Showing posts with label unicorn meat. Show all posts
Showing posts with label unicorn meat. Show all posts

Friday, July 3, 2026

A response to Dead Letters' review of Unicorn Meat

"The Unicorn in Captivity" from the Rochefoucould Unicorn Tapestries

Sam Sorensen (plus Misha and Walid) did a review of Unicorn Meat over on the Dead Letters podcast earlier this week and I think it touched on some important points and quite a few bits worthy of response, so I’m breaking the prime directive and writing up a response.

(And just to defuse any worries that any beef is involved here, Sam directly encouraged me to write the response up like this instead of just letting it go as DMs.)

This will, of course, make very little sense if you haven’t read Unicorn Meat or listened to the episode, since I’ll be responding to specific critiques in the latter with stuff from the former. 

**

Re: Bullet Points
Sorry, Sam; you’ll have to pry them from the cold and vicelike grip of my mummified corpse.

Joke aside, I do have a reason for why I gravitate towards that style of information presentation: that’s how I take my notes, and that’s what I convert an adventure into before I run it. Writing the adventure in bullet points saves me from having to translate it into full prose for the book and it saves me from having to translate it out when I want to run it. Practicality and convenience carries the day.

 

Re: UM feels like it never had an outline
It technically did, but only in as much as what chapters came after which. Practically speaking it didn't have an outline, because I generally treat outlines and first drafts as synonymous.


Re: Best adventure ever
Aw shucks, Misha, appreciate it!

 

Re: Formatting and Layout
I've grown rather fond of how rough and ugly UM is, but Dead Letters is correct in calling out the weird placements of things like the page of legends and the list of things that aren’t in the module: those were added to fill space so that each chapter would start with the header and art on the left-hand page. In retrospect I should have just added more stuff to the preceding chapter, but so it goes.

 

Re: The scenario hooks
Those definitely needed more polish, no disagreement there. Depending on your game you could probably run the opening of God’s Teeth as-is and then segue towards the farm.

(Fun fact: I didn’t listen to that AP until a couple years after UM was published) 

 

Re: Information Pacing & Spacing
This is another point where I know that I could definitely have done it cleaner, but I do have a reason for why the book is structured the way it is: I wanted the module to converge on the inevitable from the outside inwards.

Chapter 1 is the outer corona: scenario hooks, timeline, guidance, and White-Eyes; it sets the  stage with the most general and gamey layer of the onion. 

Chapter 2 is an overview of the carvergirls and the tables for generating them. It draws the players in, gives them opportunities to build out their characters and their characters’ connections. What does that memory mean? What did White-Eyes or her Buchas do that made you go “she needs to die”? Does your name mean anything?

The remaining chapters go Farm, Swamp, Factory, Caves. It’s a descent. I wanted the gravitational pull of the factory and the caves below to extend into the text. You can bum around in town or muck through the swamp for a while, but eventually, you need to descend. Bethlehem ain't gonna slouch towards itself.

White-Eyes’ character writeup is 70 pages before she shows up in person because I wanted her to be present in the GM’s mind (and through them, the players) from the beginning.

Re: The Tower’s split description
The Tower gets written up 10 pages after it’s introduced because it’s inaccessible when players first encounter it: you have to force your way into it, and players probably aren't going to do that without exploring the rest of the town. But it’s impossible to explore the town without seeing the tower, so you get the external description first and then the internal one later.

Re: The Dorms not being on the map
Whoever said they’re on the map & just not labeled is correct, that is the case. Same with the factory. A minor hiccup that got lost in the mess of putting it together.

Fun fact: the description I gave Gus was that the maps looks like the shitty coloring page on the back of a children’s menu from a rural diner (I think he did a great job)

Re: None of the named NPCs are are given age grades or have locations listed
Both of these I thought were easy enough to glean from context: as faction leaders and other noteworthies they’re going to be old and experienced enough that no one else has taken the position, so I didn’t feel like it was worth enumerating.

As for locations this critique confuses me; everyone but Pugs and Birdie are opposite their location on the same spread (and Pugs and Birdie next to each other so no location gets in the way).

If I can make something a 2 page spread, it’s gonna be a 2 page spread.


Re: Termagant Street Dumpling Company
Not a Warhammer reference, actually: I was referencing the thing the tyranid unit is named after, which is the vaguely-defined entity dreamt up for The Song of Roland as a “pagan god” worshiped by Muslims (Baphomet is actually the same deal); less than ideal as a street name in that light, but streets can get named after all sorts of things.

If people don’t recognize it, it’s just a cromulent word; if people do recognize it, if they’re a freakazoid like me maybe they’ll think “huh, I wonder if this street was unflatteringly named after the people who lived here? And why’s there a dumpling company there now?” There can be, if one wants, an entire implied little history of an ethnic neighborhood in some corner of the Commonwealth extrapolated from a logo on a shirt.

I do think it’s odd that this was the reference that got time devoted to it, when you can get a 666 HOT SOUP tattoo from Stitches; if I was going to make a Warhammer reference it’d probably be something about enemies hiding in metal boxes (The cowards! The fools!!).


Re: Disconnect between art and textual descriptions

The discrepancy is there, but it's there because I wasn’t terribly fussed about exacting accuracy: I gave Rowan a loose description for each piece and left the rest in his hands, because I knew he’d get the vibes right.



Re: The Machine 
The physical description of the machine itself is obtuse, but the hosts treat it like the passage to the caves isn’t signposted at all and that’s objectively not true:

  • The vibes are especially rancid and given the first bullet point = “yes, this is important”
  • There are footprints leading to one of the hatches =  “someone went inside the Machine”
  • There are no footprints leading out of the Machine = “they didn’t come out of the Machine”
  • There are teeth on the inside of the chamber = “it can probably bite” 
  • There’s fresh blood around the hatch with the footprints =  “whoever went inside did so recently, and they fed the Machine to do it”
  • White-Eyes was previously in the factory and is no longer there = “White-Eyes is the one who went into the Machine.”

If all those signposts still aren’t enough, there are four Buchas in the back who worked on the killing floor (that’s why they’re the Buchas, after all) who can tell the PCs whatever clue they’re not picking up (ex: Bucha 1: “I saw it take Scrungle’s arm off last summer.” Bucha 2: “Yeah because she reached in to grab her bracelet when it was still hungry.”)

Not to mention that the players, if they’re carvergirls could just ask the GM “what do I know about the Machine?”

Also, Sam describes entering the Machine as if losing a limb is a guarantee. Quote the book:

“Entering a chamber without damaging the flesh within first (via fire, tanning fluid, cleaning supplies, etc.) or providing a sizable meal (6 units of meat or a person) triggers a chewing reflex. Save vs DEX to escape with a mangled limb or die.”

I should have added some kind of sound effect to indicate hungry vs satiated states, but the rest is a straightforward trap. Don’t go into the giant mouth without fucking it up first.

 

Re: The swamp
Yeah, probably should have added something about being able to find a guide to a specific location, but that’s not a particularly difficult thing to implement in the moment.



