Story Recap: Valley of Fear

Good morning! It’s Jonathan here with a STORY RECAP for the first event of Season Four, THE VALLEY OF FEAR. The goal of these Story Recap posts is to help fill in the blanks for those that might have missed an important mod, been at NPC camp, sleeping, or simply were not able to attend the game. These are major points of continuity that might be important throughout the season, and I hope this will help with the FOMO feels or answer some questions you had about what happened.

Photo credits in this post are from Lainey Weiss and Max Pohlmeier.

Winter Break!

This week is a departure from our regular Rules Rambles to catch up a bit on some of the Story Recaps we’ve missed so far this season. While helping remind you of some of the important story elements these will cover, the real goal of this is to keep the Winter Break a chance at a vacation for our admin team. I spend hours researching the Rules Rambles and writing up the topics I cover, and a lot of the preview posts are planned out during our production cycle before the event. So, after four games (including a National event and a Premiere game), I’m gonna take it easy.

I’m planning on catching up on some video games, play some Commander, get out some board games I’ve been neglecting, and just in general try to keep the DR work to a minimum over the break. We will be back with our regularly scheduled content on January 18th!

So for now, let’s dive into the story!

The Leadup to Valley of Fear

We released several teasers for this event including a very fun comic strip designed by Beau Lee and Aesa Garcia:

You can also find our other game recaps from last season here:

The events of the VALLEY OF FEAR really built on some choices and events that occurred during the last season of Bravado, during our May event, THE CICATRIX. During that event, the Warden of Killhouse, Tabitha St. Mercy was betrayed at a Gauntlet in the middle of town and captured by folks that forced her to step down from her role as Warden. In addition, the town passed a law against the sale and harvesting of the terrible drug known as Crystal Candy during the annual Stakeholder’s Meeting.

From a logistics perspective, this event was also the first of our ST-led Overarcs in 3.0. Last season, Shan and I wrote most of the major plot points of each game but this season we have given that role to a few of our Storytellers instead. Back during 2.0, this was a much more common event, where a single storyteller would be in charge of the major plots for an event. Given our philosophy of continuous improvement in DR:TX, we decided to revamp this process for the new world of 3.0 and really empower our STs to tell some new and interesting stories. Most of our events this season will be ST-led overarcs, and we are very excited to share these stories with y’all.

As such, our storyteller Ted LeBeau was responsible for the overarc and the story of THE VALLEY OF FEAR. Ted has played a Face NPC in our game for a bit named Adam Moriarty and was responsible for many of our criminal arcs during last season. If you didn’t know, the name of this event “The Valley of Fear” is from a Sherlock Holmes book from a similar namesake, and we even used the quote below as a teaser:

Arthur Conan Doyle, the Valley of Fea

Let’s first start with the published premise of the event and a teaser of what was to come:

The Premise of Valley of Fear

Before the Burning Season forced the San Saba into hibernation for the summer, dramatic changes to law and order in the wastes took root thanks to the work of the citizens of the tiny town of Bravado. A new law banning the sale and trafficking of Crystal Candy, new faces and new voting members on the San Saba Board, a mysterious accident in the floating city of Waking, and now — a missing Warden.

Tabitha St. Mercy - hounded, hunted, betrayed - caught off guard by enterprising people in Bravado, has disappeared from Prudence Penitentiary. In her place, a new Warden has taken control. Adam Moriarty, former Lifer, has stepped out from the shadows and the effects have rippled across the San Saba Territories. While major changes have been occurring at the prison commonly called “Killhouse”, life in the San Saba Territories has grown more dangerous.

People have gone missing. Roving bands of Vigilantes, often called “puppies” in a deriding fashion by some, try and help the Law Dogs. Their goal is to help enforce the newest laws, especially against Crystal Candy, and if a few skulls get broken, such is the way of things in the wastes. The Justices of Sin are more prevalent than ever, under the orders of Moriarty to help quickly pass judgement so that the Law Dogs can continue their crusade. Moriarty has even helped Wyatt break the backs of the Rotgut Family, former purveyors of the largest Crystal Candy pipeline in the San Saba and now they too sit in Prudence Penitentiary.

Despite the Board’s bold action against the drug trade of the San Saba, a prophecy of trouble has come true. Crystal Candy is still in abundance, and new pipelines are sprouting like weeds. There are even rumors of new and more addictive variations making their way to the marketplace.

And then there is Bravado - breeding ground for Saints and Miscreants - stuck in the middle of these wars between law and order, in a valley of fear…

What Has Happened Before…

The villainous Tabitha St. Mercy has represented a threat to the town of Bravado for quite some time. From her seat in Prudence Penitentiary and her seat on the San Saba Board, she has orchestrated the holiday known as the Indulgence, a time when contracts across the region are reset and the population of the prison is set free to run roughshod over the citizens of the San Saba. This rite of holy wrath serves to both justify her role as the Warden of the prison and remind the citizens what might happen if she was not there to collect the rogue Lifers and return them to the relative safety of their cells. For one bloody night, she has terrorized the town but has remained mostly untouchable thanks to her wealth, privilege, and army of deadly Lifers.

Right before the Burning Season began last May, the town of Bravado experienced a Gauntlet worth remembering. During the trial of Abe Callaghan for destroying the Grave Ledger during the last Collection Day, the titular leader of Prudence Penitentiary, Tabitha St. Mercy, arrived in person to dispense Justice at the proceedings. Thanks to the efforts of Abe’s friends and a town fearing the worst of the Gauntlet, Tabitha was set on by a mob before a final judgement could be rendered. In the ensuing scuffle, several people were left dead, and Tabitha was “escorted” away by mysterious masked bodyguards that betrayed her during the fight.

Secreted away to a cell to be interrogated and questioned, the Warden was held under duress while agents took the opportunity to negotiate an arrangement with the Retrograde leader. Perhaps the theft of the ledger was orchestrated to ensure that they could catch her off guard, but Tabitha was strangely unphased by the assault and her capture. She answered their questions but proved why the Warden of Killhouse was such a dangerous foe. During the questioning, Tabitha agreed to a deal from her captors. In exchange for signing a contract that she would step down as a Warden they would release her from custody. However, the contract was somewhat shortsighted, and failed to account for Tabitha’s machinations. While she agreed to step down as Warden, she also made sure she had the right to pick her replacement.

And her chosen replacement was Adam Moriarty, the Spider of Killhouse.

The Spider

Adam Moriarty is a loyal Lifer and member of the Nemesis Cult, the maniacal Tellingvisionaries that believe they are doing “good” for the world by taking on the role of an evil villain. By taking their role, they encourage a “hero” to rise up and stop them, thus ensuring the balance of good and evil is weighed back towards the light. Dubbed “the Spider of Killhouse” by his peers, Moriarty was responsible for a number of spy networks and schemes from within his cell but seemed content with the role he played on Tabitha’s behalf. When Adam was released during the last Indulgence, he returned dutifully to his cell at the end of the holiday, content to manipulate his foes and allies alike from within the confines of the prison.

Moriarty fashions himself after his oldcestor literary namesake, looking for a worthy Adversary. When he eventually finds that Adversary, he would do everything he can to destroy them, secretly hoping this will be the one who challenges him and perhaps rises above.  Despite his faith, Adam has been considered one of the more “reasonable” Lifers. He’s shared a cell with folks like Eyeless Jack, but is fiercely loyal to Tabitha. While Adam is not necessarily physically impressive, his cunning and intellect has led many a foe into an unexpected ambush and trap while he watches impassively nearby.

He is a man of good birth and excellent education, endowed by nature with a phenomenal mathematical faculty. [...] But the man had hereditary tendencies of the most diabolical kind. A criminal strain ran in his blood, which, instead of being modified, was increased and rendered infinitely more dangerous by his extraordinary mental powers. [...] He is the Napoleon of Crime, Watson. He is the organiser of half that is evil and of nearly all that is undetected in this great city...

— Holmes, "The Final Problem"

No one exactly knows where Adam Moriarty comes from. He is a Pure Blood by Strain, but the family he claims is not one local, and no local families claim to know him. He claims his family came across the great sea a generation or two back, and that he had to remove them from his life. The smile he makes when he says that makes people think they did not live.

Thanks to Moriarty’s control of Killhouse, the new Warden immediately set into plans he had spent months forming to usurp control of the criminal underworld of the San Saba.

New Laws and New CRYSTAL CANDY

During the last Stakeholder’s Meeting, several laws were considered for addition to the San Saba Charter. One of the votes that passed regarded the sale of Crystal Candy:

“The growth, harvesting, trafficking, and consumption of psionic crystals and their byproducts is hereby considered dangerous to San Saba communities and is forbidden.”

Following a series of violent deaths of Boss Wyatt and several Law Dogs in Bravado, the San Saba Board passed a firm law against the harvesting and trafficking of the drug known as Crystal Candy. The drug is commonly harvested from the living brains of screaming psions before they die and crushed into a crystalline powder mixed with gasoline and other sundries.

Opponents of the measure suggested that a certain reading of the law could be used to make being a psion illegal in the San Saba. The Law Dogs have repeatedly stated that any suggestion that they would use this to hunt down psions or look for psionic gizmos or armor is assuming the Law Dogs would make a very uncharitable interpretation of the law. For now, their focus is entirely on the scourge of Crystal Candy in the Lone Star.

But despite the new laws over the Burning Season, the scourge of Crystal Candy was still as worse as ever. Stronger variants of the drug were flooding the region and are known to be incredibly addictive, in addition to offering strange new powers to those willing to indulge.

Four varieties of new Crystal Candy emerged. All of the candies were more potent versions of the common Crystal Candy, but each had a unique side effect in addition to a menacing and intentional addictive quality.

  • Longwalker - This blue-tinted candy was thought to be harvested from Quiet Folk or Lovelaces, and gave the user a rush of speed and energy that ultimately resulted in mangled limbs when it wore off.

  • Glimmer - This rarer, silver-tinted candy was made from those that had never died or passed through the Grave Mind and enabled the user to focus on a crafting project and finish it at breakneck speeds. However, once this surge of energy wore off, the user was helpless and unconscious, sometimes in a dangerous or inopportune moment.

  • Firebrand - This red-tinted candy was most likely harvested from those with Bad Brain or of the Tainted Strain but enabled the user to manifest potent and uncontrollable Pyrokinetics even if they were not a psion.

  • Helios - This green-tinted candy glowed in the moonlight and was likely harvested from an individual suffering from Radiation Sickness. Prized by the Darwins, this drug could enable a user to manifest powerful Biogenetics auras, shortly before exploding into a radioactive blast.

Each of these terrible drugs were readily available to criminal organizations throughout the San Saba, but the main question for those opposed to the trade of the candy was WHERE it was coming from. The volume of drugs available on this scale meant that the standard “candy shoppe” setup to harvest Crystal Candy from victims had been increased to industrial volumes.

Dance till you pop

As the night of the trade weekend fell on Friday, a buzz was in the air. New business and new faces in Bravado meant the town was once again populated after the Burning Season. As long-term residents and visitors alike took shelter during the brutal summer heat, September marked the end of the dangerous weather and a return to the only normalcy you could find in the wastelands. Even the zed and raiders laid fallow in the summer, so the dwindling heat brought threats back to prominence as well.

In the wave of newcomers were also villains. Drug traffickers followed potential marks into town, intent on distributing the new illicit candies, despite the threat of enforcement from the Law Dogs. In the shadows of Bravado, they found many eager to consider their wares, but just as many residents intent on rounding them up and confiscating their drugs. When they were captured, the drug dealers could not speak to where the drugs came from, just that they had been tasked to deliver them to Bravado.

Some of the dealers were partaking in the very substances they trafficked, and one individual had recently abused the drug Firebrand. Using his newfound psionic powers, he purposefully exploded into a fireball within the Swaying Anker, interrupting the festivities inside. When the Law Dogs responded, the other companions also used their ill-found abilities to defend themselves violently. The attack was brutal but left several clues that would be valuable to uncovering Moriarty’s evil plot.

With the wave of ne’er do wells sneaking into town came groups of vigilantes - citizens that had decided to take the law into their own hands to deal with the menace of crystal candy. These faux Law Dogs, called derisively “Puppies”, created more work for the constabulary as they muddled about intruding into legitimate investigations and tampered with the clues and evidence that were available. One individual even tried to execute a captured dealer, claiming the right as a Hellhound to murder, despite inventing a title for himself.

