13 July 2025

Returning to 'The Crystal Cave' thanks to a new edition of Pendragon

A Kindle lying on a light blue table cloth with the screen showing the cover of "The Crystal Cave" by Mary Stewart. This is a somewhat abstract image, with a cave with trees above, with light coming from it and casting a shadow from a silhouetted person.

I mostly read new books these days; rarely do I revisit favourites as often as I'd like to, but over the last week I've been diving back into Mary Stewart's Merlin Trilogy (which is actually six books if you include the three extras that she subsequently wrote). These were published in the early 1970s originally, and take a post-Roman view on the Arthurian legend. The original trilogy focuses on the magician Merlin, and tells the story from his perspective, starting from his boyhood.

I was originally introduced to the series by my paternal Grandmother, who absolutely loved them and lent me her set of books to read, telling me that she thought that I would enjoy them. She was correct about that and the stories became firm favourites. 

My Grandmother also bought me the first edition of the Pendragon roleplaying game from Chaosium, which I ran as a lunch time campaign at our school roleplaying club. My take was far more Roman in flavour than Greg Stafford's more traditional La Morte d'Arthur approach, but it works just as well with the slight refocus.

I was prompted to re-read the book after I picked up a copy of the core books for the new edition of Pendragon (which on an initial skim looks like it could be the best since the original for inspiration). It set my mind wandering back to the old campaign we had and Mary Stewart's books.  I can't help but smile and think of my Grandmother (OG, or Other Grandma, as she was known) who - although she rarely saw me - knew me enough to share a fantastic set of books. 

This isn't the only set of books I've started to dig back into; recently I also read the first of Michael Scott Rohan's Winter of the World Series, and I plan to return to that as well. I also need to pick up the Iain M. Banks reread at some point, and I suspect that the AppleTV+ adaptation of Neuromancer will see me revisiting William Gibson's Sprawl

Obviously, I really recommend the Merlin Trilogy. I also recommend checking out the third of Rosemary Sutcliff's Eagle of the Ninth related books, The Lantern Bearers, which also has a great more Roman flavoured take on the Arthurian legend. 

From a non-fiction perspective, Lost Realms by Thomas Williams is worth a look, as it tries to explore the history of the realms that sprung up after the Romans withdrew and the economy collapsed; there is a fantastic description on the impact on Lincoln, with the city becoming a shadow of its former self. Fantastic in the sense that it was inspirational for ideas for gaming.

13 July 2025



12 July 2025

Traveller - The Jägermeister Adventure - Ep 3 - Bulari Down (Spoilers, AI)

Screenshot showing the Jägermeister Adventure in play on Roll20. The main window shows a spacecraft, a map of a location on the planet and a star chart. The player video avatars are to the top of the screen. Besides this window is a Discord window used for audio feed, and an Audio Hijack window showing the intercept to record the session.

We had the third play session of The Jägermeister Adventure this Tuesday, and it was a bit unplanned. I'd assumed thought that we weren't playing this week but then one of the players reminded me that we could play as their meeting didn't clash. So a bit of a mad scramble to get this game underway. I had tech issues at the start and we fell back to Discord for audio. Just after we'd moved I realised that it was because I'd managed to leave Roll20 set to video only after the previous session, so entirely my fault. Apparently my connection was clipping a bit as well, which was weird as I could hear all the players fine. We ran a little later than usual as the investigation wended its way forward.

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

Session notes.

The players - and their characters - have been pretty sharp off the mark and that means they are much closer behind their target, Edric Voss, than the scenario anticipates. That has made things challenging as a GM, as if they catch him at this point then the campaign is pretty much over before it's properly begun. I was very conscious that they kept on nearly catching him but failing, so it would be increasingly frustrating. Hand on heart, I can honestly say that there have been no deus ex machina moments in his evasion, just tradecraft, but it's been very, very close. I think I've got an idea on how to keep things together if he is stopped now, but that will be a moment of challenge.

I'm also aware that this part of the campaign is mostly set on the planet which means that the face (Arturo) and Muscle (Graham) are coming to the front. Gilbert (generalist) is also very involved but Pen (Neil) is less so. There are elements when the focus will shift later on, but it's always a worry when a player can be as engaged in the plot as the others.

Next section is from Tabletop Recorder. The tech issues mean that it mostly lost track of names for the characters and the summary is written from the perspective of the group. However, it's a pretty fair summary of what went on.

Summary of the Session (lightly edited AI synthesis of the transcript).

In the midst of an intricate space odyssey, Saul and his companions - Gil, Pen, and Arturo - grappled with the specifics of space travel and the nuanced rules governing the variability of jump duration. Gil, a stickler for procedure, meticulously ensured all paperwork was in order (despite initial hiccups like accidentally naming the wrong ship on the flight plan) and formally requested permission for their vessel to take off.

Once airborne, the crew engaged in a vibrant discussion about the best strategy to intercept the Angel of Kahn, a liner they were chasing. Gil, along with the other crew members, debated the merits of jumping ahead of the liner by arriving first at the jump point, an endeavour that involved astrogation checks. Here, Saul and Pen examined the jump emergence points, questioning if their paths were predictable, leading to a detailed lecture from Gil, replete with training videos and simulations about the mechanics of jump drives.

