Contact Information:

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Wednesday, March 4

Chronicals of Xoth, Handful of Stars Session Report

The latest description of recent events of the campaign as described by Jaques, one of the PCs;

We flee from Khadar city and head into the hills. As we climb higher into the mountains, we come across a mixed column of militia and villagers, who are taking a young woman (Morgan) to a stone circle. After talking to a few of the villagers, we find out that the young woman is to be sacrificed to a demon hound, saving the lives of the other villagers.

We decide to get involved, so unable to fight the guards decide to head back to their village to gather more information. The village is called Hirot. The large man we saw leading the column is the Jarl of the village; he is worn but still a bear of a man, especially when clad in his armour and wolf pelt and he leads a small group of similarly armored men.

Heading into the somber village, we see that some of the buildings look to have been destroyed by something, and there are not a lot of people out in the streets, and the whole village seems to be under a cloud of despair. So we quickly make our way to the squat and solidly built Inn, The Sign of the Wolf Spear

The Inn is owned by a man called Brogan, who is also the father of Morgan . We ask the few tired patrons about the sacrifice and are told about a group of adventurers who came through several weeks ago, who claimed to be searching for the tomb of a mighty warlord named Ulfheonar. The tomb is shaped like a vast serpent and contains vast wealth and a mighty weapon of immense power. Those we talked to say that they must have failed and released the tomb's guardian, a demon hound, a hound that now stalks them. Nothing seems to be able to stop it, not walls, not guards, not the Jarl or the Priest. The hound was smashing its way into homes and ripping apart families and coating whole sections of the village in blood. None of those who attempted to fight back or track it survived.

The Jarl now hides in his hall along with what remains of his guard, and his seer Syliler Ru, the man who came up with the sacrifice draw. Some of the villagers hide in the Chapel with the insane Priest Beacom, who was driven to despair and thus madness. He now believes that the only salvation is through the mortification of the flesh. His chapel is now filled with people whipping themselves until the blood flows from their ragged backs, as the Priest has told them that only through their blood and suffering can the beast be appeased.

The Inn isn't the only place to stay, as there is a shelter called the Three Rats, which seems to be aptly named. So far, we have had no reason to go there, finding the Wolf Spear more to our tastes.

So, hearing the villagers' tales, we committed to helping them as much as we could, knowing that we would get no help from the broken Jarl. We began to make plans. We now know that the tomb is to the north of the village, whilst the demon dog heads to the swamps to the northeast after it's kills, and both may need to be investigated. The Priest is spoken to, but Beecom believes that only by the mortification of the flesh can the hound be stopped. As his god Justica has told him that this and the surrendering of all earthly wealth is the only way to wash away their sins and get her protection.

The ancient chapel has a beautiful stained glass window which shows Justica defeating this demon hound using a mighty warhammer. This hammer still exists but is kept in the chapel waiting for the worthy; the Priest will not use it nor will he let others. The Priest has two acolytes who help him guard the hammer and are half-crazed due to them constantly whipping themselves.

Genn stays at the Inn, gathering more information about the lottery, the Seer and the Priest and learns that some suspect that the hound is not a demon but rather a real creature trained by someone. When asked why someone would do this, he is told that scared people are easier to control and those who had the means to leave have left, leaving only the lost and desperate in the village awaiting their fate.

Jacques leaves in search of a large net and is told that the widow Yamay is the best weaver for miles around, and if anyone could make a net strong enough to hold the hound, it would be her. Knocking at her hut, he is met by an old crone, and it becomes quickly evident that she is much more than just an old woman. She knows a lot about the situation and tells Jacques that she can indeed make a net strong enough to hold the hound, but she will need something in return, and what she wants is a husband. Jacques is taken aback somewhat but agrees as he sees that she is old like him, and it wouldn't be a long marraige and he could end up with some money and a home. Also, if he survives the hound, the villagers and Jarl would surely be grateful. Yamay laughing gets up from in front of her fire and reaches up to the roof beams and begins to pull down withered heads. She removes the few strands of hair that still cling to their dead flesh and begins to turn the wheel, weaving the hair into a large net as a now worried Jacques looks on in horror.

Genn, meanwhile, has arranged to get some supplies, including a lot of flammable material and, more importantly, a few others who will help us fight this creature. He also manages to get us a way to leave the village after the gates are closed, as one of the Jarl's men who guards the gate is in love with Morgan, his daughter (the woman currently chained to one of the standing stones) and can be convinced to help. The young man's name is Nothan of the night watch.

The village adventure comes with a priest, so I needed to add a new go

JUSTICA, THE IRON SCALES God of the Susrahn Hillmen Origins & Nature Before the great river-cities of Susrahn rose their ziggurat temples to gods of grain and celestial fire, the hill clans of the interior highlands worshipped older, crueler powers. Justica is the eldest of these — not a god of justice as the civilized lowlanders might understand the word, but of primal reckoning: the inexorable settling of debts, the balancing of blood for blood, the grinding inevitability of consequence. He is imagined as a colossal figure carved from black mountain granite, his face expressionless and featureless save for two hollow pits where eyes should be. In one hand he holds a great set of scales fashioned from iron and bone. In the other, a flint-headed maul the size of a war-elephant. He does not pursue. He does not rage. He simply waits, and the scales always come level in the end. The hillmen say he was old when the world was young — that he watched the giant-kings raise their cyclopean fortresses and said nothing, knowing their ledger would one day balance. It did.


The 3D6 Seven, Nine, Eleven, Thirteen, Fifteen Spread

 These are your degree of difficulty, failure, and success array built into the first fantasy roleplaying game, and has been returned to again and again by modern game design to leverage the powerful resolution mechanic it is. 

This is your yes, but; yes, and; no you fucking die "complication" written into this bell-curve and is at least the core mechanic of the Hero System. It is easy to appreciate. Seven thru fifteen is a tight spread you can expect to land somewhere in on an "average" basis, and has enough shade to not seem completely binary. 



Difficulty Class is set on a less swingy basis when using 3D6 than if a D20 is rolled, but still chance rules and there is tension built into each roll, which is routinely exploited at the table for the better enjoyment of all. Coming up with a Difficulty "Class" or Difficulty "#" takes seconds to decide, and with further thought what degrees of success and/or failure  would look like start to paint their way into the picture. 

Wednesday, February 18

Chronicals of Xoth Recap of Chapter 1 Whisper of Midnight

 The live stream session can be listened to in its utter mundane entirety on the Vanishing Tower Youtube channel. 

