Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Friday, June 28, 2024

City of the Siege

Suspend your disbelief, if you will, about the siege of a castle long ago.

An army brought to its doorstep. The surrounding fields and villages have been burned. Terms are offered and denied. Trenches and tunnels are dug, and great engines of destruction are wrought. And then it simply. Never. Ends. 

No assault is brought, and no surrender is given. The attackers settle in for the long haul. The Defenders' position is unassailable, they must be waited out. That victory never comes, but the siege cannot end.

Crops are resewn. The soldiers settle in. Great walls are built surrounding the Defenders' holding. Towers constructed to oversee every inch of no man's land and outposts to watch the deep caverns. Patrols become formalities. A long fatigue sets in, beset by a yearning for home.

So home is brought to them. Supply lines become formal avenues of trade. The campaign community becomes a domestic community. The soldiers settle. They bring their families and raise their children between duty shifts overlooking that horrible castle. The Defenders could make a move any day now, out of desperation... But will they? Probably not.

Sutlers become merchants. Soldiers into farmers. Prostitutes become wives. Landless knights local landlords, and engineers craftsmen. The Siege continues.

So long, in fact, that it is forgotten that terms may still be offered. Where there was an army there is now a militia. Where once were patrols there are ritualistic 'parades' and grand religious postures in the dark castle's sight. The tools of the army become relics, and their duties become sacred covenant.

And during these long years, mysterious things are happening. An elder dies mysteriously, a well-read scholar's house burns down along with all their books, people whisper that their loved ones have been acting strange, and always are their accusations cast ruefully upon the dark castle the city surrounds.

The people begin to leave. The dynasty who began this cathedral of war has long subsumed. Little memory remains as to why or how any of this city exists, and what is there is veiled in legend and archeology. It all begins to collapse in slow motion, like a glacier receding forever: an earthquake, a neighboring polity destroyed, a great fire, civil strife.

Now, after twenty generations, there are but 500 people left. And there is just but exactly one old, tired, stubborn man who clings to the traditions of his grandfather's grandfather. He stands upon the watchtowers. He parades around the city alone in his faded clothes and tattered banner. He crankily complains that the city was great and beautiful in his grandfather's time - when the people were virtuous and prospered, and the walls were well-maintained - although, in reality even then the City was but a fading form.

One grumpy cantankerous elder, being all that stands between the world and these Defenders of the ancient order. When he dies, in two weeks, and the patrols finally cease, the dark castle will begin to wake.

Its tireless sentinels of the dark castle will see that resistance has dissipated, and they will wake their lord from his millennial slumber.

Monday, August 16, 2021

Rumors About The Supermarket

I get an existential dread when I enter the supermarket. 

Today I learned I wasn't the only one.

I believe there is a werewolf at the supermarket. At night a man disappears somewhere at the back of the store: between the home improvement section and the place where you see pet fish. He hunts and stalks by the shoes, listening for when the boxes open and the laces are untied - when one is most vulnerable.

I believe there's something odd about the greeting card section. The manager says nobody on shift has updated its stock in seventeen years, and yet its cards are always new. She doesn't question it, and neither should you.

I believe the two butchers on staff might be aliens. Extraterrestrial aliens. They have eyes behind their eyes, and they're always talking about sitcoms and sports teams that don't exist - The Denver Superintendents, the Knoxville Salt Slugs, the Detroit Lions. I think they're here to spy on us. They keep asking if there's anything I want. I always say no.

I believe there's a ghost at the supermarket. It lingers in that place where you recycle your bottles and cans. When you're alone, you can still hear the sounds of distant crushing and clinking long after the cans and bottles have been processed. The ghost is a petty judge. It despises foreign entities. A xenophobic ghost, that also hates ginger beer.

I believe there is a poltergeist. Sometimes it throws items off of the shelves or undoes screws letting whole stocks collapse. When one reaches for the freshest milk at 3am you'll feel its cold grasp, and raspy whispers that the ones at the front are still fresh. Ignore the Best Use By date.

I believe the supermarket is infested with gremlins. Someone keeps finding the discarded wrappers of Little Debbie swiss rolls and chocolate cupcakes stashed in high and low places - under shelves, tucked behind the store logos, inside the middle stacked shopping cart. They leave the Nutty Buddies alone. Gremlins allergic to peanuts?

I believe shopping carts are the spirits of the dead. Soothed by the Orphean sounds of uncontroversial 90's music, by their orderly processions to and from the parking lot. They are kept clean and attended, and they help those who come. It's far more personal than a graveyard. People used to go to graveyards, but not anymore. Sometimes, a spirit will attempt to escape. You'll find them, lost and alone, unable to move on their own accord, on some walk by side of road. Nobody wants to help them.

I believe there are more store brands by the day. Store-brand pickles, store-brand broth. Store-brand bread and store-brand shoes. Store-brand "Caution: Floor Wet" cones and store-brand floor tiles. I think I met a store-brand person yesterday. Not an employee - what I initially thought was a shopper, with a store's logo shirt and a barcode tattooed on their forehead. They asked me whether I was able to find everything I needed. I uncomfortably replied: "Yes", and quickly moved on.

