Wednesday, 15 July 2015

Vengeance Week. R.E.V.E.N.G.E



Participating in this event are the following stellar bloggers:

A while ago, I had an idea for a tongue-in-cheek band of pitchfork/ flaming torch wielding, do-gooders, that I labelled  P.I.T.C.H.F.O.R.K.  I imagined that those who have been wronged, or harmed, by the forces of evil could hire them to right any wrongs. Admittedly, I had been reading more than my fair share of Grant Morrison's work at the time, and envisioned the Pitchfork crew as a motley assortment of heroes, but without the super-powers of course.

When the chance to participate in Vengeance Week came up, I knew immediately what I wanted to do, and that was to tell the other side of the coin as it were.  Who does your Arch-Villain turn to when his nefarious plans have just been thwarted for the umpteenth time? Where does evil go when they need help? Who do they hire when they need to get, R.E.V.E.N.G.E?

R.E.V.E.N.G.E.
(You won’t like them when they’re angry)

you've got trouble in your life of love
you got a broken heart
he's double dealing with your best friend
that's where the teardrops start
pick up the phone, I’m here alone
or make a social call
come right in forget about him
we'll have ourselves a ball

dirty deeds done dirt cheap,
dirty deeds done dirt cheap,
 dirty deeds done dirt cheap
dirty deeds and they're done dirt cheap
dirty deeds and they're done dirt cheap
AC/DC

Rictus

He slumbers, ursine, his dreams filled with the sights and sounds of a homeland now drowned under the weight of the ages.
 It is dry and unbearably hot in the full blight of the sun. They cling like leeches to the shade, fanning themselves, idle, lazy, watching the slaves toil and sweat and die, as the temple gongs ripple like a heat wave through the city.
The dream is sharper now, more vivid. His nostrils are engorged with the bouquet of sultry spices, incense, and the scent of desert blooms caught on the breeze.
Goats, slaves, and other chattel fill the market places with their heated discussion and bellicose bargaining; and everywhere he goes, those around him drop to their knees in reverence.
Such is the power of the Lord of Hawks.
He spies a kohl eyed beauty at his sandaled feet. He taps her on her shapely back with his golden scepter and bids her rise. She is canny. She does not look into the depths of his avian mask. He leads her to his abode at the heart of the city.
He is rough at first, then gentle, and finally he sleeps, while his lust cools like the stones of the city beyond his window, outside in the gathering dark.
The day has run its course, the shadows pool and solidify as a cacophony of gongs and trumpets herald the end of day, because Ra, ever fickle, demands constant adoration, lest he cast the world into endless night.
He hears a noise, closer this time, someone is in his chamber. He opens his eyes but he is too late. They surround his bed, tall, robed, masked, daggers flashing in the last rays of the day. His blood sprays, ejaculating toward the ceiling before falling down onto the sandy floor like the first rains of spring. He is undone, deceived, betrayed. He is dead.
But is he?
Time passes.
He cannot move. The walls press tightly around him. Torchlight flickers drunkenly before his resting eyes. His slumber is disturbed. A grunt, a groan, the scraping of stone on stone. He smells unwashed bodies thick with sweat and the unmistakable aroma of fear.
 Then, suddenly, hands moving over his body, searching, grabbing, pulling… looting. He’s had enough. He lets out a low moan and sits up, slowly. He is appalled at the noise his joints make as he moves. They creak, like the timber of his boats when he sails them down the mighty Elin River.
 He opens his eyes. There is screaming now. He tries to make sense of where he is, what’s going on. He is in a room, a chamber, it echoes, there are piles of his belongings all around him on the floor: Mummified cats and servants, gold, jewels, all his earthly possessions radiate outward from around him like the petals of a sunflower.
He is not alone. There are others here, moving backwards, terror painted on their faces as he climbs steadily from his… bed? What is this thing? A sarcophagus? Is it his? Is he dead?
 But if he is dead, then how can he move? He grabs the mewling tomb robber closest to him and breaks his scrawny neck. He flings the corpse at the others and laughs in a dry, grating manner, as they collapse under the weight of their dead companion.
 Soon they are naught but bloody heaps on the tomb floor, and the Lord of Hawks is alone once more with his thoughts.
Rictus awakes. He sits up slowly and adjust his cloak. He might be dead, but he abhors the chill and the damp on his desiccated flesh and dried out bones. He looks around the room and feels at peace watching the other members of his group doing whatever it is they do during the long, dark, watches of the night. Here, amongst the most reviled creatures in the realm, he feels at home. They are kith and kin to him now and he would die for them if need be; because if there is one thing that Rictus has learned over the last thousand years or so, it is that death, is not the end.

Rictus is a Mummy. Use the applicable stats for whatever system you are playing, with a few exceptions:

1)  He has a bag of dust, which when emptied into the palm of his hand and blown upon his enemies, acts as a sleep spell. (See your relevant PHB for spell information). This can happen twice per day.
2)  He can summon a horde of locusts to confuse and obfuscate magic-users and clerics to prevent them from casting spells or turning undead. The swarm will be in effect for 1d10 rounds or until dispelled.  Again, this can happen twice per day.
3)  He is armed with a captured Persian Peshkabz (curved dagger) that gives him immunity to all fire, either magical or mundane. If the weapon is not in his hands, or on his person, then the protection ends, and he may succumb to flame.

