Monday, July 13, 2026
Classic Traveller Solo - Play Report - #1
Monday, June 1, 2026
Lair of the Lamb - Play Report - Geas'ing Yourselves Free
+++++++
Initial Characters :
- Millicent, a militant wetnurse.
- Otily, a handsome, but gloomy, scribe.
- Wendelfred, a philosopher.
Replacement Character :
- Naomi, a brutish, but serene, deserter.
+++++++
The last thing any of them remembered was being fed a warm, soporific draught. Otily wakes up naked, cotton-mouthed, bound in a sack. There is a clasp-knife in her hands, with which she cuts herself free, along with the other three prisoners struggling in the shallow stone bowl. As they all stand up, feeling around, they hear the door creak open and a huge, lumbering shape squeeze itself inside; fetid, heavy breathing; wet, slimy noises. Silently, they find the wall, and creep over to where they thought the door was. As they find the threshold, they hear a strangled scream and the sickening crunch of break bone. Stumbling out into the pitch black of a corridor, they smell a barnyard stench coming from the east.
Otily, being the only with a knife, decides to go back for the others, and Millicent follows her, while Wendelfred stays at the door. They manage to sneak over to one of the stone bowls easily enough, but just as they've freed someone, the Lamb takes notice. A bite from out of the dark removes a chunk of her arm (dropping her to 1 HP), but she and Millicent and the newly freed prisoner manage to scramble away and bolt out the door, which Wendelfred slams shut on the Lamb. It hits the door full force and squeals in pain, but the door holds. The next blow is heavy, however, and Wendelfred knows he can't keep it shut for long. They all dive into the room to the east, following the barnyard scent, with Millicent in the lead. She trips over a goat and into a pile of hay. Everyone goes to ground and listens to the Lamb snuffling and sniffing in the corridor. Groping, Wendelfred finds a wooden bowl on the floor and flings it out of the room; the Lamb pursues the sound, south and away.
Silence. Breathing easier, Wendelfred and Millicent (now in charge of Sam and Gert, the two others freed) search the room, while Otily slinks back into the room with the bowls to free the remaining prisoners. The group sorts itself out, quietly, amid the cold, damp stone. The goats' collars and bells are collected and muffled, the living goat brought along on a piece of twine, and Millicent tasks Sam and Gert with carrying one of the dead goats between them. They also collect scraps of burlap and twine from the bowl room. Then, heading south, the party comes to a junction, with light coming from the east, and a vinegar scent from further down the southern corridor. They choose to pursue light, and come out onto the landing.
The burning torch is seized, as is the fire-striker, while one of the new henchlings is delegated to carrying the tar-soaked chest. Wendelfred and his lackeys also take the time to pry the metal pole free, while Millicent soaks some of the burlap scraps in the leaking pitch in order to augment the already guttering torch.
Moving further east, in pursuit of a truely repulsive stench, they come out into a huge, vaulted room, dominated by a slimy, effluvia-slick pit at its center. Listening at the north door, they hear irregular splashing, which greatly tempts them, cotton-mouthed and dehydrated as they all are. But first, they circle round to check the south door. As they do, a croaking voice rises out of the pit, asking if anyone is there. Initially they are suspicious and don't answer, but as the voice pleads and begs, they change their minds. They learn that the woman is named Akina, and she has been living at the bottom of the pit and surviving by eating parasites off the Lamb and drinking vomit. They also learn that they are beneath the White Temple. Wendelfred, a philosopher, is thus able to supply some lore about Vandoh, the god the temple is dedicated to, leading to much speculation. They promise to free Akina later, when they have rope or some other means of getting her out. She is dejected, but hopeful. They also think to toss the dead goat they've been carrying into the pit for her to eat.
Opening the south door reveals a room full of piled bone pellets. They shrug, and circle counter-clockwise around the pit to the north door and Millicent (who has been leading, carrying the burning torch) opens it. The first thing they see is a slimy pool and a fountain of a fish with hands. Then they notice the huge, wallowing bulk within it. The Lamb emerges out of the water and for the first time they see the beast, illuminated by the flickering torchlight. It is huge, grotesque, resembling an obese cow, covered in nodules at its milk lines. From out of the fleshy coil where its head should be, a bloody horse skull peeks out and tastes the air.
At the same time as they see this, Millicent, who had just stepped over the threshold, collapses to the ground, flopping as she violently hallucinates drowning in heavy armour. Someone manages to snatch the torch and drag Millicent away; they retreat along the eastern edge of the pit as the Lamb squeezes through the doorway. But it hesitates on the edge of the torch light. Thinking fast, they glance into the room to the east, and upon determining it has exits, retreat into there. The Lamb crawls after them. They pass through crab mural room and into the abacus mural chamber, still dogged by the Lamb. Seeing the pole supporting the sagging ceiling, a plan is rapidly devised.
Wendelfred positions himself with his iron pole to batter the post down, while two of his henchlings (Naomi and Ithel) confuse the Lamb with ringing bells to either side. As the torch light recedes behind them, the Lamb enters, squeezing its way into the room, but hesitates at the onslaught of noise. Wendelfred hits the post. Once. Twice. Thrice. It gives way. Naomi makes it through the door first. Poor Ithel trips and falls. And Wendelfred leaps to safety just as the roof collapses in a chaos of masonry. Everyone—save poor, crushed Ithel—is alive, if dusty. They take a moment to breathe. They can hear the Lamb slowly digging itself free underneath the rubble. Then they explore the room, noting the moldy door to the east, the door to the west, and the cobweb filled crack on the south wall, from which comes afresh breeze.
