Logistics

Rules You Should Know - December

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our December live event THE RED DEATH! This is our next Premiere Event game, led by Heather Halstead and Jonathan Loyd. Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering some last-minute Rules You Should Know, featuring some Threat Skills that might be useful to prepare for as the red mist of the Prince Undying settles over Bravado…

  • TICKET SALES ARE CLOSED ONLINE, BUT YOU CAN STILL GET A TICKET AT THE GATE!

  • We’ve updated our New Player Corner with a lot of great resources for new and returning players alike. Thanks to DR: Michigan and DR: New York for paving the way with excellent similar content!

  • We’ve updated the SES Buy List, and we’ve allowed it to use your San Saba Society Memberships instead of requiring involvement with the Red Ledger. Check out what your Marks can earn you if you sign up for the Survival Ethos System last month!

  • You might have missed it, but we updated our Local CAPS list last season. There are some brand new shiny rewards if you bought some items from our Wish List, or if you help our game with extra NPC shifts or spend time as a Guide. Check it out!

Our photos for this post were taken from previous DR:TX events by our talented Photo Team, by Max Pohlmeier, Lauren Guzaldo, Jason Dumas, and Maddeax Khole.

Threat Skills of Note for December

Let’s cover some of the common Threat skills you’ll see during THE RED DEATH. Several of these are Skills not originally included in the DR Corebook, but they are published online as part of the National Lexicon.

AGONY

Countered by Basic Mental Endurance if delivered by an AOE or Sound of Voice call, or by Avoid if delivered by a Strike or Ranged Attack. Agony is an ability that causes intense physical and/or mental pain in the character affected, making it difficult if not impossible to act through the torment. This effect normally lasts ten (10) seconds if not otherwise specified, and during that time, the character cannot use Skills or items but can move at a slow pace and defend themselves. Agony Interrupts skills being used when it is called. 

Agony is a versatile skill used by several different entities during THE RED DEATH. While affected by this ability, you may not use Skills (including weapon skills!) or items, but can move slowly and act defensively. This means no brews, no gizmos, no armor, no weapons, nothing!

  • This attack interrupts all Skills being used, including Crafting. Remember, if you start using a new Skill while working on that expensive Artisan project, you will also be Interrupted. If you use Mental Endurance to resist the effect, you will Interrupt yourself. Best be careful about crafting while [REDACTED] are about.

  • Agony is often a precursor to more dangerous attacks like Break and Mangle, so remember you can’t Avoid while under the effects of Agony. 10 seconds is a LONG time in the heat of combat!

  • The Candlepin Survival Pack can protect you from this attack, but remember this is a Supply Bag item and cannot be stacked with a Freeiron Dry Pack. You can use either or, but not both!

  • The Battle Hymn is probably the best single defense against Agony, as it gives you an Upsurge protect and simply makes you immune. This is the only way to avoid interruption from Agony, as the effect simply doesn’t happen. Remember, an Upsurge only lasts one hour, so make it worth it!

Often, the best use of Agony by our NPCs is just finding out who to target next! If someone starts screaming in pain, it’s hard to stay stealthy behind that tree!

ATTRACT

Countered by Basic Mental Endurance for a five-minute period. Attract is an ability that lures those creatures or people with a certain keyword towards the user. Those affected by it must move when possible in the direction of the call, although if attacked they can stop to defend themselves – if an assailant withdraws, the effect reasserts itself. While they are not required to attack the source of the effect, most zed and raiders will, and critters will if their natural instinct is to do so. Player characters affected can make their own decisions as to what to do once attracted.

Sometimes, the bumps in the night are just too damn interesting. You feel compelled to walk into the darkness to investigate, but don’t worry — you’ll be right back! (probably)

  • Attract has few counters other than Basic Mental Endurance, but once you’ve used it you are protected for 5 minutes, even against other uses of the ability.

  • Many times this skill is used by [REDACTED], it will be targeted with an AOE or By My Voice modifier, and it might be targeted against specific people. If the target doesn’t apply, then the Attract doesn’t work on you.

  • Once you get to the creature that used Attract, you aren’t required to stay or even attack or interact with the target. However, getting within arm’s reach of a [REDACTED] is probably enough to lead to a bad time, or to set up the use of another attack like Agony.

