
Hit Dice 40 
Weaponry : Soft Spot Laser 1d4 per shot with +2 to hit.
These full service space stations are the back bone of the Old Earth Imperial Era. They are quick to set up and useful upon the ever changing colony and terraforming frontiers. They house 130 families in comfort and some style. A very useful model of space station. 

Tuthmonaro- The Trading Post To Oblivion For Your Old School Space Opera

Tuthmonaro is a trading post and "gold rush" style trading post built within the bowels of the ancient space fortresses that line the chasm. It takes in whatever and whomever it can before the "Crossing" out into the void. 
File:Merchants from Holland and the Middle East trading..jpg
Tuthmonaro isn't simply another center of scum and villainy its a sanctuary to start life again and gain a fresh beginning on another world far from the reach of the "Corporates"
The place does however attract its share of desperate characters and the usual fourth rate spacers as well as the money lenders of the corporations. Each is looking to make a quick profit from the misery that seems to come with each new transport.

Trade goods and the most exotic of treasures pass through the place's blast doors as holo-skies portray the illusions of day and night. 
File:The chowk and market-place at Kankhal, 1814.jpg
The Grand Bazaar supports all of the usual spacing guilds and the United Planets has three separate offices as well as a small garrison of officers, crew, and personnel to over see the chaos that is the place. There are over eight hundred shops and services going on in a city the size of  nineteen thirties New York.
File:The Moore Market .jpg
Tuthmonaro also boasts a number of ferro/plascrete  manufactured buildings that are exact duplicates of those found on Old Earth. Please contact your local Facsimile dealer for details. Many of the details are taken from three or four Old Earth cultures to add to the distinctive and uniqueness of each of the quarters. 
File:Bournevanda.jpg
 Many exotic spices and cargoes not found in Earth space are readily available here. The regulations are rather lack allowing a flourishing trade in such strange and unusual meats and spices such as the flesh of the Giant Aquatic Centipede(cloned of course and fresh) and the various members of the Black Lotus family.
 The real money of course is in terraforming and planetary engineering. The finest guild members all flock to this station. They even bring their families and settle for temporary housing. 

File:Sir Charles D'Oyly - Street in Patna - Google Art Project.jpg
The opulence of Tuthmonaro is renowned in seven systems and only the finest accommodations will do.With over 22 levels even the most desperate spacer is allowed food, air, and lodging as bodies are always needed for work. 


The Blades Of Tuthmonaro
Some of the finest molecular blade smiths of Old Earth can be found applying their centuries old craft with only a portable fusion generator and the tools of the trade. 
File:Racinet1.jpg
Fig. 1. Dagger from India, called khouttar, Fig. 2,3,9,11,23 and 24. Indian daggers with strengthened, rippled blades. Nos. 3,9,11, and 23 have the handle made of ivory, enriched with enameled ornaments. Dagger No. 24 has the handle in the form of a horse-head. It is made of a crystal-rock embellished with enamel. The blades of the luxury daggers are embellished with gold. Fig. 6. Dagger from India slightly projecting from its sheath. The handle is made of green jade, artistically formed. Fig. 10 and 18. These are oriental daggers, made by a Paris company of M. Henri Lepage. Fig. 19 and 20. Indian daggers. The handle has raised design, the sheath has wide furrows. Fig. 22. Dagger from Persia with a cord made of weaved gold threads. Fig. 15. Dagger from Turkey shown inserted in its sheath. Fig. 5. Sword from India, with the blade serrated on both sides. The handle is made of wood. Fig. 8. Sword from India. It has a flat blade and transversal grip, embellished with a round-shaped armband. In India, this sword is considered already an ancient type of sword. Fig. 4. Sabre from India with a curved blade, steel grip covered with plain gold. Fig. 5. Indian saber. Drawn half-way from its silver sheath. The blade is slightly curved, the cross-guard is hook-shaped, made of finely chiseled silver. The end of the grip is in the form of an animal's head. Fig. 13. Indian saber with curved blade and sharp, saw-like teeth. The grip is embellished with inlay silver. The pommel is in the shape of a small disc. Fig. 12. Indian execution saber. Large and strong Damascus blade, rather rude. This saber weighs almost 13 lbs. Fig. 21. A Special weapon from Nepal called Koukri kora. The blade is hook-shaped, especially at the end, ending with in sharp points. The grip has two discs at both ends. The sheath for this arm is quite large, made of wood. clothed in red velvet. Fig. 14. Old Indian rifle with match-striking fire mechanism. Beautiful barrel inlaid with silver. The grip, made of wood, is lacquered, embellished with gold. Gig. 16. and 17. Shafted weapons made entirely of steel, with reliefs, embellished in gold."
There is a mono or vibro weapon of each of the above weapons and the various schools of their martial skills practicing on the station. Each of these schools supplies both corporate armies and the United Planets forces found on the station. The occasional adventurer must pay his way in blood,sweat, and tears in these schools. 

