The Ancient Language: 5

Fragments of the Song of the Fall of the Old Kingdom:

—-

Humans eventually emerged in the world and were taught by the Somele and learned language and how to be heroes. The Old Kingdom rose led by the best of men. The Song of the Fall of the Old Kingdom is one of the few pieces of their history.

The people of Remas Boral and all of the world believe that the Asom calls those who die heroically to be stars and when Asom finally turns to face Usom those stars will be allowed to fight at her side. The song teaches this lesson as well as the origin of the one we to this day call the Avunravel, the First Necromancer.

The Song only remains in fragments. Modern wizards and singers have attempted to restore the piece but here I will only recount the original fragments in the order wizards agree they probably were sung.

The first fragment introduces the temptations humanity faced even as Serpent and the Somele taught us language and to be heroes.

But the echo never rested, devoted to its jealousy it sent the Uvomelu to meet the humans in caves or in the dark of night. The Somele only taught language, the Uvomel taught power. The human known now as the Necromancer chose power.

Lad Usom usumomada, malnaler re dul modverol, Usom lorosomada da nulu Uvomelu re varomerdas nolo belo va vulu rasolulu ob vulu erunu erobu. Somele sol erabameras da nel asomeler. Uvomelu erabameras da nul rovul. Bel melemada vunravel somada Avunravel roluromara da nul rovul.

Vocabulary

Lad

Adverb

However

Su

exclamation

Yes

Una

exclamation

No

Sumom

Verb

To rest

Malnaler

Adj.

Certain/Sure

Modverol

Noun

Jealousy

Lorosom

verb

To send

Varom

verb

To meet

Bel

Noun

Human

Rasolul

Noun

Cave

Erun

Adj.

Dark

Erob

Noun

Night

Sol

Adj./Adverb/Noun

Alone/Only/One

Erabam

Verb

To Teach

Asomeler

Noun

Language

Rovul

Noun

Power

Melem

Verb

To know

Vunravel

Noun

Necromancer

Rolurom

Verb

To choose

Grammar

Negation of a verb: When something is “not” doing an action the verb is modified with a u- at the beginning of the verb.

To express two things together you can add the prefix An- to the beginning of the noun. To indicate one thing or another you use the particle ob between the two things.

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The Ancient Language: 3

Derobelo Nol Remas Boral – Kingdoms of the Great Valley

—-

The first kingdom in the Remas Boral was the ancient kingdom of men before the War of the Necromancer. This was the Old Kingdom, Muner Derobel. They built many structures in the valley. Crossing the Dusom Cha Baral is a massive bridge, carved to look like to kings crossing arms. Their identity is long lost. Today it called Dele Tabele Sarasanol, Brother’s Bridge.

To the south is the Somubel Dele Rubele Lodore, so called because of two massive stone hands jutting from the Earth. The western kingdom holds their foremost port there within the ruins of the ancient buildings.


On the eastern side of the Dusom Cha Baral is the kingdom of Somalurala, named after its capitol Somubel Nala Solurala, the City on Cliffs. It is built upon the lowest step of the Ramele Badarele.

The king of Derobel Somalurala is Robel Borel and my brother. Our glorious ancestor is Nuremel Borel, the great warrior who held the cliffs as the survivors of Muner Derobel fled to safety in the Ramele Badarele.

On the western side is the Derobel Dolo Ruberemas, The Kingdom of Glorious Ruins. It’s capital city is built upon one of the great rocks left by the rampaging ice wall. As a city built upon a stone it is called El Lunvelor, the Stone Fortress.

Now I will continue with legends and sayings of the two Kingdoms.

Vocabulary

Derobel

Noun

Kingdom

Muner

Adj.

Old (Historical)

El

Noun

Stone

Lunvelor

Noun

Fortress/Castle

Somubel

Noun

City

Tabele

Noun

Brother

Sarasanol

Noun

Bridge

Rubel

Noun/Adj.

Ruin/Ruined

Lodor

Noun

Hand

Robel

Noun

King

Nuremel

Noun

Human Hero

Grammar

There are also prepositions that can be used. These are not modified but precede the noun they relate to.

Up to

So

Over

Sa

Down to

Bo

Under

Ra

From

Me

On top of

Na

Toward/to

Re

Out of

Le

Into

Ro

Inside

Va

At/Beside

De

Against

Se

Away

Osa

The particle Re is often used in comparisons as well.

 

The Ancient Language: 2

Remas Boral – Great Valley

—-

In the ancient tongue of the Somel the Great Valley is called Remas Boral. It exists between two mountain ranges, once the Range of Sel: Badarele Dele Sele, carved in two in ancient times.

The destruction of Badarele Dele Sele occurred long before the Old Kingdom rose in the Valley. In those days the people of the valley claim a great battle happened between Somel and Uvomel. A giant wall of ice struck the Daraele Dele Sele and carved out two new ranges, much smaller than before.

These two ranges are, Badarele Dala Solurala, the Range of Cliffs, and Ramele Badarele, the Eastern Ranges. North of the two ranges are the remains of Badarele Dele Sele, now known as Badarel Del Somel.

From the peaks of the two Badarele are steps formed from the advances and retreats of the wall of ice. As the ice finally retreated into Badarele Del Somel the melting ice still flowed into the sea. Its original name has been lost but the current kingdoms of Remas Boral call it the River Thirst: Nelraralsan.

So long has Nelraralsan flown down from the hard stone of Badarele Del Somel that it has carved a great crevasse down the middle of Remas Boral. This Crevasse is named Dusom Cha Baral, the Echoing Crevasse, after the roar of the river falling into it. Many of the wise claim that the voice of Asom can be heard from the surface of the river.

Nelraralsan falls over tall cliffs and its spray creates rainbows and so the cliff is called Solural Dala Sularusa.

Vocabulary

Somel

Noun

Stone Dwellers

Uvomel

Noun

Corrupted Stone Dweller

Boral

Noun

Valley

Usom

Proper Noun

The Echo

Ramel

Noun

East

Alasan/Ralsan

Noun

River

Badarele

Noun

Range

Badarel

Noun

Mountain

Nelrar

Noun/Adjective

Thirst

Baral

Noun

Crevasse

Dusom

Verb

To Echo

Solural

Noun

Cliff

Sularus

Noun

Rainbow

Grammar

Nelraralsan is constructed from Nelrar and Ralsan, the old word for the rivers of the world. Rivers named more recently are instead called Alasan. Since the fall of the of the Old Kingdom there are several words with older forms that are used for certain places or titles but not elsewhere.

The Ancient Language: 1

Chapter I: Locations in Remas Boral

Nouns and adjectives

Remas Asel – Great First Garden of the Stone-Dwellers

—-

The disc of the world. In the north is the Great Valley and in the South are the Southern Islands. Beyond the borders of the human realm are other lands uncharted by our people.

The Southern Islands are separated from the Great Valley by the Sea of Light, called Seralsan Dal Ularus. The sea crosses the entire disc and above it hovers the sun that lights the world.

