Tuesday, August 23, 2016

The Tyrant's Crew - Episode 1: A Simple Milk Run (A Stars Without Number Actual Play Report)

Our crew assembled and gear purchased, we were ready to go. It was decided that Wang had made his way to Dixie in the last days before the surrender in an attempt to chase a fortune that never quite materialized. When The surrender was signed and Hegemony troops took over, he decided the political climate was no longer in his favor and hopped aboard the first ship heading anywhere but there. As luck so happens, it was mine. We'd flown together a couple weeks before we picked up Doc. We still don't know what his story is, but he was in an awful hurry to get off that station. You can tell in a man's eyes whether they're running to something or away from it. Doc was definitely the latter. We needed the extra hand though, so we welcomed him aboard. Might be nice to have someone patch us up when we need it.

Our first session was going to be easy, right? It was a simple milk run. A previous contact of Wang's named Mr. Daws from the Rabani sector wanted us to visit a Maxwell Aldo. There was some kind of corporate exchange going down with everything in escrow. All we needed was to pick up a hard copy of some sensitive data and make it back. Pick it up, drop it off. We walk away with 200,000 credits. What could possibly go wrong? (Please, contain your laughter!)

Spike drive engaged. We came out of transit just outside the planet's gravity well. It was this massive, fancy-ass bureaucratic nightmare. The space port was a giant glass dome with one major exit/entryway. Space ships were lined up like ants trying to get in. The docking attendant chimed in on comms, asking us about the nature of our business planetside. She seemed to get annoyed when I give the name of our contact as Jonathon Doe. It took about two hours from the time we talk to customer service to the time we're cleared a spot to land. Government at work, ladies and gentlemen. 

We managed to land without issue. I decided to go low-profile, meaning that I was only carrying the derringer (Savannah) in my waistcoat pocket, the Dixie toothpick in a sling under my armpit, and the big iron low on one hip. With my coat, it was all covered up nicely. Practically stealth mode. The rest of the crew takes a similar tact, with the Doc stuffing a shotgun under his coat. Wang decided to leave the grenades at home, opting instead for his stun baton (apparently, his only options are "nonlethal" and "overkill"). Outside, we were greeted by a docking engineer who asked if we needed any station services -- refueling, maintenance, etc.

"Could use a carton of cigarettes." Moraine is clearly a smoker, he'd been a week in transit, and I'm sure as hell not trusting the fire suppressor on our rust bucket.

"Uh. I'm.. Sorry Sir.. I'm an engineer, not a stewardess."

"..The hell use are you?" My 17 Charisma shined through.

We hop a cab and make our way to the location. Aldo's was a big warehouse in the shipping district. It's a giant reinforced brick building, completely unadorned but for the sign with his name above. A huge steel security door is built into the wall beside an obvious intercom panel. There are no windows. Promising.

We buzzed in. The guy on the other side had no idea who we are or why we were here. We eventually ask for Maxwell Aldo by name and tell him we are supposed to make a pickup. He disappeared for a few minutes before the door opened and some Pink Water security goons show up to greet us. A man with a voice matching the intercom guy greets us and tells us that he's sorry about the mix-up, and offered to escort us to a waiting room. I'm itchy already, but we go.

The waiting room was down a roundabout hall or two, but was ultimately what you'd expect out of a mid-level corporate break room. A bunch of uncomfortable chairs, some old coffee, bottles of water, some fruit in a bowl, and a couple magazines. Wang dove straight for the food because we've been eating nothing but protein-sludge for three weeks now. Doc takes a seat and flipped open a magazine. As soon as the guards are gone, I immediately go for the door -- Locked. "Son of a bitch."

"They probably don't want us wandering around." Wang is trying to be helpful. Really.

"Don't cotton much to cages. I've been locked up long enough." I spent nearly two hours pacing my happy-ass back and forth along the low-maintenance grey area rug. Just when it seemed like I might be contemplating blowing the door off its hinges, Wang chimes in again.

