So the second adventure in the current campaign of Hollow Earth Expedition saw our heroes, freshly returned from rescuing the members of their expedition on Mars, having a few days to finally rest and recuperate. The Martians they brought with them are still adapting to the Earth’s gravity and have been meeting with various diplomats and journalists. Rumors of how the Americans managed to get to Mars abound, but the Office of Scientific Intelligence has so far kept a lid n the truth.

The players found themselves our for a night on the town that involved some meeting period movies stars before they returned home to the Ocean View Motel in Bunker Hill (which, of course has no view of the Ocean…) that OSI uses as housing for their agents and scientists. The next morning, they are ready to head to the local HQ housed under the Goodyear Airship Factory in Huntingdon Park, but discover that Veitch (whose player was absent for the night) and Erha — the inventor characters — had not returned home. After they establish neither had gottne back to the Ocean View, they go to their headquaters, thinking they might have just gone back to work on the various projects. Nope.

They inform Director Byrd, who gets the FBI and LAPD out looking for them. It turns out, their FBI tail never returned from his shift, either! That’s not the only strangeness: one of the marines that had been on duty as a machine gunner when they first returned from Mars has been found dead in his barracks at the naval station in Long Beach. The autopsy is ongoing and finally reveals no reason for death…he just died. While the doctors assume natural causes, Zelansky — in classic cryptoscientist fashion — thinks that Morteus, the Atlantean God-King that had rules Morteus Das, the City of the Dead, on Mars and who seemed to take on living hosts might be loose in the Greater Los Angeles area!

But that was not the focus on this adventure. They are called out to the Los Angeles river, near Griffith Park, where the FBI agent’s car has been found with him stuffed in the trunk. Foul deeds are afoot! They check with the bus driver of the vehicle that Veitch and Erha had taken to the pier. They confirm they were some of the last people enjoying the rides at the amusement park there, and that they called a cab. One of th eride attendants remembers them because of Erha’s shocking white hair, and that there was another, foreign, couple. They establish that the cab was one of the green and white of the United independent Cab Company.

At the cab company in downtown, they talk to the shifty dispatcher, a guy named Manny Polo. The driver picked them up and dropped them off at the Ocean View, according to the dispatch logs. This is one of the first radio dispatch companies, so the logs were radioed in. The driver will be in soon, but Polo has them wait while he calls the guy in early. What he does, however, is calls some of his mafia toughs, and this leads to a spectacular fight in the street out front of the United Independent, involving chop-socky from Pin-Li and the pilot, O’Bannon; some swordcane play from the actor and cat-burglar, Cointreau; a bit of the use of the guardian trait by Zelansky, and a bit of damage to the headlight and hood ornament of Cointreau’s new Duisenberg.

They get a hold of the driver and establish he took them to the Ocean View, where the other couple drugged the passengers, and when an FBI agent tried to intervene, the man shot him. He then drove them to an address in Beverly Hills that turns out to be owned by the Austrian government, and is a consular residence protected by diplomatic immunity. Not wanting to wait for the niceties of diplomacy because who knows what the Austrians are doing to their people, they decide to let Cointreau do his thing and cat-burgle the place to rescue the pair.

The next session Veitch’s player was back so we startered with finding out what was happening to the pair: the Austrians are covering for a Gestapo snatch squad. The couple have another couple of men here to guard the house, and a vril! This man, Damien Weiss (Mr. White), is a Gestapo agent who was “rescued” after the Second Earth emerged from the Hollow Earth, He has been working for the Nazis, who hold him up as a racial exemplar. He’s also telepathic. He and the couple have been working the pair over, questioning them about the layout of the OSI headquarters, how far along the reverse engineering of the Atlantean flying saucers is going, and other aspects of the American program to unlock the secrets of the Hollow — new Second — Earth, and Mars.

The rest of the group rented a moving van as cover, so they could grab bad guys, if necessary, and to look nondescript. Cointreau took his Duisenberg, which in Beverly Hills, was also fairly nondescript. They bust into the house, confront the Gestapo which led to a hell of a series of fights between O’Bannon and Pin-LI with the Germans (a few who knew kung fu because of course some of the bad guys had to…) They rescue the pair, but Weiss and one of the Nazis are escaping in a Cadillac! Cointreau and Pin-LI, with Erha and Veitch in his Duisey, give chase, while O’Bannon winds up joining the chase late (long fight scene) on a Zundapp motorcycle. Zelansky, following the traffic laws and taking a safer route, eventually catches up to the aftermath of the chase, but it was great comedic relief.

The chase scene was classic action movie through the streets, with gunplay, cars ramming each other, and finally a spectacular crash by the Caddy, which landed on the motorcycle moments after O’Bannon bailed from it. Great stuff. They capture the vril, and get everyone home in the now destroyed Duisey and panel van. Which Zelansky returns unscathed…to get back the deposit, of course.

They now has an vril agent of the Gestapo with mind powers in the infirmary. But there’s intelligence from Shanghai that their former nemesis, Obersturmfuhrer Werner had been released by the Germans, and that the Nazis are trying to bribe the Chinese Nationalist government to let them take an expedition “into the deep interior” (they assume to find Shambala) in exchange for aircraft and training support. The Chinese are considering it. They have to secure Shambala before the Nazis get there. It looks like it’s time to fire up the gate!

We picked up our Hollow Earth Expedition campaign right where we left off: the characters had returned from Mars through the ancient Atlantean gate in Moreus Das, the City of the Dead, arriving in the underground headquarters of the Boston Project of the Office of Scientific Investigations. They came through the gate, pursued by the ancient God-King Morteus, and Veitch — their resident man with Atlantean blood — only just managed to close the portal in time. However, a strange energy surge blasted out of the gate, knocking everyone down. But they were home, and had to quickly move to protect the Martian, an elosi named “Silent Watcher” who they had brought with them, from the antsy marines guarding the place.

