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THEY CAME FROM THE CYCLOPS'S CAVE and [CLASSIFIED]

Created by Onyx Path - Double Feature...

Help fund the development and production of TWO new rulebooks for the THEY CAME FROM... tabletop roleplaying game line.

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Coming Attractions: Location, Location, Location
about 2 years ago – Sun, Mar 27, 2022 at 07:13:14 AM

Hello Single Eyes and Super Spies,

It's Sunday, so time for another Coming Attractions update where we look ahead at to our upcoming manuscript previews and examine some of the bits to come. Today, we're going to dig into the three most important rules of real estate: location, location, location. Check out these settings for They Came from the Cyclops's Cave! and They Came from [CLASSIFIED]! and see if you can spot the inspiration, and better yet, how they inspire you to create your own stories!

Walking distance from the mountains...

Epic heroes get around. They’ve got monsters to slay, evil to fight, and arenas to do battle in. And honestly one cult temple looks pretty much like another. Change the drapes, add or remove snakes, and Poseidon’s your uncle (because Zeus is probably your dad, get it?). You could create these sets and locations from scratch each time you need them, but why? Your production budget’s not that high, Director. You could spend that cash (read: prep time) on another SFX bonanza (read: monster suit).

These common locations will recur time and again in your epics, so you might as well use a pre-made set. Re-use it often enough, and it becomes an in-joke in its own right.

Arena

A monument to murder, a municipal attraction, and a landmark, the arena is the peak of public entertainment in any city big enough to have one. A visit is an opportunity to mingle with the great and powerful of the city, up to the monarch or emperor in charge, and for heroes to make a name for themselves on the arena floor.

Locations

  • Killing Ground: The sand floor of the arena is soaked with blood from duels, melees, and outrageously extravagant spectacles. A gladiator refuses to fight; an elaborate set piece collapses, giving one combatant a sudden advantage; a fighter passes a secret message to the royal box through gestures and double meanings.
  • Beast Cages: Animals both mundane and mythical prowl behind iron bars, resentful of their captivity and ready to tear a worthy foe to pieces. One or more beasts escapes; a keeper is savaged by one of the animals; one of the beasts proves intelligent and speaks to the heroes.
  • The Royal Box: Shaded from the hot sun and waited on by servants, this is where the royal family and their guests enjoy the best view of the bloodshed. The ruler decides whether to spare or slay a downed foe; a watching royal changes the rules of the fight; while the audience is distracted, an assassin slips into the royal box.
  • Behind the Scenes: The gladiators train and reside in these cool stone chambers beneath the arena. The heroes are invited to train with a professional gladiator; a gladiator’s fans slip backstage to fawn over her; the heroes catch someone sabotaging a rival’s armor.
  • Seats: Spectators from every walk of life mingle, as close to the fighting as they can afford. The crowd dislike the result of a match and become restless; a bookmaker takes bets on the matches and fixing the results; a rebel spreads seditious gossip to whoever listens.

Complications

  • Riots happen quickly if the crowd doesn’t like the outcome. They’re worse on chariot racing days (everyone has a favorite). Violence spills over from the professional fighters to the enthusiastic onlookers in moments and sucks in everyone around, even heroes.
  • Attractive, armed heroes are easily mistaken for gladiators. If they’re not being pushed into the next bout, they’re avoiding besotted, obsessed fans.

Enhancements

  • The crowds are dense, and it’s easy to hide among them, especially when all eyes are on the action in the arena itself, not someone moving quietly away from it.
  • If the heroes convince people they’re gladiators (the simplest way is just to participate in a fight) they can sweet talk anyone into anything.
Conan the Barbarian becomes Conan the Gladiator

Dark Lord’s Domain

Foul sorcery and often heavy industry like strip mining and factories poisons the land. The water is black, nothing grows, and the air is hard to breathe. No creatures live here save servants of the dark lord, and there are spies everywhere, seen and unseen. While the Dark Lord themselves might not ride out across the land, their lieutenants most certainly do, and their common troops are everywhere.

Locations

  • Blasted Wastes: This blighted wasteland stretches out for leagues, leaving the heroes devoid of shelter or cover as they approach the Dark Lord’s Stronghold. The Dark Lord’s flying minions pass overhead; a patrol of the Dark Lord’s supporters crosses the heroes’ path; the foul miasma poisons the mind of an ally or hero.
  • The Mines: The Dark Lord’s industrious minions have ripped the land open or built manufactories upon it. The heat and stench is hellish. Overseers force captive workers into backbreaking labor; monstrous smiths create weapons of evil; the earth quakes, protesting the harm done to it.
  • Beacon: One last symbol of hope remains here: a holy or magical place, or the last remnant of the civilization that was here before. A magical barrier rises to protect the heroes from pursuers; the heroes have visions or dreams of victory; the heroes find a profane offering defiling this sanctuary.
  • Garrison: One of many bastions of the Dark Lord’s power. Thousands of monstrous troops gather here, restless and ready for battle. Scouts patrol the area around the garrison, alert for trouble; a deserter sneaks away from the garrison under cover of night; ‘recruiters’ press gang the heroes into the ranks.
  • Dark Lord’s Stronghold (Exterior*): The apparently impenetrable walls of stone hide all kinds of threats. Guards fire on the heroes from the walls; the door swings open, and one of the Dark Lord’s lieutenants rides out; the goods entrance opens to receive a shipment of supplies.

