Monday, July 17, 2023

Random Forest Locations

 

Who doesn't need random locations in a forest? People who don't run awesome games, that's who. Since that isn't you, I've got you covered with Random Forest Locations. Only one location has overt elements of the macabre, but please spice them up as much as you like when you use them. I know I will. . . 


3D6 Result

Random Forest Location

Notes

3

Hunting Lodge

Animal heads, paintings, and old weapons on display on the walls, large fireplace, beds with lots of blankets and quilts, medium wood interior, had working water and electricity at one point

4

Hunting Cabin

Exterior toilet, well water with hand pump, one room containing a couple of military cots, woodburning stove, stack of wood, table and mismatched chairs, maybe a shed nearby

5

Fishing Hut

Exterior fish cleaning table made of thick, heavy wood, no bathrooms on site, one cot, one sleeping bad, one small table, and two chairs

6

Vacation Cabin

3 stories tall, basement, 3 car garage, outdoor games, kayaks, hot tub/jacuzzi, fishing equipment, comfortable furniture all around a particular style (i.e., they all match), had water, electricity, and cable at some point, big screen TVs in several rooms, basement has pool table, bar area

7

Rental Cabin

Often found in D10 quantities, dusty interior with basic needs (beds, table, chairs, gas stove) battery operated camping lights, cupboards

8

Old Campfire

Several logs for chairs, empty cans of beer, food wrappers, beat-up vehicle nearby (dead battery and likely other issues), with nothing of use besides a source of shelter from the weather

9

Campsite

Basic trip-wire security noisemaker set-up, several tents of various sizes, gas stove

10

Mansion 1

Designed to blend in with the environment, likely inspired by Frank Lloyd Wright, furniture is slightly off and perhaps not quite Euclidean

11

Mansion 2

Neo-Brutalist villa, concrete exterior with some reflective glass surfaces, interior has mid-century style furniture and not an ounce of personality of the former owner

12

Wall Compound

Several homes, a large pole-barn, a hidden underground bunker, four car garage with three very expensive trucks parked in it, interior of the homes will indicate what type of compound this was (militia, religious, farming, sex, etc.)

13

Recording Studio

Likely converted from an early 20th century home, this building was turned into office space, recording space, and kept the kitchen, bathroom, and one of the bedrooms in place; the recording studio and related rooms could be for audio, short video, or full-length films

14

Farm House

An old home with good bones, a nearby barn for cows or pigs, maybe, another outbuilding for farming or ranching equipment, several sets of human remains scattered amongst the rooms and locations (all in peaceful poses as if they died exactly where they wanted to and not from a violent end); could be a classic “haunted house”

15

Gas Station – Bait Shop

An old affair that should have disintegrated decades ago, two non-working fuel pumps, animals have eaten nearly anything worth eating inside the shop, fishing gear and CB equipment displayed on walls, tobacco products, warm near-beer, a deceased person behind the counter, fly-paper strung up throughout the establishment

16

Fence Line

A wood fence line less than 50 yards in length, there is Christian iconography nailed to the fence every foot to two feet and all of it is facing the same direction

17

Trailer

Jammed between two groups of small trees, rusting, moisture and insects have terrorized the inside of this structure, several dead bodies in various stages of decomposition, rotten food, potentially snakes, hole in the roof has let in water over the years and the nearby floor beds threaten to give way whenever anyone walks near them

18

Burnt Tree

A small section of the forest was burned, in the center of the burned section is a large tree, around the tree are the skeletal remains of three people who were handcuffed together facing outward, and one of the three was shot in the head with a commonly owned bullet caliber



Many of these locations may be found on or near water. The water maybe a river, creek, lake, or large pond. For larger bodies of water, there may be an island in the middle of it. There could be piers for small (less than 20 foot) boats or platforms anchored to the bottom of the lake used for sunbathing away from shore. If the Gas Station – Bait Shop is near water, there may be a fuel pump for diesel, an area for cleaning fish, and a ramp into the water.

The contents of these locations are left to the Zombie Master. More bodies are always appropriate, but so are basement doors that are too tough to break down, requiring the completion of a puzzle to open. Were doors or windows left open? If so, have animals destroyed the interior contents? Has a family of bears moved in? Is someone storing zombies in the building? Why?

You are encouraged to fill these locations with the macabre, with splatter-punk, and with empty souls. What will make them interesting to you, so that you in turn make them interesting to your players? What will set them on edge? Is there a character drawback that will draw them into investigating the location? Is there something behind the characters pushing them towards the location? It could be bad weather, time of day, a badass biker gang looking for scalps to claim, or a small horde of zombies searching for their next meal. Work the location into your game, Massage it until it becomes intertwined with the setting. Smile with your eyes when you describe the location.