Eerie

 He had been begging for alms outside the Church of the Slumbering Suppuration in a quiet town called Barton’s Weevils, when he saw them for the first time. He could see they were the business, they were just so, menacing. They looked as if they didn’t have a care in the world, like agents of change answering the prayers of others.
Eerie decided then, and there, that he wanted to belong to that, no matter what, and no one was more astounded than he when they asked if he wanted to be a part of their coterie. They applied soothing balms and ointments to his wounded skin, dressed him in clean clothes, fed him, and gave him more coin in a single afternoon than he had seen in a lifetime.
And all they wanted in return was his undying loyalty, and a little information…
Eerie, sick of a life of being of being spat on, shat on, laughed at, and mocked for his disfigured appearance, wanted nothing but the sweet, sweet, taste of revenge. He’d spent years pushing all that hurt and negativity down into the nether parts of his soul, his consciousness, just about any place he wouldn’t have to think of the state he was in, or the role he played in his world. He said yes, yes, and yes, a thousand times over. Finally, he felt like if he belonged.
Eerie, born to the gutter, contracted leprosy sometime after his Nameday. Since then, he’d spent his time invisible to just about everyone who crossed his path. It had been a hard life made even harder by the cruel jibes of the local cleric, Father Swells. He was supposed to be a kindly soul, the Father, but Eerie knew that all donations to the church went toward the upkeep of the slovenly cleric, and not for the impoverished as they were meant to.
Father Swells supped on lavish meals, and guzzled wines by the gallon, while the poor went hungry and died just beyond the walls of his house of lies and illusions.
It wasn’t like Eerie was just bone idle and lazy, far from it. He worked the docks whenever he could, but his ailment often left him in excruciating pain, unable to lift the heavy crates and boxes from ship to shore. His skin would slew from his bones and he would weep bitterly for death, knowing that it was never far away, but for whatever reason, it would fail to claim him for its own. So he lived and he suffered… Until they came and took him as one of their own.
It seems as if Father Swells had angered the wrong person, and that’s why they were here, in the squalid part of the world Eerie called, home. Their mission was simple: exact revenge from the fat fuck.
Eerie waited for the Bells of Evensong to fade before leading them to the church. He knocked on the heavily barred door as he had done countless times before, and waited. But this time, things would be vastly different.
The tipsy cleric appeared in the doorway, flushed, sweating, with crumbs and gravy on his portly cheeks, while he readied his usual retort for those who came begging. They bundled him inside before he knew what was happening.
The rest of the group had him out of his priestly robes and spread-eagled on the altar before he could even splutter for help. Rictus, the Mummy, whispered in the naked priest’s ear and Eerie saw his eyes widen in terror. Someone handed Eerie a long curved dagger without instruction.
 Eerie knew what to do, he had dreamed about it for so many years. But as he was about to plunge the burnished bronze weapon deep into the chest of the beast, he felt the lid come off all the hurt and anger he had kept bottled up for years. His eyes darkened over, a strange, bile like substance, ran down his cheeks like rivers of midnight tears. His anger erupted in a dark, tenuous web, the colour of fresh tar, and he let his creation wrap its tumorous strands around the howling priest. Of what happened next, Eerie has no recollection.
They headed south as the flames from the burning church spread to the mill next door. By the time the group had crossed the Geert River, the fire was all the way down the main road engulfing the docks, and when Eerie, and his new family finally lay their heads down at dawn, the village was naught but a black, smoldering gash on the countryside. He has been with them ever since, and has never been happier.

Eerie manifests a Bile Elemental when he is angry. Use the standard rules found in your monster manual (elementals) for running this special creation. It should be around 8HD, and should deal a minimum of 3d8 crushing damage. Its primary form of attack is to manifest itself like a net made of webs, which will then cling to his opponent and squeeze the very life from them. It is immune to cold, fire, charm and can only be hit by magical weapons. While his creation is active, Eerie must concentrate, or it will retreat back to the Never from whence it came.
If the creature is destroyed, it takes a full week for Eerie to be able to summon another one.

Venom

It is hot and steaming in the jungle. A young boy watches in terror as tall men with bodies of shining metal, sit astride snorting beasts with muscled flanks and four legs, running riot through his sleepy village. They wield fear, fire and fury, and kill any unlucky enough to cross their path.
The once tranquil paths are choked with corpses. Blood stains the hallowed grounds of the temple. They are here for the gold. They are always here for the gold. Why this stupid metal has such power of man, the boy will never understand.
The attackers run amok, spearing priests, and kicking severed heads to one another for sport. He hears a baby cry, then nothing and that fills him with dread. His heart is pounding in his chest. He slides on his belly like the snake god they worship, trying to flee. But he is spotted, and dragged, from the hut in which he was hiding.
The savage men laugh and scream like mad animals as they prepare to kill him like all the rest. But he is anointed, he has communed, supped with the gods and this will be their doom.
Something stirs. Something writhes, inside of him, deep in his bowels. He becomes…
The marauders screams are panicked, wild, like the birds of paradise when they take to the air. They turn to flee, but the boy is faster now, faster than he could have ever dreamed of. He rises up from the dirt floor, towering over them, swaying with restrained malice from side to side. And suddenly, he is loose among them. His hood, fully distended now, is blood red and jungle green, and the poison of his ancestors, trickles down his dagger-like fangs. He lunges with the speed of the Hooded Cobra at his enemies, biting them, impregnating them with his poisonous gifts. They clutch at their throats, dropping to their knees, hands, noose-like around their choking throats. Their faces swell and blacken as they collapse, and the boy, now a perfectly shaped image of his god, hisses ever so, sssslightly.

Venom is able to mutate into a large Snake Man when he has the need. It takes 1d4 rounds to do so, and he is able to control the change as long as necessary. He can do this three times per day if need be.
Snake Man
  Hit Dice: 4+1
  Armour Class: 4 [15]
  Attacks: 2 claws (1d6), 1 bite (1d8) + Special
  Saving Throw: 16
  Special: If bitten by Venom, Save vs. Poison or die. He is immune to any types of poison himself. Because he has hands while transformed, he can also utilise weapons, and as such, specialise in Poisoned swords (1d8) Save vs. Poison or collapse for 2d4 rounds.  Move: 6/12
  Alignment: Reptilian

Elixir

Soft, sensual, voluptuous, she is everyone’s dream, everyone’s fantasy. She sways, hypnotically, while the drums beat their frenzied tattoo. The crowd lie in puddles of narcotic slumber around the stage, watching her from under hooded eyes. She advances slowly toward the King. His lust for her evident on his corpulent face. She disrobes before him, suggestively, reducing the King of Kashmir to a sweating, trembling mass of fat and desire. She runs her dainty finger around the rim of his golden chalice before sliding it into the red wine he covets so much. She draws her hand back, like a snake that’s about to strike, then slowly moves her outstretched finger towards slavering lips the colour of raw liver. His tongue, slug-like and obscene, flops out from behind lotus stained teeth to seek the pearl of red liquid that hangs daintily from the underside of her finger. He licks it off of her fragranced skin, and she does everything in her power not to show her revulsion for this, this… creature.
The drums beat faster, each volley overlapping one another until they become a heightened symphony of discordia and drug fueled chaos. The King prepares to stand, he must have her he thinks, and he must have her now! But his legs are unsteady and he falls to the carpeted floor as she sways slowly above him, teasing him, egging him on. But he is too far gone to even comprehend what is happening to him. The poison is fast acting and he is dead by the time his regal head hits the silk rugs beneath him. She continues the dance of death as if nothing is wrong. She backs away, slowly, sliding toward the door as the guards now begin to break their trance and rush to their fallen King. She is out the door and loose in the shadows before they even know he’s dead.
 She rides south with them that night, Noreen far ahead of them, scouting the lay of the land, while Rictus and Gibber take the front and Eerie and Venom guard the rear. Once again, someone, somewhere, has got their, R.E.V.E.G.E.

