Showing posts with label High Tech Mysticism & High Caliber Adventure. Show all posts
Showing posts with label High Tech Mysticism & High Caliber Adventure. Show all posts

Saturday, March 23, 2019

Steam & Scandal 1971 - High Tech Mysticism & High Caliber Adventure Campaign Encounter



"Tracis Clay lit his "Vander Meer' cigarette & looked out on the face of Manhattan. The city hadn't changed much since he was last here in Nineteen Sixty Nine. But the skyline seemed so different now ever since the all out war between the Black Terror & the Black Bat had wrecked several key city blocks.But it was three years ago when Tracis had left the city after his uncle had been murdered by the Network guilds & the assassins syndicates. There were the usual investigation by his uncle's crowd but the Spider had come closest to nailing the murderers. But the Occult Brotherhood had warned Tracis off of the case. Leaning against his '71  Stanley Steamer Cruiser with its cherry red paint job he could almost picture the bastard's face. But now the Brotherhood had called him back because of weird disappearances down on 42nd street. These disappearances were connected to the cloying fields of darkness that appeared near the victims attacks . It was time to act, there was an aura around the city today." 


New York sky line photo by qwesy qwesy

Introduction 
The witch queen of the Drow is on the move! The Drow Empire is on the move again their scouts have come into a very world weary Pulp New York city. Here the internal combustion engine never really got off the ground. Steam is king, super powers are real, & magic is still king. The year is Nineteen Seventy One & President Nixon is trying deal with the India and Pakistan conflict. He's already sent in 'capes' & sorcerers into the mix. New York is ruled by the Assassins Syndicates & the Network Guilds. But there have been hundreds of disappearances of American citizens over the past couple of weeks. Its too many the heroes have already begun to notice.




NASA’s Apollo solar system program is much more advanced as the  Programs have made colonies on the Moon, Mars, & the interior solar system a reality. But mankind is not prepared for the dire consequences of what they've found out there. The the giant Columbiad space gun back in 1873 & the expeditions of 1901 & 1907 lead to the discovery of sophisticated extraterrestrial civilisation of insect-like creatures they call "Selenites". This opened up the solar system for exploration & exploitation by adventurers. Adventurers & super heroes  have been around since the 1300's. They've been driving the innovation & technological push of this world. Steam power has been one of mankind's driving forces & WWI pushed the power beyond known limits. The Martian invasion of 1905 ended the conflict of WWI & pushed man to almost near extinction.



But that was centuries ago & in six short years America is planning the Viking Program to liberate the Red Martians! That is if internally the world can hold together as super powered vigilantes & 'Capes' deal with all manner of vile villains in the back alleys of cities like Chicago, Los Angles, Tokyo, & New York. While World War I officially ended during the 'Martian Invasion' its shadow counterpart continues across the world in every back alley & dungeon imaginable.
Red China has its agents combing throughout the world for its ancient artifacts & relics of power while its check mated in the pacific by Ricca & other pirate nations. The lich kings having been funded by the British & Americans back in the 1860s.
Meanwhile Russia has joint treaties with both America & Alaska where her agents & super have checkmated an almost successful giant invasion backed by the Drow from 
the  Kerouac Wilderness. Night & Giant Trolls in the employ of the Drow Queen made war on several small towns in Russia & Alaska. They were beat back by a joint effort from agents & heroes.



But is it only a matter of time before the Drow force the cross over into this Prime across the dimensional straits of the Burroughs/Bakshi realms? Already the Sorcerer Deluxes & their secret society kings & queens from around the globe  gather in New York city to discuss the matter!
The Black Terror family is aware of what's happening & they've been meeting at their secret headquarters in New York City.


But President Nixon is afraid of another battle with the Black Bat & the Black Terror which wrecked half of New York! But the Black Bat has been silent for two years now which is very worrying to the Police Force of The United States Intelligence Branch ( a division of the United States Army formed after the Civil War to combat domestic threats).


This whole mini campaign has been inspired by G1,G2,G3, Gary Gygax's Against The Giants  series of modules combined with Amazing Adventures! Rpg Companion & Victorious Rpg By Mike Stewart. 