Complications

  • The heroes are observed by one of the Dark Lord’s servants. They might be followed for days and their plans passed back to their enemy, or ambushed immediately.
  • The very air is poison here. Wounds fester and refuse to heal, and sickness comes on quickly and without warning.
  • The heroes’ supplies are damaged, lost, or spoiled, and there’s no way to replenish them here.

Enhancements

  • The heroes have almost reached their goal: It’s do or die, and dying would be anticlimactic. Inspiring speeches come easily here, as does willpower.
  • The enemy has many secrets here, and the heroes might ferret them out or stumble over them quite by accident. This is where the heroes can gain knowledge of their foe, and knowledge is power.
I mean, I could describe a Dark Lord's Domain for you, no probelm.

Foul Swamp

Humid, riddled with biting and stinging insects, and blurring the lines between solid and liquid, the swamp is an ancient and unpleasant place home to witches and monsters and unfit for human passage. The swamp’s uncomfortably full of life everywhere you look or touch. Even the birdsong is threatening.

Locations

  • Quicksand: Every true hero knows quicksand is an inevitable hazard, but the pools of it in the swamp are especially hard to spot. A steed or companion beast runs away, later to be found here; one of the heroes strays into the quicksand; a convenient rope or vine is in fact a snake.
  • Witch’s Hut: Some witches’ huts look like charming cottages with flowers round the door. Others are rotting shacks surrounded by thorns. The witch might be helpful, cruel, or both. Children cry out from within the hut; the witch’s familiar sees the heroes from afar, and flies away to alert her; a kindly old woman offers a hot meal and a place to rest; the hut unfolds its chicken legs and cheerfully strolls away.
  • Ruined Village: By a curse or simply in response to the horrible weather, the inhabitants of this village left long ago. The living ones, anyway. A thick fog rises — easy to get lost in; a building collapses; the heroes stumble across a secret that could change the world; undead villagers shuffle out of the shadows.
  • Bandit Hideout: What it lacks in passing trade it makes up for with inaccessibility and solitude. This group of bandits are making the most of what they have. The bandits ambush; the heroes see the bandits first, and might get the drop on them; A twist! The bandits are well-intentioned outlaws opposing an evil monarch.
  • Ocean of Mud: Sucking, slurping, stinking mud so deep it requires a sturdy boat and a strong stomach to cross. Something large and sinister shifts beneath the muck; the heroes’ raft capsizes; nauseating stench makes the heroes feel faint.

Complications

  • It’s almost impossible to move silently on what passes for the ground, let alone while poling through stagnant water on a raft. Hiding, or sneaking up on quarry, is a challenge here.
  • It’s virtually impossible to look noble and heroic while slogging through mud and stagnant water, while being chewed on by clouds of insects. This severely hinders any kind of impact with speech, gesture, or personality.

Enhancements

  • There’s always someone to save from the swamp, and they’re usually grateful. At least grateful enough not to kill you immediately.
  • Some of the herbs and flowers of the swamp have powerful medicinal properties or are antitoxins. Some are even effective against the variety of venomous fauna that live here.
Complications of Unusual Size? I don't believe they exist.

With all the travel your agents will do during their missions, certain locations might start to look a little… similar. Isn’t the airport in Cairo just like the airport in London, but with different signs? Didn’t we see that hospital shot in the last movie? The truth is, nobody really needs to have five different night clubs, so if you have a set you like, might as well reuse it.

In the spirit of cheap-ass producers… uh, that is, ease of Director use (whew, got away with that one), we present a list of common sets to stage the chaos your spies will inevitably unleash upon them. Each comes with a description, some common locations with ideas of action set pieces you can use, and example Complications and Enhancement that can arise from the environment. If you need to use the set again, just change a few details, and your Players will never know the difference.

Unless they read this part of the book, of course. In which case disavow any knowledge of their actions and cut them loose… or come up with your own sets to use as a moment’s notice, I guess.

Embassy

Operating as sovereign entities inside other nations, national embassies can be a spy’s greatest friend (if for their nation or an allied one) or their biggest headache (if housing a needed rival or enemy asset). Breaking into an embassy is both a security and political nightmare, so if you must sneak into one, you better have an airtight plan and an exit strategy.

Locations

  • Guard Station: Guards are at every entrance. Some sit in little kiosks with a phone, a weapon, and a clipboard listing all authorized guests. You knock out a guard and wear their uniform; a guard checks your false ID to see if you’re really the ambassador; an alarm suddenly sounds and summons all available guards.
  • Legal Office: Not only the place where the legal experts work, but this office also contains many secret treaties and documents of international importance. You sneak into the office to take pictures of a new legal proposal; a lawyer wants to defect to a different country; there’s a gun hidden in a locked filing cabinet.
  • Conference Room: A tastefully appointed (and soundproof) room where highly-sensitive negotiations take place. Useful for ambassadors, diplomats, defecting agents, and intelligence officers. A double agent will be debriefed in the conference room, which is the only time you’ll be able to discover their identity; guns are smuggled into the room in diplomatic pouches; a bug was planted under the conference room table.
  • File Library: Highly confidential documents are stored and locked in this room, kept secure in strongboxes and reinforced filing cabinets. Only people with the right security clearances and a copy of all the keys can get in here. A bomb has been hidden in a strongbox; you need to make a copy of key files which reveal the moles in your organization; heavy metal cabinets make great weapons during a fight.