Re: The load bearing clue (and a lot else) is something players can miss

Unicorn Meat is designed around not having a full picture and not being able to get everything. All the locks have a key and some clues out there in the world, but they’re not going to be handed out to the players willy-nilly. Happenstance and random chance can and will drastically shift how a run through it will shake out, and yes, it is on the GM to go “all right, they’re hanging out around the Big House a lot, I’ll give them a nudge towards the kirin-horn sword via Birdie” or “well, Noodle doesn’t have a clue written down for this part, but I’ll give them one anyway. I can’t plot and prep for every single possibility; what I can do is spread the clues out enough that the players will find at least one of them, or be in circumstances where they can be directed towards one.

 

Re: The Noodle doll should be given to the players earlier
Yeah, it would be cool to do as suggested and hand it off early and give each location and character a description. This is also an extremely easy fix: if you think it should go earlier, put it earlier.



Re: Random things that have no payoff
The random details with no payoff are there because that’s how reality works and that’s how stories I like work: Bilbo finds a talking wallet in a troll’s pocket. Jonas tells Severian a story about magic beans that he never gets to finish. Ripley hails Antarctic Traffic Control. There was an age before the Elden Ring. SCP-173 was moved to Site-19 in 1993. Luke Skywalker asks “You fought in the Clone Wars?”.

The page of legends is another interstitial buffer page in the wrong place, but it is what it says on the tin: they’re stories carvers tell each other. If the reader wants to make them deliver a payoff they’re free to do so, or they can ignore them, or they can just enjoy thinking about them for a minute or two. The part of Unicorn Meat that needs to deliver is White-Eyes’ story and the carver’s ultimate fate.

One of the hosts says “Don’t tantalize me with good ideas” - if I don’t give the reader stuff to inspire them to engage with their own imagination beyond what I’ve written, I consider that a failure. It is my job to tantalize with good ideas.

Now in fairness to the critique, there are a good number of things that weren’t connected as well as they should have been: the Nightwatch Tree, several of the swamp special locations, some of the signposts for things like the Kirin-horn sword and the like. That all needed a second pass for better connectivity.



Re: Worthwhile additions of things not featured in this module
Page 66 really got the hosts’ collective goat, in a way that I thought was both kind of inexplicable in general and inexplicably venomous. The placement is wonky (it’s one of those buffer pages padding for left hand chapter starts) no pushback from me on that part, but the level of offense they take to it is weird. And I, in principle, agree with them on the point of “games that introduce things that could be interesting and then do nothing with them are lame”

The criticism that the cool ideas on the list would make the module better if they were meaningfully included, that’s fair; several of them could have easily been added without bloating and could have replaced or buffed up lackluster elements that did make it in. But the stuff on that page isn’t in the module because it isn’t in the module, and I said so right in the header. I wasn’t leading anyone on by promising something and not delivering. Nothing on that page existed in my version of Unicorn Meat at the time I was writing it - maybe it should have, but it wasn’t - but everything listed there could exist in someone else’s version of Unicorn Meat and maybe they didn’t know it until they got a push in that direction. 

Eclipse Phase is my go-to example for the principle Sam is getting at: there are multiple major parts of EP’s setting (the Factors, the Iktomi, the ETI being the 3 most prominent) that are set up as major mysteries that matter a whole lot to the setting as the whole, but are given 0 material or meaningful answers. You could cut them and lose nothing but an annoyance. It’s worse even than Call of Cthulhu’s handwavy and vague monster writeups. 

The difference between EP and Unicorn Meat, though, is that I explicitly don’t try to pin anything in the adventure to the stuff on page 66. It doesn’t exist in the module as-written. It's all non-canon… but I also think canon is a suggestion that doesn’t go any further than what’s on the page. If someone says “man it’d be cool if like, Rochefoucauld was selling unicorn meat to the moon beasts, what if a galleon of Leng shows up at the end”, I say “Fuck yeah that’s cool! You should do that!”

That doesn’t mean I’m going to include Leng-men showing up in a flying boat as part of the adventure, even if I might use it at the table when I run it. That’s not really that onerous of an edit to make, and it’s a fair sight easier to throw in some unexplained lights in the sky when the PCs get to sleep, or to replace an encounter with Brother Bones and imply that he’s Satan. 

All this is just a really good display of a fundamental disconnect between how Sam and I play and conceive of games, and something that I think needs addressed with how Dead Letters approaches critique. I’m going to call it Gundam Style vs Lego Style.

Gundam Style = You have your model, you have your directions, and while there’s some room to modify the model there are pretty firm limits to what you can do unless you really want to roll up your sleeves and get deep into kitbashing. You’re going to end up with something cool, but it is by and large going to be what the maker intended.

Lego Style = You have your model, you have your directions, and you are beholden to neither. You can dump all those pieces in a big old bin, toss out the booklet, and just throw stuff together according to your own foppery and whim. You’re going to end up with something cool, but even if you follow the directions at first eventually you’re going to make something that the creator didn’t intend, and they wanted you to do that. 
Now, I’m not going to try and persuade Sam that Lego Style is better, because I don’t think either of them is. He’s entitled to his own artistic preferences, and I like a nice Gundam from time to time. But I am going to say that when the other hosts asked “Are we hypocrites?”, my answer is “yeah, you kinda are.”

This is fine. Everyone’s a hypocrite about something, usually several things, I’m no exception there. A little hypocrisy about things that don’t matter is part and parcel for the human experience. The hosts have strong opinions about design and they’re “advocating for a certain way of doing things”, and I certainly have the same; but that can reach a point where it’s no longer productive and flips over into bad faith, and I think this section of the review hit that point. 

It’d be silly to criticize Jackson Pollock for not being photorealistic, in the same way that it’d be silly to criticize a toddler for not being Jackson Pollock. Criteria by which art is judged are situation-dependent, and the critic has to be able to give some amount of leeway to that. I might get frustrated by all the worldbuilding gaffes and iffy relationship dynamics and very narrow view of what fantasy can be in the romantasy books my partner reads, and I can drum up convincing arguments for why those things are bad, but I gotta step back and go “well, I don’t like it, but it’s also not operating in a space where my complaints are fully relevant”. Because if I don’t step back and let it be on its own terms, I’m just being an insufferable jackass and my partner has been entirely in the right to call me out on that when it happens.

One of the first things I say in Unicorn Meat is:

“Change or remove whatever you need to in order for people to be comfortable at the table and enjoy their time playing.” 

That doesn’t stop just with the content warning, that applies to everything. If the reader doesn’t like something, I want them to change it. If they want to add something that’s not there, I want them to add it. If they don’t care about this that or the other thing, I want them to ignore it. I don’t give a shit about how it’s played; the fact that it’s played at all and people are having a good time is enough. I brought my toys to the sandbox for other people to play with and I wouldn’t be here blogging if I hadn’t found a community of people who just made shit up for games and didn’t worry over making everything fit perfectly. 

