Friday, October 31, 2025

Castles & Cruasades Codex Germania - The Witch & the Aftermath - Session One Report- Four

 The candy is passed out, the kids in costumes have come, and the dice were rattling tonight! Tonight's game came into it's own with our adventurers coming face to face with dragonic cultists. This week's session picks right up from October 18th's session. 



There were lots and lots of cultists whose eyes were glowing red and there was dead silence staring at the adventurers. Then there was growling as the double headed infernal dragon came around the corner. The party's mage threw up a shield and blocked the incoming fire and ice breath weapons! Thus saving the adventurers even though they took out a fair bit of the cultists. In the background the hag/witch queen commanded her minions. The double headed dragon is a scion of Tiamat or Tiamats Tochter! 




We were pinned down as the dragon rained down ruin on us. The cultists were up to something but we couldn't act on this! The dragons were waiting for our mage's spell to run out. We had our cleric smite the dragon because of it's infernal nature! The cleric succeeded backing off the horrors for a bit and giving them minor damage. We pressed the attack with a volley of arrows and sling stones! We ended here! 



Tuesday, October 28, 2025

OSR Campaign Commentary On House of the Rising Sun (Arduin Grimoire volume 6) By David A. Hargrave - Dragon's Graveyard & Bloody Arduin's Dragon Magick

 

 Let's talk about House of the Rising Sun there's some of the great Arduin world building in this Arduin supplement. I've been working with Mathew Tapp's Barrows & Borderland rpg and I wanted to add a section of the Dragon's Graveyard too the wilderness. Now in the past I've looked into Arduin's House of The Rising Sun back in Jan 13th in 2024. Now this is based on the classic Dungeons & Dragons S02E07 The Dragon's Graveyard - Oct 20, 1984. Now Tiamat guards the graveyard and could it be that she actually guards the ancient secrets of Dragon magick. And this ties into our plans for Arduin's Portal to Adventure Kickstarter. 



What did the dragon magick actually do and according to Arduin's House of the Rising Sun?! According to Brave's A.I. Leo; "House of the Rising Sun (Arduin Grimoire Volume 6)  Dragon Magick"

House of the Rising Sun, the sixth volume of the Arduin Grimoire series by  David A. Hargrave, includes a dedicated section on  Dragon Magic, spanning  four pages. This section presents a collection of powerful and perilous spells attributed to dragons, most of which are extremely dangerous for non-dragons to attempt.

The spells are described as being so potent and inherently draconic that only dragons can reliably cast them. The section concludes with a list of additional dragon-exclusive spells, noted only by name and a brief effect description, emphasizing their inaccessibility to other spellcasters.

Key aspects of the Dragon Magic section include:

  • Spells that reflect draconic nature, such as breath weapons, regeneration, and elemental control.

  • High risk for non-dragons, often resulting in severe backlash or death.

  • Integration with the broader Arduin magic system, yet distinct in power and origin

Since Tiamat is the final guardian of the ancient dragonic magicks and artifacts then it makes sense then that she also guards the deepest secrets of dragon magick! 

Monday, October 27, 2025

Baptism of Fire Rpg By Rpg Pundit From Mad Scribe Games - Elven Chaos Cults & The Deep Rot of Chaos Session Ten

We defeated the werewolves with flame arrows, fire, and lots of violence! The player's PC's snuck deep into the wilderness & came across the werewolf leader's cabin. We set it on fire and then cut off his head as he came out of the cabin's door!  Scratch off one werewolf who is a part of the Polish minor royalty. We also took out some of the Orcs with fire arrows and throwing irons or daggers! We followed the rest of the Orcs back to a ruined Pagan temple deep in the wilderness! 




These ruins were guarded by ancient Elven Hobgoblin warriors and saw two Elven knights giving orders to their troops. The knights move them and the air hums with some weird Chaos magical energies. Then we saw the minor royal who was doing the cluing  with the Elves. 
The hobgoblin were looking for their Orc subordinate warriors and found none. We took out two more hobgoblins but then they found out we were there! The player's scout hurried away as our warriors engaged in battle with the hobgoblins.  As the violence started the Elven knights withdrew back into the dungeon and we feel it might be because there are several Elven royals and the Chaos cult in the ruins! The hobgoblins were enough for our seven players to handle! 