"Calm down, Bo--" his line is interrupted by boots running in our direction. I turn to face the door from my left, to obscure the play I'm already making for my piece. The door swings open and red dots pan up the floor and the across the wall behind us. One of the goons takes a knee and disengages the safety on his SMG just in time for a .44 caliber hole to open up in the front of his skull. Big iron, big bullets. He goes down like someone flipped a switch. The goon behind him took a graze to the hip where the round over-penetrated through the first man into the second. Wang was on top of him in an instant with the stun baton, rendering him unconscious. The doc finished the job with a shotgun blast to the face. Gnarly.

"So much for the milk run."

Doc and Wang grabbed their SMGs and strap up. I wound up going for the walkie talkie on his chest rig. A few seconds later, the asshole from the intercom out front chirped through. "Heard shots. Report in. Were they taken care of?" I spammed the button while replying to give the impression the thing was malfunctioning. "Ta-" click "ermin" click "rep" click "firmative." I clip the radio to my waistcoat and replace a shell in my revolver. We need to move.

We took a wrong turn and end up in the warehouse proper. There were boxes and crates everywhere. I wound up asking Wang if he has any idea what the thing we're looking for looks like.

"Uh, it's easy. It's a <fucking technobabble.>"

As I stood there with a single-action revolver in my hand, "Do I look like I know what a <fucking technobabble, repeated phonetically> is?"

"...Right boss, I'll get looking."

"You've got two minutes, son. Make it quick."

Everyone was making search checks, looking through boxes. I wound up having a moment of thought and asked the GM "Can I make a tactics roll? I want a defensible position?" "uh.. Sure!" The resulting roll was silly high. I found a sturdy table and what appeared to be the sort of steel plates you'd expect to reinforce a wall with. My two companions turn suddenly and in some horror at the ridiculous clatter of me kicking the whole thing over.

"What are you do--" The objection was cut off by a deafening burst of automatic fire as more security entered the room. A bunch of shots were exchanged in an intense standoff, with my now-reinforced table absorbing a lot of oncoming fire. There were four men in chest rigs and what appeared to be the head of security in full combat armor. One of the mooks winged me in the shoulder with their SMG. Banter ensues which ultimately results in said mook getting focus-fired on by the rest of the group until he got his head unzipped from a three-round burst from our side. I managed to plug another dude in the chest with my revolver and the other two mooks hauled ass out of the warehouse, shouting that they were not being paid enough for this.

The head of security seemed like he was taking this whole thing rather personally, and opened up another burst, this time catching Wang in the stomach and in the process managed to take the pinky and ring finger off one hand. We call him 8-ball now. Doc finally gets a shot through the guy's armor, dropping him low. I walked up and put a bullet in his stomach out of spite.

Doc jumped on 8 Ball with a Lazarus pack. He was bleeding bad. We have no idea where his fingers got off to. Deke's player got two of the worst rolls I've ever seen and seemed to be reliving some kind of traumatic episode involving the last time he lost a patient. I ran over and shoved him out of the way. I have no medicine skill, but with a shockingly good roll I managed to get him stabilized. "Ain't you never seen a bullet wound before?" (It's no wonder that mobster's daughter died.)

The doc stammered and helplessly shrugged.

8-Ball was still conscious and tried to tell us to keep looking for the thing. I turned to the doc "You have any idea what he's yammerin' on about?"

Deke's player turns to the GM "..Uh. I have points in science. Do I have any idea what he's talking about?"

"Yes."

"I totally know what he's talking about."

"Get to it then while I drag his sorry ass out of here."

Doc went off exploring. I started trying to get 8-Ball back down the winding corridor to the exit. Doc managed to find the guy we were sent here to deal with in the first place. Aldo is sitting at his desk with a revolver leveled and ready. Unsurprisingly, he demanded to know why we were here. Doc attempted to explain the gist as best as he understood it, and that it was supposed to be a simple pickup before, you know, the goons.

"You've murdered four men."

"To be fair, they shot at us first."

"..What will it take to get rid of you?"

