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Showing posts with label guest spots. Show all posts
Showing posts with label guest spots. Show all posts

Friday, January 25, 2013

Deadlands, Part XXX

I was sick last session, so today's Deadlands replay is a guest post from Nicole at A Really Well-Made Buttonhole.


When last we left our heroes, they were just getting settled in at Sweetwater, AZ, city of the future!

Ruby, David, Jeb, and Father Seward are in the hotel room examining the "Richmond eggbeaters" from Ruby's husband.  They wonder what might arrive next.  Jeb, still at it with his new spyglass, sees a zeppelin come in and tie off atop the spire of the central tower.  He recognises a figure exiting – the lesbian who had come on to Rufina back at Brent's soiree in Richmond.  She exits with a great deal of baggage, but appears to allow no one other than her own porters to handle her belongings.  She enters into the tower and is not seen exiting.

Meanwhile, Rex and Rufina make their way down to The Well.  Throngs of people in various emotional states await their chance to enter; many are clutching mementos of loved ones, some are silently (or not so silently) weeping.  There is only one way in and out of The Well, and Rex and Rufina stroll right in.  At the bottom of the broad staircase that descends below the street level, an ornate arch acts as the gateway to the main attraction; on it is written Latin text which Rufina, having been studying, translates as, "Only The Forgotten Are Truly Dead".  Laid into the floor in a large ring and on the walls of the space is a shiny green material, likely stone, though none that either can identify.  To either side are metal doors, ahead of them is a balcony – empty at the moment – and a platform with a lone grand piano.  A mass of people stands within the ring, which is easily larger than the base of the spire at street level.  Standing on the far side of the archway, Rex and Rufina are unable to see what has them so engaged.  They agree to go one at a time, so Rex enters first.

He can see that every person around him is adorned with glowing green threads, going out in various directions, some connecting person to person, others going back out the entryway, others connected to ghostly green figures that mill about.  Oh yes, there are ghosts, or at least what appear to be ghosts.  They interact with each other, and sometimes with the living.  Rex notes that he also has green threads about him, but also a single golden thread that appears to have snapped off of whatever it had been connected to, and is wafting in an unfelt breeze.  When he attempts to touch his strings, his hands pass right through.  He sees a man watching him, obviously because of the gold thread.  The man parts from the crowd, approaches one set of metal doors, knocks, speaks a few words, and enters.  Rex asks Rufina if she'd like to see her children, and leaves the circle.

Rufina notes much of the same, and she has several green threads going back out the door in the direction of the hotel, as well as connecting her to Rex.  She also has one off-coloured thread, although hers is not gold but ochre, also going back out the door in the direction of the hotel.  Rufina hears faint childish laughter – strange, as none of the other spectres make sound - and sees her two eldest children run through the crowd, holding hands.  They do not notice her.  She waits, but does not see her youngest child. As she is also starting to attract notice, they leave.

Back in the hotel, Ruby receives a note from Duchess Abigail stating that dinner will be at 7:00 sharp in the penthouse suite, and to bring something nice to share with the other guests.  Vexed by this important social responsibility, Ruby writes back for clarification and receives the reply that, if it is "a delicious vice", she should provide for at least twelve persons.  She and David send a note to the concierge requesting fine chocolates and liquors.

Shortly thereafter, Rex and Rufina return and describe what they saw in The Well, including the suspicious man.  They wonder if The Well (whatever it is) sees into minds and is fueling something.

The concierge arrives to take the order for chocolates and spirits, and divulges that Ruby and David are the only guests – the Duchess is a notorious epicurean (to be diplomatic) and always asks guests to bring ample provisions.  Jeb offers his jug of Carolina mountain rotgut, as Ruby had wanted to bring something representative of the South since the Duchess had been so tickled to meet a Southern belle.  The concierge is flustered by this, but complies.

As there is a great deal of time to pass before the dinner, David and Ruby decide to indulge their Curiosity and see The Well for themselves.  Rex follows, to act as bodyguard.  Rufina and Jeb stay with the Father in the hotel room while he takes a nap.