Vocabulary

Remas

Adj.

Great

Asel

Noun

First Garden of the Stone Dwellers

Sel

Noun

Garden of the Stone Dwellers

Seralsan

Noun

Sea

Ularus

Noun

Light

Grammar

Nouns in the Ancient Language have gender and cases denoted by particles. There is no nominative case particle though plurals are denoted with a vowel added to the end of the word in agreement with the gender.

The only singular gender denoted in a nominative word are heroic nouns. These are preceded by either Remel or Nuremel, the titles for heroes.

Plural particles are meant to agree with the noun, typically by adding the same vowel as the particle to the end of the word.

Stone/Heroic (el)

Nature (ral)

Non-heroic (ol/el)

Undead/Evil (ul)

Accusative

Nel

Nele

Nal

Nala

Nol

Nolo

Nul

Nulu

Genitive

Del

Dele

Dal

Dala

Dol

Dolo

Dul

Dulu

Dative

Vel

Vele

Val

Vala

Vol

Volo

Vul

Vulu

Free System: Card Trick

 

Come check out my One Page RPG system Card Trick!

It is easy to run, and as the name suggests can be played with a deck of cards. Convenient if traveling or find yourself without dice!

The game is quick and action filled and easy to transform into whatever setting you want!

Comes with a one page scenario to play as well!
Get it at: Drive Thru RPG.

 

The Ancient Language: Introduction

The Ancient Language is a basic (and I’m sure incomplete and imperfect) language made for a new fantasy setting. Scenarios and setting notes for the world will be released at a later date. Look for Bridge of Brothers and other free scenarios soon!

Common Tales and Sayings of the Great Valley of Remas Asel

With Accompanying Lessons of Vocabulary and Grammar

By Renlaradel Borel Tarobel

I, Renlaradel Tarobel have traveled as far as the southernmost Islands and as North as the Badarel Del Somel. As brother to the Robel of Somalurala the greatest kingdom of the Great Valley, I have been chartered to document the language and sayings of the Great Valley. I have spent three years walking amongst the people of the Valley and recording their sayings and stories. May this work make me a Nuremel.

Here is the total of my work.

Friday Game Notes: Goliard Nunnery of Saint Rebecca

Nuremberg_chronicles_f_190r_2.jpg

A small pleasant home for a bakers dozen of nuns. Together they practice good nun related virtues and venerate their Saint Rebecca. It is a small compound with a medium sized church and several buildings for storage, food, and sleeping quarters. A low wall surrounds it though there is no gate nor guards.


Information

There is a small farmhouse between Bouclans and the Nunnery where travellers can stay the night. The peasants there, Dany and Edwige and their quadruplets, Georgette, Lucile, Clotilde, and Joan, are very welcoming.

A wagon from Puyloubard Inn seeking exotic ingredients is happy to spread rumours. With him is the squire of the steward of the Lord de Lucy who is travelling to the Nunnery to inquire if the Lord’s daughter is there.

The squire is friendly, if a little clumsy. He is happy to join anyone going the rest of the way to the nunnery and will trust anyone.

Art History – The nunnery is famous for it’s tapestries, supposedly woven by Saint Rebecca herself.

Antiquary – The nunnery is built on the site of an old Roman temple. Maybe there are hidden tunnels underneath!

Camaraderie/Common Touch – The wagon driver mentions that all sorts of things are happening at the Puyloubard Inn.

  • The Lady Maxine de Gizac arrived on her way to the Royal Wedding and has decided to stay in the Inn terrorizing everyone.
  • A steward of the Lord de Lucy is staying at the Inn and will be travelling to the Nunnery to inquire after the Lord’s daughter.
  • The squire is travelling to the nunnery and wanted a ride. He will walk with anyone the rest of the way.

The Compound

The tapestries are kept inside the Mother Superior’s Office on the top floor of the dormitory building. During the day nuns are out and about and will see any skulkers. At night a sister keeps vigil during the night with a burning candle to make sure no young men sneak in to bother the postulants.

Architecture – The church building is built of large thick marble stones that are easy to climb and the other two buildings, the dining hall and dormitories are a jump away from the roof on either side.

Antiquary – The marble blocks of the church are repurposed blocks from the Roman Temple and the foundations look like they kept the same shape of the original. There is probably no way to access any secret tunnels under the church from inside anymore. Maybe there is an entrance in one of the other buildings.

Notice – A sister calls down to another who has been locked onto a tiny platform inside the well. She sounds miserable down there.

  • Reassurance – The nun at the bottom of the well will welcome anyone who can promise to help her off the ledge, her knees nearly giving way.

Easy (2) rolls to sneak into the nunnery or climb the buildings.


Mother Superior Hélène

The head of the nunnery is a warm and wide woman who could be described as bustling. However under her cheery personality she is cruel and demanding, threatening cruel and unusual tortures for her daughters.

Tortures:

Candle Torture – a misbehaving nun who can’t keep their hands still must hold their hands above a burning candle until the candle burns out.

Well Watch – A stone passage under the nunnery opens into the well shaft by a small wooden door. On the other side is a small overhang just a few feet above the water only a foot or so wide barely wide enough for a nun to stand.

Bullshit Detector – The Mother Superior has a short fuse under all that fat and cheer, it would be unwise to upset her.

Flattery – Hélène is very proud of her nunnery and is happy to show visitors the famous tapestries which she keeps locked in her study.

Performance – The Mother Superior is very keen on violent puppet shows and will be happily distracted clapping her hands like a child while watching one.

Normal (4) rolls to trick the Mother Superior.


Sister Carole

The accountant of the nunnery, Sister Carole takes care of all the monetary concerns. She has a small office off of the kitchens and dining room building.

Accounts – It is clear with a careful peek upside down at the book Sister Carole works at that the nunnery has very little money and is struggling. The nunnery relies solely on donations to survive.

Intimidation – It is clear that Sister Carole is terrified of the Mother Superior and wont tell her about the financial troubles of the nunnery for fear of punishment.

Negotiation – Sister Carole is willing to pinch and sell one of the tapestries if she thinks a rich enough seller will pay for it.

Forgery – By faking papers from the Templar Bank she will be convinced that the visitor can pay for a tapestry. However they will have to provide her with a good way to steal the tapestry from under the Mother Superior’s nose.

Easy (2) rolls to trick Sister Carole.


Dormitory

The tunnel inside the well is part of the old Roman foundations and run underneath the dormitories. There it opens into a cellar being used to store extra bedding. The nuns use this tunnel for a quicker way to get water from the well or as the Mother Superior’s extra punishment.

The stairs from the cellar lead into a back hall. To get to the staircase leading to the second floor where the Mother Superior’s rooms are a thief would have to cross through one of the nun’s sleeping dorms. The hall is up against the outer wall and so has no window to climb out.

Each night some nuns sneak out. The nuns can be snuck by but if any of them wake a Intimidation or Reassurance spend of 1 point will let them pass without a panic.

