Sunday, April 05, 2026

Domenwood Adventure: Session 0 and a Quick Trip Up a Nose

Switching from Corsairs to Dolmenwood, we had a good session 0 I think. We have 4 characters, of which 2 are from the Dolmenwood setting directly, one from OSE and one from the expanded player options (a review here):

  • Friar Henry Moon, human. I need to get which saint he follows and a few other details. Dolmenwood class
  • Dwarf: LozeBelle Nightmail ("Belle" as the layer took pity on my ability to pronounce things). OSE kindred. Thebruiser of the group, but was a tailor before taking up adventuring. 
  • Breggle Elrod Bumble, Magician. The player even used the random tables for characteristics and fun things. Dolmenwood kindred
  • Changeling Keir (from the OSR Advanced Player Options). Offspring of a mortal and a doppleganger. They were a frost sculpturer in the land of Fey but decided to see more of the world from their human parent. 

A Breggle, from the Dolmenwood Player's Guide

It took us a while to get through the character generation, but I do that pretty much old school: roll stats straight as-is. But I do allow 1 extra roll to replace any roll, and the Dolmenwood rules allow for a 2 for 1 replacement, where you can take 2 off one stat to add 1 to another. But I decided to start at 2nd level after reading the initial adventure I wanted to run, as well as allow the magic users (magician and friar) more than a single spell. 

I also allowed the players to pretty much equip themselves as needed and still roll for gold. I figure a level 2 character will have picked up the basic weapons and armor by now. And things can get dangerous enough in old school games anyway.

Two of the characters, Belle and Keir, have worked together before: they have run the crab apples from the orchard to Castle Brackenwold for Zoemina Ladle. The NPCs are from the Dolmenwood Campaign book, but the job stuff came from the party backstory generator. It gives me some potential hooks later if I need them.

The friar is from the Old Abbey, a destroyed and ancient abbey. Actually, from an unnamed village nearby as the Abbey is in ruins and only inhabited by a few people. Think I'll get back to the Settlements book and roll it up just to have that. He is all the way over here due to dreams he has been having the last few weeks:
A valiant or courageous PC is visited in a recurring dream by a beautiful elf lady,clad in white. In the dreams, the PC falls in love with the Lady, and awakes with a deep yearning to be with her. After some weeks of experiencing this dream, the PC has a second one: venturing into a burial mound, opening a coffer, taking a ring from the finger of a skeleton, and bringing the ring to the Lady. At the end of this dream, the Lady tells the PC that the tomb is a real place, and that a magical door to her realm is located there, in the lower level. She (falsely) promises her heart to the PC, if they can retrieve this ring that was stolen from her in ancient times and bring it to her. She reveals the location of the tomb and says that one who bears the ring can enter the magical door in the lower level that leads to her realm in Fairy

The Breggle, a native of the Dolmenwood, has his own reasons to be here: he is getting paid to return a ring from a burial mound. He'll get paid 1000 gold to get that ring. Elrod has a map of the burial mound, and it is a couple miles from the Giant's Nose, a tavern run by an older Dwarf. 

And that is where we started the adventure, all 4 in there after a storm had come through, destroying Pierogi's gardens. The four adventurers, not knowing each other yet, are persuaded by a bit of gold and some free meals to go up the nose. 

After getting shrunk to about 1/2", they are hoisted up the nose on a stick with cotton to prevent splinters. The first part of the journey is climbing up some mucus-slimed hairs, but no one falls. They do meet an Elf heading down, Fern Evergreen. They talk briefly, and he manages to gracefully bypass the party. They find some of the brown mold here, before getting to the first ledge. They get to a ledge and manage to find some of the glowing spores. But they also find 4 snot creatures. There is a battle, but with the dice rolls, 2 of the creatures were fighting Keir, and 2 against Belle. The fight went well, though Keir and Belle both got hurt. Friar Henry Moon cast a healing spell and healed up one (and sadly, my notes are far too sparse to remember who got hurt the most). 

Seeing a rope, which is an old vein, they get a rope they have, and start climbing to the next level. Belle slips but manages her saving roll. so is just left swinging a bit. They notice that there is a bit of a breeze, and wonder if the giant is still living. Climbing up, they encounter some of the nerves hanging off the roof of the nose and are attacked by some stinging things. Elrod has managed to climb up, and they defeat the 2 vicious plants that plummet out of the nose. Which is not even noticed by Pierogi and Franklin as it stayed thee same size so got blown away by a mild breeze. But our heroes get some of the stinging nettle before getting off on the top-most platform. There is a small crack leading up, to where the last ingredient was at. The air was stale, but Belle climbs up. 