1d10 Tuthmonaro Random Encounters 
File:Théodore Gudin-Combat d'un vaisseau français et de deux galères barbaresques mg 5063.jpg




  1. A group of  spacers looking for a new crew and willing to pay top dollar for a scout with psi abilities. The spacers have a bounty hunter after them and need to leave quickly. 
  2. A member of the terraforming guild looking for a group of adventurers willing to risk all to find an alien treasure world within the Chasm. 
  3. A star ship salesman looking to recruit adventurers to test an alien hyperspace vehicle that his company recently acquired
  4. An Interzone merchant looking to sell some of his wares including the Black Meat and over exotic spices. 
  5. A group of space pirates that are looking to book passage and start a new life. They wish to sell their pirate star ship and charter. There are eight guild bounty hunter looking to make good on the reward. 
  6. A group of mercs is looking to make a quick score to get back to the gambling tables. They're going to hit a merchant over in the luxury quarter and need a thief or two. Are you in? 
  7. A wounded United Planet officer is looking to find someone to take map to head quarters are you it? 
  8. A group of religious colonists are looking for adventurers to act as protection, scouts, and more for a space going caravan. They will pay well but will try to convert or kill those they employ at the end of the journey. 
  9. A group of adventurers is willing to act as "advisors" for any going out into the darker regions of the Chasm. They will offer their services and advice for 40 credits for 30 minutes. 
  10. A desperate man is running away from 30 United Planets officers. He bumps into one random party member passing them a twelve in long plastic tube with an elder sign branded on one end. Start the adventure now! 


Thursday, February 14, 2013

The Toy Maker's Magnum Opus ~ Act 1 Kickstarter

Philippe August René LeMarchand: Toy Maker of the Pandorics

A  Curiously forbidden and beautiful handmade art book of Pandoric puzzle designs illuminated with metallic foils, printed on parchment & vellum, & a cast cover has been revealed. Right now a new kickstarter that I'm a part of has revealed itself right over on the Dark Corners Blog. Stop over, take a look, and please show your support.  Right over HERE

Ten Cosmically Powered Mid Level Artifacts For Your Old School Space Opera

File:Billiken Shokai Tin Wind Up Robby the Robot with Disintegrator Ray Gun Olive Green Version Front.jpg

