Tuesday, January 14, 2025

B1 In Search of the UnKnown By Mike Carr, The King in Yellow, & The Thirteen Parsecs rpg by Jason Vey- Session 1

 Were Rogahn the Fearless (a fighter of renown) and Zelligar the Unknown (a magic-user of mystery and power) both corrupted by the King in Yellow?! The players landed on the planet after exiting hyperspace into thier systems. They found the interstellar beacon to the ruined keep that secretly housed the hidden complex known as the Caverns of Quasqueton! We picked right up right from here on the blog. 





















The player's PC's were able to access the keep and it's environs quite easily. Yet, there were those in the party who thought that Rogahn the Fearless and Zelligar the Unknown might be alive ( hint they weren't). They did however come face to face with swaths of orcs, goblins, and several skeletons all under the horrid influence of the King in Yellow. 

 The PC's made it into the first floor of the keep. And came across the bodies of other former adventurers. These things were undead horrors under the King in Yellow's influence. These horrors attacked the PC's and this was followed by horns being sounded for goblin forces! 
The PC's were forced back into a back room by the adventurer horrors. And this is where we ended. 

The Thirteen Parsecs rpg has Chamber's King in Yellow as one of the possible campaign settings for the PC's. We took full advantage of the blank 'create your own adventure' format. Delta's D&D Hotspot has an excellent blog post on B1 Insearch of the Unknown. The   Caverns of Quasqueton has quite a dead on two levels of hard core dungeons. Add in the Chambers mythos of the King In Yellow & things get cosmic weird; " As noted by Mr. Wilde in The Repairer of Reputations:

"The ambition of Caesar and of Napoleon pales before that which could not rest until it had seized the minds of men and controlled even their unborn thoughts ... He is a king whom emperors have served."

 The PC' s are up too thier necks within the Chamberian aspects of our version of B1. The mysteries of  the Caverns of Quasqueton remains. 

Sunday, January 12, 2025

Exploring the Mad Socrerer's Isle - The Campaign World of CROM THE BARBARIAN By Jothanathan Nolan For The FASERIPopedia! Rpg

 So awhile back I worked on the Mad Sorcerer's Isle hex from the CROM THE BARBARIAN By Jothanathan Nolan  For The  FASERIPopedia supplement to augment and expand our Ascendant Rpg  campaign. This session report picks up right from November7th on the blog. 

 Now the Sorcerer's Isle was originally an ancient citadel that was abandoned during Crom's early ages. This builting and it's holdings were supposedly haunted only to be taken over by a succession of sorcerer's and thier families over the generations. The place being abandoned during the last age. This place is the orgin point for at least three of our Ascendant rpg characters. The player's PC's were immediately attacked by humaniod warriors who looked rough and unfinished. 

The ancient buildings were in ruins that is above ground. Below ground was an entirely another story with vast sprawling complexes and centers full of energy sources and other machinery. This is    according to our own PC Livewire 'master of eletricity and magnatism'  Our party came across a hidden doorway leading down into a high technological tunnel with decontamination booths. The air was pleasant and highly filtered having a highly oxigenated smell about it. 

We were then attacked by soldiers who turned out to be advanced androids armed with blasters. They gave chase and we fled rather then fight. We want the citidel in decent shape so that we can figure out it's operation and more. We ended here today. 

We're using Ascendant's Rogue's gallery's characters  to dovetail with some of the origins of Ascendant's Rogues Gallery to Crom's world for our campaign. 




















Crom's world has intersected with our own timeline at various points through out history. This includes our Ascendant campaign when a time doorway allowed Charlemane's Champion to come through. And yes we totally stole him from here. 


He has zero memory of how he came to the modern age. Super strong, highly resistant to damage, and yet capable of great charity. Charlemane's champion has become a valued member of our group as long as he can speak English. We taught him after saving him from a gang of super criminals who had him on ice. 