I believe I've seen several greeters at the doors. Different people, same nametag. Do they really just have one to share among them all? I might've thought so, until I asked one about a question and he responded like the woman I saw at the door last week.

I believe the supermarket has long-armed men working the stockrooms. The shelves are made in ways that no normally-proportionally person could reach, even with use of a stepladder. I've seen drag marks on mopped floors of wide boots flanked by trailing knuckles. In the dairy section the shelves go too far back. I'm 6'2'' and still couldn't reach the sour cream.

I believe there's a snake that lives in the supermarket. A big one. I've only ever seen its rattling tail, trailing around the corner of the aisles. It must be as big as a full grown man, from the size of that tail. Maybe bigger. I think it must live underneath the freezers, maybe, where it's warm and dark. Or maybe in the shelves between the aisles for mac & cheese and barbeque sauce.

Thursday, March 11, 2021

Graduate Library

The Graduate Library of Chronulus in Wizard City Hexcrawl looks like a building in bondage: flying buttresses propping up jutting floors, massive chains binding together crooked towers, impossible wings defying gravity and architectural modesty. It is recursive in the way it's supported: the buttresses have buttresses, the chains have chains.

The interior gives a similar impression. Rooms with other rooms inside and secret shelves between the shelves. Labelling is in constant renovation. To navigate without prior knowledge or a guiding Librarian is to risk isolation and ruin.

It's a labyrinth, in a very real sense: one may turn a corner to find the way back has been blocked by a shelf, or spend days making nothing but left turns only to find no exits. There's a Minotaur. It lairs in the Mythology section. The Librarians call it Alexis. It eats lost undergraduates.