A lot of these adventure campaign concepts are going to be introduced tonight. My next purchase from Troll Lord Games is a physical copy of Victorious Rpg By Mike Stewart.  coming up! 

Thursday, March 21, 2019

High Tech Mysticism & High Caliber Adventure Encounter - The De Media Silvis



The chicken house of Baba Yaga is often seen marching through the 
the De Media Silvis & all sane folks avoid it. 



"Mayhap I shall find curious adventure - mayhap my doom awaits me. But better death than the ceaseless and everlasting urge, the fire that has burned my veins with bitter longing."
-Robert E. Howard, "The Hills of the Dead"
 

Captain the darkness it took the men & then the invaders as well. There were things among the trees & there was laughter there. The sound was deafening & then came the roars then the biggest son of a bitch I've ever seen saved up. He & his men slayed the dark things with the hoofs, claws, & tentacles. They're offering their services Captain & sir I think we should take em up on it. "
Bart Reynolds First Army Scout New York United Police



Beowulf, A Book of Myths

Introduction 

Just beyond the fires of the men of Drow City there lays another deeper wilderness that connects the long shadows of various worlds. There is the deeper woodlands, the alien woodlands where the reality of the wilderness washes against  the  Kerouac Wilderness. These are places where the Drow refuse to go for here there are monsters dark & dangerous. This place is where even the most dangerous giant has pause & the Night Trolls don't even dark to venture. Here deeper woodlands cross into the realm of nightmare & the monsters are even worse. 
Frog like twilight goblins stalk the darkness as the air it lit up with the glow from the Underworld that casts weird borealis in the skies above. Shadow dragons via with the Scum of Shub Niggurath as ghoul tribes trade blows with heroes who come here to test their meddle against the incredibly dangerous monsters. 



The De Media Silvis touches many planes & even the occasional Gug will venture here as the curse of the Elder Ones does not bother them here. They come to the ancient standing stones & will make war with the Hyperboreans from the far future who come to make offerings to the Elder Ones. One or more of these tribesmen is sacrificed to appease the carnal appetites of the Gugs or the scum of Shub Niggurath near the giant circles of Koth. 




Vision d'artiste de Shub-Niggurath By Dominique Signoret 

The city ruins of Sbcrath Koth are found deep in the dark forests guarded by ghoul tribes & the carnal monsters of 
Ubbo-Sathla. This is where many human wizards come to venture & certain tribes of mutants come from the Burroughs/Bakshi realms. The ruins of this place change & twist with the sleep of men & night mares come here to feed on the lost souls of psychics who fall pray to the lure of the song of Ubbo-Sathla.

1d10 Random Encounters In 
The De Media Silvis

  1. 1d6 gasmask wearing dream wizards of 5th level come to collect dark & shadow Fey here. 
  2. 1d4 wandering scum of Shub Niggurath who have come to pay homage to their mother thing by murdering some poor hapless fool. 
  3. 1d6 ghouls wandering the byways of the place on their way to trade with a forest wizard & they are hoping to avoid a manticore or shadow dragon here. 
  4. 1d6 Drow warriors whom the realm has swallowed. They are very itchy to not become a sacrifice to the Great Old Ones. 
  5. 1d8 Gugs looking for easy prey & sacrifices to bring back to the underworld. 
  6. Giant Slug on its nightly hunt 
  7. A manticore looking to dine on goblins. He carries the wounds of small arms fire from goblins 
  8. 1d8 human adventurers from the barbarian tribes of Croth on a hunting mission 
  9. Dark druids out for sacrifices there are 1d6 of these mad bastards on their way to the ruins of Sbcrath Koth 
  10. 1d6 Amazon warrior women on the hunt for a shadow dragon for their mistress wizard queen. They will trade with other adventurers but hate & loath goblins 

The De Media Silvis touches many worlds & occasionally there will be other places, times, & locations that phase into the mini plane. These times often have dire & mutational effects on those caught within this place as their mutations take on a dire & weird effect.  
The De Media Silvis is said to touch the last days of life on Earth & those who get lost can end up on the shores of the 'last sea'.  Their souls food for the undead giant crabs to call that place home. The De Media Silvis is a dangerous & unpredictable alien wilderness that tests the mettle of even the most jaded adventurer.