Friday, January 10, 2025

Winter Stockade KS 24 HOURS Left for "Special Edition Module #1: Goblin Raid on the Winter Stockade" By Mark Taormino From Dark Wizard Games For Your Old School Campaigns

 "The holiday season is in peril! The jolly workshop of Santa Claus has been invaded by a horde of mischievous goblins, led by the evil, gluttonous, and greedy Snarfle Waddlebelly! This vile goblin boss and his goons have turned the magical stockade into an evil dungeon, stealing enchanted toys, festive treasures, and the very essence of holiday cheer itself. The local village has assembled a team of brave adventurers to breach the snow-laden walls of the Winter Stockade, navigate its frosty halls, and confront that fat bastard and his mischievous gang of minions! The fate of the holiday lies in your hands as you rescue Santa and his friends, restoring order and the spirit of the season to the world. Amazing riches, a chance to get on the "nice" list for once, a few awesome toys, and the joy of millions of children hang in the balance if you can you save Christmas from the Goblin Raid on the Winter Stockade!"

"Special Edition Module #1: Goblin Raid on the Winter Stockade" By Mark Taormino is a great first level adventure that can easily transport your old school  adventuring party to a Winter wonderland of violence and horror. 
This is a great special edition module to transport your party into the middle of a series of adventures that centers around trying to save the Holiday season. 
And it's a great module for introducing the PC's into 
 the evil, gluttonous, and greedy Snarfle Waddlebelly!

There are brand new treasures, adventure locations, and plenty of tricks and holiday themed traps to get your adventurers in the middle of the holiday fueled action. 
Because this is a first level adventure this is a perfect touch stone to launch your campaigns with. 
Get the PC's deeply involved in your campaign's holiday Winter wonderland and then try to murder them in it! 
"Special Edition Module #1: Goblin Raid on the Winter Stockade" By Mark Taormino is in my mind an excellent adventure for Castles & Crusades. You've got all of the classic elements holiday mayhem, hidden locations, holiday themed violence, old school goblins, dungeon crawls  and more. 




















"Special Edition Module #1: Goblin Raid on the Winter Stockade" is perfect for C&C because it encapsulates the sense of whimsy and danger that C&C embodies. There's plenty of serious dungeon crawling but there's also an old school feel of dangerous  whimsy that many C&C adventures have. This is why Mark Taormino's adventures play so well with C&C. So get in on the action with "Special Edition Module #1: Goblin Raid on the Winter Stockade". Time is running out! 

Wednesday, January 8, 2025

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #3

 We pick up with the party fighting smugglers on the beaches of the manor house in U1 The Sinister Secret of Saltmarsh. Instead we were able to scatter the pirates with some carefully placed gas bombs.And we were able to sieze the Sea Wasp. This session picks right up from last week's session. 

We searched the beach and almost got ambushed by a pack of sea orcs, as well as mergnolls. These guys were part of the Deep Ones forces. 

Our own hero Waverider has been helping his own people the mermen around New York harbor. The Deep Ones have been battling them for centuries now. 
There have been incursions from the Deep Ones also on the Sea Elves terrority from Long Island. 
This goes back to the truce of 1952 which has been set up among the power house underwater humanoid tribes in the area. But something has been stirring up trouble among the tribes. The best guess of our two underwater heroes is that it's the Deep Ones. The village of Saltmarsh has been a haven for smugglers & pirates dating back before the 1700's. There have been rumors of undead horrors that date back to pre 1600's and can be traced back to Plum Island. 

The Plum Island facility has had rumors of lizardmen cryptids and strange monsters seen around the area. The mansion front door was locked and trapped. Nightslayer our night thief opened the locks without a problem. The interior of the house looked abandoned. However there were drag marks on the floor up too a book case. 
There were several bullet holes in the interior furnature of the house. The rooms looked lived in. 
We came face to face with two skeletons within the manor. Two of our party adventurers blasted the skeletons low and high with powers without report. This meant that the neighbors didn't see gun reports or gun play. We found sleeping bags and two ships log books. 
This is when we heard noise from upstairs & this is where we ended! 


Monday, January 6, 2025

Underworld Be Damned! - Red Room's Darker Rpg Session Report!

