Monday, March 14, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #42

Issue #42, One Thousand and One Nights and One Night RPG Campaign Design 'zine

Issue no. 42of One Thousand and One Nights and One Night Campaign Design 'zine was published in November 2008.

This issue, I return to my campaign mash-ups, by mixing Fantasy Flight Games' Midnight setting with the Iron Kingdoms from Privateer Press. I'm a fan of both of these D20 settings, so they were an obvious mix. Next issue, I share the actual play of this set-up.

No game notes for this issue, again due to my grad school at the time (it was a particularly hard class).

Sunday, March 13, 2011

[1938] Locations: The Standing Stone

File:Ballinagree.jpg
The Standing Stone is an ancient menhir locally called The Giant's Quoiting Stone. It is located just outside the village of Port St Mary, in a large field located between Beach Road on the south and the rail line to the north, northeast of Station Road and southwest of Castletown Road. The field is currently no-man's land, with BUF forces at the corner of Beach and Station Roads and Manx forces along Castletown Road.

According to legend, a Giant lived in the area in ancient times and came there to play Quoit (similar to ring toss) with the local Manx, beating them and using the win to gain in trade and news. The stone has mystical properties and only the pure of heart may touch it. It is also linked to the fair folk in local histories, especially during the Elizabethan era. The locals shun the stone except to leave gifts of food to the fairies, which they do with regularity.

Several BUF soldiers scoffed at the warnings and one ate an apple left as a gift. Later that night, he had excessive cramps, which the villagers took as a sign of fae displeasure and the BUF took as just a bit of rotten fruit (but amazingly, and by unspoken agreement, decided to leave the area alone).

The stone is left to itself by both BUF and Manx forces, with few trenches near it. Still, the locals keep up with the gifts. One or more of the intelligence groups in the village use the stone to pass along messages to each other as well as to the Manx army. 

In fact, it's a new moon tonight. A vital bit of intelligence has been left at the stone for pickup. No worries, there is a good 30 yards between the stone and the nearest BUF trench. You should be able to get the packet without a shot being fired. Chop, chop! You go over the wire in 3 hours!

Saturday, March 12, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #41

Issue #41, One Thousand and One Nights and One Night RPG Campaign Design 'zine

Issue no. 41of One Thousand and One Nights and One Night Campaign Design 'zine was published in November 2008.

This issue contains a half-dozen futuristic blaster weapons suitable for a Savage Worlds Slipstream game (or any other sci-fi space opera setting). I didn't do the stats for the guns (that's easily done in your favorite system) but the pics and descriptions were particularly spot-on, in my point of view.

Again, due to my schooling at the time, I was unable to provide any game notes.

Friday, March 11, 2011

[1938] Locations: The Carrick Light-house Island

In Bay ny Carrickey, right out of Port St Mary Bay, is the small island of The Carrick, upon which is the old Carrick Light-house. The light-house has been a constant feature of the bay for the past several centuries, built of solid stone and shining the light to guide home the fishing fleets of Port St Mary.

Before the BUF took Port St Mary, they captured the Carrick. The same squad that took it without firing a shot is still there, under command of Sergeant Eugene Hubbles. The defensive position with it's thick stone walls is a problem for any non-BUF allied boat. Four machine gun nests and two mortar pits are visible behind solid walls of sandbags and the shore is patrolled day and night.

The island defenses are mostly a ruse. They have only one (rusted and prone to jamming) machine gun (with limited ammo) and the rest, including the mortars, are pipes they found on the island and camouflaged to appear as weapons. At a distance and through binoculars, it's hard to tell the difference (most GMs would require a really good roll - in Savage Worlds terms, it would have to be a Notice TN 12). The patrols, however, are real but sparse, so it may be possible to sneak onto the island in a night raid.

Though the BUF soldiers are armed with the SMLE, they have no grenades nor any other explosives. They may have fashioned fake pipe bombs to throw at and scare attackers with, causing some confusion in the course of a fight, but that is up to the GM. Sergeant Hubbles is very concerned about the use of ammunition (they don't have much and expect little resupply) so often the lads are required to keep their weapons ready but unloaded.

Despite the rationing of ammunition, the light-house is regularly supplied with food and such from the town with one of the fishing boats. Sometimes the boat stays the night because the captain is an old friend of the light-house keeper and they drink together.