So I think Dead Letters lasering in on this single page as Unicorn Meat’s greatest sin is aimed, in the name of “advocating for a certain way of doing things”, directly towards insufferable jackass territory. The hosts went and stuck to their criteria in a situation where it was less relevant or even not relevant at all, and calling Lego Style deficient because it’s not Gundam Style isn’t useful critique. It’s just dogmatism, and it makes the show really hard to get through: I don’t think I’m going to listen to another episode, independent of the hosts’ opinions of UM. The value of the critique - which was quite high when it was pointing out the problems with UM compared to other Lego style works - was only worth the cost of the rest of the experience because I had skin in the game. I don't really want to listen to them tear into someone else's work.



Re: “It’s like Appendix N but worse”
The list on page 66 is not a curated list of inspirational material, so it's not really an Appendix N; secondly, this statement completely misses the purpose of Appendix N. It’s not homework. Running and enjoying a game without being intimately familiar with its inspirational antecedents is the default experience. Providing a curated list is an option available to readers if they want a glimpse into the headspace that made the sausage.

(I don’t know, would Sam also take issue with the existence of Appendix M-DAN?)

Prime example, I’m fairly certain none of the Dead Letters guys have played LISA the Painful/Joyful, because someone would have brought it up given that it’s the ur-text for Unicorn Meat and the module wouldn’t exist without it. That 666 HOT SOUP tattoo is a reference to a song that plays when you’re fighting a guy named “Gary the Hot Soup” and that part doesn’t matter; the chaotic-manic aggressively grating off-kilter fuckery elicited by the song is what matters, but it only matters in as much as “this is what Dan had going through his head when he was writing the book.” And this post for that matter.

(Honestly, I should dig up that UM playlist I wrote up a while back and never finished.)

(The final confrontation with White-Eyes, in my head, gets you the one-two whammy of “The End is Nigh” and a specific remix of “All American Badass”.) 



Re: Caves and traversal time

The caves are supposed to be flux space (“Progress is slow: 1d4 hours moving between points”), the room writeups are the sections worth noting. Should have been more clear on that.



Re: Stitches and White-Eyes’ relationship
Yep, gay. The main clue is for eagle-eyed players to catch that there are sci-fi paperbacks in the med hut and White-Eyes’ room, but nowhere else on the farm. Players with a decent eye for such things can also be able pick it up from Stitches’ appearance in the final confrontation (White-Eyes and Stitches being the carvers alienated furthest from the rest of the farm; putting them together when they’ve been isolated otherwise should trip some bells), but if the players don’t pick up on that they’ll at least be able to figure out that they’re collaborators. 



Re: Theotokos
Sam calls this an obsession of mine, which I think is unfair. One blogpost and an adventure module is a preoccupation: it’s what I’m about to write that upgrades it to obsession.

Herod the Great dies in 4 BC., splitting the kingdom of Judea into the Herodian Tetrarchy. Taking advantage of the upheaval, a bandit named Judas son of Ezekias raids the town of Sepphoris, making off with loot and weapons from its treasury and garrison and kicking off one of the endless little brushfire rebellions of the time and place. He’s a thorn in the Tetrarchy’s side until 6 AD, when Herod Archelaus is expelled from power and the Tetrachy’s territory is converted into the Roman province of Judea, now under the jurisdiction of the newly-appointed legate of Syria, Publius Sulpicius Quirinius.

Quirinius orders a census, as one does when there are taxes to collect. Judas and his men continue their banditry/revolt with renewed vigor, striking again at Sepphoris and the surrounding countryside. Quirinius sends troops to stamp out the revolt, and they do so. First death, then taxes: the Roman way.

For purposes of narrative pacing, this is the part where I mention that Judas son of Ezekias is better known to history as Judas of Galilee. Sepphoris sits less than 4 miles from Nazareth, and in at least a few apocryphal traditions it’s considered the birthplace and hometown of Mary.

You can see where I’m going with this.

To make it abundantly clear, I’m not planting my flag on this particular hill because I want to pull a Behold the Man. The reverse of that, actually. If Jesus’ biological father was a Roman soldier (or one of Judas’ bandits) - whether by direct violence, coercion, or Mary acting in self-preservation - think about what that means for the rest of the narrative.  If Jesus was sired by assault, what does that say about Mary and Joseph? Strip out all the miracles and reduce it to if > then: Mary didn’t seek out an abortion. Joseph didn’t divorce her and raised the child as his own. Jesus ended up a wandering apocalyptic preacher, yes, but one whose ethical teachings are preoccupied with the treatment of the poor and marginalized.

And if you’re me, someone who grew up Catholic (not tradcath, but definitely above-average cath levels) and left because (among many other things) the only thing the Catholic Church loves more than Mary is denying that she was a human being who lived and existed within time and space (let the woman buy a jar of wine and have a nice night in with her husband, for fuck’s sake), this radical restructuring of a foundational text into something that subverts two millennia of accumulated dogmatic bullshit and is extremely relevant to the current social climate and is relevant to my own lived experience (as I’ve said before, I spent six months living in the woods where the bulk of my human contact was with a dozen or so sex offenders every work day)... that’s the sort of thing that easily becomes a creative axis mundi. Strip out all the miracles and all the dogma and remove God from the equation and you are still left with a story that has happened to real people somewhere in time and space. If not these particular people, it has happened to others. Making a myth of it, and returning to that well over and over again to explore the questions it offers, is a way for me to square what it means to exist in a world where this shit happens. Rome comes with death and then with taxes, and we’ve been trapped in that world since we began. Gods don’t exist, and that’s what makes them useful: They give faces and names to the things that have none, playing out a story we can use as a mirror to the world.

Anyway, bringing it all back around to Unicorn Meat: White-Eyes is 100% using her son as an instrument of her revenge, but she still loves him. The PCs arrive at the Bottom of the Pit just in time to see her holding him, drawing out the moment because it will be the last and only time she will ever be able to. That’s why there’s the time-displacement effect there: it’s a contrivance so that the PCs will always arrive just at the critical moment. Her assaulter is never named, and appears only as a skull at the bottom of a chamberpot: he gets what he’s owed, and he doesn’t matter in this equation.

(Also you should watch Justin Sledge's video on this topic, he does a much better job than I at laying out the context.)



Re: Disappointment that the bottomless pit has a bottom

Quote the description of the Bottom of the Pit:

“An awe-inspiring Brobdignagian form stirs underneath, obscured by placental tissue.”

Whenever you think you’re at the bottom of the barrel, there’s always another barrel just below it.



Re: The Theocarnequs
Reverse-EVA was not intended (or at least, I don’t remember intending it), but it is on-point and a generally accurate description. If Shinji had been marinating in a cocktail of unicorn blood for months as the preliminary spiritual refinement needed for apotheosis.



Re: Dark Unicorn Trinitarianism 
Can’t remember if it was intentional or not, but it’s certainly applicable. 



Re: No lore for the Beast Below
With the space I had available, there’s nothing I could have written that would have added any value. It is very old, very powerful, very far away, and very bad news. Anything further would be overdoing it. That may indeed be a cliche, but I’d rather evoke that cliche than the dreaded sin of Lovecraft pastriches and overdo it while still saying nothing.