At the same time, some of the victims of recent candy farming managed to find a bit of reprieve within the town of Bravado. The small group of people had come in from the wilderness, having escaped what they called ‘Hell.’ Each of them described unimaginable horrors and were severely fractured and nearly dead, harvested of almost all their infection. One of them described someone who sounds like the Butcher of Killhouse, a white-haired Unstable in a blood-stained operating gown. Despite the attempts to distract from the operation, it was clear that the harvesting of the new crystal candy was happening somewhere near Bravado.

The Impact of Industry

In the morning, a peculiar side effect of the crystal candy manufacturing in the area became more obvious. Critters and local wildlife were acting erratically, and some of them were even displaying psionic powers similar to the side effects of the new crystal candy. Psionic zed increased in numbers, with Lost Boys and Shamblers exhibiting strange new psionic power. In the early morning, survivors reported a run in with several Leviathan whelps that chased after them with a renewed speed and vigor previously unseen, and they glimmered with silver dust across their scales and fins.

Another deadly encounter ran afoul of the terrible local menace, the Murder Goat Deer. Already a dangerous foe, these vicious creatures were pushed to a psychotic frenzy and had become capable of exploding into a blast of pyrokinetics. Hunters were able to track the mutated Murder Goat Deer back to its lair, and found a massive shipment of the drugs had been intercepted by the critters, and the crashed container had leaked the poisonous candy into the den of the beasts.

Fishermen also began reporting mutated fish and further pollution in Lake Bravado, suggesting once more that the industrial plant making the new crystal candy was outputting vast quantities of runoff and waste they were pouring directly into the waterways near the lake. That meant that this “Hell” was indeed somewhere close by. But in the meantime, the water table was being polluted by the remnants of the production and would create an ecological catastrophe if left unchecked.

The drugs were having impact on other parts of the ecology, particularly on the victims. Despite the threat of the Law Dogs interrupting their industry, the entire process was becoming cannibalistic, and the scale of murder being committed by those making the drugs could not be sustained. Those that abused the drugs became targets of further kidnappings as they became new donors for the crystals that grew in their brains. The drugs themselves used the basic formulation of Crystal Candy but were taken to an extreme level by provoking the growth of psionic crystals in their hosts, even if they were not originally aberrant.

The derived nature of the drugs were equally dangerous. When combined with Leviathan Salts, another popular but explosive drug, they could amplify the effects of the Salts to devastating levels. The attack on Friday was obviously amplified in the same way by the presence of Leviathan Salts. Even worse, some of the drugs apparently even stopped the victims from sinking into the Grave Mind after their death, echoing the terrible attack on Essex weeks before. These bodies with strange purple veins prominent on the corpse were quickly gathered by agents of Moriarty, secreted away to the factory producing their tainted Candy.

Following the trail of clues

A few scattered clues became obvious as the day went on. It was clear based on the volume of the new drugs being produced that this was not just an amateur show, and that it would need a large facility, equipment, and personnel, particularly those with the medical skill to incapacitate and harvest crystals from the victims. Furthermore, no one had seen the Surgeon General of Killhouse, Juliet Butcher, in quite some time. Given her role in helping Killhouse collect organs from unfortunate victims during the last Indulgence, it was simple enough to recognize her handiwork in the victims that survived being harvested for psionic crystals or Infection.

The dealers and field agents of the operation had seemingly came from nowhere. Moriarty’s rank-and-file soldiers were discovered to be the infamous criminals of the Rotgut Family. These Retrograde and Full Dead mercenaries had been a plague on the San Saba for some time and many of them had ended up behind bars in the prison. Moriarty had released them once more, employing their skill at violence and crime to aid his endeavors. These killers took to the role of drug traffickers with glee, aiding in the kidnapping of citizens and survivors throughout the region. The Rotguts were hard at work, and someone needed to stop them.

Moriarty himself had been seen personally by a few of the victims, passing on information and orders to other escaped Lifers of Killhouse. He had a direct hand in the candy operation and was even taking trips away from Killhouse to visit his operation in the field. There was some tie with the killer known as Grandfather Nichols, though the relationship seemed to be one of convenience. Given the time he was away from the prison and how quickly he could return, it confirmed the location near Bravado. Moriarty was clearly in control of the production of the new drugs, held their recipes, and was constructing them in a place his agents called “the Manufactorum”.

Finally, the clues had led the town to a destination.

The manufactorum

Following the clues about the Manufactorum led the town to a group of Darwin cultists known as the Bay’lor Institute. Comprised of mostly Tainted, the Bay’lors were a group of scientists that kept mostly to themselves and the studies. While the Institute had some connection with “dread surgeons” of old, those that stabilized the strains of Bad Brain in themselves chose to focus on science rather than the abductions and torture of their predecessors. These Tainted had been employed on contract by Moriarty, paid in the strange mysterious ore that had been found in Bravado recently.

However, several Bay'lor interns working on psionic research for Moriarty snuck out of the Manufactorum to observe the results of their work. Every good scientist knows proper science requires documentation, after all. Once out from the confines of their labs, they realized that their work was being used for less uplifting ends than they were led to believe. The de facto leader of the Baylor Institute, Headmaster D’Na Genome, made contact with residents of Bravado with a solution to their problems.

In exchange for helping them with an experiment for the Institute and providing them plausible deniability, the Darwins could provide inside information about the Manufactorum, including the defenses, further information about the experiments being performed inside, the specific location, and as much information as they could gather from the Rotgut guards. The Darwins were also able to confirm the presence of the Butcher, as she was in charge of the various psionic research projects they were contracted to complete. In fact, she was arriving to pick up a strange shipment that very evening.

A plan was quickly formed. Though the Manufactorum was swarming with Rotgut soldiers, it would be crucial to perform reconnaissance on the factory, and see what they could learn before they committed a force strong enough to pierce the defenses. If they could get inside by stealth, they could even identify a weaknesses they could use to shut down the facility for good.

the first assault on the manufactorum

When a team of Bravado citizens was assembled, they met with D’Na Genome and her scientists on the outskirts of the town. It would require a long and treacherous hike, but they would be able to approach the facility undetected if they were quiet enough. If they could clear the path, it would be much easier to approach the Manufactorum with vehicles and a larger force, provided they were successful. The few guards on the way were dispatched quickly and silently, and they finally emerged in a clearing near the factory.

The Manufactorum was built out of a shell of an old building, probably some storehouse used during the Hiway war, but it had been converted into a massive manufacturing plant. Heavy pipes cast waste chemicals into a nearby river, the source of the pollution effecting the ecosystem nearby. Vehicles left periodically carrying Rotgut soldiers into the wastes for distribution of their new drugs. The building also had a number of sniper towers set up with a commanding view of the approach and the defenses seemed impregnable.

Luckily, the advance team had brought the perfect weapon of subtlety - a rocket launcher. Fired by one of the boisterous Road Royals, KH4NV0Y, the blasts made short work of the sniper towers. A group of elite Rotgut soldiers engaged the team, but after a deadly skirmish they managed to take one of the Retrograde leaders alive for questioning.

The soldier confirmed what the Darwin’s intelligence had promised. Juliet Butcher would be at the plant that night to pick up a very large shipment of some new chemical the plant had made. According to the Darwins, this was some special project the Butcher had been working on as part of her agreement with Moriarty, but was using some byproduct of the crystal candy process to enable her research.

While a few stealthier folks infiltrated into the Manufactorum, the rest stayed outside to defend from any Rotguts that might have noticed (or survived) their first attack. They had the element of surprise for now, but knew they only had a short time before reinforcements arrived. Inside the factory, the scouts found the horrifying meat grinder of the candy factory and confirmed their worst fears. Not only was the scale of the operation beyond their imagination, it was clear that Moriarty was not stopping with Bravado. There was a huge shipment of the new Crystal Candy being prepared for transport, enough to flood every town from Bravado to the Clutch.

In the lowest levels of the factory, the advanced team found dozens and dozens of captured psions, all part of the assembly line of candy nucleation for the Butcher. Not only was the Butcher killing and harvesting candy from the psions, they had industrialized the process by simply grinding the brains and psion crystals in a massive machine to make a slurry they could crystallize into their foul chemicals. There were many more victims here than they suspected, and the Butcher was even using some to harvest their very Infection. It would take time to evacuate this many survivors from the factory, time they didn’t have during this first attack.

Worst of all, there was even a captured Blood Ghast with strange crystals growing from its head, a clear attempt to turn even the undead into harvest-able sources of crystal candy. With the supply of the creatures in the tunnels below Bravado and citizens captured by his Rotgut associates, there would be enough subjects to keep the Crystal Candy pipeline open forever. Moriarty’s plan had to be stopped by any means necessary, and it was clear they had to do something about it soon.

an explosive solution

Once back in Bravado, the team that had scouted the Manufactorum set about trying to form a plan to stop Moriarty. It was now clear the scope of his plot, but they needed some way to make sure he could not simply move his operation to a new location. They needed to shut down his factory in a way that he could not recover the research and equipment within. While they could simply leave it be and hope the RRC or the San Saba Board would act against Moriarty, inaction seemed like a plan that no one could stomach.

A plea for help interrupted their discussions, as D’Na fled into Bravado chased by several dangerous Rotgut mercenaries. One of the Rotgut leaders, a telepath named Shamrok, had uncovered their plan to sabatoge the factory and help the Vados stop Moriarty, and they had decided to rid themselves of the traitors violently. Swift reaction from the Vados provided a timely rescue to the Darwin scientist, and the town was able to defeat the mercenaries and chase Shamrok back into the wastes.

DN’a had managed to escape with a plan to stop the Manufactorum, but it would need to be enacted immediately. The Rotguts’ discovery of their plan meant they were preparing to move critical research out of the factory so the town could not damage their production lines. The Butcher would be arriving that night not only to move her shipment out of town, but she would be covering their tracks and taking the tools necessary to continue the process elsewhere.

The Bay’lor’s plan hinged on their intimate knowledge of the chemical processes that Juliet was using to make the new drugs. The Manufactorum was vulnerable to disruption thanks to a useful side effect of the nucleation process. The chemical slurry of blood and crystal left behind by the process was highly flammable and with the right application of Leviathan Salts, it could be turned into a powerful explosive - one capable of stopping Moriarty’s factory once and for all.

The town had two choices ahead.

The Darwins could manufacturer a dangerous reagent capable of starting a chain reaction that would disable the factory. By rigging the pressure valves on a primary condenser to overload, they could detonate the sub-tanks gathering the crystal precipitate. This solution would cause a magnificent explosion, but would likely kill many of the captured aberrants and experiments before they could be evacuated in time. It would be a terrible loss of life, and the ensuing destruction would likely have an impact on the zed that were released by the deaths at the factory. It would be a permanent and final end to the danger the factory represented, but a costly one.

Alternatively, the Darwin reagent could be used to simply contaminate the chemical slurry and render it inert. By connecting the centrifuge system to the recrystalization tank, they could manipulate the chemical mix to cause a crystalization failure. The product of Moriarty’s factory would be wasted, but it would leave the building and equipment mostly intact. This solution might provide them more time to quietly evacuate the survivors from the factory, but it would leave the Manufactorum as a potential problem for the future. Once the Rotguts had realized their shipment was contaminated, they would likely take their fury out on the citizens of Bravado instead.

The bovine monstrosity

Because the Bay’lor scientists has been forced to flee with the reagent half-finished, it required assistance from the town, particularly their culinary experts. As soon as the town had gathered the resources to finish the reagent, they gathered their firearms and blades to arm themselves for a final assault on the Manufactorum.

The remaining Darwins left behind in DN’a’s escape would be able to unlock the gates leading to the factory, so the townsfolk could quickly attack the facility before the Rotguts could react. Ideally, the Rotguts would be distracted by their own preparations to move the factory that they would be able to infiltrate in before they realized they were in their midst.

The townsfolk raced along the makeshift roads leading to the Manufactorum, reagent in hand. The potential of fire from the Rotgut guards was silenced by well-placed shots from their marksmen, and they were able to approach without much resistance. They split into several teams, one to rescue the trapped psions and to dispatch the mutated monsters, and a second to apply the reageant to the mass crystallization system. The remaining Vados would attempt to hold a line and keep the Rotguts from interfering.

