Showing posts with label warp. Show all posts
Showing posts with label warp. Show all posts

Monday, September 1, 2014

The Lady or the Tiger

Our WaRP Weird Adventures game resumed yesterday and found our heroes re-united, but no closer to finding Urst's treasure. As an eldritch darkness seemed to be growing in the shadowy corners of the upstairs, they decide to make a hasty retreat to the downstairs and recover Rue's body--and maybe reintegrate her spirit.

It's not going to be so easy. When they get back to the rectory, the cat-headed man is leaning against the dying table near Rue's body, smoking a cigarette. He's with his apartment cronies: Camilla, the card-sharp and the Ogre in women's clothes. The man gives his name as Bagh. He says he's an associated of Urst's. He's been trapped in the mansion since Urst's death and he needs to snowglobe to get out.

The gang is disinclined to give it to them. He tells them to think it over, and says he meet them later in the gameroom. Rue is impatient to get her body back. She makes a run for it, using her ghost abilities to take a big flying leap toward it. Bagh suddenly transforms from a cat-headed man in a fez and a natty suit into a giant anthropomorphic tiger. He grabs Rue's spirit and pulls her off her body.

The others come rushing to help her. Gossamer (the Ogre) rushes to meet them. Rob dodges Gossamer's charge. Jacques runs past them to grab Camilla. Pao shoots Bagh, but the bullet goes right through him.

Jacques threatens to kill Camilla if the tiger man doesn't release Rue. Bagh calls Camilla "the help" and doesn't bite. Pao threatens to destroy the snowglobe. That get's Bagh's attention--but he still throws Rue's ghostly body through the ceiling. (She lands on the second floor, feeling bruised until she recalls she doesn't have a physical body to be bruised at the moment.)

Gossamer is pummeling Rob, and Camilla has twisted free and paralyzed Jacques with a magic playing card. Going for broke, Pao throws down the snowglobe then shoots it.

Bagh arms covering his head Bagh shrinks down to human-size. He might be sobbing, but no--he's laughing. "Free!" he shouts as he turns into a shadow in the shape of a tiger and bounds up through the ceiling. On the second floor, Rue sees he past and also sees the house and his furnishings appear to be attacking him.

Rue slips through the floor back to the level where her friends are. She's just in time to see the fireplace transmogrify into a caricature of a human face--Urst's face. He thanks them for returning the snowglobe. He also says he's captured Bagh and sent him somewhere where he won't get out for another millennia or so. He returns Gossamer and Camilla to their own worlds, too. Soon he says, the house will have rotated back to the Earth of the City and our heroes can go home.

Urst explains his death was only part of a ritual to gain immortality--not bodily immortality, but immortality nonetheless. His made had actually disrupted it by stealing the snowglobe that held the central element of his soul. Now, Urst is his estate. Bagh was a demon he had enslaved back in his days as a human sorcerer.


Urst allows them to leave the house with a letter to take to his dishonest lawyers that started this whole thing. When they do so, the lawyer's write them each a check for $2000 from Urst's account. Then, as they pour over the fine print, they disintegrate for the eyes of our protagonists.

Monday, July 1, 2013

Weird Pirate (Doomed) Romance


In my continuing WaRP Weird Adventures game last night, the PCs were tasked by the loathsome swamp witch (supposedly once a pirate queen, Eliza Bonney) with finding a way of freeing her from her ship turned prison, stuck incongruously in a lake deep in a Southron swamp. The gang went back to town for supplies and left poor Professor Pao as the witch's hostage.

Rue consults the spirits and discovers that the witch can be harmed by something that belonged to her lover and former partner--something that can "cut her flesh and pierce her heart." Luckily, the town has a small museum with a pirate history display and a lovelorn curator, Imogenia Frump, who falls for the charms of international man of mystery, Jacques.

Our heroes find out that two pirates came ashore to bury treasure here: Eliza Bonney and Red Marguerite. The two had a falling out over the loot, or so the story goes. In the museum's possession is an old cutlass and a small, wooden chest. Jacques uses his influence over Imogenia to "borrow" the items for study at a prestigious City university.

Fairly certain that Red Marguerite and Eliza were lovers, the PCs figure the cutlass will come in handy. Investigating the box reveals a secret compartment with a heart-shaped necklace of ruby and silver. So armed, they head back out to the swamp for a showdown.


Things don't go exactly as planned (when do they ever?) but the PCs manage to cut the locket--piercing the witch's heart--and making her vulnerable to their attacks. She appears to fall away into the depths, her bulk destroying the ship in her death throes.

