Logistics Updates for July 2023 and beyond!

Hey Survivors! We have a few updates going forwards for DR:CO logistics. Read below for new info about Waivers, Weapon Safety Checks, Star Line Passes, and an additional opportunity built into our Dishes Network incentive.

New Waivers

As we have just renewed our liability insurance, all attendees will need to sign a new waiver at or after the July event, even if they just filled one out at the June event. Players under 18 will need to have their guardian/relative signing those waivers as well. Don’t worry about printing anything out: we will have plenty of waivers available at Public Works before you get your character sheets.

Weapon Safety Checks

Hey everyone, here's an announcement from Aidan, our Safety Guide, for weapons checks starting at our July event:

  1. All weapons must be checked by a weapons safety guide. It doesn't matter if you have been playing with them for years already, if it doesn't have a tag written in the past few months, it needs to be checked. This includes traveling players and senior players/guides.

  2. All weapons (carded or not) must be tagged and labeled with the month and year they were checked. After a year, they need to be rechecked for damages.

  3. There will be a set weapons check location and starting time. For the July 2023 event, it will be in the Saloon (dining hall) from 7-8pm.

  4. If you are arriving late or otherwise can't make the weapon check time, you can either find a weapons guide (you can be directed to one by the post office) to check your weapon once you arrive or you can use NPC camp weapons until yours have been checked.

Dishes Network Update

In addition to the Dishes Tokens, LCs and SCs may now use Chits at the exact same exchange rate. Chits are painted, flattened bottle caps with their player number on the front, a reference to how they received the Chit, and a code on the back.

Players may have received Chits in the past, and could receive Chits in the future, for:

  • Participating in a Virtual Event (during the pandemic) and purchasing a Goodie Bag

  • Participating in a Voting Incentive

  • Purchasing a Star Line Pass or Reserved Cabin (some of these have not been created or distributed, but will be)

  • Other incentives as decided by the owners

Like Dishes Tokens, Chits can be traded between characters, but since they were given to the player they can be exchanged between a player’s own characters. Also like Dishes Tokens, they may be sold or traded, but cannot be stolen without consent.

Unlike the Dishes Tokens, Chits will be returned to their players at the end of a season or the beginning of the next season to be reused. DR:CO has kept a record of all Chits that have been created and distributed, as well as those that are still to be distributed.

Chits may have other exchange opportunities in the future as well, as was done in the past (e.g. certain Chits were redeemed for skirmisher units in the Pure Blood War in 2021).

Star Line Pass (Donated Tickets) Update

We have been so fortunate to receive so many donated tickets from generous players, which has allowed many of our players to attend when they wouldn’t otherwise be able to. As thanks for the continuing support of this program (and continuing this program), we will be rewarding CAPs at $1 -> 1 CAP rate for every purchase of a Star Line Pass or a Reserved Cabin…which honestly, we should have done from the inception of the program, so we’ll be applying it retroactively all the way to May 2020 when we started.

In addition, each donated ticket earns the benefactor a special numbered Chit. This was the intent of the program from the beginning as well, but executive dysfunction has caused a lag on these, and so far only 25% of the chits have been handed out to their recipients. We will be rectifying this shortly! The Chits may be used as described in the previous update.

We look forward to seeing you at the next event! Get all the checkin details here.

Memetic Fixations: Need to Know

Memetic Fixations: Need to Know

Our July event, POWDER KEG, introduces a new threat to Lorado: Memetic Fixations. These are more potent and easily spread versions of the original Fixations that have plagued the residents of Barker Meadow. Memetic Fixations are intense, destructive, and maladaptive intrusive thoughts that characters must confront throughout the event. Their effects will be more specific, brutal, and swiftly resolved than before. Possible vectors now will include the terrifying potential of it spreading through discussions with the Fixated about the individual's mental state or the phenomenon itself, sprawling out through Lorado as a virulent idea.

The Premiere Event and the Mayoral Race: An Update

As we approach the July game, the mayoral race is in full swing. As such, we would like to dispel any potential confusion regarding the mayoral election before it has a chance to pop up.

In game, characters believe that the election will go off as planned in August, but the election itself will be moved to our September Event: Taking Care of Business.

Why are we doing this?
After a lot of discussion, the story team decided that it would be best to not hold the election over our August Premiere Event: Apotheosis, as we anticipate an influx of travelers that game, and do not want that to somehow sway the vote in a manner that could be frustrating to local players.

So should my character stop campaigning for a month?
Keep campaigning! In character, there is no reason to suspect the election will be pushed. The in-game state of emergency that will cause the election to be pushed back will not be recognized until the August event.

I have opinions about this!
We want to hear them! Our post-game feedback forms are a great place to give feedback about decisions made by the story and guide teams. You can also submit feedback using the Contact Us, Event Feedback, or Rules Call Feedback forms, all of which are located under the Contact Us section of our website at any time. Your feedback helps us to create the game you want to play, and lets us know when we're on the right track.

