Sikorsky S-38 Air Yacht

This flying boat was  premiered in 1928 and became known as the “Explorer’s Air Yacht” for it’s reliability and ability to go just about anywhere.  It was a popular plane with Pan Am, which had Charles Lindbergh in an S-38 for his exploration of South America, but also with the Johnson Wax family (one was called The Spirit of Caruba) — Martin Johnson and his wife Ona used one to fly about the world doing wildlife and ethnographic films; and Howard Hughes was going to use one for an aerial circumnavigation of the globe.

The flying boat features the same boat hull fuselage suspended by trellising from the wing and tail structure of the S-34 and S-36, but can carry ten passengers (twelve for the S-38C), and has stronger Pratt & Witney R-1340 Wasp engines turning out 400hp each. It can carry about 4500 pounds of passengers/cargo.

 

SIKORSKY S-38B   Size: 4   Def: 4   Str: 10   Speed: 125   Ceiling: 16,000′   Rng: 860 mi.   Hand: 0   Crew: 2   Pass: 10 (12 for the S-38C)   Cost: $30,000 (when new), ~$12,000 in 1936)

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sikorsky S-38A diagram 1928

And the interior…

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The cockpit:

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One of the group’s contacts in Calcutta is driving a 1932 Alvis Speed 20SA with coachwork by Vanden Plas. It’s a gorgeous machine, the sports 4-seater, in the classic racing green, with a straight-six 2511cc motor producing 87hp, a 4 speed transmission, and stopping with 14 in. brake drums.

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Alvis Speed 20     Size: 2   Def: 6   Strc: 8   Spd: 70   Han: 0   Crew: 1   Pass: 4   Cost: $2500 (£500)

So the characters had returned from “the World” that they’ve assumed is the Interior World of a Hollow Earth due to the way the horizon bent upward and seemed to continue into the haze of atmosphere, and the perpetual sun hanging overhead. They returned through the Eye of Shambala to Lhasa, finding out their 40(ish) day ordeal seemed to take 3 days on Earth.

They found out that the Soviets and Nazis that had been fighting over Gould (and by extension the party) had led to a lot of injuries among the monks, as well as the two sides. A few Naizs had survived, and with their Luftwaffe pilots were jailed by the locals; one Soviet — the massive Dolph Lundgren-esque soldier — was also incarcerated. They recounted some of their adventures to the Dalai Lama, convinced him to release the Germans into Gus Hassenfeldt’s custody, and then they surveyed the damage wrought on Bernadette, their Sikorsky S-36, and Sperling, the Fokker F.XII the Nazis had borrowed from Lufthansa.

Eventually, after much debate about returning immediately to “the World” to make their meeting with one of their contacts there, hence risking the Germans getting the jump on them for their discoveries; or returning to Calcutta to present some of their world through letters and reports to the Royal Geographical Society, they chose the latter (Lady Zara’s desire for fame and fortune, and Gus’ desire for recognition got the better of them…) Working with the Germans, they cannibalized Bernadette to aid in fixing Sperling for the 400ish mile flight to Calcutta 9the nearest real airfield.)

A good roll allowed them to fix one of the damaged R-1350 Wasp Cs, and replace the forward motor with the still operational R-790 Whirlwind from the S-36. They managed to get off the ground with the remains of the German expedition and their own, but the adulterated fuel (they mixed the 50 octane from the Sikorsky and the 90 from the Fokker) led to the eventual failure of the little Pratt & Whitney, and the craft ran out of fuel on approach to RAF Dum Dum, outside of Calcutta. Some good rolls put the plane down intact(ish.)

The British authorities quickly secured their prizes from the Interior World, while seeing to the injured Germans. They did, however, release them as they had committed no crimes in the Empire. A Major Thomelson of the General Staff of the Governor-General of India invited them to meet with the Governor of the Bengal Presidency and the later sidelined Hunter to reveal that the Terra Arcanum knew they were back, and were worried about what they had found. Hunter proceeded to do some fancy talking and convince the major that he could control the group, and that using them to investigate the Inner World while containing their stories would be the best option for all.

They bought it.