  • If you are Attracted out of line of sight of your friends, you can be CAUGHT ALONE. If this happens and is called on a Guide or you realize you are alone in the dark, then you will proceed to Ops, and find out what happens next.

Be careful when you get called by the music of the spheres into the darkness. You may not like what you find when you are CAUGHT ALONE.

TERROR

Countered by Basic Mental Endurance. Often delivered as an area or Line of Sight effect, those affected by Terror are overcome by an urge to flee from the source of it. For at least 30 seconds (default; some uses may specify a different duration in the call) they must attempt to flee from the presence of the source of Terror, regardless of (IG) safety. If they cannot for some reason escape, they will cower as best as possible. The target may still defend themselves, but fleeing will always be a priority when possible. Effects and items that give immunity to Fear do not give immunity to Terror unless noted otherwise.

This skill often gets confused with Fear, but the simple instruction for Terror is to RUN AWAY! If you don’t counter this with Mental Endurance or an item, you simply need to move away from the creature for at least 30 seconds. Pick and direction and move!

  • Terror is a separate ability than Fear. Many items that protect from Fear do not often the same protection from Terror, and often the two defenses are mutually exclusive.

  • Like Agony, the Battle Hymn is an excellent defense against this ability, and if the right Upsurge is chosen it protects from both Fear AND Terror.

  • One of the items purchased from the Master Sailing buy list can be used to defend against this ability, the Crew’s Cabin Flag.

  • The item Scales of Ezra makes the wearer immune to Fear and Terror, provided you can use a Faithful Anomaly skill and two baptized members of your faith are in sight.

  • If you are chased out of line of sight of your friends by Terror, you can be CAUGHT ALONE. If this happens and is called on a Guide or you realize you are alone in the dark, then you will proceed to Ops, and find out what happens next.

Sounds terrifying!

Fear

Fear is a mechanical effect that prevents a Target from attacking the source of the Fear. Fear is broken if the Target is attacked by a foe, affected by other non-Fear mechanics with the aim of harming the Target, or forced to attack by another effect that comes after the use of Fear. Fear does not make you leave the battlefield, but it does prevent you from crossing the line from verbal and secondary support to engaging combatant. While under the effects of Fear, you can still attack others on the battlefield who were not the source of the Fear.

Fear is an insidious ability, as it can be used by intelligent threats to lock you out of a combat and there are not many ways to prevent it from affecting you. Be careful while walking in a pair, because if the predator is particularly cunning, you might have to just watch your friend die while you are stricken in fear and unable to help them.

  • Unlike Terror, you cannot use Mental Endurance against Fear. The only thing that really breaks Fear is that creature attacking you by mistake.

  • Remember, being an ‘engaging combatant’ is a bit vague, but if you try to use a Skill on a friend or otherwise involve yourself in the battle against that creature you may not be able to intervene. This means you can’t really use skills like Interfere or and you can’t make an attack on an enemy to prevent a Killing Blow. It doesn’t stop secondary support like healing through Biogenetics, but it does stop most active skills that could stop the enemy.

  • Like Agony, the Battle Hymn is an excellent defense against this ability, and if the right Upsurge is chosen it protects from both Fear AND Terror.

  • Sometimes, a big fucking gun can give you the courage to fight back against paralyzing fear, particularly if you have a Rebel’s Ridiculous Receiver. A solid shield like the Freeiron Guard can be handy in a pinch, and can be used on others. You can also rely on chemical stimulation with a Glitter Gulch Dartgun, if you have the right PFA. For everyone else, you can always use a Trophy Room too to resist fear, if you can get a bedtime story from an Avontuur.

  • A new blueprint from up north that’s handy against Nemesis works in a pinch versus fear, the Cullingwood Blade, if you are Bad Ass enough..

  • There are many items purchased from every level of the Sailing buy list can be used to defend against this ability, such as Grog, Crew’s Raiding Flag, Crew’s Cabin Flag, and Keg O’ Grog. This is one of the cheapest and easiest ways to get immunity to Fear.

Can you master your fear in face of living Nightmares?

Nightmare Bane

When a character with the Nightmares keyword is hit by this attack, they take DOUBLE the damage called. If the Target of the appropriate type Bane damage would normally take reduced damage from the source of the attack, Bane damage the reduction cancel each other out and the Target would take the standard base damage. If the Target would be normally immune to damage due to the nature of the source, the Target of the Bane damage takes no damage and is still immune.