If they sneak through at night they may witness two nuns sneaking down the stairs from the second story dorm.

Sense Trouble – Someone is coming quick hide!

Notice – Those foot steps sounded irregular, perhaps there are squeaky steps that they were avoiding.

  • 1 point spend – By carefully counting steps you think you’ll be able to figure out which steps they were avoiding. At least with a little luck.

Normal (4) rolls to sneak around the dormitory.


Mother Superior’s Rooms

Upstairs is another dormitory for the postulants and the Mother Superior’s rooms. The Mother Superior keeps her rooms locked and an Infiltration roll is required.

Her suite is split into two rooms, an office and her bedroom. During the day she closes off her bed room but at night she sleeps with the door open.

The only window is in the bedroom and she keeps it open but any thief trying to sneak in this way finds they will have to climb over the sleeping Mother Superior to get to the door. The Mother Superior keeps the tapestries rolled inside a locked chest in her office besides her desk.

Normal (4) rolls to sneak around the Mother Superior’s Rooms.


Target

Tapestries of Saint Rebecca

Woven by the saint herself they show images of the Lord standing amongst rather sloppily woven flowers. They must have some value. Right?

Friday Game Notes: Goliard Puyloubard Inn

Nuremberg_chronicles_f_175v_1.jpg

A fortified inn on the road between the Lake of Coubron and Aparee. Many noble people and rich travellers stop here. At the moment the Noble Maxine de Gizac a rich and fat woman from the South has installed herself in the Inn on her way to Sistels for the Royal Wedding. Also there is a steward of Lord de Lucy, who is searching for the Lord’s daughter believing her to be hiding in the Nunnery of Saint Rebecca.


The Walls

The Inn is surrounded by low walls only 8 meters tall. A small wooden platform around the inside connects a few guard huts along the top.

There are several taller towers topped with protruding wooden rooms on top. Here the servants and guards sleep above the supplies that keep the guests fed and drunk.

There is a gate with heavy wooden doors. It is kept locked at night and opened in the morning.

Architecture – The walls are easy to climb, but a good climber could use the overhanging buildings to get closer to the tower or into the Inn’s supply rooms.

Normal (4) rolls to climb the walls.

The Guards

The Inn employs six archers to keep the Inn safe. While not skilled with sword the towers around the walls and inside provide good overlooks to all approaches and inside the yard.

They remain in the yard or in their tower during the day.

At night they close the gates and take shifts walking around the walls with an eye out for brigands.

They have orders to challenge and then shoot anyone seen sneaking around the yard or outside the walls without a lantern.

Militaria – The guards in the Inn seem to be archers by their armor and gear. In a hand to hand fight they wouldn’t stand a chance, but pity the person who faces their arrows.

Camaraderie – The archers are keen to talk to people like them. They all too often have to bow and scrape to Noble people.

  • Maxine de Gizac has been tyrannical at the Inn, harassing the bar maids and tormenting the servants.
  • She keeps her invitation to the Royal Wedding locked up in her room, the room which she stole from the Inn keeper himself.
  • She has been trying to get Paige Mills, an Britia woman who works at the Inn to become her courtesan.

Hard (6) rolls to sneak past the guards.

The Stables

The Inn has room to keep the many horses and wagons that the guests bring with them. They open into the yard and are against the outer wall.

The Inn Keeper’s children, a young boy and girl manage the stables. They sweep out the stalls and organize the tackle. At night one or the other sleep in the stable to keep the horses safe.

Edmond and Julie are young and easy to subdue.

Intimidation – The children are easily scared.

  • They can point out which horses are whose.
  • They know that Maxine kicked their parents out of the biggest bed room.
  • The de Lucy steward is in one of the state rooms on the third floor.
  • The third guest is a scary lady that pays in solid gold coins that look freshly minted.

Easy (2) rolls to sneak past the young children.


The Servants

There is a small service staff about the Inn. A cook, three bar maids, and two cleaners.

They sleep in a building above the walls above the food storage. There is a stair case on the outside of the tower that leads into the yard.

The cook gets up early and takes ingredients the nearby farmers sell the Inn into the kitchen. He then spends most of the day baking and cooking for the noble guests.

The bar maids, Paige Mills, Odette, and a man Cédric work inside the Inn’s main dining room serving drinks and bringing food to the guests at table or to their rooms.

Carousing – A hard drinker impresses the bar maids. They will happily join a good tempered drinking bout.

  • Maxine is a tyrant and a drunk. Her only personal servant who has remained is a disgusting butler as bad as the Lady herself.
  • Maxine has asked Paige to be her courtesan three times now. She has refused to leave until Paige agrees.
  • The de Lucy Steward is heading to the Nunnery of Saint Rebecca in search of the Lord’s missing daughter.

Paige Mills

A Britia woman who stayed in Nonagawle after stopping on pilgrimage to the Vatican. She is young and pretty, red headed and freckled she is at odds with the darker Nonagawle women.

Her looks have not gone unnoticed by Maxime, who has asked her to become his courtesan. She refused, she likes her life at the Inn and already has a relationship with Odette, the other bar maid.

Flirting – Any men trying to flirt with Paige find out that she has no interest in men. However women find the opposite.

  • She is happy to flirt but she is very in love with her fellow bar maid Odette.
  • She knows the Church would condemn her if they found out.

Easy (2) rolls to sneak past the cook or maids. If they are threatened they will flee.

The Inn Keeper and His Wife

The owners have taken to sleeping on the second floor since Maxine has kicked them out of the larger room in the tower.

The Inn Keeper, Adam,  spends his time waiting on his rich guests and working the bar at night.

His wife Blanche helps out where she can and keeps the rooms clean. When not busy she does needle work by the fire.

Negotiation – A business like approach will get Adam to open up the easiest.

  • The Inn Keeper is fed up with Maxine. Since Paige refused to become her courtesan she has parked herself in the Inn house permanently.
  • He would pay anyone who figured out how to get rid of her.
  • He is seriously considering telling Paige that she has to go with the Lady. He feels bad about it but Maxine is ruining his business.

Flattery – Blanche is a kind old woman. She immediately trusts anyone who admires her needle work.

  • The de Lucy steward is a strange man. He has the de Lucy’s signet ring to prove to the head of Saint Rebecca’s that he has the authority to take the Lord’s daughter back.
  • Maxine has been demanding more and more unreasonable meals.
  • The de Lcuy steward is staying here until one of his squires returns from the Nunnery of Saint Rebeca.

Normal (4) rolls to sneak past or trick the Inn Keeper and his wife.

The Building

The Inn itself is a large stone building with two tall towers extruding from its roof. The three story building houses the many guest rooms, mostly empty since Lady Maxine moved in, the kitchen and dining room.

Normal guests stay in the bottom three stories but the richest can rent a whole tower for themselves.

Aurélia, Barthélemy both sleep on the bottom floor.

The Inn Keeper and his wife sleep on the second floor.