But when you’re done with it, make sure the exit is just as creepy, just as violent (or eerily quiet), just as intriguing as when you found it. Why are those crows watching the characters? They weren’t here earlier – or at least, you didn’t notice them here earlier.


Random Forest Locations © 2023 Derek Stoelting


Friday, April 21, 2023

Tomb of the Vampire Queen map

 I did a thing. I bought Campaign Cartographer 3 years ago via Humble Bundle or some other deal. The process of making maps with the software is not intuitive to me. This has led to ne not using it that much.


When the Coronavirus pandemic started, my Deadlands game moved from in-person to online. I alternately used Campaign Cartographer and Photoshop to create town and territory maps for the game. The process would go like this: 

1-start map in CC3

2-try to remember how to make it look not god aweful

3-get super frustrated with CC3

4-make a map in Photoshop last minute


Now, years later, I think I’m making headway. I’m somewhat determined to make the software work for me. After all, I spent money on it and several supplements. 

My friend Tim Brannan is doing a “dungeon room a day” exercise over at his blog. The Other Side. You can find it here: http://theotherside.timsbrannan.com/?m=1 Tim is working up a Temple of the Vampire Queen dungeon. 


The other day, I decided it was time to try using CC3, again. I don’t need it for my current game (Fallout 2D20). Instead, I took Tim’s first level and plotted it out in CC3.

It worked, but wasn’t great. However, I couldn’t get the map to export properly. Cue frustration after hours of work. I shut down the old laptop, moved on to learning how to play Azul, and taught the wife how to play. 

Today, before losing 2 of 3 games of Azul, I had an idea for re-making the map in a way that might work out, i plotted out the structure and came up with this:



Then, I went through and added creatures, treasure, and other bits of scenery. That resulted in this map:



They aren’t great big awesomeness, but they are s heckuvalot better than what I was makinh back in 2020. Maybe, just maybe, I can make this program work for me.


Thursday, March 23, 2023

Zombie Mall

Zombie Mall
copyright 2023 Derek Stoelting

High Concept: Dawn of the Dead meets Stranger Things

The Pitch: a two page (?) handout Zombie Masters can use to create a mall for use in their AFMBE games. The handout includes the mall map, guide to the shops in the mall, and notes on how to use this product with your game.

"The mall?" asks Maddie

"The mall. The mall has it all," replies David.

- Moonlighting


Even since Dawn of the Dead, gamers have dreamt of invading a mall, clearing it of opponents, and using it for a base of operations in a post-apocalypse setting. This small handout provides you everything you need to fulfill those dreams.

As presented, GMs can use the mall map provided (still in development) and roll on the Mall Directory table to determine which type of stores are present and where they are located. The stores are not named by brand. This allows for the GM to cater the game to the locale and time period in which the game is set. Instead, a generic description of the type of store is listed. For those GMs with a different style of mall in mind, this handout can be used to randomly generate the store types of that mall. For example, an outdoor, outlet mall will have a completely different layout, but many types of stores will be the same. 

Each area has a die type associated with it. Those are the number of random zombies or other opponents in that area. For GMs not certain of the type of opponent, roll 1d6. On a 1-4, there are zombies. On a 5, raiders. On a 6, teenagers up to no good who may or may not be willing to fight the player characters. 

Some areas of the mall are static and do not have a random chance of occurring. Those areas are the back hallways, stair wells, elevators for patrons of the mall, food court seating area, service elevators for employees and delivery personnel, the parking lot, the parking garage, and escalators. There is also the promenade space of the mall. These areas can have their own number of opponents waiting for the player characters or present different opportunities to interact with the scenery.

Unless there is power available in the mall, the various elevators and the escalators will not function. Interior elevators will be very dark if there is no light source. Elevators have two entrances and both are accessible in a power outage. The first is a roof access. Depending on state law, these may be required to be locked shut or not. If you don’t know your state law, roll a d6. On a 1-2, it is unlocked and will open. On a 3-4, it is unlocked, but will not open without a struggle. Maybe the door is rusted shut or perhaps there is a dead body laying on top of it. One a 5-6, the hatch is locked shut from the outside and either a key or bolt cutter is needed to open the hatch. 

The second entrance is the door. In the event of a power outage, there are ways to open the door. The first is the use of the fireman’s call box. Using this requires a special key that is not likely to be found near the elevator. The other is a small pen-sized hole providing access to a release lever. If tripped, this lever unlocks the doors. The doors do not open on their own and the player characters will need to push them open. 

The back hallways of the mall connect to the various stores. They may also connect to the patron bathroom areas, mall offices, security office

Before you scold me for one of the sections with 14 locations, you can buy 14 sided dice and you can type roll 1d14 into your Google search bar and it will provide a result.



