Thursday, August 11, 2022

Crab Shack Crafting

Leo Soulis

COME ON DOWN

TO

CADDY MADDAWACK'S

COMBINATIN' CRAB SHACK

That's right urchins and orphans spread the news: Caddy Maddawack is back in town and she's bringing the shack! Monster hunters, magical menagerists, nobles of questionable taste, and even Jerry who runs the ratboy circus down by the Pauper's Wharf are all welcome here at the traveling crab shack!

What's that you say? What's so special about Caddy Maddawack and her Combinatin' Crab Shack? Well you see, Caddy Maddawack operates one of the only remaining crab pot combinators! Using her patented blend of herbs and spices she can combine magical components harvested from the fresh-dead corpses of arcane beasts, ghouls, goblins, gremlins, you name it! And best of all, your first combinatin' is free![1]

How's it work? I'm glad you asked, filthy urchin!

  • Murdered Monsters have a 1 in 6 chance of having their components ruined. 
    • Increase this by 1 for any egregious damage done[2]
    • Captured monsters butchered by Professionals in town always harvest component
    • If using item slots, 3 components to a slot
  • For each HD the monster has it yields 1 component. [3]
    • For each component:
      • 1-2: low quality 3-5: decent quality 6: high quality
  • Creating an item requires a high quality component
    • low quality is 1/2 of a decent quality component, decent is 1/2 of a high quality component
  • There are three item tiers
    • Items start at tier 1 with a +1 to hit/damage for weapons and leather AC
    • Upgrade to tier 2 costs two high quality components, tier three costs three
      • Each tier for weapons increases to hit/damage by 1
      • Armor tiers increase from leather to chainmail and finally plate
  • Pick one of the two patented crafting methods:
    • Craft!
      • Weapon
      • Armor
    • Upgrade! 
      • Weapon/Item/Armor (Must have been crafted at Caddy's)
  • Add in any of Caddy's special bonus mixes (See below for pricing)
  • Huck it all in the Crab Pot Combinator and stand back! (PAYMENT UPFRONT [1])

Combinatin' Table (d12)

1 Disaster! Ingredients wasted and item gets two corruptions! Caddy's shuts down for 1d4 days!
2 Tragedy! Ingredients wasted and item gets two corruptions!
3-5 Failure! Ingredients wasted and item gets corrupted if upgrading!
6-8 Residue! Successful craft, but the item gets corrupted from residue in the pot!
9-10 Successful craft! Gain a bonus!
11 Twist! Gain two bonuses!
12 Super Craft! Roll on the Super Craft table

Corruptions (d6) [8]

No one ever said combinatin' was easy! Sometimes things turn wrong in the pot. [4]

  1. Item degrades a tier when involved in a critical failure
  2. Greedy! The item must be sated by the user's blood before use. 1d4 hp for each use
  3. Cursed! Item can never leave its owner and degrades a random stat by 1 while equipped
  4. Coin Operated! 1 in 4 chance on each use of the item it requires 25gp to be pressed into a coin slot before functioning properly again. Acts as a normal item until it gets paid
  5. Hated! This thing rubs some people the wrong way! When a reaction or morale roll is called for, decrease the result by 1
  6. Merciless! With this item equipped, you can never show mercy to your enemies.

Bonuses (d6) [8]

  1. Item works just as well underwater as above
  2. Item grants a +1 to a random stat when worn
  3. Item grants a +1 to a chosen stat when worn
  4. Item glows in the presence of a chosen component's source monster, gains +1 to hit said monster/increases AC by +1 for attacks from said monster
  5. Lovely! When a reaction or morale roll is called for, increase the result by 1
  6. Item grants +1 damage/resists 1 damage against a chosen component's source monster

Super Craft (d10) [8]

Lucky lucky! This item has all the right juices to become something special. 

  • Weapon
    1. Choose a bonus from the bonus list!
    2. Choose two bonuses from the bonus list!
    3. Vorpal: Enemies slain with this item cannot be resurrected
    4. Lucky! Can reroll a critical failure 1/session.
    5. Weapon gains the properties of an ability from a random component monster, i.e. poison damage, vampirism, fire, acid, etc.
    6. Fetch! Item can be stored in a pocket dimension and recalled by its owner at any time with a verbal command.
    7. Limit Break! Once per day, weapon can deal maximum damage on a successful strike.
    8. Devastating! Weapon degrades armor of targets that are struck.
    9. Spellweaver! Weapon gets a random spell enchanted to it, usable tier times per day and can be triggered on successful hits. Reroll spells that don't make sense.
    10. Yang. When paired with armor that has Yin, double tier bonuses for the weapon and increase armor AC to plate +1.
  • Armor
    1. Choose a bonus from the bonus list!
    2. Choose two bonuses from the bonus list!
    3. Lucky! Can reroll a critical failure 1/session.
    4. Fetch! Item can be stored in a pocket dimension and recalled by its owner at any time with a verbal command.
    5. Armor gains resistance (1/2 damage) to a damage type of a random component monster
    6. Silent! Armor does not impede stealth checks. 
    7. Spellweaver! Armor gets a random spell enchanted to it, usable tier times per day and can be triggered when taking damage. Reroll spells that don't make sense. 
    8. Stalwart! While conscious, you cannot be moved against your will when wearing this armor.
    9. Revenant! Armor retains unconscious/dead users' intentions- granting 1d6 actions even after unconsciousness/death.
    10.  Yin: When paired with a weapon that has Yang, double tier bonuses for the weapon and increase armor AC to plate +1.

Caddy's Specials

What's that? Don't like the odds? Well don't worry- Caddy has brewed up a whole mess of special elixirs and tinctures to add into the mix for a nominal fee that can change the odds- in your favor! [5][6][7]

  1. Corruption Cleanser/500 gp/Removes one corruption per use! (purchasable after combinatin')
  2. Toadwart Tonic/50 gp/Choose a corruption when rolling on the corruption list
  3. Calamity's Bane/50 gp/Reroll 1's on the combinatin' table
  4. Pickled Princehart/100gp/Choose a bonus when rolling on the bonus list
  5. Harper's Pearls/100gp/Allows rerolling on the corruptions list
  6. Torpal Bleach/100gp/On results of Residue! you do not gain a corruption
  7. Lanternswill/100gp/When you would gain a corruption, gain a bonus instead- but when you would gain a bonus, gain a corruption
  8. Buyer's Remorse/250gp/Allows rerolling on the combinatin' table, the rerolled result must be taken
  9. Angel Tears/1000gp/Allows rerolling on the combinatin' table, the rerolled result may be discarded
  10. Maiden's Lament/1500gp/Reroll results of 1-4 on the combinatin' table
  11. Hyper Instinct Infusion/2500gp/Reroll results of 1-7 on the combinatin' table
  12. Control's Kiss/5000gp/Select from any results on all combinatin' tables and subtables/Only 1 dose available every year

Workin' at the Crab Shack

Oh, you're here for work? Caddy does have some things that need doing. Help her out and she'll help you out with the combinatin'.

  1. The Crab Shack has a rash and needs a special herb from the lowest level of the nearest cool dungeon to cure it. Yes, it has to be a cool dungeon- Crab Shack can tell.
  2. A merchant hauling carrying fragile equipment for the Crab Pot was supposed to be here a few weeks ago, she didn't take a detour through the haunted forest- did she? 
  3. Word on the street is some goons have got their hands on a knock off Crab Pot and are giving the combinatin' business a bad name. Go put them out of work, will ya? 
  4. Some noble's son is making trouble with something he made at Caddy's and now the law is looking to come down on us. Can you set that kid or the law straight? 
  5. Hear that? That's a Whistler- no doubt about it. Those things can mess up the aetheric currents that make combinatin' work. Incorporeal dead like Whistlers are usually in somewhere proper spooky, if he doesn't quiet down soon we'll have to move on.
  6. Caddy has gone missing! I think it was that wizard who came here the other day badgering her about her secret blends! Rescue her before they get the formula!

Boons from Caddy: 

  1. Half off on specials!
  2. Combinations are free!
  3. One free special from 1-8 free per combinatin'!
  4. Caddy can upgrade a decent component to a high quality one once per day! 
  5. One free bottle of Control's Kiss!
  6. One free Corruption Cleanser per day!

So what are you waiting for? Spread the word! Come, get combinatin' down at the wonderful Caddy Maddawack's Combinatin' Crab Shack today!  