Don't You Want to Be Wanted?

With the inauguration of The Wardens, lawbreakers all across Lorado are seeing their golden age of chaos drawing to an end. But formidable though they are, there are only so many Wardens to go around, and far too many slick lowlifes and dastardly outlaws dot the Western Wastes for the most tenacious law dogs to attend to them all; thus, the honored tradition of cash bounties returns - and the target: you!

"POWDER KEG" - July event tickets now on sale!

With the very nature and natural order of Barker Meadow in danger, our survivors must hold the line against grave attacks on their home. Now learning the dark history surrounding them, our survivors must find a way to deal with the past and present that threaten to destroy them. Can they find a way to defend their home and move forward through the destruction?

Special offer for July ONLY:

  • We offering a small number of LIMITED CASTING tickets for this event SPECIFICALLY for players willing to take the single 2-Hour Casting shift on Sunday morning from 9 am to 11 am. This ticket will be the normal Limited Casting ticket price of $85.

As we did for our June event, we have a slightly modified schedule for July.

  • People can arrive on site at 3 PM to help set up, and get bunks at 4 PM

  • Opening announcements at 9 PM

  • Lay off at 11 AM on Sunday, as we have to be off site by 1 PM as the site is actively being used as a camp during the summer.

Remember, we are also currently offering:

  • Temperature-controlled cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

Buy your tickets and meal service here
July event database checkin
Site details here

"BURNING DOWN THE HOUSE" - Pregame Post!

We are thrilled to present our June event, "BURNING DOWN THE HOUSE!" Get ready for an action-packed weekend with a glimpse into the highlights, scheduled activities, and ongoing engagements below.

This weekend follows the shocking revelations from last month that have sent shockwaves through Barker Meadow, revealing the history of the Profane Wolves, All-Faiths, Children of Constantine, Dark Sky Natural Ones, and more. The Archive Heist has triggered a massive social and cultural response, while some strive to conceal or downplay its impact on the town's atmosphere. How will you react as things fall apart around you? What else can be unveiled about the town's history, such as the Synthetic Morgue linked to the Profane Wolves and the town's past relationship with the Taleholders and their sinister leader, Graverobber Flesher Calonyction? And how will your characters handle these new revelations?

Kicking off with a major highlight: the opening scene. We've prepared a special "coming into town" module for this game. To avoid this module, Trailblazing and the Nomad Lineage ability can still be utilized; however, we recommend joining the main module as we have some exciting plans in store! For those skipping that module, there will be two alternative options available. Additionally, new players are welcome and encouraged to participate in one of these alternative modules for an introduction to Barker Meadow Reservoir.

The opening scene commences shortly after our opening announcements. Instead of our usual soft lay-on, we'll have a brief intermission for out-of-game discussions and preparations as our fearless Guides set up the scene at the Amphitheater for the primary module. For more information on your options during the opening scene, please refer to the infographic here: 

Let's delve into the main highlights of the weekend.

First, you'll get to immerse yourself in the town's history and explore the outcomes of the significant narrative choices made last month concerning Barker Meadow. I invite you this month to ponder over your character's life here, their emotions regarding their residence, and what changes they might wish to bring to the town, as actions now will have an impact down the line. Additionally, reflect on what your character knows or believes about Barker Meadow, and what secrets they might want to uncover or share with others. Numerous details were revealed during the last gathering - will the Barkers step up to not only piece together the information but also devise a plan based on it?

Second, the Taleholders' presence is increasingly felt in our story and within the Barker Meadow area. Invited by the Graces, select members have become citizens and established an outpost, which was engulfed in a suspicious fire that nearly damaged the All-Faiths Chapel and caused harm to the town. The Taleholders have been bringing Cracked Crystal and Blood Sap trade through town while skillfully masking their perpetual scheming. Growing bolder, they have turned their focus to Barker Meadow after the Wood's Finale as the setting of their Tale.

Third, the Nuclear Family faces a Trial by the Profane Wolves; their faith is under attack as they are challenged by these baneful creatures. They have performed rituals to expedite their Trial, pushing the Wolves into a chaotic state referred to as "Frayed Wolves" by locals. In this state, they attack various faiths indiscriminately – even within their pack – while exhibiting unusual behavior as their typical hunting cycle goes haywire. Mayor Cassady Jaunt, who also leads the All-Faiths, went through the Morgue last month due to The Ghost – a notorious serial killer haunting Barker Meadow. He will be in town at 4:30pm on Saturday to conduct an All-Faiths ritual aimed at setting things right, aiming at collaborating with the Nuclear Family and the entire town to realign the Trials.

Next, we'd like to make you aware of major scheduled events this weekend. 

