Tuesday, August 15, 2023

The Professor's Charter

During our recent gaming weekend I was finally able to run another Mongoose Traveller game featuring the crew of the Imperial armed packet Starjammer. The following summary details the session.

At the start of this adventure the Starjammer has been in dock on Wu for eight months. During this time the crew had picked up several odd jobs. Sonny, Wayne, and Howard smuggled several worker-caste Wuans off-world. Boone, Brogue, and Ronald got into a brawl with some rowdies from a big Solomani merchant freighter and ended up spending several weeks in Wuan detention before Captain Cryo got them bailed out. Wuan security paid several unannounced visits to the Starjammer, driving Cryo and Richy crazy with picayune licensing and documentation demands. Most of the travellers have blown their remaining savings on the Resort Islands in Wu’s Great Outer Ocean, and the ship’s account has begun to dwindle precariously.

Ship’s Log

Ship Name Starjammer.

Port of Registry Kline (MAGY 3012 A642987-E).

Ship Type U-CA33 Armed Packet.

Registration # 338-C-2725.

Wu (MAGY 0203 B66A99A-E) 077-1104

Dr. Zimon Sun (588BC8).

2005. In the orbital city of High Nara, far above the Wuan main world, Sonny and Brogue met with a man who introduced himself as Dr. Zimon Sun, a research professor appointed to the Imperial University of Daibei at Warinir. Dr. Sun, a slender, dark-haired man of early middle age with a pinched and deliberate demeanor, wished to charter the Starjammer to take him and two associates to the Desolation system.

Sonny calculated that this trip would take six weeks to complete and will cost Cr800,000. Dr. Sun said that while he did not personally have the funds, he could arrange for the financial megacorporation Hortalez et Cie to issue a letter of credit on behalf of the University, payable upon completion of the charter.

Wu (MAGY 0203 B66A99A-E) 078-1104

0800. Officers of the Starjammer met to plan out the upcoming charter. Wayne recommended a route that would require five jumps to cover the 13-parsec distance between Wu and Desolation. The itinerary would traverse a series of backwater systems, most with low population main worlds and all with poor or nearly nonexistent starports, requiring the ship to refuel from gas giants. Sonny and Captain Cryo approved Wayne’s route.

The captain noted that prior to departure he will need to obtain an exit visa from the Wuan authorities as well as renew the ship’s Passenger Transport License.

Library Readout on Desolation (Magyar 1506).

The captain then briefed the crew on the Desolation system, calling up Juno’s library entry. Located only three parsecs from the Imperial border, Desolation is widely known in Beta quadrant as a haven for smugglers and pirates. The main world is as bleak as the name suggests, a vacuum rockball tide-locked to a dim red star. The political data showed a permanent population of only a few hundred, no formal government, no law level, but a Class B starport.

Chief Engineer Richy declared the ship to be spaceworthy and recommended deferring the monthly maintenance until they reach Desolation, since the Starjammer will not visit a decent starport between Wu and their destination. Sonny and the captain agreed.

Howard recommended advancing the crew their next month’s salary before leaving Wu, as the next port of call would not be reached for over a month—and some crew members may need to settle debts in High Nara before departing. Sonny agreed.

1200. Howard paid the crew their monthly salaries.

Wu (MAGY 0203 B66A99A-E) 081-1104

0630. Captain Cryo informed all crew and passengers that the necessary paperwork was complete and the flight plan approved. All crew were to be aboard the ship tomorrow by 0700, all passengers by 1000.

Wu (MAGY 0203 B66A99A-E) 082-1104

1041. On board the Starjammer Daren and Howard met the three passengers for the charter in the guest lounge. Dr. Zimon Sun was joined by his research assistants: Aaro Hardi—a glum, wary man apparently in his late thirties—and Rahim Devi, a tall, athletic man in his early thirties. Rahim came aboard with a personal vacc suit and a Solomani gauss rifle, both of which Howard secured in the ship’s locker.

After a barrage of questions from Daren, Dr. Sun explained that he is a tenured historian plagued with a great many petty and jealous rivals in his field of interest. The professor was travelling to Desolation because he believed he had identified the location of a historically significant starship lost during the Solomani Rim War. As his unscrupulous rivals would be all-too-eager to poach this major discovery, he and his researchers were forced to travel with great dispatch and utmost secrecy.

Daren gave the three men a full tour of the Starjammer, including areas normally off-limits to passengers. Dr. Sun was especially interested in the ship’s primary on-board computer, Juno, and asked many questions about Juno’s Vegan architecture and capabilities. He also asked if the passengers might be able to access the computer to aid their research. Howard explained that all passengers have consoles in their staterooms that will allow access to the ship’s library and entertainment net.

Neither Aaro nor Rahim spoke much during the tour, and only shrugged or mumbled when asked questions, letting Dr. Sun speak for them.

Howard provided the standard safety review for the passengers before he and Daren left them in the passenger section.

1230. Howard briefed the other officers about the tour, noting Dr. Sun’s line of questioning about Juno.

Suspicious, Ronald increased Juno’s security settings. He ordered the computer to continuously monitor the passengers and to immediately report any attempt to access her systems.

1401. The Starjammer decoupled from High Nara and made for the New Sol jump point.

1556. The Starjammer jumped out of the Wu system.

Jumpspace 087-1104.

0400. Uda, the ship’s backup computer, awakened Ronald to report that the passengers had used their stateroom terminals to access Juno. Uda claimed that, although she did not want to be a tattle-tale, she was aware of Ronald’s orders and concerned that Juno did not immediately report this intrusion.

0440. After briefing the other officers, Ronald had Uda inspect Juno’s logs. Uda discovered that Dr. Sun had hacked into a secure part of Juno’s operating system and unsuccessfully attempted to install a back-door program. He was successful in erasing all of Juno’s activity logs around the intrusion.

Ronald decided against altering Juno’s programming. He verified that no attempts had been made to access Uda, and ordered the backup computer to carefully monitor both Juno and the passengers.

New Sol (MAGY 0503 D501956-7) 089-1104.

2056. The Starjammer exited jump space in the outer system of New Sol, approximately 10.7 million km or nearly 36 light-seconds from Hfoileiiau. Captain Cryo piloted the ship toward the green-and-gray banded gas giant.

Ronald reported that warning beacons in the inner system confirmed that the main world remained under interdiction by the Solomani Confederation.

New Sol (MAGY 0503 D501956-7) 090-1104.

0703. The Starjammer commenced hydrogen skimming from the upper layers of Hfoileiiau.

1400. Skimming complete, Captain Cryo piloted the Starjammer toward the 100D limit.

New Sol (MAGY 0503 D501956-7) 091-1104.

0004. The Starjammer arrived at the Hfoileiiau 100D limit and held there while the onboard processor finished refining the raw hydrogen into fuel.

0500. With the fuel processed, the Starjammer entered jumpspace.

Jumpspace 092-1104.

0200. Uda awakened Ronald to report another incursion into Juno, only this time Dr. Sun managed to insert a new script package into her executive function systems. Uda also volunteered that her monitoring of the passengers revealed Aaro casing out the engineering section, and Rahim trying to access the ship’s locker as well as technical schematics of the Starjammer’s weapons systems.