Quickly, they report the situation to Director (former Admiral) Byrd: the marines they had been trapped on Mars are still there and need rescuing, but the other gate opens onto a city where some ancient force is keeping people from dying, and electrical technology doesn’t work. He’s been putting together a force, commanded by Colonel Trevor Adams, for just that purpose. They even have another man that can operate the Atlantean technology, a doctor named Gould. His brother was stuck on the other side of the Hollow Earth when “the incident” happened, causing the inner world to turn inside out and emerge from the Earth. It now follows Earth in its orbit, close enough to be seen easily with the naked eye, but far enough it has not disturbed Earth’s path. While the marines are preparing their mortars, machineguns, flamethrowers, and other equipment, Byrd gives them the low-down on the situation on Earth.

Their message from Mars has set off a firestorm throughout the world. Every amateur astronomer, ham radio man, and military in the world picked up the signal, and some even identified it as American. The cat’s out of the bag and the space race is on! They have to get their men back, but after that there are a bunch of fires to put out!

With another rifle company of marines, Veitch opens the Eye of Shambala to Mars and they rush through to secure the place. The body of Morteus is gone, and the Martians that have been kept alive by whatever force ruled here are dying — some were held on the edge of expiry for centuries and simply stopped, others are still hale enough to be a problem…but not one marines with .50 calibers, flamethrowers, and mortars can’t handle. While they are securing the perimeter, Zelansky realizes the healing effect is gone…might the effect preventing electric equipment be, as well? He tries the marines’ radio, calling the Dogfish minifighters on the Martian cloudship Warm Winds, which they can see is in the sky a few miles away, tacking to the north as it abandoned the city. It works! They manage to call back the ship, and while the marines hold a perimeter, recover their men, the three Dogfish, and they are able to convince Princess Priya, who had come on the mission to “establish relations with the Earth”, as well as the pair of gorilla-like Grodh that serve Cointreau, to join them in returning to Earth.

With this successful mission to another world under their belt, the characters were given checkups and medical treatment, while their Martian friends were taken care of. The massive Earth gravity is almost too much even for the powerful Grodh! Zelansky is taken aside by Byrd: The next matter is that of the world-wide story of life on Mars, and that it might have been Americans. Other nations know the messages were US coded and have speculated about it. The president wanted to keep it quiet, but with the arrival of the Martian guests, Roosevelt has decided to meet the problem head-on (and also shine some light on American ingenuity) by giving a press briefing right here in Los Angeles on the situation. He has requested the leader of the expedition, Zelansky, be present, and they want to do a dog-and-pony show at the news conference with the aliens.

FDR and Eleanor are on a campaign tour and are making their stop in Los Angeles. Aliens! Americans on Mars! And Alf Langdon’s not really doing much in the way of campaigning! The president has his reelection in the bag, despite the issues the New Deal is having with the courts. They put the aliens up at the Biltmore, on the same floor the president has set aside for him retinue, and the party finds themselves invited to a presidential function. Following the spectacle of Zelansky’s briefing, and the introduction of Priya, Silent Watcher, and the Grodh, the characters are pulled aside by Byrd.

OSI is riding high on this one, and the president has already assured him of all the support they need. Which brings him to the next matter: there’s one unsecured portal on Earth. Shambala, in Tibet. The Russians and Germans both know about it, and somehow their old nemesis, Obersturmfuhrer Werner, has managed to escape from Chinese justice by buying the Nationalists off. The Germans are offering planes and men to train the Chinese Air Force in exchange for dropping the charges against Werner and allowing expeditions into the deep interior of the country. They will have to move fast, but this is dangerous territory  — the United States can’t just invade another sovereign country, especially an ally. They have to make certain that no one knows they are there.

He knows most of Zelansky’s party aren’t Americans, and have no real skin in the game …but are they in? The State Department already has a reward for O’Bannon — an Irish passport, and the dropping of all charges against him for his part in the Irish Civil War by both the British and Irish governments. Byrd can offer Veitch a place with Boston or Columbus Project: both are in need of a man with his talents. OSI would set him up with a lab to work on their reverse engineering of the Atlantean flying saucers, or some of the other projects with Nikola Tesla in New York. Cointreau and Pin-Li have provided invaluable service to the United States, and as a result, they’ve got that nice stipend, but he’s wrangled a work visa for them both, should they wish to return to the US to work in Hollywood. Or, they’ll be going home in style on the Pan Am  Philippine Clipper from San Fran via Hawaii and Yokohama, then a first class ticket to Shanghai. It’s an open ticket.

Erha wants to know about her father (who was captured in the last campaign by Morana, a powerful psychic or sorceress…they don’t know which); when are they going to rescue him? First, Byrd says they need to secure the gate and prevent any outside influences from engaging with Morana. The Russians and she have a rich and sordid past, and the Nazis — who knows what Hitler would do with a few more flying saucers. Their intelligence says some of their diesel-powered ones have actually flown. They need to secure the gates to Earth, find out more about Morana and her connection to Atlantis, up there on the “Second Earth”, so they can figure out how to save her father.