Random Items in the Concourse
1. Planter
2. Bench or Seating Area
3. Trash Can
4. Empty Kiosk
5. Dead Body
6. Fountain

Mall Directory

Department-Anchor Stores
d20

1) Low End Department Store
2) Mid-Tier Department Store
3) High End Department Store
4) Sporting Goods

Roll 1d6, on a result of 1 or 2, the anchor store connects to a parking garage.

Clothing
d6 

1) Women’s General Clothing 1
2) Women’s General Clothing 2
3) Women’s General Clothing 3
4) Women’s Business Clothing 1
5) Women’s Business Clothing 2
6) Young Women’s Clothing 1
7) Young Women’s Clothing 2
8) Teen Girls Clothing 1
9) Teen Girls Clothing 2
10) Men’s General Clothing 1
11) Men’s General Clothing 2
12) Young Men’s Clothing 1
13) Young Men’s Clothing 2
14) Men’s Business Clothing
15) Little Kids Clothing
16) Blue Jeans
17) Alternative
18) T-Shirts
19) Underwear / Lingerie
20) Pop Culture

Clothing Accessories
d6

1) Tennis Shoes 1
2) Tennis Shoes 2
3) Dress Shoes
4) Women’s Dress Shoes
5) Kid Shoes
6) Hats
7) General Jewelry Store 1
8) General Jewelry Store 2
9) General Jewelry Store 3
10) Watches
11) Purses and handbags
12) Young kid jewelry and ear piercings

Electronics and Entertainment
d4

1) Movie Theatre
2) Comedy Club
3) Book Store 1
4) Book Store 2
5) Music Store
6) Electronic Media
7) Cell Phone Cases
8) Comics
9) Toys
10) Video Games
11) Make-a-Toy
12) Pop Culture
13) Cell Phone Repair
14) Board Games

Food Court
d4

1) Sushi
2) Chinese
3) Cold Sub Sandwiches
4) Hot Sandwiches
5) Chicken
6) Candy
7) Italian
8) Gyros and Falafel
9) Fast food burgers
10) Shakes
11) Pretzels
12) Cookies
13) Snacks
14) Coffee

Other
d8

1) Arcade
2) Carousel
3) Conference Center
4) Cosmetics
5) Halloween Store
6) Hair Salon
7) Pets
8) Pharmacy
9) Rest / Seating area
10) Sporting Goods, smaller than the anchor store
11) Tobacco / CBD
12) Vitamins

Mall Management
d4

1) Mall Offices
2) Security Offices
3) Bathrooms


Restaurants
d10

1) Steak
2) Sushi
3) Burgers
4) Italian
5) Mexican
6) Large franchise with too many food choices

Friday, February 17, 2023

Peeps Kaiju South Bend

 


   Once upon a time, in the peaceful town of South Bend, Indiana, something strange began to happen. It was the day before Easter, and the stores were stocked with Peeps of all colors and sizes. Suddenly, one of the Peeps began to grow at an alarming rate, and before anyone could react, it had grown to the size of a small car.

People screamed and ran for their lives as the giant Peep began to move, crushing everything in its path. The police and National Guard were quickly called in, but their bullets and missiles seemed to have no effect on the monstrous Peep.

As the hours passed, more and more Peeps began to grow and attack the city. They were like kaiju, towering over the buildings and unleashing destruction wherever they went. The military was helpless, and the people of South Bend had no choice but to flee or hunker down and hope for the best.

One man, however, refused to give up. His name was Hank, and he was a scientist who had studied Peeps for years. He knew that they were made of a special kind of marshmallow that could grow when exposed to certain stimuli, but he had never seen anything like this before.

Hank gathered a team of volunteers, and they set out to find a way to stop the Peeps. They went to the Peep factory on the edge of town, hoping to find a clue to what was happening. There, they discovered that a mad scientist had created a special formula that could turn ordinary Peeps into giant kaiju.

Hank and his team raced to the scientist's lair, where they confronted him in a final showdown. The scientist was a formidable opponent, with an army of Peep kaiju at his command, but Hank was determined to stop him.

In a fierce battle, Hank and his team managed to destroy the formula and the Peep kaiju, but not before the scientist had unleashed one final monster, a giant Peep that was bigger and more powerful than all the others combined.

Hank knew that this was the endgame, and he prepared for the fight of his life. He had one secret weapon that he had been saving for just such an occasion, a device that could shrink the Peep kaiju back down to their normal size.

With the help of his team, Hank managed to distract the giant Peep long enough to get close and use the device. In a blinding flash of light, the Peep shrank back down to its original size, and the threat to South Bend was finally over.

The people of South Bend cheered as the Peeps disappeared, but they also knew that they had been lucky. They had survived an attack by giant Peep kaiju, and they would never forget the brave souls who had risked their lives to stop them.