  The wind of the Beyond echoed in our party's ears and the house itself seemed to stretch into eternity. The pig things made thier way back into the house and down to the cellar. We gave chase! We made our way following on the heels of the pig thing humanoids deep into the cellar of the house. And we found a tunnel dug in the celler of the house and we were ahead of the curb. We killed three of the pig things after they took out one of our number. 
This session picks up after last week's session here on the blog. 

Our party followed the pig things deep into the tunnel and that's when the back of the make shift tunnel collapsed! 
We had no choice but to go forward! The pig things sent two crossbow bolts our way! We dodged outta of the way and sent several bullets thier way. 
We continued on as burnt oil smells and screams assaulted our ears. We kept going with flash lights lit. 
The roof was supported by timber & weird metal  rapports supporting the Earthen works. And then the group came across an outlet tunnel. And they came face to face with a huge system of gears, pulleys, etc. all being run by the pig things. These monsters were not happy to see the group and they began to give chase especially as the party saw who or what was cooking in the large copper pots below in some of the gas works! 
The party began to run and run swiftly away as more cross bow bolts and spears whistled past thier ears. 
The party noticed that the tunnels were slopping upward and followed the tunnels as sulferous air assaulted thier nostrals. Finally after what seemed like miles they came to the opening on the surface. The red hazed skies were rife with demonic forms that flapped lazily and around the party was a plethora of burnt out wreckage of what once must have been vehicles  of some type at one point. The landscape was a ruin filled with the wrecks of ancient times. Before the party even had time to catch thier breaths they heard the bronze on pavement of the hell horse's hooves. Then the demonic laughter of the hell maidens who were tormenting some poor soul. They sighted the party from the backs of the hell horse (hellhorse from the creature codex here). 

“Eternal Fire” © Chris Kanters, accessed at their deviantArt page here

The party opened up with thier guns towards the hell maidens and did absolutely nothing to the maidens. They laughed at the party and began taking off after the party. We ended here. 

Our DM tonight brought in a deep cut with the hell maidens and the hell horse taken from Bloody Arduin.  
The Darker rpg is easy to convert over the original Arduin rpg material because the Red Rpg system is OSR. 
Darker has some solid bones that pulls deeply from it's OSR system. Darker does away with the PC classes rpg levels. And the Red rpg system has a high value combat system that is fast and reliable. 
The Darker rpg has a fast magic system and takes it's 'P's & 'Q''s from a third generation OSR system. This means that the players can get on with play. This makes the Darker rpg go that much quicker. 

The Darker rpg is not an rpg that tries to get away from it's mature themes and material. Instead it embraces it. 

Friday, January 3, 2025

Review & Commentary on The Clash of Steel Rpg By Paul Elliot

 "Clash of Steel is a dark fantasy rules set, for solo and table-top play, that evokes the grim sword and sorcery tales of Robert E. Howard, Michael Moorcock and Clark Ashton Smith. Magic is dangerous and dark, and corrupt and decadent empires struggle to retain their hold on vassal states and tribes. You play as anti-heroes, that are just as likely to rob travellers as to rescue them, they have a chequered past and seek out their own fortune or fame in a savage and uncaring world."

 Clash of Steel is a new 2D6 based, with a 10+ to succeed in any task  Sword & Sorcery rpg. The Clash of Steel rpg system  game has expanded in into a whole cloth Sword & Sorcery system. Clocking in at more then 200 pages this game hits the high marks for tapping deeply into the dark fantasy literature vein. Clash of Steel By Paul Elliot is very well done. This rpg has a very well laid out system, easy to read fonts, and professionally done book. 
This is a game that delves deeply into dark region of the genre by giving the DM & the players a fast and gritty character generation. The magic system is a fast, i
ntuitive, and highly quick 2d6 system. The magic system is powered by demons. This makes magic a very shaky business. 
The combat system is brutal and highly dangerous indicative of the Sword & Sorcery genre. Why? Because of the fact that PC's can roll over thier actions in combat; '
Successful attacks can be ‘held-over’ to create more serious injuries in later rounds.'  Even the monsters are quick and easy with one line stat blocks so that you as the DM can add them into your adventures quickly. 