As they successfully made the jump and monitored the liner’s progress, the team strategized their arrival on the destination planet, Bulari. They planned to reach the jump point before the Angel of Kahn, hoping to be the first on the planet surface. Pen labored over ensuring the spacecraft's systems were optimal for the leap, while Arturo and Gil kept themselves occupied with physical exercises and educational pursuits respectively. 

Upon arriving at the system, Saul swiftly communicated with the local traffic control, declaring their mission tied to Imperial mandates and stressing the urgency due to their target being aboard the Angel of Khan. Navigating through bureaucratic channels, they managed to secure a landing ahead of the liner, thanks to divulging their pursuit of a fugitive, although they had to settle for a less convenient landing pad.

The group's calculated approach and articulate communication allowed them to make efficient manoeuvres, setting the stage for their next course of action on the planet as they edge closer to capturing their quarry. Meanwhile, daily life aboard the ship was a mixture of mundane tasks and collaboration, exemplified by shared meal preparations and upkeep routines, highlighting the camaraderie and the multifaceted skills of each crew member.

In a bustling spaceport on a dusty, hot planet, Saul and his crew arrived amidst swirling dust and soaring temperatures, determined to capture a fugitive reported to be on board the Angel of Kahn. After landing, the crew discussed logistics, debating whether to leave a member behind for ship security. Ultimately, they decided to lock up and proceed with caution under the planets strict laws.

Gil, ever cautious, insisted on proper procedures for refueling and fielded concerns about the ship's fuel levels; their spacecraft barely had enough power left for essential functions. As they ventured toward their first target location, Saul inquired about local speed limits, emphasizing the necessity of following them to avoid drawing undue attention. 

The team's attention turned to tactical considerations. Saul directed a setup where they approached their tasks with care, considering whether to interact visibly with the local security to bolster their legitimacy. Arturo, maintaining a playful demeanor, momentarily worried everyone by pretending to be lost but quickly reassured the group of his presence.

Continuing their pursuit, Saul liaised with traffic control, smoothly communicated their mission's urgency, and managed to secure permission for their operations under the guise of official business. The crew's plan was to intercept the fugitive as passengers began to disembark the liner, blending in without carrying overt weaponry.

Gil presented proper credentials to skeptical officials, leveraging their Imperially mandated Bounty Warrant and hinting at the fugitive's skills in disguise, which could complicate their mission. They discussed the possibility that the fugitive, noted for altering his appearance, might attempt to blend in using various disguises, including that of the ship’s crew.

Saul and his companions, blending detailed planning with on-the-fly adjustments, faced bureaucratic challenges and navigated through a maze of planetary legalities and port security. They worked closely, continually adapting their strategies based on the situational demands and the elusive nature of their quarry.

As Saul and his team made their way through the spaceport, they stayed vigilant, ready to adapt their roles and tactics, embodying the resilience and sharp wits needed for their high-stakes chase across the stars.

In the bustling spaceport, Saul and his team, including Gill, Pen, Arturo, and another companion, spread out to capture the elusive Mr. Voss. The team strategically placed themselves at different exits, scanning every incoming crowd from the monorail. Saul, stationed at a prime vantage point, observed the flow of passengers confidently, assured he hadn’t missed their target.

Meanwhile, Gil, slightly disoriented, found himself retracing his steps, unable to confirm any sightings of Voss. Despite this setback, locals dressed in fatigues, reminiscent of war veterans, guided him back to the main concourse where Saul was stationed. Committed to their cause but acknowledging their lack of a cohesive plan, Gil humorously noted the absence of a "checklist," which he vowed to rectify during their next jump through space.

Throughout this tense surveillance operation, Saul adeptly coordinated with local authorities, declaring the presence of a fugitive aboard Monorail 364. Realizing a crucial piece of their plan had faltered when Gil ended up on the monorail as it departed—leaving Saul and the others behind—a new strategy was quickly devised. Saul, grappling with this unexpected situation, meticulously described Edric Voss to the police, as he tried to get assistance.

As the monorail journeyed through the dusty landscape towards Yarm, Gil, alone, began searching for Voss onboard, navigating through the wary passengers and the confined spaces of the train's lavatories, albeit unfruitfully. Back at the station, Saul and the others plotted their next move, considering even the most outlandish ideas such as landing a vehicle on the monorail to maintain close pursuit.

In the face of bureaucratic delays and logistical challenges, the team persevered, driven by a blend of duty and an acute awareness of the stakes involved. With each step, they adapted, relying on their collective experience and a deep-seated sense of justice to guide them in the relentless chase across the stars.

In the mono-rail station at Yarm, Saul and his crew, including Arturo, fervently pursued their elusive quarry, Mr. Voss. With the dusty wind howling around them and a bustling freight yard as their backdrop, the team found themselves at a critical juncture of their mission. Saul, armed with a stunner, prepared to confront a suspicious figure, hoping it was Voss. However, upon closer observation and a successful recon check, Saul deduced that the figure was not their target, noticing discrepancies in the build and gait.

Meanwhile, Arturo, positioned for a potential confrontation, received a timely call from Saul, halting his action and sheathing his weapon. Conversing with the misidentified man, Saul and Arturo inquired about his attire, which led them to suspect that their actual target might have used a disguise to blend in. They learned that the man had acquired his clothing from someone on a train, someone who had given him a ticket to retrieve a box, prompting further suspicion about Voss's tactics. This was the second time he'd pulled this trick on them.

Gil, contemplating their next steps, pondered the political implications of their surroundings, noting the tension between local workers and a community of veterans, possibly exploited for labor. This directed their focus towards exploring local sentiments and the possibly rigged political landscape.

