Sunday, June 28, 2015

Winged Heart of Darkness

Winged Heart of Darkness

    Alright I'll admit it. I hate writing down an adventure. In the sense of writing a module. It seems to railroady. No matter how well you know your players. They will always throw you a curve ball. So I tend to write an outline. Then I don't feel bad/unprepared went things goes in a direction I don't expect. I also tend to be a by the seat of my pants GM. So I write an outline. So I can rearrange, or go with new ideas. Yet hopefully keep the basics of the idea intact. Without railroading.
    So with that all said. This is adventure I've had rolling around in my head for a while. So I'm going to put it down here and hopefully you folks out there can use, and/or pick out bits and pieces.

The initial list:
Sky Pirates
Aircraft
Rocket Pack
Scientist
Jungle
Secrets
Secret Society
Asian
South America

For system I'm going to use and stat everything for OneDice Pulp

The basic outline:
The characters own and operate a cargo business. Typically flying around in their amphibious plane. I like the Grumman G-21 Goose. I think it screams pulp. But their are lots of other good choices. Hall PH-3, or Ford Trimotor fitted with floats are good options. Not that it really matters as it wont come into play in this adventure. But it can set up a mobile base/transport for future adventures. But one customer a Professor Gewehr operates a research facility deep in the south american jungle. The only way to get to the compound is by boat. As there is not enough space to land a plane. He pays very well for the supplies and equipment delivered. Not to mention is a very nice fellow, having made friends with the characters on their semi regular jaunts. Making the trip very worthwhile.
The boat named (Insert name of your choice, I like the "Amazon Queen") is 16 foot long and 5 foot wide. Built of riveted sheet iron. Powered by a small two cylinder, two stroke diesel. A wooden framework supports a canvas top.
The river is a murky, slow moving snake. Winding through the jungle. The canopy forming over the river like a tunnel. Plunging the jungle into a half twilight. With occasional patches of sunlight piercing the dense foliage. The heat is incredible, along with the intense humidity draining the body. Helping to give rise to the compost like decaying smell of the slightly stagnant river.
The trip up river to the compound will be very uneventful. When they arrive at the compound is when things are found askew. The compound consisting of several Nissen Huts, (Nissen Huts are prefabricated steel structures, made from a half-cylindrical skin of corrugated steel.) has been razed. Burnt, machine gunned, and cratered. It looks like a scene out of the Great War.
They will find Prof Gewehr dying. In his dying breaths he will say. "You müssen keep die Rakete's safe. Don't let El Cuchillo get it. Take this," hes says handing you gold signet ring. "Give it to Herr Ché, my assistant from die village, up river. He vill know I sent you. I had him hide die Rakete's. He vill take you to...." With that he passes away.
The ride upstream to the village will be more eventful. During the passage crocodiles will attack the boat. The crocs are a lot scarier than they really look. They will attack the boat. But are ineffective against the steel hull. But the players don't need to know that. they will only be a real danger if the players lean out of the boat. Or if they allow the a croc to climb on board. If they just try to motor away. The crocs will keep pace for a bit, and seem to disappear. But then they will come back to haunt them later. If they fight them off that will be the end of it.

Crocodile
S6 C1 Q3 H10 D8
Mv30 SKBite (Strong) 2 (DMG 3)
SP Swim/Hold Breath X100
# Appearing 1d6

  Carved out of the jungle, along the river side. The village is composed of many huts. Walls built of twig bundles, with thatch roofs. Floating above the village is a great zeppelin.



From a loud speaker it addresses the village.
"Give us Prof Gewehr, or Ché and we will spare the village. If not we will raze this shit hole to the ground! Give us what we want and we will spare you! We will even reward you!"
This message repeats in English, Spanish, Portuguese, and some unknown dialect. The zeppelin then slowly fly's away.
The characters now have some choices. How to go about finding Ché in the village. Will they sneak about? Walk right in? Will villagers run off to tell the sky pirates? Will the villagers try to capture Ché? Lots of thing can happen here. I leave that to you the GM.
Eventually the characters should find Ché. After seeing the signet ring, he will either tell the players where the Rackete is hidden or take them to it.
It requires a further trip up river. the characters will come to an ancient set of stone steps in the riverbank. These steps will lead into a maze of ruined stone building, vines and trees. Damp and shaded, plants and vermin have taken over this once large city. Now venturing into or on the out of the ruins, the characters should be attacked by a jaguar.