Here is the nice recap of the game session from one of the players, now on his second PC of the campaign.

  1. Notes for Whisper of Midnight. We are currently in Khadar in the land of Susrah, a decadent city full of conniving Priests and powerful Merchants, like many in Susrah, they follow the god Baal-Khardah mainly, but other dark gods as well. We are with Lion Diamond and his guard/companion, Laker the Axe, trying to sell the almost mythical sword Bloodstone that they took from Ironthorn's body. Back at the ruins of the Tower of Eternity. We take rooms at the Bargain Pleasure Inn, and Lion seeks out Garlord, a well-connected merchant involved with glass blowing who is based in the Red Bull market. After a tense moment or two, Garlord agrees to make inquiries about potential buyers. We have to deduct some money for the rooms, which came out to 45 bronze? We then head to the dishevelled mansion of the Lady Donna Rosa, an old friend of Lions. The place is falling apart, but she greets us warmly, if with the slight disdain of a noble. It seems that Dimond plans to hide the sword here until it is time to sell it, as the sword is already making waves in the city. The sword is hidden in the fireplace in the Garderobe by the main audience chamberLady Donna Rosa has an idiot son. The Blood Stone scimitar is a legendary weapon tied to both Religion and Kingship. It is a powerful symbol of power and legitimacy for both.
  2. Joran is the head of the Glassblowers Guild, so the boss of Garlord We end up drinking at another Inn and Genn ends up fighting a Priest after we mention the Bloodstone scimitar. Genn deals with the priest fairly, but it's time for the party to end and for us to leave before he brings his guards/mercenaries to teach us the error of our ways. As he seems to be one to hold a grudge. Getting back to our quarters, we find out that the deal seems to be on, but it has to be overseen by the Thieves Guild, and they want their cut but promise protection. Genn hides 25 silver behind a rock near the Print and Engraving shop and gets 15 high-quality bullets for his sling. The leader of the Thieves Guild is unknown, but rumour has it that it might be the Viscount himself. The main Guilds are the Glass Blowers, the tanners and the Charcoal burners. The deal is discussed, and we need to bring the sword to the Hall of Midnight where the Thieves will host the auction, but they want to check the sword first to make sure it's not a fake. There are also rumours of an ageless Sorcerer called Peopolis who was the mentor to the fell Sorcerer who currently inhabits the Tower of Eternity. It seems he had the sword once, explaining how Ironthorn got it.
  3. The Thieves guild will receive the payment and then we will receive the diamonds from the thieves guild, but it will be there, but it won't be in front of anyone. No one will know who we are. So as part of the service
  4. So, currently, we are in one of the upper rooms at the Bargain Pleasure discussing how much we should trust the Thieves guild, how to get the sword to them safely and trying to guess the potential buyers and how dangerous they will be to us after the sale.


Thursday, February 5

Savage Sword: Fantastic Pulp-Fantasy Adventures


Live game session today takes place in James Raggi's Don't Fuck the Priest, a dungeon of corpses!

Friday, January 30

Expanded Map of Xoth

My current campaigns in the world of Xoth have involved the far northern reaches and now the eastern edges of the official map of Xoth. Therefore I have combined the Endless White Land and World of Xoth maps with my own rendition of the far eastern nations of Laksha, Azjan, and Ghoma.


This is, as far as I know, the most "complete" map of the mythical world of Xoth you will find! The current active adventure, Acolyte of Death, is taking place north east of the city-state of Khadar. Plunging into the Ash Steppe the PCs have encountered corrupt warlords, violent battle-apes, and a dungeon of corpses!

Wednesday, January 21

Acolyte of Death... a session report

 is the name of my current Deluxe USR Sword & Sorcery adventure. One of the players has been so kind to write up a session report of the action so far. Here it is as I like having as many records of a session as I possibly can get.

Acolyte of Death

Hardon Kumar, unlike his father, is unlucky in games of chance. Sure, he wins a bit from time to time but nowhere near enough to cover his losses. And his recent losses have been substantial enough that those he owes have decided to get their money another way and arranged to sell his niece into slavery. This obviously didn't go down too well with his long-suffering Uncle. His Uncle in no uncertain terms told Hardon to return to him his daughter or to expect to find a price on his head. So, Hardon ropes his old friend Frisco Shan's, the fabled hunter into his half-baked rescue plan, and together they set out to rescue his put upon niece.

They trace the kidnappers back to a half-ruined town in the ash wastes. Twenty or so crumbling buildings, half buried, only half seemed to be currently occupied. An inn, a ruined temple and what looks like an old fort seem to be the only substantial buildings remaining. The town's name is Fanwier or something similar and after getting a hostile reception from the few townsfolk encountered outside they made their way to the dismal looking Inn known according to its swinging sign as the Twilight Inn. The inn is well named as it's ill-lit, full of smoke and unpleasant odors. Behind the rough looking barman are shelving which holds filthy glass jars in which human heads float. A few drinks were had and a couple of questions were asked. It seems the man we were looking for is indeed Varaak Ironthorn the local taxman who seems to moonlight as a bandit. The dynamic duo are interrupted by a low born Susrahian mercenary who tries to start trouble but luckily is soon dealt with. Unfortunately, he seems to have been working for Ironthorn so hearing angry voices approaching it was time to flee with what little information they had gathered.

They flee and barely manage to avoid the pursuing mercenaries, and they head towards the ruins of the Tower of Eternity, the possible location of Hardons kidnapped niece. It seems that she was sold onto this unpleasant sounding man by the name of Aulric. Hardon was sure that if he could just talk to this fellow, it could all be sorted out, Frisco wasn't too sure about that, but you never know. After hours of travelling across the barren ash filled landscape they make it to a vale with the black stone ruins of a tower, surely this is the place described to them.

Frisco was able to confirm that this was indeed their target as she noticed the tacks of a cart pulled by oxen heading towards a small outbuilding to the side of the ruined tower. Stealthily approaching the buildings, they were surprised to hear nothing apart from the groans and snorts of the oxen in the small building next to the tower. There didn't seem to be a way into the main body of the tower but they did discover a crude tunnel that led underneath its ruined bulk. The tunnel was dark and noisome and there was a strong smell of animals underlined with the smell of their dung. They explored the nearby chambers, not finding much apart from a pile of human offal and in a side chamber a box containing several glass vials. A mix of red and green liquids, what they did is currently a mystery. They then encountered a lot of armed, armored apes who were oddly annoyed. Much bloodshed and heroic combat happened but at last they managed to fight their way back out but at a terrible cost, Handsome Hardon was nearly beaten to death and was currently unconscious, the sound of his ribs grinding against each other as he was dragged back into the moonlight and away from that grim tower.