They bash the moldy door in, and investigate the room beyond, but are turned off by the corpse-shaped fungus mound on the floor, and don't go any further. The western chamber proves more fruitful, revealing an unused torch, a crawlspace, and a stone sarcophagus. Wendelfred reads the inscription on it ("Shadrakul, who will not meet her apprentice in this life."), noting that it is written in Elegiac, the language of the greater undead and magicians. Upon opening the sarcophagus, they hear a mechanical noise, but find it empty, save for a seam along the bottom. First, they put their living goat in, and are pleased when they hear it bleat in alarm briefly, but then hear the tinkling of bells as it moves about somewhere below. Next, they convince one of Millicent's henchlings (Jody) to climb in, taking the torch with her. She reports back that she's fine, having landed on some soft rugs and that there's a skeleton in robes down there. They then contrive to turn the sarcophagus lid so the weight is pushing down the rim (surmising that that was how the mechanism worked) and manage to crack the bottom open enough that they rescue Jody with their iron pole and some climbing.
Wendelfred decides to climb down, landing on a pile of fancy rugs. There is indeed a a seated skeleton in robes, offering up a black iron spellbook and balancing a delicate crystal goblet on one knee. He takes the spellbook briefly leafs through its pages, barely grasping the arcane formula put down on the metal pages. Then, he reaches for the goblet. Something stirs within the skeleton's rib-cage; he grabs the goblet nonetheless. A skeletal serpent darts out and strikes, sinking its fangs into him. The poison floods Wendelfred's body and he collapses, dead.
Meanwhile, everyone else was busy using the sarcophagus lid to break open the tarry chest they'd been lugging around, and find a flask of oil and another torch inside. Eventually, one of Wendelfred's henchlings, Naomi (the new PC), decides to go down into the sarcophagus hole to see what became of him. She finds the goat munching on a corner of rug and the dead Wendelfred prostrate on the stony ground. From him, she retrieves the spellbook, and chains it around her waist. She also loots the skeleton for its black art-deco-esque robes, which she puts on.
After helping Naomi climb back out, the party investigates the crawlspace, sending Millicent through first. They discover it opens up onto the bone pellet room. One by one, everyone files through, and begins searching the pile for anything of value—save for Naomi, who sits down to run her fingers over the metal pages of her new spellbook and feel arcane secrets pushing at the edge of her mind.
Nearly an hour passes. With all their rooting around, they turned up a silver bracer styled like veins, and a mysterious vial of black fluid. From the whispering words of the iron tome, Naomi has gleaned the secret of casting fear (and one magic die to cast it with).
The party decides to sneak out of the bone pile room and around the edge of the pit, heading westward to the landing. Their plan is to seek out the vinegar smell, because it would be something to drink, hopefully. Stopping at the landing, however, they decide to explore the corridor southward. From a closet along the passage, they loot a broom, small hammer, and gong. Then they investigate a chamber which is dominated by a fish with hands holding stone discs with numbers on them; a tumbler lock. There is also an acrid, milky pool of liquid—prodding it with the broom sizzles and burns the straw.
Shrugging, they head back north, but as they come out onto the landing, they see the Lamb squeezing its way out of the eastern corridor. It does not seem deterred by their torchlight any longer. Panic. Naomi steps forward, feeling the formula come unbidden into her mind, and word fear rings out like a tolling bell. The Lamb writhes, squeals, and calls out "father!" before turning and fleeing. Disturbed, the party makes haste westward. They re-explore the bowl and goat room, but don't discover anything new. Then, while passing the junction, they meet the Lamb once more. Again, Naomi casts fear, this time with even greater effect, but she can feel the magic has sapped her of strength (no more MD for the day). She uses the Lamb's ongoing terror of her to pin it in the northward passage, while her companions hasten southward following the scent of vinegar.
They find two rooms. The eastern room behind a locked door, which one of Naomi's henchlings, Theobold, begins to break down. Everyone else crowds into the western chamber, where they find two stone troughs—one is filled with vinegar, in which bobs a wine bottle. Quickly and greedily they drink it up, ignoring the burning sensation, happy to have any kind of refreshment (vinegar has electrolytes; the -4 modifier for dehydration is at last banished). They also fill the wine bottle for Naomi and Theobold, then bustle over to the now opened eastern room.
Inside, they find a table with a weird fruit on it, a wooden chest, and an iron and lead chest bolted to the floor and wrapped with linchpinned chains. The wooden chest contains some sort of masked helmet with a pipe that slots into it, purple powder, and a torch. They grab the whole chest to carry, and toss some excess items inside it. Then Otily goes to open the iron and lead chest, and gets a splitting headache as she removes the first linchpin. A nosebleed follows the second linchpin. She decides to put on the masked helmet and light the pipe, thinking it is some sort of defensive measure pair with the iron chest. The smoke makes her drowsy. She finally opens the iron and lead chest, and what looks like a deformed elephant's skull shoots up into the air. She—and the others standing round—watch as parts of their skin violently sloughs off and spirals through the air to begin wrapping around the floating skull. Rapidly, the demon head reconstitutes itself, bellows out "I, Davok, am free at last!" and then geases Otily to carry him out of the dungeon, and drops into her arms.