The Steward has a room on the third floor.

Maxine and her servant rent out the East tower.

The west tower is empty.

Architecture – The tower at first looks too perilous to climb, but at second glance the West tower could be scaled from the outside. A brave thief could then climb to the roof of the East tower and climb down to one of its windows. They could climb into the hall or the bedroom at the top.

Commerce – A keen eye on the wagons going to and from the Inn notices that they aren’t just getting normal supplies. They are in fact getting very specialized foods.

Hard (6) rolls to climb the outside of the building. There are two rolls necessary to climb to the top then across to the West tower.

Normal (4) rolls to infiltrate the building when it is locked.

Hard (6) rolls to sneak around the yard without being spotted by someone or a guard.


Other Guests

There are a few travelers staying at the Inn other than the two noble guests.

Barthélemy

A boisterous bard. Playing a twanging lyre he plays long fantastical tales of ancient Kings, and especially love songs.

He too has taken an interest in Paige. But of course he has little luck. However he can’t see past his own pencil mustache and hasn’t noticed she has no interest in him whatsoever.

Flattery/Flirting/Carousing – The bard appreciates all forms of attention. And you can’t shut him up once he’s started. God forbid you try to leave, for he will potentially follow you from room to room to tell his sordid tales.

  • He is deeply in LOVE with Paige. He has proposed to her and thinks that Maxine’s interest is the only thing keeping her from accepting.

Impossible (12) rolls to sneak past Barthélemy or trick him. He will see you and want to chat, seduce you, or play you a song.

Aurélia

A woman of older years who wears a black hood. She seems severe and distant and does not like to speak to other guests.

Aurélia, not her real name, is in fact a member of the Assassin’s Guild, payed for by the Queen. She has just returned from the Kingdoms of Venetia where she killed one of their Princes.

She is waiting for one of the Queen’s servants to arrive and pay her. Consequently she only has a few gold coins left.

Her room is on the first floor. The door is always in her sight. If anyone tries to sneak into her rooms at night she has a nasty trap waiting for them, a poisoned needle that can kill with a touch.

If Aurélia thinks someone knows her secret she will try to assassinate them. If unable to do that she will then try to recruit them if they are a woman, or have them arrested if they are a man.

Bullshit Detector 1 point spend – While the woman pronounces it naturally there is something odd about how she introduces herself. Like Aurélia is not her real name.

Militaria – Aurélia stands with the stance of a fighter and sits with plenty of room to rise. If you were to throw a bread roll at her she would likely fail to catch it, dismissing it as a true threat long before it reached her.

Streetwise – All veterans of city fights learn to recognize a fighter. Aurélia fits it to a T. She exudes the sense of danger that tells you to fuck off or be killed.

Hard (6) rolls to infiltrate Aurélia’s rooms or trick her.


The de Lucy Steward

The steward is staying at the base of the East tower. He has two squires with him.

The steward himself is dumb, unable to speak. The squires, trained to understand his hand signs translate for him. One has been sent ahead to the Nunnery to warn them of the steward’s coming.

The second squire sleeps on a cot outside the steward’s door in the small anteroom. He sleeps light since the steward can’t make too much noise.

The steward sleeps in a large well furnished room. There is a glass window that opens out onto the yard. A thief could easily climb up. However the steward keeps it shut and it will have to be broken quietly to get out.

The steward keeps the signet ring of his Lord de Lucy in a writing case he keeps by his bed.

Surveillance – The squire is sent away by the steward once every hour or so when he is in his room. Mostly for fire wood or a wine skin.

  • The steward comes out of his room twice a day for lunch and dinner. Otherwise he remains in his room writing.

Intimidation – If someone tries to intimidate the Squire he will get angry. Bravely he will pull a knife and try to scare an attacker away.

Taunt – The squire can be lured away by telling him one of the servants has insulted him.

High Society – by imitating a noble man a thief can get an audience with the steward and his squire.

Hard (6) rolls to infiltrate the rooms and sneak past the squire.

Normal (4) rolls to sneak past the steward or trick the squire.


Maxine de Gizac

The evil woman has taken over the West Tower. Much harder to climb it can be entered from below through the bottom floors or from an upper window by climbing from the East Tower.

Maxine has one servant left, a greasy man with a slick tongue, Renaud. He likes boasting to the servants about how rich his mistress is and ordering them around. He sleeps in the top room with a short sword to hand. One of the outside windows opens into Renaud’s room. The other opens into the stair well.

In the bottom room there is a small sitting room and the bedroom. The sitting room has a collection of many of the fineries from around the Inn. A cage with a song bird sits on a small table by the door.

The bedroom is flush with pillows. Their round softness barely equaling Maxine’s own girth.

Maxine de Gizac herself is a horrible person. She has bad manners, bad breath, and a bad temper. She keeps herself in her rooms, storming from sitting room and bedroom in her rages. She constantly orders more and more ridiculous foods and demands that Paige becomes her courtesan.

Maxine keepers her invitation to the Royal Wedding in a glass case in her bed room. It is unlocked.

Performance – Renaud is easily distracted by a show. The dumber the better.

High Society 2 point spend– If Maxine can be convinced that a noble more notable than her has come to visit she will happily let them in.

Astrology – Renaud frequently takes out a star chart and creates horoscopes for Maxine.

Notice – the Inn Keeper sends in many skins of wine. Maxine must be a raging drunk.

Normal (4) rolls to sneak past Maxine and Renaud.

Hard (6) rolls to sneak past the song bird.

Easy (2) rolls to sneak past Maxine or Renaud if they are drunk.


Targets

De Lucy Signet Ring

A lord’s signet ring.

Marriage Invitation

Invitation to the holder for the marriage of the King’s Daughter in the town of Sistels.

Friday Game Notes: Goliard Town of Bouclans

 

Nuremberg_chronicles_-_f_077v_1.jpg

Bouclans is a small walled town built at the edge of a small lake. Two gates protect it from an overshadowing hill, the houses cascading into the hollow of its tall towered walls. A large church towers over the smaller buildings its chapel facing out into the water.

The town has little interesting trade, making and exporting barrels as part of the cooper guild, the oak barrels either getting filled with fish from the lake or shipped empty to nearby breweries. The cooper’s guild keeps a wealthy guild house by the small docks where they sample some of the oldest ale vintages from their favourite breweries.

The church is famous for housing the body and treasure of Sir Goliath, a supposed giant who sacked an entire heretic city in the crusades himself. His body, still in his personally made iron armour lies in a hidden crypt far underground. Myth says that he was buried with three chests of gold, all that remained of his plunder after indulging in every tavern on the way home.

The town, being built on a lake, has many passages under the town to let streams flow off the hill under the streets. These are just big enough to get small row boats underneath and smugglers until recently used to use them to smuggle whisky across the lake. Bouclans being perfect because if they were caught they could pour out the ale and claim to be selling empting casks from the Cooper Guild.

