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The Zine ISSUE

ISSUE #1#1
Introduction, Tony O:
Exploration is as natural to human beings as breathing.
For as long as there were humans there has been an insatiable
urge to discover new things, people, and places. So, whenever
we return home from traveling we share stories. This is
especially true of space. We haven’t even scratched space
exploration’s surface and learn new things daily.

Beyond the Weird is goofy, campy sci-fi focused on stories—just


because it’s fun doesn’t preclude some deeper meaning.
Star Wars is a science-fantasy space opera with magic space
wizards and glowing swords but, beneath that, is a story about
individuals causing change and overthrowing an oppressive
regime. Keep that in mind when running a sci-fi game. There
can be many contemporary parallels to Beyond the Weird’s
speculative fiction .

Are you ready to get Weird?

Chris Mennell — Writer


Tony Obert — Writer
Michael Raston — Writer
Fiona Geist — Writer & Editor
Artists
Dan Smith — Cover
Alex Mayo — page 3 and page 17
Mustafa Bekir — page 4, 7, and 9
Khairul Hisham — page 11
Sam Mameli — Page 13 and 18
D.L. Johnson — page 19 and 24
Madeleine Ember — Back Cover
Rachael Tew — Layout Design

Thank you to the 260 backers on Kickstarter


who made this zine possible!
Setting Introduction, Chris M:
Here’s what you need to know: everything you hold precious and
dear is gone. Earth is no more, just a nameless star system’s asteroid
field. Humans proliferate across countless worlds and moons and
artificial bodies.

Like rats.

Their Government is a mostly autonomous industrial machine buried in


bureaucracy with disparate agencies operating in tandem towards similar
goals, bogging down everyone in physical paperwork, outdated filing
systems and grinding all social progress to a slow, barely perceptible
crawl.

War rages on the border against an assortment of difficult opponents—


like the Tleilaxan Order and the psychosphere’s hordes, among others.

Meanwhile, the various Departments of Xeno Science and Xenological


Study have “contracted” new conscripts through the government’s
official mandatory employment office for exploratory missions of
discovery in the Unknown Reaches: exploring new worlds, cataloging
life forms and plant life, and assessing mineral composition for future
colonization and government exploitation.

In exchange, conscripted scientists permanent debt is partially erased


and they earn credits for every novel discovery.
Core Rules, Michael R:
The Rule: ​All tests in ​Beyond the Weird​ are resolved by rolling a d6.
Rolling equal to or less than a tested Ability or Skill score is a success
and something good happens or something bad is averted. Rolling over
the tested score is a failure, meaning something bad happens.
Easy and Hard tests: ​If a test is particularly easy or hard, two d6s are
rolled. If the test is easy use the lowest result. If the test is hard they
use the highest result.
How to Play: ​Player Characters (PCs) explore an environment the
Referee describes in a freeform manner. Player Characters respond
describing their intended actions and the Referee may call for
appropriate tests. If physical conflict occurs between the Player
Characters and entities the Referee controls Combat Rules (below) are
used. ​The aim of the game is to not die.

Combat: ​One Player and The Referee both roll a d6. Highet roll wins,
re-roll on ties. The winning side (whether space monsters or PCs) all
have a turn to act, then all the entities on the other side respond.
Repeat until combat is over

•• A Turn: ​An entity may move and take an action in a turn.


•• Attacking: ​When a PC attacks, they test a combat skill,
reducing the target’s their health by 1 along with any additional
effects associated with the combat skill.
•• Defending: ​When a Player Character is attacked, they test
their Vigor or Psyche attribute (attack dependent) to avoid harm.
If they fail, they test their Health successfully or reduce their
health by 1.
•• Death: ​If a PC or enemy’s health is reduced to 0, they die.
•• Attacking without a combat skill: ​Not all Player
Characters have a combat skill. They attack with a basic pistol or
rudimentary melee weapon using an Untrained Attack skill of 1.
If successful, this attack reduces the target’s health by 1 with no
other effect.
Hazards: ​Player Characters may be damaged by non-combat hazards
usually after a failed test. Unless particularly catastrophic, most reduce
health by 1. If a hazard endangers a PC they must successfully test their
Health or reduce it by 1.