Elixir is a demon that specialises in assassination by whatever means necessary. She is able to disguise her demonic appearance (eyes, wings and tail) when she needs to. She rides with the others because she loves to collect the souls of the guilty and the damned. See your Monster Manual for statistics on a minor demon and alter to your tastes.
Noreen

Her father was a woodsman. Broad of back and taciturn in appearance. His axe shone and sparkled, and was wicked sharp because he worked its blade every night while the girl cooked for them. They lived in the heart of a forest that was dark, dim, cool in the summers, and freezing in the winters. It was their home. Then, one day, the girl’s father went hunting. Autumn was a few weeks away still but he wanted to stock the larder as much as he could before the snows came. He packed his belongings and when he was done, he kissed her on the forehead and left the warmth of the hut. The girl watched her father be swallowed up by the trees and their slanting shadows. That night, she could not sleep. The owls hooted, the wolves howled, and the girl fretted incessantly waiting for the dawn. When the sun split the sky, she stoked the fire, made tea, ate some bread with jam and went out to cut the wood. She missed her father terribly. She worked hard that day, harder than she had ever worked before. She worked the wood and the axe as powerfully as any man could have, well, except for her father of course. The sun dimmed and the sky bruised and she finished for the day with a heavy heart knowing that it would be some days before she saw her father again. That night, as she sharpened the axe, she heard a tread on the wooden porch and her heart fluttered with joy. She was about to fling open the door and welcome him home when something made her stop. The noise was stealthy, sneaky, not the bold tread of someone returning home bearing meat. She waited and she listened, and sure enough, she heard someone on the other side of the door, breathing heavily, like an animal before it pounces. And then a voice spoke asking to be let in. The girl knew that voice, she had heard it every day since she had been born. But it was different somehow, colder, grating, and no longer human. She picked the axe up from where it stood next to the fire and opened the door. She saw a figure before her, hulking, reeking of life after death. It stumbled toward her. A shaft of moonlight illuminated the nocturnal visitor and she saw who it had once been. She recognised that face, how could she not? It was the same as hers. She cried silently as she did what she had to do. The girl brought the axe down into the creature that had once loved her more than anything else in the world. When she was done, she drove a stake of fresh-cut wood into the beast’s heart and disposed of the body by flame. Later, she sat inside the hut, rocking back and forth murmuring to herself, and waiting, waiting for the sun so that she may seek out the one who had done this to her father, and destroy it.
Noreen lost more than her father that fateful day, she lost her mind too. She spends her days in complete silence, sharpening her fearsome axe, waiting to put it good use in felling far more than mere wood. Treat the axe as +1 to hit and +3 to wound versus undead.

Gibber

His visions of the world are not like yours. Where you may see love and light and balance, Gibber sees the sky on fire and the skull beneath the skin. He suffers from hellish illusions and cowers at the feet of slavering behemoths, he surmises are freshly risen from the abyss. He is their servant, humble, confused, a puppet in their nefarious hands. Gods, demons, and powers beyond his ken or control whisper to him incessantly. They tell him what to do and how to do it. Gibber’s days are filled with imaginary companions and terrifying conversations.
 They found him moaning and muttering to himself in a dark corner of the city. Gibber was a wreck, and quite obviously insane. But was he? Just because you can’t see them, doesn’t mean his invisible compatriots are not there.
 In his mind he dances and cavorts with extravagant creations of extraordinary colours. Rich purples and royal blues surround him, extolling the virtue of submitting to his fantasies. Rivers of blood and bile flirt shamelessly with him in his dreams. Audible instructions, sibilant whispers, are given to him by dark angels that balance precariously on his shoulders. Their messages soothes his fevered brain and offer serenity when he murders for them. His first victim’s demise brought great peace to Gibber. But slowly the tide of misunderstanding and angst rose again, scaring him, confusing him, forcing him to kill again, and again, and again. But the ones with whom he travels understand him, they temper the unrest that burns and riots behind his eyes, and sometimes, they even manage to silence the voices…

Gibber, although he appears to be demon possessed, is not. He suffers from bouts of extraordinary rage that can only be assuaged when he kills. The members of the group are able to keep him calm (most of the time) but they are also able to goad him into giving in to the voices. When he slips his mental fetters, Gibber becomes a crazed Berserker. Use the applicable rules for his statistics, with some exceptions: he can rage for 1d6 round longer than most berserkers, go as low as -10 HP before death, and when frenzied, treat his strength as 18(100%).

Eldritch

No one knows where she came from but she reeks of the desert. Her hair is black and her skin is burnished and hot to the touch. Her eyes burn like Valuvian fire and she speaks of places the others do not know. Sparks of pure manna, the colour of verdigris, dance and sparkle on her hands like minute gemstones. She delights in raw, elemental energy, soaking up wild-storms and dancing frenziedly in the rain. She has scars all over her body. Jagged, deep, viscous, curved and meandering from one part of her skin to another. They look like a map of her life at the hands of an unseen tormentor. But she relishes her wounds, they are like titles and medals to her and she embraces them all lovingly. Each one has a tale to tale, and if you listen carefully, you can hear them whispering to one another. She drinks kawa by the jug and snorts crushed lino leaves and gecko spines to get her going. But at night she whimpers and grows dim, almost to the point of invisibility. She uses a whip made from the flesh of her tormentors, and sharpened daggers of bone that she broke from their bodies. A circle of dried penises around her delicate throat complete her garb.
Eldritch is a mystery. At all times is she a warrior, but there is a 20 to 30% chance (more if there is a storm about) that she awakes as an 8th level mage as well. She uses a whip, and when it hits, treat as a Staff of Snakes. In combat she whirls, dizzyingly, like a dervish. Treat her as AC 5(14).














Monday, 13 July 2015

Vengeance Week. Revenge is a dish best served...d30.




I will have such revenges on you both,
That all the world shall--I will do such things,-- 
What they are, yet I know not: but they shall be 
The terrors of the earth. 
King Lear (2.4.305-9)

I'll let +Jens D. tell it like it is...

"Some of you might remember the Dungeons & Drunkards Weekend initiated by +Charles Akins back when (if you've never heard of it, feel free to check out that first link leading you to a pdf leading you to enlightenment ...). Well, we had so much fun, we started another project and took some more people on board to write about another topic: Vengeance! And since we are a bunch of creative bastards with too much time on our hands, we made a whole week out of it. The fun starts at Monday and it's two post a day until Thursday and one brutal coup de grace on Friday. We'll have it all, tables, short stories, advice for your games, you name it! I'll update this post as soon as the posts start hitting the ground ..."
Participating this time are (in order of initiative):
So stay tuned! This will be an interesting week ... OF REVENGE!!!