Clash of Steel does something that other rpg's including the world's most popular fantasy rpg. What Clash of Steel does is too bring both solo and group play into a quick & solid rpg system. And what we get is an engine for Sword & Sorcery adventure right outta of the box. 
The game is one that puts the DM & the players within an adventure game that is geared around both solo play. This means the player can take a PC and become engrained into a world of Sword & Sorcery. Other players are not needed! But bringing them on board & you've got a campaign that could last for many years to come. 
Clash of Steel is a solid Sword & Sorcery rpg & powerful engine for a dark fantasy rpg adventure. Grab this one because Paul Elliot has out done himself on this one. As a Sword & Sorcery rpg Clash of Steel is solid! 

The Cube By Joseph Mohr & Trey Causey's Strange Stars - Stars Without Number & Cities Without Number Session Report Part III

 The party has been let aboard the Cube but the cube is huge. To qoute ' The Cube by Joseph Mohr ; " The cube is huge. It is the size of a dreadnaught. It dwarfs the size of smaller vessels like scout ships or merchant traders." Last session the player's ship was almost blown outta of the sky. We're using a combination of Stars Without Numbers and Trey Causey's Strange Stars . This session picks rights up from where the last session left off.  The cube stopped for a meeting with the PC's but it warned them it wasn't stopping for long. 





















The Cube has been making it's way through the Nicodimus sector and has been doing so for at least three hundred years. And the cube had blown two United Space Crusiers from space. This is after the wreckage our party had found. The PC's communicated with the cube using coloured lights after the party's A.I. analyazed the alien's language. 
Now the party's cybersneaks have been meeting with the cube's xenophobic A.I. in cyberspace. The A.I. let the party onto the cube but has been evasive as to what the status is on the cube's inhabitants. The PC's climbed into heavy space suits and brought thier own A.I.'s android body with them. The interior of the cube was completely alien as the outside is! There was a sense of forboding aboard the alien craft. 

The cube's interior was a mass of Jack Kirby style machinary with a foggy pea soup atmosphere. There was a psionic feeling of foreboding. The party came across several weird alien engineering bots going around doing repair work. 
The lights flickered and came back on twice in strange hues that hurt the human's eyes. 
There was old  evidence of energy fire and  carbon scoring exchanges along  the walls were the PC's were within the landing bay. The cube is massive and is highly intimidating. The party came across a huge security bot and it escorted the party into a secure trade room. 
There was a psionic illusionary alien that our party's psionic saw. It faded fast as we made our way to the alien's trade room where an atmosphere had been prepared for our party. We came across a holographic display of another alien trader who was the last visitor to the cube. This alien trader was of the same type that we had seen within the Stars Without Number rpg adventure Hard Light! 
The cube has been travelling a very,very, long time. What other mysteries are aboard the cube!? 




Wednesday, January 1, 2025

Deeper OSR Commentary & Review On The New Flesh Rpg By The Red Room

 "Enter the dystopian world of New Flesh, a future-noir roleplaying game where cyberpunk meets biological horror in the neon-drenched streets of Interzone. Set in then near future, when corporate power runs unchecked, this game draws inspiration from the works of William S. Burroughs, David Cronenberg, and other masters of transgressive fiction." 

New Flesh Rpg is a very different animal from it's early incarnation aka Wretched New Flesh rpg. New Flesh strips back the occult and supernatural elements of the rpg while upping the biopunk & corporation elements. New Flesh might as well be a brand new rpg. In someways a better game. 
New Flesh lines far more up with the Darker rpg then it does with the original Wretched New Flesh including the fact that it has a wholly newly fleshed out campaign setting.. 
There are other differents between New Flesh & Wretched New Flesh according to the Red Room website; "Rules

New Flesh uses the Red System instead of the Wretched System. Unlike Wretched New Flesh Second Edition, which was primarily a setting, New Flesh is a standalone, fully-fledged game."

"Not Wretched
The Wretched factions are gone, as well as the the whole concept of Wretched characters."

"Tone and Focus
New Flesh places greater emphasis on Cronenbergian biopunk and body horror than the previous versions."