The current light-house keeper is a man named Martin Chuzzlewit. His family has been keepers for over two centuries, passing it down the line from father to son. Martin is a widower with no children. His son died at Passchendaele in 1917 and his wife a few years later (of a broken heart, they said). He looks upon his life and his legacy as a sad waste, a broken chain in the years that stains his family name.

Amazingly, one of the privates in the BUF squad, Anthony Chuzzlewit, is related to the keeper - a distant cousin, his great grandfather's brother's grandson or something like that. The old man is excited that the opportunity to pass on the family tradition came at such a late hour. He has been using the squad as workmen to complete many brute-force repairs to the light-house (which has kept the Sergeant happy that the men weren't getting into the usual trouble) and training Anthony in the operations of the light. Anthony, to his surprise, is actually interested in the running of the light-house.

Martin is not really happy with what the King's doing and he's very anti-Fascist but he's more concerned with keeping the light working and his new legacy of Anthony alive to continue the job. He knows that the Manx forces will want to take the light-house before attacking Port St Mary.

As time wears on, Martin is realizing that Anthony will fight with his squad and may get killed, ruining everything. If he can figure out a way to get the squad to surrender or be taken alive, he'd support that but a gun battle will rapidly take away his options, leading him to arm himself to defend his cousin and family pride.

Enter the PCs. They're tasked with capturing the light-house. How they do it (there are several ways to go - sneak in at night and overpower the squad, be the crew of a friendly captain, do a full-out assault or something else the GM may not think of). What intelligence they can gather over a short period of time from the locals as well as (maybe) Martin is up to them (and the GM).  

Thursday, March 10, 2011

[Aftermath!] GURPS Operation Morpheus, Session 6, Part 2

File:Constitution Pg1of4 AC.jpg
Session Six: Part 2: "No One Is To Blame" (April 5, 2104)

Important People: James (S)

Important NPCs: Stephanie Shaw MD, Uni Survivors Council Chair and Medical Division Head, Nick English Ph.D. Computer Science, Council Member and Information Technology Head, Ted Gilly MBA, Council Member and Resources Management Division Head, Lt. Mike Garrison, Council Member and SU Militia Commander, Capt. Adele Droblas, Royal Australian Army, Council Member and Commander Sydney University Regiment, Andrew Greenberg Ph.D. Mechanical Engineering, Council Member and Science Division Head, and various other Uni Survivors.

Captain Droblas escorts James to the Council chamber and the Uni Survivors Council meets to discuss the situation. Various members of the Council explain to James that the current Uni Survivors is not the first community in the Anderson Stuart Bunker. In fact, they are the second community to form. James is shown video of the first group, about forty people, who failed in forming a viable community under the "rules" set down by the Uni Defense Computer. The Uni Defense Computer wiped them out to a man because of their violent and chaotic actions. They tell James that the reason why they cannot disable the Ethernet link and the security cameras/lasers is because the Uni Defense Computer will not allow it - to the point of force. The Uni Defense Computer is seeking to build a viable community where it can have a chain of command again, but it will not turn over it's resources and powers until the community shows that it will have a civilian government, where the military answers to the government. Until that time, the Uni Defense Computer is willing to test and observe the community and it's members, granting, little by little, more and more authority. The fact that the Uni Defense Computer gave Bob a Gold/1 Military Key Card is a great step forward. Because of the sensitive nature of this information, James is warned only to tell those on Group B as well as the members of Group A. Then he is dismissed.

Lt. Garrison talks with Bill and tells him to stand down, and that their Key Cards should be working now. James returns to Group A and B and tells them what has happened.

End of Part 2.

Wednesday, March 9, 2011

[1938] BUF Soldiery

File:Bundesarchiv Bild 146-1979-050-21A, Polen, Volksdeutsche begrüßen deutsche Soldaten.jpg
Although the BUF failed taking Douglas on the Isle of Man, they've hunkered down in Port St Mary and mean to stay. That's contested by both the natives in the town (who've formed a resistance movement) as well as the combined forces of the Isle of Man, the Scottish Republic and the Liverpool Free State (who've encircled the town). So far, the seige is at a stalemate but shots are fired across the no-man's land on a semi-regular basis (both sides are conserving bullets).

Since the PCs in my Isle of Man campaign are going to need some mooks to take on, I've decided to write up a normal squad of BUF soldiers, all mooks.

BUF Soldier, 5-8 in a usual squad with 1 NCO and 1 Officer (Mook)
Agility d6 Smarts d6 Spirit d6 Strength d8 Vigor d6
Parry 5 Toughness 5 Pace 6 Charisma -2

Edges: Alertness
Hindrances: Mean

Skills: Fighting d6, Shooting d6, Throwing d6, Stealth d4, Driving d4, Notice d4+2.

