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Kimberly

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Everything posted by Kimberly

  1. Heya Breachers! I’m gearing up for some travel, so this week my topic is about a question I see often enough on this forum and the TTB Facebook group. Most recently @Harlekin asked a variation of this. Here’s his forum post: After you’re done with this week’s Fatemaster Friday, head over to the thread and give your two cents to a prospective new Fatemaster! When it comes to Through the Breach, it can be hard to decide where to start with a group of new players. Picking the right Penny Dreadful can be very difficult. You want something accessible to players who are new to the system, an adventure that introduces the ‘Fauxverse and the immense amount of character within, along with it being fun and engaging. Let’s take a look at some of our Penny Dreadfuls that are great for new players! Links to the DriveThruRPG page for each one I reference will be linked in the Penny Dreadful’s title. Penny Dreadfuls come in a variety of lengths, and the Penny Dreadful One Shots are the perfect way to introduce players to TTB over the course of one session. If you want to jump right into the action, there are several One Shots that come with pre-generated characters for your players to choose from. The pre-gens are varied, so there is a spread of character types to choose from! Recruitment Drive gives a very dangerous introduction into the terrible methods of Professor Von Schtook, of the notorious Resurrectionists. If you want to explore the Arcanists, Sixteen Tons introduces the Order of the Chimera to new players. Honor Among Thieves is a fun heist where the Fated work for the Ten Thunders. Each of these adventures come with pre-gens and are a great way to introduce new players to the multiple factions who work to control Malifaux. If you want your new players to build their own Fated, No Strings Attached is a delightfully strange journey into Zoraida’s clutches. Bad Moon Rising pits Fated against the Nephilim, showing the ferocious strength of the Neverborn. The Ferryman is the perfect One Shot to show the strange dangers that stalk Malifaux City. As Fatemaster, you may want to help your players build towards success for their first session, pointing out Pursuits that work well for the One Shot you’ve decided to run. With the ability to select a Pursuit after the Prologue, you can reassure them that their decision doesn’t have to last forever. There’s more than the One Shots I’ve mentioned here, with more on the horizon! Each of them are only 5$ USD on DriveThruRPG. Penny Dreadful One Shots are the perfect way to introduce new players to this wonderful game, and can get players excited and ready for a homebrew campaign or one of the longer Penny Dreadfuls, like In Defense of Innocence. How have you introduced TTB to new players?
  2. Fantabulous Friday Breachers! Last week we took a look at subordinate Fatemaster Characters in TTB and different ways to utilize them. Here’s what @WDeseron had to say about subordinate characters: See the rest of the comments here. This week we’re delving into the Guild of Mercantilers, with the help of Above the Law. This faction expansion is a must for any Fatemaster wanting to bring the Guild into their games with more than the base NPCs found in the 2nd Edition Core Book. Make sure your papers are in order and you’re not carrying any contraband, because we’re getting up close to one of the major powers both Earthside and in Malifaux. The Guild of Mercantilers, often shortened to the Guild, has a long and storied history. The beginnings of what would become the Guild started in the cabals who tried to undermine the Council in the years before the Black Powder Wars. With the Council out of the picture once the First Breach closed, independent cabals of mages spread their influence far and wide. Naturally, with their mutual enemy gone, these cabals turned upon one another. The height of the inter-cabal fighting was during the Black Powder Wars, and when the dust and fighting settled, only one remained, calling themselves the Guild of Mercantilers. Backed by the extremely sensitive Minerva Council, the Guild became the main purveyors of the soulstone trade, and secured their influence over many nations on Earth. Now that we’ve covered some of the Guild’s history, let’s take a look at their internal structure. The Guild prides itself on internal efficiency along with utilizing nearly indecipherable bureaucracy to bind other organizations and people in red tape. While the Magistar is the public leader of the Guild, the position is largely a figurehead controlled by the Minerva Council. The current Magistar is Jacinta Guillem i Roser Garcia, put in place after a terrible betrayal amongst their ranks that killed the previous Magistar. Under the Magistar are several offices and commissions, but the most pertinent office for Fatemasters and their players is the one solely in charge of Malifaux- the Office of the Governor-General. The Guild forces within Malifaux are currently under the thumb of the formidable and strict Franco Marlow. After Herbert Kitchener merged with a Tyrant to become the Burning Man, Marlow was brought in to clean up the bed of corruption and infighting that was the various divisions in Malifaux, and Above the Law gives a detailed breakdown of each division. The Ram’s Head Tarot allows for Fated to belong to any of the offices, and an assortment of pursuits that excel at furthering that Guild’s agenda. For the martially minded, Gunner and Marksman Pursuits give Guild aligned Fated who stick to their guns an advantage unseen by many in Malifaux. Socially motivated Fated can spread word of the Guild’s superiority as a Propagandist, or leads troops as a Commander. Bureaucrats leverage their knowledge of the hellish politics to hinder foes and aid allies. The Guild employs Magewrights for not only their Witch Hunters, but for magical enhancements and items. Advanced Pursuits such as Executioner, Guild Lawyer, and Soulstone Aficionado give additional and sometimes frightening options for qualifying Fated. Above the Law is available in print through multiple outlets and digitally through DriveThruRPG. Now that we’ve taken a closer look at the group seeking to keep order in Malifaux, what’s your favorite use of the Guild in a game, either as a Fatemaster Character or Fated?
