8am. They need to wrap this up in around twelve hours. Go up an apartment block full of the White Rabbits. Only they don't realize that the Vultures are already here, or at least are soon to be, and violence is imminent. Christmas dinner is a long way away.
Previously, on Goblin vs the Christmas Miracle
Goblin and Bugbear have been tasked with entering the Metroplex 1, finding a captured hacker, and destroying a feather he has found. A very strange feather. Problem is, the White Rabbits have Boris Oblonsky, aka Ratfuck, and the Vultures want him back. For revenge. The bad news, they only have around twelve hours to do this. The good news? They'll probably be dead long before that.
Content Warning: Lots of language. Definite substance usage but the main PCs are largely clean. Violence. Some gore is likely. Weird horror stuff abounds.
More info, attribution for the tools and materials used— including the splash art — can be found in the About & Credits, below.

Goblin vs The Christmas Miracle, Session 1
[JOB PREP] Let's Build an Adventure
This session is going to have "prep is play" all over it and probably half of this session will just getting the tools together to play the other two or three sessions to follow.
This adventure should be mid-tier in difficulty, low-to-mid-tier in lore, and mostly just an excuse to set up characters that will face rougher challenges as the overarching 2024 arc continues to set up the 2025+ The GLOW arcs.
As said previously, this is largely "The Block 13 Job" though I've changed a few details to help it fit more into the world of The GLOW.
This next bit is going to sound pretty bonkers/complicated to start, but I promise it is actually pretty simple.
Locations = Cards (or, um, vice versa...maybe)
In that job, there are seven broad-stroke locations, each with a couple of suggestions. We are going to use those and add a few more. Actual geometry and layout of how The White Rabbits occupy the building will be kept sort of vague, though no doubt a kind of "reality" will develop as we get into it and ask questions and such.
The 7 locations given are: The Gatehouse, The Atrium, The Balconies, Apartment, The Washrooms (with the Rabbit's "Doc"), The Lair (with "Bloody Alice"), and the Roof. I'll hold the Roof as a special case, that leaves six others. Actually, Gatehouse/Atrium will be kind of a freebie, that leaves just four.
Let's say two extra sets of Apartments. Let's add in Elevators and Stairs. Drug Lab. A Bar/club. Bodega. Hallways x2. This should give us 13 locations, one for each value in poker suit. Then I add in the Joker to represent where Boris Oblonsky is being held. To sum up:
- GIVEN: Gatehouse/Atrium [♡]
- A, 2, 3 = Apartment [♤,♡,♢,♧]
- 4 = Balcony [♤,♡,♢,♧]
- 5 = Bar/Club [♡,♢ with ♤ assumed]
- 6 = Bodega [♡,♢ with ♤ assumed]
- 7 = Stairs [♤,♡,♢,♧]
- 8 and 9 = Hallway [♤,♡,♢,♧]
- 10 = Elevator [♤,♡,♢,♧]
- Jack = Washroom, with "Doc" [♤]
- Queen = The Lair, with Bloody Alice [♤]
- King = Drug Lab or Production floor OR mass of Vultures, etc [♤,♡,♢]
- Joker = Ratfuck [???]
The number of suits given are variations. In all these — but see the "Clocks," below — Spades = White Rabbits*. If the card has a Spade (♤), that means White Rabbits are located. Diamond (♢) have a chance for Vultures*. Club and Bodega definitely have White Rabbits* but also might have Civilians (Hearts, ♡) or Vultures. In the latter cases, this means a fight is likely happening. The final suit, Clubs (♧) will involve the area being empty of obvious NPCs. A bit of downtime.
The plan will be take the cards as above, shuffling each Rank separately, and then draw one card from each Rank A - 10, not knowing the Suit. That's 10 cards. I will discard three of them at random, leaving 7. Since the Gate/Atrium will be "Hour 1," it will basically have 8 hours guaranteed for the mission.
The Jack ("Washroom"), King (variable), and Joker (Boris) will be taken and mixed with the final three cards of the stack and randomly shuffled in and added to the bottom, making a stack of 10 cards. Then, the Queen ("Lair"/Alice) will be mixed in with the the last two cards of this new deck. In other words. Four cards will be just set-up. Then one of three special encounters could show up at any moment. Finally, somewhere in the last three, there will be the very special encounter. It is technically optional, but I know my luck.
