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Post by tdenmark on Apr 17, 2020 18:49:41 GMT -6
You're right, I'm probably over thinking this. It could just be the basic classes and have specialties with unique abilities.
Magic-User could be in an appendix called "The Mystic West" to play Medicine Men with actual spell-like abilities for those who want to introduce magic. Not unlike the Sorcerers of the Black Gate appendix in WotRP.
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Post by tdenmark on Apr 28, 2020 5:25:36 GMT -6
The Gunslinger RPG was taking over my time, and I want to focus back on creating this adventure. So I'm moving all discussion of the Western to another thread for those interested in that. If you are interested in turning Boot Hill into an RPG, then the Gunslinger RPG might be for you: odd74.proboards.com/thread/14139/gunslinger-turning-boot-hill-rpg
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Post by tdenmark on Apr 28, 2020 14:33:57 GMT -6
Chapter 3 Advent on Mars Ok, our characters have gotten to Mars. Somehow, someway. Whether they were Lawmen chasing an outlaw into a cave, or Apache warriors hiding out in the sacred mountains and being lured by strange lights. Or maybe you don't want to start with a western, perhaps this is an excursion to shake up your fantasy adventure. Your elf magic-user and human paladin stumbled onto a cave or found a strange artifact and ended up on Mars. Some fantasy in your sci-fi. A little like peanut butter in your chocolate. However you've gotten your players there what happens next? The characters arrive butt-naked. This is an old trope. Anyone who has played A4 In the Dungeons of the Slave Lords knows what a great challenge it is to take away all of the character's goodies. Apparently this is something Gary Gygax liked doing to his players. At any rate the characters will be at a disadvantage. No gear, the light gravity will make them awkward, they don't understand the language, and they are right by an incubator that is hatching Thark eggs and twenty or so green martian warriors mounted on thoats are approaching. They don't take to strangers kindly. Here we meet Tars Tarkas. He is still very much a thark, just not quite as cold and heartless as the rest of his people. He is intrigued by the characters because they are not like anything he's encountered before. So instead of outright killing them, as the warriors who accompany him are wont to do, he decides to capture them. The biggest danger will be turning this adventure into a railroad, but the characters end up prisoners of the Tharks and taken back to the ancient city ruins that they have turned into their home. TARS TARKASThark Fighting Man Level 12 (HD 12; AC 6[13]; Atk radium pistol (1d6), 1 greatspear (1d10); Move 9; Save 11; CL/XP 12/800) Str 17, Int 12, Wis 15, Dex 16, Con 15, Chr 16 Tars Tarkas wears the metal of a Thark chieftain. He is a well armed and charismatic leader. (see Warriors of the Red Planet for green martian stats)
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Post by simonw on Apr 29, 2020 2:42:16 GMT -6
Eerie West X! + Jarkoon: Adventures on Planet X! = what you've got here
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Post by tdenmark on Apr 29, 2020 13:02:33 GMT -6
Eerie West X! + Jarkoon: Adventures on Planet X! = what you've got here I wasn't familiar with those. Thanks.
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Post by tdenmark on Apr 30, 2020 1:35:20 GMT -6
Chapter 4 PrisonersThe characters are dragged across a dry sea bed to the crumbling ruins of an ancient city where nearly a thousand green men, women, and children have made their home. Here we learn about the culture of the Tharks. They live 1000 years, this long life has contributed to the shortage of resources. They are warlike and savage. Families are forbidden, there is only the community. It is survival and rule of the strongest. The ruins are the remains of an ancient human-sized city, clearly not made by the 15' tall green men. The characters should learn martian here fairly quickly. I'm not a huge fan of various languages as a game mechanic, it can be made to work in certain circumstances but mostly gets in the way of fun in my experience. The solution in the movie was drinking martian milk that makes you comprehend. Then there is the whole telepathy thing which I don't think adds much. Things that happen in the City Ruins: Put into prison A calot is put on guard duty, if treated kindly it will take to one of the characters and become a loyal pet If a character kills a Thark the others will applaud and laugh and be impressed. Here is the main area of the Thark City map. I'll probably expand it further.
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Post by cometaryorbit on May 2, 2020 0:15:30 GMT -6
Then there is the whole telepathy thing which I don't think adds much. Again, it depends on how much from the rest of the series you want to use. If it's a standalone adventure, yeah, the telepathy is just an authorial dodge to solve the language problem.
Much more is made of the telepathy later on, though -- the Lotharians' totally psychic-philosophical culture in book 4, Kaldanes' whole mega-brain thing, hypnotic power & association with the Manatorians' belief in Corphals (ghosts/witches) in book 5.