The walls circle the entire town, including most of the water side, but small passages have been made to allow fishermen out to their boats on the lake. The lake mostly serves up eel which the locals eat with abandon but most neighbouring towns disdain.

There is no Ordo Vagus already here. The bishop of the church is notoriously fickle and uncaring while the smugglers who sometimes use the tunnels are unkind to thieves. Occasionally vagus will come to try their hand at finding Sir Goliath but most give up in sheer frustration.


Gate House

Architecture

Bouclan is surprisingly well defended though it has never been attacked. Two gate houses mark the bottom and top of a tall hill that separates the lake side town from the rest of the world.

Free – The walls are easily climbable and there are probably passages to let fishermen in and out.

Easy (2)  rolls to climb wall or find a secret passage.

Guards

The soldiers in the gate houses are paid for by the king and therefore are more rigorous than if they were local men. This is perhaps to stop the smugglers that used to use Bouclans as a hideout.

Day

Guards in both towers make sure to keep track of the wagons going in and out of the city and inquire after each strange traveller entering the town.

Night

At night the gates are shut. Guards patrol the walls and man the towers but the heavy wooden gates are kept shut.

Militaria – The soldiers in the gate houses don’t look like they ever relax and their insignia show them to be king’s men. They are probably more rigorous than local men.

Lore of Thievery – Bouclans used to be a well known smugglers hideout for getting whiskey barrels around royal tax collectors. Perhaps that’s why foreign men man the gates.

Commerce – It looks like only wagons are being stopped and searched, peasants and travellers on foot are free to pass.

Hard (6) rolls to bluff or sneak past the guards without suspicion.


Coopers Guild

Info Gathering

Tavern

Whispers in all the pubs about town all confirm it, the guild is not doing well ever since the Guild Master got in an argument with the owner of the closest brewery. Supposedly he agreed to marry the owner’s daughter but then went back on the deal when he saw her for the first time. No one really blames him but he’s kept the dowry.

Now that the brewery wont buy Bouclans barrels other coopers are undercutting them from elsewhere but the Guild Master refuses to give any of the dowry back, a large sum in gold and a precious cask of whisky, and he wont sell to any of the fishermen whose eels could fill the growing surplus of barrels.

Commerce/Accounting – Many wagons are leaving Bouclans only partially full and most heading along routes to distant towns. There are a lot of richer places they could be selling to.

History/Research – Bouclans is famous for its well crafted barrels which it would sell to breweries all around the country. Famously Bouclans is the only town where they made more money moving empty barrels than full ones. There once was a lot of money in the business.

High Society – The rich in the city, especially the guild members are getting more and more angry as their market fails. They think they could sell off the huge amount of surplus barrels to the fishermen if the Guild Master would let them.

Fanny Boisselot – Disdained Bride to Be

Stays day and night in a house across the street from the Guild House.

After being left at the altar by Manuel Fanny was not put off, rather stubborn she made her father’s servant hire her a house near the Guild House and now she is camped out waiting to get another chance to marry the Guild Master. She is very business minded after working with her father at the brewery and already has plenty of ideas on how to save the failing Cooper Guild.

Negotiation – Fanny will be happy to leave well enough alone if Manuel gives up the dowry or agrees to marry her. She thinks she can work out something with her father once she’s in charge of the guild. She’ll trade the famous cask of whiskey with any noble person who manages to get Manuel agree.

Omer – the Villainous Paymaster

During the day in the Paymasters office keeping accounts and handing out cash to coopers or wagon drivers. During the night he sneaks out to a gambling den near the Guild House. He sneaks back early at night.

In charge of the Guild’s accounts and paying merchants is Omer, a small dark haired man. Omer likes sticking his long sharp nose in every business he can. Largely in debt to the local gambling den he steels cash from the Guild Coffers correcting the accounts the next day.

Accounts – The account books in the guild are carefully changed to hide a small amount being stolen every couple of weeks.

Streetwise – a gambling den meets every week near the Guild House and a short cloaked man is seen sneaking inside every night. He seems to lose every game.

Intimidation – Omer is an easily dominated man. He will happily give up his keys to the coffers or the Guild House if pressed.

Exterior

The building is a large wooden three story building, filled with meeting rooms, dining rooms, and bed rooms for guests. There is a small private chapel as well. A well stocked stable houses horses and wagons connected to a wagon yard at the back to load barrels for sale.

The area around the guild house are the cooper workshops and homes. Interspersed with these are hoopers shops where blacksmiths pound out hoops for the barrels.

Architecture – The ground floors of the Guild House are filled with a dining room and large kitchen. Below must be a cellar where they keep the drink their barrels are famously filled with. Upstairs are guest rooms and probably the Guild Master’s private quarters.

  • 1 point spend: The second story flares out from the base of the building but the stables lean against the back and the loading crane make easy ways to sneak into the upper two stories of the building. Of course the neighbouring workshops and houses all overlook the Guild House.

Common Touch – The loading yard at the back is constantly filled with wagons loading up newly made wagons even with decreased business. A lot of strangers go in and out to the paymasters office.

  • 2 point spend: One of the smugglers tunnels goes directly underneath the building and there is a secret trapdoor into the kitchen.

Normal (4) rolls  to climb up to the upper stories.

Easy (2) rolls to sneak amidst the wagon drivers without suspicion.

  • But any suspicious action will alert people to a strangers presence.

Guards

Lightly armed men hired from the pool of waiting wagon drivers. They are ordered around by Mathis Polvo, a seasoned hand and soldier.

Mathis Polvo – Guard and Horsemaster

During the day wrangles the wagon drivers and their horses. At night camps out in the dining room trying to catch Omer stealing money.

The organizer of the guards and horses around the guild house Mathis is a hardened ex-soldier who fought with Manuel’s father in the crusades.

He even remembers seeing Sir Goliath collapse in the streets when he was a child. He suspects it was one of the town whores who had enough who poisoned the giant in the end.

Day

During the day the guards work as wagon drivers. Mathis Polvo works with the horses in the yard during the day.

Night

Three guards patrol around the outside of the building. Two more sleep next to the door of the Young Master’s room upstairs.

Mathis Polvo sleeps next to his sword in the dining room.

Militaria – At least five guards patrol the guild house at night. During the day there are a lot of armed men in the yard to guard the wagons as well.

  • The guards are clearly inexperienced. If in a group they may be dangerous.
  • 2 point spend: Three of the guards guard the bottom of the Guild House, the other two must patrol the upper floors.

Camaraderie – Money has been going missing so Mathis has had to hire more guards and with the Young Master keeping so much money upstairs he’s had to put guards up there as well.

  • 1 point spend: He thinks Omer is robbing the Guild for everything he can but he can’t prove it. He thinks Omer takes the money at night and so stays in the guild at night trying to catch him red handed.

Normal (4) rolls to sneak past the guards around or inside the guard house.

Near Impossible (7) rolls to sneak past Mathis Polvo.

