Tuesday, May 26, 2020

Esoteric Enterprises - No Town Like Cow Town - Prep For Session Six



RUMORS
Tattoos on a "recruitment drive". First in line for the draft? Leftover Hooker Slashers. Wonder who's next.

Megachurch looking for a way into the Lich Sanctum on the West Side. Whole lotta bullshit in the way, but they say it pays well.

Light Market's trapped between a vampire and a burned place since the Gallery went up. Punk Rocks from the Love Shack looking for a way to bail them out.

Seekers worried about something in the Sink. Say it's why everyone's having all those horrible dreams. They got an idea to buy some time before it gets worse.

Some Karen from United Meat Train wants a boon from the Dungeon Druids. She'll pay real nice for it.

Sunday, May 24, 2020

Esoteric Enterprises - Starting Equipment

Esoteric Enterprises Character Creation takes too long. In addition to painstakingly copying down their Saving Throws and Skills, then adjusting them based on their ability score modifiers, players are asked to fill out their character's equipment from a big list of gear.

But what if there was a list of recommended starting equipment for each class? Something like...


Esoteric Enterprises - No Town Like Cow Town - Session Five

Session five was hard. The players really struggled with mapping, both retracing the path from last time (two of them were new and had never seen a dungeon before) and exploring new areas.

In attendance,
  • Cassiopeia Unseelie the Third Generation Red Cap (Spook Lvl 3)
  • Elizabeth West the Necromancer (Occultist Lvl 1)
  • Thurston East, Fragile Cyberneticist (Doctor Lvl 1)
The team had a job to finish from last session, which I decided took place just a day ago: locating the Cistern on the West Side and retrieving some of the water inside for the Occultists. The team lost a man on the previous attempt, and Cassie was going to try again with reinforcements.

She met the two new recruits at the Pound of Flesh, to explain the mission and hand out equipment from the pool. But before they could leave, a pair of enormous police officers showed up to shake down the truck for free BBQ, and immediately recognized Cassie. She'd been spotted leaving the abandoned rail yard yesterday, and was a suspect in a couple other cases. But they were happy to let her off with a warning, and a 200 dollar donation to the Cow Town Police Foundation.

The Gallery desk was manned by a bored artist with enormous headphones and a graphics tablet. She told the players to toss whatever they felt like in the donation jar, and went back to working on her porno commissions. Cassie didn't remember how to open the secret entrance to the basement, so they had to bother her again to open it. She said maybe they could deal with whatever was making so much noise downstairs.

Downstairs, someone was yelling and throwing furniture and sculptures. They caught fragments of the argument. The Hooker Slashers weren't happy about paying the gallery for use of their ROW. In fact, they were going to start charging the artists protection. The artists weren't having it. Someone fired a gun. The players ran for the dungeon entrance, before they could get caught in the fighting.

Wednesday, May 20, 2020

Delta Green - Special Abilities

Like it or not, combat is a big part of Delta Green. Bug hunts and gunfights are more interesting when the enemies do more than just deal damage. Special abilities make the enemies weirder, grosser, and more memorable than just claws and guns.

The following powers can be flavored as you please. Mutations bestowed on cultists by an alien God. Spells used by a sorcerer. Powers derived from a mysterious artifact. A couple of these mixed in among a group of adversaries adds excitement and encourages the players to prioritize targets. My favorite combination is a group of foes, most armed with mundane weapons, but a few armed with supernatural abilities.

The narrative justification you give for an ability can also give the Agents an idea of what to expect, if they observe the target before engaging.
  • Science: Biology or Chemistry can identify the drool coming from the "dog"'s mouth as acidic.
  • Occult recognizes the deformed instrument in the cultist's hand as an artifact of supreme power. 
  • Medicine recognizes the flickering patterns on the target's skin as a seizure hazard.
And so on

Monday, May 18, 2020

Esoteric Enterprises - Coal City Blues - Masterpost


Esoteric Enterprises is an urban fantasy/grindhouse horror dungeon crawler by Emmy Allen of Dying Stylishly Games.