The tentative map of the library.

~~~~~

Three factions hold dominion within the Graduate Library

The Grey Gnosts

a.k.a. The Grey Ghosts
a.k.a. The Bibliognosts of University of Chronulus Graduate Library
a.k.a. The Librarians

The Grey Gnosts are given sacred charge to administrate and protect the Graduate Library. In this line of duty they are rigorously trained in cataloguing, community outreach, database management, custodianship, curation, pathfinding, survival, tracking, infiltration, small unit tactics, assassination, marksmanship, and assault.

They have their hands occupied simultaneously managing the library and fighting a full-blown three-way war with the Bookworms and the Department of History, all without destroying the library's precious contents.

It's an ugly war. Casualties are high. With an ill-kept ceasefire arranged with the History Department, the Grey Gnosts have focused on exterminating the Bookworms with ruthless new tactics that safeguard the books: cold magic and poison gas.

Leader: Head Librarian Arcadia

Students call her Arcadia the Icepick, for her ruthlessness, stoic disposition, and sharp wit. Rumor has it she directly commands a mysterious black ops librarian unit called The Fumigators, which specializes in magical-chemical warfare and secretly returning books to enemy-occupied portions of the library.

The Bookworms

The Bookworms, contrary to popular belief, are not a single magically mutated and enlarged species of book-burrowing or book-eating pest, but a collection of several 'enhanced orders'. The population includes numerous species: giant weevils, wood cockroaches, fungus moths, cigarette beetles, and even a mutated pseudoscorpion variety.

To them, the Graduate Library is the only home they've ever known. The Library is life, and the Library is death. The Stacks contain enough food for a hundred generations. It provides for their young and facilitates their quick-paced evolution. Because of this, they are locked in an existential war for survival.

Every day, the various species of the Bookworms get smarter and more educated. Every time they consume a book its contents gets integrated into the genetic memory of the host, hence being passed on to future generations of bug. Fortunately for the other factions they've mostly just consumed dictionaries, old newspapers, and poetry. God forbid they consume a manual on small unit tactics: with smarts and numbers they'd be unstoppable.

Leader: The Council of Worm

There are no actual worms among the represented species: it's simply become their confederate name. There are five leaders on the council, and all decisions are made by majority rule.

Councilor Weevil - A gossip, a liar, and a flirt. Ate too many tabloids.
Councilor Cockroach - A survivalist to the core. Notoriously difficult to kill.
Councilor Moth - A poet and philosopher. Abhors this war. Very sad.
Councilor Beetle - A sesquipedalian pedant. Ate too many dictionaries. Pipe smoker.
Councilor Pseudoscorpion - Spiritual leader of the bugs. The Library is life!

The Department of History

The Department of History has, to this day, still not recognized the end of hostilities of the Great Departmental War. "We will never forget!" They chant, remembering the atrocities committed against them during that horrible conflict and since. As such, their department within the university is presently "extricated" (which is to say its funding has been divvied up and everyone pretends it doesn't exist).

The History Department wants to change that. They want people to remember. They will MAKE them remember! As such they exist in a perpetual guerilla war with the forces of the University, principally the Grey Gnosts, who they consider to be war criminals. Alas, the matter of war crimes will surely be a matter for the Historians... if they ever stop being in open rebellion.

The dwindling forces of the Department number about a hundred guerillas, spies, and 'civilian collaborators'. Recently, they came under control of the Rare Books collection, and are presently holding it hostage as collateral against invasion. This has brought forth an ill-kept ceasefire between them and the Gnosts. Both sides gear up for the conflict to get hot again, while fortifying their borders.

Hence, the Maze and the Minefield. The History Department has made good use of the Library's secret passages, using them to smuggle supplies and troops around for surprise attacks. It's more than likely they have sympathizers and spies within the Gnost ranks, allowing them to pick and choose their engagements.

They make war with the Bookworms for the same reason the Gnosts do: the bugs are eating the library. Recently though, there have been attempts between the two factions to try and create a separate temporary peace, allowing both of them to focus on fighting the Gnosts. Obviously, the librarians are doing everything in their power to sabotage these negotiations.

Overall, though, the Department of History is dwindling. This conflict has gone on for too long and cost too many non-tenured professors. They hope to sue for peace with favorable terms, despite their propaganda that they'll never back down from the fight.

Leader: Manixo, Chair, Department of History

Friend and foe alike call him: The Chair. Charismatic, intellectual, ruthless, tough as nails. He is a relic of a bygone era: a professor-veteran of the Great Departmental War and a mentor to hundreds that perished. He has not forgotten their names: he keeps a mental list of each and every student that has died for the cause (approximately seven hundred long), and is said to have a perfect memory.

His pioneering spell is called Memory Extraction. Victims are strapped to chairs and have their brains probed with metal needles like cooking roasts. Doing so produces a film-like collage of their memories, perfectly stored. The History Department keeps these for archive, and to write essays about them and maybe publish a book. The Department of Torture would like to examine this method very much.

Sunday, October 11, 2020

ES - Ghost Ship Rumors / Map

Everlasting Summer

Did you know that 340 million years ago, the land that would be Michigan was under a briny sea? The State Stone, the Petosky, was formed from the fossilization of coral from this period. 


