A more than year long, fifty three session roleplaying campaign; comes to a dramatic end. Sic is a ghost. Baxter is a zombie demon. Oyster is legitimately threatening, and Ban grumpily describes Magbriggan as a human farm for demons.
City of Magbriggan Part 52 – Physicality has Ceased to Work so Well
Sic Cofactum further expounds on the power of The Documare. Ban explores demonic innards. Baxter comes to grips with his predicament. Oyster confronts a former neighbor responsible for vanishing his house.
City of Magbriggan Part 51 – The Cistern of Psuche
Baxter literally strong-arming his way to survival. Sic explores the mysterious and gruesome Cistern of Psuche. Oyster’s mustache begins to hum before his party. Ban and the ghost boys find themselves in a moonless desert.
City of Magbriggan Part 50 – Criminally Unhinged through Annoyance and Boredom
The Alderman’s whereabouts are still unknown. Ban meets Moxiliar Sey. Oyster figures out the truth behind the light. Baxter continues his out of body experience.
City of Magbriggan, Part 49 – Ere
Mr. Crixus telepathically toboggans his way through Lucille’s mansion. A momentary reprieve in Mr. Sey’s muteness while his search for answers goes on. Mister Python continues finagling a fatally awesome party.
City of Magbriggan, Part 48 – A Super Consequential Party
Mr. Python undergoes serious subterfuge and party planning. Mr. Crixus crashes a ceremony. Mr. Sey explores the ghostly graveyard.
City of Magbriggan, Part 47 – A Nasty Case of the Swoop
A real life flashback, followed by another scene from Ban’s not-so-pleasant childhood. Baxter slides further into his predicament. Sic attempts his inaugural flight around Magbriggan.
City of Magbriggan, Part 46 – I Have A Lot More Sanity Left to Lose
Sic is a free market guy. Oyster Python forges ahead looking for any sort of authority to fix his house’s situation. Then we close on another spooky flashback with Banerthal and Oyster,unfortunately Ban’s voice is still out during this episode.
City of Magbriggan, Part 45 – Baxter’s Bar
Baxter Crixus imbibes his final drinks.
City of Magbriggan, Part 44 – A Special Time Called Carl
Sic attempts to figure what he is going to eat during eternity. Ban has a flashback of meeting Elmer Flipp. Baxter confronts Dr. Leemps at the hospital. Oyster pays a visit to his quadrants’ municipal water office.
City of Magbriggan, Part 43 – Plasmic Rituals
The Alderman plays with dangerous plasm. Ghost Ban sends the Link Boy’s ghost to retrieve Oyster Python. Baxter looks for a shady character in the Documented District Hospital.
City of Magbriggan, Part 42 – A Lake of Phlegm
Baxter Crixus must escape the fighting pit with one broken arm and no motor control over the other. Oyster Python feels invincible because he is waxing and inebriated.
City of Magbriggan, Part 41 – Horseshoes and Hand Grenades
Nemo succumbs to his sinister thoughts, which may be bad news for Sic. Ban continues grooming the first of his ghost mob. Oyster spectates one of Baxter’s toughest and most visually stunning fights yet.
City of Magbriggan, Part 40: Ignoring Foreshadowing
The ghost of Banerthal Sey hunts for knowledge and more humours. Oyster gives Baxter pewter lamps for plasmic rituals, in exchange for fight tickets. Sic is not alone as he wheels himself through the underground tunnels.
City of Magbriggan, Part 39: Encounters of the Banerthal Kind
A voiceless Ban[1] gets back to doing what he does best! Sic Cofactum is well below the city, in what is known as, the Canyon Lands.
[1] Editor’s note: Our dear friend Colin was unable to speak during this and many upcoming episodes. He is better-ish now, so fear not; his golden voice of reason will eventually return, but he is still recovering.
City of Magbriggan, Part 38: Reconciliation
Oyster reconciles with Baxter for leaving him immediately after the bizarre trial. Oyster absolves some of his debt with Baxter by interrupting a plasmic ritual being conducted by his downstairs neighbors.
City of Magbriggan, Part 37: Cyan Tadpoles
On the verge of death, Baxter consults with telepathic tadpoles. Under duress, Sic shares real locations on a fake list.
City of Magbriggan, Part 36: Shining Jim Station
Baxter meets a curious boy in white robes by small fountain. Sic and Isabella are forced to leave the tunnels, finding themselves in a strange mansion and Wind safe house.
City of Magbriggan, Part 35: Shouting at People Across Barriers I Cannot Cross
Sic bravely enters the underground hatch. Ban goes from having his back against the wall to dangling over a metaphorical cliff edge.
City of Magbriggan, Part 34: A Herd of Dissenting Pigs
Ban gets into beef with a tough woman wearing a straw hat and shepherding a herd of pigs. Baxter carts himself way from court. Subterranean Sic finds cyrillic writing and faces a test as expedition leader.
City of Magbriggan, Part 33: The Source
Ban gets help from the documented district to save Baxter, but he also spies a person of interest in thecase of the Humour Bath. Sic Cofactum is leading an expedition beneath the city; he must beware: fall-dough corruption, feral pigs, and Demons.