The approach is much the same, and Ruby enters the circle first.  She notes that she also has an ochre string, but this one goes straight up, and moves as though connected to someone pacing about the floor above her.  Looking around, she sees her parents speaking to her brother John Michael Patrick, no longer the vampiric beast.  As with Rufina, she does not hear sound from most of the spectres but swears she hears a murmur of speech from her family.  John Michael Patrick looks up, makes eye contact with her, and smiles; her parents take no notice, and the group quickly dissipates.  Ruby wanders around, looking for Jake, and at one point turns around to come face to face with her brother, startling her greatly.  He holds his hands up and mouths, "I'm sorry," before dissipating.  She chokes out a quick, "I forgive you", before making a beeline for David.

Behind Ruby, David and Rex spy the Doctor – the same thin, gas-masked figure from the statue – on the balcony above the circle.  The man who had noticed Rex and Rufina before is also present, and he points out the trio before both men leave the balcony.  David takes a quick chance to enter the circle himself, noting that he also has an ochre string that goes straight up like Ruby's.  Satisfied, he leaves, and he and Ruby walk purposefully back to the just as the Doctor enters the main floor and begins to follow.  Rex holds back to confront him.  Trying not to be too obvious, Ruby looks up hoping to catch Jeb's eye as he watches through his spyglass.

It works.  Jeb alerts Rufina, who attempts to wake Father Seward, but he appears dead, more so than usual, and does not rouse.  It is almost as though whatever spirit had been in him had simply left.  Only after a lot of shaking and shouting, and Jeb poking him in the leg with his knife, does the Father violently come to.

In The Well, Rex is approached by the Doctor who asks to see his golden thread. Rex obliges, and is alarmed to see that when the Doctor waves his hand at it, it responds. The Doctor notes that another man, also named O'Malley, had been in some days before and also sported this thread, similarly severed. Rex does not betray his relationship to what he assumes to be his late cousin. The Doctor presents Rex with a business card with embossed abstract Grecian columns. It merely reads "The Doctor". He invites Rex and his compatriots to dinner that evening, but learning that there are already plans, says that they will dine tomorrow, but should still try to make it to a very special performance of sorts this night in The Well, referred to only as "The Artifice". Rex is cautioned to take care with the card, as few are privileged enough to have one.

Ruby and David arrive back at the hotel first, as Rex takes a very roundabout way, hoping to throw off any pursuers.  He also stops to purchase a knife.  Once everyone is back, Rufina and Jeb inform them of Father Seward's disinclination to wake, and wonder if the spirit of Rufina's husband takes his leave of the Father's body occasionally.  Ruby and David describe their experiences, and Ruby confesses that she was hoping the ochre threads were to Jake, although she did think also of the spirit within Seward.  David suggests it could also be Cobb.  At this, Ruby declares that she is going to bathe and get ready for the party.

While she bathes (in lavender-scented water straight from the tap!) and dresses, Rex tells the group about his Doctorly encounter, and the invitations that have been extended.  It is decided that he will attend the performance that evening, but no one else will go as they are worried about what could happen if they are all together with their odd coloured threads.  Looking outside, they also notice that after sunset no one leaves the well, although many still attempt to enter.

Soon the gift basket is delivered, and Ruby and David ride the elevator up to the Duchess' penthouse, which takes up the entire upper floor of the hotel.  The Duchess is as promised, a bon vivant of the highest degree.  She is good company, although quickly gets into her drink.

As the evening wears on, the Duchess does state that she is going to a grand show that night in The Well and insists David and Ruby accompany her.  The show to be seen is a woman from the East, who was badly burned in the San Francisco fire.  The woman is called Mandragora, and it is said that she can manipulate the threads, and that she can make the fleeting spectres remain for a significant time.

While she goes off to dress, Ruby and David send a note down the pneumatic tube to the others, informing them of what they have uncovered (Rufina and Father Seward make note of the connection to the mandrake root and its mystic and symbolic meanings) and let them know that the plan to have only Rex present at the show has changed...

Friday, July 6, 2012

Guest Spot: Vampire: the Masquerade conversion

About a minute ago, I referenced David Phillips, and wouldn't you know, he wrote a blog entry here today.  Mr. Phillips has a few thoughts on Vampire: the Masquerade, Vampire: the Requiem, Dark Ages: Vampire, and his work tying them all together in his most recent campaign.