Poking her head out of the floor, she sees a glowing giant starting to stride to her. "Leave me!" he yells, club starting to swing. He hits her and somehow I managed to roll max damage for the it. But Belle gets out of the way, and the others pop up and we have a battle with the giant. Keir gets hit at least once, and everyone gets enough hits in to defeat the giant's spirit. The friar did try and turn undead which, sadly as the giant was a few levels above, had no effect as his roll was not good enough. Had the battle lasted 6 rounds he could have tried again. But they managed to kill the spirit, and gather the lace seeds. 

They climb back down, and enlarged to their normal size, and get some good food, some gold, and 170 XP each (I think - I need to remember to write down XP in the notes!)  And this was where we closed off the initial session.

Thoughts

I think they enjoyed the game - we also got to use more of the dice which, well, we are all dice goblins. Some of the things we had to read a bit on: one of the magician's spells, after re-reading the description, did not work like the player originally thought. We did a retcon on that turn as we are all learning the rules. Fortunately, one of the other players also has the books, and is a great GM so that helped to get help and have more than 1 person looking things up. 

I slightly modified the Giant's Nose thing a bit but it was mostly the same. It was a bit difficult to understand how to get the map working as it is more vertical than horizontal so hard to figure that for a few things. However, it was a silly introduction to the game, and I wanted something mostly non-lethal to get a handle on some of the mechanics. And I've read the adventure we'll run in a month a few times to get a feel for that. And I even found the minis and have them all in a single place for that game. Hopefully that will be fun.

And I made cupcakes.


NPCS

Franklin - a human druid who lives somewhere near the Giant's Nose,
Pierogi Poundflour - Dwarf owner of the Giant's Nose
Zoemina Ladle - human female, owner of the Roost, "a fantastic treehouse inn is nestled in the boughs of a trio of old beeches"
Fern Evergreen - Elf met in the nose

Friday, April 03, 2026

Traveller System Update 33 - Orbits Part 4

Progress is being made, though there are a lot of moving pieces. Turns out I never got around to adding the stars to the system model! Part of that is also due to the fact I was confused over the nomenclature: what I am calling stellar types is actually the sizes: Ia, Ib, and so on. And the star type is the traditional B0, G0 and all that. Which I *finally* figured out when I created the stellar data table to get all the other info.

So, adding those to the system pages as well as updating the repository so stuff is eager loaded. Meaning we collect all the related data when we do the initial request for the data. As this DB is so very small, as well as local, that sort of thing works well. For larger, more complex databases, this is not always a good idea. Like a lot of software - it is usage dependent. Sadly, I live in a world with few hard and fast rules as so much is contextual!

Regardless, got the star list to at least show up, though I am not saving off the data just yet. But once I get all that done, as well as the same for the stellar size, then I can get to the actual orbital period! 

work in progress. And yes, really need to make that a prettier list. I'll probably fancy it up via some AI prompting.

Job hunting is going apace. I fear that job scrolling has become the new doom scrolling! I've applied to 26 jobs so far, and of course, heard nothing back. Several I think I hit all the marks they want but this is a crowded field. And honestly, in the software world, not all those jobs posted are actually real jobs. Shocker, I know.

And finally - I watched the Artemis launch. So glad we are going back to the moon. I remember the Apollo flights and thinking we'd have a moon base not too long after that. I suppose too much UFO and Space:1999 spoiled me.

Space:1999

UFO


Saturday, March 28, 2026

Traveller System Update 32 - Orbital Distances Part 3

And then I had to add the orbital distances table and UX as we need that to calculate the orbital period. Though to be "more" correct, the mass of the planet would also impact the orbit as heavier or larger planets will have to go faster in the same orbit. But not going to worry about that overly much: this is a game, not a reality simulation. Which often comes up in arguments over on COTI. Or at least very active discussions.

I did add the paging functions to the stellar data and still have a few of those rows to add in but getting closer to adding the orbital period to the planet information. Then we can also add in albedo, world average temperatures, and stuff like that. However, albedo will be interesting:

The albedo for a world can be computed by what portion of the world is covered by various terrain types, and noting the average cloudiness of the atmosphere. Combining these values provides an overall albedo for the world.
That is two more tables we'd have to add - albedo by terrain type, and cloudiness based on hydrographics. Which then means we'd have to figure out land masses, determine what is covering them and fun things like that. Do-able, but diving deeper than I thought this little project would go.

Regardless, I should have the orbital distance calculations done in the next update, probably another day or so as sadly, I still spend a lot of time behind the keyboard. But it is fun for me. Which is great as I've been doing this for a long time, and if it is still fun, then I've picked the right career. 

Anyway - more progress as I have a bit more time now obviously! But now off the start prepping for next week's game: I need to see if I have the terrain and minis and get all that ready to go as it is a face to face game. 

I'm going to have to rethink the menu as the horizontal is running out of space, and just because I have a wide screen monitor does not mean every else does!



