Showing posts with label Adventurer. Show all posts
Showing posts with label Adventurer. Show all posts

Monday, January 30, 2023

OSR Commentary - The Adventurer, Conqueror, King, Rpg, Wretched Space, &.... Cha'alt The Fosaken Sinkhole Of Evil



 So last night late the cover of Adventurer,Conqueror, King's rule book was staring at me & over the last day or so as has Wretched Space.  And because we've been running the Cha'altverse lately. There occurs to me the idea from the ACK's rule book in the appearance  of 'sinkholes of evil'. These have to do with dungeon locations & places of pure evil according to the ACK's rule book page 253; "Some campaigns feature places that are corrupted by the energies of the Nether Darkness. In ACKS these are known as sinkholes of evil. Profane powers and undead creatures are stronger there, while the divine and the living are weakened. Sinkholes of evil can develop anywhere that death and decay predominate. Sinkholes of evil can be shadowed, blighted, or forsaken. The table below summarizes the effects of the various types of sinkholes of evil." 

With the appearance of the Beyond within  Wretched Space these are perfect areas for sinkholes of evil from ACK's  rule book page 253;"SINKHOLES OF EVIL Some campaigns feature places that are corrupted by the energies of the Nether Darkness. In ACKS these are known as sinkholes of evil. Profane powers and undead creatures are stronger there, while the divine and the living are weakened. Sinkholes of evil can develop anywhere that death and decay predominate. Sinkholes of evil can be shadowed, blighted, or forsaken. The table below summarizes the effects of the various types of sinkholes of evil. Shadowed Sinkholes Shadowed sinkholes develop from two sources of corruption: Chaotic altars (such as those in evil shrines, temples, or churches) and places of death (such as cemeteries, catacombs, and battlegrounds). Chaotic altars create shadowed sinkholes as soon as they are erected. The size of the shadowed sinkhole around the altar will be 100 square feet per 100gp spent on the altar. For instance, a 10,000gp altar would create a 100' x 100' shadowed sinkhole around the altar. At the Judge’s discretion, meeting the gp value of the altar might require special components or blood sacrifices (as described in Chapter 7 under Magic Research) instead of standard treasure. Places of death create shadowed sinkholes naturally over time. The annual percentage chance of such an area becoming shadowed is equal to number of dead interred in the area divided by the area’s size in square feet, rounded up. For instance, a small 50' x 50' cemetery with 25 graves has a 1% chance of becoming shadowed each year. An enormous cemetery such as the realworld Wadi Al Salam (5 million dead across 64 million square feet) has an 8% chance of becoming shadowed each year. Once the shadowed sinkhole develops, the size of the shadowed sinkhole will be 100 square feet per 20 dead interred in the place. However, a sinkhole of evil will not develop if the dead are cremated by a Lawful divine spellcaster, or if one or more shrine(s) to Lawful powers are erected on the site. The Lawful shrine(s) must have a gp value of at least 5gp per dead interred in order to prevent the area from becoming shadowed." 
These 'sink holes of evil' are literally scattered across the universe within  Wretched Space as ancient alien sorcerers & dark wizards have taken advantage of the carnage of ancient  interstellar wars and conflicts. 


All of these add into the fact that humans are still the 'johnny come latelies' to the interstellar scene within Wretched Space. Or at least our version of it.
And that version contains Cha'alt & that's where things get interesting. Because Cha'alt is literally a 'Forsaken Sinkhole ala page 254; "Forsaken Sinkholes A blighted area might, through some awful juxtaposition of the planes or terrible ritual magic, become forsaken. Forsaken sinkholes are pits of darkness where the vilest creatures and foulest magic are found. Such places are very rare (Judge’s discretion). Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned. Chaotic spellcasters who cast reversed (evil) divine spells or necromantic spells in a forsaken sinkhole calculate the spell effects as if the casters were two class levels higher than their actual level of experience. Lawful divine spellcasters cast spells as if they were two class levels lower for purposes of spell effects, and may not turn undead. Any undead in forsaken areas gain a +2 bonus to attack throws, saving throws, damage rolls, and AC. Characters performing necromancy (described in Chapter 7) in a blighted sinkhole gain a +3 bonus to their magic research throws. Any undead created in forsaken areas gain a permanent +2 hit point per Hit Die, and animate dead spells cast in forsaken sinkholes create twice the normal number of Hit Dice of undead. A forsaken sinkhole can be used for blood sacrifice." 
And on our version of Cha'alt this is exactly what the alters are used for! 