Did you know that coral polyps have mouths?

A ghost ship has washed up on Lake Superior's shore by the Venture township, some kind of cargo tanker - not a sign of the crew. Could it be connected to the rise of A'AQUR?

ONLINE RUMORS

  1. Going to the beach? Look out for Petosky Stones - they're fossilized coral that're hundreds of millions of years old. Some of the best ones can be quite valuable.
  2. The internet page about the 'historic' Sharps Point Lighthouse hasn't been updated since the early 00's. The entire page is just a picture and a title, no links.
  3. Lake Superior is the deepest of the Great Lakes, with a maximum depth of 405 meters. It contains more water than all the other Great Lakes combined.
  4. Lake Superior has its own version of the Loch Ness monster. Folks call it "Pressie". The lake serpent is frequently the fascination of cryptic hunters.
  5. There are over 350 recorded shipwrecks in Lake Superior, with over 10,000 casualties attributed to them. In nearly all cases the bodies never washed up.
  6. A video shows a man describing a picture he took of the Lake that shows a "hole in the water". It's quite blurry and grainy. He sounds spooked.

LOCAL RUMORS

  1. Sometimes people say they can see the Ghost Ship out on the Lake, drifting against the wind. No no, not that old tanker that washed up, the REAL ghost ship!
  2. Some guy named Zachery Bean started the legend when he spotted the ship through a rifle scope in the 70's. He swore until his death in 2009 that it bore the flags of the Royal Banner of France.
  3. It's harder to see, but you're more likely to spot something weird on the Lake at dusk, dawn, or midnight.
  4. A troll tends to the Sharps Point Lighthouse.
  5. A couple of trolls (lower-peninsula Michiganders) went to explore that abandoned ship. They didn't come back to town. That was five days ago.
  6. Don't be out swimming on the lake after dark. That's when people end up going missing.
  7. Go out fishing on the Lake frequently, always come back before dark. You can never see the Lighthouse lights from the lake, though. Weird.


SPOILER SUMMARY

  • SHARPS POINT LIGHTHOUSE - Strange lights induced by The Troll cause nearby investigators to become Lost in Time and Space, but only at night. It arrives at dusk once every three days to refill the strange oil.
  • ABANDONED CARGO SHIP - Research team investigating nearby island discovered a cave containing live Hexagonaria coral from 340 million years ago. An incidental blood spill caused the coral to activate, gaining a hunger for salty human blood. Those infested with the coral become walking polyp-covered skeletons. The coral cannot tolerate freshwater, and hence has hidden inside the ballast of the cargo ship (which still contained water from the Atlantic). Those who enter the cargo ship will fall into a trap if the coral detects their presence.
  • GHOST SHIP - The rumors are quite true, though rarely seen. A ghostly crew, captained by the 18th century New France officer Constant le Marchad de Lignery, patrols these waters. Cursed by The Foxes after burning their crops and villages, the crew serve out their penance by annihilating those touched by the coral, petrifying them with a mere touch. In this way they contain the menace. Anyone who becomes infested by the coral will surely witness the true Ghost Ship before shattering into dozens of Petoski Stones.
  • THE LAKE SERPENT - Pressie isn't real. The growing presence of A'AQUR, though, is instigating a number of anomalies - holes, fishmen, blood swans, whirlpools, waterspouts. Any time one of these is encountered by a person with low Insight, it is rationalized as having seen the Lake Serpent.


Next Post: Beach Encounters

Thursday, September 10, 2020

The Whale Docks

The Whale Docks in Wizard City Hexcrawl are typically the first stop for newcomers to the metropolis. The River Third is a deep salty estuary backed up by mismanaged engineering and environmental wizardry: full of exiled whales and experimental run-off - a dumping ground for all sorts.


Numerous opportunists plague the docks: whale-watchers (and counter-watcher whales), blubber thieves, drowned wizards, telekinetic gangsters, fraudulent well-wishers, cargo cult con men, belligerent bureaucrats, secret police informants, scabs-in-waiting, and dubious employers.

We shall focus on the last of these, for potential jobs and quests.


1. The Whale Corpse
(Big Problem)

A rapidly decomposing whale corpse has beached itself upstream of the docks. The Port Authority headed by Nibly Shanks, a stout pencil-pusher with a penchant for prestidigitation needs someone to get rid of it before it explodes. Normally they'd handle it in-house, but they've already surpassed allotted overtime payments for telekinetic crane-operators.

Rewards (Pick One):
  • Woodworker's Alliance-funded scholarship for one person (catch: ties person to organization - they can rescind it if they don't like your behavior)
  • Three "Smart-Pistols" (Magic Missile wands) with 2d4 charges remaining each.
  • 500gp
Complications: It's heavy, huge, and gut-retching from the smell. The longer it sits, the larger a bomb it becomes. Nobody wants to go near that thing, except for a very persistent necromancer calling himself Ill Intentions Jr.. Nearby householders are anxiously in denial about the possibility of cataclysmic explosion.


2. Issue Subpoenas
(Fetch Quest)

Ill Intentions Sr., wealthy homeowner, has recently constructed a form of walking house that went on an uncontrolled rampage through several city districts. He wants to 'sue the vandals that have damaged his property'.  To do so, he needs some subpoenas delivered. Signatures for proof of delivery are expected (but between you and me, nobody's going to look too closely at them).

Rewards (Pick One):
  • 100gp per valid signature
  • 5% of the settlement money. (Arrives in 1 year, but 400gp per valid signature)
Complications: Obviously, these 'vandals' aren't going to be too happy that the guy who made the thing that wrecked their homes has the gall to sue them for damages. Also, at least one of these victims is a wizard gangster.


3. Fresh New Meats Needed
