Showing posts with label Gamma Turquoise: Santa Fe Starport. Show all posts
Showing posts with label Gamma Turquoise: Santa Fe Starport. Show all posts

Saturday, March 12, 2022

The Gamma Turquoise Option - Further Cha'alt campaign setting set up

 So the future is the past on Cha'alt & we dip back into the mists of time to pull out one of the more dangerous Science Fantasy locations on my version of the infamous campaign settings. However all of my plans have been put on hold because of snow today. 



Deep on the otherside of Cha'alt is a hive of scum & villainy that holds the remains of some classic spacecraft. Gamma Turquoise: Santa Fe Starport is a relic of the last age of Cha'alt recently uncovered by the sands. The place is now under the control of outlaws, mutants, and powers from beyond. And Gamma Turquoise: Santa Fe Starport has attracted the attention of my player's PC's. Now the PC's are planning on taking on the mutant forces of the starport. They want to control said starport. But this isn't going to be as easy as it sounds. Sante Fe Starport is controlled by some dangerous NPC's. 


The  town of Abulakwurq’ee fits right into the Cha'alt asthetic quite nicely but this is a town with some dark secrets. And we can easily insert several Cha'alt elements into the mix at the starport to cement the location on Cha'alt. The town is a centeral point for drovers to come to let off some steam & this is a prime reason for the android revolt that starts to happen. But there's also the fact that the death cult has been operating within the area. There are several connections between the starport & the forces within the Gamma Incel cantina. 

The  Gamma Turquoise: Santa Fe Starport has some really solid potential for being a solid adventure location. The struggle to take control of it might be far more then the players are counting on. There are rumors that the Santa Fe starport holds one of the secrets for White Zoth.  White Zoth allows the posessor to create double & triple the crop of the  drug, xanthium-183, is known to many on Cha'alt as fuchsia malaise. This white Malaise is worth 200,000 gold pieces bag & highly coveted by wizards because it allows the wizard to artificially raise their level for 1d200 days while the occult power courses through their veins. White Zoth has deep connections to Cha'alt: Chartreuse Shadows at least within our campaigns. And the party's wizard is a bit obessed with the white zoth & other Cha'alt drugs. 


 


















The death cult has connections to the demon clowns of Cha'alt & the players hate these things.  So its all going to go down next week! 


Tuesday, November 28, 2017

Under The Irradiated Skies of The Gamma Turquoise: Santa Fe Starport From Kort'thalis Publishing - A Review & Commentary

 So many months ago I agreed to do a review & commentary about Gamma Turquoise: Santa Fe Starport from Kort'thalis Publishing  aka Venger As'Nas Satanis. 
Many months ago I supported the kickstarter on this blog & was really excited to see Gamma Turquoise: Santa Fe Starport hit the wild. But here's the thing, go into this understanding that this is a parody of Gamma World's Albuquerque Star Port adventure sort of. What Gamma Turquoise: Santa Fe Starport really is a post apocalyptic/ sci fi pop culture parody adventure for both Crimson Dragon Slayer & Alpha Blue. 
This is a product with an adult warning on it and it means it. There's sex based factions, horrid tentacle monsters in the background, erotic low humor jokes that are not really necessary, all of the things that you expect to find in a Venger Satanis product.


