Tuesday, December 27, 2022

Barbarian Warlords of Greyhawk Part 13- GDQ0 House of the Brothers OSR Commentary On The Lands of Greyhawk

 "The House of the Brothers is an AD&D® game scenario for 3-6 characters of levels 6-10. Parties composed of less experienced players should have higher levels, while seasoned players may be able to handle this adventure with lower-level characters."



:This scenario s designed to fit into the WORLD OF GREYHAWKTM Fantasy Setting. It takes place in hex M5-127 on the WORLD OF GREYHAWK  boxed-set maps three hexes north of Loftwick in the Yeomanry, on the border of the Jotens mountain range. "
We've talked about the scattering of Greyhawk's relics & treasures here & the role that Cyfandir plays in the Barbarian Warlords of Greyhawk campaign here. What if there was a module or adventure that could segway into the Giant series of modules?! What happens if Luz's return is just the signal that the giants have been waiting for?! House of the Brothers from Dungeon magazine just be that adventure according to the Greyhawk wiki entry on this adventure; "
House of the Brothers is a Dungeon Magazine Module for 1st Edition Ad&D, for 3-6 character of levels 6-10, but is a considerable challenge for most players at that level. It's designed to expand the GDQ1-7 Queen of the Spiders super module, but could also be used to expand the G 'Giant' Series as well."
If the dragona of Cyfandir have returned then this could be the sign that the forces of Chaos have been waiting for because it may mark the return of the one of the gods of destruction for the orges & the trolls. These are two of the backbone forces of Chaos;'Worship of Vaprak, god of destruction worshipped by ogres and trolls. The module describes a small, horrifi idol with the words 'MIGHTY IS THE POWER OF THE CLAWED ONE. GREAT IS HIS FURY. DARK IS THE HOUR OF HIS RETURN.' engraved on it's pedestal. "Vaprak, god of destruction just might be one of the side gods of evil that unites the humanoids within B2 Keep on the Borderlands. 
Remember the forces of Chaos within Adventurer.Coqueror, King are all based around the evil humanoids of old school gaming. And in the Giant series of modules it's the Drow who are stirring the pot. And it might be the evil Chaos worshipping Elves who have called a temporary truce with the Drow to further the plot of the cult of elemental evil. And it could be the Drow who have furthered the corruption of Hommlet. 



































The village of Hommlet & the Keep must both be secure by the player's PC's in order to run House of the Brothers! Why? A letter to Dungeon magazine addresses this; " House of the Brother's had two letters addressing the difficulty challenge of he module:

Dear Editor: I have some worries about the level you are assigning adventures. The range in toughness for the same strength party seems pretty wide. Take "White Death" and "House of the Brothers" (issue #6). In "White Death" 4-8 players of 4th-7th level (a party averaging 33 levels) takes on 36 hp of dragon. In "Brothers", 3-6 players of 6th-1th level (36 levels) take on 200hp of Giants plus 61 hp of hell hounds. To make matters worse, "Brothers" is heavily trapped, and the PCs don't know what they are facing until probably too late, while he PCs in "White Death" know from the star they are after a white dragon and may well meet him when they are at full power.   

So, we have one adventure where the party is an easy winner, and another where the party is going to be lucky to survive. Consistent bias is easily handled by the DM but this erratic evaluation is worse than useless. The party will get bored with easy wins and even more distressed by disasters. Hopefully, you don't have this problem too often. David Carl Argall (Dungeon Magazine #9, p.3)"

And David is right and the follow up letter addresses this; " Adventure Levels: I was very interested to read David Carl Argall’s comments in issue #9 on the levels assigned to adventures. As the designer of “House of the Brothers” (issue #6), I think I have some comments which may prove useful to him.

When you are considering whether to use a given adventure in your campaign, you must consider more than just the recommended level range. The level range for “House of the Brothers” was 3-6 characters of 6th-10th level, an average of 36 levels to take on two fog giants, two hellhounds, and some dangerous traps. David says this is too tough for the players. You might be surprised to learn, then, that when I playtested this scenario, my own players were running characters from 3rd-7th level, with the average character being 5th level.

Instead of considering only the level of your players, you should also consider the relative skill of your players. In some worlds, a single giant would be deadly for a whole party of mid-level characters. In my campaign, a single hill giant wouldn’t last two rounds against even 1st-level characters. This reflects the relative experience and skill of my players, not the statistics of their characters. I routinely use modules designed for 4th-7th level characters, with only slight modifications, when my own party is at 1st level."

