Jian Zao (“Sword of Morning”) of the Red Hand Triad was desperate. His brother, Jian Zhang, had fallen under the sway of opium, and had become a frequent customer at the Green Dragon Opium Den.
The den, an uncommon sight in New York City in the 1930s, was opened by Ling Si, a Chinese herbalist, drug trafficker, and sorcerer in October 1937. Within weeks the den had captured dozens with its opium-tainted dreams.
Jian Zao could not rely on his own resources to save his brother, having been warned by his leader to leave the den alone. Desperate to save his brother, he approached Wardens Richard Shen and Andrew Buchanan to see if they could help.
Also added to the site is a write up on the Tears of St. Bernadette, a powerful divine relic capable of healing grievous wounds.
We’ve launched a new Dungeons & Dragons 5th Edition campaign called Obsidian Frontier. It’s set in our old stomping grounds of the World of Greyhawk in our homegrown city of Obsidian Bay. Rather than follow the continuing chaotic adventures of the Blackrazor Guild however, the campaign goes back in time 75 years to the founding of the free city.
It’s an unexplored era for us; we’ve hinted at the events surrounding the Founding — the arrival of the Griffins Guild on the Pomarj to fight the tide of evil that had flooded it only a few years earlier; the discovery of the sprawling, seemingly endless subterranean complex of the Obsidian Maze; the “gold rush” as adventurers from around the Flanaess arrived eager to fight the Pomarj’s new goblin and orc rulers, and to try their hand at exploring the megadungeon. The game runs on Sunday nights, and is meant to be a sandbox-style playtest of the new Dungeons & Dragons 5th Edition rules.
Obsidian Frontier is set in the Common Year 515, two years after the founding of Obsidian Bay, and three years after the independent human baronies of the Pomarj were overrun by orcs and goblins. The humanoids had in turn been driven out of their homes in the Lortmil Mountains by an alliance of elves and dwarves.
As its name implies, the campaign has a very Old West, frontier-style vibe that takes its inspiration from Deadwood and Hell on Wheels (though not nearly as dark).
The campaign is run by Ken Newquist, and he’s running a companion campaign of sorts as well — the Broken Land campaign is set in the same time period and the same locale, but features a different set of characters.
Other updates to the Weird Pulp website include:
Episode 9 of our Weird Pulp campaign is online, in which our heroes continue their investigation of the break in at the Metropolitan Museum of Art and discover a darker secret behind the heist: the kidnapping of six teenagers.
Other updates to the Weird Pulp site include:
The latest episode of Weird Pulp is now online. In it our heroes deal with the consequences of a firefight at Metropolitan Museum of Art and tangle with the cult of an obscure Egyptian goat god.
“Episode 7: The Gala” of Weird Pulp is now online. In this episode the Wardens mourn the loss of their own, attend a gala in their honor at the Metropolitan Museum of Art, and get into an unexpected gunfight.
Other recent site updates include:
We’ve posted the adventure notes from Episode 6: The Summoning, in which our heroes take on malevolent fishmen who are stalking the New York City waterfront … and lose of their own.
Other site updates include:
After a successful playtest of Weird Pulp and Savage Worlds, we’ve decided to launch a short-to-mid-range Weird Pulp campaign. The campaign is expected to run from early Spring 2014 through Summer 2014.
It will follow the adventures of a group known as the Wardens, a loosely-knit secret society with offices in Bombay, Cairo, New York, London, San Francisco, and Hong Kong. It is an organization comprised of men and women of action — troubleshooters, adventurers, and mystics — who have sworn an oath to protect the innocent from threats both mundane and magical.