Sunday, September 30, 2012

Actual Play Expedition To The Barrier Peaks & Observations - Episode Three


After the combat last week with the landshark & some of the more interesting aspects of the village. The PCs were investigating some of the weird goings on around the kingdom of Geoff.
You can read about Part II right Here

Expedition to the Barrier Peaks - The Perils of the Kingdom of Geoff 
The PCs dealt tonight with the clean up from the village from last game. IE Looting & plundering what they could. The King's knight's & fighters rode in & offered them an audience with the king. 
They encountered their first invasive species of the evening. A pack of cannibal mutant halflings. The players & knights made short work of the pack but not before one of the PCs was bitten.

A quick trip over to the temple of St. Cubert for healing was needed which made short work of the plunder from the village.
Then a ride through the countryside which I "borrowed" from HP Lovecraft's The Colour Out of Space. This really creeped the players out.
The food supply & fields were contaminated with strange radiations from the doom day star which fell from the sky. The characters saw more evidence of the goings on from the star. Mutation & sickness are everywhere.
The characters are taken to court & introduced to the king who shows them evidence of the valley & its environs. A peasant is brought in with the "Wasting sickness" & all hell breaks loose as a parasite like mutant bursts forth from his rib cage.
The Battle Royal lasts for 40 minutes as the peasant stands up zombie like & batters the PCs along with the parasite. The zombie mutation kills 2 PCs & is finally brought down with sword & fireballs .
The parasite almost gets the king with the PCs fighter finally cutting the thing to rivets. The party sees why the other expeditions sent to the valley have failed. Everything seems to hinge on the valley & its secrets. After a re equipping the within Geoff. The PCs set off in the morning.
The closer they come to the valley the weirder the plant & animal life.
A mutant attack later & the PCs are into the valley but 3 horses have sustained wounds. Healing magic takes care of these but PCs wish to camp for the night.
 Details of the kingdom of  Geoff can be found right Here
Approaching The Valley Of Doom

The valley at night cast evil & strange auroras in the sky causing the PC's to post 2 guards that night. They met with a cleric of St. Cubert who was camped along the valley's rim. A natural tunnel had been cut into the valley by a  river millions of years before. The cleric was nervous about a mission that had been build 13 years before & after the appearance of the "evil star" had not been heard in 2 months. 
The whole thing was actually my 10th player making it about 10 pm after work. The other players sucked  him in a the last minute. 
The PCs wanted him into the game asap possible because an addition cleric was needed with 10 players who were prone to losing PCs left right & center. This is turning into a mini campaign rather then a single one shot quick adventure with lots of pulpy overtones
 Tonight's game had all 10 players in it & fun was seemly had by all except they seem a bit paranoid of land sharks 

Saturday, September 29, 2012

Mutants & Martians -The Alien Worlds Of Metamorphis Alpha

So I've been screwing around with the science fictional/fantasy origins of OD&D as well as Empire of the Petal Throne. & Metamorphosis Alpha. I've been rereading my copy of original MA & looking through the time line over at the MA's updated site.Earlier this year Signal Fire studios did a highly successful kickstarter & is currently working on the development of their game along with James Ward. Recently I've been taking players through AD&D Expedition to the Barrier Peaks & I'm looking into back dating some stuff into some of my older campaigns. The new Metamorphosis Alpha's time line might just help me do just that. There are lots of interesting tid bits in the new timeline. This isn't a happy world at all 
The timeline contains lots of information about the MA world such lines as this one :

2083 - Microbiological, crystal based life forms and subterranean ice discovered on Mars. War of the Worlds album in top 20 again. Massive public support for space exploration.
This has me thinking of

 But I digress here. The world of Metamorphis Alpha is one where genetic manipulation is common. The word mutant is one that has come to mean designing not only your own child but its abilities as well.
The radiation fantasy elements found in the original are there but there are other elements working behind the scenes. You can see the timeline right  here The_Timeline.html
Metamorphosis Alpha 1st Edition
Metamorphosis Alpha slightly out of focus on purpose 

So really what does this mean to the original game? The fact is that many play post Apocalyptic Games like Mutant Future, Metamorphosis Alpha, & others treat their campaign words with tongue planted firmly in cheek. Yet you have retro homage video games Fall out Vegas & now the X Com games that don't spare anything. The gonzo is there but the elements will still kill your PC. With things like this coming out it all ties those elements together nicely. 
2239 - Ruins of similar type as those found on Pacific Ocean Floor discovered on Mars. Explorers set off device, sending a beam into deep space. All communications on Mars disrupted. Ruins confirm Mars was once inhabited.