"Uhhh." Doc actually opened up a channel with our compads to call me on the other side of the building. In the most amazing "let me let you talk to my manager" moment I've ever seen, he explained the situation and then puts me on speaker phone with the guy. This whole thing has apparently been absurd enough to make Aldo require a cigarette. He apparently smokes some dainty-ass Imperial Slim crap.

I finally make my initial offer. "Three hundred thousand credits... and a carton of cigarettes."

"Two hundred thousand credits... and a carton of cigarettes."

"...Two-hundred and fifty thousand credits, and two cartons of cigarettes."

He sighed. "Two-hundred and fifty thousand credits, two cartons of cigarettes, and I never hear from you again?"

"You'll forget we were ever here."

He digs through a drawer and fishes out a disposable credit chip. "You've got ten minutes after I hand over this chip before I call the cops."

"Make it twenty and you can keep a carton of cigarettes."

"...Done."

Doc collected the carton of Imperial Slims and the chips and goes off to find me. Aldo returned to work like nothing happened.

We meet up just outside the place. The two run-away security guards were outside on their phones. I handed one of them a $50 chip.

"Reckon you boys are out of a job. Fifty credits in it for you if you cut that sumbitch's phone line in the next ten minutes."

"Dude.. you killed Steve."

"Steve was an asshole, son."

The other guard chimes in. "... Steve was an asshole."

They agreed right as the cab showed up.

We wound up telling the cabbie that we were mugged. He bemoaned the state of the shipping district this time of evening. I offered him a double tip if he can get us to the space port fast. We cleaned up in the car. By the time we made it there, we still look worse for the wear but we've downgraded our traumatic appearance from "lost a gunfight" to "maybe traded even in a bar fight."

We managed to get through customs fairly quickly and get back on the ship. We're granted clearance to leave just as I got settled in. That's when Doc handed me the goods. "What kind of asshole smokes Imperial Slims? I should've shot that sumbitch when I had the chance."

The ships comms chime in. "Tyrant's crew, you are free for takeoff."

8-Ball is our pilot, but he wasn't looking so hot. I can fly in a pinch, so I asked him if he wanted me to take over.

"Boss, me on my worst day is better than you on your best."

"...Remember who plugged them holes in your hide, son."

"... Sorry, Boss. You know what I mea--" a failed flight roll, due to all the penalties from, you know, bleeding out. We manage to clip the giant dome on our way up, sending a section of shattered glass and crumbling structure raining on anyone unfortunate enough to be below.

The ships comms chime in -- would you like to accept the call?

"Uh. Shit."

8-Ball immediately goes "No! I got this." He hits the button to accept and then immediately hangs up. "Tyrant's Fear di---" click.


The ships comms chime in -- would you like to accept the call?

"Tyrant's F--" click.

The ships comms chime in -- would you like to accept the call?

"TYRA---" click.

Klaxons are screaming. The ship's computer kindly informs us that we are being painted by targeting lasers. Doc is stammering. "CAN WE GO? NOW? PLEASE?"

"POINT US AT RABANI!" I bark.

We're approaching maximum acceleration as we fight to get out of atmosphere. A little warning signal is beeping on the console. Beep. Beep. Beep. Beep beep beep beep beepbeepBEEPBEEPBEEPBEEP -- TARGET LOCKED.

We break out of the gravity well.

PUNCH IT. We're gone. The klaxons vanish. The computer goes silence. I manage to utter the closing line of "We need to have a talk with Mr. Daws."

And so ended our first session.

The Tyrant's Crew (A Stars Without Number Campaign Report)

Last night Barbarossa got to experience his first time GMing, and it was my first experience with the OSR space opera Stars Without Number. If you're not familiar, SWN is basically what happens when Moldvay Basic gets drunk at a party and starts making sexy grog-eyes at an edition of Traveler whose has had too many shots to know better. Nine months later, Stars Without Number is born.


To Barb's credit, he was informed that he would be GMing all of four hours before the actual session and he did spectacularly well with it. He's easily the most well-read sci-fi nerd in our group, and you could tell even just from the way he handled it that he loved the material he was working with. Superb.