A terrible roar came from the belly of the Manufactorum as a terrible mutated beast emerged. The crazed half breed abomination was a stitched monstrosity, with the head of a cow and the body of a man. Alongside the mutant came the ambushing force of the Rotguts, led by Juliet Butcher and Shamrok, intent on disrupting the attack on the factory. The battle was engaged, swords clanging against makeshift shields, the blast of rifles piercing armor and flesh, and the screams and battle cries of the attackers.

The bovine creature was nigh invulnerable. Bullet after bullet failed to pierce its hide. Clubs and choppers were turned aside as if hitting steel, and the creature ripped through their ranks with wicked claws unfazed by their attacks. Each time it killed one of the Vados, it would howl with an unearthly sound and devour the corpse in a brutal display of bloodshed. Each time, it seemed to get stronger as if it was gathering power and feeding with a primordial siphon.

Periodically, the creature would seem to be felled, but would simply be wracked with pain and anguish as its body regenerated and re-knit itself once more. It would slough off attacks and hit back with a murderous frenzy, its mutated form seeming to adapt and change in a constant necrotic mutation. Again, and again, the foul monster was driven back, while the Vados attempted to buy time for their assault.

the fall of the manufactorum

With a line of shields and swords attempting to keep the bovine monster and the Rotguts at bay, the rest of the Vados set to their work. Teams of doctors and assistants worked to unplug victims from filth ridden beds, ripping out plastic tubing and shackles that kept them as human livestock for the terrible byproduct of crystal candy. The Bay’lor Institute scientists used their access to unlock doors and helped the Vados evacuate the captured aberrants to the safety of their trucks.

When they pierced the defenses of the factory itself, they quickly set to disabling the Butcher’s strange machines. While a few of the more outspoken types had argued to simply detonate the factory and let the Grave Mind sort it out, cooler heads prevailed and they set to work contaminating the crystallization machine instead. A few of the drug-enhanced Rotguts offered resistance, turning the strange new candy into potent enhancements. With chemically induced strength and speed, they attempted to stop the process but were driven back by the defenders.

As they disabled the machine, they set to dealing with the recipes and materials that would enable Moriarty to continue his manufacture of the new crystal candy. With a few well placed firebombs, they set the offices ablaze, and took to destroying any bit of materials they could find. A few shady hands might have absconded with some of the the documents in the chaos, but the damage was done. The crystal candy pipeline would be finished thanks to their efforts.

In the basements of the Manufactorum, they also found more of the strange monstrosities like the one attacking their friends. The creatures were hybrid necro-mutants, combined of different creatures and something that once was a survivor, but all were in various states of preparation. One might have felt sorry for them as they pulled plugs and slit throats of the tormented creatures, save for a reminder of the terrible danger these things represented from the sounds of fighting outside. A series of notes nearby identified the things as THE BUTCHERED, the secret experiments of Juliet, but there was no sign of whatever else she was working on.

The butcher’s escape & Retaliation

Outside, the battle reached a climax. The strange mutant was clearly tiring. Each time they seemed to kill or disable it, it roared back to life and regenerated limbs and claws once more. But each time was a bit slower than the last. The Vados pressed the advantage, driving back Shamrok and his Rotguts, and evading the surgical strikes of the Butcher as she faded in and out of the darkness. With a final piercing blow, the bovine creature fell to the ground for a last time.

And then it exploded.

The psionic blast from the creature knocked back defender and Rotgut alike, the terrible force of its final discharge devastating the battlefield. Whatever was empowering it tore through armor and shield alike as it exploded into a cloud of gore and viscera, spraying bone and blood in every direction. The remaining Rotguts seemed to realize the tide had turned and proved themselves every bit the cowards they were as the Manufactorum defenders scattered into the night. Unfortunately, in the distraction of the explosion, both Shamrok and the Butcher had vanished, leaving their associates behind to cover their escape.

At the same time inside the factory, with a hiss of foul smoke and bubbling reactions, the chain reaction had began. The candy manufacturing and crystallization machine was contaminated by the reagent and filled the factory with poisonous gases. Evacuating the last of the survivors, a victorious shout let the defenders know it was time to withdraw. They had achieved their goal and disabled the Manufactorum, ending Moriarty’s foul plot and closing the pipelines of the candy trade.

However, despite the earlier tip, they had found no source of the shipment the Butcher was said to be moving during the night. They had found large stores of candy they were able to destroy, but whatever the Butcher had been working on in secret had already been moved. Someone had alerted her in time to let her move the project before they could arrive. She had obviously had help from someone in town, but there was no time to ponder the betrayal.

Safely in their vehicles the Vados withdrew, leaving the smoking and contaminated Manfactorum in their wake. While Crystal Candy was still a scourge of the wasteland, these new, more dangerous variants were stopped for good.

Threads of Note during the Valley of Fear

  • A large group of Recluse Nester raiders had moved into Bravado over the Burning Season. These strange raiders bred massive spiders and their nests were a dangerous threat that needed to be dealt with. Armed with a spray to dislodge the sticky fibers of their webbing, the Vados managed to destroy the nest, but it was clear that some more dangerous force was stirring the raiders towards their expansion — a spider queen!

  • Eyeless Jack, one of the Lifers of Killhouse was spotted in town with an ominous message. He claimed to be the “Herald of the Apocalypse” and warned the town that doom was headed their way on clouds of black smoke. While the crazed killer seemed to avoid his usual crimes of murder and eye mutilation, the eerie message seemed prophetic, and it reminded a few that his father, Grandfather Nichols had been away for many months working on something in secret.

  • A new mysterious ore was discovered in a tunnel beneath the morgue. This strange material seemed similar to a psionic crystal in nature, but inert. Perhaps the Eightfold Mother had seen a reason to rip a hole in the Mortis or maybe this was some new function of the Mortis Amaranthine. Regardless of the cause, the new ore seemed to spark the usual wildfire of greed and a rush to harvest the material. Teams of survivors took turns mining inside the morgue, seeking their fortunes in the strange purple ore, and graveheads took to trying to communicate with the Grave Mind for answers. There were even whispers of Grave Mind specters haunting a few unlucky townsfolk, appearing to them as if in a dream that only they could perceive.

  • The Rook was spotted in town, trying to convince the town to deal with the danger of crystal candy once and for all. The psion terrorist managed to whip several of the rogue vigilantes into a frenzy, seeking out Rotgut dealers and providing a murderous end to the crimes. One has to wonder if she had an opinion on how the town dealt with the Manufactorum…

  • Over the weekend, the curious white-robed cultists from Essex came into town bearing medical assistance and brews for the wounded and hurt. The Cult of the Tiny God was still active, even after the loss of the Fountainhead. The grave mind cultists seemed drawn to rumors of the new activity in the Grave Mind, but seemed more intent on helping than anything else.

Questions remaining…

The brave heroes of Bravado had struck a mighty blow at Moriarty, but the new Warden of Killhouse was still entrenched in his fortress of Prudence Penitentiary. Not only had the town made a decision to cripple the Crystal Candy trade in Bravado, they had chosen to rescue the survivors of the Manufactorum instead of destroying it with a mighty explosion. They had traveled through a valley of fear, and emerged triumphant over the genius machinations of the Spider of Killhouse.

But there were several questions remaining. What was the strange creature they had encountered at that Manufactorum? Who had helped Juliet Butcher escape, and how did she know about the attack? What was the strange shipment that had been moved from the Manufactorum before they arrived? Something was still moving in the shadows, and it was clear that Moriarty was just one part of the conspiracy that was unraveling in the San Saba.

wrap up

That’s it for today folks! I hope you enjoyed the narrative I crafted in this recap. I may have taken a few liberties here or there, but this covers the big points you should remember as we continue our season in February. Clever folks probably already see the connections of this game to the following National event, the NECROPHAGE. Clearly, Moriarty had a particular mad scientist helping him in his plots, and something wicked was headed towards Bravado.

Next week, we will cover the recap for PYROCLASM! See you soon! Enjoy the break, and I hope to see you in February!

Emerald Gala: Rules You Should Know

It’s Jonathan here again with another Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

As we get ready for our next event this weekend, THE EMERALD GALA, I'm going to be covering a bit about Rules You Should Know. We have a number of special things happening during this game, and we want to make sure you have a head start on any particular mechanics to watch out for. This week, we are going to cover a bit more about some changes to our game schedule, some ways to earn a new Blueprint, Alone in the Dark, and the dangerous abilities of the Archons your character could face like Devour Imprint, Abyssal Rift, Aberrant Consumption, Sever Imprint, and Frequency Inversion.

TICKETS ARE still on sale at the door starting at 5pm on Friday! DON’T MISS OUT ON THE NEXT DR:TX EVENT!

Photo credits in this post are from Max Pohlmeier, Lainey Weiss, and Noah Goodman. Gauntlet posters were made by the talented Aesa Garcia.

Culinary requires a certain amount of patience… and charcoal.

Changes to the Schedule

This month, we are testing some changes to our game schedule to accommodate some feedback we’ve received over the past few months, and to really allow our EMERALD GALA to be an event that is pretty special.

Extended Siesta

First, we’ve extended the AFTERNOON SIESTA. The afternoon break will be EXTENDED from 12:00 pm-4:00 pm on Saturday. This is an experiment to allow for spookier late-night content by shifting our STs and NPCs to better times. Plus, Texas tends to get a bit hot in the afternoon if you didn’t notice. During this four-hour window, we will have very few or no combat mods in play so this is a perfect time to schedule that player event, potluck, gang-up, or just get some crafting done in peace and quiet. Now, this is still a DR game, so it’s not always entirely safe during these hours (especially for a few folks below...), but there won’t be hordes of zombies at least.

Post office closed from 7pm-9pm

Secondly, to make sure that ALL players and staff can attend the Emerald Gala festivities, we will be CLOSING the Post Office from 7:00 pm - 9:00 pm on Saturday night. You will still be able to complete projects using the One Job Policy (p. 174) during this time and turn them afterwards, but we will not have Postal Workers to issue cards during this time. Enjoy the Gala and save the crafting and farming for later!

The Emerald Gala Events

Lastly, the Emerald Gala will be trying something a bit different. During the two-hour window of the Gala on Saturday night, we won’t be running many NPCs or events of note. Instead, we will be allowing folks to join together in the Winter Lights spirit, enjoy music, food, and games during the party. We will have some face NPCs present, some opportunities for contests and fun, and generally lots of opportunity for showing off your best outfit and not worrying about running to grab that shield or brew.

We can hunt you down with the Archons at the end of the party after all, so enjoy the nice, safe fun while it lasts! And hope they get the Emerald Arsenal ready in time!

Again, Boris?

Spicy! Maybe the Butcher will finally answer for their crimes…

NEW NATIONAL RULES UPDATES

There has been an update to the National Lexicon and the Undead Threat Guide since our last event. They didn’t really advertise this change outside of a post on the Discord channels and the updated site on November 16th, but here’s the details in case you missed it:

RANGED REDUCTION (UPDATED FROM THE BOOK)

Possessed by many zombie threats and some exceptionally armored critters, Ranged Reduction reduces the amount of damage taken from firearms, bows, and thrown weapons to the target. Ranged Reduction (Minor) means that the target reduces incoming damage by 5 from a Ranged Attack, minimum 1, while Ranged Reduction (Major) means that the target reduces incoming damage by 10 from a Ranged Attack, minimum 1. Ranged Bane attacks do normal damage to the target, but do not double their damage.

  • TL;DR: THE BIG CHANGE HERE IS THAT RANGED REDUCTION for the undead HAS BEEN SPLIT INTO TWO VARIETIES, MINOR (REPLACES mINIMAL) AND MAJOR (REPLACES iMMUNE)

Previously, most dangerous Rank 3 Undead had Ranged Reduction (Immune) while lesser threats had Ranged Reduction (Minimal) instead. This meant that most firearms or ranged attacks were worthless against most Rank 3 zombies, including the iconic Tank. This has long been a point of contention for all those NERF gun lovers out there, as they would have to switch to a melee weapon to deal with most zed.

With this change to Ranged Reduction, it is a brand-new day for firearms. Basic Zombies still reduce damage by 5 unless it’s from a source of Undead Bane or Horde Bane, while higher ranked zombies now simply reduce damage by 10 instead of being completely immune to ranged.

That means that upgraded attacks from some ranged weapons like the Candlepin Flame Belcher, the Mountain Rifle, and the Al Buquerue's Left Turn can be useful against the most powerful types of Undead. If you can deal more than 10 points of damage, you’ll get some damage past the defenses of the zombie. And it’s even better if you have Undead Bane, since the damage won’t be reduced at all.