All of the characters decided to join up for the fight…

Our new 50 page guide to airships from the interwar era has arrived. The book included the actual histories of the vessels, with suggestions for how to tweak history to use these giants of the air in your Ubiquity games. Rules suggestions to more realistically use these ships in combat, and game statistics for them are included.  Got to DriveThruRPG or RPGNow to find the ebook for $9.99.

airship front ubi

The party reached Morteus Das, the City of Dead tonight. The city was found to be crumbling, the buildings twisted and ruined, and there were several wrecks of skyships that had crashed at various times. Zelansky decided they would land outside the city, upon seeing that. They could see the Black Gate in the center plaza of the city, a gate large enough for battalions to walk through, for tanks and other materiel to drive through. Around the walls of the city, small, desperate settlements with movement. The great X of canals that carved through the city have been dammed, preventing flow into the city and a wide circular canal hems the city in. Even though the land outside the ring canal is green and as fertile as Mars gets, the settlements on that side of the canal are abandoned and in disrepair…why? The feeling of despair, loneliness, and danger permeate the air, and Veitch hears in his head, “I knew you would come! I am so looking forward to meeting you, my boy.”

Before Warm Winds could land, however, Davira — one of the Martians fronting the mission — ordered the captain to hold a few dozen feet over the ground. Streaming from the settlements around the walls of the city were hundreds of Martians, offering relics and other junk in trade for food. They had crossed one of the bridges over the ring canal, and as they approached, the party could see signs of “Martian plague” — a disease combining the worst elements of dementia, leprosy, and proteus syndrome: mis-shappen from their disease, poxed, limbs eroding, the denizens of the settlements around the city tried to beg supplies, and became increasingly erratic when they were not heeded, most shuffled back to the city as the symptoms of their injuries or illnesses took hold. Only one remained to warn them away from the city, but in terms that I knew would provoke the characters with curiosity flaws into investigating.

Zelansky was not so certain their mission to the city could be successful. The gate was larger than they anticipated and most likely could not be moved, if the city had some kind of effect that disabled vessels. The people were diseases and hostile. He considered taking the marines and pushing into the city in force, but Captain Smith, the marine commander, suggested against it. They had no way of knowing what they were walking into. In the end, he decided on a small reconnaissance mission comprised of the party and Cointreau’s grodh servants, Gruhl and Zhargo, and the enigmatic Silent Watcher, an elosi. They knocked up a small 10-man boat from wood and canvas, and entered the city under cover of darkness.

While inside the city, they realized their compass gave a true direction, seemingly toward the center of town. They stopped to radio the ship, but found themselves attacked by a prehistoric-looking creature with six legs, a hammerhead with a lamprey-like mouth, and a tail studded with spikes which it used to nearly kill Post. Post found his heat ray rifle, and Veitch that his coilgun were non-functional! The oridium bullets in their pistols did not produce blaster blots, but instead looked more like dull tracer rounds. At this point, O’Bannon, armed with a BAR .30 from the marines, cut the beast down with a long burst. This, however, brought the attention of the city’s denizens, and they had to slip away before a throng of Martians found them.

Their compass led them to the palace of Morteus himself, and inside they foudn the throne room, with the infamous Sundered Throne, broken in the war between Atlanean God-Kings. They were greeted by Kallas, the Martian from the riot when they were landing. He knew they would come; the Black Gate is their only way home to Earth. Silent Watcher added that Veitch can activate the gate, and Cointreau has been touched by “one of them” and she — they knew instantly he meant Morana, the would-be empress of Atlantis, and “Queen of Shambala” — would answer their calls to open the gate. Once done, they will be able to leave this world with their followers. Kallas proceeded to monologue for a bit, with the shadows of the throne room thickening around him, until they seemed to be wrapping him in tendrils that worked inside of him…then he seemed to big for his skin, eventually exploding open to reveal a 12 foot tall, four-armed god much like Shiva — dark skinned, wild-eyed. Morteus himself!

Cointreau dropped a smoke bomb and the party ran for it, with the followers in hot pursuit. Pin-Li got to do some chop-socky on a group of them, while Cointreau used one of his pistols to knock over one of the brazers lighting the room and cut off some of their pursuers behind a wall of flame. They found themselves in the central plaza, in front of the ornate and enormous Black Gate, and the monstrous sacrificial altar, shaped like a horribly shaped head and set of jaws made out of obsidian that stood in front of it. The Martian followers of Morteus slipped into the plaza from all sides. they were surrounded! Zelanksy order Gruhl and Zhargo to take a message to the ship, informing the marines to return to the safety of Sigeus Portus, where they had set up a communications relay with an orichalcum-powered radio. Cointreau, meanwhile, reached out with his mind, calling to Morana for help (and with some style points, got a great roll.) Suddenly the gate opens!

Zelansky yelled for Veitch to visualize the labs back on Earth, but Silent Watcher suggested another place — somewhere desolate and empty, a plain with brilliant stars overhead. Veitch realizes he is planning on trapping Morteus! He focused on the image in his mind and when Morteus plowed past them to go through the gate, Silent Watcher ordered him to “close it!” Where did he go? Silent Watcher’s thoughts assured them he was someplace “safe.”

Veitch reopened the Black Gate and they dove through to escape the closing ranks of enraged cultists, landing in the facility in Los Angeles, but without the grodh or Silen Watcher. The marines…they are stuck on Mars. And Erha’s father remains stuck in Shambala or Atlantis, or wherever he is.

That was the close of our current run of Hollow Earth Expedition, while we swap over to our Roman fantasy campaign. To try and mesh the flavor of the campaign and capture the types of magic from Celtic and other period myths, we are moving from Dungeons & Dragons 5th Ed. to a new set of mechanics to see how it goes. (If it doesn’t we can always return to D&D.)

