Sunday, August 31, 2014
post-apocalyptic fiction freeform
Ula mesmerizes the crowd with her juggling, but draws Chrysler near to him, he needs to meet her. She manages to get Chrysler alone after and hypnotizes him, now he will act as her eyes and ears.
When Chrysler saunters into town the next day, he corrals his soldiers along the fences and announces that he's the new mayor, anybody who wants to challenge him can face him now, in front of his men. Nobody does, but Cream takes careful eye of the proceedings.
Cream and Louvre take their time sneaking into Chrysler's camp, but Louvre is forced to make a hard maneuver against Chrysler's enforcers and all hell breaks loose. Cream spends most of his time ducking behind cover while bullets fly between Louvre and Chrysler's men. When the dust settles, Cream and Chrysler are alone, face to face.
Having lost everything in the fight, including his prized car, Chrysler lashes out wildly and recklessly, but Cream is ready and catches him off guard. Cream huddles back down to his tavern, the Cellar, believing the town of Jambalaya to be safe for now, but Ula's attention is focused onto Cream now...
Saturday, August 30, 2014
diseases from Hell
When you enter the lower planes you risk infection of the mind. Surrounded by the infernal machinations of a twisted landscape, the human psyche can fracture under the strain of confronting an irredeemably evil universe designed to defile mortal souls and eradicate all traces of hope. Psychological disorders contracted within the lower planes are not always apparent or immediate.
Humans who enter the lower planes are subject to a unique mental illness. Torphrenia.
In some areas of the lower planes simply breathing the air is dangerous. Characters who come into contact with this should save versus breath weapon to avoid contracting the illness. After infection, symptoms don't appear until the character returns to their home plane. The next day they wake up, they will have a sever headache (-1 maximum hit points). Every day that passes the headache gets worse (cumulative -1 maximum hit points). When the character kills somebody (a humanoid) then the pain abates slightly (remove one -1 penalty) and if the humanoid is killed in a particularly painful or gruesome way then the pain almost disappears completely (remove five -1 penalties) but never quite goes away (never drops below -1 maximum hit points). This is not a disease in the usual sense, so typical methods of curing the illness won't work, but attempts to remove a curse or even successful exorcisms will cure the victim.
Humans who physically touch the skin of devils are likely to contract a virulent skin disease. Cubiasis.
At the moment of contact roll 1d20 and add intelligence (add +5 if the character is Lawful), if the total is 24 or greater than the character contracts the disease. Anybody infected with cubiasis can potentially spread the disease through skin on skin contact. Once infected the only way to prevent or cure the disease is either with priestly magic or reducing the character's intelligence to 0 (the latter method make the disease flake off and disappear after one week). The disease is not obvious for three days, symptoms appear on the third day when the infected develops a strange square pattern of reddish lines on their skin. These squares grow out from under the skin like cubes and turn dark red by the fifth day of infection. These red cube-like growths are always tightly packed together and grow it in small patches, slowly overtaking the body. Once the character's skin is completely covered by the growths (after 9+1d6 days, about two weeks) they are overcome by the disease and will look for a quiet, cool place to rest. If they are allowed to rest or sleep, the character dies. Within another day the small cubes will explode into spores and the disease becomes airborne. It is possible to be infected and show no symptoms, evil characters who get infected never show symptoms and are merely contagious.
Humans who enter the lower planes are subject to a unique mental illness. Torphrenia.
In some areas of the lower planes simply breathing the air is dangerous. Characters who come into contact with this should save versus breath weapon to avoid contracting the illness. After infection, symptoms don't appear until the character returns to their home plane. The next day they wake up, they will have a sever headache (-1 maximum hit points). Every day that passes the headache gets worse (cumulative -1 maximum hit points). When the character kills somebody (a humanoid) then the pain abates slightly (remove one -1 penalty) and if the humanoid is killed in a particularly painful or gruesome way then the pain almost disappears completely (remove five -1 penalties) but never quite goes away (never drops below -1 maximum hit points). This is not a disease in the usual sense, so typical methods of curing the illness won't work, but attempts to remove a curse or even successful exorcisms will cure the victim.
Humans who physically touch the skin of devils are likely to contract a virulent skin disease. Cubiasis.
At the moment of contact roll 1d20 and add intelligence (add +5 if the character is Lawful), if the total is 24 or greater than the character contracts the disease. Anybody infected with cubiasis can potentially spread the disease through skin on skin contact. Once infected the only way to prevent or cure the disease is either with priestly magic or reducing the character's intelligence to 0 (the latter method make the disease flake off and disappear after one week). The disease is not obvious for three days, symptoms appear on the third day when the infected develops a strange square pattern of reddish lines on their skin. These squares grow out from under the skin like cubes and turn dark red by the fifth day of infection. These red cube-like growths are always tightly packed together and grow it in small patches, slowly overtaking the body. Once the character's skin is completely covered by the growths (after 9+1d6 days, about two weeks) they are overcome by the disease and will look for a quiet, cool place to rest. If they are allowed to rest or sleep, the character dies. Within another day the small cubes will explode into spores and the disease becomes airborne. It is possible to be infected and show no symptoms, evil characters who get infected never show symptoms and are merely contagious.
treasure by value
I got around to (finally) finishing this treasure generator that I had been working on since March. It was inspired by a page over at Telecanter's Receding Rules where he suggests a generic treasure table for getting a quick idea and throwing it into a dungeon. I took the idea of the values and made a generator that creates a series of items where the inherent value matches the material and condition of the item.
These words will take you to Telecanter's original post on the treasure table.
These words will take you to the Treasure By Value generator I wrote.
These words will take you to Telecanter's original post on the treasure table.
These words will take you to the Treasure By Value generator I wrote.
Wednesday, August 27, 2014
Dude, where's my garage?
Apocalypse World: 9th session
click for previous session
Spector returned to town and her crew, Cullen and Whitehead, learned about how their gang got slaughtered by the Swampys. Whitehead was really pissed but he kept his cool, and he even managed to make contact with the last surviving Baller, Gray, and she joined Spector's garage crew.
William H. Esquire Esq. returned to town, and saw some Slavers pouring cement and building what they called a "pit stop" across the road from Arcade, which William H. Esquire Esq. now christened as Arcade Esquire. The Slavers met him and his gang with hostility but rather than start a fight he backed off and returned to town. Many of the people in Arcade Esquire were startled at his return and started talking about fighting the Slavers.
Boy Esquire stayed behind and tried to work his way into the Slavers' gang, but got bored before their leader Onyx would make time for him.
