793 lines
33 KiB
Plaintext
793 lines
33 KiB
Plaintext
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TOWNIES & TAVERNS: THE BLOODMOON GATE
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dozens and the tilde.town players
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dozens@tilde.team
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Townies & Taverns is an unfinished experimental
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freeform role‐playing game that took place in the
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spring of 2023 on the internal list+town@tilde.town
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mailing list.
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It all started when ˜mhj asked the following question:
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What are some good play by email games? It
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would also be cool to do a play by email dun‐
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geons and dragons campaign maybe? I dunno
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how that would work, but yeah... —mhj
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What follows is the answer to that question.
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27 September 2023
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TOWNIES & TAVERNS: THE BLOODMOON GATE
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DOZENS So now the king’s quest
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has fallen to you! The king‐
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Defeating the demon hordes and dom’s second greatest and
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sealing the Bloodmoon Gate was mightiest adventurers! You must
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King Ardan’s greatest accom‐ not fail!
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plishment. Afterward, he shat‐
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tered the Staff of the Archmage You are at The Famous
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into five pieces and flung them Shrub, one of the busiest tav‐
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to the farthest regions of the erns in Woodhome. And tonight
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Silver Yonder to ensure that is your last night in town be‐
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the foul gate would remain fore heading into the Flooded
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closed forever. Lands to confront the clan of
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barbarians known as the Pinky
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Each of the five pieces of and recover the first artifact.
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the staff were entrusted to one
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of Ardan’s most faithful war‐ 1. Who are you?
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riors. They developed over the
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years into five powerful, se‐ 2. Why do the Woodhomians fear
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cretive sects. Together, they the Pinky?
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are known as the Hand.
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3. What terrible creature lurks
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The years that followed in the Flooded Lands?
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the closing of the gate were
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ones of peace and prosperity. 4. What evidence have you seen
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Generations were born and grew of demonic presence?
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old during Ardan’s reign. Such
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was the fey‐touched king’s 5. How are you spending your
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lifespan elongated. The terrors last night in Woodhome?
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of the Demon Plague soon faded
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into legend. STUX
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Now, fools and villains Oh, sounds like fun!
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have meddled where they ought
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not. And the Bloodmoon Gate has
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started to open once again. 1. I am Stux RowHammer, nearly
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Imps, gremlins, and other minor renowned worlock
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demons—harbingers of the demon
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horde—have been spotted causing 2. The Pinky are rumored to
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mischief throughout the Yonder. have a weapon able to de‐
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stroy entire villages. No
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The king, now wizened and one’s ever seen it or seen
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enfeebled, has assembled his proof of it, but it’s so
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greatest and mightiest adven‐ scary that no one’s every
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turers to recover the lost questions it
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pieces of the Staff of the
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Archmage. For only its power 3. None have ever returned to
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can save the Silver Yonder from tell what dark beasts stalk
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the demon hordes. that land
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Unfortunately they never 4. I spend it enjoying food and
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came back. games with my family
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1
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TOWNIES & TAVERNS: THE BLOODMOON GATE
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Did I do that right? any of them have ever spoken a
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word to me! but their company
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MHJ comforts me nonetheless
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1. Who are you? DOZENS
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oh! oh dear, i figured When the world was young, the
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we’d met already, but i under‐ bountiful earth and the hungry
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stand if you didn’t se—hey! sea fell in love with each
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down here! please watch where other from a distance. The
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you step! gnomes don’t have earth would make eyes at the
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very strong bones you know. my sea, and the sea would bash‐
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name is tato, the illusion! i fully wave. They agreed to meet
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enjoy card tricks, and making face to face to consummate
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people disappear their love, and the waters rose
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up and flooded the land. When
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ME I MEAN. PAY NO HEED TO the great flood receded, the
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THE RUMORS YOU MAY HAVE HEARD devastation was total. Great
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cities were erased. Entire
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2. Why do the Woodhomians fear civilizations were wiped out.
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the Pinky? When they saw what they had
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done in their carelessness,
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like my good friend stux earth and sea agreed that,
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mentioned, it is rumo—huh, what though their love may continue
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do you mean you don’t know me to burn, they must never see
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either? i’ve followed you for each other again.
