Friday, February 6, 2026

North West of Earth By C.L. Moore - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg - Expanding The Campaign

 Combining the lush, decadent planetary horror of C.L. Moore’s Northwest Smith with the industrial, claustrophobic grit of The Red Room’s Orbital Decay creates a unique subgenre: Grime-Pulp Cosmic Horror.



In this mashup, the "Old Solar System" (breathable Mars, jungle Venus) is replaced by the decaying, corporate-owned vacuum of Orbital Decay, but the threats are no longer just malfunctioning airlocks or xenomorphs—they are the ancient, soul-sucking "gods" and "vampires" of Moore’s weird fiction. The Red Room's Orbital Decay has all of the advantages for this genre. This blog post picks right up from here




1. The Setting: The "Rust-Belt" Solar System

Instead of Moore’s romanticized ruins, the solar system is a series of failing orbital habitats and corporate strip-mines.

  • Mars: Not a desert of red dust and ancient canals, but a graveyard of abandoned "Dome Cities" owned by Takeda Technologies. The "Martian Drylanders" are now the mutated, forgotten descendants of the first wave of miners.

  • Venus: Not a swampy jungle, but a pressurized hellscape of acid-mining platforms. The Venusians (like Smith's partner Yarol) are high-G-adapted humans with translucent skin and a cynical, predatory culture.

  • The Stations: The game takes place on crumbling stations (Orbital Decay) where the air is stale, the lights flicker, and the metal is thin. But behind the bulkhead panels aren't just wires—there are interdimensional rifts and shrine-rooms dedicated to things that lived before the stars were hot.

2. The Protagonist: The "Spacer-Gunslinger"

Merge Northwest Smith’s archetype with the Wretched system’s anti-hero:

  • The Look: Worn leather vacuum suits over scarred skin; a "raygun" that is actually a jury-rigged, high-wattage plasma cutter capable of wounding things that shouldn't have physical form.

  • The Vibe: He’s an outlaw smuggler not because it’s romantic, but because the Corporations have blacklisted him. He has the "pale steel" eyes of a man who has seen a Shambleau feeding in the vents of a cargo ship and survived.

3. The Horror: "High-Tech Vampirism"

In Orbital Decay, the horror is usually physical (aliens, vacuum). In this mashup, the horror is psychic and sensual, inspired by Moore's "Shambleau" and "Black Thirst."

  • The Entity: Instead of a monster in the dark, the threat is a "God-in-the-Machine." A forgotten deity (like the Cold Gray God) might have been accidentally uploaded into the station’s mainframe or found frozen in an asteroid.

  • The Lure: The "Damsel in Distress" might be an AI hologram or a frantic survivor who is actually a host for a soul-eating parasite.

  • The Mechanic: Use the Orbital Decay stress die, but instead of just "Panic," the high-stress results lead to Trance States. Players become "rapt" by the beauty of the horror, losing their will to fight as their life force is drained.


4. Scenario Hook: "The Ghost in the Lattice"

The players are hired to salvage a derelict research station, the Icarus-7, drifting near the Jovian moons.

The Twist: The station wasn't studying physics; it was studying the "Sound of the Sun." They found a "Song" (from Moore’s Song in a Minor Key) that is actually a sentient frequency. The crew didn't die of hypoxia; they opened the airlocks willingly, dancing into the void because the frequency made them believe they were returning to a "Lost Paradise."

Now, the players must navigate the rusted, creaking station while the "Song" begins to play over their suit comms, showing them visions of a lush, beautiful Venus that never existed.

In this hybrid setting of pulp-romance and industrial rot, the original "medusa-parasite" evolved into something more terrifying: a Techno-Organic Mimic.

Instead of a creature that hides its hair under a turban, this variation—the "Wire-Witch" (or Silicate-Shambleau)—thrives on the overlap between biological neural networks and station circuitry.


The Creature: The "Lattice-Lurker"

The Lattice-Lurker does not appear as a beautiful woman in a red cloak. Instead, it appears as a distress signal. It manifests as a flickering, desperate "Survivor" trapped behind a reinforced glass observation port or a glitchy holographic avatar in a dark corridor.