Dremmer, a twister, was preaching of the glories of the Dark Twist in the marketplace and flinging the dark slime oozing from his pores onto anybody who came near him. William H. Esquire Esq. tried to approach him and got hit in the face with some of the black slime, then Marlowe shot at Dremmer wounding him, Dremmer ran and before Marlowe could kill him William H. Esquire Esq.'s gang arrested Marlowe and threw him into a cell. In the cell, Marlowe found a poster listing the Rights and Articles of the Free People of the Shop.
Snail wiped the slime off of William H. Esquire Esq.'s face then took it the Household and Orchid instructed Snail to infect people with the slime before he would hand over a cure.
Spector finished the portable tunnel and gave it to William H. Esquire Esq., who asked her to set up the guns they scavenged from Montana around the perimeter of Arcade Esquire, but half of them turned out to be missing from the armory.
William H. Esquire Esq. confronted the Swampys about their cannibalism in his absence and negotiated for them to have a "fake" fight between the diehard cannibals in their group and the ones who wanted to reform to William H. Esquire Esq.'s way of ... eating. Their leader, Gnarly, agreed to the idea. Afterward William H. Esquire Esq. released Marlowe with the understanding that he can't just attack people.
Boy Esquire tried to help Snail get some new clothes, but Snail was insistent that he was going to keep wearing the dress. They both went to Rags'es goat trough to clean themselves off, and Snail managed to infect a few people with the Dark Twist along the way, but Boy Esquire seemed to be immune.
Morticia found Gams smashing up her bar in the Stax. Gams looked tough and had a mouth filled with razor-sharp teeth, but Morticia met him with violence regardless. Though she was deeply injured Morticia prevailed and got bandaged up by Rags.
Snail confronted Orchid and demanded to be let back into the House but Orchid explained to Snail that they were one and the same, Orchid was just a shell that the House spoke through, and Orchid further explained that the House no longer wanted him to be a part of it. Instead, he should consider himself part of the Garden: the growing group of children and teenagers that reverentially followed Orchid.
Marlowe caught up with Dremmer and forced him to promise that he would leave town, but in the course of the conversation he learned that Dremmer had been infected with the Dark Twist by people in Hanford and they were holding Dremmer's wife and three daughters as hostages in exchange for him coming to Arcade Esquire and infecting the populace. Marlowe enlisted Snail's aid and they cured Dremmer of the Dark Twist.
Spector's garage was inexplicably in a new location very close to the Tree and the fighting arena. Spector was trying to deduce how her garage got moved across town while she was inside of it with her crew, some people seemed to think it hadn't moved at all, but others agreed that it was in a suddenly new position in town. Snail was convinced the Tree had somehow done it. When Boy Esquire was asked about what he knew of the Tree he tried to leverage his knowledge for sex with Spector and through the course of negotiations a small orgy happened between Boy Esquire, Spector, her assistant Cullen, and Morticia
click for previous session
Spector returned to town and her crew, Cullen and Whitehead, learned about how their gang got slaughtered by the Swampys. Whitehead was really pissed but he kept his cool, and he even managed to make contact with the last surviving Baller, Gray, and she joined Spector's garage crew.
William H. Esquire Esq. returned to town, and saw some Slavers pouring cement and building what they called a "pit stop" across the road from Arcade, which William H. Esquire Esq. now christened as Arcade Esquire. The Slavers met him and his gang with hostility but rather than start a fight he backed off and returned to town. Many of the people in Arcade Esquire were startled at his return and started talking about fighting the Slavers.
Boy Esquire stayed behind and tried to work his way into the Slavers' gang, but got bored before their leader Onyx would make time for him.
Dremmer, a twister, was preaching of the glories of the Dark Twist in the marketplace and flinging the dark slime oozing from his pores onto anybody who came near him. William H. Esquire Esq. tried to approach him and got hit in the face with some of the black slime, then Marlowe shot at Dremmer wounding him, Dremmer ran and before Marlowe could kill him William H. Esquire Esq.'s gang arrested Marlowe and threw him into a cell. In the cell, Marlowe found a poster listing the Rights and Articles of the Free People of the Shop.
Snail wiped the slime off of William H. Esquire Esq.'s face then took it the Household and Orchid instructed Snail to infect people with the slime before he would hand over a cure.
Spector finished the portable tunnel and gave it to William H. Esquire Esq., who asked her to set up the guns they scavenged from Montana around the perimeter of Arcade Esquire, but half of them turned out to be missing from the armory.
William H. Esquire Esq. confronted the Swampys about their cannibalism in his absence and negotiated for them to have a "fake" fight between the diehard cannibals in their group and the ones who wanted to reform to William H. Esquire Esq.'s way of ... eating. Their leader, Gnarly, agreed to the idea. Afterward William H. Esquire Esq. released Marlowe with the understanding that he can't just attack people.
Boy Esquire tried to help Snail get some new clothes, but Snail was insistent that he was going to keep wearing the dress. They both went to Rags'es goat trough to clean themselves off, and Snail managed to infect a few people with the Dark Twist along the way, but Boy Esquire seemed to be immune.
Morticia found Gams smashing up her bar in the Stax. Gams looked tough and had a mouth filled with razor-sharp teeth, but Morticia met him with violence regardless. Though she was deeply injured Morticia prevailed and got bandaged up by Rags.
Snail confronted Orchid and demanded to be let back into the House but Orchid explained to Snail that they were one and the same, Orchid was just a shell that the House spoke through, and Orchid further explained that the House no longer wanted him to be a part of it. Instead, he should consider himself part of the Garden: the growing group of children and teenagers that reverentially followed Orchid.
Marlowe caught up with Dremmer and forced him to promise that he would leave town, but in the course of the conversation he learned that Dremmer had been infected with the Dark Twist by people in Hanford and they were holding Dremmer's wife and three daughters as hostages in exchange for him coming to Arcade Esquire and infecting the populace. Marlowe enlisted Snail's aid and they cured Dremmer of the Dark Twist.
Spector's garage was inexplicably in a new location very close to the Tree and the fighting arena. Spector was trying to deduce how her garage got moved across town while she was inside of it with her crew, some people seemed to think it hadn't moved at all, but others agreed that it was in a suddenly new position in town. Snail was convinced the Tree had somehow done it. When Boy Esquire was asked about what he knew of the Tree he tried to leverage his knowledge for sex with Spector and through the course of negotiations a small orgy happened between Boy Esquire, Spector, her assistant Cullen, and Morticia
Tuesday, August 26, 2014
The Third Verse, by Johnstone Metzger & Tony Dowler
The Third Verse is the third of Johnstone Metzger's Dungeon World / Labyrinth Lord series, and like the previous adventures before this one the River Knife runs alongside the area where this module takes place. I think this is pretty cool because it allows a GM to use all of these adventures as part of a larger campaign and use the River Knife as a constant feature and returning point for the PCs. Either the river is their main method of navigation, or imagine a three-segment artifact that needs to be put together and each piece is found somewhere in all of the adventures. This isn't something that is suggested in any of these modules, it's just my own flight of fancy after having read all of them.
