Showing posts with label The Certopsian Situation. Show all posts
Showing posts with label The Certopsian Situation. Show all posts

Sunday, July 7, 2013

Ghost Towns of the Certopsian



Ghost Towns of the Certopsian
 
The Certopsian Plains, where the shadows of the distant clouds creep long like black burn scars amongst the dry hills, silver sage brush, waist high savannah grasses and dust bedeviled alkali flats.  This clean, hot vastness obscures thousands of years of tragedy and evil, marked only by grit scoured bones and the tumbled petrified timbers of ancient homesteads.  Sometimes these tragedies leak back into the present, manifesting in the form of Ghost Towns, each a unique colony of supernatural necromantic power.  Ghost towns are dreams of the past, and will loom from the shadows of dusk, suddenly revealed in a gulch or behind the next ridge ready to succor weary travelers.  The towns often appear plausible and are not always hostile, but they are inherently dangerous and unnatural. 

Upon encountering a Ghost Town, roll a secret reaction check (with a bonus of 1) on a non-hostile roll the party may interact with town in the normal manner (SEE PEACEFUL INTERACTION below), and may only discover that it was a phantasm when they awake in the morning on the ground or begin to ask too many questions. On a hostile roll the town appears normal until the party reaches its center at which point the buildings themselves begin to stutter between material and ghostly, aging rapidly with leering sagging widows and yawning black doorways that pour out aggressive phantasms. (SEE COMBAT below)

Ghost Towns are incredibly dangerous, even to powerful adventurers or large organized group, as a fully hostile and active Ghost Town may attack with tens of weapon immune, life draining phantasms from all directions.  Towns may be defeated and destroyed, but it is usually advisable to simply flee as the phantasms will only pursue intruders a few hundred feet into the night.

Monday, December 17, 2012

Snakemen of the Certopsian

Snakemen are something I keep mentioning in my Certopsian Plains stuff, and Serpent Men make up the ultimate opponent in the Certopsian Situation (which I am trying to get back to working on).  Below is a bit of background, a picture (the composition, idea, and style of which was ripped off wholesale from Moebius) and a basic stat-line.



Awakened by strange ritual and dark magics, the Serpent Men have returned to the Certopsian plains after two thousand years of slumber.  Once the blood soaked masters of the Land of Thousand Towers, their monstrous 500 year reign was only put to the end by the advance of the Clockwork Matriarchy and it's automaton armies.

Tuesday, October 16, 2012

Things found amongst the loam and dust of the Certopsian Plains

So next Thursday is the 2nd go at ASE Google+.  I'm excited so I made a table of random stuff to be discovered while wandering through the grass and cracked dirt sea of the Certopsian Plains...


Moebius I'm pretty sure...

TABLE OF CERTOPSIAN DETRITUS

Friday, October 5, 2012

The Certopsian Situation - Available Forces (Cavalry/Special Forces 1)

Priestess of Fleck.
The following are the cavalry forces within the Fist, 3rd Expeditionary, beyond Checkers and Dr. Benway, that a cunning party will be able to suborn into leaving their posts and joining the scramble for gold.  Included is the name of the, unit, the type of unit, their numbers, statistics for their leaders and rank and file, the share they will demand of treasure and a description.

1. Bluto and Company - Flying Monkeys, Light Cavalry** - 1 Serjeant, 8 Troopers - 3 Shares

Bluto (Flying Monkey 3) STR 15 INT 11 WIS 6 DEX 16 CON 12 CHR 13.  AC 4 HP 14, ATK 1, DAM 1D3/by Weapon, MV (50'/30' Fly), ML 8.  gilded scale mail, scimitar(1D6), 2 large revolvers (6 Shot+2D10 bullets) (1D8/2Atk per)
Trooper (8) (Flying Monkey 1) AC 5, HP 4, ATK 1, DAM 1d3/by Weapon, MV (50'/30' Fly), ML 6. scale mail, scimitar(1D8), carbine(1D6); 2D10 + 5 bullets  [30'/100'/200'].
* Flying, may attack flying enemies and can scout as if on raised terrain at all times.
** Inconspicuous, Unlike many flying units Flying Monkeys are mistaken for birds on a 4 in 6 when seen from a distance and scouting or moving.