I have recently started running a Dark Ages: Vampire game that using the classic setting and the new World of Darkness system.

I was inspired to do this by a recent trip that I took to Brussels, Amsterdam, and Bruges. If you are not familiar with Bruges, you should definitely check it out... in person! It is a city near the coast of Belgium that has barely been changed or developed since the 14th century. I felt, while walking down the stone streets, that a vampire would jump out and drink my blood at any moment. That part didn't happen, fortunately, or for some people, unfortunately.

With my recent adventures in writing, I have been led time and time again to a final conclusion. I would love to write fiction for White Wolf. The last few campaigns that I have run in Vampire: The Requiem, and Mage: The Awakening just have novels written all over them. I know, I know, a lot of people say that about their campaigns. I guess I'll join the hordes and hope to get lucky one day.

The biggest time burner has been converting disciplines and thaumaturgy that were not in the Vampire Translation Guide. The conversion is actually fairly simple, if you are not trying to convert the math probabilities over, which RPGs rarely do.

Take a look at what I did with one of the paths of Mortis:

1: Masque of Death

The character can assume the visage of death or apply it to another as a minor curse.
System: 1 BP to gain the palor of the dead. The target also gets +2 on Intimidation rolls. If the character uses this to pass as a dead person, the perception roll to discover the Cainite is undead suffers a -5 penalty.
To inflict the curse spend 1 BP, touch the target and roll Stamina + Medicine + Mortis – target’s Stamina + Resilience to inflict it as a -2 to Dexterity and Composure. It lasts for a full night and day.

2: Cold of the Grave

Can take on the semblance of the dead to resist physical and emotional pain.
System: Spend 1 Willpower and gain +2 to Resolve, Composure, and Stamina for the scene. The Cainite also suffers -1 die on Presence and Manipulation rolls.

3: Curse of Life

This curse gives a reminder to the weaknesses of the living without the benefits of it.
System: Spend 1 Willpower and roll Intelligence + Medicine + Mortis – Stamina to affect a target within line of sight and 20 yards. The victim gains -2 dice on all rolls, cannot heal with blood, or raise physical attributes. This can be ignored for a scene for 1 Willpower. Remains until the next sunset.

4: Gift of the Corpse

Ignore most of the inherent weaknesses of being a Cainite.
System: Spend 1 Willpower and roll Stamina + Occult + Mortis. Each success gives one turn for this condition to stay in effect. The Cainite is immune to holy artifacts, sacred ground, frenzy, and Rotschreck. Sunlight and fire only do lethal and stakes have no effect.

5: Gift of Life

The knowledge of death allows the Cainite to echo the abilities of being human again.
System: Spend 12 BP with no turns that no is not spent. Roll Stamina + Occult + Mortis. She becomes immune to the sun and act during the day with no restrictions. After one full day, the power goes away and the character suffers a -3 on all checks to resist frenzy for 6 nights.

Now, after having done this conversion, I have to say that my review of the Vampire Translation Guide is not as good as I first thought. The guide is a good way to make players feel comfortable with converting from one system to another, but it isn't that great. The writers essentially just changed the dice pool rolls and did little else. The "feel" of the new system is not there. The "speed and simplicity" of the new system is not there. It could have been so much better.

Also, if you like anything I have said here and want to support a kickstarter for cyberpunk fiction, please check out The Trivium Proportion.

Wednesday, March 7, 2012

Deadlands, Part XI

So I missed Deadlands last week.  Fortunately, Nicole didn't.  So she's writing the session this week.

When last we left our heroes, they had just made a deal with Little Pete to find a moon jar (you know, that moon jar).  They thwart an assassin, and forced to make a choice between breaking into a ritzy hotel and scouring an unholy site, they pick the unholy site.  They recover their cards and are prepared to go to the poker game at the Flesh Menagerie.

As we missed curfew at the hotel, we slept at the home-cum-butcher shop of our new acquaintance, Rufina.  Our breakfast and discussion of game day plans are interrupted by a knock at the door, which Rufina answers.  She is greeted by a street full of Tong, escorting a lacquered palanquin.  One man opens the door to reveal a massive scroll.  He hands it to Rufina, they exchange bows, and the Tong leave.  It contains info on most of the players in the game that night.  The scroll is large as it was poorly translated from Chinese and the writer doesn’t have neat English lettering.