Random Encounters: ​To encourage the feeling that the universe


is out to get them, The Referee is encouraged to make numerous
Random Encounter Checks. Roll a d6. On a 1, a Horrible Thing is
encountered. 2-3, clues, evidence or the aftermath of a Horrible Thing
are encountered. Otherwise, nothing happens.

A Note on Enemies: ​As the vast majority of attacks reduce health


by 1, the only attribute enemies need is Health accompanied by a brief
description including their method of attack—some produce additional
effects besides Health loss.

A Note on Items​: Items increasing either Attributes or Skills values


are incredibly powerful and should be included very rarely, if at all. Items
providing additional benefits to successful Attribute or Skill tests or
lessening failed test’s negative impact are better suited to ​Beyond the
Weird​ .

Player Character Role, Tony O:


In ​Beyond The Weird​ the players take on the role of “Conscripted
Scientists.” They are by no means overly qualified, it’s more “given”
to destitute citizens by the Government to alleviate personal debts.
Survivors have some of those debts reduces as a “thank you for putting
yourself in mortal danger for the greater good.”

The Government is the galaxy’s all encompassing, all knowing central


bureaucracy. While every star system (more or less) has general
autonomy they still answer to the Greater Core Systems for support. This
governmental system is very bureaucratic and kind of inefficient when
you have to do anything even moderately official. Getting funding for
exploration missions, for example, takes years. So many systems just
use debtors or prisoners to do missions for possible settlement/mining
programs.
The missions the players will undertake are treacherous, even
comedically dangerous, with a low survival rate but if successful a portion
of their debts are erased but, even if they die, the debts are wiped clean
and no longer an issue for their immediate family… so… win-win?

Conscripted Scientist Class, Michael R:


Your Government needs you. Consider yourself employed.

Attributes: ​You have three


attributes. Assign them a value
(1, 2, 3) as you see fit. The higher
the value, the more powerful the
attribute.

Vigor: ​Bodily strength.


Psyche: ​Mental endurance.
Luck: W
​ hen all else fails, does
an uncaring universe let you live?

Skills: ​You are allocated 3


random skills from the following
d20 list. Roll a d20 three times
assigning a 4, 3 and 2 to the skills
in the order they are rolled. If you
reroll a skill roll again. You may
switch the values of the re-rolled
skill with the skill you already
had. ​
Please note: C ​ itizen, If you
don’t have a skill you can’t use
it!
1. Laser Sniper​: On a successful attack, choose where you hit
the target. The Referee determines the impact.
2. Plasma Torcher​: A successful attack can hit up to 4 targets.
3. Nano-edge Sword: ​On a successful attack, you choose to
remove a target’s limb or appendage. The Referee determines the
impact.
4. Plasma Repeater​: You may attack twice a combat turn.
5. Explosives​: You can blow stuff up, outside of combat
provided requisite material.
6. Computing​: You can hack, reprogram, extract information, etc,
from computers.
7. Robotics​: You can build, rebuild, modify behaviour of, etc,
robots. Provided requisite materials available.
8. Mechanics​: You can build and modify mechanical equipment.
9. Heavy Machinery​: You can operate large scale industrial
machinery.
10. Piloting​: You can drive or fly vehicles.
11. Civil Engineering​: You can modify, rebuild and manipulate
the built environment.
12. Biology​: You understand the natural environment’s workings.
13. Xenobiology​: You understand alien lifeforms.
14. Chemistry​: You understand chemicals including how to
synthesize and combine them.
15. Linguistics​: You understand a lot of languages and can aquire
new ones.
16. Economics​: You understand how money and exchange work.
And, how to use it to your benefit.
17. First Aid:​You can increase a target’s Health by 1, to a
maximum of 4.
18. Survival​: You know how to endure and overcome the
elements.
19. Diplomacy​: You can convince people to do things they
wouldn’t normally do.
20. Stealth​: You can sneak around. You are not to be trusted.
Health​: Conscripted Scientists start the game with 5 health.
Possessions​: Your Government provides you with no credits, a
pistol, a basic melee weapon of choice and a thin synthcotton bodysuit—
generally of an obscenely bright “shoot me” shade of red or lime green.
Any additional items acquired during your work placement remain the
sole possessions of Your Government. Regardless, you may hold a
maximum of twice Vigor attribute in temporary possessions.