The ACK's player's PC's are going to have to be an appropriate level in order to tackle the pitfalls & perils of GDQ0 House of the brothers. And we can see this in the secondary response to David's letter;"During playtesting, none of the fiendish traps set by Erdol and Karzahk worked on my party. A mid-level thief who checks for traps every time should be able to negate most traps on chests and coffers. Failing this, my players have devised a number of ingenious methods for avoiding traps (which I will not share here to save you from having the same problem). They know me . . . they expect to find fiendish traps. Thus, they have learned to take the elementary precautions that will avoid them. (Consequently, I was quite shocked when they did not immediately suspect that the statue in room 5 was a stone golem!)

Finally, the real responsibility for assigning levels to adventures lies with the Dungeon Master. You know your players and your campaign’s needs better than anyone, even if they live in Lake Geneva. Frequently, AD&D players expect TSR to hand feed them, balancing every campaign and clarifying every rule. This is an impossible responsibility. Think for yourself. Mark R. Shipley Bremerton, Washington (Dungeon Magazine #11, p.2)"

This brings into sharp focus the roll that the upper levels of ACKs play in sorting out the intricities of stitching together a prequel to the G series within a  Barbarian Warlords of Greyhawk campaign.

OSR Commentary - Lamentations of the Flame Princess, Summoning Spells, Dark Albion, & DA2 Temple of the Frog

So we're just getting back after a day of work & Lamentations of the Flame Princess has been on my mind.Why!? There are a myriad of reasons for this & one of the reasons is just how ingrained some of the ideals of LoFP have become within our games. 

A good example of this is the first level Summon spell that has caused a myriad of motives & problems for PC's in numerous campaigns. Numerous times I've used scrolls of Summoning as the 'treasure' within the lair of a cult or magus's abode.
After long considerations about LoFP the Summoning spell is one that I've turned into ritual. There are several reasons for this. 
While I've kept the level at first the spell became a ritual & one aligned with Chaos at that. Possession of this ritual has become one that carries with it the death penalty within our campaigns. This came up as a result of a Dark Ablion game in which a player's ousted magus spoke to the party about the ritual. 
Instantly the character became prime enemy number one on the Sol Invictus's wanted list. What however is so dangerous about the Summoning ritual? 
There are in point of fact two reasons. The ritual not only summons an unknown creature of Chaos. But it opens a doorway for the things of the unknown to gain enterance into our campaign world. 
Due to the influence of Dark Albion's Cults of Chaos the  corrupting nature of Chaos continues to be a problem long after the other worldly monster has been dealt with. 
And this is an issue that has cropped up in any number of games where the influence of Blackmoor continues to rear it's head as well. 

DA2 The Temple of the Frog  By Dave Arneson & David J. Richie has become a staple as one of the origin points for the demonic frog humanoids in our various Dark Albion game campaigns over the years. 






































Stepthen The Rock as a discipline of Tsathoggualo continues to plague everyone of my campaigns as another clone body is released via the clone tapes with his last stored memories of his demise by the PC's fresh on his mind. His Chaos cult is also one of the sources of the Summon ritual. Tsathoggua continues to be amused by the antics of his favored son. The Temple of the Frog is the source for the Chaos humanoid frogs who rule France in our Dark Albion campaigns. The humanoid frogs were released thousands of years ago & began their ascend into full on sentience & take over of Albion. 


































The Rose War has stunted the machinations for exploration but for hundreds of years Europe had been exploring their world & beyond. And it's this beyond that has led them into other realms. This ties into  

Mad Scribe Games Sword & Caravan which in turn ties back into today's Red Tide campaign setting



 The Red Tide energies means that PC's from the Dark Albion era are able to rub elbows with Dark Albion NPCs's as well. These energies extend the life of those who spend time on the islands. These same energies are also the leaks from the war of the two unknown archons from Qelong. These are all due to the Celestial Engine breaking down over billions of years. 
Each time a summoning ritual is used another pin prick point of damage is done to the Celestial Engine. But what does this all mean?! 