The next morning, the insurance claim on Bernadette sailed through, and an agent of the company even directed Lady Zara toward a replacement, while the boys when to see what had become of their relics brought back from the Inner World. In the process, however, they were waylaid by a stalled Wolseley Hornet in the middle of the jungle-lined road. Two Ariel motorcycle came at them from behind and their Alvis Speed 20 was quickly surrounded by armed men!

I’ve had to do a bit of tap-dancing on the narrative and shift the focus from the lead of the game toward other characters, due to absences, but so far it seems to be holding together. We’ve continued the trend of a cliffhanger ending to the night, much to our collective delight.

On a side note, one of the players had asked it I had considered doing a ’30s noir-style game, and on further reflection, we may need a second set of characters for a differently flavored noir game set in late Prohibition LA or Shanghai. The other option discussed was a sci-fi police procedural with a noir flavor.

Memorial Day started with a gaming session to preface our cookout. When last we’d left the characters, they were jailed by the chua te or pirate “lord” Van Trihn in his citadel outside of the trading port of San Antonio. They’d figured out Dr. Gould was of Atlantean blood and planned to sell him to the Vril-ya. The boys were in one cell, the girls in another, and Captain Santiago — a pirate they’d had a run in was in the third.

As the pirates didn’t look to speak English, the characters had been plotting in that language how they were going to effect an escape before they could be sold into slavery or worse… Gus was still badly injured from his run in with the formidable major domo of the chua te, a 7’2″ monster named Tongo from darkest Africa. Hunter was still dressed, and even had his stiletto, and assured the others he could get the lock open with it. Santiago, it turned out, spoke English, and pointed out the only way they were getting out of here was with his help — his crew would surely be waiting for him, to aid his escape; if they release him, he will aid their plans.

Zara had formulated a way to keep the pirates’ minds off of the boys. She and Olga distracted them (and Gould) in fine “scandalous” fashion (one of Zara’s flaws.) While the pirates were ogling their affections, Hunter got the door open in a flash with his Larcency skill and he and Gus were on the guards. Gus’ injuries hampered his efforts, but he wound up pinning the one to the cell door, where Olga promptly ran the guard through with his own dragon sword. Hunter continued to impress with his combat skills, taking on a pirate with his stiletto.

Freed, the group armed up and stealthily reconnoitered the ground floor of the fortification Trihn castle sat on. They came on some of the guards and subdued them for more firearms, but through the rife port, they noted ships maneuvering out to sea…then a sudden barrage of smoke from the broadside of one. Moments later, the rescue plan Santiago’s people had put in motion was cause chaos in the citadel, as the two ships fired on the castle and Trihn’s flagship Sea Snake, a 6-mast war junk.

Through smoke and falling masonry, the character rush to the main courtyard, dropping a few bad guys in the process, and find themselves face-to-face with a half dozen pirates. An exchange of fire left most of them downed, and Olga and Hunter quickly did for the others…then the main event started: Tongo arrived, throwing his mongwanga, which would have taken Hunter’s arm off but for a judicious use of style points. Gus put a 4 gauge round through his pecs, but that only served to bring the monstrous giant down on him.

Lady Zara bravely took the man on, and was thrown across the courtyard. Gus used that moment to knock the man back through a cannon hole behind him. (The player is another writer, and understands the importance of villains that can come back to pursue you…) Cannon shots tore through the castle and forced the characters to flee to the main gate, just as it was blown open with a keg of powder by men from Santiago’s Hercules, and Curiosity, commanded by Captain Tomas Franco (or as he calls himself, Professor Franco of the Academie des Sciences) who was determined to rescue his acquaintance’s niece.

Into a longboat and rowing for their lives, they catch up to Curiosity and make good their escape. Behind them, the Sea Snake is getting ready to pursue. With 20 16 lbs and 16 32 lb broadsides, she’s more than a match for Franco’s 16 gun sloop of war, which is already shot up by their exchange. The characters aid in repairs and Gould in seeing to the injured, and soon they are pulling away from the junk.

In this place, however, there is no horizon, and the white and red sails of the junk fall further behind, obscured by distance, but always visible in the spyglass or binoculars. After discussing the man’s arrival in “the World” — in this case through some kind of portal in an Olmec temple in the Yucatan in 1924 — he has been exploring the place, first as a hand on a ship, now as a “pirate” captain.