"Interzone, not Avalidad
The City is now officially named Interzone, marking a change from previous versions where Interzone was merely an outdated term. However, the name Avalidad persists as the term used by native Moroccans."

"Supernatural
New Flesh removes overt supernatural influences; for instance, Hideo Kobayashi is no longer depicted as a demonic entity. Instead, the game emphasizes themes of corporate greed and biotechnological ethical decay. Some alien entities, such as the Machinatores, are retained, maintaining a subtle otherworldly presence. Ritual Magic is no longer available, but it was replaced by Chaos Magic, which makes more sense in the Burroughsian atmosphere of the game."

"Setting Scope
This iteration expands on the world beyond Interzone, providing more detailed descriptions of other countries."

"New Art
The game features updated visuals, including: Cover and back cover art by Ibai Canables, an introductory comic by Kris Villarosa, illustrations of weapons, vehicles, and armour by Rob Necronomicon. It also includes a cool new logo, a page border and new character sheet by Terra Hitzing. Finally, the style of AI illustrations is completely different from the previous book to make it coherent with the human-made art."

"Other changes
New Flesh introduces more plot hooks and an adventure generator, the Psionic rules were revised and the AI in the game setting was updated to keep up with real world changers, among other minor things." "
These changes only scatch the surface of this Bio Noir rpg adventure game. There's more here within the New Flesh Rpg. New Flesh  includes society, technology, culture, monsters, and more. This means that while these adventure elements are familiar to Wretched New Flesh players there's a brand new game within New Flesh.  New Flesh is compariable to the Darker rpg by the Red Room. 

This rpg  has many elements within the Darker rpg. New Flesh includes a wholly streamlined combat rpg system, a new magic system within the Chaos magic system, and much more. The Interzone campaign setting is even more fleshed out campaign setting. But is the New Flesh rpg worth the 15.00 dollar price point?!
In a word, yes! The whole price includes all six hundred pages of a solid rpg with a whole Bio Noir rpg campaign. The New Flesh rpg has everything that the players & DM will need to run a campaign lasting many years. 
The DM could affectly never need another book and run a comple New Flesh rpg campaign for years to come! The Bio Noir campaign has many elements that hit all of the high adventure notes of a Noir campaign but with high bio mechanic technological element. 

Adding in the Darker rpg's underworld and demons  or its supernatural forces a DM could have a whole cloth campaign with many layers of supernatural horror. The New Flesh rpg adds another bio terror layer to such a campaign. The New Flesh rpg is a pleasure to both read and I can't wait to run it!  

Tuesday, December 31, 2024

Impressions Of Sword & Caravan By The RPG Pundit From Mad Scribe Games As OSR Campaign

  "Sword & Caravan is an OSR setting book for playing a historically accurate fantasy campaign set in the East along the region known as "the Silk Road" at the turn of the 12th/13th Centuries. This historic campaign's timeline is set amid the turbulent era between the Third Crusade and the Mongol Invasions. This marked Europe's earliest period of post-classical interaction with the East."




 

"As Players, you may decide to take on the roles of crusaders, merchants, or explorers traveling to ancient and mysterious lands. Alternatively, you may choose from any number of unique character concepts native to those lands."

 With a detailed gazetteer of every region along the Silk Road from the Crusader States and the Muslim world to China, Sword & Caravan gives you everything you need to explore the history and varied cultures of a region filled with war, intrigue, commerce, and conquests."

The hardback of Sword & Caravan By The RPG Pundit 
From Mad Scribe Games just arrived today from Drivethrurpg. With my birthday coming up in a couple of days my wife grabbed a copy off of Drivethrurpg & it just arrived today. What a beautiful book & perfect for any historical or OSR gamer out there.  Sword & Caravan takes place on the ancient Silk Road. And Sword & Caravan is completely OSR but could act as sourcebook for either Dark Albion the OSR setting book  or the  Lion & Dragon the Rpg 