Tuesday, March 12, 2019

High Tech Mysticism & High Caliber Adventure Encounter - New Drow City History & Violence

"All our best men are laughed at in this nightmare land."Pomes All Sizes (1992)
Jack Kerouac


'There are things out in the night these days. We don't venture into the darkness to much anymore except for supplies occasionally. They think they've got us beat but they have no idea about the roof top gardens or the runners. These days we use the cross bows to take out their night ogres during the day or their trolls that they hatch from corpses of our dead. Don't ever get captured by em. Its better to commit suicide then end up as some dancing horror taking out your brothers because you've got no choice. Where did they come from? Well as I heard it told by one of their witches they've been waiting to take this world for a very long time & was hiding out in the Underworld. They've been in our dreams this whole time,boys & girl'
Pappa Long Shot - Sniper Brooklyn Irregulars Group

Introduction

New Drow City wasn't always the mecca of ruin & darkness it is now. The Drow who came were not the Drow known in the wilds of the kingdom of the of the Hawks . These were a far more dangerous strain who had long taken the darkness of the Elemental Plane of Earth before the Biblical Flood.  These Drow had conquered forgotten  portions of the Dreamlands underworld. With their strong magicks & witch clans they made war on the edges of the empire of the ghouls. They carved out a portion of the Underworld.


Faramarz kills the shah of demons (ghuls), from the Shah Nameh,
10th century Persian epic of the Kings from Welcome images 

They came home to Leng  for they were the progeny of the spider goddess
  Atlach-Nacha & a demon lord of the Abyss. They tortured any Men of Leng they came across & grew wise in the ways of man as the last Pict died on the waning of the Roman Empire. They are brother & sister to the spiders of Leng & use the men of Leng with impunity. The Drow nations tested the mettle of Arthur & his men laying waste to the edges of Fairy. The knights drove them back into the realms of Earth & nightmare. 

But they would not stay & during the years of the Black Plague they almost took a kingdom of  Man. But once again they were driven back into the Underworld. The nations of the spider queens & their witches stayed from the sight of man. But the Drow are a jealous & cruel people. By the 1900's they had sent their spies & night ogres into the back alleys. Cults dedicated to Orcus & Demogorgon put aside their differences & for one shining second they held the city. But then they were turned back by the tide of some unknown heroes & the greatest sacrifice was made by one of their number. They were banished to the darkness once again.

The Witch in the Stone Boat is an Icelandic fairy tale,
 found in Andrew Lang's The Yellow Fairy Book (1897).

They waited & brooded outside of time & space in the Dreamland's underworld until the stars were right for their crossing. The witch clans began the great works for the 'crossing' & the works of man stopped working. They made the signs & the cults of 
 Orcus & Demogorgon murdered & slit the throats of man. Now they control a portion of the city but there are others in the darkness who watch with greedy eyes.


Now the witch clans warn about the coming of strangers, adventurers, & there are rumors of ancient enemies. The Hyperboreans have come from another future to face down their old enemies. The 
Night ogre mercenaries whisper of their master's nervous flutterings & arguments among the wise councils of necromaners. The alters have been busy day & night as the Drow seek signs in the blackest Heavens & the deepest of cold Hells.


1d10 Dark Encounters 
& Random Encounters In 

New Drow City 
  1. 1d20 2nd level Drow fighters on sacrifice squad detail any & all humans are subject to their wraith for the sacrificial alters
  2. 1d6 night ogres out on patrol armed with a 3rd level human wizard/cult leader. They will try to capture or kill anyone they run across. 
  3. A spider  beast of Atlach-Nacha out to capture any adventurers they run across 
  4. A flesh weaver princess with 1d6 modified fighters out on a holy mission. Will kill any one she runs across not associated with her clan. 
  5. A first level fighter wounded. Actually bait for a clan of 1d6 4th level Drow assassins. 
  6. Clan spider fighters on giant spider mounts looking for humies to kill for fun armed with poison arrows & short bows. 
  7. Drider missionary looking for converts for his mistress actually sacrifices. Has a lair on 54 street. 
  8. Ogre night peddlers looking to poison some humies for fun. 
  9. 3 demon spiderlings looking to infect an experiment for their mistress. 
  10. A poor & helpless wretch in need of help. Actually a spider demon looking to murder a human or adventurer.