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weeks now
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But see each other they
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no matter did. Quietly and discreetly,
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their passions held in check by
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the destruction of entire the fear of losing control once
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villages is actually only the more.
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second scariest trick this
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weapon this is proof enough for The Flooded Lands are the
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me, it’s just science! but to last place where earth and sea
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be fully rigorous, i sought to mingle. Endless bogs, wet‐
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investigate further lands, swamps, and marshes.
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Neither the children of the
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upon discovering the au‐ earth nor the children of the
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thor and asking where these vi‐ sea are entirely at home here.
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sions came from, the author Rather, this is home to those
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replied "hell awaits you for born of the flood. Things made
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breaking into my house at this of mud and clay. Slimy, scaley
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hour!", which i believe refers things with and fur and gills.
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to the coming demonic invasion
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How are you spending your last Your goal here is to find
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night in Woodhome? the Pinky, Ardan’s champion,
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and recover the first artifact
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woodhome means a lot to of the archmage.
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me, so i will check in with all
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of my friends! Two paths lie ahead of
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you.
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none of them are much the
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speaking type, i do not believe
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2
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TOWNIES & TAVERNS: THE BLOODMOON GATE
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One is through the Swamp Big foot that wide as
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of Sorrows. It is the most di‐ arms.
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rect route and will get you to
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the Pinky’s monastery the 5. How are you spending your
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quickest. But it is also the last night in Woodhome?
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most dangerous. For the swamp
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is full of Dreadlights, Bog Eat drink sleep
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Rot, and Oneirophants.
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KRUNN
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The more circuitous route
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is also the safer option. It Krunn say go swamp more to
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will take you around the swamp, thing to BONK.
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through the Trollfen, and over
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Turtle Mound. A longer journey, DOZENS
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but one less fraught with dan‐
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ger. The story thus far: you are on
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a mission to re‐assemble the
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WHAT DO YOU DO Staff of the Archmage and seal
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the Bloodmoon Gate to prevent
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STUX the Demon Horde from sweeping
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across the Silver Yonder. The
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I look at the rest of the party first piece of the staff is in
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the possession of the Pinky
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"What do you all think? somewhere in the Flooded Lands.
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I’m no ranger, I don’t know
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much about the wilderness. I’m There is a long footbridge
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not afraid to take the quick of rotten, moldy, wooden planks
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route, but I also see the wis‐ that leads out across the fetid
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dom in the more cautious ap‐ water. You follow it into the
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proach". Swamp of Sorrows.
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KRUNN The swamp is putrid. Al‐
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most nauseatingly smelly. A
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1. Who are you? thick carpet of orange algae
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undulates with the rippling of
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Me Krunn with club who go the water beneath it. Pockets
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BONK! of swamp gas escape the mud far
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below and belch noisily when
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2. Why do the Woodhomians fear they reach the surface. Clouds
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the Pinky? of insects float above the wa‐
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ter, and nip at you as you pass
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They too have club go by. Large swamp trees grow
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BONK! here, with gnarled, twisted
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roots. Moss and thick vines
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3. What terrible creature lurks hang from the branches and
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in the Flooded Lands? block your view. Between the
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trees, in the distance, you can
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Big thing with big bite see sulphurous yellow dread‐
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that ouch. lights bobbing up and down,
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just waiting to lure an unwit‐
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4. What evidence have you seen ting traveler out into the wa‐
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of demonic presence? ters.
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3
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TOWNIES & TAVERNS: THE BLOODMOON GATE
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Just up ahead, a large Stux what we do ? It might be
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portion of the bridge has col‐ woo woo magic. Krunn slowly
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lapsed. About as far across as backs away waiting for Stux or
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a wide road. You look down and the gnomes reply.
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see five or eight emaciated,
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milky white bodies floating STUX
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suspended in the water below
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you. Their eyes are closed and Hmmmm... Something strange is
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their skin is pulled taught going on here. I’m going to put
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across their bones. Their hair on my sunglasses of true sight
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spreads out like a halo around and see if anything becomes ob‐
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their heads. These are Oneiro‐ vious.
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phants, slumbering prisoners of
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the swamp. If you’re lucky, GLARG
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they won’t bother you. If you
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disturb their slumber though, Through the sunglasses you can
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they may try to pull you down see the outline of a large
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into the swamp to join them. bulky humanoid curled up into a
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tight ball with its arm stick‐
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WHAT DO YOU DO? ing out.