This module has the PCs being asked by a venerable sorceress to complete an ancient song that will banish the monsters the plague this region. There is a short description of the town of Springvale and the sorceress Liniakatra, and the rest of the adventure is a dungeoncrawl. The players presumably learn the first two verses from Liniakatra and then they must venture into the underground temple housing portals that spring forth a variety of monsters to learn the third verse and seal the infernal portals forever.
This is a fun adventure, but short. There are some interesting conundrums and encounters inside the dungeon itself, but some GMs might be turned off by the simple dungeon design. The whole structure of the dungeon and it's denizens reminded me very heavily of playing Gauntlet when I was younger, but it's different enough that most players might not notice the similarities. There is a lot information here to build off as well, with the portals that disgorge otherworldly monsters to the shrine in the last level.
You can purchase both pdf and print versions of "RK3 - The Third Verse" at DriveThruRPG or just a print version at Lulu
Johnstone Metzger also has a blog and a Patreon campaign for writing up monsters in Dungeon World and Labyrinth Lord stats
Tony Dowler also has a blog and a Patreon campaign for creating maps
This module has the PCs being asked by a venerable sorceress to complete an ancient song that will banish the monsters the plague this region. There is a short description of the town of Springvale and the sorceress Liniakatra, and the rest of the adventure is a dungeoncrawl. The players presumably learn the first two verses from Liniakatra and then they must venture into the underground temple housing portals that spring forth a variety of monsters to learn the third verse and seal the infernal portals forever.
This is a fun adventure, but short. There are some interesting conundrums and encounters inside the dungeon itself, but some GMs might be turned off by the simple dungeon design. The whole structure of the dungeon and it's denizens reminded me very heavily of playing Gauntlet when I was younger, but it's different enough that most players might not notice the similarities. There is a lot information here to build off as well, with the portals that disgorge otherworldly monsters to the shrine in the last level.
You can purchase both pdf and print versions of "RK3 - The Third Verse" at DriveThruRPG or just a print version at Lulu
Johnstone Metzger also has a blog and a Patreon campaign for writing up monsters in Dungeon World and Labyrinth Lord stats
Tony Dowler also has a blog and a Patreon campaign for creating maps
Monday, August 25, 2014
Evil Wizards in a Cave, by Johnstone Metzger
Evil Wizards in a Cave is the second of Johnstone Metzger's Dungeon World / Labyrinth Lord series, and in a change of pace from some of the other modules this one is a hexcrawl. Those familiar with the previous adventure will see that the River Knife features prominently in the landscape of the setting.
This book has a fairly straightforward sounding adventure: some monks in a monastery, nestled in a mountainous territory plagued with extraordinary monsters, have had a sacred artifact stolen from them by some wizards who are using it to power a far-reaching and nefarious ritual that will affect every living creature in the surrounding region. Find the wizards, stop their ritual, and get the artifact back. Pretty simple really, but not quite.
The thieving wizards have to be tracked down and because the adventure is presented as a hexcrawl this adds a level of anxiety to stopping the ritual. The worst aspect of this is that there is nothing specifically in the adventure to tell you the ritual is happening. There are suggestions on how to impart this information to the PCs like prophetic dreams or insidious rumors, and there is even a suggestion that you just describe an impending supernatural feeling coming from the mountains where the wizards are hiding, in this way it's left very open for the GM to construct their own method of spurring the PCs to action, but not having anything concrete to give the players right away is a huge detraction from the rest of this module.
There is also very little in the way of clues to guide the PCs to the cave where the wizards are hiding, but the map puts the hexes at 2 miles across so it would be fair to give the players an eyeline to the mountains and hills on the map, thus narrowing their search. There are a few magical beasts prowling the area and there is even a dragon, and every hex has some kind of feature that ties into the local population of humans or beasts. The monastery even has it's own twist going on, but the twist seems unnecessary and I suspect this was added on for players who might find the hunt for the wizards too easy.
I have mixed feelings about hexcrawls and that might be why I am not as excited about this adventure as I was of the previous ones Johnstone Metzger has written. There is a lot going on in this adventure and plenty of interesting encounters, but the most interesting part of the module is the ritual the wizards are performing. It's too bad the players are set up to prevent the ritual because I think it would be a lot more fun for the PCs to enter this hexcrawl after the ritual has just been completed.
You can purchase both pdf and print versions of "RK2 - Evil Wizards in a Cave" at DriveThruRPG or just a print version at Lulu
Johnstone Metzger also has a blog and a patreon campaign for writing up monsters in Dungeon World and Labyrinth Lord stats
This book has a fairly straightforward sounding adventure: some monks in a monastery, nestled in a mountainous territory plagued with extraordinary monsters, have had a sacred artifact stolen from them by some wizards who are using it to power a far-reaching and nefarious ritual that will affect every living creature in the surrounding region. Find the wizards, stop their ritual, and get the artifact back. Pretty simple really, but not quite.
The thieving wizards have to be tracked down and because the adventure is presented as a hexcrawl this adds a level of anxiety to stopping the ritual. The worst aspect of this is that there is nothing specifically in the adventure to tell you the ritual is happening. There are suggestions on how to impart this information to the PCs like prophetic dreams or insidious rumors, and there is even a suggestion that you just describe an impending supernatural feeling coming from the mountains where the wizards are hiding, in this way it's left very open for the GM to construct their own method of spurring the PCs to action, but not having anything concrete to give the players right away is a huge detraction from the rest of this module.
There is also very little in the way of clues to guide the PCs to the cave where the wizards are hiding, but the map puts the hexes at 2 miles across so it would be fair to give the players an eyeline to the mountains and hills on the map, thus narrowing their search. There are a few magical beasts prowling the area and there is even a dragon, and every hex has some kind of feature that ties into the local population of humans or beasts. The monastery even has it's own twist going on, but the twist seems unnecessary and I suspect this was added on for players who might find the hunt for the wizards too easy.
I have mixed feelings about hexcrawls and that might be why I am not as excited about this adventure as I was of the previous ones Johnstone Metzger has written. There is a lot going on in this adventure and plenty of interesting encounters, but the most interesting part of the module is the ritual the wizards are performing. It's too bad the players are set up to prevent the ritual because I think it would be a lot more fun for the PCs to enter this hexcrawl after the ritual has just been completed.
