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Friday Evening Gaming Session Cancelled September 14, 2018

Posted by jkahane in health hut, rpg hut, torg eternity rpg.
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This evening’s gaming session with the Friday group, the replacement session for last week’s missed session, is off for tonight.

The illness that was ravaging the members of the gaming group last week continues, so we’ll not be playing tonight. I’m saddened by this, as I was quite looking forward to running some Torg Eternity this evening.

Perhaps the Friday night group will be able to game once more at their regularly scheduled time next week.


Friday Evening Gaming Session Cancelled September 7, 2018

Posted by jkahane in health hut, personal, rpg hut, torg eternity rpg.
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Tonight’s gaming session with the Friday night group is off.

Several of the gamers in my Friday night crew are down with an illness. Two of the players are being incapacitated by relatively high fever, and two of the others are down and out and “feeling like crap” (to quote Mark). Since I’m not feeling all that hot myself at the moment, I can’t say that I’m displeased to not game tonight.

While I was looking forward to continuing the current adventure the players were involved in for the Torg Eternity RPG, it’s better that we don’t game this week. Especially after the last couple of days that I’ve had.

Ah, well…

RPGaDay in August – August 27th: Great Stream/Actual Play August 27, 2018

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We continue on with #RPGaDay in August.



Day 27 – Share a great stream/actual play.


One of the actual play streams that I’ve been rather enjoying of late is the Ulisses Spiele North America feeds of some Torg Eternity RPG actual play. Here’s the start of the latest one, a 6-part live play of the “God Box” scenario set in the Living Land. Enjoy! 🙂

Friday Evening Game Report – Torg Eternity, Session 10 August 25, 2018

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The Friday night gaming group continued play in their Living Land campaign of the Torg Eternity RPG yesterday evening. You can read about the previous session of the game by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.


Melanie Franconi (KathyB) – Cat Burglar/Thief
Wendy Saltman (Angela) – Courier/Street Thief
Sandra Mitchell (Ellie) – Librarian/Magical Dabbler
Lucas Wells (Mark) – Businessman/Realm Runner
Andrew Quilling/Andar (Peter) – Transformed (Living Land) Athlete

April 27th, 2017

Morning dawns to find the Storm Knights and their edeinos allies ready to take on the Redjaws and rescue Harper Thompson. Both Kap’akt and the scout, Frt’ka, believe that this is a stealth mission, so it’s decided that only Frt’ka and one other edeinos scout, Tra’ket, will accompany the player characters on the mission. The Storm Knights set out with their edeinos allies, Tra’ket leading the way alongside Lucas Wells, with Andar bringing up the rear. They are forced to avoid a large party of hunting Redjaws, with Melani Franconi [she rolled a 1, and used a Second Chance card] and Sandra Mitchell [she rolled a 2, and used a Possibility] barely succeeding to sneak past the edeinos. The Storm Knights pause for a break with their edeinos guides, and are attacked by a pair of Snaevorms, a tree-dwelling worm with excellent camouflage capability. The Storm Knights take out the snaevworms, but not before Sandra disconnects [she rolls a 1, but fortunately succeeds at her Reality roll re-connect to Core Earth]. Andar tells Sandra that he believes that Lanala does not favour her this day, and that perhaps she should stay behind her tribesmen, to which the librarian/dabbler replies that she can hold her own. The Storm Knights move on.

Reaching a small stream, the Storm Knights and their edeinos allies easily ford it, but nearly walk right into another Redjaws patrol. Only Melanie’s senses [and an Alertness card] prevent disaster, and the Storm Knights move on past the patrol, skirting them in the dense vegetation. Frt’ka and Tra’ket quietly tell the characters that they have reached the edge of the Redjaws camp. Travel here will be a lot more dangerous. The group decides that Melanie and Andar, as well as the two edeinos, will scout out the Redjaws camp. Melanie discards her typical clothes, bundling them in a backpack, and dons the clothing of a primitive human (as per the plan agreed to by the Storm Knights the night before). She smudges a bit of dirt on her face and hands, much to her disgust, and Andar pronounces that she is good to go.

