Monday, 29 June 2026

Wallstormers #10.03

 Its been a week since the gates were opened, Phillip and Pete felt cheated. They're both gone out, with a group of friends, kids they'd grown up with, or friends of friends they knew well. The gate training hadn't done enough justice to the horrors that lay beyond. They'd lose their entire parties, sole survivors of a horror that just won't quit, going a little crazy over all the attention they received as survivors, a week of debauchery and or drink left them emotionless, void, empty, drained of all life and now depressed.

They found themselves sitting side by side at a bar, overhearing how one of last years wallstormers was looking to go out, he knew of a place where some treasure was stored. He needed to form a party, as they wouldn't let out lone individuals.

Phillip was upset he'd lost the 'big' treasure, Pete, also his group had found something of great worth and lost it to the horde. So they both listened in to the story this fellow was telling with knowing nods and muttered agreements.

After he failed to raise a crowd, he noticed Pete and Phillip looking his way, recognised the faces. Approached trepidly, "Aye Lads, m'names Levi".

A short talk and a few excited gasps as the three swapped stories, and it was decided, they were going out the next day on the 'open gate' day.

Recently the council had discussed this abuse of the guards and bribes, it was a tradition, but not a proud one, not a good one, so they discussed improving the situaton. 

"Open Gate" day was invented, 1 week after the kids had done their official gate runs, the rest could form groups, go out and raid the houses, mark them if they're clear, retreat to the gate.

If any large groups of zombies were spotted, they'd ring the bell, to inform everyone to return as soon as possible, the gates would be shutting.

So here it was 8am, Levi, Pete and Phillip, weapons in hand, ready to get back their treasures.

Some of the buildings looked a little worse for wear since last year, but some closed doors suggested unraided buildings, so they made their way to the first one they saw. There was a reason for it. a Basement entrance to a workshop with obvious signs of blood damage, the next door strangely reinforced by some inner material made it impossible to break from the hinges.

Not being deterred that a building had some level of difficulty, the team found their way through the main doors to discover a spooky, but empty house. The only remaining furniture was a 22ft long dining table, and some giant 4 poster beds in the upstairs, but as they were searching, They found a seance room, complete with a strange machine that played music when you entered the room (triggered by a false step at the entrance)

They managed to disable it and take it out the house, (which fetched a decent price at the Music Guild) but Phillips recent PTSD seemed to be causing him to react poorly to situations, freaking out the team.

The culminated in the group finding a secret entrance to the attic, which had only the one means of access. The Chimney.

The Lion Statue, The Chimney and the Witch.   

In Designing this game, I felt it a little prudent, to create some quest items to help the game along. I expected more diligence in players finding these things, without needing to prompt, so I often found players missing clues or information needed to progress the game further.

Its not in my nature to modify the game to suit the story. The places exist, players either find them or not, I will attempt to leave clues, or point things out, but I did something this week that felt.. like cheating. Its done now, its too late.

When I described the chimney to the players, mentioning that the rungs went both up and down. The group discussed that going down would lead to the basement, where it was already discovered flooded with blood. So they decided to leave. I had this happen twice already in this house, players, upon discovering the secret chimney entrance, thought it too dangerous and left it alone.

I got a little miffed, and repeated my phrase "both UP and down" with emphasis.

They got the hint, but I broke my rule. 

On with the quest

Having discovered the Chimney and discussed the blood pooling at the bottom, Pete took a second look and realised he'd dismissed the rungs going up. They ascended.

The room was covered in dust, undisturbed for a century. A library, a desk, a Crystal ball. and a Ghost.

The Old woman Phillip had spotted before, and unknowingly helped up the stairs, was here, unable to speak, she motioned to the crystal to tell them a fortune. Phillip asked for a bunch of metal. the Witch was unimpressed, and gave him a scroll to find it, bade him not open until later (because I knew it would disrupt the story flow). Levi, thought for a moment and instead of wishing something for himself, wished to communicate with the witch. Impressed, she felt this group might go a little further, so she spoke with him, and him alone. Through him, Pete wished to help the old lady rest.

Up until this moment the lads were attempting to steal the last few items, the giant beds, the chandelier, each time thwarted by size, weight or the witch herself, they felt, by 'allowing her to move on' they could finally claim these items.

The Witch, knowing that the only way they could, would be to clear the basement, and that meant one thing. defeating the blood. A Tall ask, but a pertinent one.

She produced a scroll, it showed a silver lantern, pushing back red lines (blood) and the street sign, and the building it was in. The players knew enough about the old town to figure out where it was.

Now things are getting good.

They came out of the house, struck a deal with another group to help carry back the two big tables and collect a years rent on the deal. 

We rounded out the session with some 'specialized magic brew & alcohol' drinks.. Levi had heard of the 'Orange' drink, so he tried it, the one that shows you orange footsteps, but no-one in the tavern showed any, except themselves very very faintly.  

No comments: