Black Spaghetti Hack Session 06: The Road to Testaccio
The party flees San Spotello, fearing retaliation from crime boss Don Danny, after they, the party, destroyed Don Danny’s daughter’s wedding cake. They know they need to cross the river to reach San Basel, where the treasure’s located, but aren’t sure which route to take.
To the west is the city of San Uzzano. Unfortunately, the road between Spotello and Uzzano are crawling with mercenary forces, and one of these will want to recruit the party. The party, not wanting to be recruited, decides against that.
So north or south?
It’s possible the witches in the southern marshes will have a way to get the party across the river. But, witches being witches are scary, so the party decides against this. This leaves the north route through the Butchers Wood and Paleface Mountains on a rumored smuggler’s road that’s now home to ogres.
Not great choices, but the decision gets made and it’s the north route. So, off the party goes. They encounter a farmer and buy some food from him and try to learn what they can about the road ahead. The farmer dispenses rumors:
Monte Luca is the next town on the road and supposedly some children there have been afflicted by a curse there. The farmer’s not sure, but tells a story about an ancestor of the current ruler having had congress with a snake.* And if that wasn’t bad enough, Monte Luca’s other notable feature is that it has an ancient hedge maze ruin near it.
Besides that, the party asks the farmer if the local sausage makers are actually cannibals.
This is one of those bits of information that’s stuck in the party’s attention more than I would’ve guessed. The farmer says he doesn’t think they’re cannibals, but that they may work with local crime bosses disposing of bodies.
At this point, the party realizes it’s nearly nightfall and they need to find a place to stay. Ha’des asks if the farmer will put them up for the night. The farmer agrees. Ha’Des overpays in silver, and the farmer says he’ll rent them a bath tub. They party bathes and sleeps in a barn. Nothing happens. Morning comes. The party sets off. They figure they can reach Monte Luca by nightfall if there’s no incident and fortunately for them there isn’t.
The one encounter they have is with a group of kids who tell the party about:
- Rivers of rats seen going west three nights ago.
- Bolli Bentpot was attacked by Don Danny’s goons.
- Don Danny is going to kill whoever ruined his daughter’s wedding cake and is heading to San Uzzano to find them.
The kids start asking questions back to the party. Don Hector fails to convince them that they’re just common travelers. Nico and Ha’Des start getting uncomfortable at all the interest from the kids, and just set off down the road. Don Hector follows, and the party is now moving fast. They want to get as far away as they can before anyone realizes where they’ve gone.
The next encounter isn’t until they’re almost in Monte Luca. As they near the town, the party sees a group hammering a sign into the ground saying: PLAGUE! KEEP OUT!
The party thinks this is a bluff to cover for the cursed kids story they heard from the farmer, and Nico tells the townspeople that Don Hector is a doctor. Don Hector leans into the part and the townspeople are convinced. They tell the party to find Countess Mathilda. The party reaches town and finds the streets empty and the houses shut up. Don Hector shouts “Hello!” They hear a door slam and movement in houses but no shout back. The party enters the town square.
Laid out before them in the middle of the town square is a long table heaped with food stuffs.
Adventurers go into adventurer mode: Ha’Des goes to the table. Nico sneaks across the square to the far side. Don Hector goes to the nearest door and knocks on it. A voice replies: “Get inside you idiot!” The door opens. A loud cawing comes from above the buildings.
Don Hector goes inside the building right as the sky turns black with crows. In the midst of the crows are two human bird hybrids**. They start singing over Nico’s head. Nico manages to resist their charm spell and force his way into a nearby building. Ha’Des however gets caught in the square as the crows descend. Injury ensues, but Ha’Des manages to get inside a building. Nico manages to resist another song (using his earplugs). And Don Hector gets told how the Countess’s (awful) children got cursed and brought this flock of evil crows upon the town. Ha’Des learns that at the rate the crows are eating, the town will be out of food within a few weeks.
Every one waits for the crows and monster children to eat. Once done they fly off, and the townspeople emerge to clean the filth splattered town square. Guards arrive, and they and the townspeople escort the party to the Countess, still believing Don Hector is a doctor.
* Rumors tend to be a mix of relevant and irrelevant lore. The snake story and the sausage makers are background details that never got investigated. The sausage makers might have become recurring enemies. Whether they were cannibals or not I will never tell!
** Straight-up harpies, but I made them cursed children that the party wants to avoid harming despite the harassment.
Black Spaghetti Hack Session 05: Bolli Bentpot’s Bistro
After the tollhouse battle…
The party spends the night with the mercenaries, and it’s a chance to divulge some regional lore. In this case it’s a mercenary singing a song about a witch who lives in the marshes to the south east and has a tendency to turn unpleasant trespassers into animals. Meanwhile, Toad-Faced Larry and his crew continue to give the stink-eye to the party.