(Hunting/Scavenging)

Gorbo Morlock, purveyor of "Gourmet Meats" on Food Street needs fresh kinds of 'new' meats for his food cart. He'll pay by the pound for any meat you bring in. No human flesh! He suggests going to The Drain.

Rewards:
  • 1gp per pound of novel meat.
  • 1gp per 10 pounds of non-novel meat.
  • Free Lunch for every batch brought in.
Complications: Obviously, meat is either pricey or dangerous. It's a meat-eat-meat world out there.

Solutions: Go hunting in The Drain. Dumpster Diving by Le Restaurant Tranquille. Hit up the Sisterhood of the Cell for their 'rejects'. Go dungeoneering and pick up anything you kill.


4. Test Home Security Measures
(Mini-Dungeon)

Nibby Urgo needs some vagabonds to test the security measures on his new summer home, Urgo Manor. You can keep anything you steal from the place, provided you give him notes on the break-in so he can patch up security flaws.

Rewards:
  • You keep what you steal. It's yours!
Complications: You weren't the only group contracted for this job. A wizard gang is acting as your competition. The estate itself is full of magical traps, some of them potentially deadly. Also, it's in a rich district, so there are police checkpoints around the hex.

Traps: 
  • Pressure plates in basement cause flooding followed by electrocution.
  • Open window on second floor leads to featureless room that seals itself off when entered.
  • Flying crow statue automaton steward squawks loudly when intruders are identified (it's bad at this)
  • Creepy scarecrow in garden (harmless but distracting). Gardening tools will animate and attack garden intruders when their backs are turned (not harmless).
  • Ties in the master bedroom will animate and strangle intruders. The uglier the tie, the more hostile it is.
  • Front doorknob shocks those who touch it without the password (can be learned from guards).
  • A very hostile animated trombone in the lounge, surrounded by other instruments.

Treasures: Select wines in the cellar (1d100gp each), jewels in the eyes of the crow-steward (2x200gp), animated tools (if you can catch them), pricey furniture (1d10x10gp), expensive soaps in master bedroom (1d4x20gp), portraits (1d6x20gp), books (1d10x5gp), musical instruments (the piano in particular has some very pricey ivory keys).


5. An Old Woman's Missing Dream
(Mystery)

Dorothy Lung insists that somebody stole her favorite dream - sailing a boat upon sunset clouds. She's beside herself, and is willing to pay if somebody can bring it back. She suspects somebody at the Better Reality Union is involved, but she's too frightened to confront them. She had a painting of the dream, but even that was stolen, too!

Rewards (Pick One):
  • One share per person in Locke-Key Incorporated. (Shares presently valued at 10d4 x 5gp. Gives one access to L.K.I. shareholder meetings + elections. Increases in value by 1d4 x 5 gp every semester until a housing market crash.)
  • 200gp magic quartz necklace - locket contains the facial image of the last person you've seen.

Complications: The Better Reality Union is a red herring, but is capable of replacing the dream (for a cost). Lung's memory is failing, she might not even recognize the player-characters when they return.

The Dream-Thief is a serial cat thief cat living in a nearby abandoned alley, who steals and hoards good dreams. The Dream-Thief, at night is highly territorial and capable of magically enlarging into a large panther. By day it's just a sleeping normal-sized cat.

The painting was stolen by Swiggly Wren, who pawned of the Painting to The Unsigned Pawn Shop in order to pay rent. It's still there. He used a Knock spell to open things up without a fuss.

Clues (Apartment): 
  • Big cat claw marks on the couch.
  • No forced entry - Arcane Lock on the door.
  • Lung feeds a 'stray cat', won't mention it or think it's important at first. Milk bowl by the window.
  • Neighbors saw Swiggly Wren, one of the teenagers downstairs, in the hallway the night of the burglary looking suspicious. He is in possession of a spellbook containing Knock.
  • Neighbors are jealous and indifferent - none of them have had good dreams in years (since living in this complex, as a matter of fact).
  • Black cat fur rubbed up against bedposts.

6. Under Gallax Hall
(Megadungeon)

Rumor holds that Gallax Hall was built upon the ruins of itself, and that those ruins hold treasure and danger. Classes are still held in the basement, despite complaints from students about ghosts, moving statues, mysterious janitors and the Department of Torture.

Complications: Gallax Hall is a dangerous place, full of monsters, traps, factions, and mystery. Venture at your own peril.

Reward:
  • What you take is what you keep.

7. Intimidate a Professor
(Skullduggery)

Zarloq The Brown has been publishing increasingly influential philosophical papers on the nature of undead and their consideration for personhood. This is making things complicated for certain industrialists utilizing zombified and skeletonized labor, and they've secretly contracted: [1) The Dead Janes 2) The Black Magic Fraternity 3) The Fire Brigade 4) The Black Dragons] to 'convince' him to stop publishing. The gang is outsourcing this job to potential new recruits/associates.

If you make it look like a rogue undead did it, there's a bonus available for you.

Complications: Zarloq the Brown is, of course, a wizard. Not a very powerful one, but a wizard nonetheless. He is protected by a number of esoteric abjurations, including a secret basement vampire with a vested interest in keeping him safe.

Rewards (Pick One, Bonus +1):
  • Initiation into the sponsoring gang + 200gp.
  • 1000gp.
  • Two obedient dog skeletons or one semi-obedient human zombie.

8. Academic Espionage
(Spycraft)

A masked anonymous graduate student working on behalf of their professor wants you to steal some data and project ideas from a rival researcher so they can beat their rivals to publication. Violence isn't off the table but is discouraged: the employer doesn't want too much attention drawn.

Complications: 

d6
Department of...
Researching...
Principle Investigator
Hazards
1
Torture
Novel approaches in illusory mind-prisons.
M. Braum
