Friday, April 7, 2017

Burning Down a Murder Brothel

Campaign: The Situational Heroes (Scarabae, 5e D&D)

Characters:

  • Edmund Folderol, wood elf hunter ranger (background: outlander). Edmund says nothing about his past because he is super paranoid for reasons we don't yet understand.
  • Jester Jones, hill dwarf thief rogue (background: entertainer). Jester is a renowned juggler who can't help but steal things. Bit of a klepto, really.
  • Algernon Wurthering-Byrd, goliath oath of the ancients paladin (background: courtier). Algernon is a hulking brute who behaves like a mincing dandy. He really likes nature, thinks it's just darling, old chap.
  • Miranda Lowe, air genasi storm sorcerer (background: noble). Miranda is a noblewoman from a far-off country. She's on the run from something, but she doesn't want to talk about it.
  • Mulga, half-orc valor bard (background: acolyte). Mulga believes that the world would be better if we all joined in a drum circle and really felt the cosmic connection, maaaaaan.
  • Pharasmos the Abjurer, human abjurer wizard (background: criminal). Pharasmos insists that he is not an arsonist; rather, his experiments just get "out of hand," sometimes.
  • Kestrel Raa, tiefling pact of the blade warlock (background: criminal). Kes made a pact with a demon mostly out of boredom. Well, that's one way to escape your hometown.
Objective: Obtain one-half of a treasure map.

Events:
  • The party learned from Gabby's prior research that there were two halves of a treasure map secreted in to two locations on Lapin Island. Both owners of a map half wanted the whole of the map for themselves, but had yet to make a move on each other. The crew decided that uniting both halves of the map and seeking its treasure should be their purview.
  • One half of the map was in the possession of Sanjay T. Druitt, the minotaur operator of a floating brothel. The brothel is a literal pleasure barge anchored offshore. Asking around and gathering information indicated that Druitt's Pleasure Flotilla catered to the most debased of pleasures.
  • The crew posed as clients looking for a night of obscure and unnameable pleasures--a ruse enabled by the previous taking of a pirate captain's trove. Sometimes you have to spend money to make money.
  • While some of the party drank, ate, and made conversation with Sanjay, the rest began snooping around the barge. It was discovered that Sanjay's courtesans had been abducted from their homes and sold into slavery. It was also revealed that one of the rarefied pleasures on offer in the brothel was the chance to murder these men and women either before, during, or after bedding them.
  • The crew are tried and true murderhobos, but this is a step too far. Once the treasure map was located and duly pilfered, the slaves were set free, the clientele dispatched, and the barge was set aflame.

Downtime:
  • Edmund carouses again and gets himself into hot water with the local militia. Now he's a wanted man!
  • Jester and Algernon also get themselves into hot water--literally--by visiting a bath house and getting contacts for fences so they can sell the goods they stole from the pleasure barge.
  • Miranda does research in the local library and discovers where the other half of the treasure map is located.
  • Mulga attempts to make converts of some locals by setting up a drum circle workshop. It is under-attended.
  • Pharasmos and Kes scout around for a building to rent and set up a gambling and/or opium den within. (Kes will be busy setting up this business next session as her player had to step out of the game for a bit.)

Thursday, April 6, 2017

Bewildering Attitudes I Have Encountered in the Wild (part 2 of god-damn)

  • Politics should be kept out of gaming, unless they are my politics in which case that's just common sense, man.
  • Yes, I know this guy lies often and forcefully, but I have no reason to believe he would lie to me.
  • The free content this company is putting out doesn't count as supporting their product. It needs to be published in a glossy hardback so I can complain about how much it costs.
  • That guy isn't a racist! I mean, yeah, he hated a lot of minorities because of their racial backgrounds, but it's not like he killed anyone!
  • I have zero experience as a lawyer or a businessman, but I feel confidant that any major RPG company or IP would be better off with me at the helm making the important decisions.