S3 C2 Q4 H9 D7
Mv40 SK Bite/Claw 2 (Strong) (DMG 2)
SP Swim X75
At the center of it all rising up out of the jungle is a step pyramid. At the top of the pyramid is an open doorway. Leading into a dark dusty compartment. It is here that the Rackete's are hidden. Big question, how many Rocket Packs are there? I'll leave this to the GM. Maybe just the one prototype. Or perhaps theirs enough for each character to have one. The GM should pick whats right for their game.



Rocket Pack: A strap-on device, with basic controls, that somehow allows the wearer to fly through the air at superfast speeds. Strangely, despite the small size of the tank, fuel never seems to be a problem. Flight is at Move 60, and uses Pilot (Quick) instead of Pilot (Clever).
(This Text is directly from the OneDice Pulp Book, used without permission. All rights to text belong to Cakebread & Walton)

    The characters now can make their way back down the river. If things have been real easy for them. This might be a good time to introduce them to some air pirates. Have one of the parasite fighters from the zeppelin strafe them.


Avro 504 (Zeppelin Parasite Bi-Plane Fighter)
S2 Q4 H10 D7 Mv120
Ca0 Cr1 Psg0
Machinegun DMG 6x3 Rng 400

    Regardless if this encounter happens or not. Once the characters reach Ché's village. They will find all hell breaking loose. The air pirates will have returned and are making good on their threat to raze the village. The Zeppelin is dropping bombs, and the parasite fighters (One or two depending on if the characters already encountered one) will be strafing the village. The characters will have to decide if they will fight, flee, sneak away, or what have you.


Zeppelin R.33 "The Black Cloud"
S3 Q2 H25 D7 Mv90
Ca30 tons Cr8 Psg10
Bombs DMG 1d6x2 (2 meter diameter)

The Zeppelin is only armed with bombs. But the crew will use their personal weapons on flying targets. Speaking of the crew, they are "normal" mooks for game purposes. The exception being El Cuchillo.


El Cuchillo

S 2, C 3, Q 2, H 6, D 6, Mv 20, Sp 6 Sk Bruiser (Strong) 1, Intimidate (Strong) 1, Shooting (Clever) 2, Blades (Strong) 2 X 40 Mauser C96 (Broomhandle Mauser): DMG 4, Rng 15
Machete: DMG 3

Well that's it. Hopefully you can use this, or steal from it for you own games. So start rolling those dice and punching bad guys in the face.

Thursday, June 25, 2015

So I was thinking about this,
I'm telling you it was no ordinary cobra. When it arose from the tea bushes it was tall as a man, and had fangs the size of fountain pens.
and the associated list.
I decided to put down some pics to help focus my idea. So...






Wednesday, June 24, 2015

How I roll

I hinted to it a little bit in a comment a few posts back. But one of the ways I corral and expand on ideas for a setting, or adventure is I make a list.

For example lets take this plot seed.

I'm telling you it was no ordinary cobra. When it arose from the tea bushes it was tall as a man, and had fangs the size of fountain pens.

Thats a good start. I then write down what comes to mind. What I think would work, or be cool. Just because it gets written down doesn't mean it will get used. Its just formation of ideas. So from that idea this list comes about.

Giant Cobra
Selective Breeding
Chemical Growth Formula
Mad Scientist
India
Thugee
Death Cult
Kali death Cult
Tea Plantation
Tiger hunting
Hills
Mountains
Village
Rolls Royce
Dynamiting a bridge
Raja
Train
Elephant Gun
Noon Day Gun
Howdah Pistol
Shotgun
British
Colonel Mustard

I then start piecing things together in my head. What I want to include, exclude. Possible encounters and such. It forms up, or at least gives me a frame work to hang things on. 
One of my settings thats been written up (and rewritten) for a long time started as this list.