Monday, March 11, 2019

High Tech Mysticism & High Caliber Adventure Encounter - New Drow City

"This is a war universe. War all the time. That is its nature. There may be other universes based on all sorts of other principles, but ours seems to be based on war and games. All games are basically hostile. Winners and losers. We see them all around us: the winners and the losers. The losers can oftentimes become winners, and the winners can very easily become losers."The War Universe", taped conversation, first published in Grand Street, No. 37 (1991)"
William S. Burroughs



"I'm trying to remember when it started?It was 1980 something.  The lights, the heat, they went out. Then the machines & the guns  stopped. The first of the stone tipped arrows hit our soldiers down on 42nd street after the grey black fog took New York City. They were in the fog, the black warriors speaking gibberish & armed with those incredibly sharp blades. Then the giants & their hammers.  I still hear my men screaming at night you know!"
Sargent Bryan Renolds New York United Police

Introduction 
On the planes of the Earth where the edges of an alien empire touch the 
 Kerouac Wilderness a vast & alien intelligence grew jealous of the works of mankind. The used the old bridge ways & moon beam gates. They invaded & the world of man is now locked in a war of incredible stakes.

New York was the first to fall & now the seat of a new Drow military empire but it is a fragile thing held together by mercenary troops, demonic magic, & absolute resolution on the part of the demon elves. Many adventurers have made the crossing over into this Prime across the dimensional straits of the Burroughs/Bakshi realms.  They brave the mutants, madmen, cultists, & others who work for the Drow forces.


Adventurers have been training human forces to combat the machinations of the Drow but it is a matter of time & numbers. Machines, technologies, etc sometimes work with the aid of powerful magicks. But the forces of darkness always seem one step ahead with demons & other powerful monsters always lurking in the lower dimensional sink holes. Those venturing into the 'front' can expect to be paid in relics, jewelry, some treasures, & other baubles common to 'the real world'. They seldom get the opportunity to spend their pay. 
This is a war of attrition & darkness. 

1d10 Random Encounters In 
New Drow City 
  1. 1d8 Drow Assassins on a raid into human settlements. They are growing careless because of winning territory in recent weeks. 
  2. 1d6 Giant troll mercenaries going out on sacrifice patrol & looking for humies for the alters. 
  3. A flesh crafter & 1d10 of his charges going to terrorize the locals & murder in the name of their nameless gods. 
  4. Patrol of 1d10 Drow warriors going on a raid. 2nd level fighters armed with arrows & poison 
  5. Flesh crafted terror weapon AC 6 with 10 hit points 
  6. Giant slime monster about to go & 'clean' a neighbor hood. It expects little resistance. 
  7. Disguised Drow junk peddlers going to sell goods to the humies. They have 1d10 soul stones in their possession 
  8. Drow child snatcher working to secure kids for the sacrifice alters. He has 1d20 victims at present & is working with 2 night trolls. 
  9. Night ogre with 3 Resistance fighters for his Drow witch mistresses. Armed with a heavy crossbow 
  10. Drow witch retinue with 4 Drow witches of 6th level & 12 first level fighters out on gathering duty. 


Photo of downtown New York By Derzsi Elekes Andor
There are pockets of null time where the streets open back into the past because of the magicks that the Drow employed. But these are traps where the consciousness of the victim can be drawn back into the before time & their bodies become easy pickings for the 'night ogres' who wander the streets gathering up those who dream of the world before. Anyone caught in such places must make a save vs wands or be caught 1d20 years before the invasion in a dream like haze.


Night ogre mercenaries brought in from the Underworld of the Dreamlands work for the various witch clans of the Drow. They ply their trade under the cover of twilight wandering across the city making it very dangerous for any adventurer they come across. They are hunched backed but slightly stronger & more intelligent then the average ogre. They also use a variety of Dreamworld magicks to seize any adventurer for torture they come across. These beings lurk on the edges of The Kerouac Wilderness & certain spots on Hyperborea.



New Drow City isn't a vacation spot for adventurers & it comes with a whole different set of criteria when adventuring there. The daylight offers no reprise from the dark forces as they have brought a variety of  fell Fey creatures with them. There are also Drow witches who wander the city in the disguise of humanoid animal mutates. Will this plane Prime fall to these dark forces or will the presence of adventurers help to free this once great world?! 