You can purchase both pdf and print versions of "RK2 - Evil Wizards in a Cave" at DriveThruRPG or just a print version at Lulu
Johnstone Metzger also has a blog and a patreon campaign for writing up monsters in Dungeon World and Labyrinth Lord stats
Saturday, August 23, 2014
magic-users
I once wrote about how I had been toying with this Apocalypse World-inspired magic system of success/partial success/failure results. Recently I've been looking at Dungeon Crawl Classics magic system a lot more, because I like the varying power levels of spells despite the overload of paperwork. The way I've been thinking of spells now is that even on a "miss" the spell would be cast, a character who can use magic will cast the spell regardless of choices or rolls. After the spell has been cast the magic-user would roll again to see how powerful the spell is, potentially all of these dice could be rolled together since the power roll would use different die types.
Using the DCC RPG spells as a standard, here's how I have it written so far.
when you cast a spell, roll+spell or choose 1 option, on a 15+ choose none, on a 10-14 choose 2, on a miss choose 3 and you draw attention to yourself:
- spell lost, you can't cast the spell again until after you rest
- the spell corrupts you
- the spell misfires and does something unexpected
- your magic dwindles, -1ongoing to magic until you rest
Power (2d10+magic)
Under 12: Spell works as normal
12-15: +1 enhancement
16-18: +2 enhancements
19-21: +4 enhancements
22+: Critical!
Corruption
Under 10: Minor corruption
10-14: Major corruption
15+: Greater corruption
Charm Person
The magic-user charms a humanoid to become friendly, they will regard the caster as a friend and ally but not do anything against their own nature.
Range: 40 yards, Duration: 1 day, Corruption: 1d4+magic+spell
Enhancements: affects +1 target (multiple), add +1 day (multiple)
Critical: affects 2d6+magic targets, lasts one month, and caster has complete control over targets (will perform suicidal or contradictory tasks)
Misfire 1d4: 1) caster also falls in love with target(s), 2) two randomly determined nearby humanoids fall in love with each other, 3) caster inadvertently puts target(s) to sleep, 4) target(s) are repulsed and angered by everyone nearby except the caster
Slow
The magic-user impairs the ability of a target creature to move at its normal speed, to such a degree that it's attacks are easily avoided. Attack rolls must still be made to hurt the slowed creature.
Range: 30 yards, Duration: 1 turn, Corruption: 1d8+magic+spell
Enhancements: affects +1 creature (multiple), add +1 turn (multiple)
Critical: all creatures that are actively hostile to caster within range are frozen in place for 3 turns
Misfire 1d4: 1) caster slows one ally within sight (if no ally in sight then caster slows themself), 2) caster slows all allies within range (if no allies in range then caster slows themself), 3) caster ages 10 years, 4) a nearby animal or insect develops the Slow spell as an innate ability (usable once/day)
Polymorph
The magic-user transforms himself or another into a different creature, assuming the creature's form and manner of movement as well as the creature's ability to survive in it's natural habitat.
Range: touch, Duration: 1 hour, Corruption: 1d10+magic+spell
Enhancements: affects +1 creature (multiple), add +1 day (multiple), grant all of the natural & magical abilities of the new form
Critical: caster can transform themself and +magic+spell targets into a new creature with all of the natural & magical abilities of the new form for up to one week
Misfire 1d4: 1) target is transformed into inoffensive domestic animal, 2) partial transformation of changed head and normal body or vice versa, 3) target's skin changes to new form but that is all, 4) also summons 1d4 creatures of the intended transformation to the caster's location and they are angry or hungry
Pretty simple in comparison to DCC RPG, but still requires a bit of paperwork.
Using the DCC RPG spells as a standard, here's how I have it written so far.
when you cast a spell, roll+spell or choose 1 option, on a 15+ choose none, on a 10-14 choose 2, on a miss choose 3 and you draw attention to yourself:
- spell lost, you can't cast the spell again until after you rest
- the spell corrupts you
- the spell misfires and does something unexpected
- your magic dwindles, -1ongoing to magic until you rest
Power (2d10+magic)
Under 12: Spell works as normal
12-15: +1 enhancement
16-18: +2 enhancements
19-21: +4 enhancements
22+: Critical!
Corruption
Under 10: Minor corruption
10-14: Major corruption
15+: Greater corruption
Charm Person
The magic-user charms a humanoid to become friendly, they will regard the caster as a friend and ally but not do anything against their own nature.
Range: 40 yards, Duration: 1 day, Corruption: 1d4+magic+spell
Enhancements: affects +1 target (multiple), add +1 day (multiple)
Critical: affects 2d6+magic targets, lasts one month, and caster has complete control over targets (will perform suicidal or contradictory tasks)
Misfire 1d4: 1) caster also falls in love with target(s), 2) two randomly determined nearby humanoids fall in love with each other, 3) caster inadvertently puts target(s) to sleep, 4) target(s) are repulsed and angered by everyone nearby except the caster
Slow
The magic-user impairs the ability of a target creature to move at its normal speed, to such a degree that it's attacks are easily avoided. Attack rolls must still be made to hurt the slowed creature.
Range: 30 yards, Duration: 1 turn, Corruption: 1d8+magic+spell
Enhancements: affects +1 creature (multiple), add +1 turn (multiple)
Critical: all creatures that are actively hostile to caster within range are frozen in place for 3 turns
Misfire 1d4: 1) caster slows one ally within sight (if no ally in sight then caster slows themself), 2) caster slows all allies within range (if no allies in range then caster slows themself), 3) caster ages 10 years, 4) a nearby animal or insect develops the Slow spell as an innate ability (usable once/day)
Polymorph
The magic-user transforms himself or another into a different creature, assuming the creature's form and manner of movement as well as the creature's ability to survive in it's natural habitat.
Range: touch, Duration: 1 hour, Corruption: 1d10+magic+spell
Enhancements: affects +1 creature (multiple), add +1 day (multiple), grant all of the natural & magical abilities of the new form
Critical: caster can transform themself and +magic+spell targets into a new creature with all of the natural & magical abilities of the new form for up to one week
Misfire 1d4: 1) target is transformed into inoffensive domestic animal, 2) partial transformation of changed head and normal body or vice versa, 3) target's skin changes to new form but that is all, 4) also summons 1d4 creatures of the intended transformation to the caster's location and they are angry or hungry
Pretty simple in comparison to DCC RPG, but still requires a bit of paperwork.
Wednesday, August 20, 2014
The Doom-Cave of the Crystal-Headed Children, by James Edward Raggi IV
The Doom-Cave of the Crystal-Headed Children (DCCHC) was the Free RPG Day release for the Lamentations of the Flame Princess RPG. If you were really lucky, your FLGS isn't run by a douchebag who refuses to carry LotFP products and you got a print copy earlier this year. Unlucky souls can still pick up a pdf copy of the adventure. DCCHC was initially funded on Indiegogo and that is the only way I was able to procure a print copy of the module.
