Sunday, January 3, 2021

Hubris for Gorgon Crawl Classics

Hubris, noun (hyü-brəs)
1) excessive pride or self-confidence.
2) (in Greek tragedy) excessive pride toward or defiance of the gods, leading to nemesis.


In Gorgon Crawl Classics, PCs gain and spend Hubris to modify their die rolls. Spending too much Hubris or leaning on it too much temps fate and leads to tragedy. Very Greek.

Yes, I am also aware the Mike Evans has a very cool DCC setting called Hubris. 

This still very much a work in progress and has not been play-tested at all. Here's how it works...


Gaining Hubris
  • PCs start each session with 2 points of Hubris. Leftover Hubris does not roll-over from session to session.
  • If a PC rolls a natural 20, all PCs gain 1 Hubris.
  • If an enemy rolls a natural 1 against a PC, that PC gains 1 Hubris. 
  • If a PC rolls a natural 1, all other PCs gain 1 Hubris. Point and laugh at your fellow's folly.
  • NPCs do not gain or spend Hubris. 

Spending Hubris
  • Before making an attack, skill, save, attribute, or spellcasting roll, you may spend as many Hubris points as you have available. For each Hubris you spend, roll 1d6 and add the total to your roll. 
  • If any of the Hubris Dice come up as a 6, the gods punish your arrogance and bad things happen. The more 6s you roll, the worse the results. 
  • Rolling one or more 6s does not necessarily mean the roll has failed, unless the "Cost of Hubris" dictates so. Compare the total to the DC as normal. You can succeed in the roll and still suffer the wrath of the gods.
  • You can spend Luck and Hubris on the same roll.

The Cost of Hubris
  • If you roll one 6 on your Hubris dice, you suffer a misfortune. A misfortune is a short, one-off compilation that your character suffers. Once you deal with it, it’s done. 
  • If you roll two 6s on your Hubris dice, you suffer a curse. A curse is a persistent malignant effect that causes trouble for your character, but it’s not career-ending. Some lingering effects of a curse can be removed with the Remove Curse spell. Treat it as a “major curse” with a DC equal to the total of your roll that triggered the hubristic curse.
  • If you roll three or more 6s on your Hubris dice, you are struck by a doom. Dooms are powerful, far-reaching malasions that might end a character’s adventuring career or even kill them outright. These dooms are too powerful for the mortal magic of Remove Curse to remedy. To throw off your doom you must “quest for it!”
  • Roll 1d12 and cross-reference the roll with the number of 6s you rolled on the Hubris Dice. Luck cannot modify the Cost of Hubris roll.


1d12

One 6 (Misfortunes)

Two 6s (Curses)

Three or more 6s (Dooms)

1

Weapon or tool breaks

You are framed for the murder of a notable NPC

Struck dead

2

Hallucinations! You are unable to tell friend from foe for 1d6 minutes

The NPC you love the most dies.

Your entire bloodline killed.

3

You are attacked by (roll 1d4): 1) a lion, 2) 2 bears, 3) 1d3 boars, 4) 1d4 wolves

You are given the head of a donkey.

Transformed into a (roll 1d4): 1)  goat., 2) pig, 3) donkey, 4) dog

4

All horses, mules, oxen, and other livestock within a mile die.

NPC you love the most betrays you.

Abhorrent! All humans are unnaturally hostile to you.

5

All pregnant, non-sapient animals for a mile around you spontaneously miscarry.

The next person you slay rises up the next night as a vengeful shade.

Anyone you slay rises up the next night as a vengeful shade.

6

Thunderbolt! You lose your next action due to shock. All allies within 30' of you must make a DC: 13 Reflex save or be knocked to the ground.

Your touch sickens children under 13.

Besotted! INT permanently reduced to 3.

7

All plant life suddenly withers and dies for 300’ around you.

Normal plant life dies wherever you walk.

Stricken! STR permanently reduced to 3.

8

Hunger! You are -1d to all actions and saves until you eat a meal’s worth of food.

Insatiable! You must now eat and drink three times the amount of a normal person.

Spited by the Gods. You no longer benefit from magical healing.

9

Accidental injury! Take 1d4 damage.

Poxed! Make a DC: 13 Fort save each day or take 1d3 PER damage!

Your homeland is destroyed

10

Plagued by nightmares. No natural healing or spell recovery for the next night.

Doomed. You automatically fail your next “roll over the body” roll.