Levelling Up: ​If, however unlikely, a Conscripted Scientist survives


a ​Beyond the Weird session, they may level up. They can increase one
existing skill or attribute by 1 (max 4). They may also pick a new skill at a
value of 1.
Goals​, ​Tony O:
Everyone has them. Every mission has them too. Sometimes
it’s something simple like Explore the Planet for a few days then report
back. Sometimes it’s difficult like Exploring this abandoned colony and
finding out why contact was lost. The Government just wants results, not
excuses. Their goals are your goals. It’s for the ​greater good ​ after all.

Unfortunately, The Government is usually pressed for time and, thanks


to the myriad of languages under the bureaucracies perview, there are
often translation errors from the original message. But thanks to this
they have figured out how to condense an entire mission request into
about 8 words—grammar be damned.

Players are expected to interpret the mission goal accordingly (The


Referee rolls the mission and the players have to discuss what it could
possibly mean). Feel free to use as many optional qualifiers as you want,
or make up your own table.

(Mission) (Subject) to/at [optional qualifier]


(location), then return home
Result Mission Subject Optional qualifier Location
(1d10)
1 Escort Federal Officer Desolate Cave
2 Eliminate Scientist Poisonous Forest
3 Explore Monster Crystalline Substation
4 Discover Life Forms Tempid Space station
5 Scavenge Beacon Mushroom Desert
6 Recover Console Hostile plant-filled Settlement
7 Obtain Weapon Radioactive Ruins
8 Spy Ship Fallout-ridden Rendezvous
9 Track Robot Raining Mountain
10 Tame Large Monster Ravenous Cliffs
NPC Generator, Fiona G:
Result Aesthetic Hobby Lifestyle Signature Mark
(1d20)
1 Neo- Origami Post-Food Plague Doctor
Kafkaesque Mask
Bureaucrat
2 Patchwork Agal Hydroponics Luddite Tattoo: Genetic
Grunge Sequence
3 Pop Culture Shady Chemistry Research Patch: Doom
Imperialism Chemical Generation
4 Dystopian Crocheting Black Hat Tattoo: Non
Futurist Servium
Collective
5 Brutalist Rat Breeding Programmer Collar: Bad Dog
Heartthrob Minimalist
6 Icon-Riot Opera Détournement Human Prismatic
Experiment Butterfly Knife
7 Pre-Apocalyptic Soap Operas Executive Suite Expensive
Stepford Headphones
8 Ambient White Workplace Business Class Tattoo: Ornate
Noise Drama Sleeve
9 Fashion Waste Casual Cruelty Freemium Back Patch:
Reclamation Bent Wings
10 Imperious Cryptocurrency Post-Collectivist Patch: I Blame
Renaissance Society
Envoy
11 Platonic Beige Succulents Shady Roomate Tattoo: Non
Office Servium
12 Suburban Poetry Technological Tattoo:
Nihilist Squatting Cogwheel &
Wrench
13 Retro-Post- Gambling Slumming It Zippo:
Soviet Cosmonaut
Skull
14 Taylorist Upcycling Trust Fund Tattoo: Free to
Conformity a Good Home
15 Machine Cultist Geology Slacktivist Mirrored
Punk Sunglasses
16 Genehacked Cheerful Nihilism Maxed Out Credit Tattoo:
Heritage Breed Biohazard Sign
17 Premium Death Meditation Impoverished Tattoo: OBEY!
Survivalist Chic
Result Aesthetic Hobby Lifestyle Signature Mark
(1d20)
18 Ascended Electronic Music Transhumanist Random
Death Cultist Nautical Tattoo
19 Machine- Conspiracy Biohacker Tattoo: Medical
Expressionist Theories History
20 Fin de Siecle Post-Philosophy Prepper Patch:
Executive Automate
Luxury
Landing Table, Tony O:
Everyone likes a good action packed start to a story. The ship is
breaking the atmosphere, the bridge is on fire, parts are breaking off.
What do you do? That’s already more exciting and hooks the players from
the get-go. On this table we cover how the players landed on the planet/
moon/ whatever. Don’t worry about the “why” quite yet. Just the “how”.