Part 1: Dramatis Personae


We went for a very predictable "Baby's first space opera" campaign. We are to the be the crew of a tramp freighter smuggling, shipping, and doing odd jobs just to stay afloat in this harsh galaxy. Oh. We're playing Firefly? We're playing Firefly. Sweet.

Ironically, Barb was never a fan of firefly ("Their system makes no fucking sense. That's not how asteroids work"). I know one of the other players refuses to watch it because it was never finished ("I don't watch unfinished shows") and if the third watched it, he didn't seem to get anything out of it.

The starting crew was three players, including myself. Unsurprisingly, I was nominated to be the captain before we even started. The ship was also assumed to have been mine off the bat as well, so I rolled with it. In no particular order, our characters of note:

George Wang: a bright young Caucasian man adopted by an ethnically and culturally Chinese family from a settlement whose name I have since forgotten (uh, sorry, Boose). He should have had a promising life and career ahead of him, except he dropped out of college to pursue a life of petty crime—apparently just because it seemed more interesting. He's a decent pilot, though, so he's been useful aboard ship.

Deke Sun: an ex-mob doc who is now on the run after an attempt on the boss's life found his former employer's daughter instead. The wound was mortal, and there was nothing to be done. She died on the table. Rather than face the possibility that it was a life of crime that cost his daughter her life, the mob boss has externalized the blame and placed it solely on Deke's shoulders for killing her.

Then there's me.

Donnal Moraine: basically the stereotype of the post-war confederate. Hails from a backwoods planet that was recently brought under compliance in a brutal brush war with the Hegemony of Man. By group consensus (and for pure hilarity) this planet was named Dixie. The fighting was bitter on both sides. While Hegemony forces could have glassed the entire system from orbit if they chose, they wanted to dominate the system, not eradicate it. Native militia put up a strong resistance with a guerilla campaign, but eventually the toll on both the population and infrastructure was too great. A surrender was negotiated and a blanket pardon granted. Donnal was a kind of airborn infantry and lost everything during the war. He was one of a large number of ex-militia who still feel a seething resentment for the Hegemony, and a betrayal at the hands of the cowards in charge who surrendered. He now wanders the stars with his ship as the only home he knows.

As though this archetype wasn't quite strong enough yet, when I purchased his gear he wound up getting: Leather Jack, Dagger, Revolver, Rifle. This quickly got recorded on the character sheet as Leather Duster, Dixie Toothpick, Big Iron, 'Ol' Bess' Lever-Action Repeater.

I'll play Firefly by myself if I have to.

The Tyrant's Fear: Our ship is a horrific rust bucket that my character came by in a way that wasn't quite established yet, though I wouldn't be surprised if it wasn't acquired in a game of cards with a dark-skinned gentleman with an Armenian name. It's a real piece of work. In Boose's words "Hot Garbage." They don't know what they're talking about. She's cozy. So what if some of the wires are fraying... Some of those panels don't quite shut anymore... Or we don't have enough power to run our offensive lasers and point defense gun at the same time? Whatever. It's fine. She's home.

UPDATE: The campaign has now been added to the Actual Play Reports widget on the side. You can check out the index here.

Saturday, August 6, 2016

Waxing on Gaming Autobiographica

I first started playing RPGs by hacking together a functional game out of just what I could glean from the AD&D1e DMG. I later moved into Alternity, Cyberpunk, and then I was all over the place. Back then, I played games the way most people did—or maybe still do—without a hell of a lot of thought about design, "creative agendas" or any of that.

My big shift came when I discovered The Riddle of Steel. It was in many ways, unlike anything I'd ever seen. It completely challenged my ideas of what role-playing was or could be, how games should be run. The combat system was like nothing I'd ever seen. I had already been a major history nerd, but it was through TROS that I'd developed a love of HEMA and all that was entailed. I was too late to the party to be around when The Forge was kicking hornet's nests, but damned if I didn't pursue The Riddle.