An important rite of this time of year is the changeover of the Seasons and the Spring Speaker, Cassiopeia, will be in town Friday night to mark the turning of Spring to Summer. Uncovered documents say that Cassiopeia is one of the Dark Sky Natural Ones, who were thought to be wiped out by the Children Of Constantine – radical Fallows – years ago. She surely knows important information about the history of the town, but will she be willing to share it, what with the dark past of Barker Meadow bubbling to the surface?

Our Master Sailing Action Request module will take place around 10am Saturday: Sailors have been working with the Park Service to deal with a wrecked ship in the waterway, snarled with hostile plants, where the rotting cargo is attracting problems. The snarl is blocking the waterway and impacting travel along the river. Ready for some of Lorado's unique sailing action up in the mountains? 

As mentioned, the All-Faiths will be looking to end the Nuclear Family Trial at 4:30pm, so prepare for the ritual, which will definitely involve fighting some Profane Wolves! What's a Trial change-over without a good Wolf fight? 

Speaking of Profane Wolves, at 10pm Saturday will be our Master Hunting Action Request module, which is to hunt the Profane Wolves dwelling at their Synthetic Morgue, also known by denizens of Barker as the Wolf Morgue, created by Flesher Calonyction, the birthplace of the Sin-Eaters and Profane Wolves both. What might be discovered there? 

Finally, we have a special sign-up module on Sunday. The Doc Ottoman's Collective is gathering a group to survey the Quarantine Zone that used to be Dedstop. This is a Threat Level: Midnight mod, with potential infection loss, disease and Morticide tags. You can sign up here!

Beyond specific events, some things take place over the weekend or at the pace that characters work on them. This month, our weekend engagements include researching The Workers and how to fight this incoming threat, Information Gathering about Grave Matters (as well as a certain Family Audit for those 'in the know'), and finally building the Inverted Cairns that characters have cooked up as a plan against The Workers.

We can't wait to see you at the event, thanks for reading and get your tickets here!: 

"BURNING DOWN THE HOUSE" - June 2023 Tickets now on sale!

We are excited to announce “BURNING DOWN THE HOUSE”, our June event! The Taleholders always like to brag and taunt the Survivors of Barker Meadow. After wiping out The Vail, what do they have planned this time, and how to get back at them? Join us at Camp Santa Maria in Bailey, Colorado on June 23rd!

Please note that for our June and July events this year, we have a slightly modified schedule.

  • People can arrive on site at 3 PM to help set up, and get bunks at 4 PM

  • Opening announcements at 9 PM

  • Lay off at 11 AM on Sunday, as we have to be off site by 1 PM as the site is actively being used as a camp during the summer.

Remember, we are also currently offering:

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

Buy your tickets and meal service here
June event database checkin
Site details here

"GHOSTS OF THE PAST" Event Recap

Our May event, GHOSTS OF THE PAST, was full of revelations, twists and turns. The following is a Story Recap for anyone who would like to catch up, look back, or fill in their understanding of the story of the event.

WEEKEND HIGHLIGHTS:

* The Nuclear Family, under Trial of faith, tried to change over the Trialed faith of the Profane Wolves through frequent rituals (with milk and cookies!), the fallout potentially changing Barker forever.

* The Everliving Wood visited Barker Meadow via Useless Eyes Pinback, who shared crucial information before dying in a burst of psionics sustained in her Infection from battling Taleholders in strange warfare in the Wood. Daring Barkers uncovered secrets about The Workers at the Amphitheater investigating an Unfinished Cracked Crystal Cairn made by The Workers as it disintegrated in dangerous fashion.

* Missing Sainthood members were rescued from the BIZ cult, but not without a challenging battle and a tragic loss of one of their rescuers to the Grave.

* Assassins killed Packrat, later revealed to be the Children of Constantine, radical Fallow Hopes seeking revenge on Barker Meadow. As friends Morgue-sat for Packrat, Mayor Cassady Jaunt stumbled out, having been targeted by a serial killer known as The Ghost who had been haunting the town in its shadows.

* Hutch from the 7x7 Red Stars led town trap-disarmers on a mission to expose Barker's secrets by declassifying records from the archives, leading to numerous shocking revelations.

* Onda Tal-Servi of the Seventh Scourge Final Knights attacked the town but was eventually defeated and killed by his family, in a battle that tragically felled Grail.

* A mysterious representative from Standards & Practices reminded the Telling Visionaries of Barker Meadow's significance in Lorado's Programming, vexing the local TVs and leading to great debate as well as promising tremendous ratings for their schemes going forward.

* Nightjar Calonyction, a descendant of the dangerous Flesher Calonyction, Graverobber of the Taleholders, collaborated with heroes to uncover the truth about Flesher's past actions. The shocking revelations in their Videbit Mortis on Flesher, including Flesher's creation of a Synthetic Morgue in Barker Meadow and the Sin Eaters’ origin at the hands of Flesher at that Morgue, left them with more questions than answers and the looming sense that "All this has happened before, all this will happen again."