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Post by tdenmark on May 4, 2020 16:23:01 GMT -6
Chapter 5 I Elude My Watchdog
Book Summary Sola leaves Carter alone in the prison guarded by Woola. Captain Carter ponders the strange anomalies so far encountered: his guardian Sola, a Martian watchdog, the large plant that provided both food and drink, and the sudden onset of nightfall on Mars. Innately curious and prone to seek adventure, Carter tests the role of his watchdog by leaving the building. The animal stays with him to the edge of the city. Carter realizes that the only means to escaping his loyal, ferocious protector is his unique ability as a jumper. Landing on a sill 30 feet above the ground, Carter's exultation is short-lived when he falls into the grasp of a colossal ape-like creature.
Adventure Characters are left alone in the prison guarded by a Calot (Woola) If they attempt an escape the calot will try to prevent it. If they do escape they will encounter giant white apes. Defeating the apes will give them credit with the green martians
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Post by tdenmark on May 5, 2020 7:54:42 GMT -6
Refined the Ancient City Ruins map a bit more.
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Post by tdenmark on May 6, 2020 16:18:42 GMT -6
Chapter 6 A Fight That Won FriendsBook summary:After Carter escapes his imprisonment and nearly eludes Woola a giant white ape-like creature and its mate attack. They have six limbs like the green men. Woola saves Carter from being smashed by the female's cudgel. Woola is endangered, Carter grabs the cudgel to defeat the female ape. Carter could use this opportunity to elude the male ape, but feels a sense of duty to rescue Woola. Carter employs earth tactics with the cudgel and finishes off the male ape. The green martians are impressed by Carter's victory over the apes and wins their admiration. He also wins the devotion of Sola by saving Woola from being terminated by Tars Tarkas' gun. Player actions:If (when) the characters escape the prison White Apes attack If the characters befriended a calot it will fight valiantly for them but will be killed if not helped. Defeating white apes will win the admiration of the Tharks. Saving the calot wins the devotion of Sola. Rereading this I learned the white apes were more intelligent than I remembered, for example they are using cudgels as weapons. I realize my impression of them was formed more by Frazetta's art than the text of the book. Calot
HD 5; AC 6[13]; Atk: 1 bite (1d10); Move 12; Save F5; CL/XP 6/400; Special: Speed Burst 360' for up to 6 turns, 1 hour rest to perform again. Calots are are about the size of a Shetland pony, with ten short legs and a frog-like head, and a small amount of bristly "hair". They are the fastest creatures on Mars. Calots were domesticated by the Green Men who use them for multiple purposes such guard animals and fighting for entertainment in their arenas. Ape, Giant White
HD: 6+6, AC: 4 [16], Atk: 4 fists or club (1d6 each, or 2d10), Move: 15, Save: F6, CL/XP 7/800. These hideous, enormous apes resemble Earthly gorillas, but they are snow-white, stand nearly fifteen feet tall, and have four powerful arms. They are hairless except for a shock of stiff hair at the top of their heads which only increases their savage appearance, and are cunning predators, capable of scaling nearly any surface with ease. Many are devastatingly proficient with a club. These selfish beasts will try to kill silently if possible, but will not hesitate to howl for friends if seriously over matched. Some larger specimens have 8+8 HD.
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Post by aldarron on May 7, 2020 6:59:23 GMT -6
Very cool Let me just put a bug in your head, since I bet this won't be your last Martian adventure, to consider some of the neglected works of Martian sci-fi authors for your next inspiration. I'm talking about folks like Leigh Brackett and Otis A. Kline, etc.
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Post by tdenmark on May 7, 2020 18:49:11 GMT -6
Very cool Let me just put a bug in your head, since I bet this won't be your last Martian adventure, to consider some of the neglected works of Martian sci-fi authors for your next inspiration. I'm talking about folks like Leigh Brackett and Otis A. Kline, etc. I love Leigh Brackett's work. I need to read more Kline. As far as I know their work isn't in the public domain, but I suppose you could still do homages and adventures inspired by their stories. As much as I'd love to do it, I'd need help with the writing and designing. If you were to write one I'd be happy to do the graphic design, art, and publish it.
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Post by cometaryorbit on May 7, 2020 23:25:21 GMT -6
Leigh Brackett's stuff is great. There are also a couple of C. L. Moore 'Northwest Smith' stories set on Mars which are very similar to the Brackett stories, and very good. ("Shambleau" is the famous one, but I think "Dust of Gods" and "The Tree of Life" are more relevant.)