Even though it may look like I have mangled the spelling of some of the names I am in fact using the way they would be spelt in beautiful Laksha. All praise Simatala God of the bloody white jade altar.

Lying abandoned on the ash plains Hardon experienced a fever dream. He was so close to entering his god's blood-flecked maw but instead of falling into that black abyss he saw a humanoid figure seemingly made of stone walk towards him holding a large copper bowl in his hands. This bowl smoked and produced a hellish smell as amongst its hot coals Hardon could make out burning entrails. He began begging for mercy, saying he was too young to die and that he had things to do. And this is where the new hero enters...Genn a mysterious stranger consumed with thoughts of bloody revenge onto Ironthorn and his men. They had cast envious eyes onto Genn’s farm and in one bloody night had claimed it in fire and blood. Leaving Genn half mad and alone in the wastes seeking his vengeance. It seems that Frisco had disappeared into the surrounding darkness but not before leaving Hardon by a weak fire and it was the light from this as well as the painful murmurs from Hardon that drew him to the pitiful camp. After quickly scanning the area to make sure that it wasn't some elaborate trap, he being a man of honor in these dishonest times he attempted to bring Hardon to consciousness, if only to find out why he was alone out here in the middle of nowhere. He managed to wake Hardon and after several attempts he got the gist of what the hell was going on. He had seen the stone figure briefly as well before it had disappeared somehow but decided to keep that to himself for now. Any further questions had to wait as they were interrupted by the sounds of hooves and the angry shouting of men. It seemed like Ironthorn and his men hadn't given up on their search and had now arrived at the tower demanding answers and Aulric. They were not met with offers of refreshments or hospitality and after sending two men into the tunnels three apes yelled out their challenges.

Hardon and Genn lay hidden nearby in a small fold in the ground and watched in fascinated horror as these two groups began to rip into each other. The battle was hard fought with heads and organs crushed and blood flying out everywhere, turning the dark ash beneath the bellowing combatants into a thick sickly soup. The men managed to down one of the apes but at the cost of most of their lives. Finally, only a few men remained. One looked at the odds and wisely fled, whipping his horse madly in his desperation to get away. Ironthorn though bravely stood his ground, his horse no longer an option after it had been raked by an ape’s vicious claws. It now lay thrashing madly on the ground and no good to Ironthorn. So, he yelled out to his gods and with his sword in hand charged into the two remaining apes. They welcomed his cries with bellows of their own and with a crash the last battle was joined. Genn was tempted to send a stone into Ironthorn via his sling but decided that that wasn't necessary and may reveal their position to the apes and that looked like a bad idea as with horrendous cries they ripped Ironthorn apart. The wastes returned to silence after the shocking noise of battle. The apes began to rip the bodies apart occasionally biting chunks out of choice parts as they went. They then picked up anything that looked valuable including Ironthorns sword. The weak light causing the large ruby on its hilt to gleam red. Clean-up finished they dragged their dead companion back down into the noisome tunnels with only the occasional huff and snort to mark their passing until they were consumed by the shadows. Genn and Hardon looked at each other, shrugged and began to slowly make their way down to what was left of the ten men hoping to find something of value if only that was Ironthorn's skull.

 

 

Thursday, January 8

Example of Flexible Use with USR Specilisms

Specialisms in USR are essentially custom mechanics for the game completely player generated. This differs from a traditional skill system common in most tabletop roleplaying games (ttrpgs). Where a skill list is restrictive a specialism is permissive. A player creating their first (U)nbelievably (S)imple (R)oleplaying PC would be served well deciding how their character would most likely break the game rules to achieve results as any other factor in initial character concept. But this is easier said than done. 

What follows is an example of lifting game mechanics from other game systems and turning them into useful, thematic specialisms for your PC (Player Character). Zenobia is a sword and sorcery ttrpg from Zozer Games. It mimics Deluxe USR Sword & Sorcery's combat procedure closely with its use of simultaneous action resolution and the difference in attack totals derives the damage done by a successful attack. This means any of the games combat mechanics, buffs, feats, tactics, etc. should easily translate into USR terms. For example:

"Saving Combat Results As a tactical option the winner of a combat round can opt to save some or even all his combat result to increase the level of any injuries inflicted in a subsequent round. This simulates the maneuver called a feint where the advantage is gained but not exploited immediately. Feinting requires the attacker to have uninjured legs since quite a bit of rapid maneuvering is assumed. These saved result points are instantly forfeited when the character loses a round of combat. This makes the tactic a risky one; you dare not save them too long - keep your feint stringing along. Note that combat result points saved in this way only add to the injury type available and are never added to the Combat Attack roll. Non-Adventurers (most lowly NPCs and extras, in other words) are not able to carry over their combat results in this way."

This is straight out of the Zenobia rulebook. As a USR Sword & Sorcery Specialism it might look like this:

Feint +A.  Save some or all combat result to increase the level of injurie in a subsequent round.

Notice there is no positive Die Roll Modifier (DRM) listed in the Specialisms' description, just the Attribute it is tied to. In this case, the character's Action Attribute. This indicates this Specialism modifies the basic rules in some way instead of the normal +2 to the Attribute roll itself. In the normal case of most Specialisms the application of a DRM to increase a degree of success makes most sense. The PC has Melee +2 Action then any melee attack will be 2 points of success greater than would normally be expected. But in the above case, the rules from Zenobia are allowing the player to change failure into success in future, later rounds. A sharp departure from how most players would approach Specialism design.

This does require more rules for governance of effects as unintended consequences manifest from these adjustments. But this labor is mostly solved by the games mechanical descriptions already provided. As always, the Crypt Keeper, the game's referee, has final say on the design of any Specialism. I think the effort is necessary to take advantage of all the freedom a rules-lite game system provides players. 

For example, 

Feint +A.  Save some or all combat result to increase the level of injurie in a subsequent round. Feinting requires the attacker to have uninjured legs. Saved result points are instantly lost when the character loses a round of combat. 

It is this free roaming poaching Trollish Delver's USR game was designed for. Cobble useful mechanics and skills from other existing roleplaying books (which you no doubt have many) and adding them into the USR tool kit. This is the brilliance of USR, as a base for the rules of your game. It allows you to build new concepts out of your existing game library.