A sample of the notes:
Ruby O’Flahertie – Dispossessed land owner, person of no significance
David Hood – Not believed to be skilled opponent.  Not clear why involved.  Many
sealed legal documents
Jake Jepson – Outlaw.  Possible conflict with Pinkertons/Geyer & apprentice of Cobb
Father Seward – Status unclear.  Mystery?  Murderer?
Jeb – (ink is spilled, the writing indecipherable)
Sonny (our train robbing friend) – Hollow man
Patrick Michael O’Flahertie Jr. – Deserter.  Dispossessed land owner.  Connection to
Ruby?
Detective Frank Geyer – Pinkerton
Cornelius Cobb – The individual to beat

It also notes that no weapons or magic are permitted at the game.

We burn the note and begin preparations.  Jake spends the time playing many hands of practice poker.  Ruby goes to town with Rufina to buy a Chinese silk dress and get her hair done.   David and Jeb return to the hotel.  David makes himself all dandified, though Jeb only pauses to grab his shotgun, and then proceeds to a gentleman’s sporting goods store where he gets a Bollard target rifle.  The shop owner even gift wraps it, with pine needles, pine cones, and a spritz of lemon to give it that real outdoorsy smell.  Jeb is unimpressed.

Once everyone reconvenes, David drops a bomb.  He has done some thinking and, giving in to his Curiosity, has decided that he will lose his hand.  Thankfully we’ve got a new butcher friend and, with Ruby, the Father, and Jeb walking around the block, Rufina and Jeb get David liquored up and restrained, and his hand is swiftly and cleanly dispatched.

That evening we make our way down to the warehouse district.  Jeb buys a room for the night at a saloon across from the Flesh Menagerie, and keeps watch for ne’er-do-wells.  We make our way into what appears to be a hastily put together poker room, except that a glowing border of arcane symbols creates a boundary between the general entrance and the tables.  There are men waiting there to collect weapons and magical paraphernalia, with the warning that if you dare cross the line with either on your person, you will be sorry.  We do as we’re told, and safely cross the glowing symbols.

Suddenly we find ourselves in a scene that must have sprung from the mind of Guillermo del Toro.  The room is appointed in lush and exotic fabrics, woods, and lighting.  Nine tables are arranged around the room, with a massive glass-topped bar running along one wall.  But the staff are not of this world.  Nude figures walk about with serving trays and the like, and they are all just wrong.  One male figure, sans genitals, has a mouth and nose, but then his head distorts into a massive flesh-cube.  A female figure walks around on four legs bent backwards like a dog’s.  Upon presenting their playing cards, the party members are each given keys and escorted to private rooms by these hellish creatures.

The room is also packed to the gills with many of the era’s more notorious celebrities: Oscar Wilde hobnobs with Samuel Clemens, Jesse James and Belle Starr look surly, and August Strindberg, William Butler Yeats, and Doc Holliday are also in attendance.  Familiar faces also include Sonny, Little Pete, Mr. Butler, Jake’s old mentor Cornelius Cobb, and Ruby’s brother Patrick (she was under the impression he’d died in the War).  All have missing or mangled left hands

The room is quickly brought to order as the game is explained by our host, a wizened Chinese man who speaks through a translator.  The prize is the moon jar, and the group is given the opportunity to test its authenticity.  David and Ruby, being Curious, partake, giving and taking memories.  The assembled mass is divided among the nine tables, and the warning is given that cheating will result in a fate worse than death, with overt reference being made to the strange beings that serve us.  Whoever wins will be given a 30 minute head start to get the hell out of Dodge, and the game organizers cannot be held liable for anything that may happen to them after that time.