The group's resolve to untangle this intricate web of deceit and disguise intensified as they engaged with the locals, gathered information, and scrutinized each clue, inching closer to laying their trap for the cunning Mr. Voss. Their journey through the city involved cautious interactions and strategic inquiries, keeping the crew on edge as they pieced together the puzzle of Voss's whereabouts and his enigmatic plans.

In summary: they managed to land before the Angel of Kahn, but Voss evaded them by killing a ground crew member and exiting via the downport crew facilities. They chased him to a monorail station, Gil ending up alone on the same train as him, but Voss managed to evade him. They followed the train in the air/raft and staked out Yarm station. Voss managed to slip past them again, using a trick he'd pulled previously. They checked around town, and Gil headed into the refugee camp.

03 July 2025

Books in June 2025

A collage of covers from the books that I have read this month. The top of the collage shows my The Storygraph Avatar and says "@cybergoth's June 2025 Reads". The books are all described in the following text.
June saw me read eight books, and only a single roleplaying game. This brings me to 65 for the year, so ahead of target for the book a week I set myself as an objective. Page count was at 2,663 with a year-to-date total of 16,008.

Only a single non-fiction in June, Timothy Snyder's On Freedom, which I recommend as a follow on to his warning about fascism, On Tyranny. Written before the present US administration, this was a warning that sadly wasn't listened to. 

The roleplaying book I read was the first book of Invisible Sun, The Key. I found it intriguing, but hard work. Then again, every Cypher System game I have read has been a slog in the character generation system. There's enough here to intrigue me, and I am looking forward to reading The Gate. I'm hoping this doesn't become the large white elephant black cube in the room I have my gaming books in.

I read two books that were gaming adjacent. First of all, Marc Miller's Agent of the Imperium. This was much better than I'd anticipated and was quite a page turner. It brings up new lore about the Traveller Charted Space universe and is quite a fun time jumping epic. The other was Simon Stålenhag's Swedish Machines: Sunset at Zero Point. Stålenhag is linked to Fria Ligan, and created Tales from the Loop, and this is his latest art storybook. It's a beautifully illustrated LGBTQ tale of abandoned machines and growing up.

I also enjoyed the second Mickey 7 book, Antimatter Blues, which wasn't quite as good as the first but had a great energy to it. I will look out for future stories. 

Simone St. James' The Broken Girls is another supernatural horror tinted (or should that be tainted) murder story, and kept me turning the pages. I'd picked it up because I'd enjoyed her Murder Road last year. 

However, I have two books tying for my favourites this month.

The first is Has Anyone Seen Charlotte Salter? by Nicci French. This follows the story of a family whose mother disappeared when the children were growing up. A neighbour is assumed to have killed her, but her body is never found and it could have been that she just left. The tale covers the time of the murder and the modern day, when the family has reason to meet up again. However, as they do, some of the other children affected by the murder are starting a podcast to try and find out the truth. It gets messy, and you see the impact of the original disappearance on everyone involved. 

The other is another Adrian Tchaikovsky book, Bee Speaker. This is the third book in the Dogs of War setting and followed a mission from Mars returning to a post-slow-apocalypse Earth, on a rescue mission for the distributed intelligence, Bees. It gets messy. Transhuman science fiction excellence. 

Overall, a good month.

3 July 2025

01 July 2025

Games to June 2025

 

A doughnut graph of the games I have played until the end of June 2025. The details are in the text below.


As we've hit half way through the year, here's an update on the roleplaying games that I have played.

So far I have have played 34 sessions, fifteen of which I was a GM, and the remainder as a player. This is unusual and reflects the end of the Achtung! Cthulhu campaign and the hiatus between. I have played eighteen games face-to-face, all at conventions.

I have attended Revelation (report), Airecon (report), North Star (report) and LongCon. I plan to attend TravCon and Furnace later in the year.

My most played game is Trail of Cthulhu, with the final eight sessions of the Eternal Lies campaign that I've mentioned before.

Next is Traveller/Cepheus. This has been a mixture of one-shots at conventions, Far Horizon and more lately, The Jägermeister Adventure. Seven sessions so far and more throughout the rest of the year, hopefully.

Sneaking into third place, like a Hobbit into Mordor, is The One Ring. We played the Lone Lands campaign from the second edition over the LongCon weekend, and also had a session zero, for six sessions. Lovely campaign and I will post more soon.

After that, City of Mist and Achtung! Cthulhu are tied at three sessions each.

There are a number of one-offs as well.

VTT wise, half the sessions were on Zoom (Eternal Lies at eight), one session was on Role (The One Ring) and the remainder (Traveller and Achtung! Cthulhu) were on Roll20. The latter is noticeably better performing, but it doesn't beat the AV quality of Zoom or Role.

Overall, a good first half.

34151918
Game System#GMPlayFTF
Trail of Cthulhu (GS)8080
Traveller/Cepheus7703
The One Ring6065
Achtung! Cthulhu (2d20)3300
City of Mist (PbtA)3303
Otherscape (PbtA)1101
Comrades (PbtA)1101
Monster of the Week (PbtA)1011
Cartel (PbtA)1011
Fading Suns1011
John Carter of Mars (2d20)1011
The Electric State (YZE)1011

1 July 2025

22 June 2025

Traveller - Converting T4 to Mongoose 1/2 or Cepheus

A screenshot of a macOS Safari window with a Google sheet open. The Sheet is called 'Traveller Skill Conversions (T4 to MgT)' and has columns of skills showing how to map from an early edition of Traveller to the current versions.