Quick NPC Stats for USR

 Book Three Worlds of Adventure includes a bestiary for Deluxe USR Sword & Sorcery. Fully-stat'ed animals and monsters the Crypt Keeper can use to quickly populate their Sword & Sorcery world.

Even though Unbelievably Simple Roleplaying is a simple roleplaying game, crafting and creating NPCs does require much supposition and guesswork on the part of the Crypt Keeper. Rules-lite roleplaying systems, if they have one thing in common, is the expectation the game master will do much of the world building and additional rules creation as fits the genre. This makes relevant supplements written for the obscure, niche games are doubly valuable. 


But if you are not sitting down to write a book for other referees to use you can save yourself time with useful shorthand for the statistics and mechanics of the game. Here is the shorthand I devised for Deluxe USR Sword & Sorcery;

  • One Attribute die instead three. Instead of listing all three attributes of Action, Wits, and Ego just assign one die type to cover the spread. For example, listing d8 instead of Action d8, Wits d6, Ego d10 as would normally be written.
  • Pick Hits, don't roll for them. Whatever you think the NPC should have is what they should have. 
  • List attack and defense as briefly as possible. For example, +2 A means any roll against the Action Attribute receives a +2. Or +2 short sword. This means the wielder applies this bonus only when using this specific weapon. 
Therefore, a mad Battle-Ape could look like this: 

Gorilla Guard d8/7, +2 A when Berserk, +2 DR. 

What is left out is the headings for three attributes and Hits. We use a d8 for everything, and the creature has 7 hits. Any "physical" actions it takes receives a +2 if the beast is in an enraged state and the triggering events would be known by you, the Crypt Keeper. And the +2 damage resistance from both hide and armor is not detailed in full. What is here is enough to run an encounter with these creatures whenever they come up. 

Monday, January 5

The Alchemist's Folly

Kael pressed his back against the cold stone wall, listening to the guttural hooting echoing through the alchemist's tower. Beside him, Mira checked her throwing knives for the third time, her dark eyes reflecting the sickly green luminescence seeping from under the laboratory door.

"I don't like this," she whispered. "Torven was supposed to meet us an hour ago."

"Torven's probably dead," Kael replied, adjusting the leather bracer that concealed his lockpicks. "Along with everyone else foolish enough to collect Magister Vohn's bounty."

The bounty had seemed straightforward enough: enter the alchemist's abandoned tower, retrieve his research journals, collect five hundred gold crowns. But abandoned was not the word Kael would use now. The tower was very much occupied.

A crash from below made them both freeze. Heavy footfalls on stone, then silence.

"They're hunting," Mira breathed.

Kael had seen one of the creatures from the courtyard before they'd climbed in through the third-floor window. It had been massive, easily eight feet tall, with shoulders like a bull and arms thick as tree trunks. But it was the intelligence in its eyes that had chilled him. This was no mindless beast.

"Vohn was experimenting with transformation elixirs," Kael said, piecing it together. "The city guard said he'd been buying apes from the exotic traders. He must have been trying to create soldiers."

"Well, he succeeded." Mira peered around the corner toward the laboratory door, which hung askew on broken hinges. "Question is, can we get past them?"

Through the doorway, Kael could see overturned tables, shattered glass, and the scattered pages of ruined books. Claw marks gouged the wooden benches. Whatever had happened here, Vohn had lost control of his creations.

A shape moved in the shadows of the laboratory. Massive, deliberate. Then another behind it.

"Two inside," Mira reported. "Both between us and wherever Vohn kept his journals."

Kael studied the room's layout. A balcony overlooked it from the floor above, and a heavy chandelier hung from iron chains over the center. Alchemical apparatus lined the walls, including several large glass vessels still bubbling with colored liquids.

"I have an idea," he said. "But you're not going to like it."

"I already don't like it."

"We need a distraction. Something to get them out of that room."

Mira's hand went to the small pouch at her belt. "I have two smoke bombs left."

"Perfect. Throw one down the main stairwell. When they go to investigate, we slip into the laboratory, grab what we can, and get out through the balcony window."

"And if they don't take the bait?"

"Then we improvise."

Mira gave him a flat look but moved silently toward the stairwell. Kael watched the laboratory entrance, counting heartbeats. One of the apes moved past the doorway, knuckles scraping the floor, its enhanced musculature rippling under patchy fur. It wore the remnants of a leather harness, probably from Vohn's attempts to control it.

The smoke bomb clattered down the stone steps with a pop and a hiss. Thick gray smoke billowed upward.

For a moment, nothing happened. Then came a deafening roar that shook dust from the ceiling. Heavy footsteps thundered toward the stairs—not two sets, but three. A third ape emerged from the laboratory, this one bearing a wicked scar across its face and wielding a broken table leg like a club.

"Go!" Mira hissed.

They sprinted for the laboratory as the apes descended the stairs in pursuit of the phantom intruder. Kael leaped over an overturned chair and began searching the debris. Papers everywhere, most torn or stained with chemicals. Mira rifled through a chest in the corner while keeping watch on the door.

"Here!" Kael found a leather journal wedged under a collapsed bookshelf. The symbol on its cover matched Magister Vohn's seal. He stuffed it into his pack and grabbed two more nearby that looked intact.

A roar, much closer now. The apes had discovered the ruse.

"Time to go!" Mira was already at the balcony door, forcing it open with her dagger. She swore. "It's locked from the outside!"

Footsteps pounded up the stairs. Kael looked around desperately. The chandelier. The alchemical vessels. The balcony above.

"Up there!" He pointed to the interior balcony. A rope used for hoisting equipment still hung from its railing. "We climb!"

The first ape appeared in the doorway, scarred face twisted in rage. It spotted them immediately and charged, table leg raised high. Kael grabbed a glass beaker of violet liquid from the nearest table and hurled it. The vessel shattered against the creature's chest, and the liquid began to smoke and hiss. The ape howled, clawing at its burning flesh.

Mira was already climbing, her lithe form scaling a bookshelf to reach the rope. Kael followed, hauling himself up as the second ape entered the room. This one was smarter. It grabbed the bookshelf and shook it violently.

Kael jumped, caught the rope, and scrambled upward as the bookshelf crashed down. The ape leaped after him with terrifying agility, its massive hand closing around his ankle.