Ronald asked Uda if she could run the Starjammer by herself, and the secondary computer almost gleefully explained she was more than up to the challenge. Ronald then ordered Juno to transfer all controls to Uda and shut herself down. Juno argued that such measures were unnecessary, but Ronald insisted.

Once shut down Ronald ordered Uda to do a hard reset of Juno and then restore the primary computer to her last backup prior to leaving Wu. Uda almost cheerfully complied.

Daren ordered his security robot, Tech-9, to patrol the area around the ship’s locker.

Jumpspace 093-1104.

2100. Daren ambushed Dr. Sun and his associates with his holocam, explaining he wanted to document the entire trip to Desolation. Pressed to further explain the nature of his work, Dr. Sun eventually sputtered out the following narrative. Near the end of the Solomani Rim War, a hundred years ago, Imperial forces under the command of Admiral Miiri Elixabeth Kemper drove into Magyar sector with three separate battle fleets and orders to reduce as much Confederation infrastructure as possible.

Kemper’s forces left a trail of destruction in their wake, attacking starports, shipyards, factories, and power plants. One priority target was the industrial world of Austa. As Kemper’s fleets drew near, high level Solomani Party officials and wealthy industrialists on Austa packed their families and all the wealth they could carry onto a liner bound for Tralp, a well-defended Confederation world deeper inside the Solomani Sphere. The evacuation ship never reached its destination and was assumed destroyed.

Dr. Sun explained that he believed the ship actually misjumped into the Desolation system. Daren, wildly excited by the commercial potential of this dramatic tale, asked about the name of the lost ship; Dr. Sun replied it was the Speedwell.

Jumpspace 094-1104.

Chairman Meow, the Starjammer’s J0NZ-E model robotic cat.

1131. A manic Daren shared his recording with the rest of the Starjammer’s crew. Sonny checked the ship’s library and discovered that a Confederation ship named the Speedwell, a Type M subsidized liner, was declared lost near the end of Rim War. The ship and its fate were subject to a series of post-war lawsuits and insurance claims, many never fully resolved.

If the ship was truly bound for Tralp, a misjump into the Desolation system would be possible, as far longer misjumps had been recorded. Howard asked if a manifest was available but Sonny noted that records from that period of the war were sketchy, particularly in Magyar. Howard wondered aloud if any of the passengers could still be alive in low berth, and if so might they have any living relatives?

The crew debated what the professor was really up to. Ronald suggested that maybe the whole Speedwell story was simply a cover, and that the passengers really intended to hijack the Starjammer, or perhaps lure the ship into a pirate ambush. With a law level of zero and no government, Desolation would be the perfect place to stage either a hijacking or ambush and to unload a multi-megacredit starship like the Starjammer.

Ronald, Daren, and Sonny rigged up Chairman Meow, the ship’s robotic cat, to spy on the passengers and learn more about their scheme.

Jumpspace 096-1104.

1327. After two days of monitoring Meow’s datafeed, the crew discovered that the cat was able to access every part of the ship, including the areas that were supposedly secure. Meow had been evicted from the passenger area twice by an exasperated Rahim, but on its third attempt the cat slipped into the ductwork leading to Dr. Sun’s stateroom. There the robotic cat covertly recorded Dr. Sun and his associates reviewing a holomap of the Desolation system, pointing out areas in the outer system where they thought the Speedwell might be.

Bupaj (MAGY 0804 E420267-9) 097-1104.

2100. The Starjammer exited jump space approximately 6.89 million km from the gas giant Mejal.

Bupaj (MAGY 0804 E420267-9) 098-1104.

0430. The Starjammer commenced hydrogen skimming from the upper layers of Mejal.

1130. The Starjammer got underway to the Mubark jump point.

1523. The Starjammer made contact with the Nascopie, a Type SA Solomani free trader arriving from Opoyama with passengers. Captain Osamu Castilla warned Captain Cryo that Desolation was a rough port: the steep markups on goods and services were nearly as dangerous as the inhabitants.

Bupaj (MAGY 0804 E420267-9) 099-1104.

0213. The Starjammer entered jumpspace.

Jumpspace 099-1104.

0300. Howard informed the bridge that most passengers and crew were experiencing ailments consistent with a bad jump. Ronald, Boone, Sonny, and Rahim reported nausea and severe headaches, while Captain Cryo, Dr. Sun, and Howard himself felt irritable, nervous, and jittery. Wayne, Richy, Brogue, and Daren all reported both physical and psychological symptoms. Only the passenger Aaro seemed completely unaffected.

Chief Engineer Richy, one of the worst afflicted, reported that all engineering systems were reading in the green and that Juno had recorded no anomalies during the transition to jumpspace. From within jumpspace there was simply no way to confirm whether these symptoms were merely the result of a bad jump or were indicators of a much more serious condition: a true misjump. The only thing to be done was to wait it out.

Howard announced that he could provide pain relievers, anti-nausea meds, and sedatives upon request. The medical officer warned that if the various symptoms were caused by a bad jump, the effects would likely be felt throughout the entire week in jumpspace. He offered Fast Drug doses to the passengers, which would slow their personal metabolisms down to a ratio of approximately 60 to 1, making subjective time appear to move much more quickly. Recipients of Slow Drug are extremely vulnerable while living at such a slow rate, but a week in jumpspace would only feel like less than three hours. None of the passengers opted for being dosed with Fast Drug, though Daren did.

Jumpspace 105-1104.

1813. As the Starjammer passed the 160 hour mark in jumpspace, Chief Engineer Richy reported the first indication of a misjump.

Jumpspace 106-1104.

1413. The Starjammer passed the 180 hour mark in jumpspace without any signs of emergence, confirming what everyone aboard had long suspected: the ship had misjumped. But how badly could not be known until the Starjammer re-entered normal space.

Mubark (MAGY 1106 D401250-A) 106-1104.

2216. The Starjammer finally emerged from jumpspace.

2220. Wayne scanned the local star positions and announced that the ship had fortunately emerged in the Mubark outer system, approximately 11.27 million km from the small gas giant Yamella—over 3 million kilometers off target. As misjumps went, this one had proven fairly benign.

2300. Richy reported no serious damage to the ship, but indicated he would need at least 48 hours to recalibrate the jump drive systems.

2330. Howard reported that the effects of the bad jump were wearing off on all passengers and crew, though Daren had continued to request additional pain meds and sedatives.

Mubark (MAGY 1106 D401250-A) 107-1104.

0908. The Starjammer commenced hydrogen skimming from Yamella’s atmosphere.

1610. Hydrogen skimming complete, Captain Cryo piloted the ship toward the Yamella 100D limit.

Mubark (MAGY 1106 D401250-A) 108-1104.

0021. The Starjammer reached Yamella’s 100D limit and held there while the fuel processor refined the raw hydrogen and Richy recalibrated the jump drive.

0520. All hydrogen had been processed into refined fuel.

2150. Richy reported that all systems had been recalibrated and cross-checked, and declared the ship ready for jump.

2200. The Starjammer entered jumpspace.

Cueball (MAGY 1305 D55156A-7) 115-1104.

1400. The Starjammer emerged 877,000 km from the Cueball mainworld, a poor planet controlled by Chorus, which was itself under direct military control of the Solomani Confederation.