South Pacific
Islands
Jungle
Cargo Cults
Cannibals
Japanese
Chinese
Missionary Preacher
Bar
Harbor
Hangout
Mercenaries
Locals
Sea Planes
Flying Boat
Zeppelins
Ships
Treasure
Intrigue
Prehistoric Animals
Trading Post
Town

Now this is just my way, to help organize my thoughts. Maybe it can work for you, maybe not. But I thought I would share one of my methods of madness.

Tuesday, June 23, 2015

Pulp Adventure Ideas, Seeds, and Plot Hooks .4


  1. There's only one group that could have pulled off this heist. The glider men.
  2. Come with me on this voyage. As I trace the old fisherman's steps, and rediscover Monster Island.
  3. Deep in the jungles of southeast Asia lies the cure to this malady.
  4. Prof. Gewehr just radioed. Said his compound is under attack!
  5. Did Italy really use poison gas against rebels in Italian Cyrenaica (Eastern Libya)? That's what we the League of Nations is hiring you to find out.
  6. It is my dying wish that you have it. But guard it well. There are many that would try to possess a functioning jet pack.
  7. The crazy old coot mumbled something about a curse on the statue. But you don't believe in all the hoodoo, do you? 
  8. Don't be nervous, miss. Air pirates wouldn't dare attack our airship. Not with Air Ace Billy Caufield guarding her.
  9. Oh yeah? Let me show you some moves I learned sparring with Jack Dempsey.
  10. Yeah I used to think dinosaurs were extinct too. 'Til I watched one carve up Jimmy like a T-bone steak.
  11. Well if it isn't Captain Strasser. I thought I smelled something rotten when I walked in. You damn Nazi's are everywhere nowadays aren't you?
  12. Make no mistake boy, the Hashashin do exist. Fearless assassins emboldened by the use of powerful narcotics. 

Monday, June 22, 2015

Pulp Adventure Ideas, Seeds, and Plot Hooks .3


  1. What are the strange lights coming from Kilkarney castle in Scotland?
  2. Did you hear? In three days the Paris-Zurich Rally will begin.
  3. The Goodyear Aircraft Company is hiring guards to serve aboard their new transcontinental airships.
  4. The government is hiring men to join the ranks of the revenuers. Word has it they've lost fifteen men in the last week. Something fishy is going on in those mountains.
  5. An old friend sends you a letter. In it he speaks of the golden riches he has found in Central America.
  6. A man in a chrome steel mask is hunting mobsters in New York.
  7. I'll pay you $4,500 dollars to get me to Washington D.C.
  8. Do you think those accidents at the Baltimore ship yards were really accidents?
  9. "Geez, I've never seen one so big!" "Well don't just sit there eyeballin' it, shoot!"
  10. A madman has planted a bomb somewhere in the city. He only left these cryptic clues on how to find it.

Sunday, June 21, 2015

Pulp Adventure Ideas, Seeds, and Plot Hooks .2



  1. I'm telling you it was no ordinary cobra. When it arose from the tea bushes it was tall as a man, and had fangs the size of fountain pens.
  2. What caused Navy divers off the coast of Hawaii so much fear that their hair turned white?
  3. Now fossils show a flightless bird of that size that could easily kill a human. But there's no way they still exist on that Javanese island.
  4. People have claimed to have seen the ghost of Manfred von Richthofen the "Red Baron" flying over the Somme.
  5. An explorer crawled out of the Sahara, half dead and just as mad. Speaking of a black Roman Empire.
  6. A vigilante crime fighter has criminals on the run in Philly.
  7. Prof. Argus phones with a frantic call for help.
  8. What on earth is old man Taylor going to do with six cases of shotgun shells?
  9. A couple of hunters were found murdered in the mountains of Washington state. Locals claim it was the work of a Wihtikow.
  10. Who broke into the national guard armory? What are they going to do with that kind of firepower?