No ship you sail on will ever return to its home port.

11

Permanently lose a point of Luck

Lose 3 points of Luck.

You automatically fail all Luck checks.

12

You fail as if you rolled a natural 1 with all relevant consequences.

All natural animals hate you.

Struck blind


Wednesday, December 16, 2020

Gorgon Crawl Classics


Before I got into Elric or the Gray Mouser, well before Tolkien, and long before I was into D&D, I was into Greek Mythology. The Chicagoland UHF station I grew up with would play old Hecules movies on the odd weekend, and Clash of the Titans seemed to be on constant ration on HBO. Books from the school library and Time/Life helped feed the love of heroes and monsters.

In the past couple of months, I’ve had weird bits of synchronicity with heroic Greek myth. The new version Agon came out in print, Blood of Zeus dropped on Netflix, a new season of Great Greek Myths came to Prime, and Eldritch Fields started actual play posts of Mazes & Minotaurs.

So now I’m primed for some heroic Greek gaming! I know there are several “mythic Greece” RPGs out there, but I’ve never had a chance to play any of them. I read thru both Agon and Mazes & Minotaurs (again), but then I thought to myself “You know what would be an interesting system to use for some mytho-heroic gaming? Dungeon Crawl Classics!”

And so…

 

GORGON CRAWL CLASSICS!

Gorgon Crawl Classics is a DCC setting I’m low-key working on while I finish up other projects. I’m not sure what the final form will take: zine, full book, or just dead on the vine. My plan for now is to have fun writing stuff for it and run some test games at on-line conventions and for friends. Here’s the outline of things I have (thus far) planned. 

High Concept: RPG adventuring in mythic Greece and the Mediterranean Sea. DCC-style “gonzo” flavored. Heavily inspired by peplum movies and Harryhausen monsters. 

Cool Game Stuff > Movies > Mythology > History

I actually liked this movie!

Features

Hubris: a mechanic much like Fleeting Luck or Mojo. You add bonuses to your roll but risk getting smote down by the fickle gods.

Heroic Origins: replacing both the 0-level funnel and birth augers.

Supernatural Patrons: Prometheus, Orpheus, and Circe

New Classes: Olympian (unarmed strong-man warrior), Nymph, Satyr, and Minotaur.

Modular Armor: Mix-and-match what your warrior is kitted out with.



Inspirational Movies

Jason and the Argonauts

Hercules in the Haunted World

Hercules Against the Moon Men

Medusa Against the Son of Hercules

Lou Ferrigno’s Hercules

Clash of the Titans

Immortals

Blood of Zeus

 

Hell yeah, Herc! Crawl thru that dungeon... classically!

I’m excited about this idea, and I’ll be sure to share content on the blog here!

Friday, December 11, 2020

Grizzlethorpe and the Running of the Bears (Ryuutama)

I’ve been playing Ryuutama with Leighton, Anne, and Peter for several months now. Ryuutama is a charming, pastoral RPG about nice people travelling from town to town, meeting new people, helping with their problems, buying and selling trade goods, and seeing the sights. With the real world on fire and everything, we all decided that playing something nice and pleasant was what we really wanted. Ryuutama has fit the bill nicely. It also lets me indulge in one of my favorite GM activities—creating quirky little villages and filling them with eccentric NPCs.

That brings us to the village of Grizzlethorpe and their annual festival, the Running of the Bears.  You know how in Pamplona, Spain they run bulls through the streets while the citizens run in front of them to prove their courage? It’s just like that in Grizzlethorpe, but with bears.

Isn’t that dangerous? Yes, it is! Don’t people get brutally injured, scarred, and maimed? Yes, they do! But the people of Grizzlethorpe are proud of their tradition and are happy to include willing visitors in the festivities.

And the bears? Why they love it of course. These humans willingly bring them into their town and let them run amok and beat people up. The bears have a good thing going, so they don’t ruin it by killing (many) villagers. Just some good-natured maiming.

The players, perhaps wisely, declined joining in the Running of the Bears. They just watched from the sidelines. That’s too bad, because I wrote up rules for the Running of theBears!

The Running of the Bears takes place in four legs:

Leg 1: The participants try to outrace the bears. Roll Dex+Dex (Diff: 8) to put some distance between you and the bears or suffer 1d10 damage from bear mauling!