The setting is similar to RPGs like Unknown Armies and World of Darkness, or books like Kraken and... Gil's All Fright Diner, maybe? There's an occult underworld in the city that somehow stays hidden from mundane humanity, despite being jam packed with crazy magic and monsters.

The gameplay is a clone of Lamentations of the Flame Princess, which is a clone of Basic/Expert D&D, or one of those other old school editions. You roll 3D6 in order to make a character, you roll D20s to attack things and make saving throws, you get the picture. It does a few genuinely cool things to improve the old system (which I ran for maybe a year in undergrad and didn't really care for), and also some annoying things that make it worse.

Coal City Blues was my first campaign of Esoteric Enterprises. I expected it to go for a couple sessions, and it ran for eleven. I can't actually recommend Esoteric Enterprises. It's an unfinished product, and that's not something I want to reward. But it surprised me. The mechanics range from incomplete, to frustrating, to straight up broken, but the world creation system really brings the game to life. It's the first RPG I've ever finished a campaign of. And I've got plenty of "finished" games sitting on my shelf that are much worse (I'm looking at you, Mothership).

Here are my writeups of the game

Sunday, May 17, 2020

Esoteric Enterprises - No Town Like Cow Town - Prep For Session Five



ACTIVE JOBS
Seekers are working on something big. They need water from the cistern on the West side, though. $1,500 for a sample.

RUMORS
The cops are looking for you. They just want to talk, honest.

Grange had to torch Lyman's farm. The cows, the people, the feed, they were all stuck together in one big fungus ball. Screamed all night as it burned.


There's a meat cult in one of the abattoirs. It's getting bigger. United Meat Train wants it dealt with, quiet like.


There's a guy in the buried ruins on the West side who pays for dungeon meat. What's dungeon meat? Anything, once you kill it.


Hooker Slashers upped the rent on the Light Market. Everything's more expensive until they find a new venue.


Suit in town looking for samples from the Sink. UMT won't let him near the hole, probably 'cause of the lawsuit.

Esoteric Enterprises - No Town Like Cow Town - Session Four

I moved this session three hours earlier, because I felt like playing earlier in the day. The result was a big drop in attendance, though I haven't established whether this was actually the cause.

The players today:
  • Larry Lippman, One-half of a man on the run. (Explorer Lvl 3)
  • Cassiopeia Unseelie the Third Generation Red Cap (Spook Lvl 2)
The goal: to do the Occultist Job they heard a rumor about. Get water from the cistern on the West side, and bring it back to the Seekers of the Path. In order to arrange the job, they needed to meet with the Seekers. They could look for them in the underworld, or they could look for someone who could get in contact with them. They decided to check in at the recently reopened Love Shack.

Carl met them in the basement. There were more people with guns than usual. He said the vampires had been creeping around outside at night. Scouting them, making people nervous. He was sick of it, and now he was going to set an ambush. They would help, right?

The gang decided to help. The Love Shack and the explorers were their best friends in Cow Town. And the vampires were real assholes. They had until nightfall to plan it out. The other jobs could wait.

Friday, May 15, 2020

Filipino Box Spring Hog - A Delta Green Scenario

Filipino Box Spring Hog

Los Angeles, April 30, 1992. Day 2 of the Rodney King Riots. A handful of Delta Green Agents decide this is the perfect cover to settle some scores. Blame the whole thing on “looters”.

Thursday, May 14, 2020

Esoteric Enterprises - Coal City Maps


“You looked fearful of it, and tried… as it appeared to me — to keep your face from it when you carried it.” He threw back the cover as he spoke. The first page, thus revealed, was written in red in a character I did not know.

“This is a warning to the seekers of the path,” he said. “Shall I read it to you?”

I blurted, “It seemed to me that I saw a dead man in the leather, and that he was myself.”

He closed the cover again and ran his hand over it. “These pavonine dyeings are but the work of craftsmen long gone — the lines and swirls beneath them, only the scars of the suffering animals’ backs, the marks of ticks and whips. But if you are fearful, you need not go.”
“Open it,” I said. “Show me the map.”
“There is no map. This is the thing itself,” he said, and with that he threw back the cover and the first page as well.
-The Autarch Appian to Severian the Cruel

 

Wednesday, May 13, 2020

Esoteric Enterprises - No Town Like Cow Town - Prep For Session Four




Love Shack is open for business again. But don't sound the all clear yet. The cops might have stepped off, but the Tattoos are hanging around the place at night now. Explorers won't let them in, obviously. Only a matter of time before they force the issue.