Our version of Cha'alt is literally a forsaken sinkhole with it's shadow looming in the beyond like a beacon of Eldritch evil. This is why so many sorcerers & dark wizards come from Cha'alt in our campaigns. 





















By the time we've gotten to the era of  Wretched Space Cha'alt cast's its shadow into our reality causing the dark magical forces to roil against the walls of interstellar space. 

Monday, January 16, 2023

Review & Commentary On Axioms Issue 19: Cohorts & Dynasties By Frank Skeivoll Romsvig, & Alexander Macris For Adventurer, Conqueror, King rpg

 "Axioms is Autarch's quarterly supplement for the Adventurer Conqueror King System. Each issue of Axioms offers a mix of short content updates for ACKS, such as new classes, new sub-mechanical systems, explorations of specific themes within the game, short adventure scenarios, and more.  "


"In this issue, Cohorts & Dynasties, we offer:

  • New rules for dynasties, including birth, succession, blood rights, and more
  • New mechanics for adventurer-scale battles with large formations of troops

"While designed for use with ACKS, the systems are compatible with any d20-based fantasy RPG. They add a new level of flavor to the fall and rise of heroes in every campaign"

Axioms Issue 19: Cohorts & Dynasties By Frank Skeivoll Romsvig, & Alexander Macris For Adventurer, Conqueror, King rpg is one of the latest Axiom issue to come across my desk. And what it does is add in rules on Cohorts & Dynasties. These are incredibly important because they plug directly into the King end game of ACK's. And PC's are able to pass along thier own hard work & sweat with adventuring onto their heirs & breathern (lackeys) now in ACK's. Axioms Issue 19 clocks in at fourteen page with some easily read articles & solid ACK's content. We've got rules here for adventurer-scale battles with large formations of troops & why this is important.  Is because it puts the military power of ACK's within the PC's hands. 
Within the ACK's bounds this is incredibly important because of the fact that rulership is partially dependant upon military might. And in ACK's this equals push back power with larger troop formations. 




















Militaries & armies are dependant upon monies & some of these monies are partially from taxes as well as dungeon delving troves. This all cycles around too dynastic rule which is now a more dynamic part of ACK's. Is  Axioms Issue 19: Cohorts & Dynasties By Frank Skeivoll Romsvig, & Alexander Macris a crucial issue?! Yes in a way because it presents a new & different dynamic to the ACK's rpg system. Get  Axioms Issue 19: Cohorts & Dynasties if you want to add in the idea of empire & dynastic rulership as a part of your Adventurer, Conqeuror, King rpg campaign. 
Axioms Issue 19: Cohorts & Dynasties By Frank Skeivoll Romsvig, & Alexander Macris For Adventurer, Conqueror, King rpg  Is Available Here! 

Tuesday, January 10, 2023

Review & Commentary On Axioms Compendium Volume 2: 9 - 16 From Autarch For Adventurer,Conqueror, King Rpg

Today has been a real roller coaster of a day as friends of mine have been messaging me, talking to me, etc about this 1.1 OGL business. And then Autarch today dropped the Axioms Compendium Volume 2: 9 - 16. What's so important about this Axiom Compendium; "Created with the support of hundreds of generous patrons, AXIOMS is a quarterly magazine  devoted to the Adventurer Conqueror King System. This exclusive compendium compiles the ninth through sixteenth issues of AXIOMS into an easy-to-use reference. It includes: 

  • Issue #9 - All Creatures Great and Small
  • Issue #10 - Macabre Monsters, Twisted Temples, and Grim Guardians
  • Issue #11 - The Empyrean and the Chthonic.
  • Issue #12 - The Art of Thievery.
  • Issue #13 - Machinery to the Max.
  • Issue #14 - Codex and Scroll.
  • Issue #15 - Ancient Ways.
  • Issue #16 - Wounds and Woe.