 

Re: “It’s almost cool but it isn’t actually. It’s gesturing towards such cool ideas but, like, does not actually connect them”


I kid, I kid. But I really do talk with my hands a lot, my friends poke fun of me for it.

I don’t connect the elements explicitly in many place, because I think implicit connections are fun. That's part of the game of me. I’ve written how many thousands of words of unhinged Elden Ring theoryposting? Valeria called UM “VaatiVidya bait” and that's the one of the best compliments I’ve ever gotten about anything.  I like giving readers that moment of “holy shit is this evil unicorn trinitarianism!?”, because even if it isn’t, I at least got them engaged.



Re: The Finale

Sam’s critique of the finale glosses over a critical part of the encounter: the first thing White-Eyes does is give the PCs the option to just turn around and leave. It’s meant to be a choice players struggle through. If I’ve done my job right, it should be something that the PCs (or better yet, the players) have to struggle through. By the end of the adventure they should have seen and experienced enough horrors that they’ll at least consider taking White-Eyes’ offer and letting the world burn.

(I remember getting tagged by a woman on Twitter (can’t remember her name or dig up the post, now, apologies) who said that her players were divided so strongly on this point that they actually argued it out at the table.)


In its unmodified form, there’s nothing remotely close to a happy ending in Unicorn Meat unless the players manage to dumb-luck their way into finding one specific chunk of rock in the swamp and get it to the right person. That’s the point I’ve been hammering home the entire module: there is nothing good at Sunny Smiles Unicorn Farm. 

But by that same token, if someone wants to change that ending I encourage them to do it: friend of the blog Michael Kennedy was one of my playtest DMs, and he included an entire subsection of the adventure where the PCs went into White-Eyes’ subconscious dreamscape and were able to get Stitches to break through to her that way. It fit in with the tone and vibe of that campaign better than the ending I wrote in the module, and that’s cool!

**

And there we have it. I still technically have twenty-some minutes left in the episode, but like I said up above it's gotten pretty hard to listen to and the returns have diminished. I think the hosts made a lot of good points about nuts and bolts (stuff that will definitely make it in to future adventures should I ever write another), but fell off sharply when they moved beyond that. Still, I'm glad they did the episode and hope the show does well. No harm no foul.

 

Update: Sam left a response to the response over on bluesky, in case you want to read that as well

Wednesday, April 20, 2022

Unicorn Meat Is Live!

 

Rowan A. (Mon)

At long last, it is here.

Unicorn Meat is now available for purchase.

It has been a long and winding road, full of many ups and downs, but at last we have arrived. What else more is there to say? Likely something, assuredly there's something I can say - I do love to chatter on about things I have written - but for now, I think I will bask in the "job is finally done" stage.

A great many thanks go out to a great many people who helped me along the way - Rowan, Gus, Jarret and Fiona for their parts in putting it together, the playtesters who ran games during development (thanks, Martin and Mike!), and all the folks who offered their encouragement and support during the process (thanks, TLN and Emmy!)

Do let me know how it goes; find me on discord, yell at me on twitter, dump a comment down below. I'd love to hear the play reports / see coloring page maps / read reviews and all that.

The time is neigh, the center cannot hold, the rough beast has reached Bethlehem.


Exalted Funeral (Print+pdf)

 

Itch.io (pdf)

 

Drivethru RPG (pdf)


Friday, February 11, 2022

Adventure Writing Tips feat: Unicorn Meat

So over on twitter (some time ago, because I am slow), Layla (@pandatheist) expressed some sadness over how much adventure design gets lost over time, thanks to the general entropy of internet hobbyist spaces. Since I have a vested interest in spreading good design guides wherever I can, have an adventure soon to be released to the masses, and in another timeline would have spent my life happily getting hand cramps in some monastery scriptorium, I feel it's only fair to do my part.

For each step, just to show that I'm not talking out of my ass, I'll be providing an example of how it was used in Unicorn Meat. (Don't worry, I shan't be giving away all my secrets.) 

 

First, Some Archaeology


This part isn't mine, it's a summary of a now long-gone tumblr post by Rebecca Chenier (author of Blood in the Chocolate), that I luckily wrote down when I had the chance (thereby proving the importance of Layla's original thesis). I've adapted it from my notes so it doesn't match exactly, but it covers the same points. 

 

Rebecca's Four Core Components

  • Time - The outside context surrounding the adventure and informing what is going on within it.
  • Adversary - A character / group / force that stands in opposition to the players.
  • Place - The specific location where the players come into conflict with the Adversary.
  • Fantastic element - What it says on the tin.


I find that this sort of setup emerges naturally, for me at least, just by piecing things together. But it remains a helpful reminder that the adventure is a series of moving parts in a greater machine, and all of them are interconnected. The antagonist is motivated by the times they find themselves in. The place is in its current state both by the adversary's actions and the times. The fantastic elements have their fingers in everything.

So, for example, in Unicorn Meat.

  • Time - The old aristocracy was overthrown ~50 years prior to the point of play. The farm was re-opened ~20 years ago. The adults vanished 8 months ago.
  • Adversary - White-Eyes, charismatic leader of the Bucha gang and now de facto leader of the farm. She's cunning, charismatic, and has already given the players ample reason to hate her (as the Buchas are, by and large, a bunch of violent bullies and have no doubt visited some kind of violence on the PCs and their friends).
  • Place - The Backwoods have always been intended as the place that gives off this vibe of "people never should have come here." They're inherently inimical to human habitation and they've been getting worse
  • Fantastic element - The unicorns themselves.


And then when tied together:

  • The Backwoods have become spiritually polluted thanks to the mass killings of the unicorns (place + fantastic)
  • The disappearence of the adults allowed White-Eyes and her gang to gain complete control of the farm (time + adversary)
  • The power vacuum after the revolution and the physical isolation of the Backwoods allowed the current operators to both re-open it and to do so in secret (time + place)
  • White-Eyes is ordering the continued hunt of unicorns towards unknown ends (adversary + fantastic)


And so on and so forth. You can very easily get a very potent nugget of conflict out of recombining those four points.

That out of the way, on with the show.

 

But what the Fuck Do You Do?


Give players a reason to be at the location and get involved in the conflict there. This will vary. Use "you have a personal enemy here" if you have to, and have everyone list off how this antagonist has wronged them. "Escape the danger" is also a very easy motivation. Remember MICE - Money, Ideology, Coercion, Ego.

In Unicorn Meat, the main options are "You have a personal enemy here, also escape the danger." (I did say they were useful!) or "oh fuck we need to find some way to get these kids out of here." Both of them involve finding the key that turns off the containment field, currently in White-Eye's possession. The what and the why are nice and set up. 

 

Steal Everything, Recycle Everything, Remix Everything


You have doubtlessly accumulated a very fine slush pile of unused concepts, striking images, memorable NPCs, and favorite mechanics. Use them liberally and with minimal constraint. Form a pool of ready-to-deploy material and deploy the hell out of it at a moment's notice.