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GLARG All of a sudden, with a
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loud, deep crack, the leg dis‐
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A few paces left of the en‐ lodges itself from the ball and
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trance to the collapsed bridge starts kicking the ground. Now
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is what appears to be a boulder the boulder is rocking back‐
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with an arm sticking out the and‐forth in place with the leg
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side of it. It seems to give kicking the ground when it gets
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off a very faint hum. close.
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KRUNN STUX
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Tell Stux and little gnome to "Hey Krunn, its BONKING TIME!
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stand back. Krunn will roll Somtimes you gotta BONK first
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boulder cause Krunn strong. and ask questions when they re‐
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gain conscienceness"
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GLARG
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KRUNN
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As you study the boulder you
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notice the arm protruding from With a solemn nod to Stux,
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it is made of the same burnt Krunn raises his club over his
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umber stone as the rest of the head with both hands and runs
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boulder... peculiar because the at the rock. BONK!
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ground around it is... well,
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swamp coloured. DOZENS
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The boulder begins to vis‐ While Stux and Krunn were fuss‐
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ibly vibrate. At first faint, ing around with the leggy one‐
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but then as if a stampeed of armed boulder, you inadver‐
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horses was going on around it. tently attracted the attention
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of the swamp’s least desirable
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KRUNN denizens.
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4
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TOWNIES & TAVERNS: THE BLOODMOON GATE
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Three oneirophants—the **CRACK** another arm pops
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lanky, clammy, pale drowned out of the side of the boulder.
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creatures who sleep at the bot‐ Now the fingers on the hand of
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tom of the swamp—have crawled the first arm are starting to
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up onto the pier. They slither move. The boulder rocks back
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around on their bellies grin‐ and forth, pivoting around
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ning and grabbing at your an‐ where it’s fourth leg should
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kles. be.
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"Come swim with us!" says The mass suddenly stops
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the one with no teeth. wiggling as the oneirophants
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start talking. It then looks at
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"Yes, come sleep under wa‐ one clawing at its leg. It
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ter!" agrees the one with far bends over at the middle form‐
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too many teeth. ing a waist until its head is
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about a foot from the dread‐
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"Such sights you will lights. It opens its mouth in‐
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see!" dentation and makes a noise
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clearly not coming from its
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"Yes, such wonders!" throat, but somewhere deep
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within it, a noise that sounds
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The third oneirophant’s deep, gutteral, cosmic, and
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mouth is sewn shut so you have earthy.
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no idea whether or not it has
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an appropriate number of teeth. "ggglllaaaAAAAAR‐
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It is awkwardly fumbling around RRRRRGGGGGGG!!"
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with the ankle of the humanoid
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boulder but seems incapable of It moves its arm down to‐
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getting a hold of it with its wards the oneirophant in an at‐
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cold slippery hand. It looks tempt to grab it and throw it
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frustrated and uncomfortable. back into the lake.
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One of the bobbing dread‐ DOZENS
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lights—alerted to your presence
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by the commotion—weaves its way The oneirophant slithers around
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over to the pier and shines on its belly, grinning up at
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brightly in your eyes so that you with its sharp little
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you have to squint. pointy teeth and its large wet
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eyes.
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"hEy dO YoU YoU WaNt tO
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SeE A WeIrD TuRtLe?" says the "Come sleep and swim with
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dreadlight. "iT’S RiGhT OvEr us!" it hisses at you. "You
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hErE, fOlLoW Me. It’s rEaLlY can be like a shark! Sleeping
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WeIrD. yOu gOtTa sEe iT." and swimming with one eye open
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and—ACK!"
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WHAT DO YOU DO?
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KRUNN Meanwhile Glarg is glarg‐
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ing out super hard. As the
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Krunn BONKS! one of the oneiro‐ oneirophant tries in vain to
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phants that talks to much. grab your ankle, you in turn
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wrap your giant rocky fist
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GLARG around its entire torso and
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lift it up. It hisses and
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5
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TOWNIES & TAVERNS: THE BLOODMOON GATE
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slither wriggles in your grasp. DOZENS
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You squeeze a little too
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tightly, and it pops out of Glarg grabs at the dreadlight.