Andar, Melanie and the two edeinos move into the jungle, and head for the Redjaws’ camp. Wendy Saltman, Sandra and Lucas are worried about their friends (“We are all friends, aren’t we?” asks Wendy. “Of course we are,” states Lucas, emphatically.) Sandra points out that the Greenleaf edeinos won’t let anything happen to Melanie and Andar, hopefully. Meanwhile, coming upon a patrol of Redjaws edeinos, the Storm Knights realize they only have one chance. Melanie persuades them [a roll of 32, with the assistance of a Supporter card from Andar] that they belong to the primitive human group that works for the Redjaws. The edeinos patrol returns with them to the main campsite, and the Storm Knights are shocked to see the size of the encampment, and the sheer number of edeinos who follow Baruk Kaah’s backer, Slk’tok. Andar tells her that rescuing the boy will be much more difficult than he expected. The Storm Knights see that the camp consists of several crude huts, an open area where stakes have been placed, at which several prisoners can be seen bound by the neck to the poles, with their arms strapped to them as well (including Harper Thompson, though he seems different somehow) and a rather grandiose looking hut that is almost like a longhouse. Several fires are scattered here and there, and Melanie can make out a gospog field nearby. She tells Lucas they have to deal with the gospog field somehow as well.

Back where the scouting party left Wendy, Sandra and Lucas they are worried that the two Storm Knights and the edeinos haven’t returned from their scouting mission. Wendy suggests that perhaps they need to go to the Redjaws campsite themselves, and without another word, Lucas starts to lead the way. With luck on their side, the three Storm Knights make it to the Redjaws camp and see the scope of what they’re up against. Sandra is able to spot both Andar and Melanie in the camp, and they appear to be moving around unmolested. Lucas says they need to sneak down into the camp, but Sandra points out quite rightly that they’re not dressed for the role and they don’t want to endanger the others already down below. They decide to sit tight for the moment, though they have to avoid a couple of Redjaws patrols [each using Stealth skill successfully].

In the Redjaws camp, Melanie and Andar decide to split up, and wander around checking things out. They are each accompanied by a “guard” edeinos (both Frt’ka and Tra’ket serving these roles, having convinced the edeinos patrol that they are loyal Redjaws as well). Two of the primitive woman, Anja and Haly, are suspicious of Melanie, and follow her around, but Melanie persuades them that she means them no harm. Given some water to take to the prisoners, Melanie makes her way eventually to Harper Thompson, and realizes what is different about him – he’s become one with the Living Land! Harper has not been beaten, and drinks thirstily, eventually telling Melanie that he remembers his mother and is distraught to learn that she is dead. She tells him that there is a plan to free him, but he asks where he would go? She has some ideas on that, but it will have to wait for later. Meanwhile, Andar scouts out the edeinos campsite, and realizes that the Redjaws represent a distinct threat. He sees their leader, Slk’tok, in the distance, talking with several of the tribe’s scouts, and several of them depart. He is questioned by several zealous Redjaws edeinos, each sporting a human skull around its neck, and while able to answer their questions satisfactorily, realizes that the edeinos loyal to Baruk Kaah are really very different than those like the Greenleaf tribe.

Meanwhile, Sandra, Lucas and Wendy decide to head down and scout out the gospog field near the edeinos campsite. The player characters are able to sneak successfully down to the gospog field, avoiding several edeinos patrols and the edeinos flying overhead on the creatures known as Lakten. They discover that the field is guarded by a gospog [of the first planting] and a couple of edeinos who don’t seem to like their current jobs. The three Storm Knights swiftly make a plan, and then execute it. Lucas tosses a burning torch into the gospog field, causing a methane explosion and the start of a fire. As the two edeinos move to deal with the fire, they are attacked by Sandra and Wendy respectively, while Lucas goes after the gospog itself. [With the expenditure of several Possibilities and a few Drama cards] The Storm Knights attack the edeinos and the gospog, and prevail against them. The explosion at the gospog field and the start of the fire attracts the attention of more Redjaws from the main camp…

At the Redjaws camp, the attack on the gospog field triggers a panic, and Slk’tok orders the majority of the Redjaws, some 50 in all, to head for the field, leaving a token force of ten edeinos to defend the prisoners. Melanie and Andar use the opportunity to attack and free the prisoners (notably Harper Thompson). The edeinos defenders attack the two Storm Knights and the Greenleaf edeinos vigorously, but are no match for the Storm Knights and their allies [though a good number of Multi-Actions and Multi-Targets are taken and a few Possibilities and Drama cards are used]. With Harper Thompson and the other eight primitive human prisoners freed, the Storm Knights and the two Greenleaf edeinos lead them towards the jungle. Melanie and Andar look at each other, and realize they can’t leave the other three Storm Knights on their own. Telling Frt’ka to get the former prisoners to safety, Melanie and Andar head towards the gospog fields. Melanie shouts that they’ll meet the Greenleafs back at their campsite.

