This week has been pretty busy, with me starting a new gig (and trying to combine it with a few other gigs). So this week's progress has been of the micro variety. Still counts!
For Steam Thieves, I've basically reviewed the trauma conditions from the FitD SRD and have decided they fill well enough to get copied and pasted.
For Goodnight Maus, I've reviewed my sdventure hooks and evaluated what I still need to fulfill them within the adventure site.
Below are the text for Steam Thieves that has been added to the ashcan and my mausy musings.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Trauma Conditions
Cold: You’re not moved by emotional appeals or social bonds.
Haunted: You’re often lost in reverie, reliving past horrors, seeing things.
Obsessed: You’re enthralled by one thing: an activity, a person, an ideology.
Paranoid: You imagine danger everywhere; you can’t trust others.
Reckless: You have little regard for your own safety or best interests.
Soft: You lose your edge; you become sentimental, passive, gentle.
Unstable: Your emotional state is volatile. You can instantly rage, or fall into despair, act impulsively, or freeze up.
Vicious: You seek out opportunities to hurt people, even for no good reason.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
Here are the adventure hooks:
The youngster Hamish Quickfoot has not been seen since he ventured off in search of fortune in the Great Green Room. His parents are offering a reward for anyone who can bring him home safely.
Toliver Thickwhisker, Burgher of Under-Step, has commissioned a party to raid the toy house in the Great Green Room. He wants silverware (six places) for an important dinner he is hosting for visiting dignitaries.
Legend has it that the ancient, and magical, arms of Lady Strongbite are located somewhere in the Great Green Room. Her saga states she fell to Rupert, the great orange menace who once called that room home.
The rats of the Wall Gang control the routes in and out of the Great Green Room. They have just raised the price of their tolls. Under-Step’s city council have commissioned a party to scout the room and find alternatives.
The engineer Tink Finetail has designs on an underground engine that could connect Under-Step to Drain’s Hollow. He’ll pay a premium for clockwork mechanisms, the kind known to exist in the Great Green Room.
During a rowdy night at the Weevil’s Head pub bets were taken on whether there was a mouse in Under-Step brave enough to bring home a whisker from Tabitha and Tomasina (the young, but cruel descendants of Rupert, who now stalk the Great Green Room).
And here is how I'm looking on each of those:
I have stats for Hamish. Just need a location to stash him. Inside the humane trap? Cornered by the cats? Not sure yet.
The hermit who lives in the toy house has been started out. I need a blueprint of the toy house and an inventory of what can be found there. Should make item cards, too.
Need to design those magical items. Also need to decide if I'll have the ghost of Lady Strongbite as an NPC. And I need somewhere to place this stuff, I'm thinking deep down the gullet of the tiger skin rug.
My lethal chimney trap relates to this hook. I need a solution for PCs to uncover, though. I like the idea of using the balloon, somehow here.
This seems pretty simple right now, get to one of the clocks, open it up and Bob's your uncle. So I need to come up with potential complications here.
Pretty satisfied with where this one is at. I have stats for the kittens and some instructions for how the GM should use them. Need to decide how robust that prompting should be though.
This is a good list for me to start working through and rectifying. I'll try and have one of those question marks answered by next week.
Image: Alexandre-François Desportes (1661-1743) - Sketches of a Kitten - PD.1-1951 - Fitzwilliam Museum. Public Domain.