  3. Do you mean about the lore of Knotwoods not being fleshed out? That's because it's been previously stated that information will be present in From Nightmares, and I'm afraid I can't speak on the matter of upcoming titles!
  4. Heya Breachers! Last week I asked about unusual settings you like for TTB, and @Raines228 had this to say: You can see the rest of the comment here. Now, if you’re anything like me, an adventure is always better with minions… I mean friends! Subordinate characters in TTB are useful and take many forms. Let’s take a closer look at subordinate characters and the unique forms they can take. There are a multitude of Pursuits that gain or affect subordinate characters. Criminal, Graverobber, and Tinkerer are each Corebook Pursuits that utilize subordinate characters in different ways. From the Criminal gaining thugs that work for her, a Graverobber having the ability to raise zombies, and Tinkerers improving and using their constructs, the subordinate characters found in the 2e Corebook can do a great deal for Fated. Under Quarantine has the Pursuits of Bully, Medium, Necromancer, and Revivalist that utilize subordinate characters in interesting ways. Above the Law, as you would expect, has several Pursuits that command other people and constructs. Commander, Magewright, Propagandist, and the Witchling Handler each approach using subordinate characters in different ways; Commanders excel at directing soldiers, Magewright imbues constructs, Propagandists use their propaganda to recruit another to their cause, and Witchling Handlers use those captured by the Witch Hunters to aid them in combat. Into the Bayou have multiple options, from Big Hats to Taxidermists and Swineherders that recruit gremlins and hogs to help. Sometimes, subordinate characters are more than just bodies that do what you tell them to do. Both Under Quarantine and Into the Bayou include Grimoires and other items that happen to also be subordinate characters. Stan is a zombie that only functions for the Fated who it serves as a subordinate character. Into the Bayou has Old Stuffins, a taxidermied gator grimoire that has fickle loyalty to the Fated it serves. The Urn of the Ancestor is a piece of equipment that allows the owner to bring forth an ancestor spirit as a subordinate character. Sometimes you just want to have an extra set of hands for a goal, or an useful body for shielding. But sometimes a subordinate character can be useful in other ways. As a distraction while the Fated enter a building unseen, or bait to lure out a hidden killer if your group is morally flexible. A subordinate construct may perform labor such as digging or tearing down defenses. Subordinate gamin may serve as spies or patrols for an area. What ways has your group used subordinate characters for in games?
  5. ‘Fauxtastic Friday Breachers! This week I want to showcase our newest TTB Penny Dreadful, The Dead Tide! But first, here’s what @The13Fates had to say about planning for game sessions: See the rest of their reply here! Now, the Black Friday/Wyrd Birthday Sale saws the debut of Mary “Blacktongue” Bonnet and her frightening crew. The Dead Tide dumps the Fated aboard her cursed ship, and the need to find their way off of it, or face being press ganged into service under Captain Bonnet. The adventure begins, innocently enough, with an Auction. Hired to act as intermediaries for a wealthy recluse, the Fated bid on some interesting antiques, all of a seafaring origin. Upon receiving the won items, the Fated retire for the evening before meeting their employer. It’s during their sleep that some strange magic takes them from their beds and aboard the Harrow, Blacktongue’s cursed ship that sails perpetually in search of wealth. Once on the Harrow, the Fated must make their way through the ship, and piece together what happened aboard the ship and the fate of its crew. While they explore and investigate however, the ship seemingly fights with Blacktongue’s will; areas change, the undead crew attack, and all the while Mary Bonnet slings insults and accusations of betrayal. The Fated encounter not only the crewmen cursed to man the Harrow, but other prominent members of Blacktongue’s crew, and a more recent “addition” who remains trapped but can provide some valuable information to avoid suffering his fate. As the group fights and investigates their way to the captain’s quarters, Blacktongue’s anger at the supposed betrayal of the Fated grows. The climax finds everyone face to face with Mary Bonnet, parlaying in order to get what she’s owed. How the parlay turns out is dependent on a few factors, and determines whether or not the Fated suffer a dark curse upon returning from the Harrow. Personally, I think The Dead Tide is a phenomenal take on the ghost ship story. The pacing, mystery, and danger provided within are great for a group of Fated who want a briney adventure that takes them beyond the typical Malifaux locales. The Dead Tide is available for digital download here for only $5 USD, and is a must have for any Fatemaster that wants some high seas horror in their game. What unusual settings have you put into your TTB campaigns, or what kind of settings would you like to see for a TTB adventure?
