Wednesday, April 1, 2026

Harry Dresden Convicted Sorcerer & Private Investigator As An NPC For Sword of Cepheus 2nd Edition

 To adapt Harry Dresden for the Sword of Cepheus 2nd Edition (or any 2D6-based Cepheus Engine fantasy system), he is best represented as a Sorcerer with high Charisma and Endurance, reflecting his "magical bruiser" nature and tendency to survive things he shouldn't.



Harry Dresden

Rank: Experienced Adventurer Characteristics: * STR: 8 (+0)

  • DEX: 7 (+0)

  • END: 11 (+1)

  • INT: 9 (+1)

  • EDU: 8 (+0)

  • SOC: 5 (-1)

  • CHA: 10 (+1)


Skills

  • Sorcery (Combat): 3

  • Investigation: 2

  • Athletics: 1

  • Gun Combat (Revolver): 1

  • Melee (Staff): 1

  • Deception: 1

  • Knowledge (Occult): 2

  • Streetwise: 1


Magic: The Elemental Specialist

In Sword of Cepheus, Harry utilizes the Sorcery skill. Given his focus, his spells should be flavored as "Evocation."

  • Fuego (Blast): Range 30m, 3D6 damage. Harry often takes a -1 DM to "overchannel" for an extra +1D6 damage.

  • Infriga (Freeze): Targets a 3m area to create difficult terrain or freeze objects.

  • Forzare (Shield/Force): Provides +4 Armor versus a single incoming ranged or melee attack as a reaction.

The Sight (Special Ability): Harry can expend 1 point of INT to activate "The Sight." This allows him to automatically succeed on any Knowledge (Occult) check to identify magical residue or entities, but he must make an END check to avoid being overwhelmed/stunned by the intensity of the vision.


Signature Gear

  1. Enchanted Staff: Treated as a Quarterstaff (2D6 damage). It provides a +1 DM to all Sorcery checks when held.

  2. Blasting Rod: A small wand that grants a +2 DM specifically for Blast (Fire) spells but offers no bonus for defensive magic.

  3. Duster (Heavy Leather): Armor 2. Harry’s enchantments give this a +2 bonus against kinetic attacks (bullets/blades) but 0 against fire.

  4. The .44 Revolver: Range 25m, 3D6 damage. Used when magic fails or subtlety (rarely) is required.


Traits & Flaws

  • Chivalrous: Harry receives a -2 DM to any Social check involving deception or harm toward those he perceives as innocents or under his protection.

  • The Building was on Fire...: Whenever Harry uses a Blast spell and fails the Sorcery check, an uncontrolled fire starts in the immediate vicinity.

  • Hard to Kill: When reduced to 0 END, Harry may make one immediate END 8+ check. If successful, he stays conscious with 1 HP for 1D6 rounds.


Alternative Archetype: The "Urban" Variant

If you are running a more modern Cepheus hack (like Hostile or Modern), simply swap the EDU and SOC stats to reflect his status as a "consultant" and replace Melee with Drive (Beater Car).

To adapt Mouse for Sword of Cepheus 2nd Edition, he should be treated as a Heroic Creature or a powerful supernatural Ally. In the Dresden files, he is a "Temple Dog" (Foo Dog), which translates perfectly to a high-END, high-INT beast with protective magical abilities.

Mouse (Temple Dog)

Characteristics:

  • STR: 14 (+2)

  • DEX: 9 (+1)

  • END: 15 (+3)

  • INT: 9 (+1)

  • EDU: 3 (-1)

  • SOC: 6 (+0)

  • CHA: 11 (+1)


Skills

  • Athletics (Strength): 3

  • Melee (Natural): 2

  • Recon: 2

  • Survival: 1

  • Sorcery (Abjuration): 2


Special Abilities & Combat

  • Bite: 2D6 + STR modifier (total 2D6+2). On an Effect of 6+, Mouse pins the target, rendering them immobile.

  • Supernatural Senses: Mouse receives a +4 DM to all Recon checks to detect hidden supernatural entities, veils, or shapeshifters.