There’s several ways to use Bane damage against monsters, but sometimes they get to use it against YOU! This weekend, those few folks that have delved into the mysteries of the Nightmare of the Prince Undying will be particularly vulnerable to the threats at night.

  • Bane damage doubles the incoming damage, if you are an eligible target. For instance, if a [REDACTED] hits a player that has the Nightmares keyword with a “20 damage, Nightmare Bane!”, that player would instead take 40 damage. Ouch!

  • The Nightmares keyword had to be obtained from player action on a Zone of Mechanics or a plot effect. If you have this keyword, you know what you did.

Nightmares - Unique Threat Skills

The Long Night draws forth all manners of the creepy and unexplained, and they often have some peculiar abilities and dangerous skills to use against their prey. I hope you aren’t caught ALONE IN THE DARK.

The gallery of cryptids who, during the Long Night, once stalked the darkness of Widow’s Peak have been twisted and changed by THE RED DEATH. Some in search of prey, others absolution, most - with opaque motives. Are they strains gone mad in the blind eternity of the Long Night? Are they expressions of our terror made manifest in the chaos of sensory deprivation? Are they the Gravemind itself dreaming in the siesta between seasons? It depends on who you ask.

Some Longwalkers have strange tells that indicate they are present. Water running backwards, the scent of rotten fruit, a glowing will-o-wisp in the darkness, the sound of tinkling chimes. These mysterious entities stalk the Long Night looking for something. The Nowhere Man, the Behemoth, the Midnight Gardener, the Shadow People, the Lady of the Long Night, and The Click - these figures sometimes derive from folktale and myth - and others are the inspiration for the same.

The Longwalkers are strange and unknown entities, but one thing is certain - they CANNOT BE KILLED, only survived. You should either run if you can or hide if you can’T.

While virtually invulnerable, Longwalkers are more than capable of impacting YOU with their Skills and abilities. They can be quite deadly even during a normal Long Night, but now they have been corrupted by the Nightmare of the Prince Undying. Where as something as simple as candlelight might have kept you safe before, you’ll have to find out the hard way if the common Longwalker defenses still work against these new NIGHTMARE WALKERS.

  • Anomaly Response Healing: Any use of Psionic Abilities within earshot of the [REDACTED] declares “Anomaly Response: Healing”. Heal all Body.

  • Discorporate - [REDACTED] can declare “BLINK” and leave a scene as they fade out of reality. The [REDACTED] can leave an area at any time, even if someone uses a “No Escape” effect.

  • Invulnerable - In short, [REDACTED] can never truly be “killed” in any way that we can recognize.  They have no Body, no Armor, or any other way to be physically harmed. They are threats to survive, not kill or defeat. However, doing enough damage to one can cause it to temporarily leave an area for a short time. It won’t be forever, but it may be long enough to get your friends and escape.

    • Ranged and Melee Immunity - Call “No Effect” or “Reduced” to any damage calls or similar effects.

    • Unnatural Creature - Call “No Effect” to any use of Mangle or Knockout. These creatures can never be killed, outside of plot effects

  • Alluring Visage (Psionic Mutation): The [REDACTED] can attract any Lineages near it, who must immediately proceed within melee range of the threat. Once they have reached that point, they may leave. Call “PSIONIC: By My Voice, Alluring Visage, Attract all Lineages”. Countered by Mental Endurance for a 5-minute period.

  • Devour: This delivery modifier causes the attacker to be healed for an equal of Body as the attack deals. For instance, a creature might call “Devour 50 Body!”, which will deal 50 Body as the attack and heal them for 50 Body. This call can drain Body or Mind, or even INFECTION. Yikes!

There will be a few more things you’ll have to discover in game, but rest assured, when the RED DEATH arrives, all sorts of deadly and spooky encounters are in store!

Wrap Up

We hope that you are ready for the challenge of THE RED DEATH. How can you stop the machinations of the Prince Undying? Can you survive a world where death itself is changed and the night is blanketed in red? Will you escape the Nightmare Walkers or worse? We have some some fun and exciting challenges planned for your characters in the nightmarish zombie apocalypse. But don’t worry, it’s not just all about the RED DEATH, you’ll still need to deal with (nightmare) zombies, (nightmare) Oxkillers, (nightmare) raiders and more!

