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Old Jul 9th, 2023, 12:25 AM
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Thread for Steampunk Game Masters



Steampunk for the Players
Steampunk Premise in Brief: Doomsday Cultists plan to puree a prognosticating cryptid and use the resulting unguent to predict and then amplify upcoming disasters. Prime directive: Escape headquarters and get the cryptid to town where it can blend in and be safe. Bonus directive: Find and destroy the artifact that connects the cult to their dark god.

Steampunk Premise in Detail
right-aligned image
Welcome to the charming village of Toffingwatch, a Victorian town where cemetery picnics and fern collecting are all the rage, everyone rides steam-powered tandem bikes, and the legendary Larvarvus haunts the edges of any spot that will soon host a disaster. First spotted back in '37 only an hour before the great fire at the Toffingwatch Textile Mill claimed the lives of so many industrious children, the Larvarvus has henceforth been spotted before myriad smaller accidents. Most residents believe the Larvarvus to be a malicious figure that wrecks havoc, but a minority has realized its appearance is a warning to look alert and stave off doom. He is helping. And, he can predict the future.

High above Toffingwatch, the Irondawn Diagnostics Kompound perches on a barren mesa atop a lush green mountain. Ostensibly a cutting-edge medical facility researching unguents that "stir up the liver, balance the humors, and cure female ailments," IDK is a cover for a cabal of doomsday cultists. Enoch Irondawn, their leader, is a benevolent-seeming member of the town council, but secretly is working to cause chaos and mass deaths to summon Akhiogh'ma, the Eater of Worlds. Enoch believes correctly that the cryptid his followers have captured can predict the future; he posits that if he purees all the creature's bilious organs and other bodily effluviums, he can manufacture an unguent that will allow him to see the glorious future of his own disaster project. As a convenient side effect, he will eliminate the danger of the cryptid delivering one of his inconvenient warnings.

Players can choose to be the captured prognosticating cryptid or a moth-like mimic cryptid that's gone undercover on a rescue mission. Alternatively, players can choose to be one of Irondawn's children or a rogue agent who has decided to disrupt the experiment and free the captive. If you would like to peruse the pregens on offer, they are in spoilerbuttons below. If you want to create your own character, don't open them, as unused pregens may be adopted by the GM as NPCs or enemies.


Be the Captured Psychic Cryptid
 



Be the Infiltrating Mimic Cryptid
 



Be the Irondawn Heir
 


Be a Rogue Cultist
 






Steampunk for the GM

Setting Overview for the GM Toffingwatch is a Victorian village in the mountainous northlands of an alternate England. The tech is driven by steam power or counterweighted clockworks. Spirtualists, mediums, Eldritch horrors, hell-gates, and fairy hunters abound. The mountaintop is a barren mesa where the earth has been scorched away by the cult, but just below the compound, the hilly landscape is lush and green and lovely. During the rescue, the adventurers may head out away from IDK and into the woods for cover. There they must negotiate the dangers of wildlife, rivers, and precipitous drops, all while trying to escape their pursuers, and reach the haven of the town. Once in the town, the cryptids can safely shapeshift and disappear. It is hoped. In each location, there's a chance the heroes might find the artifact that links the cult to Akhiogh'ma, the Eater of Worlds. If they can find it and destroy it, they might free more than just the cryptid.


 



Monsters
 



Plot Twist Table

Roll a d6 after post #12. This plot twist can be introduced at any time, even right at the end.

1. Which Way?!

The PC loses the cryptid they're trying to rescue. If they are playing the escaped cryptid, then one of the NPCs gets lost instead.

2. Romance Strikes!

The Cryptid falls hopelessly in love with the PC. If they are the Cryptid, then one of the NPCs falls in love with them. This romance can be intense platonic devotion.

3. Alignment Surprise!

The cryptid is actually evil! If they are the cryptid, then one of the cultists or a supposed ally is revealed to have the opposite alignment than the one they're presenting.

4. Change the Goal Posts!

The town is not actually safe. Gotta make a new plan.

5. Tear-jerker Finale!

In order to save the cryptid, one of the rescuers must be sacrificed. If the player is the cryptid, then one of the NPCs must die to save them. If this noble sacrifice is made before 47 posts have been written, the player can take over another character.

6. Dad? Is that you?

The cryptids are connected in some unexpected way with the PC's backstory. If they are the cryptid, then they are connected in some unexpected way with one of the NPCs.


Complications Table

Roll a d6 after post #24. This complication can be introduced at any time, even right at the end.

1. Hey Cutie, Where Did You Come From?

A magical puppy appears.

2. Look Out Below!

A deep pit opens.

3. This Should Do the Trick

A mysterious key is found.

4. Suddenly Seymour

A strange plant grows.

5. Elementary, my Dear Cryptid

Sherlock Holmes or Dr. Watson arrives for a cameo.

6. A Face in the Clouds

A storm rages, swelling the rivers and slowing the PC.


Encounter Table

Roll a d6 after post #36. This encounter can be introduced at any time, even right at the end.

1. Beast - Unblinking Opossum
2. Plant - Cthulily
3. Construct - Nurse Rachet
4. Fiend - Impstagrammer
5. Person - Carmen or Diego, the Innocent Lost Cyclist
6. Elemental - Consumption Elemental


 



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Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
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Last edited by Fillyjonk; Aug 5th, 2023 at 01:38 PM.
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Old Jul 9th, 2023, 09:40 AM
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Last edited by Fillyjonk; Jul 16th, 2023 at 05:04 PM.
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