Current Campaigns

Our group is currently playing

Charlie’s Kids: Post-apocalyptic adventure set in Siberia and Russia.

Journey to Luln: 1E AD&D adventure in Mystara.

Into the Dark: Traveller adventure in Non-Imperium setting.

Middle Earth 4th Age: Starting soon.

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Charlie’s Kids: Meeting Miguel and Robobrain 5

The party continued to explore Vault 52, this time listening to the cargobot Zagruzchik’s advice to talk to Miguel, the Spanish instructor. Miguel, it turned out, was a Cuban robotic teacher who proved not only agreeable to sharing his knowledge with the adventurers, but also tagged along to teach them Español, as he had no students in two hundred years. As the party conversed, he would insert Spanish translations and have them repeat their usage.  He also shared his knowledge of the robotic residents of the Vault, which seemed quite thorough. He mentioned:

  • Bukhgalter 5, a utility droid running food sales on level 2.
  • The Scutters, though he did not know where they were now.
  • The Laundrybots on level 1.
  • Robobrain 5 on level 2, which declared it was not Jennifer, and that Jennifer was dead.
  • Drillmaster 8000, the dental bot on level 1.

The party ignored most of these, but sought out Robobrain 5. She/It was in charge of a manufacturing facility that was still 65% functional, and so the group made several requests for manufacture:

  • Steel helmets for all. Done.
  • Two suits of Giant Cockroach armor. Done. Taken by Wyrik and Martin.
  • A heavy crossbow for Nikita and 50 bolts. Done.

As they explored, they encountered more cockroaches and fled from a giant Green Shambler that seemed completely composed of plant matter. Max Chen acquired a green and gold imperial uniform with cool insignia. Not realizing it was the uniform of an imperial clown, Max doffed his medical garb and wore it proudly until he was cut in half by Phil’s fumble with a Dragunov. Phil was very sad, but of course Max was sadder. Thankfully, he didn’t have any time to express that. Phil immediately relinquished his rifle to Nikita, who hopefully would use it more wisely.

Taking advice from Miguel and Robobrain 5, the group decided that the water purifier was in the northwest section of level 3. They discovered that an incredibly large cockroach guarded that section. Thankfully, it was so large it couldn’t get out the door.

Wyrik ordered the Robobrain to create 100 rounds of Dragunov ammo, and it complied, though it was incapable of making smokeless powder. The first round fired by Wyrik failed, so Nikita pried open a couple of rounds with a crossbow point. The second one blew a hole in his leg and he was rushed to the autodoc on level 1. He was healed but he needed new pants. He took Max’s old clothes and although they fit him, he gave them to the Robobrain to create a new pair for him. An inexpert seamstress, it produced a pair of pants that were too tight. He sent them back with more instructions and this time received a pair of short shorts with very large seams. He left well enough alone and donned them.

Searching the northwest section of level 2 for an easier route to the purifier, they encountered an even greater horror. Four meters tall, the horror featured insect legs and a gaping slobbering vertical mouth from which protruded a tongue as long as a man, whipping back and forth. Even worse, the creature was topped by some type of purple fungus on whose spikes were impaled seven human heads with jaws moving in silent screams. Wyrik and Martin willingly spent Fortuna points to escape to the hallway once more and close the door.

They returned to the Robobrain and had it bring Nikita a large jar of bulk peanut butter, which the Vault still had in abundance. Using his demolitions expertise, Nikita linked eight RAM 40 mm. flechette grenades and a tranq grenade to blow and jammed the peanut butter around them in the jar. His plan was to offer this treat to the roach and blow it to hell when it accepted.

Phil stood close to the door to tempt the roach to open its mouth, and indeed its jaws worked furiously as it watched Phil and saliva dripped to the floor in buckets. Nikita chucked his peanut butter bomb at the open mouth but it merely bounced in front of the creature. Wyrik used his telekinetic arm to pick up the jar and shove it into the monster’s maw. Upon crunching down on it, the bomb went off with spectacular results. 79 points of damage blew its head and much of its body to shreds. Unfortunately, Phil was far too close, as his comrades had warned him, and took 39 points of flechette damage himself. His psychic protection lowered that to 26, and his armor reduced it further to 13, but that was enough to give him major wounds to every body part save the brain, which was protected by his new helmet.

His comrades scooped up his remains as they throbbed in pain and tossed them into the autodoc on level 1. It took a very great time deciding how to deal with the mess. His great number of legs confused it, and the amount of cockroach DNA mixed with human made it consider some sort of amalgamation, but it had been programmed to avoid the Brindlefly option, so in the end it cut off everything lower than his hips, though it left the trailing colon and other bits. Without Phil’s regenerative mutation, he would probably not have survived the surgery.