The Vulture Clock
There will be a 6d6 decaying dice clock. Roll all the dice, 1s and 2s are removed from the pool. It should roughly count down but it might stay put for a few hours or drop off almost immediately.
- 6d6 Remain: Vultures are not yet in the building. All Vulture events are considered "empty." This generally means the chaos is lower, but also means the Rabbits are not distracted.
- 5d6: Vultures have entered the building. They are not yet in force, so Vulture events are generally low-tier encounters, possibly up for teaming up. Any ♡,♢ with ♤ type encounter with Vultures will be assuming the Vultures are in hiding. Since they dress up in over the top outfits as a mark of honor, it likely isn't going well for them.
- 4d6: Now the ♡,♢ with ♤ type encounters will have actual fights. Rabbits will be somewhat distracted, Vultures less likely to ally with PCs.
- 3d6, 2d6, 1d6: Vultures will be growing in number. Secondary complications — building on fire from fighting, civilians fleeing, MUNI being called — are likely [see "Chaos Clock"]. The King card is now invariably Vulture themed. At 2d6, Craven — the leader of the Vultures — will be encountered upon it. At 1d6, they will have taken over the Washroom and ♡,♢ with ♤ encounters will now be in Vulture control with most civilians likely fled.
- 0d6: The Vultures have effectively won. All Rabbit encounters are now Vulture encounters, as well. Except for Alice, who will be fighting with Craven. There is a chance, there, of teaming up with one or the other but that will introduce countless complications.
Chaos Clock
Once the Vulture Clock hits 3d6, start with 1d6. If it is a 1 or 2, then next time add a dice. If there are two dice, if either is a 1 or 2, add a third. etc. Chaos will start slight but grow fast, possibly.
At a 1, the Chaos is pretty much as expected. By a three or so, building altering events will be happening. At 6d6, immediate evacuation will be required.
Hours
This arc will be broken up into hours. For each hour, check the current Vulture Clock [and/or Chaos Clock] and then pull a card. Make a scene that makes sense with it. Draw a Gamemaster's Apprentice: Cyberpunk card and use details from it to figure out details of the scene, if needed, and use prompts where available from the job itself. After the scene, draw another GMAC to get a vibe check of what the rest of the hour will look like. It might be downtime or a fight, etc, resolved "off camera."
Fiction [Effectively] First
If at any time there is a development that makes the fiction derived from the point-crawl developed above stop making sense, then the fiction of the whole should effectively come first. No chill club scenes with a Chaos Clock > 2, for instance. Elevators might be iffy in the case of a fire.
[PC PREP] Gearing Up the Team
In Neon City Overdrive, PCs can have up to four gear items per job. The way it works is you name up to four items, and each has several tags (1 to 6, in practical terms). Then you roll a d6. If you roll under the # of tags, the PC does not get the item. That gear slot is "wasted." Then these tags can be used like other tags/triggers to give +1 or narrative permission. It's best not to rules lawyer it too much, if at all. Trust the process, all that.
Both Goblin and Bugbear have some items that are just...part of who they are. These are not up for debate. However, each job will have other items that should have some value.
- GOBLIN: Plain-Ass Cellphone (Secure, Sturdy) >> 2 tags vs (d6) 4 = Received.
- GOBLIN: Small-Yield Explosives Bundle (Remote Controlled, Extra Use, Concussive, Stable) >> 4 tags vs (d6) 5 = Received.
- GOBLIN: Drop Bubble [Aether-"parachute"] (Reliable, Negates Fall Damage, Quick, Stays Clipped On) >> 4 tags vs (d6) 4 = Received.
- GOBLIN: Shock Knuckles (Stuns, Easy to Put On, Discreet, Not Liable to Backfire) >> 4 tags vs (d6) 3 = NOT Received.
- BUGBEAR: Homing Gun (Shoots Folks, Tracks Targets, Long Range, Homing) >> 4 tags vs (d6) 1 = NOT Received.
- BUGBEAR: Drop Bubble (same as above) >> 4 tags vs 3 = NOT Received.
- BUGBEAR: Stealth Suit (Stealthy, Bullet-Proof, Light) >> 3 tags vs 6 = Received.
- BUGBEAR: Spy Spider ServiSynth (Small, Stealthy, Long Range, MultiBand) >> 4 tags vs 2 = NOT Received.