The game begins.  Most of our party goes out within the first round.  The only two who make it to the final table are Jake (predictably) and David (surprisingly).  Unfortunately, we were not to be winners, and the final prize goes to Doc Holliday.  Considerably drunk and taking quite a shine to Ruby, he asks her to escort him to claim his prize…

Jeb has been keeping close watch on the warehouse, and he also notes that something is making his water glass vibrate.  He sees what seems like Tong taking position surrounding the warehouse.  Another group of men is standing around an alley near Jeb’s window.  They are discussing our party, and their leader, a man with a silver nose, mentions that Jake and Father Seward are the ones to kill first.  They are the survivors of the rattler gang from St. Louis.  Soon the vibrations get stronger, and there are cries of, “Earthquake!”  The hotel room pitches at an alarming angle…

The rumblings are felt in the Flesh Menagerie as well, and it quickly occurs to our group what is about to happen.  As Doc Holliday’s hands close about the moon jar, David shouts, “Rattler!  Run!”  Ruby dives away, knocking Doc off balance, and the moon jar slips from his hands and shatters, emitting an acrid smoke.

A gargantuan Rattler bursts forth from the floor, bringing in a wash of water with it.

Stay tuned.

Monday, October 24, 2011

Guest Spot: The Dunwich Experiment

In September, I mentioned The Dunwich Experiment, a Cthulhu LIVE LARP I planned to attend.  As noted, I didn't, but my good friend Nicole did.  She wrote her experiences in a loose, in-character journal format, and wanted me to share them here.  Enjoy!

Among the forensic evidence taken from the town of Dunwich, MA during a police investigation in 1969 following an incident during the “Dunwich Experiment” contest held in the town, was a journal belonging to a 22 year old college student.  This and other evidence were publicly leaked when Filmways, Inc. bought American International Pictures (AIP) in 1979.

This journal belonged to Miss Allison “Ali” Hockett of Middleburg, VA, a sophomore at Georgetown University studying parapsychology, and one of the contest winners.  It is known that she left Washington, D.C. the morning of October 3, 1969, taking the Amtrak to Boston, MA.  She traveled alone.  She is among the missing and, decades later, is presumed dead.

Excerpts from the journal pertaining to the 48 hours that have become known as “The Dunwich Incident”:


Friday 10/3/69 
Just off the train, nine hours, finally in Boston.  Read up on Dunwich history, some text for class, witchy stuff.  Waiting around the bus station for other contest winners and AIP people to arrive.  Maybe someone has some reefer?

Bus from Boston to  Dunwich is taking FOREVER.  Driver says it is an accident or bad road conditions – it is getting pretty rural.  Hanging out with Tommy Argento and Mike Barker, also contest winners.  Other two never showed.  Tommy is cool, and is in a band.  He’s also from DC – WHO KNEW? – and has a hefty flask of bourbon we’ve been passing around.  Mike is a Boston local, into the club scene.

Lady from AIP seems pretty OK, young, into good music.  Tamara... something.  Her boss, Mr. Herman is such a hard ass – loud, short, and way uptight.  Some actor is here, Gene Stockton I think?  He’s slept the entire time, didn’t see him get on the bus.

Been corrected.  His name is Dean Stockwell.  He seems out of it, like he doesn’t know what’s happening.  Wasteoid.


Saturday 10/4/69 (I think.  It must be after midnight, but my watch is busted)
WHAT IS THIS TOWN.  SERIOUSLY.

Finally rolled in 10:30, a little drunk, thanks Tommy.  The town is dark, almost entirely uninhabited.  We’re brought to the general store-cum-tavern.  We’re given dinner and start to watch the film, The Dunwich Horror.  Some locals are here and they are rude.  This old man kept shouting at the projector screen every time someone said “Dun-wich”, seems the accepted pronunciation is “Dun-ich”, not surprised.  He and this other fellow also making snide comments.  Sad, because the Whately story is fascinating and although this is Hollywood BS, it is still interesting.

Then it started. 

Mr. Herman had a seizure or something – stood up started talking loudly about Silver Thomas showing us the way, and not getting out, some crap like that, and then he fell over.  Movie was stopped for that and because locals seemed not to like it.  Mr. H was OK, and we decided to turn in for the night.  Locals said we could take any empty/unlocked house; the inhabited ones all have lights and locks on.

Walked around a bit and finally found a big house (a shack, dear god) where we could all fit.  But then.  THEN.