Result Kind of Landing


(1d10)
1 Clean landing. No issues.
2 Kinda choppy landing. Might need some minor repairs later.
3 Landing could have been worse. Everyone might be uneasy.
4 Landing could have been smoother. Everyone feels queasy.
5 Ship is guffed up but just cosmetically. Players are jarred.
6 Ship is slightly damaged. Return flight is likely. Players bruised. 50%
resources remain.
7 Ship is moderately damaged but usable. Return
flight should be likely. Players are beat up. 40%
resources remain.
8 Ship is heavily damaged but usable. Return flight
might be difficult. Players injured and bruised. 30%
resources remain.
9 Ship is trashed. Players came out injured or
maimed. 20% resources remain
10 Ship is completely ruined. Players came out of it by
the skin of their teeth. 10% of resources available.

Most missions are assumed to be an in and out kind of job. Land, explore,
acquire, leave. If the ship is grounded, give the players the possibility of
calling for a Federation pickup—maybe via a distress beacon or comlink.
No matter what, they should always be a couple days out as it raises the
stakes. Resources refers to things like Hitpoints, equipment, etc. If 20%
of resources remain that
means they have 2 out of 10 hit points left over. 4 out of 5 of their
equipment is damaged or lost. You don’t want it to be too easy for them.
They should feel like they are in actual danger on amysterious planet
(spoiler: they are).
Monster/Setting, Michael R:
Codename: The Gardener

Glossary :
Flowered Organs: shimmering, preserved and still quivering,
artistically stretched, shaped and sometimes dyed by the gardener.

Result Effusions (1 on random Result Effusions (1 on random


(1d10) encounter check): (1d10) encounter check):

1 The Gardener itself. 1 A wallbased infestation of


tangled human body parts
2 A room filling, semi-mobile joined by pulsating red
forest of flowered organs—a veinropes. Juicy geometric
hundred shades of glittering flowered organs sprout from
red. d6 enormous, warped abundant flesh.
heads with gem eyes ramble 2 A room-filling puddle of thick,
through on stalks of bloody oily red liquid sprouting jagged
veincords (Bite with oversized red crystal flowers.
geometric teeth. Health 4).
3 d6 mad and vicious, 3 Human body parts swim in a
shambling masses of flowered thick, oily red puddle.
organs. Humans turned inside
out and made into ambulatory 4 A geometric pattern of human
bushes of stretched, fleshy body parts fills the room.
gems (Pierce with red tentacle Surrounded by splashes
gemclaws. Health 3). of blood pulsating with tiny
twinkling crystals.
4 d6 glistening, drooling human
heads, propelled forward 5 Chunky piles of human limbs
on curving, ruby stalks sprouting dripping red meaty
covered in crystalline flowers. ferns.
Constantly leaking sticky red
puddles (Peirce with ruby 6 Severed human arm, the
stalk. Health 2). bloody stump flowering juicy,
5 d6 shambling sets of human red, fans.
legs, carrying torsos opened
at the belly. Flowered organs 7 Skull-sized noduleclumps
splay out in glittering, dripping of writhing, worm-like veins,
fans of red, dark blue and bile writhing like worms pumping
(Spill stomach acid. Health 1). out an illogical bloody torrent.
8 Small piles of human digits
6 d6 plucky flowered organs sprouting little black flowers.
(hearts, brains, liver, etc),
scuttling about on diminutive, 9 A palpable, cake-thick stench
tender veincord legs (Health of rotting flesh coated in honey
1).
Result Effusions (1 on random Result Effusions (1 on random
(1d10) encounter check): (1d10) encounter check):

