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. 

Monday, October 6, 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 -They've kidnapped Allen

 Allen Von Dorston our occultist & arcane expert was taken by the Facepeekers after several grenades took our party out. This was after they'd hidden behind a dumpster and took a third damage last session. This time the party found out Allen was missing after all of the party went unconscious from the impact wave of the grenades! 


They'd started making inquires with the locals to find out where the aliens had taken Allen. And it wasn't long till they remembered the doors into the Beyond lead back to Heyetteville New York according to our sorcerers and occultist. These doors were deep in the Aviladad neighborhood of Interzone! This was a highly dangerous place for our heroes. One wrong slip up and they could end up with another faction of aliens pissed at them or worse. 
So the party turned to Gabriella a mutant guide that they'd dealt with before! She wanted payment in a pint of blood from each member of the party. And soon it was her guiding them dark alleyways and twisting stairwells until they came to the place that wasn't a place. 
Madame Levoy our resident voodoo queen found the doorway which was sucking in everything around the party. She was able to open it with little problem which scared her. 



She was able to hold the doorway open long enough to use old bargains that she had with certain powers of the Beyond to evade a trap that the aliens had laid. Madame Lavoy bought it however when a Hellhound the aliens had left behind attacked! She sacrificed herself in a bloody explosion of bones, magick and forbidden spells. The party found itself aboard the alien ship! We ended here! 

Sunday, October 5, 2025

OSR Review & Commentary On Hostile Situation Report #19 Arachnoid By Paul Elliot - Would You Like To Know More

 On a remote colony world lives a hidden danger - a species of ferocious bug that breeds underground, but that emerges when the time is right as a devastating swarm to devour everything in its way. Each bug is as big as car and just as tough. And these bugs have a few surprises up their sleeves. If you're a colonist, pray you haven't built your settlement on top of a bug nest, and if you're a US Marine - then good luck ... you'll need it!

When it comes to adapting Eighties & classic Nineties movie properties while filing the serial numbers off Paul Elliot is a master. These bugs that wake up are the classic Star Ship Troopers movie bugs. And the situation here on this 2d6 Hostile encounter is dire! Imagine that your a corporation whose set up a colony on a world lightyears from Earth and suddenly, a whole cloth colony of alien giant insects wakes up! 
Now you've got too deal with a growing threat of 'Star Ship Troopers' style movie giant bugs wrecking havoc on your colony world. 
Hostile Situation Report #19 Arachnoid  By Paul Elliot takes the bugs from Star Ship Troopers and boils the them down to a one page 2d6 nightmare that unlikely PC's are going to find themselves in. 
This little free hand out is up too Zozer Games usual standard of quality. And with Hostile rpg's books it would be quite easy for a DM to crank out a Starship Troopers style campaign easily. 



It would be so easy to slip a whole cloth Star Ship Troopers style campagin right inot the Hostile Setting with the PC's handling their usual roles. And this is due too the flexibility of the Hostile rpg rules and setting. Imagine the corporates mad scramble trying to cope with the intelligent insect forces of the bugs who have suddenly awoken from a centuries nap. There's just enough here within Hostile Situation Report #19 Arachnoid to get such a campaign off the ground right now! 
For my own group of players tonight the threat was nasty and dangerous as they found themselves on a colony about to over run by the bugs. They haven't made the connection.. yet. To the actual threat of the bugs because they seem to think of them as dumb animals not realizing the looming threat as an army awakens! 




Saturday, October 4, 2025

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

 Someone or something killed one of our party's shieldmaidens and it was ugly. We picked up our session from September 24 on the blog.  We found Helga flash frozen on the side of a hill just outside of the largest village in the area. We're on the tip of Germany and we've fought off some sorta of Trow near a smattering of forested area. 
The ground here seems almost cursed and we're coming to believe it might be a dragon in the area whose cursed the land like an ancient hate of old. 