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your grasp like a slippery
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fish. You comically juggle it "WHoA ThErE BuDdY!" cries
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a few times, squeezing and the dreadlight as it dances
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shooting it from your fist. away, tantalizingly just out of
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Until finally it flops onto the your grasp, luring you closer
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pier, and back into the water. and closer to the edge of the
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pier. "lEt’s nOt bE So gRaBbY
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The remaining oneirophants OkAy bIg gUy? I CaN’T ShOw yOu
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make rude faces and wag their tHiS WeIrD TuRtLe iF I’M AlL
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fingers at you, disgusted at CaPtUrEd aNd sTuFf! aNd tHaT
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your inhospitable behavior. WoUlD Be sAd wOuLdN’T It? FoR
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And they too slither off the ThErE To bE ThIs tOtAlLy wEiRd
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side of the pier. tUrTlE, aNd nObOdY GeTs tO SeE
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It?"
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Only the dreadlight re‐
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mains, bobbing up and down in Krunn sees Glarg grasp re‐
|
|||
|
the air. It is a small orb of peatedly at the annoying, bob‐
|
|||
|
light about the size of your bing light. Finally, in‐
|
|||
|
fist. It glows a sulphurous evitably, they overextend them‐
|
|||
|
yellow a couple arm lengths self and start to lose their
|
|||
|
away from the pier, hovering balance, teetering on the edge
|
|||
|
over the water. of the pier.
|
|||
|
|
|||
|
It buzzes as it speaks in And then—KerSPLASH!!—down
|
|||
|
a slightly muffled, undulating they go.
|
|||
|
voice, "tHeRe’s a tUrTlE OuT
|
|||
|
HeRe tHaT Is tOtAlLy wEiRd. Glarg floats like a stone
|
|||
|
It’s lIkE, yOu wOuLdN’T EvEn in the water. Which is to say,
|
|||
|
bElIeVe iT. yOu’vE GoT To cOmE not at all. A gleeful oneiro‐
|
|||
|
SeE ThIs wEiRd tUrTlE, c’mOn." phant burbles with delight as
|
|||
|
you sink past, "Yes! Haha,
|
|||
|
Meanwhile, your way for‐ yessssss!", and finally you
|
|||
|
ward is still blocked by the come to rest in the mud at the
|
|||
|
washed out bridge. bottom of the swamp.
|
|||
|
|
|||
|
WHAT DO YOU DO The surface of the water
|
|||
|
is only five or six feet out of
|
|||
|
GLARG your reach.
|
|||
|
|
|||
|
Glarg squints its eye indents You notice that you came
|
|||
|
at the the dreadlight. Mistak‐ to rest near a large, smooth,
|
|||
|
ing it for a shiny rock, it oblong, patterned stone. And
|
|||
|
walks on to the pier in attempt as you watch, the stone opens
|
|||
|
to grab it. along its seam and a large,
|
|||
|
striped turtle head pokes out
|
|||
|
KRUNN and looks at you curiously.
|
|||
|
Then a second striped head
|
|||
|
Krunn like blinky light too. emerges from the shell! The
|
|||
|
Krunn also like turtle. YUM! second head continues to regard
|
|||
|
Krunn follows Glarg. you while the first one extends
|
|||
|
its neck and experimentally
|
|||
|
|
|||
|
|
|||
|
|
|||
|
6
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
TOWNIES & TAVERNS: THE BLOODMOON GATE
|
|||
|
|
|||
|
|
|||
|
nibbles on your arm with a gen‐ The round head clambers up
|
|||
|
tle bite. to the surface, it becomes
|
|||
|
clear that the brown flat hat
|
|||
|
WHAT DO YOU DO is in fact the top of the
|
|||
|
stubby creature’s head. It is
|
|||
|
STUX also apparent that they have no
|
|||
|
arms and legs (or at least no
|
|||
|
Suddenly you see a rope peirce visible appendages), but it
|
|||
|
the surface of the water and manages to wobble closer until
|
|||
|
make it’s way to you. You grab it is standing about a war‐
|
|||
|
on to it, and someone starts lock’s arm’s length away.
