David gathered the players of the Grapevine campaign together to discuss the series, and to answer listener questions. Find out what they learned about playing Red Markets and more about the Grapevine setting.
As Tiburon reels from the events of Episode 7, a new horror of the Loss presents itself. One thing that we’ve seen in smaller doses is that the loss of Humanity leads to cracks and crumbles in sanity, but we’ve rarely seen the final break. In this episode, we see the effects of that break and the shockwaves it leaves among friends and family, coworkers and colleagues.
That said, we hope that you enjoy the final episode of Grapevine as our team pursues the Tontine. Toy Store!
David’s Notes: Thank you all for listening, and thank you for your kind attention. We all hope that you’ve enjoyed, and we’re going to do something a little different in the wrap-up- please consider this note to be your invitation to ask any questions to Tiburon Unlimited, the Market, or any Grapevine NPC’s (living or dead) and we will answer in the campaign wrap-up episode.
Also, here is the text of Cross’s final letter to Tiburon; we are sharing because it is far too good not to. Click below to read it:
“Daddy’s dead? *ear-piercing cry* “Anyone who steps across that line gets an assfull of lead!”
“You want my help or don’tcha?”
“Always assume the Market has a dark plan for you.”
“Fuck you, Johnny Scissorhand!”
“Beware the Jabberwock, my son! The teeth that bind, the claws that *crack*”
“Who boobytrapped this place, Kevin McCalister!?” “I’m going to take s haul worth of roses. Because they’re pretty.”
And now, the exciting conclusion to the job: Power Circuit
Wherein Dutch’s family finds out that he’s not coming home, and the team finds a new employer who is less heart-of-gold and more heart-of-stone. Now that Alice is part of the party, how will the team adapt to having a Latent? Will they manage to make the marathon run with resources intact? Tune in to find out!
David’s DM Notes: This job was an experiment on my part in how a longer job could play out if it was a marathon instead of a destination. I split it into pieces to see how it would work out for the team, and it was more labor intensive than anticipated; it took more time, so this is a two-parter.
Also, Pennyworth. He was my concept of the man whom nobody would try to take down because he was too useful; he who controls the electricity is indispensable to an Enclave that uses power. Hence, justified paranoia and a luxurious office/suite where he can stay reclusive.
Tiburon rallies from the loss of both Doris and a party member, giving chase to the assassin. Along the way, they meet a mysterious stranger who might help them in their quest; will they subcontract the mysterious stranger, or leave her by the wayside? Will Tiburon manage to do their roaring rampage of revenge, or will they come up short?
David’s Notes: When making new foes like the Abhorrent in Part I, it can be hard to gauge the balance of the encounter. Rules for the beast will be posted in the forums this week.
Also, building a boss battle in a bunker can be baffling. Tricks, traps, and troublesome architecture can (in theory) soften up the group, *but* if they are cautious enough the whole thing might just be a resource drain. Which is also good, as they’ll have less to use on the boss(es) later…. unless your group gets really lucky.