Thursday, March 26, 2026

Traveller System Update 31.5 - Notes on data entry

Well, putting in the data is certainly a longer process than I would like. If this sort of thing happened a lot, I'd create an import function as those are pretty simple to implement. Working my way through entering the stellar data, just so I can calculate the orbits! Yeah, I could take the easy way out but oddly I like math and figuring out how to do this sort of thing (not saying I am good at math, but like physics and a few other things, I like it without necessarily being good at it. See any earlier posts on game organization!)

Anyway, got through adding a few more and realize I'll have to add paging functions to this page. I had a few choices when I started this project, which was first, yet another version of some form of Traveller software, but also a way for me to play with the latest version of .NET. Way back when I started and .NET came out, the boss would never let me use the latest and greatest. "Never use a .0 release" was the common refrain. And from a business viewpoint, pretty standard honestly and safer. I went to a local .NET user group for years and they got to play and show of the latest stuff, things I could not use. Anyway - now I can at least for personal projects like this one. And actually I was at my former job as it was not yet in production, as well as that entire software ecosystem is pretty mature and thoroughly tested even for .0 releases.

Anyway, back to paging: the repositories in this application are mostly pretty standard, and now I am wishing I used a generic repository as that would have covered probably 95% of the usage. What that means is: instead of having a repository class (where we can load and update data for a specific table), we create a generic repository where we pass in something like <StellarData> to indicate the stellar data type. It would have simplified things so that I would not have to write a service class per model. However - the downside of that is things that are unique to a class, or if you want to include related records, I think makes that approach a lot more complicated. Like a lot of things even outside the world of software, one solution rarely solves all the problems. And as an aside, don't get me started with Entity Framework being a repository pattern already! I go back and forth on that a lot as well. And yes, unless you are a developer or in the IT world, probably a WTF am I talking about?!

Regardless, I'll have to add a paging function as the list, even when half completed, is already quite long! Maybe a search function as well so we can find all the G0 class info, or all the subgiant type info. Not sure what would even be needed since I am the only one using this. You can see why a product owner can be important - let the developer know what is really needed versus what we think is important!

But why this is only half an update: it was mostly data entry and some musings. Though I may go ahead & add the paging functions as that is not complicated. For good or bad, I just get the AI to do most of it. Or I can copy/paste from other code where I did this before. But AI is a great tool if still overhyped in so many ways.

that is a lot of data!

I really need to also start looking at the next game. Getting laid off really throws me off a good bit. Still taking some time off though I did attempt to sharpen up my resume and randomly apply to some interesting places where it looks my skills could work. But as I told my group - the good news about this is that I have more time for game prep and reading! There is always a bright side to everything. Sometimes you really have to look hard though!

But I think the players are excited - they have some character ideas, and I've started going through the Backstory Generator and two of the characters are in the employ of Zoemina Ladle and sometimes take the crab apples to the castle, a journey of less than a day. They usually meet at the Roost (an inn built into the trees of the forest) but also have a secret location as sometimes she may have them do more clandestine operations and need to meet a bit more in secret. The two players are the wife & child of one of the players, so not sure how to get the location of the secret place to them. Though my group is pretty good about metagaming so if the players know that and the characters do not, they will stick in character. I'll have to check.

not sure who did this but found on Pinterest


Tuesday, March 24, 2026

Back to job hunting!

I was laid off this week. This makes the 4th time in my career. Of course, IT is often precarious field. After the initial gut punch and a few days off, I'll start job hunting again. And sadly, just 3 years out before I could retire if I want to. I feel like I may be wearing a red shirt in Star Fleet.

Why do I bring this up here? Because of my 1st layoff decades ago, I started this blog to play with some Traveller trading software. Though the blog has definitely changed a bit over the years, I have been getting back to the software side of things for this (30+ updates since I started the .NET Core version). Oddly enough that ancient 1st version, still on GitHub I think. (and a quick check later, apparently that does not seem to be there. It was Winforms which is still a great UI thing in many ways! It may be buried on a drive somewhere - I'll have to look. It even used the TravellerMap APIs for a number of things)

I knew this was coming anyway - the new CTO was a previous CTO and every time the IT department gets a new person, they fire someone. I was pretty sure I was on that chopping block!

Regardless, it means I'll spend a bit more time playing with the software, trying not to freak out, and pet my cats and dog a heck of a lot. I'll note that every time I have been laid off, I've gotten a job that usually ended up being better in one way or another. And technically I could early retire but it is the insurance costs that hold me back from that. Plus, I really like working and solving problems.

Anyway - I'll be okay. Eventually. You may even get more game blog posts as this does give me more time to read the stuff I have, do more game prep, and read! Though I did just finish that last book today. But I've bookcases full of books to go back through then!

some interesting clouds I saw the other day

always look up - things will get better! Or there is a bug on the ceiling.
Next post will be game or software related, but a mini not-quote-a-vent post just to get this out there. 