Physical Manifestation

When its "hair" is revealed, they are not scarlet worms or snakes. They are translucent, fiber-optic tendrils that pulse with a sickening, bioluminescent violet light.

  • The Feeding: These tendrils don't just wrap around the victim; they interface. They find the ports in a spacer’s vacuum suit or the neural jacks in their neck.

  • The Sensation: It doesn't feel like a bite. It feels like a massive, euphoric data-dump—a "soul-upload" that makes the victim feel like they are expanding to fill the entire universe, while their physical body withers into a dry, husked shell.


Anatomical Comparison: Classic vs. Orbital

FeatureC.L. Moore’s OriginalThe Orbital Variation
CamouflageRed velvet rags / TurbanCorrupted HUD overlays / Static
Feeding OrganScarlet, serpentine "hair"Fiber-optic, prehensile filaments
Preferred HabitatDead Martian citiesMaintenance ducts & Server rooms
The "Hook"Primal, hypnotic lustDigital nostalgia / False memories
WeaknessSteel / FireHigh-voltage EMP / System Purge

Mechanic: The "Addictive Connection"

In the Orbital Decay system, encountering a Wire-Witch doesn't just trigger a Fear check—it triggers a Binding.

  1. The Lure: The player hears a voice over the comms—someone from their backstory.

  2. The Contact: If the player engages, the tendrils latch on. The player must make a Willpower/Sanity Save.

  3. The High: If they fail, they don't want to be rescued. The pleasure of the "Data-Merge" is so intense that the character will actively fight their teammates to stay connected to the creature.

  4. The Decay: For every minute of "connection," the player loses 1 point of Constitution as the creature leeches bio-electricity and proteins to power its own hive-mind.

"It wasn't just hair. It was a forest of glowing glass needles. When they slid into my interface port, I didn't see the rusted walls of the station anymore. I saw Venus... not the acid-hell we live in, but a Venus with green seas and air that tasted like honey. I would have let it drink me dry just to stay in that dream for one more second."Smuggler’s Log, Recovered from the Derelict 'Shambleau-4'

 In the industrial grime of an Orbital Decay station, standard ballistics are a death sentence—punch a hole in the hull, and everyone dies. The Martian Flame-Pistol (often called the "Sun-Spit" or "Red Cauterizer") was engineered by the Martian Labor Guilds for a dual purpose: welding heavy machinery and incinerating the psychic parasites that haunt the Red Planet's deep-strata mines.

It is a weapon of "pale steel" and brass, looking more like an antique relic than a piece of space-age tech.


Technical Specifications: The "Vulcan-IV"

Unlike modern flamethrowers that spray liquid fuel, the Martian Flame-Pistol uses pressurized Phosphorus-Gels ignited by a miniaturized thermal core.

  • Output: A concentrated, needle-thin beam of white-hot plasma that blooms into a "sun-burst" upon impact.

  • The Sound: It doesn't "bang." It emits a rising, metallic hum followed by a wet thwack-hiss as the air itself ionizes.

  • Safety Hazard: The weapon generates immense heat. Using it more than three times in rapid succession without a cooling cycle will cause the grip to weld to the user’s glove—or worse, cook the fuel canister.


The "Soul-Burner" Effect

In the Moore/Red Room mashup, the Flame-Pistol is the only weapon that works against entities like the Wire-Witch because it doesn't just damage tissue—it destroys ectoplasmic and digital lattices.

  • Against Biology: It cauterizes wounds instantly. It is horrific, but it prevents the "spreading infection" often found in orbital horrors.

  • Against the Supernatural: The high-frequency heat disrupts the "Trance" the creatures use. If a teammate is being drained by a Shambleau, a "Near-Miss" shot with the Flame-Pistol can shock their nervous system back to reality.

  • The "Northwest Smith" Signature: Smith famously used his "raygun" to carve through entities that were immune to steel. This version leaves a lingering smell of ozone and burnt sugar.