Saturday, October 25, 2025

OSR Commentary - Thirteen Parsecs: Beyond the Solar Frontier rpg & The Primal Order: Knights: Strategies in Motion Rpg Supplement

 So let's continue where we left off on the blog from flowing Thirteen Parsecs: Beyond the Solar Frontier rpg & The Primal Order on the blog from here. 

 Thirteen Parsecs: Beyond the Solar Frontier rpg I've been looking to incorporate some of

the old school cosmic beings within the rpg. 

And that means looking deeper into

The Primal Order: Knights: Strategies in Motion Rpg Supplement This meant that I went back to Brave's A.I. and here's what it had to say; "The Primal Order: Knights: Strategies in Motion is a supplement published in 1993 that provides a structured framework for incorporating deities and religious elements into roleplaying games, using a "capsystem" based on quantifiable divine power. It introduces mechanics centered on "primal energy," which 

exists in two forms: Primal Base, a permanent reservoir of power that defines a deity's rank and essence, and Primal Flux, a daily renewable energy pool used for temporary divine 

effects like spells or miracles. This supplement offers detailed guidelines for creating pantheons, designing religions, and developing artifacts, and includes conversion notes for nearly 20 different game systems, including AD&D, GURPS, and Rolemaster."



"While The Primal Order is not a standalone game, it can be adapted to work with Thirteen Parsecs. The supplement's core mechanics can be used to add deeply structured cosmic deities to the game, explaining how they accumulate power through worshipers, temples, and planes of existence. For example, the Primal Order system

can be used to define the background and abilities of powerful cosmic entities within Thirteen Parsecs, potentially transforming a character class like the Augmented into a demigod or even a full-fledged deity. The system's emphasis on quantification and structured progression makes it particularly useful for campaigns where divine power is a central theme, though it may be less suitable for games where deities are handled as literal, rule-free entities." Lately my PC's have been within 13 Parsecs have been running into 'cosmic beings' and this means that we need to see; "Integration of The Primal Order with Thirteen Parsecs" "Knights: Strategies in Motion, a 1993 supplement for  The Primal Order 

















(TPO), provides detailed frameworks for developing deities and their religions using 

the TPO "Capsystem," which quantifies divine power through Primal Base and Primal Flux. Although designed for fantasy RPGs like AD&D, its core mechanics can be 

adapted to Thirteen Parsecs: Beyond the Solar Frontier, a sci-fi RPG powered by the O.G.R.E.S. system."

The integration would involve mapping TPO's divine energy system onto Thirteen Parsecs flexible rules, potentially allowing characters such as the Mystic Knight or Psychic to embody god-like entities or demigods whose power 

grows with followers and influence across star systems.  

The supplement details three fictional deities and their  

strategic religious development, offering narrative and mechanical models that could inspire cosmic cults or divine conflicts within a spacefaring campaign

While no official conversion exists between TPO an  Thirteen Parsecs, TPO was originally designed with cross-system compatibility in mind, including 

conversion notes for systems like GURPS and Shadowrun. This precedent 

supports a homebrew adaptation, leveraging TPO's structured approach to high-powered divine gameplay within the sci-fi setting of  Thirteen Parsecs.




Thursday, October 23, 2025

Cross Compatiblity Of Arduin Bloody Arduin With Other Rpg Systems Especially OSR Systems



Sometimes you need to look deeply into the origin points of the hobby for me as a dungeon master it's good to step deeply into the Aruidin Bloody Arduin rpg system.  And so I asked Brave's A.I. how compatible is the Arduin rpg system developed by Dave Hargrave with other rpg systems & here's what it said; 

 "Arduin Bloody Arduin (ABA) is designed to be compatible with most other tabletop role-playing games (TTRPGs), particularly Old School Renaissance (OSR) rule sets. The developers at Emperors Choice Games & Miniatures Corp. emphasize that ABA will be a proprietary, sovereign system, meaning it is not open game license (OGL) or any other open system. Despite this, its design aims for compatibility with a wide range of existing TTRPGs, allowing players to use ABA with various rule systems. The system is intended to be flexible enough to integrate with classic TSR dungeons, new modules from publishers like Frog God Games, or any other content with minimal adjustments. This compatibility is a key feature, enabling the use of existing adventures and campaign settings while maintaining ABA's unique identity."
These cross compatibility abilities of ABA enable the DM to take their favorite adventure modules or adventures then add them into their own campaigns without fuss or muss. 