Interior

The kitchen, stables, and Paymaster’s office both open onto the loading court. A locked door in the Paymaster’s office hides the coffers of the Guild House. The doors of the Guild House are locked up at night while three guards patrol outside. A stable boy tends the horses in the stables. Bruno, Manuel and Roselyne all have rooms inside. Mathis has been sleeping in the Guild House dining room hoping to catch Omer red handed.

Bruno – Cook

During the day working in the kitchen and serving the Guild Members in the dinning room. At night sleeping on a cot in the storage room.

A polite but quiet man Bruno enjoys cooking for the guild but he preferred it when they did a better business with the breweries. He enjoys talking to other people who enjoy good food and happily shares food with the wagon drivers and guards who come through the yard. He keeps the key to the cellars.

Flattery – Complementing his food will get Bruno to open up about his young employer. He thinks Manuel is just nervous about getting married, Bruno goes and brings Manuel food, the only time Manuel unlocks his doors. He knows the money and the cask are all still up there untouched.

Guild Members – The Coopers

During the day they feast in the house during the evening. During the night they sleep at their houses.

The coopers in town are well to do but are quickly becoming annoyed with the surplus of barrels not being sold by the guild. At least five turn up each night to eat dinner and discuss what is to be done but without Manuel’s seal they can’t do anything.

Performance – The guild members could do with a break from worrying and will happily pay some performers to entertain them with song and dance in the Guild House.

Roselyne Auguste – The Guild Master’s Sister

Stays the night in the Guild House, but during the day does business around town.

Roselyne is the sensible one, canny and straightforward she knows how to run a business and just wishes her brother would understand. She thinks he’s being childish that he wont marry Fanny Boisselot. She knows Fanny worked quite closely in her father’s business and should be an excellent spouse to help her brother run the Guild. The only thing she wants to do is move away from all of these eels and have an adventure somewhere else.

Flirting – Roselyne is very keen to get away from Bouclans and its many eels. If she can just get her brother to stop sulking and marry Fanny she can leave.

Reassurance – If someone can promise to get Manuel to marry Fanny she will happily let people inside as guests to talk to him. Of course she can’t promise he’ll come out of his room.

Normal (4) rolls to engage with any of the people who live in the Guild House.

Guild Master’s Room

The Guild Master’s room is on the third floor and Manuel keeps the door locked. He has the dowry in a chest as well as the small and ancient cask of whisky. He keeps his keys in his pocket and his seal in his desk. He keeps the windows locked most the day and only opens it to dispose of his chamber pot.

Manuel Auguste – The Guild Master

Locked up in the tower all the time.

The Guild Master has locked himself up in the Guild House sulking after his ruined betrothal. He is quite young, only twenty three and wishes his father had bothered to make his will out to his business minded sister. However he had been looking forward to getting married but chickened out at the last minute. After the scolding of a lifetime from his sister he’s locked himself away and refuses to sign any of the forms she brings him.

High Society 1 point spend – The Guild Master has locked himself in the Guild House ever since that silly marriage thing. Everyone knew that the owner’s daughter was a troll he should have accepted it.

Common Touch/Carouse – According to many of the fisher men and carousers in the pubs the Guild Master was to marry the daughter of one of the breweries in Marchenoir but refused her even after taking her dowry, a precious cask of ale and a heap of gold besides! They say he has it all in the guild house and refuses to let anyone near it.

Bullshit Detector – While rumours are spreading that Manuel refused to marry Fanny because of her looks in reality Manuel never even saw the poor girl and never showed up to the chapel.

Hard (6) rolls to sneak into the room without Manuel noticing.

Targets

Fanny’s Dowry

A small chest of gold and gems and a cask of expensive ale.

Guild Coffers

A large store of gold.


Church

Architecture

A large and towering church with a large and towering bishop.  The largest building in town it’s wide doors open onto the central square better sculpted even than the Mayor’s House diagonal to it.

The Church was built by the Freemasons ten years ago. It follows the standard design of most catholic churches but the masons carefully constructed the windows at irregular angles to create a crisscrossed space of light and shadow.

The altar is fairly bare, missing a normal cloth covering and topped by a large iron cross. The only valuables are the silver candlesticks.

The iron cross is actually Sir Goliath’s sword re-forged after his death. The Freemasons set the sword as part of a lever and if twisted the niche where the epitaph is carved opens to reveal a narrow stair case downwards into Sir Goliath’s tomb.

Notice – In the late evening the light perfectly light up a small alcove at the back of the altar. In the hollow a stone is slightly offset with a carved epitaph:

Slayer of men in battle,

But held up by many men,

He turned from battle,

To hold up Christ himself.

Research – Sir Goliath was a giant knight famous for sacking an entire town on his own. He supposedly killed three hundred infidels himself with his giant bastard sword. When he returned he used his massive wealth to keep himself in ale and whores across Europe until he arrived in Bouclans where he settled down. One day he fell dead in the street and was buried in the church. Supposedly the last three chests of treasure were buried with him.

  • Document Restoration – A mostly destroyed finance account mentions that after Sir Goliath’s death his sword was melted down by a blacksmith and sold to the church.

Occult Studies – The Freemasons built the building, famous for secret passages and occultism they almost always left secret marks for other members to find.

  • 1 point spend: One such mark is the poem meant as a riddle, the answer usually would refer to some other part of the building which would be the entrance upon pushing on a nearby secret button.

No rolls  needed to talk or sneak past the priests.

Inhabitants

Bishop Cyril

Bishop Cyril is immovable, worthy of sainthood being so stubborn it almost accounts for a miracle. He refuses entrance to any beggar or clerk who comes to his door. When he gives sermons he reads flatly from the Bible without a single shift in tone. He is yet to wonder why attendance drops. The Bishop Cyril runs a tight ship over his  own priests and would never allow them to live like the Ordo clerks.

Bishop Cyril tries to supress the stories of Sir Goliath but many of the towns people are proud of the gigantic city icon. To make maters worse a monk living at the church has vanished and the people say he found the secret entrance to Sir Goliath’s tomb and was killed by the traps inside.

He tells people that the missing Priest ran off and that he is too busy with his duties to God to worry about it. However the Bishop knows well where the brother is hidden. Wanting to swell trade during the cooper’s crisis he began to ask smugglers to work in the town. However now that the King’s Guard have moved in he is being threatened and is paying them their lost profits.

Bullshit Detector – The good Bishop is austere, but perhaps not so good. He certainly is hiding something.

Surveillance – The Bishop leaves lights on in his house at night. However careful observation notices no movement within.

Hard (6) rolls to trick the Bishop.

Priest Durand

A more kind hearted clergy man but constantly in tears, Priest Durand is worried about his friend Priest Périer who has been missing for a week. He knows that Priest Périer was obsessed with finding Sir Goliath’s tomb so he suspects that the towns people may be right. However after a traumatic attempt at begging Bishop Cyril to help him search Durand has forgotten anything Périer told him.

Interrogation – Durand just needs a firm questioning to remind him to think clearly. Once he’s shaken off his tears he remembers that Périer told him there was a strange cubby at the back of the altar. He said there was a strange saying carved above it that he thinks was about Sir Goliath.