Five Cosmically Powered Mid Level  Artifacts


  1. The Key of Ainglazgllal- This artifact enables the user to restore the biosphere of one planetoid of small size. This item allows the user to take the bio image of his home planet and imprint it upon the nearest lifeless body. The key will put in place all smaller plant and animal matrices from temporary planar/cosmic energies. The planet will last for 1d4 months unless a point of wisdom is permanently sacrificed. Used against a planet with life forms the key does 1d20 points of damage 
  2. The Statue of Tugorangogorm- This statue is the tyrant of Tastra Five in carbon/diamond form locked for all eternity watching as others use his power. This statue gains cosmic awareness, limited precognition, cure light wounds, and the ability teleport across interstellar distances without error. The statue is often used to prevent wars. It is said that the tyrant fury can be felt by the owner of the statue. Once per day the owner can unleash this fury for 1d4 points of damage. 
  3. Dugunazgb's Masks - These masks allow the user to communicate with anyone wearing the other 130 masks from any location. The user is immune to all mind reading powers and influences. The monks of the order that created them want them back at all costs. They're convinced that their god is locked within the masks and knows all of the former wearer's secrets. 
  4. Fathaulr Fire - This cosmic fire burns within the heart and soul of the owner and is pasted from one one to another. It does 1d4 points of damage to any being from the Outer Darkness. The real use of this fire is restart the cores of planets. The fire will empower any body and continue to function for 1d20 centuries. 
  5. Favarinc's Automaton - This mechanism is a actually a plane itself and contains the memories,race,record, and complete civilization of the Favarinc themselves. Nothing of them can be altered but many seek the wisdom of this race who imprinted themselves within this creature to escape the Dholes. It is said that this monsters will sometimes join a worthy group of adventurers to continue to learn. The robot regenerates as a troll and has the abilities of a 7th level psychic. It is also cosmically aware. 
  6. Inaurnali's Rod - This rod has the ability to manipulate the subatomic structure of the multiverse but only when the genius level A.I. that lives with it wishes it too. The rod must seek out an owner. There are dozens of such rods each with its own agenda and personality. 7th level psychic abilities in most game systems 
  7. Kotul- This "creature" is a 4 hit dice, 8 armor class, 1d8 damage destroyer of worlds that regenerates as a troll and never stops. The thing is locked away in a black hole at the beginning of time. Usually unleashed when a cosmic menace threatens. The owner must give up a constitution point to activate it. 
  8. Linatuarthm- This bio organic computer is a giant cosmic worm that knows many planar secrets and sometimes trains champions of the multiverse. The worm will unleash a 1d20 damage acidic glob of goo should any cosmic menace threaten it. 
  9. Uarongraetua's Desire - This cosmic piece of machinery gains the owner teleport without error, minor globe of inviolability  and manipulate reality to a very limited degree. It is thought that this piece of machinery belonged to a minor god of destruction. It may only be used to observe stars, stellar formations, black holes, extra. The user may may changes to those objects but only within a pseudo reality. There are thousands of previous owners trapped within their very own pocket dimensions. They're are simply itching to get out. The owner will hear them telepathically as a distant whispering. 
  10. Valandrc's Love - This female android is planar powered and supports a near genius AI. The android is a combination being of two lovers and now seeks another of its kind. It has acted as body guard and adviser to dozens of kings, prophets, and poets as well as adventurers and now seeks another party. 


File:Billiken Shokai Tin Wind Up Robby the Robot with Disintegrator Ray Gun Olive Green Version Box Inside.jpg

Ten Artifact Hearts For Your Old School Horror Campaign Just In Time For Valentines day On The Dark Corner Blog

File:Heart frontally PDA.jpg

Need a unique treasure for the special PC? Something that will make their heart go all a flutter this Valentines Day? We've got a number of options to get their hearts beating faster right over HERE