Students of the Department are notoriously competitive and keen to experiment on peers and enemies.
2
Familiars
Making homunculi out of atypical organs.
F. Deckard
All spaces related to the lab are guarded by creatures.
3
Tongues
Speaking with Blood.
S. Slovash
Lab/Office space contains magical and physical traps.
4
Accounting
Accuracy of novel “Find Traitors” spell.
I. O. Ungal
The Professor is paranoid and never leaves the office or sleeps.
5
Thought
The Wandering Mimetic Plague
I. Negalith
The experiments are frequently disastrous or deadly.
6
Forms
Forms of The Destroyer: Archeology of Leviathan.
C. S. Candle
Lab pays protection money to rival wizard gang.

Rewards (Pick One):
  • Embezzled spellbook supplies: 20 spell-pages worth of papers/ink.
  • Internship in sister laboratory for two people. (Part-time, crappy pay, decent connections)
  • Letter of Recommendation from a distinguished professor.
  • 800gp


9. Help with an Experiment
(Science Task)

Ms. Elisa Vot, intern at the Bureau of Spatial and Temporal Matters, is conducting an experiment and requires some assistance. She needs someone to set up these very-complicated-looking tripod devices at five points in the city in order to 'pentangulate the hypothesized spacetime fluctuations'.

Devices must be placed ideally as close as possible to center in the following hexes: Black Crater, Machine Magic Market, Portal of Screams, Wandering Monster, The Drain. All devices must be simultaneously activated in order for proper data collection.

There are two spare devices available in the event of damage or loss.

Complications: The devices are large, cumbersome, fragile, conspicuous, and expensive-looking. A person is encumbered when carrying one. Synchronously activating them requires someone at each device - the party may need to hire out some help. Additionally, local residents or thieves within the particular hexes might take alarm or interest in these devices.

Reward: A prototype Hyperspace-Adjacency Glove, which allows to wearer to be considered adjacent to pointed-at objects. 10 Charges left. Technically illegal for non-Bureau members to have. She'll declare it 'lost' to the Bureau.


10. Investigate Mo-RON Rampages
(Mystery)

Kilo Neptune, private agent of Big Brain Insurance and secret informant for the secret police, needs help investigating reports of brains-in-jars, Mobility Reconnaissance Operating Nerves (Mo-RONs), going berserk and attempting to kill fellow Mo-RONs, so he can adjust insurance rates and determine payouts for ongoing claims.

Kilo suspects that there's some sort of rabies-like neurological disease going around that's transmitted through Mo-RON mecha-suits. He wants proof: a conclusive report, or better yet a live sample.

ALTERNATIVELY

Barnaby Watkins: brain in jar, political pariah, and political activist for fellow Mo-RONs, is also concerned about these reported 'rampages', especially after fellow brain Hardy was recently attacked by what is suspected to be such a case.

Barnaby suspects some kind of conspiracy afoot, like a counterintelligence operation by the secret police to disrupt their activist movement and the Mo-RON population in order to justify cracking down on dissenters.

Both contacts recommend starting at the Machine Magic Market and information gathering with local groups of Mo-RONs.

Complications: All physical evidence from previous cases has been recycled or destroyed - only testimony from witnesses and half-ass'd police reports are available. A recent case has been discovered (Hardy's assaulter), but physical evidence is soon going to disappear as scrap-dealers and debt-holders sell off the body for parts.

The Truth: there is an Intellect Devourer serial killer behind these assaults. It uses a special neurotoxin injector to paralyze target Mo-RONs, before surgically removing the brain with magitech power tools and crawling into the victim's brain-chassis to assume their identity with their consumed memories. It then puts the discarded brain scraps into the chassis it previously occupied, claiming it attacked them (which the physical evidence will agree with, mind you).

d6
Mo-RON Hangout
What’s Going On?
Witnesses
1
Jake’s Brain Shack
Dive bar for washed-out wizards and disembodied brains drinking alcohol cut with electrolyte solutions.
Lil’ Jack Webber - Spider Chassis - didn’t realize how powerful booze was when you don’t have a body to dilute it. He saw an assault but will need sobering up before he can devolve the details.
2
Ivory Tower Street One-Stop Fluid Fillup Station
Brains getting their fluids renewed and chassis oiled up. Like a cross between gas station and 24-Hour diner. Always a dripping sound.
Finius Grey - Bodied Wizard and Brain Fluid Jockey - has met a couple of the victims of attacks just after the assaults occurred (he has met the intellect devourer in multiple bodies after its killings without realizing). They all acted exactly the same: 1) Said “Hello” 2) Asked for Brain Fluid fill up, with extra electrolytes 3) Made idle conversation with fellow customers: “did you hear about that new chassis they’re working on?”
3
Corpus Callosum Work Agency
Mo-RONs are waiting in line to apply for a scant amount of work. They’re used to this frustrating wait.
Pat - Canine Chassis - is canvassing the work lines for recruits into Mo-RON political advocacy groups. She can sense the heightened desperation among her fellow brains. Suspicious that strangers work for the secret police. Heard rumors about the deaths, and doesn’t think the police did it: not their modus operandi. They simply ‘disappear people’, and they rarely screw up.
4
Nonstop Chop Shop
Recent victim chassis and unrelated defaulting debtors are being sterilized and disassembled for parts. Constant sound of whirring power tools.
Jiminy Pon-Fon Chop - Android Chassis - thinks that fellow Mo-RONs are just getting more desperate with worsening economic prospects. Selling chassis for parts on a murder spree is what he’d do if he didn’t have a job doing that anyway.
5
Lobo Lethe
Brains in jars connected by wires pay to share in a collective dream. Many brains have been here for years.