Typical equipment:
  • SMLE Rifle, Range: 24/48/96, Damage: 2d8, RoF: 1, Wt: 9, Notes: AP 2.
  • Combat knife (per SWEX).
  • Helmet, Armor: +3, Wt: 5, Notes: 50% chance of protecting against head shot.
1 squad member is armed with an MG instead of a rifle:
  • Bren Gun, Range: 36/72/144, Damage: 2d8, RoF: 3, Wt: 22, Min. Str: d6, Notes: AP 2; Snapfire Penalty 
NCOs and Officers, in addition to rifles, also have:
  • Webley Mk4, Range: 12/24/48, Damage: 2d6-1, RoF: 1, Wt: 4, Notes: AP 1; Revolver
Hand grenades are in short supply, so rarely are available for the common soldier, but several may have the following (1-2 chance on 1d6):
  • Home-made pipe bomb, Range: 3/6/12, Damage: 3d6-2, Notes: Small burst template.

Tuesday, March 8, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #40

Issue #40, One Thousand and One Nights and One Night RPG Campaign Design 'zine

Issue no. 40 of One Thousand and One Nights and One Night Campaign Design 'zine was published in October 2008.

After the long, six-issues adventure for Vegas After Midnight, I returned to a monster write-up, in both D20 and Savage Worlds, on a pair called the Skeleton Brothers. I've used these guys in a couple of games and it's always had quite a reaction. And I give a list of the loot I got at GenCon 2008.

Unfortunately, I didn't have any game notes for this issue.

Monday, March 7, 2011

[1938] Locations: The Airstrip

File:RAF Sopwith Camel.jpg
About a third of a mile past the edge of Port St. Mary is a lonely airstrip. Currently occupied by BUF forces, it is constantly threatened with being cut off from the rest of the besieged town.

The airstrip consists of a dirt track that acts as the landing field, an old two-story house (the airstrip's "office"), an even older barn (the "hangar") and a couple of shacks. There is no tower and the radio antenna (next to the house) was destroyed in recent fighting.

The airstrip has no planes in operation, though there are several around the field in various stages of disrepair or with extensive battle damage. One could, with enough time, cobble together a plane, but who'd be crazy (or bored) enough to do that? Who indeed? Additionally, there is enough fuel in the fuel shack (that's the one with all the sandbags piled around it, right over there to the left. See it?) to keep the BUF garrison in molotov cocktails for some time (or fuel a plane for nearly a half-dozen flights).

BUF forces occupy all the buildings in force with well-protected machine gun nests on top of both the office and the hangar, each covering half of the approaches. There is a half-trench between the buildings, protected with sandbags and other bric-a-brac (including tyres, plane parts, a goat cart, and part of a rusted, old farm truck) on both sides.

In the hanger is a WWI Sopwith Camel, being painstakingly repaired by one of the more mechanically-inclined privates and a couple of others who are bored enough to do the heavy lifting. So far, he's got the engine rebuilt and the mechanisms working and is finishing up on repairing the wings and fuselage. It currently does not have any weapons mounted on it.

The danger that an operational plane presents to the Manx forces is extreme (at least in their mind). Even though they control most of the field, a lucky pilot (of which the BUF forces have none, but who's to know that) might get the plane off the ground and into the air. That could cause some trouble. Manx commanders would rather have the plane in their possession than destroyed but so far every attempt to steal (or if necessary destroy) it has failed.

To the BUF soldiers (and unknown to the Manx), the plane represents a morale-boosting symbol, that despite their precarious position at a lone airfield on a hostile island, they all imagine themselves flying away, away from this crazy town. Over the past weeks, as the plane has been rebuilt and resembling an actual plane, that esprit de corps has increased. And they're willing to defend the plane with their lives, as a living symbol of their hopes and dreams.

These two conflicts will lead both sides, Manx and Fascist, to do some pretty crazy things, surprising things, even heroic and valiant things.

And guess who was given the task to get that plane? Thanks for volunteering, gentleman. We don't have much but we may be able to provide some bits and bobs of equipment. We need the plane before the weekend, can you do it?

Sunday, March 6, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #39

Issue #39, One Thousand and One Nights and One Night RPG Campaign Design 'zine

Issue no. 39 of One Thousand and One Nights and One Night Campaign Design 'zine was published in October 2008.