Complications

  • Most business within the embassy is conducted in the country’s native language, so infiltration without knowing that language will be challenging.
  • Many key personnel have diplomatic immunity, making it hard to pin crimes on them, even large-scale ones.

Enhancements

  • As secure as these locations are, they need to be open for their citizens travelling abroad, making it easier to gain entrance.
  • You’d be surprised how far you can get with a fake accent and a bad attitude. It’s not likely that person is the Ambassador from Zanzarim, but she might be. Best to humor her while you check her credentials.
Wait... was there an elevator?

Five-Star Restaurant

Fine dining. It’s an exquisite experience when done well, and no place does it better than this. You can hear the ice cubes clink in the cut crystal glasses, just over the sound of soft music and laughter. Would you like to start with an aperitif, or go right to the main course?

Locations

  • Cloak Room: Well-dressed patrons leave their coats and bags here, with a diligent clerk watching over them and returning them after the meal’s concluded. A ticket to hand over and get your target’s coat; secret documents are hidden in the lining; a bag contains a bomb that will go off any moment.
  • Dining Room: A large room full of elegant tables and comfortable chairs. Soft candlelight throws everything in shadow, as silent waiters glide between tables to deposit the latest course. Knock out a waiter and dress up as him; a gun hidden under a table, pointed at a target; which meal is poisoned?
  • Kitchen: Where the food is prepared. The head chef barks orders while her assistants scramble to obey. Some new assistant chefs with dodgy stories were hired; the visiting ambassador has severe food allergies; new food shipments have gone missing.
  • Walk-In Freezer: A large metal room used to store meat and other perishables. It locks from the outside, and it’s bitterly cold inside. The door suddenly closes and locks behind you; the corpse of a rival agent hangs from a meat hook; the air is getting thin in here.

Complications

  • This restaurant has a long waiting list. It’ll be hard to convince the maître d’hôtel that you have a reservation.
  • You won’t be allowed in if you’re not wearing formal eveningwear.

Enhancements

  • The moody lighting throws a wide variety of shadows around, making it easy to sneak about.
  • No one pays attention to what the staff look like.
Your dessert, should you choose to accept it, will turn to pure calories in 10 seconds...

Hotel

Politicians, superstars, famous actors, cheating spouses, and more enjoy the occasional stay at this luxurious hotel, but now a new sort of clientele has taken interest. With its reputation for discretion and surprisingly soundproof rooms, a wide variety of diplomats, reporters, and intelligence operatives now frequent the establishment.

Locations

  • Lobby: Fabulous paintings sit on crown molded walls above fine tile, and a great chandelier hangs from the ceiling. Elegantly dressed staff hauls luggage and assists all in need. Suddenly, the whole lobby goes from packed to empty; a bellhop calls out your real name in the middle of a crowd; a chandelier falls right next to you.
  • Cheap Room: Low ceilings are fitted with buzzing fluorescent bulbs, and a corner section of the vibrant carpet sags where something is hidden underneath. Gideon Bible in the bedside table, dog-eared at a specific passage; small bullet hole in the wall; someone with room service, even though you didn’t order anything.
  • Luxury Suite: Two bedrooms, a living space, and even a kitchen? This is luxury at its finest, and look! The dresser drawer is stuck something is hidden inside; the television plays 12 channels, but finds an entirely different signal when the antennae are maneuvered in a certain direction; the water from the taps runs loud to scramble the hidden microphones as you hold a secret meeting on the bed.
  • Dumbwaiter: This small lift carries equipment or a single passenger into another chosen area of the Sweltergate. The lift stops halfway through the journey; it starts shaking violently; a dramatic escape, or a deep plunge.

Complications

  • In a hotel that’s used to serving the intelligence community, it’s surprisingly hard to convince people when you really do need help.
  • Loud fights can more easily attract the attention of guests, as they all call the front desk to file noise complaints.

Enhancements

  • Local drug dealers and friendly sex workers can be summoned in a pinch at this establishment, and these valuable people tend to be knowledgeable and easily paid for information.
  • There’s always a well-stocked bar and a helpful bartender. Always. Even at 3am.
Make sure you check for listening devices before ordering room service

The Director's chapters for They Came from the Cyclops's Cave! will be available to backers on March 31st. and for They Came from [CLASSIFIED]! on April 5, and backers will be able to read through the long list of location ideas and so much more! Where will you set your game? Where will your heroes gain useful information about their quest or confront the final challenge? Where will the henchmen attack them to get them off the case?

We're in the back half of the campaign and will be starting our final week countdown right after the Cyclop's Cave! Director's chapter comes out, so join in before the timer runs out and the recording self-destructs! A reminder, backers will be able to read the entire manuscript for BOTH books before the campaign ends, before any pledges are confirmed or payments processed, so this is the least risky adventure you'll hear about in these tales!