Heavy work loads have kept me from updating of late, but our Hollow Earth Expedition campaign continues apace. The characters, aided by scions of the Houses Arvasala (who control the canals and water trade in the area near Parras Das, and the Davira, who mine oridium — the element that powers many of the ancient Atlantean contraptions, as well as being the material “blasters” use. Their vessel is Warm Winds, a large, armed merchantman they have modified with a carry deck for the three Dogfish. They can be launched and recovered using a trapeze rig similar to those on the airship Akron. Crewed by the US marines under Zelansky’s command, and Martian sky sailors under the captain hired by the Arvasala and Davira, the ship moves along the canal out of Parras Das to Avevel, a city on the edge of the Aerian desert. The nearby hills are inhabited by Red Martians that mine the oridium for the Davira family.

Of course, they get attacked by a pair of vessels from a nearby city-state that has attacked the oridium mines and the villages the miners live in, attempting to snatch the oridium trade from the Davira. A battle between the two slave-driven galleys (ala Space:1889) was short-lived, with some excellent rolls by the characters. The Dogfish, in particular, had been ripping up the enemy. This led to the destruction of one raider galley, and the capture of the crew of the second. The characters put down a boarding party to force the surrender of that crew, but the commander was not disposed to give in, and Cointreau wound up killing him. This led to him picking up a pair of Grodh, the four-armed ape-like “people” of Mars. They were slaves of the captain, now they are his by right of combat, as is everything else he had.

They learned a force had been landed by these pirates to take the mines, and the Dogfish raced off to investigate, finding a pitched battle between a hundred of the raiders vs. twice as many miners who were not as well armed, and whose villages had been bombed from the air, pushing them into the hills. A few strafing runs and the arrival of Warm Winds led to these soldiers retreating into the desert…and a certain death. As a punishment for the attack on the villages, the crew of the second ship were turned over to the locals. Almost certainly, they are now slaves.

The ship continued south toward Morteus Das and was caught in a massive, days-long sandstorm that damaged the ship and caused the maglev drive to malfunction. They were only just able to put the ship down in the blinding swirl of dust, then had to wait out the storm. The next day, they woke to find the ship had nearly gone over a half mile deep chasm into the Meridani Sinus, an area that has some of the last free-standing water on Mars due to the valley having been cut off and its aquifer blasted to the surface by meteor hits on either end of the valley. They also found dead animals and Martians from several caravan vehicles that had been blown across the desert to end up in the sand dune under Warm Wind‘s aft. Several had attempted to scale the dune to get to the broken out windows of the captain’s cabin, but were killed by sandblasting.

A two day stop at Sigeus Portus, the “Gateway to the Valley” provided a diverting stop where they were feted by the priests of the city for their “pilgrimage” to Morteus Das. The ship was fixed and they continued over the lakes and scrublands of the Sinus, then through the mountains to the City of the Dead. In the passes of the mountains, they anticipated an attack, and the Dogfish spotted a pirate vessel with smaller propeller-driven skiffs getting loaded up to attack. A few strafing runs damaged the lead vessel, but the skiffs got away in the twisting valleys of the mountain range and almost made it to Warm Winds. One was shot down by Veitch and his new, orichalcum-powered coilgun; the other crashed into the side of the ship and led to a boarding action that was quickly repelled by Cointreau, Pin-Li, and the Grodhs. A few exchanges of cannon fire saw Warm Winds damaged, and the pirate vessel dropped from the sky.

Finally, they made it to Morteus Das, the City of the Dead, and the first Atlantean city of Mars. The city was found to be crumbling, the buildings twisted and ruined, and there were several wrecks of skyships that had crashed at various times. Zelansky decided they would land outside the city, upon seeing that. They could see the Black Gate in the center plaza of the city, a gate large enough for battalions to walk through, for tanks and other materiel to drive through. Around the walls of the city, small, desperate settlements with movement. The great X of canals that carved through the city have been dammed, preventing flow into the city and a wide circular canal hems the city in. Even though the land outside the ring canal is green and as fertile as Mars gets, the settlements on that side of the canal are abandoned and in disrepair…why? The feeling of despair, loneliness, and danger permeate the air, and Veitch hears in his head, “I knew you would come! I am so looking forward to meeting you, my boy.”

rom_princess_wallpaperThe group picked up with the characters traveling to Parras Das — the City of Gardens — aboard a Martian skyship they had rescued from pirates. The team, with their marine escort, had been taken aboard by the crew after their rescue of Priya, a dheva Princess of the House Arvasala. (Using the art from Revelations of Mars as an example…)

During the four day trip across the desert wasteland of Mars, the characters learned about the people and their world the best they could, as only Zelansky could speak their language, a version of Atlantean. The human-like “red men” were decedents of the Atlaneans and called zhul-ya, and the dheva the decedents of “the ancients.” The Earthmen they are calling vril-ya, and Earth is “vril” to them. Mars has been dying for millennia, and the Arvasala family is instrumental to the survival of many communities in the north of the world. They are ice and water dealers. Their grand ships move ice to the smaller towns, and they are responsible for the upkeep of the canals bring life-preserving water from the ice caps through Parras Das and south to other cities.

They learn the ships are held aloft by some kind of magnetic levitation system that is powered by “oridium” — a material that is also used as ammunition. It appears to be highly energetic and possibly radioactive. During the trip, Cointreau successfully seduced the princess, and gets to try some of his tantric “sex magic”. He finds her a very willing student and subject.

On arrival in the city, they are confronted by an Atlantean design — grand circular canals that take water from the northeastern canal, pump it through the city, and out on the northwestern and southwestern canals. The outer ring of the city is commercial, a massive bazaar, the second ring a residential and garden area, and the innermost ring is filled with beautiful and fanciful towers that could never stand in Earth’s gravity. The central one is the Lighthouse, also the city council chambers for the “Nine Families” that run the city (and much of norther Mars.) They have sussed out the dheva are a higher caste than the zhul-ya; they rule Parras Das, and possibly much more.