* A mysterious Full Dead using Undead under his telepathic control assaulted the Saloon, going after A. Walker of the Postal Service in the process, but was stopped by those inside in an intense fight. While being killed, the Full Dead revealed themselves as “Tape Four” of The Hobbes who have been vexing Barker Meadow with their maddening Fixations.

* The Panoptic Order, a group of elusive Visionary storytellers, helped narrate the history of Barker Meadow through a captivating shadow play. They revealed that the Profane Wolves were created to fight terrifying forces of Fallen Angel undead in Barker Meadow long ago, and were later used by faiths against their rivals in Barker Meadow.

* After tormenting the town for months, a Grave-born imposter pretending to be a local named Percy was captured and experimented on by her associates. However, upon discovering important information about its nature, the Stranger In Our House escaped and vanished.

* Cassandra Joanna Birch from the Fisken Cosmia Darwins of The Boulder, returned to Barker Meadow in search of the history of the local Dark Sky Darwins. As she shared details about one of their members, Barker’s Spring Speaker named Cassiopeia and her connection to past tragedies, events took an unexpected turn when the Profane Wolves began attacking the Darwins.

* Sunflower of The Mutual Aides brought news that Hutch had been arrested for stealing from the archives. The town responded by establishing a fund to help bail him out and began making plans for his escape.

* Henry Aspen from Bear Claw joined Marx in a hunt against the Profane Wolves. They managed to collect samples from the young Wolves in their den, only to be met with chaos when the Wolves suddenly attacked the Darwins, Nuclear Family, and Final Knights all at once!

* The town also researched The Workers throughout the trade, discovering that the psionic maelstrom emanating from these creatures renders them invulnerable except to those who have immuned themselves to psionics. Finding out The Workers are coming to Barker Meadow, they resolved to pursue synthesizing and reversing the effects of the Cracked Crystal Cairns, to fight off the impending threat of The Workers.

* Realizing something was very wrong with the Wolves, the town decided to accept help from the local Nuclear Family, the Bakers. They provided a powerful Benediction to aid in battling the Wolves.

* As the trade came to an end, the history of Barker Meadow is now splayed before its residents, and many choices have to be made about how to move forward from the ghosts of its past.

Leverage and You!

At our live event in March, we unveiled a new mechanic for Murder Inc. characters: Leverage. This social currency represents influence within the Organization. In this post, we'll clarify the nature of Leverage and explain how it functions.


First, it's important to note that Leverage is different from Favor. Its primary purpose is to persuade the Organization to gather intel on specific targets, with a secondary use in Master Criminal Influence Action Request Modules, which we'll discuss later.


Leverage operates through a bidding system that requires at least two characters(to encourage collaboration IG and OOG) pooling their resources to Bid an amount of Leverage on a Target, representing expending sway to push for investigation of the Target by the Org. The story team then evaluates whether the bid amount has reached the Target Number for intel on the Target. If not, we'll present you with options such as receiving information with complications, overbidding the original target number for better results, or withdrawing your request without wasting your Leverage. Target values will range from 1-5 for trivial targets up to 40-50 for highly secretive and formidable threats.


Primarily, Leverage is employed to gather intelligence and secondarily to equip characters during Master Criminal Influence Action Request Modules. For instance, spending 5 Leverage could provide one useful item for a mission while 40 might significantly enhance your team's gear.


Murder Inc. characters accrue Leverage each month they attend an event – one point per rank of Criminal Influence (1-4, with the Inner Circle Professional Focus Achievement counting as 4), plus one additional point for local Murder Inc Family Society Membership. Note that these optional local Family memberships are distinct from the three mandatory MI branches like Silenced Knell and Adherents of Betrayal that characters must choose from to join MI. Leverage carries over between months.


At live events, you track your own Leverage amount using poker chips distributed by Ops. These chips represent various levels of influence within Murder Inc., with different colors indicating different tiers of Leverage.  This poker chip phys rep is an abstraction whose meaning is only known to Murder Inc. characters – think of showing a chip as noting how much sway you have in the Organization. 1-5 Leverage will get you a blue chip, 6-10 a green chip, 11-15 a white chip, and 16-20 a red chip, after which Leverage caps at 20 and we encourage you to spend it! There's only so much influence a single person can have, but together the Organization can move mountains.



Occasionally, characters may earn extra Leverage through successful engagement in gameplay mechanics or plot events. We've designed this system to enable players to direct MI plots by selecting targets and storylines, encouraging a more player-driven experience this season.


So, pool your Leverage, collaborate with your Organization allies, and see you in the field!


The writeup for Leverage may be found on our Local Custom Mechanics page here: https://www.dystopiarisingco.com/local-custom-mechanics


Secure your tickets for the May event here: https://www.dystopiarisingco.com/blog/2023/5/1/ghosts-of-the-past-tickets-now-on-sale

Special Rewards for Doing The Dishes!