With the gospog field fully ablaze, Lucas, Sandra and Wendy decide that discretion is the better part of valour, especially when Sandra points out the arrival of a large group of edeinos and their beasts is inevitable. Lucas leads the Storm Knights away from the gospog field, and Sandra sets up such a ruckus of sound that it causes a small group of T. rexes to arrive on the scene. [She plays the Dino Attack! Cosm card.] The Redjaws have their claws full with the dinosaurs, and the Storm Knights are able to make their escape, though they have to face a couple of the Redjaws edeinos. Lucas makes short work of them with his Glock 9mm [he rolled a total of 72 after spending 1 Possibility, but none of the characters had a Glory card to play!], and the Storm Knights move on, and come upon Melanie and Andar. The meeting of the two groups is delighted, with Melanie asking, “The fire at the gospog field was you two, wasn’t it?” to which Wendy says, “Well, yes. Thought it would make a good distraction!”. With Lucas leading the way, the Storm Knights make their way back to the encampment of the Greenleaf edeinos.

Once the Storm Knights arrive back at the Greenleaf encampment, there is much joy and relief. The Storm Knights are pleased to see that Harper Thompson (telling them his name is now “Hapa”) and the other prisoners from the Redjaws camp are now safe. While Hapa has problems telling the group what happened to the three Storm Knights, one of the other former prisoners, Zach Loney, tells them that the three escaped from the Redjaws and were making their way towards Middletown, Delaware. One of the three mentioned to Harper in his presence that they were looking for something called an eternity shard…

Friday night’s game session of Torg Eternity saw a little bit of everything, and had the players running around as if their lives depended on it (which they did, of course!). Overall, it was a fun game session, the players determined to go after the “McGuffin” next, but pleased that they’d effected the rescue of the prisoners from the Redjaws encampment. The biggest disappointment the players had last night was when Mark’s Lucas made the shot of a lifetime, rolling a 72 on the dice, but no one had a Glory card to play for the big win. Guess what the next Destiny card draw was? You guessed it! 🙂

Anyway, I can’t wait to run the next session of the adventure in two weeks’ time! 🙂

RPGaDay in August – August 25th: Game That Had an Impact on You in the Last Year August 25, 2018

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We continue on with #RPGaDay in August.



Day 25 – Name a game that had an impact on you the last year.

This one’s pretty easy. Torg Eternity had a tremendous impact on my life the last year, with the game coming out and getting ready to run the game and then the actual play of the game during that time after I got the KS backer boxed set. (See this post for a pic of the materials that were in the boxed set.)

I had been jonesing for the game since I’d heard last year that it was coming out from the folks at Ulisses Spiele North America, and was thrilled to get the game. I was seriously Torg obsessed for the longest time to get the game, and when it came in my (snail) mail box, I was really glad to finally get my hands on it and start reading and getting ready to run the game.

Getting Ready for Friday Night Gaming August 24, 2018

Posted by jkahane in housework, personal, rpg hut, torg eternity rpg.
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It’s been one of those weeks where I never knew what was going on with my body day-to-day. So I’m kind of glad that the week’s over, and that means I get to do some gaming this weekend. That and some relaxation in as well.

Anyway, the Friday night gaming group will be continuing their Living Land campaign of the Torg Eternity RPG this evening. I’m looking forward to the game, and can’t wait to game with Kathy and the Friday night gamers.

In the meantime, gotta clean up some of the supper dishes.

Have a good evening, folks. 🙂

RPGaDay in August – August 24th: RPG Deserves Greater Recognition? August 24, 2018

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Day 24 – Which rpg do you think deserves greater recognition?

This one is a difficult question for me, as to be honest, I tend to play and run more indie games these days than mainstream ones.

That said, if I have to answer this question, I would say the game that should have more respect and greater recognition is the Torg: The Possibility Wars RPG (now in a new incarnation as Torg Eternity). This is the game that was one of the earliest, if not the first, to introduce the idea of playing characters from different genres (sf, fantasy, horror, pulp adventure, cyberpunk, etc.) using a set of game mechanics that allowed for this seamlessly. Sure, it had some glitches, but these have been nicely addressed in Torg Eternity. The game also introduced the Drama Deck (in the original) of cards that enhanced cinematic play in various situations and circumstances, that gave player characters certain bonuses (or deficits) against the opposition, the wonderful Dramatic Skill Resolution (DSR) system. There was a whole bunch of other stuff that I could go into here, but these are the things that jump to mind.

A highly underrated game, in my opinion. And I’m glad to see that Torg Eternity is keeping the game alive for a whole new generation of players and GMs alike. 🙂

RPGaDay in August – August 21st: Which Dice Mechanic Appeals to You? August 21, 2018

Posted by jkahane in capharnaum rpg, coriolis rpg, gaming hut, john carter of mars rpg, personal, rpg hut, torg eternity rpg.
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Day 21 – Which dice mechanic appeals to you?