Man, Bugbear did not do so well. He only got his Stealth Suit. He still has his more basic gun, but not a fancy one that will allow for fancier tricks.
[Play Starts] Hour 0
8am. Wednesday, 12 December 2024. Standing on a hill near the two remaining towers of the Metroplex. Rain is drizzling down. The air too warm for snow, but sleet is possible if the weather swings worse.
The Metroplex Towers stand taller than anything in this section of the GLOW, like two and half fingers into the sky with a fair sized gap between them and the better sections stretching out for kilometers. The final plan had four buildings spread out across a half-kilometer square turned 45° with one northeast (3), southeast (4, unbuilt), southwest (1), and northwest (2, mostly destroyed).
Impressive structures by height alone, several windows are broken, graffiti is commonplace, and the lack of cleaning 'Synths means Soulburn has slowly but steadily built up layers of rime on the outside. The buildings have aged thirty years in the past ten.
Thick, high walls separate the inner complex from the outside, though none of the intended defenses work outside of what the residents have installed themselves. The interior of the complex is a large courtyard with surrounding gardens, though the primary thing growing in latter are strange weeds and empty Ash bottles.
Let's establish some details...
- Height: 12 (6 + (d6) 4) = 120 floors.
- Linkages between 1 and 3? 6 + (d6) 2 = 8. Roughly one every 12 stories.
- How many functioning? 8D6 where every 1-3 = Not >> 1, 5, 6, 2, 2, 5, 5, 4 = Floor 24, 36, 72, 84, 96 only.
The intended spiderweb of skybridges and trollies has not come to fruition with the absence of two of the four buildings. Only a few skybridges between the two cattycorner buildings are left remaining, and not all in good conditions. Others have shattered and fallen or were left incomplete. Vines and trash dangle from both intact and broken ones, alike, as numerous unhoused people have made homes in a few. A risky endeavor to cross.
The burnt remains of MP2 stands to the northwestern side. The Soulburn dances oddly, there, and despite some rooms being available to at least get out of the elements, few feel comfortable inside the husk for long.
Setting the Scene, Hour 0.
Super quick scene type thing where I just test a few assumptions and set up a few escape plans and strategies, in character.
I pull out my drone. It looks cheap as shit. Like something you might get with your big-boy allowance assuming your parents were not, you know, rich-rich but still had enough money to get their dumb spawn drone-buying quantities of allowance.
I know, shouldn't talk shit about other people's kids. It lacks...elegance.
At any rate, the whole point of this thing is that it is supposed to look like it cost only a few hundred Noodles and has deprecated since then. Like it's not worth it to even try hock it for a few quick hits of Ash because it might just explode on you. Which is how you know, if you know me, that this thing is reliable as your dad's disappointment. It's a brick that breaks the laws of physics to fly just fine while being able to take several hits from direct gunfire.
Better still, it does exactly what I want it to do. Fly. Talk to me. Potentially divebomb the person trying to shoot me. It has a few algorithms and responses, but it absolutely does not think for itself. It is my second best friend.
I tap the non-GLOW phone against it to sync up the two systems. I requested Arkyu get me a phone which 100% has no Aether. Model you might see in Nebraska. And yes, we do have cell-phone towers here. Not as many as, well, Nebraska but you can't have your fancy international travelers not able to load to upload all the outrageous shit they see while touring. They might rent an ASE while in the 'Burn, but they ultimately want to impress friends back home and outside the GLOW's limits, an ASE is just a marble carved with thousands of nanometer glyphs. Pretty, but not worth the 3k+ price tag.
This is a bit of a "will succeed" type roll, but a failure/complication might indicate a glitch in Goblin's plans.
- Are the White Rabbits keeping an eye out for such drones? (Even) >> {GMAC63} Yes.
- Are the Vultures? (Even) >> {GMAC55} No? So, not yet but might spot it later...
- 1 +(Smasher) 1 +(Drone) 1 +(Phone) 1 -(Rabbit Surveillance) 1 - (Weird Luck) 1 = +5, +5, +4, -3, -3 >> Success, but not perfect. Drone is having to stay back because it "senses" the Rabbits' detection, so intel will be low. Not good enough to get very detailed scans of the buildings.