Everything within Sword & Caravan is geared around the 'Silk Road' from the Silk Road of China & the middle East as campaign setting, to adventure hooks set around the whole affair. Sword & Caravan isn't pulling punches with lots & lots of detail about the Silk Road itself from most of the major & minor towns, cities, and setting all detailed. Sword & Caravan follows the major conceit of Lion & Dragon & Dark Albion notably that the major race detailed for PC's is human. The whole of Sword & Caravan is humancentic & so it should be. What is the 'Silk Road' that we're talking about here?! Well, according to the Silk Road wiki entry; "The Silk Road (Chinese絲綢之路)[1] was a network of Eurasian trade routes active from the second century BCE until the mid-15th century.[2] Spanning over 6,400 kilometers (4,000 miles), it played a central role in facilitating economic, cultural, political, and religious interactions between the East and West.[3][4][5] First coined in the late 19th century, the name "Silk Road" has fallen into disuse among some modern historians in favor of Silk Routes, which more accurately describes the intricate web of land and sea routes connecting East and Southeast Asia, the Indian subcontinentCentral Asia, the Middle EastEast Africa and Europe.[2]



We get most of the major cities, towns, oasises, deserts, ruins, & tons of details in one hundred ninety five pages with an index built in. And plenty of adventure hooks thrown in. Do youself a favor & get the hardback its well worth the money. This makes up for the terrible version of Drivethrurpg's Invisible College. We get Greece, China, and many places inbetween in Sword & Caravan. Plus we get most of the major PC classes from these and other places. Sword & Caravan creates its atmosphere by being straight up & really well presented.  Sword & Caravan By The RPG Pundit presents its world, campaign setting, etc. in a straight forward no nonsense manner. There's no side hustles here, the history in Sword & Caravan is right on the money, the writing crisp and too the point. The history is accurate & on point. 
Sword & Caravan is easily one of the better OSR sourcebook on the market. The book is beautifully done, the layout clear, the writing is hard core on the history coming alive under the author's pen. 
Sword & Caravan is a labor of love and it's on point offering its readers a glimpse into a word of it's witnessing. 
Sword & Caravan offer a nicce alternative campaign setting to the usual OSR campaign books on the market. 


Sword & Caravan By The RPG Pundit From Mad Scribe Games Is Availabe Here 

Monday, December 30, 2024

B1 In Search of the UnKnown By Mike Carr, The King in Yellow, & The Thirteen Parsecs rpg by Jason Vey.

 "Many years ago, rumor has it, two noted interstellar personages in the area, Rogahn the Fearless (a fighter of renown) and Zelligar the Unknown (a magic-user of mystery and power) pooled their resources and expertise to construct a home and stronghold for the two of them to use as a spaced base of operations."

 What if the TSR classic era module B1 In Search of The Unknown by Mike Carr was used with Jason Vey's 13 Parsecs rpg?! 
Rogahn the Fearless (a fighter of renown) and Zelligar the Unknown (a magic-user of mystery and power) were a part of the interstellar scene where they were fighing the rising tide of the Yellow Mythos.
These two powerful influences constructed a hidden complex known as the Caverns of Quasqueton. And they disappeared. 
Thier legends drifted into oblivion until the first humanoid raiders and servants of the King in Yellow appeared. Orcs foul things mutated by the King's influence & insane begin to lay waste to the intersteller frontier. Perhaps the answers to thier spreading insanity can be found in 
the Caverns of Quasqueton?! Even as the King in Yellow's influence spreads perhaps all hope is not lost?! Now the question become have  the Caverns of Quasqueton come under the corrupting influence of the King in Yellow?! 

Now I didn't make any of the King in Yellow influence up. That would be Jason Vey whose used the Chambers mythos as a jump of point for the Thirteen Parsecs rpg as one of the possible campaign settings. Within this setting there are multiple tendrils of the King in Yellow infiltratrating intersetllar society on a number of levels. 
There's more goingg on here though. The King's influence is having a corrupting influence on interstellar affairs. This has put everything on edge and it seems to be getting worse according to the campaign setting. 
Thirteen Parsecs is easily understandable as a role playing game if the players and DM's are familiar with the world's most popular role playing game. The Science Fictional Rpg elements add something a bit different to the Robert W.Chambers King in Yellow mythology. Couple this with the background of Thirteen Parsecs and things should get very insane and interesting.


