Thursday, April 16, 2026

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 Hemostat"

 The PC's were contacted by The Ghost of Hong Kong after she took on an assignment from Tankana's corporate rivals. 
I'm using The Ghost of Hong Kong: Targets as a reference. The events of  Bidonville Blues  adventure & the Thresher almost ended two PC's.  This session report picks right up from 

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


While the Thresher is recovering  the corporations decided to send in an assassin monster to make a statement. In the surreal, biopunk streets of Avalidad (or Interzone), an assassin isn't just a professional with a gun; they are a manifestation of corporate biological property.

He appeared in the slick alleyways next to the resturant where the PC's were meeting Mae Ling Chen, the woman who is the Ghost.

Here is a corporate assassin NPC designed for Wretched New Flesh, leaning into the Cronenbergian body horror and "Spaghettipunk" grit of the setting.


NPC: Elias "The Hemostat" Thorne



Affiliation: Takeda Technologies (Internal Liquidation Division)

Role: High-Value Target Eraser / Biological Asset Retriever

Elias doesn’t use traditional firearms. He is a "Living Weapon" in the most literal sense—his own physiology has been rewritten by Takeda’s R&D to turn his circulatory system into a pressurized delivery mechanism for neurotoxins and bio-corrosives.

Appearance

Elias wears a bespoke, high-collared charcoal suit that appears to be made of a matte, rubberized silk. He is unnervingly still, moving with a fluid, predatory grace. His skin has a transluscent, wax-like quality, and if one looks closely, they can see faint, rhythmic pulses of neon-blue fluid moving through the veins in his neck. He carries a silver cane that serves as a focus for his psychotropic "scenting" abilities.

The Horror (The "New Flesh" Twist)

Elias’s primary "augmentation" is a Biological Pressurized Gland located behind his sternum. When he "bleeds," he controls the spray. He can rupture the capillaries in his palms or eyes to spray a fine mist of hallucinogenic "Red Dust" or high-velocity acidic bile. His "Sins" lean heavily toward Envy—he despises those with natural, un-augmented bodies and takes pleasure in "recycling" their organic parts.


Stats (Wretched System)

AttributeScore
Muscle12
Brains14
Wits16
Agility15
Toughness13
Magnetism11
Sex-Appeal9
  • Hit Dice: 6 (High survivability for an assassin)

  • Virtue/Sin: Diligence / Envy

  • Skills: Stealth (+4), Tracking (+3), Bio-Alchemy (+2), Intimidation (+3)

Special Abilities

  • The Hemostatic Spray: Elias can take 1d4 damage to himself to spray a 10ft cone of caustic blood. Targets must save vs. Agility or take 2d6 damage and be blinded for 1 round.

  • Takeda Neuro-Link: He is immune to fear and psychological manipulation; his brain is "hard-wired" to corporate loyalty protocols.

  • Scent of Fear: Through his psionic augmentations, Elias can track any target whose "biological signature" (DNA sample or scent) he has acquired, gaining a +4 to tracking rolls within Avalidad.


Roleplaying Hooks

  • The Pursuit: The player characters have stolen a prototype bio-container from a Takeda lab. Elias hasn't been sent to kill them immediately—he is "herding" them into a more secluded sector of the city to avoid a public scene.

  • The Contract: Elias approaches the players in a seedy bar. He needs "expendable assets" to flush out a rogue scientist. He offers them a large sum of Credits, but his presence alone causes the room's temperature to seem to drop.

  • The Flaw: Elias is beginning to "glitch." His bio-fluids are becoming unstable, and he occasionally experiences "vivid flesh-dreams" where he forgets he is a corporate tool. He might spare a PC if they remind him of his lost humanity—for a price.

GM Note: In the spirit of Wretched New Flesh, describe Elias not by his gear, but by the sounds his body makes—the wet clicking of his valves, the hiss of his breath, and the chemical smell of a hospital ward that follows him.

 

We had two agents of the Phoenix Initiative down  hit directly in their faces after rolling ones and nearly failing saves. The rest of the PC's concentrated fire on "The Hemostat" driving him off and then it was time for the party to save their comrades. The party decided to regroup at  Casa Del Gato (House of the Cat). 


Wednesday, April 15, 2026

OSR Commentary Adapting I2: Dwellers In The Forbidden City by David Cook To The Barrows & Borderlands Rpg

 Adapting David Cook’s 1981 classic I2: Dwellers of the Forbidden City for a modern, grit-forward system like Barrows & Borderlands (B&B) requires shifting the focus from "heroic monster-slaying" to "tactical survival and factional maneuvering." This blog post picks right up from 

OSR Commentary Adapting C1: The Hidden Shrine of Tamoachan To The Barrows & Borderlands Rpg

The Forbidden City is essentially a "megadungeon" turned inside out. Here is how to translate its pulpy, lost-world atmosphere into the mechanical rigors of B&B.