  • Spirit Armor: Mouse possesses natural Armor 4 against all magical or supernatural attacks due to his celestial nature.


Magic: The Bark of Protection

Mouse doesn't cast spells in the traditional sense; his "magic" is fueled by his END and his vocalizations.

  • The Bark: As a significant action, Mouse can emit a resonant bark. Any supernatural entity within 10m must pass an END 10+ check or be pushed back 3 meters and stunned for 1 round.

  • Protective Circle: By spending 2 points of END, Mouse can "anchor" a defensive perimeter. All allies within 3m of him receive +2 Armor against all attacks for the duration of the combat encounter, provided Mouse does not move from his spot.


Traits

  • Innocent Guardian: Mouse receives a +2 DM to all checks when acting directly to protect a child or a helpless "innocent."

  • Cheat Code (Size): Despite being a massive Tibetan Mastiff, Mouse can attempt to "act like a lapdog." He uses CHA instead of DEX for Stealth checks when trying to look harmless in social situations.

  • Loyalty: Mouse is immune to any magical compulsion or fear effect that would force him to abandon his companions.


Usage in Play

Mouse is effectively a "tank" character. In Sword of Cepheus, combat can be incredibly lethal; having a companion with 15 END and the ability to provide a localized Armor bonus is a massive force multiplier for a party of fragile human investigators.


Tuesday, March 31, 2026

Ghost of Hong Kong by Steve Miller Pulp Hero Vs The Green Lizard - Ascendant Rpg

 



This blog post picks up with the PC's hired by the Ghost of Hong Kong right after last session to take down  to recover a 5.25-inch floppy disk from a flooded basement in Lowertown. This session picks right up from Ghost of Hong Kong by Steve Miller Pulp Hero As An NPC for The Ascendant RPG Including NPC Villains, Trophies, and more!



The Integrating a Golden Age deep-cut like the Green Lizard (originally a one-off Quality Comics villain) into a 90s Ascendant setting requires shifting him from a "mad scientist in a suit" to something more aligned with the era's obsession with bio-terror, genetic splicing, and urban legends.

In San Moros, he isn’t just a man in a mask; he is a cautionary tale of the first "Techno-Ascendant" experiments gone horribly wrong.


The Green Lizard (Dr. Silas Thorne)



Archetype: The Bio-Anarchist / Urban Myth

Status: Unknown (Presumed hiding in the Lowertown Sewers)

The 1990s Reboot Lore

In the late 1940s, Silas Thorne was a pioneer in "Radiogenetic" evolution. He disappeared during the Red Scare, but his research resurfaced in 1994 when a Silicon Row startup, Gene-Sys, attempted to digitize his formulas.

The result was the "Green Lizard"—not a transformation into a literal reptile, but a state of Hyper-Ascension where Thorne's physical body became a living mutagen. He is a flickering, verdant nightmare that moves between the physical world and the city’s data-stream.

The Appearance

Forget the spandex. The 90s Green Lizard looks like:

  • A towering, hunched figure draped in a rotting, oversized trench coat.

  • Skin that resembles iridescent, emerald-hued scales, constantly pulsing with a faint, radioactive glow.

  • Eyes that resemble the "green phosphor" of old computer monitors.

  • He leaves behind a trail of viscous, neon-green slime that short-circuits electronics and causes hallucinations in "Mundanes."


Role in the Campaign

The Green Lizard serves as a third-party chaotic force. He hates both the Analog Collective (for their stagnation) and Omni-Link (for stealing his life’s work).

Combat & Powers (Ascendant Stats)

  • Viral Breath: A cloud of emerald gas that rewrites the DNA of those who inhale it, causing temporary paralysis or minor mutations.

  • Data-Skulk: He can "de-rez" his body into pure energy, traveling through the city’s power lines and emerging from any cathode-ray tube (CRT) television.

  • Regenerative Slough: He is nearly impossible to kill; if "destroyed," he simply melts into a puddle of green goo and reformulates in the sewers over 24 hours.