Monday, December 26, 2022

A World Bathed In A Red Tide - Thoughts on Red Tide, X1 The Isle of Dread, & More



 "
For three hundred years, the last remnants of humanity have clung to the wild green jungles of the Sunset Isles. They have watched the red mist that consumed their world roil a hundred miles off the coast, waiting, a beast at bay. But now the crimson dreams are becoming stronger, and the wild Shou tribes of the west howl their hate at the human invaders. Who shall rise to save a world quenched in blood"''


It's been a long while since the spine of 
Red Tide: Campaign Sourcebook and Sandbox Toolkit'. But tonight a phone call has me wondering if there's time to dive back into a two year old campaign that's been sitting on the side lines. Ages ago Red Tide was one of our catch all campaigns where the lost & damned ended up from other OSR campaigns of ours. We had characters & PC's from Dark Albion, Hyperborea, & various other LoFP games end up here.  Even though Red Tide was created for the Labyrinth Lord Rpg. It was an easy shift to bring over the various OSR games. 
There were two big changes that we made to the Red Tide setting. First of all magick spells became rituals & two there were peace between various Shou tribes. This was a major sticking point with the PC's two years ago when we last played. 
And the setting of Red Tide played an important role in one of our Godbound games earlier in the year
The question that came up was simple. 
One is the Red Tide setting actually one of Godbound's Celestial Engine universes where said Celestial Engine is breaking down?! Are the red tides actually Celestial Engine energies leaking into the setting & causing many of the mutations & horrors?!

And we included X1 Isle of Dread being another sub realm near the Red Tide islands but tied into the plane of Elemental Water. The elemental plane of water being one of the power sources for the Red Tide's Celestial Engine. 

The real problem came from the fact that the leaking energies were a result of the battles from two extremely alien gods or aliens ala LoFP's Qelong adventure by Kennith Hite. 
And here's where things got very dangerous as one of the PC's got infected with the weird radiations from the artifact left on the battle field of Qelong. 






































This infection rquired an extensive journey into the interior of the isle of Dread to find the correct healer to help our PC and then the whole game came to a stop. Due too scheduling conflicts & what not we never returned to this campaign. Now the players want to change that coming up! 


The Goa'uld Come To the Superior (Subsector B of Clement Sector) System An Alternative Earth Clement Sector Rpg one shot !? - Session Report

 We ran a very different 2d6 game mini adventure using the fan made Stargate Rpg for Traveller available in this thread on Mongoose's forums here.  Today the PC's were came face to face with five  active Hatak motherships that was attacking the Superior (Subsector B of Clement Sector)! The mercenaries were outmatched & definitely outgunned! 


































'The Subsector Sourcebook: The Colonies gives all of the details perfectly for running a military campaign within the Clement Subsector. The player's PC's had no idea what the  Goa'uld were going to do with the Superior system. The PC's had one shot to get the population evacuated from the small world as the first of the 
five  active Hatak mothership moved in! The mission here was simple get the population moved out ahead of the  Goa'uld army. There was no way the PC's were going to defeat the  Goa'uld forces. But the PC's were willing to try! 

The governor of Tupolev begged with the PC's to get his family off world. And already things were going South on Tupolev. The party split up & one team took off towards one of the active spaceports. And the second team ran straight into a team of 
Goa'uld. They had to get word to the system world to get the defense forces & the navy forces for a counter offensive. Events became muddy & brutal as one group had to save the other from the Goa'uld. Nuclear weapons being smuggled aboard one of the warships was talked about. And in the end several transport ships were used to get people off planet! The revenge for the world of Tupolev is on everyone's mind! To be continued next week! 

Review & Commentary On M2 Marvel Super Heroes RPG: The Unofficial Canon Project Darkhold by Necromancer For The Marvel Super Heroes Rpg

 "For untold millennia, Cthon and his black sacrament, the Darkhold, have plagued the world with unparalleled suffering and darkness. Since before mankind ever met it’s existence, black hearted sorcerers have sought the Darkhold and it’s infernal power so that they may rule over the world and unleash Cthon upon the Earth dimension once more. The Darkhold’s black pages have unleashed countless horrors upon the world, vampires, werewolves, zombies and other nameless and stygian forces. Even the book itself thirsts for the souls of the living, pray fearful reader, pray that you do not find your own soul swallowed by it’s inky black pages."


"Within these pages you will find in depth information featuring the powers and history of Cthon and the Darkhold.

An expanded section detailing the known magic spells within the Darkhold’s pages.

Write ups featuring the spawn and servants of Cthon and the Darkhold.

Write ups featuring the Montesi family and the Darkhold Redeemers, valiant heroes in the war against black sorcery."