2276 - Ruins on Mars and Pacific Ocean floor receive signal from deep space. All communications in solar system blacked out for 30 minutes.
2281 - PAEB discovered developing genetically engineered “super-soldiers”. Operation exposed by Eco-Extremists, Blue Peace.

  The Post Apocalyptic Mars Gambit 
  A couple of months ago I ran a pretty nice little post apocaltyptic Mars campaign & I've been wanting to revisit it again. Those adventurers are still there & I'm waiting for my copy of Star Ships & Spacemen in the post. So using a bit of creative adventure sewing I'm going to spin things through my old Mars campaign via James Ward's new timeline. Since I now have Stars Without Number I've got the perfect system to seem this all together. There's more coming soon. 

Friday, September 28, 2012

Frank Mentzer's Lich Dungeon Level 1 Review & Commentary

Welcome back to the 1970s.
This classic dungeon from Frank Mentzer is packed with twisting passages, devious traps, hideous monsters, and fabulous treasures. Lich Dungeon Level One will provide multiple sessions of gaming fun; for 3 or more characters of novice to low experience.
And you'll probably survive. 40% Fatality Rating.
84 pages, soft cover.  First in a series!
This is another one from Eldrith Enterprises & this one I've got a grudge against. This is the adventure that recently killed a PC of mine. The deed happened quick, quietly, & without much fuss last year over Larry's house. Lets dive right into Lich Dungeon. This adventure weighs in at 84 pages & the layout for the pdf is cool & crisp. The whole thing is very well done. This is one of the strongest entries into the Eldrith line up that I've seen. According to the advertising its "
" This classic 'old school' dungeon from industry legend Frank Mentzer is generic, usable with all FRP games. The style is from the early days of role-playing, the 1970s.  This massive dungeon is packed with twisting passages, devious traps, hideous monsters, and fabulous treasures, Lich Dungeon Level One will provide multiple sessions of gaming entertainment for 3 or more characters of novice to low experience"

Yeah right. Sure it is. This is an adventure in the old school tradition meaning one wrong step & your rolling a new character up. There's lots of personal touches in this adventure from the mind of Frank Mentzer. The whole adventure feels like a walk through a campaign of his. As if you've sat down at his table, brought your dice, & he's Dming. 

This one is customize city. The dungeon is a personal statement on the design of the Megadungeon on the whole. The dungeon itself has balanced encounters & the sort of balance that one finds in early Dragon magazines. This is only level one of something that could become not only an on going adventure but a total introduction to a complete campaign world. I think I see more products coming from Mr.Mentzer's mind here.
This has the writer's touch all over it. The whole adventure is DM customize city. You can go to town & really stock it the way you want it. This isn't simply a low level adventure this is a tool kit.
Frank Mentzer's Lich Dungeon Level 1  As Old School Tool Kit

The Lich Dungeon is a more then simply an adventure. This is an old school primer & tool kit. Basically the author is guiding the DM with a design philosophy  as clear as day. This isn't so much a rail road job as a statement of intent.
The fact is that this adventure could be dropped anywhere & still retain the author's voice & works so that the location can be expanded & built upon. This adventure hearkens back to a time when the game was free wheeling & fun. Sure you could place this dungeon in the Forgotten Realms but really this feels like Greyhawk or Black Moor. The dungeon is more then adventure & 84 pages of encounters. This is a fun experience that can actually challenge even the most jaded players of the hobby. It solidly put together, well written, concise, & easy to adapt to any fantasy system. This could be drop into an existing campaign or adapted as the start of a brand new one.
Frank_Mentzer is well known for his approach to game design, writing, & all sorts of OSR related activities before there was even an OSR. You can find out even more about this great module right Here
And even check out a sample ! Click on the download link to get the preview PDF. Lich-Sample.pdf (816.07 kb)