So, with all that being said, here is the first of my contributions on the subject of revenge.

Weird crap that villains say on the subject of revenge

d30 Revenge is a dish best served…

1.       Cold
2.       After moon-rise of the following day
3.       In the dog days of high summer
4.       Before the frost and after the rains
5.       Lukewarm
6.       When the west wind blows cold and pale
7.       In the lee of the Dog Star
8.       Before they even know they’ve crossed you
9.       In the dark
10.   After midnight
11.   Just in time for dinner
12.   After you've dug the second grave
13.   After a day at the races when the winnings are dribbling down their cheeks
14.   Scorching Hot
15.   Between the steely thighs of a Chainmailed Caterwaul
16.   Between courses at a feast of friends
17.   On the poisoned tip of an arrow
18.   Up close and personal
19.   Between the shoulder blades
20.   Across the throat
21.   As they lie convulsing at your feet
22.   The morning after the night before
23.   In a galaxy, far, far away
24.   Under the purple tongue of a strangled murderer
25.   At a banquet for one
26.   On the dark side of the moon
27.   At the bottom of a murky well
28.   After passion during poison
29.   In your last cup of sorrow
30.   Again, and again, and again, and again…





























Tuesday, 7 July 2015

You get what you pay for. When comic book advertisements go bad. Part One.


 Hypno-Coin
It’s always tough fitting in at a new school, in a new social environment. But it can be even tougher when all the kids in your new class are just a bunch of withering shits that get off on others misery. My misery, to be precise. God how I hated them. Miss Perkle didn’t help either, she didn’t give a crap, all she cared about was banging the Head Teacher, after hours, in his big red car. Little Slut. But I was going to show them, and her, how it felt to be the one under the microscope. It was a rainy Saturday and I had nothing to do. I was flicking through my big-brothers comic books when I saw the advert for the Hypno-Coin on the back page. I didn’t know such miraculous items existed! I had to have it. I dug a wrinkled dollar bill from my savings piggy, carefully clipped out the order form, stuck it all in a self-addressed envelope and mailed it that very day. The next week was glacial. Each day an epoch, filled with boys pulling my braids, the other girls making fun of my braces, and my skirts, and my epilepsy. They were generally just being the bunch of pricks I had come to know and hate. By Friday morning I was beside myself and ready to run away, but when I got home that afternoon, and found a letter addressed to me, well, I suddenly felt a whole lot better. I spent the weekend learning how to use the coin, and by Sunday night I felt fairly confident on how to wield it. The cut on my hand (from the ritual prescribed by the book) still hurt like mad, but compared to the torment I felt on the inside, it was a breeze. Monday came. I managed to find Miss Perkle alone in her classroom on the third floor. She looked up over her gull winged glasses when I called her name. I coughed nervously and began to explain how I wished she would intervene more on my behalf when the other children stood around at laughed at me when I had one of my ‘episodes’. But the bitch just kept on chewing her gum, and flicking through the latest fashion magazine. I put my hand into my pocket and felt the Hypno-Coin lying there, heavier than it should be. It felt dry to my touch, flaky, like a thousand slewed snake skins, it wiggled gently under my fingers as I began to recite the words required to activate its powers. She looked up now, putting down her magazine, pushing her chair across the floor. There was a look of, what was it, fear? I couldn’t be sure, but the words were flowing now, like a river of poison, a litany of pure hate that filled her dainty fucking ears. She was wearing the earrings that I liked too, but it was too late for all of that now. The coin was in my hand, spinning, throwing strange beams of hypnotic light around the stark white classroom walls. The bitch was in my thrall at last. I was going to ask her to be nicer to me, cut me some slack, but the way she was standing there, with her arms limp at her sides, well, she looked just like a marionette that had had her strings cut. So, with that in mind, I made her dance. Up and down the classroom I made her go, banging into chairs and tables, making a huge mess. It was pure inspiration when I made her jab her eyes out with pencils. I laughed really hard at that one. Made me feel good, made me feel like I hadn’t felt in such a long time! Making her dive head first through the window brought our little show to an end, just in time as it turned out because the bell began to ring loudly snapping me from my fugue state. It looked like Miss Perkle had finally learned her lesson, and, as I watched the rest of my class file in to the room, it was high-time I taught them their lesson as well…



 Role Playing Game
“Roll the dice, roll the dice,” they chanted. I picked it up, blew on it for good luck, then unloaded the emerald green fate-sealer across the paper strewn table. Everyone held their breath waiting for the result. I leaned forward and told it like it was.
“Only a natural twenty you dumb, bastards,” I said. The room erupted with jubilation, elation, relief.
“Not so fast, not so fast,” said the new Dungeon Master. He was pissed. I’d potentially killed the Ettin.  “You still need to roll for damage. What you using?”
The choice was obvious.
“I’ll use my two-handed sword,” I said. What else would a skull-splittin’ barbarian of the Northern Wastes use?
Everyone nodded in agreement. Mike Oldfield’s Tubular Bells album rose to a fitting crescendo in the background.
I picked up another of the green dice and prayed for a high number, following the same procedure as before, but this time, I slowed it down for dramatic effect before throwing it.
Outside, it was a Friday night and most of the kids in our town were swimming in the mainstream. But in here it was buckets o’ blood, and bravery... with the promise of gold and treasure beyond compare.
 We were playing a pen and paper game called D&D, where the only limits, were those of your imagination. We had seen it advertised in the back of a comic book. It looked like a lot of fun, and it was. Dice and charts are used to determine whether or not you are successful in any particular action, like I was doing now: fighting a severely wounded two-headed Ettin who had been slowly and systematically emptying a village of its inhabitants.
The die rolled and ricocheted off a miniature dungeon wall, then came to rest at the feet of a Pringles can towering over assorted maps and figurines like a giant God of junk-food.
It was a twelve. The Ettin would be going down, soon.
“Hell yeah,” went the cry, and it was high-fives all around. I sat down and felt remarkably calm after everything we had just been through. I checked my watch, still several more hours to go before I would have to head home. I didn’t dare tell my Mom what I was up to, she just wouldn’t understand, and I didn’t have the energy to explain it to her either. Besides, she hated me playing D&D. She saw an expose on Fifteen Minutes once, on how it was a ‘gateway-game’ that lead you to Satanism and/or suicide. What bullshit. It had gotten such bad press lately, especially when all those kids disappeared in the steam-tunnels while playing it. The adults said they had been summoned to hell, by the devil himself. But we kids knew the truth: that they had actually all run away from their over-controlling and manipulating parents.
But I digress, we had an Ettin to slay. Mike the dwarf was up next.
“Come on, Mike. Finish the son-of-a-bitch off so we can loot his cave,” I said, smiling, thinking of all the treasure that lay ahead. I looked at the Dungeon Master. It was the first time we had played with him, we got his name from a friend of a friend. In fact, the friend, was one of the kids that had disappeared from the tunnels.
His face seemed to change somewhat, maybe it was the flickering of the candle, I wasn’t sure, but his skin had taken on an almost unmistakable, reptilian glow. And his voice had got deeper too, more, animal like.
Something was wrong. Something was very wrong.
I tried to get up, but I couldn’t. It was as if I was stuck to my chair. I wasn’t alone. I looked around the room, everyone else was struggling to get up. The Dungeon Master’s face had changed completely now. It was demonic. Eyes, pitch-black and emotionless. Teeth, pointed, wicked, and a tongue that danced maniacally in the air. It spoke, slowly. Dreadfully.
“So, Mike,” it said, “the Ettin swings around to hit you.” The demon rolled a dice. It flew over the table leaving a trail of sparks and smoke behind it. The numbers glowed red and fierce.
“It hits…” hissed the demon. He threw another dice. Mike was trying to scream but something was muffling his voice.
The demon bent over to examine the result. His head was bowed, with his twin horns clearly evident, arching outward from his skull.
“Max damage,” he snapped, looking up.
Mike’s head fucking exploded everywhere. I took the brunt of it. Bits-and-pieces of brain, blood, and bone slugged down my face, to fall on my character sheet. Tears filled my eyes, and I realised that whatever this was, it wasn’t a game anymore…