We feel this events might be connected to the witch from last session. Local chieftens are being manipulated by the dragon and it's hench monsters. The angle warlords are being put at one another's throats as food stock for the Winter is disappearing. We've located at least two tunnels coming from the Von Horst castle deep into the wilderness. This has all of the hallmarks of inhuman raiders but not a single sign of a wyrm or dragon?! 

We also ran into a local druid whose extremely concerned about the dragon that's been seen in the area. We've broken out the smallter weapons and not the dragon slaying weapons yet. The party is looking for Kobolds or other servants of a dragon. The tunnels below the castle are humid, warm, and damp making the party very nervous. We've come upon seven tombs from the time of the Roman empire and there's definitely been signs of dragon worship in the past as there's paleolithic artwork depicting dragons and humanoid sacrifice in the past. We want to penetrate deeper into the dungeons and tunnels below the castle. 

Friday, October 3, 2025

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

  The party was resting after the last session, we picked up in the Yellowstone hotel & there's the rub. Firecrow's was resting in his room and we had White Claw our martial arts PC guarding his door. 


Yellow claw is one of the many sons of Fu Manchu who walk among Western society. Our party turned in for the night to rest and recharge. Little did we know that we were only beginning of the nastiness. 
We first heard Gemstone scream at three A.M. and two of our heroes bust into her room! The adventurers came face to face with a Rake! 
This thing was sitting on her bed and had manifested from under the bed. And there was an aura of absolute fear and the temperature of the room was very cold. There was a feeling of revulsion and disgust clinging to every corner of the room. 
Sir Christopher our knight whipped out his cross and backed this thing up onto the ceiling. And it spit an acid at our knight and it's attack was blocked by Captain New York's magical shield. 

A wash of trauma and horror washed over the party and it was banished by the spells of Lightmaster! 
This put the rake at a disadvantage and it sought a nearby window. This gave Sir Christopher the opportunity to attack it with a small blessed throwing knife! 


It took two more blessed knives right to the gut and it began dissolving back to the greater Darkness! We checked out every single room and then lodged a blessed candle into every room of our PC's. And then everyone went to sleep! 


Wednesday, October 1, 2025

OSR Commentary On SURVIVE THIS!! What Shadows Hide: The Roleplaying Game & Nightshift: Veterans of the Supernatural Wars rpg - What Shadows Hide Cthulhu Sourcebook - Session Four

 "Created by Eric Bloat & Josh Palmer, SURVIVE THIS!! What Shadows Hide is a standalone roleplaying game and does not require any additional gaming material to play. However, as part of the SURVIVE THIS!! game line, What Shadows Hide is 100% fully compatible with SURVIVE THIS!! ZOMBIES!, DARK PLACES & DEMOGORGONS, VIGILANTE CITY, and SURVIVE THIS!! FANTASY, We Die Young, and can be used to mix and match to create your own custom play experiences."


We pick right up with us going back too our lair and then we noticed a cloud of what seemed like ashes moving against the wind. They weren't ashes! Instead they were more of the cult of wild vampires that we fought the last time coming to finish off the job! We got out a pair of small flame throwers and boy did they come in handy. While they lasted! 




 We started in with a horde of wild vampires coming onto our heroes hot. They started attacking our ride a customized Eighties jeep/bus hybrid. And this session picks right up from our last session on September 15th.  We fought them then with tooth and claw as well as spells. The monsters came thick and fast as we figured out what happened to Tabitha Township! The vampires had come to town and consumed the whole thing! 
We fought hard and managed to put a dent into the horde! Father Merick our Catholic priest used a blessed spell right in the middle of the horde and things went side ways for a moment as we lost them! We made it back to our lair! 

Tuesday, September 30, 2025

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

 Back at base camp in the village the players were able to get the flint arrow head from Veteral The Brave before the thing could make it any deeper into his vitals. This session picks right up from September 17th & the party running back to the village after almost dying from the Orcs and a giant. A pagan shaman from the nearby community was able to stop the artifact of Chaos from borrowing deeper into our fellow adventurer. 