Originally I joined the 
Marvel Super Heroes RPG: The Unofficial Canon Project for a copy of M2 Marvel Super Heroes RPG: The Unofficial Canon Project Darkhold by Necromancer. The G Drive has some fantastic stuff for the MSH game. But the group's organizational skills need some work. And yes,  it's understood that these MSH supplements  are  free fan works.  But it took me quite awhile to be able to find a copy of M2 The Dark Hold. However, it was well worth the wait. The Darkhold is basically the Bronze Age Marvel comicbook's Necronomicon.In other words a powerful book of dark magic that corrupts anyone or anything it touches. Comes complete with an elder demonic author. 
 M2 The Dark Hold clocks in at thirty pages & has pretty much the entire package of the Darkhold's history, background, demonic author, prehistory, major spells, and more. The Darkhold's history weaves it's way through the Prehistory of Marvel's Earth into the time of Kull & Conan. 

We get into Cthon the author & elder god's history and why the Darkhold was penned. It's effects on the prehistoric Marvel universe. The struggles of the black god of the book. The earliest interactions with some of the Marvel universe's mightest Sword & Sorcery champions. 

Again we get the impression that any interaction with Cthon is bad news for anyone involved. The Darkhold is at the heart of the creation of Marvel's werewolves & vampires. 
As I've said M2 is a wealth of information & background on the Darkhold. The Darkhold is so powerful that it has woven it's way through Marvel's Kull, Conan, not to mention more modern titles such as Tomb of Dracula & Werewolf by Night. 

Cthon itself has become one of the more 'successful' elder gods ie demonic Lovecraftian lords. He  indirectly reponsible for causing the events of M day by corrupting the Sarclet Witch since her birth in the shadow of Mt.Wundagore. 
And this corruption happens again & again in the Darkhold's history. Darkhold even caused Stephen Strange a multipicity of problems. This included the indirect resurrection of his brother Vic upon the return of the Earth's vampires. The Darkhold was involved with the vampires  destruction & their resurrection after several years in the Earth 616 contiuum. The reason why I speak about these events is too illustrate the dark power of the Darkhold. 
The Darkhold isn't  a book to be taken lighly & that includes using it within your own MSH games. Even Morgan Le Fay & the cult of the Darkholders wanted nothing to do with Cthon & imprisoned him under 
 Wundagore Mountain.

That shouldn't prevent you from using M2 Marvel Super Heroes RPG: The Unofficial Canon Project Darkhold by Necromancer for your own games. With such a dark & twisted book of dark magick at the heart of  a MSH's game campaign the motives for a group of heroes is easy to see. M2 Marvel Super Heroes RPG: The Unofficial Canon Project Darkhold by Necromancer is available in the 'other section' of the group's G Drive. 

You can get M2 Marvel Super Heroes RPG: The Unofficial Canon Project Darkhold by Necromancer By Joining the Marvel Super Heroes RPG: The Unofficial Canon Project group on Facebook here. 





Sunday, December 25, 2022

First Impressions Of Wretched Darkness Rpg By Miguel Ribeiro, Sílvia Clemente, & Joe Coombs From The Red Room For The Wretchedverse

“You were not there for the beginning. You will not be there for the end. Your knowledge of what is going on can only be superficial and relative”
― William S. Burroughs, Naked Lunch

Wretched Darknesss is a horror rpg & specifically an OSR horror game by the folks of the Red Room. And you play a former victim, a monster, or something far worse who has knowledge of what might be coming at 'The End'. Hence why we have the William S. Burroughs qoute. 


The Red Room has been producing & creating incredible games for the last three years now. And now Wretched Darkness rpg has hit under the tree. This is brand new OSR horror game that hits the high notes & clocks in at two hundred & seventy two pages. 

Wretched darkness hits several different notes then other OSR horror titles; 

"Welcome to the nightmarish realms of the Wretchedverse, where horrors lurk around every corner, and the darkness hides untold terrors. Wretched Darkness is a mature horror role-playing game where you take on the role of an anti-hero character who must face the unknown and confront the supernatural head-on. This game can be played as dark fantasy or make it an actual horror experience. Players can choose from several factions for their characters, some already featured in previous Wretched games, such as The Knights of Cydonnia, BurroughsTech, the Araknyd Brotherhood and the Daughters of Ksenia and some new ones, like the Warden Foundation and the Children of the Night."