TICKETS ARE ON SALE At the DOOR! SEe YOu ON FRIDAY!

Here’s one last sneak peek at the two new National blueprints being released during our upcoming Premiere Event!

October National Announcement

Howdy Survivors!

There was a significant announcement on the Dystopia Rising LARP National page, but in case you missed it, here’s a synopsis and some stuff to be prepared for.

Here’s the TL;DR:

  • LIT Update: Starting from January 1st, 2024, we're changing how we use LIT. Chapters won't add new items digitally, but LIT remains active, and existing stored items are safe.

  • Online Econ Play: Online events will still feature economic activities like crafting and farming. Instead of digital items, chapters will mail item cards to players.

  • New Ruleset: We're diligently working on a new ruleset, though it's a year away from full implementation. No XP or full Econ reset is planned.

  • Community Involvement: We're committed to transparency and community feedback throughout this process. Let's collaborate to make our game the best it can be.

What does this mean for our Texas player base?

At present, there won't be many immediate changes. The National team has released a statement to give the community a heads-up about upcoming changes that are over a year away from being put into action.

Following the National team's announcement on October 30, we are preparing to settle LIT inventories promptly over the next few months. Stay tuned for future updates!

For online games, the responsibility of mailing out cards in a timely manner will rest with the respective chapters. Online games will not have the ability to introduce new items into LIT. However, you can still utilize and remove items from your inventory as needed.

New DR LIVE Rule Set!

We are actively working on a new ruleset, and it's worth noting that there are no plans for an XP or full Econ reset during this implementation. The ruleset is expected to be rolled out in approximately a year or two, and more information will be shared as development progresses. While the development process appears to allow for feedback, the exact procedures for providing input are yet to be determined.

Our goal throughout is to continue our commitment to transparency and radical trust in the community. We are committed to maintaining open and frequent communication throughout this entire process to address any concerns y’all may have. For now, we are completely focused on our upcoming events: Emergence (Nov 10-12) and The Red Death, our Premiere event (Dec 8-10).  The Dystopia Rising: Texas Storytelling team has put in extensive effort to craft exciting and captivating stories, and we're thrilled to continue delivering them to you.

Ticket Structure for S5

Hey there Vados!

We have a special announcement before we begin our Season 5 countdown, based on the recent national announcement about ticket price increases. Based on our unique seasonal structure in Texas and in coordination with Kyle and the National team, we have decided to adopt the price changes starting with our first live game of the season.

Effective for our September 2023 event, we will have the following price tiers for Tickets in effect at DR:TX:

  • The base ticket price for a Standard Casting Ticket will be $85

    • This is our general admission ticket and includes a 4-hour NPC shift.

  • The base ticket price for No Casting Tickets will be $120

    • This is a limited ticket that has no NPC shift required.

  • The base ticket price for Max Casting Tickets will be $45

    • This is a limited ticket that includes a 6-hour NPC shift.

  • The base ticket price for 10-Hour Tickets will be $35

    • This is a limited ticket that includes a 2-hour NPC shift.

  • The base ticket price for our first game New Player Tickets will be $35

  • Our Widow’s Fund Tickets will remain $65.

    • In our game, the Lonestar Widows and Orphans fund performs charitable works around the Lonestar to help keep the community together. Here in real life, the Widow’s Fund is a system for players with more to help players with less.

      This purchase allows a player to donate $65 to cover another player’s ticket cost. You will receive 2x CAPs applied to your account for each $1 spent. You can use CAPs to purchase neat items like injectables, augments, plot requests and more.

      To apply for financial assistance please go to our Widows Fund Application page.

  • Our Full NPC Tickets will remain FREE.

  • Additional XP will still be available for $15 each (max 2 each event).

  • Based on player and ST feedback, we will be discontinuing the 2-Hour Casting Tickets in favor of additional No Casting Tickets for each event.

  • Guide Benefits will now include a $20 coupon for Season 5 game dates, keeping the final price of a Guide Ticket at $65. We are still looking for a few more Coord Guides if you are interested in applying for Season 5! Send us an email at info@dystopiarisingtx.com to apply!

Tickets go on sale for our first event of the season, Beneath the Corpse of Waking, on August 14th at 1:00 pm!