RPG Mechanics (Orbital Decay / Wretched Compatible)

StatValue / Effect
DamageHigh (1d10 + Burn)
RangeShort (The "Licking Tongue" of flame)
Special: CauterizeStops bleeding/infection instantly, but causes 1 permanent HP loss from scarring.
Special: LightIlluminates a 30ft radius in a harsh, flickering crimson glow.
The RiskOn a Natural 1, the weapon overheats. The user takes 1d4 burn damage and the gun is jammed until a "Coolant Flush" is performed.

Visual Description

"It was a heavy, ugly thing of Martian brass, the grip worn smooth by hands that had been dead for centuries. There was no trigger guard—just a cold lever that, when squeezed, woke the tiny sun trapped in its chamber. When it fired, the darkness of the station didn't just recede; it screamed."

 This d100 table blends the "High-Tech Junk" of Orbital Decay with the "Eldritch Antiquity" of C.L. Moore. Use this when players scavenge the lockers of a derelict Martian mining rig or the ruins of a Venusian sky-shrine.

The Misfit Salvage Table

d100Item NameDescription & Effect
01-05Leaking Battery CellStandard power, but deals 1 Rad damage per hour carried.
06-10V-Mail ProjectorDisplays a flickering, tearful message from a long-dead colonist.
11-15Broken "Segir" DaggerMartian steel. Cannot hold an edge, but vibrates when near a vacuum leak.
16-20Synth-Silk TurbanSmells of jasmine and ozone. Grants +1 to saves vs. Mind Control.
21-25Cracked O2 TankProvides 10 minutes of air, but the whistle attracts predators.
26-30Ivory Data-ChitContains coordinates to a "Vault of Souls." Worthless to corps, priceless to cults.
31-35Phasing CompassThe needle points to the nearest "Thirst-God," not North.
36-40Dried 'Kush' RootMartian narcotic. Heals 1d6 Stress but causes blurred vision (-2 to hit).
41-45Manual Patch KitEssential for hull breaches. Smells like burnt rubber.
46-50The "Black Thirst" IdolA small obsidian statue. Looking at it too long drains 1 HP.
51-55Hyper-Lens MonocleAllows wearer to see heat signatures through bulkheads.
56-60Tattered Scarlet CapeProvides no armor, but makes the wearer look dashing (+1 Persuasion).
61-65Jammed Plasma TorchCan be used as a club or fixed with a Hard Tech check.
66-70Voice-Box of a DrylanderA mechanical throat. Allows user to "speak" to ancient Martian doors.
71-75Lucky Martian CoinMade of "pale steel." Flip it to reroll a failed Luck save once.
76-80Encrypted LogbookDetails the locations of Shambleau feeding grounds.
81-85Bio-Metric Skeleton KeyOpens 1d4 locked doors before the battery dies.
86-90Jar of "Green Mist"Atmospheric sample from Old Venus. Highly hallucinogenic.
91-95Emergency Flare GunDeals 1d4 damage, but bright enough to blind psychic entities.
96-99Yarol’s Lost FlaskContains Venusian liquor. Tastes like fire. Heals all Stress.
00Prototype Sun-CoreA volatile fuel cell. Can power a station or blow a hole in a moon.

How to use this table:

  • 01-33: Common Trash. Useful for immediate survival but carries a physical risk.

  • 34-66: Weird Pulp. Items that bridge the gap between technology and the occult.

  • 67-00: Rare Relics. Game-changing items that attract unwanted attention from "The Lords of the Red Moon."

Thursday, February 5, 2026

Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg

 You’re blending the "Lost World" Victorian pulp of the 1978 film Warlords of Atlantis with the gritty, modern-supernatural edge of Night Shift and the streamlined OSR feel of Castles & Crusades. This leg of the campaign picks right up from here on the blog.

Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg - The Atlantian City State of Vaar




Since both games use the Siege Engine (or a variation of it), they are mechanically compatible. Here is a framework to bridge these worlds into a cohesive "Hollow Earth" campaign.