Thursday, September 27, 2012

1D30 Random Other Dimensional Entity Encounter Table Inspired By Dr.Strange

1D30 Random Other Dimensional Entity Encounter Table Inspired By Dr.Strange 
  1. Baron Mordo - Traitorous fellow student to the Ancient One, and disciple of Dormammu.
  2. Chthon - Elder God of black magic, written down in the Darkhold.
  3. D'Spayre - A Fear Lord created by the Dweller-in-Darkness to embody despair.
  4. Dormammu - Most powerful and malevolent of "the Faltine", higher-dimensional mystical energy beings. Strange's archenemy.
  5. Dracula - Undead lord of the vampires.
  6. Dweller-in-Darkness - Older than the universe and most powerful of the Fear Lords.
  7. In-Betweener - The balancing agent between the forces of Chaos and Order, wishing to rebel and ruthlessly rebalance the universe according to its wishes.
  8. Kaluu - Immortal archrival of the Ancient One, and the greatest human master of dark magic.
  9. Lilith - An ancient demon connected to ancient Atlantis, and mother of the Lilin.
  10. Mephisto - One of the most powerful Hell-lords.
  11. Nightmare - A fear lord who rules the plagued dreams of all humans, and one of Strange's greatest enemies.
  12. Nox - One of the fear lords.
  13. Satannish - One of the most powerful Hell-lords, created by Dormammu billions of years ago.
  14. Set - Elder God of chaos, and master of the Serpent Crown.
  15. Shuma-Gorath - One of the greatest undying many-angled ones. Responsible for killing Strange's mentor, the Ancient One.
  16. Silver Dagger - A former Cardinal in the Catholic Church, who went insane after reading the Darkhold, and turned into a fanatic witch-hunter, believing them an affront to God.
  17. Umar - Sister of Dormammu. An entity motivated by hedonism, sadism, and thirst for power.
  18. Urthona - An alien sorcerer that sought to usurp Strange's power and position.
  19. Xandu - A sorcerer seeking power through the Wand of Watoomb.
  20. Yandroth - The Scientist Supreme of his universe, pitting the combination of his technology and sorcerous knowledge against Strange's magic.
  21. Zom - The most powerful demon in existence, beyond even Eternity's ability to defeat alone.
  22. Balthakk,
  23.  Cyttorak
  24. Farallah, 
  25. Ikonn,
  26.  Krakkan,
  27.  Raggadorr, 
  28. Valtorr,
  29.  Watoomb

  30. Dr Strange by Steve Ditko.jpg
With the roving bands of adventurers there are times when a DM needs that extra punch of something that is going to get remembered throughout the campaign. This table proves a few random diversions of entities & NPCs from the pages of Strange Tales, Dr.Strange, & others. These are meant to give your players an interesting sidetrack for your old school gaming. I hope you folks enjoy.
 The mythos of strange appears randomly throughout OD&D and Ad&d as in jokes & some in house humor. Strange is very well suited to act as a patron, NPC, or in a variety of roles in a no holds barred game. 

Wednesday, September 26, 2012

Terror Thursday - Dragon #150 (October 1989) Commentary

This is possibly my favorite Dragon magazine. The issue is Oct 150 & its first edition AD&D all of the way.This is the Halloween issue with an Elmore cover first of all. There's a boat load of Cthulhu 4th edition articles & advice.
Then of course the real reason that I love this issue 

The mind flayers !

According to Wiki "The mind flayer appears in the first edition Monster Manual (1977).[7]The mind flayer appears in the first edition Monster Manual (1977).[7] Roger E. Moore authored "The Ecology of the Mind Flayer," which featured in Dragon #78 (October 1983).[8]
The article "The Sunset World" by Stephen Inniss in Dragon #150 (October 1989) presented a world that had been completely ravaged by mind flayers. The "Dragon's Bestiary" column, in the same issue and by the same author, described the Illithidae, the strange inhabitants of this world.[8]
The article "The Sunset World" by Stephen Inniss in Dragon #150 (October 1989) presented a world that had been completely ravaged by mind flayers. The "Dragon's Bestiary" column, in the same issue and by the same author, described the Illithidae, the strange inhabitants of this world."
The wiki entry doesn't begin to do the articles justice. The first article I view as a companion to the second. They actual contradict each other which is fine. Roger E. Moore authored "The Ecology of the Mind Flayer," which featured in Dragon #78 (October 1983). This style of mind flayer is an almost predator type of creature moving through the megadungeons of various worlds. That's how I've used them. The article actually gives an interaction between a Githyanki knight & a college of adventurers. These are more of the Mind Flayer scouts in my mind. A slightly different class biologically the others 
The article "The Sunset World" by Stephen Inniss in Dragon #150 (October 1989) is a completely different matter. This is a full blown expedition to a world ravaged & controlled by the mind flayers. The article could be used for many different game campaigns but actually shows the results of Mind Flayer terraforming efforts. They also show a number of interesting interactions with  the Illithidae, the strange inhabitants of this world. These are bio sculpted species breed by the Mind Flayers. Each & everyone of them is psionic & have been dropped from the current line up of monsters. Since they're 1st edition AD&D they could be used with any retro clone system. 
We get a rare glimpse into the interactions of the Githyanki knights & adventurers. Not combat but an actual planar crossing with them. They're used in a very cool way & DMs should take note. It wasn't until PlaneScape that the monsters were shown to be more then mere stat blocks in the AD&D game. 