A tour of the city leads them to Arvsala House, where Priya’s family oversees the water trade. Their patriarch, Arvan, is interested in the aliens, but is also obviously disturbed by her interest in Cointreau; her brother, Vadra, even more so. Later that night, Cointreau slips out to investigate the many floors and rooms of the tower, only to witness an argument between the old man and his son, and Priya. Why, he does not know, but she appears much more headstrong and combative when there isn’t an audience.

The next day, they go out to see the sights and are attacked by 15 zhul-ya who turn out to be members of the pirate gang whose ship they destroyed when they rescued Priya. A firefight ensued in the Gardens of Pleasure, a beautiful botanical garden scene. The bad guys don’t stand much of a change, getting taken down by Post using Veitch’s coilgun. A stray round let to them fighting a six-legged elephant-like creature with mutliple trunks and a bad attitude. Eventually, they were able to win out, but were arrested by the guards of the House Davira, who are oridium traders and bankers who run security for the gardens. Davira is similar shocked by their arrival, and in the midst of talking to their scion, Zelansky was able to pull off a series of excellent diplomacy tests. He gains their trust, tells them of their desire to hell heal Mars by locating and fixing the “Great Machine”  on the Mountain of the Gods that keeps the Martian atmosphere alive, and to open trade between the United States and Parras Das, and to do this, that they need to find a gate home like the one they used to get here. There’s one in Motus Das —  the City of Dead —  according to their Arvasala hosts. that they want to go there impresses the Davira, who offer to fund the expedition.

Zelansky uses this to parlay a treaty between the USA and Houses Arvasala and Davira, in exchange for the Arvasala merchantman Warm Winds, and representatives and crew from both families. Over the next few weeks, Zelansky works to improve the relations between the families, while Post, Erha, and Veitch work to modify and improve the merchantman. They add trapeze hooks for the Dogfish mini-fighters to take off from  and be retrieved. They add powered flight to supplement the sails. Veitch figures out how to modify the oridium ammunition cartridges to fire through Earth weapons…their Colt automatics are now blasters! Cointreau conspired with O’Bannon to get Veitch together with the half-vril-ya inventor, Erha. They have so much in common and obviously like each other, and their plans culminate with a surprise balcony date between the two.

With everything finally ready, the characters and marines, together with a small crew of Martians led by Priya Arvasala and Sheri Davria, sets sail for Mortus Das, a city “fron which no one returns.”

For our Mars, I’m blending elements of the Barsoom-like Revelations of Mars for the Hollow Earth Expedition setting, and from Space:1889, including having more communities and live canals. I’ve replaced the high/canal/hill Martians of 1889 with the dheva, the zhul-ya, and more primitive versions of the latter. Also, we kept the telepathic Elosi, whose goals and actions remain a mystery. We’re getting more into the pulp super-science aspect of the Veitch character, and starting to build on how the worlds will collide once there is a way to get back and forth from the Red Planet.

The group met up tonight to pick up from the cliffhanger where they had found themselves on Mars instead of the “Second Earth”, Atlantia. While they tended to the wounded who had been rolled over by the minifighters that had exited the Eye of Shambala only to fall over and roll down the mound of marines, and tried to get the litle planes back on their landing gear, Zelansky was photographing their surroundings. He noted that the city they arrived next to had a larger “eye”-stlye gate that acted both as a portal, and as a door/gate to the city. Inside, the buildings seems to shift and more, changing, but in the center was a larger ziggurat with was surmounted by a strange object…a flying saucer much like those of the Atlanteans!

Suddenly, they realized they were being watched by three figures, very tall, dressed in white robes with red sashes. Their faces were disguised by featureless white masks. Yet, thy could hear these people in their heads, the language unfamiliar, but the concepts clear — “strange, one of them is a Vril-ya. I though they were dead or in the Celestial Keep. The other [Cointreau] has been touched by an ancient…but they are all asleep! How is this possible. They others, they’ve never seen their like; similar to the Zhul-ya, but not.” These creatures were quickly joined by more: strange humanoids with long arms and fingers, giant black eyes, none speaking but communicating directly to the characters’ minds. “The leader [Zelansky] is curious. The one touched by the ancient is larcenous, selfish, and weak; he is too dangerous to allow in the city. The Atlantean [Veitch]  is well-meaning but confused.”

Despite not having the same language, the characters are able to communicate. They are on Zhul — Mars, apparently — and Earth is “Vril” according to these things. The city is Elos Das, a term Zelansky thinks means either “hidden city” or “secret city”. The “people” are elosi — the hidden people or people of the secret. He’s not sure, the syntax is strange.

The creatures aided them with their injured, inspected the “crude but clever” Dogifsh minifighters, and examined the party. They find the marines bellicose. Far too dangerous to be allowed inside. Then, as a group, they turn to face northwest. Suddenly, they are headed back into the city, some of them simply disappearing as they go. The three “leaders?” inform them that there is food and water, two days march to the south, or to the northwest. In the northwest, they can see what the creatures saw: two ships in the air, sails out, coming for their position.

As they watch, the city twists and folds itself until it is gone without a trace. The marines spread out and prepare for hostilities, while Erha, O’Bannon, and Post get their Dogfish ready for the fight. The two ships separate, the larger one climbing, while the smaller bears in on them, firing a heat ray that carves a trench of molten glass in the sand and damaged Erha’s Dogfish. The three pilots get into the air, their minifighters faster but more unstable than ever.

The frigate or warship, or whatever it is, closes on the marines’ position while zelansky uses his math skills to aid the mortar crew in attacking the ship. Meanwhile, the Dogfish swoop and attack the craft, while getting fired at by strange cannons that shoot bolts of greenish light their way. These blasters miss the Dogfish, which are far too fast, and they successfully strafe the ship over and over. They noted that the crew of the larger ship seemed to be fighting each other, and they realized that it could be a prize for the smaller ships; perhaps they’ve been discovered by pirates?