|
|||
|
pulling you out. You notice it
|
|||
|
feels too soft to be a rope, "This one is Cremini!" It
|
|||
|
and it’s full of knots. beams. "What a wonderful day
|
|||
|
for a poolside party!"
|
|||
|
As you come out of the wa‐
|
|||
|
ter you see the warlock Stux It turns to the water and
|
|||
|
pulling you to shore. That’s begins to blow bubbles along
|
|||
|
when you finally see that the the surface of the swamp from
|
|||
|
"rope" is actually a series of the top of its head.
|
|||
|
brightly colored hankerchiefs
|
|||
|
tied together. GLARG
|
|||
|
|
|||
|
Stux says: "Guys, I have a Glarg looks at, what it per‐
|
|||
|
confession to make. I didn’t ceives to be, a talking rock.
|
|||
|
exactly tell you the whole Glarg picks up Cremini and
|
|||
|
truth about myself. You see, I holds it close to its bosom
|
|||
|
am a warlock, but I’m a party turn to look down at the lake
|
|||
|
warlock. Like kids parties. My and rumbles:
|
|||
|
deity is Bozo The Clown. I re‐
|
|||
|
ally do have magic, but it’s "Twaarrrrr‐taaaal"
|
|||
|
not the cool or useful kind."
|
|||
|
CREMINI
|
|||
|
He looks down at his feet.
|
|||
|
"I just wanted to feel cool, The talking mushroom rock—or is
|
|||
|
like a real adventurer and not it a rock mushroom?—giggles
|
|||
|
a 38 year old party entertainer when Glarg picks it up. "You’re
|
|||
|
that live’s in his grand‐ very strong!" It exclaims. They
|
|||
|
mother’s basement" look downwards at the lake as
|
|||
|
well. "Turtles all the way
|
|||
|
CREMINI down!"
|
|||
|
|
|||
|
"Did someone say magic and par‐ DOZENS
|
|||
|
ties?" says a giggling voice
|
|||
|
from somewhere under the pier. recap:
|
|||
|
A small round head wearing a
|
|||
|
flat hat with pops out from the Bloodmoon Gate has
|
|||
|
among the algae and rocks to started to open once again and
|
|||
|
peer curiously at Stux with harbingers of the Demon Horde
|
|||
|
beady black eyes. It smiles have been seen in the Silver
|
|||
|
softly at the party warlock. Yonder. Your mission is to re‐
|
|||
|
"Entertainers are cool! Are you cover the Five Artifacts and
|
|||
|
holding a party? That’s useful reassemble the Staff of the
|
|||
|
for having fun!" Archmage, the legendary weapon
|
|||
|
|
|||
|
|
|||
|
|
|||
|
7
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
TOWNIES & TAVERNS: THE BLOODMOON GATE
|
|||
|
|
|||
|
|
|||
|
that can seal the demon gate bonk you. Krunn like to party.
|
|||
|
forever. You are currently in Krunn sees turtle and licks
|
|||
|
the Swamp of Sorrows seeking lips. He decides not to BONK!
|
|||
|
the Pinky, guardian of the turtle but to use ancient bar‐
|
|||
|
first artifact. barian turtle charming tech‐
|
|||
|
nique. He starts to play drums
|
|||
|
And now: on his club.
|
|||
|
|
|||
|
Stux the party warlock CREMINI
|
|||
|
fishes Glarg out of the swamp.
|
|||
|
From its cozy nook in Glarg’s
|
|||
|
Glarg picks up Cremini, arms, Cremini bobs its small
|
|||
|
the small agreeable mushroom rock‐y head to the beat of
|
|||
|
creature whose rock content is Krunn’s club drums. They send
|
|||
|
currently unknown. tiny bubbles floating in the
|
|||
|
air towards the turtle with
|
|||
|
Krunn assesses the land‐ light popping sounds in sync
|
|||
|
scape for potential things to with the rhythm.
|
|||
|
bonk.
|
|||
|
GLARG
|
|||
|
The swamp water bubbles,
|
|||
|
froths, and churns. As though Glarg is vibin˜˜
|
|||
|
summoned by the Glarg’s words,
|
|||
|
a two‐headed turtle of enormous It feels moved to "sing".