(True) Grit.
The donut was stale and the coffee was tepid at best, but Jimmy wasn’t there for the food, or the ambience, he was there for the money.
He sat with his back to the glass door of the diner, hunched down in his tattered overcoat sneaking sidelong looks at the old man behind the till counting out the days takings. He was arthritic and slow and it was beginning to get to Jimmy, especially when he began to sort through the assorted coins.
Jimmy sat at the end of a long counter, studded with salt and pepper shakers and the occasional bottle of sauce. The gun was in his right pocket; a silver 9mm bought from a ‘friend’ in a back alley about a thousand miles away from where he was now. Outside it was snowing but inside the diner he was sweating. He tried focusing on the white cup between his hands, swirling the oily dregs in a slopping circle. A scrim of snow framed the front window. The jukebox was playing ‘God Bless ye Merry Gentleman.’ Jimmy hated Christmas.
“Get you a refill, darling?” said a voice, breaking his strained concentration. It was harder than he thought, trying to look innocent. Small towns were all the same Jimmy had come to realise; security was always lax. You just walked in and made a withdrawal.
“No thank you,” he mumbled, looking up quickly at the face of the friendly waitress standing behind the counter. He gave her a token smile. The pink name badge said her name was Kathy. He looked down quickly hoping she hadn’t got a good look at his face because the last thing he wanted was her picking him out of a line-up.
“You all right? You look a little green around the gills,” Kathy asked the sweating man.
“I think I’ve got flu,” Jimmy said, grimacing, hoping this would make her go away.
“That’s a pity. Do you want some chicken soup, honey? The chef makes a mean one, guaranteed to take care of any sickness you got in your body,” Kathy said.
She looked as if she was in her late fifties, early sixties perhaps, with a full head of soft white hair that floated above her concerned face in a maternal cloud. He shook his head and told her he was fine. It would take a lot more than chicken soup to take care of the sickness that lived inside him.
“Suit yourself,” she said. Jimmy watched her as she ambled through a set of doors that led into the kitchen. He looked around; he was the only customer left, everyone else had slipped out the doors and into the snow. He checked his watch, five o’clock. If he wanted to be at the rendezvous by ten then he had better get a move on.
“Ok... show time...” he said, under his breath, hoping the Hollywood style one liner would give him the balls to proceed because he’d never done this before. Burglary, fraud, and dealing drugs, you name it; Jimmy had done it all. But armed robbery? No, that was not his cup of tea... he didn’t like guns, detested them actually. He had even hated fireworks when he was a kid. But desperate times they say, eh?
And boy was he desperate. He felt like he had been born desperate; doing whatever it took to earn money. He’d even sold Grit as a kid. He got the idea from the back of a comic book. In the advert, the boy (also called Jimmy) was making money enough to buy himself whatever he wanted. Jimmy decided then and there, that he wanted in on that, that he wanted a little piece of that action.
 So he stole the money needed to join from his Mom’s purse one Friday night, and two weeks later he was out proudly selling Grit. The problem was, was that no-one wanted to buy it. And when he did eventually get a postal order from the Head Office, it was for 20c. Twenty fucking cents. Jimmy felt like his head was about to explode. He kept at it though, and made the swift realisation that if he stole whatever he found at those premises where he knocked where no-one was home, well, he could sell that stuff on and make a lot more cash in half the time. And that’s what he did. But right now, it was time for Grit of another kind. He pulled out the gun and started shooting.
Things went wrong almost from the word go. And when they took his body to the morgue an hour later, the coroner couldn’t believe that it was Little Jimmy lying there, on the slab; Little Jimmy that used to go door-to-door selling… what was the name of that paper again?
 Grit? Wasn’t it?


Spam
He was different when he came home from the war. Thinner, both outside and in. And angrier too, man, he would fly off the handle at the littlest thing. I learned to live with it, we all did. We had to. He’d fought his war, now it was our turn. He was a butcher, my dad, and would bring home the choicest cuts of meat for Sunday lunch. We might not of have had much, but we never went hungry. It was Thursday. Mom would be out at her sewing club. Dad had cooked Meatloaf, again. But this time it wasn’t half bad. I asked him about and he pointed at the advert in the paper. Spam, it said, in lurid colour. The tag line was, ‘Life with Father is LOTS more fun since we found SPAM.’ And, if tonight was anything to go by, it was. I had never seen him happier. We laughed and joked like we didn’t have a care in the world. But I should have known better. I should of, but I didn’t. In fact, up until I found the earring in my ‘Spam’, life was as good as I could ever remember. But it went south rapidly after that, when I asked him where Mom was… and he pointed at the advert again, and said, in a dull, emotionless voice, that life with father is lots more fun, since we found Spam…



Wednesday, 17 June 2015

Gencon Ho!