Leg 2: The bears coordinate their chase and try to pen you in! Roll Int+Dex (Diff: 8) to avoid getting flanked by bears. Take 1d10 damage if you fail, as the bears gnaw on you some more.

Leg 3: The villagers have taken down the bridge that crosses the creek that runs through town. What a fun joke! Roll Dex+Str (Diff: 10) to leap over the creek. If you fail take 1d10 damage as a bear violently smacks you across to the other side.

Leg 4: You’re almost to the safety of the finish-tower where the villagers will pull you up to safety. Roll Dex+Dex (diff: 9) to get there before the bears catch you! Take 1d10 damage and suffer the Crippled: 6 condition if you fail.

 

Grizzlethorpe, using a village map I found online somewhere (sorry!)


My GM Notes for the village of Grizzlethorpe:

Terrain: Deep Forest (Diff: 10)

Specialty Goods: Wooden housewares

Town Food: Crusted honey cakes

Pleasant woodland village of 500.

Full of fantasy-expy faux-Slavs and faux-Germans.

Large, multi-generational homes. Black Forest style. Long hipped roofs with eaves that almost touch the ground.

Lots of woodwork carved with images of bears and swans. Red and green paints in abundance.

Robust, friendly people of Gladian stock. Many with horrible scars. Outgoing and amicable.

Town council consists of the the oldest resident, the elected sheriff, the head woodsman, and the winner of the Running of the Bears.

 

Places of Interest

Magda’s Beerhaus

  • Single daughter Beverly

Shrine to Rowenna, the Girl Hero

  • Flanked by dragon statures

Martin Jimjam’s Tannery and Leatherworking

  • Missing legs.

Runcible Hawk’s Sundry and General Goods

Griff Harbo’s Goatlery

 

People of Interest

Intense young activist Hesperline Preet does not approve of all this bear wrangling

  • Sign reads: “I Stand Firmly Opposed to the Exploitation of Bears!”

Ancillary Scrumm – Griff’ Harbo’s brother-in-law. Chief bear wrangler.    Big scar diagonally bisecting his head. Looks like his face is misaligned.

Olly Yumpster – Band leader of local barumpapapa band. Round, and red-faced. Missing several teeth.

 

Job Board

Take several barrels of Grizzlethorpe Stout to the Drunken Diva tavern in Larksong

  • Stanislav Garr – Local brewer. 6 barrels (size 5 each). Jennifer at the Drunken Diva in Larksong will pay 500 gp for each barrel.

Collect several pints of honey from the speckled bees in the forest for Sigfrid the Baker

  • Will pay 200gp for each pint.

Procure a Walking Broom from Dwimmerstaff for Magda’s Beerhaus.

  • Magda will pay triple the purchase price. Get a receipt.

 

 

Sunday, November 22, 2020

Them's Monsters! Now on Sale!

Them's Monsters! is now available as a PDF thru DriveThruRPG!

This zine is full of monsters for your Dungeon Crawl Classics games, and includes the Dungle--a new class that lets you play a hardy little beetle-person. 

There's also a short "Moonblossom & Chance" comic, a new one-page funnel dungeon "Grist for the Mill," and a whole bunch of my trademark weird fantasy play-it-straight absurdism.

You can also purchase the physical zine thru Goodman Games, or just--y'know--reach out to me thru Twitter (@bernietheflumph).

Check it out!

I swear to god I will have new game content posted here soon. Promise!

Sunday, September 20, 2020

Laser Ponies! 10-Days left on Kickstarter!

My friend and Leopard Women of Venus co-creator Leighton "Laser Brigade" Connor is currently kickstarting the 2nd Edition of his "RPG for Everybody" Laser Poines!

Laser Ponies was originally published in 2009 as a supplement for QAGS. This new edition still uses the QAGS mechanics, but is a complete game in one book. QAGS is a quick and simple system that should appeal to fans of Macchiato Monsters, the Black Hack and other rules-collaborative games. 

Laser Ponies was designed for younger players but is fun for gamers of all ages. The game is about friendship, teamwork, and magical ponies. But those magical ponies also get to blast monsters with lasers! Experience has shown that children love to kill monsters with lasers. 

Leighton has put his heart and soul into this game, and you should go support it RIGHT NOW!

As of this writing, the Kickstarter has 10 days left to go, and has already hit it's funding. But here's the thing. If the KS hits $1500, then I get to write an adventure for it! My Laser Ponies adventure deals with the PC ponies going up against a greedy bear who uses a magical artifact to control bees and terrorize his neighbors and hoard all the honey for himself. Don't you want to see what that's about?