No refunds.

Some limitations may apply. [1-9]

[1] First combinatin' is free per person. Offer considers parties and poly units as a single person. Offer is invalid for resurrected or reincarnated persons or non-person entities. Subsequent combinatin' costs one decent quality component paid upfront.
[2] Egregious includes but is not limited to: explosions, acid, high temperature fires, disintegaration (partial or complete), consumption, disease, pressure-induced damage, balefire, exposure to the void between stars, molten rock or metal related injuries
[3] Usable in conjunction with your favorite monster menu systems
[4] Caddy is not responsible for any corruptions or damages that may result as a consequence of use of corrupted items
[5] Specials MUST be purchased BEFORE any crafting attempts, NO EXCEPTIONS OR NEGOTIATIONS ALLOWED. Specials that do not apply during that crafting session are still consumed in the combinatin' process
[6] Specials may not actually change the odds in your favor- choose wisely[7]
[7] When using more than one special when combinatin', on a specials used in 6 chance the specials fail to work together and become ineffective. Rolls above 5 on the combinatin table are rerolled.
[8] Results are stackable
[9] Entries in brackets are subject to random implementation, interpretation, and withdrawal at the whims of capricious local reality-dictating entities, sometimes at random. Your results may vary.

Wednesday, August 10, 2022

Savoring Centauri Knights

EXT. ARTIFACT RECOVERY SITE 1. NIGHT.

Three tons of stone and soil are heaped around a ten meter deep pit in the frozen wastes. Work lamps burn red against the still night and illuminate the feverish action below. Beneath an ant hive crescendo of limbs and scurrying figures in thick rubberized suits and reflective face plates glimpses of a shiny black metal structure are revealed. 

The arc of plasma torches illuminates the pit briefly before a hiss fills the night and betrays outgassing argon, sending the workers scurrying up and out of the pit until the hissing ceases. A pair of workers slide back down into the pit as the rest watch on from relative safety. The pair disappear into the shiny black structure and silence stretches with the wait. One worker emerges from the structure, dragging the other and carrying a small red metal chest stylized with an insectoid carapace. Clutching the chest tightly, the swarm of workers carry the survivor out of the pit and towards a rapidly approaching bright light.

INT. CRAB DUNGEON. LIVING ROOM 3. 

CRAB is strewn across a couch, asleep, the Star Fox 64 main menu music filling the room and the light of the TV flickering. The camera drifts around the couch, returning to its original position to reveal HUBRIS occupying a previously empty corner. As the zoom drifts to the corner, the music fades out and the light begins to strobe. CRAB wakes with a start and the room returns to normal. After stretching and yawning, CRAB looks into the camera.

CRAB

Well, I've been sitting on this for a bit, now is as good of a time as any. 

Revealing a hidden switch near the couch's totally rad built-in coaster, CRAB presses it and plummets on the couch down a vertical shaft lit with alternating yellow and red lights. Singular frames include flashes of HUBRIS running down one of the walls. Shouting over the rushing air:

CRAB

I think this one came to my attention when doing some research into some alternative rules light systems last year and tasting TinyD6, the DRIVETHRURPG algorithm showed me a name, a picture, and started me on a journey.

 

Cut to the bottom of the dropshaft. A klaxon sounds and the metal plating floor slides away, revealing a pool of deep green translucent slime oozes forth a great tendril which reaches up and catches the couch, bringing it to a gentle halt before the sinking back into the pit as the klaxons sound the plating slides back in place. CRAB steps off the couch and enters a bright hallway.

INT. CRAB DUNGEON. LABORATORY KAPPA.

CRAB exits the hallway into a sterilized airlock, the number ten emblazoned over the image of a stylized turtle shell. He digs into the lockers nearby, donning a lab coat, pointed wizard's hat, and protective goggles before stepping through a sterilization chamber and entering the clean room beyond. Similarly garbed figures sans wizard hat scurry back and forth between halls strewn with crates bearing strange markings. The scientists, green-skinned and with webbed appendages nod and wave at CRAB as he makes his way through the laboratory. 

CRAB

I suppose you could go back quite a ways further, to when Grandfather Crab introduced me to the unparalleled creative project that was Sid Meier's Alpha Centauri. That entire game is deserving of investigations on its own, but that's the first time I can recall being introduced to the concept of Alpha Centauri, and that memory rang clear as a bell when I read the title of the subject of our investigation.

Moving through clean tiled corridors, CRAB passes many chambers secured with card readers and keypads, revealing only experiment titles labelled above the room numbers.

SLUGHEADS

REWARD SYSTEMS AND DESIGNING FOR THEM

CRAB SHACK CRAFTING

THE PURPOSE OF HISTORY

PROJECT M 

ACADEMY 9.

DECAY

GLOGTROIDVANIA

A panning shot reveals similar rooms and corridors stretching out.

Looking back, CRAB pauses at the last door, alone in the corridor. The light flickers over his shoulder, revealing the outline of HUBRIS, visible only in the dark. Shivering, CRAB continues to the next door, slides an ID badge through the scanner, and enters. The door shuts revealing the room's name: CENTAURI KNIGHTS. 

INT. CRAB DUNGEON. LABORATORY KAPPA. CONTAINMENT CELL 24.

A long metallic table sits in the middle of a small, bright, room. In the center is a powered off projector facing the far wall. At the far end of the table is a plate, fork, and knife. There is a wrapped brown paper package on the plate. Next to the plate is a small red metal chest stylized with an insectoid carapace, lying open. Beyond the observation glass, a group of scientists watches on, restless.

CRAB enters the room and sits in front of the plate, unwrapping the package carefully. He cuts a small corner off of it, and begins to chew. The projector hums and comes to life as CRAB chews and the presentation begins.

BEGINNING AT THE END

On 31 July 2006, Guardians of Order (GoO) Inc announced their closure. The full story is somewhat muddled and there was controversy at the time. The news broke first thanks to a somewhat small fantasy author whose games were licensed with GoO who broke the news first on his blog. George R. R. Martin had originally licensed with GoO and White Wolf to produce the A Game of Thrones RPG (coming in at a whopping 576 pages) and subsequent line of products, which may come as a shock to those of us living in the recent future of the popularity of his works, but even then it stood out against GoO's standard profile. [1]

The collapse of the company was announced suddenly, but the cracks had begun in 2004 when freelancers began to see payments frozen. The problem worsened until 2005 when company founder, Mark MacKinnon, downsized GoO to a single employee, himself. Even then however, GoO was seeing sales increases and Mark remained optimistic for the year, though his community had doubts [3]. Ascribed to problems with the declining value of the US dollar, the company failed to keep itself solvent and finally declared bankruptcy and dissolved. Per Applecline however, "The worst problem was likely the simple fact that Guardians of Order was a rare RPG company located in Canada." [2, 325].

Regardless, the dissolution engendered a great deal of bad blood in the community, especially amongst freelancers who went unpaid (and are still unpaid for their work done for GoO). This resurfaced in 2013 when MacKinnon opened Dyskami Publishing and was met with hostility from many sources and this wound continues to attract the ire of the community at large. The company continued on to publish Absolute Power, a superhero game based on the GoO Silver Age Sentinels line, as well as most recently Anime 5E, a continuation of the Big Eyes Small Mouth line packed onto D&D 5th Edition. [2, 329][4]

CRAB

Despite the explosion at the end, the GoO games were still pretty fondly remembered by some of those who enjoyed them at the end. There was no small number of blogposts from before the collapse and even years later that did analysis on some of the more popular works and editions and I was honestly surprised by some of the names I read that were writing about the game. 

The projector continues to hum as the presentation proceeds. CRAB cuts another corner, revealing it to be a piece of an obscured book, then eats it thoughtfully.

CONTINUING AT THE BEGINNING

GenCon Program Book, 1997

GoO was founded in 1997 in Guleph Canada, first publishing the Big Eyes Small Mouth (BESM) system for a GenCon (August). According to MacKinnon, it was a modest hit with 125 copies sold and then began to penetrate the markets a bit more and gain in popularity. [5, 2] Speaking about the RPG companies coming out at the time Peter Adkison noted: "These companies were started by hardcore RPG enthusiasts- people who love RPGs. They were gamers first and businesspeople second. This isn't the sort of industry some MBA business executive out to make money dives into... And that's okay. This kind of quest needs a hero who is in it for the journey, not just the loot." [6]

CRAB

Oh, how the times do change.