1. The Core Atmosphere: Decay & Resource Scarcity

In B&B, inventory slots and light sources are life. The Forbidden City shouldn't just be "hidden"—it should be a resource sink.

  • The Jungle Trek: Treat the journey to the city as a series of Navigation Checks. Failure doesn't just mean getting lost; it means losing Rations or taking Fatigue levels before even reaching the gates.

  • Verticality: The city is a massive crater. Use B&B’s climbing and encumbrance rules to make descending into the city a literal "point of no return."

2. Faction Warfare (The Social Engine)

The strength of I2 is the three-way war between the Bugbears, Mongrelfolk, and Yuan-ti. In B&B, combat is deadly, so players should be encouraged to use the Reaction Table.

FactionB&B ArchetypeDispositionHook
MongrelfolkScavengers / OutcastsSkittishWill trade secrets for "pure" food or scrap metal.
BugbearsHeavy InfantryAggressiveLooking for "conscripts" (meat shields) for their next raid.
Yuan-tiEldritch CultistsManipulativeWill offer "blessings" (mutations) in exchange for live sacrifices.

3. Mechanical Conversions

B&B usually scales lower than AD&D. To keep the "Forbidden" feel, monsters should be dangerous but predictable in their behaviors.

The Yuan-ti (The Apex Predators)

Don't just give them high HP. Give them Special Abilities that interact with B&B’s conditions:

  • Hypnotic Gaze: Target must make a Will Save or be Stunned for 1 round.

  • Toxic Blood: If a Yuan-ti takes Slashing damage, adjacent players must check vs. Poison or take 1d4 damage.

The Tasloi (The Nuisance)

These should be B&B "Minions." They don't do much damage, but they excel at Stealing Items. Have them target a player’s "Utility Slot" (potions, torches) rather than their HP.


4. Hazard & Exploration Tweaks

The environment is as much an enemy as the inhabitants.

  • The Great Swamp: Movement is halved. Any roll of a "Natural 1" on an attack or dodge results in being Mired (requires a Strength check to move).

  • The Horrors in the Pits: Use the Ablative Armor rules for creatures like the Aboleth or Pan Lung (the oriental dragon). Players shouldn't be able to "swing" their way through these; they need to find environmental weaknesses.


5. Loot & Treasure

B&B focuses on "Wealth vs. Weight."

  • The Yuan-ti Hoard: Instead of just "1,000 gold," describe it as Heavy Golden Idols. They are worth a fortune but take up 3 slots each and impose a penalty on Stealth checks due to clinking.

  • Ancient Tech: Treat any found magic items as Relics with limited charges. Once they're gone, the item becomes a "Curiosity" worth gold but no longer functional.

GM Tip: The "Forbidden City" functions best when the players feel like they are caught in a pressure cooker. Keep track of Time Turns. Every hour spent debating is another chance for a rival faction's hunting party to find them.


  

Since you’re leaning into the lethality, we need to ensure the climax at the Temple of the Yuan-ti feels like a "survival horror" event rather than a fair fight. In Barrows & Borderlands, a lethal boss isn't just a bag of hit points; it’s a force of nature that requires the players to sacrifice resources or limbs to survive.

Here is how to tune the final encounter for maximum tension.


The "Final Boss": The Yuan-ti Abomination

In the original module, this is often a high-level priest. For a lethal B&B conversion, we’ll treat it as a Lesser Horror.

Stats & Dread Logic

  • Aura of Cold Blood: Any PC starting their turn within 10ft must pass a Will Save or take a penalty to their next Attack roll as their lizard-brain triggers a freeze response.

  • Multi-Attack: The Abomination attacks twice: once with a Scimitar (1d8+2) and once with a Constrict (see below).

The "Constrict" Mechanic (The Death Spiral)

If the Abomination hits with its tail, the player is Grappled.

  • Automatic Damage: The player takes 1d6 crushing damage at the start of every turn.

  • Resource Loss: To represent the ribs cracking, the player must choose: take an extra 1d6 damage OR permanently destroy one item in their Inventory Slots (shield shatters, potion vials break, etc.).


Environmental Hazards: The Sacrificial Pit

The fight shouldn't take place on a flat floor. The Temple is crumbling.

  • Slippery Blood/Oil: The floor around the altar is "Difficult Terrain." Any Dash action requires a Dexterity Check or the player falls Prone, granting the Yuan-ti Advantage on its next strike.