The Hook: "The Emerald File"

Players are hired by a mysterious contact (via a pager message: 911-LIZARD) to recover a 5.25-inch floppy disk from a flooded basement in Lowertown. They soon realize the disk contains Thorne's original consciousness, and the "Lizard" roaming the streets is just his escaped, mindless physical instinct searching for its mind.


Relationship with Factions

FactionPerspective on The Green Lizard
The Aegis GroupClassified as a "Level 5 Bio-Hazard." Orders are to contain, not kill.
Omni-LinkThey want to harvest his DNA to create the next generation of "Smart-Drugs."
Network ZeroThey worship him as the first "Ghost in the Machine" and leave "offerings" (old hardware) near sewer grates.

Tactical Note for the GM

Use the Green Lizard when the players feel too safe. He shouldn't be a boss they fight in an arena; he’s a slasher-movie threat that strikes from the steam vents and vanishes back into the static of a nearby TV shop window.

The PC's don't know that the Black Bat is on the Green Lizard's case and in turn the party!  

 

New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign - The Thresher

 So we picked up with the party dealing with the fall out from our last mission New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign. Part II The Assassins! We dived deep into Bidonville Blues  adventure after parting ways with T.H.E. Cat & his network of contacts. 


We went deep into the events of Bidonville Blues adventure then the corporations decided to send in an assassin monster to make a statement. 

NPC: "The Thresher" (Silas Vane)



Concept: A discarded corporate experiment turned freelance "wet-work" specialist.

Visuals: At first glance, Silas looks like a gaunt, twitching addict in a heavy vinyl trench coat. However, his skin has a translucent, waxy quality, and his jawline seems to shift slightly when he speaks. He smells faintly of ozone and formaldehyde.

1. Attributes & Bio-Augmentations

Silas is a master of "The New Flesh," having replaced his skeletal structure with a poly-carbon organic resin that allows for unnatural contortions.

  • Sub-Dermal Bone-Spurs: Silas can protrude razor-sharp ossified blades from his forearms and knuckles. In the Red System, these deal high physical damage and ignore light armor.

  • Ocular Overlays: His eyes are replaced with cephalopod-style lenses that can see heat signatures and detect the "hum" of Chaos Magick.

  • The Glandular Overdrive: A synthetic organ tucked behind his liver that floods his system with combat-alchemics.

    • Effect: For three rounds, he moves with a +2 bonus to initiative and can take an extra action. Afterward, he must roll against System Shock or take immediate Dissonance.

2. Chaos Magick & Dissonance

Silas isn't a sorcerer, but his biological "instability" acts as a conduit for reality warping. He is a High-Dissonance NPC.

  • Dissonance Trait: "Blurring the Silhouette": Because his body is so far removed from "Consensus Reality," he appears slightly out of focus to the naked eye. This makes him harder to hit in combat (-1 to attacker rolls).

  • The Death Sigil: Silas has a sigil branded directly onto his tongue. By biting his tongue and spitting blood on a target, he can force a Chaos Magick check to cause the target’s own cells to begin unravelling (necrotic decay).

3. Combat Tactics

  • Infiltration: He doesn't use doors. He uses his flexible skeleton to enter through ventilation shafts or narrow crawlspaces.

  • The "Vomit" Ambush: A favorite tactic is his Acidic Bile—a bio-aug that allows him to spray a short-range cone of corrosive fluid to blind opponents before closing in with his bone-spurs.

  • Exit Strategy: If reduced to half health, Silas triggers a "Smoke Gland" in his chest, exhaling a thick, biological fog that smells of rotting meat and acts as a visual and olfactory screen.


Campaign Hooks

  • The San Moros Contract: Silas has been hired by a rival faction to eliminate a key figure in the skyline's corporate hierarchy. The players find the victim not shot, but literally unzipped from the inside out.

  • The Glitch: Silas is beginning to "fragment." He approaches the players not as an enemy, but as a desperate client seeking a specific biological stabilizer held in a ZoneSec vault.

  • The Highwayman Connection: If your campaign involves tactical vehicles, Silas is the guy who clings to the underside of a rig at 80mph, waiting for the perfect moment to phase through the floorboards.