Unfortunately, within a few seconds of it hitting the air it detects there is some passive scanning in the area and the on-board computer plots a path that keeps it from entering the area directly. I can get some data from it, but I was hoping it was able to get close enough to scan for Null Boxes.
There is a good half-kilometer of no-man's land around these structures, where the architects had planned for affordable food, clothes, and...I don't know...sex-toy shops to go.
The one block of now shuttered businesses that managed to open before it was obvious it was all going to shit looks like a death trap. I can practically feel the eyes hiding out in those buildings as my drone circles over it.
"Ok, plan B," I say to Bugbear without fully telling him what Plan A had been.
My ASE is currently on a watch band with my HUD up. I dial into Arkyu's office group and Genny's face shows up. "Eye, we got any notion at all about where the Joker is at in the deck?"
- (d6) {1-3: No | 4-5: Partial | 6 Yes} >> 2, No.
"You know how she shuffles the damned thing," Genny says back, sticking to the code because even though it is unlikely someone is listening in, it's not null, "Joker could be anywhere. Just deal and we'll see what hand shows up."
Fuck. "Understood." I kill the connection. If they managed to dig up any intel, then we could possibly just taken elevator or go up MP3 and take one of the skybridges across though, that being said, even from here I can zoom a bit with my HUD to see the skybridges are probably bad news. Half look collapsed and one has a burning barrel in the middle of it, smoking pouring out into the gap. Another has an arm hanging from the side and I don't know if I am looking at a corpse or an Ash-head so high on Soulburn dreams that he, or she, doesn't care.
This means we will have to go up from the bottom and try and figure it out as we go. Ah, well.
Still, I am impressed, looking up at this terrible task. These buildings are fucking huge. There are three 200+ story buildings back near the heart and several 100+ story ones throughout The GLOW, with a few floating skyscrapers going even higher by technicality, but you can see how massive this would have been. A game changer. A place where Mom and Pop Joe could have something to call their own. There was supposed to be shops and hospitals integrated into these, but first they got the people in.
Then it went to shit. And folks were suddenly contracted to live out their days in buildings that smelled of smoke and required escaping out aforementioned no-man's land just to do some shopping.
"You ready?," I ask Bugbear.
"Are we on Plan C, yet?"
"Yeah."
He lets out a long sigh. As he starts walking down the hill so we can circle around to the entrance gate - the entire Metroplex is surrounded by security walls a dozen meters up and two meters thick - I call him back.
"Here," I say, tossing him my Aether-Bubble. He catches it and doesn't ask if I am sure. The way they are supposed to work is you slap a button and the device hardens a lattice of Soulburn in roughly a three layer bubble shape around you. Allows you to hit the ground from a great distance and then bounce, with the innermost layer protected from the blow by the design of the outside structure.
Only last time I tried to use one the inner layer didn't form and I broke both my legs. I also squished the gunman who most definitely would have slaughtered us once we landed. Took me two months to fully walk again and I still get twinges on cold days. Like today.
I only trust Aethertech like I trust a hungry, hungry hippo. I trust it to one day kill me.
Speaking of a death wish, I detour around to those completely-not-empty empty store fronts and set up a little insurance. One of my two explosives. It would be dumb to go around blowing up too much stuff inside so this will be a distraction, at best.
He has a bit of time to set this up, is currently not under fire. I'll give him two dice for that. Otherwise, his Tinkerer Trademark and the Gear will come into play. Weird Luck is only real penalty. Boons now, if they happen, will be added to later things.
- 1 +(Unrushed) 2 +(Bombs) 1 +(Tinkerer) 1 -(Weird Luck) = +6, +4, +3, +3 +1 vs -3. A full success. It's in place and perfectly stable, but no bonuses if used later.
Hour 1
9am.
The gate on the south side of the complex is wide enough for two large-sized vehicles to enter/exit at the same time along with pedestrian footpaths. The metal barrier that could be activated has been replaced with shipshod materials repurposed from around the complex leaving only enough room for a single mid-sized vehicle to enter or exit without time taking to disperse some of the refuse.
On the other side of it, past the first of the two large buildings, is a large open area designed to be a recreational space for those needing to get outside. Concrete structures, an outdoor park, walking path, skate park, pavilions, and playground equipment have all be heavily defaced and covered in more makeshift structures. It smells like a hundred people with proper sanitation on the best of days. This is not the best of days.
Gatehouse
This is one of two quick scenes for the first hour.