Tuesday, February 12, 2013

1d10 Random Encounter Space Wrecks Table For Your Old School Space Opera

File:De Apparatspott.jpg

1d10 Random Encounter Space Wrecks Table
  1. Zombie in a faded space suit seems to be following you after you receive a distress signal from a strange ghostly star ship wreck. The ship fades into the Outer void but its strange passenger remains behind. 
  2. Alien lich double hit points appears within your space craft after you find his sky tomb. His craft contains valuable ancient technological artifacts worth 2000 credits 
  3. A wrecked space fighter with 1d4 wights aboard drifts into tractor beam range. The craft is worth plenty to collectors because of the parts alone. 
  4. Alien star destroyer hauling a valuable shipment of gold. The wreck is infested with 1d20 zombies infected with zombie rot and worse. 
  5. Star explorer with type H treasure aboard and 1d4 alien skeleton warriors on board under a curse to sail the seas of space forever. They will try to kill one of the PCs to join their crew. 
  6. Sleeper ship hauling valuable ore 1d4 alien wights aboard guarding the slightly radioactive ore. They worship the ore as pieces of their Outer God. 
  7. Ancient alien salvage ship infested with 1d8 ghosts of the crew. There is valuable salvage in the hold but the ghosts will try to curse anyone that they can. Those cursed will join them within 1d6 months. 
  8. Space station infected Canobus plague hurling through space. There are 1d20 intelligent zombies on board and valuable scientific instruments worth a cool 3,000 credits. The zombies will trade a PC for the instruments or try to hitch a ride with the PCs 
  9. Hyperspace carrier hauling radioactive fuels adrift in space. The place is infected with ghouls and 1d4 ghasts that are so very hungry. These creatures carry the Red Death. 
  10. Flying saucer infected with a living energy spirit. The craft will vanish in 1d4 rounds taking with it valuable hyperspace charts to many different corners of the universe. There are 1d8 skeletons aboard that will animate should anyone come on board.
    File:Hodo06.png

My Top Five Delta Green Call of Cthulhu Resources On The Dark Corner Blog


 Covering an old favorite of mine on the Dark Corners Blog right over here. I'm going to be digging into some of my old Call of Cthulhu bag of tricks for some of my upcoming Stars Without Numbers games. So stay tuned for that coming up!
 Here's a quick overview of some of my favorite Delta Green books
Right over HERE

Monday, February 11, 2013

Five Bio -Organic "Treasures" For Your Old School Space Opera


Five Bio -Organic "Treasures" 
Arm Tendril Gauntlet - This bio organic flesh app merges with the flesh of its user and adds +3 to all "sense" rolls, the user also develops a highly tuned danger sense able to pick up the faintest hostile intentions, finally the user is able to make a tendril attack for 1d4 points of damage in a 40 yard range. This flesh app lowers Charisma by -3 and - 1 on wisdom as the constant flow of information takes its toll on the user's brain. 
Bedren Eye Sensor Implant - This flesh app merges with the visual organs of the human or near human skull. With precise bio organic alteration the app takes the place of the human eyes. The user has instant access to the wizard's eye spell, 360 degree ultravision, infravision, and limited telepathy. The user is able to read surface thoughts 3 times per day within line of sight. - 4 charisma and -1 wisdom as the constant flow of information never stops. Even while the user is sleeping this app feeds the mind. 
Outer God Tissue Implant - Taken from the left over flesh of a minor Outer God. This flesh app allows the user to heal and regenerate as a troll. The tissue invades the user's mind and allows the user to travel into the Outer Void for 2 rounds. The tissue also retreads the user's nervous system allowing for a +1 on Dex rolls. Once per week the user may cast one 2nd level wizard spell. After 1d4 months the tissue will consume the user and merge with the Outer God that it came from. 
Inbetweener Implant - This grey green flesh app is implanted near the base of the spine and allows the user to pass walls twice per day. He may teleport without error once per day and navigate the Outer Darkness allowing him to make a dimensional jump once per week. The user however after 4 months of constant use of the flesh app become lunch for the 5 hit dice Inbetweener. 
Recca Launcher - This bio organic gun will merge with the flesh of the user and has a 40 yard range. It does 1d3 points of damage per round as its bio organic acidic bullets tear through flesh with easy. It does two points of damage to the user every 3 times its used as the gun consumes blood, tissue, and a bit of life force.  -2 charisma as the gun never leaves the user's forearm. 



"Thing" Guardian Dog 
Number Appearing : 1d4
Hit Points 6 
Armor Class : 8 
Damage : 1d4 bite with a 40% of bio infect 
1d6 acidic tendril attack 
Special : Regenerates as Troll
Save : F3 
Moral : 8 
XP : 50

Bio organic flesh apps have been appearing in many fringe interstellar areas. They have become something of a fad among cultists of the Outer Gods and worse. The implant/apps have been outlawed on many human worlds and the penalty for their ownership is death or life sentence in a pain box. This has not stopped many from taking advantage of this forbidden technology. Many bio organic flesh implants fetch several thousand credits when they come on the open market. There are many harmless knockoffs making the rounds. 