But we felt as if we hadn't shaken the forces of Chaos and boy, were we right! The nearby Pagan community felt off and after the healing we left our comrade in the care of the Pagans. We made our way through the dense forest a short distance to the village but we were attacked by a pack of wolves. Something was very off about these wolves and that's when the pack master directed them and attacked himself! A were wolf directed the attacks & we almost lost! Almost because the villagers came to our add! We beat back the wolf pack with spear and fire! 


We routed the wolves and retreated back to the village! Things were grim until daylight! Then we were able to venture back out into the woods and began by having our tracker back track the pack back to it's lair. While keeping an eye out for Orcs! Something was directing all of these forces of Chaos! And we think it has to be the latest dungeon & we fear that it might be the cult of Chaos that we've been tangling with this entire time! Sure enough we encountered several Orc warriors! And followed them to a small hatch that had been secreted into the side of a hill. We were deep into the wilderness now and retreated back to the village proper before nightfall came! 





Sunday, September 28, 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 - Alley Ambush!

We didn't escape into Aviladad's underworld.  Zone- Tec has our group in holding cells and comes to our party with an offer! This session picks up right from where we left off last week. A liaison agent came to our cell with a purposeful agreement. The characters need to take down a gang of alien face peelers who were taking the faces and fat of Aviladad's citizens especially those in the Interzone area. Our group alright knows whose responsible! These alien face peelers are actually  the aliens from Together,to the Beyond a free kit for the Wretched game.



 The party accepted the deal and wanted to do a bit of investigation of the crime scenes. And we were looking for the key clues from our usual foes and found evidence of doors to the Beyond being opened in our area. The doors into the Beyond  lead back to Heyetteville New York according to our sorcerers and occultist. 


 We ran smack into three face peelers on hover plates and they dropped grenades into the midst of the party. And left while firing lasers into the alleyway. The grenades turned out to be smoke accept for one that was a frag grenade! 
The party hit the deck and only took a third damage as they  ducked behind a dumpster! 


Friday, September 26, 2025

OSR Commentary Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey & The Arduin Grimoire rpg - Sky Shark Raid part III

 So the PC's are now off on a sorta of side quest to clear this sky dungeon for the goblin shark riders. What they weren't expecting is that this floating sky dungeon is actually a ruined city floating on failing antigravity drives. The strong upper atmosphere winds take the ruined city where they want to. 


The floating city is controlled by crabmen who worship the King in Yellow. These crabmen have been marooned on the city since they boarded it when the city crossed over the Eastern seas. 
Since then the crabmen have been living quite well as raiders robbing and killing anyone they run across. The animated corpses of their victims acting as back up muscle in their pirate ways. 
The ruined city is surrounded by clouds of evil flying piranha fishes summoned by the crabmen to act as determinant to anyone trying to land on the floating city. 


The goblin sharkmen agreed to take the party to the floating with little issue and they did. They didn't say about keeping them safe from the flying piranha however. And that's where the party's wizard came in very handy using a 'disperse animal' spell scrolls they picked up in the adventurers travels. 
Now the party has to figure out how they can land on the floating city without being detected by the crabmen! 



The players have been scouting around the floating city and its environs tonight. They also almost became a meal for the 'city angels' that were floating around the city. These monsters look like attractive maidens with large gas filled bubbles shot through with rainbow colouring. These things are actually highly specialized predators that feed on the piranha and are actually a form of alien siren. These things use low frequency songs to lure and charm anyone foolish enough to get close to them. The head then splits vertically and a set of double rowed shark like teeth reveal themselves. The players were able to escape their clutches after their wizard watched one snack on a bird. 


Wednesday, September 24, 2025

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

 So I got a chance to sit in on a game of Castles & Crusades being running my buddy Paul. His C&C centers on a mythological Europe centered around 'The Codex Germania'.  Magick is real and only recently has Rome withdrawn from England. And only recently have the Angles & the Saxons have taken over. We were mercenaries working for the royals. We were stuck on a small ship bobbing in the sea making the crossing over to England. into 
And that's when we ran into a nasty witch who wanted to pack our adventurers into coffins. Our archer waited for a clean shot and then took the shot against vile caster. We saw him taken out with three arrows buried in his chest. 