In the aftermath of the attack, Hank was hailed as a hero, and he became a celebrity overnight. He was interviewed on talk shows and featured in magazines, and people from all over the world wanted to know more about his amazing device.

But for Hank, the real victory was knowing that he had helped to save his hometown from a terrible fate. He knew that there would always be new challenges and new dangers, but he was ready for whatever the future held.

And so, as the people of South Bend picked up the pieces of their shattered city, they knew that they had come through a harrowing experience together. They knew that they were stronger than they had ever been before, and they knew that they would always be ready to face whatever came their way.

Ten All Flesh Must Be Eaten scenarios

Ten potential scenarios for your All Flesh Must Be Eaten game. . . 

  1. "The Outbreak": The players find themselves in the middle of a zombie outbreak that began when a group of scientists attempted to weaponize a virus as a bioweapon. They must fight their way through the infected streets to find the scientists and learn how to stop the spread of the virus.

  2. "Survival of the Fittest": The players are stranded in the wilderness with limited supplies and must fend off zombie attacks while trying to find a way back to civilization. They discover that a rival group of survivors is also in the area, and must decide whether to ally with them or remain independent.

  3. "A Grave Situation": The players are hired by a local cemetery to investigate reports of missing bodies. They discover that a funeral home has been reanimating the dead as zombies in order to sell them to wealthy clients as servants.

  4. "The Scavenger Hunt": The players are hired by a group of survivors to scavenge for supplies in a nearby city. They must navigate dangerous streets filled with zombies and rival scavenger groups, while also searching for clues to the whereabouts of a missing member of the survivor group.

  5. "Cult of the Undead": The players stumble upon a religious cult that worships the zombies as divine beings. They must infiltrate the cult and stop their dangerous rituals before they can spread the zombie virus to new converts.

  6. "The Last Stand": The players arrive in a small town that is under siege by a horde of zombies. They must help the survivors fortify their defenses and fend off the attackers, while also dealing with internal tensions and power struggles.

  7. "The Doctor is In": The players discover a small community that has managed to survive the zombie apocalypse thanks to the efforts of a local doctor. However, they soon discover that the doctor is actually experimenting on the survivors in an attempt to find a cure for the virus.

  8. "The Road to Nowhere": The players are hired to escort a group of survivors to a rumored safe haven. However, they must navigate treacherous roads and hostile territory while dealing with dwindling supplies and the constant threat of zombie attacks.

  9. "The Hunter and the Hunted": The players are hired by a wealthy businessman to hunt down and eliminate a rival who has hoarded valuable supplies in a fortified compound. However, they soon discover that the rival has been using the supplies to fund dangerous experiments on zombies.

  10. "The Last Broadcast": The players discover a radio station that is still broadcasting in the midst of the zombie apocalypse. However, the station is being targeted by a rival group that wants to use the frequency to spread their own propaganda. The players must defend the station and its message while also dealing with the constant threat of zombie attacks.

Saturday, April 23, 2022

Coyote and Crow rpg

www.coyoteandcrow.net

tl/dr at the end

The game was written and produced by people indiginous to the Americas. That right there is why I backed the book on KS. 

The game System is a dice pool system using d12s. It's like WoD on crack. There are some nice nuances to it, but nothing you wouldn't see in many modern rpgs. 

The science of the setting is 10 minutes into the future, maybe 20 minutes. There are cyberpunk elements like robotic hands.

The setting itself is, "What if white man never showed up in the Americas, because of some sort of global event?"

Now let's discuss what the book needs: a product developer, an editor, and a smaller font size.

I don't know what the deal is with using large fonts in rpgs, but I am not a fan. Yes, it's an aesthitic thing, but my preference is for smaller, cleaner fonts.

The book lacks the focus an individual developer, or even a duo. Everyone is having their say and quite often, that "say" is repeated throughout the book an inordinate number of times. Everytime technology is mentioned, they remind us that many things in the world are created on their version of 3d printers. I don't need this mentioned every single time. Work it into flavor the text once per chapter at most and then go whole hog in the Equipment or History chapter. 

The authors of the book spend a good amount of time telling the reader how horrible our world is. I mean, they aren't wrong, but I would say it is mentioned on average once per four pages.

They spend a lot time reminding the reader how much different the game's world is to ours, but that it is exactly the same. There is no form of currency, but there is. They aren't going to provide in-depth background on the monetary/trade system, but do so for several pages. 

The authors make sure they tell non-indigenous what they are not allowed to do in game at every opportunity. "Hey indigenous people, work in your people's culture here. White folk, don't do anything related to indigenous people. Insert some white folk stuff that isn't too racist and use that." This occurs often enough, that I am reminded I am a racist, horrible person and I helped enslave/destroy/continue to destroy indigenous culture. 