Seekers are working on something big. They need water from the cistern on the West side, though.

You know that guy Lyman, who found the layer of fungus while he was digging a well last week? Well that was the last anyone heard from him. Neighbor who went to check on him didn't come back either.

There's a meat cult in one of the abattoirs. United Meat Train wants it dealt with, quiet like.

There's a guy in the buried ruins on the west side who pays for dungeon meat. What's dungeon meat? Anything, once you kill it.

Hooker Slashers upped the rent on the Light Market. Maria might be looking for a new venue, if she can find someone else to do security.

Suit in town looking for samples from the Sink. UMT won't let him near the hole, probably 'cause of the lawsuit.

Tuesday, May 12, 2020

Esoteric Enterprises - No Town Like Cow Town - Session Three, Part Two

(Continued from part one)

The reliquary was ancient brick, with short, vaulted ceilings. The doors out were a mix of locked wood doors, barred iron doors, and metal portcullises. The former two were easy for Timothy to open with his tools, while the latter could be hauled open with sheer brute force, at cost of time and making a lot of noise.

The first room had a cabinet with an old bottle inside. The next, a huge therapod fossil on display, and a door back into the cult stronghold. Tim tried to pick it, provoking the dinosaur bones to animate and threaten the team until they backed off. Duly deterred, they peeked through a portcullis to find the chamber beyond guaded by a stone golem. They elected not to challenge it either. The room after that had ark age ceremonial vestments, still encrusted with gold crosses and cabochons. The room after that was filled with polearms. Mostly decayed and rusted into uselessness, save a single one which glowed when Mort grasped the shaft. A magic weapon!

Through the portcullis to the next vault, they spotted a strange creature. A five legged dog the size of a truck, imprisoned in a circle of glowing runes on the floor. The beast spoke in a human voice, asking them to release it. The self righteous clerics that built the vault imprisoned it in the circle. Saint Boniface was the wisest among these monks, who plumbed its secrets with false promises of eventual freedom. Then the inquisition killed them all. That was a thousand years ago. The team asked the dog what it would do if they released it. It planned on killing the descendants of the clergymen that imprisoned it. Apparently they didn't take clerical celibacy that seriously in those days.


Esoteric Enterprises - No Town Like Cow Town - Session Three, Part One

Session Three of Cow Town. With Coal City closed out and nobody else running a game on Monday, attendance was higher this time. We had a full house, several new characters and a new player.


In attendance:
  • Acrasia, Dream of Hunger (Spook Lvl 2)
  • Timothy the Rocket Surgeon (Criminal Lvl 1)
  • Cassiopeia Unseelie the Third Generation Red Cap (Spook Lvl 1)
  • Mort Caliginous the Inward Collapsing Void (Mystic Lvl 1)
  • Clement "Clem" Cleburne, Cunning Criminal of Cow Town (Criminal Lvl 1)
The gang met at the Pound of Flesh in Downtown Cow Town. The kosher food truck sold BBQ brisket, non-dairy based sides, and forties that blatantly violated city open container laws. They discussed which job they wanted to take. They decided to visit the Megachurch and see about getting Acrasia a new arm.


Monday, May 11, 2020

Esoteric Enterprises - Hustles

UPDATE DECEMBER 7 2020: The latest version of these rules can be found here.

In Esoteric Enterprises rules as written, there's no tracking dollars and cents of money. The cash value of items recovered translates into XP and is then forgotten. Purchases are made by rolling against your "resources level", by default equal to your character's experience level. When you level up, your hoarded wealth has made you rich enough that you ascend one rung on the financial ladder.

In my house rules for Esoteric Enterprises, I threw that out. The players wanted to spend their ill-gotten gains, not have them disappear into the ether until they met an arbitrary breakpoint to increase their roll-under chance of buying things. We're already tracking dollars and cents for XP anyway. So I recoded the resource level as the character's weekly income. Now, instead of the resource level reflecting hoarded wealth FROM adventuring, it's their money IN ADDITION to adventuring.