Saturday, June 20, 2015

Pulp Adventure Ideas, Seeds, and Plot Hooks .1



  1. Take a look at this platinum ore. It's all most 100% pure. It comes from a mountain in Chile. But the native that brought it to me says the mountain is protected by a Guardian.
  2. What are Nazi scientists looking for in Tibet?
  3. Rumor has it Fransico Franco, Commander of the Nationalist forces in Spain, is going to deploy some sort of super weapon.
  4. The Abraham Lincoln Brigade is looking for brave souls to fight fascism in Spain.
  5. We're looking for pilots and mechanics to fight the yellow horde of the Japanese Empire in China! Apply to the "Flying Tigers" today!
  6. Rumors abound about a secret Japanese experiment gone wrong on Grim Tooth Atoll.
  7. What is sinking ships in the Indian Ocean? Survivors tell tales of madness.
  8. Are the reports of the Russian wild man in Siberia true?
  9. No one's heard from the Arctic expedition in a month.
  10. The Banko Banana Company is looking for mercenaries to pacify an unfriendly government in South America.

Tuesday, June 16, 2015

Ghost Ship

   Ok a little background. Once upon a time I published an RPG magazine. Chief editor and contributor. Dead tree and free. Thats right free. I had and made friends at most of the gaming store around the area at the time. I distributed it through them. It cost me money, but I loved giving back to the community. Each issue had a monthly theme. Which I had recruited a bunch of people (from my gaming groups, FLGS, and online) as contributors, as well as myself. Article, adventures, and all kinds of ideas every issue.
   Issue #6 was all about 1930's pulp adventure. This is the adventure I wrote for it. I'm re-posting it here (re-posting is a little strong wording since it was published back in 09, but whatever). Hopefully you can use it or savage bits out of it for you own use. (Note, I'm gonna add a few notes here and there in red text. To clarify and point out somethings as needed. Opinions and thoughs do change a little after six years)

As per my normal modus operandi this adventure has been written fairly loosely to accommodate however a GM would like to run it. Not to mention to tailor it to a game system of their choice. I have written this adventure using the "Hollow Earth Expedition" RPG. A game specifically designed from the ground up for 1930's pulp adventure. I personally, highly recommend it. (Not so much any more. Its alright, but I personally have some issues with things.)
    The characters own and operate a flying boat service in the south China seas. They deliver supplies, equipment, mail, and passengers around the various islands. Any type of flying boat can be used. But I think a small to medium sized plane would work best. Something like the Grumman G-21 Goose (The flying boat featured on the TV program "Tales of the Gold Monkey".), a Hall PH3, Consolidated PBY Catalina, or a Ford Trimotor equipped with floats. Depending on the size of your group of players a Martin M130 "Clipper", or Sikorsky S-42 could be a good choice. Although I personally feel they are a little large to be island hopping supplies. But they are definitely not out of the realm of possibilities. (Personal opinion time, the Grumman G-21 Goose is pretty much the sweetest pulp flying boat there is.)
    Any type of character archetypes can be appropriate. At least one of the characters needs to be a pilot of some sort. But any archetype can work. Mercenary, Adventurer/Explorer, Fortune Hunter, Business Man, or Dare Devil just to name a few.
    On a routine flight the characters spot a tramp freighter in distress. It is flying an SOS signal flag and smoke wafts from the fore deck of the freighter. It appears to be a Dutch freighter named "Petronella". On closer inspection the characters will notice all of the life boats have been launched.
    Upon landing and boarding of the ship, they will confirm the ship is abandoned. A pile of wet smoldering crates emanate whiffs of smoke from the foredeck. The ship seems well used but in decent shape. The ship is marked with signs directing one to important compartments such as the bridge, engine room, radio room, and galley. The majority of the cabins are in quite a disarray. Some of it looks like a rushed gathering of the crews things. While there also appear to be signs of violent struggles, indicated by spatters of blood, and a few shell casings of several firearms. (To be specific, several .38 specials, and a few .32 autos.)
    Once reaching the Captains quarters they will find an item of interest. The log of Captain Nikolaas Giksbert, which reads as follows. The log speaks of a fairly uneventful voyage, until this entry.