Most of the adventures published by BITS were written when Marc Miller's Traveller (T4) was the current edition of the game. BITS always included a universal conversion table for task rolls, but the characters were firmly built in T4 or GURPS Traveller.

Back in 2020, I shared a conversion sheet to allow you to map T4 skills to Mongoose Traveller. I've just gone back through it, and the mappings are now in for T4 to Mongoose Traveller 1e (and by implication Cepheus) and Mongoose Traveller 2e (I've checked the 2017 and 2022 skills for this).

There's also a suggested conversion map for skill level as T4 tended to be a skill heavy system, and Mongoose less so.


If you spot any mistakes, feel free to let me know.

Of course, the reason I'm looking at this is that I'm working on a project to get the BITS adventures back out and available once more.

22 June 2025

21 June 2025

Eternal Lies - Saving the world at a cost (Significant Spoilers in final part)

A screenshot of a Dice by pCalc window with a single yellow D6 in the centre with the number '1' showing in black. To the left is an array of dice types as icons, and to the right a selection of icons change the way the roller works. The macOS window has D6[C] as a header. 

After 48 sessions, our run through of the Trail of Cthulhu roleplaying game's Eternal Lies campaign came to an end. This was a journey we started in February 2021, and we had one hiatus during that flow. Sessions were all played out using Zoom, with character sheets on Google Docs. I mostly used Dice by pCalc and other folk used real dice. As a group we had a high degree of trust, having played together for a long time, and also knowing just how good a set of hands we were in with our GM, Rich. We're all GMs, and we all have a love for this kind of game and setting.

Inherently, there's no way I can write this without some degree of spoilers, so please be warned. That said, both Paul (my fellow player) and I had read the campaign before we played, but it didn't reduce the enjoyment and by the time we got the one of the big reveals we'd pretty much forgotten what it was. I'll flag when the big spoilers are going to land in the text below. 

Eternal Lies is an epic, sprawling campaign that travels from (in our case) the area around New York. to Savannah, Georgia, to LA, and then on to Mexico, Malta, Ethiopia (Abyssinia), Thailand (Siam), and Tibet. It is purist noir in style (the horror is genuinely bleak and terrifying) but we found ourselves having to adopt a pulp approach in some situations to get through, partly has we had two players. Although Gumshoe's investigative and general abilities scale reasonably well to a party size of two, the physical pools (health, athletics, fighting skills) are a little less well scaled, probably as we (as players) focused on getting hold of as many skills to investigate with as we could.

The ending came about a fortnight ago, but I didn't feel up to writing this post until now, as the ending came with a sting in the tail. It all happened in character and was incredibly good, but I - and I think Paul - were left feeling somewhat shocked. It was a stark reminder of why we use dice to randomise outcomes, and how they can flavour the feeling of the game. We'd had so many lucky escapes in the past, but this time it wasn't to be, despite us trying to stack the odds as much as we could in our favour.

Playing the game

I've mentioned to tools we used above, but it's probably worth discussing how the sessions and campaign played out. Our sessions were nominally 1945 through to about 2215 in an evening, so around two and a half hours. In practice, we usually played for around two hours as real life tended to mean that one or other of us arrived around 8pm. We didn't have a set day for the game, and organised ad hoc each time we met. I've played at home, from hotels and outside in the garden. Because we used Zoom rather than a VTT, it meant it was as easy to use my iPad as my MacBook. It kept you very focused on the other people in the game.

We tended to play through a chapter, then have a break for Rich to plan the next steps, then go again. There was a period in 2022 when things got a bit hairy, and twice Paul and I managed to have real life things mean we both missed the same day and told Rich late, and the game went on pause for a bit. I'm so pleased that we returned to it. 

The best campaign reference point I could give is Chaosium's Masks of Nyarlathotep (which I've part run twice), but that is much more epic pulp. This was epic noir for me. The flavour of each chapter was very different, and shades of other genres seeped in. Savannah felt Southern Gothic, LA terribly impersonal like you could be chewed up and spat out, and you could feel the heat as we headed out into the desert in Ethiopia to the hottest place on earth.

Having two players made it very intense, but it was one of the best roleplaying experiences that I've had. Paul had an antiques dealer called Ben, and I had a reporter turned society wife called Lotte, a refugee from Nazi Germany.

Our characters became yin and yang, and fiercely protective about each other. I think that there was probably a degree of love that built, but didn't really go anywhere because Lotte was married (albeit the events of the campaign were forcing that relationship along a slow path of self-destruction) and Ben was too much of a gentleman. It would have been interesting to have seen how the fast forward scenes at the end may have changed if Lotte had survived the climax of the campaign.

Yes, Lotte died. Off screen. Quietly. In the company of someone she detested yet realised was as much a victim as a villain. 

Miro Flow for Eternal Lies - a Chrome browser window showing a complex web of clues mind-mapped together.

The campaign is epic and sprawling with a huge number of clues and connections to be made. Gumshoe gives you the clues but you need to piece it together. I started by using Miro (Scapple was out as this was the period when I was using a Chromebook before I returned to macOS) but I rapidly realised that this was becoming too complex to map out easily so I reverted to taking just taking notes on my reMarkable. Looking at the app version as I write this, I have 105 pages of notes, some of it a travelogue, and some of it an attempt to make connections. 