Newsflash! I'm third generation born in the USA. My people came here because the same people that ruined the Americas were also ruining Europe and they were looking for a better place to live. To the best of my knowledge, they did not do anything to harm the indigenous people of the Americas (including those in Canada and the USA). My grandmother's sister would answer "human" when asked about her race. I'm sure there is/was racism in my family. I know I've made mistakes in my past. An rpg is not the place I want to hash out my personal and familial issues.

I understand that indigenous people were proper fucked by non-indigenous people and that current laws are still fucking them over. However, the people responsible for that are highly unlikely, in my opinion, to buy this book. I guess they might, but why? Also, take their money and use it to fight them. 

Apparently, I'm not the only one with this opinion, because the company's website has an article on allowing white people to play the game. The producers are quite tired of how white people are reacting to the book. It looks like not only are the standard white people an issue, but so are the woke white people, as well. Look, more double speak.

I didn't expect this book to teach me about indigenous cultures. I have books on that. I expected this book to teach me about the cultures in this setting. I didn't get that. Instead, I got "no white man stuff" and "work in your own culture's material". Again, a lack of focus to provide me a solid place to build from. 


tl/dr: I didn't care for the book and I'll sell it to you for $60 with media mail shipping. Or you can get just the .pdf from a white man website for $25.

Thursday, March 3, 2022

I Want a New Drug

The following is designed for use with Night Shift: Veterans of the Supernatural Wars, but will work with any variant of the oldest school game. GMs and players interested in learning more about Night Shift should check out Elf Lair Games. 

The following text is copyright 2022 Derek Stoelting

Overview

“Clootie” is a new type of psilocybin available for drug users. The product appears to be a black oily substance. According to dealers, they make the drug by boiling the mushrooms. The liquid is then cooled with nitrogen and divided into vials for distribution. Ingestion is through the eye. Users can either inject the substance directly into their eye with a needle or use an eye dropper.

 The drug opens the user up to possession by demons. Users report feelings of euphoria, out of body experiences, and that they are not in control of their own bodies. Many claim they live out their deepest and darkest desires while on clootie. Others report meeting angels and feeling “the light” open them up to absolute bliss.

 The drug is actually made from the bodies of clootie demons, not mushrooms.

Clootie Drug

Users of clootie succumb to a penalty to resist demonic possession or banish demons equal to -40% for 1d4 hours, just from using the drug. If there are clootie demons in the area, their affects are in addition to the drug’s affect. For example, Jimmie the Junkie uses clootie and a demon possesses him. Kim the Psychic wants to try and banish the demon within the 1d4 hour timeframe. Kim starts at a penalty of -40% to her basic Psychic ability. If there are three clootie demons within ten feet of Jimmie the Junkie, Kim suffers an additional penalty of -25%. This brings the penalty to banish the possessing demon to -65%.

After the drug wears off, the user must make a Constitution Saving Throw at a -1 penalty or become addicted to the drug. Any future use adds an additional -1 penalty to the difficulty to resist addiction. So, if Jimmie the Junkie takes a hit today, the difficulty to resist addiction to Clootie is -1. If Jimmie the Junkie resists and then uses clootie again in four days, the penalty to resist becomes -2. The role to resist addiction is not modified by clootie demon’s Influence Possession ability, nor a possessing demon’s presence or lack of presence.

In addition to the penalty to resist addiction, for every -5 worth of penalties, the character’s Constitution score drops by two. Hit points per level are negatively affected by this modifier.

Once the user is addicted, they must pass 20 consecutive Constitution Saving Throws (one attempt per day is allowed) to become unaddicted. This roll is modified by the current penalty to resist addiction. For each consecutive day the character resists addiction, the penalty decreases by one. If, at any point, the test is failed, the addiction penalty is re-set. Example: Jimmie the Junkie is at a -10 penalty to resist addiction and enters rehab. Each day his player rolls a Constitution Saving Throw with a -10 modifier. The second day he passes the test, it becomes a -9 modifier. The third day, it is a -8 modifier. However, if on the fourth day the player fails the roll, the modifier is re-set to -10.

Once the user passes 20 consecutive Constitution Saving Throws, their Constitution will begin to recover to its original score at a rate of one per month. Spells and special abilities may modify the rate of recover. Hit points per level are positively affected by the return of the Constitution score. 


Clootie Demons

Clooties are a class I demon. Their primary purpose to lower human resistance to demonic influence. This purpose functions as a power that is always on.