I've always thought it was really cool that when Mars was proved not to be anything like the stories, Brackett just moved her character Eric John Stark to a planet in another solar system for the Skaith trilogy (The Ginger Star, The Hounds of Skaith, The Reavers of Skaith).
But yeah, I don't think any of that is public domain.
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Post by tdenmark on May 8, 2020 7:16:36 GMT -6
Chapter 7 Child-Raising on MarsBook summary:After breakfast in the dead city, John Carter, Sola and Woola the watchdog, accompany a huge caravan of chariots and armed mounted warriors to the hatching ceremony at the isolated tribal incubator. Every five years, the best 500 eggs presented by the females are selected for a five-year incubation process in the solar heated, sealed incubators. The Earthman watches as the green Martians claim their fully-formed, four-feet-tall offspring. Sola claimed a young male to whom she would teach the barbaric skills necessary to survive the cruel existence of dying Mars. Under Sola's tutelage, both Carter and the child soon learned the spoken language and developed the mental powers needed for the universal Martian language of telepathy. Player actionsChild Raising on Mars Egg hatching ceremony Learn barbaric survival skills Learn spoken language of Barsoom Learn martian telepathy
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Post by tdenmark on May 8, 2020 9:15:23 GMT -6
I'm thinking for the structure of this all these chapters of Carter in the Thark encampment will all be one chapter in the adventure. Just lay the camp out inside the ruined city and set up events the GM can trigger in order as needed to suit the character's actions. The city itself will just be an interesting adventure locale with potential to run into various martian wildlife and uncover lost artifacts and information.
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Post by tdenmark on May 13, 2020 23:19:56 GMT -6
Chapter 8 A Fair Captive From the SkyNow we're getting to the good stuff. Book SummaryA fleet of Helium airships appear on the horizon. The green martians jump to action to attack the ships. The deadly exchange of gunfire cripples one of the ships and sends the others into retreat. The Tharks board the ship to loot it and they capture a prisoner: a two-legged creature that looks just like an earthling except she has deep red skin and is extraordinarily beautiful. The martians torch the ship and send it away. Captain Carter is startled to find the copper-skinned beauty who is naked and unashamed. She fills with hope upon seeing Carter and makes an enigmatic hand signal he doesn't understand, and when he doesn't respond properly she is disappointing and dejected. The green martians take her away. Character ActionsThis chapter has a lot the characters can do. The characters meet a red martian for the first time and experience one of the most remarkable pieces of technology on Mars; the flying ships. They can help the Tharks, or they can capture a ship, this should be quite difficult, or they can save the red martian who is of course the incomparable Dejah Thoris. The Helium ship itself could be a whole adventure, or at least several sessions, and will require ship plans.
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Post by Finarvyn on May 14, 2020 5:34:29 GMT -6
The city itself will just be an interesting adventure locale with potential to run into various martian wildlife and uncover lost artifacts and information. I don't want to side-track you at the moment, because this stuff you are putting together is brilliant, but I was thinking that it would be fun to have a Martian city module. Something like the old JG City-State of the Invincible Overlord. Some big map with a few stock NPCs and some shops where one might find that information. For the purposes of this module, one might make use of Jim Ward's old article about Martian ruins. That plus some sort of random tables of artifacts to be found.
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Post by tdenmark on May 14, 2020 8:46:13 GMT -6
I don't want to side-track you at the moment, because this stuff you are putting together is brilliant, but I was thinking that it would be fun to have a Martian city module. Something like the old JG City-State of the Invincible Overlord. Some big map with a few stock NPCs and some shops where one might find that information. For the purposes of this module, one might make use of Jim Ward's old article about Martian ruins. That plus some sort of random tables of artifacts to be found. By all means please sidetrack! Posting comments and suggestions lets me know I'm not just tossing ideas out into the empty darkness. I love that article by Jim Ward, I've read it over several times. It captures what is enthralling about the ERB Mars books. I'm definitely working on a large map of the Ruined City & surrounding area. Also another one for Helium. Lots of encounter tables, NPC's, shops, etc.
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Post by tdenmark on Jun 1, 2020 22:27:12 GMT -6
I'm still working on this. I should have an update in a day or two. When there is a pause like this it usually means I'm rethinking, doing research, or too busy working to post!