In the last three chapters of the game (Thailand, India, the return home) both Paul and I extensively went back through our notes, as if our characters were going over the case. We were searching back to the start of the campaign to find out what we had missed. It was there, but there was real route back to it until we learned some things later on and made connections. On reflection, part of me wishes that I had continued to use Miro, but by the time I had those regrets it was too late (especially as I accidentally erased the shown flow above).

I'll move into spoiler territory following the next picture, be warned. 


  Eternal Lies - Final Session screen shot. Left of screen has the reMarkable app with a page of game notes and Dice by pCalc showing. The middle has a zoom window with three middle aged men in a column. The right has a Google docs browser window showing a character sheet for Lotte Radler-Jones, my character. This is all on macOS with a blue background to the desktop.

The story.

From the start, the campaign doesn't pull any punches. We saw both creeping horror and the consequences of becoming involved in this story in Savannah when we met people whose minds had been broken by the previous attempt to stop what was happening, including a mathematically gifted cultist. We were attacked on a road as we tried to leave by a group of Asian men whose significance we only realised when we reach Thailand.

This immediately made our characters realise that there was more to this than the simple challenge of 'find out what happened to my father and why he changed' that our patron, a Chemical Industry Magnate called Janet Winston-Rodgers had set us.

Los Angeles followed. We moved from the heat and languid humidity of the South to a clearer, sunnier place, but the horror was there just as much, touching into the glamour of Hollywood and corrupting it with sex and drugs. Lotte came very close to dying when a hoodlum was waiting for her with a gun in her hotel room (Gumshoe's point blank gun rules are pretty brutal if you're at someone's mercy). This prompted a change in her, a hardening and reversion of her character into what she used to be before she arrived in the United States. Ben saw something horrifying and corrupting that wouldn't leave him. We found paths on across the world, and realised that something very big was happening. We met people with regrets and half stories. We killed for the first time, in defence, but it was a line passed.

Well, the sensible thing would have been to walk away, but with characters that have drives of curiosity and duty, we couldn't. 

Mexico City initially felt a bit like LA but more Latin America in tone. This heat and light shifted again in my head from the descriptions Rich gave as our aircraft landed and we headed into town. We were tailed by a local private detective who later joined us (for a brief spell, we had a third player, Nigel, but health and the challenges of slipping into such an established game meant he dropped back out). A break in and search of an apartment again found traces of occultism and then we were horrifically attacked by birds. That was pretty terrifying. Shades of Hitchcock but worse.

We had confrontations with gangsters, as we discovered that a new drug being sold was intimately linked to this cult we had discovered, and then we saw the costs on those that embraced this icky decadent corruption. And killed again. 

We ended up in the Yucatan peninsula, not knowing who to trust, but finding ancient religion, betrayal and hypergeometry. No, that's not the term that the scenario or Trail of Cthulhu used, but my character started with science education and it felt apt for a gate between space and time. I've loved the way that Delta Green uses that kind of terminology for years. We met an entity/god that told us the name of our enemy, Y*******. We had little reason to doubt the truth of this, but remained skeptical. We nearly died, several times. Someone tried to bomb our aircraft too. 

Returning to Boston and New York, we were faced with decisions. Lotte realised that she could lose her marriage if she continued with this. Her husband, Jack, wasn't taking it well that she was travelling the world with another man. What would it look like if the news got out into Society? But the need to follow the story consumed her.

Getting home showed what could be lost. Ben faced similar challenges.

We took a liner across the Atlantic to Liverpool, then a train to London. Ben looked up the entity that we had met at the British Library, I followed up details of the contact that we were looking for. Another liner to Sicily, then a ferry to Valletta in Malta. A photo for posterity of the two of us as we arrived. Lotte was ill when we arrived for a few days*, but it didn't stop us trying to find our path. Ben sketched details of what we saw, as he often did, and Lotte used her Leica to take a record. Both had journals that left details of what they'd found and both had left photographed copies with Janet Winston-Rodgers. 

*There was a point when I was toying for Lotte to have become pregnant with Jack when they met up but events ensued and I never really followed that through. However, as the time between the next few chapters isn't huge, she could have been pregnant when we came to the end game. 

We tail the suspect to his wife's tomb and find his child in hospital. We meet a Knight Templar, dedicated to fighting an entity called N***********. For some time we wonder if this is the entity that the cult is actual worshiping but we remained skeptical. A journey through catacombs underneath the city, and Lotte ends up with a ritual to open a hyperspace gate installed in her head after an encounter. Her mind becomes increasingly addicted to connecting these lines in her head to the hypergeometric principles she met before. If she ever does, a gate will open. Spoiler: she eventually does.

We destroy the cult's warehouse and source of the drug, at cost. Both of us get shot. We capture the person of interest and interrogate him. We realise the source of the drug is still there so return with dynamite. Ben feeds a thug with explosives into the source, narrowly escaping being consumed himself. We escape, scarred, scared and injured and the Knight Templar heals us although Ben does need a hospital. We let the person of interest live, hoping he will focus on his son, but partly fearing the worst.