7 d6 moaning, drooling, barely 10 Floor, walls and ceiling


comprehensible human covered in shimmering
slumped against a wall. A blood in a seamless, swirling,
towering fountain of black, organic pattern. Coated in a
green and red sprouts from thin veneer of tiny growing
their opened stomachs, a crystals.
glorious twinkling flowered
11 A thick, sweetness like rotting
digestive track (Health 1).
tropical fruit permeates the air.
8 d6 human, protruding
12 Distant, mournful, wet bird
eyeballs flowered into long,
song coaxed from human
bleeding twisted stalks.
lungs and vocal cords.
Though excruciatingly slow
witted, act as if nothing is 13 Distant, semi human moaning
amiss (Health 1). slowly warping into an avian
9 A room-filling cloud of warble.
shimmering, rainbow gas 14 Oily and plastic, bile yellow,
(Test Vigour or lose 1 Health skull-sized geometric flowers.
vomiting a huge expulsion
of twinkling blood and fleshy 15 Straggly growths of red vines
chunks). that drip oily dark liquids.
10 A room-filling cloud of 16 Thin rainbow puffs of gas
shimmering, red gas (Test leaving behind oily sheens of
Vigor or nose begins bleeding iridescence.
along with severe headaches,
next d6 tests are Hard).
17 Puddles of prismatic,
mercury-like red liquid.
18 Puddles of a shimmering,
rainbow liquid.
19 Throbbing thick veins,
spiderwebbing over the
architecture.
20 Growths of twinkling, red,
mineral flowers on walls.
The Gardener: A greasy miasmic stench of rotted meat and tropical
fruits. Swirling thick clouds of rainbow iridescent gas. A drooping, red
dripping tangle of organs—warped, mutated and modified into huge
viscera coloured flowers. Heaving red rope veins just barely keep the
bloody mass together as its noxious breath billows out. This quivering
garden is held aloft by 6 room-filling, white carapaced spider legs (Health
10. PCs in contact with The Gardener’s miasma, test Vigour every turn or
lose 1 Health and vomit expulsion of twinkling blood).
Desire: The Gardener views human bodies as ripe harvests of glorious
flowered organs used in a variety of inscrutable mating and social status
ceremonies.

Confrontation: If encountered, The Gardener attempts to skewer


living beings with a boney stiltclaw. Hundreds of tiny needles on the
stiltclaws tip swiftly rip apart flesh, manipulating it into new shapes.
Nearby fleshy membranes constantly squirt multicoloured gas.
Equipment, Michael R:
Basic Equipment: Basic equipment is easily found. Opening storage
cupboards or checking work benches often reveals basic equipment which
allows PCs to use their skills. Ex: computers, explosive materials, tools, tents,
jackhammers, etc.

Advanced Equipment: Skill specific gear of such high quality it


makes skill tests Easy for PCs but is very hard to come by and may have a
limited number of charges. Ex: supercomputers, AI assistants, planet specific
databases, exosuit work mechs, etc.

Restricted Equipment: Beyond the Weird’s “magic items,”


equipment so advanced and so well made that they grant PCs +1 in a
specific skill. These are generally hidden or incredibly well guarded. They are
definitely be seized by The Government at the first
opportunity. Examples: Redacted .

Valuable Equipment: not quite as powerful as Restricted or


Advanced equipment but makes Conscripted Scientists missions easier.
Below are two random tables of Common and Rare valuable equipment.

Common Equipment
Result Item Description
(1d10)
1 Ox Suit Provides oxygen in a vacuum (Destroyed if wearer
successful physically attacked).
2 Tox Suit Protects against some environmental hazards (Destroyed if
wearer successful physically attacked).
3 Red Hypo Injected increasing Health by 1.
4 Soma Hypo Injected to experience intense relaxation and contentment.
5 Nutracube Fist sized cube of beige jelly (Contains a day’s nutrition).
6 Bright Wave A particularly powerful torch (illuminates a whole room).
Emitter
7 Optinocs Infrared goggles with extreme far range zoom capabilities.
one of them.
8 Brain Jack Digital shunt injected straight into the brain allowing direct
control of computers (Can make up to three Computing tests
in a round)
9 Omni Scanner Digital eyepiece. Provides scientific intel on anything in visual
range.
10 Transformatool gauntlet of morphing metal that can reshape itself into any
necessary tool.
Result Item Description
(1d10)
11 Portalab A grey, roboticized, microwaved-sized cube for conducting
chemical experiments on the go (requires Chemistry skill).
12 Diagbot A skull-sized egg, filled with retractable needles and
miniature scanners fort quick diagnoses of health concerns
(If a turn is spent using the Diagbot, the next First Aid test for
the patient is Easy).

Rare Valuable Equipment


Result Item Description
(1d6)
1 Combat Armour Lightweight plates of plasteel (Vigor tests when
defending are always Easy).
2 Power Armour Nuclear battery-powered suit of durasteel (+2 to
Vigour when defending).
3 Mag Boots Allow the wearer to ignore gravity while traversing
metal surfaces.
4 Blue Hypo Inject to make any purely mental skill test Easy for
about an hour (afterwards all mental skill tests are
Hard for about a day).
5 Imploder Charge Extremely powerful explosive that only affects a
tiny, preset, area. A chair could be imploded out
of existence without affecting an adjacent table
(Requires Explosives skill).
6 Skeleton Slave Module Overrides any robot’s programming (Requires
Robotics skill).
Quickstart Random Encounter Table, Tony O:
Beyond the Weird’s planets are dangerous and and genuinely
unfriendly, whether from natural elements or its flora and fauna. Much
like Earth, there are plants and animals best avoided. For example,
the Manchineel of Florida is extremely toxic and can kill you by simple
contact. Now, imagine an entire planet covered in plants like that, who
also have legs. Slowly lumbering about waiting for a clumsy wanderer
to be in its path. On top of natural dangers, you sometimes have to
worry about artificially created dangers. Menacing A.I.s, for example, can
make for a bad time. Auto turrets set to defense mode at an abandoned
research facility can also make for a bad time. The future might just be a
bad time…