As it was, when Phil emerged from the chamber, his body was covered by a spiderweb of thin white scars. He was never very attractive, but his APP had now dropped to 1. He was also surprised to find he had only 2 legs again. He was in one piece, but he now had to piece together a new suit of clothes and armor.

“Eres un cabrón con suerte,” commented Miguel.

The outcome of all of this was a dead giant cockroach in the Engineering section, which unfortunately did not have the water purifier they were looking for. They did, however, recover two mechanical tool kits and two electronic toolkits (+4 for the appropriate rolls). Phil learned the limit of his psychic protection (13 hp, apparently). And somewhere, somewhen, a creature either in the vault or on the surface would receive the gift of Phil’s DNA thanks to the waste ejected by the autodoc. No doubt that will prove exciting in some future adventure.

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The Silent Forge (Tithe of Iron)

Tithe of Iron is a dungeon by Dyson’s Dodecahedron. I created The Silent Forge as a possible adventure lead-in. A bard, the last survivor of an adventuring party, sings of the Forge. Available free on Ko-fi.com.

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All Hail the Five Panthans of Dusar!

They came from Jasoom but learned our ways and fought against the Jasoom overlords who would oppress us. They gave the gift of magic. They fought beside us. They are true followers of the Tree of Life, and for that, we Tharks honor them. Their names are recorded in our halls.

James Fletcher, Chairman of the Eumenides Club of Lundun, survivor of the Carncarrago.

Reginald Greaves, the great Wizard, who brought the magic of Jasoom to fight the steam of Jasoom.

Hester Campbell, the Swordswoman, who yet bears the scars of the many battles she fought for us.

HanMarty, the Thern who fought beside them and who returned from the Gardens of Thuvad in a suit of ancient emerald armor.

Tadhg Bradach, who led the revolt in the Muidar Mines and became the righteous Governer of Syrtis Major.  He also survived the Carncarrago, it is said.

All but Tadhg returned home at the end of the war, but all returned, save James Fletcher. He is lost to us now, but he is honored.

Let all who see this medallion know that the bearer is a true friend of Barsoom. So says Tars Tarkus, greatest Jeddak of the Tharks.

This declaration was made by Tars Tarkus to the surviving members of the Barsoom campaign, along with the presentation of a coin with his likeness (also available from https://edgarriceburroughs.com/store/product/goliath-coins/)

Posted in 1840, Barsoom, Horror in Victorian England, Session Summaries, Sky Galleons of Mars | Leave a comment

Music moving to Ko-Fi

I’ve started rebuilding my music shop over at https://ko-fi.com/araluth/shop Not everything is over there yet, but I’m adding to it quickly. Once all the old stuff is up, I’ll build a few thematic albums. Then I can get started putting new stuff up again.

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More Minis for Science Fiction Games

I use these digital minis for my various games on Roll20. They are 200×200 px, at 120px resolution. Here’s how I make them: https://lostdelights.wordpress.com/2021/05/24/making-digital-miniatures/

Posted in Gaming Tools & Accessories, Miniatures, Science Fiction | Leave a comment

A Few Words about Turbolifts

Last night our party suffered a near TPK because of turbolift that was out of action. We decided to take the handholds up, but the first three of our party of four failed and fell. Since each floor was 30 m. high, and since we started 10 m. off the ground below, the falls were catastrophic. Two warriors in a coma with emergency amputations of their legs. One mage with a grim wound to her leg. And the fourth a bit cautious about trying his luck. We didn’t fail because of a trap or a monster – we failed because we couldn’t climb the handholds on a turbolift shaft. What went wrong?

  1. Player Knowledge vs. Character Knowledge: One of us had been onboard for sometime, and we relied on his guidance. After three of us were maimed, the DM explained that there was another way up. In my opinion, he might have mentioned this earlier. It is true we didn’t ask, but be assured, we will ask a LOT next time, and it will slow down play considerably. The game will become a battle of wills between DM and players, not an adventure both can enjoy.
  2. Floor Height: Stories are typically 10 feet or 3 m. in height, which would have vastly reduced the height from which we fell. Falling 25 m. is different from falling 4, after all. And I’m still not sure why there was an extra 10 m. of fall below us, since we were on the bottom level.
  3. Handholds: The DM interpreted the Turbolift “handholds” as a +4 Climb, which actually would be a mountaineering climb with handholds rather than a sheer cliff. The Turbolift should have been equivalent to a ladder climb, which would have been +12 Climb.
  4. None of the Rolls were Fumbles: Those 10s were failure, which would have meant the character was too tired to ascend. They needn’t have fallen in that case.
  5. Sometimes the Rules need Bending: In this case, three character plummeting to grim and grisly wounds while climbing a ladder up to the next level was a bit ridiculous. We now have to roll new characters, which will take about an hour to create. This was a situation which IMHO could have used a retcon so we could move on with the real adventure. After all, two of us had already been infected with the zombie ooze, so there’s no telling how long we’ll last. Apparently characters in Warhammer 40K don’t wear protective headgear.