Enjoy!

Now I gotta make a new gun to kill my first Tank at range…

National Blueprints & Local Blueprints

During this weekend, you will have an opportunity to earn a chance at a BRAND NEW BLUEPRINT. We talked a bit about this in my post on the Emerald Arsenal, but there will be a custom Zone of Mechanics in play this weekend called EMERALD INVESTMENTS.

emerald arsenal blueprints

During the event, our players will choose which of the seven Emerald Arsenal items they are interested in making into reality. The top winners will be incorporated into the next National Blueprint to fight against the impending Archon threat. This item will be useful in facing Outsiders during future encounters and will be themed around the winning Emerald Arsenal items.

Zone of Mechanics: Emerald Investments

You may pay 10 Brass to the Post Office in order to receive a copy of the Emerald Arsenal blueprint when it becomes available.  This item will be delivered by postal worker or placed in your LIT inventory.

Characters with Master Society Membership in a San Saba Faction may pay 100 Brass to the Post Office for a crafted item in addition to the Emerald Arsenal blueprint once it becomes available. This will have an expiration date starting from the event you receive the item.

Players that complete this Zone of Mechanics will receive a copy of the new National Blueprint generated by the Emerald Arsenal during the next event in February (if it’s ready!). If you are a traveling player, this item will be placed into your LIT inventory instead, or I’ll find a way to get it to you once it releases.

I can’t reveal exactly what this item will do yet, but the first way to get access to this new blueprint is attending our Premiere event. If you interact with the Emerald Arsenal ZOMs this weekend, you might get a taste of what might be in store.

local blueprints

This weekend will also see the release of several new Local Blueprints. These are DR:TX ONLY local plot items that will allow you to make new Local Plot Cards through crafting. These Local Blueprints will be printed on a different color of paper than the traditional blue of normal blueprints to mark them as unique.

They will use the normal rules for blueprints, including being able to be copied, used for crafting, or even stolen. These blueprints will commonly require Society Memberships with the San Saba Factions to use or create. However, these blueprints (or the items they make) cannot leave play from DR:TX or impact other games at all.

Since they are Local Plot Items, they are only usable at our game. Sorry!

These new Local Blueprints will be one way we play test potential future submissions for national blueprints during Premiere games and the like, and we look forward to your feedback on these new prints.

“Hey there Tenderhorns! Have you heard about Blood Ghosts yet?”

Alone in the Dark

DR:TX will be releasing a new global mechanic for this event, borrowed from our friends in DR: Virginia, originally designed by Phil Grau. This mechanic also saw use in DR: Michigan, and we will be including our own DR:TX take on the concept below.

ALONE IN THE DARK

At any time after the sun has set that a player finds themselves alone and without the ability to see another person, that person is considered to be Caught Alone.

That player must, at their next convenience, drop out of character and report to Ops.

Results for being Caught Alone vary wildly and could be a slight scare or a grievous consequence.

Players under the effect of Basic Stealth may move after dark as they wish, but should beware anything that would cause them to become seen.

If you are caught alone at night, one of the many things lurking in the shadows may find you first. You might wander through a weak part of the veil between the worlds or get too close to some early abyssal incursion. Maybe you just got caught alone by one of the Longwalkers or experienced some strange time dilation as you get lost in the woods. Perhaps some local terror like a Nemesis or Murder Goat Deer found you as prey in the darkness. Maybe it was nothing at all. Whatever the result, it’s best to walk in groups or be able to evade prying eyes in the darkness with Stealth during this event.

NOTE: Several of the events you can encounter with this mechanic may offer unique consequences, conditions, Roleplay Burdens, local plot cards, or even Body damage or Mind loss. Not all of the potential consequences are negative, but they all represent an encounter during the Long Night that marks your character in some indelible manner. If a particular condition is something you are not comfortable role-playing, you will always have an option to re-roll for a different consequence or you can use the OK Check-In System to let us know to calibrate the results.

Better yet, the candle lights and altars of the Lovelace Family are said to protect you from the darkness, provided you can convince them to part with their lanterns to protect you. There will be access to certain Local Plot Cards during this event that can interact with this mechanic and perhaps even give you a way to avoid the consequences of wandering alone in the dark…

The Buddy System isn’t just a good idea, it’s a lifesaver!

Archons 201

apocalyptic Threat Skills of NOTe

The ultimate threats of the wasteland have a host of skills that they can employ while within our reality. We talked a bit about the known lore about the creations in my post on Archons 101, but let’s dig a bit into the mechanics of what they can do. To be clear, I’m not covering EVERYTHING an Archon can do, but I’m going to cover some of the major ones to worry about.

Archons have three major modes of interacting with you violently: Attacks, Abyssal Attacks, and Global Effects, and they have several unique Defenses.

Attacks & Defenses

Archons have Attacks & Defenses like most threats, of course. They have some innate defenses based on their unique physiology and even active defenses like Defend, Balance, and Mental Endurance. Archons have a number of deadly basic attacks including Scattershot, Knockbacks, and Strikes. Like many Threats (even the lowly Shambler), they even have attacks they can make every flurry of blows. This means that even if they use all their active skills, they still have some dangerous attacks for the entire fight.

  • Rend: [Damage Type]. If a Threat hits you with this type of basic attack, you lose points from both your Armor AND your body with the same swing. For instance, a call of “Rend 5!” will deal 5 points of damage to your Armor and 5 points of damage to you directly. If you are not wearing armor, this call simply deals Body damage. These types of attacks are brutal, and even armor will not save you!

  • Psionic Stun: This is a melee strike frequently called by an Outsider. This can be Avoided OR can be resisted with Mental Endurance. Since this ability only deals a Stun, it can also be countered by Balance. If you get hit, you’ll crumple to the ground (or take a knee), be unable to move, and will be unable to use skills or use any equipment except for Armor for 5 seconds while stunned. (Stun, p. 107)

The last common defense of an Archon is their hefty slate of immunities:

  • Invulnerable State: Immune to all Damage. The Outsider will declare “Immune” periodically during the fight. This is the default state of the Outsider until it has fully crossed into this plane of existence or been rendered vulnerable.

  • Unnatural Physiology: Strong Limbs (Immune to Mangle), Immune to Stun, Immune to Knockout, Immune to Blinding

Like I mentioned in my blog post, Archons are completely immune to all damage and most effects until they’ve been made vulnerable in this world. Hopefully the Emerald Arsenal will do the trick, but it might be necessary to simply RUN from an Archon if you don’t have the means to hurt them. You’ve been warned!

Abyssal Attacks

These are unique attacks to the Outsiders, and they have devastating potential to be lethal. These attacks often bypass common rules, break the laws of reality, or are completely unique and deadly methods of eliminating their foes. They have many (or even unlimited) uses of these abilities and can often refresh their uses by killing an enemy.

  • Abyssal Strike: The Archon will call “50 Damage” with an apocalyptic melee strike. This can be combined with Scattershot for full damage, for this monster only. Normally Scattershot is capped at 20 damage, and most big hits can’t be used with Proficient Combat Tactics (p. 114). For the Archon, the laws of reality don’t apply so they can deal massive amounts of damage to a large crowd of targets. Yikes!

  • Devour Imprint: Upon the next successful strike to an LC, the Archon will declare “Devour Imprint: Absorb 6 Resolve”. This skill can NOT be modified by Scattershot. This skill can (and should) be Avoided.

    • If you get hit by this attack, you immediately lose all of your remaining Resolve, and the Archon regains their lost Resolve. In addition to not being able to use any and ALL equipment, ZOMs, and injectable brews that requires Resolve (p. 95), this attack will inflict a FRACTURE upon the hit (since you hit zero Resolve). That means it will also turn off several useful Master Anomaly skills and impact your total maximum Mind pool as well.

    • Like I said, save Mind for an AVOID!

  • Abyssal Rift: The Archon will declare a countdown of 3 seconds, then call “Abyssal Rift”. The Outsider can go OOG and take a willing or incapacitated individual in physical contact with them into the Mortis Amaranthine. This leads to a Grave Mind Scene in which the target does not lose Infection. The Outsider observes the scene until the Gravemind notices and ejects the individual violently. Make a player note that the next Grave Mind scene will be intense and malevolent. This rift allows the Archon to escape (or ENTER) virtually any area by transporting themselves through the Abyss.

These are incredibly dangerous attacks, and you’ll likely get a chance to experience them firsthand if you encounter the Archons this weekend. Certain items in the Emerald Arsenal can offer defenses to these attacks, so choose wisely!

global effects

The last mode of attack are unique to the Archon. When an Archon enters play, it will be with the NPC or ST representing the creature itself, but they will also be accompanied by a Guide wearing a green headband. These Guides will periodically call out these global effects.

There is no limit to how many times an Archon can use these attacks, but they all have a brief cooldown after use. We won’t be calling multiple Sever Imprints in a row, but you could see several of these abilities over the course of an encounter with the creatures.

  • Sever Imprint: The Archon will call “By My Voice, Lineages in Bleed Out, Sever Imprint, Murder”. This is an incredibly deadly attack. Characters in Bleed Out when this skill is called immediately DIE. Do not pass go, do not collect 200 Brass. And a BMV is a 50-foot radius of effect, so this will cover most of the battlefield and even passes through walls, doors, and obstacles.

    • As this is a Sound of My Voice effect (p. 106), very few abilities can stop this attack. You can’t Interfere it, because you won’t meet the requirements to be a target. You can’t use a Sosweet Kopis to avoid the effect, cause that only stops Area of Effects (p. 102). You can’t use the effects of a Phalanx Doyen and the OOPH Barrier Shield for two reasons — first, you can’t use a Shield or an effect while in Bleed Out (p. 103), and the Shield specifically excludes effects “called by a Guide”.

    • The Murder effect CAN be stopped, and this is the ONLY way to survive this attack other than not being Bleed Out in the first place. Anything that prevents a Killing Blow also stops a Murder effect. There are THREE major effects (outside of plot items like the Emerald Arsenal) that stop this: the Striker’s Coat armor, the use of Proficient Faithful Spirit (p. 136), or being inside the Master Biogenetics (p. 137) area of effect.

  • Aberrant Consumption: The guide will periodically call “By My Voice, Aberrant Consumption, Devour 5 Mind”. Anyone in the area loses 5 mind points, and the creature gains a benefit. The haunting aura of the Archon saps your will and constantly draws from Lineages and enemies nearby. These frequent attacks will drain your Mind and make it harder to Avoid and fight back against the monsters. Remember, very few abilities make you immune to By My Voice calls, so this is something to watch out for.

  • Frequency Inversion: The last global effect is the skill that you WANT to hear the Guide call out. Upon Archon being made VULNERABLE by some plot mechanic, the Guide will call “By My Voice, Frequency Inversion, Archon Vulnerable for 30 Seconds.” This means you will have a limited amount of time to hurt the Archon, so make those precious seconds count!

That’s a lot to remember, so we will also cover some of these Skills during our opening announcements and you’ll get some chances to experience them in person soon enough. Like the Abyssal Attacks, several of the Emerald Arsenal effects can offer protection against these Global Effects — if they are ready in time!

Nope, nope, nope, nope…

OTHER THREAT SKILLS OF NOTE

Oh, did you think that the Archons were the only dangerous thing in the darkness? The Long Night draws forth all manners of the creepy and unexplained, and they often have some peculiar abilities and dangerous skills to use against their prey. I hope you aren’t caught ALONE IN THE DARK.

  • Anomaly Response Healing: Any use of Psionic Abilities within earshot of the [REDACTED] declares “Anomaly Response: Healing”. Heal all Body.

  • Discorporate - [REDACTED] can declare “BLINK” and leave a scene as they fade out of reality. The [REDACTED] can leave an area at any time, even if someone uses a “No Escape” effect.

  • Invulnerable - In short, [REDACTED] can never truly be “killed” in any way that we can recognize.  They have no Body, no Armor, or any other way to be physically harmed. They are threats to survive, not kill or defeat...

    • Ranged and Melee Immunity - Call “No Effect” or “Reduced” to any damage calls or similar effects.

    • Unnatural Creature - Call “No Effect” to any use of Mangle or Knockout. These creatures can never be killed, outside of plot effects

  • Alluring Visage (Psionic Mutation): The [REDACTED] can attract any Lineages near it, who must immediately proceed within melee range of the threat. Once they have reached that point, they may leave. Call “PSIONIC: By My Voice, Alluring Visage, Attract all Lineages”. Countered by Mental Endurance for a 5-minute period.