Please continue to spread the word on your social media and in your social circles. The more agents we have working against PHANTOM, the more chance we have of saving the world! And maybe unlocking another Stretch Goal or two!

Speaking of PHANTOM, tomorrow we'll have the Masterminds & Henchmen chapter from They Came from [CLASSIFIED]! and you'll learn of the dangerous agents and unhinged industrialists that threaten the world. Stay tuned for further information, and don't forget to check behind the paintings for hidden cameras.

#TheyCameFrom

#EyeSpy

#DoubleFeature

Saturday Inspiration - Favorite Fantasy Films
about 2 years ago – Sat, Mar 26, 2022 at 06:56:31 AM

Hello Eye Spies!

After a week of secret missions and [CLASSIFIED] information, we're back on our Cyclops's Cave Quest and going to revisit one of my favorite bits of these They Came From... campaigns: movie trailers!

The last time we looked at some of the inspirational films for They Came from the Cyclops's Cave!, we were checking out the classic "stop motion skeleton" films like 7th Voyage of Sinbad and Jason and the Argonauts (along with Clash of the Titans - RELEASE THE KRAKEN!). Of those, Clash of the Titans was the only one I'd ever seen on the big screen, but this batch has a bunch more that I'd bought a ticket for and brought my popcorn and enthusiasm.

Before I load up the trailer reels on to my project projector, let me share another video, this time from Onyx Path and Travis Legge going over character creation in They Came from the Cyclops's Cave!

If you want to see the final result, you can download the completed Character Sheet <here> - or, follow along and creation your own character with the blank Character Sheet <here>

And now, it's trailer time! I'll mostly be pulling info from the Cyclops's Cave! Introduction chapter, though I'm gonna insert some of my own memories in the middle bit, since these films had such an impact on me.

Dragonslayer (1981): A surprisingly grim adventure, especially for a Disney feature, Dragonslayer eschews several conventions of the genre to deliver a subversive yet familiar story. Peter MacNicol plays the wizard apprentice Galen, an inept and cowardly Sage (who might actually be a Dreamer with magical aspirations) who nevertheless does his best to defeat the foul Vermithrax Pejorative, unforgettable incarnation of draconic evil. This is the kind of movie where unlikely heroes answer to the call because no better options appear, holy men get incinerated mid-sermon, and noble princesses die, devoured by broods of young dragons as ugly as sin.

Conan the Barbarian (1982): Arnold Schwarzenegger’s breakthrough role, this movie’s a perfect combination of Robert E. Howard’s stories and early 80s’ culture, combined with the energy of a Frank Frazetta’s painting (or a heavy-metal album cover). Conan the Barbarian features great examples of many Archetypes from They Came from the Cyclops’s Cave!, with Conan as a ruthless Champion, Valeria and Subotai as perfect examples of Scoundrels, the legendary Mako’s role as the Wizard of the Mounds making for a great Sage, and James Earl Jones’ Thulsa Doom either an evil Sage or a particularly dark Dreamer. Its sequel, Conan the Destroyer, isn’t as good but is still watchable, while the unofficial spinoff, Red Sonja, belongs more to the trash bin (unlike Gail Simone’s awesome Red Sonja comic book arc).

 The Beastmaster (1982): With the strength of a black tiger and the courage of an eagle! Don Coscarelli’s sword-and-sorcery escapade followed in the footsteps of Conan the Barbarian with a lower budget and worse actors, but its devil-may-care attitude gives it a certain degree of charm. An example of how a movie’s flaws aren’t necessarily a bad thing, Beastmaster manages to entertain both thanks to and despite its cheap production values. To provide an example: The protagonist’s panther companion isn’t a real panther, but rather a tiger the troupe painted black. That should give you an idea of what kind of movie Beastmaster is.

The Dark Crystal (1982): Jim Henson and Frank Oz created a whole world out of nowhere with this movie, then populated it with all sorts of original creatures and fantasy races. The Dark Crystal achieves a bittersweet balance of hope and heroism that endures against the horrors of an almost doomed world and the wickedness of those who orchestrated its downfall. A precious inspiration for They Came from the Cyclops’s Cave! games without humans in the main cast. The prequel series is also a cool, if slow paced, source of ideas.

The Sword and the Sorcerer (1982): Another memorable sword-and-sorcery movie, with the titular sword a triple-bladed projectile weapon, The Sword and the Sorcerer stands out for its distinctly pulp flavor, either when it comes to heroes, villains, or settings. Evil sorcerers return from the crypt to set kingdoms ablaze, only for the rightful heir to survive and fight to claim his vengeance years later, while mercenaries and endangered princesses find themselves caught up in the conflict. A solid source of ideas for any sword-and-sorcery They Came from the Cyclops’s Cave! game.

So, 1982 was a pretty big year in terms of fantasy films. I wasn't quite old enough (or stealthy enough) to see Conan and Sword & The Sorcerer during their initial theatrical release, though I watched them plenty of times on VHS in the following years. Decades later I was able to catch Conan the Barbarian on the big screen at a special theatrical presentation during Gen Con in Indianapolis, which was everything I'd hoped. I was also able to meet Marc Singer, the Beastmaster himself, at a different Gen Con, so it all ties together. 