Certainly at the time, MacKinnon fits this note to a T. The game got popular and GoO put out more anime titles as the years went on, including some of their bigger hits such as The Sailor Moon Role-Playing Game and Resource Book, and with the addition of GURPS-famous author David Pulver to the company came out even more titles such as Big Robots, Cool Starships and Hot Rods & Gun Bunnies which were supplements to the BESM 1st Edition rules and added skills and mecha/ship creation processes. There were other, more curious, licensed games specific to anime such as Dominion Tank Police and Tenchi Muyo!, with the strangest choice in my eyes being the Demon City Shinjuku book. Now, to those more savvy in the 80s/90s anime/OVA scene these are big names that can stand up to this day, but at the time of publishing the audience for these RPG books was restricted to American and Canadian anime fans (largely American) which was already a small if growing group around the turn of the century. 

BESM fills a gap, as seen by MacKinnon, in the field of anime RPGs available at the time. After the first and second anime RPG booms [2, 316-319] MacKinnon found there was a lack of non-mecha inspired RPGs that could handle a variety of different genres: "I set out to fill that void by creating a system that would allow for a wide variety of character talents, skills, and oddities, but was not hidden behind a heavy assortment of charts, numbers, and complex rules." [7]

CRAB

Later editions of BESM are accused of having this very flaw, becoming more and more bloated as the editions continue. As an example, the first edition BESM comes in at a tidy 87 pages, with the second edition being 210 pages and the third edition sitting at 242 pages even after adopting a dual column style. 

In this manner, BESM is an all-rounder system. It's designed in line with MacKinnon's game of choice at the time, the Amber Diceless RPG, but with added systems and procedures that reinforce the anime style. The Tri-Stat system of MacKinnon's design is on center stage here, the only stats are Mind, Body, and Soul. All actions are concluded with stat checks against these three or there associated derived stats such as Combat Value, Health, and Energy Points. 

To my eyes, what really powers the roleplaying of BESM is the character attributes which function as a leveled tag-like system where certain powers or abilities and defects are chosen at certain levels which grant the ability to perform differently. The whole setup is broad enough that you can simulate most anime into this system easily and quickly. As for gripes, my personal biggest ones are the lack of specificity in these attributes as well as a tendency in supplemental materials to list the attribute name only. As the supplements came out and time goes on, there are simply too many attributes for anyone to be expected to know off the top of their head and this can lead to getting bogged down in cross referencing attributes. Others have written about their takes on the system and I encourage examining their interpretations as well. [8]

CRAB

But this isn't really about BESM. The system in its first edition works and is pretty easy to pick up and play without too much bloat or bog down. No, what we are here to taste, savor, digest, and incorporate is a product released first in 2001 and then again adapted for d20 in 2003. It was GoO's first original setting and written by David Pulver:

TITLE CARD

CRAB

 David L. Pulver joined up with GoO in 1998 and began cranking out the supplements until he was able to work on this original setting on his own. Pulver comes with a pedigree of his own at the time, having written an entire series of GURPS books since the late 80's as a freelancer. This isn't his first dance with anime either, as in 1997 he published Bubblegum Crisis: Before & After, a supplement to the R. Talsorian Games RPG based on the show of the same name: Bubblegum Crisis. 

And actually that timing is auspicious and you can taste some flavors of Talsorian running all throughout Centauri Knights, especially the lore. It really feels like something out of the also published in 1997-

//POWER FAULT//ERROR-CODE 0937279951

A distorted shot of Containment Cell 24 is shown, the outline of HUBRIS hovering in center frame above the projector as a dark liquid begins filling the room. 

//REBOOTING SYSTEMS

Containment Cell 24's camera is restored, with nothing amiss from before the fault aside from a red smear over the observation window where one of the scientists had been observing. The remaining group does not make any indications that they notice this. Thirty-three seconds have elapsed since the previous cut.

CRAB

 - Ed Northcott. Really an odd choice for this product and some of his art here feels lackluster and incongruous to the setting, especially in line with other products of the time. The general design of Centauri Knights  though has some good highlights, like check out this opener. 

CRAB

Crisp. 

Now, this sets us up for the lore dump at the beginning of the book, a classic strategy for products of this era. The book itself is only 114 pages with about a third going to lore and lore adjacent topics for the setting. The rest is all species, skills, attributes and stats etc. etc. BESM stuff. 

BESM is a decent system, but I want to focus in on the setting. What can we use from it? What nuggets and ideas are buried within this artifact that can be transplanted into our modern wet and electric idea holes to grow and spore into new gems? Some of this is appreciation for the time and the product, but the ideas contained within remain valuable to us today who craft and play new game stuffs while also providing a window into the sexy post-Y2K sci-fi thoughtspace. 

Let's start with the lore. As I mentioned earlier, my experience with Sid Meier's brought this title to my attention, and there are threads in the lore that keep that tie going- but more so I feel a strong undercurrent of mid 90s Kim Stanley Robinson throughout the setting. Let's start from the beginning. Again.

LORE

Let's turn back the clock to the first BESM supplement, Big Robots, Cool Starships published in 1999. Recognizing the need to integrate mecha bigger and better into BESM, GoO makes a 111 page supplement with all the mecha options you can handle. Vehicles and the like are right up Pulver's alley, filling this supplement top to bottom with procedures and such but I'm going to skip all of that and go right to the end where we talk game seeds (this is the best one): 

And skipping further we go to the sample adventure: Red Planet, Blue Helmets. This is our setup to Centauri Knights: The year is 2029 and the international community came together to create a joint program under the UN to study a crashed alien spaceship discovered on Mars. The players are a troop of combat-walker equipped "Blue Helmets" who act as a small security force for the research base and the associated dig site. A summary of good ideas from this:

  • Pro-Siberian Russian rebels meant to relieve you seize a Japanese warship and bomb the hell out of your research station. 
  • Brain diving into a broken alien warship and fighting the alien AI
  • Stingray shaped alien spaceships getting in an ALIEN CROSSFIRE to save Earth
  • The mechs you use are called Coleopterans 
  • This is a read aloud line: “Max Planck exploded. I’m tracking an incoming missile from Musashi, target is...Gott in himmel!"

Dave White's art here kicks ass
The end result taken as canon is that the brain diving PC discovers the aliens come from a nearby trinary system, Alpha Centauri, and successfully fight off the Pro-Siberian attack and prevent the alien ship from being destroyed. Centauri Knights picks back up from where this story leaves off and fills us in on the next 121 years. 

Together, the international community builds asteroid-based particle beams to power the first ships to Alpha Centauri. This whole lore section is told in multimedia snippets from different sources, painting the picture of the whole journey. It's neat, a political candidate uses the phrase "We know alien robots visited Mars — in Biblical times!" We get some transhumanist additions here, the first travelers get their brains sucked into jars for safekeeping and cryosleep. Before they arrive, a Von Neumann probe has already ID'd and set up a factory to produce their new cyborg bodies and set up a base of operations. 

The Alpha Centauri system gets a full Egyptian naming convention to its core. On display we have the central and most important planet, Osiris, home of the long dead Osiran race that built the ship found on Mars. The planet is similar in size to Earth, lacks geological activity, and is totally completely dead. Nothing but sands and ash, along with a pervasive fog awaits the explorers. On inspection though, this fog is actually a cloud of inert nanomachines, purpose unknown. 

Further exploring the Alpha Centauri system, the UN team finds O'Neill cylinders/asteroid habitats and breaks in. These habitats are, for the most part, bursting with native Osiran life complete with blue skies and clouds but orange, crimson, pink and grey landscapes home to the native Osiran xenofauna and xenoflora. Here, explorers find the first dead Osirans. 

Humanoid and vaguely reptilian/draconian, curving horns, smooth skin, and a tail that ends in a scorpion stinger. The arranged alien dead are found with strange piercings in their skulls hosting jewels, which would eventually be known as dream jewels. For the Osirans, these allowed access to their planet-spanning computer network known as the Synthesis- built straight into that nanomachine fog called the Ghost Fog. Eventually, humans start implanting the jewels in their own heads and become Fog Witches, able to control the fog and create items and interface with Osiran technology. 

On exploring the sites, the team finds that the Osirans are all dead but their robots aren't, as a scorpion like armored tank melds out of a solid wall (smart-matter Osiran tech, also usable by Fog Witches) and blows some of them up. And with all this data in hand sent back to Earth, the rush begins. Scattered all over Osiris, the explorers find hundreds of Star Tombs. Large, resilient, Osiran tombs chock full of dangerous robots and that juicy xenotech.