James Raggi IV has a reputation for writing adventure modules that are basically traps for the PCs. Another blogger coined the term negadungeon to explain this kind of module, an adventure that is meant to destroy the PCs rather than to entertain or reward. I personally find assessments like this unfair, but I will say that he manages to craft adventures which seem uncompromisingly difficult from a cold reading.
The premise of DCCHC all by itself is weird and horrifying. All of the women in a small town are convinced that they gave birth to a son four years ago, named him Andrew, and yesterday he disappeared - despite the fact that nobody else remembers these multitudes of Andrews and there is no evidence that these Andrews exist except as a mass hallucination of the women of this town, one of these boys is seen outside of town, and... you'll have to read the adventure or play through it to find out who and what these Andrews are.
Having read that last paragraph, aren't you intrigued to find out what is going on? I know I was!
DCCHC is a great module because there is a ton of weird and dangerous stuff inside a dungeon complex that is authentically creepy and strange, but the real charm of this adventure is that the main hook that brings the PCs to the cave could all be resolved in the very first rooms. The plot involving the many Andrews takes up about 6 pages of a 36 page adventure. Everything else around the crystal-headed children is just icing on the cake!
Even though it was a Free RPG Day offering, you can still get "The Doom-Cave of the Crystal-Headed Children" for free (or purchase it as a pay-what-you-want pdf) at DriveThruRPG
James Raggi IV has a reputation for writing adventure modules that are basically traps for the PCs. Another blogger coined the term negadungeon to explain this kind of module, an adventure that is meant to destroy the PCs rather than to entertain or reward. I personally find assessments like this unfair, but I will say that he manages to craft adventures which seem uncompromisingly difficult from a cold reading.
The premise of DCCHC all by itself is weird and horrifying. All of the women in a small town are convinced that they gave birth to a son four years ago, named him Andrew, and yesterday he disappeared - despite the fact that nobody else remembers these multitudes of Andrews and there is no evidence that these Andrews exist except as a mass hallucination of the women of this town, one of these boys is seen outside of town, and... you'll have to read the adventure or play through it to find out who and what these Andrews are.
Having read that last paragraph, aren't you intrigued to find out what is going on? I know I was!
DCCHC is a great module because there is a ton of weird and dangerous stuff inside a dungeon complex that is authentically creepy and strange, but the real charm of this adventure is that the main hook that brings the PCs to the cave could all be resolved in the very first rooms. The plot involving the many Andrews takes up about 6 pages of a 36 page adventure. Everything else around the crystal-headed children is just icing on the cake!
Even though it was a Free RPG Day offering, you can still get "The Doom-Cave of the Crystal-Headed Children" for free (or purchase it as a pay-what-you-want pdf) at DriveThruRPG
Tuesday, August 19, 2014
"I would prefer not to"
It occurs to me that some OSR grognards regard any game where the players are given some sort of narrative control over the action as a "story game." To put it another way, some people think if you're not recognizing Rule Zero as a fundamental aspect of playing role-playing games then they don't consider it a role-playing game.
Rule Zero was always a stupid concept to begin with. The best D&D games I ever played in were ones where the GM built off of things the players handed them, and the worst D&D games I ever played in were the ones where the GM completely ignored the other players' desires and ambitions for his own plotline or slavish devotion to his setting. When I hear other people talk about their best and worst experiences at the table I hear the same kinds of stories, except when somebody is targeting a particular game. I try not to declare something is bad simply because I had a bad experience with it, or didn't have fun. I try to explain exactly what it was I didn't like without falling into generalized descriptions.
I don't like the Shadowrun system and I have only had bad experiences playing it, but that doesn't make it a bad game. I love a lot of things about Shadowrun despite my bad experiences and my distaste for the rules. I would definitely try playing it again with a fresh GM.
I don't like 4th edition D&D because it requires a map to play it, I think of it as a glorified board game, but that doesn't make it a bad game. When I get done playing a game of 4th edition D&D I am left thinking about the tactics I could have used rather than the story that was happening around, plot is incidental to the action on the table. It's just not a game that appeals to my sensibilities.
I don't like Paranoia because I have only ever had bad experiences with it, yet when people talk about what has happened in their games of Paranoia it always sounds like a lot fun. It's like when I hear about a sketch on Saturday Night Live and it sounds really funny when somebody describes it to me, but when I actually watch it it's not that funny. I could probably try playing it again if I was with the right group of players.
I don't like Monsterhearts because the playbooks are each individually defined to promote a very specific style of playing that particular character and I want to be able to have more freedom with my character then following a guided playstyle and narrative. I probably won't play it again.
I have probably had more bad experiences than good ones while playing 1st and 2nd edition D&D, but this always came down to a GM who either ignored what his players wanted to do or a GM who took possession of the campaign world in such a way that it limited the fun players at the table were having. The level-based system of D&D no longer appeals to me, but I would still play it as long as the GM didn't quote Rule Zero as a maxim for how they ran their game.
Rule Zero was always a stupid concept to begin with. The best D&D games I ever played in were ones where the GM built off of things the players handed them, and the worst D&D games I ever played in were the ones where the GM completely ignored the other players' desires and ambitions for his own plotline or slavish devotion to his setting. When I hear other people talk about their best and worst experiences at the table I hear the same kinds of stories, except when somebody is targeting a particular game. I try not to declare something is bad simply because I had a bad experience with it, or didn't have fun. I try to explain exactly what it was I didn't like without falling into generalized descriptions.
I don't like the Shadowrun system and I have only had bad experiences playing it, but that doesn't make it a bad game. I love a lot of things about Shadowrun despite my bad experiences and my distaste for the rules. I would definitely try playing it again with a fresh GM.
I don't like 4th edition D&D because it requires a map to play it, I think of it as a glorified board game, but that doesn't make it a bad game. When I get done playing a game of 4th edition D&D I am left thinking about the tactics I could have used rather than the story that was happening around, plot is incidental to the action on the table. It's just not a game that appeals to my sensibilities.
I don't like Paranoia because I have only ever had bad experiences with it, yet when people talk about what has happened in their games of Paranoia it always sounds like a lot fun. It's like when I hear about a sketch on Saturday Night Live and it sounds really funny when somebody describes it to me, but when I actually watch it it's not that funny. I could probably try playing it again if I was with the right group of players.
I don't like Monsterhearts because the playbooks are each individually defined to promote a very specific style of playing that particular character and I want to be able to have more freedom with my character then following a guided playstyle and narrative. I probably won't play it again.
I have probably had more bad experiences than good ones while playing 1st and 2nd edition D&D, but this always came down to a GM who either ignored what his players wanted to do or a GM who took possession of the campaign world in such a way that it limited the fun players at the table were having. The level-based system of D&D no longer appeals to me, but I would still play it as long as the GM didn't quote Rule Zero as a maxim for how they ran their game.