The exciting finale to my Vegas After Midnight adventure, the 27 Lost Bicycles of Gondor! The PCs encounter a Red Knight straight out of prophesy and then a race to Death Valley to discover the tomb of the True King of Las Vegas, who's return will bring Vegas back to the Old World (as foretold by prophesy).

The game notes has lots of wikipedia articles (The Fisher King (film), Death Valley, Devil's Golf Course, The Valley of the Kings and Bicycle Playing Cards ), plus one support PDF, Liberace's Tomb, and a link to Prime Time Adventures Dog Eared Studios.

Saturday, March 5, 2011

[1938] Personalities: Corporal Stephen Blackpool

File:Grydziuszko.JPG
Corporal Stephen Blackpool
3rd Squad, 3rd Platoon, A Company, BUF 1st Solway Legion

Motivations
Primary: Hearts 9 (Life of the Party)
Secondary: Spades 2 (Goldbricker)

Stephen Blackpool joined the BUF for the uniforms. Ladies like uniforms. Unfortunately, the obstinate Englishmen around the country are making things hard for him. And his officers are, too.

This was supposed to be fun. A parade, marching in step, later time at the pub, talking up the ladies and maybe some quality time later on. That's what he expected. Now, he's slogging in the dirt with the rest of the 1st Solway Legion in Port St. Mary, avoiding getting shot and trying to avoid actually shooting anyone.

Don't mistake my meaning. Stephen isn't a coward, he's just lazy. Being a coward takes too much work. Being a hero is even more work (in addition to usually ending up dead). He'd much rather relax and earn medals that way. How he gained a corporal's stripe is beyond him. His squad is the laxest one in the whole legion yet they always seem to get their work done. Maybe it's because he allows his men to vote and bring up issues with him. Maybe it's because they don't want to die, so they follow him (reluctantly) hoping he'll shape up.

Since things have a tendency to roll down hill in the military, Corporal Blackpool's squad often gets the dirty work in the Company (at least he's not in that Butcher's platoon, thank God), which results in Stephen actually having to do something. This war's got to end soon, otherwise it'll totally ruin his life!

Corporal Stephen Blackpool  (WC)
Agility d8 Smarts d6 Spirit d6 Strength d6 Vigor d6
Parry 5 Toughness 5 Pace 6 Charisma -0-

Edges: Quick
Hindrances:Quirk (Lusty), Goldbricker (1)

Skills: Fighting d6, Shooting d8, Throwing d6, Stealth d4, Driving d4, Notice d4, Streetwise d4, Persuasion d4.

Standard equipment:
  • SMLE Rifle, Range: 24/48/96, Damage: 2d8, RoF: 1, Wt: 9, Notes: AP 2.
  • Combat knife (per SWEX).
  • Helmet, Armor: +3, Wt: 5, Notes: 50% chance of protecting against head shot.

Friday, March 4, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #38

Issue #38, One Thousand and One Nights and One Night RPG Campaign Design 'zine

Issue no. 38 of One Thousand and One Nights and One Night Campaign Design 'zine was published in September 2008.

The continuing 27 Lost Bicycles of Gondor adventure for the Vegas After Midnight setting leads the PCs to the Valley of Fire, where they face some dangerous monsters created in the Madness. A clue there brings them back to Vegas to an abandoned museum and a lead-in to the final act in Issue no. 39!

This issue's game notes contained a bunch of support PDFs (NPCs for Issue #38, Atl Atl Rock GM Map and Atl Atl Rock PC Map), two wikipedia articles (The Valley of Fire and Liberace), and the official pages of The Valley of Fire and The Liberace Museum.

Thursday, March 3, 2011

[Aftermath!] GURPS Operation Morpheus, Session 6, Part 1

File:Laser play.jpg
Session Six: Part 1: "Super Trouper" (April 5, 2104)

Important People: James (S), Bill (X), Bob (E), Alexis (C)

Important NPCs: Robbie the PolRob, Nasdaq the Robot, Miles Dayton, Rich Johnson, Amanda Hayes, John Ritter, Captain Adele Droblas, RAA Captain and SUR Commander, Lt. Mike Garrison, Uni Militia, Corporal Jones, and various other Uni Survivors.

Captain Droblas orders James to disarm while a computer on the desk behind her starts counting down from 30 seconds. James explains his actions but refuses to disarm. He demands that the Captain accompany him to the Uni Survivors Council and explain her actions, citing several sections of the Uniform Code of Military Justice that he believes the Captain has violated. Captain Droblas orders James to disarm again and cites several sections of the UCMJ that James is violating.