Sunday, March 10, 2019

High Tech Mysticism & High Caliber Adventure Encounter - The Kerouac Wilderness

"I felt like lying down by the side of the trail and remembering it all. The woods do that to you, they always look familiar, long lost, like the face of a long-dead relative, like an old dream, like a piece of forgotten song drifting across the water, most of all like golden eternities of past childhood or past manhood and all the living and the dying and the heartbreak that went on a million years ago and the clouds as they pass overhead seem to testify (by their own lonesome familiarity) to this feeling. Ecstasy, even, I felt, with flashes of sudden remembrance, and feeling sweaty and drowsy I felt like sleeping and dreaming in the grass"

The Dharma Bums (1958)
By Jack Kerouac


Elijah in the Desert, 1818, Museum of Fine Arts, Boston

Introduction 
Down in the darkest parts of the lower viberational planes of dream locked between 
the Burroughs/Bakshi realms are the wilderness of consciousness. These are lands of incredible beauty & absolute horror. Here the possible futures of mankind & the absolute pasts of peoples dreams are woven together to form the patch work landscape of a world of deep dreamings. Here creatures of dream feed on the magick of mankind & adventurers who brave this place are in constant danger.



This patch work mini plane of dreams & peusdo history touch a variety of planes making it the perfect but dangerous trail world through the subconscious. Here many wizards come to set up a temporary abode to observe the ever change chaos of the dreams of trillions of beings throughout the planes. The ever changing landscape can drive men insane as bits of this reality change with each & every day. Dream cancer is a problem as the chaos of the place eats at order brought into it. 



Flora dedicated to feeding on the semi conscious thoughts of beings thrive here as the weird pesudo thought forms & dreams drip through the cracks of dimensions. A billion thoughts can sustain the plane for days on ends as the skies alight with the crashing of electrical phenomenon caused by the dying of dreams.This is a place where the forces of chaos are the rule & norm. The power of the mind is king & there are peoples of incredible skill & passion who live here. They are insane by conventional standards but thrive here in the thought  shadows of man.



Mankind is like dogs, not gods — as long as you don't get mad they'll bite you — but stay mad and you'll never be bitten. Dogs don't respect humility and sorrow.

Some of the Dharma (1997
Jack Kerouac
The Quallan barrens are a place of stable instability where dwell the insane tribes of Qullan who are masters of this part of the world. They breed in the hills & communicate in the signs of chaos. Their ever sharp blades are able to cut through most creatures but they will occasionally work with a wizard totally dedicated to Chaos. They only respect strength but their insanity twists & turns them as it will & they will eat anyone should the mood take them.

1d10 Encounters Within The 

 Wilderness of Consciousness & Dream

  1. A band of dream traders combing the wilderness for dream selves of suicides & fools to be taken to the forges of the witch men & turned into enchanted items & potions
  2. 1d4 mad sage quadruplets who are all the same conscious split by the dreaming of magick. It or they know 1d6 spells of 6th level & are glowing with the magic of dreams. 
  3. 1d8 adventurers who have survived an encounter with a wizard of chaos & his Quallan minions.  
  4. 1d10 dream goblins on their way to getting a potion from a wizard deep in the dream worlds. They have 1d6 small items for trade & will engage in gossip. 
  5. A giant sentient slug thing that is on its way to a conference but has need of adventurers for a small quest. Willing to pay in gold or dream currency. 
  6. 3 skull faced Formorians on a raiding mission armed with club,bows, & arrows. They are not impressed with humans they've run across. 
  7. An Elven wilderness scout whose looking for a good home for his people who have been recently displaced. 
  8. Band of 1d8 Greyhawk adventurers who are utterly lost & yet their wizard is pressing them deeper into the wilderness 
  9. 1d8 priests of the dream gods on holy mission to gain new recruits for a mission deep into the wilderness 
  10. A young dragon on a mission of gaining a spell from his ancient master who lives deep in this realm but now he's utterly lost. A gang of slavers is looking to take him. You arrive just in time to help him.