:Among the features within are “The Fetid Crypt of Anatu the Defiler”, an ACKS adventure; 9 new monsters, including faeries, nymphs, and nosferatu; 5 new character classes, including the dread priestesses of Nasga and the Nosferatu scion; 2 new playable races, the Nosferatu and Katripol; rules for creating custom fantasy races; rules for creating dwarven machines; and updates to the mechanics for hijinks, mortal wounds, and more.
While designed for use with ACKS, content in Axioms is compatible with any d20-based fantasy RPG built on the OGL. Axioms is made possible through the support of our patrons, who receive early access to the articles on a month-by-month basis. If you're already a patron, thanks for your support! To learn more, visit https://www.patreon.com/Autarch."

Not only does the Axioms Compendium Volume 2: 9 - 16 collect all of the pass issues of Axiom but it adds a ton of content to the Adventurer, Conqueror, King Rpg. And this includes updates for creating your own fantasy races, a ton of new monsters and more all done in a very tidy one hundred & sixty two pages. And for ACK's its much needed update of the material. The adventure “The Fetid Crypt of Anatu the Defiler” is a corker and very well done. Easily dragged & dropped into your own ACK's campaign. 


































The forces of Law get a boast with the Dwarven technology & lore with the Machinery to the Max article. And we get a full on look at lore & research in 'Ancient Ways' while the ACK's thief get's his due in The Art of Thievery. If your an ACK's DM the the Axioms Compendium Volume 2: 9 - 16 is a must have!


Saturday, September 17, 2022

Review & Commentary On Axioms Issue 13: Machinery to the Max by Alexander Macris, & Darren Wheeler For The Adventurer, Conqueror, King rpg

 There are times when it's easy to see the forrest for the trees and today is one of em. It's been a few years since the spine on our Adventurer, Conqueror, King rpg book has been cracked. Last night was one of those nights. Why?! Because of the fact that the veneer of ACK's has filtered down among so many of our campaigns over the years. Adventurer, Conqueror, King's Players Companion adds a whole other dimension to the rpg line. 





















 One of those is the Dwarven Machinist class one of my players all time favorites. And this brings me to  Axioms Issue 13: Machinery to the Max by Alexander Macris, & Darren Wheeler. Which expands the Dwarven Machinist class in very unexpected directions. Clocking in at nineteen pages. Axioms Issue 13: Machinery to the Max brings the Dwarven Machinist into it's own. It presents a class that has the potential to be the mad scientist, inventor, and insane explorer all rolled into one. 


































For post apcolapytic campaigns the Dwarven Machinist could be a horror or a blessing depending upon their alignment. And Axioms Issue 13: Machinery to the Max takes this too it's logical conclusion. Devices, engineering, & ideas pepper Axioms Issue 13 giving the DM & his Dwarven players even more options. As Dwarven Machinists can save or damn a community as they want to. A guild of Dwarven machinists will be more then enough to take on any challenge presented to them. 

Sure there's device after artifact or automaton within Axioms Issue 13: Machinery to the Max.  But it's the presentation of the Dwarven Machist class as a complete & viable PC type that will add weight & value to a party of adventurers. 
There's some damn fine work for ACK's within Axioms Issue 13: Machinery to the Max and for an ACK's campaign focusing on Dwarven mechanisms & machineries this issue of Axoims is a must. 