No rolls to talk to Priest Durand.

The Tomb

The stairs from the church descend to a hinged stone door into a small vaulted chamber. Once a whole chamber, walls on either side have been knocked away to connect it to the Smuggler’s Tunnels. Trash and rubble cover the floor where the walls were destroyed. No further tomb is obvious.

Father Périer managed to get this far but had the misfortune to be kidnapped by the smugglers who are hiding out inside the tunnels.

Notice – Scuff marks show a struggle happened above the shaft. A pry bar and some rope are lying in the corner.

 Antiquary – A close examination of the floor reveals that one corner of the room has rougher flagons than the others, perhaps they were laid later by less experienced masons.

Underneath the stone is a shaft down into a water filled passage way. There are small footholds where stones have come loose over the years. Marks on the walls makes it obvious that the water has raised during heavier rains flooding the passages below.

As befitting a tomb there are two traps inside the passage. Built under the water line of the lake the flow of water from a stream above works against grave robbers. First of all there are two stone locked doors featureless on the inside easy to unlock from the outside but not the inside. Both open inwards forming an small section. Once inside the water pushes the door shut locking the thief inside.

Infiltration will easily get the doors open and Athletics or a good stone block will prevent the door from opening. Sense Trouble will tip them off that something is wrong. A permanent wedge is needed to keep one open while they figure out how to get the other one open. It can be smashed with a ram or chiselled open.

The final trap is a door. The door is completely flush with the ceiling and sticks as it swings open. Once opened a flat stone falls letting the stream above into the chamber hopefully drowning anyone inside.

Behind the final door is Sir Goliath’s resting place. A large stone casket holds his bones and shield emblazoned with a picture of a white giant on a green field covered by a massive sword. Three iron chests are set high up in alcoves on the back wall. All three are badly rusted from the wet air and practically come apart as they are lowered down.

The contents are:

  1. A waterproof leather package containing an original Liber Abaci.
  2. A set of lead soldier figurines with the inscription on the biggest one “For my son”
  3. The third one has three gold coins in it and an iron cross.

Of course the gold was really melted down into the cross and covered in iron.

Normal (4) rolls to notice or avoid traps before water starts flowing.

Nearly Impossible (7) rolls to reopen or avoid traps once the water starts flowing.

Target

Sir Golaith’s Treasure

An original Liber Abaci, a lead soldier “for my son” and three gold coins.

Cross of Sir Golaith

The iron cross of the church is in fact mostly gold. If the thieves can figure out how to steal it…


Smuggler’s Tunnels

Underneath Bouclans are small arched channels for the streams to flow out into the lake. Not long ago these were used by a gang of smugglers using it to get whiskey barrels across the lake and past tax collectors. Now however the king’s guard have come to town to try to stop the smuggling and the criminals are laying low.

Secret trap doors open into several houses, including the Mayor’s and the Guild House. A camp of king’s guards are staying in the Sultan’s Head and are making inquiries but no one has opened up to them.

Law – The King’s Guard are allowed to search buildings when they want. Clearly their presence has been doing enough to stop the smugglers since they haven’t bothered to do more than ask around.

Easy (2) rolls to find and enter the tunnels.

Bishop’s House

If the king’s guard explored the tunnels extensively they would find a hidden entrance into the Bishop’s House. It happens the Bishop was quite keen on extra business in town and helped the smugglers himself. He has told the criminals that he will try to get rid of the guard and meanwhile the thugs are extorting him paying for all their lost profits. They threaten that they’ll tell the guards that he’s involved if they get arrested.

Each night the Bishop buys food as the market closes and takes it through the tunnels to the hideout. He can be followed with Surveillance.

Hard (6) rolls to sneak into the house.

Hidden Boats

A small hidden dock underneath the town wall is only accessible from the tunnels or by a low boat. Five small sleek sailing boats are kept, masts lashed down, wait to ferry casks of whisky across the lake. Three smuggler guards are kept here on shifts to make sure no one steals the boats.

Streetwise – Fishermen use a secret gate in the wall to get out to the other side of the wall.

Camaraderie – The fishermen know that smuggler boats sometimes slip from under the town. They do so pretty rarely now that the King’s Guard are on look out for them.

  • 1 point spend – There is some smuggling going on outside the town ever since Coubron was locked down.

Hard (6) rolls to sneak past the smugglers.

Hideout

Far in the tunnels beyond the broken into tomb is a chamber, once a cellar, now being used as the smuggler’s hideout. A staircase climbs up into a house right at the edge of the city walls where the smugglers sleep and keep the casks of ale that would have been brought into town by wagon. Nine thugs are staying inside. They also have Father Périer tied up since they figure he’ll tell on them. His weeping and screams they’ve stifled with a rag in his mouth.

Inside the house is the trussed Father Périer and a chest filled with gold stolen from the Mayor.

Streetwise/Commerce – A house up against the wall seems to have no one go in or out even though lights burn inside at night.

Taunt – Anyone being annoying enough outside the house will be received by two large men. They’ll come out with clubs and try to scare the offending party off but will not stoop to kidnapping them off the street if necessary.

Hard (6) rolls to sneak past or trick the smugglers.

Target

Smuggler’s Ransom

A chest of gold extorted from the Mayor. He’ll be happy to see it again…

Father Périer’s Return

The reward money for saving the good Father from the smugglers.

Saturday Session Prep: Flames Engulf 21

Saturday Session Prep are notes directly from my game sessions. They are completely unedited, sloppy, and unorganized, enjoy! They include both before and after session notes. 

SESSION 21

Leslie wrote note to Father – sent communicator – and mentioned that they would come see him soon

Got passports for them and recommendations for universities in Europe

Benoit wrote letters to his children and Diana to be sent if he dies

Ben has letters locked in his desk and has copy on person

Sam wrote will, and sent letters to family and aunts if he dies

Malcolm has written notes to Papa and Liam

 

NEW RULE: PLAYERS MAY NOT SPEAK TO EACH OTHER AND MAY ONLY SPEAK TO THE KEEPER.

  1. They can’t make noise with their mouths at all.
  2. Magic doesn’t work. It simply seems to have stopped existing. (Later they will find out that magic read straight out of books does work but no where else)
  3. Any written notes are passed to the Keeper and then given to recipient.
  4. Any time a player does talk to other PCs or NPCs they lose 1D10 sanity. This simulates the frustration of the complete inability to communicate.

No sound?

All passed notecards are handed to GM and switched for a random card (collected over the entire campaign) and given to the recipient.


Well well well. Not to gloat, but they completed the spell. You know what that means?

Apocalypse

Nyarlathotep, agreeing to leave makes one final quip: “If you need me back there is a nice spell to summon me in those Archives of yours!”

He vanishes in a melodramatic cloud of black smoke.

Setting:

It is the dark of the moon around midnight and it was a black out before the spell went into effect. Now the city is pitch black while everyone goes crazy.