Mira's knife flashed. The blade sank into the creature's wrist and it released Kael with a shriek. He pulled himself onto the balcony as Mira helped drag him over the railing.

The third ape appeared below, pointing up at them. All three began climbing—using the furniture, the walls, the very architecture of the tower itself. They moved with horrifying coordination, their enhanced bodies making them far more capable than natural apes.

"The window!" Mira ran for the balcony's exterior window. This one opened easily. Cold night air rushed in.

But escape meant a three-story drop to the courtyard below. Kael looked around frantically. The rope they'd climbed. The chandelier chains. An idea formed.

"Cut the chandelier!" he shouted, drawing his sword and hacking at the thick rope secured to the balcony railing. "When it falls, it'll hit those chemical vessels!"

Mira understood instantly. She sheathed her knife, drew a small hand axe, and began chopping at the chandelier's chain where it anchored to the balcony wall. The metal links parted slowly.

The apes reached the balcony level, pulling themselves up from below. The scarred one, still smoking from the chemical burn, was in the lead.

The last chain link separated. The chandelier plummeted, its iron frame crashing directly into the cluster of bubbling alchemical vessels below. Glass exploded. Liquids mixed. For a heartbeat, nothing happened.

Then the laboratory erupted in flame.

The explosion sent all of them sprawling. Kael felt the heat wash over him as he grabbed Mira and pulled her toward the window. Below, the apes' roars turned to screams as fire engulfed the chamber.

"The roof!" Mira pointed upward. A wooden beam extended from the window to the tower's peaked roof. It was narrow, precarious, but it led to the exterior.

They climbed out onto the beam as smoke poured from the window behind them. The night wind whipped at their clothes. Behind them, the entire tower was now burning, flames licking from windows on every floor.

The beam led to the roof's edge, where a decorative spire stood. And beyond that, the stone wall of the adjacent building, perhaps ten feet away.

"Please tell me you're thinking what I'm thinking," Mira said.

"Jump or burn. Easy choice."

They ran along the beam, footsteps sure despite the smoke and heat. At the edge, they leaped together into the darkness, arms windmilling for balance. Kael hit the adjacent roof hard, rolling to absorb the impact. Mira landed beside him with cat-like grace.

They lay there for a moment, breathing hard, watching Vohn's tower burn against the night sky. From within came one final, agonized roar before the roof collapsed inward.

"The journals?" Mira asked.

Kael patted his pack. "Three of them. Singed but readable."

"Five hundred crowns?"

"Split two ways." Kael grinned despite the pain. "Not bad for a night's work."

"Not bad?" Mira laughed, the sound slightly manic. "We were nearly killed by enhanced apes in a burning tower!"

"That's what makes it worth five hundred crowns." Kael pulled himself to his feet, offering her a hand. "Come on. Let's collect from Magister Vohn before he hears about this and decides to renegotiate."

They disappeared into the shadows of the city rooftops, leaving the blazing tower behind them as the watch bells began to ring across the midnight streets.

In his pack, Vohn's journals remained safe. And in their margins, scrawled in the alchemist's desperate hand, were the words that would have warned them all: The formula works too well. They're learning. They're organizing. Gods help us, they're planning.

But that discovery would have to wait for another night.

 


Wednesday, December 17

Optional Ideas for Deluxe USR Sword & Sorcery

Starting to want to write again. This has got me looking at my USR products, especially Deluxe USR Sword & Sorcery. I am about to start another campaign in the world of Xoth, and improving the total three-book gaming kit is starting to fester.

Deluxe USR Sword & Sorcery is a fantastic, lightweight engine, but its "Unbelievably Simple" nature can sometimes feel a bit too abstract for a gritty pulp fantasy campaign.

To improve the game while keeping its minimalist spirit, I’ve brainstormed the following ideas: Streamlining the Janky Bits, Deepening the Pulp Flavor, and The "Blood & Grime" Combat Patch.


1. Streamlining the "Janky" Mechanics

The Deluxe edition adds layers (like hit locations) that some believe clash with the core system's elegance.

  • Ditch Hit Locations for "Wound Descriptions": Instead of rolling a d20 for a hit location (which slows down the flow), use a Damage Delta (the difference between rolls) to describe the wound.
    • 1–2 Damage: A shallow cut or bruise.
    • 5+ Damage: A "maiming" hit—the Crypt Keeper (CK) applies a temporary penalty to a relevant attribute based on the narrative.
  • The "Undefended" Rule Fix: The RAW (Rules as Written) says once you use your actions, you are "undefended" and hit on a 4+. This can lead to "gang-piling" where a hero dies instantly.
    • Improvement: Allow a "Desperate Defense." If attacked while undefended, the hero can still roll their Action die, but it is halved (rounded down). This keeps the tension without making death a mathematical certainty.

2. Deepening the Pulp Flavor

Sword & Sorcery is about high stakes and temporary riches. These rules reinforce that "Conan-esque" cycle.

  • "Loot for Life" (Carousing Improvement): In S&S, heroes are often broke by the next adventure.
    • Rule: To level up or increase Hits, players must spend their gold on carousing. 100 Silver spent = 1 XP. If they don't spend it, they don't grow. This solves the "hoarding" problem and keeps them hungry for the next quest.
  • Corruption & Dark Sorcery: Magic should feel dangerous.
    • Rule: Every time a Sorcery test is failed, the caster gains 1 Corruption Point. At 5 points, they gain a physical or mental deformity (milky eye, withered hand, paranoia). This makes magic a "nuclear option" rather than a reliable tool.

3. The "Blood & Grime" Combat Patch

If you want combat to feel more tactical without adding a 300-page manual:

Fighting Styles (Bonus Specialisms)

Instead of generic specialisms, allow players to pick a Stance that modifies their dice:

| Stance | Benefit | Drawback |

| :--- | :--- | :--- |

| Berserk | +2 to Damage Delta on a win. | -2 to your roll if you lose (take more damage). |

| Defensive | Win ties automatically. | You cannot deal damage this round. |

| Precise | Crit on a "Max Die Roll" even if the enemy doesn't roll a 1. | -1 to total roll result. |

The "Shields Shall Be Splintered" Rule

  • Rule: If a player takes a hit that would kill them or knock them unconscious, they can choose to have their shield shatter. The damage is reduced to 0, but the shield is gone forever. This adds a dramatic "last stand" moment.

4. Summary Table of Action Difficulties

If you find yourself stalling to think of Target Numbers (TN), use this "Pulp Standard" scale:

Difficulty

TN

Example

Pulp Heroic

4+

Climbing a rough wall, intimidating a guard.