Mike is gone.  We lost him, and he is not at the tavern.  Did he leave with that old man’s (Boomer) daughter?  I barely registered her – very quiet, mousy – but they say she went to Boston and maybe Mike went with her.  I don’t think so.  He was pretty wasted and probably wandered off somewhere.  Others agree and so off we go with the town doctor around Dunwich.  In the dark.  The whole damn town.  They have no street lights any more, so we just use flashlights.  There is no moon and it is cloudy.  It is dark, man.

So we walk.  Then we get shot at.  OH YEAH I FORGOT.  So earlier before the movie, we had talked about going to Sentinel Hill because, I mean, right?  Amazing.  So much history, so much energy.  Anyway, Tommy snuck off up there but didn’t get close because that old man Boomer followed him and was holding him up with a shotgun.

So we’re walking, gunshot, we drop.  There’s a ‘Nam vet in town (already) and he’s got tremors and flashbacks, and fuck you Dick Nixon.  Of course he wigs out (the vet).  The gunshot is B. with some other local, but he missed.  We carry on.

Every unlocked shack, every common area.  I have my EMF meter out and there are some great hot spots – 1) Doc’s cabin (does he operate?  He says it is his wiring) 2) empty field where they say a church burned down.  AMAZING!  We search the whole town and find some weird things (a creepy photo in an empty room, odd black fabric across random windows, a dead lizard, weird writing and drawings on the walls).  But of course no Mike.  If the dumb fuck went and broke his drunk neck falling in the woods, to hell with him.  My dogs are barking and I am ready for bed.

Locals are creepy and clearly distrustful of outsiders, so we’ve put furniture against the door.  Like that will stop them.


Saturday 10/4/69 (morning)
Mike came in last night.  Wasn’t in Boston.  Says he lost us in the house hunt, met with the Mayor, got a personal tour. Whatever, he’s slimy and weird, and I’m keeping clear.

I’m first up and dressed from our shack.  Got breakfast and walked the town with Doc Willett, Delmont (the vet), and Ruby Boomer, who actually DID go to Boston.  She’s still quiet and strange.  Nothing of note, though did see two weird lights – small and red, but not any bulbs I’ve ever seen.  My EMF went crazy at them, so who knows.  Didn’t see them last night, and they were bright even in the day.

Eating Lunch.  My mind is blown, expanded, sweet Tim Leary what is this place?

Went to Sentinel Hill with Tamara and Tommy (Mr. H and Delmont too, but they left).  Crazy readings at the Hill, just crazy.  This is a place of power, I can feel it.  Tamara starts talking about spirituality, and Dunwich, and history, and then she says that she hand picked Me, Tom and Mike as winners because we and she are actually blood of the Whately family and this town is ours.  Too much to write here, but it all MAKES SENSE.  This feels right. 

She had a dream last night that we did a ritual on S.H., that Ruby had mushrooms, but Tamara had nothing to place on the altar stone (still standing, by the way, just amazing) and then the Dark Man came to her and said she did it wrong and, “You are all now void”.  Then these orbs came and swallowed everyone up.  Tamara thinks the town people (Boomer esp.) know what we are and what we’re here to do (take the town, or Whately Manor, back).

We go mushroom hunting with Ruby, me, Tamara, Tommy, Mike, etc.  Try to get Mike to talk to Tamara, which he does later, but I don’t think he gets it like me and Tommy do.  Tam. wants to actually do the ritual.  Should be fun.

Boomer and the Doc are guarding Whately Manor and won’t let us in.  We need to get in.  There are things there that we need, that are ours, but they won’t let us have them.  Tamara is right, they are working against us.  Haven’t said a word about us Whately kids, but I know they know.  Tommy wants to smash a window to get in, but Tam. says no, that’ll be noticed. 

Delmont says he can pick the lock.  Doc and B. are eating now, we have to GO.


DONE.  We broke in, took everything that was left and are in our shack, furniture piled high at the door.  Looking over these things, they’re good, but they’re not what we need.  Old shaman box toy, weird bottle with golden dust, a blank notebook, and someone’s notes from an investigation in town.  Not good enough.  Delmont said there had been other things in there earlier.  T & T know that Necronomicon (WHAT SERIOUSLY?) is one, and there are other ritual components.  Official: they’re up to no good and out to get us.  They’ll end the town utterly and us along with it.  They must be stopped.  We’ve gotta get into Doc and Boomer’s houses.