  • Stunning Strike: The tendrils of the [REDACTED] are coated in a neurotoxin. Call “10 damage, STUN!”.  The [REDACTED]can use OVERPOWER once per strike attempt if this strike is Avoided. The Stun effect may be ignored with Balance, but you still take the damage unless Avoided.

It’s time for Winter Lights!

wrap up

That’s it for today folks! We have a cool event planned, and Maenad and the team have been hard at work this month getting some surprises and dangers ready for the Premiere event. We can’t wait to show you what we have in store, and we are excited to see each of you in just a few days. See you soon Vados!

The Emerald Arsenal

It’s Jonathan here again with another Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

As we get ready for our next event, THE EMERALD GALA, I'm going to be covering a bit about the Inventor’s Ball, R&D, and the unique inventions that have been designed to combat the terrible threat of the Archons - THE EMERALD ARSENAL. This blog post will cover some specifics about the various weapons that will become a new national Blueprint!

TICKETS ARE ON SALE FOR THE EMERALD GALA UNTIL FRIDAY, DECEMBER 2ND! DON’T MISS OUT ON THE NEXT DR:TX PREMIERE EVENT!

We also had some BIG announcements last week about the re-opening of DR New Mexico, and some upcoming staff changes here in DR:TX, so check it out!

Photo credits in this post are from Lainey Weiss and Francine Ilac.

Is that THE famous Felicity Redfield I see over there?

In today’s post, we are going to cover a few big concepts during the next event and how you can change the course of the metaplot and story in the San Saba with your actions at this event.

I wrote a lot about the impending Archon Threat last week, so this week is going to talk a bit about how the San Saba has been preparing. This region has seen more activity from the abyssal entities known as Archons than many other settlements in the wastes, so that has given the scientists and factions of the Lonestar more data to prepare than most, and a reason to develop tools and weapons for the next INCURSION.

The Inventor’s Ball

One of the major in-game events of the EMERALD GALA will be the Inventor’s Ball. Part science fair, part prom, part job interview, this is the event of the season for the genius inventors of the Railroad Conglomerate. While the RRC is the preeminent faction in the San Saba thanks to their control of the Oxline railways and the capital of Waking Prime (which is totally not falling), one of their key subfactions is Research & Development, or R&D.

R&D is the home of most of the ex-Conglomerate scientists (a former political faction from Season 1) and the great Digitarian families of the Lone Star. Each of these families can trace their origins back nearly to the Fall, and they have a long tradition of academic excellence and technological expertise. They are stewards of artifacts of the oldcestors, kept running by prayers, hope, and a little mad science, and they are the heart and soul of the flying sky-city that is the capital.

There are six major branches of the Digitarian and Pure Blood elite in the city of Waking Prime:

  • Dellison: This family specializes in medical science, particularly research into imprints, grave sciences, and good old fashioned anatomy and physiology. Their founder is known for pioneering successful organ transplants for the Candlepin company, and is considered one of the best doctors in the region. The San Saba Board and the RRC have excellent medical benefits thanks to the Dellisons.

  • Hackard: One of the most important families in the RRC by wealth and privilege, the Hackards were the genius inventors behind the formulations of Oxblood, a biodiesel fuel used by most of the locomotive engines that run along the Oxlines, and assisted Dr. Sung with the creation of the Ox itself.

  • Kwolk: This family may be considered eccentric by most, but their mastery of clockwork gear systems, steam, and the various mechanical engines used throughout Waking Prime make them invaluable to the RRC. They are watchmakers and fine craftsmen of gizmos, small contraptions, and most of the radio technology used by the floating city.

  • Tinstrument: The most politically powerful family, thanks to the efforts of Mayor Tinstrument, this was the founding family of the Conglomerate. Their speciality in solar power and alternative fuels led to the creation of the Capacity Engine, the mighty oldcestor creation that keeps the city of Waking afloat.

  • Buzzbee: Easily identified by their maroon colors and Tainted scientists, the Buzzbee family is one of the oldest institutions in Waking. They created the lightning rod system that brings power to the city’s lesser systems, and the storm alert system that detects weather changes and navigation. Masters of electricity, they collect oldcestor technology in hopes of recreating the marvels of the time before the fall.

  • Skyline: One of the newer families of Waking, their genius lies in the creation of lenses and glassworks, used throughout the city to repair telescopes, windows, streetlights, glassware, and more. The delicate and intricate glass and copper constructions of the Skylines are highly desired by most of the scientists in the collective. While their devices may seem simple at first, they are masters of subtlety and have excelled in the cutthroat politics of Waking’s elite.

One such tradition they have cultivated over the years is the concept of the INVENTION EXCHANGE. Once an internal cultural practice with the Conglomerate, the “Invention Exchange” has become a part of the formal etiquette of R&D. It is a grand and endless competition of innovative one-upmanship… so much so that the average RD member will think it rude if you do not have SOMETHING to share with them, even if it’s only a rough sketch on the back of a cocktail napkin.

We’ve introduced something of these mechanics with the REDFIELD INVENTION EXCHANGE this season at the General Store, and you can use this Zone of Mechanics to acquire new blueprints in game.

Now that I’ve given you a bit of a background on the brains behind the plan, let’s talk about the Emerald Arsenal itself.

Of course, my rocket launcher has a V8 engine… doesn’t yours?

The Emerald Arsenal

Ever since the first Archon encounter during the Fountainhead Incident, the leaders of the San Saba have been brainstorming how to better prepare for the next incursion by these abyssal entities. Thanks to the early warning from the Grave Council, the San Saba Board has been quietly funding research projects over the last year to prepare. The Inventor’s Ball will see the premiere of these fantastical inventions and display the prototypes for defending against the terrible threat of the Archons.

During this next event, THE EMERALD GALA, your characters will have the chance to pick which of the weapons you’d like to employ against the Archon threat.

This choice will result in one of these creations being offered in some form as a BLUEPRINT that will be shared with the network. This item will be the next tool in the fight against the Archons, and will be revealed once our event is over. For those that invest in the success of the Emerald Arsenal, you’ll have an opportunity to get the first copies of this new Blueprint.

The RRC has presented SEVEN different entries for the Inventor’s Ball, and each has the backing of one of the powerful factions of the San Saba. The entry that wins the support of the Board will have the funding to mass produce their invention and spread that knowledge to the wastes.

However, each device requires a bit of attunement and final adjustments to demonstrate, and there won’t be enough time to get every option ready in time. You’ll need to pick one (or two) of the weapons below to use during the final fight on Saturday night. And that’s assuming some criminal element doesn’t decide to take matters in their own hands to sabotage the Arsenal (they wouldn’t do that, would they?)…


Stewart’s Abyssal Xenoclave

Patron Benefactor:  Railroad Conglomerate, Felicity Redfield
Description: “Dr. Janus Stewart’s Xenoclave is a monstrous yet marvelous feat of mechanical engineering. The general shape of the device is easy enough to understand but to examine its details with any level of certainty is a Herculean feat. The many gears and plates that make up its construction seem to warp and rearrange in response to perception, and a lack of seams, screws, bolts, or welds make it an impossibility to imagine the abyssal workings that tik away within its iron carapace. This machine is designed as an opening play, a way to drag the Archons into our world on our time, and without the properties that normally render them invulnerable. Using a combination of radiation, sonic frequencies, and something that Dr. Stewart has dubbed “Pataphysical Pressure” the Xenoclave would open a sterile and stable Rift that draws forth the Archons and binds them to physical form.”

Buzzbee Stormbound Cage

Patron Benefactor:  Law Dog Union
Description: “A complex and electrified Faraday cage made of precious metals and tightly wound netting. Installed around the doors and windows of The Depot and flooded with electric current, this device would diffuse the electricity across a wider area to interfere with their ability to discorporate. In theory this would prevent an Archon from easily entering or exiting the Emerald Gala event by an Abyssal Rift, or by traveling through electrical systems. Strains passing through should feel a slight buzz but are none the worse for wear. The Cage will not keep an Archon bound for long within, but it will trap them for a short duration.”

Dellison Biogenetic Imprint Tether 

Patron Benefactor:  Grave Council
Description: “The Biogenetic Imprint Tether an ominous medical device shaped like a spider attached to a still living brainstem bound in a serum-filled canister. There are mechanical components resembling audio signal amplifiers connected to the canister. This device radiates unsettling whispers that bury into your mind while in range of the amplifier, and prevents modification to your Imprint by creating a localized biogenetic field around anyone within range. In the event that you are on the verge of death, this device would allow you to resist the attempt of an Archon to sever your Imprint.”

Tinstrument Solar Flare Matrix

Patron Benefactor:  San Saba Republic, Mayor Tinstrument
Description: “The Solar Flare Matrix is a series of mirrors and lights focused through Amaranthine lenses into a powerful radioactive weapon. The device can concentrate ambient light into a searing blast of energy, converting the light into various wavelengths across the visible spectrum. While Archons are thought not to use traditional vision, the combination of electromagnetic energy and solar radiation should be enough to scramble their senses. Though it would take time to charge each burst, if they are truly multi-dimensional entities they should be overwhelmed and stunned by the sudden exposure to multiple forms of radiation across all visible wavelengths.”

Kwolk Acoustic Pulse Scuttler 

Patron Benefactor:  Junkerpunks
Description: “A series of clockwork acoustic devices organized into a convoluted system of tubes that remind you of a barrel organ. The amplification of sounds made through gear-driven pneumatic pressurization is made possible by a complex modulating frequency device that enables the wavelengths to be amplified or suppressed. The Kwolk device was originally made to mimic Leviathan mating calls, but these have been tuned to match and neutralize the Abyssal Pulses hidden in the Archon’s deadly auras. The combination of these competing frequencies should be able to counteract these pulses by creating contradicting and opposed subaudible wavelengths.”

Skyline Darken'd Veil

Patron Benefactor:  The Widows of the Lone Star, Lovelace Family
Description: “A series of ornate tapestries inlaid with precious stones and delicate wiring woven within the strange metallic threads. The stone-laded tapestry creates a dampening effect that interferes with the visible light spectrum and makes your head hurt if you stare at them for too long. The material used to create these is beyond mundane ability to recreate and must be some form of oldcestor form that enables the weaving at such fine detail. The Darken’d Veil also consumes a fabulous amount of energy and the most cumbersome application of this invention is simply finding enough energy to power the device. Only by connecting the Veils to something of great power, like the engine of THE OX, would be sufficient to shield the Emerald Gala and that will require all escape from Bravado Station by rail to be limited. When at full power, the Darken’d Veil should be able to obscure the use of psionics from Archons and prevent them from healing off of its use.”

Hackard Abyssal Siphoning Anchors

Patron Benefactor:  Prudence Penitentiary
Description: “The Hackard’s mastery of Oxblooded forging has enabled the creation of strange blackened chains that hang from the walls and end in an asymmetrical psionic crystal. Each of the chains are inlaid with filigree and runic markings reminiscent of the language of old Barogue. Made with the same care the master smiths used to construct the Ox, the Anchors are not just decorative but parts of them are anchored into the world beyond thanks to the Amaranthite alloys used in the construction. They are designed to drain the energy of the Archons and prevent them from benefiting from the slaughter of strains. The chains are bound into complex runes carved into the very earth, channeling the energy away from the Archons and preventing them from establishing a connection back to the Abyss they could use to escape.

I mainly picked this one for the Green. It is the EMERALD GALA after all.

Unintended Consequences

One aspect of the Emerald Arsenal we will not be entirely spoiling is the unintended consequences of using the devices in their prototype states. These devices are untested, experimental, and pushing the bounds of pseudo-science in the wastelands but they follow a natural bit of logic and evolution in their concepts. We still don’t know if they will work against the Archons, and it’s like hitting a bit of a moving target with a hammer (sometimes literally!).

But there’s a catch.

You see, a hammer can be used to build a house, repair a ride, or fix something that’s stuck. It can also be used to cave in the skull of an enemy, and it can hammer out a new deadly weapon from the forge. It all depends on WHO is using the item, HOW they are using it, and their intent. Each of these devices is a hammer of sorts, and that is going to have an impact on the future of the San Saba.

Each of the items in the Emerald Arsenal will have some ADVANTAGES, DRAWBACKS and UNINTENDED CONSEQUENCES.