Everyone runs north, reuniting with Naomi just as her torch gutters out. The Lamb is lurking somewhere in the darkness. They take the junction eastward, booking it as fast as they can, pausing only to briefly ask if Davok can blow open the locked door on the landing (to which it grumbles something about being tired). Finally, they make it back to the bone pile room and hastily crawl one by one back into the safety of the sarcophagus chamber, where they catch their breath.
Someone passes the bottle of vinegar to Naomi, who slakes her gnawing thirst. They take stock. The room is fairly safe all things considered. And they are dead tired after however many hours creeping and running through the dungeon. It is decided that they will all sleep together in the safety of the sarcophagus hole (while leaving some people above to keep watch). First though, they spend some time making a rope out of the carpets, with Otily cutting strips with her knife, and everyone else tying then together. Naomi reads her spellbook. The living goat (still down the hole) is hastily butchered and eaten, the hot blood further quenching their thirst. Eventually, they sleep, and a night (or possibly day?) passes in the damp, cold dungeon.
They wake, less tired, if still aching and sore, and variously wounded. Climbing out of the sarcophagus hole and heading into the room with the city under water mural, they consider the crack running along the south wall. Millicent takes the lead and begins burning cobwebs away, causing a flood of little red spiders to wash over her. She makes it all the way to the far end of the crevasse, glimpsing daylight from a small, fist sized hole, and hearing the shouts of a chicken vendor, before one bites her. The party drags her out as she wheezes and coughs mutely.
They confer. Chipping away at the hole with the iron pole is considered, but it would take far too long. Then Otily has an idea: she lifts up the demon-head and entreats with it, trying to convince it to geas the chicken vendor so that he will go forth and hire some labourers to widen the crack. Davok grumbles, but remarkably, agrees. So, Otily squeezes her way into the crevice and holds the demon-head up to the hole, so that it can call out, imperiously commanding the chicken vendor and promising him rich rewards. Overcome, the vendor cries "of course master!" and dashes off to fetch labourers. By the time Millicent's wheezing fit has worn off, he has returned and the party hears the sound of picks breaking stone. Bit by bit, the hole widens. And then, all of a sudden, it's big enough to pass through. With delirious cries of joy, they clamber out into the sunlight, blinking and squinting.
They find themselves on the edge of the market square, beneath the walls of the White Temple, behind a line of stalls (somewhat hiding them from the bustle of people). The labourers standing around with their picks and prybars look on them with wonder, while the chicken vendor looks expectant.
But it's not over yet. Naomi and Otily and Millicent agree, they need to go back in for Akina, who is still down in the pit. A few of the henchlings have already slipped away, and the others are hesitant to go back in the dungeon, so they rally the labourers and go charging inside, taking the coil of carpet-strip rope with them. Through the sarcophagus chamber, along the crawlspace, and out into the bone pile room. They pause here, and peek out the cracked door into the chamber with the pit, to check for the Lamb, and found it empty. Skulking out, they call to Akina and lower their makeshift rope into the pit. She clambers out; a bedraggled, wizened, filth covered woman looking desperately happy. Hastily, they beat a retreat they way they came, with a quick detour by Otily to grab the skull of the robed skeleton in the sarcophagus hole. At long last, they escape the dungeon.
Back in the bright sunlight of the market square—the White Temple gleaming in the sun, the crowds loud and bustling, the colours brilliant—they note a merchant conferring with the guard at the temple gate, pointing toward them. Some shirts and cloaks are procured from the labourers. Otily, carrying the demon-head, scurries off, pursued by the chicken vendor eager for his reward, and the labourers demanding their pay. Naomi follows, with her spellbook and skull, trailed by Theobold, still carrying the iron pole. But Millicent lingers, then decides to march over (trailed by Sam and Gert, as well as Akina, who stuck around), to harangue the confused temple guard, before also making off into the crowd.
They meet up again in a quiet courtyard, amid the city's bustle. The chicken vendor was paid off with the silver bracer. Akina tries to give Millicent a ruby ring that must be worth a fortune, and they comfort the poor woman. Meanwhile, Noami and Otily sit on opposite sides of a fountain and interrogate their respective patrons' heads. The necromancer's skull is pleased to finally have an apprentice to teach the secrets of the quiet world too. While, Davok is just happy to finally be freed after a century of confinement, and begrudging offers to take Otily on as his warlock, for her reward. They also learn, from the demon-head, some facts about the Lamb (such as that it is the child of Vandoh) and the dungeon. The sun shines down on them, wonderful and warm.
+++++++
Deaths :
- Unknown (eaten by Lamb)
- Ithel (crushed by collapsing ceiling)
- Wendelfred (poisoned by skeletal snake)
- Goat (eaten by party)
Favorite Quote :
- "We have been set up in such a gameic environment, it is terrifying to inhabit."