Example Table for Acid Rain swept planet


encounters:
Result Encounter
(1d6)
1 Panther-like robots come out of their stealth fields and surround you. The
large cannons on top of their heads begin to hum and crack with plasma
building up inside. A prerecorded message emits from them, each blaring at
the same time. “IDENTIFY YOURSELVES. YOU ARE TRESPASSING.”
2 You come upon a large field of what look like rubber trees. The wide leaves
are a deep purple with red veins and the stalk is jet black. The acid rain just
slides off the leaves not even leaving a streak behind. Navigating around
them might take a while, but time is of the essence, especially given a loud
roar audible from behind you.
3 Oh look! A cave! Peering inside of it you find the remains of a fellow “Field
Scientist”. Same suit and all… upon examination they stashed away a couple
days worth of supplies but there’s a giant gaping hole in their suit. They’ve
been there long enough that their bones are draped in the Government-
issued rubbery suit. No telling what did this. Probably don’t want to stay long
enough to find out.
4 The steady rain on this planet is a little annoying at times. At least your
Federation Issued Poly-Rubber Haz-mat Suit seems to be holding up pretty
well. Well, it could be better: since the rain really picked up, compounded
with the whole just tripping thing, you have a sizable hole in your suit. Better
patch that up before you have more than a hole to deal with.
5 Giant chitinous rodents erupt from a burrow nearby. They seem hungry and
charge you. Running might not work for too long though. At least they seem
emaciated from hunger —you can probably take them?
6 Landslides are generally pretty bad. Lots of displaced earth, slurry mud,
trees —just a bad time. Now imagine extremely caustic mud mixed with razor
sharp leaves. You don’t have long to figure out how to escape this or you
might just have one of the worst deaths imaginable.
Beyond the Weird Sci-Fi Environment
Generator, Michael R, Tony O, Chris M:
Roll on the table below to find out what weird, wild and deadly locale the
hapless Conscript Scientists are being sent to.

Result Landscape Atmospheric Mutator Danger


(1d6)
1 Fields of obsidian Cracked and torn asunder Slag limbed mining bots
mesas
2 Mushroom forest Choking, thick green fog Apocalypse cyber cultists
3 Acid Marsh Flickering neon billboards Genetic-bog spawn
4 Pleasant Forest Endless flame exhausts Plasmid consciousness
5 Abandoned Arcology Geysers of gaseous flame Flesh vine constructs

6 A.I Mega Factory Endless fields of bone Blade gnats


7 Dead Prison Colony Bubbling sludge fields Roboticized power armor
8 Crystal infested ruins Slithering shadows Flame belching lizardbats
9 Towers of viridian Roaming balls of lighting Lazerspear snakemen
crystal
10 Wave hills of blue rock Rainbow colored clouds Psychic tentaclemasses

11 Fields of grey flesh Blade weed infestation Silver men


tendrils
12 Thick green ocean Icy clear freezing Creeping rocksludge
13 Craggy white mineral Thick grey mud Four armed cragmen
towers
14 Decaying metalmound Thick palpable darkness Horned gigatitans
cities
15 Deserts of purple Nearby roiling waves Augmented space pirates
sand
16 Thorny, slanting Authoritarian pageantry Rogue government
mountains supertroops
17 Endless tiny islands Giant crumbling statues of Leathery space mantas
alien figures
18 Ancient alien stone Infestations of giant Toxisludge spewing
ruins peaceful gas jellyfish lizards
19 Sharp, yellow rock Swarms of reptile vermin Vile gas consciousnesses
pyramids
20 Dark lunar wasteland Plasma cocooned bodies Self-aware ministorms
NEXT TIME IN
BEYOND THE WEIRD....

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