Friday, March 20, 2026

Corsairs Session 6: Batkin Siblings

Our intrepid heroes grabbed what they could from the mines: ledgers, furniture, normal things for a not-quite pirate crew to take. None of the slaves were wanting to go with the group, so after loading the supplies, and leaving enough food and rations, they head back to the trading post. There's a bit of a chase as they approach the nebulous border (sorry, no George Jetson floating road guides here!) but a few deft turns and watching the mainsails they leave the Alderil Navy ship behind. 

Smooth sailing to the port. The crew starts selling what they can of the purloined goods, and the pay the crew for a bit of shore leave. Wanting to return to Dulcet Spire, but not wanting to take the Wind Razor, they get passage aboard the Wind Whale, a cargo vessel heading that way in a few days. Meanwhile, they get the Razor restocked, start looking into getting a stern gun for protection when chased. 

Getting onboard the Wind Whale under assumed names, they meet Bosun Fairly Heathcote. It is a two day trip to the Spire but they arrive, unnoticed by the Navy, and get directions to the Batkin Embassy. Several long flights of stairs up, some open to the huge open-air market inside the giant Spire, and they get to the Embassy up in the administrative sections. 

Ambassador Batrok, an older Batkin with a greying muzzle, talks with them after they introduce themselves. One of the things we found during this session is that the Batkin really have no formal government: most things are communal, and roles are pretty fluid. We did a bit of world building so I could envision how the player sees the race she created for the game. And they squeak in their language, which humans cannot understand, or even hear half of.

The embassy has 6 Batkin aids (Bentock, Biota, Batkra, Bit, Batony and Baroti) and 6 human aids (Jeager Hardjen, Yavin Kenosky, Ulric Dituri, Daron Voight, Fleur Cantos and Tessa Ducot). Not that they really met any of them other than as they walked through, though Batony did find the letter left behind by Batrina's siblings:

Batrina, if you receive this letter, we have been rescued from slavery by the Leitford Family. They have safely left us at the embassy on Dulcet Spire. A strange place with no dirt under our feet, nor enough sky to glide in. After regaining our health, we decided to return home. Living among the humans as shown us their cruelty and their compassion. But we cannot live among them. Please come home and let us know you are safe. 

 ~ Batmaya and Batzion

They were mistrustful of things, and even though 6 months ago it all seemed okay, this group rightfully does not trust the Anderil Empire.

And this is sort of where we left things. I felt that I was not doing a good job in getting the world I envisioned across well, and the play seemed more forced, and I am not sure everyone was having fun. O we decided, or rather I decided, to switch things up. We're going to try the Dolmenwood OSE game. I'm going to start with the short Winter's Daughter adventure to see how that works out. The advantage is that fantasy like this is easier for everyone to have a more shared idea of what the world is. And one of the players, as well as myself, want to use more than just our 6-sided dice!

Session 0 will be in a couple weeks. Even though there are good character generators online for Dolmenwood, I think they want to roll up characters face to face. I also just got the PDF for the backstory generator, so we may use that as well assuming I actually look through that to get a feel for how to use it. And, we may start in the Giant's Nose as I did back that and I should use the things I get!

Saturday, March 14, 2026

Traveller System Update 31 - Orbits Part 2

Got to adding the UX (User Experience) for entering the data from the various charts in Book 6, pages 44-45. I've essentially combined all those charts to single chart. 

Edit and creates have nice drop-downs and the index seems decent enough.

Dropdowns!

Charts!
I do realize when reading what other people do when creating Traveller software that I am doing this in an entirely different direction. I'm coming from the viewpoint that the user may have a different physics or using more up to date info than the Scouts Book 6. This application is very, very heavy on allowing the users to edit and maintain all those tables.

Is this a good approach? Not really - people just want to use the stuff without having to deal with all that under the hood stuff. However, there are plenty enough applications out there for most of this, and all with a much better interface. My personal interests have always been in what we call the backend for software: the databases and internal business logic. Which is great for some things, and not so great for others. 

Regardless, this is my approach for this. In theory, of course, someone could write another application using the very same database that this system maintains. Why I chose SQLite to externalize the DB versus hardcoding all these values was to allow other applications access. Again - that's how I've always worked in the past: the DB is entirely independent of the application. Had one job where I mostly wrote microservices, and they all interacted with the same database. I'll also note the repo is under the MIT open-source license, so people can do whatever they want with the software.

Anyway, I'll have to finish adding all the data, then I can actually calculate the planetary orbit! I think - I may have missed something else but Ill cross that bridge when I get there.

And my next post will probably be the expected Corsairs recap, along with notes about why we are switching to the Dolmenwood game as an experiment.