The Laser Ponies Kickstarter runs until October 1. 

This guy...


Saturday, August 8, 2020

The Green Knight RPG-- a Quick Review

The Green Knight: a Fantasy Roleplaying Game is not at all what I expected. I'm not entirely sure it's what I wanted either. It's a tie-in for the upcoming-but-delayed movie from A24 (a movie I'm really looking forward to), and is billed as a "Starter Set."

The production values are good, and the box is nice, if a bit emptier than expected. Just a short quick-start booklet, a handful of character sheets, and a pretty cool black-and-green D20. 

The game is certainly not a D&D clone like I half-suspected. It more closely resembles a suped-up version of Lasers & Feelings and other minimalist narrative-style games. It would fit right in with a lot of the RPGs on itch.io. Keep in mind that I actually like minimalist narrative-focused story games.

Your main stat is "Dishonor." It goes up and down steadily over the course of play. When you attempt a dishonorable action, you want to roll under Dishonor to succeed. When you attempt an honorable action, you want to roll over. Specialization in skills and attributes modify the roll up or down. Each class has a handful of special abilities on top of this. It's all very simple. 

There are no Hit Points or anything, and combat is very abstract and narrative. If you hit 20 Dishonor, you're character's story is done. You can "atone" to reduce your Dishonor score, but it's pretty costly for your fellow players.  

The included adventure is pretty linear and kinda'-sorta' railroady. But I can let that slide for a quick-start intro game. It focuses solely on the PCs traveling to the Green Chapel to meet the Green knight, with a handful of encounters to delay them. It would probably work pretty well for a short convention game. 

I don't hate this game, I'm just kind of "meh?" about it. 10 years ago I'd have been all over this game. Right now, it's just not really my flavor. As this is a "starter set," I'm very curious what a full version will be like, especially for Arthurian adventures that don't revolve around the Green Knight. 

As it stands, I think I'll stick to Romance of the Perilous Land or Wolves of God for my Arthurian fixes. 


Thursday, July 30, 2020

Rocker (a class for Barbarians of the Ruined Earth)

Mike Evans recently dropped his Barbarians of the Ruined Earth rpg, and I'm hella excited for it. It's groovy combination of Thundarr, He-Man, and Mad Max with awesome art and a simple and hackable system. I was eager to make some custom classes for it. 

The Rocker is my take on a heavy-metal rock-n-roll post-apoc bard. They channel their magical powers through special guitars. Since their magic comes from the electrical might of rock-n-roll, they don't have anything as subtle as a sleep or charm spell. Their magic is brash and loud. I wanted to make their magical songs work different from the Sorcerer and Death Priest's powers, so I cribbed the magic rules from Mike's own DIY RPG Rules Playtest. I think they'll work pretty good for what I want. Spending HP to cast seems like a good way to balance power abuse, too. I haven't had a chance to playtest this class yet, so I'm eager to see how well it works.

Enjoy!

Rocker

Far beyond the broken moon, behind the burning stars lies the Screaming Electric Void—the primal roiling chaos of pre-creation. Certain people, the Rockers, can channel this power through their body and soul to create amazing magical effects, shaped by the force of their own will and their custom-made super-guitars. Rockers are heavy metal warrior-poets, empowered by ecstatic rites and dedicated to bringing rock-and-roll freedom to the enslaved and oppressed!

“You might kill me, but you’ll never kill the power of ROCK!”

  • Staring HP: 1d8+4
  • HP Per Level/Resting: 1d8
  • Weapons & Armor: Light armor, all shields, daggers, all swords, all axes, energy weapons, their personal guitar.
  • Attack Damage: 1d6/1d4 Unarmed or Improvised

Special Features

Rock-n-Roll Lifestyle: The Rocker has advantage on all tests against drugs, alcohol, or poisons, both mundane and magical. Additionally, the Rocker can live on booze and drugs alone. Treat alcohol as water and narcotics as rations. 

Mosh Pit: If the Rocker can hear loud music while fighting they gain +1 DR and inflict normal weapon damage with unarmed attacks. 

Axeman: The Rocker has a custom made tricked-out electric guitar (their “axe”) powered by the Rocker’s own life-force. This self-amplified instrument is an extension of the Rocker’s own body and soul and is used to play all their powerful songs. It is their connection to the Screaming Electric Void beyond the stars. If the Rocker should ever loose their Axe, they can build a new one with a week of downtime and access to scrap metal and spare parts. 