But where does that additional money come from?

I've complained before that Esoteric Enterprises doesn't actually have rules for starting your own gang. Maybe I can solve both problems at once.

The design goals are:
  • Provide interesting choices without adding too much complexity
  • Integrate player hustles into the existing reputation mechanics
  • Use simple narrative hooks to give the players a stake in the game world
  • Allow players to be gangsters as well as high powered homicidal transients


Quick Reference
When a player reaches Level 3, they must find a territory and either roll Contacts to choose a hustle, or roll a D12 to see what market they end up in.

Every week, the players decide what share of their income they want to spend on security for their hustles, then roll a D20 to see whether one of the gang's hustles is in trouble

After Level 3, whenever a player levels up, they can roll Contacts to diversify into a new hustle

Where Does The Money Come From?
At Levels 1 and 2, the players' income is assumed to come from low rent petty crime that they engage in by themselves. There is no need to track how this money is obtained, and it does not represent a significant criminal enterprise.

When a player reaches Level 3, they become a minor figure in the occult underworld, with their weekly income derived from more organized criminal activity.

In order to cash in on Resource Levels 3 and above, players need territory and a hustle. Without these, they cannot rise above Resource Level 2 (unless they have one of the social advantages from page 29)

Territory
Finding "unclaimed" territory in a city to operate in requires either a Contacts roll or some in-character legwork.

If the entire city is claimed by existing criminal factions, the players must either run a fly-by-night operation and hope to stay under the radar, or come to an arrangement with an existing non-hostile faction. This may require another Contacts roll to set up the connect.

Players operating in another faction's territory must kick up a percentage of their weekly income, usually 10%, for the privilege of working in their territory.

Players who operate without asking in someone else's territory pay nothing, but if discovered their operations will be targeted and they themselves will be subject to reprisals.

Hustles
When a player reaches Level 3, and has a territory to work in, they need a hustle.

Choosing a hustle requires a Contacts roll. If the roll fails, they don't get a choice in what the market demands. Roll a D12 to see where their weekly income comes from:
  1. Prostitution
  2. Loan Sharking
  3. Bookmaking (Sports Betting)
  4. Gambling (Weekly Card Game)
  5. Drug Dealing
  6. Smuggling
  7. Unlicensed Version of Legal Business (Illegal Clinic, Sweatshop, Bootlegging, etc)
  8. Protection Racket
  9. Mobbed Up Legitimate Business (Construction, Trucking, Waste Management, etc)
  10. Money Laundering
  11. Fence (Buying and Reselling Stolen Goods)
  12. Occult Crime
(Alternatively, if a character has a skill that ties into their illegal occupation, they can roll that to choose it instead of Contacts. IE Medicine for an illegal clinic, Technology for a wire fraud business, etc).

The weekly income provided by the player's resource level is their take from the gang's hustle. The rest of the money goes towards rent, payroll, supplies, and other business expenses associated with illegal criminal enterprises.

Hustles may provide other perks. The most obvious is a place to meet, stash items, do business and hide out. A cab stand, nightclub, bookie joint, garage, cathouse or other illegitimate business. Beyond the location, a hustle usually provides goods and services to its owners. Smuggling gives the characters access to the smuggled goods. A protection racket can get them discounts or favorable treatment from local businesses.

Every level after 3, the player can make a Contacts roll to set up a new hustle for the gang. This doesn't bring in additional resources, but it brings additional perks and diversifies their portfolio.

The scale of a hustle is determined by the player's level. At Level 3, it's a small operation with a handful of NPCs, and the player is directly involved in its operations. At higher levels, the player delegate more responsibility to trusted henchpersons. Eventually, the players will be powerful enough to extort entire gangs.