"By default, the game is set in modern times, in urban environments, where danger lurks at every turn and death is never far away. However, you can use it to play horror games at any other time. Combine it with Wretched Époque or Wretched Country for the 19th-century terrifying experience, pair it up with Wretched New Flesh for a near-future surrealistic horror campaign, jump into the far future by using Wretched Space, or set it in any other timeline."

Hoping that everyone is havig a fantastic holiday & Wretched Darkness rpg has the potential to be both rpg & Wretchverse setting book as well. If Nightshift Veterans of the Supernatural Wars has the potential to be an OSR World of Darkness style rpg campaign then the Wretched Darkness rpg has the vibes of a Kult style OSR game.  The Wretched Darkness rpg has the potential to really take in the 90's style Golden Age horror movie like campaign in spades. The Wretched Darkness rpg has a real dependance on it's factions, NPC's, monsters  & has a more personal style of horror then most other Wretched Rpg's. And even Joe Combs has spoken about this on Facebook; "'The Wretched Darkness  got alot of options to it.Takes the idea of magic being a living breathing force to be reckoned as opposed to it being in the hands of a select few casters.
'"Though those who are willing to put the time and effort into
How magic works may well find themselves doing some pretty incredible things.
Especially if they are working together, to make magic work.
This makes cults much more of a force to be reckoned with."
I suppose could be a Wretched Sorcerers Handbook.
Already had plot hooks forming for it. "

And the idea of magick being a living thing & a force to be reckoned plugs into the Wretched 'Epoque rpg background & systems. Wretched 'Epoque rpg contains a lot of background on the Red Room's take on the Beyond. The Beyond is the horror dimension that worms it's way through many of the Wretchedverse titles. And it impacts many of the Red Room's titles & it's minions can easily affect a campaign. 


The Wretched 'Epoque rpg is perfect to couple with Wretched Darkness for making a complete turn of the century horror rpg. The 'Wretched Darkness rpg has the feel of a far more complete rpg system in my humble opinion then other horror rpg's on the market.
Why because of the fact that in addition to other Wretched rpg PC classes we get several new classes and playable races, such as Incubus/ Succubus, Loup-garou, and the Wampyr.

“Nobody owns life, but anyone who can pick up a frying pan owns death.”
― William S. Burroughs
 The PC's own death & things far worse in Wretched Darkness. Wretched Darkness is very well done. And the PC's are going to be focus for violence, change, and worse. The worse plugs right into the works of 
suchMaestros  as Clive Barker, David Cronenberg, David Lynch, John Carpenter, Wes Craven, Lucio Fulci, and Mario Bava, but expect sources of inspiration as varied as William Burroughs, Charles Bukowski, William Gibson, Paul Auster, exploitation movies and Leonard Cohen’s poetry. And while we've seen this before in Wretchploitation & other Red Room Rpg's. In Wretched Darkness it just hits differently. And Wretched Darkness feels like a 90's horror movie trailer that just came up on the VHS tape from the local video store. 

Barbarian Warlords of Greyhawk Part 12- The Legacy of the ruins of Cyfandir OSR Commentary On The Lands of Greyhawk



Yesterday we discussed the balance of power on Greyhawk or as it seems with Chaos on the ascent or it seems. In point of fact that there are far older forces that have seized power long ago from the busom of the Elves & the ancient peoples of Greyhawk as related by James M. Ward's Greyhawk Adventures. The Great Dragon Aisoth the spawn of Necrozyte assaulted the Borderlands Elven capital of Cyfandir. The Lizardmen tribes who fled in her & her armys wake settled around the swamps near B2 The Keep of the Borderlands By Gary Gygax. 


Once again the Great Dragon Aisoth will awaken with the coming of Chaos & destruction. Her own tribes of Lizardmen troops will flock to her side to take out any remaining resistance around a two hundred mile  radius. Unless the PC's are of a level to take out the Great Dragon Aisoth?  The fromer Elven capital of Cyfandir would require a small army of adventurers & hirelings to take out the Lizardmen & the other monsters. The elven capital of Cyfandir holds many terrors itself. 

Two hundred years ago, the elven capital of Cyfandir fell to the savage assault of the Great Dragon Aisoth, self-proclaimed goddess and sovereign of the lizardmen who followed in her wake. The elves, occupied with the Argollëan War, were unprepared for the attack and the city fell swiftly. The elven residents fled, many dying at the claws and teeth of the lizardmen who waited in ambush in the forest."