When running adventures, this is a necessary skill to keep things flowing in times when you need improvisation. When designing adventures, this is just the handiest way to fill in blank spots and get yourself unstuck. Plucking something out of one setting and changing it so that it fits in another context is a useful creative exercise.

In Unicorn Meat this typically emerges in small, offhand bits that most people won't get. There's a poster for a movie starring the farm's mascot, Noodle (who is based on a hand-puppet of The Lawful Neutral's) titled "Fuck the King of Space" (a campaign run by Nick Whelan). More substantially, the toxicity mechanic from eating the meat itself is pulled from a very old post of mine about health potions. 

 

The PCs are intruding on a pre-existing conflict


This one is pretty straightforward. A good adventure presents the players with something to do, and there's a lot of things to do when other parties are already doing things. Makes factions and NPCs easy to fill out, because they already have begun acting on their wants and towards their goals.

Or, more directly: Things are going on in the background whether or not the players know about it.

In Unicorn Meat, the farm is right at the cusp of violence between the Buchas and the Church. With White-Eyes in isolation from the rest of the farm, the Buchas are splitting between those who are sticking with White-Eyes, and those who are more in favor of second-in-command Greythorn. The leader of the Nightwatch is missing entirely. Everything is just about to break apart.

 

Detail! Detail! Detail!


You are working within limited space, so make those words count. Paint me a picture, use those sense words, use creative references as shortcuts. One of my personal favorites is describing something in a way that the thing in question is not typically described as, ex Douglas Adams' "The ships hung in the sky in much the same way that bricks don't." 

 

Stick to What Can Be Observed


This principle was my workhorse during the SCP days and it has dutifully served me ever since.

Focus your writing on what the characters (or in this case, the players) can directly observe. Save omniscient narration for DM summaries, so that they have a working context of what is going on behind the scenes and why. Keep those bits brief and relevant to the action at hand (Rebecca's four points return!). You're working in limited space anyway.

This method will leave the readers/players with questions and evidence, which they can assemble at their leisure. This is the bonus material, the a-ha moment. Some folks will ignore it all and just go for the superficial read, but people who dig into it more will be rewarded AND referees have the information to actually flesh out these mysteries. It's mystery box avoidance.

An example in Unicorn Meat: there's a certain NPC who has a prominent shelf full of sci-fi paperbacks. Can't miss 'em if you talk to her. Since she is the only person on the farm who is associated with them, if the players happen to find a sci-fi paperback lying around elsewhere, they can connect the dots and know that the NPC was there. It's very simple environmental storytelling, but it can cover a lot of ground other adventures would need clunky box text to exposit.

 

Resource Management Can Be Fun

But! It is only fun if there is a meaningful choice to be made on how you spend the resource. If it only has one effect, it's less fun and more liable to be handwaved (note: I generally hate resource bean counting)

In Unicorn Meat this comes primarily in the form of the MEAT ECONOMY. If you want to buy things - food, tools, ammo, special items, bribes - you need to hunt unicorns. But all of the parts harvested from a unicorn have secondary uses besides as a barter good: meat is your primary means of health and magic restoration. Milk does the same, but is flammable. Bones and hides can be crafted into better armor and weapons. Their shit can be smoked as a hallucinogen.

The same principle can apply to mundane items, too, ammo being my favorite. You can either eat or end a fight quickly, choose wisely.


You Provide Tools, Players Will Provide Solutions


Just dump a bunch of stuff in there. Be generous with gifts. You don't need to have an intended use. Folks will figure something out.

 

It's Okay if Players Don't See Something


This is more or less part 2 of the above point, distributing the cool tools in such a way that their discovery feels organic. Use that environmental storytelling from earlier to your advantage here - drop an important tool somewhere, sprinkle some clues where players can see, and eventually they will tug on those strings. Add a couple that have no clues at all, but if folks are lucky they can stumble on a game-changer.

In Unicorn Meat this most often takes the form of certain encounters or items that can really turn the tide in your favor. Some of them are by chance, some can be puzzled out, some will be difficult to get your hands on

 

Consider the Aftermath


Deep Carbon Observatory had a section in the back describing events that would happen if the players did nothing. I adore that little section and keep it in the forefront of my mind when designing. I keep major variables that players are likely to interact with in mind - the deaths of important monsters or characters, shifts of factional power, special items recovered or world-states achieved, and so on. You don't have to cover every single possible outcome, but a page or two really does help, even if its a one shot.

 

In Summation

It only takes a few major elements and some connective tissue before it starts writing itself.

Saturday, April 18, 2020

Unicorn Meat Featurette: Card-Based Expeditions

This is a system I developed for Unicorn Meat, to simplify and abstract expeditions into the swamps of the Backwoods: I didn't want to rely on a hex map or point crawl since the goal is a unicorn to hunt rather than reaching a set location, and wandering around in circles, while appropriate, isn't fun to actually play.

The format can easily be used for anywhere else that would benefit from abstraction: wilderness, city, or dungeon. You can easily whip up a table for different areas in the same region or complex.

An expedition consists of 5 cards (this can go up or down depending on the effects of other cards) drawn in sequence. it costs 1 ration per participant and takes up the bulk of the day. The full table has a column for each suit and unique entries, but it sticks to this pattern.
  • Ace - Unique treasure
  • 2 - Nothing
  • 3 - Nothing
  • 4 - Nothing
  • 5 - Encounter
  • 6 - Encounter
  • 7 - Unique encounter
  • 8 - Unique item
  • 9 - Supplies
  • 10 - Incident
  • Jack - Incident
  • Queen - Special location
  • King - Unicorn (Or whatever else is most important to find)
When an encounter is drawn, there's an accompanying d6 roll
  • 1 = Surprise encounter.
  • 2-3 = Encounter with warning.
  • 4-5 = Trackable creature traces.
  • 6 = You've got the drop on it.
When a unique treasure, monster, item or location is found, that card is removed from the deck for all future expeditions.

When a special location is drawn, the players now know how to find it: if they want to return to the place, they can substitute the card in exchange for the next card that would normally be played, which is set aside until the end of the expedition. Maybe you missed a deadly encounter, maybe you missed treasure.

And that's it - hack away!

Edit: Several people asked the difference between an encounter an an incident - encounters are beings you meet (crocodile, ghoul, etc), incidents are things that happen to you (bad weather, getting lost, twisting your ankle)

Friday, April 3, 2020

A Patreon Update and Unicorn Meat!

Hey so, I have changed things up over on my patreon and switched out the old Grab-Bag posts with access to my drafts folder, where all my projects-in-progress will go. This is open to all backers at all levels.

So far, there are two in there:

#1 - Lighthouse 0.2 rules are go!

This is mostly an outline expanding on the ideas I put together in the first post for now, but it has all the major headings I want to flesh out and will be filled in as we go along in this plague-stricken hell timeline. I hope to have a major update worth talking about every month for it

#2 - UNICORN MEAT IS GO

It's an ashcan draft - playtested but not edited beyond my own doing and some commentary from helpful blogfriends. It's rough to look at and there's nary a page number or internal hyperlink to be seen, but it's feature-complete as far as words go.