But despite itself this is a really useful product if your into old school apocalyptic gaming. We'll get into why down below but as Rpg Pundit said a little Venger goes a long way. This isn't anyplace near Gamma World first or second edition levels of quality but this book isn't meant to in any way shape or form do that. Instead this is a third tier OSR product intended for post apocalyptic sci fi & fantasy. It is meant to create a working star port/mini adventure location for any post apocalyptic or sci fi based campaigns. It leans heavily toward those systems but there's enough levy way for a DM to really adapt it to their own needs. The layout is clean, crisp, and up to Monkey Blood Design's standards with lots of well done cartography and weirdness thrown in. Do I think you should get
Gamma Turquoise: Santa Fe Starport  in a word yes. But now I'm going to tell you why!
This is a South Western flavored star port with lots of interesting NPC's, mutants, random tables, and more. And I think it would make an excellent post apocalyptic domain for your PC's to control aka I think that your PC's should take their star ship or post apocalyptic army and blow the living crap out of it!
Time & again throughout post apocalyptic games you see the PC's struggle to make ends meet, adventure through contaminated ruins, face down mutant horrors that would make H.P. Lovecraft have the dry heaves. All for what another day in the irradiated sun? With
Gamma Turquoise: Santa Fe Starport 
everything is laid out for the DM to have the PC's carve out their own pound of irradiated & mutated flesh in the desert. There are a ton of random tables of maps, relics, and more all waiting to snare the PC's. Going all the way back to Gamma World first edition there's been a sub game in science fantasy post apocalyptic games of PC's carving out their own empires. There are tons of factions, sex cults, etc all in the hot sweat hog of a space port. But what if the PC's had their own working space port in the wastelands? Could this be done with
Gamma Turquoise: Santa Fe Starport ?
In a word, yes & yes because going all the way back to Original Dungeons & Dragons when a PC was hit ninth level they were expected to create a domain. For many players this was a giant pain in the ass. But when you start looking at the various adventure locations that the PC's have been too they often looked to start cleaning the monsters out and moving right in themselves. This often gave the DM a perfect excuse to launch another monster or adventure their way from the dungeons below. We can introduce the idea of wasteland domains for a post apocalyptic game. This means that the former ruins or wasteland dungeons become the wizard's tower, fighter's strong hold, etc. By the same token there were various Blackmoor modules that used the trope of  'the city of the gods' concept.


 Here's where Gamma Turquoise: Santa Fe Starport   comes in. There are a ton of Lovecraftian encounters and ideas mixed into the backdrop. By taking these and creating a cargo cult situation around the star port it can easily be transported over to a traditional Dungeons & Dragons fantasy style world. It also gives the DM the perfect excuse & opportunity to get the PC's off planet if that's his or their plan.

So why does
Gamma Turquoise: Santa Fe Starport work? Most of it does but I wanted more of it. More post apocalyptic material, more tools, more background, and deeper NPC's but that's not the point. This is a real rpg tool box that depends on the DM to most of the heavy lifting.  Well the book only clocks in at thirty four pages plus maps meant to be printed used for play. But there are several reasons why Gamma Turquoise: Santa Fe Starport  could spark a campaign faster then a used G3 laser pistol.
Here's ten reasons why 
Gamma Turquoise: Santa Fe Starport is a perfect product of opportunity for your old school post apocalyptic games: 

1. Its really useful with other Kort'thalis Publishing products such as Death Fury Road a free Mad Max style post apocalytic game add on for the Crimson Dragon Slayer game or with No Escape From New York another Crimson Dragon title. This can actually round out a whole post apocalyptic world setting with little effort.  

2. The no holds barred adult content can add a very different vector to an old school post apocalyptic game setting such as Gamma World or have the PC's transported as slaves to the wastelands from their current D&D style fantasy setting via the slave route to Gamma Turquoise. 

3. The wasteland domain level of play adds another dimension to the NPC's of the setting allowing the DM to round them out in any way shape or form as he or she see's fit. This means more as the PC's blow a nice laser precision hole through them. 

4. The city of the gods route allows the technology of the Star Port to be very dangerous within a traditional fantasy setting not to mention its possible uses as things heat up in the wastelands. 

5. Gamma Turquoise: Santa Fe Starport  has lots of uses as an adventure location for repeated visits because of its working & unworking facilities within a post apocalyptic setting. Meaning that the PCs can get into all kinds of situations over  & over. 

6. The  Gamma Turquoise: Santa Fe Starport  is a perfect target for a protracted war by a wide variety of post apocalyptic factions. The PC's might end up saving the place from utter destruction by the forces of the wasteland. 

7. The contents of the Star Port might become a religious pilgrimage for some poor deluded foolish faction meaning that the PC's are brought in as guards for a caravan for a very different way to get to the place. 

8.Raiders could make the place a target causing interstellar gangsters to take notice of a juicy target planet. The whole place could spark an interstellar war. 

9. Should the original owners of the place awaken the PC's could be in all kinds of trouble! 

10. Mutants of the place may make life very difficult especially given the deep Lovecraftian connections.

The 
Gamma Turquoise: Santa Fe Starport Is On Sale Here