Arduin Grimoire bundle - Arduin Grimoire volumes 1-9 plus the Arduin Adventure

 Arduin was a turn point rpg system with other rpg systems which brings us to;"Arduin Bloody Arduin Compatibility with Other RPGs

Arduin Bloody Arduin (ABA) is being developed as a proprietary, sovereign system by Emperors Choice Games & Miniatures Corp., but it is explicitly designed for broad compatibility with other tabletop role-playing games (TTRPGs), especially those in the Old School Renaissance (OSR) genre."

These systems dovetail deeply into Arduin's campaign setting and this is on a system level; 

"Compatibility Details

The system is intended to work seamlessly with a wide range of existing content:

  • You can use classic TSR Dungeons & Dragons modules or newer adventures from publishers like Frog God Games with minimal adjustments.

  • ABA is designed to be compatible with most fantasy role-playing games, allowing for easy integration of campaigns, monsters, and settings from other systems.

  • compatibility guide is being developed, exemplified by efforts like the  Portal to Adventure character sheet, which is designed to work with ArduinBarrows & Borderlands, and Lost Dungeons of Tonisborg, showing a precedent for cross-system play." 

Arduin as a campaign setting is a highly rich and detailed world with deep Sword & Sorcery goodness baked in! And this is what I love to plug into as a DM for my players. And this goes back too 'Caliban the Flying Dutchmen of dungeons' for me. This is indicative of Arduin in general. 

The Direbane rpg blog goes deeper into the world of Arduin with a great video that has a solid overview of Arduin. All in all Arduin is a great setting for both old school and OSR games! 

Wednesday, October 22, 2025

Manifestation of the Yellow Stone Horror - A Mini Campaign Idea Using The Victorious Rpg & Wreched Eqoque Session Eight - Martian Attack!

The player's PC's were raiding the Justifier's HG below the streets of London. But they are not alone at all! 




 We raided the Justifier's Hall for equipment and weaponry to upgrade the party of adventurers. This session picks right up from the last session. The Justifier's Hall was mostly in ruins but the underground space was mostly intact. Something didn't feel right to the group. 


We looked at the weapons vault and heard shifting rock from deeper down in the vault's tunnels. And that's when the Dark Martian handling machine's pilot vehicles came into view! These pilot vehicles each had a Martian engineer/warrior within. 


A Handling-Machine from War of the Worlds: Goliath.

They started blasting the second they came into view and we engaged them the second they came into view. And our adventurers went fully on the attack taking out the 
handling machine's pilot vehicles by taking out a large section of walls and ceiling. We didn't want these alien bastards by calling in a three tier Dark Martian set of war machines! We did enough damage with the full group of seven PC's taking out the pilot machines. 


 We don't want to encounter any more of the Dark Martians and a voice from the dark call us deeper into the darkness. That proved both fortunate and bad as we encountered a group of other adventurers including Resistance fighters and other heroes who are operating in the shadows. We were told to 'Hurry' and left the head quarter's ruins and ran into the London sewers! And this is when we came face to face with an alien Otyugh brought to Earth by the Martians! 


And of course it attacks our little party because we stumbled into it's nest! Now it's a fight to not die in the offal of the sewers! The party wasn't expecting one of these alien horrors! The Resistance fighters and other heroes leaned into the encounter and we still had our hands full! The horror blasted out raw sewage toward our party. And we ended deep into the melee! 









Tuesday, October 21, 2025

The Future isn't What It Used To Be - - Orbital Decay (MicroRed version) From The Red Room, Red Novanexus, & The New Flesh Rpg Setting - Head Shot

 During tonight's game aboard the alien city space craft  I was reminded why it's a bad idea to mess with 'Nuns with bad habits' in this case Sister Sin ( an assassin whose been with our party since first edition Wretch New Flesh' ). The bad sister landed a head shot on one of the aliens with one of their weapons. This comes after the party hid one of the aliens who had been 'stone to flesh' instant statued last session on October 14th's session. 

 



 While all resemblance to a plan went out the window the player's PC's stole a shuttle from the bay of the city ship. And unfortunately for them the shuttle seemed as though it was going to take them down to the Derelict City where the city ship was parked over. Their pilot accidently screwed up their piloting roll with a 'one ' which activated the warp drive system outta of the Beyond! 

This move made them warp into a post apocalyptic Paris some time during the colony days of Orbital Decay. The PC's came into this world sometime ago because the Apocalypse was partially engineered by the aliens from 'Together, to the Beyond".  Along with the 'Reset Foundation' all of which taps into  Wretched Apocalypse  Second Edition in which the veil between reality and the Beyond is rent apart. 