Axioms Issue 13: Machinery to the Max by Alexander Macris, &  Darren Wheeler For Adventurer, Conqueror, King rpg Is Available Here 

Friday, September 9, 2022

Reviews & Commentary 'The Goat Lady' by Sílvia Clemente & Miguel Ribeiro From The Red Room For The Wretched Rpg or Other OSR Rpg Systems

 "On the Westernmost part of Kharabas, one can find the Kingdom of Baetica, a strange and eerie place inhabited by rude and superstitious folk. At the heart of the country stands the Biscaya mountains; they are ancient and mysterious, a place feared by most Baeticans. The ruler of Biscaya, lady Lydia Alvarez, seeks protection from her unruly subjects. What seemed to be an easy job for an experienced group of bastards will become trickier once the party discovers an ancient evil has been unleashed in the mountains. And it must be stopped before it is too late. A scenario inspired by an old Portuguese folk tale, The Goat-footed Lady, Richard Donner’s 1985 fantasy tale Ladyhawke and several low-budget horror movies." 

The Goat Lady by Sílvia Clemente & Miguel Ribeiro From The Red Room is a forty two page dark adventure based on 
Portuguese folk tales. And this adventure is very well done. Let me explain, 'The Goat Lady' presents itself as both an old school  adventure & a horror scenario. 


We get a cast of NPC's who move the adventure along after the party becomes trapped in a storm; "
The party has been travelling on their way to the castle; it is a rough walk.They are following a winding and steep trail up the mountain. On one side, they have rocky and dark mountain walls and, on the other, a dark and deep abyss. Although it's still early in the afternoon, suddenly the sky turns dark.Then, a flash of lightning breaks the sky, followed by the roar of thunder; it starts to rain heavily.The characters have been caught in a bad storm." 
So 'The Goat Lady' avoids the 'you all meet in a tavern' trope right off the bat. And from here the player's PC's meet a tarot reader and a young boy who puts them on the road to the castle of Lady Lydia. And the PC's get embroiled in the political goings on of the region. The villagers hated being ruled by a royal after her husband's death. The villagers are fighting a guarilla style war against the Lady Lydia & the player's PC's are hired to root out the rebels. 
And things go from bad to worse as the party is subject to mountain of mystery. And the supernatural goings on there but things are actually centered around the castle. There's far more going on & around at the castle then meets the eye. The Goat Lady actually is an NPC driven point & dungeon crawl with lots & lots of supernatural elements within it. The NPC cast is interesting, the adventure locations dangerous, the supernatural happenings within The Goat Lady are well done. Where the adventure actually shines is when it's employed for the Wretched Bastards Rpg. 


Why does 'The  Goat Lady' work for Wretched Bastards?! Because it showcases exactly what can be done with the system & done well. Supernatural happenings, deadly encounters, compelling game play, and more are where Wretched Bastards shines when paired with 'The Goat Lady'. 
Could 'The Goat Lady' be paired with other OSR systems?! And in point of fact is can & that's where I think 'The Goat Lady' could work very well for the Lamentations of the Flame Princess rpg. You've got all of the adventure elements here for an excellent LoFP mini campaign. We've got powerfully written NPC's, weird supernatural happenings, solid political motives, & more. 





















The other OSR style system that 'The Goat Lady' could handle is the Lion & Dragon  rpg. Messed up royals, political rebellion, occult horror and more are all perfectly aligned with Dark Albion's themes. And with a bit of hand waving by the dungeon master the 'Goat Lady' could work very well within a mini campaign of Lion & Dragon. 





















'The Goat Lady' is an adventure that thrives on player PC play & interaction because of the fact that it's NPC driven and driven well. The Goat Lady is very well done & wouldn't be outta of place within a Ravenloft style horror campaign setting either. It's easy to squint and see the main antagonist as a Dark Lord villain. 
And this also means that 'The Goat Lady' could be used for other OSR style games such as Castles & Crusades easily. The C&C players have all read all of the rules back to front & are jaded rpg's. An adventure like 'The Goat Lady' is the perfect spanner to throw into a campaign to have them questioning the campaign narritive. 





















The Goat Lady also has an unexplained aspect & that's the fact that the castle or it's lands are going to be up for grabs! Keep this in mind as 'The Goat Lady' could be a perfect horror adventure for  Adventurer, Conqueror, King rpg. Tempt the PC's with the lands haunted by supernatural horror & stay for the conquest & carnage! 