We have a lot of exciting stories to share with you as we lead up to the opening event of the season!

The Undying Prince - Crafting & Econ

Howdy Vados!

It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to our August online event THE UNDYING PRINCE! Each week, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are going to discuss how Crafting and Economy skills will function in the online event!

Last week, we covered a bit of the premise of the event and why your characters might end up in the lost city of Barogue, in our blog post. Check it out!

Our photos for this post were taken from previous DR:TX events by our talented Photo Team.

Crafting in a DR:TX Online Event

Let’s face it. We all know the real reason you are here. It’s all about the shiny item cards you can earn for your character. New gear, new loot, new blueprints, it’s all about the economy! The Econ game is one of my favorite parts of Dystopia Rising. I’ve even written a blog post on how to get better, and we’ve included a number of resources on our website like my Blueprint Checklist, the Skill Buy Lists, and even a Scrap & Herb Guide.

But with that said, let’s talk about crafting during THE UNDYING PRINCE.

Now, an online event has a few different rules that your standard live event, and the stakes are a bit different.

In an online event, you don’t have to worry about random monsters crashing your workbench, you don’t have to wait in line at the Post Office, and you can interact with the Discord server from the comfort and safety of your home, in your pajamas with a cup of coffee. Because the stakes are lower, it’s hard to offer the same crafting experience as a live game, and it’s frankly a bit easier to maximize your output when you don’t have to worry about waiting in a line for the Post Office to open in the morning.

During THE UNDYING PRINCE, we will have three main ways to interact with the economy of Dystopia Rising:

  • “Do Work, Get Paid”, our version of the traditional online crafting spreadsheet system.

  • Barogue Bucks, a replacement of the old Cali*Co points, and a way to earn scrap and herb from participating in our online mods and Discord spaces.

  • The Grab Bag, a way to get some additional Barogue Bucks, some actual item cards, and a neat new collectible currency card. Plus, we will MAIL your cards to you after the event is over!

So let’s cover how each of those systems work, and I’ll even some of the potential outcomes you might see from our online crafting.

“Do Work, Get Paid”

Our primary way to access online crafting is the “Do Work, Get Paid” system. This is a motto that’s been a staple of Bravado and Bravo before it, but the scrappy, can-do attitude of survivors in the Lone Star lends them to a bit more capitalistic mindset. This is definitely inspired by our friends in DR: Oklahoma and DR: Florida, but it all comes down to filling out a traditional CRAFTING SPREADSHEET. If you take the time to fill out this spreadsheet, you get the reward! Do work, get paid!

The Rules

  • Players will have access to a SIX-HOUR block of crafting time, and ONE 12s worth of Mind points they can spend on any crafting, gathering, or production Skills.

  • This crafting doesn’t interact with Mind used in mods. You’ll still start each mod series with all of the Mind points you would normally have on your Bravado Bones sheet.

  • Players must RP the time they spend crafting in the appropriate #channel on the Discord. This time, as well as what is being crafted, will be logged in #crafting on our Discord server for reference after the event. 

  • Anything that uses a Blueprint can be crafted this way, and we will assume you have access to that blueprint for the event. If you didn’t have the blueprint, that’s fine. We have plenty of folks in Bravado with a full collection of prints, and we will just assume you borrowed a copy from them.

  • Players do not refresh Mind used for crafting but MAY use brews or meals they have in their LIT inventory to recover Mind. The time to consume those brews and meals counts as part of the six-hour block of crafting time. Remember, most meals take 10 minutes to eat and brews take at least 1 minute to use.

  • You must submit your work in a spreadsheet that will be provided prior to the start of the online event, courtesy of our Admin wizards Amber and Ren.

This is entirely optional. If you do the work of filling out the spreadsheet, you can gain the resources of crafting.

But, if filling out a spreadsheet sounds like a version of your own particular hell, that’s fine. We have several other ways to get your hands on some sweet item cards.

Barogue Bucks

Barogue Bucks are an online-only currency that we will use to grant mod rewards, benefits for interacting with online Zones of Mechanics, and other behaviors on the Discord server. If you attended our last online event, Dead Man’s Hand, you might remember a similar system.

During THE UNDYING PRINCE, you have access to our Supply Bag Bot. This bot will enable you to trade, gather, and even gamble your online currency during the event.