Problems With Hustles
Roll a single D20 every week for the whole group to see if their hustles run smoothly, or if there's an issue. 
  • 1-10: No Problem
  • 11-15: Minor Irregularity
  • 16-19: Serious Irregularity
  • 20+: Someone makes a move on the operation
Add between one and four to the roll if the players have a serious negative reputation with another dangerous faction, or if the players have significant legal heat

Add between one and four to the roll if the players are operating in someone else's territory without an arrangement

Subtract one from the roll for every 5% of their share of income the player spends on goons, security, etc for their hustle.

On a 12 or higher, one of the players' hustles has a problem.

Irregularities
A minor irregularity can be corrected by an in-person visit from a player character. The most common form of irregularity in the criminal underground is failure to pay up. A business has a slow week, or a gambler runs up a huge debt.

A serious irregularity is harder to deal with. Usually this is a business that refuses to kick up, or pays out to another faction. Correcting a serious irregularity requires a visit from the players, and some straightening out. If the DM or players aren't interested in roleplaying the ensuing leg breaking, window smashing, etc, they can roll either Charm or Vandalism (whichever is better) to deal with the problem quickly off screen.

Either way, an uncorrected irregularity halves the affected player's weekly income.

Hits
If you roll a 20 or above, the player with the highest Contacts score can roll Contacts. On a success, they receive word through the grapevine that a hit is incoming on their hustle, and can take means to correct it (set an ambush, move the load out of town, hit the perpetrators before they hit you, etc).

When someone makes a move on a players' hustle, that means another faction hit it. If there's an obvious choice, such as someone who's REALLY mad at them, they're the perpetrators. Otherwise, dice for a random unallied faction. If there are no factions who would dare attack the players, it's some no name punks looking to make a name for themselves. If the players have high legal heat, it's the cops who take it down.

The card game gets robbed at gunpoint. The stash house for the drugs is burglarized. Vice shuts down the cathouse. Someone bombs the cab stand.

A hit that the players don't prevent takes away all the affected player's weekly income. Unless they respond, they also receive no income from their hustle in future weeks.

Responding to a hit requires either a counter-move on the perpetrator's operation of equal or greater value, or a Contacts roll to set up a new criminal enterprise.

Esoteric Enterprises - Crews - UPDATED NOVEMBER 15, 2020

UPDATE DECEMBER 7 2020: The latest version of these rules can be found here.

Your hustle has goons, civilians, etc who carry out its day to day operations. Aside from a couple memorable NPCs who might serve as points of contact, they can be sidelined and forgotten about during actual play. The people you care about are your Crew.

When you hit Level 3, you get a Crew. Your Crew has total Hit Dice equal to your Level plus your Contacts score. That might mean one tough NPC, or a handful of lower level goons. It's your choice who you want to recruit.
  • You can always recruit Thugs, Drug Pushers, Mobsters, Doctors, Mercenaries, and other mundane humans
  • Recruiting magic users and other occult weirdos requires either a Contacts roll or some other connection to the world of wizards and witches
  • Recruiting intelligent supernatural beings requires the player to have contact with them or their faction, at the discretion of the DM
Your Crew are paid out of the income from your illegitimate business. The equipment that comes with their NPC stat block is covered by this payment, anything beyond that (weapons, armor, other items) you have to buy for them with your own money.

Members of your Crew can accompany you on adventures. They'll go into the underworld and face danger alongside you. They'll follow orders that aren't suicidal. When your Crew has to test morale (because of hideous injury, scary magic, casualties, etc), you SUBTRACT your Charisma modifier from their morale test instead of adding to it.

EDIT JUNE 23, 2020: You can send your crew to take care of things, ranging from mundane errands to petty crime. You can send them to straighten out difficulties with your Hustles if you don't wan't to or can't do it in person.

EDIT NOVEMBER 15, 2020: When XP is earned during an adventure, player characters who brought NPC crew members along must pay their crew. Not in money, but in earned experience. The cost is 5% of their personal share of the XP for each hit dice of NPC crew they brought on the adventure.

Example: Robert is part of a 5 player dungeoneering gang. The player characters earn a total of 5,000 XP from a dungeon crawl. The XP is split 5 ways between the player characters, giving Robert a share of 1,000. But, Robert also brought his trusty Mob Lieutenant with him. The LT has 5 hit dice, meaning he gets 25% of Robert's share. Robert therefore only gets 750 XP, with the other 250 points going to the LT.