After some rest and thinking on the matter, they convince him to put themashore with letters for home, and copies of notes and other materials for the Academie, and they arrange a meeting with him in a few months, after they’ve had a chance to resupply and come back for a real expedition.

They make their way with an incredible Survival test to orient themselves and after three weeks of trudging through the interior of the mountains, find their way back to Argatha — the city of the devi and asuras, and now home to the apemen. The rules for working together (badly positioned in the core rulebook just before the skills chapters — seriously, these need to be back with the other rules for die rolling!) gave the party an incredible Survival dice pool of 13! Trapping, fishing, knowing the botany well enough to fake it, etc. was assumed to be skills that one or the other character had an expertise in, and they easily arrived.

Finding the German, Dr. Heiser, still in the town, working with the ape’s natural philosopher Kordas on the manuscripts and other inscriptions on the buildings, he’s been compiling evidence to take back to the Surface World. This includes the skeletons of the devi that were entombed under the temple floor. After a few days of recovery, the characters finally drag all their discoveries to the cave with the Eye of Shambala, or whatever it is called, and go back through to Tibet.

They are surprised to find monks waiting sentinel over the device. Quickly, they call for the Dalai Lama and Billy Fish, their Ghurka guide. It turns out that although they’ve been, by Hunter’s watch and estimation, gone for 42 days, they have only been gone three days since the firefight with the Soviets!

At that point, we broke for the week, to celebrate those that gave all to their country.

Hooah.

The campaign picked up after a week off with the characters in the mythic city of Argatha, a place where the sun never moves from its place high over head. The characters had gone through the Eye of Shambala to this place, expecting…well, Shangri-La, and instead finding a deserted and damaged city with a Hindu-Annamese vibe to the architecture, and strange plants and animals that were “almost prehistoric” in the words of Dr. David Gould, the member of the group with “Atlantean blood.”

Originally, two of the players were going to be around last week, so I split the party, and this evening started with Lady Zara, Gus, Olga, and Dr. Heiser, the Thule Society philologist and historian a “guests” of the apemen that inhabit Argatha. They had learned of an ancient war that was fought between the devi and the asura, and the following destruction of these “gods” by an advanced civilization that Heiser assumes is the Thule, and John Hunter — our Terra Arcanum overseer — thinks is Atlantis.

After having earned the trust of the apes, who have no real animosity toward the party, but also don’t much care what happens to them, they were able to trade the firearms that they had (they were almost out of ammunition) for swords, spears, and bows. Heading out with an apeman guide, Uth, into the wilds of “the World”, intent on finding Hunter and Gould, who had been washed downriver and over a waterfall, Zara resolved to go to San Antonio — a trading post the apes claim is at the mouth of the river, three days hard travel from Argatha.

Meanwhile, those two men had found each other, rested in the boughs of a tree, and were busily trying to find food and make weapons. Gould’s compass showed that the magnetic field was small, irregular and most likely highly localized. It is useless for navigation. Hunter has a working wristwatch and a stiletto; Gould a pocketknife. They are, in a word, screwed. They start marking the river-facing trees and rocks to let people know where they are, and after a few hours stumble onto a clearing where something has been hunting: there are animal remains of creatures that had been cleaned for food, and a tapir-like creature was in a snare trap, hanging from the tree overehead.

At that point, they are aggressed by a trio of velociraptors and find themselves in desperate straits, with Hunter bitten on the ass, and Gould driven up into a tree. Before things get too hot (and with a judicious use of style points) suddenly they find themselves watching a fight between the raptors and a trio of…cat people. A mother and her young male cubs has been hunting the area and assault the raptors. In the middle of the fight, Gus and Uth burst out of the bushes to save their friends (they had gotten excellent tracking rolls), followed by Zara (armed with a bow) and Olga (armed with a bullwhip one of the apes had traded.)

The fight quickly showed a problem with the velociraptor write-up. The 3 body and 5 dexterity meant that the characters had, in essence, no chance of killing these beasts. Even the fast and effective team of panthermen were having issues. (GM, say “oops!” Read the write-ups frst, Scott!) I quickly scaled their dexterities down to a reasonable 3 — still making them incredibly dangerous, but making them animals…not some super-monster.