Thinking about my pre-teen and early teen years!

For some reason, my school during the early 80s had four movies on tap that they showed to us on inclement weather days - this was back before anyone really owned movies, so these were all films stored for these rainy days. I'm not saying that I somehow traveled back in time to build that limited film library in 1983, but the selection included both Dark Crystal and Clash of the Titans, along with 1962's King Kong vs Godzilla. Snow days were great. 

This next batch, though, I saw in the theatre and multiple times on home video in subsequent years. In the late 80s I worked in a video store, and all of these films were in regular rotation during my shifts, and there are bits of dialogue that still fall out of my mouth at seemingly random times to this day.

Krull (1983): Oh, Krull. Unique, absurd, unexplainable Krull. What happens when Star Wars and Conan knock-offs crash together, Krull’s a surprisingly good-looking mixture of sci-fi and sword-and-sorcery. Sure, the plot itself and the characters can’t endure any degree of scrutiny, but the movie earned its reputation because, somehow, it still manages to be an entertaining romp with, for good or ill, results difficult to forget. Look no further than the Glaive for an example of equipment that grants massive Enhancements, no matter how nonsensical it may look.

The Princess Bride (1987): By having a grandfather tell a story to his sick grandson as the framework, this endlessly quotable movie combines fantasy and comedy to deliver a genuine narrative about love, heroism, and vengeance. Every single one of its actors takes an already wonderful script and embraces its simple yet heartfelt nature through performances that rightfully earned a place in popular culture. Either inside the tale itself or in its framework, almost all They Came from the Cyclops’s Cave!’s Archetypes can be found within this movie, which is also a perfect example of the kind of comedic balance TCftCC! games can have.

Ladyhawke (1985): A romantic story with Michelle Pfeiffer and Rutger Hauer as two lovers separated by a cruel curse, this movie has an undeservedly divisive reputation because of its unusual combination of medieval fantasy and synth rock soundtrack. Ladyhawke represents a good example of how just a bit of magic can still drive the conflict of a whole movie, provided it enhances the passions and conflicts among the characters. It also provides an interesting antagonist in the form of a wicked, lustful bishop, the kind of man more monstrous than any dragon or a minotaur.

Willow (1988):Sporting the kind of stylistic vibe that comes from being an ‘80s George Lucas production (naturally supported by Industrial Light & Magic’s special effects), this Ron Howard film presents itself as a subversion that actually reconstructs many aspects of the fantasy genre. Along with The Princess Bride mentioned above, this movie represents a point of passage in the approach to fantasy between two generations. Warwick Davis as the titular Willow (an exemplary Dreamer if there ever was one) is the kind of hero who can defeat a tyrannical queen through wits, determination, and a noble heart, while Val Kilmer’s Madmartigan embodies the charming side of Scoundrels like few others.

Great stuff in the trailers this week! I have a fondness for all of these films, and a real love for some of them. For much of my gaming life, we've unintentionally been using "Quips" as part of our game - sharing quotes from all of these films during epic action scenes. I think I've already mentioned how three-bladed swords and the Glaive found there way into my teenage D&D games, and Matthew Broderick's Mouse and Val Kilmer's Madmartigan inspired dozens of character sheet creations.

These films also live on in some generations-later sequels. A Dark Crystal streaming sequel came out in 2019, and a Willow tv series is in the works, plus multiple attempts to revive the Conan brand, though none have quite captured the original's magic.

Are there other films from this era that you love, or that have inspired your games over the years? Are there quotes that have always stuck with you? Just say "Inconceivable!" at any gaming convention and you'll know how deep these films have penetrated.

So, like all of the heroes here, let's rally and sally forth, continuing our quest and recruiting new allies to join our mighty band. Please continue to spread the word and let's see if we can't unlock another Stretch Goal or two in the upcoming weeks!

#EyeSpy

#IAmNotLeftHanded

#TheyCameFrom

IN THE LAND OF SOGAR-NEFT
about 2 years ago – Fri, Mar 25, 2022 at 06:48:06 AM

IN THE LAND OF SOGAR-NEFT

Muscles rippled like eels beneath the barbarian’s skin, and that was just his left wrist.

Karok, son of Grol, continued to loosen the ropes that treated the maiden’s pale flesh so cruelly. Beside the altar she was on, upon the blasted ground, lay the loathsome form of the snake-thing he’d just slain.

By Gomm, he’d not expected this. Late of the Basin Wars, Karok had just finished a stint as mercenary for the Equilarians, after realizing he had actually signed on with the Damnacians — an embarrassing situation for a sword-for-hire. Nevertheless, after a year of serious hacking he had hoped for some peace and quiet. Now this.

The battle-scarred barbarian had heard there was better pay south of the River of Wolves, where Hectish invasions had become commonplace. Better to ride escort than wade across a battlefield where it is hard to tell friend from foe.

So, he headed for the Bryne Coast and the misty lands beyond the mountain beyond the valley beyond the stream. It was after a week of travel that he came upon this unholy sacrifice in progress. The snake-thing was close to raising its dagger when Karok came to the rescue.