  6. Fantastic Friday Breachers! While the Wyrd road team are at LVO, I’m treating my extreme case of FOMO by planning my next Through the Breach campaign. Before I get into that, let’s see what @Preposition_the_Noun posted about the flavors of TTB games they favor as Fatemasters. Now, the planning for a TTB campaign varies from Fatemaster to Fatemaster. Some spend a great amount of care and planning to account for most anything the players may want to do, while other Fatemasters have a vague outline formed and improvise as needed. Personally, I’m about the middle of that spectrum. Regardless, here are some tools and tricks that can work for any Fatemaster to make their campaign run smoothly and add some fun to game sessions. Online tools like Google Docs can be a great way to organize notes, stats for Fatemaster Characters, and Complications you want to create, or even collaborative documents for your players to have handy. Having a folder made that holds all your resources makes for quick and easy access for both yourself and your players! Maps can be a useful and fun addition to any games. In the past, I’ve made crudely drawn maps with MS Paint or some other drawing program. I’ll admit, my amatuer cartographer skills are something my players have suffered with in the past. But, I’ve discovered resources like https://inkarnate.com that allow for easy mapmaking without worrying about your artistic skills. Additionally, using a battle mat can be helpful to show the layout of an encounter, even if your group doesn’t use minis for combat. Some folks like to have reference pictures for Fatemaster Characters, and there are several methods to aid that goal. A browser search for what you’re looking for is simple enough, and there are some online repositories such as Pinterest that can be used. Those wanting to make “mood boards” or other collections for their games can use them to make Fatemaster Characters more “real” the campaigns. Finally, something I’ve decided to do for my next campaign is to make a handy reference for common Conditions, Skill Challenges, and Talents. This is obviously tailored to the players’ characters, but it helps keep the game moving without the need to pause and look up rules. A quick reference sheet can be easily made then shared with your players, and I bet your players will be grateful for the assistance. Now that I’ve shared some of my thoughts and practices for session planning, I want to hear yours! What does your campaign or session planning entail, and what do you add to give a little depth to your games?
  7. Flu-tastic Friday Breachers! I’m still on the mend from my brush with Plague, and it’s been a week of comfort seeking behavior for me. Favorite movies, comforting foods, my army of plush opossums guarding me… and looking back on my tabletop RPG roots. But before I chug along on the nostalgia train, let’s look at what @Shadowopal had to say about working with groups that have scheduling conflicts: Now, I don’t know about y’all, but one of my first RPG experiences was a good old fashioned dungeon crawl. Slogging through enemies and looking for loot is a part of many players’ experiences. It’s the gateway that fuels the dive into more settings and systems. Before you know it, you’re looking at strange, experimental systems, and in depth settings where you can ride a dinosaur. It’s truly a wild ride. Through the Breach released a dungeon crawl sort of adventure in Bubbling Up From Below, a harrowing journey through a sunken Guild ship that’s mysteriously resurfaced. The Fated are hired by Lizzy McKinley for a salvage mission to the GSS Piranha, with the promise that they keep whatever valuables they fine or a cut on the salvage money. This leads to a grueling journey through the Bayou filled with rain, giant mosquitos, and deadly snakes. Upon finally arriving to the GSS Piranha, it’s bobs vertically in the water, making exploration of the vessel a challenge. The bulk of the adventure is delving into the ship, dealing with the undead crew still roaming the ship, until finally reaching a strange and unnerving creature that is behind the Piranha’s sudden reappearance. While this adventure is rather linear, there are actions that the Fated may take that influence the final fight. There are also clues that can be found that give a background and explanation of what it happening, which is always satisfying for players to discover and tear into. A great thing about Bubbling Up From Below is that it’s a wonderful change of pace; Through the Breach often has conspiracies, plots, sabotage and the like behind the veneer of a “routine job.” And while that’s loads of fun, sometimes you just want to get a group together and bash your characters’ way to victory. This adventure is perfect for that, while still giving enough exposition and atmosphere to keep players interested in the story. Bubbling Up From Below is available for digital download on DriveThruRPG. Check it out here! This week, tell me: What’s your favorite kind of adventure to run Fated through? Intrigue? Puzzle-solving? A good showdown?
  8. Heya Wyrdos! Looks like Waldo needs help choosing his favorites for the Bah Humbug Bonanza! Check out the voting threads here: I Saw Mommy Kissing Santaldo Oh Snap! Under the Mistle 'Faux Thanks to all who submitted!
  9. Heya Breachers! It seems I’m starting 2020 as a casualty of the Piper’s Plague. I hope to heal up soon, and that my urge to climb into the sewers subsides! Now, every Fatemaster, GM, DM or ST runs into the same problem, no matter the system. You’ve got all your notes for the session, snacks on the table and an appropriately atmospheric soundtrack, when the messages start coming in. “I can’t go out tonight.” “My dog’s sick.” “I’ve been eaten by a Grue.” Or, in the case of my household currently, a series of moans and wails the devolve into coughing fits. Getting a group together for a game session can be rough to manage, and there’s the worry that after a while, interest will fade, or the storyline recap will be half the next session as your players ask “What were we doing again?” Personally, I’ve found that if schedules are conflicting, there are a few tactics to keep player engagement and excitement high. One method I use is asking my players between sessions what their Fated is up to. Have they been studying their profession or perfecting their craft? Have they been going on drunken benders and causing mayhem? Is a romance starting to blossom, or a rivalry heating up? Not only does this method help with player excitement and interest, it provides me with additional tie-ins, complications, or benefits to use in my sessions. If things are rough and physically getting together is the problem, sometimes a virtual play space can help. Afterall, if Mitchell has a new schedule and the hour drive it takes for him to get home from the session is too much, I bet he’d be able to play from the comfort of his home, in his pajamas. Sites like Roll20 and ObsidianPortal can be helpful in bridging distance gaps, or online communication platforms like Discord or Skype. Find what works best for you and your group, and get to adventuring! That’s all I have for this week folks, the strange pipe music I keep hearing is growing louder. Do you think Hamelin takes bribes of baked goods? How do you manage the tricky business of game scheduling? What tools or methods help keeps players engaged and ready for that next session?