Friday, March 31, 2017

The House Locked in Enmity

Campaign: Krevborna (open table, 5e D&D)

Characters:

  • Marek, human fighter, on the run for arming the folk against a tyrant
  • Elaria, wood elf ranger, affiliated with an alchemist's guild
  • The Captain, human barbarian, believes armor to be a crutch of weak cityfolk
  • Verdegan, kenku rogue, has flattered a powerful and feared pirate captain
  • Erasmus, tiefling barbarian, possessing of a monstrous rage


Objective: Travel to the haunted Easterly House and find Lucia, a missing librarian

Events:

  • The adventurers were asked to travel to the abandoned Easterly House at the behest of Father Eskil, a clergymen of the Church of the Saintly Blood. Eskil's friend, the librarian Lucia, had told him that she was venturing to the house to look for something in the Easterly's library, but since she hadn't returned he was concerned for her safety.
  • The party arrived at the Easterly House at nightfall, racing against the tide beginning to wash over the causeway that connects the house sits upon to the mainland. The house itself is dark; no light shines from its windows.
  • What the characters know about the Easterly House and its former occupants was handled with a series of flashbacks. Each player was given a list of NPCs and asked to pick one as the person who would tell them something of importance. From their contacts, they learned that the marriage of Thaddeus and Susan Easterly was an unhappy one that was arranged by their families for economic reasons; Susan had wanted to go to university, but was denied the opportunity by her marriage; Thaddeus was in love with a woman named Juliette prior to his marriage, and Juliette disappeared soon after the marriage took place; Thaddeus and Susan had a son who drowned in the marshlands at the age of ten; Susan hung herself from a balcony after her son's death; Thaddeus ended his days as a madman confined to an asylum.
  • Back to the present: Elaria scouted the perimeter of the building and discovered that there were entrances at the front, back, and both sides of the house. The party chose to enter by way of the front door--which was unlocked and creaked open ominously--and began to explore by the light of a lantern. 
  • Inside a closet used to store mops, buckets, and other cleaning supplies, the group heard a rhythmic beating sound. Further exploration indicated that the sound was coming from beneath the floorboards. Shining a light between the gaps of the floorboards revealed to the Captain that there was a pulsating organ about the size of a fist creating the noise; in a fit of madness or panic, the Captain hefted his greatsword and brought it down on the floorboards again and again, obliterating the fiendish organ beneath and quieting its hellish tattoo.
  • In the study, Elaria found a book lying on the desk. The book was a tome describing otherworldly entities worshiped before the conversion of Krevborna's populace to the faith of the Saintly Blood. The book had been left open to a chapter on the Watcher in Darkness. Inside the central desk drawer, Elaria also found an ornately-carved teak box that contained a full set of human teeth. Verdegan picked the lock on the other drawer and found three stoppered vials. Elaria's alchemical background helped her determine that one of the vials contained a potion of necrotic resistance. 
  • Back in the hallway, members of the party smelled smoke and noticed black ethereal wisps coalescing into eight skeletons that began crawling toward them. The specters all had malformed back legs and couldn't stand; they dragged themselves down the hall, slashing at the adventurers with their claws. Marek, the Captain, and Erasmus cleaved into the specters with their two-handed weapons, which combined with support fire from Elaria and Verdegan's bows to make tidy work of the broken, smoking skeletons.
  • After locating the stairs to the second level of the house, the party discovered a small room dominated by an antique clawfoot tub. Inside the tub was a thick greenish-gray murk. Poking at the murk with his weapon caused the muck to form a face that engulfed the blade of Erasmus's polearm. His attempt to pull the face out of the water caused the spirit to make more of a physical form from the mess; it took on the form of a woman. The thing responded to the name Susan, and the apology offered for disturbing of her home was accepted, but perhaps a little too well. She offered to let the party stay within her home "forever." She told them that Lucia was still alive inside the house, but did not tell them where. Unwilling to converse further, Susan sank back down into the mire in the tub.