Dream-Curator Willamina - Android Chassis - was attacked by a fellow Mo-RON with some sort of needle, but managed to run away before getting jabbed. Thinks the attacker was after her pristine Eve-Class chassis. Attacker was wearing an Android Chassis, but less expensive than hers (matches Hardy’s appearance).
6
The Cram
Impoverished Mo-RONs are digging through the scrap piles to cobble together conglomerate machine bodies.
Cramlord Garv - Mixed Chassis - is wearing the body parts of two previous victims. Was a brain surgeon before losing his body - and hence job. Can remark how he found the brains of the previous attackers were missing their hippocampi, neo-cortexes, and amygdalas. The rest of the brain was present before being washed out.

Reward: 
  • Kilo will provide 200gp up front and 1,200gp on successful investigation, and put in the good word with the secret police.
  • Barnaby can offer select custom mecha-suits for any brains-in-jars within the party, or alternatively free monthly 1d4-per-member allotments of Brain Juice (healing potions).

Wednesday, February 19, 2020

A Monk's Guide to Investigating the Esoteric

Compiled below are the unencrypted unrestricted notes of Fiona Index, supposed-daughter of the theoretically existent Mildred Index, to whom the reader outside of the Time Bubble would know as the esteemed Master Index.

"My mother existed. I am positive of this fact. I have eliminated the possibility that I am a Clone, or a Simulacrum, or a Shade, or an Illusion, or brainwashed. My mother was a human being who gave birth to me forty-six years ago. She had trained me since the age of four in the martial style of the Illuminating Fist. She had red hair and green eyes, just like me BUT NOT EXACTLY LIKE ME. She loved books. She was a Librarian, a martial artist, and a scholar. She never told me who my father was. I never really cared."

"Twenty-two years ago my mother vanished. We had not spoken in two years prior, as I was undergoing graduate training and had little time or interest in maintaining a relationship. Her disappearance was brought to my attention by a peer at the university, when, upon striking up a casual conversation about family, he refused to acknowledge that my mother existed, or had even ever existed. He had known her for years. He and I were childhood playmates. My mother had arranged things. Either he was lying, or there was some other factor."


"I proceeded to TORTURE MIND PROBE INVESTI INTERROGATE him. After multiple trials, I had come to the conclusion that he was sincere in his belief that my mother had never existed. This sent me into alarm, and at a rather trying time in my life - I was approximately midway through my dissertation on the subject of student-wizard cargo cults, and I had little time to undergo a proper investigation into the disappearance of my mother. For two additional years I ignored my mother's disappearance to finish my doctorate, putting it into the back of my mind for the sake of my education and career."

"The investigation began with interrogating those I knew to have had associations with my mother. I spoke with childhood neighbors, shopkeepers, fellow librarians, students, and birds. They all provided the same nervous answer: that they had never known this 'Mildred Index', that they were positive that she had never existed, and that it was both foolish and dangerous to be asking questions about people who never existed. No explanations were given as to how to reconcile the entirety of my existence with their narratives, and that is usually where the conversations TERMINALLY ended."

"I gave up. I was getting nowhere, and it was starting to become impossible. TO HIDE THE BODIES. For a period of ten years I pursued the aspirations into library sciences without giving much thought to my mother. I got married to my wonderful husband. STEWARD. EDWARD. STEPHAN. We had a CHILD complex and sometimes difficult marriage."


"Then, almost fifteen years ago, I came upon a breakthrough. I was SPYING EAVESDROPPING BENEVOLENTLY OBSERVING a group of undergraduate students in the library, who no doubt thought they had obtained security in the deep parts of the Graduate Library. There were FIVE THREE of them discussing various observations about particular secretive occult organizations within the university. This subject having been the object of my dissertation, I became interested. As the conversation shifted from blood fraternities to the Janitors, all in a whispered hush, one of them practically shouted: 'My roommate is gone! Gone! Disappeared! Why won't we talk about it! Huh?! Isn't that what we're here for! To talk about things we're not supposed to!' He was met with silence. Soon after, the meeting was awkwardly concluded. Needless to say, as memories of my futile investigation rushed back into my mind, I became intrigued with this young man. After the meeting, I cornered him in the section on Whale History. And, though I do not remember his name, or very much about him (his appearance or otherwise), I do remember his panicked ramblings, and in them these truths:

1. Sometimes, people disappear.
2. And with them, all record of their existence.
3. People who discuss, acknowledge, or interrogate these facts tend to disappear as well.

Factums one and two were self-evident from my personal experience. However, I had spent some time years ago investigating my mother's disappearance. If it were true, why had I not also disappeared? Perhaps, did my giving up in lieu of my pursuit of my PhD shield me from this unseen force? Had my indifference saved me? Perhaps this was not the effect he described, but merely a mimicry of it perpetuated by a third actor."


"This was the catalyst to the development of what I would come to call: THE PROTOCOLS FOR THE INVESTIGATION OF MEMETICALLY DEFENDED CONSPIRACIES. It called for a two-pronged approach to the observation of the unobservable: one institutional and one psychosomatic, both formed in the interest of self-preservation under the duress of conspiratorial powers beyond the realm of traditional investigation.