  • The Snaking Pillars: The Abomination can use its move action to vanish into the rafters. If the players lose sight of it, the next attack is a Surprise Attack (likely targeting the character with the lowest Armor).


The "Hard Choice" Victory

To make it feel like an authentic old-school module, give the players a way to win that doesn't involve "bonking it until it dies," but comes at a high cost:

The SacrificeThe Mechanical Result
Topple the Great IdolRequires 2 players to spend their full turn. Crushes the boss for massive damage but collapses the exit, forcing a dangerous escape through the "Unexplored Tunnels."
Ignite the Swamp GasIf players have a torch, they can ignite the vents. Deals 3d6 AOE damage to everyone. The boss dies, but players must check for Permanent Scars/Burns.
Offer a Blood DebtA player can "Accept the Mark." The boss stops attacking, but that player now has a Yuan-ti Taint, suffering a permanent penalty to Charisma and a future plot hook.

Implementation Advice

Note: Do not hide the lethality. Describe the "piles of bleached adventurer bones" and the "unnatural speed" of the creature. In B&B, players should only engage in a lethal boss fight if they’ve failed to find a clever way to bypass it—or if they are desperate for the loot.


Tuesday, April 14, 2026

OSR Commentary - Castles & Crusades Codex Infernum Stephen Chenault, & Jason Vey For Old Campaign Setting

 Codex Infernum for Castles & Crusades is a comprehensive infernal bestiary and sourcebook released by Troll Lord Games. It serves as a dark companion to Codex Exaltum (which focuses on celestial beings) and provides Castle Keepers (GMs) with the tools to integrate demons, devils, and the metaphysics of evil into their campaigns.


Key Features & Content

  • The Bestiary: The book contains hundreds of entries for infernal entities, including arch-devils, demon lords, and various ranks of greater and lesser devils and demons. Each entry is presented in full color.

  • Infernal Metaphysics: It goes beyond simple monster stats to explore the nature of evil. It details the "Wretched Plains" and provides a hierarchy for both the chaotic madness of demons and the rigid, fettered order of devils.

  • New Mechanical Systems: * Possession & Exorcism: Detailed rules for how infernal entities can seize control of mortals and the methods used to cast them out.

    • True Names: Rules for discovering and using the secret names of entities to gain leverage or control over them.

    • The Soul as Commodity: Lore and mechanics regarding how souls are traded, devoured, and used as currency in the lower planes.

  • World Integration: While modular for any fantasy setting, it includes specific lore for the World of Aihrde (Troll Lord Games' flagship setting), detailing the role of the "tvungen" (the fettered) and their service to the Horned God, Unklar.

Book Specifications

  • Authors: Stephen Chenault and Jason Vey.

  • Format: 145-page hardcover (or PDF).

  • Art: Features a bold aesthetic with interior art by Zoe DeVos, David North, and others, and cover art by Anato Finnstark.

  • System: Designed for the Castles & Crusades SIEGE Engine, making it easily compatible with other OSR (Old School Renaissance) systems.

Usage in Campaigns

The book is designed to treat infernal beings as "unadulterated evil," incapable of mercy or empathy. This makes them distinct antagonists for high-stakes moral or "cosmic" level campaigns. It is particularly useful for GMs who want to run high-level adventures involving planar travel or gritty, horror-themed games focused on demonic corruption.

Given your preference for highly atmospheric, specialized settings and your background in managing complex campaign frameworks, Codex Infernum offers several mechanical and narrative "hooks" that align with your style of game mastering.

Here is why this supplement might be a valuable addition to your toolkit:

1. Advanced Mechanical "Sub-Systems"

You often look for specialized career paths and unique character mechanics. This book provides a robust framework for Possession and Exorcism, which adds a layer of mechanical depth beyond standard combat. Instead of a monster just being a stat block, it becomes a narrative puzzle for your players to solve using specific rituals and the True Name mechanics.

2. Compatibility with "Weird" Science-Fantasy

Since I have an interest in the desolate, high-stakes atmosphere of The Night Land, the descriptions of the Wretched Plains and the soul-trading economy fit perfectly into a setting where humanity is under siege by incomprehensible, ancient evils. It provides that same sense of "cosmic dread" rather than just standard "dungeon crawling."

3. Thematic "High-Stakes" Antagonists

I've previously explored the idea of "looming threats" (like your interest in an Azatlan-inspired menace). Codex Infernum treats demons and devils as primordial, unyielding forces. It provides a structured hierarchy that helps you build a long-term campaign where the "Big Bad" feels integrated into the very fabric of the world's metaphysics rather than being a random encounter.