Red System Stat Block (Quick Ref)

StatValue
HealthHigh (Regenerative Bio-polymers)
Dissonance8 (Borderline Chimeric)
Primary WeaponRetractable Bone-Spurs (d8+2)
SpecialAcid Spray (d6, ignores Armor)

Note: Silas speaks in a rhythmic, cut-up style reminiscent of Burroughs’ prose, often repeating the last word of his sentences as if his brain is "looping."

One of our martial artists Thomas De Luna is actually Zodiac based and his abilities came in quite handy against the Thresher. Thomas was developed on Zodiac based Character Abilities from Nuelow Games.  Thomas used the mirror image ability to fake him out & the rest of the party opened fire causing The Thresher to retreat and heal. 





Sunday, March 29, 2026

Adapting X2 Castle Amber (Chateau d' Amberville) By Tom Moldvay For Barrows & Borderlands Rpg

 


Barrows & Borderlands (B&B) is an indie OSR (Old School Renaissance) powerhouse that mashes together 1970s-style tabletop gaming with a "cracked-reactor" aesthetic. If you’ve ever wanted to play a game where a 17th-century pikeman and a psychic mutant explore a radioactive dungeon, this is it.  This blog post picks up from Adapting B4 The Lost City By Tom Moldvay.For Barrows & Borderlands Rpg



Pairing it with the classic module X2: Castle Amber is a match made in weird-fiction heaven. Here is the breakdown of the system and how it interfaces with that legendary module.


1. The System: Barrows & Borderlands

Created by Matthew Tapp, B&B is technically a bridge between OD&D (0E) and 1st Edition AD&D, but with a heavy dose of pulp science-fantasy. It is typically sold as a four-volume "Little Brown Book" style set or a single "Black Label" omnibus.

Core Pillars

  • The Vibe: "Solomon Kane fighting a sorcerer with a raygun while riding a velociraptor." It’s dark, radioactive, and unapologetically "gonzo."

  • The Rules: It uses the DNA of early D&D but adds "swingy" mechanics like Roll-to-Cast magic (where spells can literally blow up in your face) and a dedicated Psionic Duel system.

  • Classes: Beyond the classic Fighting-Man and Thief, you get the Gamma (a mutant scavenger) and the Psychic.

  • Radiation & Mutation: The world is a wasteland; players frequently deal with fallout, black-powder weapon misfires, and bizarre physical mutations.


2. The Module: Castle Amber (X2)

Originally written by Tom Moldvay for the D&D Expert Set in 1981, Castle Amber (Château d'Amberville) is widely considered one of the "weirdest" modules in D&D history.

Why It Fits B&B

Castle Amber isn't a standard dungeon crawl—it's a surrealist fever dream.

  • The Plot: The party is trapped in a magical mist and forced to enter the mansion of the Amber family—a clan of insane, bored, and immortal nobles.

  • Literary Roots: It is heavily inspired by Clark Ashton Smith’s Averoigne stories and Edgar Allan Poe.

  • The "Weird" Factor: You’ll find things like an indoor forest, a banquet hall with undead diners, and a trip to a parallel-Earth version of medieval France.


3. Running Castle Amber in B&B

Because B&B is built on the bones of Original D&D, it is 95% compatible with Castle Amber out of the box. However, the B&B flavor transforms the experience:

ElementStandard D&D FeelBarrows & Borderlands Feel
The AmbersEccentric wizards.Radiated, psionic-warping aristocrats.
The MistMagical barrier.A shimmering wall of chronal radiation.
CombatTactical swordplay.Flintlocks barking in narrow hallways while the Gamma player tries to eat a brain collector.
MagicPredictable slots.High-stakes gambles where a "Magic-User" might accidentally summon a cosmic horror instead of a Shield spell.

Pro-Tip: Use the B&B Radiation Tables for the Grey Mist surrounding the castle. Instead of just being "deadly," make it cause minor mutations or psychic echoes for those who touch it.