There are three prompts given on {NCO66} and I'll roll (d3) to figure out which one will be used, here:
- (d3) 1: Stopped by a Gang and Charged a Toll
- Is this a formal gang (in other words, the White Rabbits)? (Good) >> {GMAC99} Yes.
- Do the Rabbits know Goblin? (Even) >> {GMAC77} No?
Also, to get this ball rolling:
- Vulture Clock. Currently 6d6 = 6, 6, 5, 4, 3, 2. -1 to 5D6. The Vultures are starting to enter through the Skybridges. Diamonds are now definitely Vulture encounters, though scant.
We approach the "gate" which is the point where the wall was supposed to give way to a large metal aether-controlled barrier that could be brought up from the ground to seal it off if needed. Now it's stuck down, the controls cannibalized for cheap scrap. In its place, on top of the half-meter wide slab of metal sunk into the nusphalt, are various piles of metal, scrap, and a few burned vehicles, leaving only a 3m wide gap on the left side.
And in that gap, a couple of young idiots with distinctive bunny ear headbands are standing. They aren't showing any obvious armaments, but I'm less worried about what guns they might be hiding and more what sort of insta-alert they can send. If they wake up Alice, now, the rest of this is going to be much worse.
I don't smile. Don't act fancy. Any of that. I just walk up. I have a bag with a bow on it. Bugbear has a wrapped box. Inside mine is just a half-eaten box of chocolates. In his is a broken down projector. This is our basic cover. Just a couple of visitors bringing some gifts. It won't do jack once we get into proper Rabbit-ville, but before then it gives people a pause.
I hope.
As we get up to the two Rabbits, the taller of them, with long hair and what appears to be white ink tattooed directly into their face, looks us over and shouts...
- (1d6 * 5) New-Dollars = (1d6) 5 = 25N.
..."25 Nood, or get fucked."
25 New-Dollars? That wouldn't buy you even a slightly-fancy dinner in The GLOW but it is still a fair chunk of change just to enter the complex. I click my tongue. If I put up too much of a fight, I risk getting attention or inciting violence early. If I don't put up any fight, practically ditto.
I pat my pocket, making a big deal like I have to keep shuffling my fake gift around.
"We were just going to see our friend Sam in MP3, fellas," I say even though white-face is probably AFAB or at least femme-presenting, "Ain't that right, Hankry?"
Bugbear just nods and keeps his eyes half closed like he is nursing a hangover. He's probably using his ASE, sitting in the middle of his fake glasses, to calculate distances and nearby folks in case this goes more south than normal.
"Which apartment?," White-Tattoo asks.
He's a veteran of these parts, and used to looking up stuff and lying, so I'll give him a two dice for the trademark/edge. I don't think things are too out of it yet, so a bonus dice there. Again, only his Weird Luck will show up.
- 1 +(Long Time The GLOW Operative) 1 +(Knows Folk) 1 +(Early for Violence) 1 vs -(Weird Luck) 1 = +(4, 3, 2, 1) vs -(5). I think this means that he gets a partial success but Weird Luck is the strongest force at play.
"361, left side by the fountain."
"They got a fountain?," the other one says. Older, smaller, darker than White-Tattoo. I curse. Little details sometimes work but I was going on an old pamphlet that said that some floors had fountains and indoor park spaces.
Right as it looks like they are about to ask me another question, one of the heavy metal sheets that had been welded to give a slight protection from the weather to folks standing here gives way and slams down, splattering rain and mud on White-Tattoo.
I walk past and whistle as I flip a anonChip with nu50 on it. "Here, use this to get those shoes cleaned. It looks like they were nice shoes." It did not, in fact, look all that much like nice shoes but it looked like they cared for them.
I keep going, braced to start running, but they just glance my way. I think they bought it, sort of, but if they see us inside they will be not amused that we are in MP1 instead of 3.
Setting the Scene, The Atrium.
This is more general mood/theme setting. It again has some suggestions but instead I'm going to ask two questions (and use the intensity number in the upper left of the GMAC deck):
- How (relatively) crowded is it, for Christmas Morning? >> {GMAC50} 5. About as expected. Only a smattering of people, but not none.
- How (relatively) festive is it? >> {GMAC29} 8. More than GLOW average. A couple of Christmas trees. Decorations. People being friendly, more so than normal.