All images are subject to their copyright holders and trademarks. They come from the 1982 movie The Thing by John Carpenter. 

289 Calling! A Carcosa Encounter For Your Old School Space Opera


289 Calling! The PCs are out in deep space when they recieve a strange FTL transmission originating from deep within an unexplored area of space. 
 The Transmission originates within a small star cluster. Upon a planetoid is a wrecked spacecraft still transmitting a distress signal. The planetoid is a swamp like like methane world. There are a few predators (mutated dinosuars and the like) 

The twist here is that this was a Serpentmen transport. The occupants are long dead and skeletons but their cargo of multicolored men is still in stasis and there are a number of relics still in operational condition but the PCs aren't the only ones interested. 


 A party of 1d10 greys (hit points 3, Armor Class 8, 1d4 Etheric Blasters) want to take possession of the transport and its contents. They have a "Hyper space skiff saucer" 50 hit point, Crew 40, Heavy Type B star ship blasters 1d6 damage 1 light year range  near by.  
 Aboard the ship is mostly type B treasure but also the planar engines are on the verge of exploding and there is a 60% chance of any stray PC shots setting off the whole thing. A quick sensor scan will reveal the problem. The explosion will do 1d20 points of damage and kill the entire cargo of humanoids in stasis. This renders their value nil. There is also the small matter of the alien energy horror that is the power source of the ship. 40 hit points, 1d4 damage from energy tendril, Armor Class 6,
 Victory Conditions 
The following condition should be met for the PCs to "win" the situation: 
  1. Drive off the Greys and claim the ship. 
  2. Get the cargo and treasure off of the serpent men's ship. The Lovecraftian nature of the technology makes it very hard to adapt there is only a 20% chance of making it work with your technology. 
  3. The real treasure is a holographic treasure make showing all of the nearby serpent men lairs. There are 20 locations in all.
  4. A hyperspace route Carcosa is also listed on the treasure map as well. 

Sunday, February 10, 2013

Saturday, February 9, 2013

1d10 Lovecraftian Dimensional Shambler Encounter Table For Your Old School Space Opera

Dimensional Shambler attacking
"Shuffling toward him in the darkness was the gigantic, blasphemous form of a black thing not wholly ape and not wholly insect. Its hide hung loosely upon its frame, and its rugose, dead-eyed rudiment of a head swayed drunkenly from side to side. Its fore paws were extended, with talons spread wide, and its whole body was taut with murderous malignity despite its utter lack of facial expression."

"Coward—you could never face the dimensional shambler whose hide I put on to scare you—the mere sight of it alive, or even the full-fledged thought of it, would kill you instantly with fright! Iä! Iä! It waits hungry for the blood that is the life!” 
H.P. Lovecraft & Hazel Heald, The Horror In the Museum