The next big shift came for me in discovering Burning Wheel. This was nowhere near the paradigm shift that TROS was, but it was perhaps the clearest demonstration I've ever had of the idea that "system matters." In both my own Burning Wheel experiments and those I've watched/listened to (I have a weird fascination with actual play recordings) I've gained a huge appreciation for how the system influences and informs play.

At that point in my life, I don't think you would've been able to convince me to play D&D if you paid me. My few attempts to experiment with it again were... painful. My experiences with 3.x and pathfinder were abysmal. When 4th edition came out, I couldn't even finish my read of the player's handbook. Striker? Defender? Controller? Ugh. I couldn't get past the terminology. In my mind, it immediately left me thinking about MMOs. Would we be drawing aggro and baiting spawn points next? This is without touching that the game designated which classes were "leaders" of the party (we'll decide who leads our party among ourselves, thank you). Making this impression even worse, I watched Chris Perkins DM a 4e game on youtube. It was a four-hour session which took place entirely on a battle map. It started with the party in the dungeon with some exposition to put them there, followed by three or four combats interspersed with a couple skill challenges. Read: someone had to throw some dice at something. It took them four hours to run four fights. I wouldn't be playing 4th edition. (Later, I did actually come to appreciate it as a kind of combat-based dungeon crawling board game, I just wouldn't want to run it as a D&D game.)

The next weird step in my gaming evolution was encountering the practically unheard of Chronica Feudalis. This was a system I found so interesting and hackable that it actually prompted me to start blogging about it. The original blog those took place on has long-since been abandoned, though I've migrated several of the most interesting posts here. Oddly enough, one of which is in my "Popular nonsense" stuff on the sidebar, making it my number 2 most all-time viewed post. I guess someone out there has heard of this stuff after all.

What struck me most about CF was just how flexible it actually was. The structure of the wounds and maneuvers system gave me nearly as cinematic and bloody combat as I was getting from TROS (or, by this time, Song of Steel -- the game that would eventually be rebranded as Band of Bastards). Was it meant to be used in such a bloody faction? I have no idea, but some of the most bloody and cinematic combats I've ever played were in a hacked version of Chronica Feudalis.

Perhaps the most radical departure for me in this was just how simple it actually was, by comparison. How quickly it played and how little effort as a GM it took to run. I can safely blame Higgins for introducing the game to me. I had previously been playing a great deal of Savage Worlds specifically because it was relatively simple for players to wrap their head around. When I'd argued for SW to be a relatively rules-light game (how naive I was!) Higgins scoffed and rightly put me in my place. He may have been nicer than that, but I certainly remember there was scoffing.

This is when I bumped into the OSR movement for the first time. I had already had a lot of fond memories of AD&D as a kid. For whatever reason, I never really mentally categorized those experience into the same box as my encounters with 3.5 or 4e D&D. They seemed like completely different kinds of games. It wasn't until I started getting into the OSR scene that I understood why.  They were  fundamentally different types of games. Whatever one might say about indie games and The Forge, the whole culture will get you thinking about how games are designed and played, even if you disagree with their conclusions.

I was hooked pretty quickly. I'm not sure if it was my newfound craving for simplicity, a touch of nostalgia, or that the games so openly embraced a lot of things that I'd sort of lost sight of from in
Somewhere between my newfound craving for simplicity, a touch of nostalgia, and an open embrace of a lot of things I'd lost sight of somewhere along the way. Likely, all of the above.

I have to really credit the OSR scene for bringing a lot of balance back to my gaming tastes. There's a lot of people out there who like to try to pit indie/nar/forge types as being in one camp and OSR as being two opposite and non-overlapping things, each vying to be the One True Way and the other being badwrongfun. I've gained a lot from both communities and I greatly enjoy both kinds of games. They provide radically different experiences, and in a lot of ways follow the same "system matters" ethos. In a curious way, they even both seem to be a response to the same thing - dissatisfaction with "Adventure path" (read: railroad) style of GMing and systems that are bad at what they are supposed to be doing.

