Sessions
| Date Title |
Description | Jobs Offered |
|---|---|---|
| 2013-02-14 Labyrinth I |
The gang rejects paying work and volunteers to save Lorn refugees from the Labyrinth. | |
| 2013-02-21 Labyrinth II |
A spider attacks and everything turns to shit. | |
| 2013-02-28 Will it Blend? |
The gang visits the Fleshblender compound. Sanguinus gets a new heart. Sascha and Hollis share a special interlude. Locke earns the esteem of Lord Zoltan. | |
| 2013-03-07 Sex as a Weapon |
Hollis and Sascha find alternate lovers. Sanguinus saves a Starfish Man from petrification. The gang journeys to the gentle parish of Auldefair Bend to take a bounty hunting job. | |
| 2013-03-14 Invisible Mastodon! |
Hollis/Sascha makes a new friend who challenges the relationship between him and Sanguinus. | |
| 2013-03-28 Against The Hidden Lady |
The gang takes on the guild of the Hidden Lady in the service of some Halfling-Cyclops pilgrims of Shul. Hollis-Sascha converts to Karthite worship and receives an intriguing and lucrative offer | |
| 2013-04-02 Cultural Appropriation |
Hollis and Sascha sell their heritage and are reduced to the mean of all sapient life. Sanguinus has a run-in with a gang of Rat Thing toughs, and Locke works a curious spying job. | |
| 2013-04-16 The Demon Rum I |
As an acid storm washes over Greatlune, Sanguinus seeks shelter in the Horn Head Distillery | |
| 2013-05-03 The Demon Rum II |
Sanguinus destroys the Horn Head Distillery and learns a terrible truth about Hollis |
Parishes
Ditchbiggin
Home. Run-down and overpopulated. A maze of twisty little streets. Local government is broke — the ability of the parish to tax was destroyed by the Hidden Lady’s temple after the city attempted to tax its takings. The Green Elemental Temple is the heart of town and is caringly tended by a society of Yeti caretakers.
The Labyrinth
Endless stairways, spell-warping magic, desperate captives, deadly predator spiders — and apparently the new gateway to the plane of Lorn.
Auldefair Bend
A pleasant, well-run place of wide avenues and learned scholars. The massive St. Dympha Sanitarium and the Cube Gardens are the chief attractions.
Ynan
Home of the Lightning Brains
Harrokaddar
A Krakenoid swamp. Foreigners need to stick to marked paths and avoid the quarantined citadel. A colony of learned halfling botanists have established a settlement in the dry north. The Academy of Sorcery is here, as is Sascha’s cousin Phlebas.
Greatlune
Jumping-off point to the Chaos Sea. A typical resource boom town, burgeoning with wealth taken from the Chaos. Sorcerous diamond piers extend kilometers out into the maelstrom.
Thebes and Luxor, the Twin Glories of Pharaoh Mobius
Ruled by Pharaoh Mobius.
Munmeek
Giant rat-thing landfill.
Ludpoole
Plantation parish; fields, workhouses, and splendid manor houses. Under a plague sign recently.
Thrimdoon
Large urban park / game reserve owned by the purple-skinned Wardens. Recently suffered an ice monsoon.
Planes
Locations
- Ditchwater Manor
- The Chamber of Renewal — the Fleshbender Compound
- Lord Zoltan’s Villa
- The Yam and Fig
- The Gentleman’s Affiliate
- The Gentle Temple
- The Monastery of Karth (Ditchbiggin)
- The Monastery of Karth (Greatlune)
- The Pelican Inn
- The Pinnacle (Tavern)
- The House of Horns (Inn)
- Hardeek’s Welds and Fabrications
NPCs
- Shabrahim, Fleshblender Innkeeper
- Estaya, dead ape-lady from Lorn
Kordash, Minotaur gentle brother- Agra Ippagath, Fleshblender supervisor
- Lord Zoltan, human collector
- Julicob Algann, Editor of the Ditchbiggin Lantern
- Maela Mariano, human antiquities and exotics dealer, friend of Locke
- Yurelle, Vulture Fleshbender surgeon, operated on Sanguinus
- Duffy, Cyclops-Halfling prospective freebooter guildmaster
- Phlebas, Sascha’s magician cousin, instructor at the College
- Edis, gnomish underchef at Lord Zoltan’s villa
- Ambassador Fedakeen, Pharaoh’s emissary from Luxor
- Quema the squatter Homunculus
- Stalmarley the Lightning Brain expedition investor
- Golf the Lightning Brain, one-time employer of Sanguinus
- Captain Jaquinne, Ghoul Shipmaster, henchman of Zoltan, attempted lover of Hollis-Sascha
- Ahkita, Vulture Folk tunnel sherpa
- Moaquine, unfortunate Cat-Demon-Ogre captain, killed by the Gidmane Family
- Dotee Cambors, Moaquine’s vengeful Cat-Demon spouse
- Gidmane, gargoyle freebooter of Greatlune
Zil, scamster of the Shul pilgrims- Carl the minotaur rickshaw
- Rilora Anzel, Halfling-Cyclops pilgrim of Shul
- Vorroward the Walking Greatrook buyer of heritage and seller of infusions
- Hildraed the Ghoulish innkeeper of the Pelican
- The unnamed Crocodile-Gorgon tavern-master at the Pinnacle
- Radalis, the nice Capran alchemist
- Drahzu the Demon-Distiller
- Unnamed Demon of the Rum
- Pitpat, Cockroach agent
Custom Moves
When you donate your heritage, you lose one of your heritage moves (the GM will choose) and you bodily transform one step closer to raw living clay, to the mean form of all sapient life. It’s up to the GM to decide what this form is, but it’s almost certainly not a two-legged pink mammal with opposable thumbs. Hope you were paid well!