 The PC still have the shuttle and they've got a way of getting back home. What they don't realize is that they've jumped thirty years into a possible future. They are not happy but right off the bat they've camouflaged their shuttle and hunkered into a nearby ruin. 

Monday, October 20, 2025

Review & Commentary On Mad Scribe Magazine Issue #11 For OSR Games By Mad Scribe Games

" In our eleventh issue, Mad Scribe dives deep into the heart of tabletop culture and beyond! We sit down with legendary D&D artist Erol Otus, chat with Griff Morgan about Blackmoor, revisit the cult sci-fi film Hardware, and explore the rise of robots in gaming. Discover how karma systems can shake up your RPG mechanics, and don't miss the chilling new adventure Whispers in Room Seven From painting miniature eyes to cosplay by Joanie Brosas and Kyle's top board game picks, there's something for everyone. Plus, Editor-in-Chief Chris debuts his cyberpunk short story, Dreams of Electric Coffins. Crack it open and stay weird!"

So over the weekend I grabbed 
Mad Scribe Magazine Issue #11  and it's exactly what I was looking for tapping into the major OSR Science Fiction vibes. There's a sense of nostalgia with each issue. The interview for Erol Otus whose been one of my favorites since I looked at my first OD&D materials.  They packed a lot into Eighty eight pages of OSR goodness. 




Griff Morgan's got a fantastic attitude towards Blackmoor's history and future. There's a great angle to the interview with Griff and it takes into account the scope of Blackmoor. Then Mad Scribe covers one of my all time cultclassic Science Fiction favorites and that's of course the fantastic film Hardware. The article was an injection of VHS goodness usage within OSR games. There's a great article on painting eyes on miniatures. 



This slides into the history of Robots within old school and OSR gaming. '
Whispers in Room Seven'  is a great little adventure with a twist or two for use with OSR games. Editor-in-Chief Chris brings his  his cyberpunk short story, 'Dreams of Electric Coffins' and it's a great little story  for inspiration for Science Fiction gaming. 
All in all  Mad Scribe Magazine Issue #11 is a great little issue that covers a lot of territory within old school and OSR gaming with a mix of Science Fiction, Fantasy, and adventure. 

Saturday, October 18, 2025

Castles & Cruasades Codex Germania - The Witch & the Aftermath - Session One Report Three

 We ventured deeper into the winding labynth of twisting tunnels and underground passages below the castle. This session picks right up from our last game October 4th & the steamy air clung to our weapons, armor, and our clothes. Something seemed off though. Then the darkness came alive with voices, and red glowing eyes! 



That's when we saw them climbing down the sheer faces of the rocks corrupted goblins! The dark lord's power had seeped from the dragon into it's servants! Their eyes lit the darkness and we were back to back as they slashed at our party with short swords. We saw them wearing pieced together armor including bits of Roman centurion and back up garrison armor. Ancient pieces belonging to the guardians of the tombs buried down here. They screeched at us and attacked. We fended them off with steel and flame! Setting the bodies on fire after they'd been killed. We dived down a series of side passages and almost came face to face with dragon worshiping cultists! 


Friday, October 17, 2025

Manifestation of the Yellow Stone Horror - A Mini Campaign Idea Using The Victorious Rpg & Wreched Eqoque Session Seven - Deep In The Red Zone

 We pick right up from last session and find ourselves deep on the road to London but a quite alien one! 



London has been choked out by the Red Weed of HG Well's War of the Worlds novel. And the PC's were none too happy to be here. In this timeline the Dark Martians won and were going about terriforming the Earth. 


Red Weed from the 2005 War of the Worlds film with Tom Cruise 

This wasn't the first time visiting this timeline and it took 5 weeks of campaign time to escape this branch of time. And during that game the party of adventurers encountered tripods, dealt with Martian blood farms, and saved the resistence's lives countless times. They also encountered several Martian brains and dealt with the Martian collective several times. 



 Immediately, the party were reaching for ray guns, hiding, and sneaking around. The began to make their way toward London and it was evident that they saw several ruined tripods as they went. The PC's came across a Handling Machine assembling more tripods. The adventurers made note of it for later on but had no desire to tangle with such a horror and alerting the Martians to their presence. 