We take a ship from Malta to Alexandria, where we spend some time recovering and studying. We discover that the potential contact in Ethiopia (Abyssinia) is likely at the hottest place on earth, Dallol. It also has a volcano that erupted in 1926. We take a boat through the Suez Canal to Abyssinia and disembark. The place is full of Italian troops and we pretend to be Spanish. We spend a night at the Hotel Internationale posing as a couple, sharing a bed but not touching each other. Lotte finds herself regretting that the day after but not saying anything to Ben. Transport is secured with an Italian NCO, and we meet an archaeologist who was involved in the earlier expedition, which the volcano destroyed.

A Dhow to Marsa Fatima, more photos. It was a potash port but mostly the trade is gone. We take a train to the end of the line, having found out that the professor we seek still lives. The railway hasn't run in years but we persuade the owners to let us use it, and get attacked on the way by raiders. We meet a native whose people have focused on containing what the expedition disturbed. There are suggestions they cause the eruption. We travel to the village and beyond to Dallol. Ben is not himself; Lotte doesn't know it but the connection that he has established to the entity is playing out. What we see there is best not repeated, but we have to turn back as we realise that the two of us cannot solve what we see here. The brutal heat, the beating sun just drains the life from the place and us. This is not a place for humanity.

Another boat, this time to Aden. Ben meets a strange old man who gives him and book and tells him "G******** is a buffoon". That was the name of the entity that told us of our opponent. Passage booked five days hence. Ben reads the book. Horrific images. Lotte starts to doubt Benjamin. We burn the book and it corrupts the very room we are in. We sleep together again, but nothing happens.  On the boat to Siam, we see the Mexican PI who joined us. He has drowned. He wasn't really there. Was he?

Arriving in Siam (Thailand) we are met by a guide, arranged by our patron. We break into the house of the contact we had heard about and find evidence of the cult, albeit with a slightly different form. The contact arrives home and we interrogate and intimidate him. We arrange to meet the head of the local organisation. I reach out to an old friend who lives here; Charles "Charlie Boy" Pierce. He gives us a safe haven. We head into the labyrinth around the club we are to meet at. Rich gives us a fantastic impression of the complexity, noise and feel of the area; I am lost before I know it just listening to him describing our path. 

It's a fight club. We realise our contact has betrayed us, and we are taken into the basement area, stripped and searched. Ben is beaten unconscious, Lotte pretends to faint, but is then drugged.

...

We wake, alone, naked in sandy pits with grates above to the sound of the sea and clear skies. Ben escapes, and manages to free Lotte. We find our clothes and items, including weapons. There's an old woman on a porch in a house on this island. She seems broken but we cannot speak Thai. At least, we think it's Thai. We realise we are being hunted. Our contact kept his promise, in a way. The woman we were to meet is here, but she has changed and is hunting us. We will be the menu.

Ben acts as the sacrificial lamb, just outside the library in the house. I shoot her in the back of the head. Ben makes sure she is dead. We burn the body.

...
We are on an Island in the Indian Ocean, the mainland of Siam isn't far off. 
Time is strange here and Lotte starts to obsess about Ben as he tries to build a boat, topless. There's a raw hunger here. Is it sexual? Is it cannibalistic? 

Lotte reads the tomes in the library. We need to go to Tibet, to a sacred mountain no-one has climbed. There are hints at N*********** again, and claims there is a lie at the heart of the ritual. Lotte skims a book called 'The Revelations of Glaaki', which points at 'Y*******'. There's more. The ritual was multilayered. Not everything was clear. Possibly the cult leader was the only one who knew what was happening.

...
Charlie Boy arrives in a boat and rescues us. He brought a policeman. We suspect him initially, but it seems genuine that he found out where we'd been taken. He translates the woman's notes. Ben sleeps on the couch. Lotte sleeps in the spare room. The notes reveal more doubts about what is actually going on.

We return to our initial contact's house, toss a coin, and Ben shoots him dead. Lotte and Ben go for a meal as we are done here. The cult organisation is broken and there is no way we can practically get to the source of the drug here. On balance, more of a win than a loss. 

Then we leave for Tibet, via India. We aren't who we were. Lotte doubts that a return to normality is possible, even if we succeed.

We arrived in Calcutta and send letters home. Plus a set of films that have been developed with our journal notes in. We get first class train tickets to Delhi. Lotte feels strangely detached from the bustle, colours and noise of India. There's a focus here, find a guide, get to the mountain. We know that a team from Siam came here, climbed but couldn't find what they wanted. They came at the wrong time...

The only guide who will help us is a drunken man, broken by his past. 

We drive slowly through the countryside, but somehow the pressing deadline of getting there when the stars are right takes away all the curiosity and joy that we'd get from this pilgrim tale. Time presses. We reach the mountain, and the holy lake at the bottom. We all have a moment, bathing in the lake. For Lotte, it's a moment of peace, memories of hope and lightness. For Ben, it's a return of his curiosity and sense of beauty and wonder. Our guide finds his way again, turning from the addiction and rejection of life that his lost family triggered. He can go no more with us, just gives us advice, and we prepare for the climb ourselves.

We slip off the path early the next morning, losing the rest of the pilgrims as we prepare to trespass on the mountain. The climb is arduous, but Lotte's experience of climbing and trekking from her youth helps, along with the advice she soaked up from our guide. As we reach to top, the earth moves, shaking as if to register the sacrilege.

We see signs of Y*******, and then face a waking vision. Ben sees his sister betraying him with his rival, running his shop. His rival kills his sister. Lotte sees her husband Jack throw himself off a skyscraper in a geometrically wrong - and yet so right - New York.