So, the year is now 2150, how's Alpha Centauri looking? Bad. But good for play. Pulver has created for our use a powder keg in the process of going off. Who are our big players now? 

FACTIONS

Oppression is still the same in 2150
UNSAID: The United Nations Special Agency for Interstellar Development. These are the ones charged with enforcing the UN treaty (yes Pulver wrote an actual UN treaty) and are the de facto Alpha Centauri government. These guys also confiscate dangerous Osiran relics and contract the police forces. 

UNPACFOR: United Nations Protection of Alpha Centauri Force, the fascists here to stomp out resistance. These are your stock standard military troops transported from good ol' Sol and sent here to work alongside an army of robots and enforce the peace with military precision.

CENCOR: The Centauri Consortium, transtellar megacorp. The bad guys researching Osiran tech and looking to turn it to profit. Surprisingly not that detailed herein, and that's a shame. Transtellar megacorp is a label just asking for more definition as the main antagonist.

Eyes of Re/Selket: These guys both want the same thing for the most part: to be able to use Osiran technology freely and oppose the CENCOR/UNSAID plan to terraform Osiris for human occupation. These people have been adopting Osiran culture, a movement called Alexandrianism, and the more radical Eyes of Re have even started the Resurrectionist movement and began xenocloning- bringing Osrians back to life. Both groups make heavy use of xenomods, becoming more like Osirans through implants, and this helps them turn some star tombs into rebel bases. 

CRAB

 This is where that Kim Stanley Robinson thing comes into play. We have several ideologically opposed groups all thrown together and unable to compromise. There are plenty of smaller organizations listed out as well, including journalists. In fact, one of the recommended modes of play is as a journalist team- and that's just a beautiful idea for a campaign. Journalists running around an alien planet trying to report on fascist takedowns of rebels? Uncovering transtellar megacorp corruption and warcrimes? I dig it. 

There's a great deal of gab about equipment and such in the book as well, but to suffice there's some alien tech. The coolest is the dream jewels as they give you visions of long dead Osiran domestic life and the ability to make nanofog and smart-matter do what you want. Xenopanzers (mechs) of course get some love, with most being the power armor variety and not the glorious big stompy mechs you see in-

//POWER FAULT//ERROR-CODE 0937279609

The screen is black. Lines come into focus, an inverted color scheme of the previous shot. CRAB is speaking but the only sound is a low whine. There is something thrashing against the observation window. HUBRIS appears for sixty-two seconds as the thrashing continues, eye to eye with CRAB. CRAB makes no recognition of this.

//REBOOTING SYSTEMS

 


Containment Cell 24 is lashed with scrapes along every surface. The observation window is bloodied and cracked. Along the projector screen, the words "AN HOUR MAY LAY IT IN DUST" is slashed. CRAB continues speaking, nearly finished consuming what is now clearly displayed as a physical copy of Centauri Knights.

CRAB

-have been more elaborate or detailed but, serves the job. Now, what's Pulver want us to do with all this? 

CHARTERED ARCHAEOLOGICAL TEAM (CAT): The standard recommended start. These guys are licensed by UNSAID to go raid Osiran tombs and bring back relics for sale to officials (or illegally to Alexandrians for beaucoup bucks). You get some mechs to start with, a rotar-wing transport, and free license for tomb raiding. 

FREECOPS: These are freelance police hired by CENCOR or UNSAID and have free reign to perform civil rights abuses. Sure, they can also be used for investigative work and SWAT team efforts smoking out terrorists, but the fascism is strong with this setup. 

GHOST JACKALS: See CAT but make them blatantly illegal and working only with the black market. 

GUERILLA CELL: Be they Eye of Re terrorists or less radical Selket trying to win popular support, these are your hidden base living safe house using rebels trying to overthrow the UNSAID and CENCOR forces and prevent the terraforming of Osiris. 

NGO TEAM: Yeah this is the interesting one for me. These are your reporters, aid agency types, complete with some local muscle for guidance and bodyguards. Really vague as to what they will do, but this open ended prompt really gets the wheels spinning for me. 

UNPACFOR PLATOON: Play the soldiers freshly decanted from Sol and here to put the boot to Eye of Re types. The best armed of the bunch, diverse with the international background, and mostly doing generic military tasks.

CRAB

Now, the final key to the puzzle is the Osirans. We have all these factions fighting over Osiris and its future, but, spoilers here folks, the Osirans didn't really leave. That Synthesis/Internet running on the Ghost Fog is just the outer portion of a gigantic hive mind AI the Osirans built. 

Thousands of years ago, the Osirans began using the dream jewels as a way to record memories, and to circumvent death. Through the jewels, the subject can be encoded and uploaded into the Synthesis, becoming a part of the whole and living forever as digital life forms. 

For the Osirans, they split into two factions- one favoring Synthesis and the other Individual Identity. Eventually, one of their super weapons got loose and a xenoplague powered by nanobots destroyed the entire Osiran species within weeks. Some survivors were still fighting and got off course, with the ship on Mars being a Synthesis ship that crashed after shooting down two Identity ships that had tried to make it for 1000BC Earth and take it over. 

Those who survived built the star tombs and hijacked the ghost fog that remained to expand the Synthesis network. Right now, they're all still focused inwards, dreaming their digital eternity. But as the human presence on Osiris continues to develop and grow more violent, and as Fog Witches and CENCOR continue to brush against the dreams of the Synthesis entity, is left up to the GM to decide.

CRAB finishes the final bite and exhales in satisfaction. A large plate from the ceiling crashes to the ground.There is a flicker in the lights, and a shadow moves beyond the observation window. One of the corners of the room is suddenly dark. There are eyes looking out.

CRAB

Well, that's that. I got a bit carried away here in... well several respects, but this was an engrossing journey. There are some more interesting nuggets from the BESM line that struck me when I was doing the research for this, and maybe I'll talk about them later. For now though, it's time to close up shop and-

The room is silent. CRAB looks around carefully, the camera pans as he sweeps his eyes across the carnage. Cut back to the initial view, HUBRIS is inches in front of CRAB. The cracks on HUBRIS widen and the camera shudders.

CRAB

 You! It's not time yet yo- WHO BROKE CONTAINMENT?

CRAB presses a button and a smooth flowing metallic substances coats his body as he breaks out of the observation window, revealing a scene of bloody mayhem outside as HUBRIS cracks into pieces and CRAB begins hurling discs of spinning flowing metal at it. The discs rapidly inflate wherever they strike, restricting HUBRIS in place as it breaks its outer shell, revealing the fine metal lines and red-white paint job of a humanoid mecha-  M E K T O N

CRAB

Damn you MEKTON, return to your cursed slumber beneath the waves and haunt me no more! It's not your time yet! Be bound once more! The Talsorian curse will not take me today!

Metal screams as MEKTON tears through through the barriers to get to CRAB. Four spider-like robots the size of sedans burst into the room behind CRAB and begin layering on more of the flowing metal, until MEKTON can no longer be seen and the sounds of screeching metal stop. 

CRAB

Yet again, investing in a Tachikoma defense system has proven worth it. Get this thing contained again, I'll get to MEKTON... one day. For now though, Corneria needs me.

END TITLES

"Zombie Zombie - Rocket #9" begins to play. 

The shot flashes. COMMENTARY ENABLED.

COMMENTARY

The turn of the century RPG scene is messy and complicated, but the nature of web archiving and the frailty of digital media makes it challenging to get a good picture of the scene back then- if there's anything egregiously out of place here please let me know. 

I had thought about chunking this into a few posts and ended up just pulling it all together in the one. There definitely is more to be said here, but I encourage anyone interested in Centauri Knights to take a look at the setting themselves. Digging through settings I've never heard of before and finding little bits of useful tropeisms or campaign ideas is a delight, so there might be more like this in the future too.

Much of this data took a lot of digging to find, and really if not for Designers & Dragons it would have been a few more weeks before I could get this in a satisfactory state. Hiding just the right music clips took time too, but that's more fun to match. On the note of data though, I'm curious as to what the state of Blogspot archiving looks like for the RPG scene. Data archiving will be a massive problem for the future, and people looking back to study the RPG scene might start running into some pretty big problems in just getting the fundamental picture- but I'll do some research before going any further. 