    Needless to say that some of the most dangerous Fey & Fairy call these realms home. The deeper wildernesses are their homes & they will destroy any human or near human intruders they run across. Enchanted sleep is the least of their punishments.



    Tribes of Gremlins & the smaller humanoids will ambush, kill, & eat intruders. There are rumors that these sections of the wildness were the home to the empire of the elves but this mere rumor. The first sign of a satyr & his charges is usually too late for a party of adventurers.



    Here in these ruins are supposedly gateways to the future when the gods have died, other gateways to the dungeons of a great castle that was destroyed on the world of the hawk, & other gates that lead to fantastic treasures. The wilderness of consciousness is not a place to adventure for the faint of heart. 

Tuesday, February 5, 2019

The Kree Sentry For The High Tech Mysticism & High Caliber Adventure Campaign & Old School Campaigns

The alien Kree empire created billions of Sentry cybernetic life forms to guard all of their important caches of weapons, artifacts, & even spacecraft. These robotic sentries are capable of taking on many threats to their charges & should be used sparingly by dungeon masters. Kree Sentries are found through the remains of the Kree Empire & their former interstellar colonial protectorates. The sentry series are incredibly durable, resilient, & can survive for thousands of years on the barest of their self regenerating energy systems.



The Kree Supreme Intelligence may at anytime hear or see through the eyes of any Sentry unit within the ancient Kree Empire. It can act as the eyes & ears of its master across the vast interstellar gulfs.
All Sentries know how to use any & all Kree artifacts but may not be inclined to share this information with adventurers or enemies of the Kree Empire. 
Alignment : Lawful 'Programming  dependent'
# Appearing 1-3 
AC: 5
HD:8
% In Lair : 80%
Treasure : M or better
Powers & Abilities 

Darkvision out to 60 feet.
Immunity to all mind-affecting effects abilities & magic
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, & necromantic effects
All abilities as per Constructs 
Strength As A Hill Giant but can increase strength up to Stone Giant strength
Regeneration as a Troll due to Nanite repair systems 
Omni Blast Beam Attack 1d8 to 2d8 damage( for Mutant Future or Gamma World systems with a 30 foot radius up to six times a day 
There is a 60% should the Supreme Intelligence deem it that it will gate in another sentry unit should the first deem that its charge or treasure cache is in danger.Sentries will also be dispatched to any number of distant worlds where the colonial interests of the Kree empire are in danger. Most sentry units will sell for about 600 gold pieces on the intergalatic or planar black market. Once a sentry unity is defeated there is a three day window for the circuits & parts of the unit to be scavenged. After this certain key & critical systems will begin to disintegrate rendering a unit's value on the black market to only 200 gold pieces.


Kree Sentry Units on Carcosa are there for a two fold purpose one to monitor the activities of the influence of the star gods & Great Old Ones. Two the Sentries are found among the ruins & space wrecks of the Kree Empire craft that have crashed onto Carcosa.  There are two Kree 'ultra Sentries' who attend the temples of two unknown gods of Law on Carcosa. These Kree Sentries have access to many advanced & dangerous weapon systems but these 'ultra Sentries' true alien purposes are unknown. 

These ultra sentries will have 1d6 additional advanced nanite weapons systems for dealing with truly dangerous threats in the alien minds of the Kree empire. 



Note that this blog post is not an attempt to violate the copyright or trademark of Marvel Comics nor its trademark or copyright holders. This blog post is for educational & entertainment purposes. None of the rpg writers or designers named is any way responsible for the contents of this blog post. Artwork used without permission. 

Friday, June 29, 2018

The Kree Sentry For The High Tech Mysticism & High Caliber Adventure Camapign & Old School Campaigns

The alien Kree empire created billions of Sentry cybernetic life forms to guard all of their important caches of weapons, artifacts, & even spacecraft. These robotic sentries are capable of taking on many threats to their charges & should be used sparingly by dungeon masters. Kree Sentries are found through the remains of the Kree Empire & their former interstellar colonial protectorates. The sentry series are incredibly durable, resilient, & can survive for thousands of years on the barest of their self regenerating energy systems.