We also saw a Martian power station that had been made from a converted Victorian factory. Knowing full well of the horrors that were inside we had no wish to tangle with the Martians so we moved on. We were looking for the secret  entrance to 'The Justifier's Hall'. Everywhere we went was choked by vine after vine of the Red Weed. But we did manage to find the secret door  to the lair of the Justifiers. 
We found Brenda Banks aka Lady Luck half outta of her mind but Dr. Zoltan our Mesmerist was able to snap her out of her temporary insanity. And she told us about the invasion and she was the last Justifier left on duty. Dr. Zoltan let her talk but put her under for a good night's rest. We've got to contact the rest of the heroes of Britain. 



Wednesday, October 15, 2025

OSR Review & Commentary On The Gansu Subsector for The Earth Sector Rpg By Authors John Watts and William Fisher From Independence Games or Your Old School 2d6 Science Fiction Rpg's

"  Welcome to the Chinese gate."


"Gansu Subsector, Subsector B of Earth Sector, is one of the few subsectors within the sector that is not named for a mythical goddess. Often referred to by spacers as "the Chinese gate", access to the frontier in Fjarron Sector, the Italian colonies, or the UK colonies require passing through the "gate" or taking a highly circuitous route which can add months to the journey."


"The subsector contains nine independent worlds, the Italy's four colonies, and three of the UK's seven colonies as well as the eight Chinese systems which take advantage of the astrography and allow the nation to control the choke points."

Filled with system maps, world maps, and physical data for each world, this book is filled with vital information for those who want to take their Earth Sector adventures to the region or for those who simply want a variety of worlds for their own uses. Government, legal, cultural, and population details are presented here to assist the Referee in painting a picture of each world for their players.

Join the adventure!"

The Gansu Subsector for The Earth Sector Rpg By Authors John Watts and William Fisher is a giant supplement clocking in at one hundred & ninety two pages of sector goodness. This supplement covers the colonies of  nine independent worlds, the Italy's four colonies, and three of the UK's seven colonies as well as the eight Chinese systems. These worlds on the cutting edge of exploration on the frontier of Earth's space exploration. 
These worlds run the gamut from Earthlike to full on alien with a mix of moons and such all with the potential for exploration, exploitation, and adventure. The Italian colonies are rife with political intrigue and adventure potential. These colonies are well laid out, seriously done, and have a unique take. 
Three of the UK's seven colonies are presented in very well laid out details and these colonies have the feel of worlds on the edge of adventure and survival. These fit the menu of the Earth sector rpg. The Earth sector rpg is a mix of the Space Western aesthetic and the cutting edge Cyberpunk weirdness of the 2d6 classic Science Fiction rpg. 


The Gansu subsector is a hyper spacial chokepoint that allows access to the frontier in the Fjarron Sector. And this brings into focus China & the other international powers grab at the hyper spacial choke points and their impact on the Zim drive. And this highlights the upscale stroke of the eight Chinese systems. The corporate influence within the Gansu subsector is rife and very much something the PC's are going to have to deal with. The subsector is very unstable in many respects and the authors do a great job breaking down each system, planet, etc.. This is great because it enables the DM to customize the Gansu subsector into their own campaigns for the Earth sector rpg. 
But is the  Gansu Subsector for The Earth Sector Rpg By Authors John Watts and William Fisher worth it?! In a word? Yes, the supplement does an excellent job of working up this subsector for your own 2d6 games easily. 



Tuesday, October 14, 2025

The Future isn't What It Used To Be - - Orbital Decay (MicroRed version) From The Red Room, Red Novanexus, & The New Flesh Rpg Setting - Aboard the Alien Ship or Derelict

  The PC's are stuck aboard the alien ship and have been slowly exploring the weird bio mechanical Giger like nightmare they find themselves aboard in the Beyond! The party was after Allen last session and finally made it aboard this alien vessel. The place is a maze of corridors and the halls are garbage strewn with the debris of cloths and personal items from countless victims. We've been getting our money's worth out of Mathew Tomas's Together, To The Beyond from the Red Room. 



Here the monsters didn't have to hide behind human suit masks and the PC's almost bought it on several small encounters. From the storage bay where thousands of people are preserved in cyro storage to the hanger bays where reptile hybrids where taking off to grab more human material. 


Everything was going well until the party ran into a full on reptile like alien over 10 foot tall. Everything seemed to go sideways for a bit until the sorcerer opened up with a flesh to stone ritual scroll he'd prepared several days ago. The cost apparently was worth it and we hid the stone statue behind some crates. The party could be in big trouble now and way over their heads. 