1702. The Starjammer arrived in orbit around Cueball.

1721. The Starjammer landed at the starport on the planet’s surface.

2151. The ship was boarded by Solomani Confederation military police, who performed a cursory inspection before declaring the Starjammer cleared for entry. Brogue noted that the three passengers seemed very wary of the authorities. While the ship began fueling with unrefined fuel from the starport tanks, Howard arranged to have the life support supplies renewed.

2308. With the fueling complete, the Starjammer’s processors began refining the fuel.

Cueball (MAGY 1305 D55156A-7) 116-1104.

1944. With the fuel processing complete, life support renewed, and flight plan approved, Captain Cryo signaled Cueball Control that the Starjammer was ready for departure.

2000. The Starjammer took off from the surface of Cueball.

2019. The Starjammer achieved orbit and made for the Desolation jump point.

2314. At the Cueball 100D limit, the Starjammer activated its jump drive.

Jumpspace 120-1104.

0700. The crew met on the bridge to form contingency plans for when they entered the Desolation system. Ronald and Brogue felt confident that the ship’s computer systems were secure, and Boone, a former Imperial marine, was certain he could repel with force any hijacking attempt by the passengers.

Sonny noted that the Starjammer would still have enough fuel upon emerging from jumpspace to make a one parsec jump out of the system if confronted with multiple pirate ships. Captain Cryo noted that the Starjammer’s armor and weapons should buy the ship enough time to initiate a second jump.

Sonny suggested that the nearby Goodhurst system, with a Class A starport and a Confederation military base, would make for an excellent fallback. As soon as the ship exited jumpspace Wayne would plot a jump route to Goodhurst and Richy would begin recalibrating the drives for an emergency jump.

Desolation (MAGY 1506 B401200-E) 122-1104.

1514. The Starjammer exited jumpspace almost exactly at the 100 diameter limit of Dross, the Desolation system’s dim red primary star. The planet named Desolation was jump-masked by Dross, as it orbited just inside the 100D limit of the star at 0.24 AU, or 35.9 million km.

Ronald performed a sensor sweep but did not detect any other ships in the vicinity.

Wayne plotted a course and Captain Cryo began piloting the ship toward the system’s main world.

2033. The Starjammer arrived in orbit above Desolation and was hailed by a very casual system control operator, who invited the ship to land at Downport Royal on the planetary surface.

2054. The Starjammer touched down at Downport Royal. No customs officers were waiting, only starport workers ready to refuel the ship and various hospitality representatives eager to direct crew and passengers to their affiliated establishments.

2130. Howard paid the crew their monthly salary.

2200. Captain Cryo, Richy, and Wayne undertook the deferred monthly maintenance routine on the ship. Richy reported that the Desolation shipyard specialized in repairing and modifying small ships and that almost any equipment could be installed, up to and including military grade weapons and sensors. Technicians at the yard could also undertake highly illegal transponder modifications. Richy reported that the warnings about prices on Desolation were true: the replacement parts for the Starjammer were averaging twice the normal cost.

2240. Dr. Sun and his associates stayed aboard the Starjammer. The professor met with Sonny to request transport to a specific position in the outer system of Desolation, where he believed the wreck of the Speedwell might be found. Dr. Sun noted that he still had remaining time left on his charter and Sonny agreed to make the necessary arrangements.

2300. While Boone stayed aboard to monitor the passengers, Howard, Brogue, Ronald, Sonny, and Daren ventured into the settlement around Downport Royal. This mazy warren of underground passages and structures radiated outward from a central core beneath the landing pads and hangars of the port.

While the listed population of Desolation was only a few hundred, these numbers were always augmented by a few thousand transients and travellers. Most permanent inhabitants appeared to work in either the shipyard or the hospitality industry, staffing numerous restaurants, bars, brothels, casinos, and hotels.

The entire economy of Desolation was cash only and no questions asked, with enormous sums changing hands without any associated taxes or recordkeeping. Imperial credits were accepted at par with Solomani credits, and were freely exchanged alongside Aslan Yahai and Khaukhi and even more exotic local currencies.

Although Downport Royal offered many seedy dives and flophouses, tremendous wealth clearly passed through the settlement. Several establishments catered to high rollers, and luxury accommodations and entertainment were available for those who could pay. Several ship captains were said to maintain lavish underground villas onworld.

The settlement featured a bustling bazaar where pursers hawked their ships’ wares, which ranged from cultural artifacts brought from low tech worlds on the Savage Main to cutting-edge electronics or biologics straight from the Solomani Rim. These goods might be shoddy, counterfeit, stolen, or illegal on most worlds, but all were marked up to at least twice the normal asking price.

Brogue appeared surprisingly familiar with Downport Royal, and so quickly located an old smuggling contact, Milos Zientek, and met him at the Anchorhead, a dive bar near the bazaar. Milos immediately recognized a holoimage of Dr. Sun, but identified him as Hendrix Knox, a notorious con artist who had swindled a criminal organization out of tens of thousands of credits. Brogue asked if the organization would be interested in finding Hendrix, and Milos estimated that such information would be worth at least Cr1000, and he proclaimed he would be glad to help for a modest finder’s fee of Cr200. Brogue said he would need to confer with his friends but asked Milos to spread the word that Hendrix had been located.

In the bazaar Brogue helped Howard find a dealer selling Alethiate, a powerful psychoactive drug outlawed in the Imperium but considered highly effective as a truth serum. Howard purchased three doses and also found a merchant selling TL12 stunner pistols and bought himself one.

Desolation (MAGY 1506 B401200-E) 125-1104.

0600. The Starjammer departed Downport Royal bound for a position in the distant outer system nearly 12.81 AU, or 107 light-minutes, away. Even with constant 3-G acceleration, such a trip would require almost six standard days of travel.

1920. Howard slipped doses of Alethiate into the evening meal allowing Boone and Ronald to easily subdue the drugged passengers.

1951. Howard, Sonny, Brogue, Ronald, and Daren interrogated Dr. Sun, who under the powerful influence of Alethiate readily admitted he was actually Hendrix Knox. Hendrix explained that he believed the Speedwell, if intact, to be loaded with valuables, including material from the FirstConfedBanc of Austa. His plan was to loot the derelict, then utilize a compromised Juno to lock out the crew and steal the Starjammer. Hendrix explained that he had met the real Dr. Sun by chance and then killed him once he learned the supposed location of the Speedwell.

2044. Sonny ordered Hendrix and his conspirators to be locked in their staterooms for the remainder of the voyage. Daren ordered Tech-9 to patrol the passenger section.

2100. Captain Cryo recorded the Starjammer’s position as approximately 42 million kilometers, or 143 light seconds, from Desolation, en route to the outer system. Current speed was 1,588 km/second.

Desolation (MAGY 1506 B401200-E) 128-1104.

0448. The Starjammer reached the halfway point of the journey to the outer system, traveling at 7,507 km/second, or 0.025 c. Captain Cryo ordered the ship to begin deceleration.

Desolation (MAGY 1506 B401200-E) 131-1104.

0307. Ronald reported sensor contact with an object nearly 100,000 km out. Wayne adjusted the heading to intercept and reported the Starjammer’s speed as 77 km/second. Captain Cryo ordered all crew to stations and authorized Chief Gunnery Officer Boone to unlock the weapons systems.

0329. Ronald said the object was roughly consistent in size and shape with a Type M subsidized liner. The estimated distance was 25,000 km. The Starjammer had decelerated to 38 km/second.