Favorite Proposal :
- Since Millicent's a wetnurse and everyone is thirsty, a potential solution presents itself, à la Grapes of Wrath.
Speculations :
- This is all some sort of trial or tribulation.
- The Lamb fears bells, which is why the goats were unmolested.
- The code to the tumblers was in the abacus mural in the room they collapsed.
- The Lamb has been trained to expect something when illuminated.
- Shadrakul, the necromancer, was the Lamb's father.
Wednesday, May 13, 2026
Lair of the Lamb - Play Report - Two Runs
Thursday, April 23, 2026
Violence - Prohibition Era Skirmish
Friday, August 15, 2025
An Offering For The Goat-Mother - Play Report
CW: abuse, suicide
WW played as Alice Kent.
Loadout : Phone, wired earbuds, meds, laptop, change of clothes, pepper spray, printed photo of Cheryl (her missing girlfriend), a Leica brand camera, and spare film
Skills : Photography, Homosexual Underground, Botany, Urban Exploration
Cheryl Wayland—Alice's girlfriend—went up north to visit her family for the first time in three years after much cajoling on their part. That was almost a month ago, and Alice hasn't heard from her since.
SATURDAY. After a four hour drive up from the southern, more urban part of the state, Alice found herself driving past a sign for LAUREN, MI; Pop. 755, "Elk Hunting Capital of the Midwest" and a big statue of an elk.
The town was little more than a main street hemmed in by pine forest. A diner, a handful of bars, a gas station, garage, two motels, a hardware store, and a big building emblazoned with WAYLAND SPORTING GOODS on the side.
Tired, Alice pulled into the parking lot of one of the motels and checked in. As well, she showed the receptionist the photo and asked if she'd seen Cheryl recently. The response was cagey. No the receptionist hadn't seen the Wayland's daughter. But Alice was able to get the family's address.
She left some of her belongings in the motel room, then drove out to the Wayland's house on the edge of town. The place looked to have once been a farm, though not any longer, with a sagging barn and big house built in the last century if not earlier. Alice parked on the verge and crossed through the gate, walking up the long driveway, to the house where a new truck and car were parked.
Peering inside, she didn't notice anything interesting in either, and so walked up to the house itself to try and look in the front windows. She'd just caught a glimpse of a living room when an "ahem" turned her head. A middle-aged woman in a floral print dress and apron ("tradwife chic") was standing on the porch, looking down at Alice with a suspicious expression.
Alice introduced herself and explained she was a good friend of Cheryl's and was looking for her. The woman's face twisted into something like worry and she asked if Cheryl was alright. Alice explained that the last she heard she was here with her family and things were going well but then there had been nothing but radio silence since then.
Oh but she left weeks ago! We had a big fight and she stormed out and, well, she doesn't ever call us (this last part said with a note of accusation). Alice nodded along. A boy shouted for mom from inside the house. Just one minute Arthur Jr! Well, if you hear from her please call us... With that Patricia Wayland (Cheryl's mother) closed the door.
Alice pretended to leave, but in fact sidled up against the house to try and eavesdrop. She saw Patricia twitch the curtain aside to look out on the driveway (luckily not noticing Alice pressed up against the clapboard) and then heard muttered conversation between Patricia and a gruff voice, mentioning her name, Cheryl, and expressing concern. Alice decided to slip away and walk back to her car.
Getting in, she didn't yet start the engine but sat and watched the house for a while, pretending to mess with her phone (terrible signal out in the backwoods). All was still, nothing stirring. Eventually, a police car with the words LAUREN COUNTY SHERIFF on the side came round the bend and slowly drove past. Alice took this as a sign and left, driving back to the motel where she parked.
Hungry (it being mid-afternoon) she walked over to the diner, a place which looked like a time capsule of the 50s. Inside there were one or two patrons and a waitress—her name tag said Mindy—serving them while someone else worked a grill in the back. Alice ordered an egg, toast, and coffee and as she was being served showed the waitress the photograph.
Oh my gosh. You know Cheryl? We used to be best friends in high school.
Mindy, it turned out, well, used to be best friends with Cheryl—"even if she did become a lesbo." Was she really missing? I thought she was still at her family's. Yeah they had a fight, Cheryl had come into the diner crying afterward but her mother had come and convinced her to come back.
Alice managed to convince Mindy to meet with her after Mindy's shift finished in two hours. Then she finished her meal and headed out.
At the gas station, she poked the young clerk a little. He vaguely remembered Mindy from high school, couldn't remember having seen her since but hey did you remember what car she drove? I always remember cars. And in fact he did remember seeing Cheryl's car a few weeks back and it being towed later on. When asked where car's got towed to in Lauren he laughed and hiked a thumb at the garage next door. Only one place miss.
The garage, unfortunately, was closed (it being a Saturday). She skulked around and looked into the fenced off lot. There were several cars, in varying conditions, and few under tarps. Not immediately seeing Cheryl's, she tried calling the number on the garage's sign, to get some one to let her in, but got an automated message asking her to call back later.
Moving on, she walked down to the hardware store and, after some fake browsing, showed the old clerk a photo of Cheryl. He definetly recognized the photo but said he didn't. As she was leaving she saw him picking up a phone and dialing it.