Morning comes and people split up. The party joins the group heading to the nearby city of San Spotello. This includes another malebranche who tries to strike up a friendship with Ha’Des. The two get along fine, but split up when they reach San Spotello. That town is divided between Swansickle and Emperor Joe forces with a lot of brawls, but so far no battles fought in the streets. They also learn Count Chico managed to survive his house explosion, and they also start to hear tales of great rivers of rats moving across the countryside.
The party’s in town to find a chef named Bolli Bentpot who owns a bistro. They hire a tout to guide them, and before long they reach Bolli’s place. The party sits down in the dining area, but gathers that Bolli and his chefs are busy prepping for some function. Nicolo and Ha’Des distract the host and learn Bolli is prepping for the wedding feast of Don Danny’s daughter. (Don Danny being a local crime lord.) Don Hector takes a chance and heads to the back to try and find Bolli. Bolli’s easy enough to find. He’s working on a wedding cake. Don Hector starts asking where San Basel was located. Bolli’s about to tell, when there’s a commotion back in the front of the house.
One of the other customers has revealed themselves to be a former cafe owner driven out of business by Bolli and now he’s going to have his revenge. He’s gotten his hands on a fairy stone, and with this he unleashes a magic storm in this cafe. This of course makes all the plates assemble into cutlery golems and all the food in the place come alive. This includes the wedding cake Bolli’s working on.
Nicolo and Ha’Des do their best to keep the cutlery golems at bay, while Don Hector dodges evil cupcakes and the monstrous cake to grab Bolli and drag him from the bistro. The cakes and foodstuff follow, collecting more food stuffs now from surrounding houses. It grows into a giant blob and starts spewing cutlery and sausages as a breath weapon. Nicolo and Ha’Des harass the thing from the rear, but they never get too close since neither of them wants to get cake splattered and have to do laundry.
Don Hector drags Bolli to a guard tower. The guards ain’t happy to see them, but can’t do anything because soon the food golem’s in the place attacking. Don Hector and Bolli flee higher up the tower. The cake monster starts climbing the side. Don Hector and Bolli reach the top of the tower and have no where left to go. Don Hector tries to drop some rocks on the monster, but does minimal damage. The creature reaches the top of the tower. Nico and Ha’Des watch from the bottom of the tower. Don Hector looks around and sees a full water cistern in an alley below. He grabs Bolli and leaps off the tower. The creature leaps off too.
Death saves and Dex checks get made.
Don Hector and Ha’des pass. Bolli, Cake Beast, and Nico fail.
SPLAT
Ha’Des and Don Hector see if it’s possible to revive Bolli or Nico. Fortunately, both manage to recover. Bolli tells the party San Basel was located across the river to the north west. He also tells them that Don Danny won’t be happy to hear how they ruined his daughter’s wedding cake. The party decides it best to leave town, battered and filthy as they are. They grab food and clean outfits in the market but don’t even pause to change.
Night starts to fall.
Now all they need to decide is how they’re going to get across the river.
- This whole adventure was inspired by the polenta golem in illustration in the Brancalonia main book.
Black Spaghetti Hack Session 04: Tollhouse Battle
And we’re back to it…
When last we left our knaves they had just learned the whereabouts of a great treasure and fled town ahead of a nobleman’s wrath. Their plan’s to find a chef who can tell them where the village with the treasure’s located. The party has the village name, but not it’s location. They also know the village was famous for its wine, hence a chef being the one likely to recognize the name.
I gave them three options of chefs and they headed towards the middlemost one. As they set out they gossiped with some farmers and learned some current events.
- Count Chico’s house blew up with Count Chico in it. (The party figured as much.)
- There are soldiers on the road ahead.
- The soldiers could be avoided by going over a hill, but a witch lives on the hill and is not always nice to strangers. Or the party could avoid the soldiers by cutting through a marsh, but that would bring them close to a reclusive family of
possible cannibalssausage makers.
(My rule of thumb’s been to give three options at each point, and while they’re not all combat, I try to make them all interesting and eventful. But, yeah, this whole give the party three options, then detail the one they choose thing is my loop for GM prep.)
The party opted to try and bluff their way past the soldiers and continued down the road.