Check out these adventurers climbing up multiple levels, while being attacked by xenomorphs. Most of them still make it.

Posted in Journeyman, Science Fiction, Session Summaries, The Journeymen RPG, Warhammer | Leave a comment

Charlie’s Kids: Vault 52

Four of the adventurers moved further into the vault and its flickering lights. There wasn’t much to find. A dead body in the morgue, which Phil diagnosed as having died of some horrible infectious disease that ate most of its face. Wyrik and Nikita, having already searched the body for valuables, quickly ran to a bathroom and tried to wash their hands. Then they moved on, with Phil keeping his distance from the two in case they hadn’t washed enough.

As they searched, they found only a few things — a smoke detector, a pair of nail clippers, a broken pair of detractable retractors. Wyrik claimed a 7 mm. rifle in mint condition. An elegantly carved face in a red crystalline substance seemed interesting, especially as there was circuitry attached to it. It wasn’t working, so they pocketed it and moved on. The vault seemed to have been stripped clean and since they found few bodies, they assumed it had been abandoned.

Wyrik led the way, followed by Nikita, Freda, and with Phil trailing behind. Wyrik’s eagerness was soon proven foolish as he opened the door to one of the air purifying substations. A man-sized cockroach scuttled back into the darkness. “Go on, scuttle off,” he murmured. Without a light, he could see nothing, but Freda moved up with her lantern and he stepped forward. At that moment, two of the monstrosities rushed him. His flak jacket stopped most of the damage, and he fired his new rifle, which proved to be empty. Nikita blew one of them away with his 10 mm., but Freda’s shotgun did not penetrate their chitin. Phil retreated further back and Nikita tried to, but Freda was blocking the door. Instead, Nikita moved forward and blew a leg off the surviving insect. Nikita finished the creature off the next round.

The next room was filled with cryogenic chambers. Wyrik again ran forward, searching the chamber. He found four occupied chambers that seemed to be still working — the rest were either empty or filled with a rotted corpse. Again Wyrik ran into two giant cockroaches, but this time they took him down before he could do anything and began eating his legs. Nikita began firing, killing one and taking a leg off the other, which then rushed Freda. She went down with a major wound to her leg, and Nikita and Phil finished it off. Phil bound Freda and Wyrik’s wounds as best he could, and at her suggestion, they put her in a rolling chair from the doctor’s examination room, and Phil pushed her from then on.

With Nikita’s help, they revived one of the frozen people, a Sergei Nebev, who proved to be a medical doctor (Faith 5, Love 10, Ego 6, Jollity 8). Sergei had been frozen before the war when a dangerous disease was threatening the vault. Nikita began to revive another, but Sergie thankfully stopped him as the vault dweller was about to press the wrong sequence and cremate her instead. Kristina Nabayova (Faith 3, Love 8, Ego 6, Jollity 4) was awoken and proved to be an engineer, one who knew exactly where the water purifier would be.

One of the remaining chambers had a strange mutated person in it, so they left that one alone. The other had a man whom neither Kristina nor Sergei could recognize. Nikita was against reviving him, but ultimately he was brought back and proved to be Martin Regger (Faith 10, Love 9, Ego 7, Jollity 1), the last survivor of a group who entered the vault twenty years after the war and encountered a horde of dangerous cannibalistic mutants. He identified the frozen mutant as one of them.

The group was about to move on, but Kristina asked, “What about the secured chambers?” There were four more secured cryo chambers, so Martin and Nikita went to those. Nikita’s 10 mm. was empty, so he borrowed Wyrik’s SVD. As they opened the first door Martin was attacked by a gigantic green heap that thankfully smashed its “head” into the top of the door in its eagerness. They pumped multiple shots into its abdomen and chest until it finally whined and folded up. It was not dead though, and obviously beginnning to regrow, so they used one of Freda’s oils, and a few more bullets, to finish it off. They did not, however, revive the sole human they found in that chamber but instead searched the others first.

They found a whole chamber full of frozen mutants, but in another they found another human. Kristina and Sergei didn’t listen to Nikita’s worries, and revived both remaining people. Max Chen (Faith 5, Love 5, Ego 3, Jollity 10) proved to be a pediatric specialist who immediately began to annoy Nikita with his constant jokes at Nikita’s expense. Nikolai Yakov (Faith 7, Love 3, Ego 4, Jollity 2) was a procurement officer and generally stayed aloof. All of the awoken agreed to help Nikita with his mission along with his promise that they could join his vault.