One key development, I've decided to take Finarvyn's advice and turn Thark into something reminiscent of City State of the Invincible Overlord, albeit a desolate post-apocalyptic ruined version with a massive subterranean complex below it. Enough for many gaming sessions. This turns it into a much bigger endeavor then I'd originally planned, but will certainly make it more enticing as an old school adventure super-module.
I'm working out the side-view cutaway and a layout of the city. Currently I'm thinking concentric circles.
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Post by Finarvyn on Jun 2, 2020 5:07:47 GMT -6
I wish there were some official pictures or sketches of what the city or buildings might look like. I think that circles and domes fit well for my concept of Barsoomian cities. Remember also that there are often very tall walls, very tall towers, and individual dwellings that can rise up on a central shaft for safety purposes. Glad to hear that your projects are moving forward. I wish I could find motivation to do something like this.
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Post by tdenmark on Jun 2, 2020 15:59:26 GMT -6
Glad to hear that your projects are moving forward. I wish I could find motivation to do something like this. I teach at a University and thought I'd have a lot of free time during Summer break. Then I just got asked to teach some Summer classes. Yay for having work (and income!), boo for loss of some free time to work on personal projects. I should still have time to finish this up and a few other ideas. What I really need are some motivated freelance writers who know the material, both OD&D and Barsoom. I pay well and/or can share revenue on DriveThru. Maybe I'll make a call out for writers.
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Post by tdenmark on Jun 2, 2020 20:18:33 GMT -6
I wish there were some official pictures or sketches of what the city or buildings might look like. I think that circles and domes fit well for my concept of Barsoomian cities. Remember also that there are often very tall walls, very tall towers, and individual dwellings that can rise up on a central shaft for safety purposes.( I have to admit my taste in Barsoomian art and architecture tends towards the old fashioned. I like the visions of Roy Krenkel, Al Williamson, and of course the grand master Frazetta.
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Post by cometaryorbit on Jun 18, 2020 14:03:12 GMT -6
I imagine Barsoomian cities as a mix of historical desert/river valley in arid land civilizations (Egypt, Mesopotamia, northern Mexico and southwest US) and high-tech.
- Individual houses being compact modern-looking things, elevating on pillars at night as described, but cities being surrounded by ancient city walls, gates, etc. dating from before the invention of aircraft.
- Palaces as ancient sprawling things with new buildings and things like aircraft landing spaces incorporated into a general structure that is probably tens to hundreds of thousands of years old in many cases (though repeatedly rebuilt and maintained).
- Small gardens (often in courtyards/atriums rather than backyards) and royal/noble parks/palace gardens as islands of green among an overall very dense city, much denser than most US ones.
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Post by tdenmark on Jun 25, 2020 12:07:52 GMT -6
I compiled a list of about 22 NPC's for the Princess of Mars Adventure (unless I missed some in my multiple read throughs). I'm thinking of illustrating and designing the stats for each character. So it will be a pretty hefty section of the book. Some might only need a brief stat block, while some of the more important ones will need quite a bit more.
NPC Roster
Air Plant Keeper Bar Comas Dak Kova Dejah Thoris Edgar Rice Burroughs Gozava James K Powell John Carter Kantos Kan Lorquas Ptomal Matai Shang Mors Kajak Notan Sab Than Sarkoja Sola Tal Hajus Tardos Mors Tars Tarkas Than Kosis Woola (calot) Zad
As they are completed they will be marked in blue.
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Post by tdenmark on Jun 25, 2020 13:31:31 GMT -6
Air Plant KeeperRed Martian, 1st level Fighting ManArmor Class: 10 [9] Hit Dice: 1/6hp Move: 120' Attacks: shortsword or pistol Damage: 1d6 or 1d12 No. Appearing: 1-4 Save: F1 Morale: 12 XP Value: 100 Str: 11 (+0), Dex: 10 (+0), Con: 10 (+0), Wis: 9 (+0), Int: 13 (+1), Chr: 9 (0) Equipment: shortsword, pistol. Air plant keepers are skilled in the operations of the great air generators that maintain the breathable atmosphere of Barsoom. They are dedicated to their job and will defend the plant from hostile forces that may harm it.
Some things are switched around in the stat format. This is similar to the classic B/X layout. Still considering what would be the best format. I like the brevity in the Warriors of the Red Planet rulebook, but feel it might be a little too minimalistic. One of the common criticisms of WotRP is that it mentioned Social Status as an attribute, but doesn't provide much more information. I discussed Social Status a bit in this thread odd74.proboards.com/thread/14144/social-status-lurking-ability-statSocial Status is a very important part of the Barsoom novels and deserves more extrapolation. So maybe Social Status should be added to these NPC entries?