A ravine opens and the scent of the drug wafts up, carried on an unnatural heat haze. We start to abseil down, but Lotte slips, only saved by Ben's second rope that she'd almost chided him for insisting on because they were hurrying. We are attacked, and fall. The spell is triggered to summon G*******. Toad-like it manifests, in shards of glass. Lotte falls to her knees and time stops.

The pretender is vanquished but the gaze of another has turned upon the world, a ritual worked through, and G******* flees. The earthquake starts again, Lotte freezes. Ben runs. Then falls. Awakens, looks for Lotte.

Back on the mountain summit. a strange sickly green tinted aurora covers the sky. Ashes begin to fall. Ben finds Lotte's hand buried in rubble, rescues her and somehow revives her. Was it the coffee from the campaign stove? We descend safely.

Below, chaos reigns. Dead pilgrims. Violence. Ashfall. Ben and Lotte at the end of the world.

We dream badly as we struggle back towards home of bad things happening. Terrible things. There is panic. There is violence. Unnatural lightning strikes. We manage to get a boat down river and then a ship that will take us across the Pacific to Long Beach, California. The journey is fraught.

Los Angeles is quiet, deserted ash-covered streets, echoing to distance sounds of gunfire. Bodies and abandoned cars lie in the streets. We make it to mansion of the man who led what was left of the Hollywood sex and drugs ritual group. We find him dead by his own hand, and the aspects of Y****** that had manifested ossified, confirming that what we thought had happened We find a painting that we'd remembered while on the mountain top. It matches what we saw.  The library's information lets us know that the world is going to end. A paired ritual was cast. The mathematician in Savannah was the key; the focus of the coming apocalypse was him. 

Our patron does not answer calls, and nor do our family members.

We steal a small aircraft and Lotte flies low across America, heading for Savannah. Ben guides using a road map as we follow the interstates. Somehow we get there and land.

It's worse and we can feel the Gaze. Lightning, refugees, bodies. Things slipping through the angles of reality. We'd dosed on iodine, and covered with sunglasses and scarves against the radiation. In an old truck we finally reach the burned out Joy Grove Sanatorium. The mathematician is within, the last of the nurses describing him as 'Satan himself' before she died with a mercy killing from Lotte.

We find him in the operating theatre. Insane with understanding what has been done to him. Wanting revenge on the world. We need him beyond it to avert the Gaze and what will follow. He can't be convinced. He is terrified about going to a dark, cold, lonely place. Arguments failing, Lotte offers to go with him because he can only cross the gate willingly. Ben plans to grab her as the other steps though, but fails, left with the ghost of a hand fading away and a cry of "I need her more than you" from the mathematician.

Lotte, mind blasted, finds herself in the landscape of the painting. Cold, desolate, alone with a madman who reveals he cannot die. She will. There is no hope of recovering enough of herself to reopen the hyperspace gate. She can still grasp the theory but her will and resolve are gone.

Ben considers ending it all but realises that Lotte will kill him if he did.

...
A month later, Ben has talked to Jack, who hung up on him. There are food shortages, but perhaps normality will return. He survives day-to-day by himself.

...
A year later, he is still isolated from society, working as a gas-pump attendant. He is staying away, not reconnecting with his past life. He's trying to make sense of the notes so he can publish the story that initially motivated Lotte. Returning to his room, he finds Lotte's compact mirror on his side table. He looks around, calls out for her, but nothing. He opens it, looks at himself and cries, breaking down.

...
A decade later, he is back in New York, running his business again. The story has been published as a piece of genre fiction. He has told Janet Winston-Rodgers what happened. 

Reflections

The ending was bitter-sweet. Paul had to roll a '9' for Ben to grab Lotte on a D6. That may sound crazy, but he had enough adds left to give the roll a +7 modifier, which meant that he could only fail on a '1'.

He rolled a '1'. He later said that for a moment he considered cheating.

I'm glad he didn't. Although this stunned and shocked us, I think that it felt apt. Lotte should have died on the mountain top, but Ben just managed to save her. She followed her drive of duty to the end. Between them, they both cheated death many times. It was a victory at a cost, a cost that both of them were always willing to pay.

Apparently, we were one argument away from convincing the mathematician to step through the gate on his own, but at the point Lotte made her offer I could see no other way.

This is the best mythos campaign I have ever played or run. The beauty is that the mythos is on the edge, never front and centre. It was easy to separate player and character knowledge. The NPCs and locations felt very real, and very different. It felt lived in and dangerous. There were moments of beauty.

Playing as a duo enhanced this. It probably meant that when Nigel joined us for a while, it was hard for him to break into the game. By the end, we knew how each of our characters would reach. I loved the hint of tension between them; something I doubt that either would act on, but it felt real. 

I'm missing the campaign, but so glad that I played it. Thank you Rich and Paul!

The End?

21 June 2025




  



18 June 2025

Traveller - The Jägermeister Adventure - Ep 2 - Hunting around Star Town! (Spoilers, AI)

A hotel table with MacBook Pro and a portable second screen, mouse and conference speaker disk. Alongside is a copy of the Traveller core rules and the Jägermeister adventure. The computer screen has Roll20 open and the secondary screen has the scenario showing with AudioHijack ready to record the session.

Last night we had the second play session of the Jägermeister Adventure, a short bounty hunter campaign for Traveller from Moon Toad Publishing. I was away with work, but planned to run from my hotel room. Unfortunately, there were complications.

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

Session notes.