There are two dice mechanics that appeal to me these days. I rather like d6 dice pool systems to be honest, as they’re easy to deal with and require just some basic math (which keeps the mind sharp). The two systems I’m think of at the moment are the ones found in the Coriolis – The Third Horizon RPG and the Capharnaum – The Tales of the Dragon-Marked RPG. What’s neat about both of these games is the tweaks and sub-systems that are added on to the basic d6 mechanic as both optional and non-optional rules.

The second mechanic set that I really like is the d20 and 2d20 mechanics for the Torg Eternity and John Carter of Mars – The Roleplaying Game systems, respectively. Both of the systems use a very basic mechanic using the 20-sided die, but again add sub-systems that really make the two games shine.

That’s my answer for today.

Sunday Afternoon Gaming Cancelled, Sort of August 19, 2018

Posted by jkahane in capharnaum rpg, character creation, personal, rpg hut, torg eternity rpg.
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I won’t be gaming this afternoon, sort of.

Tammy is working on-call once again this weekend, so roleplaying game session is off and we won’t be playing Torg Eternity today.

That said, SteveR is coming over this afternoon. I’ll be doing some work with him on my Star Trek Adventures campaign that he’ll be running, and then perhaps we’ll get a chance to create a sample character for the Capharnaum – The Tales of the Dragon-Marked rpg. See how things go.

Wednesday Night Game Report – Torg Eternity, Session 4 August 16, 2018

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The Wednesday night gaming group played last night and continued their Torg Eternity RPG campaign that is set in Aysle. You can read about the previous session of the game by following the link. This post is somewhat long, so I’ve put it behind a cut for those who don’t want to read about my roleplaying game campaigns.


Cindy (“Cindara”) Hazelton (DonnaW) – Transformed (Aylish) Mechanic
James Wellington (DavidW) – History Teacher
Palle (“Pamela”) Sundstrom (Kendall) – Transformed (Aylish) Police Officer
Damaris Haynes (Crystal) – Artist (Painter)

April 3rd, 2017

The Storm Knights assess the situation relatively quickly. Damaris Haynes snatches up a second short bow and quiver full of arrows. The other characters each gather up some weaponry as well, including maces (Bonus STR+2) and various spears and the like. With the Underground station entrance destroyed by the dragon and the fighter jet, the rest of the survivors have all moved and fled to the National Gallery. There’s no power, but the building seems intact and stable. The other refugees and survivors are huddled inside, afraid, and look to the Storm Knights for leadership and guidance. They batter them with questions about what’s going on and how they did all those amazing things outside. Damaris is able to calm them down for the moment, but the Storm Knights have no real answer to their questions. The Storm Knights talk to the various survivors, and learn that Amelia was taken by the pale savages [the Lurks]. A quick search of the National Gallery shows that while there is damage from the earthquake and the like, some of the exhibits have ben ransacked. Both James Wellington and Damaris confirm that several of the movie props on display as part of the “Fantasy Art” exhibit are missing, as well as some exhibit items made of precious metals. Suddenly, a muffled shriek echoes through the galleries, coming from somewhere downstairs. “She cut me!” a shrill voice hisses. Palle Sundstrom quickly leads the others to the room from which the sound came, but it is deserted. The entire floor of the room is gone, collapsed into a dark and winding tunnel. The player characters hesitate, but Amelia’s distant scream echoes up through the shaft.

James and Cindy Hazelton head back to the main entrance area, and retrieve the 60 metres of rope that they left there when they followed Amelia’s scream. The others debate a plan of action, and peering down Damaris says they will need light sources. They find several transformed lanterns that are now torches, and when James and Cindy return, light them with matches. The Storm Knights descend into the darkness, only Damaris having a difficult time of it [she rolled a Mishap, and suffers 2 Shock from rope burns], and reach the bottom of the shaft. There are several additional torches piled on the ground, and both James and Palle take an extra one each. The passage winds its way under Trafalgar Square, water dripping into one section, until it opens into Charing Cross station. The Storm Knights see mauled bodies that are strewn across the turnstiles. Cindy points out the signs of people having been dragged away. The trail of blood and bodies can’t be missed, the path leading deeper into the Tube system. A grim-faced Palle leads the way, and eventually the path enters a new, more natural looking tunnel that has opened up along a side wall. At one point, the Storm Knights see a golden glow from beyond a rocky outcropping. Cautiously, the characters approach and find a large, pulsating globe of light, its shape in constant flux. Cindy senses that it may be alive (though she can’t explain how she knows to the others). When the Storm Knights get closer, it separates into a thousand, tiny dandelion-like globules. The lights drift down onto James [the most injured of the Storm Knights]. He feels a tingling sensation, as several wounds close and heal [and he recovers one Wound]. The sphere reforms, dimmer than it was, and when the characters follow it, the light fills a slender, hollow tube tucked behind the stones, resulting in a glowing wand. Cautiously, Cindy picks the wand up; it tingles in her hand, but nothing more. She tucks it into a deep pocket of her cloak, and the group returns to the main tunnel. They discuss what has just happened, and christen the item Hazelton’s Wand. 🙂