Our heroes escaped but without the treasure some of them hoped for, other than the suggestion they had done a community service by destroying an ancient evil.

Monday, December 3, 2012

Rooke


This is Mingus Rooke, club owner, jazz musician, and former adventurer. He's rendered here in a Chester Gould-ish style by Lester B. Portly. Here's Rooke's stats in WaRP:

Mingus Rooke
Famous former adventure; Owner of the Blue Hound club in Solace

Black man, mid-50s, gone a little soft since retiring.

Attack: 2 dice
Defense: 3 dice

Jazz Musician, 6 dice (jazz slang)
In the Know, 3 dice - Well-connected to the adventuring, music, and magical communities. (he's always got a story)
Musical Magic, 3 dice - Can great various spell-like effects via music. Must be able to play his horn or another instrument to use this ability. Range is generally 2 x die roll yards, though this may vary with effect, at the referee's discretion..
Not as Young as He Used to Be - Any exertion that goes over 2 rounds results in a penalty die.

Thursday, September 13, 2012

Lenny Goes Undercover


In last nights Weird Adventures WaRP game on Google+, the gang followed up on some leads but were still left with no clear idea of who killed the body of the now disembodied brain William Carmody or kidnapped his fiancee.  Without Diabolico in attendance, they had no car, so that meant a lot of cab rides.

First, they crashed the Cobalt Club to check try to dig up something on industrialist Hew Hazzard, who Carmody had been working with. This involved overall wearing Lenny having to wear a coat and tie. Loone pretended to be a reporter out for an interview, but no headlines were made from his chat with Hazzard.

Next, Lenny went undercover to infiltrate Waxy Moldoon's gang.  He had impressed Two Teeth (a suboordinate) with his moxie last time and got offered a job. Lenny got a chance to prove himself in front of the boss by applying "harsh interrogation" to an Eisenmensch they had captured.  What did thaumatosurgically altered cyborgs from the Great War have to do with this?  Well, Waxy seemed to think they had the dodecahedron (or "dingus" as he called it).

Either the guy didn't know anything or wasn't talking, and Lenny contrived to bust him out and escape, which he did with the help of a fire started by Boris, telepathically coordinated by Loone.  Before that, though, Lenny almost lost control to his "imaginary" rabbit-like companion who wanted him to kill them all:


After they made their escape under the goons' guns, they used a bit of gentler interrogation on Karl the Eisenmensch.  he still claimed to no nothing, but Loone's peaks into his mind revealed he did know of a group of Eisenmensch that were good candidates for having the device, and a place called "Greasy Lake" seemed important.  Boris recalled there was a big junkyard at a place called Greasy Lake.

The gang decided to find Diabolico and check it out.

Thursday, August 9, 2012

At Midnight


Weird Adventures resumed last night in the WaRP system. The gang was on hand for the reading of Old Cyrus Westerly’s will to his five (six if you count one’s daughter) hopeful heirs. The would-be heirs were unusual characters, and a couple seem to have past history. Given these dynamics, it was lucky that Don Diabolico and Boris were accompanied by Erskine Loone (The Grumpy Old Troll , Michael), psychologist and psychonaut, who turned an analytic eye on the clan.

Cyrus’s will gives his entire estate to Cordelia, the only surviving relative bearing his surname. The gang felt this immediately put a target on her back. But from whom? Matti Besant, the housekeeper, says spirits roam the house--the result of the diabolism of Curwen Westerly, Cyrus’s grandfather. Then, there’s an escaped homicidal maniac on the loose from a nearby sanitarium. Compared to those threats, jealous family members seem positively mundane.

Diabolico schemes! Boris scowls! Erskine expounds!  Will they be up to the task of protecting Cordelia Westerly from harm?

Stay tuned.

Thursday, August 2, 2012

One WaRPed Character

Last night, part of the gaming crew met in virtual for a character creation session for our new Weird Adventures game using the WaRP system.  Tim and Chris recreated their previous Lorefinder characters using the new rules set.  As I expected, the only step even the slightest bit difficult was just getting into the mindset of the system--the actually creation part was very easy.  Here's Chris's Don Diabolico--Gentleman Thief:

Traits:
Gentleman Thief (dapper clothes, shifty eyes) - 4
Good shot with a Pistol (steady grip) - 3
Skilled Driver (calm behind the wheel) - 3

Flaw:
Greedy (covetous gaze)

Motivation: 
Get rich or die trying

Secret:
In debt to the Hell Syndicate

Equipment: Natty attire, swordcane, concealable pistol, gloves.