Legendary

7+

Deciphering a cursed scroll, jumping a 15ft gap.

God-Slaying

10+

Resisting a Sorcerer Supreme’s mind control.

 


Wednesday, November 26

Converting DCC/OSR stats to Mongoose Traveller (part 2)


 Time to finish up my Dungeon Crawl Classics conversion to Mongoose Traveller Stats. We are in the process of converting a Trillomite Guardian into the Traveller 2D6 system. 

The beast has the following DCC stat block: Init +2; Atk tarsal claw +2 melee (1d4) or barbed chains +2 (1d8) or special; AC 14; HD 2d8; hp 14 each; Move 40' or special; Act 1d20; SP cannot be surprised by normal means, wall-crawling, pheromone blast 20' radius once per turn - all living creatures in range must succeed on a DC 18 Will save or become confused and attack a random target in the area; SV Fort +5, Ref +2, Will +4.

All we have left is the "special" abilities the creature has as well as how to use the Saving Throws as Die Roll Modifiers (DRMs) on the 8+ target number scale. Like many special abilities there is an important narrative element involved in the action as well as rolling dice to adjudicate a result.  Here we have a creature which can never be surprised except by advanced forms of cloaking, can climb inverted as well as climb vertical surfaces, and has a pheromone blast in a 20' radius. These are details which need no dice roll to rule on. In fact, they inform the Game Master on possible behaviors and "best practices" these guardians may utilize prior to any encounter. 

So how does one handle the pheromone blast? The power lists a Difficulty Class (DC) of 18. That is a steep number to achieve on 2D6, no doubt. Here I need to scale the numbers down a bit. Keeping it simple, I just divide the DC in half. 18 becomes a 9. PC needs a 9+ roll to resist the confusion gas. I personally use the Endurance (END) stat on the Traveller character sheet as the roll-against ability. If the PC has a high enough END score to grant a DRM you add it. 

The DCC Saves (SV) are self-explanatory, these alien fucks have a +2 Dodge. If they take some kind of concussive system shock the Fortitude +5 DRM gives you the factors you need, and Will +4 is the alien creature's resistance to psionics, mind control, truth serums, etc.

The trick with making conversions at the table fast is to pull out the basic numbers any NPC in any game is likely to have and find the corollary with the game system you are actually using. There are not many scales of values you are really comparing and contrasting. 3D6, D20, D100, 2D6, 2D10, Success #s, Dice Pools. This is all simple math in the hands of an experienced Game Master, or should be.

Tuesday, November 25

Converting DCC/OSR stats to Mongoose Traveller

This simple hack allows me to use Dungeon Crawl Classics modules, Lamentations of the Flame Princess modules, and any D20 system really, at the table in my classic game of science fiction adventure using Mongoose Traveller. The reason I do this is because to a certain degree fantasy and science fiction are two sides of the same coin. There is even a genre convention for when the line between fantasy visual medium and science fiction visual medium, Science Fantasy!

I find site location adventures the most straightforward example of this use. Where a "Tomb of the Ancients" would not be out of place in either adventure setting. So I am going to take some monsters out of DCC #84A Lost Tomb of the Ancients to demonstrate this hack.

A Trillomite Guardian has the following DCC stat block: Init +2; Atk tarsal claw +2 melee (1d4) or barbed chains +2 (1d8) or special; AC 14; HD 2d8; hp 14 each; Move 40' or special; Act 1d20; SP cannot be surprised by normal means, wall-crawling, pheromone blast 20' radius once per turn - all living creatures in range must succeed on a DC 18 Will save or become confused and attack a random target in the area; SV Fort +5, Ref +2, Will +4.

Kind of a bloated stat block for an OSR creature, but this is DCC and they go over the top with some fairly cool features built into monsters and PCs. But this DCC stat block does provide some very useful numbers to use in game for combat resolution or any other action a character in Traveller would attempt to do. 

First one is Initiative (Init). Just use this straight, no modification. For our Trillomite Guardian this is +2. Therefore the referee would add 2 to the creatures 2D6 initiative die roll. Same with Attacks (Atk). Just use as listed. A Trillomite's tarsal claw provides +2 melee and does 1d4 points of damage. 1d4 may not sound like a lot of damage, but don't forget the add-on benefits of "effect". The higher a die roll achieves the greater the damage of a successful attack. In Mongoose Traveller 2e. So a decent roll of 9 or 10 gets boosted two plus the d4 die roll giving you 4-8 pts of damage on an attack. If the opponent is not armored this can become a serious wound really quick.

Yes, just use the damage dice as listed. Traveller is a 2D6 game system. But I am not going to go through the brain damage of converting 1d8 into 2d6 terms. Just have the dice on hand and roll a d8. These DCC monsters are being converted into "alien humanoids" so any difference in mechanics can be hand-waved away. The aliens are well and different then humans so there.

Ascending Armor Class I use the value for the creatures innate armor, or at least reflects how hard it is to actually damage the creature. In Traveller armor absorbs damage, not make one harder to hit. Is this balanced? Does it make sense? My gut says "close enough to not give a shit".

Whether actual armored plates or reflecting special abilities, the armor factor does not have to mean physical protection. I can use this value for a game mechanic to adjudicate damage effects not covered in the basic Traveller rule set. Just like in superhero game systems where you have base, generically described powers, and it is up to the PC to color in the "effects" of the power. Describe the very nature of the generic 5d6 energy blast, is it frost, flame, etc. This type of in-game decision making is a hallmark of old school games and their OSR derivatives. 

Hit Dice for Hit Points, feel free to roll them. I just take the listed HP right out of the book. So these Trillomite bastards have an armor value of 14 and 14 HP. It will take at least 15 points of damage inflicted on a Trillomite to start hurting it physically. This makes autofire and lots of ammo the PCs' best friend, and that is just the way I like it!

I have to jet to work, so I will finish up the conversion in the next blog post.

Wednesday, November 19

Mongoose Traveller Session The Alien Anomaly

 Another game session tonight. Let me see if I can get caught up a bit on the “story so far” before game time. Get my head just right…

Under the cover of continuous acid rain-soaked skies and Imperial authority the PCs pilot the 50 ton modular cutter towards their destination, a singular disturbance in the “G” band long-range communication frequency emanating from a fixed location on the skillet-hard pock marked surface of Excalibur. The 60 km journey is only delayed for an hour during extremely intense rains. Not an uncommon occurrence when traveling along the surface of the planet. They could have easily avoided the weather in between them and their destination with a sub-orbital lift and set down.