The Rocker’s Axe gives them advantage on all rolls related to mundane musical performance. The Axe is also tricked out with spikes, blades, chainsaws and other dangerous decorations that allow the Rocker to use his guitar as a melee weapon. When wielding the guitar as a melee weapon, the Rocker can use it either one handed or two handed.

The Magic Power of the Music in Me: The Rocker can use their Axe to play powerful rock-n-roll songs that have magical effects. To play a song, the rocker must have both hands free to play their guitar and must be able to sing. This music is spiritually and physically taxing. The Rocker makes a CHA roll. If the roll succeeds, they successfully perform the song and the effort costs them 1d3hp. If the roll fails, they still successfully perform the song, but the effort costs them 1d6hp. If they roll a 20, the song doesn’t work at all, the rocker loses 1d6hp, and they cannot play the song again until the next dawn. If the roll is equal to or less than both the Rocker’s CHA and their Level, the song is performed successfully and does not cost the Rocker any Hit Points. 

Despite the name, some “Songs” are just quick riffs of blazing guitar chords. Others are full songs that must be played to completion. The CHA roll should be made and Hit Point cost paid when the song is completed.  

The Rocker knows two Songs at first level and learns a new Song every even level thereafter, to a maximum of 7 songs at 10th level. 


Rocker Songs

  1. Blazing Electric Death (play time: 1 action): All creatures—friend or foe—within Nearby distance of the Rocker take 1d6 damage from fire, lightning, and deadly guitar licks. Armor will not protect them.
  2. Face Melter (play time: 1 action): Inflicts 1d6 damage on one target and liquifies their eyeballs (armor will not protect them). The target is rendered blind until the hp damage is healed. At 10th level, the damage increases to 2d6 and the blindness is permanent.
  3. Screaming for Vengeance (play time: 1 action): The Rocker chooses a target that wounded them or an ally within the last round and unleashes their anger in a furious sonic attack. The target takes 2d6 damage. Armor will not protect them.
  4. Bow-Chicka-Wa-Wa (play time: 3d4 minutes): Choose two creatures within Not So Nearby range and include both their names in the song. If they have sex with each other before the next sunrise, they will both get pregnant, regardless of age, health, or biology. 
  5. Triumph of the Glory of Me (play time: 1 action): All friendly characters within Nearby range have advantage on the first roll they make the following round. 
  6. You're the One They Can't Beat (play time: 1 action): A creature within Nearby range is healed for 1d6hp. The Rocker cannot heal themselves. 
  7. I. Am. Iron. Man. (play time: 1 action): The Rocker's skin turns to living metal and gains DR: 3 for the next 2d6 rounds. 
  8. Blow the Doors Off the Place (play time: 1d6 minutes): All doors, windows, or other portals instantly and violently blow open, even if held shut by magic or super science. 
  9. Bat Out of Hell (play time: 1 action): The Rocker sprouts giant flaming bat wings from their shoulders. For the next 3d6 rounds, the Rocker can fly as fast as they can walk, but they must continue to play their guitar the entire time. If they stop playing, the effect ends and they fall. 
  10. Hard Rock Zombies (play time: 3d6 minutes): The Rocker can resurrect a dead corpse as a Hard Rock Zombie under his command. The zombie has 2hp per level of the Rocker, DR: 1, and inflicts 1d6 damage. Hard Rock Zombies are stupid but will follow the Rocker’s commands to the best of their ability. If given instruments, they are surprisingly competent musicians. The zombies exist until destroyed. The Rocker can create and control a number of zombies equal to their level (though they must perform the song multiple times to do so). However, if the Rocker ever has more than 1 zombie under their control, they must roll 1d10 every sundown. If the result is equal or under the number of zombies, they decide to kick the Rocker out of the band and immediately attack their former leader. 
  11. Power Ballad (play time: 2d4 minutes): State an emotion when playing this song. Every thinking creature within Not So Nearby range is instilled with that emotion for the next 2d6 minutes. This duration increased to 1d6 hours at 5th level. Social interaction that play upon that emption have Advantage on any associated rolls. 
  12. Stage Effects (play time: 1 action): The Rocker’s song creates minor audio-video illusionary effects within Not so Nearby range. The illusions can be as large as a bear and/or as loud as a trumpet. At 5th level, these effects can be as large as an elephant or as loud as an amplified guitar. The effects last for 2d6 minutes. The Rocker must continue playing his Axe for the duration or the effects end instantly. 
  13. Through the Fire and Flame (play time: 1 action) For the next 3d6 rounds, the rocker is utterly immune to mundane or magical fire. However, they must continue to play their guitar the entire time. If they stop, the effect instantly ends. 
  14. The Hellion (play time: 4d6 minutes) The Rocker summons a minor demon to lend him aid. The hellion has 3HD, DR:2, and is immune to fire. The hellion is intelligent, but not terribly bright. It acts as the Rocker’s friend—but that kind of troublesome friend that always wants to borrow money and drinks all your beer. The summoning lasts until the next sunrise or until the demon is destroyed or banished. At 5th level, the summoning lasts for a week. At 10th level the summoning is permanent or until the demon is destroyed or banished. The Rocker can only have one Hellion summoned at a time. 
  15. Cities on Flame (play time: 1 action): The Rocker’s guitar is imbued with the power of demons and dragons, letting the instrument spew fire. For the next 2d6 rounds, the Rocker can use their guitar to make Ranged attacks up to Far Away range and inflict 1d6 damage. If the damage die rolls a 5 or 6, the target catches on fire and takes 1d4 damage each round for the next 1d6 rounds. 
  16. Highway Star (play time: 4d6 minutes): The Rocker’s song conjures a badass car from the depths of Hell. It’s a killing machine--big bad tires and everything. The summoned vehicle functions as a normal Raider Hot Rod in all ways, but the paint job is hella’ sweet. The car remains for 1 hour per Rocker level or until destroyed. At 10th level, the summoning is permanent until the car is destroyed. The Rocker can only have one car summoned at a time.
  17. Heavy Metal Thunder (play time: 5d6 minutes): The Rocker calls up a violent thunderstorm that effects an area 1 mile across for each level the Rocker has. The storm produces punishing rain, strong winds, and damaging hail as well as lighting and thunder. The storm lasts for 10 minutes per level of the Rocker. Despite its furiosity and supernatural origin, the storm functions in all ways like a powerful but mundane summer storm. 
  18. I’m a Lumberjack, Baby (play time: 1 action): The Rocker’s Axe is temporarily augmented with a nuclear-powered chainsaw. For the next 2d6 rounds, roll all melee damage for the guitar with advantage. 
  19. Beat on the Brat (play time: 1 action): The rocker chooses a target within Nearby range. For the next 1d3 rounds, all attacks against that targets are made at advantage. The Song does not affect targets with more HD than the Rocker has levels. 
  20. Don’t Fear the Reaper (play time: 1 action): Choose a target you can see and whose name you know. If they are taken Out of Action within the next 1d6 rounds, when they roll on the OofA table they can roll twice and take the result they prefer. 