With the raptors dispatched, the panthermen and Uth are suddenly at each other’s throats — the apemen and the more solitary cat people appear to have some kind of animosity. Gould and Gus attempt, and fail, to cool things off, but surrounded by a larger number of opposition, and not understanding each other, the panthermen decamp.

The characters carve up the raptors for dinner, and they turn out to be delicious. Uth points them in the direction of San Antonio, but he will go no further; the people of that town and the apemen do not get on.

They travel to the town — a smudge of dirt, stink, and activity surrounded by a wide alluvial delta. From a high vantage point, they see the horizon curves…up! disappearing into the haze of humidity.

Surrounding the town, there are farms where men are growing crops (using slaves in some instances) and husbanding dinosaurs and other strange creatures. The town is surrounded by a wooden wall, protected by a wood fort with cannon. The place has a wooden plaque over the gates: San Antonio Founded 1653. 

Inside they find a town with muddy streets, loads of poor and homeless, brothels, trading warehouses, and a wide beach with tents for the crews of the ships berthed in the sea — which they later find out are the Straits of Varuna — Chinese junks, caravels, other styles of ship from the 1400s to 1800s. The people of the town are universally human, mostly Asian (they hear Chinese, but also Annamese), the others are a collection of folks from everywhere.

At the church, a Franciscan friar named Julian takes them in and explains the place. It is a port of call for many in the area, run by the chua te, Captain Van Trihn and his crew. They keep the place safe from the other monsters out there. They find out that, though Julian was born here in the World, Father Ricardo — who once ran the place — was from what he called the “outer world.” The father was pulled into “the World” through a whirlpool in a place called the South China Sea — a story others have also related. Others have come by different means. The characters start positing the hollow Earth theory is correct, and even try to guess as to how gravity works here, and why the sun remains so constant in the sky.

Without money, they cobble together their belongings and are lucky enough to realize that Lady Zara’s silver flask and cigarette case will aid them. Soon they have supplies for the trip back to Argatha, including booze for the DT-addled Gould, and a flintlock rifle for Gus. As they are preparing to head out of town, they run into a crew of men who want to buy Zara and Olga (the dangers of having a character who is “attractive” in a pirate haven), and after some issues with language and Zara’s being a haughty English lady (How dare she know her own worth!?!), they find themselves in a fight…

At which point we broke for the night.

I needed a signature weapon for a possibly upcoming privileged henchman, and I settled on the mongwanga — a weapon that I’d only seen in the Q Manual for the old James Bond: 007 game.

The mongwanga is an Africa throwing “knife” that has multiple blades, angled to prove weight and spin for a throw. They are heavy, and with training are highly effective for parry maneuvers in melee combat. Here are a few examples of a mongwanga…

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Mongwanga     Damage: 2L   STR: 2   Spd: A   Special: Thrown range: 10 feet

Play tonight was truncated by scheduling issues, and one of the players was out for this week (and next, as will another of the players.) This necessitated some tap dancing on my account to keep us moving for the weeks folks were away.

After having gone through the Eye of Shambala, the characters found themselves in a strange jungled valley, surround by craggy high mountains, a small, bright sun overhead, and a large — seemingly abandoned — ancient city in front of them. maxresdefaultImage cribbed from one of the Uncharted games…

The night’s adventure revolved around trying to figure out where they were and exploring the city in front of them. The height of the sun, the hot and humid aid, the Aian architecture (complete with monkey god statues and the pagoda-like stylings on the bridges, led them to believe they were somewhere near Borneo.

There was some character bits — Olga, the Russian girl they’d picked up — clues them in on the Russians that attacked them in Lhasa: members of the Bekhterev Brain Institute, the girl was a powerful telepath; the man had the ability to use his will to bend people’s perceptions. “Just like the Shadow!” enthused Zara. They also learned that Olga was a focus for magical energy, a sort of battery. There was a bit between her and Hunter, the Terra Arcanum overseer, whom she nearly killed while under the telepath’s spell. He also had been nearly taken over by the woman and confirmed her story.