So is the 'Goat Lady' worth the download?! Yes I think that Sílvia Clemente is a far more vicious rpg writer then many folks were expecting. The author knows her horror influences & The Red Room's adventures wear them on their OSR bloody sleeves. This is a solid entry from the Red Room and I can't wait to see what they come up with next! 
'The Goat Lady' by Sílvia Clemente & Miguel Ribeiro From The Red Room For The Wretched Rpg or Other OSR Rpg Systems Is Availabe Here. 

Friday, June 17, 2022

OSR Review & Commentary On Adventurer, Conqueror, King's rpg Supplement Axioms issue #12 By Alexander Macris, Matt Jarmak, & Omer Jeol

 "Axioms is Autarch's quarterly supplement for the Adventurer Conqueror King System. Each issue of Axioms offers a mix of short content updates for ACKS, such as new classes, new sub-mechanical systems, explorations of specific themes within the game, short adventure scenarios, and more.  "



"In this issue, we prove that burglary, larceny, robbery, embezzlement, keelhauling are all in a day's work.

  • The Art of Thievery: revisiting the rules for thieves and related classes
  • Re-Thinking Thieves, Part I: a mathematical assessment of whether thief skills are balanced
  • Re-Thinking Thieves, Part II: some roguish ideas to tinker with thieves
  • The Purse is Mightier than the Curse: with the newly-revised venturer, the wizard works for you
  • Hench Wanted: finding and hiring the right henchman for the job at hand

While designed for use with ACKS, content in Axioms is compatible with any d20-based fantasy RPG built on the OGL."

Adventurer, Conqueror, King is an rpg built on the actions of the player's PC's more then many retroclones. And thieves are often at the center of the action in many campaigns. Axioms issue #12 takes the thief on more then many other thirty two page supplements. And we begin by dividing into Alexander Marcus's 'The Art of Thievery' breaking down the rules of thieves & related classes as well as diving into the role of hi jinks within ACK's. 
There's a lot to process within the first sixteen pages because we get to really get a good over all assement & feel for the class itself. Why? Because along with the deconstruction (which isn't so much a deconstruction but an antomy lesson) of the class and it's higher levels as well as perks. We get a full on back drop into the class itself with a deep dive into the underworld & more when it comes to the thief. 
And then we get into 'Rethinking The Thief' Part I' also by Alexander Marcus and what do we conclude here? Well according to 'Rethinking The Thief Part I' ; "From the analysis above, we can see that the critics of thieves have been right all along. Thieves are significantly underpowered relative to what they’d be if they were built with custom spelllike abilities. Every rational thief would happily trade in his thief abilities to open locks, find traps, and remove traps for the equivalent spell-like abilities, which are superior in every way; and the vast majority would also trade in the ability to pick pockets, move silently, and hide in shadows as well. 
And Part II of this series of articles  'Rethinking The Thief' Part II By Alexander Marcus helps to 'fix' the ACK's thief with switiching abilities & things up a bit and to tell the truth this isn't a bad idea at all. 
My friend Omar Joel then takes on the Pugilist class & this is a damn good rendition of the venerable OSR class because it's got teeth; "From the ranks of the common folk, a hero sometimes arises who is neither a soldier, nor a sorcerer, but a man of his fists. Whether trained in a martial arts school, experienced in the blood sports common in rowdy taverns, or master of the bar-room brawl, the pugilist learned to live by the fist. He never donned heavy mail or trained with a sword. Instead, he learned the art and practice of wrestling and bare-hand fighting. The haughty tyrant or bladewielding bully underestimate him. He then rewards their hubris with a well-aimed fist to their sneering faces." 
Like all of ACK's classes the pugilist tops out at fourteenth level of hard knuckle busting action and this is a class that is designed to fight bare handed and well versed in hurting enemies in or out of the ring. 