When you receive a heritage infusion, you gain a heritage move appropriate to the donor. Then, roll -the number of “native” heritage moves you currently have. On a 7-9, choose two, on a 10+ choose three.
- You may choose the heritage move you gain
- You permanently gain the heritage move
- You do not bodily transform to resemble the donor
- Your future offspring will be viable
- You are not haunted by anxious dreams of your appropriated alien heritage
When you speak your need and sacrifice some jingle roll +1 for every full J100 you sacrifice. On a 6-, the Sultana becomes aware of your exploits but does not intervene. On a 7-9, choose three. On a 10+, choose all but one:
- her intervention arrives in a timely fashion
- your party will remain safe during the intervention
- her intervention helps your party achieve its goal
- you do not exhaust the Sultana’s goodwill
- the sacrifice of Favors pays your debt to the Sultana in full
When you open a package that doesn’t belong to you, roll +nothing. On a 7-9, choose two. On a 10+, choose all but one.
- the contents are valuable
- the contents are useful
- the contents are not broken
- the contents are not dangerous
- your tampering is not evident to anyone
When you fiddle with a strange device, roll +some ability that the GM picks. On a 7-9, choose 1. On a 10+, choose 3.
- You learn the artifact’s purpose and how to use it
- The artifact is still usable
- No one is harmed
- You may take +1 to your next roll to understand a similar artifact
- You may ask the GM one question about the artifact’s last owner
Species
Anubites
- jackal race sired for Pharaoh Mobius by the god of the underworld. They are infiltrators and spies, they hear whispers and travel in darkness, but the light of the sun makes them quail.
Fleshblenders
- Not a species — almost a post-species.
Ghouls
- Not undead, but gross.
- Eat things others can’t.
- Reproduce differently
Goat Head (aka “Capra”)
Halflings
- Sometimes they go feral
Halfling-Cyclops
- join minds with nearby family; all of you peer into the distance; collectively you are a telescope.
- eat like a locust.
- tumble, caroom, rebound
Homunculi
- Vain sorcerers will spawn dozens of homunculi and cull all the imperfect ones, but some escape and squat in Ditchbiggin.
Inevitables
- Pure law archons, they act to suppress abominations and preserve creation.
Krakenoids
Lightning Brains
- Lightning Brains are native to the parish of Ynan and are basically massive plasma balls with brains inside them.
- War Brains occupy orbs that are spiked like the head of a mace.
Lorn Apes
- An apelike civilization unique to Lorn.
- Very rare at this point, few survived the destruction of Lorn and fewer still made it through the Labyrinth to safety.
Magmin
Dwarf-shaped and industrious, the magmin are among the deepest-dwellers of Dungeon World. Found in cities of brass and obsidian built nearest the molten core of the planet, the magmin live a life devoted to craft—especially that of fire and magical items related to it. Surly and strange, they do not often deign to speak to petitioners who appear at their gates, even those who have somehow found a way to survive the hellish heat. Even so, they respect little more than a finely made item and to learn to forge from a magmin craftsman means unlocking secrets unknown to surface blacksmiths. Like so much else, visiting the magmin is a game of risk and reward.
Minotaurs
- Stubborn
- A domesticated minotaur is a great mark of status in Ditchbiggin society.
Starfish Men
- One gender, arbitrarily refered to as male.
- Starfish young bud off their parent, but only after a prolonged infancy of several years. *
- Starfish do everything slowly
Vulture Folk
- Vulture folk have a unique hook-and-dagger fighting style.
- Vulture folk look like Skexis, but are way more limber.
- Vulture folk were cursed to walk by a god after they ate a very wrong thing.
Walking Great Rooks
Yeti
Resources
Donjon
Chaotic Shiny
Roll 1d12
Abulafia Planar Generator
Dave’s Mapper
Details of the Mission
The Rainy City
Divinities and Powers
Tidbits
- The Hidden Lady destroyed Ditchbiggin’s government after they tried to tax her.