0346. Ronald reported that Juno had identified the object as the Speedwell with 96% confidence. The distance to the ship was less than 1,200 km, and the Starjammer was traveling at 8 km/second and continuing to decelerate to match the target.

0350. The Starjammer came alongside the Speedwell, which was adrift and without power.

Schematic of a Type M subsidized liner.

0400. Sonny called up the schematics of a Type M from the library files. Twice the size of the Starjammer at 600 displacement tons, the Speedwell would have been capable of Jump-3 and 1-G acceleration. Such ships were built for carrying well-heeled passengers and cargo along lucrative routes.

Based on the library data, a Type M’s central core consisted of two decks: the upper was crew quarters and controls; the lower was a cargo deck. At the rear of these decks were the drives. On a single level around this core were the passenger cabins, while the saucer-shaped passenger lounge was placed by itself, forward of the main ship body.

0425. A visual inspection of the Speedwell’s exterior revealed that much of the upper engineering deck, including the power plant and jump drive, was simply gone—with no signs of an explosion or weapon fire.

Captain Cryo said this looked like a classic jumpspace intrusion, which could occur during a very bad jump. When a ship’s jump field becomes unstable, pockets of jumpspace can enter the ship, destroying any matter encountered. If this damage had been caused by an intrusion, this was easily the worst he’d ever seen: intrusions had apparantly holed the Speedwell, opening much of the interior to vacuum.

0600. Sonny, Howard, Ronald, Brogue, Boone, and Daren all suited up and prepared to cross over to the Speedwell. Captain Cryo maneuvered the Starjammer so that the cargo bay doors on C deck were 20 meters from the remains of the Speedwell’s upper engineering deck. Brogue depressurized the cargo hold and opened the bay doors. The experienced marine Boone launched himself across the gap to establish a cable line between the two ships.

0621. Once the rest of the crew had used the cable to cross over to the Speedwell, Boone returned to the Starjammer to monitor their progress from the cargo bay.

0633. The team descended through the upper engineering deck to the lower engineering space on the quarters deck. Sonny noted that both the maneuver and jump drives appeared destroyed, probably by the same jumpspace intrusion that affected the upper engineering deck. The team moved forward to the crew deck.

0641. The team passed through an open iris valve into a dark common space where their vacc suit lights revealed a blizzard of drifting debris. The compartment had evidently been packed with luggage, large pieces of furniture, plastic boxes and chests, and small personal effects, all now slowly floating in hard vacuum. Amidst the detritus were the bodies of two crew members, likely engineers.

0658. Howard opened a sliding door in the starboard wall that led into a dark chamber where twenty low berths lined the walls. His inspection confirmed that each berth contained a perfectly preserved corpse, long dead.

0701. The team moved through an open iris valve in the forward bulkhead to enter the dark crew lounge, which also appeared to be filled with slowly wheeling clouds of debris and two more crew bodies, probably stewards.

A Stellar-class liner operating in the Solomani Rim.

0709. Sonny opened a sliding door in the forward wall and entered the Speedwell’s bridge, an area of relative calm. The bridge was topped by a transparent observation dome, through which could be seen the blinking running lights of the nearby Starjammer. The area was ringed with control stations. The bodies of the pilot and the astrogator were still strapped into their command chairs.

0720. Sonny and Ronald attempted to access the Speedwell’s Model/3 computer, but could not establish emergency power. Ronald was able to pull a data crystal that could be read by Daren’s hand computer. The crystal contained a manifest for the Speedwell’s last flight.

The details on the passenger manifest were sketchy and clearly hurried, with several identities anonymized as “Stateroom 19 | Passenger C | Solomani Party Donor | 3 Dependents,” and so on. Likewise the cargo manifest was vague: “Lot 12 (1 ton) | Aft Hold | Personal Belongings | Ms. Addison and family.”

One entry, though, stood out: “Lot 47 (5 tons) | Forward Hold | Secure Vault | FirstConfedBanc of Austa.”

0800. Brogue opened a hatch in the bridge floor that led down to the forward hold, which was packed from bulkhead to bulkhead with cargo containers and large items, including several antique luxury gravcars, crystalline chandeliers and ornate furniture, and even a small log cabin. Brogue quickly located Lot 47, which was an imposing black plastisteel container. The vault door was locked and although Brogue was able to restore power to the electronics, the door would not open without a keyfob.

0827. After another review of the manifest, Daren identified the likely holder of the key: “Stateroom 12 | Director Galilea Mandik | FirstConfedBanc | Wife.”

0833. Brogue guided the team back up to the bridge and toward Stateroom 12.

0853. Juno notified the team that she had been monitoring considerable wide-band radio chatter in the outer system. The communications indicated that several inbound ships were converging on the Speedwell’s position, and she estimated the first ships would arrive in approximately eight hours.

0922. The team finally reached Stateroom 12 after passing through dark passenger areas that were a jumble of personal belongings, luggage, and the corpses of family members and their pets. After a methodical search Brogue found the vault key on the body of Director Mandik.

0949. Back in the forward hold, with Daren holofilming everything, the team successfully opened the FirstConfedBanc vault, which was filled with plastisteel strongboxes containing Confederation credits, stock certificates, insurance policies, data crystals, and other materials.

1021. After completing a cursory inventory of the vault, the team debated how to bring this loot back to the Starjammer. Brogue pointed out that a Type M normally carried a 20-ton launch, a small craft used to shuttle passengers and cargo between the ship and starports. Such a launch could probably just fit inside the cargo hold of the Starjammer.

1243. The team successfully restarted the power plant on board the Speedwell’s launch. Sonny piloted the small craft to the Speedwell’s forward cargo bay.

1405. The vault was loaded onto the launch.

1425. The launch was secured inside the Starjammer’s cargo hold.

1520. Boone forced Hendrix, Aaro, and Rahim to don vacc suits, then escorted the three men at gunpoint over to the Speedwell to leave them stranded on the derelict, despite Hendrix’s pleas and offers of bribes.

1533. Ronald reported he detected three ships on approach, the closest over 65,000 km away.

1540. Ronald broadcast a message informing all listeners that Hendrix Knox was waiting on board the Speedwell, then transmitted the appropriate coordinates.

1545. Captain Cryo began maneuvering the Starjammer away from the Speedwell.

1558. The Starjammer entered jumpspace.

Clown (MAGY 1807 B431975-E) 139-1104.

0007. The Starjammer exited jumpspace in the Clown system.

0242. The Starjammer arrived at Clown Highport.

Copyright Information

The image of Dr. Zimon Sun was found on Generated Faces. The image of Chairman Meow was generated using DALL-E2. The Type M schematic and rendering of an Ad Astra-class liner were created using images from GDW's CT Adventure 13, Signal GK (1985).

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Tuesday, August 8, 2023

The Dome of the Phoenix

I ran the following adventure for two different groups during our recent gaming weekend. While both groups fared fairly well, only one was able to find the treasure at the heart of the Dome of the Phoenix.

The Dome of the Phoenix is a short 5e dungeon crawl for 4–5 3rd-level characters, designed to emulate a classic megadungeon delve. The Dome could easily be run as a standalone adventure, or inserted as a sublevel into an established megadungeon.

Background

A fresco of a Phoenix from the Great Dungeon.