Hey folks, your logistics director here again with a special announcement for new rewards that will be available at the May Event.

At our various campsites, we’ve had two perennial problems involving the amazing meal service our Kitchen Guides provide:
(1) So many dishes that need to be done!
(2) An inconsistent understanding of what rewards we offer to people who do the dishes.

This was brought up again at the April event, so a bunch of us sat down and brainstormed what we are now introducing as the Dishes Network, a joint effort between the Saloon and the Telling Visionists who run the Lorado Postal Service!

Now, in addition to helping individuals complete one of the Work Orders put out by the various Financial Institutions, the Dishes Network is now offering up unique rewards available to those who help with the Saloon’s dish pit. The Kitchen Guides will be in charge of handing out the tokens for a job well done.

Check out the expectations and the rewards here, but don’t forget to get your tickets for the next event!

Rescuing The Sainthood: Will You Answer The Call?

We are looking forward to our event this weekend, and we know our players are excited for it as well, especially the chance to rescue the kidnapped Sainthood from Barker Meadow! 

In the interest of transparency and to help you plan, this blog post will detail what we'll be doing with the module to rescue Jay, Ashe Danvers and Tarth:

The mod is scheduled to start gearing up at 10:00pm on Friday night, we will send an NPC hook to everyone at the Saloon to signal the mod is starting.

In this split-hook mod, players will divide into two evenly matched teams. While one team is going on the mod, the other will be helping NPC for that mod. Then, both groups will switch roles. This is to help us ensure an appropriate level of challenge for all participants.

To maintain balance and fairness, teams will be chosen at the start of the mod on Friday night, as we gather up at NPC camp. Players are encouraged to discuss and rearrange themselves to their best abilities, keeping in mind build and skill levels. 

As you prepare for the mod, you'll be ushered through NPC camp to collect the necessary costuming for your time as an NPC. There's no need to change entirely out of your PC gear; simply throw on one or two pieces over the top. And since we're dealing with strain antagonists, there's no extra makeup required.

Please note that due to the setup of this mod, the left-hand trail branching from the field across the river will not be accessible to PCs Friday night. This area will remain off-limits (the in-universe reason: river flooding) until midnight. We don't anticipate this causing any problems, as it's not typically a well-trodden region by PCs.

To sweeten the deal even further for anyone looking to help make this mod special, we're offering extra local CAPs for anyone interested in volunteering as an NPC on Friday night. If saving the kidnapped Sainthood isn't your main priority, this is an excellent opportunity to warm up with some combat while earning valuable CAPs.

For any questions or concerns about this exciting mod, please reach out via our Discord server – it's the best way to connect with the right people. We’ll also reiterate a basic version of this post during opening announcements for those who haven't been following social media closely and address any issues as they arise. With a good amount of time on our story schedule dedicated to the mod, we'll have plenty of time to explain and respond to concerns.

Keep the conversation going on our Facebook and Discord, and get your tickets for our May event GHOSTS OF THE PAST here!

"Veiled Intentions": Story Recap

Our April event, VEILED INTENTIONS, was bustling with activity and intrigue. Here is a recap for anyone who would like a reminder, more perspective on things you may not have been able to engage with at game, or if you missed out on attending and would like to simply catch up.

MAJOR EVENTS OF THE WEEKEND

* The Angler returned, wearing a mysterious piece of Blue Sun technology that protected it from — among other things — the Psionic Sunlight often used to fight it.

 * Mel Churchland, former member of the Hobbes collective - the psionic hivemind research team behind the Fixations that have been plaguing Barker Meadow since last summer - arrived in town, seeking help in taking down the Thought Bender that had been masterminding the collective.

* Flesher Caloyniction, the Taleholders' Graverobber, enacts the first stage of his Great Work, afflicting the citizens of the Vail with a mysterious condition. Tremendous effort on the part of the town allowed the Vail to treat their own Graverobber, and for doctors in Barker Meadow to work on a long, grueling surgery to treat four Veil citizens, chosen by drawing lots. The remaining citizens succumbed to the condition, becoming zed without sinking, and began attacking the Barkers, killing seven.

* Efforts from several local graveheads, working with Dispute/Descent of the Young and Doomed Kings and Queens Court and the All-Faiths, helped to repair damage done to the Morgue over the past few months.

* The Doctor Ottoman's collective delivered information they helped to gather regarding the Morticide pollution disaster caused by the bombing of Dedstop at the end of the Masterson War. Research efforts by the town help to develop treatment for those who have been exposed to the pollutant, and how to begin a large-scale cleanup to put an end to the disaster.

* Final Knights of the Seventh Scourge arrived in town, threatening Barkers with their 'forced conversion' tactics and seeking information on local survivors who have been a thorn in their side for too long.