I was well prepared for the session, having read both of the first two episodes in the campaign and made sure the assets were set up on Roll20. I'd planned to run for perhaps two and a half hours, but we ended up only playing for a single hour thanks to the ropey internet at the hotel. 

Unfortunately, I was booked into a different hotel than usual, and the end result was that the connection kept on dropping out, which is not a good thing. Everyone was there, but I felt like I was mostly absent. We managed to play enough to close out the remaining threads in the first part of the campaign, but I called a close when I realised it probably wasn't going to get any better. We switched to Discord midway through, which meant I had to splice two recordings together for the session for Tabletop Audio. Unfortunately, Discord didn't solve the problem.

Some great roleplaying and analysis from the players, a lot of which I missed.

Next section is from Tabletop Recorder. The tech issues mean that it mostly lost track of names for the characters and the summary is written from the perspective of the group. However, it's a pretty fair summary of what went on.

Summary of the Session (lightly edited AI synthesis of the transcript).

In the fervor of their second session, our intrepid adventurers delved deeper into the complex quandary surrounding Edric Voss, a scheming fugitive whose plots led them on a chase across the galaxy. The Grand Library of Kahn, wronged by Voss's theft, employed the party to track him down, leading them to the bustling hubs of Ikeran in the mysterious byways of Star Town.

The clues were convoluted, with Voss's movements cryptic, picking up various items – potentially as decoys or essential to his unknown endeavors. A suspect was marked to have assisted Voss, inciting desires of revenge and legality among the party, though concrete actions on this front were still pending. Utilizing advanced disguise drugs, Voss had manipulated his appearance, complicating the pursuit further. Only through skilled medical analysis, provided by the expedition's resourceful medic (Pen), the group ascertained the nature of these cosmetic subterfuges, though their results remained uncertain and impermanent.

Amidst technical surveillance strategizing and considering various pathways, the team contemplated the implications of Voss's choices of transport—was it the liner he arrived on - The Angel of Kahn - or the Free Trader he'd bought the ticket for that he planned to exit with. Debates unfolded on whether to intercept the fugitive at his alleged hotel hideout or at the spaceport, musing over the potentiality of him misleading them with false leads. What they did know was that the liner was leaving that evening, and the Free Trader in two days time.

Finesse and strategy filled their planning, considering the interactions with legal authorities, the use of deception or coercion with the liner's captain, and even the extreme measure of a bomb threat to delay departures. The risk of confronting an altered Voss and the implications of his potential destinations – possibly hinting at his allegiances or intentions – peppered their discourse.

Real-time decisions took on urgency as their quarry's departure loomed imminent. The crew struggled against time and bureaucracy, wrestling with the options of false alarms to delay the liner, negotiating under pretenses of greater security, and deciding on the lawful path to follow depending on intergalactic jurisdictions and ethical margins.

Each step offered a myriad of possibilities, with the stakes high and the pathways muddled with legalese and the pressure of fleeting time. In the end, the resolution remained uncertain, their moves shaping future encounters and potentially steering the fate of the pursuit. With cautious optimism and a readiness to adapt, the party closed another chapter of their galactic odyssey, ready to face the unfolding cosmos with resilience and keen wit.

In a bustling session filled with strategic manoeuvring and technical huddles, our valiant adventurers continue their relentless pursuit of the elusive Edric Voss. The party, divided in their tasks, finds themselves entangled in a mix of virtual and physical hurdles.

As the session recommenced after changing to Discord, the Referee sets the scene with Pen, a diligent member of the crew, racing on an e-scooter along the starport as the massive liner, The Angel of Kahn, soars into the boundless skies, leaving a sonic boom in its wake. The rest of the team, stationed around the town,  decides to scrutinize a hotel where Voss was suspected to have stayed. 

As they consider their approach to uncovering Voss's room, they contemplate whether to sneak in or acquire permission. Opting for legitimacy, they approach the hotel’s reception, leveraging their semi-official status. Information about Voss's stay remains elusive, and further conversation reveals that Voss skillfully booked the room under a different identity, complicating their search.

Upon convincing the nervous hotel clerk and obtaining a key card inadvertently dropped, the group makes their way stealthily to the suspected room. They discover telltale signs of rapid and strategic use of the space - a used disguise kit and hair dye in the sink, but no personal belongings indicating a hasty exit. The window lock unscrewed suggests Voss might have slipped out unnoticed.

Determined, the adventurers comb through the room but find no additional evidence of Voss’s whereabouts or intentions. The discovery that the window had been tampered to allow an inconspicuous escape aligns with their theory that Voss has potentially shifted his disguise and location. Their investigation at the hotel concludes with suspicions but no concrete results about Voss’s current whereabouts.

The session transitions to discussing the necessity of tailing Voss’s next anticipated move, possibly involving heading towards Bulari, the Angel of Kahn's next stop, before he can further obfuscate his trail. The realization dawns that these minor clues pile up to a broader picture of a cunning adversary continually staying a few steps ahead.

Ending due to uncertain connectivity and plans to regroup, the players coordinate their next meeting, hopeful that refreshed strategies and improved logistics will aid them in their galactic chase in the next session. The adventure’s complexity thickens, woven with the threads of urgency and the elusive nature of their quarry, leaving our heroes poised on the brink of pivotal decisions. 

Fortunately, Pen has prepared the Jägermeister for fight, and they plan to race and try to get ahead of the Angel of Kahn.

18 June 2025