Unicorn Meat has been a regular victim of a whole host of executive dysfunctions and anxieties, and frankly I am rather ashamed over how long I have stretched it out with no progress / ghosted on people after a short burst of enthusiasm last summer. I'm still working on overcoming that part of myself.

But here is the text, and the text is done. You can get it and play it for a dollar if you want. I'll do my best to chip away at this leviathan in my head piece by piece until it is completed. If you do end up playing it, hit me up on twitter or discord and let me know how it went.

"I do not know what Unicorn Meat is, please elucidate"

Unicorn Meat is a horror module I wrote about a factory farm in the monster-infested backwood swamps where kidnapped children hunt and kill unicorns for the profit of distant masters. But now the taskmasters have vanished and the carvergirls of Sunny Smiles Unicorn Farm have been left to the mercy of the swamps. These are your PCs.

It's LISA the Painful + Lord of the Flies + True Detective S1 - which is to say, make sure you let folks know what they are getting into if you run it.

It's a rough beast slouching towards Bethlehem to be born, but it's mine. I made it. And after all the shit we've all had to wade through today, yesterday, this week month year half decade, I'll take that little victory.

I'll keep you posted on further updates.

Tuesday, January 1, 2019

Project Updates for 2019

With the new year of 12019 upon us (Holocene Era calendar for life), here's some of the stuff I've been working on and hopefully will be working on in the future.

Unicorn Meat

(This is a module about an abandoned backwoods factory farm for unicorns that has gone full True Detective / LISA the Painful)

The first draft of the module is complete, but first drafts have a way of revealing to you that completion is a fair way away. I've got potential revisions all written down and ready for addition once the mental batteries recharge.

The main change will be one of framing and focus. All of the playtests so far have been about a adventuring party happening upon the events at the farm, and this has brought with it issues of motivation and confusion of what to do. To address this, I feel that a switcheroo is in order: "carvergirls attempting to escape the farm" gets bumped up to the primary hook, while "adventurers from the outside" gets bumped down the list.

All the rest is just cleanup and reorganization of what I've already got down, with a bit of expansion where needed. With the carvergirls bumped up as the primary player option adding a Nightwatch class and their spells is going to happen.

There's a ways to go, but I'm excited. It's gonna be great.

The Great Discape

(This is a weirdo setting of a bunch of strange places on the back of a giant whale.)

I haven't forgotten about it.

The Danscape, while loads of fun to play and run,was a bit of a big, unguided mess. Setting was so big that it might as well not have existed or could have been a single planet, maybe even within walking distance. The 100-long list of species went mostly untouched and unused. It's all diluted, and in the heat of the moment it is too much for a DM to use adequately on the fly.

I had some thoughts of paring the setting down, perhaps adding the Wanderers as the main races, but that didn't come to fruition.

Because I've already got a project with "scape" in it already. (Draft here.)

After some feedback from folks and a good time of thinking, I've got some notions of combining the two, so that everyone is far less confused about everything.

Some ideas and edits that have taken hold.
  • Cutting down the number of major regions - already done in the draft, down to 14.
  • Adding a list of minor regions (which will include abridged versions of those cut)
  • Consolidating the places of note from Danscape to Discape.
  • The Discape itself is made of dead gods, because why not?
  • There is no off switch to the K6BD influences.
  • Filling out the Discape with some more random tables.
  • There was that huge race table made for the Danscape. I don't think it will be added in, but I'll figure something out for it.
One of the advantages of jumping from half-baked project to half-baked project is that you can occasionally bake an entire project out of the pieces.

Mother Stole Fire

(This is my "default" fantasy setting)

Broad-view plans for all this is to make a sort of setting gazetteer, in the vein of Chromatic Soup. A map of the Olen River Valley adventure region and a series of background equipment kits have been sketched out and I've got a decent short list of  pre-existing posts to polish and throw together.

Untitled Post Apocalyptic Project

(This has yet to be made)

There is in my head the shape of a game. An apocalyptic game, but after a revelatory apocalypse rather than a destructive one. Fit for fighting monsters and paranormal investigation, but more in the vein of Hellboy and the BPRD than Call of Cthulhu or Delta Green. Something that scratches the Degenesis itch more than a hack can.

If Hellboy + Dreamlands + Esoteric Enterprises + Degenesis + Warframe for some fucking reason sounds like a good time to you, this is one to keep tabs on.

Games I Want to Run

Got plenty of stuff on the docket for this year, but the main plans are:
  • Mothership - Got plenty of stuff to use already and I can't wait to get started.
  • Warhammer 40k via SWN - Using John B's excellent little hack, I can finally knock 40k off the bucket list.
  • DCC - Want to try a longer campaign on this one, I've got plenty of material for it. Once my copy of Chained Coffin comes in that'll definitely see some use.
  • Other stuff - Who knows? There shall always be more opportunities.

Wednesday, August 15, 2018

Unicorn Meat: Hooks and Factions

Another week, more Unicorn Meat. This time it's going to be the hooks to get players out there, and the various factions among the carvergirls. As a bonus, I threw in the David Sugars-suggested 80-word summary.

Opening Crawl


The last unicorn farm rots away deep in the festering backwoods. The adults vanished into the swamp in a single night, leaving the girls trapped in its ruins. White-Eyes and her buchas rule the farm with a brutal hand, but it frays at the seams under the strain of old rivalries and impending starvation. This is to say nothing of the monsters in the swamps and the whispers of some great Beast lurking in dreams of the deep night.

How You Got Here


Hook 1: Colonel Tim Fisk 

For campaign openers and one-shots

A mutual friend from back during your time in the army is cashing in a favor. He’s sending you out to follow up on a kidnapping case that went cold half a decade ago, back when the war was in full swing. In his typical amateur spymaster fashion the coded letter is loose on details, but he's able to tell you this much.
  • A young girl was recently found dead in a field a few miles from the swampland edge. No one claimed or identified the body before burial.
  • He believes that the girl is one Maddy Aberdeen, who vanished five years prior at the age of eight. Furthermore, he believes the case linked to others he has been investigating.
All the rest is directions to a location deep in the backwood swamps.

Fisk wants the job done discreetly. Get in, gather as much information as you can, get out. There’s a fat under-the-table payday in it for you once you dead-drop the evidence with one of his go-betweens.


Hook 2: The Map 

For use in a pre-existing campaign

The corpse can't be older than a day or two when you find it in the roadside ditch. A girl of twelve or thirteen: emaciated, wearing rags, curled up in a ball. There’s blood caked all around her ears, eyes, mouth, nose. A jagged wound stretches across her forehead. The leather pouch clutched to her chest contains some soggy crumbs and a crumpled scrap of paper: “We are dying. Send help. Do not trust White-Eyes.”

A crude map is drawn below the shaky text, leading out into the backwood swamps...

Hook 3: The Girls 

For one shots or campaign openers

The adults vanished during the night, White-Eyes and her Buchas are stomping on our necks, and the rest just twiddle their thumbs waiting for the end of the world.

Fuck that shit.