"Now the city lies in ruins, its walls crumbled and alabaster towers fallen to rubble, and  the forest is crawling across its streets. Ivy and moss cover the walls of once-pristine  buildings, and piles of rubble mark the passage of the dragon. Only the majestic and imposing Great Hall still carries its ancient grandeur. It is there that the Great Dragon makes her lair, sleeping atop the a treasure trove of elven coins, jewels, and artifacts."

"Only the bravest adventurers will dare to plunder the ruins of Cyfandir…"

Could the cult of elmemental evil have a peace treaty with the Great dragon enabling her to spread her own minor projeny into the wilds of Greyhawk in 20,000 mile radius? Thus enabling the Great Dragon Aisoth to later on betray Luz  & the elemental humanoid forces to carve out her own kingdom on Greyhawk?! All of this might not come to pass with her defeat within the dungeons of Cyfandir! 

Cynfandir itself would be on the edges of the  Yeomanry, thus enabling the ancient Elven capital to have such an impact on events surrounding the Keep. 

Saturday, December 24, 2022

Cut Up & Cut out of Europa! Wretched Époque & Victorious Rpg crossover game Session Report!

 " Interpret the fluctuating appearances of the markings they mapped so well. Mapped so well. All learning is evidently far in excess of ours—and to have carried out The Martians seem to have calculated their descent with amazing subtlety—their mathematical their preparations with a well-nigh perfect unanimity. Well-nigh perfect unanimity. Had our instruments permitted it, we might have seen the gathering trouble far back in the nineteenth for countless centuries Mars has been the star of war—but failed to century. Failed to century. Men like Schiaparelli watched the red planet—it is odd, by-the-by, that. Odd, by-the-by, that."
Professsor Miguel 'Cut Up' Azprainl



So a couple of months ago during our
Wretched Époque & Victorious Rpg crossover game one of our NPC goons got tossed through a Martian 'War of the Worlds' Beyond   gateway. Professsor Miguel 'Cut Up' Azprain arrived back in England after a trip to the Beyond's version of Europa. Needless to say that the good professor was insane as ever. His time on the alien moon did not improve his insane outlook. The professor has in his possession a crystal egg & is infected with the alien red weed which grows naturally on Europa. The good professor has also gained psionic powers.  Professsor Miguel has become the most wanted man in Europe broadcasting his insane thoughts too anyone whom he runs  across! The party consense is that the professor is being psionic directed by the crystal egg's alien owners! 






















The professor was sought by the Blackguard & they had no trouble finding the professor as he spread red weed wherever he went! They cornered him in High Street Cemetary in London & just as they were about to get him he disappeared through a Beyond gateway! The gateway was made up of hundreds of Victorian household items, human remains, & other far more alien things. 












Land of the Red Weed - Stephen Speilberg's War of the Worlds 

The party blasted the gateway as possible just as a 'Martian' war machine was about to step through the portal! But what about the good professor?! That's coming up in our Wretched Flesh Rpg campaign in 2022! 
The Martain war machine stats came from The Hunter & Hunter Catalogue from the Victorious rpg




Barbarian Warlords of Greyhawk Part 11 Artifacts & Treasures of Greyhawk- Scattering of Power OSR Commentary Lands of Greyhawk

 Power belongs to those who take it or so the axiom goes with things moving apace since last blog entry here. Let's take a moment too get into how the Borderland was weakened & her borders made porious. And here's where Treasures of Greyhawk comes into focus. 

The forcus is centered because Treasures of Greyhawk. Because Treasures of Grethawk  is actually the history of the forces of Chaos scatterring the treasures of the campaign setting out of the Borderlands & Greyhawk's normal environs.
Let's take it back to B2 Keep on the Borderlands By Gary Gygax. The Caves of Chaos are filled with lots of loot from around the Keep & the lands of the Keep. Why?! Because the forces of Chaos have been instructed by the cults of elemental evil to keep one step ahead of the forces of Law. 
The forces of Chaos want to weaken & humilate Law not destroy them outright. They work in broad strokes & quickly to overtake thier enemies. 
We see this in Adventurer, Conqueror, King's  AX2: Secrets of the Nethercity by Alexander Macris,& Newton Grant.
We see sparkles of the power of Law through treasures like the rod of elemental spheres in AX2. And more of Chaos's machinations within  AX1: The Sinister Stone of Sakkara by Matthew Skail & Alexander Macris
Because 
 AX1: The Sinister Stone of Sakkara by Matthew Skail & Alexander Macris is a homage to B2 Keep on the Borderland. 






































And this goes back into  the dark grip of the Zaharan Empire who are simply another minor pawn of the forces of Chaos on Greyhawk. They were dupes for the forces of Chaos who fell for the old hooks & lures of the cult of Elemental Evil. And this ties back into the history found within B2 Keep on the Borderlands & the border strokes of the corruption affecting the village of Hommlet. 