Spell Site

Lavinia and Mitsuko panicked ran off. Mitsuko, unable to speak in panic killed Lavinia by strangulation and slamming her head against a head stone. Maddened with fear she rips strips of flesh from Lavinia’s face.

She will flee from the site of other humans. If cornered she will attack trying to strangle them.

From the top of the hill the town can be seen below, the lights are going off in many places and against the dark sky some smoke can be seen.

As you struggle to make sound issue from your lips, as you look around at complete strangers you’ve known well for the past five years and complete silence falls on the world around you your mind races through the possibilities. A wave of cold dread floods your body making you shiver uncontrollably. You realize all too quickly what has happened. Just like matter and energy, that thing that just left is us. The communication, the thoughts, interaction, literature, speech, sound, the senses, they are it. It has done you a kindness by leaving you your minds, for it is that too, and it could have taken that as well. Or… perhaps it wasn’t so kind after all.\


Zone 1 Encounters

Shell shocked people in a huge crowd walking in a group while Trevor (now just a crazy old man) tries to rob them and runs through them.

  • A chase scene
  • More horror as Trevor can’t communicate
  1. Bottom of the hill – smoke can be seen from the hospital (goal)
  2. Smoke is also coming from the university. (goal)
  3. People are walking around in the street. (mystery – obvious assumption – zombies)
    1. People are dazed and don’t respond to anything
  4. Someone is weaving through the crowd (mystery – Sam recognizes Trevor – goal)
  5. Trevor runs away (challenge)
    1. Pushes shell shocked people in the way
    2. Abandoned car is in the way
    3. Larger crowd of people to weave through
    4. Climbs over fence
  6. Trevor can’t speak and is terrified of people.

Shell Shocked: Camellia Addison, Mona O’Hare, Marilyn O’Hare

Looter: Trevor

The Hospital

Three aunts and a collection of eyes from the hospital – Truly Mad

  1. The front doors have been smashed open from the inside by a stampede of people, corpses lie trampled and bloody glass lies everywhere. Several people must have jumped from the higher windows. (horror)
  2. The doctors and nurses at the desks are missing their eyes. (mystery)
  3. Papa Warrell’s room is empty. (mystery)
  4. Patricia’s room is empty but there is a lot of blood on the floor and a drag mark out the door (mystery and horror)
  5. The aunts are wandering around collecting eyes. They act passive around people then inject them – a hard Con roll is needed to stay awake – a botch results in HP loss as well from whatever they injected them with. Once asleep they will remove the eyes and sew up the holes and any other wounds. Each round they have a 25% chance to do something new:
1 Wander off
2 Eat an eye ball before dancing on the spot
3 Pretending to heal the person like a doctor

The University

Papa Warrel has gone to University to have fun with his explosives

  1. A lot of smoke can be seen from the university (mystery)
  2. As they enter the quad there is an explosion from one of the buildings (danger)
  3. Papa Warrel is running around in the quad with a box of grenades (danger and goal)

Looters are attacking shops and trying to take whatever they can.

  1. Along an area with shops a burning car rolls into the street and crashes in front of the party/party’s car (danger)
  2. A half dozen men are looting the shops – they shoot at the party (danger)
  3. They attempt to steal the truck and kill anyone in their way (danger)

Looters: Harlow St. John, Liam Arriguccius

Truly Mad: Brid O’Hare

Orne Library beset by Ferals. Ferals roaming around.

  1. The doors and windows of the Orne Library are smashed up (mystery and goal)
  2. Ferals are running from inside the building with old looking books – they are the only thing so far that makes sounds (mystery)
  3. Ferals are running inside the building hunting anyone who enters (danger – horror)
  4. The Necronomicon inside the Orne has been picked up by one of the Ferals (goal  and danger)
  5. The feral attempts to escape from them (goal)
    1. Pushes over a book case to escape
    2. Other ferals attack
    3. Jumps over desks
    4. Smashes through window
  6. He has a ripped up Necronomicon – the spells in a lot of the books are readable and when spoken aloud still make sounds. They are completely random and generally summon things.

Ferals: Dr. Henry Armitage, Donald O’Hare, Aileen O’Hare, Philip Treval, Carol, Angelica Christie, Norm Ainsworth

Zone 2 Encounters

Chadwick, Bradwick, Chadley truly mad and making human pyramid.

  1. The ground shakes as they weave through a street packed with abandoned cars (mystery)
  2. A great silhouette rises above the streets (horror)
  3. The tower is a pile of humans all holding on to each other making a human like shape the head is made up of Chadwick Bradwick and Chadley. (horror)
  4. The thing takes a step – people at the base being squished as it goes (horror and danger)
  5. The thing tries to chase
    1. Crashed cars behind slow escape
    2. The creature falls apart as it follows
    3. It collapses into a horrific field of bodies

Houses

Haruto dragged his mother home

  1. The neighborhood around the PCs houses is filled with people dancing – they are not in sync with each other but do varieties of dancing from the ecstatic to the graceful ballet. They are close on the street and can’t be driven through without ploughing through them. If moved they will start dancing elsewhere (horror)
  2. An ambulance has been abandoned on Ben’s lawn (mystery)
  3. Blood can be seen on the porch and in the hall all the way up the stairs to one of the bed rooms (horror and mystery)
  4. Haruto is lying hugging his mothers body which is just barely still alive. The bandages have come loose and she has lost a lot of blood. She needs a blood transplant fast (horror – goal)
    1. There are a few tins of dried plasma and water in the ambulance
    2. All the necessary implements are also there – this counts as a hp to hp swap. She needs at least 5 hp of blood from someone to survive. If not done by one of her children there is a 30% chance she reacts badly to it.

Zone 3 Encounters

Cultist summons a bull like thing that kills plenty of shell shocked people.

  1. If the feral with the Necronomicon escaped from earlier the cultist here can be using the book
  2. Blood and bodies have been turned into totems and symbols along the walls of the houses up French Hill (mystery – horror)
    1. More and more shell shocked people are wandering around here as well
  3. At an intersection a man in a tattered suit Esmerelda Ocana is holding out an old book and is pulling out the guts of a man with his ribcage torn open in front of him (danger – horror)
  4. Esmerelda utters strange guttural sounds as she rips the guts out.
    1. In 1 round the body starts to shake and rise in the air.
    2. Black ooze seems to pop out of the body’s back and forms into a huge roughly bipedal creature the size of a rhino with the corpse as a head ridge.
    3. It gores Esmerelda and begins to charge through the crowds of shell shocked people

Shell shocked people: Elizabet Doulat, Bill Philips, Moreen, Sloane Foster

The Archive of Misery

Agatha/Diana/Channel happily comes out of her hideaway and begins wrecking havoc in the Lower South Side

The house is intact and not burning unlike much of the city. From the top of the hill Downtown can be seen burning.

Ferals: Fiona Salesman

Truly Mad: Lucy and Evana Salesman