Let’s cover the ways you can earn Barogue Bucks:

  • You can earn 100 Barogue Bucks for attending a mod session, up to your max of 3 mods. If you somehow get involved with more than 3 mods, you are still limited to a cap of 300 total.

  • You can earn up to 100 Barogue Bucks by completing several econ-related Zone of Mechanics on the Discord server.

  • You can earn up to 50 Barogue Bucks for simply completing our first Roleplay Challenge when the event starts. Interact with another player in the Soft RP channels to earn some online currency!

  • You can gain a few Barogue Bucks by using the #gamble command in our Discord channels. This will activate a portion of the bot where you can risk it all!

These Barogue Buck mechanics will be posted in certain channels during the event, and you will have a limited time to interact with them. These will be in a pinned post on various channels and will have all the instructions you need to complete. Once you’ve completed the ZOM or mod, one of our room stewards or STs will add this reward to your Supply Bag.

Let’s cover what you can obtain with your Barogue Bucks, and how much they cost:

You might notice that most of these items are things that will greatly help you get an early start on crafting during our first LIVE event in September. These are common materials that are usable in all kinds of Blueprints, and are the building blocks of most equipment, gizmos, weapons, and more. Plus, we’ve included several useful Brews and Gizmos that make survival in the zombie apocalypse a bit easier, especially if you are a New Player!

If you attend all three mods during THE UNDYING PRINCE, you can easily earn 300 Barogue Bucks. That means you could get copies of SIX different blueprints, or SIX Alloy Metal, or THIRTY Basic Scrap, or FIFTEEN Rare Herb. Even if you don’t like filling out spreadsheets, this is an easy and fun way to earn a few item cards for your character to use later.

We have one last way to earn some item cards that we covered last week:

Grab Bags

Grab Bags are a special online-only add on to your ticket. Purchasing this ticket not only helps us prepare for the upcoming season with new props and more, but it also has some tangible rewards for your character! For only $10, you can get the following benefits for your characters during our online event:

OUR GRAB BAG THIS MONTH INCLUDES THE FOLLOWING FOR $10!

You get a few unique items that are usable during the online event:

  • 1x “Explorer’s Kit!” - 3 themed [PIPS] that represent adventurous and useful tools for your excursion to Barogue! These are one-use online items that give you a +1 for a roll of your choice! You can see how to use these in our Bravado Bones online game ruleset!

  • 1x Tag [Well Prepared] - This is an online-only item that helps your Mind points change a roll heavily in your favor! You can see how to use these in our Bravado Bones online game ruleset!

  • 200 Barogue Bucks - This is an online-only currency that will let you obtain herbs, scrap, blueprints, and more, similar to the Cali*Co Point system we used before!

Plus, you get some physical carded items that will start you out strong for our live events starting in September! While every character can earn items for their LIT inventory, the GRAB BAG includes an option to get your items mailed to you!

  • 1x Basic Red Mist - A handy Injectable brew that can be self-administered in Bleed Out. Handy for surviving the wasteland!

  • 1x Weapon Augment of your choice! - Augments are a new type of item that can be attached to a crafted Weapon. They last for 3 months and tend to be a bit expensive to craft. You can start out Season 5 with a shiny new Augment of your own!

  • 1x ‘SHARD OF THE RED CROWN’ Currency Card - This will be a brand-new collectible currency-style card for Season 5, a physical trophy of your trip to the Lost City. This will have some in-game effects for our DR:TX events throughout this next season, as well as being highly collectable!

  • Item Cards by Mail! - Have all the carded items made in our “Do Work, Get Paid” virtual econ system, items purchased with Barogue Bucks, and GRAB BAG items mailed to straight you by USPS!

Grab bags are limited to one per player, so don’t miss out!

wrap up

That’s it for today Vados!

Next week, we will cover a primer on Bravado Bones, the unique system we use for our online events! See you soon!

Don’t wait — Get your tickets today!

The Undying Prince

Lake Bravo boils.  

A lone white Obelisk stands undisturbed in the lake, the beacon that first drew delvers to the ruins underneath Bravado.  A blackened monolith in the Dune Sea, once used as a waypoint through the desert begins to hum.  A tree, formed of flowing stone in the center of Essex, begins to corrode.  Unborn throughout the San Saba wander into the desert, mindlessly following the ‘music of the spheres’, a song unheard by any other strain.  The melody seems to call them all to one place. 