We can’t leave Dunwich.  There are invisible barriers keeping us in.  Trying to get out unleashes horrors in the mind.  Others have tried, not me.  Don’t want to, but god, we can’t get out?

Planning.  Scared.  Know they’re going to try to stop us.  But we have to do this.

Something appeared outside the tavern.  It is like a pyramid sundial but not.  Weird texture.  I touched it, got electrocuted (?), it blew me back 10 feet.  Doc helped.  DO NOT TOUCH.  It shorted my EMF reader.  Boomer seemed to know what’s up, covered it with a trash bag.  Looking out our window I can just see others standing around it talking.  Don’t like this at all.

Been walking around, just walking.  Keep finding random sheets of paper with occult drawings, ritual instructions.  Something about summoning Yog-Soth- Tam doesn’t want me to write the rest.  Names have power.  Y-S then.  Y-S is the Dark Man from her dream.  He brings nothing, the god of nihilists.  This isn’t just us any more.  This is the end of the world.  Must act.  We keep the papers on us.  Know Doc and BOOMER need them for their rit.  Must stop them at all costs.  They have the Necronomicon.

Back in our shack.  This is as safe as we’ll get.  Heart won’t stop beating so hard.  Tried to talk to Doc, who seems to be friendly with Tam. but don’t know.  Don’t trust him.  His house has something radioactive, but don’t know what it is.  Ruby met us, says her daddy has power over her, she can’t hurt him because he has her hair.  What to do.

During dinner we will break into Doc’s house and Boomer’s and steal their things and torch the place.  It is the only way.

We cut off Tommy’s hair and mine is under a scarf.  Tamara is like Twiggy and has short hair and a hat so she is safe from Boomer.  Burned Tommy’s hair in the fire.  Boomer will never get it there.

Tam. talked to Ruby.  Boomer and Doc will do their ritual at Sentinel Hill at dinner.  Our plan is ruined.  We must act now. 

Back in shack.  Tommy broke in, stole Necronom from Boomer.  Tam and I to Sentinel Hill in dark and pouring rain and kicked over the fire pit and buried the ritual pages.  They’ll never find them.  We’ll win the night.

O god theyre coming for us all of them can’t run for the barriers o god were trapped

Dean Stockwell is not Dean Stockwell
The doctor can raise the dead
Tommy sold his soul to the devil for guitar skills and unleashed Y-S and the veil between this world and the next is so fractured and now Y-S will get us
Boomer is ancient
Everyone is old families – Whatelys and Bishops and everyone o my
We must do the ritual together.  It is the only way.  The only way we’ll get out.

SUNDAY
NO TIME HAVE TO GET OUT. WE ALL TALKED IN THE TAVERN AND ALL WAS WELL BUT BOOMER TOOK THE PAGES AND THE DARK MAN IS COMING AND WE WILL NEVER GET OUT.  RAN TO OUR SHACK.  IF I HIDE HERE MAYBE HE WILL FORGET AND LOOK ME OVER. 

We killed boomer and doc brought him back but hes not right and then boomer bit the other man and hes not right too.  No one can be trusted.  We failed the whatelys.

SCREAMS NOW AND IT IS THE DOC AND DEAD BOOMER IS EATING HIM I KNOW.  THE WORLD IS FALLING AWAY BUT MAYBE HE WILL FORGET MAYBE YOG SOTHOTH WILL FORGET

O god I said his name o god I forg

Monday, August 15, 2011

Guest Spots and Requests

And one more fiddly bit for the day.  Hopefully.

I know some of the people who expressed an interest in reading this blog are new-ish to gaming.  If you are (hell, even if you aren't), and you want me to write about a topic that interests you, let me know.  I'll either write about it, research it and write about it, or direct you to a place that can explain the concept or answer the question a million times better than I can.

Also, I know some of you are writers, but may not keep a blog (or maybe you keep a blog, but you don't want to write about your gaming pasttime on there).  If you want to do a guest piece on here, let me know and I'm sure I can post whatever article you have along with whatever contact information you want me to give (or none, if you wish to remain anonymous).  Just, you know, keep it within the confines of gaming.  Preferably.

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