And there we ended for the night. Wyrik was still unconscious and tied to a rolling chair. Kristina had identified the carven face as a lamp, but could do nothing without a tool kit.

Posted in Gamma World, Journeyman, Session Summaries | Leave a comment

Charlie’s Kids: The Second Summer

We haven’t been updating the story as much as we might, so this is a summary of several weeks of adventuring.

Having passed into the wastelands, some of the party began to mutated. Phil grew four more legs and Wyrik’s arms doubled in length and he developed the ability to use a telepathic arm as well. Unfortunately, the wildlife was more dangerous west of the mountains and Danny was killed by a giant snake that lured him close by imitating the voices of the others. Finally they reached a village, which turned out to be inhabited by a peaceful commune of ape people who called themselves Inheritors and rode eight-legged horses called Sleipnirs.

The Inheritors explained that here in the north, there were not as many dangerous animals or other Inheritors because hordes of giant bugs sometimes passed through the area, destroying everything. The commune was located in the mountainous foothills to avoid both the insects and other Inheritors because the latter are violent and “uncivilized.” They told the party to avoid the other Inheritors, because they would tend to hate them because most of them still look human, just as the Inheritors claim to have once done.

After some time, they left the village and headed out. They spotted a bit of metal sticking out of the ground, and Freda crawled the hole. There was a dirt floor and something that looked like a hatch. Opening the hatch, she found a ladder leading down to a small room. Charlie identified it as a bolt hole for a small family. The only thing Freda found was a blanket (thin but warm) but Wyrik found a beartrap.

Travelling on, they spotted a man being eaten by a huge plant. They rescued him and he turned out to be a vault dweller named Nikita, seeking a water purifier for his vault. The party agreed to accompany him on his quest, since he knew of another vault they could visit. They left a herd of big ox (Matrox) alone. Nikita was attacked by mountain lion, then by a giant centipede. The party ran from a Blink Bear only to have Nikita attacked by another one during the night. With Nikita unconscious, they were next attacked by a flying and howling pack of wolves. After they injured two and killed one, the rest ran away. After fruitlessly searching a collapsed sod house, they finally made it to Vault 52. The big set of metal doors were open, but there were no lights and the elevator cable had broken and the elevator was at the bottom of a 300 foot shaft. And Nikita had some kind of infection, probably from the wolf skin they put over him.

The party soon discovered they didn’t have enough rope to descend fully, and they only had 1 lantern and 6 candles. They considered returning to the Inheritor’s village, but that was three months away, so instead they took to shredding local aspen trees and braiding some more rope. Freda was sent down first and found no niches of any kind. She was frustrated and fearful and passed out and had to be hauled back up, but when she awoke she remembered seeing a rough niche at the bottom of the rope, just as she passed out. They used the niche as a halfway point, and eventually they successfully lowered Nikita down to the bottom. The rest followed, with Charlie, Eagly, and Alfie remaining above.

Exploring, they were glad to find some areas lit, though dog-sized cockroaches scuttled away from them as they approached. Without proper ID, the doors would not open, so they were forced to push them open bodily. They found a few ancient treasures, including a shotgun in bad repair and a “magic” chain that would point at the nearest exit when held aloft. They rested in one of the staterooms, and continued to search. They passed through a pharmacy, an isolation room, and the nurses’ station before quitting for the night. Nikita was surprised by the number of medical facilities, which were not as prevalent in his vault.

It is now late summer, and fall is coming on fast. The party may need to winter at Vault 52.

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Current Campaigns (and Past)

Our group is playing a lot of campaigns right now. We are in the middle of seven!

  1. Dakin – Charlie’s Kids (Post Apocalyptic) using The Journeymen
  2. Dakin – Kinunir (Imperium) using The Journeymen
  3. Dakin – Therrea (Navah) using The Journeymen
  4. Dakin – Tomb in the Bright Desert (Greyhawk) using AD&D
  5. David – Journey to Luln (Mystara) using AD&D
  6. David – Prison Ship (40K) using The Journeymen
  7. Matt1 – Carol of the Dead (1840s) using The Journeymen

And in the recent past, we’ve played another seven:

  1. Dakin – The Best of Times (Barsoom) using The Journeymen
  2. David – Children of Urmama (Post Apocalyptic) using The Journeymen
  3. David – Cinder Spires using The Journeymen
  4. Matt1 – Devils, Darkness, and the Thing beneath Perdition’s Well (Wild West) using The Journeymen
  5. Matt 1 – Lovecraft’s Boston using The Journeymen
  6. Matt1 – Middle Earth (2nd, 3rd, & 4th Ages) using The Journeymen
  7. Matt2 – Salvage (Imperium) using The Journeymen

I am very thankful to have such an active gaming group!

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