Sunday, October 12, 2025

Marvel Super Heroes Advanced rpg session Using "The Marvel Vampires Unofficial Canon Project..." Rpg supplement - Harder To Kill Then Roaches Mini One Shot

 Tonight we ventured down the classic Marvel Super Heroes Advanced rpg with a full on Halloween adventure one shot! Our mission?! Save Jack Russell The Werewolf By Night from a group of undergound vault dwelling vampire cultists headed by a Dark Sorcerer named Thomas Payne! 


This mini one shot started out with me thumbing through 'The Marvel Vampires The Unofficial Canon Project' rpg supplement and the thought about where would vampires actually hide out in Marvel comics New York City?! The answer is easily the Morlock tunnels left over from the mutant massacre back in the Eighties. 
The question is however where did those tunnels come from in the first place?! The answer of course is the US government used them & then they were 'abandoned'. Actually earsed off the books by government insiders. The Morlock tunnels lead deeply into Subterranea's vaults! You can find the Marvel Vampires The Unofficial Canon Project supplement right here.  And you can also find the M6 Werewolf by Night for the Marvel Super Heroes RPG here.  Note that I've reviewed both of these supplements here on this blog. 



So a vampire cult led by a maniac black magician picked up on this fact. The enabled me too connect the Morlock tunnels with Subterranea by Johnathan Nolan.  Jack Russell aka the Werewolf by Night has been on the trail of these vampires and got himself captured by them. Now they plan to drain him dry! 

So it was up to our group of Marvel supers to go and save him. First we armed ourselves with day light grenades, stakes, wood swords and more! We've faced vampires in their elements and the results were not pretty! The first thing we had to do was stake the vampire guards set at the Morlock tunnel doors and getting to the Morlock tunnels wasn't easy! 
We had to deal with Morlock drug dealers, mole people, and a couple of monsters even before we got to the remains of the Morlock tunnels. We ended here as the weather outside started to pick up! 

Friday, October 10, 2025

Manifestation of the Yellow Stone Horror - A Mini Campaign Idea Using The Victorious Rpg & Wreched Eqoque Session Six

 We began rounding up the two cults that had been operating in Yellow Stone after the incident with the  Rake  last session on October 3.  And we turned over the members to the sherrif's department out of the local two towns. We didn't trust the department after we uncovered documents within the cabin belonging to the head of the cult. 



We were not sorry to see this leg of our campaign end. But we uncovered that the local mayor was actually the head of the cult! And this led us to having our suspicions that the local police were in on the act. We wrapped things up by having the Pinkertons come in on the advice of the Smithsonian's paranormal recovery and evaluation division department. This organization is not favorably looked on by our mages and arcanists. 
We boarded our skyship and began to head back to London on a two day journey. There was some mighty strange weather we hit going over the Atlantic and this lead deep into a strange vortex of lightning, thunder, light, and shadow! Then our party of adventurers found themselves flying just outside of a ruined London! 


Where the Hell and when the heck were we?! 
And that's when we saw the walking Dark Martian Tripods! The streets, the countryside was full of them and the Red Weed! We began to look for a place to set down! There was a normal looking forest just outside of London and we set down there trying as hard as we could not to attract any unwanted Martian  attention!  


We made camp and camouflaged our flyer as soon as possible. We were good with provisions and such. We've got to figure out what's happening to our party! 
For this leg of the campaign I broke out my copy of Wretched Apocalypse second edition, Victorious: Hunter & Hunter Catalog By Mike Stewart & Victorious Rule Britannia. The wasteland is being designed from Wretched Apocalypse while the stats for the Martian Walkers are from the Victorious Hunter & Hunter catalog, details on Britain's heroes and villains comes from Victorious Rule Britannia   





Thursday, October 9, 2025

Trey Causey's Strange Stars - Stars Without Number & Cities Without Number - Mind Your Elder Things! Session Report II

 We picked up with our party of adventurers picking up another job from the Elder Things. The job was taking non terrestrial biological material to another Elder Thing colony world. This job picks right up from where in the last session ended on September 12th. 


The Elder Things communicated through  the Circeans  psychic witches are under contract to the Elder Things. The players are nervous  because of the bio logical material taking out their space hauler because of time constraints. 
However, the party dived through the hyperspace corridor in earnest!  The party had a  Circeans psychic witch on board with them. and in the middle of the job they encountered a number of sealed hyperspace fighters. These fighters weren't easily identified and with a number of rolls it was revealed to be Mi Go fighters which had been surgically modified into space craft. These were driven by alien brains! These were full on space pirates! 




