The exhausted and disheveled girl stirred and began to murmur something like a thanks. But Karok’s keen animal senses were too alert to the dangers of this foul place of mists, with its grim altar and ominous pile of bones. With one powerful arm, he swept her up and made haste for higher ground.

The air cleared somewhat in the hills, and the stench of death became a memory. He set the girl down and surveyed the land.

“What place is this?” he grunted as his sharp eyes swept distant hills.

“The land of Sogar-Neft, the serpent ruler,” she murmured, grateful for the dried meat he’d offered her.

“I’ve heard tell of this place,” growled the barbarian, recalling the gaspings of a paid assassin he’d once subdued. That was back when Karok had fought the foul hordes of Yuth-a-Thok, and knew the latter to be an ally of the serpent ruler, Sogar-Neft.

“We must leave this place, I beg of you,” pleaded the girl. As if to offer further coaxing she added, “My father will pay dearly for my return.”

That sparked the mercenary’s interest, and he gazed upon her with new curiosity. “Just who the Gomm are you, girl?”

“I am Crowessa, daughter of Pummus, chief of the Arbiti. If you safely deliver me back to the village of my people, you can name your reward.”

Gold flecks seemed to swirl in the big warrior’s eyes at the thought of reward. As usual, he had spent his last coin on a courtesan the night prior to his final battle for the Equilarians (or was it the Damnacians?). And his abrupt departure did not exactly encourage collecting his back pay. The timing could not be better.

“Lead the way,” he grunted in that terse, barbarian way.

Crowessa did so, by giving directions, but it was Karok who walked in front. Besides protecting his prize, he had no idea what hidden dangers these murky lands held. He could virtually smell the evil.

Rocky terrain led down to flatlands and then a gaseous marsh that they had to carefully pick their way through. Soon, they moved among twisted trees a thousand years old, whose sole reason for existence seemed to be for the hiding of lurking things. The going slowed as Karok brushed his eyes carefully over every shadow, like an artist painting horrific landscapes.

In a clearing that was slightly less grotesque, he decided they would camp. Crowessa was immediately alarmed at the prospect.

“We must not stop. It is not safe. I am not tired. We must go on to the Arbiti village.”

“Well, I am tired. And I am hungry. No stench of evil chases me from tree to tree. Sit, rest, eat,” growled the barbarian as he placed his sheathed sword on the ground next to their small fire.

The girl’s eyes darted at every flicker, every shifting shadow, as nerves threatened to get the better of her.

But not Karok. His eyes darted… with his ears. For they never rested, even when he slept, as though they had some strange ear-life all their own. So tuned were they as to discern between the crackle of a twig in the fire… and the crackle of a twig underfoot.

Which is why, when the thing came screaming from the dark beyond the trees, the mercenary’s sword was already out. And the thing’s head had already left its shoulders.

Yet the attacker did not slow. For the head that hit the ground was but a mockery, a crude construct of parchment, made to indicate a head where, in reality, none did sit. Which is why the thing could still scream.

For the gaping, headless neck itself was the screaming mouth, lined with sharp teeth, formerly hidden beneath the parchment distraction.

Karok had heard tales of the Glysh, but this was his first face-to-face. Or face-to-neck, as it were.

But he had no time to ponder this, for even now they poured from the surrounding forest, screaming and swinging clubs. Karok no longer aimed for the head, and when he saw their number he swapped his sword for an enormous tree limb and began swinging away. This resulted in greater numbers of Glysh being incapacitated. He swung and swung and still they came, as Crowessa hunkered, clutching one of his massive legs.

Now, the unconscious Glysh were piling so high that Karok, Crowessa attached, had to step atop them to swing the heavy branch, as still more came. The monstrous attackers were in the strange position of having to actually climb their own to get at Karok, who was sort of “king of the grotesque mountain.”

Higher and higher rose the barbarian and stunned Glysh, until finally the numbers dwindled, and barbarian and chieftain’s daughter were the only conscious things in the clearing. And no neck screamed.

Karok still panted heavily, with an adrenaline borne only of tree-limb-swinging lust. Crowessa panted too, apparently from mere proximity to such epic tree-limb-swinging.

They traveled another two days, warier than ever of attacks from unknown forces. Most of all, Karok wondered of the hordes of Sogar-Neft, of reprisal for having stolen their precious human sacrifice.

They reached a high hill, higher than anything else around, and the barbarian gazed back the way they came. But no living thing followed. Before them lay the Arbiti village, peaceful and inviting under the midday sun. He could sense the excitement rising in his companion.

As they neared the village, riders rode out to meet them, pleased that the daughter of Pummus had safely returned.

In the village, people came out to greet them, and Crowessa basked in their warmth as young girls draped flowers on her. It was all well and good, but Karok would have preferred food, drink, and reward — not necessarily in that order.

They stood before the largest longhouse, and there was no mistaking the tall man who strode forth, his full gray beard and stature marking him as Pummus, chieftain of the Arbiti. He embraced his daughter, his aged face cracking into a warm smile.

That night, a celebration was held in honor of Crowessa’s return. Though Karok had already been gorging on food and drink, he had a lot of ground to make up for and was nowhere near his voracious limit.