Zooming out from the carnage, the shot follows over CRAB's shoulder as he retraces his steps through the laboratory, launches the couch up, and returns to Living Room 3. The TV powers on: Continue?

FADE OUT

 

[1] See the partnership announcement here and here from GRRM. Curiously enough, as the wheels of history turned, GRRM would reacquire publishing rights from the fall of GoO and Arthaus, a subsidiary of White Wolf, would acquire assets from GoO such as BESM 3rd Edition. Another curious note for this time in history was when White Wolf was fatefully acquired by CCP in 2006, yes the EVE Online CCP, who was still figuring out monetization for the EVE Online MMORPG and began to try and produce a Vampire the Masquerade MMORPG. Fiscal issues eventually resulted in the gutting of White Wolf. [2, 44-48]

[2] Applecline, S. (2014). Designers & Dragons. A History of the Roleplaying Game Industry: The '90s. Evil Hat Publishing.

[3] Helton, C. (2005, January 3). Guardians of Order: And Then There Was One

[4] History deserves to be looked at through the lens of empathy and humanity. On 28 July 2022, MacKinnon opened an indiegogo to fund a medical operation. As a part of this funding, Dyskami Publishing auctioned several pieces of memorabilia on Ebay. One of the products was a first edition copy of BESM that MacKinnon had given to his parents. Inside was an inscription to his parents: "Mom + Dad, My first real publication! Pretty cool, eh? Thanks for all the support you have both given me over the years. I love you both Mark". The auction noted that this first edition copy had been recovered from his parents' estate after they had passed away and was now on sale. In the 31 July 2006 post announcing his company's closure, MacKinnon wrote several notes thanking those he could before saying the final goodbye from GoO, including this one: "(I would like to thank) my parents for always giving me their best wishes and telling me how proud they are of my accomplishments". Seeing these items together in my research gave me pause and I feel that I would be remiss to not record the finding here.

[5] Pulver, D. L., & MacKinnon, M. C. (2002). Big Eyes, Small Mouth (Second). Guardians of Order.

[6] Peter Adkison. (2014). This Kind of Quest. In Applecline, S, Designers & Dragons. A History of the Roleplaying Game Industry: The '90s. Evil Hat Publishing.

[7] MacKinnon, M. (1997). Big Eyes Small Mouth (First). Guardians of Order.

[8] Alexander, J. (2012, November 22). Ex-rpgnet reviews—Big eyes, small mouth(1st edition). https://thealexandrian.net/wordpress/20423/roleplaying-games/rpgnet-reviews-big-eyes-small-mouth-1st-edition

 

Wednesday, August 3, 2022

GLOG Class: The Fetcher

 

dominuself

 

Class: Fetcher

Starting Equipment: Ceremonial robes, traveling robes, dagger, good sandals, a wolf's skull Binding

Starting Skill:D4 1:Architecture 2:Tactics 3:History 4:Mythology

A: Fetch, Yield

B: Bind, Soul Burn

C: Weld Reality, Balance the Scales

D: Legend Lore, Break the Scales

+1 Fetching Die (FD) per template that you posses

Fetch

The anima mundi does not end, and all that once was can be again. The wheel of time will keep turning, the fabrics from which fate is spun run eternal and in all directions. All that has been can be recalled by those who know how to fetch them back from the world soul and flow of history itself. As a Fetcher, you are able to fetch back objects and creatures from the flow of time and make their legend tangible in your hands, if only for a time. 

You have a number of FD equal to your template, and for each FD you posses you can fetch back another individual object/creature henceforth known as a fetch-soul. When you fetch, roll the FD you want to spend. If you are fetching an object, that's how many hours it lasts for. If you are fetching a creature or person, that's how many minutes they remain for. On a roll of a 1-3, the FD are refreshed and return to your pool. 4-6 and they are burnt and gone for the day. Mishaps occur on doubles, dooms on triples.

In order to fetch something, you need to have a specially prepared remnant of the fetch-soul- a Binding. This could be the hilt of a legendary blade, the skull of a barbarian king, bricks from a long ruined bridge, etc. It takes an action to perform a fetch, but if the fetch-soul has an action then it can take it immediately after being fetched. 

Creatures that are fetched will follow the commands of the Fetcher regardless of their ability to speak or hear. If the creature can speak the same language as the Fetcher then they can converse with the creature having all the memory that it possessed at the time of its death. When a person is fetched, they will materialize with whatever equipment/gear that would have been consistent for them to have used in life, including magical items.

If you utilize the Soul Burn or Balance the Scales features and fetch something in a single action that is more than twice your HD then the fetch-soul will be able to save and act independently.

The Fetcher is not reaching through time and removing the person or object from the past, they are fetching the idea and legend from history and recreating it in its prime and in the flesh.

Yield

You can prematurely release a fetch with an action.

Bind

It takes more than a broken blade to convince history to remake it. A Fetcher can ritually Bind a remnant with its fetch-soul given time and supplies and create a Binding. This cannot be done in secret, is obvious when being performed, and if performed on an unwilling creature will require twice the cost.

Use Cases, the fetch-soul being bound is a:

Creature: Each HD requires 100gp and one day. If the creature has magical properties or is a spellcaster, increase cost appropriately.

Item: For each function or bonus of the item it will take 100gp and one day. For example, if the item is a 50ft rope, that's 100gp and one day. If it's a sentient 50ft rope that's 200gp and two days.

Building: Every 50 square feet of construction is 100gp and one day. If there are magical or unique features this can double the price. 

Once completed, the Binding is an object that takes up a single item slot. All remaining pieces near the Binding will be wrapped up into the Binding itself. If you are Binding a dead queen's fetch-soul to her skeleton's skull, the entire skeleton is consumed in the process and results in just the skull remaining as the Binding. If you are Binding a house to its doormat, the entire house must be consumed in the Binding. 

Negotiating the cost of a Binding is encouraged.

Soul Burn 

You can burn your own life essence in exchange for more FD. You can choose to lose five attribute points from any attributes in exchange for 1 FD. This FD will not refresh and will always count as burnt. Attribute points burnt in this way naturally recover at a rate of 1/day.

Weld Reality

When you fetch something, you can choose to burn all FD and make the fetch last until the next day/when your FD are refreshed.

Balance the Scales

You can burn objects of value in exchange for bonus FD. These FD will always be treated as having been burnt. For each 100gp or 1 HD of sacrificial creatures (properly prepared) being burnt you will get 1 FD that must be used immediately.

Legend Lore

Once per day, you can fetch without a Binding.

Break the Scales

As with Weld Reality, when Balancing the Scales or Soul Burning you can burn all of your FD and make the fetch permanent. Paying double the cost of the fetching in FD will negate any mishaps, but not dooms.

Mishaps:

1: The fetch-soul will not obey commands and will act independently

2: FD used in the Fetching are all burnt

3: The fetch goes a bit wrong and you only manage to fetch part of the fetch-soul

4: You sent something instead of fetching, lose templates x d4 HP

5: You sent something instead of fetching, lose FD spent attribute points

6: The fetch lasts for only half the time it should have

Dooms:

1: The world soul snaps back like a taut rubber band. Lose the ability to Fetch for FD spent x templates days.

2: Your Fetching tore a hole in reality. FD spent Uncreated aberrations have been created nearby and will seek to destroy you. They do not follow the laws that govern this world.

3: The Demiurge has noticed the inconsistencies in history and has sent an agent to correct them. The highest HD creature from the first monsters manual the DM finds appears nearby and engages in combat. Defeat them or be Unmade.

A Binding example:

Example: Jared Impkicker was slain by a giant and is famous in legend for his magical kicking boots. He's long rotted, but you manage to find his skull and prepare the Binding. Jared only had 1 HD in life, but because of his magical kicking boots the cost of the Binding is 200gp and 2 days.  

The Fetcher can be pretty versatile and range from a magic item summoner to a monster summoner or even just a dude who carries half a town in his backpack. For integration purposes, Bindings can be used as orbs or wands or staves etc. from the wonderful GLOG item enchantment post. 

This class was inspired by this and this and some Tel'aran'rhiod residue left in the back of my skull. I figured why evolve into monsters when you can collect them all?