At Wayland Sporting Goods, which was open and the busiest place she had yet been to in Lauren, she found a clerk and went about purchasing a handgun. After seeing her hesitancy about waiting for an ID check, the clerk offered a shady deal to get her one now, which she went through with.
She'd killed enough time by then and walked back towards the motel, espying Mindy leaving the diner as did, and caught up with the latter. After some cajoling, she managed to convince Mindy to come along with her and stake out the Wayland's place. They packed into to Alice's battered white sedan and drove off.
They parked on the edge of a road a ways away and then walked through the woods till they came to the fence/treeline of the Wayland's Place and hunkered down to watch. The evening wore on and nothing much happened. Eventually, they saw a man—Mindy identified him as Arthur Wayland—come out of the house, get in the truck, and drive off. A while after that, around dinnertime, they watched Patricia Wayland come out of the house carrying a big crock pot. She walked across the yard and over to the barn and to a cellar door opened it, and disappeared inside. After a while she came back out with the crock pot and went back to the house.
I think they're keeping Cheryl in there.
What? Mindy was incredulous. Why would they do that. But Alice had already gotten up and was creeping her way out of the woods and across the wide expanse of mowed lawn.
The house's windows watched her like blind eyes and she was acutely aware that any moment someone could look up and out and see her, but she made it safe to the barn and around the backside to the cellar door (which was out of view of both house and driveway). Said door was locked shut with a big padlock and chain.
Unsure what to do at first, she decided to creep around and slip inside the barn. Within, she found some rakes, shovels, deflated inner tubes, tools. Searching the last, she turned up a hacksaw and crept back outside with it and back around to the cellar door. She started sawing.
It was loud and tiring. Within minutes her arms ached. She had gotten two-thirds of the way through when she heard the sound of a car on gravel, coming up the drive. Stopping, she sidled over to the corner of the barn and peeked out. Coming up the driveway was Arthur Wayland's truck followed by the sheriff's car.
She watched five men in total get out of the two vehicles and go inside the house. After a few minutes of silence, Alice returned to the door and began sawing again. She had just finished, the chain falling to the ground, when she heard the slam of a screen door and voices. Again to the corner and peeking out. The men were now dressed in white robes and followed by Patricia. They were walking right toward the barn.
Quickly, Alice ran to the cellar door, opened it, descended the steps, and gently closed it again. She was in darkness and spent a moment fishing out her phone and turning on its flashlight.
Strange carven figures—deer and beasts of the forest—leapt out at her. Then she heard the rustle of cloth and swept her phone light around. In the back corner was an insensate figure in dirty clothes, leashed to the wall with a dog collar. Alice hurried over. It was Cheryl.
There was a dull, glassy look in Cheryl's eyes and she didn't really respond to movement. Some dirty plates sat on the floor nearby.
Alarmed voices from the doors above. Alice quickly shut her phone light off and darted to the other side of the room. The doors were wrenched open, letting in the fading twilight, then silence. No movement. Alice slipped out her handgun.
Down the stairs came the sheriff, his gun out, squinting in the light. Behind him another man. Alice waited a beat, then, aiming at the sheriff, pulled the trigger. The bark of the gun surprised her and the shot went astray. In a snap the sheriff had twisted and shot back at her but missed. She fired again and the sheriff dove for cover while the second man did the same. Quickly, she spun and shot at where the sheriff dived and heard him yelp. She shot again, this time greeted with a meaty thud. Alice ran to where he had fallen in the shadows of the cellar, but as she did the second man came barreling into her and they both hit the wall hard. She kneed him in the groin and he keeled over moaning. On her hands and knees she scrambled over to the sheriff—he was dead, shot twice in the chest—and grabbed his handgun, discarding her own (now empty).
She spun and aimed at the doorway, but there was only silence from up the steps. A minute passed. Two. She crept over and unhooked the leash from the wall and hauled Cheryl to her feet, putting her in front of her. Cheryl stumbled along, mutely. Up the stairs, one step at a time, and then out into the fading daylight.
Someone cried out "Don't shoot, we need her!" To either side of the cellar door: Patricia Wayland, Arthur Wayland (with a hunting rifle), and the hardware store man (holding Arthur back).
Alice demanded to know what was going on. Arthur said it was none of her goddamn business. Carefully, Alice began backing away keeping Cheryl close to her. The Wayland's followed, dogging her. They contained like this around the edge of the barn and half way across the property. Again Alice demanded to know what was happening. Arthur just told her that she'd killed the sheriff and the state police would hunt her down like that. The hardware man rambled something about god needing Cheryl to save them all.
Alice made a decision. She put her gun to Cheryl's temple and pulled the trigger. A blossom of blood and Cheryl's body fell to the grass. Arthur Wayland bellowed in rage and another shot rang out. This time Alice fell, the wind knocked out of her as she hit the turf. It had gone through her shoulder. A long stretched out moment. She managed to look up and see and the Wayland's advancing, Arthur working the bolt of his rifle. Raising her pistol, she fired and caught him in the leg. He fell to one knee cursing and the hardware man grabbed a hold of him. Again she fired and Arthur toppled, shot through the chest. Patricia screamed and the hardware man took off running.