 The party wasn't taking any guff & decided too open up with the weapons systems they'd traded with the aliens from The Cube. The party opened up on two of the fighters and blew them out of the sky. The adventurers dropped plasma bombs to deal with the other fighters and disrupt their navigation. We ended up at the coordinates that were provided by the Elder Things and this is when a dimensional portal opened up. The space hauler entered into a dimensional portal to a planet in a triple star system located "between Hydra and Argo Navis", which is populated by Elder Things. We entered the star system and came face to face with a planetary sized Shoggoth guarding the system.  We ended here with sanity rolls. 


Old One by Tom Ardans.

Tuesday, October 7, 2025

OSR Commentary - Thirteen Parsecs: Beyond the Solar Frontier rpg & The Primal Order Rpg Supplement

When it comes to Thirteen Parsecs: Beyond the Solar Frontier rpg I've been looking to upgrade some of the cosmic beings within the rpg. And according to Brave's A.I. the Primal Order rpg supplement can easily handle this;The Primal Order (TPO) is a roleplaying game supplement published by Wizards of the Coast in 1992, designed as a "capsystem" to provide a structured framework for incorporating deities and religious elements into existing roleplaying game systems. It is not a standalone game but rather a meta-framework that quantifies divine power using concepts like "primal energy," which is the most fundamental and powerful energy in the universe, capable of overriding magic, psionics, and physical forces. Gods in TPO are defined by their "primal base," a stable reserve of energy that determines their rank”ranging from Godling (100 points) to Supreme Deity (25,000 points) and their "primal flux," a daily allotment used to power transient divine abilities such as attacks, spells, and miracles."



What the Primal Order offers 
Thirteen Parsecs: Beyond the Solar Frontier rpg a way of adding deeply into a way of explaining how those cosmic deities accumulate worshippers, cults, temples and more. This gets right back into how the 'cap system' can easily be added into a campaign with minimal effort according to Brave's A.I.; "The system explains how deities gain power through worshipers, temples, planes of existence, and the accumulation of primal base over time, with each rank requiring specific achievements like gaining a sphere of influence or controlling a home plane. It includes detailed guidelines for creating artifacts, designing pantheons, and developing religions, and offers conversion notes for nearly 20 different game systems, including AD&D, GURPS, and Rolemaster. The supplement is noted for its depth and innovation, being described as one of the most meatiest and useful RPG supplements ever published, though its emphasis on quantification may make it less suitable for games where deities are handled as literal, rule-free entities."  

These systems goes deeply into the Primal Order rpg core mechanics; "The core mechanic of The Primal Order (TPO) revolves around  primal energy, a force superior to magic that deities wield. This energy exists in two distinct forms:

  • Primal Base: A permanent, stable reservoir of power that defines a deity's rank and essence. It is used to create permanent changes like artifacts, bestow abilities, or alter reality. Base can only be lost through destruction or voluntary expenditure and grows slowly via a 1% annual "evolution" or rank advancement. Losing all base results in death unless the deity has a home plane for eventual regeneration.

  • Primal Flux: A daily, renewable energy pool used for temporary effects like attacks, spells, or miracles. Flux is generated each day at 10% of the deity's current base and is also gained from worshipers (square root of their number), temples, sacrifices, and controlled planes. Unused flux vanishes after 24 hours."



Inherent Divine Abilities can easily be added into the background of the 
 Augmented class and this PC class becomes an NPC demigod and then minion of a god. Eventually becoming a fully fledged cosmic god and these basic deities abilities say volumes toward the basic cosmic god profile; 

All deities possess innate, cost-free powers upon ascension:

  • Immortality: Immune to aging; true death only occurs if all primal base is destroyed.

  • Immune to Exhaustion: No need for sleep or rest.

  • Life Support: Requires no food, water, or air.

  • Immunity to Poison/Disease: Resistant to toxins and illnesses.

  • Environmental Immunity: Survives native plane conditions (e.g., a human deity endures extreme cold or heat).

  • Detect Primal Signature: Can sense the unique energy signature of other deities' primal use.

Keep in mind that the Primal Order rpg supplement is a math heavy rpg system but easily adapted to any number of rpg systems.