With one last Thunderbolt, Pikachu brings down the Fearow and saves the town. Ash runs up to Pikachu and the two celebrate as Brock and Misty arrive and the group rejoices. Brock sets up dinner and the group gets to chatting as Ash severs the spinal column of the Fearow and starts the long process of ritually engraving it with gold and arcane strictures while considering which of his other Bindings he should send to Professor Oak to make room for Fearow.

Sunday, July 31, 2022

Knave Report 4: Generic Wizard Tower

In which the party clears Skerples's Generic Wizard Tower and mirrorwalks their way to the lost Starmoore Academy.

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of the Unknown Blade and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 3) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster

Pepper Slorah (level 3) Expert Archer, Herbalist, Bell Priestess, Blindshot Expert, expedition leader and freshly returned from work with the Bell Priests (now retired to the status of Henchman as the player is no longer in town)

Stratford Slee (level 3) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Up the Tower

not the dlc tower from oblivion
Our dramatic party of looters and booters finds themselves resting up from the doppelganger encounter in the tavern room at the base of the disappearing wizard's tower. Presented with the choice of the two doors leading out from the room. To the left, a filigreed door with wrought iron accenting and to the right, a simple wooden door. After smelling, listening to, and observing each door carefully the party chose to head left and leave the horse and donkey with their man-at-arms in the presumed safety of the lobby.

To the left was a short staircase that opened into a room with a grander staircase that split into two which wrapped around the room. Plush carpets lined the staircase and on either side were large marble statues of a stately wizard. After fondling the wizard, the party heads up the stairs but fails to notice the pressure plate hidden by the carpeting, causing a spiked ball to Indiana Jones its way down the stairs. Alma and Stratford are caught in its path while the other two are able to dodge out of their way. Now freshly suspicious of the decor, the party spends some time tearing apart the carpet to locate any further traps. While doing this, the ominous sounds of marching accompanied by the clatter of bones can be heard from above. Taking battle positions, the party readies for another practiced combat with the undead at the bottom of the stairs.

What appeared though was a group of six purple robed and unarmed skeletons which quickly set to work repairing the destroyed carpet. Somewhat deflated and unable to communicate with these newcomers, the party presses forwards up the stairs and into the next room.

A chilly room with fine wood panels and several display cases holding decrepit scrolls met them on the next landing as well as a central spiral staircase, rusted and accumulating drifting snow. Examining the scrolls found them to be extremely fragile, but one was discernible enough to identify the signature of Duke Conrad, lord of Yonwell. Somewhat puzzled, the party set to work examining the room for further hints and treasures. Uninterested in the idea of hauling the somewhat valuable furniture back down the mountain, they discovered a hidden switch underneath one of the scrolls on displays which when pressed revealed a hidden compartment in one of the display stands. Inside, Olga retrieved a nine inch long child's femur, ribboned with gold spiralling to a tapered point at the end.

Up the spiral staircase, the party finds it comes to an abrupt end in a mass of twisted metal, cutting off access to the next floor. The room they find themselves in looks to have once been a lush lounge, but now all that remains is snow drifts from a gaping hole several feet up alongside the outer wall of the tower. A section of the circular room was blocked off by a wall with a locked door set in it and in one corner of the room were the remains of the lounge, two velvet couches now frozen and moldy and a table. On the table however sat a curious oddity, a freshly baked strawberry cake, two bottles of wine whose labels were incomprehensible and bore identical illustrations of a woman run through a Picasso filter, as well as two shiny silver goblets. The whole arrangement notably showed no signs of tarnish despite the environment. Olga carefully pokes at the cake with her dagger and cuts a slice out, eating it and quickly spitting it out before any damage can be done, as small blades nearly tear apart her mouth and the cake begins to writhe.

Anna Amelia C.


Twin eyestalks pop up from beneath the strawberries adorning the cake and centipede-like legs prop it up as it launches itself at Olga's face, the cake's top becoming a writhing assortment of teeth and faux-strawberry creme but she manages to catch it and hold it inches from her. Unfortunately the rest of the arrangement begins to make similarly insectoid reveals, as the bottles of wine sharpen at the top and coil before with a mosquito-like buzz they launch for the necks of the surrounding party. Stratford is struck and despairs at the sight of the bottle burrowing into his neck and fresh blood beginning to fill its still translucent bottle-like stomach.

With the fight on, Olga tries to throw the cake out the hole in the tower but misses, causing it to scuttle along the wall then launch at her again, closing around her face and tearing in. The bottles of wine continue to harass Pepper and Stratford who each lose vital fluids to their latching mosquito-like attacks and Alma tries to battle the goblet creatures but is taken by surprise as they snap together and steal her magical sword, using it to counterattack the now disarmed ranger. She does have a stroke of luck when using the strange bluemetal shield recovered from the Ranger's Guild. Smashing the goblets with it causes a blinding flash of light and disorients the creatures- but to no avail.

Olga manages to get the cake off her head and smashes it apart with her warhammer before being incapacitated by one of the wine bottles draining her blood. Stratford casts spider-climb and tries to cut off the goblets that are now dragging the magical sword through the hole in the wall, but he's unable to prevent this and the goblets with sword in tow disappear up the side of the tower. Pepper crushes one of the wine bottles as Olga once more miraculously survives a brush with death as the party slays the other mimic left digging into her neck. Potions are drunk, bandages used, and Alma stress eats after the loss of the sword. Disheartened after this net loss encounter with the Tea Party of Death, the party returns back to the tavern room and sets up camp for the night.

During Stratford's shift, he catches glimpse of the unexplored door opening and shines his Wolfshead lantern at it, revealing a room with comfortable beds and a trapdoor (the party groans realizing beds were available) from which a group of strange rats with grafted metal bits were escaping with a comically large wheel of cheese. After trying to speak with the rats fails, Stratford allows the group to pass through the room and escape, cheese in tow.

Day 2

In the morning, the party makes a miserable stew from ingredients they discover in the trapdoor/cellar and Olga gives a less than rousing pep talk before the party climbs back to the loungeroom once more. Picking the lock on the door is simple and the moldy, tiny study beyond is of no interest aside from the rope ladder which extends to the next floor. Stratford scouts the room and discovers it mostly ruined but for the spiral staircase continuing upwards and a large landing pad extending out over the mountainside, on which perched a gargoyle surrounded by freshly disturbed snow. He spies a decaying journal alongside a rotting table and pockets it as well before returning downstairs to consult with the party. They discover from the journal that the femur they had recovered earlier was actually a Wand of Remove Skin that had been recovered by the tower's still unknown master from the ruins of Starmoore.

Carefully tiptoeing through the room and up the stairs, the party find the next room to be only a corner slice of the floor available, with the rest locked behind iron doors, one set along the north-south wall and one the east-west wall. Observing the room to have a thick layer of ash and scorch marks covering it as well as large locks on the doors, Olga experiments by throwing a coin in and is unsurprised when after a moment on the ground, a light from below begins to glow followed by the strike of a bolt of lightning. They opt to leave this room for now and proceed upstairs to find another quarter-slice room with twin doors on opposing walls, but this time no obvious trap greets them but instead rows of shelves with alchemical ingredients.

Stratford harvests the ingredients and prepares his summoning spell with them as Alma and Olga continue examining the room, noting one door to be iron and stained with blood and the other to be simple wood. After completing his preparations, the group carefully peers into the room with the ominous bloodstains and finds it to be darkened, with several holes where stone has crumbled letting enough light in to reveal four large glass vats along the left hand wall. Two contain a vibrant green liquid with insectoid creatures suspended within which coil and shape into common objects over and over again. The third vat is filled with an opaque grey ooze and the fourth is broken open, its contents missing. Along the back wall are two operating tables with large iron chain restraints and sealed barrels flanking on either side. On one table is the rotting corpse of a wolf, its limbs hacked off and one seemingly replaced with a human foot (This tower was rumored, after all, to belong to the maniac wizard who created the handwolves which plague the surrounding lands).

Deciding they wanted nothing to do with fragile vats containing obvious horrible monsters, they close the door but a glint of metal catches Alma's eye and she spies that tucked into the corner by one of the barrels- the hilt of her magic sword emerging from a hole in the right-hand sealed barrel. Cursing her fate she creeps into the room and tries to pull it out, only for the operating table's chains to animate and attempt to bind her. She manages to evade and flips the table and then uses her Stun-Shield to cause the mimic clearly hiding in the barrel to release the sword, giving her time to grab it and haul ass out the room as the vats began to froth and crack.