Bluto and his band were recruited by a detective thaumaturge who was killed only a few weeks later.  He and his monkeys have since stayed on, despite a lack of a wizardly master, because they have nowhere else to go.  They are extremely unhappy having lost most of their troop in desperate actions to fight off  mutated pterodactyls and pterosaurs riders many times tougher than them.  Bluto is a gruff monkey but charismatic of average intelligence (fairly high for a monkey) and a sluggish curmudgeonly demeanor, he's brave and loyal normally but recent events have worn him and his troopers down to the point where a big score and flight seem a great option.

If sutibly impressed by the magical powers of his new business partners Bluto's natural monkey magiphilia will come to the fore and he may be talked into only a single share as a reward.  His troops are good ranged skrimishers, and can hover out of melee range for up to 10 rounds.  They are hit and run fighters though, and despite their general willingness to fight and will flee determined attackers.  As scouts they have the distinct advantage of flight (slow clumsy flight) and can spot terrain features, hex contents and other forces as if they were on a hill at all times.  They are visible when doing this, or moving, as all flying units are, but will often be mistaken (4 in 6) for large birds.

Monday, August 27, 2012

The Certopsian Situation - Player's Map

Below is the a player's handout map for the Certopsian Situation.  It's mostly to scale, the map being based on the region map in ASE 12.

200 miles South of Denethix

Forces on Map

3rd Unyielding Fist Expeditionary Force 
 Operating out of Camp Cestus on the Eastern Edge of the Livid Hills 180 miles SOuth of Denethix.  The long supply lines have reduced the 3rd to an almost purely defensive force.  It contains a small irregular Cavalry regiment (varied mercenaries, including the PCs) and a regiment of infantry, mixed Certopsian militia and fist regulars. Support units include a battalion sized formation of Steel Leviathans (20) and an entrenched force of anti armor engines and artillery, almost a battalion of each.

11th Arrow
An almost exclusively snakeman force, fortified atop the Dry Steps mostly to prevent progress South by Denethix's larger forces mobilizing near the city.  It consists of a strong infantry battalion equipped with heat staves and octopod rifles and a battery of light torque guns. 

14th Golden Arrow
An small but elite force encamped at the Moribund Pleasure dome.  A mixed company of snakeman infantry, nomad scouts and a section of mutated triceratops armor.

Friday, August 24, 2012

The Certopsian Situation - Checkers & Dr. Benway

It's guaranteed that the only way (ok maybe if you've given them a wand of lightning bolts or they're really crafty) that your party will beat the Serpentman manned, cuthonically enhanced, pair of armored triceratops guarding the front of the moribund Pleasure dome where the 100,000 GP prize is stored is with some armored back up. Well at least if they go about it in a stand up fight way.  I will post about my armor system when I work it out - but it'll be some sort of Structural Damage thing like Mekton or SpellJammer.  Basically your bullets, spears and magic missile will only serve to annoy an armor unit unless you manage to get very lucky. I'm aiming for that sequence in war movies where the tank just chases people down, bullets sparking off the glacis plate until its treads fill the screen - expect it's you wizard's carefully hoarded fireball that only manages to shake the monstrous beast for a second.

Old Steel Leviathan Doodle
Below is the obvious solution to a pair of twenty ton triceratops armored in coats of eldritch signs and sprouting grabby tentacles. An insane robot tank and its insane scientist mechanic. Yes, it's Science Fantasy Oddball.  When I played the scenario in its rough form the Steel Levitihan below was able to hurt the 16HD brutes pretty good before the caught up and gored Checkers onto its side (horns ripping through steel plate), dislodging Benway and stamping him to bits.  Both triceratops were hurt bad,stitched with .50 Caliber bullets and the party was able to get rid of their last few HP with magic missiles, a critical with a poisoned crossbow bolt and several blasts from the pneumatic dart gun on the dune buggy they stole.