Patricia Wayland ran to her husband, grabbing at his body, and screamed slurs and abuse at Alice. One last time, Alice demanded to know what was happening. Patricia, screamed some more, then began ranting about deer, god's chosen prey, the things in the dark of the woods, her daughter being corrupted, etc. Alice, from the ground, raised the gun again and shot her too.
Silence.
The squeal of a car pulling out and hurtling away down the road.
Mindy running out from the tree line, hand over her mouth. Oh my god. Oh my god. Oh my god. Alice handed her the car keys and told her to go.
Silence.
She checked to make sure she had a bullet for herself.
Silence.
It was dark now and oddly peaceful. The woods alive with animal song. Alice couldn't quite say how long it had been. She stared up at the stars above. They seemed to be blurring, twisting in on themselves and performing a strange dance. She couldn't tell if it was the bloodless or something else. Out from the tree line stepped tall, shaggy shapes with thin limbs. They were as tall as the pines. One by one they came—a closing circle. Till they stood nearly over her and Cheryl like a ring of standing stones. Then there was a pressure like the pressure of a storm rolling in and the stars disappeared, blotted out by some black descending form and for the briefest moment she felt its alien scrutiny. Then it passed. The tall things turned and left. In the distance a police siren could be heard. Quietly, Alice slipped from consciousness. She would not wake up.
+++
Notes :
The main issue with things was that Alice, a pregen character I had thrown together about ten minutes before play, and her skill set were a bit ill-suited for the scenario. Likewise, there weren't enough threads or leads for WW to pursue to learn more about the cult or interact with the locals. But other than that, it was a good time.
Wednesday, February 5, 2025
I Ran The Iron Coral #3
I Ran The Iron Coral #2
My friend M. played as...
Three looming men approach the table, almost bulging out of their suits. One removes a little black notebook from his pocket, opens it to a page, and asks: "Messieurs Creed, Bob, and Doug?"
The three look at each-other. "Who wants to know?"
The goon shuts his notebook with a snap and returns it to his breast-pocket. Then, with one swift move, his fellow sweeps all the glasses off the table, sending them smashing to the floor. They lean in and say: "We've heard that you've recently come into some money. Yet you have not begun paying off your debt. Curious. We hope you will heed this reminder."
Rattled, the party pays for damages and leaves, now uncomfortably aware of the thirty shillings burning a hole in their pocket.
Purchases: prybar, lockpicks, fire oil, and a mutt (named Slob).
The party decide to engage an expert: Gullwin, the man who'd identified the poison when Creed asked the Pickled Goose's clientele the week before. He asked to be paid up front, at an expert's going rate, and they settled on five shillings upfront, five on return from the expedition, as well as one shilling bonus if any treasure was gotten.
Thus they assembled in the early morning on a mist shrouded wharf. Dorett was there to see them off and Gullwin arrived, out of the fog, polishing his glasses, a hefty revolver stuck in his belt.
After some time on the water...
The Iron Coral sat, a jagged island looming out of the sea. They land on the metallic sand of the cove and find, to their surprise, another little yawl already pulled ashore with footsteps leading into the gaping entrance-mouth.
The party sorted themselves out and proceeded into the depths.
After an indeterminable amount of time spent trudging down the sloping tunnel, they emerged, not into the hub chamber they were expecting, but into a space whose edges their lamp light cannot reach, nor can they feel it. The floor is soft underfoot. They creep about and find, dangling from some sort of shaft leading upward, a rope.
Upwards they climb (Doug hoisting the dog up after them). As they do, a rusty residue accumulates on their joints. At long last, they emerge out of the shaft and find themselves in the pit room where they slew the carapace beast. Sure enough, its corpse was where they had left it in jumbled pile on the floor. They noted that the rope was tied to a grapnel sunk into the pit's rim.
They move north and north again into the room with the metal boxes, retracing their map. North again, through the room with transparent walls and the mouldering corpse. They skirt the psychic ball-sack and enter the room with the bulging class dome only to hear a BANG on the doors at the top of the room.
After some argument, they decide to open the doors; weapons at ready. The metal doors grind apart, revealing a small room with three crystal spheres on pedestals surrounded by shuffling, pallid humanoids who hardly react to the intrusion. Cautiously, the party sidles into the left side of the room.
Friday, January 10, 2025
I Ran The Iron Coral! (Again)
Creed (DEX +1), armed with a sword, pistol, and crude armour (armour-1, bulky).
The party found itself on the cove-like shore of the IRON CORAL, facing a passage into its depths. They left their little rowboat behind and entered, Doug going first with Bob and Creed behind (2), and found themselves in a complex little junction room. (3) As they entered, they caught a glimpse of warty thing disappearing down a foam filled passage to the south. (4) They pursued!
The room into which the passage let out was filled with foam up to their chests and they couldn't see head nor tail of the creature they'd chased. Creed had them spread out in a line and begin systematically searching the room. About halfway across, Doug felt himself step on something, which made a croaking squeal and then spit a weird barb into Doug's leg. (5)
The thing went scampering off through the foam (they still couldn't see it) and Creed pursued, managing to corner it in a corner, and it spit a barb at them too but the dart bounced harmlessly off Creed's breastplate. (6) They fired their revolver, the gunshot echoing off the metallic coral walls, but missed. (7)
The party decided to beat a hasty retreat (8) and fled further south, into a room where a metal pipe in the floor was spewing out more foam. A grill in ceiling babbled something in an alien tongue. They ignored it and kept moving south, stumbling out into a cave with a weird shell-man at the center. Creed approached and the shell-man peeped its eyes out from the bottom of the shell and with grunts and gesticulations, indicated a chute to the south. Perturbed, Creed chose instead to investigate the doors on the west wall.