Clooties are tall and skinny humanoids. They do not have a corporeal form and give off a ghost-like vibe to those who can see them. They appear to be dressed in rags that flap in the wind, regardless of there being any wind present. Their faces are blank with round, black eye sockets and a round, black hole for a mouth. Most clooties are a shade of red, but they can choose any/all colors they wish for appearance. The mystical wind that makes their rags flap is their means of flight as they are devoid of wings. 

Clootie
Class I Demon
No. Appearing: 1-4
AC: 5
Move: 30 ft., fly 50 ft.
Hit Dice: 2 (8 hp)
Special: 2 attacks (claw and/or bite), Immortal, Demonic Immunities, Demonic Resistances, Telepathy, Demonic Vulnerability, and Influence Possession (see below)
XP Value: 51

Influence Possession: this demonic ability is “always on.” It provides a penalty equal to -15% to anyone attempting to resist demonic possession or banish a demon within a ten foot radius. Each additional clootie within the same ten foot radius provides an additional -5% penalty. Clooties do not have the ability to possess any creature with a Willpower score higher than zero. 

Using Clootie in Your Game 

I Want a New Drug

Demonic possession is seeing a continuing spike of activity. Cast members who interview anyone that survives the demonic possession or their acquaintances discover those possessed are drug addicts who use mescaline, LSD, and/or magic ‘shrooms. These survivors will claim to be able to see angels, gain superhuman strength, grow claws, etc. Investigating related crime scenes backs up their claims regarding improved muscle mass and weird abilities. Anyone they claim to have talked to that was an angel or demon shows up as a normal person on camera (unless your Night World has different rules). GMs are encouraged to use the demonic possession rules starting on page 146 of the Night Companion.

Interviewing low level drug dealers will provide bare minimum information about what is going on. They know the drug is called clootie, but have no idea who is making it for the street or that demons are involved. With enough arm-twisting, they will provide the name of their distributor. Talking to enough distributors garners the name “Blue” or “Double Dee” as someone in charge of distributing the new drug.

Blue was approached by Devon Morgorm to develop the new drug. Devon spent time in the criminal community, learning about the trade and those producing product. At the time Devon approached Blue, Blue was working for a man known simply as “Double Dee.”  While Blue relished the thought of introducing a new drug to the streets, Double Dee was not as keen. He wanted guarantees.

Devon provided those guarantees by possessing Double Dee’s body and setting Blue to work. At first, Devon provided clooties for experimentation, but eventually taught Blue how to design a scientific device that would summon clooties. The development process took months to perfect. Today, clootie sales represent one-fourth of Double Dee’s income.

Devon eventually released his hold on Double Dee. Double Dee understands his new role as a servant of Devon Morgorm. He knows that Devon’s name is only an approximation to its demonic name. He also understands that if he steps out of line, Devon will step in and control his body once more.

Diabolical Hoodoo

One of Devon’s goals is to make clootie users available to other demons. As it happens, a demon using the moniker “Cassie” is looking to build up a bit of an army. She’s made a pact with Devon for a supply of clootie users in return for money sent to the Double Dees. Cassie could care less about money.

Cassie is looking for a promotion from her boss. 3,000 years ago, she and her band of warriors were banished from Earth, unable to return in physical form. Since then, she has worked to regain the trust and confidence of her baal, Chemosh. Her plan is to bring all of her warriors back to Earth inside the bodies of Clootie users and destroy as much as they can before being struck down. Naturally, the city Cassie has chosen is the one where the characters live.

As the amount of destruction increases, the cast members will begin to notice news reports of a gang that is destroying buildings, driving cars through crowded, civilian areas, and firing assault rifles at “rival” gangs that also happen to kill (mostly) innocent bystanders. They will eventually target law enforcement officers, lawyers, and judges. These victims will be ambushed, tortured, and left to be found by the public. Members of Cassie’s army might even call some of their victims into various news agencies if the demon is particularly proud of their handiwork.

The cast members need to find where Cassie’s army is staging, find some way to banish them and her back to Hell, and then track down the source of the drug in the bodies they were possessing to put a stop to that mass.

Cassie’s army is composed of class II and class III demons. GMs can use standard demons from Night Shift or if they want to change things up, use the first two levels of demons from the Night Companion. Cassie is a class IV demon with a chip on her shoulder and a lot to prove.

Clootie NPCs

Cassie

Cassie is a class IV demon inhabiting the body of a druggie. The human shell was not very durable when she inhabited it. However, she has made improvements on the chassis since then. Her primary goal is chaos, destruction, and conflict. Anything she and her warriors can do to cause all of that, and a lot of death, she is all about. Only Chemosh and “Cassie” know her true name.

Remember, these are demons. They are not going to play nice. If their physical shell is destroyed, they don’t leave Earth. They simply go find another clootie user to inhabit. To get rid of them semi-permanently, they will need to banish the demons back to Hell. For now, these demons will be slaughtering the innocent, skinning sinners alive, and melting faces. Good luck with that.