Getting Yourself Situated


Regarding All Carvergirls

  • The youngest are around four, the oldest are nearing twenty. Most are in the middle. Malnutrition and poor health makes it difficult to tell.
  • Visitors will be met with suspicion. Trust in adults decreases with age.
  • They are more hardcore than you, and they know it.
  • They wear orange jumpsuits and ratty, patched-up hand-me downs. Scars, lingering injuries, and crude tattoos are everywhere.
  • Each one is tattooed with a block of vertical bars on their forehead and on the back of their right hands. They received these when they came here.
  • They all have thousand-yard stares. They have seen some shit.

Scrunts and Carvers

The foundational divide on the farm. Everyone is either a scrunt or a carver. No exceptions.

Scrunts are the youngest and least-experienced of the girls, right at the bottom of the social ladder. They typically roam about underfoot in packs or latch on to a group of bigger girls for protection. When the farm was still running, they were employed mostly in the sweatshop or pastures. Many of them only speak cavehtung. The most trusting of adults. An insult when directed at anyone else.

When a scrunt has bloodied her hands enough to look out for herself, she becomes a carver. Sometimes her gang members will present her with a gift to commemorate this. In other cases it is just a change universally known but never acknowledged: the girl is a carver now, and that is settled. Carvers form gangs naturally; nearly every one is part of a gang, even when affiliated with a larger group.

Some legendary carvers might be called Old Bloods. An honored title, and not used lightly. The most recent was

Buchas

White-Eyes wasted no time assuming control after the adults vanished. Her buchas, all hardened veterans of the killing floor, swiftly took over the factory for their own use.
  • Leader: White-Eyes, acting through Greythorn.
  • Wants: More unicorns for the slaughter, to wipe out the Church.
  • Brutal in the enforcement of their rule, secretive inner workings.
  • Does not currently consider the Big House a threat.


The Big House

The opposition party against the buchas, headquartered in the manor from which the name is drawn. Large number of scrunts seeking protection, with a few hunters among the group's carvers.
  • Leader: Pugs
  • Wants: To wrest control of the farm away from the buchas, to escape.
  • Sometimes used to refer to just Pugs and her lieutenants, other times used for everyone who isn't a bucha, depending on the speaker's factional leanings.
  • Does not have the numbers to directly challenge White-Eyes. Pugs is attempting to get more veteran gangs on her side, to limited success.


Nightwatch

They paint their faces with chalk and charcoal and weave crow feathers in their hair. They cut out their tongues and sit perched in high places through the night. They keep the monsters at bay so you may sleep quietly.

  • Leader: #23
  • No one messes with them, everyone listens to them.
  • Skilled in rootwork and other minor magics unique to their vigil.
  • Can't speak, but know sign language and most can write.
  • Necessary protection if one goes out at night.

Hunters

With the pastures and pens empty, unicorns have to be brought in from the swamp itself. Hunters have always been an eclectic and eccentric bunch
  • No unified leadership: each team picks their own chief. Lots of internecine conflict.
  • Know their way around the backwoods: necessary to navigate the swamps.
  • Has heard talk that the buchas mean to replace or crack down on them: not pleased with this.
  • Usually has some members of the nightwatch around for expeditions.
  • Somewhat insular, lots of strange traditions.

The Church

Separatists holed up in a half-sunken church deep in the swamp. Raid the farm regularly for supplies or leave warnings of impending apocalypse.
  • Leader: Crazy Angel
  • Wants: Complete destruction of the farm and the institution of unicorn farming. To preach repentance, for the coming of the Beast is nigh. 
  • Hostile to all other factions and outsiders. 

Freebies

There are some carvers that don't properly fit into a gang of their own or any of the major groups. Some are listed here.
  • Birdie - The oldest girl on the farm at 22. Simpleminded. Kept around the Big House to help out caring for the scrunts. Sweet and very literal-minded.
  • Stitches - What passes for a carvergirl doctor. Bones set, wounds stitched up, tattoos made to request. Once sewed someone's head back on (so it is claimed). Dry and dour.
  • Tessel and Grudge - Keep watch over the shrines in the barn and the equipment stored there. One is always on duty. Might as well finish each other's sentences.


Thursday, August 9, 2018

Unicorn Meat


Nikolay Karelin

“The unicorns shall come down with them; their land shall be soaked with blood, and their dust made fat with fatness.”


It sits in the backwoods beyond the black stump, in the dark and steaming place where civilization never took hold. The plants grow up thick and twisted and sick in the poisoned creole soil. The sun bleaches the life from the leaves, boils the mud into dust, turns water into salt, peels the skin away. The cruel air does not move, does not break. Time is stillborn.

There are no gods out here, no help this far from home. The backwoods sent law and light crawling back to lick their wounds in the safety of lands less sickened. The backwoods can tear out a man’s soul, eat it raw and wriggling.

Among the razor grass and arthritic black trees, amidst those bottomless pools of murk and mud, wrapped in the chains of creeping moss, under that evil sun...

Look here, the rust-eaten sign...

"Sunny Smiles Unicorn Farm"

So what's all this then?

Mostly system-and-setting-neutral dungeon module tentatively titled "Unicorn Meat". You've already seen a glimpse of it with my carvergirl class, and it's been coming along nicely enough that I thought that I might as well drop some of what I've been working on for this year's #diy30-slash-#rpgaday. (Or at least the first week of it.)

It's like LISA: the Painful plus Lord of the Flies plus a bit of True Detective plus some Silent Hill and all wrapped up in a neat package of slavery, capitalism, apocalyptic millenialism, a whole lot of blood, and the world's most hardcore pre-teens.

Day 1: Colonel Timothy Fisk

An old friend from back during the War. He's always been a fixer, sticking his nose in places where he can make connections and pulling your bacon out of the pan. Now he's calling in a favor.

Appearance: Tidy uniform, square shoulders, right leg lost below the knee.
Voice: Deep, calm, doesn't stand out much by intent.
Wants: To unravel the conspiracy built up around this kidnapping case.
Morality: Reliable, ruthless, realpolitik to serve idealistic justice
Intelligence: Has the making of a spymaster or investigative journalist.

Day 2: Factory Entrance

Cavernous, shadowed. Smells of dust and rust and heavy, wet air.
  • Forest of pastel-colored tallow candles spread out on the floor. Few remain lit.
  • Mural on the opposite wall: A red dragon with seven serpentine necks, fighting a carvergirl.
    • Text: WE WILL NOT BE DEVOURED.
    • Four necks have golden heads, three do not. One head will be filled in each day before dawn, counting down to the end of the ritual. To accelerate things, add more heads.

Day 3: Orgone Suppressant

Orgone is a metaphysical energy that develops alongside the hormonal changes of puberty. Humans can't detect it without specialized equipment; unicorns can't stand the stink of it, and so will either flee or fly into a frenzy when they pick up the smell.

One of these small green pills can suppress the body's generation of orgone for 12 hours. It can mask one's scent enough to sneak up on one of the creatures, and will prevent a unicorn from flying into a frenzy.

Repeated use of suppressants result in permanent suppression and sterilization. Save vs poison for every dose taken in excess of five days of usage.