This is was only the beginning when we met at the shore with two escorts to the lord's castle. We were armed and itching for an ambush. It didn't come. We moved on to the escort too the castle & events went easily from there. And our party was introduced to the Von Hurst family. An Angle warlord who brought over his 'pet' dragon Iron Claw. Our adventurers think it's the other way around. That it's actually the dragon manipulating the warlord whose trying to destabilize the surrounding local barons. 
We need to scout the area and find out what's going on. 

Tuesday, September 23, 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 - Aviladad Shakedown

 The PC's were isolated as soon as they showed up in Avilidad & had an encounter with the  Yara Ma Yha Who & the events surrounding their clash with the two alien races from the Beyond.  ZonTec wanted our collective heads on a plate with the amount of fire power they brought to bare on us. 



Zonetec was sure we'd cut a deal with the black market of Heyettville. Nothing could be further from the truth. The PC's actually had to flee Heyettville or be blown to smithereens. The PC's had stumbled upon the ward of victims of these two alien races. The authorities of Avilidad wanted to interview the party and determine if there was in point of fact any alien contamination. Each of the party members was subject to a psionic probe and found some interesting results. Why all of the weird investigation and insight by the authorities of Avilidad?!  For this I'm looking at Together,to the Beyond  a free kit for the Wretched game.
 

The short answer was the fact that there corporate extra solar colonies put up by the powers behind Aviladad. And then there's the fact that other alien powers have been putting up collateral knowledge for future FTL drives, and other technologies. For the moment the PC's are in Zonetec's tender mercies. Will the PC endure the tender attentions of Zontec or escape into the underworld of Avilidad?! 

Sunday, September 21, 2025

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

 After the cult retreated deeply into the Yellowstone wilderness our group of heroes gave chase! Last night's game session had the player's confront the local Yellowstone hero Firecrow who had to save the heroes from three dogmen medicine men/skinwalkers. These things had inflict damage spells ready and laid hands on the heroes causing all kinds of havoc. They were howling and violence to the player's PC's. Rick was playing Firecrow and the character has music based powers. 
He was able to shut down the gate that the villains were using. And the player's PC's mopped up the demons that were guarding the gates. This session picks right up from Sept. 11's session. 



Two of the cultists have abilities that were granted by the demons that were summoned. The park serves as a demonic prison for some prehistoric horror that's been imprisoned for eons. The two nameless cultists who were granted powers tried to escape only to be captured by Sir Christopher The Brave the resident knight from some other Authurian timeline. 
Sir Christopher held the two cultists while Lightmaster blasted Brian Howland. Howland is the head of the cult and infused deeply with demonic power. 



This represented the last of the demonic cult, and we turned all of the cultists as well as Brian Howland over to the authorities. The cult was imprisoned and arrested as they posed a clear and present danger to the local towns. Our party of adventurers regrouped at the Yellowstone hotel. And we ended here. 



Friday, September 19, 2025

OSR Commentary Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey & The Arduin Grimoire rpg - Sky Shark Raid part II

 So tracking down the party's missing supplies has been interesting as the forests of the world that they find themselves on is teeming with skysharks! This session picks right up from September 8th.  The party's xeno tracker and expert followed the scent trails of the skysharks deep into the jungles and forests of the alien world that the party finds itself on. That is until the adventurers find themselves in a huge open air pirate market place. 


The party demands that the pirates turn over their supplies and equipment that was stolen. The pirates goblin warriors challenge the party to a trail by combat for the supplies. 
The rest of the party leaves the challenge to their two best fighters and heads deeper into the market. They come face to face with two phraint traders and find some very valuable hyperspacial couplers and drive systems. The adventurers need to upgrade their ship's drive system and place a bet against their own fighters who are easily bested by the skyshark goblin riders. 
The party makes bank and finds out that there's a dimensional rift that recently opened on the planet allowing skyshark schools to come through. 
The party's fighters turn on one of the skysharks and it explodes in a firey ball of hydrogen. 





