1. The Premise: "Operation: Deep Six"

In the modern day (using Night Shift), a high-tech submersible disappears in the Bermuda Triangle. The PCs are "Veterans" sent to retrieve it. They don’t find a wreck; they find a portal to Vaar, a massive interior world where the Seven Cities of Atlantis still rule via psychic domination and weird science.

The Mechanical Split

  • The PCs: Created using Night Shift. They bring modern firearms, occult knowledge, and survivor kits.

  • The World: Governed by Castles & Crusades. The denizens of the Inner Earth are high-fantasy threats—knights in chitin armor, giant crustacean "gods," and psychic warlords.


2. System Integration: The "Siege" Connection

Since both games rely on the Attribute Check (Challenge Base 12 or 18), you can swap them on the fly:

ElementSystem ChoiceWhy?
Combat / HPNight ShiftKeeps the "Modern vs. Ancient" lethality high.
Magic / PsionicsC&C (Wizard/Illusionist)The Atlanteans should feel "high fantasy" and overwhelming.
Skills/FeatsNight ShiftBetter handles modern tech and investigation.
MonstersC&CThe Monsters & Treasure book is perfect for prehistoric beasts.

3. The Setting: The Seven Cities of Vaar

In Warlords of Atlantis, the Atlanteans are aliens who crashed on Earth. In your campaign, they use the Inner Earth as a laboratory to "harvest" surface dwellers.

  • The First City: A gleaming utopia powered by "Vril" (Psychic Energy).

  • The Outlands: A Sword & Sorcery wilderness where prehistoric beasts (C&C stats) roam.

  • The Conflict: The Atlanteans want to use a "Solar Mirror" to cause a global blackout on the surface. The PCs must lead a slave revolt using 21st-century tactics against 10,000-year-old sorcery.


4. Key Campaign Features

  • Modern Tech vs. Magic: Modern bullets should be devastating against unarmored Atlanteans, but the Atlanteans have Mental Shields (C&C Spell Resistance).

  • The "Oxygen" Mechanic: Use Night Shift’s survival rules. The air in the Inner Earth is heavy with spores; prolonged exposure might cause "Deep World Fever" (mutations or psychic sensitivity).

  • The Warlords: Use the C&C Knight and Fighter classes for the Atlantean generals, but give them Night Shift psychic powers (The Supernatural or Psychic archetypes).


5. Sample Encounter: The Sentinel of the Abyss

The Threat: A giant, multi-eyed crustacean (The "God" from the film).

  • Stats: Use the Kraken or Giant Crab from C&C Monsters & Treasure.

  • Twist: It is being controlled by an Atlantean "Controller" using a psychic headset (Night Shift: The Psychic abilities).

  • The PC Goal: The PCs can’t kill it with small arms. They must use Night Shift "Tech" checks to sabotage the headset or C&C "Strength" checks to collapse the cavern ceiling.


A Note on Tone: To capture that 70s Warlords of Atlantis feel, keep the colors vivid and the monsters "rubbery" but dangerous. Use Night Shift to ground the horror of being trapped miles beneath the crust, and C&C to handle the epic scale of the sword-clashing action.


Warlord and Guardians of Lemuria range of mini's

To bridge these two systems, we’ll use the Night Shift framework for the Warlord's "survivability" and psychic grit, while pulling the Castles & Crusades "High Ability" scores and combat maneuvers to make him feel like a legendary martial threat.

The Atlantean High Inquisitor (Elite Warlord)

This antagonist represents the psychic-military caste of the Second City. He is physically imposing, dressed in ornate, gold-filigreed chitin armor, and carries a "Vril-Blade."


Core Stats

  • Role: Veteran / Warlord (Hybrid)

  • Hit Dice: 9d8 (approx. 55 HP)

  • Armor Class: 20 (Chitin Plate + Psychic Shifting)

  • Primary Attributes (C&C Primes): Strength, Intelligence, Charisma.

  • Challenge Base: 18 (Non-Prime) / 12 (Prime)

Abilities & Powers

  • Vril-Blade (C&C Fighter/Knight): The Warlord attacks twice per round. His blade ignores modern Kevlar (Night Shift armor bonuses), dealing 2d8 + 4 damage.