I actually had a reason for going into all of this besides my own nostalgia. I have a handful of topics that have been digging at me for a while now, but I thought they could use some context before I began. Unfortunately, this post is far too long already. So those will wait until next time.

Wednesday, August 3, 2016

The Adept: Revisited (A Class for Lamentations of the Flame Princess and other Old School Fantasy Games)

A while back I propose an adept class that was ripped off from inspired by force-users from the star wars canon. I've been tinkering with an update, so I figured I'd just repost the whole thing. 

The Adept

Nazgul by Martawadman
XP and Saves as Magic-User, d6 HP per level. Same combat options as Fighters, Dwarves, and Elves. Must choose to be either Chaotic OR Lawful.

Where others search outwardly for answers, the adept looks within. Through secret rituals, rigorous discipline, mind-altering drugs and intense medication, they walk the wyrding way giving them preternatural abilities and influence on those around them.

The Wyrding Way:
Adepts can channel the wyrd and use it to add an extra die to any ability, save, attack, or damage roll they must make, or can be rolled and added to their AC for a single combat round (from the beginning of their turn to the beginning of their next turn). At first level, this begins as a d4 and goes up by one die-size every four levels. d6 at 4, d8 at 8, d10 at 12, d12 at 16. This can be used on any roll as often as the adept wishes, but every time a 1 appears on either die rolled, their Wyrd goes down one die size. If it is reduced to less than a d4, their will is depleted and they can summon it no further until they've had time to rest and perform the proper meditations (treat the same as a magic-user regaining their spells).

Reaching Out:
No power is without temptation.Though different sects and philosophies will argue as to where originates the wyrd, they can all agree on one thing - it is a power that comes from beyond the adept. The mind is a but a focusing lens, the body an empty vessel. Particularly ambitious (or foolhardy) adepts can attempt to drink deeply of the wyrd -- and at their own peril. On any single roll, the adept may attempt to roll equal to or under their Wisdom on a d20. On a success, they increase their Wyrd die for any checks made that round, including giving them a d4 even after they have spent their powers. If their die is already at d12, the die becomes a d20. However, doing this is not without terrible price. If the Wisdom roll fails roll the die they would have received. The number on the face is temporarily subtracted from their Constitution. If this would adjust their HP, remove any lost hit points from their current HP first. If either their HP would be reduced to zero, or their Constitution would be reduced to zero, the character is slain. If the character survives, their constitution will recover at a rate of one point per day but cannot be restored any other means (including magical).


Friday, July 29, 2016

Simple Bards for Lamentations of the Flame Princess (Or Other Old School Fantasy Games)

The bard is an interesting character concept. On the one hand, it's got a definite style and flair of its own. On the other, there's a number of nagging issues that make it a poor fit for a game with classes centered around the Big Four (Fighter, Cleric, Magic-User, and Thief).
  • Main draw is that it does a little bit of everything, which isn't quite as bad for the magic-user and fighter, but sucks for the thief - especially since "skill guy" is the specialist's shtick in LotFP. 
  • Magical Music as a class feature is either something you either love, or despise.
  • As I wrote once before, creating a class whose abilities are social in nature is weird in a game without strict social mechanics. 
So what can we do?  After some thinking, the first decision I made was to remove the idea of bard as a class entirely. Instead, we add another skill to the specialist's repertoire, making it another possibility to mix and match with rather than a separate class that has significant overlap with specialists anyway.
Inspire: through impassioned speeches, battle music, or a booming voice of command, you can affect the hearts and minds of those around you. On a success, you can add the number rolled as a modifier on a reaction roll. On a failure, you roll 3d6 instead of 2d6 and drop the highest die.

If used in battle, you can use your action to play music, orate, or command in order to aid your allies. The number rolled can be applied to one of the following, at your discretion: attack rolls, damage, armor class, saving throws, or morale checks. This will apply to all intelligent allies within earshot capable of understanding your message. If a roll of 6 would result in a failure, roll a second d6. If the second roll is also a 6, it forces all allied NPCs to make an immediate morale check. 