The party also learns from one of the skyshark goblin riders about a planet side sky dungeon or ruined castle that's been floating nearby. The riders have taken losses because of being shot down by alien crabmen who live in the floating dungeon. The sky shark riders agree to guide the adventurers to the ruin for the rights to certain treasures they believe are there in exchange for the extermination of the crabmen. These horrors are worshipers of the King in Yellow. 

Wednesday, September 17, 2025

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

 The player's in tonight's Baptism of Fire rpg campaign learned never count out the opposition. And in this case came face to face with a horde of pig faced Orcs that had been bred deep in the dungeons of the Elves! This session picks right up here from last week. 



The dungeon of the Orcs wasn't unguarded as the players thought. The PC's are deep in the Polish wilderness. And dealing with the guard wasn't what the player's expected when they came face to face with a Chaos worshiping Hill Giant named Artur who proved to be a bit of a nightmare for the party. He launched rocks at them with deadly accuracy. 

Artur took out Sir Gunther a knight from a neighboring kingdom who was on loan to the party. And then the Orcs surged in! They made things even deadlier using a combination of guerrilla tactics and sheer brutality. These monsters caused the party to retreat! 

The Orcs were really nasty poisoning Veteral The Brave with a short bow arrow! The party's healer made sure to clean the wound and dress it. There was a nasty bit of the flint arrow head left in the wound. This was a bit of Fey magic because the piece of arrow head moved deeper into the adventurer. The party fled from the giant and the Orcs. Can they get the arrow head piece out?! 
This is when they were surrounded by Pagan villagers and a few roles provided the party with some unlikely allies. Now they've been taken to the villagers encampment. 




Monday, September 15, 2025

OSR Commentary On SURVIVE THIS!! What Shadows Hide: The Roleplaying Game & Nightshift: Veterans of the Supernatural Wars rpg - What Shadows Hide Cthulhu Sourcebook - Session III

  "Created by Eric Bloat & Josh Palmer, SURVIVE THIS!! What Shadows Hide is a standalone roleplaying game and does not require any additional gaming material to play. However, as part of the SURVIVE THIS!! game line, What Shadows Hide is 100% fully compatible with SURVIVE THIS!! ZOMBIES!, DARK PLACES & DEMOGORGONS, VIGILANTE CITY, and SURVIVE THIS!! FANTASY, We Die Young, and can be used to mix and match to create your own custom play experiences."



After dealing with most of the cult from last adventure session, our werewolf was almost overwhelmed by a bunch of vampire spawn. These horrors nearly drained him dry by over whelming him and dragging the poor bastard underground. 
We followed hot on their trail and managed to recover 6 kids then let the authorities know about the other kids in the underground facility. We found Walley E. our werewolf almost drained of all blood. We weren't ready for the Spider From Leng that had been summoned from the Nightmare dimensions. This thing almost took out our entire party! It took all seven of us to route this thing and force it back from whence it came. 


The vampire spawn escaped which means we're going to have to track, slay, and stake these undead horrors. This is a major pain in the arse for our party of adventurers. 
The vampire spawn had left a wounded member of their kind behind and our ghoul was able to feed on it's brain. We got the low down on where they were headed and that was back to the lair of the cult of Nyarlathotep's lair deep in the countryside. We're still on the track of our missing team mates. More coming up! 




Friday, September 12, 2025

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

The party got it's trade in with a really alien race of former humans but the party of adventurers have been placed deep into hyperspace gateway. The space gateway corridors weren't created by humanity. These deep gateways were remains of the Elder Thing's passing through the universe.  This picks right up after the encounter with the Cube! 


