Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Monday, August 21, 2017

U-Con Tékumel Events

I'm attending U-Con this year (November 17-19) for the Tékumel track. The scheduling times haven't been set yet, but here are the events I am planning to run:


Title: “The Labyrinth of Elongated Shadows”


System: Lamentations of the Flame Princess


Short description: 17th Century Stargate! Servants of the Spanish Crown step through an obsidian mirror, entering a strange plane adjacent to fabled Tékumel - one filled with unearthly monsters and threats.  



Title: “Under Hmakuyál”


System: Fate of Tékumel RPG (Fate system)


Long description: In the year 176, Seal Emperor Trakonel I “the Blazing Light” laid siege to the city of Hmakuyál to put an end to the Pariah Deities. Unfortunately your relatives were in the city at the time of the siege. You’ve learned they are hostages of the Temple of the One Other. You’ve gained access to the city and must now enter the temple and rescue your kinfolk! FYI, “Under Hmakuyál” is the sequel to a scenario introduced at Con of the North 2017.



Title: “Borrowed Trouble”


System: Fate of Tékumel RPG (Fate system)


Short description: The Temple of Lord Belkhánu in Thráya has sent you to recover books and scrolls loaned to the Great Temple west of the city. But chaos lurks within this great temple of Stability!

Sunday, May 21, 2017

Fate of Tekumel for Free RPG Day

Art by Mahlon  Blaine


Starting at 6 PM on Saturday, June 17, I'll be running a Fate of Tékumel game for Free RPG Day at Source Comics and Games in Roseville, MN.

The game session is titled "Lords of the Latter Times". This will be a free-wheeling Barsoomian style adventure in the early days of Tékumel. If you like strange mutants, psionics, aircars, crossed swords, and battle harnesses, come on by and play the game!

No knowledge of Tékumel is necessary for this game.

Friday, November 20, 2015

Ahoggya Ark - 12th Plane Encounters



The 12th Plane is a jungle level. The primary denizens are Ahoggya, Shen, Platform Builders, and Tribal humans and mutants. And other mutants.

The jungle is dense. Crossing 1 mile of jungle on foot takes four hours. If travelling by water (canoe, raft, boat), it takes 1 hour to cross a mile of jungle. Roll 1D6 per mile of jungle crossed. On a roll of 5 or 6 there is an encounter.

Consult the On Land and On or Near Water tables below as appropriate.  Standard mutant descriptions and number appearing notes start on p. 17 of MA. Distribution of Monsters (Mutations) and Treasure rules and tables are on p. 20-22. Standard encounter tables by terrain type are on p. 22.

On Land Table
  1. Ahoggya party
  2. Platform Builder party (1)
  3. Shen party
  4. Tribal party
  5. Mutated human
  6. Mutated animal (2)
  7. Mutated plant
  8. Mutated Ahoggya
  9. Cyber-Ahoggya
  10. Gachaya (dragon-like 10 M long lizard from Shen worlds)
  11. Thief Beast (p.17)
  12. Hyehoon
Notes:
(1) If at night time, substitute Qol, who often emerge from the sublevel below 12.
(2) Common forms include Atlun (spiders), Nyar or Tsi'il or Chlen, Feshenga, Hu, Giant Dri (ants), Syusyu (small Shen lizards, 4-6 cm, many edible, some poisonous), Sezhme (snakes, some segmented, some not; many poisonous).


On or Near Water Table
  1. Hlu'un
  2. Ghar
  3. Sezhme (snakes)
  4. Ahoggya party (waders)
  5. Ahoggya party (raft)
  6. Shen fisherfolk
  7. Hisser (p.17)
  8. Fern Bush (p.18)
  9. Dart Weed (p.18)
  10. Winged Biter (p. 17)



Sunday, November 15, 2015

Ahoggya Ark



My head is exploding! Is it a mental attack? If so, I'll just have to tick one mark off for a successfully resisted attack and get on with things!

This week, I'll be running my Metamorphosis Alpha scenario, Ahoggya Ark at U-Con in Ypslanti, Michigan. The event is cross-listed on both the Tekumel and OSR theme tracks, and happens on Friday, November 20, from 10 AM-2 PM. It looks like there is still a ticket left for the event if you want to play!

We're in High Convention Prep Mode here, and I spent the day with the Anubian Ambassador at my side, reading the rules to Metamorphosis Alpha. It was quite a trip back in time, to a day when RPGs sometimes had a dizzying array of subsystems packed into a very small shell. I have to say that Goodman Games has done a great job bringing this classic SF RPG back into broader circulation with a series of deluxe editions and new supplements and art!

+B. Portly has done a great job in designing a new GM screen for the game, and his character sheet designs support the GM and players in not forgetting some of the nuances in the rules, such as the little ticks for Mental Attacks resisted.

My generation ship scenario is something of a crossover between Metamorphosis Alpha and Tekumel/Humanspace Empires universe. It will be accessible to people who know nothing about either setting - so there's no barrier to entry!

Come join us for an adventure on the 12th Plane!

Monday, April 14, 2014

Scene Mapping in Tekumel Games

Juan Ochoa's beautiful image up above on the blog masthead is an action scene, and action scenes in games are always begging to be mapped - aren't they?

Fate handles mapping more abstractly than games that use miniatures. A scene is diagrammed in terms of zones. If you are in the same zone, you are in knife/fist range of opponents; if one zone away, swords and other melee weapons are very useful; at two or more zones, we are talking polearms and ranged weapons.

I thought it would be a fun exercise to diagram the scene above in terms of Fate zones, using the Zone Map side of the Jadepunk RPG's playmat. Over at FATE SF, I wrote a two part review of the playmat last week, first looking at the City Map side of the playmat, and then the Zone Map side. Ryan Danks has created a great video on how to use the playmat, you can check that out here.

On to our scene.

If a picture tells a story, we can assume this is a jungle or swamp area somewhere in Tekumel. Our curious and alert Feshenga lurks in the foreground, with purplish Food of the Ssu adjacent to it. Behind both, there is a ruin. We also see a river. We can - and will for the sake of this exercise - readily imagine a party wading down the river (from upper center-left toward the lower center-right, walking toward the ruins). They may (hopefully) be a wary party, but the Feshenga is already aware of their approach, and the party has no idea that Food of the Ssu is nearby.


The PC party are represented by the clear bead. River zone barriers that present no unusual obstacle to movement are represented by the dotted line. I also labelled the river zones, A-D.

Let's assume the PC party are a patrol from the local Temple of Ksarul. They get dispatched down the river towards the ruins when the Temple gets a "signal" that someone or something has arrived in the Underworld near the ruins. They're experienced temple guards, with a scout in the lead. The scout is wary, and due to a decent Skill roll, will get a 1x boost due to being careful.

The river is passable, but the bottom is muddy. That's an aspect that either the GM or the players might Invoke/Compel. The river banks are dense with vegetation, which means that if the PCs try to get up onto the ground, they may face a slight barrier. The vegetation could also be put to good use as defensive cover.

Except that the Feshenga (the white bead) in Zone D has already seen the PCs coming; so the Feshenga gets a free Invoke on the aspect Alert & Hungry Feshenga. It will attack first. (Of course, if the PCs brought bait, they might be able to Compel this aspect, too.)

In Zone D, a second nasty surprise awaits the party. The poisonous purplish vegetation, the Food of the Ssu, is new growth. If the PCs survive their encounter with the Feshenga, they will still need to deal with all that deadly vegetation near the portal to the Underworld below.