* Local Red Star cells the 7x7 Cacophany Collective and The Mutual Aides, tired of the lack of movement by the All Faith's Council, worked together with the town to force the Profane Wolves to change over from Faithless, ending their six months-long Trial, and beginning the Trial of the Nuclear Family.

* A trade kerfuffle between Rawhide affiliates and Bear Claw regarding a Taleholder shipment of goods threatens conflict between Financial Institutions or other complications going forward.

* A disturbance in the mine, apparently caused by a Whisperkin Raider nest, resulted in the collapse of a mine tunnel. What will this do to the economy and social landscape of Barker Meadow, as more threats in the mines appear each day, in a town based around mining?

* Ephraim Butcher came to town with his Wardens, the new regional law enforcement, and started asking questions as the trade wrapped up.


More happened behind the scenes, in the shadows, and between the characters of Lorado, but along with the details of the last event, we encourage you to ask around to others about what might have happened. Keep the conversation going on our Facebook and Discord, and get your tickets for our May event GHOSTS OF THE PAST here!

"GHOSTS OF THE PAST", tickets now on sale!

We are excited to announce “GHOSTS OF THE PAST”, our third live event of 2023! As the survivors dig into the history of Barker Meadow and Lorado, the dangers of what came before become dangers renewed. Will whatever knowledge is unearthed provide solace? Will it help them locate their missing loved ones? Or will it forever alter what they know about the town they call home? Join us at Camp Santa Maria in Bailey, Colorado on May 19th!

A couple of successful and familiar concepts that we are bringing back from the previous season:

  • Opening announcements at 8 PM

  • Lay off at 1 PM on Sunday, providing an extra twelves for roleplay and combat only (Public Works will close at noon)

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

Buy your tickets and meal service here
April event database checkin
Site details here

VEILED INTENTIONS: Pre-Event Info Dump!

Welcome to the first of our pre-event blog posts this season, for our April 21st event, VEILED INTENTIONS. In this post, we'll discuss some themes for the weekend, important story elements to know, and recent updates to gameplay mechanics.

The main themes for this weekend are Grief, Revenge, and Creeping Horror.

At our last event, Barker Meadow Reservoir experienced its first permanent death of a Leading Character when Mira was killed by mysterious assassins and later rose as one of the vicious Undead. While some plan memorials and tributes for the fallen, others seek revenge. The primary suspects are the Taleholders, a society from the Everliving Wood that has taken a malevolent interest in Barker Meadow's citizens and stories. How will your characters react to a tragic loss and the opportunity for vengeance?

Additionally, this weekend features an underlying dread and race against time. A terrible affliction has befallen the nearby Lorado Village of The Vail, impacting all its citizens. They turn to Barker for help – but what are the consequences if they cannot be saved? This storyline explores what happens during your attempts, with a dread fate approaching.

Two vital story elements to be aware of are the Vail Half-Dead and The Taleholders' machinations.

The Vail Half-Dead is a bizarre and grisly phenomenon with an unknown cause that is progressively worsening the afflicted villagers' condition. The nature of their ailment is something players will need to investigate in-game. Remember: sometimes character development occurs not through success or failure but through how they tackle formidable challenges.

Meanwhile, the Taleholders have become more prominent following our February online event, Tales of the Wood. These scheming Seasons and Visions from the Everliving Wood have ill intentions toward Barker Meadow due to past interference with their plans. With the return of their Graverobber, Flesher Calonyction, they are plotting a dark and significant plan involving the Gravemind. Be prepared to learn more about The Workers, mysterious entities connected to the Gravemind who affect the minds of those nearby. We recommend seeking more information in-game and engaging with this plotline as it ramps up this season!

Lastly, be aware of some mechanics changes.

First, Information Gathering is available due to several prominent town Sainthood members being kidnapped. Players must take some time on Casting Shift for their Leading Character to investigate "out of town." More details can be found on our Local Custom Mechanics page.

Second, we’ve got some additions to our buylists, including Trade, Criminal, and the Minor Favor Buylists with our local Financial Institutions! Check with Public Works for more details.


We look forward to seeing you in-game at our next event! Tickets for Veiled Intentions can be found here.

So your character just went through the Grave Mind: What do they look like now?

Here are a few tips and ideas for what your character could look like after going through the Grave Mind and leaving the Morgue. Note that all of these are optional, for extra effect to cause your friends and fellows cause for concern.

The intent of these suggestions is that your character comes out looking more undead and then the signs can/may fade over time (your choice).  It’s also your choice as to whether or not to have the signs fade, and this should not be impacted by how much infection you have remaining.  This is to allow those who have a lot of makeup or who don’t like/are allergic to makeup to choose to not add additional steps to getting into character if they don’t want to.  We want people to have fun playing with different looks if they want to, but not make it a requirement.

None of these suggestions are intended to indicate that your character is on their last infection.  It can indicate that they have lost infection, even a lot of infection.  There is no one thing that indicates that a character is on their last infection, as that will be unknown. The idea is that they look more and more undead each time they come out of the morgue. Start small and build each time the character dies; add different layers if you want.  