Replacing a Crew member who dies, retires due to injury, or leaves due to poor treatment requires a Contacts roll to find someone you can trust. You can make this roll once a week. If the vacancy was caused by obvious cowardice or incompetence on your party, you get a negative modifier to the test, since nobody wants to work with you again.

EDIT JUNE 23, 2020: When you gain a level or increase your Contacts score, you can either recruit a new crew member, save up for another one, or promote an existing crew member. This obviously depends on the class having an advancement path - a Mobster can become a Mob Lieutenant, a Morlock can become a Crawling Killer, etc.

Sunday, May 10, 2020

Esoteric Enterprises - Session Eleven, Part Two

(Continued from part one)

The Kimeras pulled up to the old warehouse. The uniformed Provincial Guards at the little bridge hadn't stopped their van on the way over.

The warehouse was rusty and damp, and there were three statues that hadn't been there on the Kimeras' last visit. Concrete and rebar sculptures of women, pitted and melted by acid rain and weathering.


The statues moved. Like a claymation missing frames. They spoke to the Kimeras in a voice like an orchestra. They were sad because the city was being destroyed. Bombed and burned and washed away into the sea. The flood saturated the porous concrete and it was only a matter of time before it became soft. The Kimeras told the concrete nymphs that they were going to kill the creature that created the flood. The nymphs told them the way to its lair.

The Red Caps and thugs placed themselves at the Kimeras' disposal. The Red Caps would scout ahead, and the thugs would provide backup firepower. They had a rough idea of where the Aboleth tomb was. Somewhere Northeast of the Vinculum basement, where Johan had escaped last time. Tristan and the Red Caps killed a giant spider on the way, but the journey to the Leviathan cult's fortress was otherwise uneventful. It was like the entire dungeon had gone into hiding, terrified of the forces about to be unleashed.


Delta Green Monster - The Bronze Colossus

The Bronze Colossus

An ancient cyborg, made by a sorcerer using secret prehuman knowledge. A brain and vital organs, suspended in a bronze cauldron of blood and wine, mated to mechanical limbs of great power. A machine of war that slept four thousand years in a vat, and has woken up.

Esoteric Enterprises - Session Eleven, Part One

The final session! I opened up registration for six players instead of the usual five, so that nobody had to miss the finale due to slot restrictions.

In attendance:
  • Johan Cilliers, Impulsive “Antiquities Dealer” & Interdimensional Parasite Host (Mystic, Level 5)
  • Cobb "Jury-rigged immortality is still immortality" Taylor (Doctor, Level 5)
  • Devin Skull “The Punk Bard” previously of LudiCURSED (Mystic, Level 5)
  • Eileen "Last Rat" Walter (Bodyguard, Level 4)
  • Tristan Vedhart, Babyfaced "Artist" & Most Excellent Brain (Explorer, Level 4)
  • Dawn Unseelie, Third Generation Red Cap (Spook, Level 1)
The Kimeras spent the week holed up in Eileen's studio apartment, while Coal City slowly rebuilt itself. It was cramped, until Cobb knocked a hole through the wall into the apartment next door. The neighbors wouldn't mind - they had all fled the city, fearing flooding and neverending magical gang warfare. He covered the interior with plastic wrap, with a fiction of preserving it immaculately so that nothing would be amiss when they returned. Then he set up his lab in there, and that went out the window.

The Kimeras spent the week stocking up on supplies for the final confrontation. Liza the Sharp Objects and her gang of teenage delinquents, the Sharp Objects, served as shoppers and couriers. They even retrieved Zeke's stash for the Kimeras, only taking a modest cut off the top for their troubles. Along with his will.
If you guys are reading this note, then my second biggest fear has come true and I died... I want you guys to know its okay. I've never really felt alive until I joined our little gang that would become Kaldron's Kimeras, and I have enjoyed every second I get to spend with you guys. With my grandma sick with alzhemiers and my parents dead you guys are the only family I have. Hopefully I went out in a cool way so you have a cool story to tell. Try not to be sad for to long, if you can please celebrate me and Kaldron's lives and the times we shared, and remember us often so we remind you of the ideals and values our group holds and that you should be careful and enjoy the time you have.