Shying away from the left door (which was warm) they opened the right door and entered a room with a meaty wall. After prodding it a bit (the wall twitched) they decided to rest there. (9) The barb was finally pulled out of Doug's leg (he had been limping along with Bob's help) and patched up. While resting they heard distant scuttling noises, like something chitinous moving.
Now they tried the left door, looking through into a room full of metal cages. Creed sent Bob on ahead, who carefully walked over to the far door and opened it. Then the rest followed and they passed into a room with a big shaft in the center. Peering over the edge, they had Bob drop his lantern into the darkness. As it fell it briefly illuminated a carapaced thing, which started moving!
Retreating from the edge of the shaft, they formed up around the door they'd entered and faced the pit. Over its edge climbed a weird, chitinous human shape, crawling on all fours; a hollow carapace with a gnashing maw. It began scampering back and forth towards them but Creed and Doug opened up with their pistol and rifle respectively and the beast died in a hail of gunfire which echoed down the strange metal passages. (10)
Investigating the corpse, Creed noted a little drip of some sort of poison from the maw and collected a bit of it in a vial to look at later. (11)
They moved north through a door into a weird misshapen room and noted strange glowing symbols on the north wall. Creed copied them into their notebook and then cajoled Bob into touching them at which point a secret passage dilated open with the scraping of stone and coral.
They entered a room filled with metal boxes, dominated by one big ceramic box. Before they could examine anything, a person emerged--derby hat first--from a crawlway to the west. He stood up, revealing himself to be a mustachioed man in a workingman's suit with a cudgel, and eyed them warily. He was named Nigel and was a fellow "treasure hunter." Half-ignoring each other, both parties began to search the room.
Inside the ceramic box were a bunch of jars full of green beads. Creed and the rest were hesitant to touch them, but Nigel came right over, curious, and plunged his hands in, revealing them to be frictionless. They party investigated a grate to the north, then quickly retrieved a single jar of beads, before removing it and heading through, leaving Nigel struggling to haul jars out of the box. Behind them they heard a curse, a shattering noise, and then some beads went rocketing away underfoot. (12)
On the other side of the grate was a room like an aquarium with transparent walls looking out on a sea of dead fish and writhing worms. A pallid, naked corpse lay on the floor. After prodding it, they passed through a metal door which slid up into the ceiling and into a room covered with yellow slime. At its center was a pulsating, balloon-like sack. Creed prodded it and it rippled with light and the party felt a pressure increase in their head. (13) They chose to not mess with it further and passed down a passageway to the east and into a huge room with a glass dome in the center.
As they entered, the glass seemed to bulge, almost tidally, towards them. Warily they crept along the edge of the room to the stairs in the south. As they did they saw a great, undulating yellow shape within the dome.
Down the stairs, the coral changed into a weird marbled kind. They exited into a sort of coral garden, whose delicate, colorful growths crumbled underfoot. The party broke through a blocked passageway to the south. As they did, a strange insubstantial water snake with a human face swam out of the wall and pleaded with them, in a whispering voice, to destroy coral. (14)
It eventually left them be and, shrugging, they finished clearing the blocked passage. On the other side was a sort of pit with a half-man half-coral gladiator armed with net and trident, pacing in circles. It challenged them to fight, but only if they could come up with an entertainingly twist. Much thought ensued, but they decided it was best to move on. (15)
They passed through a room of soothing stones and into a long cavern of sticky, white stone with a big white stone in the corner. Creed prodded this and received a glutinous slapping for it, getting knocked back into Bob and Doug. (16)
They fled down a dog-legged corridor (17) and stumbled out into a room with two corpses on the floor and suit of Violet Armour standing against the wall. They took the opportunity to rest here, then examined the bodies which turned out to belong to two treasure-hunting types--killed with some sort of bludgeoning and tearing weapon. Eyeing up the violet armour, Creed sloughed off their own (rudely gifting it to Bob) and disposed of the shriveled up corpse inside the Violet Armour. As they put the new armour on, they felt little tendrils dig into their flesh through their clothes and intuited the Arcana's function (it couldn't be removed without surgery but could shift a blow in combat onto an ally).
Feeling exhausted, the party followed the scent of fresh air to the shore of a huge underground lake. Without anywhere else to go, they began backtracking, and made it as far as the coral garden room. But as Bob, at the party's front, was about to step through the passage, he sensed danger and jumped backward--narrowly avoiding the bite of an overgrown coral snake. (18)
Quickly the party backed up, keeping Bob up front to block the passage. He dealt the snake a blow with his halberd as it struck again, but it bit down on his leg. Yelling, Creed convinced the panicking Bob to go limp and fired their pistol into the beast's head, killing it. (19)
They pried the injured Bob free and, with him leaning on Doug, climbed their way back up the stairs, circled round the bulging dome, passed through the room with the pulsating sack, and the aquarium room, and finally into the room with the boxes (now emptied out). (20) Figuring that Nigel had come almost directly from the entrance via the crawlway, they followed it out into the first junction room. But before they could leave, they were confronted by a crate with a slug like foot slowly edging its way across the room.