Class IV demon
No. Appearing: 1
AC: 2
Move: 40 ft.
Hit Dice: 16d8 (64 hp)
Special: 4 attacks (2 claws, bite, tail), Demon abilities (Immortal, Immunities, Resistances, Telepathy, and Vulnerability), Summon Class I demon 80%, Summon Class II demon 75%, Summon Class III demon 60%, and Summon Class IV demon 50%
XP Value: 2,048,000

Devon

Devon is a class III demon who was once an Ishim. Instead of lending aid and comfort to humans, Devon provides corruption and harm. Information about Ishim is located in the Night Companion. Devon’s true name is “deamhan mòr gorm.”

Only Double Dee and Blue know that Devon is a demon.

Class III Fallen Ishim Demon
No. Appearing: 1
AC: 3
Move: 30ft.
Hit Dice: 11d8 (44 hp)
Special: 3 attacks (claws and bite), Demon Abilities (Immortal, Immunities, Resistances, Telepathy, and Vulnerability), Summon Class I demon (75%), Summon Class II demon (60%), Summon Class III demon (50%)
XP Value: 42,240


The Double Dees Gang

Double Dee is a gang lord. He has close to 200 people he can call upon to do his bidding. Below Double Dee in the org chart are his lieutenants. Each lieutenant oversees a specific criminal enterprise. In the Double Dees, those enterprises include killing for the gang, drug production, drug sales, murder for hire, and credit card fraud. Under each lieutenant are two levels. The first level are standard gang members. These are the people who set up trap houses, pose as bodyguards, watch over the slaves making the drugs, and commit fraud. Above them are the specialists. These are the shooters who never miss, drug dealers who make large sales, the heads of different drug production facilities, and those who teach others how to commit fraud.

The people who make the drugs are considered slaves. They have no gang rights, are often illegal immigrants or people the gang dislikes enough to want to torture through the process, and all slaves have zero living value to the gang. They are replaceable.

Symbols used by the gang include tattoos of two letter Ds connected or one letter D inside another (larger) letter D. The gang’s colors are purple and gold. Sports attire consists of the Lakers, Vikings, and Kings.

The gang has a working relationship with the Almighty Vice Lord Nation.

Double Dee
No. Appearing: 1
AC: 6
Move: 30 ft.
Hit Dice: 8d8 (32 hp)
Special: Two attacks per round (firearms or punching), Kevlar-reinforced leather body armor, typically surrounded by 1d10 Shooters of which 30% are armed with converted to fully automatic rifles, 20% are armed with shotguns, and the rest are armed with semi-automatic pistols.
XP Value: 960

Blue
No. Appearing:
1
AC: 8
Move: 30 ft.
Hit Dice: 7d6 (21 hp)
Special: Clootie Summoning Device, Clootie Boiling Devices, Science! as per the Inventor ability, one attack per round (firearms or punching), Gang Followers
XP Value: 960

Gang Followers: Blue typically travels with 4d4 gang members who are typically all shooters 77or specialists

Appearance: They are asexual and will respond to any sexual identity used towards them (he/she/they/other). Blue stands 185 cm tall and weighs 79 kg. They dress in a business suit with pants, and all of their clothing is a particular shade of blue. The shade may change day to day, but it is always blue and the entire outfit is always the same shade.

Signature Items: clothing

Background and Role: Until Devon’s arrival, Blue was a specialist working in the labs for Double Dee’s drug production lieutenant. Now that Devon is in charge of the gang, Blue is elevated to lieutenant. The same drug production lieutenant is still around and is in charge of everything Blue does not oversee (clootie products only).

Blue has a doctor pharmacy degree. He is much more interested in experimenting with drug combinations to see how they affect users to be a legit pharmacist. He is a perfectionist and has O.C.D. He does not do well with people who cannot perform their job in life. He operates from the west end of town.

Blue was surprised to learn that Devon was a demon. He had no previous interactions with the supernatural. He approached Devon’s species like a good scientist and is documenting everything he can as it relates to the demon. Devon is unaware of Blue’s notetaking.

Double Dees Gang Lieutenants

These are Double Dee’s trusted inner circle, or at least as much as he trusts anyone. They oversee killing for the gang, drug production, drug sales, murder for hire, and credit card fraud.