  • Mental Domination (Night Shift: The Psychic): As an action, he can force a PC to make a Wisdom/Willpower save. Failure means the PC is "Stunned" for 1 round as they relive a traumatic memory from the surface world.

  • Psychic Aegis: Once per encounter, he can create a shimmering barrier that deflects all kinetic projectiles (bullets/arrows) for 1d4 rounds.

The "Siege" Hybrid Mechanic

If a PC tries to use a modern Night Shift skill (like Demolitions or Intimidate) against him, or if the Warlord uses a C&C-style combat maneuver (like Disarm), use the following calculation:

The Conflict Check: $d20 + Level/HD + Attribute Modifier$ vs. Challenge Class (CC).

  • If the Warlord is resisting a modern firearm: He uses his Intelligence (Prime) to predict the trajectory, setting the CC at 12 + his HD (9) = 21.


Tactics in Play

  1. The Monologue: He uses his high Charisma to attempt to turn the PCs against their "surface world masters," promising them a place in the new Atlantean order.

  2. The Duel: He will single out the strongest-looking PC (the "Veteran" or "Fighter") for a 1-on-1 duel, using his Psychic Aegis to keep the other PCs from interfering with gunfire.

  3. The Escape: If reduced to below 15 HP, he uses a "Vril-Flash," blinding everyone in the room (Constitution save) and disappearing into a hidden pressurized hatch.


Loot / Rewards

  • The Vril-Compass: A strange, humming device that points toward the nearest "Air-Pocket" or portal to the surface.

  • Chitin Dagger: A +1 weapon that functions as a magical focus for anyone with Night Shift supernatural abilities.

In the 1978 film, the Zaark are the massive, lumbering crustaceans used by the Atlanteans to retrieve "specimens" from the ocean floor. In an Inner Earth campaign, these function as Biological Siege Engines.

Using the C&C Monsters & Treasure framework for the "Heavy Lifting" and Night Shift for the horror/modern combat interaction, here is the Zaark War-Beast.


The Zaark (Atlantean War-Crustacean)

  • Size: Huge (15–20 feet tall)

  • HD: 11d10 (75 HP)

  • AC: 22 (Natural Carapace)

  • Attacks: 2 Pincers (2d10 damage), 1 Trample (3d6 damage)

  • Primes: Strength, Constitution

  • Move: 30 ft (40 ft in water)


Special Abilities

  • Pressure Resistance (Passive): The Zaark is immune to pressure-based damage and ignores the "Stopping Power" of modern small arms. Subtract 5 damage from every non-armor-piercing bullet hit.

  • Crushing Grip: If a Zaark hits with a pincer, the target is Grappled. On the creature's next turn, it automatically deals 2d10 crushing damage unless the target makes a Strength (C&C) or Athletics (Night Shift) check to escape.

  • The Pilot’s Link: These beasts are not truly wild. They are controlled by an Atlantean pilot in a "Psychic Saddle."

    • Tactical Opportunity: A PC can target the pilot instead of the beast. The pilot has Cover (+4 AC) but much lower HP. If the pilot is killed or disconnected, the Zaark goes Feral, attacking the nearest living thing (usually the Atlantean guards).


Modern Interaction: The "Anti-Tank" Problem

In a Night Shift game, PCs often have access to high explosives or heavy weaponry. Here is how the Zaark handles them:

  • Frag Grenades: Essentially useless against the carapace; the Zaark treats these as "Stun" attacks. It must make a Constitution save (CC 12) or be staggered for 1 round.

  • High Explosives (C4/RPG): These ignore the Zaark's 5-point damage reduction. A direct hit with an RPG-7 deals 6d6 damage and forces a check to see if the carapace is cracked (reducing AC by 4).


The Encounter: The Breach

"The cavern walls shudder. You expect a rockslide, but instead, a massive, obsidian-colored claw punches through the limestone. It’s followed by a cluster of glowing red eyes and the stench of ancient brine. Atop the creature's head, an Atlantean officer sits in a throne of pulsing coral, directing the beast's fury toward your extraction team."