  10. I'll poke at Waldo and see what can get done!
  11. How much roleplaying is happening during the challenges? Based on that answer I could give some personal advice!
  12. So, I wondered (ok, whined) to myself "Whhhhy is no one responding to my latest Fatemaster Friday?" And then I notice I had another browser window minimizes with last week's post unsubmitted. Uh-oh. I'm afraid of what Santa Waldo is going to leave in my stocking for that one. Well, here's at least what @The13Fates had to say about modification in TTB: I hope you take a moment to read the rest, and others' commented here! So, I'm a sentimental person. A big ol' softy when it comes to some things, and community is one of them. I want to take this post to tell you all how much I appreciate the Wyrd Community, with a special emphasis on the TTB Community. Malifaux was the first miniatures game I'd ever played. I saw some 1st Ed models in my LGS, and thought the concept and models were cool, but no one local wanted to play. Fast forward to about 5 years later, I talked to my SO about the game and we got into it. I immediately wanted to know all the lore. I was amazed by this universe that Malifaux was set in. I discovered there was a RPG and loved it even more. I made some great friends through the Wyrd Community (shout out to @Strype McClaine and @Thepolishammer83) and together we explored the world Through the Breach. My love of TTB only deepened more when I started with Wyrd. I devoured more lore, got to talk about the universe with great people, and overall share my love and enthusiasm with others. But more than that support, the community I saw here made me feel at home. You folk are some of the most creative, funniest, and well... Wyrd people I've had the honor of interacting with. TTB players and Fatemasters have a dark humor and twisted sense of direction that makes for wonderful stories that are built together. Without all of you, the 'Fauxverse wouldn't be the same. Literally! Thank you all. Thanks to everyone who has replied to my post, everyone who has read them, and everyone who wants to tell awesome stories with their friends! Just like you, I'm ecstatic to see what more @MattM has in store for us during 2020, and thank you for making 2019 so wonderful in the Wyrd Community. I hope everyone has a wonderful holiday season and great stories that you create with those around you. This last question of the year is simple: Tell me your best TTB moment! Take care and see you in 2020!
  13. Festive Friday Breachers! Last week I was in a food-induced coma after Thanksgiving, but it’s given me time to ponder this week’s subject. The past Fatemaster Fridays have focused on published material for Fatemasters to utilize. This week I want to do something a little different. But first, let’s address our question about Augments! @stump_chunkman had some great suggestions on what Augments they would like to see: They beauty of any RPG is the ability to modify things to suit playstyle, players, and the story everyone is building together. TTB Penny Dreadfuls contain everything a group needs to play that adventure, but what if the material doesn’t exactly fit your current campaign? Well, obviously it’s time to make some changes, or make it a homebrew adventure! Let’s take a look on how modding a Penny Dreadful can be done seamlessly and easily. Dropping a Penny Dreadful can seem like a challenge for some Fatemasters, but it doesn’t have to be! You can have a “job board” that Fated pick from with Penny Dreadful jobs on them, or the Fatemaster Character contacting the Fated is connected to one of the group’s allies in some way. You could give some personal investment by making it a favor for a friend, lover, or family member, which would increase one Fated’s investment in the adventure. Also, sometimes the folks asking for help will approach anyone they hope can do the job, so it’s ok if there’s no real connection. Say you want to run The Badlands Invitational for your group, but they aren’t exactly engineering or driving inclined. You want your players to have the experience of the Penny Dreadful, but also not feel completely useless. Perhaps the Fated have to find a subordinate driver or mechanic before they take off to help Huey Reno win the race. Or perhaps they negotiate to have Reno hire an M&SU worker to come along. This can allow your players to focus on the action of the adventure without worrying about their lack of mechanical aptitude! The Badlands Invitational has four separate Ongoing Challenges, which might not be your group’s speed. Perhaps you decide to turn the Ongoing Challenges for the race into a mini-game of Hi-Lo to streamline these Challenges. Or you could have players “bid” their Fated’s luck by discarding cards from their Fate Hands, or accept negative flips on the next Challenges. Both of these methods can allow a group that doesn’t want a lot of Ongoing Challenges to still progress effectively. Penny Dreadfuls like this one are often run as isolated stories, but if you want it to be in your ongoing Campaign, then you could easily have Fatemaster Characters from the adventure appear later on. Or maybe you want to implement a reputation system where their success means that more people approach the Fated to hire them. This can also be another method of interjecting more Penny Dreadfuls into your campaign as I mentioned earlier. A simple reputation tracking can give additional motivation for completing jobs that the Fated may otherwise overlook. Finally, say all of your Fated are close to completing their Destiny Steps, which means the end for the campaign. As Fatemaster you may want to have an event that alters their Destiny Steps to add more on, or to completely rewrite them! Zoraida knows that Fate can be manipulated, so nothing has to be set in stone! If your players like the campaign but feel their Fated’s stories are done, you could have them make new Fated that are legacies for the original cast of Fated. I would suggest having each player create the protege of another player’s Fated, to shake things up for the group. This allows the players to continue the same story, but with fresh faces. Ultimately, you have so many options to customize TTB to match your group’s needs. Don’t feel pressured to stick to all the mechanics written in Penny Dreadfuls if doing so would hinder player enjoyment or their Fated’s progress in the story. Now that I’ve given a few of my own thoughts on modifications, what mods have you made for your game, and how did they work out for your group?