The Dome of the Phoenix is a legendary area on the third level of the Great Dungeon of the North, consisting of the Dome itself and several surrounding rooms and chambers. First discovered some 35 years ago, the Dome soon became famed for the hauls of rubies that were brought out of it. The Dome was said to contain a fabulous treasure vault that could not be accessed by adventurers.

As sometimes happens in the Great Dungeon, the Dome would mysteriously disappear and reappear from time to time. Nearly seven years have passed since adventurers were last able to access the Dome.

Two weeks ago, a party of dungeoneers led by the human fighter Hodge Thorntown rediscovered the entrance to the Dome. Hodge’s party, the Hodgepodge, consisted of the adventurers Brother Waylen, Idril Silvertree, and Piers Redmane. For an expedition to the Dome they hired several henchmen to round out their numbers: Liam, Brother Rory, Sothye the Amazon, and Alyna.

The party ran into a hobgoblin ambush: Liam was killed immediately and Sothe the Amazon fell while acting as rear guard. The party regrouped and drove the hobgoblins back, but Brother Waylen was killed in the ensuing fight. Hodge insisted the expedition press on.

Hodge, while taking point, was murdered by a doppelganger and secretly replaced. The group then encountered a troll that tore through the remaining members of the Hodgepodge. Piers Redmane was killed and his magic elvish longbow lost. The decimated group was forced to withdraw from the Dungeon.

Upon returning to Delvetown Ildril Silvertree shunned Hodge, blaming him for the death of her beloved Piers. Along with Rory and Alyna she returned to the Dungeon, vowing revenge. The doppelganger masquerading as Hodge has been hanging around Delvetown, looking to return. If approached it will gladly guide a fresh party of adventurers into the depths of the Dungeon.

Rumors

Characters spending time in Delvetown can easily pick up most details of the Hodgepodge’s doomed expedition, except for Hodge’s replacement by a doppelganger. Additional effort can turn up several rumors about the Dome:

  1. The Dome of the Phoenix is populated by fire monsters.
  2. Ghouls and other undead have overrun the Dome.
  3. A magic sword lies at the heart of the Dome.
  4. The Dome is riddled with secret and hidden passages.
  5. Adventurers of yore brought a cache of rubies worth a king’s ransom out of the Dome.
  6. A young red dragon lurks at the heart of the Dome.
  7. Hobgoblins of the Long Death tribe are systematically ransacking the Dome.
  8. A shrine to an archdevil is hidden somewhere in the Dome.

Dungeon Key

This map was created using the incredibly awesome Dungeon Scrawl tool.

Each square is equal to ten feet. Unless otherwise noted, all corridors in the Dome complex are 10 feet wide with arched ceilings peaking at 15 feet high. Room ceilings are 16 feet high and chamber ceilings are nearly 20 feet high. Doors are made of stout oak bound in corroded iron. All areas are dark unless otherwise noted

Wandering Monsters

Check every 1d4 turns, wandering monsters occur on a 1 on 1d6.

  1. 1d2+3 Hobgoblins
  2. 1d2+1 Ghouls
  3. 1 Doppelganger
  4. 1 Gelatinous Cube
  5. 1d2 Gricks
  6. 1d2 Cyclopes

Entrance

E. The Phoenix Room

This octagonal entrance room has doors on the east and west walls. On the north wall is a statue of a phoenix in its nest, its head pointing east. A DC 15 Wisdom (Perception) check will indicate the presence of a secret door behind the statue. A DC 15 Intelligence (Investigate) check will discover the opening mechanism: Turning the head to the west causes the statue to slide aside, revealing a passage to the north.

The Eastern Section

A1. Chamber

A DC 10 Wisdom (Survival) check indicates recent activity in this area. A DC 15 Wisdom (Perception) check will find markings carved into the lintels of the two exits. A DC 10 Intelligence check reveals these are hobgoblin signs, while a DC 15 or better will indicate the northern exit is a warning and the southern exit is marked as clear.

A2. Stairs

A great quantity of dried blood and three broken spears are at the top of the stairs. A DC 15 Wisdom (Survival) check indicates the blood is less than a week old. At the bottom of the stairs are two broken polearms and more blood. The weapons have wickedly curved and hooked blades, and a DC 15 Intelligence check indicates they are of hobgoblin manufacture. An elf makes this check with advantage.

A3. Owlbear Room

The door to this room is nailed shut from the outside. A DC 20 Wisdom (Perception) check will reveal growling on the other side. Inside are the mangled corpses of three hobgoblins and one very angry and hungry owlbear.

A4. Chamber

The eastern wall of this large, irregular chamber is painted in what was once a vibrant mural of a phoenix emerging from a fire, though the features are grimed and hard to make out. Rude goblin words have recently been scrawled on the mural. The phoenix’s beak points toward a secret door in the eastern wall, which can be located with a successful DC 15 check.

A5. Alcove

The corpses of Liam and Sothye the Amazon lie here, with the words “ELF FRIENDS” scrawled on the far wall. Ildril Silvertree will pay 100 gp for the recovery of both bodies. If characters spend any time investigating this area, three hobgoblins from A6 will charge down the hall, roaring in fury while the fourth alerts the other hobgoblins in A8.

It will take 3 rounds for the reinforcement hobgoblins from A8 to take up positions in A6, from which they will fire arrows down the corridor.

A6. Chamber

Four hobgoblins of the Long Death tribe are on guard in this vaulted chamber. One watches the corridor to the west, while one stands in front of the door to A8. A sergeant has a small locked coffer with 12 cp in it. He carries the key on his belt.

A7. Offal Room

The floor of this room is sunken three feet below the corridor, but filled with offal. Moving through this room is difficult terrain. An otyugh lives here. It has reached an accord with the hobgoblins, who happiy bring their refuse here as tribute.

A8. Guard Room

Five off-duty hobgoblins are in here along with bedrolls and provisions. They have scrawled rude words on the walls and crude pictures of elf torture and degradation. The hobgoblins collectively have 11 gp.

A9. Pool Room

The center of the room is dominated by a 10-foot wide pool of blue, gently-swirling water roughly 3-feet deep. The pool radiates conjuration magic. The water is drinkable, and any creature standing in the pool must make a DC 13 Wisdom save or be teleported back to Delvetown.

A10. Troll Room

This room is occupied by a hateful troll. The floor is littered with bones picked clean and the corpse of Piers Redmane with his elvish blade, a +1 longbow. Ildril Silvertree will pay 500 gp for the recovery of his body. Scattered among the bones are 30 ep, 1,900 cp, and one red spinel worth 100 gp.

A secret door in the north wall can be found with a DC 20 check.

The Western Section

B1. Chamber of Frogs

This vaulted chamber is damp and the floors are slippery. Half a dozen small, pale frogs croak and hop around here. They will approach any characters without fear, but will recede quickly if harmed or harassed in any way. If allowed they will follow the characters through the dungeon. Dexterity (Stealth) checks made with a frog retinue are with disadvantage, while Widsom (Perception) checks are made with advantage.

B2. Guard Room

The southern approach to this room is littered with the corpses of several squashed frogs. Inside are the servants of the night hag Pericha in B6: the ogre Ned and his half-ogre son Jago. Ned has 12 gp in a pouch on his belt.