Intrigued, Creed walked over and rapped on it with their sword hilt. It went off like a flash-bang, dazzling everyone, and sending Bob nearly catatonic. But otherwise everyone was alright, so Creed shrugged and they left--rubbing their eyes. (21)
Sky, fresh air, and lapping waves. The party boarded their little rowboat and began the journey back to HOPESEND, along the edge of the LIVID MARSH.
(A short break ensued. Me and M discussed the game, we decided we were feeling lively and would play out the downtime segment)
At the docks, amid the crowded steamboats and tall ships, the yelling captains and bustling stevedores, they met with Dorrett--the fisherman whose boat they had borrowed in exchange for a share in the treasure they found. (22)
The party made its way along the dock front (where most of Hopesend's notable establishments are located) to the Sipping Hole, where they crammed themselves in around a table and ordered a round of Fire Beast rum.
The rum hit hard and fiery in their bellies, causing hallucinations on the edge of their vision, but only Dorrett seemed really to be effected. (23) The party debated whether to simply fence the jar of beads (their only treasure, discounting the armour now stuck to Creed) at Paridiso Park or to spend a week finding a buyer. (24)
After getting Dorrett to loan them three shillings for housing at a local dormitory, they decided on the latter course, and lurched out into the foggy evening, the alcohol sitting like fiery lumps in their bellies.
Along the way, they passed outside the Pickled Goose Tavern, which was aglow with light and sounded rowdy inside. Creed's ears perked up, for they had heard a specific voice. Sending Bob and Doug on their way to escort Dorrett back to his shack, Creed ducked inside.
It was crowded and raucous, drinking and gambling, and the center of attention was Nigel who had a shiny new hat and was stood half on a stool and half on the bar as he bought everyone rounds of drinks and rambled about his adventures in the strange depths and the wealth it had gotten him (he had, of course, fenced the four jars of beads he'd lugged out for a nice profit). (25)
After questioning the landlady, Joy, Creed squeezed their way over and challenged Nigel's story. The room went "ooooohhh." The braggart began to sputter and tugged at his cudgel--tucked into his belt--but before he could do anything Creed kicked the stool out beneath him and the man toppled onto the floor and was knocked out cold. A moment of silence. Then the room erupted in laughter and began clapping Creed on the back and offering drinks and demanding he tell the "true" story.
Before anything else though, Creed asked if there was anyone who could identify the vial of poison he'd found. Luckily, a reedy little intellectual with glasses at one of the faro tables was able to place it as a joint-locking venom.
Creed spent the night partying before meandering "home" to the dormitory where the party was staying and collapsed on the cot next to Bob and Doug's (those two shared a bed).
A week or so passed, during which Bob's injured leg began to grow horrifying red coral nodules and fans. Eventually, they found a buyer, and so one morning Creed and Doug went to the massive Black Flamingo Tradehouse to meet with Darius the Port Overseer.
They were lead by a burly doorman into the warehouse, past stacks of crates and sacks, and up a rickety stair to a windowed office overlooking the work floor. The inside was luxurious, expensive widgets, upholstered furniture, if still an office (a desk piled high with papers). Awaiting them, with his legs up on a footstool, smoking from a long pipe, and a hound curled up beside him, was Darius. The lanky, blonde bearded and headed man greeted them and offered a paltry 20s for the jar. They haggled and, with cunning arguments about quality among other things, got him to pay 55s despite the other jars that Nigel had put on the market. (26)
Darius liked their gall, and bid them a good day, expressing a hope that they could do business in future.
The last act of the session was to use some of their newfound money to get medical treatment for Bob's leg. At Doc. Cruette's (a townhouse apartment up a narrow staircase, crammed with jars, a stuffed alligator) they paid 10s to have the leg looked at and, after prognosis, have it sawn off. Bob was convinced by Doug to accept and they strapped him down to the table, spread some sawdust on the floor, ignored the downstairs neighbor banging with the broom, and off the leg came.
The doctor even paid them 5s to let him keep the leg. Bob got a peg leg out of the whole deal. (27)
And that was it for the session.
+++++
(1) I did a little ad-hoc chargen mechanic here, where she could tradeoff stat bonuses for weapons. I forgot exactly how it worked, but in future I think I will just have companions and the like randomly roll stats.
I definitely soft-balled a few of the monsters as a consequence of converting between my thing and ItO on the fly. I said as much to M, who agreed but said she still felt the fights were tense and the creatures weird and spooky. The perfunctory putting down of a monster (like the carapace thing) felt appropriate to the overall theme and didn't undercut the dangerous feeling.
Also, having rests be a choice that must be taken in order to "renew" hits was a good choice (stolen from ItO). It gives being dropped to half hits a bit of an edge, while still keeping hits as a renewing resource.
At game start I gave M the choice between 1d6 or a 1d12 for rolls and the d12 was chosen. They've got a nice feel in the hand. Operated on "roll 8 or over."