  • Advantages are pretty straightforward. Each device will have a unique mechanical effect that directly counters some aspect of what the Archon can do in game. Each of these items is built around DEFENDING against the Archons and will provide useful tools to evade some of the toolkit in their abyssal arsenal. This can be a very valuable asset in the final fight on Saturday night, and could swing the tide in your favor.

  • The Drawbacks will be a constraint or mechanical effect that accompanies the beneficial effect of the Arsenal item. It’s something that can probably be worked out over the next few months with the proper funding and testing, but for now the Emerald Arsenal are prototypes only, with all the quirks that entails. For instance, the Dellison Biogenetic Imprint Tether is excellent at stopping the Archons from severing the imprints of their victims, but it also interferes with Biogenetics in the area. These quirks will be displayed for you to see in game, so you’ll be able to make an educated guess on which of the Emerald Arsenal you want to see made into reality.

  • The Unintended Consequences will require a bit of RESEARCH, particularly for those with the right LORES and PFAs. Each of these will outline the potential for abuse and the inevitable escalation that will occur once the Pandora’s Box of technology is advanced in the San Saba. It may not happen exactly as you predict, but humanity has a way of taking something benign and helpful and trying to make it into something that can be controlled or exploited. For instance, the Abyssal Xenoclave might be useful to purposefully pull an Archon across the veil of reality, but opening a rift into the Abyss could allow OTHER things to come through. And worse yet, imagine a world where someone has the ability to purposefully open an Abyssal rift in the home of their enemy, for instance.

As you can see, it’s not entirely a choice without consequences, but you’ll have plenty of time to make a decision before the grand finale of the EMERALD GALA. The Emerald Arsenal will provide some opportunities for debate and roleplay around their use, and we hope you will have fun with the conflict ahead.

Music hath charms to soothe the savage breast. To soften rocks, or bend the knotted oak. - William Congreve

wrap up

That’s it for today Vados! Next week is the last week before game, so we will be covering some Rules You Should Know, the ARCHON edition. I’ll cover some of the deadly attacks you should be prepared for, and a few bits of mechanics that might become relevant during the event.

Remember, advanced tickets are still on sale until FRIDAY, December 2nd, so make sure to lock in your ticket to our Premiere event. You can get more XP than normal, and a chance to participate in some fun National plotlines, while advancing the story of the San Saba.

See you soon Vados!

Archons 101

It’s Jonathan here again with another Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

As we get ready for our next event, THE EMERALD GALA, I'm going to be covering a bit about one of the most dangerous threats in the apocalypse, the Outsiders sometimes known as ARCHONS. This blog post will have some hefty SPOILERS for a bit of local lore and history about these VERY dangerous monsters. If you want to learn some of this information in character instead, I’ll have another post next week!

TICKETS ARE ON SALE FOR THE EMERALD GALA UNTIL FRIDAY, december 2nd! DON’T MISS OUT ON THE NEXT DR:TX premiere EVENT!

We also had some BIG announcements this week about the re-opening of DR New Mexico, and some staff changes here in DR:TX this week, so check it out!

Photo credits in this post are from Noah Goodman, and the art is by the impeccable Shan Lind.

Threat Levels in Dystopia Rising

Before we start into the Archon threat in more specifics, it’s important to understand the SCOPE of the threat we are describing and that involves a few RULES (my favorite!). I’ll try to avoid too many specific spoilers here, but this is somewhat common information that was shared when the National team first talked about new Threats in 3.0, and it follows a common trend in Skills, abilities, items, etc. You’ve likely seen some of this referred to during your NPC shifts, and while this information is considered “out-of-character”, it’s important to understand the baseline.

Threats in Dystopia Rising generally come in three varieties — Undead, Raiders, or Critters. With in each of these larger Threat families you’ll have different subtypes or genuses. These might be things like related zombie types like THE ENDLESS HORDE or PREDATORY ZED, or it might refer to specific Raider Clans like WARPATH RAIDER TRIBES or THRILL KILL RAIDERS. Within these subtypes, you’ll find several different monsters rated by RANK. Some threat families will only have three different subtypes total (one for each Rank), but some might have two or three per Rank.

Most threats in the game can be rated on a scaled called RANKS:

  • Rank 1 (Low Threat): This includes basic monsters like Shamblers or Pitstop Raiders. Many of these threats might use the HORDE keyword, and are not very powerful solo, but they appear in large numbers. This is the most common type of threat you’ll see in the wastes.

  • Rank 2 (Moderate Threat): This rank includes more specialized monsters that might appear a bit less often, like Headhunter Raiders, or Gorehounds. These monsters start to have more Body and special skills like Break, Mangle, or even unique abilities called MUTATIONS, and can be quite deadly, especially if they catch you unaware.

  • Rank 3 (High Threat): This rank is reserved for the most dangerous threats in the wastes, and includes the likes of the iconic zombie Tank, or local creatures like the Slaughtergoat Deer. These creatures are rarely encountered in large groups and are often the “bosses” of various mods or attacks. These monsters will have LOTS of Body and deadly Skills, and even more dangerous Mutations, and will often require multiple characters to work together to kill them.

Outside of these three common Ranks, there are often other Threats in the game that defy traditional classifications like Low/Moderate/High. These aren’t really published “Ranks”, but more of a way for me to describe their threat levels.

  • Lineage Threats: Many of the non-monster characters you’ll meet in the game are NPCs or Face NPCs, but some of these threats are just like your characters. They have character sheets, Body, Mind, and Resolve, and they have unique motivations and reasons to exist. But most importantly, they are SMART. While a Zed might struggle with a door, a Lineage Threat might simply use the Larceny skill to bypass that lock. Personally, these are some of the most dangerous threats in the game, as they often have more agency that the standard Raider or Critter. Think of threats like the Nemesis, or villains like Eyeless Jack, the late Grandfather Nichols, and Tabitha St. Mercy.

  • Story Threats: Sometimes you’ll often run into VERY powerful Threats in the game that are tied to the story of the weekend. These monsters are often stronger than a Rank 3 Monster, involve special props or settings builds, and are very rare. Creatures like the Longwalkers or Leviathans come to mind in DR:TX, but these creatures are not really considered for the scales above. These threats might have unique skills or abilities, but they are often resolved or defeated at the end of the event or storyline.

Now, that covers almost every threat you’ll see in the game, save for one. So, let’s cover the last Rank, which includes the focus of this post, the Archon.

  • Rank 4 (Apocalyptic Threat): To be fair, this rank didn’t exist until we revealed the Archons last year during our last Premiere event, THE LONG NIGHT. It’s probably closer in Rank to a PFA, if you consider most things in the game use ranks like Basic/Uncommon/Rare, or Basic/Proficient/Master. But these threats are UNIQUE and DEADLY. They are big, scary, unstoppable threats that require entire TOWNS to work together to kill them, and sometimes maybe that’s not enough. These types of threats are generally reserved for Premiere and National Events, and you can’t even RESEARCH these types of threats unless you attend one of those events.

What lies Beyond Death?

Now that we’ve covered some context about where to classify this threat compared to others you might have encountered in game, let’s talk some specifics about the ARCHONS. Once again, this is going to cover some Spoilers, so if you’d rather learn about this in-character instead please don’t read any further. You’ve been warned!


+++ SPOILER WARNING - SPOILERS BELOW +++


The DISCLAIMERS

Now, while I mentioned Spoilers above, most of the information I’m going to discuss below has been in game already. This information isn’t new, but it might be the first time you’ve seen it in one place. In our DR:TX tradition of RADICAL TRUST, we want to provide some details so you can calibrate you roleplay and know a little bit more about what to expect during our December Premiere Event. You might not have encountered these texts in game, or maybe you were on NPC shift when the monsters went out, or maybe you missed that critical mod. That’s ok, because I’ll do my best to summarize a bit of the KNOWN information about these terrible monsters.

Now, to be VERY clear - This isn’t everything and not everything you hear about Archons from players is entirely TRUE. It might have been true of that particular encounter with the Outsiders, but that doesn’t mean it’ll be true the next time you encounter them. It might have also just been a perception of that player or NPC on what happened, and we can all be a bit of an unreliable narrator at times. We still don’t entirely understand the motivations of the Outsiders.

So as a disclaimer, we still have some secrets to share, and there’s still a LOT unknowns in game about the Archon threat. If you love Research, or you make it a point to attend every National event, there’ll still be some secrets to uncover, some research to be done, and some surprises in store.

Archons are a NATIONAL level threat. This means you won’t see these creatures in an average game of Dystopia Rising, but it’ll only be at specific Premiere and National events. There’s a national plot-kit involved with these monsters, and they have specific folks in charge of their story. The goal is to make sure that these stories MATTER, and that it’s not just a random monster-of-the-week event. They have unique props and costumes, unique rules, and some specific considerations we want to make sure are reflected each time they are encountered.

Now that that’s out of the way, let’s talk a bit about known LORE.

Man, what’s going on with a Festering Crystal, anyway?

what’s in a name?

Let’s get the first bit of misinformation out of the way - ARCHONS are just ONE of many names for these terrifying foes.

These creatures have MANY names. They are myths and legends, stories told to children to scare them away from wandering alone in the dark, and there might even be regional variants for these names. Some of the legends of Longwalkers from Widow’s Peak may actually be Archon encounters and not what they thought, and it’s even possible that some other encounters with the unexplained across the wastes could have been these things instead.

Archons is actually a name for these creatures that was made up by survivors of an encounter with a creature that might have been one of these Outsiders. A player group called the Sunless Sages seem to be the ones that coined the phrase, but it may have been language co-opted from elsewhere. One account suggests they are truly called Morgleich, after an encounter with one that spoke a strange language and seemed to identify itself by that name. Others have called them Fallen Angels, Daemons, the Forsaken, Those From Beyond, Abyss Walkers, or even “Crazed Tooth-Monster that Ate My Cow!” according to one very drunk Merican.

WHAT they are seems to be unclear. They manifest in different shapes, different forms, and each time appear slightly different than the last. It’s possible that there are multiple species of the creatures, or that we are encountering a different creature each time. It is suspected that they have some form of hive mind communication between themselves, or perhaps that it is the SAME creatures emerging each time and they’ve learned from their past encounters with survivors.

Officially, these creatures are normally called OUTSIDERS in most official documentation, including Blueprints like the Archon Annihilator. This is a pretty broad term though, and there could be multiple types of Outsiders, especially as this story continues. So, if survivors were to ever develop some kind of weapon against them, it would likely call “OUTSIDER BANE” as a mechanic and not “Archon Bane”.

Beyond Death

While there are many theories exactly WHERE the Archons come from, it is from a place that is beyond death itself and is NOT part of the Mortis Amaranthine. Scholars sometimes refer to this place as “the Abyss”, and openings from this place as “Incursions”, or “Abyssal Rifts”. This is not so much a place or plane of existence as it is an idea. When we start talking about the Grave Mind and the cosmology of the world, we start to get a little vague... and conceptual. There are just as many right answers as there are wrong or impossible answers it seems. I even wrote a bit about this in a previous blog post called, “What Happens When You Die?

There are deeper ways to interact with the Mortis Amaranthine other than a Morgue, taking you into places and scenarios beyond the limits of what is normal.

  • Sunless Garden - These are areas of the Mortis where the skeletal remains of the consumed world of “the Fall” exists in a microcosm of reality. It is a physical space that functions almost like a stationary point in reality between the living world, the ego-less space of the Grave Mind, and what lies beyond the Mortis.

    • You will see these types of locations only at events run by Most Improbable.

  • Abyssal Rifts - Several blueprints mention the concept of Abyssal Rifts and how to control them, including bodily entering into the Mortis Amaranthine. These are effectively breaches into reality from beyond the Mortis Amaranthine. Threats like the Archons that nearly killed everyone in Essex during our online events are just one example of the threats that can emerge from beyond if these Rifts are not sealed quickly, but there have been others.

  • The Monolith - Other times, unique experiences can emerge from the Mortis like a foreign object stuck in a wound. The Mortis, or at least the rotting fungal mass below the ground, often exhibits medical-like scenarios akin to being infected or experiencing impacted foreign bodies or cysts. These can sometimes become an issue for a settlement, cause new diseases, or even exhibit strange new behaviors of the Mortis Amaranthine. One example was perhaps the Fountainhead during our online season in Essex.