After heated arguments over who was supposed to bring chains and ropes, the party finally finds their rope supply and sets up a contraption to hold the door to the operating room closed. Reunited with her magical sword, Alma opens the yet-explored room and finds a somewhat intact library with several rare tomes, including a spellbook for Mirrorwalk which reveals how to operate the rooms other feature and the goal of this journey, a grand floor to ceiling silver mirror circled with runes. They pocket their goods and explore the final room at the top of the spiral staircase. It's mostly ruined by weather and decay, however, but appears to have been a bedroom. The crumbling walls allow Stratford to make out some of the features of the forests over the foreboding Greenspine mountains, identifying a colossal Moai statue some three hexes away in the mountains that divide the Beastwarren and the Fairywood. Off in the Fairywood, he spies to oft-rumored but never before seen Spire that stretches past the sky, said to always be in the distance but impossible to reach and to be home to the Fairy Queen.

Alma begins studying the intricacies of mirrorwalking while Stratford and Olga begin disarming the trapped room with the iron doors. Olga uses her elasticity spell to reach over and unlock the door, then stretches her neck into the room beyond. At the far end is a table with a complicated brass machine that appears to dispense liquids, flanked on either side by treasure chests with posted suits of armor bearing halberds and a large tasseled rug in the center of the room. Immediately on testing the limits of her elasticity she discovers that the carpet is animate as it tries to suffocate her- but she escapes easily.

Stratford and Olga then plan the heist, suspecting that the suits of arm will animate if provoked, Olga stretches into the room and readies to fight while Stratford casts spider-climb and crawls along the roof until perching above one of the treasure chests. Spiderman and Elastigirl then move into action with Stratford opening the chest looking for an attack from the suit of armor, only to be taken by surprise by the chest's sharp teeth and lolling tongue which rises up to its obscene nine foot height to try and swallow him whole.





Olga decides she wants nothing to do with the affair and offers her heartfelt cheers and support while Stratford manages to climb the mimic's back and begins stabbing, only for the animate carpet to leap into the air and begin suffocating him. In his last ditch attempts to salvage victory, he manages to cast his prepared summoning spell and the tower shakes and cracks as the living blizzard and Harbinger of Winter Antoban steps through a crack in the world and sees his summoner in a predicament once more. Sighing, he cuts the carpet to ribbons while cold burns into those present and Olga flees back to the stairwell where Pepper and Alma wait- unable to get around the lightning trap.

Antoban is then quickly swallowed by the mimic as Stratford rolls away, but the mimic freezes up and falls to the ground dead after consuming the summoned Harbinger. The mimic's "contents" proved to turn up no loot, only revealing the insectoid carapace of the mimic. Disappointed, Stratford uses the brass machine which he finds dispenses potions, three in total (Giant Size, Transformation: Bees, Doom Treading). Potions in hand, he then tries the remaining chest only to nearly be devoured once more by a mimic. Barely escaping with his life, he spider-climbs back to the waiting party and they decide to mess with the room no further (which was a real shame, as the maniac wizard stuffed the suits of armor full of his gem supply).

The party returns to their man-at-arms and pack animals to do some inventory management and give instructions that they may be gone for some time. Satisfied with their preparations they ascend upstairs to the library/mirror room once more- hearing the occasional ominous buzzing of insects nearby. Alma activates the mirrorwalk spell and the party steps into the unknown darkened room beyond. In the light of the Wolfshead lantern they find its a small, sandy reading room with empty candelholders and a single exit from under which sand drifted into the room and a dim violet light shone.

Opening the door reveals their destination, Starmoore Academy, and much more. Beyond the shack they're in is miles of grey sand dunes with a great stone citadel-like structure sunken into the sand in the distance. The skies are roiling smoke with crackles of electricity which reveal enormous gliding shadows beyond, but at least the grey sands are warmer than the mountain tower and the air has a strange but not unwelcome sweetness to it.

Starmoore Academy lies now in the distance, and the quest to save their friend, guildhall, town, and possibly the realm makes another step as the mirrorportal closes behind them- unable to be opened for another day. What lies ahead for the Whoa Whoa Bellringers in the ruins of the Starmoore Academy? Will they recover the greatest joke or will they become lost in the disjointed and merged spaces of the Stygian Library that the Academy now finds itself? Was this all just a prolonged excuse to run Stygian Library? Will there be a giant owl spirit? Only time will tell.

Thursday, July 21, 2022

Knave Reports 2 & 3

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of the Unknown Blade and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 3) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster

Pepper Slorah (level 3) Expert Archer, Herbalist, Bell Priestess, Blindshot Expert, expedition leader and freshly returned from work with the Bell Priests

Stratford Slee (level 3) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Picking up where we last left off, in the basement of the guildhall, the group cautiously enters and finds themselves in a large cylindrical chamber, a thin ring walkable around the perimeter of a massive pit that dropped about twenty feet and looked to be carpeted in bones, with something moving underneath. At the top of the cylinder some hundred feet up was a shifting, vague cerulean light. On the left side of the ring and the opposite were alcoves, but the group was hesitant about approaching the bone pit. 

Examining the walls, Olga noticed a gray, fleshy growth covering stonework, with the growth apparently originating from the upper portion of the cylinder. Making cuts into it revealed a void beyond, and with some effort Olga ripped a large enough hole to put her head through, where she saw some incomprehensible architecture, long tendrils of stone and hazy cerulean lights in a great dark void with something running like ants over the stone. These things, it turns out, were the hands encountered on the street and they tried to pull Olga through before the group was able to pull her back into the corridor. 

After settling up and making a plan, Olga and Stratford agreed to scoot along the walkway around the pit and check out the alcoves while Alma and Pepper kept watch with bows drawn. On reaching the first alcove, the exploring pair discovered it was a chute with water pouring from above and crashing downwards with a faint light being visible down the chute. Not wanting to risk a one way trip, they kept pushing to the second alcove and found it to be a stairway with a cold wind scented with pine blowing out of it. The pit of bones began to rustle though, as a scream was heard and a body dropped from above the cylinder into the pit, quickly sinking into it. Alma and Pepper began to make haste to join the pair on the other side as the pit began to hurl bones at the walls and then assemble slowly into a great hand of bones, reaching upwards until it was torn to pieces by long tendrils of pallid flesh, settling the pit again. 

Down the stairs they found that, most unsettlingly, the passage opened onto a large mountaintop expanse, a valley with a flat plain of snow fringed in tall pines with a large outpost tower on the far side, all shrouded in darkness with no moon and unfamiliar stars- the only light being a pale cerulean light from somewhere behind the tower. Despite the astronomical issues, Pepper recognized this as the outpost tower in the Greenspine mountains that the guild had previously cleared of Honorwatch soldiers and plundered Destrian's scrying orb. 

Uncertain of what was illusion and what was not as well as eyeing the suspicious mounds of snow in the valley, the group put out their lantern and crept through the snow and pines fringing the valley until reaching the tower. A sheer cliff lay beyond the outpost tower itself and Olga checked the vistas while the rest of the party moved to the tower's doorway and examined what appeared to be fresh tracks milling outside of it. On further investigation they looked to be donkey tracks, one or two, and did not stray from the tower. Olga, looking over the cliffside, saw confusing sights of a great mountain range in the north with a searing octarine light beyond it and swarming objects around what must have been the town of Magda. Looking further along the central road she saw where Honorwatch should lay was instead a great red eye which burrowed into her mind and suddenly the cerulean light flared and illuminated the valley, causing giant skeletons to rouse themselves from the snow piles. 

The group crowded into the tower and shut the door behind them, peeking out they saw the light had settled again and the snow piles remained undisturbed. They continued to argue about whether this was illusion or not before continuing up the stairs of the outpost, which it seemed had the same layout that Pepper remembered. The first floor was empty aside from a cold hearth and shattered furniture, but the second floor had a curious circular room with purple curtains around it and a fire burning- a stool next to it with a shiny black statuette of a donkey on it. Pepper grabbed the statuette and examined it suspiciously before dashing it to the ground. Immediately, a large man with a donkey's head stepped from beyond the curtains and sat heavily on the stool- unable to be roused by any of the group's questions. Still cautious, they left the donkey-man and continued up the stairs. 