Then we get into 'The Purse is Mightier Then the Curse' by Alexander Marcus & we get a look into the Venturer; "Commerce is the great wheel upon which the world turns. From the fleshy fingers of slave traders to jewel-clad guild masters, the coin and commodities of the empire are controlled by merchants. But if the stereotypical merchant is a pot-bellied financier profiting from the work of others, the venturer is his opposite: An adventurous world traveler, he personally leads caravans into unknown lands, seeking out exotic goods and new markets. Every venturer is, by definition, an adventurer, and interested in any expedition that promises riches and reward.' And the Venturer has it going on as a good addition to ACK's and harkens back to Advanced Dungeons & Dragon's higher level thief warlords & guild masters able to bring even mighty wizards to heel. 

And speaking of hirelings & henchmen we get 'Hench Wanted' By  Matt Jarmak who does an excellent job of bringing the henchmen & hirelings of your dreams or nightmares into your party. The article has some solid advice about how to handle these wheelers and dealers of the dungeons & ruins. This is a good article to add some muscle to an underpowered party of adventurers! 
. Axioms issue #12 is solidly done and very well put together as a mini supplement for the ACK's rpg or other OSR games. There's a very different slant on the ACK's or OSR thief that takes things in a different direction. 

Axioms issue #12 By  Alexander Macris, Matt Jarmak, & Omer Jeol Is Available Right Here 

Monday, June 13, 2022

OSR Review & Commentary On The Demon Tower of Valdig Fel By James Mishler, & Jodi Moran-Mishler From Mishler Games For Your Old School Campaign

 "The Demon Tower of Valdig Fel

By James Mishler and Jodi Moran-Mishler

The Demon Tower of Valdig Fel is the first adventure specifically set in the Isle of Eldisor Hexcrawl Campaign Setting. Designed for use with Labyrinth Lord, it is easily adapted to any OSR-Style Role-Playing Game."

"The Demon Tower of Valdig Fel is an ancient, much-storied flying citadel in the shape of a demon’s head. Since the death of its creator during the Wars of Succession following the Fall of Eldisor, it has passed through the hands of countless villains, who have used the flying tower to raid, pillage, and enslave the peoples of the Ivory Plains and beyond. Terrible tales of wizards, demons, and dragons follow in its wake.

And now it has drifted into a tree-lined ridge near Wulf’s Ferry… right in your own backyard!

What are the inhabitants up to? Are they here to raid or to trade?

What of the rumors of centuries of treasure hidden within?

Are you brave or foolish enough to find out?"




The Demon Tower of Valdig Fel is designed for use with Labyrinth Lord and other OSR-Style Role-Playing Games. Designed for use for a party of 4 to 6 adventurers of 5th to 7th level, its dangers can easily be increased or decreased for more powerful or less experienced parties."

 The Demon Tower of Valdig Fel By James Mishler, & Jodi Moran-Mishler From Mishler Games as it stands is one very nasty & dangerous adventure. And I mean this in the best possible way. Because your going to need at least four experienced players for this adventure. The Mishlers are not pulling any punches here & that's a good thing because what the 
The Demon Tower of Valdig Fel does is set's the stage for a classic dungeon crawl on all levels. 
The Demon Tower of Valdig Fel has a rumor table right out the gate, & there's the classic little old school adventure touches within this adventure. And it's the attention to detail that makes 
The Demon Tower of Valdig Fel work on many levels. Here's let's look at the background for a moment; "The Demon Tower of Valdig Fel is a much-storied edifice in the lore of the Isle of Eldisor. Valdig Fel was a mighty wizard in the service of Eldisor. High in his councils, Fel commanded a small legion of magic-users, sorcerers, warlocks, and other spellcasters of terrible eldritch sort. When Eldisor fell, Fel was at home in his Demon Tower in the Mystery Mountains, then found atop a promontory of Haxafjell, aka Witch Mountain (Hex 3927). The instant the news of Eldisor’s fall spread to the region, chaos ensued." The whole affair of The Demon Tower of Valdig Fel because it places itself right within Mishler Games previous adventures & campaigns. And that's fine because this is a mid level adventure and it works quite nicely on its own merits as both old school & OSR adventure. And what works well within  The Demon Tower of Valdig Fel is going to continue to work at your table top! 
The Demon Tower of Valdig Fel is only three dollar but this Mishler games so its going to be a solid quality product. Would The Demon Tower of Valdig Fel work as a Castles & Crusades rpg adventure?! In a word oh yes! As a mid level adventure for C&C The Demon Tower of Valdig Fel is going put a party throught it's paces easily.  The Demon Tower of Valdig Fel play on its own strengths & these would translate quite nicely over into C&C.  But I can also see The Demon Tower of Valdig Fel working very well as an Adventurer, Conqueror, King rpg adventure with the legions of  Valdig Fel bringing chaos & misery unto a neighboring ACK's kingdom with abandoned! 
All in all I think that the 
The Demon Tower of Valdig Fel  works nicely through its own adventure  agenda & as a deadly little change of pace for experienced old school & OSR players! 