4. OSR Flexibility (The SIEGE Engine)

Because Castles & Crusades uses the SIEGE Engine, the stats are incredibly easy to "kitbash." If you are running a campaign in a different system (like Hostile or Ascendant), you can lift the lore and the conceptual powers of these entities and port them over with very little math, allowing you to maintain your focus on the "Nineties" or "pulp" flavor of your specific world.


A Quick Comparison for Context

FeatureBenefit for Your Style
Hierarchy of EvilIdeal for mapping out complex, multi-layered campaign arcs.
Soul TradingAdds a gritty, transactional element to high-stakes roleplay.
New Spells/ItemsProvides "flavor-first" rewards for players who delve into dark lore.

Monday, April 13, 2026

D100 Random Sword & Sorcery on The Trail Encounters Table For A Castles & Crusades rpg Campaign

 The road in a Sword & Sorcery setting is rarely just a means of travel; it is a gauntlet of ancient grudges, desperate survivors, and cosmic indifference.



Here is a D100 Random Encounters Table designed for grit, atmosphere, and high stakes. This table picks right up from 

D100 Sword & Sorcery Random Urban Encounters Table for Castles & Crusades rpg

The Trail Encounters Table

D100Encounter TypeDescription
01-05The Toll-Takers2d6 deserters from a forgotten war have rigged a fallen tree across the path. They don’t want a fight—just your boots and steel.
06-10The Ossuary TreeA massive oak hung with silver-painted skeletons. If disturbed, a Wraith of the Wild whispers a secret for a price of blood.
11-15Merchant of WoeA lone peddler pulling a cart of "relics." One is a genuine $+1$ dagger; the rest are cursed or mundane junk.
16-20The Sky-HunterA shadow passes over. A Pterafolk or Wyvern circles, deciding if the party is worth the dive.
21-25Fugitive NobleA mud-caked noblewoman fleeing an arranged marriage or an assassin. She offers a ring worth 500gp for escort to the next city.
26-30Monolith of the MoonA jagged obsidian pillar that hums. Sleeping near it restores all spells but causes vivid, harrowing nightmares of a dying sun.
31-35The Pit TrapA classic. A 20ft deep hole spiked with rusted iron. At the bottom lies a previous victim with a map.
36-40Beastmen Scouts1d4+1 Hyena-headed humanoids tracking a scent. They carry a sacrificial victim in a wicker cage.
41-45The Red FeverA group of pilgrims staggering toward a "healing spring." They are highly contagious and desperate for water.
46-50The DuelTwo master swordsmen are mid-fight in the center of the road. They ignore the party unless interrupted; then they team up against the "insects."
51-55Lotus EatersA small camp of people blissfully high on Black Lotus smoke. They invite the party to join. The smoke grants visions but saps Strength.
56-60Collapsing BridgeA stone bridge over a ravine. It’s structurally unsound. Heavily armored characters or horses may trigger a collapse.
61-65The Sorcerer’s TaxA levitating wizard demands a "knowledge tax"—a scroll, a magic item, or a memory—to pass through "his" valley.
66-70Ruined WaystationAn old stone inn, now a nest for a Giant Spider or a Manticore. Loot is hidden in the cellar.
71-75Chain GangA slaver caravan with 20 captives. One captive is a disgraced general who knows a secret entrance to the capital.
76-80Sudden MonolithA thick, unnatural fog rolls in. When it clears, the party is off-trail, facing a temple that wasn't there before.
81-85The Dying GodA massive, wounded creature (like a Behemoth) lies across the trail. Cultists are carving "holy" meat from its side while it still breathes.
86-90Vulture CultureA flock of oversized vultures follows the party for miles, waiting for the first person to stumble or fall asleep.
91-95Ghostly LegionAt twilight, a phantom army marches silently across the road. Crossing through them causes $1d10$ necrotic damage and a level of exhaustion.
96-00The Dragon’s RemnantsThe charred, smoking remains of a rival adventuring party. One survivor gasps out a warning about a "Winged Terror" nearby.

How to Use This Table

  • Frequency: Roll once per day of travel, or once per 4 hours if the territory is particularly lawless.

  • Reaction Rolls: Unless specified, don't assume immediate combat. Use a 2d6 Reaction Roll:

    • 2-3: Immediate Hostility

    • 4-6: Unfriendly/Wary

    • 7-9: Neutral/Indifferent

    • 10-11: Curious/Talkative

    • 12: Enthusiastically Helpful

GM Note: In Sword & Sorcery, the environment is often as lethal as the monsters. Always describe the heat, the grit in their teeth, and the smell of ozone or decay to set the mood before the dice hit the table.