The mortar rounds hit their target, and Cointreau finds himself using his Inspire to get the marine gunners to use their .30 machineguns to good effect. Eventually, the craft crashes into the sand near their position and the marines, led by Zelansky, Cointreau, and Veitch board and take the ship. they have to evacuate quickly, however, as the ship is on fire and eventually blows itself sky-high. The small crew is under guard by the marines, and their lone captive, a strange green woman with four arms! is being kept “safe” by Cointreau.

While this is happening, Post pulls a spectacular stall into a landing on the quarterdeck of the other skyship and gets them to surrender. Sure enough, the vessel was taken by the smaller ship, and the captain is a strange green-skinned man with four arms. Post is able to get them to land near the downed craft. Zelansky can talk to them; they speak a dialect of Atlantean. These green people are dheva (gods?), and the red-skinned people that crewed their ship, and that of the pirate vessel, are Zhul-ya, possible relatives of the Vril-ya!

They are able to talk their way into passage on the ship Warm Winds to Parras Das, the city “her highness” Priya, of the House Avasarava, is from. She is the first daughter of a powerful merchant prince in Parras Das, and she was taken captive by the pirates while being transported to a nearby city-state to a commercial negotiation. Priya is easily seduced by Cointreau, who finally gets a chance to try his “sex magic”, with high success (We decided that the tantrism thing he was going for seemed less a magic aptitude/ sorcery thing, than a psychic aptitude/ mind control thing, and changed the character to work more appropriately.)

The night ended with the characters spotting the spires of Parras Das, which sits on the conflux of two arrow-straight canal that stretch to the horizons. I opted for a fusion of the Revelations of Mars Barsoomian feel and that of Space: 1889, with its canals and zones of life for a mile or two around them. We’ve also got hints that the dheva are a royal or rich/aristocratic caste of Martian, whereas the “red Martians” or Zhul-ya are more common.

Last week, the game took the characters to Mars. The evening closed with a cliffhanger — the party having come through the Eye of Shambala onto the Martian plains in the late afternoon, just outside of a strange city, Elos Das from the Revelation of Mars sourcebook.  We established the half-gravity, compared to Earth and the thin air — on par with being at high altitude, but not so high as to instantly incapacitate…but that was it.

I was left with the choice of how much to use RoM, what to make my own to work with the elements of HEX and the Greco-Hindu mix of mythology that’s been hinted at, and whether to crib from my other favorite “planetary romance” source, Space: 1889. The RoM sourcebook has a decidedly Burroughs tilt toward it. The skyships in RoM have that spindly, alien look to them that was used in John Carter (really…not that bad an adaptation.) 1889 has a more traditional look to their cloudships. RoM seems to have a more “dead” Mars than 1889, which has cities and canals, and more habitable zones. So what to do?

Steal, brothers and sisters, steal! I decided all of the cities presented in Revelations of Mars will be present, and I’m using many of the Martian races — but not all. I’m losing the Saurian and Chitik, but keeping the Dheva as a wealthy class/race, the Zhul-Ya as the more common and poor race, and the Grodh (Gorilla Grodh…sigh…) as the equivalent of the savages of Mars. This parallels the High/Hill/Canal Martian slip of Space: 1889. I’m using the cloudships of 1889, as well; they’re prettier, a bit more realistic-looking, but what about their means of flight? I didn’t want liftwood and the RoM book is very hand-wavy…which isn’t going to work with my group. I decided to go with magnetic levitation that uses a form of “oridium” that the book cites as the ammunition for their blasters.

As for Mars, I’m using the Space: 1889 version, but with mods to fit in the RoM cities as stand ins for some of the Martian cities. There will be canals, many in various states of repair, some areas where water is still present under the surface (Valles Marineris). I’m keeping the “Great Machine” that is keeping everything from dying.

Now I just need to figure out what to do with it all…

We finished up the adventure from last week this evening. The heroes had been working on various projects while in the City of Angels: Cointreau auditioned his way into the villain/romantic competition role in a movie based incredibly loosely on the exploits of the Sky Rats in the Adriatic. He had done an excellent job, but had also had a dalliance with the leading lady, who is also the girlfriend of big time director Alexander Korda! Once he’s done with the picture, he’s probably going to find himself  blacklisted. Meanwhile, Post and O’Bannon got jobs on the film doing aerial stunt work, including a recreation of the “final battle between Cointreau’s “Moroni” and the Sky Rat “Sky Captain” played by Cary Grant. The battle, however, was much more real that they thought — the assistant director of photography was the son of the man O’Bannon shot down in the very battle their denouement is based on! he armed the other stunt pilot’s planes for real and only some tricky flying by the aviators.

Veitch and Zelansky had had working with the Boston Project on several of their schemes — from trying to uncover the mysteries of the Eye of Shambala, to working on their reverse engineered version of an Atlantean flying saucer (the result was a jet-powered craft with strange telluric repulsion units) and small “mini-fighters” — a cross between an glider, a motorcycle, and a fighter plane. (The players really latched on to these!)

After Veitch raced in one of these “Dogfish” to rescue his friends, and the villains were shot down, most of the team was scooped up by the LAPD’s “Red Squad”, which moonlights at protecting the people of the Boston Project. The team eventually wound up back at Project’s headquarters, hidden under the Goodyear Airship Factory in Huntingdon Park, where they get interrupted by alarms and a frantic call over the intercom for guard to get to Lab B. The lab with the Eye of Shambala!