B3. Refuge

This room is poorly lit by several torches. Four thugs have holed up in this room after running into Ned and Jago at B2. A dead fifth thug is on the floor, his wounds crudely tended. The thugs, named Jor, Grab, Wal, and Dag, will pretend to be adventurers and will offer to join with the characters. They are actually chaotic evil brigands, members of the Reaper faction, and will betray the party at the first opportunity. Jor has 6 gp, while Grab has 3 gp and Wal has 1 gp.

B4. Room

This room is empty. A small leather pouch with 10 sp is hidden under a flagstone in the northwest corner, and is discoverable with a DC 20 Wisdom (Perception) check.

B5. Fountain Chamber

At the center of this room is a circular fountain, 15 feet wide with the statue of a jovial, 8-foot tall black frog, its front arms raised toward the ceiling as if in celebration. Water gushes out of its mouth and cascades into the pool at its feet. The entire fountain radiates transmutation magic. Any living creature touching the water must make a DC 12 Constitution save or be polymorphed into one of the small, pale frogs. Creatures drinking the water make this save at disadvantage.

B6. Home of the Hag

The door to this room is hung with a cheery cross-stitch sampler with the following message in neat Common: “Enter, weary, and find your rest.”

The room within is furnished like a cozy hut with table, place settings, a bed, and several chairs. Inside is the night hag Pericha, polymorphed into the form of a kindly old woman. She will invite the characters in but is so vile and impatient she will not be able to maintain the ruse for very long before attacking the characters.

Pericha has six small rubies worth 500 gp each in a green glass decorative bowl shaped like a large scallop shell.

The Secret Chambers

C1. Bone Room

This dusty, cobwebbed room is littered with broken and gnawed bones, bits of broken weapon and armor, all very old. 13 cp can be found amongst the bones.

C2. Corpse Room

Several desiccated corpses, covered in dust and cobwebs, lie in this room. A DC 10 Intelligence (History) check indicates that their clothes and gear are several decades old.

C3. Guard Room

Seven zombies sit on the floor of this room, covered in dust and mold. When the door opens tiny pinpoints of light glimmer in their eyesockets and they rise to attack. 22 cp are found on their moldy bodies.

C4. Pit Trap

From C3 a corridor runs north twenty feet before turning east and ending in a door. A hidden pit lies at the turn, its cover the same stone material as the corridor floor. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. The door around the corner is actually a false door at the end of a dead end.

When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the 15-foot pit below. A creature falling into the pit takes 5 (1d10) bludgeoning damage plus 11 (2d10) piercing damage from the spikes. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see.

A corpse impaled on the spikes has 11 gp. From the bottom of the pit passages run west to C6 and north to C7.

C5. Charnel Room

This dusty room reeks faintly of death and decay.

C6. Landing Room

Three ravenous ghouls lurk at the bottom of the stairs, waiting for any living creature to either come from C5 or the pit trap at C4. There is 22 cp scattered on the floor around them.

The Hulking Ghoul waits for living creatures to approach.

C7. Secret Door

A dingy mural of a phoenix is painted on the north wall of this intersection. The mural is covered with cobwebs and is spotted with a DC 10 Wisdom (Perception) check. The wall on which the mural lies is a secret door, discoverable with a DC 15 check.

C8. Chamber of the Hulking Ghoul

A hulking ghoul waits here for living creatures to enter. The chamber is filled with smashed and broken bones.

Hulking Ghoul
Large undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft.
StrDexConIntWisCha
18 (+4)14 (+2)14 (+2)9 (-1)12 (+1)8 (-1)
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Keen Smell. The hulking ghoul has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The hulking ghoul regains 10 hit points at the start of its turn if it has at least 1 hit point. The trait doesn’t function if the hulking ghoul takes fire or radiant damage.
Stench. Any living creature that starts its turn within 5 feet of the hulking ghoul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
Turn Defiance. The hulking ghoul and any ghouls or ghasts within 30 feet of it have advantage on saving throws against effects that turn undead.
Undead Nature. A hulking ghoul doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The hulking ghoul makes two melee attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

C9. Bodak Lair

This chamber and the corridor approaching it is freezing cold, filling living creatures with a noticeable sense of dread. One bodak (Volo’s Guide to Monsters) is found here.

Around the room are piles of treasure: 110 pp, 1,300 gp, 5,000 sp, and 700 cp; six 100 gp red garnet gemstones, and a Potion of Greater Healing.

The Inner Sanctum

The Thing in the Well guards the Dome.

D1. Chamber of the Shaft

This chamber is dominated by a 15-foot wide opening in the center of the room, which plunges down 15 feet. At the bottom of the shaft is a black pudding. A passage runs north from the bottom of the shaft to D2.

D2. The Well

This chamber has only 15-foot wide stone well filled with dark, foul water. Just under the water’s surface lurks the Thing in the Well, a horrible mass of writhing, spiked tentacles. The Thing will attack anyone trying to cross the room.

The Thing in the Well
Huge aberration, unaligned
Armor Class 15 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 20 ft., climb 20 ft., swim 30 ft.
StrDexConIntWisCha
18 (+4)13 (+1)19 (+4)1 (-5)11 (+0)9 (-1)
Saving Throws Con +7
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 6 (2,300 XP)
Amphibious. The Thing can breathe air and water.
Actions
Multiattack. The Thing makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Large or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The Thing has five tentacle, each of which can grapple one target.

The well is 20 feet deep, and at the bottom lies a corpse with a small rotten sack containing 3 red spinels worth 100 gp each.

D3. The Dome of the Phoenix

This square chamber contains an ever-burning brazier in the center. Two locked bronze doors are in the west wall. They are immune to physical harm and cannot be picked or opened by any magic less than a wish or miracle. The ceiling is a painted dome depicting a phoenix emerging from a fire, soaring over landscapes, and then consuming itself in a pyre. Within the painting is a concealed message written in Common, discovered on a DC 10 Wisdom (Perception) check:

A stone of red
Into fires fed
Opens the way

Placing a ruby or other red gemstone worth at least 10 gp in the fire opens both doors to D4. Placing anything else summons a fire elemental that attacks the characters.

D4. The Sword of the Phoenix

Inside this small room is a small altar on which sits two small rubies worth 500 gp each and the Sword of the Phoenix, a flame tongue longsword. Command word: chol.

Attributions

The image of the Phoenix Fresco was generated using DALL-E2. The dungeon map was created using Dungeon Scrawl. The Hulking Ghoul miniature is a Games Workshop Crypt Horror. The Thing in the Well miniature is from the Reaper Bones 5: Escape from Pizza Dungeon Kickstarter.

Tuesday, August 1, 2023

Summer Revels

I just had a pretty excellent and productive gaming weekend. I was able to run three separate RPG sessions and play in a fourth, and had a chance to try out a new boardgame. We usually have about a dozen attendees for these weekends and this summer we tried something a little different by adding some structure and setting caps on the number of players at different events. Although I have years of experience refereeing games with large groups of eight, nine, or more players it’s never easy and frankly nigh impossible to keep everyone consistently engaged. Like most referees, my personal sweet spot is four to six players for most RPG systems: it’s really hard to cajole other players into running games for larger groups.

The experiment largely seemed to have worked: everyone had a chance to play in at least one session of an RPG, and I think the quality of play and depth of engagement was higher. So I think we’ll probably try this approach again.

I ran two sessions of the Great Dungeon of the North with two separate groups, each representing rival adventuring parties exploring a new area of my house megadungeon. The Dome of the Phoenix is a legendary location on the third level that had been discovered decades earlier but its location had been lost for years and years.