Leveling Up

Roll all Attributes to see if they increase, roll twice for CON and CHA. 

Starting Equipment

Weapons: Your “Axe” and two daggers
Armor: Leather jacket (1RP)
Additional: Narcotics (1d6), booze (1d6), bedroll, torches x6 (d6), healing salve (1 HD of HP restored)

Interesting Trinkets (1d6)

  1. Cowboy hat decorated with tiny skulls
  2. Jar of corpse-paint
  3. Several brightly colored silk scarves
  4. Shoebox full of Molly Hatchet 8-tracks
  5. Lucky guitar pick on a thin chain
  6. Silver lightning bolt keychain

Life Event (1d8)

  1. Your lover was kidnapped by an evil sorcerer. 
  2. Your family was enslaved by a religious cult dedicated to the elimination of free thought. 
  3. You used to travel with a group of three other Rockers, but you had some sort of falling out. Now you’re all bitter enemies and rivals. 
  4. You learn how to play guitar when you made a deal with a rock-n-roll demon at the crossroads. At some point he’s going to demand payment. 
  5. You spent a week black-out drunk on a klartesh bender. You woke up here, thousands of miles from where you started, unsure of how you got here. 
  6. Your Axe used to belong to the old guitar-master who lived in a cave atop a storm-wracked mountain. He taught you all you know before he ascended to Rock-n-Roll Heaven. 
  7. A rival Rocker humiliated you in a guitar contest.
  8. You once died, but a beautiful heavy metal Valkyrie brought you back to life for some unknown reason.