Problem is, this makes them an easy spot, if someone is looking. With the fallout from the failed economic summit at Red Cliff, everyone is looking. Sword World Confed, Imperial authorities, the Darrians, Omni Corp, the Border Worlds. Everyone with the ability to influence interstellar politics is not only watching, but most likely acting. Whether galactic players choose covert or overt methods remains to be seen. If the PCs are going to explore the alien anomaly unmolested, they will need to make a stealthy approach.

The source of the interference is coming from the top of a tall massif cut away from the nearby ravines by gaping canyons of deep, acid-etched substrate. The summit is too narrow and broken to land the cutter, so the group pilots the craft down to a wide, gentle shoulder of the mountain 800-900 meters further below the top. From there they unload the VTOL and sail up to the top. This is the same vehicle which made its debut in my second Traveller campaign. This is when I was using the 1981 Starter Set rules. A cost-saving nightmare of jet propulsion and retro-fitted grav engine put together to make a cheap all terrain vehicle for the demanding conditions of Excalibur's surface.


The piloting roll fails by one in the extreme weather always present. I declare they make the landing, but the vehicle now has 8-12 hours of repairs to be able to lift off again. Damage to one of the grav engines on landing is the cause. The PCs decide to deal with repairs later and start looking for the source of the interference. 

This leads them to some type of hatch in the ground. It is damaged. The hatch does not sit right, a circular lid recessed into a circular frame which has experienced some type of violent shock, or sheer. Possibly from a seismic event. This gives the PCs purchase for tools; crowbars, winches, hydraulic jaws, anything they came up with which was reasonable to have gotten in Central Lake when outfitting their expidition. Most gear available on Excalibur would be stuff like this. Penetrating the crust of Excalibur's tough surface and digging out what is underneath is the entire purpose of people's existence on Excalibur. They have scanners out, checking radiation and interior atmospheric signatures. They are suited up in their vac suits designed for extremely hostile environments. Basically being a most excellent and organized dungeon-delving party standing at the threshold of their next dungeon crawl. Western, Fantasy, Sci-Fi; they all can carry a fast and exciting pulp story. 

So I have a very careful party. The character Sun Tzu has an alien tech enhanced arm and Commander Frank has psionic ability. Both of these features were rolled up by their players during group character creation. These aspects need to have some bearing on the nature of our shared game world. As an adventure progresses you need to move from speculation to "fact". Science fiction adventures do demand this. The technology, cosmic phenomena, and aliens can be as weird as one wants but there has to be a "why" of things. Because players want to find out the why of things. Why are things the way they are when you can possibly have anything occur or experience in any given science fiction adventure? In lieu of gold-for-experience mechanic in Traveller to incentivize exploration of face-eating danger, the science fiction genre offers answers to the unanswerable questions of life. More precise, the illusion of a fictional answer which can be deduced by exploring the environment and having encounters with it. I mean, it is one of many possible uses of the genre for entertaining roleplay. This is what the players and myself landed on during our session zero when we discussed everyone's expectations.

There were two expectations, three if you count the general conceit of week-long jump times and an overall Imperial authority backstopping galactic trade as would be found in the Sword Worlds. The first was to explore secrets of the ancients which came before man and the other was to get into ground combat with mechs. And the Traveller game does these two things really well. If you have a referee willing to put in the time and make a puzzle which has a connected structure which can be traced by players. I like to make a lot of shit up, so this style of old-school play is what I like. And it is what I know. 

This has gotten well away from a recap at this point, and I want to spend some time in daydreamy prep with coffee, cat, and couch so I need to call it quits on this entry for now...

Thursday, November 13

Continued Traveller Campaign Post

(Campaign's first post

The PCs plotted and planned how to infiltrate the underground fight scene and locate the girl, along with her captor, the gang leader Carlo Rossi. But all their strategizing was for shit when they reached fighting ring and rowdy gambling crowd. Victor’s mate Vince was in the middle of fighting for his Vargr life against a cyber-enhanced miner jack-hammering the alien’s face. Once Victor saw this, he went into full Vargr freak-out and jumped into the ring to aid his friend. This started the predictable uproar and mayhem as debts were voided and angry patrons started to fight among themselves.

Pushing through the crowd, Commander Frank was getting a psychic signature nearby which could only be from the little girl they sought. It was hard sorting out the gambling patrons from Rossi’s hired guns so a pop-up firefight sprung up suddenly during the mayhem. With cloth body armor on against unarmored assailants the PCs are lethal. As it should be in Traveller. The PCs are veterans of a hundred dangerous situations before they are played in the game, and their skill levels make for devastating hits. The reason the damage is amped up in Mongoose Traveller (we are playing with the 2e rules) is because of “effect”. The degree of success on a to-hit roll counts as additional damage. So, if a character rolls particularly well, say a 10 modified to a 13, they are doing an additional 5 points of damage. Throw in autofire and a gun can dish out an additional 6-10 points of damage a combat round. Against unarmored street thugs it is no contest. Their assailants were down before they could get off a shot.

The PCs find their way into Rossi’s backroom office and pose as members of Rossi’s gang with bad news from up top. Of the attack on their headquarters at the mechanic shop here in Central Lake. Rossi doesn’t know who these PCs are, doesn’t recognize them of course. The gangster is behind is desk, gun sitting on top. The little girl is sitting in a chair in the corner of the room. Four or five armed henchmen are sitting or standing as well in the room. Everyone eyeballing the PCs. Watching Rossi. Rossi tells his guys to throw the PCs out.

“If they give you any trouble just dump ‘em down a mine shaft.” He says with the sardonic grin of a consummate reprobate. And so the knives and guns come out once again. Great initiative rolls favor the PCs once again, and their accuracy and acumen start dropping opponents. Some of the gangsters get lucky and get hits. But once again, cloth armor keeps the PCs on their feet while unarmored foes go down in a pool of blood. Rossi does wound Commander Frank and this sets the little psychic girl off. She is incensed Frank is hurt and vents her anger at Rossi which has the result of swelling his head till it explodes in a welter of brains, bone, and gore. The little psychic girl can explode heads! The remaining henchmen are like WTF and scramble for the exits. Then their heads explode.