The Sunset World articles also had a metric ton of encounter tables for these Mind Flayer ravaged worlds. There were lots of familiar faces on those tables with ropers, trappers, & lots of others. The idea of the Mind Flayer as both invader & provider of invasive species was a new idea.

The whole issue had a very pulpy/Lovecraftian feel to it. The world presented is stark, weird, & very non canon now. That's fine with me. I'm using these versions of the flayer & the "Sun Set World"
 The githyanki/illithid relationship was inspired by Larry Niven's World of Ptavvs. That's not the only science fictional origin though. According to Wiki yet again. 

George Martin's githyanki

"In Martin's novel, the githyanki were called "soulsucks" because of their dangerous psychic powers. They were slaves of another alien race called the hrangans, and were used by them in their long space wars with humanity. Unlike the D&D race, they were barely sentient. No githyanki actually appear in Dying of the Light, as the book takes place after the war between the humans and the hrangans is long over, and the soulsucks are nearly extinct. There is also passing reference to them in Martin's short-story collectionTuf Voyaging." 

This puts a brand new spin on the Mind Flayer relationship & might have some bearing on how the Githyanki were used in the ancient past. Its just a passing thought. All in all this is a hell of a Halloween issue of Dragon & remains one of my favorites 

Perhaps its time for a Sun Set World mini revival. This material could easily be used with any retroclone OSR revival material much of it is actually edition neutral.

Tuesday, September 25, 2012

Forest of Deceit Review & Commentary

Plot : 
"The Forest of Deceit is filled with unknown threats, unexplained sounds, and partially-glimpsed adversaries of both natural and supernatural origin.  Buried within its shadowy demense are secrets, lies, and more subplots than even a gifted game master will be able introduce in but a single gaming session.  A great place to start a campaign, the Forest of Deceit should offer more than enough challenge for 3 or more adventurers of novice experience.
The seeds for several mysteries, all customizable by the game master, are set in this non-system specific overland adventure.Readily convertible to most gaming systems The Forest of Deceit is an excellent place to begin a new campaign."

Forest of Deceit is by Christopher Clark & its only 39 pages front to back. That into itself might make DM's dismiss it. The adventure sells for seven dollars. That might make you dismiss it.
The truth is don't dismiss this one. Here's what Forest of Deceit really is. A generic fantasy or even horror setting with encounters wrapped around a series of locations within the wilderness. Forest contains encounter charts, some really cool ideas, & some sold ideas for designing a region for your players to go dealing with some local encounters.
The whole thing has a very deep wilderness, "White Fang", lost in the Canadian back country feel. There's actually more lurking between the pages here. The whole thing has a very New England frontier/Indian war feel.
There are loads of NPCs & lots of little niches & crannies for the PCs to get into trouble. There are a couple of actual interesting back threads going on & weaving their way through this one.
There are actually some new monsters as well. Some of which are wild life which never seem to get any air time in other adventures. Yeah their there in the rule book but seldom do we actually see any interact in adventures.

Other Uses For Forest of  Deceit 

Forest of Deceit has lots of potential because its not simply an adventure. The book is actually an introductory toolbox to a campaign world. This adventure along with its monsters can easily be dropped into a ton of fantasy worlds. The fact is that it could also be used with little adaption into the following : 
  1. A series of encounters for a Star Gate style or Trek style away teams. The encounters aren't "high level" enough for instant kills but lethal enough for a real challenge 
  2. The material could with some name changing be adapted for a horror setting such as Call of Cthulhu or Chill 
  3. For an Old School game product this is missing a very interesting element that I found with my recent running of  Expedition To The Barrier Peaks. No rail roading. Nope not a single instance.
  4. Hell you could even use this as an encounter location for a game of Terminal Space. 
  5. The Treasures are actually interesting & add to the setting as well.
    There are a number of ways of adapting this product & I'm going to have fun sticking it to my PCs with this one. Looks good for a night's entertainment or a couple of nights