Bonfires lit the clouds, wild music filled the air, and dancers leaped with abandon. Karok, in a place of honor next to Pummus, whose daughter was fast beside him, sported a girl on each knee as he guzzled whatever wine the Arbiti favored.

Finally, when it seemed no more celebration was possible, Pummus rose, hands in the air, and an excited hush fell over the revelers. The chieftain’s voice boomed.

“My friends. You know why we are here.” He smiled proudly as villagers cheered. “We are here, on this night, to celebrate the return of my beautiful daughter, Crowessa.” Pummus paused, gazing at their expectant faces, then added… “Again.”

And with that addition, he drew his sword and quickly smote Crowessa. Karok, too stunned, too besotted with drink, watched numbly as the chieftain’s daughter unraveled into loathsome serpent-thing parts that whipped about in a frenzy. Pummus, unperturbed, swung his sword again, and all those snaking, moving parts exploded in a flash of light that marked the end of an illusion.

In the silence that followed, Karok dropped both girls to the ground. The chieftain drank from his goblet and turned to him.

“I am sorry, my friend. My poor daughter has been returning these twenty years now, ever since she was taken by the fiends of Sogar-Neft. And every time a stranger appears, they try the same trick. When will they realize it never works? To be blunt, it is my only satisfaction since my poor daughter’s death.” With that, he raised his goblet in her honor.

Well, a little more deception and trickery, but not undercover spies this time! We're firmly back in Cyclop's Cave territory now! And something, while cheeky, with a little more Conan tone than the Harryhausen trailers we watched last week. Tomorrow, we'll delve into some more cinematic inspiration with the Conan trailer and more!

Anyway, we're into the mid-campaign now, and things usually slow down a bit during this part of the campaign, but we've got so much more to see and so much more ground to cover in our quests! Please continue to share this campaign on your social media and in your social circles and let's achieve wonders!

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Backers Only - Cyclops's Cave Manuscript Preview #3 - Antagonists
about 2 years ago – Thu, Mar 24, 2022 at 04:32:29 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Cribbage at 6,000 Feet
about 2 years ago – Wed, Mar 23, 2022 at 11:04:37 AM

Cribbage at 6,000 Feet

The large metal plate dominated the upper face of the remote mountain, sloping at about a 45-degree angle. On it were twenty round gunports, four deep, five across, each with a four-foot diameter, each presently sealed by a six-bladed steel iris.

Above the plate sat a platform like an elongated cruise ship bridge. A window ran the length of it, revealing a uniformed crew, some manning a control panel, all overseen by rogue industrialist and international arms dealer Mercer Doriac. At his side were chief scientist Professor Pia Togue, scarred and brutal security chief Captain Klobb, and his top henchman, the hulking, silent assassin Chard.

“Power up,” came Doriac’s order, and seated operators immediately went to work. The control room filled with an oscillating hum.

Below, inside the armory, the hum was even louder, barely noticed by agent Michael Chance as he sat astride one of twenty long barrels fixed on tracks, each aligned with a gunport. His focus was intense as he fixed a plastic explosive device to the bore of gun number three, situated in the center.

“Open ports,” ordered Doriac and, as one, twenty metal irises opened in the large plate. “Let me know when we reach alignment.”

The opening irises shone daylight on the perspiring Chance busy at work.

“Oh Michael, such a disappointment,” purred seductive double agent Lily Gohighly, her gun trained on him.

Chance froze. “Don’t be hasty, Lily. I still may be able to come up to your standards.”

“I’d say you’ve exceeded them,” she said as she reached for the intercom.

Above, in the control room, Doriac barked, “Deploy battery!” which brought more activity.

Chance jolted slightly as the barrel he was on, as well as all the others, began to move towards the open gunports. The sudden, massive vibration threw Lily off balance, and Michael Chance took quick advantage, tossing his leather case at her, knocking the gun from her hand and down into a cavity between two gears. Lily righted herself and snapped into the transmitter, “It’s Chance! He’s sabotaging gun three!”

Chance snatched up a crowbar and stuck it in his belt, just as the barrel he was riding emerged from the gunport, making him suddenly vulnerable to strong winds. The sloping plate was the only thing between him and a six-thousand-foot drop.

Doriac rushed to the window and gazed down at the emerging barrels; there he saw Chance, hanging onto the one top row center, even now continuing to set the bomb. His voice ripped from the loudspeaker. “Mr. Chance, I cannot say I’m pleased to see you again, but I’m hardly surprised, given your tedious tenacity.”

“Sorry, Doriac!” yelled Chance above the wind. “Once I found out what Operation Cribbage Board was, I had to mess about with your popgun!”

“A pathetic attempt to demean my Twenty-five Barrel Electropulse Volleygun.”

“I take it your ransom request was ignored.”

“Ah well, nothing convinces like a practical application. In mere minutes, once my guns are aligned, every unfortunate aircraft in the sky will drop. The second time — the second time they will pay me.”

Doriac turned to Captain Klobb and Chard. “Get him off there.” Each man headed out opposite ends of the control bunker and began to climb down service ladders on either side of the gun plate.

“Doriac!” called Lily into the intercom. “Disengage barrel three! I can defuse it inside!”