The Uni Defense Computer disables the security cards of the rest of the team, trapping them on the first floor of the Anderson Stuart bunkers.

Lots of shouting and conversation ensues, with Droblas practically screaming that she's got this under control, which baffles James because he gets the feeling that she's not talking to him. The timer stops and there is a beat or two before the UDC activates the security camera laser in Captain Droblas's office and disarms James by cutting his pistol in half before he can act.

End of Part 1.

Wednesday, March 2, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #37

Issue #37, One Thousand and One Nights and One Night RPG Campaign Design 'zine

Issue no. 37 of One Thousand and One Nights and One Night Campaign Design 'zine was published in September 2008.

This is the 4th Vegas After Midnight supplement and the third adventure for the 27 Lost Bicycles of Gondor. The PCs find themselves on Lake Mead, dealing with Pirates, the Cojax and some crazy amazons, all searching for the head of a king. Sounds interesting, no?


The game notes for this issue are mostly wikipedia links (Lake Mead, Tank Girl (film), Myth Adventures and Domino Harvey) plus a supporting PDF (NPCs for Issue #37).

Tuesday, March 1, 2011

[1938] Personalities: Clara Barley

File:Dorothy Tree.jpg
Clara Barley
School Teacher, Port St. Mary
Society of St. Mary (SSM) aka the Resistance

Motivations
Primary: Spades 8 (Bold)
Secondary: Clubs Queen (Stubborn)

Miss Barley was a simple school teacher totally uninterested in politics when the BUF came ashore at Port St. Mary. Armed men stormed her school, pointing guns at her and her students as the town was taken. In that tense situation, there are always costly mistakes. One occurred in her classroom: A jumpy student was accidentally shot by a wounded and nervous soldier. The boy died in her arms as she screamed for help. Something changed in her that day.

Since that day, Clara has worked to end the occupation. She renewed an old church social club and sewing circle called the Society of St. Mary, using it as a spy ring to gather information around the town and pass it on to Manx forces. Most of the members are not involved but since they are from all around the town, the information they bring and gossip about the coming and goings of the BUF (and the villagers themselves) that has proved important to the cause. Clara's cohort in spying is the younger sister of the boy who was killed. She hides behind a false front at the school and writes down everything she hears the Society is discussing. The intelligence is then passed to other members of the SSM who smuggle it out of town, either on one of the fishing boats or through some of the other secret routes.

The SSM does more than spy. They've got one member in the Port St. Mary newspaper, now overseen by the occupiers, which has provided the Society with current false identification papers and "Mosley script." Several other members have been very successful at "liberating" weapons from one or the other BUF armories or even individual soldiers. An act of fascist incompetence provided the group with a large amount of damaged guns that they are currently rebuilding, using them as parts to repair a couple of dozen weapons. 

There are currently two cells of 3-4 active SSM members each and Clara has kept it small to avoid discovery. She is aware of both cells and equally aware that there is at least one, if not two, other spy rings in the town. So far, she's biding her time, gathering her allies and weapons around her, waiting for the time when the Society can seize the initiative and drive the BUF out of her beloved village.

An added complication involves the young soldier, Joe Gargery, who killed her student. Since the shooting, Joe has been very contrite about it and has sought her out on more than one occasion to beg her forgiveness. As a result, he always seems to find a reason to talk to her in the village. She has rebuffed his attentions for now, but he has calmly and cunningly arranged circumstances where they meet. Clara finally realized that he is persuing her romantically, which has surprised her, as she considers herself rather plain. The attention is unsettling but slowly the earnest young man has been able to work his way into her affections (not that she is quite willing to admit it yet).


Clara Barley
Agility d6 Smarts d6 Spirit d6 Strength d6 Vigor d4
Parry 4 Toughness 4 Pace 6 Charisma -0-

Edges: Command
Hindrances: Vengeful, Loyal

Skills: Fighting d4, Shooting d6, Stealth d4, Knowledge (Teaching) d8, Notice d6.

Standard equipment:
  • SMLE Rifle, Range: 24/48/96, Damage: 2d8, RoF: 1, Wt: 9, Notes: AP 2.
or
  • Webley Mk4, Range: 12/24/48, Damage: 2d6-1, RoF: 1, Wt: 4, Notes: AP 1; Revolver.