From above, picture something that looks a whole lot like a Two of Diamonds. One that was meant to be a Four:

Two huge buildings make the "diamonds." The ruins of the third building like a strange blotch on the card. A giant empty space opposite it. The corners, in Spring and Summer, turn green from the badly kept plants and better kept community gardens. The ponds probably look almost inviting on hot days.
In the winter, it's just shades of gray and brown.
Underneath the towering towers, sorry for that, you get the Atrium. The way the road works is you pull around MP1 or you walk to the center or you skip the car and just walk to the center. Apparently the corner between MP1 and the never-finished MP2 was going to be a metro station. That's just grass, now.
The center, the "atrium" is a place with various concrete structures. Kind of stuff you can picture, possible. Stage made of a concrete slab with concrete seats going up in concentric half-circles. Pavilions, though several have taken hurricane damage and never been fixed. A playground with a surprisingly clean slide and a shockingly damaged swing set. Practically, typical stuff.
We go up and around the MP1 body and then there's a door at the top of its diamond and we go in through the lobby.
The crowd is sparse, here. That's not a shock. What is a shock is how much the folks have worked over the place. Empty cans have been picked up and placed in piles rather than scattered about. Bottles are at least near rubbish bins. Trees have blinking light strung on them. Red and Green ribbons are tied around light poles. There are even a couple of ServiSynth elves singing Christmas carols.
Sure, a couple of the elves look like they have been kicked and beaten, but they are at least moving their broken mouth to make song.
It's kind of unnerving.
I contemplate dropping some yeast to ferment more chaos but I decide against it. No matter what bullshit we are about to cause up there, down here is a different story.
I'm just glad I placed the bomb far enough back no one will get hurt.
Probably.
Hour 2
Setting the Scene, Hour 2.
We are now getting into the thick of things, though the thickness will vary. Each hour, until the end, I will pull a card and then come up with a good reason for them to be *there*. I will also add in a new "clock": White-Tattoo Clock. Roll 1d6. On a 1, White Tattoo will somehow show up in that hour.
First, though, the location card...
- 🃙 >> Empty Hallway.
Ok, this one will be about mental prep. I have something that has occurred to me while getting to this point, something accidental, and I'll work it out here.
Before that, let's do the Vulture Clock (5D6): 5, 5, 2, 4, 6. -1 Dice. We are now at 4d6 on the clock. This means the Vultures are in big enough numbers that they probably won't make an alliance.
White-Tattoo Clock (1d6): 3. No appearance.
30 + (d66) 24 = 54. They start on the 54th floor.
"Shut the fuck up!," I say, testily, at Bugbear.
"Uh," he says back at me, genuinely confused, "I didn't say anything."
"That's the fucking point."
We are entering into floor 54. By stairs. By. Motherfucking. Fifty. Three. Flights. Of. Stairs.
Let's do a general "wellness" check on our boy...
- 1 +(Cockroach) 1 +(Scrapper) 1 -(53 Flights of Stairs) 3 -(Weird Luck) 1 >> +(5,4), -(4,2,1,1) >> Actually pretty good. Just very winded.
Bugbear, bless him, had suggested we take the elevator and just get out every few floors until we found signs we were in the right place. I told him that was stupid because if, say, a couple of heavies got in with us, we'd be trapped.
Now, the bastard has the audacity to seem barely winded after we get here. I'm breathing like a damned fat-fuck rhino giving birth. He's not breaking a sweat.
After spending all this time walking up here, looking for any sign that we were in a Rabbit-controlled floor, we finally found it: a big as fuck all rabbit face spray painted on the wall. A sign for the normies to not exit. Here be bunnies. All that shit.
Now the plan is to exit and...I don't know, improvise.
Standing in the hall, looking up and down, the place wipes any trace of good will and peace among men from my mind. This floor is a shithole. Trash is everywhere. One in three doors seem to be missing. It stinks of piss, stale smoke, and a half-dozen other odors it would take an entire chemlab to parse. Someone has written in a) brown paint, b) lots of blood, c) literal shit, d) all three, e) something worse on the walls right opposite the stairs we took. It says, and I quote, "Cuck dhem Ful."
I don't fucking know.