4. Why This Pair Works

Both products share a "Pulp Weird" soul. Castle Amber is often criticized by "serious" gamers for being too random or chaotic. Barrows & Borderlands, however, thrives on that chaos. The Amber family’s bizarre sense of humor and reality-warping mansion feel perfectly at home in a world where "star-metal" and "black powder" coexist

Saturday, March 28, 2026

d100 Random Swords & Sorcery Encounters table for Castles & Crusades Campaigns

 

Gemini said

Whether you are trekking through the Haunted Steppes or navigating the back alleys of a decaying city-state, here is a d100 Random Encounters table designed for the gritty, high-adventure tone of Castles & Crusades. This blog post picks up from

Castles & Crusades OSR Random Mountain & Pass Encounters Tables For Your Old School and OSR games

d100 Swords & Sorcery Encounters

d100Encounter Description
01-05The Chain-Gang: 2d10 weary captives being led to the salt mines by a cruel Overseer (Lvl 4 Fighter) and 6 Guards.
06-10The Obelisk: A black stone pillar pulsing with faint violet light. Touching it requires a CL 4 Wisdom save or suffer a temporary curse.
11-15Desert Raiders: 3d6 Nomads on horseback. They are scouts for a larger warband; they may trade info for water or steel.
16-20The Dying God: A fallen minor deity or titan, now just a massive, breathing hill. Scavengers (1d8 Gnolls) are carving "divine" meat from it.
21-25The Lotus Eater: A lone hermit offering "The Brew of Forgetfulness." It grants a temporary HP boost but causes a -2 penalty to Intelligence checks.
26-30Ruined Sky-Ship: The wreckage of an ancient brass vessel. It’s guarded by a Mechanical Sentinel (HD 6) protecting a cache of strange gems.
31-35Slaver's Ambush: Hidden nets and pit traps. A band of 10 Slavers (Lvl 2 Rogues) waits to capture the party for the arena.
36-40The Sorcerer's Duel: Two wizards are locked in a magical stalemate 100 yards away. The surrounding terrain is warping into glass and sand.
41-45Plague Village: The inhabitants are suffering from "The Silver Chills." They beg for a cure or a mercy killing.
46-50Giant Scorpion: A massive, chitinous beast (HD 5) stalking the party from the dunes or shadows.
51-55The Witch-Queen's Herald: A beautiful woman on a white camel, flanked by two mute executioners. She demands a "toll of secrets."
56-60Mercenary Company: The "Iron Vultures" (20 heavy infantry). They are looking for their next contract and might be hired... or might rob you.
61-65Ghostly Caravan: A translucent merchant train that appears at midnight. They sell items that disappear at dawn.
66-70Primitive Tribe: 2d12 Barbarians protecting a sacred site. They view steel weapons as an insult to their ancestors.
71-75The Pit of Bones: A natural sinkhole filled with skeletal remains. 1d4 Wights rise if the pile is disturbed.
76-80Meteor Fall: A glowing rock crashes nearby. It contains "Star-Metal," but also a Space-Leech (HD 4) that feeds on magic.
81-85Corrupt Tax Collector: A local Lord’s official demanding an exorbitant "Road Use Fee." He has 8 professional crossbowmen.
86-90The Basilisk's Garden: An area filled with incredibly lifelike stone statues. The beast (HD 6) is nearby and hungry.
91-95A Forgotten Shrine: A statue of a snake-headed god. If offered gold, it grants a one-time +1 bonus to a single Save.
96-00The Beastman Warband: 2d20 Beastmen (HD 2) on a frenzied raid. They carry a banner made of flayed skin.

Implementation Tips for the Castle Keeper (CK)

  • Check for Surprise: Use the standard C&C 1-in-6 chance (or modified by Dexterity/Ranger abilities).

  • The Reaction Roll: Not every encounter is a fight. Use a 2d6 roll:

    • 2-5: Hostile/Immediate Attack

    • 6-8: Neutral/Wary/Uncertain

    • 9-12: Friendly/Willing to Negotiate

  • Environmental Hazards: In a Swords & Sorcery setting, the heat, thirst, and terrain are often as dangerous as the monsters. Consider adding a Constitution Check (CL 2-4) if the party hasn't rested properly before an encounter.