Doriac relayed the command, and Chance found his barrel being drawn back inside the gunroom. But instead of going in with it, Chance allowed himself to simply drop off and slide down the big plate until he hit the next barrel down, number eight.

Just then Captain Klobb jumped across to barrel two. The impact jarred his pistol loose, and it slid down the plate and dropped into a space. “Blast!”

At the same time, on the opposite side, the imposing Chard worked his way along barrel five.

As Klobb moved towards the end of barrel two, Chance pulled out another explosive device and went to work, planting it in the mouth of the big gun. “Blast him! He’s got another one!”

Lily popped into view in the number three gunport. “Well, bloody get it!”

Captain Klobb quickly scrambled back towards the wall and allowed himself to free-slide down to the next barrel, number seven, just across from Chance. He braced himself and jumped, landing hard on the fat part of barrel eight. Michael Chance glanced anxiously at him and continued to set the device. As he did, Chard slid down to barrel ten.

“Got it!” said Lily Gohighly triumphantly as she finished diffusing the first device in the gunroom. An idea hit her, and she was again on the intercom. “Wait! Withdraw eight!”

Doriac gave the order and, with a loud hum, barrel eight began to track back into the big plate, much to the distress of Captain Klobb who was sitting on it. “What the devil are you doing?!”

“Move to another one!” yelled the impatient Lily.

But that’s what Chance did. He simply took his device and let himself drop-slide to barrel thirteen directly below. He then scrambled carefully along the 45-degree plate until he reached gun twelve. But Chard was now coming at him across the plate like a freight train. At the same time, Klobb dragged himself up the slope to work himself around the opposite side.

Chance placed his device inside the mouth of twelve, held onto the barrel and quickly ducked under it to the other side, just as Chard took a swing at him. Chance, still holding on, whipped his leg around, tripping Chard who toppled to the plate.

Captain Klobb was climbing down on the other side, and, as Chard got up again, Chance found himself flanked. He snatched the device from the mouth of twelve and started scrambling up, the other two in pursuit. Chance jumped up, snagged the end of barrel seven, and swung his feet out, catching Chard in the chin. The big man tumbled, rolling down the sloping plate towards the edge. At the very last second, he grabbed onto barrel seventeen for dear life, feet dangling over the side.

Captain Klobb grabbed Chance, and the two clashed, struggling to keep their footing.

“Toss him over!” yelled the impatient Doriac from above.

“Mercer, all systems are ready,” said Professor Togue.

“Good. Deploy barrels three and eight. It’s time.”

The two withdrawn guns were once again emerging, much to the alarm of Captain Klobb, who still grappled with Chance. “Wait! Not while we’re out here!” Chance took advantage of the momentary distraction to hit Klobb, then kick one leg out from under him. With a piercing scream, the security chief went rolling right past Chard, who was finally gaining purchase. At the lowest row, Klobb was able to snag number seventeen, holding on desperately.

“Third time’s a charm,” muttered Chance as again he took to setting the device, this time in the mouth of barrel seven.

“When three and eight align we can commence!” reported Professor Togue.

Doriac barked through the loudspeaker. “Give it up, Chance! As soon as the Volleygun fires, you will be literally shaken to death.”

As if in response, Chance suddenly jammed the crowbar into the mechanism of gun three, stopping it from extending. Lily reached through the gunroom opening, trying to snag the bar and pull it loose, bringing her almost face to face with Chance, who called out, “Just like you did Professor Gohighly, when he no longer served your purposes, Doriac?”

Lily froze, eye to eye with Chance. He wasn’t lying. Doriac had killed her father.

Doriac yelled another order. “Chard! Remove that bar!”

Chard scurried up to number three to remove the crowbar; Chance intercepted, and they began to grapple.

Everything had just changed for Lily, who now snagged something from the wall of the gunroom and rushed for an access door.

Captain Klobb finally righted himself and was scrambling up the plate to assist Chard. Chance got the better of the latter and managed to hurl him downward, towards the oncoming security chief. In an every-man-for-himself move, Klobb jumped over the tumbling Chard, letting him roll off into space.

But the crowbar had slipped loose, and the final barrel, number three, began to deploy. Within moments, the Electropulse Vollygun would fire, and no plane in the air would be safe.

Chance’s bomb ticked, seconds from blowing up.

Lily popped out the access door and quickly climbed the service ladder.

Chance saw her, standing on the edge of the plate. Lily, now wearing a parachute, with a hitch of her head, indicated he join her. Chance delivered a hard blow to Klobb, who slid uncontrollably downward, only stopping when he hit a barrel.

Chance grabbed hold of Lily and they jumped.

“Lily!” cried a panicked Doriac, who couldn’t believe his eyes.

Just as Lily’s chute opened, the bomb went off, ripping the entire facility off the face of the mountain.

“I never did much care for him,” said Lily.

Another taste of mood-setting fiction that will be found in the They Came from [CLASSIFIED]! core rulebook. As we noted over the past few update posts, there's plenty of inspiration for you to make your own stories and create your own characters to plunge into these cinematic espionage thrillers.

Tomorrow, we'll be flipping reels again and digging into They Came from the Cyclops's Cave! to discover the darkest dangers and fiercest fiends that you may encounter on your quest!

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