Aug 22, 1938
    We had a spot of engine trouble, leaving us adrift. While the ship was under repair I saw the creature crawling over the side. I immediately raised the alarm. I gave orders for the men to capture it. A decision I regret now. As it cost the life of Mr. Anthony the Bosun, and injured two seamen. The men capturing it, chained it and secured it in the forward hold.
    It's a tall scaled beast that walks like a hunched over old man. It possesses great bulbous yellow eyes, a maw full of sharp teeth, large clawed hands, and webbed feet. Immensely strong, it's taken the strongest chains we had to bind it. If we can get the engines running we can bring this thing to port. It will mean a fortune for us!

Aug 23, 1938
    The men are near mutiny. The creature has escaped the forward hold rampaging below decks. No one dares go below to repair the engines. As the beast has killed one of the engineer stokers. The beast managed to destroy the radio on a venture to the upper decks. Fortunately, it seems to dislike sunlight, bright light. So it quickly retreated to the holds. Fearful of it the crew has armed themselves with what ever they could find, including a couple small pistols one of them smuggled on board. In other circumstances I would seek to punish bringing firearms aboard this ship. But I dare not try to disarm them with the creature aboard.

Aug 24, 1938
    I've lost control of the crew. They started a fire on the fore deck and fled the ship in the life boats. I managed to put out the fire. But the beast stil
The captains log ends in mid sentence.

    The next area of interest is the galley. They will hear noises emanating from one of the cabinets. Opening it will reveal a portly Chinese man named Chin. Chin is the ships cook. He will recount a similar story to the captains log. Except he will refer to the monster as a dragon. Chin was knocked down and beat up by the crew as they raided the galley for food, they took on the lifeboats. So he missed his chance off the ship. So he's been hiding in the galley ever since.
    If they explore the ships holds they will find an array of tools and machinery being transported. Pretty mundane stuff, like hand pumps, saws, and hammers. But there is one unusual commodity. A row of thirty-one coffins. If the characters were to pry open one of the coffins they will find a big surprise. The coffins are full of gold bars.
    If they decide to leave the ship they will find that their plane's engines will not turn over. The characters are stuck until they can repair the plane.
    Of course the whole time they are on the ship they should be menaced by the creature, or creatures. As there may be more than one. The GM should use as many as he deems fit. Regardless though, if a creature or creatures  are wounded they will retreat. They are not suicidal.
    Meanwhile the Japanese Imperial Navy has picked up the freighters crew. When abandoning the ship the crew took one of the coffins full of gold. The Japanese quickly discovered this, prompting them to "question" the crew about their ships cargo. So the Imperial Navy dispatches a flying boat to secure the ship. Their mission is two-fold. Capture the creature for further study, and more importantly secure the gold. Until a ship arrives to tow the "Petronella" to a Japanese port.
    The characters will see a Japanese flying boat land and crew members board the ship. They will not be openly aggressive to the characters, unless provoked. In fact, they may be very helpful offering to help repair their plane. They may also recruit the player to help hunt down the creature. They will claim to be there to capture the creature (which is true), and secure the freighter. Until a ship from the Imperial Navy can arrive to tow it to a safe harbor.
    Of course if the characters mention the gold the Japanese will try to eliminate them. This might be outright combat, or set the characters up to be dispatched by an "accident".
    The Japanese flying boat is crewed by 9 men. They will leave 2-3 on the plane, landing 6-7 on the ship. (Make the landing party appropriate to the charactes party. If your running this with only say two players 6-7 bad guys might be to many. Depends I suppose on the parties players, make-up, and what not.) When they board they will bring two long wooden boxes. One contains six gas masks, the other contains six gas bombs. They obviously plan to use these to capture the creature. They also have brought four, Arisaka Type 38 rifles to supplement the aircrews standard issue pistols.
Here are stats for vehicles, creatures, and items not listed in HEX books.
Grumman G-21 Goose
Size: 4, Def: 4, Strc: 14, Spd: 180, Han: 0, Crew: 2 Pass: 8, Cost: $30,000
    An amphibious aircraft (flying boat) was designed as an eight-seat "commuter" plane for businessmen. Envisioned as corporate or private "flying yachts" for Manhattan millionaires, initial production models normally carried two to three passengers and had a bar and small toilet installed. As well as being marketed to small air carriers, the G-21 was also promoted as a military transport.
Kawanishi H6K
Size: 8, Def: 4, Strc: 20, Spd: 200, Han: -2, Crew: 9, Pass: -, Cost: $300,000
Armament: 4, Type 97 Machine guns (use stats for Type 96) 1 in the nose, 1 in the spine, and 1 in each waist blister. 1, Type 99 20mm cannon mounted in tail turret. (Use stats for light cannon.)
    The Kawanishi H6K was an Imperial Japanese Navy flying boat used during World War II for maritime patrol duties. The Allied reporting name during WWII for the type was "Mavis", the Navy designation was "Type 97 Large Flying Boat"