The PCs all freeze in the face of this violent psychic display and hold up their hands as to signal they mean no harm. Funny thing though, the girl seems really happy to see them. To see Commander Frank. The voices in her head had insisted the two of them meet. That she wishes to come with them to the ancient alien site. I am surprised the PCs tell the girl no problem, more than happy to take the orphan along with them into unknown danger. Through further interrogation she discloses it was her who tipped off the Central Lake criminal underworld of her psychic abilities. To instigate a kidnapping which would bring her face to face with the PCs. The voices in her head gave her plans and instructions on how to do this. The PCs are aghast at her callous indifference to her parents’ death but do face the fact she is not a helpless girl dying of an inoperable brain tumor, but a powerful psychic compelled to find them. To find Commander Frank.

The rest of the session is roleplaying the fallout from the shootings at the mines in Purple Sector and the vehicle garage in town. This means contacting the Scouts in Kazawan City. The local contract police cannot be trusted. They are most likely involved in the human trafficking business being conducted in Central Lake. The Scouts can claim jurisdiction over the case on behalf of the Imperium due to its interstellar implications. This means waiting for them to show up. It is good many hours before the crime scenes are taped off and processed, statements taken, and current victims are cared for. This brings the group and the authorities in contact with Dr. Quar. Dr. Quar was expecting the girl’s arrival as he is the talented physician going to operate on the girl’s brain tumor. He is horrified of the past days events and dismayed the PCs intend to keep the girl with them. He argues with the Scout officials that this is ridiculous. The girl is in dire medical condition and needs to be treated. Is expected to get treated.

This is all above the officer’s pay grade and gets in touch with Scout Commander Casarria in Kazawan City. Casarria is an Imperial contact and has been briefed on the PCs mission here on the surface of Excalibur. She instructs her guy that the PCs are on a priority mission and if they say the girl is coming with them then the girl goes. This takes much explaining, as I demanded they make a decent argument for this reckless endangerment of a child with Casarria. The roleplay is a combination of in character dialogue and me saying “Yeah, but you are trying to go off with a child after all this murder. Convince me!”

But Sun Tzu makes his persuade/negotiate roll. The Orion Directive credentials seem to give the PCs some much needed clout out here on the rain-washed ravines of Excalibur. The doctor is kept in the dark on Casarria’s orders and the PCs load up the cutter that night and in the morning head out into the storm-wracked skies to cover the 60 km to the alien site.

 

Thursday, November 6

Our Traveller Universe (OTU)

 A continued description of this sci-fi campaign.

Mongoose’s interpretation of the rules for today’s audience is very old school. When you are playing Mongoose 2e you are playing a classic game of Traveller. Combat is where Marc Miller’s Traveller gives way to Mongoose’s version. Initiative rolls instead of simultaneous combat. Cepheus Engine has better rules for auto fire. I need to see if the PCs will want to use it. I’m thinking of adding some rules for “called shots” too. Make that head shot more dramatic and bloodier. Add a negative DRM for the difficulty factor and in exchange the weapon damage bypasses armor. Splat.

Against Thron’s better judgement, the PCs have taken it upon themselves to track down a kidnapped girl in the mining town of Central Lake. Their snooping around has led them to a warehouse a block off the main thoroughfare. I anticipate the PCs busting into the place, hoping to find the girl. But if they go somewhere else, I will need to think quickly on my feet. I hope they go for the obvious and infiltrate the warehouse. Inside are the usual criminal losers who can point a gun in the right direction and the first indication of the human-trafficking operation being run out of Central Lake. If they leave anyone alive, they will get information on where Carlo Rossi and the girl are located. Purple Sector.

The Purple sector of the mine is not running at capacity. It is slated to be decommissioned due to its age and where Carlo Rossi runs fights for the miner’s amusement, receive human-trafficking victims, drugs, and other smuggled goods.

The PCs do have a successful shoot out with Rossi’s men and get the information on where they can find the Central Lake gangster. They also find victims of the galactic slave trade as well as a roughed-up and restrained Vargr. The kidnapped people all seem to be from the inner systems of the Imperium. The Vargr says he and his companion were kidnapped while visiting Red Cliff Raceway. They believed the very public and intergalactic nature of the complex would minimize the racial prejudice they routinely endure when interacting with Humaniti. It was not to be. Someone at the glittering casino complex must have known Rossi pays for “Exotics” to fill his fighting pits. All it took was a spiked drink and Victor and Vince Vargr woke up in wonderful Central Lake. 

This was an opportunity to roleplay our world building. To flesh out the nooks and crannies of this Traveller universe. This version of the Third Imperium. One is the genetically fucked up nature of the Vargr. It is obvious, even after thousands of years as a star-faring culture, they were originally made. An unknown race millennia ago completed an amazing feat of genetic engineering and fashioned a completely new species. But what flaws existed in the originals have been passed down, hardwired to their succeeding generations. The first being their head sits off kilter with a slightly curved neck. Their hips are weirdly high up on a compact torso, so when they sit their head is much lower than a humans when using furnishings of Humaniti. Evolutionary it doesn’t make any sense but it is a features which is stamped into every newborn Vargr. A less sinister feature is Vargr naming conventions. The Vargr have their own language and their own true names they use with each other. But, when interacting with Humaniti they all go by a name which begins with a “V”. And these names are also an indication of rank. For example, the PCs are talking with Victor Vargr. This means he (or she) is the leader of their pack. Could be “Victor” is a starship captain, or leads a Vargr mercenary force, or maybe the head of some Vargr shipping guild. He had a friend with him. “Vince”. Vince is used for the second in command, or a deputy secretary. Whatever role it performs, the Vince always has their Victor’s back. I will keep coming up with names which begin with V as the need arises.

So, we have established a few things with this interaction. The level of prejudice Vargr endure in Imperium space can rise to violence against them, that their physiology is unsettling to the average person, and they have a secondary language they speak among themselves. Not surprisingly, Vince is currently in Purple Sector for the local’s amusement. This means Victor comes with the PCs whether they like it or not.

The PCs muse over what security obstacles they will need to circumnavigate at Purple Sector, but they find none. Only a Sternmetal Safety Inspector waiting for the facilities main lift to arrive and take him down into the mine. This is how the PCs find out what the situation is in Purple Sector, with the underground (literally) fights, complete with drugs and companionship. The inspector assures the PCs the mine being decommissioned will not end Central Lake’s popular past-times.  

The lift arrives and the motley crew heads down to face Carlo Rossi and find the kidnapped girl.