There are also lots...and I mean LOTS...of drawings. Rabbits. Mad-Hatters. Strung out caterpillars. Grins. A fat woman with a big hat and a well-painted speech bubble screaming "OFF WITH THEIR HEAD!" and then a bunch of heads of famous cartoon characters. I suppose anti-capitalist propaganda. Compared to the shit-skids, pretty impressive.
It just...itches me to look at it for some reason.
There are two bodies present in the hall, just the angle we can see, and from here I can't tell if they are living or dead.
The only spark of Christmas joy is what seems to be an entire box of glass ornaments smashed to shit and back and then what looks to be blood around them. People stepping on them? People rolling in them? I'm too old for this.
We are in the wide outer hall of the floor, which will go all the way around. Every five or so rooms, give or take a broom closet, other halls cut through. This translates to around a hundred or so living spaces plus a dozen or so spaces for "mixed use" though I know from the briefing that those aren't really in use. At least not regularly.
I don't know if this is the only floor the Rabbits control. Or if this is just the start of their territory. BUT...we have to push through until we can figure something out.
I have my other bomb. My plan is to use it as a distraction. You know of something more distracting than exploding a bomb in an apartment complex? No, me neither.
However, if they only run this one floor then that means I'm crashing down dead bodies and broken ornaments onto people's heads below. Folks whose primary sin was not fleeing the area when the Rabbits moved in. Not innocent. Innocent fled the GLOW years ago, but not part of the job. That bothers me to bring in folks not part of the job.
So we have the other bomb outside and I can blow that. Which might start an evacuation. I now wish I had set up something more. Started a panic down blow and tried to ride the wave.
Once again, stuff is getting too weird right to start. Like always. Hell, I half suspect that Arkyu only sends us on missions where our particular brand of chaos might cause...
Then I stop. Mid thought. "Oh fucking no," I say. Out loud. Like a character in a movie.
"What?!," Bugbear says back to me, from where he is. Standing over one of the bodies and trying to figure out if the person is alive. If he had a stick, he'd be poking it.
I don't say anything, not right away. But that picture has finally finished itching my neurons.
Arkyu. RQ. The motherfucking Red Queen.
She just sent us to the lair of a gang called the White Rabbits with a penchant for Alice in Wonderland themed artwork.
Led by an alpha-bitch named "Alice."
I could believe it to be only a coincidence.
If I was stupid.
Doug's Commentary
I came up with the whole Abra = The Red Queen on something like a whim. A card reference. Red Queen and Black Jack. It wasn't until I was prepping the adventure that I realized that "Boss Alice" and the White Rabbits was a potential connection. I decided, getting the down-time right off, that I'd lean in. How the two are related, I don't know, but fuck it: they are related.
Lots of establishing in this one. Next couple, which should be all of it, will be breaking stuff down, most likely. We'll see. Dice might have other plans. I doubt it, though.
About "vs the Christmas Miracle" and Credits
Goblin and Bugbear are old hats. The former wants to retire. The latter just wants his influencer husband to come out on top. Neither will get their wish if either the White Rabbits or Vultures, two violent gangs with a penchant for memes and childlike glee in their depravity, get to a glowing feather before it can be destroyed. Goblin's specialty is destroying such objects, but first he and Bugbear have to get through two buildings full of the gangs, and the clock is ticking. A holiday special, if you will.
Goblin vs The Christmas Miracle is played using Neon City Overdrive, the Gamemaster's Apprentice: Cyberpunk 2e deck, and supporting help by other Cyberpunk tools such as the Tricube Tales one-sheet "Chrome Shells and Neon Streets" and the Cyberpunk solo toolkit: Single Player Mode.
Art is glitched out by myself from various sources, given below. The arc is primarily based on "The Block 13 Job" from the NCO rulebook, though changes abound.
References to source materials use the following codes: CSNS = "Chrome Shells and Neon Streets" [image oracle"], GMAC = Gamemaster's Apprentice: Cyberpunk 2e, NCO = Neon City Overdrive, SPM = Single Player Mode. These are given with a page, card, or dice number. For instance, {CSNS2,3} = image 2,3 of the "Chrome Shells and Neon Streets" image oracle 2,3.
Part of the The GLOW world, and the first to feature the non-Johnny/non-Eustace timeline, though Eustace is still very much part of the canon.
This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.
ART CREDIT AND EXPLANATION
Splash art comes from a photo by Shai Lopez on Unsplash modified by public domain art and glitched out.