“Right. Right. Well, if you do see a flying UFO, these government men come and tell you off,” said Adam, getting back into his stride. “In a big black car. It happens all the time in America.”    The Them nodded sagely. Of this at least they had no doubt. America was, to them, the place that good people went to when they died. They were prepared to believe that just about anything could happen in America.              Good Omens.



Tickets booked. Accommodation sorted. Visa granted. Gencon/America, here I come. It'll be a first for me on two fronts because I have never been to either. I will be at the Bushido booth for most of the show, demoing rules/ talking fiction/ and discussing Rise of the Kage, ( a board-game about Ninjas, stealth, and limited time to fulfill your sneaky missions) that GCT Studios Kick-Started last year. I worked on the rules for them. So, I am hoping to fill my evenings with games and good times. What to expect? Not sure, really. I have wanted to see America since I was a lad watching Disney programs  on a Sunday night before bed. The moment I saw the logo was bittersweet because I would always think, wow, that castle is real you know...yup...it's in America. And then I'd feel sad because I realised I had school in the morning. And as for Gencon, well, I have wanted to go since I saw the advert in the back of the AD&D DM's book. Once the convention is over I have a few days to kill. In all fairness, I can't really imagine that there's a hell-of-a-lot to see in Indianapolis (hey, maybe I am wrong?) so I am thinking of missioning up to Lake Geneva to see what I can see, and then off to LA for a few days.

I have my purchase wishlist ready, and I have to be careful because of the exchange rate. As it stands, one USD gets you twelve ZAR ( South African Rand), OUCH! It hurts precious, it hurts! So I am limiting myself to a copy of the Original D&D Whitebox set, a set of DCC dice, and hopefully a copy of Outdoor Survival. Boring I know, but hey, I have wanted this stuff forever! I am sure there will be other impulse purchases ( who needs food?) along the way. So, yeah, swing on past, we can chew the fat, and hopefully roll some dice together while making funny voices.

“Do you know,” he said, “my cousin said that in America there's shops that sell thirty-nine different flavours of ice cream?”
    This even silenced Adam, briefly.
    “There aren't thirty-nine flavours of ice cream,” said Pepper. “There aren't thirty-nine flavours in the whole world.”
    “There could be, if you mixed them up,” said Wensleydale, blinking owlishly. “You know. Strawberry and chocolate. Chocolate and vanilla.” He sought for more English flavours. “Strawberry and vanilla and chocolate,” he added, lamely.        Good Omens.





Friday, 12 June 2015

d6. What’s really at the end of the rainbow?


1) A hedge of hawthorn and blackroot that stands over twenty feet tall. It is impenetrable. Dagger-like thorns that twist and turn, bar your way. There are small birds, lizards, rodents, and other wildlife, skewered on the thorns, (that upon closer inspection, have the same colour and consistency of toe-nails), it does not look accidental either, the skewering, it appears as if someone has done this on purpose. The hedge goes on for miles and miles. No spell may let you pass through it, see through it, or even fly over it. Only once the party has given up all hope of entering does a large wrought iron gate appear. It stands massively, embedded in the hedge, two stories tall, cold black iron shaped like bones, slick with dew, rust and blood. The gate is locked and embellished with snow white skulls the size of prize winning pumpkins. Through the bars, which are shaped like femurs and fibula, you see row-upon-row of headstones, sepulchres and tombs. There are silent angels, trapped forever in mourning, alongside twisted nightmare deities, all caught perfectly and immortalised in marble and bloodstone. If you decide to enter this place, Save vs. Fear, or back away. Once inside, roll for initiative, as you will immediately be set upon by the guardians of Marrowhome, (treat as Wight’s). Marrowhome is where grave diggers, grave robbers, necrophiliacs, necromancers, mummifiers, and koroners go when they die. At the rotten heart of this graveyard is the tomb of the Great Interned, the patron sinner of all who dabble with the dead. Made from the flesh of a thousand flayed bodies, the sinner speaks with a multitude of tongues from a multitude of mouths, each spitting and belching forth lies, hate, terror, fear, maggots and flies. If defeated (not an easy thing to do) the construct collapses, leaving a bone chest, that contains upward of 100 souls that are yours to do with as you please.

2) A châteaux, red-bricked, gilt edged, and simply splendid in its grandiose manner. The doors and windows are open, emitting the genteel sounds of chamber music, and the hum of children’s voices. Curtains of silk billow from every window as if a great wind were tugging them about, even though you fail to feel anything at all. A glorious red carpet flows up the marble steps through a set of open doors into the châteaux. Upon entering the air is filled with the gentle fragrance of flowers and perfumes, banishing the usual stench of sweat and adventure you accumulate on the road. Ghostly, liveried footmen and waiters will appear, offering hors-devours and tall glasses of the finest ports, wines, and brandy’s known to man. Feel free to imbibe. Nothing will happen save what would normally transpire on eating and drinking. If you decide to investigate further, each room has a theme. 1) Red. Passion and Warfare. The walls, floor, and ceiling are painted a deep glowing red. There are deep red curtains and tapestries hanging on the walls. Golden furniture and furnishings are everywhere. Paintings and portraits of dying lovers and epic battle scenes adorn the room. There is music playing here, angry, fierce, throbbing. Militant one moment, and romantic the next. There are several bookcases to be found at the back of the room, not far from a huge fireplace and some leather chaise lounges. If anyone is to fall asleep in this room, they will receive a bonus to their strength upon awaking in the morning. Also, any spell-caster utilising a spell containing fire, will find it will do double damage. These effects are good for one day only. 2) Blue. Oh I do like to be beside the seaside. The room emanates feelings of calm and relaxation. You smell the sharp briny aroma of the ocean. Rest your weary feet and stay awhile. There is definitely a nautical theme to this room, with carved statues of sea creatures and mermaids dotted everywhere. There are paintings of great ships ploughing through colossal waves, and harbours and pirates and sea-gods, both large and small. There are hammocks made from netting at the back of the room. Anyone sleeping on those will receive a bonus to their intelligence upon awaking. Any spell cast that features water as its prime manifestation, will do double damage and will last for double the duration. This gift only lasts for one day. 3) Yellow-Belly-Custard dripping from a Dead Dog’s Eye. This room is peculiar. Everything you would normally find on the floor is on the roof. Chairs, tables, rugs, carpets, everything is up there. There is even a snifter of brandy, half-full, next to a smoking pipe, all upside-down. Next to the drink and the pipe, appears to be a letter of sorts. No matter what they do, there is no way to reach the items up there, especially magically. However, if they climb on each other’s shoulders, starting youngest to oldest, they can reach the roof and retrieve what is there. Hidden in a secret drawer in the writing desk is a scroll of Walrus conjuring. The power phrase is goo-goo-gajoob. 4) Green. Down in the Jungle Room. The air is moist, cloying. Large ferns fill the room. The ground is real jungle-floor. Birds are cawing and tigers are coughing. Splendid butterflies, majestic and colourful, bob through the steamy air. Each one has a secret to give, you just need to know how to listen to them.