Armed with a few handguns and almost no ammunition, they set out to search the city before risking returning to Tibet…they don’t know what has happened with the GPU and Nazi agents. Hunter’s assumption is the Tibetans have “handled” them by now.

The city is obviously old, possibly even older than the pyramids! and the stonework is unbelievably advanced. There are indications of combat — with fire damage, artillery (Hunter thinks) strikes, and the occasional bleached skeleton. Eventually, they make their way to the temple complex in the center of town where Hunter accidentally reveals that he can read the ancient language, Atlantean. This is “The Center of the World, where the Gods reside.”

Inide, they find skeletons piled on each other of massive beings — 8 feet tall, at a glance — and while investigating, they disturb a section of dirt and plant material, only to have a half dozen giant centipedes — 6 feet long, fast — suddenly lunge out at them. (This was an especially pleasant bit of creepy horror, as one of the players is seriously creeped out by the bastards.) In the ensuing firefight with the creatures, Gus Hassenfedlt shows his use with judiciously careful shots with Zara’s little .32 Astra, managing to kill two of the creatures, injuring one. Gould similarly injures one with the Tokarev he took off of a Russian. They drive off the creatures, but not before Hunter stps on a weakened section of floor and disappears into darkness below (that player was not present.)

The characters got after him, only to find the section below that had also collapsed, spilling him into the waters below the island the temple complex sits in. Gus rappels using a vine and discovers a crypt filled with these creatures, including one with four arms! Gould chases along the bridges and waterfronts trying to catch Hunter, only to hit a section of balcony over the water that breaks off, dumping him into the rushing waters, only to be taken over a series of waterfalls (guess who’s not here next week!)

This leaves Zara and Gus, with Olga and Dr. Heiser, the German philologist and historian (and Thule Society member) to be captured by the secret inhabitants of the city — giant apemen, similar to the creatures they encountered in Africa. they are taken to one of the sections of the city in better repair, where they see females and children apemen. One of the creatures addresses them in Chinese, then decent French. He is Kordas, their “natural philosopher”, who learned the language from the traders in San Antonio.

They learn that they are in “Argatha” — the city of the Gods. This is the birthplace of the asuras and devas, those beings that (the apes assume) created the World. The unmoving sun overhead is the greatest of them. They’ve been in Agatha for hours, yet the sun hasn’t moved. Where are they? “The world” is the only response Kordas has, but he tells them that there are people who are drawn into the world from strange realms outside the world. They don’t have much more knowledge of the outside world (if it is outside…) The apes also recount that another race destroyed the asuras and devas, or they did it to themselves, but it’s been so long, there’s no record of what happened.

This is all terribly interesting to Heiser — who thinks the Argatha, Ultima Thule, and other lost cities might be one and the same place. (He’s wrong, of course!) And who are these other people that might have destroyed the asuras and devas?

When they learn that there was a member of their group that could open the Eye of Shambala, they are stunned — the ancients have long been dead. There are descendants, but most of them cannot operate the old artifacts. They ask for descriptions and are pleased that the man does not appear to be “Vril.” (I’ve decided the Vril-ya of the setting need to be pumped up a bit…)

After collapsing from fatigue in the never-ending day, the characters are setting off to locate their missing friends.

So — to compensate for folks being out for a week or two, we’ve split the party, so the one set of players will be able to continue without much issue for the next session. It also keeps them stuck in this strange place they’ve find themselves in — they can’t use the Eye without Gould — and badly prepared and armed (they’ve each got a handful of ammunition left), the environment will be much more of a challenge for them.

Well, we’ve made to the Hollow Earth in our Hollow Earth Expedition campaign (or have we..?) So it’s time to start working on what my version looks like. To that end, I spent the weekend digging through the Mysteries of the Hollow Earth sourcebook to see what Jeff Combos and the boys at Exile did with it. The last time i ran the game, we never got out of 1930s China, save for a short adventure on the East Coast of the US. This time I’ve committed myself to go full pulp, so Hollow Earth (or is it Venus? Or an alternate reality?) it is.