City of Magbriggan, Part 32: Tunnel Traipsing
Sic journeys beneath the city through the mysterious tunnel system. Ban finds, and takes, another friend to the hospital. Baxter makes use of his new found power.
City of Magbriggan, Part 31: Baxter Needs an Exorcism
Sic finds someone in his secret chamber. Under duress, Baxter joins Ban and Oyster at the Place of Trials.
City of Magbriggan, Part 30: Murder in the Nth Degree
Ban attempts to deal with the Ox inside the Place of Trials.
City of Magbriggan, Part 29: Backallia District
Sic navigates his way back to the documented district. Baxter squares off against the notorious Elizabeth.
City of Magbriggan, Part 28: Breadbox of Disrespect
Ban gets called as a witness in Zanzibar’s trial.
City of Magbriggan, Part 27: Oyster Calls for a Recess
Oyster bumbles his way through the tedium of Demon trial procedure, but manages to keep himself alive and out of contempt of court, for the moment.
City of Magbriggan, Part 26: Cleansing
Oyster wheels and deals his way through Demon court.
City of Magbriggan, Part 25: Reunion
Baxter finds his long lost sister, but she is different. Ban returns to Dr. Luther’s secret office.
City of Magbriggan, Part 24: The Jade Horseshoe
After the accidental arson, Ban is pursued back to the Documented District by men brandishing crowbars. Baxter overhears a conversation about a Jade Horseshoe.
City of Magbriggan, Part 23: Consequences
Baxter’s haunting troubles with Ela Tass have ended for the moment, but he must find a way extricate himself from the demon Abelard. Ban and Sic run into Baxter outside of the Embassy, in a warehouse near the lumber mill.
City of Magbriggan, Part 22: Court Summons
On the same night as Amadeus’s party, Ban and Sic go back to the Sawmill. Oyster aspires for his troubles, both legal and lethal in nature, to balance each other out.
City of Magbriggan, Part 21: An ‘Unlocked’ Warehouse
Ban and Sic take the very inebriated Oyster Python back to his apartment.
City of Magbriggan, Part 20: Amadeus’s Party
Amadeus’s parties are highly regarded, and easily the best in all of Magbriggan. The invitations appear to be normal spectacles.
City of Magbriggan, Part 19: New Moves
Members of the party are given new character moves for their Humour Advancements.
City of Magbriggan, Part 18: Humour Dealings
No Christmas cheer will be found in this episode. The group prepares for another gladiatorial fight. Ban studies the Humour Bath, passes a well choreographed parade, and plans to dig up his brother’s body. Baxter’s real fight is imminent, but first he wants to place a bet on himself.
City of Magbriggan, Part 17: A Trip to the Florist
Baxter and Oyster rendezvous with an arms dealer named Cody to acquire some lethal poison.
City of Magbriggan, Part 16: Time is Relative
Oyster meddles with Demon records, Ban strikes a deal with a secretive doctor.
City of Magbriggan, Part 15: Snifters
Oyster attends a secret meeting with a wanted Demon, named Charles, where they discuss the Keeper of the Times. Sic searches the fighting arena for his poisoner’s supplier. Baxter places an enormous bet on himself, the underdog, and visits an eye doctor.
City of Magbriggan, Part 14: The Swamp District
Sic studies nonhuman humours, Ban plays with faldo, Baxter is haunted by his recent past.
City of Magbriggan, Part 13: A Name in a Box
Ban gets himself into a tough situation, while Baxter begins a new project.
City of Magbriggan, Part 12: Jurisdiction in Rem
Oyster becomes the first human to step foot in the Place of Trials, where he is being forced to legally represent Zanzibar.
City of Magbriggan, Part 11: The Power of Bureaucracy
Oyster makes an unannounced visit to the Documented District.
City of Magbriggan, Part 10: Flight or Fight
Baxter is trapped in a demon house and Ban finds something.
City of Magbriggan, Part 9: Sic Investigates
Sic is determined to find his poisoners.
City of Magbriggan, Part 8: Special Elections
Sic Cofactum politically out maneuvers a nasty Demon.
City of Magbriggan, Part 7: Old Lady
Sic visits the numismatist, Baxter meets an admiring fan.
City Of Magbriggan, Part 6: Tents
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City Of Magbriggan, Part 5: Within the Lumber Mill
Baxter and Sic take Ela Tass to the Documented District for medical attention. Ban bluffs about a demonic pact with Manfred; a sort of “life insurance” involving a name in a box.
City Of Magbriggan, Part 4: Baxter’s Escape
Baxter breaks from routine during his fight.
City Of Magbriggan, Part 3: Sawdust
Banerthal and Oyster discover radio exists in Magbriggan.
City Of Magbriggan, Part 2: Rousing the Rabble
A bad day to be a chair.
City Of Magbriggan, Part 1: Let the Games Begin!
Welcome to Magbriggan, city of demons! The curtains open as Baxter Crixus –an 18th century English nobleman imprisoned in Magbriggan after making a deal with a demon to win a duel — fights for his life in the demons “human fighting arena”. Among the crowd a pair of long lost twins cheer for opposing sides. In Baxters corner is Sic Cofactum the well respected alderman of the documented district. Rooting against Baxter is Banerthal Say, an ill tempered humor smuggler who wants nothing more than to escape the city.