3) Several intricate magical wards and circles, made from bone-dust and Dead Sea salt. There are precisely four summoning circles inside one another. Between them are various glyphs of demon control and barbarity. A pair of skeletal legs protrude through the first and second one. They are attached to a torso that looks as if the owner is merely sleeping, instead of dead. One hand clutches his chest, the other lies on the ground pointing east. Obviously the power of the circle containing the upper body has stopped the decay, whereas the circles containing the legs has not. In the centre of this magical dweomering, paces a very angry and upset Demon, who bares his teeth at the players, all while thumping his chest and cursing mankind to the abyss and back. He begs to be released from the circle. All they need do is draw a straight line through all the circles and it can be free. There’s a nine percent chance that the demon is actually telling the truth, and that when freed, it will simply return to hell. But, the other ninety one percent says it will be released and attack the party. However, there is also a chance that the Demon will offer them something that the party have been searching for. This would be the ideal time to sip-in a secret, or magical item from your campaign.

4) A lush forest of deepest green. The very air is alive with the smell of summer and the chorus of birds. If they wander through the forest, they will come to a magnificent apple tree at the centre of it. Lying in the shade, at the foot of the tree are two skeletons. They have been here for a while as the grass is growing up through their rib cages, and the mice have made nests of their skulls. The apples are large, ripe and juicy and delicious to the taste, and have zero magical properties whatsoever. However, in the top branches of the tree lurks a giant snake, which is capable of spitting poison as well as injecting it through it short-sword sized fangs. It is the colour of the branches and the leaves, and is nigh impossible to detect, as it slithers stealthily and silently toward its prey. It is fearsome creature and should be an extremely difficult challenge for the players. If killed, and gutted, they will find some bones and a fleece made of gold worth at least 10.000gp.

5) A small pot of gold, and an unmoving leprechaun. From afar, it looks as if the wee fellow is doing a jig, but the closer they get, they see that this is not the case. And, when they are nearly upon it, they see that both the leprechaun and the pot-of-gold are fake. Surprise! They are standing on a trapdoor, belonging to a massive trapdoor spider. It will flip the trapdoor when everyone is on it, sending the party tumbling into the darkness, where it, and its 1d20 medium sized brood, will attack. Inside the cave of spiders are several chests containing gems and coin and a large broadsword of Arachnid Slaying.

6) There is a large wooden stage. The red curtains are closed. There are many wooden chairs set out in front of the stage. If the players sit in the seats, the curtains slide open and a play begins. It is a special edition of the Merry Widow, with what appears to be the players as the actors. This illusion will keep the party enthralled, while a group of halfling thieves pick everyone’s pockets ( saves and rolls for success apply). If they realise what is going on during the play, the stage will disappear and the thieves will attack. If not, they will be poorer than when they had arrived but culturally, richer.



Tuesday, 2 June 2015

WW1. Delville Wood, and things that go 'Bump' in the night.

“At five o’clock a fearful din of guns broke out and heavy shells struck with reverberating crash on Ypres and many villages rarely or never touched before; and to the nostrils of men nearer the front came the smell of devilish incense. Those nearer still to the trenches north of Ypres saw two curious wraiths of greenish-yellow fog creep forward, spread until they became one and then, moving forward, change to a blue-white mist. It hung, as it had come, over the front...” Sir Basil Liddel Hart. History of the First World War.

On Saturday we took a break from our usual AD&D game and played something else. A quick, one shot adventure, that allowed me to get a break from being the DM and being able to play. I was under the impression that it was going to be Twilight 2000 but Nick sprang something else on us entirely. He had pre-rolled all the characters, we had to roll highest to lowest to see who got what. There was a Captain in the 9th Highland Division, a Grenadier from the South African 1st Infantry, as well as two Privates from the same regiment. The Captain was a Scot, the grenadier an English speaking South African and the two privates were both Afrikaans speaking who shared the surname of Van Tonder. Nick told us we were playing in WW1 and going to be using the GURPS Lite rules. I have never used them before and to be honest, I don’t really mind what system I play, just as long as it doesn’t choke the game play. I got the Grenadier. A sergeant called, Tom Cullen. 

Anyway, it was the evening before the third offensive on the Somme. The South Africans were tasked with the taking then holding of Delville wood on the outskirts of a German held town called Longueval. We were to go over the top that evening and make our way to a châteaux about a two miles outside the town. Once there, we were to gather any and all information on it, and make our way back to our HQ. Sounded simple enough, but hey, this is role-playing, so nothing is ever that straight forward.
We waited for true darkness before heading over the wire and down No-Mans-Land to the east of the Allied lines. There were Whizz-Bangs and machine guns going off all around us, not to mention flares and shouts from both sides, but we made it in one piece to our jump off position. We formed up and headed over a field toward our target. After about an hour we came across a small river and heard a German foot-patrol approaching. We ducked and waited as they passed us by. Van Tonder (1) and I drew our batons, and crept after them. We clubbed two of them, Van Tonder (2) inexplicably shot one of them and the Captain subdued the last one. We thought the shot would have given us away, but luckily because of the shelling etc, going on to our left, no one paid it any attention. We tied them up, took their uniforms, buried ours at our first fall back point (an old oak tree) and interrogated the youngest. We questioned him about everything else first, before casually slipping in fairly innocuous questions about the châteaux and its contents. We figured it would be used by officers as a HQ position, but we just wanted to make sure. It turns out that the châteaux was off-limits to everyone, except some Elite Division the young lad didn’t really know much about anyway. We tied them up, and headed off to the châteaux to complete the mission. It was still a few miles away, so we tabbed (ran) the distance as the clock was ticking.

 About two hundred metres in front of us it rose out of the gloom. From what we could make out in the darkness, it was a two story building flanked by two single story buildings to the east of it. One was an obvious stable so we dispatched Van Tonder (1) to have a look as he had Animal Skills and would stand less of a chance of spooking the horses. We needn’t have bothered. What was left of the horses was just so much mincemeat all over the walls, roof and floor. It was if someone had thrown a bomb in here and the horses had evaporated into a red, meaty, mist.