The Demon Tower of Valdig Fel By James Mishler, & Jodi Moran-Mishler From Mishler Games Is Available Here 


Friday, January 14, 2022

All of the King's Horses - ACK's Barbarian Conquerors of Kanahu & Colonial Troopers Knight Hawks rpg Campaign Session Recap & Report

 So we finally after a couple of weeks hiatus returned to our ACK's Barbarian Conquerors of Kanahu & Colonial Troopers Knight Hawks rpg Campaign. During last night's session we had the PC's defending the humans against the Grey aggressors. The human colonists were badly outnumbered & had settled on one of the Grey colonies instead of their own planets because of the Greys having vital resources. The Greys gave then twenty four months to get off planet before wiping them out. So this is going to pick right up from this blog entry here. 


































The players PC's want this star system because there's a megastructure orbiting around the local star. This means that both the colonists and the PC's are actually in the wrong but command doesn't care. What the PC's don't know is that the bugs have several minor hives on the megastructure orbiting the star. 



Right at the moment the PC's are trying to hold out until a group of Starvaulter knights arrive in power armor. There is a wrinkle in the fact that the Starvaulter knights are going sort the situation out one way or another. 



Tuesday, November 23, 2021

Megastructures Expanding Our Campaign Scope - ACK's Barbarian Conquerors of Kanahu & Colonial Troopers Knight Hawks rpg

 So the other day my father & I were stuck in a garage waiting room waiting for a car repair. Whist there I grabbed a holiday flyer & with a ball point pen I outlined a good chunk of the upcoming Colonial ACK's campaign. A campaign setting combination of Colonial Troopers & Adventurer, Conqueror, King rpg. And the subject of the 'Precursors' alien race came up. The 'Precursors' are a series of alien races that existed in the previous universe to ours.  The 'Precursors' are now awakening after billions of years & the Terran Empire is fleeing before them.  This is going to pick up right from last week's session report. 

















For one of these races I'm using  the Zaharan empire from Adventurer, Conqueror, King rpg's Sepulcher of the Sorceress-Queen as the basis for this power. An empire of space going necromancers capable of raising undead alien troops to rase planets. They also used negative planar energies for megastructure construction. The power vacuum that they left behind on the interstellar scene was taken over by the Greys. 

 

The Greys have been in charge for a long time or so they think. They found some of the interstellar technological works of the 'Precursors' & knew enough not to mess with them. Instead they used their own stellar harvesters to shepherd any number of new stars for Star lifting. And the Greys practiced stellar husbandry for thousands of years.  But they crossed paths with 'the Bugs' who created massive hive Dyson spheres & began raiding the Grey's gas giant refineries. 
The Greys meanwhile have treaty with the Cloud Giants, this is one of the first races to emerge after the 'Big Bang' & the cloud giants use a variation on Stellar engine principle. They used this to create mini planes for themselves to explore the multiverse. They also taught the Greys stellar husbandry to take over some of their star fields. The Could Giants retreated into their own star systems after overseeing a galatic empire for several million years. They simply walked away leaving space dungeons & ruins in their wakes. 

 





















There has been some speculation among my players that  Kanahu is actually an  Alderson disk just like Astonishing Swordsmen & Sorcerers of Hyperborea is. There have been no adventures nor revelations confirming or denying this. And this brings up the Skinnies who within our campaigns have several Anderson disk colony worlds. 





