They arrived to find OSI guards being gunned down by a pair of monks carrying some kind of futuristic energy weapons! A dozen more were advancing toward the characters, protect two monks that had grabbed a hold of Zebulon Edward Koenig — a once-colleague of Nikola Tesla who was stranded in the Hollow Earth until he was rescue by the Los Angeles mission in 1993. Since then, he has been working to reverse engineering the saucers with his daughter Erha. There followed a spectacular kung fu/gun battle between the players and a few OSI agents and the blue gi-wearing monks of Shambala…but where did they get the weapons!?! Eventually, they were able to cut through the bad guys, but only as Koenig was tossed through the Eye to who knows where.

Veitch had a momentary vision of what was on the other side — a futuristic-looking city in ruins…then Morana compelled him to close the Eye. Koenig was essential to the Boston Project, but this also represented a sharp escalation by Queen Morana. Where did she get those guns — some form of heat ray — and why take Koenig. (He has a familiarity with the equipment…she needs him to reproduce or repair them?) Zelansky’s conclusion: she has gone back to the Second Earth, to Atlantis! He uses all of his bureaucratic pull to get permission from the OSI to mount a rescue mission, supported by a company of US Marines armed to the teeth. They can fold the wings of the minifighters, so they’ll have the Dogfish as air support.

Two days later, they go through the Eye, but Veitch’s concentration on their destination wavers for just a moment… When they come through the gate, it is into a flat, dry, reddish-brown plain. The air is incredibly thin, the sky purple with a weak sun and two moons! They also walked out onto steps and the surprsie causes them to tumble into the new environment like people bailing out of a clown car. When the Dogfish are pushed through they pitch off their landing gear and roll over some of the men, useless!

The Eye they came through is much larger, and seems to act as a gate to a large walled city. As the Eye closed, they could now see the streets of the city and the strange buildings. Zelansky could swear that whenever he looked away, the buildings shifted or changed. Despite the obvious danger they are in, he is elated…

“We’re on Mars!

And this gave me the chance to finally bring the starts of the rocket corp/ rocket rangers/ planetary romance aspect of the campaign to bear. I’m planning on using some of the material from Revelations of Mars, though I’m not certain if I’m going to use their aliens, or the ones from Space:1889 (which I have a preference for…)

The Hollow Earth Expedition game continued tonight with the characters, having escaped the underground lair of the “hungry ghost” Dai Pan and the arrival of Morana, the “Queen of Shambala.” She had made off with a finger from Anton Veitch, who has Atlantean blood and can activate their ancient technology. Following this the characters had used the gate in Dai Pan’s lair to pass through to the eye of Shambala, which was being unloaded from the airship Macon at nearby Moffett Air Field. The group was arrested by the shore patrol until the FBI and Dr. Lancaster of the Office of Scientific Investigations could come get them released. Veitch, missing his finger was admitted to the naval hospital. (Recap here…)

We opened the night with Zelansky and Lancaster talking about the situation. The local FBI office and SFPD were incensed over the fire in Chinatown that consumed three buildings and left dozens of Chinese gangsters (the On Yik Tong) dead. They were seen with another gang (the 17 Tigers) attacking the place and many of those gangsters are now missing. J. Edgar Hoover and RADM Byrd have cut a deal allowing the team to remain free and to cover up the incident under the guise of gang violence. The local FBI agent in charge had wanted to deport his team and hand O’Bannon over to the British. (Both the British and Irish have arrest warrants on him. He is protected in Shanghai only because the Sky Rats are agents of the Republic of China.) They are told to lie low and that evening they are put on a train to Los Angeles.

On arrive in that city, they are picked up by the OSI’s “Boston Project”, which Lancaster heads up, and given nice apartments in a new motel in Bunker Hill, the Ocean View (which it does not have…) It is the residence for the unmarried men of the project. The characters minus Wiley Post, who is not an OSI contractor and was staying with his wife (and the player was out for the evening), were taken to the Goodyear Airship Factor in Huntingdon Park. A separate building on the property, far from the airship sheds and company offices is the home of the Boston Project, and the facility they use is hidden under the grounds. After a security briefing and signing agreements to keep their mouths shut, they are finally showed the new home of the Eye of Shambala.

Lab B is where the scientists will be studying the Atlantean artifact. But next door in Lab C is where the fun stuff is — one of the Atlantean flying saucers, and the OSI reverse engineered version using “telluric countergravity” and gas-powered turbofan (jet) engines. The designer in Zebulon Edward Koenig, last seen in our other HEX campaign, a long lost associate of Nikola Tesla. He had stopped an invasion from the Hollow Earth in 1908 using Tesla’s telluric cannon, which destroyed miles of the Siberian forest, but had been sucked into the vortex created and deposited in the Hollow Earth. He had escaped with U.S.S. Los Angeles at the end of the last campaign, and now, which his daughter Erha, is working for OSI.

In addition to the saucer were a few prototypes of Erha’s “minifighter”, made by Curtiss: the XM-01 “Dogfish.” (The gearhead players really loved these things, as I thought they might…) We’re finally getting more super-science in the game: flying saucers, mini-fighters, and they think they’ve figured out how to use telluric energy (the earth’s electromagnetic field) to create antigravity, as well as a weapon (similar to the one Tesla and Koenig used to save the world in 1908.) Veitch was also interested in starting work on robots.

After their visit to the facility, the group returned to the Ocean View in time to join Post in his trip to the Burbank Airport, to see his new airplane provided by his sponsor Texaco. A new Lockheed Electra 10D with upgraded R-1340 Wasp engines. The plane is perfect for some of the ideas he had to push the boundaries of aviation. While there, they are approached by Mark Hooper, a stunt coordinator for MGM that knows Post. He needs pilots for a new film about to start filming. The movie is a love story set against the fight between an Italian sky pirate gang and a fictionalized version of the Sky Rats. Having O’Bannon and Veitch immediately got them an offer, and Cointreau parlayed this into getting a audition with the casting director.