|
|||
|
girth breaches the surface. A sound emminated from it that
|
|||
|
is reminiscent of an inactive
|
|||
|
Its shell is black and volcano trying to sing the A‐B‐
|
|||
|
covered in spiraling geodesic Cs to the beat of the Krunn’s
|
|||
|
patterns. Its heads are also drum.
|
|||
|
black, and have colorful
|
|||
|
stripes that run from behind DOZENS
|
|||
|
their eyes along the back of
|
|||
|
their heads and necks. The party starts ROCKING OUT.
|
|||
|
|
|||
|
You think that if you play It is a total raver!
|
|||
|
this right and pacify the tur‐
|
|||
|
tle somehow with your unique Krunn is drumming, Glarg
|
|||
|
skills and talents, that it is singing, Cremini is blowing
|
|||
|
might ferry you across the bubbles. And Stux the Party
|
|||
|
washed out bridge to the other Warlock is doing all kinds of
|
|||
|
side. cool party tricks. Making bal‐
|
|||
|
loon animals. They even man‐
|
|||
|
The dreadlight bobs up and aged to produce a small xylo‐
|
|||
|
down excitedly, "oH HeCk yEaH phone from somewhere and are
|
|||
|
LoOk aT ThAt tUrTlE! oH MaN It banging out a jaunty melody
|
|||
|
iS So wEiRd hAhA! hAhA, with a tiny mallet.
|
|||
|
wHeEeEe!"
|
|||
|
The giant, two‐headed tur‐
|
|||
|
WHAT DO YOU DO? tle freezes in place. Both
|
|||
|
heads regard you, wide‐eyed and
|
|||
|
KRUNN silent. And then they both
|
|||
|
start bobbing up and down in
|
|||
|
Stux even though you party lock time to the music.
|
|||
|
I still your friend and won’t
|
|||
|
|
|||
|
|
|||
|
|
|||
|
8
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
TOWNIES & TAVERNS: THE BLOODMOON GATE
|
|||
|
|
|||
|
|
|||
|
After the performance, the club raised. Ready to BONK it.
|
|||
|
giant, obsidian turtle drifts
|
|||
|
over to the edge of the pier. GLARG
|
|||
|
You climb aboard, and continue
|
|||
|
to party hard and rock out as Glarg, is new to being around
|
|||
|
the creature happily ferries fleshy lifeforms. It is left
|
|||
|
you safely across the swamp. assuming that the gilpins
|
|||
|
must’ve gotten carried away
|
|||
|
The dreadlight, still bob‐ while playing and fallen apart.
|
|||
|
bing up and down in place, It clumsily tries to put one
|
|||
|
cries out, "oMg tHaT Is sO back together and wait for it
|
|||
|
SiCk! HaHa wHaT A WeIrD TuRtLe! to turn back on.
|
|||
|
YoU GuYs aRe tOtAlLy cRaZy!"
|
|||
|
CREMINI
|
|||
|
You land on the other side
|
|||
|
and de‐turtle, climbing out Spotting the toadstools, Crem‐
|
|||
|
onto the slick grass and mud of ini sends out tiny pink bubbles
|
|||
|
the far shore. The turtle that land on each toadstool’s
|
|||
|
sinks back into the swamp with head in some convoluted pattern
|
|||
|
a small smile on each of its that may as well be random were
|
|||
|
faces and settles down into the it not for the *blip bloop*
|
|||
|
mud for a long nap. sounds. Like a chipmunk’s tune,
|
|||
|
with only 8 bits.
|
|||
|
You follow the path
|
|||
|
through the swamp and eventu‐ DOZENS
|
|||
|
ally come to a large‐ish clear‐
|
|||
|
ing. It is a small glade full Cremini blows some tiny pink
|
|||
|
of silvery blades of grass. It bubbles and plays some dope
|
|||
|
is full of eviscerated gilpins— toadstool chiptune. The toad‐
|
|||
|
small swamp gnomes that kind of stools light up in a neon pas‐
|
|||
|
resemble fish‐like bunny rab‐ tel pattern of bright pinks and
|
|||
|
bits; it is kind of unfair how yellows and blues and purples.
|
|||
|
cute they are—strewn about in You can’t help but think that
|
|||
|
piles and pieces. The center the dreadlight would think this
|
|||
|
of the glade is completely is tOtAlLy aWeSoMe.