  • Further exploration of the house resulted in the party finding the library, as well as the missing Lucia sleeping on a couch in the room. When awakened, she explained that she wished that the adventurers hadn't been sent to find her, as they were likely now as trapped in the house as she was. 
  • When pressed about being trapped, Lucia told them that all of her attempts to leave the house had been halted by either Susan's ghost or the ghost of her son, Nathaniel. The ghosts would attack her until she lost consciousness, after which she would awaken in one of the rooms of the house. Lucia was clearly unhinged by her experiences in the house, but to prove her point she led the party to the window in a maid's former bedroom, where she pointed out a spectral boy with luminous eyes staring intently at the house from the surrounding marshland.
  • The party decided to test Lucia's claims. Erasmus, Marek, and Elaria attempted the front door, only to be confronted by the Susan's specter, clad in mourning garb and trailing a noose from around her neck. Attempts to pass her to get to the door were met with stiff resistance; the dangling end of her noose encircled Erasmus's neck, causing his flesh to wither, burn, and rot.
  • Meanwhile, Verdegan attempted to leave via a side entrance and was confronted by the specter of Nathaniel. Nathaniel offered to let Verdegan play with him forever, and smiled. Nathaniel's smith began to become unnaturally wide, until his lips started to draw over his entire head, leaving behind a sphere that seemed to be comprised of nothing but teeth. Despite this horrific display, Verdegan parlayed with the specter; Nathaniel revealed that his mother had drowned him in the marshes because he reminded her too much of the husband she never wanted and she resented him for "robbing" her of the life she desired. Nathaniel offered a deal: find his mother's corpse in the crypts, destroy it, and he'd let the party leave the house.
  • Back at the front of the house, Erasmus was aided by Elaria and Marek in withdrawing himself from Susan's noose. As they retreated, Susan made an offer: find Nathaniel's body, destroy it, and she'd let the party leave the house.
  • The party debated which of the ghosts posed the biggest threat, and ultimately decided to search the house for Susan's resting place. They crossed a long gallery of oil paintings, and noticed that portraits of Susan and Nathaniel were positioned opposite each other--their eyes locked in a mutual, unflinching stare. Verdegan located a secret door that led down into the basement of the house.
  • The first chamber they searched was empty save for a brick wall that had a hole in it where the bricks seemed to be pushed out of place to fall onto the stone floor. Peering inside with the lantern revealed that the skeleton of a woman was chained in the alcove behind the wall. Further examination revealed that the corpse's skull was completely toothless. Erasmus tentatively began to fit the teeth that Elaria had discovered previously into the skull. Surprisingly, the teeth held their place--the skull even seemed to move itself into position so that Erasmus could better put the teeth into their sockets.
  • The second chamber the party ventured into was the family crypts. A number of stone sarcophagi lay empty, their stone lids leaned against the wall at the ready. Two sarcophagi were sealed: one for Thaddeus Easterly and one for Susan. The sound of something being dragged was heard coming from the adjoining corridor; the sound was Susan's noose dragging on the floor as she came to stop the adventurer's from interfering with her remains.
  • Marek, Elaria, and Verdegan held off Susan while Erasmus and the Captain set to wrenching the heavy stone slab from her sarcophagus. Inside were the remains of a woman wearing Susan's now-familiar black mourning garb and veil, the body's neck bent at an awful angle since she had died by hanging. Erasmus lifted the corpse, tore its head off, and crushed its skull beneath his boot. Susan's specter dissipated.
  • Returning to the previous alcove to give the body behind the brick wall a proper burial, the party discovered that the corpse was now mysteriously missing. Dawn was now breaking and the tide had retreated, so the party gathered up Lucia and found that they could now safely make their way out of the house and back to their carriage. 
  • However, once inside the carriage, a few members of the group noticed the ghost of Nathaniel reaching for the handle to its door. Before he could open the door and attack them, the corpse of a blonde-haired woman emerged from the marshy soil, bit into Nathaniel's leg with her perfectly white teeth, and dragged him down into the marsh before he could trouble our band of heroes. Returning Juliette's teeth had put her in their debt, a debt that she repayed by helping the party escape from the horrors of Easterly House.