Whatever financial assets I have are to be split amongst the surviving members of Kaldron's Kimeras, along with my er... book collection and notes, and a bottle of scotch I have hidden in my desk. Plus any of my other possessions that are recovered or found in my apartment. Also please show the rest of the Kimeras this note.

I love you guys
-Zeke Witwer 'The Delayer'

Thursday, May 7, 2020

Esoteric Enterprises - No Town Like Cow Town - Prep For Session Three

JOBS
Doctor Klay suggested that the Art Gallery and the Megachurch both had the power to get Acrasia's arm back, in exchange for a favor.

The Grange: Friend of ours over on the South Side refuses to pay for a herd of beefs one of our members delivered. Make him see reason, would you? He owes us fifty large, we'll give you a four percent cut of that for your trouble.

The Occultists: We'd like a sample of the water from the underground cistern on the West Side. The assignment is worth 2,000 to us.


RUMORS
The police are doing their usual sweep of the Love Shack. Everyone got out and everything important is hidden, so just steer clear of the place for a while.

Lyman was digging a new well on the west side, when he hit a vein of something. Not meat, or shit, or any of the other stuff you have to drill past to hit clean groundwater. More like a fungus.

I saw a bunch of Tattoos at the truck stop. I think they were looking for a hooker to disappear. I threw a bottle at a group of truckers to make it look like they did it, and they fucked off rather than fight a bunch of methed up roadsters. But they'll be back.

There's a guy in the buried ruins on the west side who pays for dungeon meat. What's dungeon meat? Anything, once you kill it.

Esoteric Enterprises NPC - Lester

An NPC from my favorite LISA fangame, adapted for Esoteric Enterprises. Cow Town needs people who know what to do with all this meat.

By Edvinas Kandrotas

LESTER
A flabby, broad shouldered boomer in a butcher's apron, rubber gloves and hairnet. He stinks like tomato sauce, sweat and blood. His wide, walleyed face splits into a grin around his king size cigarette as you enter the cafeteria. "Normal people!" he shouts. "I'm one of you!"
6 flesh (1 dice), 12 grit (2 dice). AC 14 (Apron and a Layer of Fat). Saves 15+. STR and CON 13
Beef Splitter (+2, d12 damage, target begins Bleeding Out on damage to Flesh)

Wednesday, May 6, 2020

Esoteric Enterprises - Prep For Session Eleven

NEWS
The Premier has extended the deployment of Provincial Guard troops to coal city from a single week to "until the relief effort has been brought to a satisfactory conclusion." While casualties from the near-ruinstorm were lower than expected, damage to infrastructure and the Premier's ongoing feud with the Mayor over public order in Coal City make a withdrawal of troops unlikely in the immediate future.

A coal city police vehicle pursuing an armed and dangerous suspect across the Little Bridge was swept off the road by strong winds and collided with the first floor window of city hall, injuring two city workers. Officials stressed that this incident was a normal traffic accident, rather than a deliberate terrorist attack on a government building.

Undeterred by the flooding, Federal Law Enforcement continues its crackdown on organized crime in coal city. A raid on the Blood For Sex nightclub in the Warehouse District caught several members of the notorious Red Caps gang, who had been hoping to capitalize on the chaos of the storm. A spokesperson for the Federal Police said one of the suspects may have been connected to the Big Bridge bombing several weeks ago.

THE STAKES
The progenitors of the Red Cap family are gone, courtesy of the Men In Black. Before they went, Red Cap Mom told the Kimeras they were now the heads of the family. IF they went through with the arranged marriage.

The Men in Black, tired of month after month of magical warfare spilling over into the streets, are cracking down on the occult underworld. They have the cooperation of local law enforcement, and a sensor network that covers the entire underground. They tried to enlist the Kimeras in the destruction of the Red Caps, but the Kimeras refused to be complicit.

The Leviathan Cult is led by an aboleth, an ancient sea creature and powerful spellcaster. They've already killed one Kimera and driven the rest into hiding, destroying the Blood For Sex in the process as part of a citywide flood.