So that’s at least two events mentioned that involved Archons, so let’s take a look at the known history of the Outsiders and the threat they’ve brought to the world of Dystopia Rising.

Here’s a visual breakdown of what is actually a very fluid narrative device; the cosmos of Dystopia Rising as of 2022. If you have questions about this diagram, you’d better RESEARCH it.

The history of Archon incursions

WHEN exactly Archons started appearing is somewhat murky. Some scholars suggest that the return of the long dead four years ago was the catalyst that opened a gate between the worlds (coinciding with the start of the 3.0 story). Others suggest that they’ve been here much longer, lurking in the shadows and that simply no one had yet to survive an encounter with one. The writings of a gravemind researcher suggest they’ve seen Archon-like behavior dating back at least a decade. Regardless of the reason, when folks started peering into the abyss, they found monsters staring back.

The first truly recorded experience of an Archon incursion was at the Greenhouse, with the followers of Dr. E. Livest during a grave dive. From there, sightings have been recorded in Hell Dorado, Essex, Bravado, Fort Seymour, Mourning Glory, Steel Horse Crossing, Crystal Creek, and soon during our December Premiere Event. I’ve cover most of the sightings I’m familiar with below, but there may have been others.

To give credit where credit is due, much of this information is paraphrased from the Sunless Sages Dossier, an in-character resource that has collected lore about this subject. However, there are no specific character names in my copy of this text, so if I uncover this answer later, I’ll add it here.

The IRON HARBOR (2.0 NATIONAL eVENT)

While there were no direct encounters during the fall of the Iron Harbor with an Archon at the end of 2.0, some suggest that the generals at the Iron Harbor (all the way back at the end of the story in 2.0) were abusing devices that tore tiny pocket dimensions open. There were strange parasitic creatures present, and they came from somewhere else unknown thanks to the suspension morgues and serums abused by the generals. These creatures displayed markedly different levels of intelligence than the Archons that have been encountered since, so this may be simply a misunderstanding, or some other abyssal denizen.

Survivors that were there described similar phenomenon as other Archon incursions, and this might have been a proto-event heralding the arrival of these things. Or maybe not?

Greenhouse (3.0 National Event)

During this event outside of a massive Raider camp, grave heads descended through a Sunless Garden into a place beyond death. Using protective suits and a vast quantity of necroinfluencers, they first set up a radio transmitter to capture sounds recorded from beyond the Mortis Amaranthine. Much of what they recorded was disturbing, and there were hints of living sounds, music, wordless screams, wind, and old languages. Several of the members of the team described sensations like “something was waiting”, or instances of lost time, ego death, or more.

You can find some of the recordings from this event here, in Ongoing Stories.

An excerpt from the journal of one of those researchers described the sensations they experienced.

“Once we were completely beyond the Mortis Amaranthine and into Sunless Garden, my two colleagues skittered around like giddy mice that had just found a piece of cheese, but were sure that a mouse trap was set just beneath it. The air felt more like liquid than actual air, and everything seemed washed in a strange, dark light. There were strange sounds in the background, and biological matter was growing rampant.I say “biological matter,” because I’m not sure how else to describe what it was. It was like nothing I’d ever seen in our world. We poked around a bit and to our surprise, we found a box embedded in the fungus where the blackish light was predominant, and the infection was overgrown. Being the advanced, scientific researchers that we are, we poked it with a stick first before properly examining it. It had what appeared to be a knife inside, but more importantly was what was on the box itself.

FUˈDƷI

It was a word. The sounds we heard from the recorder weren’t a fluke or some transmission from our world—it was from here. We had found the edge of the Sunless Garden and what was beyond. This was where we would set up our transmitter and dive again.” - The writings of the Sunless Sages

Teams throughout the weekend were able to dive again and again through the Sunless Garden, and after a time it seems like something began to notice them. Something hungry.

“I’ll write more about this later, but for right now I know it’s important to record that there are things out there that feed. They aren’t actually aware of us much like how we have been unaware of them (It? They? Us?) but there are smaller feeders that are here. They found their way back when the long dead reawakened and were able to pull themselves from the web of the Mortis Amaranthine. That pulling, ripping… tearing… release… is what made the tiny holes where nothing can become something.” - The Journal of Dr. E. Livest

Throughout the event, the researchers were able to interact with beings that seemed capable of intelligence and thought. The creatures even seemed to communicate in some sort of language. While translations or true understanding of the language is incomplete, though they do seem to respond to its own language being spoken back to it.

"With our experimentation we have been able to identify that there are lifeforms that are exhibiting traits similar to parasites within the deep edge of the Sunless Garden. These low intellect creatures are found at places where our dives have pushed towards the breaches between the Mortis A(maranthine)[the page is burned here] and past the a [more burn] (ex)istence of these tangible cre(atures)[burn] idence of a tangible reality beyon(d) the sunless garden but also suggests t(hat) (thr)ough continued experimentation using the distilled infection catalysts that there may be a way to press through the sunless garden into something beyond. our experiments will need to be few, controlled, and heavily monitored relating to this field since we have no knowledge or basis of information to measure what is in this tangible area beyond the stasis point of death" - Dr. E. Livest

In general, the Outsiders seem to be capable of communication but generally only regard us as food or something beyond their notice. Some of these encounters even involved the creatures “possessing” others, but it is not immediately obvious if this was some function of them encountering the Outsiders at the edge of the Abyss, or if it was some hallucination of the Sunless Garden.

doctor ottoman’s workshop (National event)

While most of this event didn’t involve the Archons, the side effects of what happened here definitely had an impact that was felt into the Abyss. Several oldcestor laboratories were opened across the wastes during the invitation to the titular Doctor Ottoman’s lair. Some of these locations containted fabulous new technologies, while others contained deadly traps, or world-ending bombs. Some of these laboratories opened in Essex during the Fountainhead Incident and provided the crystalline lattices they eventually used to repel the Archon incursion there.

At the end of the events surrounding Ottoman’s, a massive psionic pulse was felt across the wastes.

And something answered.

Isolated Incursions (Premiere Games across the Network)

The Archons began appearing more often after the events of the Greenhouse and Ottoman’s. Whether it was because they were now aware of us after teams intruded on their domain, woken by the strange psionic pulse, or they were simply the next logical step in the ongoing crisis of abyssal tears and rifts opening, it’s hard to say. The creatures have been sighted in settlements across the wastes, and each time has been disastrous.

Throughout the wastes, when a rift would open something monstrous would emerge.

The creatures were generally described as humanoid, with obsidian black skin and wicked claws.  They have a wet-appearing, blackened hide that repels light, too many eyes, too many mouths, and razor-sharp limbs that move quicker than the eye can process. They possess no specific anatomy but generally manifest teeth, several bifurcated mouths, multiple eyes, and natural weaponry.  There were isolated reports of creatures being able to operate without their heads, but others of needing to kill them in specific manners that included double tapping them in the head, heart, and mouth.

The creatures possessed a cruel, inscrutable, and alien intelligence and often sought to cause pain and suffering around it. When they do engage with us, they seem to actively seek to feed on and harm survivors they encounter according to eye witnesses. No one truly understands their motivations, and it may simply be a misunderstanding with something that exists outside of our common perceptions, or simple self-defense. We do have a history of shooting first and asking questions later when a scary monster appears. There is no reasoning with an Outsider, as they seem to simply exist to kill or at least not care what happens to the inhabitants of this world. The Outsiders acts against the laws of physics and are capable of entering and exiting our reality at a whim, or so it would seem, even passing through electrical systems in a discorporated form.

Each time they emerged; it became clear that they were nearly unstoppable. In some cases, channeled faith was able to repel the creatures. In others, massive force and tinctures of blue hue goo were used, while others deployed types of oldcestor technology against them. Regardless of where they appeared, the Archons were nigh invulnerable and incredibly deadly and there were only barely being repelled.

The Fountainhead Incident (Lonestar Skies Online, Essex trilogy)

The first instance of an Archon incursion in the San Saba Territories was during the Festival of Light & Sound in Essex during a series of events that would become known as “the Fountainhead Incident”. This incursion forever marked the San Saba and was perhaps the rallying incident that led to the formation of the San Saba Board and the other factions of power deciding to work together for a common good.

During THE FOUNTAINHEAD, a new morgue emerged in the heart of the city of Essex, a bleak white stone monolith in the center of the governor’s mansion. It created a rush of exploration, as various entities of the San Saba sought to understand the new creation while others attempted to retain their control over a morgue they saw as theirs. Eventually, the Grave Council earned the stewardship of the morgue, and set about trying to “teach” the proto-morgue how to function.

A month later, during THE CRYSTODYNE PRINCIPLE, the Fountainhead morgue awoke to the power of music in the midst of a city-wide festival. When the town began grave dives to explore the new entrance into the Mortis, they discovered a place beyond death that attracted the attention of something else, much like what happened at the Greenhouse a year earlier. A cult of Grave Mind worshipers known as the Cult of the Tiny God added fuel to the fire and proclaimed that they would teach the new morgue the power of sacrifice and faith. When their leader, Philomena Lovelace, the Lost Prophet, threw herself into the Fountainhead to be absorbed by their “god”, something terrible answered. The creature rampaged through the city of Essex during the Festival of Light and Sound, killing hundreds before it was lured back to the Fountainhead and obliterated when the morgue awoke in a powerful beam of light and energy.

During the events of GALATEA, it was discovered that the “death” of the Archon had corrupted the new morgue. While the Archon that had appeared before was a lone incursion, its corrupting force was absorbed by the Fountainhead in the death throes. This corruption led to its eventual destruction, as the imprint of the Archon was unsuitable for the morgue. Strange faceless copies of things began to infest the town, made of the primordial clay of the abyss-tainted morgue. When the imprint of the creature was finally laid low and purged from within the Fountainhead itself, the morgue was killed, dead and gone, just like the creature. The final sacrifice of the morgue itself had been enough to destroy the Archon.

Dead Man’s Hand (Lonestar Skies Online National Event)

The next incursion in the San Saba occurred exactly one year later, during the next attempt at a Festival of Light & Sound in Essex. During the Dead Man’s Hand tournament, three Outsiders emerged from an Abyssal Rift near the dormant Fountainhead and laid waste to the town. This was one of the first incursions that showed that the Archons were working together, and future encounters would find them crossing into our world as a trio of entities at once.

Like the year previously, they were nigh unstoppable and only rendered vulnerable by the entire city working together to lure them into a series of traps across Essex. They were only stopped by overwhelming force, including repeatedly running one over with a massive locomotive, throwing another into a pit filled with thousands of zed, and using a strange psionic device to obliterate the last from existence. However, each of these “weapons” were either entirely localized to Essex, or were tricks that will likely not work again to stop the Archons.

The Long Night (DR:TX Premiere Event)

When the Monolith emerged in Bravado one year later, three more Outsiders emerged from the Fountainhead-like protrusion, though one of their number was caught within the strange near-death locale. The trapped Archon was thought to be the same lone creature thought destroyed by the Fountainhead a year earlier, its imprint trapped in the Gravemind like an infected pustule. Those that ventured within the Monolith seemed to bring back a story of the Archons existing at a time much earlier than first understood, and spoke of a facility below Bravado that had attempted to imprison an Archon and failed.

By manipulating a piece of oldcestor technology found within the Monolith, the town was able to create a frequency that temporarily rendered the Archons physical in our plane of existence. The three creatures were destroyed and their corporeal forms destroyed with psionic fire. However, in the aftermath of the colossal fight, the signal device was destroyed and there is no remaining technology that can replicate this signal. The Grave Council’s leader, Reckoner-General Rampart, made a prediction that night that the Archons would return in one year’s time, and they must be ready with new weapons and defenses.

The Necrophage (DR:TX National Event)

When Dr. Nichols nearly succeeded in spreading his perfect disease throughout the town of Bravado, he exhibited a strange invulnerability akin to what had been described with previous Archon encounters. He was capable of “feeding” on the imprint of others to fuel his primordial siphon, and the Necro-soldiers were capable of detonating into large, abyssal explosions.

Nichols claimed that he had found a way to tap into something beyond death to power his disease, and some described each instance of one of the Necrophage-infected dying as a tiny “tear” in the fabric of reality. It appeared that if he could not kill his hated enemies through an army of perfect soldiers, he would instead purposefully attract the attention of the Archons.