This top floor was notorious to Pepper, who remembered a deadly ambush that nearly cost the group their lives. Checking the side passages, she found the skeletons that had ambushed her were present, but seemed to be statues of stone lying in wait and unresponsive to the touch. A large statue of an Honorwatch necromancer however was present on the balcony overlooking the cliffside, and on investigation the party were surprised when it shattered the stone off of it and revealed cold brass metal- animating and attacking the party. As it did so, the skeleton statues did the same, and the group was locked in combat. 

Olga tried to hurl the brass necromancer off the balcony but her prodigious strength proved inconsequential under the grip of the brass statue which grabbed her and prepared to drop her off the balcony- looking down she saw that just beneath the cliff was a swirling orb of cerulean light that the statue seemed to want to drop her into. Combat went poorly as Stratford and Pepper were nearly fatally wounded by the spearwielding metal skeletons and Olga was dropped through and off the balcony, disappearing into the orb. Now, with Pepper grabbed by the statue, Alma charged forward and tackled the statue- taking it, Pepper, and herself off the balcony and dropping them into the orb. 

 Those thrown through the orb found themselves hurled into a dark, cold area. Olga- first through, lit a torch and found herself in a room of glossy black stone and groesque statues. Looking up she saw a pale orb being held by one of these statues- a grotesque version of Destrian Rumboldt, and was nearly crushed when Pepper, Alma, and the statue tumbled out of the orb. The battle continued with Alma and Olga spying a door and making their way to it under the inexorable advance of the brass statue while Pepper tried to shatter the orb- accidentally touching it herself and tumbling back through. 

Meanwhile, Stratford- now alone with the brass skeletons, fled the room and shot down to the first floor- the swirling cerulean orb moving and visible through windows and following his descent. Reaching the first floor he burst through the door- the orb just above it began blazing painting the valley in sickly lights and causing the giant skeletons to drag themselves together out of the snow piles in the valley. Pepper Slorah- screaming- came tumbling out of the orb right in front of Stratford and the two made a stand before the chasing brass skeletons again- with Pepper being struck fatally. Stratford fled now for the tunnel at the other end of the valley, nimbly avoiding the lumbering giant skeletons but being whittled down by freezing bursts of ice they hurled, until mere steps away from the alcove he was fatally struck at the last second. 

Beyond the pale, Olga and Alma fled through the door and left the statue behind. Through a long dark hallway of similar glossy stone, they eventually emerged through another door to a contrasting scene. Brilliant colors and finery, a king's banquet hall in bright daylight with a grand city visible through stained glass windows and a court of nobles mingling and laughing. Some inspection of the attendants revealed they made no responses to the presence of Olga or Alma, and their speech sounded like gibberish. Of note they spied a large double door with a heavy conspicuous lock. Deciding to see if she could get any loot from this group, Olga tried to snatch the crown from a large, stately looking but indistinct king and the room suddenly drained of color and became a blank, glossy black and featureless room, with only the door they came through remaining. 

Pondering their situation, they were surprised when Pepper and Stratford suddenly dropped into the room with a swirling cold mist and scent of ozone. They stuttered to life, but both noted they lacked a pulse and were now cold to the touch- and Pepper's abilities to detect undead were going haywire. Not wanting to face the statue, they tried leaving and reentering the room to find the scene began anew. Pepper began trying to pick the lock on the large door while the rest of the group fanned out. Examining the court they began to recognize several distinct figures matching to carved statues they had encountered in a mysterious barrow outside of Yonwell. The court was distracted when the door the party came into opened and nothing began to fill the space, drawing apparent fear and anger from the court. At this moment Pepper succeeded in picking the lock and the scene faded away again, this time a singular corridor lay beyond. 

At the end of the corridor, the group found they were at the top of the cylinder pit from before, and saw the sloshing cerulean light still high above them, but found that amongst lattice metalwork atop the cylinder stood a familiar face wielding a familiar ghoulish sword- Destrian Rumboldt. 

The party met with him cautiously and he revealed that he had stolen the cursed blade and fed it to his demon patron, Gorebold the Devourer, but that the blade was more powerful than they had thought and now Gorebold and the spirit in the blade were locked in mutual combat, causing their abilities to go haywire and probably causing the various issues seen in town. Destrian had gained some small ability to tap into Gorebold's magic and had been feeding people to Gorebold, harvesting them in an attempt to give the demon an upper-hand in the death struggle with the cursed blade. He wasn't sure of who would win the struggle, but that it wouldn't be long before one of the two powers consumed the other and they were free - and much more powerful. Using his limited ability to tap into Gorebold's vast knowledge and power, Destrian told the party that if they retrieved The Greatest Joke from the lost Starmoore Academy and returned it to him then he might be able to supplant both the blade and the demon. 

Starmoore Academy, like the city of Starmoore itself, lay in the wastes north of Honorwatch where the Castledemon still sat amongst the remains of the once great city. However, Destrian reveals that the Academy untethered itself to try and save it, and was now lost between realms- but still accessible by mirrorways that had been used by the Academy's wizards. He suggested the tower of the mysterious wizard of the Ranger's Guild that was rumored to be just north of Yonwell- up in the mountains.

Destrian went on to reveal the dungeon around them was a construct of the demon and the blade, and of some of his own memories that still remained. He offers to point the party to the Library of Spiders where Gorebold's memories were constructed but they declined and asked instead for help escaping the dungeon. Unsure of what he could do, Destrian said he would try a joke and the party suddenly disappeared- and exploded out of shrieking- dying donkeys in the livestock market in town.  

Session 3

Putting themselves back together, the party decided they needed to retrieve the joke and rid the town of the blade and Gorebold, as well as to discover a way to fix Pepper and Stratford- if they could, who now appeared certainly to be undead themselves and were deteriorating, slowly. Already they had lost their sense of taste and at the current rate they would lose a permanent HP every week until finally succumbing to undeath. 

They struck out to the wizard's tower, only knowing where it was vaguely located in the mountains. Previously, they had caught glimpses of a shimmer in the mountains and they decided that must have something to do with the tower itself. The group was cautious, however, as these mountains were famously dangerous and housed drakes as well as the hordes of handwolves that had been said to be created by this mysterious wizard. They hired a man at arms along the way to guard the animals and made it to the mountains before too long. 

Once in the mountains however, they were sent running into hiding amongst snowy trees and pines as a griffon screeched and plummeted to the ground nearby- with an enormous pale-scaled drake landing atop it and tearing into it, unaware of the party. Stratford Slee, as a member of the Hunter's Pact, was compelled to slay the beast and the party couldn't restrain him as he sprang into action. They watched in horror as he crept up to the drake and clambered up its back, striking quickly as the creature roared and lightning shot from its maw. It beat its wings and took flight, but Stratford wasn't able to keep grasp and fell- luckily into a pile of snow. The drake roared again and flew off towards the peaks of the mountains, leaving the party incredulous at Stratford Slee's sheer ability- and luck. 

Proceeding up the mountains they made camp for the night and found the shimmer in the morning, following it they were lead up a switchback trail to a small plateau seemingly cut into the shape of a triangle. The tower itself was enchanted, and the party spent much of the day arranging themselves on the plateau in different variations trying to understand the magic on it (the tower becomes invisible to the largest concentration of people, they eventually solved this by sending one person around while the group stayed on the other side but they have yet to realize exactly what the trick to the tower was). During the puzzling out of the tower, a group of handwolves was heard and made their way to the plateau, all clad in mismatched human attire and eager for a fight. Stratford and Pepper distracted them and enabled Olga, Stratford, and the man at arms and animals to enter the tower where they found a small tavern room. 

Searching around quickly for a way to help their comrades trapped outside the tower, they found three hidden buttons underneath the bar and pressed them all- causing three things to happen. One: the tower became visible. Two: a gargoyle dropped from the tower and began slaughtering wolves indiscriminately- and trying to kill Pepper and Alma. Three: the tavern room went dark and then relit, but where there had been three there were now six as each member in the room discovered an equal doppelganger. 

Distracting the gargoyle with fighting more handwolves, Pepper and Alma burst into the tavern room to find the Olgas grappling and punching one another repeatedly in the mouth as the Stratford pair were at the door. Pepper was able to sense the undead Stratford and they slew the doppelganger, while the Olgas continued their death struggle until eventually (pure luck) the party killed the doppelganger. A lengthy contract argument over pay and how that works with doppelgangers began with their man at arms and his doppelganger until eventually one of the pair revealed a dagger and stabbed the other to death, solving the contract negotiation. Now the party was secured in the small tavern room with a door leading to a small bunkroom and another yet unexplored.