    Is Forrest of Deceit worth getting? In a word yes but not until its on sale at DrivethruRpg. The price tag seems to really stick in other reviewer's guts. Easy fix is to that is wait till a sale happens.
    The illustrations are 1900s style & add to the feel of the product. The map to the locations & encounters is cool & actually useful in play. The whole thing has a very Jack London vibe going on. As a primer for  their other campaign worlds this feels good & left me wanting more. Nice effort by Christopher Clark & on a scale not usually seen in many OSR fantasy products. You can find out more about this module from Here 

    Christopher Clark does a very nice job with this one. I really enjoyed the read through & can't wait to throw this one in to a game. All the hallmarks of a good module.
    I'm liking what I'm seeing from Eldritch Enterprises lately. 

Monday, September 24, 2012

Something Rotten in the Kingdom Geoff - Expedition to The Barrier Peaks

Expedition To The Barrier Peaks Player Background 

When Larry's players heard that I was nutting this module the reactions were mixed to say the least. Because this is an old school module they ran from excited to bored "Meh" as well as everything in between. 
However when Sunday night came I had seven players & three phone calls from players who wanted in on the adventure. So I had a gut feeling that it was going to be like this. So I padded out the encounters in Geoff. 

Something rotten in the Kingdom Geoff 

Something rotten in the Kingdom Geoff - The PC in tonight's adventure have run into a number of invasive species of monster in the kingdom. The party's druid had quite the work out identifying or at least trying to some of the life forms they encountered before being hired by the king. I've actually had the adventurers coming together almost "Gunsmoke" style. Dealing with problems & issues caused

 by the appearance of the Warden. I've had seven players but all ten want in on the action. They're quite please & a bit confused as to some of this prequel crap that I've had written before hand. The fact is that one of the players Charley has played this adventure before hand. Me being the bastard that I'm dealing the players a couple of curve balls. My buddy Jon Johnson clued mean in a couple of lead ins with the encounters. So I've padded them out & moved the party into the hiring by the king at the end of the play tonight. The encounter with the land shark scared the crap out them & that's only the beginning

The Land Shark!


The PCs were riding through a village & noticed that it was deserted! The whole place was a wreck hovels torn up, the stables, smithy gone, the small temple overturned etc.
That's when the LAND SHARK showed up!
It took the entire party 35 minutes to dispatch the damn thing & there was a hobbit fighter! The player was red faced by the time the evening was done! Seriously they hated those things. These are so going in my SWN campaign! They were down three horses when all was said & done!

Now the rest of the ten players will be meeting in the king's castle next week more later 

Sunday, September 23, 2012

Actual Play Expedition To The Barrier Peaks & Observations


Ok I'm running this bad boy ! 

Well we all know about my experience with the Temple of the Frog last week. Mutant Frogs & bad dice = TPK
I heed to James Ward's axiom as always " Characters kill themselves" or words to that effect
Plot : 

Expedition to the Barrier Peaks takes place on a spaceship in the Barrier Peaks mountain range of the World of Greyhawk campaign setting.[2] In the adventure's introduction, it is explained that the Grand Duchy of Geoff is under constant attack by a succession of monsters that have been emerging from a cave in the mountains. The Grand Duke of Geoff has hired the characters to discover the origin of the creatures, and stop their incursions.

Notes on the Module 
Opinions on the module vary widely but they all agree on the fact that the map can easily be miss read & that the ship is a very dynamic place. Apparently James Ward is especially lethal as a Dm running this module. I've had this one told to me on several occasions. I must play this module with him when I get to Gary Con if he's running it. 

  1. As later seen in video games, "plot coupons" need to be collected. The adventure requires the players to gather colored access cards (the "coupons") to advance to the next story arc:[3] entering restricted areas, commanding robots, and other actions are all dependent on the cards.Expedition to the Barrier Peaks comes with a booklet of 63 numbered illustrations, depicting the various monsters, high tech devices, and situations encountered in the adventure. Much of the artwork for the adventure, including the cover, was produced by Erol Otus. Several of his contributions were printed in full color. Jeff Dee, Greg K. Fleming, David S. LaForceJim Roslof and David C. Sutherland III provided additional illustrations for the adventure
    Apparently its really important to use the art booklet as it really drives home the flavor of the module. 
  2. There are many different tribes of Vegepymy that could be used like "Tucker's Kobolds" if I so choose.

