Realm of Yolmi Session Report: Who is Jeremiah O'Shea?
Players
- Angie De Riva (Robot-Maker) - ShyOwl
- “Dustie” the Robot - ShyOwl
- Darren Schultz (Soldier) - Idraluna
- Travis Henderson, UNIT TH-1 (Cyborg) - Brwagur
Summary

Sheets of fine, sweeping rain pummel our group of adventurers. The rain permeates their garments. Ahead, bare, wind-worn hills rise, their peaks blasted back to expose black granite bones. Built into the hills is a smooth, hendecagonal structure of the same black granite.
The Cyborg TH-1, robot-maker Angie De Riva, her helper bot Dustie, and the Soldier Darren Schultz head into the structure, seeking shelter from the rain.
There, they find the walls are fine metallic grates; TH-1, using their cybernetic eyes, sees preserved corpses behind the walls and white tile doors. Purple-and-gold arcades feature images of ox-like creatures. It is a strange place. De Riva activates Dustie, commanding them and the Cyborg to go in front as they plunge deeper into this off-putting place, relying on TH-1’s cybernetic eyes to move in the dark, attempting not to alert potential denizens of this space.
Upon passing through a narrower tunnel, the room opens into a cavernous domed room; four large tree roots descend from the ceiling into the room. Dozens and dozens of cryopods, broken in iconoclastic violence, align the walls. The group passes into a western passage, hearing the faint, muffled cadence of a person speaking.
They head north, finding a white tiled door. TH-1 sees faint heat signatures from behind the door. Darren opens the door, finding an ancient Midwestern church basement. Faux-wood-paneled walls. Dozens of folding chairs in neat rows.
An old tube TV runs what appear to be local news reruns of a strung-out newscaster in a yellow and brown corduroy suit. Empty coffee thermoses and rat-dropping-filled boxes of donuts are arranged along the eastern wall. Dozens of unlabeled, home-recorded VHS tapes litter the floor.
TH-1 takes the wood paneling off, finding the walls behind to contain more preserved bodies of the same person. Angie and Dustie unplug the TV and attempt to use its old parts. Angie finds the old diodes not currently useful and orders Dustie to carry the heavy ancient technology. The group proceeds southward, hearing strange lapping sounds.
TH-1 calls out, and from behind a southern wall, a furry-eared dog-like face is seen, then seven more who scamper with their three arms and large foot/tail. These strange dog-scorpion creatures are excited to see the Adventurers. Darren pets one, while two jump all over Angie De Riva and Dustie. TH-1 gives them a ration of Darren’s Krongu green slime, which the creatures happily take advantage of.
The group pushes forward into the room, finding an ancient Sustenance Vat that contains gold-flecked red fluid that the dog-scorpion creatures drink from. TH-1 analyzes the fluid and comes to the conclusion that it’s some sort of tomato soup. TH-1 tastes it, confirming it is indeed some sort of soup of canned, diced tomatoes.
Angie orders Dustie to put down the TV and stand guard, while TH-1 inspects the vat, attempting to find the bottom, to no avail. Darren offers to swim in it, using a 75’ rope of Angie’s, tied to TH-1 while Angie and Dustie watch. Darren strips down and cannonballs into the soup.
As TH-1, Dustie, and Angie stand guard, they hear the sound of wet footprints. Five, then ten, then twenty or more nudists, save for clothing made of their own hair, pass by them heading north back to the “church basement.” This congregation seems to pay them no mind, until a voice bellows, “What happened to the TV!”
Darren continues to descend, touching something soft. Darren grabs the soft object and yanks on the rope for TH-1 to pull them out. Meanwhile, a naked man rebuffs Angie and Dustie, demanding answers for the missing TV. The man yells for Zsa Zsa and Constance, who appear, and the three nudists escort Dustie and Angie back to the Church room, leaving TH-1 and Darren alone for the time being.
Darren drags the body of a red-haired man out of the soup fluid. The man bears a scar-like birthmark along their face and looks to be the same as the corpses aligned in the walls of this structure. The dog-scorpions lick the fluid off the naked corpse, growling as TH-1 goes near the corpse. TH-1 tells Darren of the strange nudists as Darren dives back down into the fluid. Back in the church basement, Angie and Dustie are booed and hissed at and threatened that if the TV doesn’t work, they will pay the consequences. Angie nervously plugs the TV back in, and it slowly turns back on. Angie exhales a sigh of relief as she is then told to scram! Angie obliges their request with haste.