We used 5e rules and I had prepared ten pre-generated 3rd level characters for players to pick from, though a couple of players had brought their own. I also used Xanathar's Guide to Everything to generate two lists of magic items. The magic guidelines found there are so useful they really should have been in the DMG.

The first adventuring party picked characters and divided up magic items from the first list before descending into the third level. The party included Fergus Elfriend, a human fighter; Haf Ulfarson, a human cleric; Tamako Jun, a human samurai, and Azibus the Green, a human wizard.

The second party did the same two days later in both real time and game time. This group included Eldrin, a wood elf wizard; Brother Leonard, a human cleric; Rikken, a hill dwarf fighter; and Sigar Sigarson, a human barbarian.

I ran both sessions somewhat like a tournament module in that each party had four hours to get through as much of the dungeon as possible. I also used some rules to discourage the 15-minute adventuring day and emphasize the resource management aspect of older versions of D&D. While I allow short rests (with wandering monster checks, natch!), long rests within the Great Dungeon are unpredictable and even dangerous on the lower levels: damage is not always healed and spells and other resources are not always recovered. The best place for a long rest is back in Delvetown.

I intentionally built the Dome of the Phoenix region to emulate a classic Jaquay dungeon crawl experience, complete with secret areas and multiple paths. My plan was to build the whole area out of Dwarven Forge terrain based on “trays” of cardboard for easy deployment, but I simply ran out of time before the weekend.

It was very interesting to see two separate groups tackle the same stretch of dungeon. While the first group enjoyed “first mover” advantage, the second group benefited from being able to see where the first group had gone. I assumed some restocking in the two days between delves, so some rooms had new monsters and in other rooms the monsters switched up their tactics.

The megadungeons of early D&D contained an element of player competition, as different groups competed to loot newly discovered sections of Greyhawk or Blackmoor. I had never really captured that dynamic for the Great Dungeon of the North before this adventure.

The first group got fairly far on their expedition, but ended up looping back to the entrance room just as their time expired. The second group spent a little more time in Delvetown gathering rumors and was able to find the Dome of the Phoenix—and more importantly, unlock its secrets before time ran out.

All-in-all, I was satisfied with how the sessions played out. Adding a time limit as well as player competition added a level of urgency to the Great Dungeon that has been badly missing from my game, and I hope to tweak this formula going forward. Neither group spent any effort on mapping their expeditions, and I would like to bring back that aspect of old school play. I will try to post my dungeon key in the coming weeks.

I also ran another Into the Interface session of Traveller using the Mongoose 2e rules. The Professor’s Charter found the crew of the Starjammer still in the Wu system. A man claiming to be an Imperial researcher from the University of Daibei chartered the armed packet for a trip to the Desolation (Magyar 1506 B401200-E) system, a lawless haven for pirates and smugglers just beyond the Imperial border. As usual for the Starjammer, nothing quite transpired as advertised. I’ll try to post some more detailed game notes in the weeks ahead. Again, I think a smaller group really sped play and encouraged engagement.

Over the last few weeks I have been hard at work on my 2nd Dynasty model of the Starjammer, hoping I would be able to use it in this session. Alas, although I have made good progress I once again simply ran out of time. It has been interesting trying to cross over to model building from miniature painting. While there seems to be some overlap between the two hobbies, there are also many differences and I have been struggle to pick up new techniques.

I also got a chance to play in one of the short adventures from Candlekeep Mysteries, a brief investigation into the source of some tainted books of lore. It was a nice change of pace from the usual hack and slash, though I regret some of my character choices: an anti-intellectual cleric was not much use for this one, and a brainy wizard or bard would have been much better suited for the scenario. Lest anyone think this adventure was completely without mayhem and violence, the final encounter was so badass that we barely made it out alive: more than once I thought we had a TPK on our hands. I would definitely like to play more stuff from this book.

Finally, I had a chance to play the boardgame Concordia, a trading game set in the ancient Roman world. This was a lot of fun and the complexity level was just about perfect for my tastes. (It helps immensely to play with folks who know the rules.) With five players I think we were able to finish in a little over two hours. I would absolutely like to try this game again.

I had a great time catching up with old friends and I’m already looking forward to our next gathering this coming winter.

Tuesday, July 18, 2023

Weird Monsters: Otyugh

Now comes the otyugh, one of the stranger occupants of the rogues’ gallery of strange Dungeons and Dragons monsters. The otyugh first appeared in the 1e Monster Manual (1977), and Echohawk over at En World has written up a pretty exhaustive history of the monster in the game.

The otyugh is an intelligent, telepathic aberration and an early attempt to rationalize the dungeon ecology through Gygaxian naturalism. The monster is part of the “clean-up crew” along with the carrion crawler, gelatinous cube, and the oozes. The otyugh, which may or may not have been inspired by the Star Wars trash compactor monster, is a scavenger that consumes a “diet of dung, offal, and carrion.”

It’s a fairly tough monster for a humble niche. The early artwork for the otyugh was not particularly inspiring: not even the great Erol Otus could make this monster very fearsome. The 3e Monster Manual (2000), though, finally hit upon a visual design for the otyugh that made the creature look like the alien monstrosity that it is.

This basic look was carried over into both 4e and 5e. Although there have been several licensed and off-brand otyugh miniatures over the years, I don’t think I had any before I picked up this Nozur’s Marvelous Miniatures version from WizKids. It’s a nice sculpt and a fairly straightforward paint. I airbrushed a basecoat of leather brown, then experimented with some of the Army Painter tones. The finished miniature got a layer of Vallejo gloss varnish.

I’m not completely satisfied with the results: the teeth are a bit more muddled than I would have liked and the gloss from the varnish is a bit too much even for a slimy sewer monster. Not quite sure what I need to do with these glossy figures.

Tuesday, July 11, 2023

How it Started

In the mid eighties I had a fairly brief stint painting miniatures for my Dungeons and Dragons games. As I’ve mentioned before, I was first made aware of D&D through an article in Dynamite magazine from 1981 that prominently featured photos of kids playing with painted miniatures. That same year the 1981 JCPenney Christmas catalog had an intriguing spread of D&D paraphernalia, including pictures of the Dungeon! boardgame, Moldvay Basic, the 1e Player’s Handbook with Trampier cover, and the contents of Grenadier’s Dungeoneers and Monsters Action Art boxed sets, including a striking bugbear. These images made me forever associate the game with miniatures.

The game books, however, made clear that miniatures were strictly optional and I spent the first few years happily playing without lead figures. But once I had a chance to buy minis with my own money, I jumped. I first started collecting and painting figures around 84 or 85, a tumultuous time for D&D licensed miniatures: the Grenadier license ended in 1982, then TSR produced their own miniatures in 83 and 84, then Citadel had the license in 85 and 86, before Ral Partha won the license in 87. As such, my small collection of vintage miniatures contains representatives from all four of these lines.

I didn’t do much gaming during college, and so my collecting and painting of miniatures ceased altogether. Even after I resumed running D&D games, everything was theater of the mind until Wizards of the Coast launched their Dungeons and Dragons Miniature Game in 2003. The plastic figures, which came in random packs, were relatively cheap, highly portable, and best of all, pre-painted. I amassed a good collection over the next four or five years. My buying steadily fell off once I had a decent selection, and as prices rose and quality dropped. By the time Wizards discontinued the line in 2011, I was buying hardly anything except singles on the secondary market to fill the holes in my collection.