  14. ‘Fauxtastic Friday Breachers! With the addition of Wyrd’s newest Game Designer, Fatemasters have been treated to a brand spanking new concept to add to their games. The past two Waldo’s Weekly have included Augments in addition to showing off amazing models for the upcoming Black Friday Sale, but let’s take a more in depth look at Augments and their place in Through the Breach! While Emeline Bellerose has done a fabulous job cataloging the various creatures of Malifaux, the recent Augments show that there are more than just the beasties that the former Agent Bellerose has observed. Both the Salty Seadevil and the Silent Knight are creatures never before seen, and they can easily been dropped into a game to menace some poor Contract Town or homestead. Creatures aren’t the only form Augments will come in; the recently released Silent Knight Augment with the Silent Thorn Grimoire. Future Augments may encompass more than a creature or item, but they will always something that is not tied to a particular Penny Dreadful or campaign. Augments are designed to enhance a current campaign with additional lore, world building, and goodies for Fatemasters and players alike. Another wonderful utility of Augments are their scalability! Both of the recent Augments have the option to make the encounter more difficult, to present a challenge for more experienced Fated or, as in the poetic words of @MattM, “maybe you just want more ways to unleash horror and pain on your Fated…we don’t judge.” Ultimately, Augments are a new and refreshing approach to fleshing out both the ‘Fauxverse and your games in little snapshots of lore and mechanics. This week’s question is courtesy of Matt2.0 (nickname still in test phase): “We’re super excited about Augments and their future place in Through The Breach. It gives us a great way to introduce content, and that content could focus on anything! While Augments are new, we’re also interested to hear from the community. What would you like to see in an Augment? What are you most excited about?”
  15. What if the Fated find an abandoned, friendly simulacrum?
  16. Heya Breachers, So this week Waldo learned about the tooth fairy. Long story short I came to after drinking some coffee to find two teeth missing and a hastily scribbled IOU from "da toof fairee." My jaw is still swollen. With this unsettling development, I haven't been able to make a proper Fatemaster Friday for this week. But, I want to announce the winner of the TTB/Horror mashup. All the submissions were great, and ultimately it was chosen by my own Wheel of Fate! @CaptianEinsteinAlucard, congratulations! Please PM me with your mailing address and drivethrurpg account's email. Once we have something on the way to you, I'll let you know! Thanks everyone for your contributions, they were a pleasure to read! To those who didn't win this time, don't worry there will be more TTB contests in the future!
  17. Heya Breachers! This week the Grand Malifaux Tour resumes with a trip through the Badlands! Before we head deep into Nephilim territory, let’s see what @The13Fates said regarding who they’d want to see Zoraida make a puppet of: You can see other folks’ thoughts, or add your own here. The Badlands lay southwest of Malifaux City and is an expanse of hard soil and sparse vegetation. It’s pretty harsh place to live, but for many hoping to start a life in Malifaux it’s their chance at that dream. The settlers of the Badlands are most often backed by the Guild’s resettlement program, and while remote from the Guild’s seat of power in Malifaux City these people are loyal to the “official” power of Malifaux. Fated who are running from the Guild’s power might want to keep their heads down in these settlements unless they’re looking for a fight. Debtor’s Delve is a work camp that utilizes those who have defaulted on loans to the Guild to dig mundane minerals until their debt is cleared. In theory, once the debt is done these workers are sent back to Earth, but Bad Things Happen in Malifaux, so that isn’t always the case for some unlucky “convicts.” Debtor’s Delve is sparsely guarded and as Fatemaster you could have your group attempt to rescue one of these convicts, but be aware that the harsh conditions of the Badlands serves as a deterrent for most would-be fugitives. Just south of the quiet town of Edge Point is the Latigo Stronghold, home to Perdita Ortega and her family of Nephilim hunters. Perhaps your Fated desire to become part of her famed band of gunslingers, or perhaps they need to make a deal with an Ortega staying at the Stronghold. Whatever the case, Fated should be careful as the Latigo Stronghold’s policy is often “shoot first and ask questions later.” The only other town of note is Innocence, positioned far to the south of the Badlands. In Defense of Innocence is a wonderful Penny Dreadful I’ve previously discussed, and you can find that post here. Crossing a large expanse of nothing to the west leads to Nythera. The Badlands Invitational contains a lot of description of the area to the west, taking Fated on a harrowing three-day endurance tour of the wastes and its geography. Fatemasters can draw a lot from this Penny Dreadful to fuel their own adventures! Before reaching Nythera, travelers face the possibility of the Sunstroke Condition and the danger of the Badlands Fever. Both have their own perils, but those who run into the Badlands in a fit of the Fever are later found barely more than a pile of bleached bones. The ruins of Kethsora were the site of a large battle between Freikorps and Nephilim shortly before Nythera was opened, releasing the fae queen Titania. The Nythera Penny Dreadful is an action packed adventure with pre-generated characters that explores this area, along with many others, and allows players to be part of an event that changes the Fate of Malifaux. You can find this adventure, In Defense of Innocence, and the high speed One Shot The Badlands Invitational, on DriveThruRPG through the links provided. The drawing for the TTB/Horror movie mashup contest will happen next week and the winner announced in the next Fatemaster Friday. Now for our weekly question, I want to know how your group of Fated have dealt with the risks and rewards the Badlands has to offer.