1d10 Lovecraftian Dimensional Shambler Encounter Table
  1. There is a shimmering at the edge of your vision! Quick roll initative as an insane multi jointed claw wings its way toward your head. It strikes for 1d4 points of damage as the shambler comes for you 
  2. You see a ghostly outline of something drunkly inhuman and insane that sways for a moment clutching a bloody rag of what was once a human being. Within its claws the bleeding spacer twitches as the thing vanishes to the higher dimensional regions. The blood drips on your deck plate. 
  3. For a moment there is a sound like tearing metal as reality shatters and an ancient evil's insectiod eyes materialize along with a head that just isn't right. There is a 40% chance of the horror marking one of the party as its victim for later murder. 
  4. Blood, bits of clothing, and an array of metallic objects appear before your eyes falling from nowhere. There is a 20%chance of something valuable appearing. There is a sound like foot falls echoing off from nowhere.
  5. From out of the thin air there is a blood freezing sound. An insane buzzing, cackling, laughter that echoes in the air.For the rest of your flight you can't shake the feeling that someone or something is watching you. 
  6. The ship hits a hyper spacial eddy caused by the passing of a shambler. There is a 30% chance of the inhuman insane thing now being aboard your ship. 
  7. A bloody piece of human flesh and bone materializes out of nowhere. The meat is fresh and bloody. Even as it appears there are a set of weird tracks leading away from it and into the nearest wall. That's when you hear the sound from behind you. 
  8. Make a dexterity check as two tremendously strong arms reach around you. That's when you hear the insane chuckle over your ear. Just then the bone hard claws scrape  your ribs for 1d3 points of damage. The shambler has you. 
  9. An odd wrinkle of hyperspace seems to be following your star ship. There is a 60% chance of it appearing at your destination before your craft arrives. Then it begins to move closer and closer to your craft. 
  10. 1d4 dimensional shamblers appear on board your ship with the intent of murdering your party and devouring them. 
    Dimensional Shambler walking
     All shambler minis from HERE
     A great illustration of the monster and a favorite of mine is right HERE
    The complete text for The Horror In The Museum right 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

Thursday, February 7, 2013

Still More Random Lovecraftian Space Cargoes Table For Your Old School Space Opera

1d10 Lovecraftian Space Cargoes Table
  1. Imported Shaggoth Material In Suspension. Hatches 1d8 3 hit point young shaggoths who are very hungry 
  2. Golden key in a trunk. The key opens the doorway to the realms of nightmare and insanity. Three times per day it may act as a dimension door spell to certain realms. 
  3. A crystal egg belonging to the Elder Things that shows revolving images of their past. There is a 60% of them seeing a character and psionically attacking that person. There is a good chance of being teleported back 30 million years to the hey day of the Things. 
  4. A coffin shaped box that contains the brains of a Mi Go wizard. The user may cast three fourth level magic user spells per day. The brain will try to telepathically tempt the user into the the hands of the Old Ones or gate in 1d20 mi go warriors to the fool's location. The Mi Go are looking for this box. 
  5. A Black Globe in a velvet box that contains the essence of an ancient one. These beings serve the Great Old Ones. This thing is mindless but once a week its powers will surface. The user may cast a field of darkness, use telepathy, read languages, or swim in the memories of the ancient one. There is a 70% chance of going temperoarily insane each time the memories of the ancient one are accessed. The globe is warm and slightly sticky with forbidden knowledge to the touch. 
  6. The Heart of a Deep One, this six inch, one pound piece of mummified meat beats when danger threatens the user. Three times per day the user may breath water as per the spell. The user may use any of the ancient space craft of the Deep Ones and sing in their thrilling tongue. The user will hear the Call of Cthulhu within their mind when using this heart. 
  7. Helm of Gagcu The Wise One, This brass helm holds the essence of the wizard Gagcu who challenged the Old Ones and lost. The wizard will try to take over anyone who holds the helm. His powers are now only those of a 3rd level wizard however and the user may only access 2 spells per day. The real power of the helm is the insane memories of the wizard which still hold 1d8 dread rites of the Old Ones. There is a 40% chance of the insanity leaking into the mind of the user each time the helm is used. 
  8. The Milk of Shadruth The Insane- This jug sits sealed with a wax like tar substance and contains the soul of the small god Shadruth. Three times per day the user may cry tears of black blood from their eyes which may heal any wound. The healing will also grant a strange dread mutation, the area healed will be discolored and marked by the Old Ones 
  9. The Casket of Armure this brass and stone casket contains the tablets of  Old Gods. They can be accessed by a follower of the Old Gods and marks their wisdom upon the broken stone. Twice per day a question may be asked and the tablets will reveal a cryptic answer telepathically to the user. The tablets may also whisper dread secrets to the user that will drive them insane eventually. The Casket will also rebuke a servant of the Old Ones once per day. 
  10. The charts of Una The Navigator - These charts show the movements across the heavens of the Great Outter Gods. These items also contain 1d6 rites to track,bind, and summon them to a planet. There is a 40% chance of the "God" knowing that they've been found. 