    I love this line "  Vegepygmies keep pets called "thornies", which are shaped like dogs but are really plant creatures as well. "  These guys are so going in my Carcosa game next time. You can read more about these bastards Right here

  3. This section of the wiki on the module has me thinking about both Terminal Space, Carcosa, & Stars Without Numbers 
    "While D&D is a fantasy roleplaying game, Expedition to the Barrier Peaks introducesscience fiction elements into the game.[1][5] Work on the adventure began in 1976, whenTSR was considering publishing a science fantasy role playing gameJames M. Ward had shown them his rough notes on Metamorphosis AlphaGary Gygax thought it would be a good idea to introduce science fiction/science fantasy concepts to D&D players through the use of a tournament scenario at the 1976 Origins II gaming convention in Baltimore, Maryland. Gygax started with his old Greyhawk Castle campaign material and added a spaceship, which Rob Kuntz helped him populate with monsters.[4]:2[6] Kuntz is further credited for "inspiration" for the module; his "Machine Level" having been incorporated into Greyhawk Castle[7] and Tim Kask having played in a D&D game with science fantasy content run by Kuntz at GenCon VII in 1974.[8]
    According to Gygax, both the scenario that became Expedition to the Barrier Peaks andMetamorphosis Alpha were successful at the convention. Although Metamorphosis Alphabecame available to the general public in mid-1976, only a few copies of the Expedition to the Barrier Peaks tournament adventure survived after the convention.[4]:2
    When Metamorphosis Alpha was updated and expanded into Gamma World, it seemed the right time for Gygax to reintroduce Expedition to the Barrier Peaks to the public. Said Gygax, "What could be more logical than to make available a scenario which blends the two role playing approaches into a single form?" 
    Since I've been dancing around the Trek thing in my Highwaymen SWN campaign perhaps I need to take a look at the Metamorphis Alpha Timeline by Robert Ward. Robert Kuntz has been a fount of information on incorporating D&D within a framework of science fantasy. There's lots to work with here. 

    4. "In 1980, TSR released AD&D module S3: Expedition to the Barrier Peaks. The module was based on the idea that a starship such as the Warden (though not the Warden itself, according to TSR founder Gary Gygax) becomes marooned in a D&D universe. In the module's foreword, Gygax writes that the module was written to introduce Metamorphosis Alpha to the wider D&D audience and to demonstrate how one might undertake science fiction/fantasy crossover."
    Works for me as a bases to retrocon the whole thing into my timeline. If you want to read about this timeline I keep talking about you can go right over here The_Timeline Yes I'm avoiding Gamma World completely going with Metamorphis Alpha 
    5. This is an unforgettable mix of hilarious absurdity and amazingly gritty gameplay for veteran players, character levels 8-12. They do actually mean the 8-12 levels for PCs. The encounters are very gritty & match anything we've seen in may old school modules 

    I'm wishing the PCs luck on this one & should this fellow escape well there might be a follow up!


Saturday, September 22, 2012

1D20 Marvel Universe Alien Life Form & Others Encounter Table

  1. The Badoon (first seen in Silver Surfer #2)
  2. The Beyonders (first referenced in Marvel Two-in-One #63)
  3. The Brood (first seen in Uncanny X-Men #155)
  4. The Celestials (first seen in The Eternals #1)
  5. The Dire Wraiths (first seen in Rom the Spaceknight #1)
  6. The Evolutionaries (first seen in X-Men Giant-size #1)
  7. The Kree (first mentioned in Fantastic Four #64; first seen in Fantastic Four #65 (Blue) andMarvel Super Heroes #12 (Pink))
  8. The Phalanx in Uncanny X-Men #312
  9. The Rigellians (first seen in true form in Thor #130)
  10. The Shi'ar (first seen in X-Men #97)
  11. The Skrulls (first seen in Fantastic Four #2)
  12. The Symbiotes (first seen in Secret Wars crossover #8)
  13. The Space Phantoms (first seen in Avengers #2)
  14. The Technarchy (first seen in New Mutants #18)
  15. The Watchers (first seen, in the form of Uatu, in Fantastic Four #13)
  16.                                   Remains of the High  Galadorian civilization
  17.                                             The Ultron A.I Cybernetic Lifeforms 
  18.                                                        Cult of The Stranger 
  19.                                                      A group of  the Inhumans  
  20.                                       An evolved form of  The  Cosmic Cube 
There are times when a DM is stuck for an encounter with his group of PCs as they  roll across the planar multiversal paths. He needs something well different here's where this table adds a bit of color & difference to their lives. Enjoy