They find a discarded pack near a sign post and Nicolo’s ambush sense starts tingling. The party approaches the pack with caution, and it opens to reveal a marionette with a crossbow. Other crossbow bearing mercenaries appear, including Toad-Faced Larry and his crew. The party tries to bluff, but learns they won’t be able to move farther south anyways because there’s a battle brewing for a toll house a short ways to the south. The marionette recruits them to his force and away they all march with Toad-faced Larry asking why the party wanted to talk to Gwardo Iznardo so bad. The party ignores his questions.
At the tollhouse, they see the Swansickles have mustered their own force, and Nicolo notices Tall Hat among some knights on the opposite side. There’s a small stream and bridge with the toll house across the bridge. The objective of the battle is to claim and hold the toll house.
(I ratcheted up the farcical nature of Renaissance warfare and make the military battles more drunken football matches than actual warfare. At least at first, later things change… but the party doesn’t know how or why yet.)
Battlelines form. A horn blows. The battle begins!
The enemy knights charge. Arrows fly. A band of brawl monks charges the knights. The bridge gets blocked by bodies. Don Hector leaps into the ditch to ford the stream. The dice hate him and he face plants. Ha’Des and Nicolo use their flame throwing abilities to good effect. The knights are routed and flee, Tall Hat with them. Nicolo curses. Don Hector makes it across the river. Ha’Des burns more things and pins down the enemy archers. Don Hector reaches the toll house. Ha’Des sees an opening on the bridge and sprints across. Nicolo takes cover and starts prepping his sleep box. Don Hector and Ha’Des defeat the enemy troops in the house. Nicolo’s box puts a large number of combatants to sleep.
The battle ends. The party’s side has won!
The party decides to spend the night with the mercenaries in the tollhouse. The party also bathes in the river, and I think this was when we developed soap landlordism with Ha’Des (I think) renting their soap to the others.
During the night, the party keeps ignoring Toad-face Larry, but gets more intel about the region.
- An old smuggler’s road crosses the river a few days north, but the woods around it are home to a band of ogres.
- In the south, the witches seem to be having some dispute over whether they should take part in the war.
The monks and the knights hate each other because the knights took over the monks’ monastery. - All around San Uzzano the armies are skirmishing, but the party should be able to make San Spotillo (the town with the chef they’re looking for) without a problem.
So, in the morning, that’s exactly what the party decides to do.
Temple of the Rafter Wights
Check out my itch page for a new adventure, Towers of the Rafter Wights:
The Scour: a once fertile valley destroyed by the wrath of an angry god. The god’s anger was so great that even now, centuries after their ascension, their wrath remains. First, in a corrosive mist that blankets the floor of the valley. Second, in the rafter wights, the once worshiped eternal godbirds, now doomed to a cycle of death and resurrection for all eternity by their negligent creator.
Once a century, the rafter wights rise from the valley floor, reborn from the dust of the Scour’s former cities. On the days of their rebirth, the wights rise above the mist before the sunlight sets them aflame. It is a marvelous sight that attracts birdwatchers and tourists from across the Metroscape. Now the time of rebirth approaches again, and one ornithologist hopes to capture a rafter wight and return home with it… alive.
Towers of the Rafter Wights is a birdwatching wilderness adventure, featuring a toxic mist-choked valley and doomed godbirds. It is written for Into the Odd, but can be placed in any weird fantasy setting.
Download it here: https://yesterweird.itch.io/towers-of-the-rafter-wights
Crypt of the Muscle Mummy: Touch the Void, You Turkeynecks!
Granted immortality in the long-distant Primeval Eons, the Muscle Mummies have returned from the depths of time. Now, by using state-of-the-art isolation technology, meditative void techniques, and body-numbing repetitive exercises, along with the traditional twin engines of guilt and shame, they offer to cultivate the void mind within anyone!
Including you!
Only by honing the body as well as the mind in the void’s furnace can anyone hope to achieve immortality. A hard task. But don’t worry, our personal trainers are here to help!
Crypt of the Muscle Mummy is an adventure location featuring undead fitness coaches. It can be placed in any metropolitan fantasy setting. You can find it here on my itch page at https://yesterweird.itch.io/crypt-of-the-muscle-mummy
Musical inspiration from the Novas.
THE WHISPERING HOUSE
Two day ago, Scrypthouse ZLX-1197 reported receiving a strange signal. Since then the house has gone silent. You’re to escort and protect the maintenance team sent to fix whatever went wrong.
That shouldn’t be too hard.
Right?
A 16-page investigative adventure for Electric Bastionland and other weird adventure settings. Includes inspiration for making living houses and a list of lexical diseases to amuse and frustrate players.
(This is an updated version of ideas initially presented in Mysthead 3.)