As the Storm Knights continue to descend into the Underground’s depths, the cavern walls give way to roughly hewn stone corridors with bizarre markings crudely etched into the walls. Several corridors feature blazing torches or piles of unidentifiable material set aflame to provide dim light. The characters notice that webbing coats the walls as the hallway opens up into a much larger space. James comments that it’s more like a natural cavern than the halls, as there are strange stalactites covered in webbing hanging down over the characters’ heads. The characters see many openings out of the cavern, most of them obscured with webbing. James probes one of the stalactites with a spear, and discovers they aren’t stalactites at all, but dessicated bodies of figures that look like some of the attackers from back on the surface. [The player characters each pass a SPI or Willpower test to avoid shock, and James plays the Alertness card.] Large arachnid shapes move from the darkness into the characters’ flickering torch light – the characters realize they’re in for it now!

Palle shouts to the others that they need to find the exit out of the cavern, and says that she’ll hold off the creatures. “Not alone, you won’t!” vows Cindy, and moves to Palle’s side. Palle fires her weapon at one of the arachnids, and scores a deep wound, but the creature doesn’t fall. Cindy attempts to put up a shield spell on both herself and Palle, but isn’t sure how well she succeeded. Both James and Damaris search for the proper exit from the cavern, and the latter sees signs of disturbed webbing and some blood near one of the exit tunnels from the cavern. She points this out to James. The arachnids continue to approach the characters, albeit unsteadily. Palle and Cindy attempt to maneuver together but apart, hoping to distract the spiders from the other two. Dashing over to the tunnel entrance, James and Damaris manage to sweep away the fresh, thick layer of webbing [using a Combined action, and the expenditure of an Adrenalin card and two Possibilities]. Their task is complicated by the arrival of two of the arachnids. As the encounter continues, tiny spiders leap from the webs and cover the Storm Knights. Palle and Cindy each attack one of the arachnids again, their attacks with pistol and wrench respectively succeeding and inflicting damage to the creatures. Uncovering the door handle, James and Damaris see that it is locked! Damaris tells James to pick the lock on the door, and she will “distract” the arachnid creature. She attacks the creature with her spear, impaling it on the weapon [she rolled a 38 on the attack, and added an Adrenalin card to the mix], while James is able to pick the door lock [barely! with the use of an Adrenalin card and a Drama card], and they both hear the *snickt* of the lock opening. Shouting to the others, James swings the door wide, and the others race to the tunnel entrance. Once though the tunnel entrance, Damaris and James swing the door shut, and the group braces it against the arachnid onslaught as screams of rage can be heard through the door! After around 15 minutes of attempting to get through the door, the arachnids give up.

Once the arachnids give up, the Storm Knights turn their attention to moving down the tunnel, The tunnel slowly descends, giving way to a wide, dark chasm. Several crude grappling hooks are wedged into the tunnel floor and a coarse rope trails down into the darkness below. Against their better judgement, the Storm Knights scale down the shaft, but the rope is safe and the heroes find themselves on a ledge some 10 metres down. The ledge is part of a path that leads off to both the right and the left. Cindy can see there are signs of lots of foot traffic going in both directions, but there’s no indication of which direction Amelia’s captors took her. Palle and Cindy can make out the sounds of cursing interspersed with laughter – coming from the left. With a quick nod to each other, the characters move off to the left.

Wednesday night’s monthly game session of Torg Eternity went very well, the players exceeding all of my expectations in terms of action and progression of the story being told. The Wednesday players normally game for a period of 3 hours, and we had to cut things short a bit earlier due to commitments of two of the players, but I felt that the players accomplished quite a bit in the session. The combat sequence with the arachnids was a lot of fun, Crystal commenting that it reminded her of something out of an epic fantasy movie, with the heroes desperately trying to escape the spiders. Lots of fun, overall.

I’m looking forward to running next month’s session of the Torg Eternity Aysle campaign, and can’t wait!