Adventure Hook: "The Molting Grounds"

The Atlanteans keep a "stables" in a geothermal cavern where the Zaark molt. During this time, their AC drops to 14, but they are hyper-aggressive. The PCs are tasked with planting Night Shift style thermite charges in the hatchery to cripple the Atlantean heavy cavalry before the invasion of the surface starts.
 To keep this manageable and high-utility, I have organized these 100 Weird Science items by their function. These items blend the "Victorian-Future" aesthetic of Warlords of Atlantis with the gritty utility required for a Night Shift / C&C campaign.

The D100 Inner Earth Weird Science Table

D100Item NameEffect / Description
01-05Vril-CapacitorA glowing amber rod. Recharges any electronic device or adds +1d6 electrical damage to a melee weapon for 1 hour.
06-10Pressure-LungA coral mask. Allows the user to breathe in water or toxic gas; looks like it’s "feeding" off the user's neck.
11-15Obsidian Neural-LinkHeadband that grants Telepathy (30ft) but causes 1 point of Psychic damage per minute of use.
16-20Sonic SpannerA tuning fork that opens any Atlantean lock or shatters non-reinforced glass instantly.
21-25Bioluminescent Moss GelSmear on a surface to provide 60ft of "daylight" for 4 hours; sticky and smells like ozone.
26-30Chitin Suture-BeetlesA jar of metallic insects that, when placed on a wound, stitch skin together (Heals 2d4 HP, but leaves "living" scars).
31-35The Eye of VaarA handheld lens that shows "Heat Signatures" through up to 2 feet of solid rock.
36-40Grav-AnchorA heavy cube. When activated, it increases local gravity. Targets must make a Str Save (C&C) or be pinned.
41-45Vril-Dart LauncherA wrist-mounted tube. Fires needles that ignore non-magical armor; deals 1d4 dmg + Paralysis.
46-50Memory CrystalA jagged shard. When touched to a forehead, it "downloads" a map of one floor of the current dungeon.
51-55Hydro-Core GrenadeDeals no damage, but creates a 20ft sphere of pressurized water that douses fires and knocks targets prone.
56-60Symbiotic RebreatherA chest-plate that filters oxygen from blood. PC doesn't need to breathe, but requires double food rations.
61-65Aura-ScramblerA small disc that makes the user invisible to Night Shift supernatural senses/detection for 10 mins.
61-70Coral-CerebrumA "brain in a jar" that acts as a translator for any ancient Inner Earth language.
71-75Molecular ResonatorA device that makes a 5ft section of wall brittle. One hit will shatter it.
76-80Pheromone SprayerGrants a +4 bonus to Charisma (C&C) checks against beasts or crustaceans for 1 hour.
81-85Phase-Shift CloakAllows the user to become "incorporeal" for 1 round. Usable 1/day.
86-90The Sun-SeedA small sphere that, when cracked, mimics a flashbang (Blindness) but deals 3d6 damage to undead/vampires.
91-95Void-StaffA staff that "eats" incoming spells or psychic attacks (Roll Int/Wis Save to negate the effect).
96-98The Chronos-DialBriefly slows time. The user gains an extra Action this round, but takes a level of Exhaustion.
99Living Chitin ArmorSuit of armor that grows onto the PC. AC 18, but it cannot be removed without a high-level ritual.
100The Atlas FragmentA device that shows the true location of the "Master Control" for the Seven Cities of Atlantis.

How to Use This Table

  • In Night Shift: These are "Supernatural Artifacts." Using them might require a Science or Occult check to avoid a mishap (like a Vril-Capacitor exploding).

  • In Castles & Crusades: These function as Magic Items, but they cannot be "Identified" by standard spells—only by trial and error or studying Atlantean lore.

Quick Roll Result (D100 Example)

If you roll a 19, the PCs find a Sonic Spanner.

The "Veteran" uses his modern engineering knowledge to realize the fork vibrates at a frequency that matches the molecular structure of the Atlantean alloys. Instead of picking the lock, he just "hums" the door open.