T-Bone (Tamarius Wilson)
No. Appearing:
1
AC: 5
Move: 30 ft.
Hit Dice: 6d6 (18 hp)
Special: all Psychic Gunslinger abilities up to level 6, two attacks per round (firearms or punching) as a 6th level Psychic Gunslinger, Incapacitate or Assassinate, Trick Shot, That Gun is Mine, Unlimited Ammo, Gang Followers
XP Value: 880

Gang Followers: T-Bone typically travels with 6d4 gang members who are typically all shooters or specialists

Appearance: T-Bone wears loose fitting black clothing such as sleeveless shirts and baggy military pants with combat boots laced half-way up the boot

Signature Items: AK-style assault rifle colored purple and gold and a silenced pistol

Background and Role: T-Bone is in charge of the shooters. These include those who perform killing that helps the gang, as well as, murder for hire contracts. T-Bone got to where he is by killing anyone who got in his way. He has zero interest in the other enterprises in the gang. Nor does he have interest in being the gang’s leader. He is quite happy leading the killers and doing a lot of the murder for hire killing himself.

Quertiz (Fisher)
No. Appearing: 1
AC: 7
Move: 30 ft.
Hit Dice: 5d4 (10)
Special: Gang Followers, one attack per round (firearms or punch), all Survivor abilities at 5th level
XP Value: 240

Gang Followers: Queritz typically travels with 3d4 gang soldiers

Appearance: Quertiz dresses very sharply in the latest street styles. He likes bright colors. He visits the barber shop at least once a week to touch up his fade.

Signature Items: high-end clothing, designer quality jewelry, money roll of $100 bills, and a gold plated, large caliber, semi-automatic pistol

Background and Role: Quertiz is a street kid through and through. He worked his way up through various gangs before finding a place with Double Dee. He oversees sales for the Double Dees. He sets regular sales goals for his people and expects them to hit those sales numbers. Those who don’t are often demoted to horrible parts of town where it is very hard to make goal. People who consistently fail to meet those goals are sent over to T-Bone’s team to function as low-level shooters (i.e., cannon fodder).

Dokter Dokter (Shawn Mckenzie)
No. Appearing: 1
AC: 7
Move: 30 ft.
Hit Dice: 5d6 (15 hp)
Special: all Inventor abilities at level 5, Gang Followers, one attack per round (firearms or punch)
XP Value: 180

Gang Followers: Dokter Dokter travels with 1d6 gang members, mostly bodyguards

Appearance: Dokter Dokter wears a chef’s jacket left over from his days working in restaurants. It is completely out of place and covered in stains. He lets his hair grow out to about four inches before having it trimmed. He keeps his facial hair long and scraggly.

Signature Items: stained chef’s jacket, several dime-bags of drugs (samples), semiautomatic pistol

Background and Role: Dokter Dokter is the head chemist for Double Dee. He was in role and mentoring Blue before Devon showed up. At first, he was irritated that Blue was getting all of the attention. However, when he learned that Blue would be stuck doing Blue’s thing and not taking over for Dokter Dokter, he stopped being concerned. Dokter Dokter splits his time evenly between overseeing production at the various locations around town and dabbling with enhancing the product. When he travels to sites, he travels with soldiers for protection.

Rashawna Wilson
No. Appearing: 1
AC: 3
Move: 30 ft.
Hit Dice: 6d6 (18 hp)
Special: Gang Followers, all Inventor abilities at level 6 with items focused on hacking and electronic security
XP Value: 320

Gang Followers: Rashawna is typically surrounded by 1d10 soldiers. Double Dee insists upon it.

Appearance: long, curly hair past her shoulders, bright blue eyes, a few teeth with gold fillings, and clothing with an African flair

Signature Items: bullet-proof vest, designer backpack containing two laptops, various portable hard drives, and make-up

Background and Role: Rashawna is Double Dee’s “baby” cousin. After spending ten years in Joliet for fraud and dealing cocaine, Double Dee put his cousin to work funding his gang. Rashawna has spent the past five years training a team of electronically-based criminals how to commit various forms of fraud. When she’s not overseeing her team, she can be found hanging out with Quertiz – something that her older cousin will not be too keen on when he finally notices it. He likes to keep his people separated.

Double Dees Gang Specialists

Specialists are the hitters among the shooters, the hackers on the fraud team, and the wizards of the chemistry team. However, outside of their chosen field, they are no better than soldiers.

Gang Specialist
No. Appearing: 1-6
AC: 5-10
Move: 30 ft.
Hit Dice: 4d8 (16 hp)
Special: at least special ability related to their function; for example, hitters might have a Psychic Gunslinger or Veteran ability and chemists may have an Inventor ability
XP Value: 70

Double Dees Gang Soldiers

These are the soldiers of Double Dee’s gang. They run trap houses, watch over production facilities, etc. There is nothing special about these people, other than their willingness to do bad things to people and the sheer amount of self-serving shit they will do for themselves.

Gang Member                                
Number Appearing:
1d10
AC: 8
Move: 30 ft.
Hit Dice: 2d8 (hp 8)
Special: One attack per round (firearms or punch)
XP Value: 15