We scoped out the other building. It was filled with machine parts and strange bits of equipment we knew nothing about that looked to be more scientific than agrarian, so we noted what we could and headed to the main building. All the windows were boarded up so we couldn’t get a look inside. We checked the servant’s entrance at the back and found the door unlocked. Van Tonder (2) checked for obvious I.E.Ds and declared it clear, so we breached and began to clear the bottom floor. It was pitch black so we got a lantern going and began to investigate. The downstairs appeared to be normal, with a pantry, kitchen, cellar and living area in some disarray, but nothing too serious. There were bloodstains on the walls that had dried out but nothing fresh. Van Tonder (2) took this time to see if he could find any silverware and I kept an eye out for pocketable art works. In the study, the Stiff-Upper-Lipped officer found some ‘Papers’, in German. Being a toff, he of course spoke the lingo and deduced that they had been working on some sort of gas, called, ‘Dead Mind’. The player in you goes, fuck, we ALL know what that means but the characters wouldn’t have a clue.

 Anyway, we headed up the stairs to clear the second floor. At the top of the landing, I noticed a thin strip of light coming from beneath the furthest door at the end of a long hallway. I put the lantern halfway down the hall to better illuminate our surrounds. As I did this, a horrible shrill scream came from the room with the light. It got higher and higher until you could only imagine the voice box would tear itself apart. Then something started banging on the door. Because we knew that somehow gas was involved, we slipped on our gas masks and waited. The door gave way, and a German officer, frothing at the mouth like a rabid dog, came stumbling toward us.  I panicked and thought, fuck this, and lobbed a Mills Bomb down the hall before ushering everyone down the stairs and out the way. It went off and ripped the officer in two. I went back up the steps and saw through the smoke that the top half was clawing its way toward us. I shot him in the head and waited. The explosion had blown the doors open on the rest of that wing, so when nothing came out to get us, we went to investigate. There were several bedrooms, water closets, and the last room that had held the German had been converted into a laboratory of sorts.
The Captain snagged some more ‘Papers’ and notes, and two small canisters of the gas. I took one, he took the other. They went into our backpacks along with all the other intel. By reading what we found, we discovered that there was an artillery position not far from here, that was going to shell this gas onto our lines before tomorrow’s invasion. This did not bode well for anyone. The gun emplacement was one of three. The second one was in the occupied town of Longueval, with the third, west of that, a stone’s throw from the German lines. We were running out of time, both in real time and game time, so the Captain came up with a plan.

We would overrun Gun #1, turn it toward Gun #2 and fire the gas at them instead. Then, if we could, head to Gun #2 and do the same to destroy Gun #3. We all agreed, because if you’re gonna die, might as well do it with your boots on.
We were ordered to secure the ground floor while the Captain finished up in the lab. We lit more lanterns and went downstairs to the drawing room. I smoked a cigarette and snuck a wee sip of whiskey while the rest lounged around waiting for the Captain. Van Tonder (2) was rewarded by some silverware that went into his backpack, and all was well, for a second at least. The drawing room window exploded in a hail of glass, bits of wood, and frenzied frothing Germans like the one we had seen up stairs. We fought a running retreat through the downstairs section, while the front door was ripped off by these bizarre invaders. There was no way out. We got trapped in a narrow corridor and Van Tonder (1) went crazy and threw himself into their lines, swinging his entrenching tool as swiftly as he could. He killed two or three of them, while our Sharpshooter did for the rest. I threw a lantern, and when the flames didn’t work, I backed everyone up and began lobbing grenades.
We made it up the stairs to the second-floor as fire broke out down below. There was no escape out the way we had come in.
 The crazed soldiers were gnashing and chomping up the stairs toward us. We headed into a bedroom, barricaded the door, bust open the window, and began fashioning primitive ropes from bed-sheets and blankets. As the door gave in, the last of us were down the rope and running for it. The châteaux was ablaze behind us, letting every German in the world now that all was not well in their area. Luckily we were in German uniform.


We made it to Gun#1 and scoped out the situation.  There was an ammunition tent behind us with some gunners inside as well as the gas shells. Then there were three gunners and a bombardier in the gun entrenchment standing guard over the gun. Everyone was looking at the huge gout of flame on the horizon from the burning châteaux. We came up with a plan to subdue the three in the hole, and then we would take out the rest in the tent. We wanted to keep the gunplay to an absolute minimum, as we didn’t want to risk setting off any of the gas shells prematurely. We had the plan, but somehow in its execution, the fog of war crept in, and we wound up blowing it. The Captain, who had approached the emplacement, was now being dragged off for questioning instead. Screw it, we thought, and opened up. We took hits, twisted some ankles, and the Captain broke free, but not before a bullet entered his backpack and pierced the small gas canister he had inside. He got his mask on in time (we all did) and we watched in horror as scores of our attackers reverted to brain dead animals that sought to rip us limb from limb. I headed to the gun, and began adjusting the coordinates toward Gun#2. I was on my own and it was taking an age. Van Tonder (1) went to get me some of the ammo as none was stored near the gun. He made it back, but not before one of the shells was pierced by a stray round, thus bellowing white smoke everywhere. Luckily, the wind was blowing it toward their lines and not us. I only had two shells to work with. No pressure, hey? Plus there were a horde of Germans stumbling toward me. No one could help, we were all tied up surviving.
The first shell went long, the second went short, but owing to the wind, the gas was going where it was supposed to. We could hear the chaos it was causing.  But then six enemy were on me. Between intermittent rifle fire and some lucky dice, I made it out the hole. I lobbed a grenade in that took care of the enemy but unfortunately damaged the aiming sight of the gun. Dawn was rising and in the distance we heard Gun#3 open up as the whistles sounded for the Allies to go over the top.
We had dispatched our immediate threat, so we sat down, dejected, smoke a cigarette, passed the bottle around, and decided there was nothing for it but to go back, get our uniforms, and head to what may have been left of the line. It took us an hour to do so, fighting the enemy the entire way. When we made it to our side, the place was in serious disarray. I decided I was going to get myself a Vickers machine gun and some ammunition, and try and hold the line where it was in threat of being overrun by Dead Brain, Allies and Germans. 


We went at it for hours but it seemed our shells had the desired effect and sewed much chaos amongst the enemy. With shouts of ‘aim for the head’, we managed to bolster the flagging defences and win the day. Not what we had aimed for, but better than being completely routed. And that’s how it ended. Victory, was ours, and I was knee deep in a machine gun nest lighting a cigarette off the barrel of the machine gun surrounded by hordes of dead, dead things.
 Great game all round.