Oct 232013

Join us this week for the thrilling conclusion to Caleb Stokes’ The Red Tower! Reeling from their bloody confrontation with the Borkowski family in the previous episode, pinko reporter Donald Hume and his activist friend Fitz seek treatment from a back alley surgeon. In order to solve the mystery of Chambliss Charities, they’ll have to find out what’s really going on at the meatpacking plant, which appears to have been bricked up decades ago. Meanwhile, crazed mafioso Benny DiCappo leads his partner Johnny at gunpoint into a maze of cattle tunnels beneath Chicago. If they want to escape, they’ll have to overcome the labyrinth’s many obstacles, elude or destroy the fearsome creatures that patrol its brick corridors, and confront the powerful entity at its heart. Can these four Investigators survive with their minds intact, or will the secret in The Red Tower overwhelm their fragile psyches and lead them to a messy death? Listen to find out!

Note: This session (and its previous installment) were based upon the system-less scenario “The Red Tower,” by Caleb Stokes of Hebanon Games. If you liked what you heard, be sure to check out the PDF. You can also visit them on the web here.

  • thelettuceman

    Great ending, guys. A pleasure to listen to. Definitely had feels for Johnny and Benny’s story.

    And more importantly, it’s always good to see a game end in this way. Reinforces the Cosmic scale of everything.

  • lettuceman said it best! I really, really liked Johnny and Benny. I actually really dug Ed’s first session reasoning on the their being queer thing, with the “I read to him” (…but I would). I think Ed evaluated this game really well, with his thinking about how every character lasted exactly as long as he needed to. iirc the RPPR version of Red Tower went a lot like this, with one PC team getting into the tunnels waaay before they should and the other one doing research out in the real world. but you guys will always be better at horrible/lovable/memorable oneshot PCs than they are.

  • “…you guys will always be better at horrible/lovable/memorable oneshot PCs than they are.”

    And at shooting each other in the back of the head. You’re also better at that.

    Great game, it was a great concept (mad props to Caleb… you had them meeping and gibbering, you did!) and well-executed by the RNR crew. But you should’ve allowed a diplomacy check to try to convert the god-man-monster-tower to Communism.

    • Believe me, I considered it, but then I remembered that they didn’t have the necessary equipment. Meyer’s character had left his sandwich board and all his pamphlets in the car.

  • Nirvash

    Interesting game and with some interesting roleplaying. Just wondering, what do you say were to happen if the building was destroyed?

    • It just so happens that the author thought of this! From the scenario’s Endgame section:

      “Finally, the characters always have the option of blowing the damn place up. Whether breached from the inside with explosives or from outside with heavy machinery, Chambliss’s ghost can’t survive the cleansing presence of sunlight. Destroying the Meatpacking Plant will end the dark god, but how the Cham-Vi Juntan will react to this brute victory is uncertain. It is up to the GM whether they quietly slink back into the shadows or go on a kill-crazy rampage through the city streets.”

      Given my choice, I’d probably pick the latter option. 😉

  • Slowly Melting Snowman

    Call of Comedy! Morphine is the opiate of the masses!

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