Towards the West. Towards the lost city of Barogue.

Amid the new threat of these monuments is the rising tension from the North, from the rebels of Queensgrace and the fall of the Antler Tribe.  War is coming to the San Saba, and the new leader of the Oxkiller Alliance has declared Barogue a “profane monument of hubris that must be destroyed”. The technophobic zealots have moved their forces into the desert to deny the Board and the San Saba Territories a valuable route to the Broken Coast, a rattling saber heralding further conflict.

Legends and folklore still speak of The Prince Undying, the last leader of the lost city of Barogue before its fall, and whisper of his purpose in these strange objects. Something powerful. Something dangerous. The citizens of the San Saba, in the aftermath of the fall of Waking, are fearful of yet another world-ending catastrophe. The Railroad Conglomerate has demanded the phenomenon be investigated, and the potential threat neutralized, before it interferes with forging a bright new future.

Barogue is the answer. We must delve deeper, into the still hidden mysteries of the Lost City and The Prince Undying. To battle new nightmares, survive the horrors, and uncover the echoes of the fall of the Lost City, we must venture into the unknown.

An image of Barogue from our very first online event two years ago featuring this location, “The Lost City”! Our next event takes us back for a triumphant return to Barogue!

HOW-DY!

It’s that time again Vados, time to start SEASON FIVE! It’s Jonathan here with the first of our posts leading up the online event to kick off the season: THE UNDYING PRINCE. We have a lot in store for y’all in the coming weeks, but today we want to make sure you know a bit about what to expect, some commonly asked questions, and a bit of a story intro into the event.

We haven’t run an online Dystopia Rising event for a while, so let’s cover the basics:

  • Online events are held on our Lonestar Skies Discord Channel. The server will go live shortly before the event!

    • You can access the Discord server here: https://discord.gg/SA9eNNCa3Z

  • You buy your tickets on our online store starting as of Monday, July 10th!

  • Our online games use a slightly different set of mechanics than you might be used to, but you can find all the rules completely FREE on our website below. I’ll be covering these in detail in a future blog post, but if you like to get a head start on these things, here you go:

  • Our online event will include CRAFTING!

    We all know that’s what y’all are really here for, so I’ll be outlining how you can use these mechanics in a future blog post before the event. Don’t worry, you’ll be able to satisfy all your blueprint cravings and get yourself a head start on the live events starting in September!

  • Our online event will start on Friday night and end on Sunday afternoon, similar to a live event. Sunday will be primarily reserved for soft roleplay, so the main action happens on Friday and Saturday!

  • The online event will consist of two main parts:

    • ONLINE RP: We will have an online Discord server with chat rooms for soft Roleplay and even Voice channels. We will have a few activities you can complete in these rooms, places to use your various Skills, and even a few NPCs!

    • MODULES: Each full online ticket comes with an option to attend THREE small module events. This will be 2-hour events led by a Storyteller and they are limited to 4-6 players on each run. These modules will happen in SIX different acts throughout the weekend, and each act will tell as aspect of the unfolding story of the UNDYING PRINCE.

  • Mod Signups and a Sneak Peak into the story of the weekend starts July 24th!

  • You can earn XP from the weekend, play multiple characters, play cool personal mods with your friends, and get a headstart into the overarching story of Season 5!

Grab Bag Contents

For online events, we have a special ticket add-on called a GRAB BAG! Purchasing this ticket not only helps us prepare for the upcoming season with new props and more, but it also has some tangible rewards for your character!

OUR GRAB BAG THIS MONTH INCLUDES THE FOLLOWING FOR $10!

You get a few unique items that are usable during the online event:

  • 1x “Explorer’s Kit! - 3 themed [PIPS] that represent adventurous and useful tools for your excursion to Barogue! These are one-use online items that give you a +1 for a roll of your choice! You can see how to use these in our Bravado Bones online game ruleset!

  • 1x Tag [Well Prepared] - This is an online-only item that helps your Mind points change a roll heavily in your favor! You can see how to use these in our Bravado Bones online game ruleset!

  • 200 Barogue Bucks - This is an online-only currency that will let you obtain herbs, scrap, blueprints, and more, similar to the Cali*Co Point system we used before! We will have more on this in a future blog post!