With an excellent series of rolls, Cointreau found himself bumping Mischa Auer for the part of Moroni, the Italian gang leader and rival for the hear of Sophia, played by Merle Oberon. The lead, Cary Grant, is playing “Sky Captain” — obviously patterned on “Captain Joe” Porter, and there’s even a character that is obviously a take on O’Bannon himself, played by David Niven. There’s a young plucky mechanic who is comic relief played by Mickey Rooney (this drives Veitch nuts!) The story takes massive liberties with the final battle the Sky Rats fought against the Cavallieri del’Aria (Knights of the Air), an Italian sky pirate band the Foreign Volunteer Force took down for the Yugoslavian government in 1931. The asistant director of photography doing the aerial battles is a Dave Morelli, whose father supposedly told him stories of the Sky Rats and pirates…he’s thrilled to be working with them.

There followed a montage of vignettes: Cointreau doing well in his work, seducing Oberon only to be discovered in the act by her boyfriend, famed director Alexander Korda. Korda has complained to Mr. Mayer and it looks like Sky Rats! might be the Frenchman’s first and last Hollywood movie! Veitch has been getting close to Erha, while aiding in their work on the saucers and the Eye of Shambala. Zelansky has finally gotten the group paid well for their work, but the government has put their pay into an annuity (which is subject to the new 50% tax on their wealth bracket…thanks, FDR!) O’Bannon and Post are filming aerobatics, including a wing-walking scene where Pin-Li, posing as a David Niven’s character, jumps from one plane to the other to pull the “enemy pilot” out of the cockpit and take over. (There’s another pilot hidden in the plane…PIn-Li can’t fly.)

Finally, Cointreau goes to watch the aerial shoot during a break in his filming, only to find the boys are already up. Veitch is at the Boston Project, but Post and O’Bannon are flying Curtiss Jennies dolled up to look like the Aero A.12s the FVF had flown in the campaign against the Knights of the Air. The “emeny” planes, a Jenny made up to look like an Aeromarine AS, and a Curtiss R3C racing seaplane painted red to play the Macchi M.39 of the villain, Moroni, are joined by the film plane with ADP Morelli in it. The grip on site at the Burbank Airport says they were called in early for the shoot…and moments later Hooper and the other pilots arrive. What they hell is going on? That’s not the routine!

That’s because Morelli is the son of Andrea Morelli, the wingman to Marco Pasquale — the commander of the Cavallieri and a man that O’Bannon had shot down five years ago! O’Bannon remembers the battle — their battered Aero A.12s against the new, nimble Macchi M.71 seaplanes, and Pasquale’s M.39 racing plane that had been armed. It was twice as fast as they, just as maneuverable, and armed with twin .30 machineguns. In that fight, O’Bannon had shot down Morelli’s father, but Pasquale had taken his plane out. Captain Joe had managed to kill Pasquale’s plane by using the slower Aero to pull the faster Macchi in tight, then had rammed the tail of the racing plane to defeat the sky pirate.

It’s the battle that they are supposed to be reenacting.

The “bad guys” has actual bullets in their guns and Post and O’Bannon find themselves using their superior flying skills to try and outfly their opponents. O’Bannon leads the R3C into the canyons north of Los Angeles and manages to get that pilot to damage the plane badly. He then uses Captain Joe’s tactic, out-turning the R3C until the racing plane has to slow down lest it overshoot him…then rams the plane, sending it careening into the neighborhood below.

Post tangles with the “bad guy” Jenny, lopping them to get behind, then just under them before the observer shoots, taking their own tail apart. He then gets under them and nudges the plane into an uncontrolled roll toward the ground. (Post’s player was out for the night and Veitch’s player was rolling for him.) To keep the Zelansky and Cointreau players involved, they were rolling for the bad guys.

Cointreau knows the boys are in trouble and calls the Boston Project, getting contected to Veitch. He tells them about the dogfight and urges him to get out there to help.  He convinces Erha to loan him a Dogfish and together they fly out in the motorcycle-cum-airplanes to the rescue. Veitch arrives just as the plane Post flipped is returning to the fight, and strafes it with the Dogfish’s twin .30s, taking it down. Meanwhile, O’Bannon comes up on the “camera plane” with Morelli and uses his propeller to shred the tail, then follow the damaged craft down to land in the streets. He and PIn-Li were leaping out to face Morelli and his Mafia buddy as Veitch and Erha were closing in the Dogfish.

That’s where we ended for the night.

The Hollywood interlude was fun and focused on the strengths of the characters — Zelansky’s science and bureaucracy, Veitch’s invention, O’Bannon and Post’s piloting skills, and Cointreau’s attempts to break into the Hollywood scene. It also allowed us to do a playtest of the new dogfighting rules  for Ubiquity that will be in the Sky Pirates of the Mediterranean sourcebook we’re working on at Black Campbell Entertainment. I wanted something that was both simpler than the rules in the Secrets of the Surface World sourcebook, and captured the elements of a dogfight better: the jockeying for position that is key to setting up a shot, and how quickly that can be overturned.

Originally, when I started working on this adventure, I had thought to pull it back a bit after the sorcery and kung fu antics of the last few episodes. Instead, we went for more pulp goodness, just with airplanes, that allowed us to delve into the history of the O’Bannon character, which we hadn’t really done yet. The next session I decided not to pull back, again — I had wanted to do something with the Dust Bowl and Okies. Instead, I’m doubling down on our new villainess, Morana.