  18. Felicitous Friday Breachers! Today I’m taking a break from the Malifaux Grand Tour to discuss one of my personal favorites in Wyrd’s catalogue of Penny Dreadfuls and One Shots. Before I get into the bits and bobs of it, let’s see what @Kaiser Senpai said about last week’s question! You can read the rest of their reply and others here! Now, this week we’re jumping into a surreal adventure that puts the Fated in a rather strange position, No Strings Attached. This Penny Dreadful is one of my favorites because it’s light-hearted and fun while still remaining true to the nature of Malifaux. Autumn always causes me to feel nostalgic and as this is one of the first TTB adventures I read, it always comes to mind when I reflect on what I love about TTB. In No Strings Attached the Fated are hired to escort a lovesick young man on his way to try and bargain with the Swamp Witch Zoraida. Now, if your Fated aren’t exactly the type to help a fella fulfill his heart’s desire, that’s fine! As Fatemaster you can easily tailor this adventure to have any hook that works for your group. The important part is getting them into the Bayou. Remember, follow the frogs! After being ambushed and knocked out by silurids, the Fated wake up to find themselves in small, doll representations of themselves. Seeing their limp bodies outside of Zoraida’s hut, the Fated need to find a way to return to their bodies before Zoraida puts them into that night’s dinner stew! Thankfully a puppet version of Lady Justice is able to help, as long as the Fated are willing to aid her in defeating her rival— puppet Seamus and his army of puppet undead— in a decisive battle. This adventure provides a lot of interesting and fun aspects to gameplay. The players get to convert their Fated’s sheet into a puppet parody, and the guidelines for conversion are very clear. Puppet “appropriate” weapons are included in the back of the adventure, allowing the puppet Fated to arm themselves for conflicts against the other puppets. These weapons are unique and really add to the theme of the adventure. No Strings Attached allows players to encounter a colorful cast of characters from the ‘Fauxverse, some terrifying and some endearingly mischievous in their goals. This microcosm of Malifaux within Zoraida’s hut has opportunities for players to have a more lighthearted, but still dangerous, experience for their characters. DrivethruRPG has No Strings Attached for only $5 USD, and if your group wants puppet miniatures for their stuffed substitutes, Puppet Wars Unstitched is available on the Wyrd Webstore and through local game stores! This week, tell me which ‘Fauxverse character you would like to see as one of Zoraida’s puppets?
  19. Heya Breachers! This week our Malifaux Grand Tour takes us into the Bayou, a sordid and dangerous place. Before we start though, let’s see what @War Disciple has to say about the true nature of the Soulstone Geode: Now, get on your waders, because we’re about to be hip deep in the murky, gator filled waters of the Bayou! The last bastion of civilization before the depths of the Bayou is a lackadaisical town called Edge Point. It’s surprisingly peaceful town that boasts a low crime rate and Edge Point Station, where trains head out to settlements in the Badlands with much needed supplies. A Fatemaster may use this location as a starting point for the Fated who need passage to one of the Contract Towns, or perhaps they have been hired to protect the cargo against any attacks. While the town itself is calm, your Fated may not want to stick around- the smell that blows in from the Bayou to the East isn’t one many are accustomed to and the threats of disease carrying swamp insects may leave Fated unwilling to spend too much time in Edge Point. The Bayou itself is largely controlled by various Gremlin clans who feud amongst themselves and come together for Bayou Bashes when the mood strikes. There are no strict borders for family territories, which means humans who delve into the Bayou can find themselves in hot water with multiple Gremlin clans who claim an area as “their land.” Perhaps your Fated can fast talk two families into a feud in order to make their get-away? The Bayou is home to some ancient structures that are filled with a variety of magic and danger. When the Red Cage was brought down by the Tyrant Plague in 1902, it fundamentally changed Malifaux. More than being the root cause of The Event, it left a massive crater in the edge of the Bayou that is estimated to be over 300 feet deep. Strange abominations, made of dead flesh and metal, climb out of the deep hole. Somewhat recently odd creatures called Grootslangs have emerged and have begun carving out a niche for themselves in the Bayou. Perhaps the Fated want to enter the depths of the Red Cage in search of knowledge or hidden power. As Fatemaster you can give them a mighty big challenge with potentially huge rewards. Kytheria is a place of power for the Grave Spirit, built by ancient denizens of Malifaux with the misplaced idea of harnessing the power of the Grave Spirit. Though the site was destroyed in 1901, the call of the Grave Spirit is still heard by some Resurrectionists who brave the Bayou’s dangers in search of power. Most notable of those who travelled is the killer Seamus, drawn the Kytheria’s power through the urging of the Grave Spirit. Fated who hear the Grave Spirit may feel called to Kytheria as they progress along their Pursuit. Or perhaps the Fated are hired to find a missing person who is following the directions whispered in dreams that lead to the deathly ruins. These places, along with the Sunken City and maybe a chance encounter with Zoraida, add to the mystery and danger of the Bayou. There is so much to explore in the swamps of Malifaux, and loads of danger and rewards for Fated brave enough to travel Into the Bayou. Aside from the expansion book linked, more adventures in the Bayou can be found in Bubbling Up from Below, The Hand that Feeds, The Bayou Games, and in Wyrd Chronicles Issue #23 with the adventure “Dawn in the Bayou.” This week, I want to know: what is the most frightening part of the Bayou to you, and why?