Monday, August 18, 2014
The Islands of Purple-Haunted Putrescence, by Venger Satanis
The Islands of Purple-Haunted Putrescence (IPHP) is an OSR hexcrawl over a gonzo science-fantasy landscape populated with strange creatures, unique challenges, and deranged populations. IPHP was initially funded on Kickstarter and was one of those rare gaming projects that actually saw an early delivery.
The first half of the book consists of background information about the islands as well as lots of useful tools for inserting weird ideas and background data for the PCs. I would think of this part of the book as a grab bag of inspirational ideas and useful character building tools. Some players might balk at having a randomly generated flashback to their childhood or having a random personal connection to the islands, but with the right group of people this can be really charming and adds the to astronomical creepiness of the island's history. My favorite part of this section are the purple stones, a mechanical method to reward players for acting in the islands' interests (yes, you read that correctly), and the mysterious crystals native to the islands, powerful but nonmagical artifacts left behind by the decaying corpses of ancient wyrms.
The second half of the book describes the islands, hex by hex. There are lots of weird diversions scattered across the three islands, but there doesn't seem to be alot of effort made to connect them together in any discernible way. A constant theme is aliens from another dimension/planet who have crashed/landed and are up to some kind of mischief, or just minding their own business. There are pop culture references appearing just as often but are obscured in ways to not be immediately noticeable or recognizable, and some of the treasure includes items that might be found in our modern world which I found amusing, but some gamers might find distracting.
Some things I don't like:
1) There are sometimes multiple encounters listed for a single hex, but the map itself doesn't have distance marked so it's difficult to know exactly how big each hex is. One of the islands is said to be over 1000 square miles and a rough estimate means each hex represents about 30 square miles. A simple map key would have saved me the time to try and figure this out. This isn't egregious, but a lot of sections probably could have used some proofreading from a fellow gamer because there are lots of little things like this that seem overlooked.
2) There are lots of encounters that result in a save or die scenario, and I personally dislike these because I would either never use them or feel the need to rewrite them.
Some things I really like:
1) It's almost like having two sourcebooks because the first half is written with a general approach and many of the ideas can be used outside of a IPHP adventure. But hen you have the second half, which can be used as a straight up hexcrawl or as a collection of ideas to throw into your own games.
2) Despite the randomness of each encounter, each has enough detail to build off of and potentially create a whole session worth of adventure around. Played right, and this module could make a campaign last for months or years.
3) The artwork is great. There's a lot of great talent inside and I would love to see more of it!
4) Amazing Larry in hex 016
This book is a lot of fun! I don't see myself running it as a straight adventure but I can definitely see myself taking things from it frequently (and perhaps randomly) in order to spice up my own OSR games.
You can purchase both pdf and print versions of "The Islands of Purple-Haunted Putrescence" at DriveThruRPG
The first half of the book consists of background information about the islands as well as lots of useful tools for inserting weird ideas and background data for the PCs. I would think of this part of the book as a grab bag of inspirational ideas and useful character building tools. Some players might balk at having a randomly generated flashback to their childhood or having a random personal connection to the islands, but with the right group of people this can be really charming and adds the to astronomical creepiness of the island's history. My favorite part of this section are the purple stones, a mechanical method to reward players for acting in the islands' interests (yes, you read that correctly), and the mysterious crystals native to the islands, powerful but nonmagical artifacts left behind by the decaying corpses of ancient wyrms.
The second half of the book describes the islands, hex by hex. There are lots of weird diversions scattered across the three islands, but there doesn't seem to be alot of effort made to connect them together in any discernible way. A constant theme is aliens from another dimension/planet who have crashed/landed and are up to some kind of mischief, or just minding their own business. There are pop culture references appearing just as often but are obscured in ways to not be immediately noticeable or recognizable, and some of the treasure includes items that might be found in our modern world which I found amusing, but some gamers might find distracting.
Some things I don't like:
1) There are sometimes multiple encounters listed for a single hex, but the map itself doesn't have distance marked so it's difficult to know exactly how big each hex is. One of the islands is said to be over 1000 square miles and a rough estimate means each hex represents about 30 square miles. A simple map key would have saved me the time to try and figure this out. This isn't egregious, but a lot of sections probably could have used some proofreading from a fellow gamer because there are lots of little things like this that seem overlooked.
2) There are lots of encounters that result in a save or die scenario, and I personally dislike these because I would either never use them or feel the need to rewrite them.
Some things I really like:
1) It's almost like having two sourcebooks because the first half is written with a general approach and many of the ideas can be used outside of a IPHP adventure. But hen you have the second half, which can be used as a straight up hexcrawl or as a collection of ideas to throw into your own games.
2) Despite the randomness of each encounter, each has enough detail to build off of and potentially create a whole session worth of adventure around. Played right, and this module could make a campaign last for months or years.
3) The artwork is great. There's a lot of great talent inside and I would love to see more of it!
4) Amazing Larry in hex 016
This book is a lot of fun! I don't see myself running it as a straight adventure but I can definitely see myself taking things from it frequently (and perhaps randomly) in order to spice up my own OSR games.
You can purchase both pdf and print versions of "The Islands of Purple-Haunted Putrescence" at DriveThruRPG
Saturday, August 16, 2014
It's like that old saying "fourth time's the charm"
Apocalypse World: 8th session
click for previous session
After William H. Esquire Esq. was driven away in the Slavers' trucks, Boy Esquire, Marlowe and Morticia cleaned themselves off in one of Rags' water troughs. Snail appeared, naked and slimy, and revealed he had been ejected from his House (changed to the Last Child playbook), he seemed agitated and afraid and looked very young now that he was no longer inside the thick leather shell of the House so Boy Esquire tried to help him by finding (stealing) new clothes for him from inside the Arcade.
Morticia seduced one of the Slavers, Queen, the apparent leader of the bikers, and brought him back to her house, a storage container that once housed many of the arena gladiators but now belonging solely to her. The Ballers and Swampys started fighting again, and gunfire could be heard across town. Morticia intervened and convinced the two gangs to fight in the arena where spectators wouldn't get injured and could bet on the fight. Left to their own devices, the Swampys won and with William H. Esquire Esq. seemingly no longer in charge they began to feast on the corpses of the Ballers.
The House took possession of a spot underneath the Tree and a small group of people started to pray to the House. Snail led Boy Esquire back to the House and they discovered a new person was sitting inside of the suit, Orchid. Snail demanded to be let back in, but Orchid ignored him and shut him out of the group forming around them, the Household.
Marlowe eavesdropped on Rags and Toyota, discovering that Chief had been muscling Rags for drugs and medicine without paying, but then overcharging Toyota. Toyota was having a withdrawal fit and seemed on the verge of violence, but Marlowe threatened him and he ran off.