Day 4: The Shrine

A corner of the barn has been converted into a shrine to the three primary carvergirl deities. Offerings have been placed at the foot of each icon. Maintained by Tessel and Grudge.
  • Bloody Mary
    • Blood-stained wedding dress, broken hand-mirror, tangled, ratty hair.
    • Danger, survival, cruelty, kindness. 
    • Offer her glass shards, milk teeth, white flowers, all with a drop of blood.
  • Brother Bones
    • Red coat, straw hat, skull mask, dark glasses, hunting rifle
    • Death, crossroads, backwoods, mysteries, abandoned places.
    • Offer him bullets, cigarettes, moonshine.
  • Lily Black
    • Charcoal skin, goat horns, honeygold eyes, smoldering pipe.
    • Pain, endurance, twists of fortune, vengeance, getting even.
    • Offer her pennies, nails, nightmares. 

Day 5: Totem Field

  • Dozens of unicorn skulls on sharpened stakes facing the factory entrance
  • Totems, mojos, and root talismans everywhere 
    • Stealing one gives a -2 to a random roll (to hit, damage, single attribute check, save type) until the mojo is burnt, the curse is shifted to another individual by burying the talisman on their property, or it is broken by a caplata of the Nightwatch.
  • H.C. ( a member of Nightwatch) is napping in a gibbet cage. She has no tongue (as is typical for members of that faction), but carries a slateboard and chalk to write out responses.
    • She hasn't seen anything particularly out of the ordinary, save that White-Eyes has been exiting the Factory less and less recently.

Day 6: Loading Dock

  • Concrete platform with a wooden roof, abuts the railroad.
  • A crocodile suns itself on the dock, blocking the door to Packaging.

Day 7: Pugs

De facto leader of the carvergirls living in the Big House. Most of her followers are scrunts and a few hunters. Rival to White-Eyes.

Appearance: Dark skin, checkered red bandanna, 'Happy Satan Instant Ramen' t-shirt.
Voice: Self-assured and confident 14-year-old chain smoker.
Wants: Take the farm for herself out of bucha control, keep her girls safe, to end her waking dream.
Morality: The sleepy, friendly exterior isn't an act, but not above a healthy amount of backstabbing.
Intelligence: Bright, but overlooks the flaws in her plans.

Bosun Red and Pebblemouth,
sittin' by the fire
Bosun Red told Pebblemouth
"I'm gonna set your shit on fire"

Wednesday, July 18, 2018

Class: Carvergirl

To.M

Class: Carvergirl

They kill unicorns.

Hit Dice: d6
Saves: As halfling
Weapons and Armor:
  • Cannot wear anything heavier than light armor. 
  • Cannot use large weapons. 
  • Medium weapons must be wielded in two hands.
  • To-hit bonus as fighter
  • May use DEX bonus for melee attacks.  
Skills: Choose or roll two. For LotFP skills, these skills begin at 3-in-6 and increase by 1 at levels 4, 7, and 10. For SotDL skills, add an extra boon at levels 4 and 7.
  1. Bushcraft - Wilderness survival; scrounging, foraging, identification.
  2. Butchery - Properly carving up animals into usable pieces.
  3. Dirty Fighting - Sneak attacks, hamstrings, kidney punches, crotch-shots
  4. Hide - Remaining unseen and unheard.
  5. Rootwork - Understanding root magic, creating root charms.
  6. The Watch - Knowledge of the monsters of the night
Cavehtung: In addition to the common language, carvergirls speak a chaotic creole pulled from a dozen mother languages and sewn together with their own slang. It is impenetrable to outsiders, save with a lot of slow, clear enunciation and pantomiming. Most speak it as their primary language.

Starting Equipment:

  • Ragged clothing
  • Weapon and trinket
  • A handful of cigarettes or a rat on a stick or a flask of rotgut
  • Tattoo of vertical bars on forehead and back of right hand
  • 1000-yard stare.

Name Table (d6 & d8)



123456
1BulletMooneyCloverBluejayJackassIbis
2TickSquidDizzyGritFloaterWalker
3WickSix-EyesWinterChestnutWartRags
4MouserKipShitbitchBo MaybeSawboneDrop Bear
5FireballThornyCrunchThistleBig ShotNo-Nose
6BiterSproutGreasyFinchPillbugTiger
7RedMarblesRotgutBlackheadPepperMailbag
8GloryWillowTwitchSaltlickGhostsmokeToothsome

Status (d4)

  1. Young scrunt; unproven and soft
  2. Blooded carver; good with a knife
  3. Hardened veteran; sharp and cunning
  4. Among the oldest; an institution

How Did You Come to the Farm? (d6)

  1. Orphaned
  2. Abandoned
  3. Forgotten
  4. Lost
  5. Stolen
  6. Sold

Weapon (d8)

  1. Carving knife
  2. Rusty shank
  3. Machete
  4. Shovel
  5. Broken bottle
  6. A long gun with no bullets
  7. Sharpened bone or stone club
  8. A unicorn horn

Favored Breed (d10)

  1. Midlands Blue
  2. Appaloosa
  3. Three Dead Ladies
  4. PfTD
  5. Mountain Draft
  6. Old World Palatine
  7. Quakemouth Bastard
  8. Shambling Dorie
  9. Qirax Devilsoul
  10. Karkadann

Your Nature (d%)

  1. Humor black as a tarred gallows.
  2. Break chains, burn shit, eat the rich.
  3. Still hoping, however foolishly, that things will get better.
  4. The facade is cracked.
  5. Devoted utterly to the hunt.
  6. A rare kindness
  7. Just barely keeping it together.
  8. Pain-tempered wisdom
  9. Dead girl walking
  10. WAR SEASON

Descriptors (d12)

  1. Tumorous growths
  2. Organ failure date tattoo
  3. Missing or misshapen limb
  4. Bone-shard facial piercings
  5. Crow-feathers woven in hair
  6. Disfiguring scars
  7. Blind in one eye
  8. Ocher-and-clay face paint
  9. Albino or piebald
  10. Filed teeth
  11. Filthy, matted hair
  12. Occult tattoos

Trinket (d20)

  1. Your sister's skull
  2. Necklace of rat teeth
  3. Hand-carved dice
  4. Spotted unicorn-hide poncho
  5. Horn from a prize hunt
  6. Jar of scavenged coins
  7. Rag doll with a crowfeather bonnet
  8. Poster detailing the cuts of meat
  9. Shimmering blanket of woven unicorn hair
  10. Cords of root amulets and bone talismans
  11. Three bullets and a photograph
  12. Long pipe and a bag of unicorn shit
  13. Pendant icon of Brother Bones
  14. Padded leather apron
  15. Purple foalskin moccasins
  16. Fishing rod, bait and tackle
  17. Cold iron horseshoe
  18. Gator-skull helmet
  19. Circlet of swampflowers
  20. Fetal unicorn in a jar

Carver girl, carver girl, don't lie to me.
Tell me where did you sleep last night
In the blood, 'neath the bone, where the sun's never shone
Won't make it the whole night through