  20. I can't give an ETA at this time, but keep an eye out. If you're looking to give feedback, be sure to also look for playtest opportunities!
  21. Fantastic Friday Breachers! The Malifaux Grand Tour continues this week as we chug along and the air grows colder around us. While you grab a blanket and a hot mug of cocoa, let’s see what @WDeseron said about the Northern Hills. Ten Peaks in the farthest North anyone has mapped of Malifaux. What lies beyond the actual 12 mountains is a mystery to nearly everyone. While a harsh and frigid area, Ten Peaks isn’t without inhabitants of its own. Let’s bundle up, and make our way through the most remote area of Malifaux and those that live there. The climate of Ten Peaks is harsh and unforgiving; snowfall is nearly constant, and very little vegetation exists outside of what’s found at the base of the mountains. This inhospitable region is not one that many choose to live, and as Fatemaster your group of Fated may balk at taking to the mountains in search of something or someone. Thankfully, there are enough intriguing elements to entice your players to make the perilous journey. A rare but frightening danger of Ten Peaks is the "Horde". The "Horde" are groups of nearly feral people who ransack settlements for supplies before disappearing into the heavy snow of Ten Peaks. They are ruthless and focused in their goal of pillaging supplies from settlements near the base of Ten Peaks. The Fated could help a town prepare and try to fend off these terrible raiders. If preparing for an invasion of raiders is not your group’s speed, perhaps they are asked to deliver an item to a member of the Windblown, a nomadic community known for their hunting prowess and strictly carnivore diet. While the population of the Ten Peaks is sparse, there are some settlements of note. Nearly all of the Cult of December reside somewhere in Ten Peaks. Rumors of cannibalism and sacrifices to the thing known as December are widespread. The Temple of December is a stronghold that houses only part of the large cult, and where many of their strange rites take place. The fearsome Wendigo are connected closely to this cult, and prefer the cold climate of the mountains. An eerie place known as The Grove may tempt the Fated who find it with its forest of ice trees and strangely alluring fruit. The secrets of The Grove are for you as Fatemaster to decide. If you want to take your group of Fated on a chilly adventure, Ten Peaks is a wonderful mix of danger, mystery, and exploration to set an adventure in. In depth information can be found in Into the Steam, available on DriveThruRPG. Now that you’re sufficiently frostbitten from this leg of the Tour, why not warm yourself up by considering this week’s question: What do you think the truth of the fabled Soulstone Geode is? Victor Ramos desires it, and Rasputina is weary of it. In your campaign, what would you have it be?
  22. Heya Breachers! The Grand Malifaux Tour continues this week and we’re venturing out beyond the walls of Malifaux City into the frontier town and wilderness Malifaux has to offer. Before the train departs the station, let’s see what @Strype McClaine had to say about Malifaux superstitions: We’re headed to the Northern Hills this week. This area is the lifeline of Malifaux City’s prosperity; the Northern Hills are full of soulstone and valuable ores that the Guild relies on for export Earthside. The Miner & Steamfitters Union exerts great control in the Northern Hills, using threats of strikes to force the Guild to provide reasonable prices in the frontier shops and other improvements to the quality of life for M&SU members. But as we’ll see, there are other powers to reckon with in the Northern Hills for Fatemasters to incorporate into their games. The largest settlement in the Northern Hills is Ridley, a thriving town that is firmly under M&SU control. Ridley Station is the primary link from Malifaux City to the rest of the Northern Hills, and majority of the soulstone shipments pass through the town on their way to exportation. Fatemasters can use Ridley as a main area of activity for their homemade campaign, or they can use our Penny Dreadfuls Northern Aggression and Northern Sedition to drop players into a hotbed of investigation, danger, and the fate of Ridley itself. To the southeast of Ridley is Hollow Point, a solitary mountain turned into a massive pumping station to keep the mines from flooding. Engineered by Dr. Victor Ramos’ genius, Hollow Point Pumping Station doesn’t just prevent flooding. The excess water is used to irrigate the farms of Hollow Point, which helps to feed much of the Northern Hills. Fatemasters may want to have their Fated stumble upon plots to attack the pumping station, or maybe the Fated all live in the settlement built on the mountain and get their start taking jobs for the Union. While the Union hold massive sway in the Northern Hills, not all of the area is under their control. Ampersand is located in a particularly inhospitable area of the region, which suits its construct residents just fine. The town is a safe haven for sentient constructs, and Fatemasters may want to have Fated help a newly sentient construct escape to Ampersand. Additionally, A Stitch in Time takes the Fated to Ampersand and an interesting encounter with one of the residents. The town of Promise is the Ten Thunders’ sole outpost in the area, where many of their smuggling operations pass through on the way to a closely guarded hidden Breach that is under Ten Thunders control. Fatemaster should keep in mind that the hidden Breach is probably one of the best kept secrets in Malifaux, but that doesn’t mean that their Fated can’t be caught up in a struggle over control for this remote Breach in the mountains. The Northern Hills have many named locations for Fatemasters to utilize, but remember that there are numerous small Guild Contract Towns that the Fated can find themselves traveling to. Whether you want to use one of the named areas or have the creative freedom Contract Towns offer, the Northern Hills is a great place for your Fated to Explore. Northern Aggression, Northern Sedition, and A Stitch in Time are all available on Drivethru RPG. This week, I want to know: What kind of problem would you make in the Northern Hills for your group of Fated to deal with?