The first of these, the institutional, was initiated with the formation of the The Waking Eye - a student-led cult devoted to the study of other cults within the city - a Stand Alone Complex of sorts. I personally printed the very first issue and subsequently trained the first batch of student editors to continue its influence after my speedy departure. The cult itself would come to mimic various conspiracies in the interest of its own defense: anonymity, a de-centralized power structure, and the undertaking a misinformation campaigns (particularly targeted at authority figures and student tattle-tales).

Physical issues of the Waking Eye would contain built-in defenses to ensure that a) counterfeit issues could be identified and disregarded, and b) information would be dispersed to those whom it was intended to reach, and no others. Issues contained self-destructing runes and mind-wipe spells upon random pages, which would disintegrate the material upon reveal in order to ensure that only those initiated with the cult (and having received the proper decryption key) would be able to read the text in full. Additionally, they were to be hidden in places only students would accidentally find: stuffed inside tomes of uncommon mathematics, placed in the cracks of classroom desks, or hidden behind unused lockers. Never the same place twice, never following observable patterns. The students were good at this. It has proven a resilient institution.

The second of these was a meditative technique I had developed that was derived from the martial arts school of the Illuminating Fist. Monks of a sufficient skill in this tradition would learn to master their immune systems and their minds in the defense of their autonomy. It is difficult to perform, required the utmost of physical and mental discipline. And yet, success in the technique is difficult to ascertain, as it involves the voluntary forgetfulness of particular chosen memories of the subject.

This technique cannot be described on paper. It is too DANGEROUS UNSTABLE COMPLICATED to be attempted by the uninitiated. Failure to correctly perform the technique can result in a number of effects detailed below.

FALSE MEMORY GENERATION. TERMINAL MIGRAINES.  HANGOVER-LIKE SYMPTOMS. COMA. STROKE. UNINTENDED AMNESIA. PERMANENT INTELLIGENCE LOSS. MULTIPLE SPLIT PERSONALITY DISORDER. SUICIDAL DEPRESSION. SCHIZOPHRENIC CHAKRA FILAMENTATION. TOTAL MEMORY COLLAPSE SYNDROME.

In addition, the subject may become vulnerable to possession and suggestion for a period of 24 Hours, and acquire anxiety and eating disorders."

"Using these two tools, a number of conspiracies have been observed in not-memory under what I have deemed a new branch of knowledge: HYPOGNOSIS, the Under-Knowledge (easily mistaken with Hypnosis, but not dissimilar in form). Or: that knowledge which has been annihilated but is still exists within degrees of separation through the use of physical objects and various data. Such knowledge cannot be accessed consciously, but can be reacquired with particular tools. One such method is the use of Hints.

Hints are those physical items which you leave on your person in the event of a memory wipe to subconsciously remind you of that which you chose to forgot for your own safety. They can be any object that you imagine: small notes, seemingly-inconsequential items such as tops or chess pieces, architecture, body positions, or time of day. It is key that these items do not elude to that which you intend to forget directly, as that would put you immediately at risk of memetic infection once again. Instead, they must provide a trail, or the beginning of an idea.

In the moments after the forgetfulness technique is used, one must be vigorous with physical or mental note-taking. What was the time of day? Where were you? What was on your person? Who is around you? Every detail could be a potential clue, and a single missed aspect could ruin years of revelations and investigations. As a Librarian and an aficionado of mystery novellas, this has come relatively easily to me, though the first few instances were wrought with disaster that wasted years of work. Again, rigorous mental discipline is required."


REPORT

"The conspiracy of the disappearance of my mother runs deeper than I could have imagined. Recently, I delved in the Library-Within-All-Libraries in search of the Sheol Computer - that which contains information on the lives and deaths of everyone in existence. The Library had recently become militarized, though the training of my mother had come through for me. I was able to slip through enemy lines undetected, and found the computer heavily guarded. I decided to wait and observe.

Fortuitous, then, that I came upon a group of foreign mercenaries. After feigning death upon a nearby dissection table, I kidnapped the smallest of them, a light gnome, for interrogation. To my surprise, they were actually looking for me, and not the library's secrets. I told them that answers would need to wait until my mission to access the Sheol Computer was complete, in hopes that I could coerce their cooperation. The gnome told me that she knew my mother. I was shocked. In over twenty five years nobody had ever mentioned my mother, and here came this foreigner, not only speaking openly about her, but actually having MET her. In person. I was suspicious, up until the point where she told me things about my mother that nobody else could possibly know. She even had a letter, a physical letter from my mother! A kind of time capsule from her to me. Suddenly, everything I had done until this point felt vindicated, and I broke down into tears. SHE WAS REAL. MY MOTHER WAS A REAL PERSON. SHE EXISTED.

Yet, my mission remained. With a diversion created by the foreigners I finally obtained access to the Sheol Computer. I typed in my mother's name: MILDRED INDEX.

-> MILDRED INDEX: DATA NOT FOUND
-> DEATH: DATA NOT FOUND
-> STATUS: PROVIDENCE

There was my answer in one word: Providence. Her very existence had been entirely erased, even the nature of her death, and that one word was all that was left of her. Providence.

We left the Library, easier getting out than in. Went to a Bar. For their own safety, I taught the gnome how forget as I do. She was a monk of the school of the Illuminating Fist, too. It's safer than leaving them with even the partial knowledge they've obtained. I told the rest to take some amnesiatic drugs.

I left myself the clues I would need, and then I forgot everything."