Nichols last, ominous words were simply “THEY ARE COMING” as he died with a wordless scream, perhaps sensing something oppressive and monstrous wherever his imprint went after his death.

Archons - What is known

Each of the events above has seemed to be leading to a disastrous future as incursions of the Outsiders become more prevalent. However, despite the unreliable reports of survivors and the many-changing forms of the Archon, there seem to be a few things that stay consistent with each telling of the stories.

  • The Outsider is an unstoppable killing machine, virtually indestructible, and a threat to anything in its vicinity.  It exists to devour the imprints of anything nearby as it continues its rampage in our world.  They can feed on the imprints of the dying and snuff out the lives of those in bleed out in a moment. They can even absorb the imprint of those in their path, devouring their Resolve in a titanic strike, and they regenerate quickly.

  • They have many names, and Archons is just one word we use to describe them. We still don’t know how many variations of Outsiders or Archons or Morgleichs there are, or if they are all related in some way. It’s even possible that some old legends may have been encounters with these creatures and they are likely older than we think. There may even be other abyssal entities we have yet to encounter.

  • They possess an inscrutable and alien intelligence and may seek to cause pain and suffering around them.  They are capable of tactics and demonstrate some ability to operate as a hivemind. They also seem to demonstrate cruelty and malice, though it may be a projection of survivors as a way of rationalizing their behaviors. The Archons seem to be aware of what is happening to the other creatures that emerge with them, and will work together to deal with foes and threats that can harm them.

  • They are roughly humanoid shaped, with obsidian black skin, too many eyes, and wicked claws.  They possess no specific anatomy but generally manifest teeth, several bifurcated mouths, multiple eyes, and natural weaponry.  Their claws can REND through armor, and hit with overwhelming force, and they have devastating attacks that sweep through defenders and absorb vitality from their enemies.

  • The Archons are capable of fantastically fast movement and can bend and shape their forms, limbs, heads, and more to suit the needs of the moment.  Limbs can be grown back instantly, and they have been reported to not need functioning heads, organs, or brains in order to keep going. They are immune to most forms of stuns, mangles, or attempts to modify their form.

  • They are multi-dimensional beings and are barely present in this world unless something can force them into a corporeal state.  Until they are rendered vulnerable, there is no force in this world capable of stopping them.  And even when they are vulnerable, it takes titanic force to destroy their forms and most survivors of an incursion still aren’t sure if this destruction is permanent.

  • The Outsiders do not communicate with gestures, voice, or outward expressions.  They do not truly seem to need eyes or senses, as they are simply aware of their presence in this world or beyond at an atomic level. The only true communication with them has occurred while within the Abyss or another Mortis location. Archons seem to be immune to Blinding effects, and Stealth is not enough to evade them. The only sure way to survive an encounter is to run.

  • The Archons have no interest in attempting to communicate with Lineages, so far.  While the Outsiders may have some form of communication that they use with each other while in the dimensional spaces of Sunless Gardens or similar Mortis Amaranthine spaces, it is still not fully understood by survivors. Several dozen words are thought to have been translated, but this is just barely scratching the surface. They have responded to Lineages that have tried to communicate with them using their language, but it was more amused curiosity at their food mimicking intelligence than any true acknowledgement.



Recovered notes from Essex, San Saba

  • The creatures can apparently “feed” off of most energy sources or radiation, or anything powered by electricity, and can move in and out of the Abyss at will. They are capable of discorporating and moving between the dimensions of reality, traveling through electrical currents to evade pursuit or to reach places that are barred from them.  They can even return back and forth through the Abyss at will, even carrying prey with them into the haunting void of the worlds beyond death.

  • The creatures are known to react to faith, and particular frequencies and resonances of sound, but they must be made vulnerable before they can be killed. Most situations that render them vulnerable tend to involve sound, music, or faith in some manner. However, none of these attempts have been consistent and no true “silver bullet” has been discovered to make them vulnerable. But each successful attempt to repel an incursion has involved some mechanism to make the creatures corporeal before attempting to kill them, and many of the solutions have involved oldcestor technology.

  • Outsiders traditionally operate in packs of three creatures while in this reality.  Lone Outsiders are rare or unheard of. They appear to be drawn to morgues in particular but are truly something NOT of the Mortis Amaranthine. In several cases, the Mortis has responded violently to their presence, spewing forth undead as an attempt at some defense. They are assumed to have no Infection, nor are impacted by things that would hurt the Undead. It’s even possible that the same three creatures are emerging each time, and are adapting to our attempts to stop them.

  • Outsiders seem to return to the places where an Abyssal rift has opened. Whether the veil in these areas is weaker, or it is the only places they can use to enter our world, there is an uncanny timing to Outsider appearances. In most cases, the Outsiders seem to return about one year after they were first encountered. So far, settlements have been successful in repelling these incursions, but one shudders to think about what would happen if they fail to close the gates left behind.

It’s clear that the Archon threat is growing, and that new weapons will need to be developed to try to stop them when they arrive again. If the Grave Council is correct, an incursion will occur in Bravado in a matter of weeks. Hopefully, the varied technologies of the EMERALD ARSENAL are up to the task, and the INVENTOR’S BALL will be a victory party and not a blood bath.

Found Footage: New Bravado

Let’s find out together, during THE EMERALD GALA!

wrap up

That’s it for today folks. I’ll be covering a few more specifics of the actual mechanics regardless Outsiders in a later blog post, but I find it helps to appreciate the danger if you know what has happened before.

Next week, we will be discussing the EMERALD ARSENAL, as a means of trying to answer the threat of the Archons with the power of SCIENCE! Stay tuned Vados!

Times, they are a-changing

Hello! Aesa here. If you were present at our last game you were given a few Sunday Spoilers! This is the official announcement of the things we told you in person:

Dystopia Rising: New Mexico Announced!

First of all, we are thrilled to announce that Shan Lindley of Dystopia Rising: Texas is heading up the team that is resurrecting Dystopia Rising: New Mexico! Along with Seth Peck of Dystopia Rising: Colorado, they are building a team to run this hybrid online/live event chapter in 2023! Currently Alex Morlan is tapped for Logistics Director, Heather Boemler will be the Storytelling Director for Online Events and Ed Sampson will be the Storytelling Director for Live Events! Many of these names and faces are ones that are familiar to the DR: Texas player base and we’re so excited to see them move into these exciting roles! The New Mexico chapter was greatly loved when it was running and we’re excited to see it return. Look for the first online events to appear in early spring 2023!

And now I want to talk a bit about creative cycles and the lifespan of the player experience…

The Future of Dystopia Rising: Texas

Forgive me in advance, as this is a bit of a long topic.

Part of the lifecycle of a LARP is that new players come in, gain experience, move into leadership roles, and, as veteran players, provide the same experiences to their community in turn. We believe it’s important that guides, storytellers, and gamerunners be allowed to step back before they reach the point of burnout, and this is part of the reason that we fire/rehire our Guides at the end of every season, because giving people that ability to step back and recharge is healthy and essential.

At the point that a LARP no longer has this cycle occurring in a healthy way, the same people get stuck at the top indefinitely and striation occurs where disproportionately the older players are burnt out and unhappy but feel emotionally obligated to continue to stay in their roles. Generations of players stagnate and the LARP loses that spark. My perspective is, if we ever get to a point where Dystopia Rising: Texas no longer has individuals willing to step into those leadership roles, then the chapter probably is at the end of its lifespan. And that would be sad! Thankfully we’re not at that point!

But you can’t beat burnout by working harder - the only real ways to combat it are through switching something up, finding a new role or project that sparks that same joy, or through intentional, restful, recharging. Running a game takes a lot of work! It’s also incredibly rewarding emotionally if you’re the sort of person who enjoys being embedded in a community of passionate and creative people doing something they love. There are so many happy memories of our successes - the big events we ran, often when no one else was doing what we were doing. We’ve done some iconic things! We pivoted in the pandemic to use the Bravado Bones ruleset by Sam Mars to adapt to the unique challenges of online events. Dead Man’s Hand was a triumph as our first online National Event run by DR:TX. We recently ran the best attended live event since the start of 3.0, The Necrophage: Pyroclasm. We have put out a variety of blueprints, plot kits, and national faction content, as well as a wide cast of vibrant local factions, buylists, and storylines. We created the San Saba trade network that now includes DR:NY and DR:MI.

But probably the thing that Shan and I have prided ourselves most on is that we’re good at recognizing talent and putting it in positions where people can shine. We’ve built a culture of mentorship and support that encourages people to explore their possibilities and let us buy in to their ideas. That also means that at some point, we want to step back and allow others to try their hand at what we do as well. Last seasons’ applications showed us that most of our playerbase is interested in some form of giving back, whether they’re our settings team getting all our immersive spaces perfect for game, or our groundskeepers helping to guide you through those intense scenes at the end of your character’s life, and the folks who write your cards at the Post Office, or make props. You are the future of this LARP and the skills each of you brings to your community is what helps us to shine!

So why am I telling you all this?

When Shan approached me to be their Logistics Coordinator in 2018, I told them that I was willing to do so for about 3 years. At the end of this season (May 2023), it will have been 4.5 years since I made that promise. A lot has happened in the last 4 years that we didn’t expect! A whole pandemic certainly threw a wrench into some of our plans (although I would argue that exploring the settlements of the San Saba through the Lonestar Skies events really played a vital role in developing the offscreen setting of our game). My time as Logistics Director has not been exactly what I dreamed it would be when I accepted. Even still, I think I accomplished my goals! I helped to provide continuity and stewardship to the game and hobby I loved for the friends and players I loved, and I have tried to set it up for as much success as I can moving forward, in the same way this chapter was handed to Shan and I by Ryan & Sara, the previous owners.

But there are other things I want to do with my time and energy now! I would like to write more, work out more, focus on my gardening and my homelife and my wonderful partners. And on a more serious and vulnerable level, I have spoken a little about the health struggles I’ve faced in the last few years, but what I haven’t specifically mentioned is that a lot of them are directly tied to what I give to this game. When we returned to live games in September 2021, my blood pressure went from normal to high. My husband and I have been trying to get pregnant since September 2020, and unfortunately last month, after many specialists and medical procedures, we discovered that the primary reason we have been unsuccessful is because my immune system is in a high stress-mode that is actively preventing that from happening. Long story short, I need to relax and focus on my health, and being in the role I am now is making it impossible to achieve the other things I want to make a priority.

A New Administrative team

At the end of this season, my goal is to no longer be involved in the day-to-day running of this LARP. It’s a hard decision, and there are a lot of emotions wrapped up in it, but a lot of relief too! I want to be able to play again, to focus on my own stories, and get to spend more time with my friends. I would like to know that after providing these experiences for you all for several years, I can now also enjoy this thing I have helped to build! And I think it’s important that Gamerunners be allowed to lay down their mantles when they have done enough, and know that someone else will step into their place.

For their part, Shan wants to focus on helping mentor other chapters and is stepping into more of an oversight role to help keep both DR: Texas and DR: New Mexico (and maybe other projects!) moving forward. And while you’ll likely see us both around as players (and even face NPCs), we are going to start deferring some of our current workload onto the team of helpers we’ve built thus far to work on other things!

So, Starting in Season 5 (September 2023) you will see some new faces as your Administrative team!

Thank you for sticking with me so far! Now on to the exciting part!

Our extremely capable Operational Storyteller, Jonathan Loyd, will be stepping into Shan’s position as Storytelling Director! Jonathan should already be very familiar to you as the guy who writes 99% of our blog posts and rules rambles! He also does a lot of the website updates and has been a storyteller for many many years. As a Season 1, DR 1.0 player, Jonathan also knows the long history of the stories we have told and has been an important part of our transition to our current 3.0 setting. We are very excited to see what new stories he tells with his Storytelling Senate!

On the Logistics side, we have been training several people to assist with both onsite event management and also the back-end management of the business, marketing, and administrative work. You might know some of those folks, but we are still working on identifying who will fill out the rest of the admin team in Season 5!

So if you are someone who might be interested in helping with Logistics, Business Management, Marketing, or any other aspect of running this chapter, now is the time to express that interest to Shan, to me, or to Jonathan, so we can start that dialogue early before we do our normal Guide restructuring in the summer.

It’s an exciting time to be a part of this community! And I am looking forward to continue to get to play and create in these spaces with you, albeit in new and exciting hats, for many years to come! In the meantime, tickets are on sale for our December Premiere event, The Emerald Gala! We hope to see you there!