  23. Frightful Friday Breachers! As the resident Evil Spirit haunting Wyrd, I look forward to October every year. Waldo may no longer be allowed near the Halloween candy or to help me decorate the office, but I still make the most of this month. That means that I get to share my love of the creepy, unnerving, and downright spooky with you all month long! Before I get into my exploration of a seasonally appropriate One Shot this week, let’s see what @stump_chunkman had to say about their favorite Resurrectionist! You can check out what everyone else had to say about their favorites here. Night of the Carver is the perfect TTB One Shot for the Halloween season. The Fated are contracted to track down and bring in Sam McGee, an old, opportunistic mercenary wanted for a variety of crimes. Unfortunately for old Sam, the Fated are the least of his problems. He’s got a nasty creature on his trail that is going to make it hard for the Fated to bring him to their destination in one piece. This One Shot is great for introducing a menace that can’t easily be defeated. The Carver is focused and relentless in the pursuit of its target. Additionally, it allows you as Fatemaster to show that even holidays aren’t safe from Malifaux’s touch. The Carver adds a strange and dangerous edge to All Hallows Eve that simply isn’t found Earthside. Additionally, this One Shot includes 3 separate Narrative Encounters. While these are written for M2E, they can be altered to your M3E needs with some consideration to The Carver’s new Abilities. “All Hallows Eve” is a 3-player Encounter, and “A Fading Ritual” is a 2-player Encounter with The Carver switching loyalty throughout. “Carving a Path” is a single-player Encounter that follows a similar goal as the TTB Adventure, trying to get someone to safety while The Carver is in hot pursuit. Night of the Carver is a great little adventure for anyone wanting to have a fun session in the Halloween spirit, and is only 5$ USD on DriveThru RPG! Check it out here. Before I get to this week’s question, a reminder that the Rotten Harvest Painting Competition is currently happening. Check out the announcement here, and even if you aren’t a painter yourself consider voting when the time comes! Again, the TTB contest in the Triskaidekaphobia thread is still going on! Now, we all know that living in Malifaux has spawned its own superstitions. One example is that pumpkin jack-o’-lanterns will attract The Carver. What is a Malifaux superstition you would put in your campaign?
  24. Happy Friday Breachers! With Autumn upon us here in the US, it’s a great time to start getting into the Halloween spirit. @Vorzakk 2.0 seems to be of a similar mind based on their response to last week’s question, as they said: You can see the other responses here. This week I’m going to explore ways to utilize our spookiest expansion, Under Quarantine, to up the creep factor with your campaign. As I mentioned in the Malifaux Grand Tour post, there is a great deal of unique and engaging areas within the Quarantine Zone, and likewise, Under Quarantine has a great deal of content to enhance your campaign! The locations within Under Quarantine aren’t limited to the Malifaux City. Subterranean caverns, tunnels, and even a railway in progress are locations introduced in the expansion, making it more than simply a deeper look at the Quarantine Zone. Rather than running your Fated through all the locations mentioned, it’s more manageable and meaningful to pick a location in particular that enhances your story, letting the Fated explore a little at a time. If you want your group to feel menaced and on edge, you could orchestrate their need to enter the crime-ridden Passage. If you want a feeling of isolation or claustrophobia, try the Necropolis or the Northern Caverns. Under Quarantine covers a great variety of mundane and magical Conditions and their workings. This gives Fatemasters a diverse set of unfortunate things to unleash upon their players! The Conditions included in location descriptions are a valuable resource for Fatemasters, even if they aren’t using those particular locations. For example, the Tuberculosis, Red Eye, and Claustrophobia Conditions can be used outside of the locations they are mentioned in. A lot of personal story can come from Fated trying to overcome a bought of Infection or Brilliance addiction. Create a more nuanced and interesting Fatemaster Character or tempt an unwitting Fated to the path of a Resurrectionist with the practicals of raising the dead. There is additional Magia available for magically inclined Fated or Fatemaster Characters, showing that Resurrectionists utilize more than just the “typical” methods of their craft. The bestiary includes the terrifying Killjoy and the disturbing spell that summons him, written from the perspective of Emeline Bellerose, former Elite Division agent turned rogue (and undead). Under Quarantine has many methods for Fatemasters to enhance the horror of Malifaux, and if you don’t have this book, I cannot recommend it enough! You can find this book digitally on Drive-Thru RPG here. Additionally, A Night in Rottenburg and Recruitment Drive are self contained adventures, featuring locations of the Quarantine Zone and some notable Resurrectionists! If you haven’t already, be sure to check out the Through the Breach focused contest thread. Flex your creativity and have fun with your entry; there are already some great ones so check them out! Finally, this week’s question is: “Which Resurrectionist do you think is the creepiest, and why?”
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