Meanwhile, William H. Esquire Esq. accepted his new role as "slave" for the most part. The guard that was left on him, Robot, made promises to check in on Arcade and suggested he might abandon his job in the City by the Sea. William H. Esquire Esq. was taken to a cell at the Courthouse and was told he would be assigned a job the next day.
In the morning William H. Esquire Esq. could see the ancient skyline of an abandoned city, overgrown with weeds and flowers and plants that towers alongside the old world's skyscrapers and office blocks. He was given a work assignment in the Field and escorted there by Robot who then left. Another guard, Fleece, began to succumb to William H. Esquire Esq.'s charms and was soon promising to take William H. Esquire Esq. to see either Lala or Bill, the two top people underneath Sweet.
Morticia arrived at the Stax the next day and saw Chief taking over the business now that Braille was dead. She took two steps behind the bar and met with immediate resistance from Chief and so Morticia killed him with one quick blow to the head with her club. She then announced that the Stax was hers and nobody protested.
William H. Esquire Esq.'s gang was warily passing the Slaver bikers as they headed west toward the Fishers' Place and both Marlowe and Boy Esquire followed the gang. Birthday detailed a rough plan they had of hiking along the riverside until they found the City by the Sea and looking for a way to sneak in and break William H. Esquire Esq. free.
In the City by the Sea William H. Esquire Esq. had already made waves. He managed to get a meeting with Bill and then convinced Bill to take him to Sweet. In Sweet's company, William H. Esquire Esq. tried to convince her that slavery was wrong but she explained that two towns nearby once tried to institute democratic rule and both failed spectacularly. Sweet also explained that her sister used to run Arcade but back then it was called the Shop. William H. Esquire Esq. admitted that Sweet's rules seemed logical, but he made a mental note of trying to thwart them later. Bill revealed that William H. Esquire Esq.'s gang was spotted hiking along the river and Sweet offered a new deal: he would be returned to lead Arcade as long as he accepted and facilitated the first deal that Ritchie had offered, or he could keep being a slave in the City by the Sea and any resistance from the Arcade would be wiped out. He took the deal.
Later on Bill piloted a boat down the river for William H. Esquire Esq. and when they met up with his gang there was fighting happening between them and a large underwater plant with tentacle vines that floated on the water's surface. Snail managed to kill the plant, and in the aftermath Bill made sure everybody got safely back to Arcade.
Also, this is what William H. Esquire Esq. looks like (Antonio Fargas with a face tattoo)
click for previous session
After William H. Esquire Esq. was driven away in the Slavers' trucks, Boy Esquire, Marlowe and Morticia cleaned themselves off in one of Rags' water troughs. Snail appeared, naked and slimy, and revealed he had been ejected from his House (changed to the Last Child playbook), he seemed agitated and afraid and looked very young now that he was no longer inside the thick leather shell of the House so Boy Esquire tried to help him by finding (stealing) new clothes for him from inside the Arcade.
Morticia seduced one of the Slavers, Queen, the apparent leader of the bikers, and brought him back to her house, a storage container that once housed many of the arena gladiators but now belonging solely to her. The Ballers and Swampys started fighting again, and gunfire could be heard across town. Morticia intervened and convinced the two gangs to fight in the arena where spectators wouldn't get injured and could bet on the fight. Left to their own devices, the Swampys won and with William H. Esquire Esq. seemingly no longer in charge they began to feast on the corpses of the Ballers.
The House took possession of a spot underneath the Tree and a small group of people started to pray to the House. Snail led Boy Esquire back to the House and they discovered a new person was sitting inside of the suit, Orchid. Snail demanded to be let back in, but Orchid ignored him and shut him out of the group forming around them, the Household.
Marlowe eavesdropped on Rags and Toyota, discovering that Chief had been muscling Rags for drugs and medicine without paying, but then overcharging Toyota. Toyota was having a withdrawal fit and seemed on the verge of violence, but Marlowe threatened him and he ran off.
Meanwhile, William H. Esquire Esq. accepted his new role as "slave" for the most part. The guard that was left on him, Robot, made promises to check in on Arcade and suggested he might abandon his job in the City by the Sea. William H. Esquire Esq. was taken to a cell at the Courthouse and was told he would be assigned a job the next day.
In the morning William H. Esquire Esq. could see the ancient skyline of an abandoned city, overgrown with weeds and flowers and plants that towers alongside the old world's skyscrapers and office blocks. He was given a work assignment in the Field and escorted there by Robot who then left. Another guard, Fleece, began to succumb to William H. Esquire Esq.'s charms and was soon promising to take William H. Esquire Esq. to see either Lala or Bill, the two top people underneath Sweet.
Morticia arrived at the Stax the next day and saw Chief taking over the business now that Braille was dead. She took two steps behind the bar and met with immediate resistance from Chief and so Morticia killed him with one quick blow to the head with her club. She then announced that the Stax was hers and nobody protested.
William H. Esquire Esq.'s gang was warily passing the Slaver bikers as they headed west toward the Fishers' Place and both Marlowe and Boy Esquire followed the gang. Birthday detailed a rough plan they had of hiking along the riverside until they found the City by the Sea and looking for a way to sneak in and break William H. Esquire Esq. free.
In the City by the Sea William H. Esquire Esq. had already made waves. He managed to get a meeting with Bill and then convinced Bill to take him to Sweet. In Sweet's company, William H. Esquire Esq. tried to convince her that slavery was wrong but she explained that two towns nearby once tried to institute democratic rule and both failed spectacularly. Sweet also explained that her sister used to run Arcade but back then it was called the Shop. William H. Esquire Esq. admitted that Sweet's rules seemed logical, but he made a mental note of trying to thwart them later. Bill revealed that William H. Esquire Esq.'s gang was spotted hiking along the river and Sweet offered a new deal: he would be returned to lead Arcade as long as he accepted and facilitated the first deal that Ritchie had offered, or he could keep being a slave in the City by the Sea and any resistance from the Arcade would be wiped out. He took the deal.
Later on Bill piloted a boat down the river for William H. Esquire Esq. and when they met up with his gang there was fighting happening between them and a large underwater plant with tentacle vines that floated on the water's surface. Snail managed to kill the plant, and in the aftermath Bill made sure everybody got safely back to Arcade.