Things that you can do for your character to look more undead or that they have been recreated by the Grave Mind:

  • Green veins - Start with a few and add more each time - these are parts of the morgue still in your system. Again, green veins are NOT an indication of being on their final infection, they are an indication of a death.

  • Necrosis at the tips of your fingers or nose - black that starts at the tip of your fingers and creeps up your fingers or at the tip of your nose and fades up the nose

  • Sunken face - add shadows (not black, use a few shades darker than your own skin tone, brownish or even a purplish color) to hollow your cheeks, eye sockets, the side of your nose, and temples.  This should not be super dark.

  • Grey tint to skin - Your character’s blood stopped flowing so the warmth and pink in your skin would not be present at first.  Using a zombie flesh color, blithe, or a light gray—not white, unless you are super pale to begin with and are only using it to lighten your skin further (you should not be clown white).

  • Mottled skin - using yellow (think sallow tint), green, gray, blithe, zombie skin color; create uneven layers, stippling, and blending.  This could start as patches of skin.

  • Blue, black, or pale tint to lips - your character hasn’t been breathing and their blood hasn’t been flowing.

  • Red and purple stippling on one side of your face/body - the corpse may have been lying in one position while the morgue messes with your mind and the blood has settled in one area (lividity).  Or this is something that occurred after the morgue rebuilt the body but before they returned to life.

  • Green and black stippled patches on your skin - Your character is being rebuilt from the morgue (a fungus), some bits might not have fully absorbed/formed yet or they may have picked up some of the mortis.

  • Scars - These can be done with makeup or a combo of makeup, rigid collodion and prosthetics (we do not have rigid collodion or prosthetics in NPC camp).  For makeup, you can do these with a skin color lighter than your own skin tone bracketing a reddish line or “knot” (lines can be jagged, it could be a chunk of skin missing, etc).

Don’t go too heavy on any of this, especially on your character’s first death: after all, you don’t want people thinking they are leaving the morgue as a zed!  But one effect or layering a couple is okay.  Keep it lighter if you are using more than one effect.  You can go heavier each time you die. If you want, some things could be temporary (i.e., lividity, necrosis, skin tone) and resolve over time as blood flows or the mortis is absorbed and others could be permanent (i.e., green veins and scars).  Play with it and decide if you want to keep elements or not.  Any could be kept or can fade if you want them to be.

Feel free to use NPC camp makeup to add your makeup while in NPC camp.  But please continue to follow our makeup rules to adhere to our sanitary requirements.

Law in Lorado Comes...like it or not

The rickety lift rattled as it made its slow ascent, ornate grating shuddering every time a support strut or a door off onto one of Silverline Citadel’s many storeys passed from above to below. Friendly Dan winced as it did. He was here for the same reason many others would be: the moneyed interests of the Big Rock Financiers’ Council had called a meeting, one where all the big financial players of the Western Wastes would be represented. The topic, Dan didn’t know - this time, he wasn’t here as the face of Rawhide, but as bodyguard and attache for the bigger fish who was. Dan’s boss, Vespine Hennessey, rode next to him, her stance as relaxed as Dan’s was tense.

The lift rattled again and Dan instinctively reached for his tobacco pouch, but Vespine shut him down with a look like daggers. Not here, it conveyed, this is an upper crust company.


The lift finally chunked to a stop. Friendly Dan made the deliberate choice not to throw up. And the grate was opened from the other side by a bellhop, who gestured down the tastefully dim marble hall. Through the door at the end, the two were greeted by a penthouse meeting room of staggering opulence. Tapestries of the old Pureblood family crests hung from every pillar - including some, Dan couldn’t help but notice, that were an interesting choice to leave up after the ends their owners had met. Chandeliers lit the room from the high, curved ceiling. Through the west-side windows, the sun cast a light like a flame through bourbon across the whole room as it set over the Big Rock Mountains.

At the center of the room sat a long black marble table, and gathered around that table was… everyone. That was the only word Dan could think, everyone. Anyone who moved and shook the money in Lorado, plus a few. A dozen heads of Pure Blood families. A Digitarian with two heavily kitted guards, probably one of the reclusive Northheed bigwigs. Shred of the Topaz Tribe was here, flanked by her diligent note-taker, Scrawl. Cinderella and Chivalry Shane stood regally to either side of their father, Oberon. Henry Aspen sat representing Bear Claw Hunting & Trapping. At the far end of the table, half a dozen Diesel Jock chieftains fidgeted awkwardly, slowly soaking motor oil residue into the expensive fabrics of their chairs; Dan recognized Chief Mustang and Chuck Bentley, and noted an imposing figure in white armor seated to Chuck’s left. Lysinger of the Mortar Brigade was here with his usual thugs - interesting choice, Dan thought, that’s a pretty small fish for this pond - as was a delegation from Ironwood, and, Dan noticed with a twinge of satisfaction, Mistress Shrike of the Warehouse was not. Only one empty chair remained, at the head of the table, and it was to this that Vespine sauntered over and sat. Dan took up a standing position to her right as she addressed the room.