The Kree Supreme Intelligence may at anytime hear or see through the eyes of any Sentry unit within the ancient Kree Empire. It can act as the eyes & ears of its master across the vast interstellar gulfs.
All Sentries know how to use any & all Kree artifacts but may not be inclined to share this information with adventurers or enemies of the Kree Empire.
Alignment : Lawful 'Programming  dependent'
# Appearing 1-3 
AC: 5
HD:8
% In Lair : 80%
Treasure : M or better

Powers & Abilities
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects abilities & magic
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, & necromancy
Strength As A Hill Giant & can increase  Strength all the Way To Stone Giant Strength
Regeneration as a Troll due to Nanite repair systems 
Omni Blast Beam Attack 1d8 to 2d8 damage( for Mutant Future or Gamma World systems with a 30 foot radius up to six times a day 
There is a 60% should the Supreme Intelligence deem it that it will gate in another sentry unit should the first deem that its charge or treasure cache is in danger.


Kree Sentry Units on Carcosa are there for a two fold purpose one to monitor the activities of the influence of the star gods & Great Old Ones. Two the Sentries are found among the ruins & space wrecks of the Kree Empire craft that have crashed into Carcosa. There are two Kree 'ultra Sentries' who attend the temples of two unknown gods of Law on Carcosa. These Kree Sentries have access to many advanced & dangerous weapon systems but these 'ultra Sentries' true alien purposes are unknown.



Note that this blog post is not an attempt to violate the copyright or trademark of Marvel Comics nor its trademark or copyright holders. This blog post is for educational & entertainment purposes. None of the rpg writers or designers named is any way responsible for the contents of this blog post. Artwork used without permission.

Sunday, February 26, 2012

High Tech Mysticism & High Caliber Adventure Part IV : Modok For Carcosa


This is my favorite version of Modok by far you can find it & the artist's other artwork Here
The Carcosa Modok  Deluxe  (acronym for Mobile Organism Designed Only for Killing) is actually a clone of the original  that has come to the planet to begin the process for creating another cosmic cube. It has about 200 A.I.M. followers with it at all times. This being is a 7th level psionic for determining his powers each day. The creature can telekinetic float 20" above the floor of its compound & move at 40" per round.
It is a god to its A.I.M. followers!  The monster has an interplanar battle station for itself & its d100 followers. Its up to the Dungeon Master where he wishes to place this abomination on the face of Carcosa or else where.
Number appearing :1 (1d10 A.I.M. minions at anytime)
Alignment: Chaotic 
Ac:6
Move:40" per round
HD:16
Special:
Regeneration as a troll
% in Lair :50% of the time 
Treasure :H
Powers 

According to wiki - George Tarleton is subjected to a mutagenic process that grants him superhuman intelligence, including a computer-like memory, the ability to scour and retain large databanks of information very quickly and solve abstract mathematical problems nearly instantaneously. He also has the ability to calculate the mathematical probability of any given event occurring; an ability so strong that it that borders on precognition. However, his creativity remains at average human level. As MODOK, the character also has psionic powers enabling him to mentally control both individuals and large groups, and generate force fields able to withstand minor nuclear explosions including up to 200 points of damage per round. Courtesy of AIM technology, MODOK wears a headband that enables him to focus his mental power into a devastating beam for 1d8 points of damage five times per day.
A side effect of the mutation was the growth of Tarleton's head to the point whereby his body can no longer support the weight, necessitating the use of an exoskeleton and hoverchair. The chair is equipped with a variety of weapons including missiles 1d6 damage 50 foot range lasers for 1d6 cutting & blasting damage up to an 80 foot radius. Occasionally, Tarleton had the use of a giant humanoid vehicle that was proportionally sized to his head. Tarleton's organs also wear out quickly, necessitating the use of harvested clones, whose organs are used to sustain him. Exceptionally healthy PC's might be subject to this fate.
As the leader of AIM, MODOK has advanced technology and a personal army at his disposal of more then 2 million individuals. You can read more about Modok Here

Note I've written the character up in ODD Carcosa terms for easy of use. This is a fan work/homage. In no way is this blog entry intended to violate the terms of the original holders of the copyright or trade mark of the character. The  artwork was used without permission & is no way meant to violate the wonderful work of

Giorgio Comolo

This blog post is for entertainment & educational purposes only.