Also, this is what William H. Esquire Esq. looks like (Antonio Fargas with a face tattoo)
Wednesday, August 6, 2014
"Call-Me-Kenneth and the Sonic Pigs" would be a great band name
Apocalypse World: 7th session
click for previous session
A new character joined our cast:
the Spectacle - Morticia the Magnificent has been fighting in the sinkhole that everyone calls the Pit for several weeks, the last fight she won was to the death
After returning from Montana and settling back into town William H. Esquire Esq. decided to sell the Arcade to his former employee, Betty, and establish his hold over the town, by throwing a huge party to celebrate. This activated everybody's sex moves. Boy Esquire became a Skinner, Marlowe got pregnant, Morticia had an orgy with her fans, and Snail took a closer look at William H. Esquire Esq. with his acquisitive eye.
When Betty took over the Arcade she kicked Boy Esquire out and he had to find a place to sleep, so he dug out a small pit behind the Arcade. He had been offered a role as a fighter in the Pit but turned it down, and Pit the Elder told Morticia to start antagonizing Boy Esquire so that he would want to fight her in the Pit.
Uncrow had stayed behind after Gau led his tribe members back to their hidden grotto, but had been murdered and nobody had done anything with his body. Boy Esquire decided to loot the dead body and took the late Good Deal tribal's armor and weapons. Marlowe showed up to investigate the murder and in the midst of questioning Boy Esquire saw movement in Uncrow's tent. The two of them approached with weapons drawn and were confronted by a sonic pig. Their immediate reaction was to try and kill it, but not before it screamed and compelled the two to shit themselves.
picture by Logan Knight
Another scream was heard in town. Marlowe and Boy Esquire went to investigate, while Morticia met with Betty about a job offer and discovered that Betty wanted Boy Esquire killed. William H. Esquire Esq. was told about the sonic pigs and he escorted Marlowe and Boy Esquire to the Arcade so they could get cleaned up. Boy Esquire snuck away and cleaned himself off in one of Rags' troughs for his goats. William H. Esquire Esq. discovered Betty's job offer and convinced her to let it go, but Morticia had already set up a fight with Boy Esquire in the Pit.
William H. Esquire Esq. met with both Pit the Elder and Pit the Younger and bribed them into changing the fight at the last minute. Morticia won her fight, and Boy Esquire was stepping into the sinkhole to dance artfully & graciously for the crowd, but was interrupted by some slavers who had moved into town...
This is when the sonic pigs showed up.
Four sonic pigs were unleashed upon the crowd by four slavers wearing ear plugs. While fighting the sonic pigs, Morticia was attacked from behind by a slaver and started to be carried out of the Pit. Marlowe came to assist Boy Esquire but they were overwhelmed by the sonic pigs shrieking. William H. Esquire Esq. took steps to capture one of the sonic pigs but gunfire could be heard outside of the Pit and the crowd was obviously being corralled by more slavers that were in town. Snail assisted those fighting the sonic pigs and desperately opened his brain while touching the weird tree at the edge of the Pit and saw a vision that the tree was "in control" of the Arcade but that his hoard was stealing power from the tree and that's what drew the slavers' attention to town.
William H. Esquire Esq. managed to get to his house hanging above the center of town. The leader of the slavers, Call-Me-Kenneth, walked into the center of town with a retinue of armed guards and demanded recompense from William H. Esquire Esq. A brief showdown with Braille occurred, but she was killed by Call-Me-Kenneth's enforcers. William H. Esquire Esq. made a deal with Call-Me-Kenneth to surrender himself publicly in exchange for releasing the citizens of his town, and so they did. Morticia and many of her fans were released as William H. Esquire Esq. was bundled into a truck and driven away...
click for previous session
A new character joined our cast:
the Spectacle - Morticia the Magnificent has been fighting in the sinkhole that everyone calls the Pit for several weeks, the last fight she won was to the death
After returning from Montana and settling back into town William H. Esquire Esq. decided to sell the Arcade to his former employee, Betty, and establish his hold over the town, by throwing a huge party to celebrate. This activated everybody's sex moves. Boy Esquire became a Skinner, Marlowe got pregnant, Morticia had an orgy with her fans, and Snail took a closer look at William H. Esquire Esq. with his acquisitive eye.
When Betty took over the Arcade she kicked Boy Esquire out and he had to find a place to sleep, so he dug out a small pit behind the Arcade. He had been offered a role as a fighter in the Pit but turned it down, and Pit the Elder told Morticia to start antagonizing Boy Esquire so that he would want to fight her in the Pit.
Uncrow had stayed behind after Gau led his tribe members back to their hidden grotto, but had been murdered and nobody had done anything with his body. Boy Esquire decided to loot the dead body and took the late Good Deal tribal's armor and weapons. Marlowe showed up to investigate the murder and in the midst of questioning Boy Esquire saw movement in Uncrow's tent. The two of them approached with weapons drawn and were confronted by a sonic pig. Their immediate reaction was to try and kill it, but not before it screamed and compelled the two to shit themselves.
picture by Logan Knight
Another scream was heard in town. Marlowe and Boy Esquire went to investigate, while Morticia met with Betty about a job offer and discovered that Betty wanted Boy Esquire killed. William H. Esquire Esq. was told about the sonic pigs and he escorted Marlowe and Boy Esquire to the Arcade so they could get cleaned up. Boy Esquire snuck away and cleaned himself off in one of Rags' troughs for his goats. William H. Esquire Esq. discovered Betty's job offer and convinced her to let it go, but Morticia had already set up a fight with Boy Esquire in the Pit.
William H. Esquire Esq. met with both Pit the Elder and Pit the Younger and bribed them into changing the fight at the last minute. Morticia won her fight, and Boy Esquire was stepping into the sinkhole to dance artfully & graciously for the crowd, but was interrupted by some slavers who had moved into town...
This is when the sonic pigs showed up.
Four sonic pigs were unleashed upon the crowd by four slavers wearing ear plugs. While fighting the sonic pigs, Morticia was attacked from behind by a slaver and started to be carried out of the Pit. Marlowe came to assist Boy Esquire but they were overwhelmed by the sonic pigs shrieking. William H. Esquire Esq. took steps to capture one of the sonic pigs but gunfire could be heard outside of the Pit and the crowd was obviously being corralled by more slavers that were in town. Snail assisted those fighting the sonic pigs and desperately opened his brain while touching the weird tree at the edge of the Pit and saw a vision that the tree was "in control" of the Arcade but that his hoard was stealing power from the tree and that's what drew the slavers' attention to town.
William H. Esquire Esq. managed to get to his house hanging above the center of town. The leader of the slavers, Call-Me-Kenneth, walked into the center of town with a retinue of armed guards and demanded recompense from William H. Esquire Esq. A brief showdown with Braille occurred, but she was killed by Call-Me-Kenneth's enforcers. William H. Esquire Esq. made a deal with Call-Me-Kenneth to surrender himself publicly in exchange for releasing the citizens of his town, and so they did. Morticia and many of her fans were released as William H. Esquire Esq. was bundled into a truck and driven away...