Sunday, December 29, 2024

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #2

 Our party was called in because people have been going missing in the Saltmarsh village & neighborhood. All of our investigations centered around the old Alchemist's mansion. This mansion has been abandoned since his operations were busted up ages ago. 

This session report plugs right into our Amazing Adventures meeting right here on the blog.  We rolled in and were told that there had been activity within the mansion. Strange lights and weird creatures have been seen around the mansion. 
Our own Silver Spider has been keeping an eye on the mansion. He's detected cut throats and pirates around the mansion. His own team has been accosted by these ruffians several times. 
Own on Waverider the underwater wonder came face to face with Deep Ones. The waters off of New York City in 1952 was the terrority of the New England mermen. There has been a truce between these two underwater tribal powers. Something has stirred up these two powerhouses in the area.

Saltmarsh back in the 1700's were the abode of pirates and sea terrors. These forces never left according to the locals. And the 'Alchemist' & his brood has controlled the area since the 1700's. 

Now there's talk of strange lizardlike monsters out in the fens and salt swamps around the Saltmarsh neighborhood/village area. We found out that there have been a small series of explosions near the beach. The locals subscribe that it might be explosives left over from the War. 

Some of the locals aren't sure though. There have been lots of ships and other strange sail craft that have been seen around the beaches. 
After investigating the beach area we came across several rowboats and launches from several sail craft. Our party engaged in a small skirmish with a bunch of sea dogs on the beach. No shots were exchanged and fists flew. The sea dogs fled into the rowboats. Next we're going to begin investigating the mansion! 
Amazing Adventures! does a good job of blending the usual Castles & Crusades system to a more modern twist! 

Saturday, December 28, 2024

OSR Commentary On The Night Life (MLA3) Adventure By Anthony Herring For The Marvel Super Heroes Advanced & Session Report

 


"You've been through more in the last few weeks than most normal folks go through in a lifetime. From stolen artifacts to synthetic chemicals, from the Metropolitan Museum of Art to Chinatown, from firelights to fireworks: you've seen it all.
"Well... you thought you had."


"A boy-genius has been reported missing, and clues are few. On top of this, the gang wars are still blazing, and the Imperial Dawn is about to break. Bi|t, there are those UFO's in Central Park... and that problem in Coney Island to deal with.., and naturally, you're the only ones for the job!
NIGHT LIFE is playable as a stand-alone adventure, or as the final part of the GANG WARS trilogy. Alternate starting points are provided for characters who have not gone through the first two sections of this storyline."

Fu Manchu lives! With information obtained from Cloak & Dagger, our party intercepted communications from the Maggia and weapons deliveries. Along with equipment and weapon drops to the Si Fan.  This session picks up from here & here on the blog. 
All of this came down as we dealt with the Faces of Fear gang members. Things were almost over then and there. However we did come out on top after a rough and tumble encounter with several gang bangers. This was to delay us from preventing the kidnapping of a 15-year-old genius.A 15-year-old genius named Cameron Seaver was kidnapped by Fu Fanchu, who forced the boy to help him build five of these powerful devices called the Spirit bombs. 
We had help in the form of Shang Chi aka The Deadly Hands of Kung Fu. Who was working with S.H.I.E.L.D. at the time. 
All of this came off at the same time as a break in at the Manhatten Museum of Antiquities! Gangers also broke into the Metropolian Museum of Art at the same time. 
This our party felt was a distraction from something bigger going on. 
All of these events seem to come to head when we got to the museum.
Our investigation turned up several clues about the thieves including the fact that the Fixer's technologies were involved. We decided to dig in deeper on the museum heist. 
We turned up a body belonging to a security guard at the scene. There were Si Fan methods used on the body. And then the lights went out!
A couple of things about  The Night Life (MLA3) Adventure  By Anthony Herring. The fact is that the resurrection of Fu Manchu has thrown crime in New York City well out of wack. The resurrection has sent shock waves through the underworld. Our own DM has placed several criminal elements and encounters in the game to keep us players on our toes!