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Post by Finarvyn on Jun 26, 2020 5:18:14 GMT -6
You are amazing. This is turning into a fantastic project!
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Post by tdenmark on Jun 26, 2020 13:40:08 GMT -6
Bar ComasGreen Martian, Warhoon, 6th level Fighting Man CR/XP 6/320 Size L (12’6”) AC: 5 [15] HD: 6+6 Atk: longsword, and shortsword or pistol or tusks Dmg: 1d8, and 1d6 or 1d12 or 2d4 Save: F6 Move: 120’ Str: 17 (+2), Dex: 13 (+1), Con: 18 (+3), Wis: 12 (+0), Int: 10 (+0), Chr: 8 (-1) Equipment: longsword, shortsword, pistol (x2). Bar Comas was the comparatively young jeddak of the Warhoon tribe of Green Martians. He was regarded as weak and not strong enough to rule by his fiercely jealous lieutenant, Dak Kova, who killed him over a disagreement about what to do with John Carter after the Warhoons captured him. This resulted in Dak Kova becoming the Jeddak. "He [John Carter] will die as Bar Comas, your jeddak, sees fit, if at all," replied the young ruler, with emphasis and dignity. "If at all?" roared Dak Kova. "By the dead hands at my throat but he shall die, Bar Comas. No maudlin weakness on your part shall save him. O, would that Warhoon were ruled by a real jeddak rather than by a water-hearted weakling from whom even old Dak Kova could tear the metal with his bare hands!"(I deleted and moved this post down so it will be in the order of the NPC roster)
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Post by tdenmark on Jul 1, 2020 7:50:22 GMT -6
Dak KovaGreen Martian, Warhoon, 5th level Fighting ManArmor Class: 5 [15] Hit Dice: 6+6 Move: 120' Attacks: longsword, and shortsword or pistol or tusks Damage: 1d8, and 1d6 or 1d12 or 2d4 No. Appearing: 1 (unique) Save: F5 Morale: 7 Treasure Type: A Alignment: Chaotic Neutral XP Value: 700 Social Status: 12 Str: 12 (+0), Dex: 12 (+0), Con: 16 (+2), Wis: 15 (+1), Int: 10 (+0), Chr: 8 (-1) Equipment: longsword, shortsword, pistol (x2). Dak Kova is a Green Martian from the horde of Warhoon. He was a Jed until he challenged and killed the Jeddak Bar Comas and assumed leadership of the Warhoons. The conflict resulted from a disagreement over the fate of John Carter following his capture by the Warhoons, though Dak Kova had regarded Bar Comas as weak and unfit to rule and needed little excuse to usurp his position. Bar Comas had much the better of the battle, as he was stronger, quicker, and more intelligent. It soon seemed that the encounter was done, saving only the final death thrust, when Bar Comas slipped in breaking away from a clinch. It was the one little opening that Dak Kova needed, and hurling himself at the body of his adversary he buried his single mighty tusk in Bar Comas's groin and with a last powerful effort ripped the young jeddak wide open the full length of his body, the great tusk finally wedging in the bones of bar Comas's jaw. Victor and vanquished rolled limp and lifeless upon the moss, a huge mass of torn and bloody flesh.
- A Princess of Mars, Chapter 18, Chained in Warhoon
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Post by tdenmark on Jul 3, 2020 0:55:06 GMT -6
One of the city ruins the green martians take John Carter to is Korad. The Barsoom Wiki describes it like this: On my live stream twitch.tv/thomasdenmark I did this painting of Korad. It's still pretty rough and could use a lot more refinements. But it is a start. I live stream weeknights at 9pm PST, you are welcome to join and watch me draw and talk about D&D.
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Post by tdenmark on Jul 16, 2020 14:20:48 GMT -6
It's been 2 weeks already since the last update. I had some client work to do (including some illustrations for Necrotic Gnome on an Old School Essentials book!)
The ruins of Korad have been on my mind. There are 2 dead cities that are visited in the novel. The first, I guess is called Thark, and the second is Korad where they encounter the Warhoons. Would it be worth it to map out both of them in detail as sandbox adventure locations? One city will already be a ton of work. Too much for one person really. I think I'm going to have to hire a freelance writer to help flesh out these locations while I work on the maps.
If there are any passionate John Carter fans who also write OSR adventures let me know.
The other hold up is that Dejah Thoris is next on the NPC list and she's hard to draw. Also, as a character I'd like to develop her a little more. I can see why the movie decided to make her a scientist.
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