Gas Bombs
Dmg: 8N, Str: 2, Rng: 25 ft., Cap: -, Wt: 1 lb., Notes: Area Effect
    The gas bombs are glass bottles sealed with a stopper, containing a clear liquid. That when the bottle is broken open bursts into a misty cloud of anesthetic gas. Knocking out (hopefully) the target.

Deep Dweller
Archetype: Beastman
Motivation: Survival
Style: 0
Health: 8


Primary Attributes                                                                                                       
Body: 4
Charisma: 0
Dexterity: 3
Intelligence: 1
Strength: 5
Willpower: 3
Secondary Attributes                                                                                                  
Size: 1
Initiative: 4
Move: 8
Defense: 6
Perception: 4
Stun: 4


Skills
Base
Levels
Rating
(Average)


Athletics
5
3
8
(4)
Brawl
5
3
8
(4)
Melee
5
3
8
(4)
Stealth
3
1
4
(2)
Survival
1
5
6
(3)
Talents                                                                                                                                  
Giant (+1 Size rating)
Strong (+1 Strength rating/maximum rating) 
Resources                                                                                                                            
None
Flaws                                                                                                                                     
Primitive
Weapons
Rating
Size
Attack
(Average)


Bite
1L
-1
8L
(4)L
Claw
1L
-1
8L
(4)L

Japanese Aircrew man
Archetype: Soldier
Motivation: Duty
Style: 0
Health: 5


Primary Attributes                                                                                                       


Body: 2
Charisma: 2
Dexterity: 2
Intelligence: 2
Strength: 2
Willpower: 3


Secondary Attributes                                                                                                     


Size: 0
Initiative: 4
Move: 4
Defense: 4
Perception: 5
Stun: 2


Skills
Base
Levels
Rating
(Average)


Athletics
2
2
4
(2)
Brawl
2
2
4
(2)
Firearms
2
2
4
(2)
Intimidation
2
2
4
(2)
Melee
2
2
4
(2)
Pilot (Aircraft)
2
2
4
(2)
Gunnery (Machine gun)
2
2
4
(2)


Talents                                                                                                                                  
Iron Will
Resources                                                                                                                            
None
Flaws                                                                                                                                     
Intolerant
Weapons
Rating
Size
Attack
(Average)

Nambu 94 Shiki Kenju Pistol
2L
0
6L
(3L)
Arisaka Type 38 Rifle
3L
0
7L
(3+L)
Bayonet
1L
0
5L
(2+L)
Bayonet (Fixed)
2L
0
6L
(3L)
Punch
0N
0
4N
(2N)

Some notes. I've successfully run this little adventure in a different system. It worked out rather nicely. Oh, and before you say it, yes I totally ripped this idea off of a Jonny Quest episode. A key thing I find in this and any adventure is to use to power of description. I don't do a lot here. Being slightly pressed for space. (Isn't editing a bitch?) That and wanting to keep fro being to wordy. (Short and sweet as it were) But I think it is super important in setting the mood, setting, and action.