The Take:

  • XP: 190 each.
  • Loot: The promised fee from Eskil combined with selling off the jewelry and perfume you acquired in the house means you each get a share of the profits worth 158 gp.
  • Magic items: A potion of healing and a potion of heroism.
  • Inspiration: If you'd like to note some aspect of the adventure that was important to your character as a way to get Inspiration in an adventure to come, feel free. I've written up my Inspiration replacement rules here. Let me know if you have any questions about that.

Tuesday, March 28, 2017

Safety Behind Bars

The Walking Dead's group of survivors are, of course, in search of a safe haven--which leads them to an "abandoned" prison that seems like a good spot to stake a claim on. The prison has a lot to offer: secure walls, a stockpile of food, room for everyone to have at least a modicum of privacy, and land enough to start a self-sustaining farm. However, this is also a moment of irony: a prison is a place where we incarcerate the dangerous to keep the wider world safe, but now that the world has become unfathomably dangerous, the prison's thick walls become a place in which survivors incarcerate themselves for safety. There is also the implication that, whoever they may be, the inmates of a prison are always already dangerous. We might question whether a prison is actually the most thematically apt home for this particular group of characters.

Unmindful of the irony implicit in this situation, there is a preponderance of talk in this volume about civilization. When the characters speak about civilization they tend to talk in two directions; they speak about the reality of civilization's collapse and about civilization as a theoretical concept. Some of their talk strays into talking about civilization as a reified ideal. Rick's comments about the lack of civilization in the outside world during this apocalyptic moment is very telling: "From the looks of it, our government has crumbled. There's no communication, no resistance, any military presence, which I'll admit seems odd. It appears civilization is pretty well screwed." To Rick's mind, then, civilization equals the government and the military. It is something that can communicate to its constituents and it is something capable of resistance. Civilization is authority and control leveraged for the protection of the people.

Since Rick is a former policeman who still behaves as if he is on duty, this worldview makes sense for his character. Notice that he still wears his badge, as if it signifies anything without the society that lends it meaning. We've already seen him assume the mantle of authority by positioning himself as the surrogate of government and military force, and thus as the defender of an imperiled notion of civilization. Now that a potentially secure location seems to promise the opportunity to start a new life--their own private slice of civilization--Rick assumes more and more authority, but the assumption of leadership does not go as unquestioned as it did in the days when the group's survival was more in doubt.

Rick decides that he will return to Hershel's farm and get Hershel to bring what's left of his family to the prison. Although there is some talk of the prison being a better bet for the survival of Hershel's family, it feels like the real rationale is that the group will require Hershel's knowledge of farming to make a real go of transforming the prison into a community that doesn't depend on foraging for food in the dangerous world outside its gates. Rick never really stops to consider how Hershel might feel about packing up and moving to the prison. Hershel's skills are needed, and Rick sets out to make sure that his group will have access to them. That's not quite what we'd call civilization, but it is a combination of authority and force.

Rick's assumption of authority takes a darker turn when it is revealed that there is a killer in their midst. Hershel agreed to come to the prison at Rick's request, but there is a price to be paid for following what Rick thinks is best: two of his daughters are killed by someone within the prison walls. Blame immediately falls on Dexter, a black man who was imprisoned for the murder of his wife and the man she had taken up with. That's a crime of passion, not a cold-blooded murder like the one they're currently dealing with--but it doesn't matter, as the black man is considered a threat and his guilt is assumed. The real murderer turns out to be Thomas, a white man who claims he was in the prison because of tax evasion. Even in the post-apocalyptic world you're more in danger of a "lone wolf" white man snuffing out your life than anything else.

But this scene is only about prejudice in a minor key way; it has much more to say about authority, how it is constructed, and whether it can allow itself to be questioned. The revelation of Thomas's guilt poses a problem for the civilization burgeoning behind the prison's walls: what are their laws and how will they administer justice? Again, Rick assumes authority; as a lawman, he acts as though his opinion is a binding logos. Rick says that a killer must be killed. "You kill. You die," he pronounces. The verbiage of his statement is chilling; the sparseness of the language feels unquestionable, the simplicity of it is asserted authority masked as truism. Most of the group agree with him, but there are fault lines here. Lori, for example, isn't so sure that Rick should have the ability to make that call for the group as a whole. She accuses him of acting like a father, of playing God; even if the group is better off without Thomas in the fold, she's correctly heard the tenor of Rick's dictum.

The most troubling thing about Rick's version of justice is its fundamental disconnect from the laws he upheld as a policeman. He does not talk about rights, about fair trials, or about juries composed of peers. His attitude is that when civilization is at its most fragile, it must be defended vigorously with force and the imposition of unquestioned authority--even if it means that the philosophical underpinnings of civilization must give way. Rick doesn't even bother with dispensing justice equally. He knows that Tyreese is guilty of killing Chris, but he covers up the murder that Tyreese committed. The appearance of justice is just as good as the real thing if it works in service of keeping authority inviolate. In his mania to forge a polity in the prison, Rick is willing to abandon the ideals that make a civilization worthwhile in the name of security and safety.

Of course, Rick's attitude is essentially fascist, and it is one that blows up spectacularly in his face. Enforcing his authority by pummeling Thomas moves Rick no closer to the locus of justice, and he manages to mangle his own hand in the process. The wound is castrating; his attempt to exert force renders him unable to deploy it as well as he could before--without his right hand, he's no longer the best shot in the group. 

