Showing posts with label The City. Show all posts
Showing posts with label The City. Show all posts

Monday, September 28, 2020

The Lover Saints, or, when the City went mad

 They met in the shadow of the night, passionately embracing under the flickering electric lights of the Tower District. She was a woman of nobility, married by circumstance to an odious, corpulent fellow who thought of her much the same way he thought of his left shoe. He was, naturally, a penniless street-caller, counting ha'copper scraps won from message deliveries and rumors he overheard in the darkest of allies. They asked Jehu for the night to cloak them, and so Jehu did, for a time.

    But the corpulent noble grew suspicious of his wife's nightly nights on the town. How many balls can she attend, how many trips to the market can she take, how often must she meet with her tailor about that new dress, how long goes she intend to evade him and his needs? He grow wrathful, and hired a man known as Slim Jack, with fingers like knives and a smile that curdled milk, to follow her through the night. Slim Jack writhed across the cobbles like a snake, tailing her unerringly through Jehu's streets. When the spy finally stumbled upon her meeting place, he was shocked to find his quarry in the arms of a penniless rumormonger. Like an eel, he slithered back to his master, reporting of the depravity he saw.

    The noble stroked his many chins and happened upon a devious plan. On his own, he was simply a filthy rich bastard, but the Church was one of the largest organizations in the City. If he could appeal to them, he could get a massive rally against the two. He wanted them to suffer, so he called upon a friend of a friend of a friend to summon the Cardinal of Jehu. He told the cardinal of his wife's sin with the pauper, and the cardinal, shocked to hear of such vile and flagrant adultery, began to froth the City itself into a mob. Across the Districts, torches were lit and weapons were grabbed, whispers of purging sin echoing across the brick tenements. 

    They ran as they met, in each other's arms. No matter how many corners they dove into, no matter how many shops they ducked behind, no matter how hard they tried to shake their pursuers, there were more every turn, always led by the cardinal, spouting forth war-chants in Jehu's name. They wound their way through the streets, across bridges, under overpasses, and through winding and ever-narrower passages undisturbed in years by any save rats. It was never enough.

    They collapsed, breathless and exhausted, onto the steps of the Basilica of Jehu. The cardinal and the mob slowly surrounded them, the heat from their torches rippling the air. The scent of sweat and war mixed in the air. As the cardinal stepped forth to issue their execution statement, the pair made one last prayer to Jehu, asking to be reunited on the other side, and kissed as the Basilica went up in flames.

    The marble of the Basilica is scorched grey now, an eternal monument to their suffering. Their names are lost, whispered in the dark as the Lover Saints- those who pursue amorous intent in the dark of night pray to them so their secrets never see the light. Some say the streets of the City warped themselves into the shape of a man and woman, hands entwined at steps of the Basilica...

Image source (originally from the OSR Discord's brain fuel thread): https://www.thisiscolossal.com/2019/11/impossible-cityscapes-by-benjamin-sack/

    A short piece of fiction concerning my entry to the Charcuterie Board submission that you'll be seeing soon, the City. I hope you enjoyed, please tell me if you like the flash fiction or want me to go back to more traditional game content! Thanks, and happy gaming.

Sunday, July 12, 2020

Lamplight in the Dark

An adventure set in Victorian London. I’m gonna use Old Skulling’s adventure design schema (https://oldskulling.blogspot.com/2020/07/sharp-swords-sinister-spells-2nd_9.html) to outline this one. It’s system and setting neutral- I was gonna run it with the Doctor Who RPG, but you can do any system, game, or assumed setting you see fit, just so long as there’s space for a multidimensional psychic entity that seeks to dominate the cosmos.


WHO?

    The Vast, an intangible psychic entity that wishes to enter our reality. It can’t manifest a physical form (yet?), but it can project psychic manifestations so strong they are perceived with and interacted with as physical beings. These entities are called the Whisper Men, looking like identically-dressed, faceless, paper-skinned morticians.

    Phillip Zachary Menlo, a down-on-his-luck “medium” who’s actually using the superstition of the times to profit off of his charlatan abilities. He’s just trying to get by day by day, and he’s oh so tired. His “crystal ball” is actually a focal point for the Vast’s dimensional incursion.

    Colonel Hubbinsley, the foreman of Hubbinsley Coalworks. A pompous and rich bastard who cares for nothing and nobody else. The Vast has shattered his mind, and he seeks to build it a body.


WHAT?

    Phillip Zachary Menlo is being watched, guarded by Whisper Men. He knows they’re there, he knows they’re unnatural, but he doesn’t know why they’re watching him.

    Workers are dying, their overexerted bodied being unceremoniously disfigured beyond recognition and being dumped into the garbage. They were all previous employees of Hubbinsley Coalworks.

    The Whisper Men attack anyone who gets too close to the heart of the Vast’s conspiracy. That includes picking up PZM’s crystal ball, investigating one of the worker corpses, or entering the basement vault of the Coalworks...


WHERE?

    PZM’s grungy flat, the streets of London, the floor of Hubbinsley Coalworks, the Colonel’s office, the secret vaults below...


WHY?

    If the Vast is not sent away to its home dimension, in 3 days, the Colonel will finish its new body. The massive flesh-mech will shudder and rise. The living will become as the Whisper Men, and the Vast will conquer this world as it had conquered its home world. Perhaps if the PCs fail, there is still some hope to destroy the titanic body before it rampages on a conversion-crusade.


HOW?

    The Vast can be sent home with any particularly ingenious or appropriate plan. Perhaps it can be stopped by shattering the crystal ball against its proto-body. Perhaps it can be stopped with the betrayal of the Whisper Men. Perhaps it can be taught the nature of love, or perhaps it fears kindness. Perhaps Colonel Hubbinsley is the key, and if he can be redeemed, the Vast’s foothold crumbles.

    Any way you slice it, the crystal ball is the key. If the crystal ball is intact, the Vast has some hope of returning to conquer this dimension again…


THE PCs ENTER THE ADVENTURE…

… after getting contacted by PZM, telling of the Whisper men

… as workers at Hubbinsley’s Coalworks

… as private investigators looking into the murders and disfigurations

…coming together. They’ve all been hunted by the Whisper Men. Why?


Also, my two cents on adventure design: always think about what might happen if the apparent enemy actually has some hidden beneficial component to them. They’re an ally who can’t communicate, they’re keeping something else that’s very much worse in check, they are in charge of a trade network that keeps the economy afloat, something that might make the PCs regret treating them as straight enemies. Even doing this once or twice in a campaign will make the PCs wary, always seeking more information about who is ACTUALLY an enemy and vaping consequences a lot more.

In Favor of Repetition

In Favor of Repetition In Favor of Repetition In Favor of Repetition In Favor of Repetition In Favor of Repetition It bears repeating. I...