Wednesday, February 6, 2013

The United Planets Cruiser C57D from Forbidden Planet For Stars Without Number

forbiddenplanetC-57DStarcruiser.jpg
"In the final decade of the 21st Century, men and women in rocket-ships landed on the Moon. By 2200 AD, they had reached the other planets of our solar system. Almost at once there followed the discovery of Hyper-Drive, through which the speed of light was first attained, and later greatly surpassed. And so at last, mankind began the conquest and colonization of deep space."
 The United Planets Cruiser C57D  Power 10/1 Mass 10/0 free
Hit Points 30 Crew 5/20 Speed 3 Armor 8 AC 7
Weapons - Plasma Beam +3/3d6+1 ,AP 10
Defense - Hardened Polyceramic Overlay
Fittings - Spike Drive - 2(Hyperdrive) Atmospheric Configuration, Extended Stores, Boarding Tube, Ships Armory, Ship's Locker, Tractor,Survey Scanners 

The United Planets Cruiser C57D is the classic ship by which all others are measured by. This ship type has seen service in more theaters of space exploration then any other vessel. The anti matter/fusion power chambers allowed this vessel to travel through hyper space at warp factor 2.5. 

C57-D_space_cruiser.png

starcruiserc-57-d_ortho_2_5PD.jpg


The United Planets Cruiser Class boasted a crew of twenty one and were usually involved in high risk missions for extend periods away from the comforts of United Planet Headquarters. The ship boasted a complete set of facilities including a deceleration beam center used as the ship returns from the rigors of hyperspace.
 According to Wiki :

The starship has a lenticular profile. Above there is a dome, approximately a third of the diameter of a lens. Below there is a very shallow cylinder of about the same diameter, and a somewhat smaller dome that ostensibly houses the ship's faster-than-light light drive engine and central landing pedestal. The precise contours and proportions differ slightly between the models, full-size sets, and matte paintings used in the film. On landing, a stairway and two conveyor-loading ramps swing down at an angle from the central base of the bottom lens shape.
The original movie blueprints for the ship's command deck[2] show it to have a central circular "navigation center", reminiscent of the console used later in Doctor Who's TARDIS, with a transparent globe centered on a small model of the C-57D. Around this central space are a number of wedge-shaped rooms, including:
  • A room with a curved table, chairs and a space for books (presumably a galley and rec room).
  • A room with the "communications center", a chart table and the "main viewscope".
  • A room with 16 bunk beds, with a pit and crane between it and the central area.
  • A room with 9 "decelerator tubes". The movie shows the crew standing within these transparent cylinders while the ship decelerates from hyperdrive, but does not reveal whether the tubes must also be used during acceleration.
On the ship's mezzanine level there is an instrument station and other rooms that aren't seen.


For many years this class of star ship served with distinction. They saw action in many of the periods of interstellar warfare that defined the human race among the stars. This type of ship was eventually replaced by the latter half of the 23rd Century, just as the new Constitution-class starships (with superior Warp Drive engines) introduced in the mid-2240s, albeit for admittedly different purposes.
With the reemergence of mankind from the long dark ages of the stroke and the uncovering of this design once again. These ships are flying the interstellar space ways once again. They are a common sight among the vast interstellar space ways once again. 

Links and acknowledgements 
All images came from this wonderful forum and the hard work and dedication of its members you can find more classic star ships right HERE

The Wold Newton Universe contains even more wild speculation on Forbidden Planet with plenty of story/adventure hooks that can bring both Star Trek and Altair IV into your games right Here
Finally Wiki has a page just on the C-57 and its appearances in the Twilightzone right over HERE

Forbidden Planet and its copyrights and trademarks belong to their respective owners. This is a fan based entry for entertainment purposes only