The group reunites, and they decide heading eastward away from these fanatical nudists is the best course. They see dozens of wet footprints leading in their direction from the outside. They continue eastward, finding a northern passage.
They encounter a black granite throne room, the throne itself carved by the hands of an expert mason. A passage leads westward, while tuneless whistling comes from the eastern wall. The group heads west, finding an overgrown swimming pool, full of fetid water, lilies, and strange tuberous plants that sprout high out of the water.
Darren volunteers to get in the pool, but soon the tuberous vines start to follow them. The group backtracks to the throne room, chased by the vines as they attempt to strangle Darren. However, TH-1’s quick thinking and fortuitous taser usage paralyze the fast vines as the group manages to hack the semi-sentient vines into pulp.
The group returns to the throne room as TH-1 follows the tuneless whistling to the eastern wall, finding it to be an illusory wall, leading to a deeper passage. Angie finally cracks a Quik-lite torch, its orange haze finally illuminating the dark. They find the passage terminates into a one-way mirror that shows a mausoleum or barrow of some sort. A black stone coffin bearing the carved image of a woman.
Angie has Dustie break the mirror, and Darren charges in, surprising twelve mole-like creatures meditating. Caught off-guard, the molepeople demand peace and not to seek out violence as their Enlightened Master Lord Diss preached. Darren’s Saturday Night Special is holstered, and the molepeople ask why they destroyed the mirror and if they have anything to replace it with.
Darren pulls out their DeLorme Atlas & Gazetteer of Idaho and explains the treasure of a place called “Ohadi” and its strange lands. The molepeople representative, Git Fulch, accepts the “treasure map” and allows the Adventurers to exit back west. The group then heads southward, finding a room labeled LAB 12.
The room bears tons of testing equipment, long-dried scientific measuring units, beakers, and the like. More broken and destroyed cryopods align the room, all bearing the nameplate “Jeremiah O’Shea” followed by various four-digit ID numbers.
Four lockers adorn the western wall, bearing the nameplates as follows.
- Nell, Bodwerk
- Plum, Nebbit
- Cracklefoot, Pim
- Evans, June
Darren opens each, finding rupniks, gems, jewels, weapons, armor, and a dog-eared notebook belonging to Dr. June Evans.
The final locker of June Evans releases a shimmering cloud into Darren’s face, to no immediate effect. The group collects the weapons and treasure, debating whether to slaughter the nudist cult, but opts to head back west to investigate the westernmost room.
On the way, Darren begins to feel dizzy and nauseous, but the group finds it to be a crude jail, three holding cells, each having dried, bloody handprints inside. The cells were used for torture, clearly. The metallic smell of the room gets to Darren, who vomits and collapses against the wall.
Angie and TH-1 sense something is clearly wrong with Darren. Angie orders Dustie to carry Darren back to the “soup room,” and as they are laid upon the floor, Darren dies before they have a chance to pet the dog-scorpion creatures one last time. As Angie, Dustie, and TH-1 exit the structure, they see hundreds of small flies emerge from the mouth of Darren’s body.
Back at the Mega Ranger Squad Base, Angie De Riva builds another 1HD robot, Mollie, to accompany Dustie after failing to make Crawlie, a 3HD robot, while TH-1 improves their cybernetic combat enhancements.
Aftermath
Treasure Found:
- 200 rupniks
- 5 gems (100r, 100r, 100r, 250r, 2500r)
- 2 jewels (2000r, 4000r)
- Medium Machine Gun & MMG Clip
- Heavy Machine Gun & Clip
- 2x Mecho-Suits
- 2x BPS
- 2 Communicators
- The notebook of Dr. June Evans
Foes Encountered:
- 7 Chimho
- 80 Nomads (Belk, Constance, Zsa Zsa)
- 1 Whoolam
- 12 Snets (led by Mole’lady Git Fulch)
Rumors:
- Why are there dozens of clones within the walls?
- Why do the Nomads want to watch old VHS tapes of local news broadcasts?
- Who is Jeremiah O'Shea?
- Who are Bodwerk Nell, Nebbit Plum, Pim Cracklefoot, and Dr. June Evans of Lab 12?
- What was the original purpose of this strange structure?
Deaths:
- Darren Schultz, Soldier (Footman), who dove deep into soup, never learned which direction English letters are read, and found multiple big guns that he never got to use. His body is now a breeding ground for Hrasal larvae
XP Awarded:
- 4,625 rupniks each to TH-1 and Angie
- 4,771 XP for the survivors
Notes
- Rolled up one of each of the prestige classes. It was good to see players opt for those more involved classes.