Alternatively, you can choose to try to demoralize your opponents instead, applying the number rolled as a negative modifier to your opponent's attack rolls, damage, armor class, saving throws, or morale checks. This will apply to all intelligent enemies within earshot capable of understanding the message. If a roll of 6 would result in a failure, roll a second d6. If the second roll is also a d6, your attempt has the opposite effect instead giving a +d3 attack bonus to any enemy that would have been affected.

Either effect consumes the character's whole action and remains in affect until the character's next action. If the character is attacked, silenced, or otherwise prevented from communicating with their intended audience, the effects cease immediately.
Not only does that make "bard" a potential variant of the specialist without adding an additional class, but with the lateral advancement rules, it could also be a nice way to work on a fighter character who is a warlord/commander type. More traditional bards can also attempt to either multi-class with a magic-user to gain spells, or make use of the arcana skill to represent their dabbling.



Tuesday, July 26, 2016

Zweihander Kickstarter Now Live!



I've written about Zweihander a couple times. It's a very cool WHFRPG retroclone that I've really enjoyed reading and tinkering with. Their kickstarter is now live. You should absolutely check it out.



What's Stealing all the Corpses From the Graveyard (a random table for Old School Fantasy Games)

1d10
  1. A furious widow swore her adulterous husband would never rest in peace. A botched curse keeps the dead awake. They aren't being stolen, they are wandering the countryside in search of some grave that will grant them sleep.
  2. A sentient swarm of tunneling black beetles has devoured the corpses, one by one, consuming bones and all. A recent bout of plague has given them plenty of fresh meat to feed upon... and they've developed a taste for it.
  3. An adventuring party has tracked down the burial place of a famous bandit who late in life decided to go straight. Rumor has it that the only clue to the whereabouts of his equally famous treasure was buried with him, but they aren't sure in which grave he was buried.
  4. The land is a meeting point between two dimensions. Any creature, man or animal, living or dead, that spends two consecutive nights in the graveyard wakes up Elsewhere. Until recently, graves were not left open long enough for anyone to notice.
  5. Kharus, the servant of death, has made a terrible mistake and crossed over someone whose time had not come. Unfortunately, he can't remember who it was.
  6. The bodies are being stolen and sold to masked men who are members of a secret society. The grave keeper takes their money, even believing they are part of some dark cult practicing vile necromancy. In actuality, they are a society of debutantes, aristocrats, and rich provocateurs. The stolen corpses are for a transgressive art display on the futility of reverence.
  7. The grave digger is syphilitic, the condition having gone to his brain. He's gone slowly mad, stealing the corpses and stripping them of their flesh. What's left of the remains are beneath his cellar, the bones splintered and tied together into morbid trophies and decorations. When he's alone at night he sings to them. Sometimes, they sing back.
  8. An unseelie fey is playing a trick on the local townsfolk. They steal one corpse each night and whisk it off and add it to their own, private, mock court. If caught, the fey will be haughty and indignant and play the whole thing off as a bit of mischief, but in reality it is deeply lonely. The fey has been exiled from the unseelie court. The stolen corpses are both an attempt to build a court of their own so they feel more at home, and to get someone from the village to notice them without actually having to make themselves known. It will return the corpses and stop disturbing the dead if the players manage to befriend it. 
  9. A kind, elderly man in the village is secretly an alchemist. He has been stealing the corpses and using them in research, creating tonics from the bones. He's searching for a cure for his daughter, who is overcome with a mysterious disease that resists both normal and magical cures. However, through experimentation he's worked out that the more fresh the remains, the more effective the potions. Unfortunately, the graveyard does not have the fresh corpses he needs. Yet.
  10. The graveyard has become a feeding ground for a troll that dwells in a nearby cave. Through some strange mutation or curse, it is in constant pain that is nearly crippling in sunlight. Unusually clever, for a troll, it has discovered that for whatever reason consuming bones helps to alleviate its pain. It won't hazard to bother the nearby village so long as there are corpses to consume, but when they run out...