On August 11, 2012 I pledged the Reaper Miniatures Bones: An Evolution Of Gaming Miniatures Kickstarter. I hadn’t painted miniatures for over 20 years, but I was between D&D games and wanted to pick the hobby back up. I received my pledge in 2013 and the very first miniature I tackled was this Sandra Garrity hydra, and I expressly chose it because it was a nice large sculpt, seemingly a simple starter model. I had to relearn many lessons forgotten over the intervening years but at the time I was fairly happy with the results.

My initial goal, and the one I still strive for, is to produce miniatures for the tabletop that are at least as good as the pre-painted options. I’m not looking to win any Golden Demons, but I do want something respectable that I can use in my games.

That said, I look upon this hydra ten years later with no small amount of cringe. The brushwork is sloppy and heavy, the color scheme boring, and there’s no shading to speak of. And to be fair to myself, the initial line of Reaper Bones were a little rough: many of the casts were blurry, flashy, and marred by mold lines. I also followed the advice that “Reaper Bones don’t need to be primed,” which, in my experience, is a lie. Even with a thorough scrubbing, I find that most base coat colors do not adhere well to the original Bones material, which leads to overpainting. A thin layer of gray primer would have done wonders for this hydra.

I’ve continued to back each and every Kickstarter since, and bought additional unpainted miniatures from WizKids and other companies. This next hydra is from the Reaper Bones 5: Escape from Pizza Dungeon Kickstarter, and the Greek Odyssey Expansion pack. It’s a great sculpt by Julie Guthrie, clearly inspired by Ray Harryhausen’s design from Jason and the Argonauts (1963). It was also cast in the newer Bones Black material, so the details are crisper and sharper. I primed this with Army Painter gray and used the airbrush for the base coat, then spent much of the time with inks and highlighting.

I’m sorely tempted to strip the original hydra and start over, if only to see what I could do now. I’m glad that my skills have improved over the last ten years, but I’m under no illusion that I am anything but a middling painter: Painting the Bones V Hydra by Bird with a Brush shows what a real painter can do with this same model. That said, I’m happy with where I am at: I find painting a soothing, enjoyable pastime that helps clear my head in between other projects. New skills and techniques continually beckon: I want to get better with my airbrush, and I want to try out wet blending.

Tuesday, July 4, 2023

Huge and Hungry: Purple Worms

“These huge and hungry monsters lurk nearly everywhere just beneath the surface of the land… Purple Worms never check morale and will always attack” —Dungeons and Dragons Book II: Monsters and Treasures (1974).

Purple worms have seemingly been in every single edition of D&D, plus David R. Megarry’s Dungeon! board game (1975). They feature prominently in the underworld tableau on the back cover of the 1e Monster Manual (1977). In the early versions of the game purple worms were one of the apex challenges, found only on the lowest dungeon level matrices: 50 feet long and eight to ten feet in diameter, with 15d8 Hit Dice, a poison sting, and the ability to swallow an ogre whole, they were not to be trifled with. For perspective, Orcus and Demogorgon “only” had 12d12 and 10d20 HD respectively in Eldritch Wizardry (1975).

Although I had a pretty decent pre-painted purple worm from the 2006 War of the Dragon Queen set, I grabbed the Goremaw miniature from the Reaper Bones 3: The Search for Mr. Bones Kickstarter back in 2015. I think my plan was to paint this one, like Mashaaf, for my Age of Worms campaign, possibly as a stand-in for an Ulgurstasta. In any case, this miniature became yet another Bones 3 model stuck in my painting logjam.

I finally got around to tackling this figure in April and once again, a Michael Mordor tutorial proved extremely helpful. I primed the model with Army Painter spray-on Uniform Gray, then used Army Painter Alien Purple for the base coat. Due to the sheet size of Goremaw, the airbrush helped make quick work of this step. I then used Army Painter purple tone before painting a yellowed bone color on the horns/teeth/whatever that cover its body. Mordor used more of a pure white on those. I tried his technique of washing the teeth with Army Painter Strong Tone, then wicking away the highlighted areas with a Q-Tip. I didn’t get the same great results he got, in part because my bone color was already stained and the Strong Tone didn’t create a good enough contrast. I would have been better off using a pure white to pull off this technique.

I then did a lot of dry brushing. I initially thought I had done too much but overall I’m satisfied with the results. This was an incredibly fun model to paint: the Bobby Jackson sculpt has a very dynamic, writhing pose and looks like the monster just burst out of the dungeon floor to surprise some poor adventurers. It’s also a suitably large model, heavy in the hand and about 100mm in diameter at the base, suitable for its Gargantuan size.

Purple Worms in the Great Dungeon

Purple worms are only found in the North within the basin of the Great Gobbo River. It is said that the hills of granite and ledge that encircle the basin act as natural barriers to the worms, preventing their expansion into other areas. Along the flood plains and foothills of the Gobbo the worms are a frequent terror, and a mottled variety are found living in the muck at the bottom of Black Lake. The dragon Old Brokehorn has been spooted fighting more than one of these horrors, a terrifying struggle between two titans. Purple worms are said to occasionally tunnel into the deepest levels of the Great Dungeon, and particularly bold adventurers have sought out worm tunnels as a possible new route into the lower halls. Clutches of purple worm eggs are sometimes found with 1d10+10 immature worms.

The following text is Open Game Content.

Purple Worm, Immature

This flailing, wriggling creature appears to be a gigantic earthworm, five feet long and nearly a foot round, its slimy skin colored a purple so dark as to be nearly black.

0e

Immature Purple Worm CL 3 (60 XP)

An immature purple worm has a poisonous sting but cannot swallow whole.

HD 1; AC 4 [15]; Atk 1 bite (1d6), sting (1d4 + poison); Move 4; Save 17; AL N; Special lethal poison (+4 saving throw).

3.5e

Immature Purple Worm CR 1/2

Always N Medium magical beast

Init +0; Senses tremorsense 30 ft.; Listen +2

Defense

AC 16 (+6 natural), touch 10, flat-footed 16

hp 9 (1d10+4)

Fort +2, Ref +2, Will -2

Offense

Spd 10 ft., burrow 10 ft., swim 5 ft.

Melee 1 bite +1 (1d6), 1 sting -4 (1d4 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks poison (DC 11, 1d2 Str/1d4 Str)

Statistics

Str 11, Dex 10, Con 13, Int 1, Wis 6, Cha 6

Base Atk +1; Grp +1

Feats Toughness

Skills Listen +2, Swim +0

Ecology

Environment Underground

Organization hatching (11–20)

Treasure standard

Advancement 2–5 HD (Medium); 6–10 HD (Large); 11–15 HD (Huge)

5e

Immature Purple Worm
Medium monstrosity, unaligned
Armor Class 14 (natural)
Hit Points 22 (4d8 + 4)
Speed 20 ft., burrow 10 ft.
StrDexConIntWisCha
11 (+0)10 (+0)13 (+1)1 (-5)6 (-2)4 (-3)
Saving Throws Con +3, Wis +0
Senses blindsight 15 ft., tremorsense 30 ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP)
Actions
Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Stinger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.