- Before the session started, we discussed the various weapons, like what exactly is a talek and a malpo, and the differences between what a snapir and a disc-rang are. My head canon is that a talek is some sort of weapon similar to a coa de jima; a malpo (as described by ShyOwl) seems to be something akin to a “roman candle” where a fire spews out from a wand-like device at close range. Idra found that perhaps a talek is a Tuareg knife?
- The rolling reaction rolls were quite favorable to the group; consistently friendly reactions from the Chimho, the Nomads, and the Snets made for a more dialogue- and roleplay-heavy delve.
- The usage of the taser vs the Whoolam was perhaps a misstep, but I wanted to follow the letter of the rules before making any house rulings.
- The H2H combat procedure is still a mystery.
- My thinking is such that H2H initiative would “fit inside” a larger combat encounter, so one group engaged in long-range combat would be handled separately while another group would be engaged in H2H1.
- All this said, I am unsure of why then RoY gives hit probabilities and damage to melee weapons in the first place, if within H2H combat holding a weapon grants a +3 modifier to the initiative roll and damage dealt is based on LVL x Strength2. It stands to ask why give hit probabilities and specific damage to melee weapons at all then?
- Likely the simpler answer, rather than over-complicate it, is to just use H2H for combats with Men-type creatures without weapons like Gamblers, Mafioso, Nomads, Politicians, et al3.
- Although I’m sure one could simply use the H2H combat matrix for all close-range melee combat encounters (but this seems a bit too reductive).
- The treasure amounts seem quite high in relation to XP needed to level. Players hit Level 3 and Level 2 respectively. I used the percentages for treasure from the Realm of Yolmi specifically and then Delving Deeper rolls for room contents
- ShyOwl asked during the session if the guns were loaded. I opted to answer yes for this one shot (secretly hoping that Darren would unleash the HMG upon the Nudist cult), but likely in a longer campaign, guns should have a 1-in-6 chance of being loaded.
- The MMG and HMG do not have differing weapon hit probabilities, an interesting wrinkle in the rules. I’m not sure how to handle them at present The Robot-Maker, although losing the Scientists' ability to “load firearms,” can churn out many 1HD robots, with enough time and money, creating extremely powerful hirelings with just a one-time payment. Making them money-hungry.
- Interestingly, the cybernetic eyes of TH-1 have the following perks: 90' Infravision, 120' UV Scan, 15:1 zoom, and 150' Thermographic Perception. While I thought these effects were self-evident, the RoY describes them as follows: "Infravision is [sic] [the] ability to detect life forms in the dark. UV scan is [sic] [the] ability to detect automatons. Thermographic perception is [sic] [the] ability to detect recent movement”4.
- The image of Dustie being illuminated like a cheap blacklight in the eyes of TH-1 is very funny.
Potential Realm of Yolmi House Rulings5
H2H Combat should only be used when open-handed combatants become engaged during a combat encounter. Initiative is “sandwiched” within the large initiative order.
The Fly-catchers and Scientists' abilities' starting percentages should use the following formula: “Prime Req Stat + Base Starting Probability + Additional Stat Modifier”. As characters level, these follow the RAW percentage improvements per level.
The Fly-catcher’s “Research” ability allows for generalized knowledge about a previously unencountered creature’s weaknesses, habitat, behavior, etc.
The Scientist’s “Remove Technology” allows for the successful reprogramming of automatons6, the removal of potentially useful items from a technological device, or disabling a trap, etc. Similarly, “Identify Technology” could be used to find potential traps or secret doors as well.
XP Leveling should follow the XP bands as outlined in ODnD, with Soldiers using Fighting-Man, Fly-catchers using Clerics, and Scientists using Wizard XP bands.
Tasers do not affect plant-like creatures like Whoolam, but water-based creatures suffer a -4 penalty modifier instead of the indicated -2 modifier to the save.
Found technological devices have a 1-in-6 chance of being loaded, charged, etc already when discovered.
Personally, I would handle a H2H encounter in the above scenario first given its ease of “processing”↩
See pg 42 of The Realm of Yolmi for Men-types that use “openhanded” attacks.↩
There are likely more house rulings to be made, but these are the most immediate rulings to emerge out of this session in my opinion.↩
An argument could be made to use the Success chance percentages from the Robot Maker for reprogramming as well.↩