The scatterring of the artifacts & treasures of Treasures of Greyhawk has weakened the carefully laidout magical protections of Greyhawk. Enabling yet another piece of armor to be removed. Thus the forces of Chaos have removed another obstacle in their supposedly march towards power. In ACK's terms the temple of elemental evil is sheer sink of evil without question! 
Treasures of Greyhawk's adventures played out could be the adventure run to recover those points of Law's magical protection! 
According to the Greyhawk Adventures publication wiki entry; "
The module was published by TSR, Inc. in 1992 for the second edition Advanced Dungeons & Dragons. It bears the code "WGR2" and contains 19 short adventures set in various locations throughout the World of Greyhawk. The storylines of the adventures are loosely connected. During the various adventures in the book, players can, for example, explore the home of the archmage Bigby, invade a dragon's lair, travel to the demiplane called The Great Maze of Zagyg, and trade riddles with a sphinx."
The PC's will be treading on the foundations & movers of  power of Greyhawk's power. This will also enable the PC's too possibly become part of that power. And this is reflected in 
Keith H. Eisenbeis review of Greyhawk Adevenutures for the March/April issue of White Wolf magazine. Mr Eisenbeis stated,"He stated that anyone could find use in it and that "This product is certainly worth buying for those who run Greyhawk campaigns ". And this is something that I certainly agree with. But there's far more to slide of Chaos & horror into a point of power on Greyhawk. 

Friday, December 23, 2022

Ghou'ld Tomb With A View - An Alternative Hostile Rpg one shot - Session Report

 So today was one of those days where everyone wants too game but it's very close to the holiday. And since almost half of our players were gone. Those of us left at the coffee shop today had to figure out something fast.  We ran a very different 2d6 game mini adventure using the fan made Stargate Rpg for Traveller available in this thread on Mongoose's forums here.
The six players we had took the Marine's book & created several Blackguard mercenaries were quickly rolled up. 


The PC's had been recruited by a Russian criminal corporation that had spotted some sorta of structure with strange radiation readings. Basically a crashed Gou'ld pyramid with God knows what's inside. 
The player's PC's were sent on a  Rockwell Harbinger ship named The Putin & were a part of the cargo for this run near a colony. The crew were not thrilled with the Blackguard & it took the party four years to reach the nearby star system.
 The colonists were wondering why there were new  rocknecks in the area. And the Blackguard's synethic & thier psychic immediately started in on the raw data on the back end of the semi desert world. This was done on the mask of prospecting for the Fenta corporation. The Fenta corporation has a  corporate history of mining, colonial work, and more. 

The party flew out to the site in a shuttle & immediately were not happy to see an Egyptian style pyramid in the middle of an alien desert!  This was actually a Cheops warship that recently crashed. 
























This is probably going too be a bug hunt!?  The player was pretty confident about this fact but actually it's a very different take!  The party  came face to face with Roman soldiers who proceeded to rake the explorers with machine gun fire! The players were completely shocked when they realized that the Roman soldiers were armed with brass black powder machine pistols. These weapons are actually Ingramus MX machine pistols taken from More Guns! OCR.
The players came face to face with the Roman Gou'ld soldiers of an alternative Alexandria. The players were shocked! They were not expecting Roman soldiers speaking an archaic form of Latin. The PC's almost bought it as they were forced back out of the pryramid and back into the alien desert by grenades being lobbed by the centurions! And the Death Gliders  caused the players even more issues! 
The Blackguard got off a lucky shot with a T.O.W. style missile taking down one of the Death Glider. And the centurions started to pour out of the pyramid! And the PC's actually retreated back to the colony! And armed the colonists with thier own cargo of guns! Then the Blackguard the next day snuck aboard the pyramid ship and found the stargate at the heart of the ship. The Blackguard found themselves face too face with Ice age Mammoths & riders on the otherside of the stargate! 
The Blackguard found themselves on the Atlantis setting! The Ghou'ld have a toe hold within Zozer Games Warlords of Atlantis