Similarly, when Dexter acquires force of his own through access to the firearms stockpiled in the guard tower, we get a clear depiction of how the idea of "might makes right" ultimately works against Rick's aims; in the final panels of the volume, Dexter has assumed authority and power and is insisting that the group leave the prison, as well as all the hopes they've pinned on it as a safe haven, because he sees no place for people like them in his polity. Dexter calls them "crazies," and names their condition as "broken." He's not wrong; the only thing that differentiates Rick's group from the prisoners is numbers. In the end, who belongs in a civilization, who will have recourse to authority, and who gets to exercise power is all down to whose finger is currently on the trigger.

From the hip:
  • Startled by a zombie as they're clearing out the prison, Rick bemoans the idea of getting used to the ever-present threat that the zombies represent. This is interesting to me because, as much as Rick is always preoccupied with the idea of survival, he fails to see that getting used to horrific traumas is an essential part of the survival process.
  • The ways of opting out of the civilization the group begins building within the prison hardly look like pleasant alternatives. We have the suicide pact between Chris and Julie (that goes horribly wrong) and Tyreese's suicidal one-man rush against the zombies in the prison gym as nonviable alternatives.
  • Sex is still the troubled intersection where physical survival and human emotional needs collide. Deprived of female companionship during their incarceration, Dexter and Andrew have formed a sexual and emotional relationship. Axel insinuates to Andrew that the introduction of the women in Rick's groups of survivors threatens his bond with Dexter. Now that women are available, surely Dexter will be "switching sides" and abandon Andrew. There is a lot to unpack from this small scene: the way that necessity mediates the kind of relationships we have, fluidity based on circumstances, the human need to maintain connections, and the multiform ways in which those connections are threatened by "interlopers." 
  • Speaking of Andrew, I'm not sure if this was an intentional way of telegraphing his sexuality, but I think he's drawn in a very feminized way. I initially thought he was a female character, in fact.

Monday, March 27, 2017

Against the Frog Pirates

Campaign: The Situational Heroes (Scarabae, 5e D&D)

Characters:
  • Grayson, dragonborn battle master fighter (background: mercenary). Grayson is the disgraced son of a famous family of dragonborn mercenaries.
  • Topper, human light domain cleric (background: doctor). Topper worships the sun; he's also a drunk.
  • Edmund Folderol, wood elf hunter ranger (background: outlander). Edmund Folderol says nothing about his past because he is super paranoid for reasons we don't yet understand.
  • Jester Jones, hill dwarf thief rogue (background: entertainer). Jester is a renowned juggler who can't help but steal things. Bit of a klepto, really.
  • Gabrielle Gladsword, dragonborn oath of devotion paladin (background: acolyte). Gabby's really nice. Probably too nice to be adventuring with this group of horrible, damaged miscreants.

Events:
  • The crew found themselves on Lupin Island, an isle off the coast of Scarabae. Casting about for work fit for crypt-kickers at the Salted Codpiece Tavern, they discovered that local shipping has been disrupted by the pirate crew of Bloody Jane Reed. The pirates were using a series of caves further up the coast as their hideout. The local militia had proven not up to the task of clearing them out.
  • The pirates' cave fortress was well guarded, and the pirates themselves turned out to be mostly a mix of vicious bullywugs and their slaadi overseers. Jester almost lost his life in a quicksand trap, but Grayson managed to sprint to his aid and pull him to safety.
  • Bloody Jane attempted to flee the assault on her headquarters, but the crew boarded her ship as she was preparing to set sail and put the dread pirate to the sword. Hurrah, a bounty was earned!
  • The rest of the crew surrendered after the death of their captain. They were given the option of joining the crew, or death. The party's ranks were swelled by the addition of a half-orc bard who had been frustrated by the pirates' lack of interest in drum circle-based spirituality, a storm witch with control over the trade winds, a tiefling warlock who can set things on fire with her mind, and a mysterious wizard who is always smoking a clay pipe. Grayson drowned those who refused to join the crew one by one in a barrel of pickled herring.
  • Of course, Bloody Jane's treasury was raided.

Downtime:
  • Grayson spent time training the local militia in the arts of war so they might better defend their island. He persuaded the militia to practice with him by bringing a cask of rum to their barracks. (He would be missing in the next adventure because his character sheet was misplaced.)
  • Gabby gathered information about the local movers and shakers. The information would be there for us next session, but Gabby would have moved on. (Her player wanted to try a different class.)
  • Topper got too drunk to continue adventuring (the player had to step out of the campaign due to a new child, congrats!).
  • Edmund caroused most of his gold away.
  • Jester made money performing at the Salted Codpiece.