The Ponda Rays are in hiding after their properties were raided and their Lieutenants arrested by the Feds. Vinculum is closed and watched by the police. The tunnels beneath are infested with Morlocks.

Between all that and you, I'd say the odds are about even.

Tuesday, May 5, 2020

Esoteric Enterprises - No Town Like Cow Town - Session Two

Session two continued to take Cow Town on a different trajectory from Coal City. I'm trying to apply the lessons learned in the first campaign. So far, so good, but it remains to be seen whether I've overcorrected.

I scheduled the session over someone's Delta Green game, which lost me some players. In attendence:
  • Larry Lippman, One-half of a man on the run. (Explorer Lvl 2)
  • Dwayne Brutananadilewski, Big Guy & Rock (Bodyguard, Lvl 1)
This group had Perception and Athletics to spare, unlike the Coal City gang. This would later prove decisive.

Dwayne Brutananadilewski was in town to crash with his brother Carl, after failing to get a square job in Coal City. He took his van down to the Love Shack, where he knew his brother was staying, and picked up Larry on the way. They were both occult Outlaws on the run from Coal City, and quickly became fast friends.

At the Love Shack, Carl the Rock was overjoyed to see his brother. He offered to carve out a place for Carl to stay in the love shack basement. Larry suggested that Carl accompany him into the dungeon to complete the mapping job from last week. They purchased a pair of gas masks, from the Love Shack storage locker and set off into the underworld.

Sunday, May 3, 2020

Esoteric Enterprises - Session Ten, Part Two

(Continued from part one)

At the Blood For Sex, the lights were on and the music was off. The staff used the storm as an excuse to close the place, and were doing all the cleaning they couldn't do by blacklight. The Kimeras asked if they could wait out the storm in the club. The employees said that was fine, they felt safer with the gang around. They did warn the Kimeras that the basement might flood if the storm drains to the harbor overflowed. The Kimeras barred all the doors to the dungeon from the club floor.

This was a wise decision. The sound of rushing water was soon audible from the tunnels beyond. Water trickled in under the doors, then spurted as the pressure on the other side increased. Johan cast Hold Portal on the largest door to keep it sealed, and the Kimeras hauled the armored, gold plated skeletons up the stairs to the surface. Like the demon with his hand stuck in the pickle jar, their greed proved their undoing. The other doors burst open and the basement flooded. Only Cobb, who had advised against recovering the statues, was able to escape. The rest had to swim for it.

Esoteric Enterprises - Session Ten, Part One

Session ten was apocalyptic.

In attendance:
  • Johan Cilliers, Impulsive Antiquities Dealer & Interdimensional Parasite Host (Mystic, Level 5)
  • Zeke Whitaker Cunctator (Occultist, Level 5)
  • Devin “The Punk Bard” Skull, previously of LudiCURSED (Mystic, Level 5)
  • Cobb "Jury-rigged immortality is still immortality" Taylor (Doctor, Level 5)
  • Tristan Vedhart, Babyfaced "Artist" & Fast Talking Runner (Explorer, Level 4)
Some real heavy hitters. But how hard could they get hit? Well...

The players debated their choices over the days leading up to the session. Consensus was to help the Red Caps. If that meant taking on the MIBs, so be it. The Feds were probably planning on killing them anyway if they did their bidding.

They agreed that they'd take the Union job first, though. If they had the time. They took the van down to the docks, which were closed due due to the rough weather. A single raincoated stevedore sat by the gate, tending a charcoal grill under an awning by the container that served as the front office. He went inside and got Hooks, the Kimeras' contact with the Union. Hooks explained the stakes:

The Feds were closing in, and it was only a matter of time before they went to the Necropolis looking for evidence of an old hit. The Kimeras needed to remove a body from one of the tombs. The crypt with the sea monster crest over the door. The body in the sarcophagus with a specific piece of graffiti on it. The timeline: urgent. The pay: 4,000 dollars.

Then the Kimeras drove to the Blood For Sex. The barkeep on the surface club was just a regular dude, not a Red Cap. The gang lost half the "first generation" during the cave in, forcing their more humanoid descendants to step up and fill the gaps in the operation.