|
|||
|
clean and clear of the gore
|
|||
|
that fills the rest of the Glarg puzzles over a few
|
|||
|
space. It is empty except for gilpin pieces and clumsily
|
|||
|
a circle of small toadstools, tries to assemble them. They
|
|||
|
in the center of which sits a end up with a cluster of two or
|
|||
|
tiny black cat which looks up three torsos and a few too many
|
|||
|
at you with huge round yellow limbs jutting out at odd an‐
|
|||
|
eyes. It mewls pathetically gles. Almost as an after‐
|
|||
|
and rolls on its back. thought they thrust a head into
|
|||
|
its center. It is a furry,
|
|||
|
WHAT DO YOU DO scaly, rabbity, fishy abomina‐
|
|||
|
tion. They set it down on the
|
|||
|
KRUNN ground and make some coaxing,
|
|||
|
pleading sounds at it. It
|
|||
|
Krunn looks sternly at the cat. sounds like smooth river rocks
|
|||
|
"Why you kill all gnome thing? rubbing against each other.
|
|||
|
You going to get a BONK for
|
|||
|
that. Bad Kitty!" Krunn walks Krunn severely scolds and
|
|||
|
toward the black cat with his chastises the very bad kitty!
|
|||
|
|
|||
|
|
|||
|
|
|||
|
9
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
TOWNIES & TAVERNS: THE BLOODMOON GATE
|
|||
|
|
|||
|
|
|||
|
In reply, it rolls onto its but rhythmically in a repeating
|
|||
|
side and does a big pattern of colors.
|
|||
|
streeeeeeetch, clawing at the
|
|||
|
ground and doing a cute meow‐ WHAT DO YOU DO?
|
|||
|
purr.
|
|||
|
GLARG
|
|||
|
Krunn crosses into the
|
|||
|
toadstool circle and the small Glarg is delighted that the
|
|||
|
cat leaps to its feet, arches flesh elemental has reanimated!
|
|||
|
its back and hisses and spits It looks over its shoulder and
|
|||
|
at the sudden intrusion. It is alarmed by the new cal‐
|
|||
|
backs away but doesn’t leave cium/keratin elemental that ap‐
|
|||
|
the circle, and soon it is cor‐ peared out of nowhere. It picks
|
|||
|
nered, and Krunn gives it a up Jr, the flesh elemental, and
|
|||
|
solid BONK right on the head, puts it in the crook of its
|
|||
|
leaving a small gash across the left arm while shifting Crimini
|
|||
|
top of its head. It falls to to the right, and slowly backs
|
|||
|
the ground in a heap and backs away towards the entrance
|
|||
|
doesn’t move. to the grove.
|
|||
|
|
|||
|
The toadstools audibly ex‐ CREMINI
|
|||
|
hale, and a pinkish cloud of
|
|||
|
spores engulf the cat. It "Oops. Should’ve started with a
|
|||
|
yowls and jumps up and puffs up demo cut. Hee hee." says Crem‐
|
|||
|
to an enormous size. Its eyes ini from the crook of Glarg’s
|
|||
|
bulge. And its warping, twist‐ arm. It emits a few more teeny
|
|||
|
ing bones outgrow their fleshy green bubbles towards the toad‐
|
|||
|
enclosure, starting at the stools, just for a few opening
|
|||
|
skull where Krunn split it. notes of an adagio to float
|
|||
|
When its transformation is com‐ out. A midi playing on air.
|
|||
|
plete, a huge skeletal beast
|
|||
|
with a mane of black fur across KRUNN
|
|||
|
its shoulders stands inside the
|
|||
|
mushroom circle. It roars, Wide eyed, Krunn takes a few
|
|||
|
baring its long fangs, and steps back. "Krunn sorry for
|
|||
|
swipes at Krunn with its sharp BONK. Maybe we can be friends"
|
|||
|
boney claws! Kronn says. He reaches into
|
|||
|
his belt pouch and pulls out a
|
|||
|
The spores waft throughout piece of yarn. "Look kitty I
|
|||
|
the glade. A few of them drift have to for you." he says as he
|
|||
|
over and land on the flesh dangles it in front of the mon‐
|
|||
|
golem Glarg made of gilpin ster cat.