Suddenly the players have realized that controlling one or more of these megastructures could be incredibly profitable. There are however several alien races that might have a thing or two to save about this. For the past few months I've been looking into Alternative Armies Ion Age miniatures to simulate one or more of the races we're playing with. 






Tuesday, November 9, 2021

Dust Up In The Cloud Giants Market - - ACK's Barbarian Conquerors of Kanahu & Colonial Troopers Knight Hawks rpg - Session report Two


 There's something about the Terran Empire in Adventurer.Conqueror, King's  
Barbarian Conquerors of Kanahu™ (BCK). The more I read the less I like them, why?! Because the Terran Empire are lying interlopers  from another plane of existence & they're fleeing something nasty. But the Terrans are there to explore, exploit, & connive the Hell out of the players PC's.  The Terran Fleet is something that the player's PC's have run into twice while exploring & the Terrans are quickly becoming dangerous antagonist NPC's. 


The PC's were at the 'Cloud Giants market'  an alien Type II market place on a nearby planetoid that is hosted by 'The Cloud Giants'. An ancient humanoid race that hold domination over this sector of space. The cloud giants used to have dominion over a vast stretch of interstellar but that was eons ago. Now the cloud giants merely control a sector of space. They host an alien market place and have for decades now. And the PC's were in the middle of it picking up power couplers for their ship. 
And they ran into the Terran Empire's envoy & her entourage who were there to secure power crystals, sundries, and you guessed it power couplers. 
The Terran envoy's bodyguards were sporting scout armor & were scattered throughout the crowd. The PC's picked up clues about the ongoing 'bug' infestation 4 sectors away. But they decided to let the power couplers go after seeing the scout armor! The party secured several sources for space ship parts and managed to divide an assassination plot against one of the market place Cloud Giant officials!


 They stopped the sniper team  in time as one of our party's gecko men trackers made short work of said team. The snipers proved to be Gnolls from 'The Chaos Collective' a group of radical chaos worshipers who thinks that chaos should be allowed to roam free in all forms. The Cloud Giant's market offends them. They use a radical form of Chaositech to make themselves into living expressions of chaos & destruction. 
The Cloud Giant official was so grateful that he gave the PC's a map to a nearby space wreck that has an incredibly powerful weapon hidden within. That's coming up next week! 



Saturday, October 30, 2021

Touches of Chaos & Depravity - Using Adventurer, Conqueror, King Rpg & its Variants For Interstellar OSR Campaigns

Tonight I've been investigating the idea of possibly using 'ACK's & Crafts' written by Matthew Jarmak to help fill out the space sector belonging the ancient Dwarven interstellar empire. These sectors have mostly a late Roman Empire technological level. 

































 'ACK's & Crafts'  has the Dwarven Dynamo PC class which uses cybernetic items integrated into their bodies. And this relic technology has some of the legacies of ancient alchemy within it. Dwarven alchemists are in demand within human space because they have a deep understanding of human technology & artifacts from the Human Empire days.  'ACK's & Crafts'  comes up with a whole packet of alchemical items. It also contains the 'ritualist' which is very much a hold over from the ancient days of the corrupted Elves.  And this brings up the adventure within the vast kilo-dungeon as a part of the Secrets of the Nethercity ACK 's supplement. 


































Secrets brings up the deadly legacy of the Chaos worshiping Elven empire which comes across as the following PC & NPC classes ,the ancient elven empire to life with the Elven Cultist, Elven Hierophant, Elven Warlord, and Elven Wizard. These are excellent enemy NPC's to add into a remote corner of Capital of the Borderlands (Revised) edition. 


Each time the PCs come across Chaos worshiping Elven remains their always followed by Goblins & variants from Night Owl Worshop's Beasties two. The goblin hybrids are worth the price of admission with 
goblin hybrids such as the  Blorc, Bugbearzerker, Gnomblin, Hoblin, Hoblin (Cruel), Koblin, Zoblin and a whole article on Goblinology or the Ecology of the Goblin.