These were deep waters the adventurers found themselves in. They found themselves hauling a cargo of alien fruit too a strange facility that was miles long. Our party began trading with the Circeans psychic witch trading partners who stood in for the Elder Things .  The priests of the Elder Things were speaking through the witches & we dropped off our cargo. We got paid and left just as the Shaggoth workers were appearing and we wanted none of that. More to come as we picked up another job from the Elder Things 

Wednesday, September 10, 2025

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

 Our adventurers made it deep into Yellowstone's woods and that's when the PC's ran straight into the cultists who were gathered around the sacrificial altar that lay in the middle of the woods. The PC's were knocked around by two dogmen who were standing guard!  This session picks right up from the last one. 
We're using the Victorious rpg & we're hip deep into 1872 Yellowstone! 



The party ran straight into these things and they were massive! They were similar to wolfmen but seemed bigger. They saw Brian Holland the teen who was first infected by the dark energies of the spell book. The party of adventurer's weather hero killed one of these dogmen with a lightning bolt full force! 
We're using an updated version of Belle Époque & some of it's resources. This is when the party saw three zombies & the party's contraponist threw a grenade into their midst. The zombies blew a part into lots and lots of smaller demonic creatures. 
The adventurer's priest/cleric blasted the demonic imps with holy spells. And they degenerated into white fish like horrors. 
The cult's head Brian Holland howled in demonic fury. There was a strange demonic aura around the cult's head. In his hand was a demonic eye and with it he blasted Light Master our light based hero. 
He got too close too the cult's head and got zapped! The rest of our party of adventurers closed in and with fire, lightning, and flame put down the other monsters the cult was using. And managed to save Light Master! The cult retreated deeply into the Yellowstone wilderness! 






Monday, September 8, 2025

OSR Commentary Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey & The Arduin Grimoire rpg - Sky Shark Raid!

The PC's were worried about their spacecraft after encountering the wreck. They towed it too the nearest station and got the salvage. The party doesn't want to have to deal with whatever is infesting the wreckage. 



  The party of adventurers set down on a nearby maintenance planet for some minor repairs to their space craft. What the adventurers weren't expecting were the flying sharks and the goblins who were taking care of the star craft. 



This is when the raiders attacked! There were seven skysharks with goblins attacking the party! And then they saw the phraint organizer who was directing the goblins! And of course one of the party fired on them and the shark exploded with the force of a small bomb injuring the party's fighter. 

The other skyshark raiders closed in after that explosion and picked him off with short bows and arrows! The rest of the party backed off quickly. The skysharks raiders flew off to regroup. The adventurers figured that they were connected to the interstellar pirates the party fought last game session! 



The party went to lick it's wounds after finding out that bunch of their supplies and equipment went missing. The adventurers are pissed! And rightly so as they want to find out more about what's going on! 

Saturday, September 6, 2025

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

  We picked right up from August 13th's session as we faced down a party of seven pig faced Orc warriors! These things were remorseless as they closed in taking out any villagers that got in their way. These things of Chaos are working for the Elves cult. 


These things mean business and the PC's were surprised at how effective these warriors of Chaos were. The orcs killed seven villagers until the adventurers stepped in. They were able to lob an arrow rain down on the Orcs causing them to retreat. But the Orc warriors were playing for keeps and flanked the adventurers. 


The orcs killed one of the adventurers with a lucky sword strike. The adventurers overwhelmed two of the Orc warriors! They brought themselves in as they secured the village divining the fact that Orcs were trying to lead them deeper into the wilderness into a trap. 
The party sent one of the adventurers into the wilderness as a scout. And he saw one of the orcs go down a tunnel entrance into the ground. This meant a dungeon! The adventurer's scout were almost ambushed by the Chaos cult. 



The whole village then rallied and took on the straggler Orc warriors that had been left behind as back up. The villagers put them to torch and flame. The party retreated back to the village. This made the group pissed when they found out about the left behind Orc warriors. The adventurers want to take out the dungeon and the cult.