|
|||
|
pieces. They seep into its
|
|||
|
skin and its eyes shoot open. DOZENS
|
|||
|
It looks around in apparent
|
|||
|
confusion, gasps for air, and Krunn entices the skelebeast
|
|||
|
moans. It cautiously reaches with a piece of yarn. It stops
|
|||
|
out to Glarg with its tangle of and cocks its head to the side.
|
|||
|
limbs. "Ma... Ma?" It flops onto its side, and
|
|||
|
bats at the end of string with
|
|||
|
Crimini notices that—al‐ one big skeletal paw. Its long
|
|||
|
though they have stopped making tail swishes back and forth in
|
|||
|
music at this point—the toad‐ a wide arc.
|
|||
|
stools continue to pulse weakly
|
|||
|
|
|||
|
|
|||
|
|
|||
|
10
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
TOWNIES & TAVERNS: THE BLOODMOON GATE
|
|||
|
|
|||
|
|
|||
|
Glarg backs up with Jr in disloge the foreign body from
|
|||
|
one arm and Cremini in the the chest cavity, which sounds
|
|||
|
other. They notice a cylindri‐ a little like:
|
|||
|
cal item rattling around inside
|
|||
|
the beast’s rib cage. It is ++++++++++[>+>+++>+++
|
|||
|
the size of a small torch, or ++++>++++++++++<<<<‐]
|
|||
|
some kind of baton, or maybe a >>>+++.<++.>>‐‐‐.++++
|
|||
|
large rolled up scroll. It ++++++++.<<.>>‐‐‐‐‐.‐
|
|||
|
seems to be made of some kind ‐‐.+++++++++++++.‐‐‐‐
|
|||
|
of a dull silvery metal. ‐‐‐‐‐‐‐‐‐.<<.>>++++++
|
|||
|
+++++++++.‐‐‐‐‐.<<.>>
|
|||
|
Cremini blows a few tiny ‐‐‐‐‐‐‐.‐‐‐.+++++++.+
|
|||
|
green bubbles. The toadstools +++.<<.>>+++++++++.‐‐
|
|||
|
bop out a little melody. ‐‐‐‐‐‐‐‐.++++++.<<.>>
|
|||
|
‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐.++++
|
|||
|
Jr, the gilpin flesh ele‐ +++.‐‐‐‐‐‐‐.++++++++.
|
|||
|
mental, smiles happily and ‐‐‐‐‐‐‐‐.+++++++++.++
|
|||
|
groans, and waves their arms ++++.‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐
|
|||
|
around in time with the toad‐ ‐‐‐.+++++++++++.<<.>>
|
|||
|
stool song. ‐‐‐‐‐‐.++++++++++++.‐
|
|||
|
‐‐‐‐‐‐‐‐.‐‐‐‐.+++++++
|
|||
|
WHAT DO YOU DO ++.‐‐‐‐‐‐‐‐‐‐.<<+++++
|
|||
|
+++++++++.
|
|||
|
CREMINI
|
|||
|
|
|||
|
Following Glarg’s line of
|
|||
|
sight, Cremini squints at the
|
|||
|
skelekat’s ribs, "Hey, party
|
|||
|
people! What’s that inside the
|
|||
|
skele? Could it be a treasure
|
|||
|
map? Should we ask it for a
|
|||
|
looksie?"
|
|||
|
|
|||
|
GLARG
|
|||
|
|
|||
|
"DRaaagaaaarMArrrrrb?"
|
|||
|
|
|||
|
Glarg squints its eye
|
|||
|
sockets at the mineral/protein
|
|||
|
elemental. It puts Cremini down
|
|||
|
gently and then carefully bal‐
|
|||
|
ances Jr on top of his "hat."
|
|||
|
|
|||
|
He then starts a
|
|||
|
sprint/gallop on all fours,
|
|||
|
faster than you might expect a
|
|||
|
sentient boulder to move. Its
|
|||
|
goal is to climb the elemental
|
|||
|
and grab the curly rock trapped
|
|||
|
inside.
|
|||
|
|
|||
|
It tries to communicate in
|
|||
|
one of the common elemental
|
|||
|
language that its here to help
|
|||
|
|
|||
|
|
|||
|
|
|||
|
11
|
|||
|
|
|||
|
|