The characters had gone through an eye-like Stargate-ish artifact called the Eye of Shambala that was stored under the Potala Palace in Tibet and emerged in a setting cribbed from the Shangri-La in the Uncharted series of video games (I haven’t played them, but the visuals are great…and look to be highly influenced by the Shangri-La of Sky Captain and the World of Tomorrow.)

A few of the things I’ve already started playing with:

Shangri-La — is this it? Or is it actually on the Surface World but only accessible through the Eye? This place looks uninhabited, which would fly in the face of the paradisiacal valley where people live long, idyllic lives.

How much dinosaur? Is the whole of the place dinosaur filled, or only certain bits?

The big one was how to incorporate Buddhist and Hindu mythology into the setting. Seems appropriate that sections of the Hollow Earth (or is it?) would have “nations” of a fashion — places where the devas and asuras ruled, places where their cousins, the Æsir and Vanir, or the Titans/Olympians might have ruled. We know the Atlanteans were around, but are these the same people as folks of Ultima Thule, or Hyperboreans? (Answer: no…and yes.)

That leads to the two races I know are going to have to get used — the Titans and the Vril-ya. The Titans don’t work for me. I see where they were going, but I’d rather go with these being the direct descendants of the creatures humans on the Surface World once called gods, but brought low by their own infighting. Perhaps a few of the old codgers are still around and ruling little fiefdoms? I also wanted to do a tie to the Mars from Revelations of Mars — and the Dheva are the link there.

The multi-armed thing works well with the Hindu angle. Perhaps the people of Mars and the Titans have a common lineage? One might be the experimental product of the other? It would also be a good reason for the animal-people of the Hollow Earth: all this is the result of the Titans or old gods playing around?

As for the Vril-ya — I’m not sure I want to use the “official” version. I think they might have to be modified to be the Atlanteans/Thule/Hyperboreans. Maybe they were caught in the crossfire of the War Between Gods?

I’m still musing on where I want to go with this, but I tend to be a sucker for using mythology in my games (the Battlestar Galactica campaign took a sharp turn into Greek myth coupled with transhumanism.) and the idea of playing with Hinduism is alluring, especially as their gods die and are reborn.

Known as “the Ghost”, Lenshev’s ability is to use his powers of will and concentration to mask the presence of people and things…he “clouds men’s minds”, to quote a popular radio show.

Archetype: Spy     Motivation: Duty     Health:  7

Body: 3     Dexterity: 3     Strength: 2     Charisma:  2    Intelligence: 2     Will: 4

Initiative: 5     Defense: 6     Stun: 4     Move: 5     Perception: 6

SKILLS: Acrobatics 5, Athletics 5, Bureaucracy 5, Con 3, Diplomacy 3, Firearms 5, Investigation 4, Larceny 4, Martial Arts, Systema 6, Stealth 6, Streetwise 3, Survival 3

RESOURCES: Rank: Captain, GPU

TALENTS: Finesse Attack, Systema; Iron Will, Iron Jaw, Psychic Ability: Cloaking

LANGUAGES: Russian (native), English, French, German, Mongolian

FLAWS: Callous, Sadist, Vow

WEAPON: Pair of nickel-plated  Tokarev TT-33

Galina was introduced this week as one of the members of the GPU’s Special Department, Section 2 — psychics working for the Bolsheviks. She is a telepath and mind controller. Tall and slim, she has blue eyes with an Asian cast to them and red-brown hair.

Archetype: Psychic     Motivation: Duty     Health:  6

Body: 2     Dexterity: 2     Strength: 2     Charisma:  3    Intelligence: 3     Will: 4

Initiative: 7     Defense: 4     Stun: 2     Move: 4     Perception: 7

SKILLS: Acrobatics 4, Athletics 4, Bureaucracy 5, Con 6, Diplomacy 6, Empathy 6, Firearms 4, Investigation 6, Linguistics 6, Science, Biology 6

RESOURCES: Rank: Lieutenant, GPU

TALENTS: Natural Linguist, Psychic Ability: Telepathy, Mind Control; Quick Reflexes

LANGUAGES: Russian (native), English, French, German, Mongolian

FLAWS: Callous, Sadist, Vow

WEAPON: Tokarev TT-33