Plus, you get some physical carded items that will start you out strong for our live events starting in September! While every character can earn items for their LIT inventory, the GRAB BAG includes an option to get your items mailed to you!

  • 1x Basic Red Mist - A handy Injectable brew that can be self-administered in Bleed Out. Handy for surviving the wasteland!

  • 1x Weapon Augment of your choice! - Augments are a new type of item that can be attached to a crafted Weapon. They last for 3 months and tend to be a bit expensive to craft. You can start out Season 5 with a shiny new Augment of your own!

  • 1x ‘SHARD OF THE RED CROWN’ Currency Card - This will be a brand-new collectible currency-style card for Season 5, a physical trophy of your trip to the Lost City. This will have some in-game effects for DR:TX event as well during this next season, as well as being highly collectable!

  • Item Cards by Mail! - Have all the carded items made in our “Do Work, Get Paid” virtual econ system, items purchased with Barogue Bucks, and GRAB BAG items mailed to straight you by USPS!

Grab bags are limited to one per player, so don’t miss out!

The story of “The Undying Prince

I’ve included the story teaser of our event at the beginning of this blog post, but let’s talk a bit about what to expect from the STORY of the online event in August.

Our online event concerns the LOST CITY OF BAROGUE. Long thought simply a legend, it was discovered two years ago in our game during the events of our last online event of the pandemic season. Barogue was a massive moving city, propelled through the deserts of the Dune Seas on mighty tracks to evade the hordes of undead, suspending an entire city on its back. Barogue is a wondrous relic of the past, from a time after the fall of man to the zombie virus, but at least two hundred years before our current age in Dystopia Rising.

When Barogue was first found by Felicity Redfield and the map bearers two years ago, the city was buried under a massive sand dune, with an Elder Leviathan coiled around it like a nest.  The first expedition fell through the opening at the top of the glass-like steel dome into the city, and the events of the first online event, “The Lost City” occurred inside.   At the end of that episode, the survivors ascended a tall spire they named the Altar of the Scion Vossa to escape the city, fashioning a temporary crystal matrix to power the crystal plinths of the abandoned titan city.  In the exodus they created a massive psionic blast that scattered the leviathans around the city.  When the giant sandworms fled, they left in their wake a crater that exposed the majority of the moving city.

Over the last two years, the Railroad Conglomerate and other factions have worked tirelessly to uncover the bulk of the superstructure of Barogue, peeling back the layers of sand that hid the city’s secrets.  In the shadow of the massive titan city is a small settlement fondly called New Barogue, the heart of the RRC operations at the Lost City.  Settlement is perhaps too strong of a word, but the ramshackle array of tents and mining equipment at the excavation site is always changing as new work crews arrive from Essex and beyond.

The primary focus of the RRC is on scavenging the Lost City for usable salvage, scrap, and metals they can bend towards their ever-hungering needs of expanding the Oxline across the wastes.  While most of the metal in Barogue is a very hard alloy similar to titanium, this crazy future metal is difficult to process with current technological levels.  Instead, scavengers focus on panels, bolts, wiring, and anything they can tear from the superstructure to box up and ship out on the Oxline.  Anything that can be melted down into a railroad tie is shipped back to Essex for processing, one more link in the chain of the Oxline network.

In their wake of this systematic dismantling are beleaguered archeologists from the RRC, the Grave Council and the San Saba Republic, uncovering new secrets of Barogue on a daily basis.  While they contend with brutish laborers that trample on their archeological digs, the scientists and researchers of the expedition are slowly finding new ways to access areas within the city and struggling to understand the strange crystal psi-tech that once powered the mighty titan city.

The city is a treasure trove of archaeological secrets, psi-tech, and raw resources that will fuel RRC operations for decades to come.  It is a deadly and mysterious site, but the risk of the city outweighs the rewards that await if the RRC can fully unlock the titan city’s many labyrinthine halls.

Here’s a sneak peek of one of the maps I made for this event! Take a look at the Lost City of Barogue!

We can’t wait to show you more of the Lost City of Barogue, so you can experience the horrors and mysteries within. Don’t wait to get your ticket, and make sure you are ready when Mod Signups go live on July 24th. These mods are first-come, first-served, so you’ll want to be ready to check in when they go live!

Next week, we will have more to uncover about THE UNDYING PRINCE!!!

See you soon Vados!