“Evenin’!” She began, the chatter of the room hushing in response. “Glad to see you’re all here. We can get started.

I’ll cut right to the chase. As y’all know, problems with the law - namely, absence of it - have been a pebble in all our shoes for a while now. Robbers on the roads. Gangs in the towns. Trading sabotage with our rivals, even with each other sometimes. These small town sheriffs ain’t shit enough to do shit ‘bout any of it. ‘Open season’ is the term I’ve heard used by my boys who keep an ear to the ground. You all know it. Everyone in this room can think of somethin’ you’ve lost or some pain in the ass you’ve had because of it.

So I’m here to propose a solution. A regional solution we can all invest in, that’ll give back to all of us.” Vespine smiled widely and took two maps from her bag, which she unrolled and passed down either side of the table.

“Y’all may recall that as prisoners accumulated from the wars of the past few years, we wound up stickin’ many of ‘em in the old prison off to the West of the Mortar Brigade, North of Ironwood. The group runnin’ the place, if you’re not familiar, has been callin’ themselves the Wardens. They’re a mixed bunch. Ex-Drylands Militia, old law dogs from towns that ain’t there no more, folk that lost everything to the Mastersons or the Von Lobos. But one thing they all got in common is… let’s call it a passion for justice. 

Put simple, I want us to fund ‘em. All of us. Build up Locktown into somethin’ like it used to be in the way-back-when. Get money and people into the Wardens to make ‘em into law dogs. Big law dogs with big teeth, who can go everywhere. Let’s get us some law and order in Lorado, y’all.”


Vespine remained standing, leaned over the table, as her words sunk in. Whispered conversations rippled around the room, and finally the delegate from Northheed stood to answer first. 

“Interested,” they stated with a weighty bluntness. “Let’s hear specifics.”


So Vespine laid out her plan. Each of the institutions would have different ways of contributing: some, like Black Diamond and the BRFC, would put up cash for payroll, while the Rolling Coalition would facilitate transport and Bear Claw would provide medical services and tracking expertise. Rawhide and Northheed would supply the various outposts the Wardens would need to set up across the region. The contingents from Ironwood and Die Fabriek had been asked here to give their blessings for the Wardens to pass through their territory coming and going from Locktown, and of course since the officialization of Locktown as a permanent installation would mean they had to accept certain risks.

It took deliberation. Numbers were bandied about, offers asked and counteroffers made. Friendly Dan didn’t speak a word throughout, except to whisper the occasional logistical detail into Vespine’s ear. But at last, the deal was done. Once the agreement was reached, only one question remained.

“Local Warden heads,” Vespine drawled, “for Perseverance and Barker Meadow.”

That made sense, Dan figured. Perseverance, the formerly nameless slum sprung up around the now defunct Forward Operating Base for the final siege of the Masterson War, was a hive of shady activity, one of the two main organized criminal hubs in the region. The other was Barker Meadow. Both would be hot zones.

Oberon Shane stood first. “The Financiers’ Council can offer Sachs Goldman for Perseverance.” A hushed chatter of agreement rippled through the assembly. Goldman’s work was known in the room.


“Ephraim Butcher,” Friendly Dan blurted out. 


The room turned to look - including Vespine, who had told him to let her do the talking and now was smiling at him sweetly, possibly the most terrifying thing Friendly Dan had ever seen. No, second most, after the Anglerfish. Dan cleared his throat and pushed on anyway. 

“I’ll nominate Ephraim Butcher for Barker Meadow. The, uh, Barker Meadow area. He’s done real good work for Rawhide as a bounty hunter for a long time. Some of the best.” He pulled off his hat, slicked his hair, put it back on. “Look… if we’re talkin’ ‘bout criminal networks in Barker Meadow… we know who’s at the top of that anthill. I don’t need to say it. We all know it. And if we’re gonna dance with that devil… it’s gotta be Butcher. I wouldn’t trust it to anyone else.”

The stillness in the room as his words settled made Dan squirm. He wanted a cigarette so bad. He could see the calculation on their faces as they weighed whether to trust his suggestion sight unseen. Whether they went for it was gonna make a big difference in what the ride down the elevator with Vespine would be like.

And then one of the chairs creaked as Liberty Moretti from the Ironwood contingent stood. She looked nervous at first, but cleared her throat and spoke clearly. “I can vouch. We saw a lot of Ephraim Butcher after the Masterson War. He brought us the Carsons.”

“Which Carsons?” The Northheed rep retorted.

“All of them.” 

This caused a murmur. When the Mastersons had been wiped out, their allies the Carsons, along with the surviving mercenaries still infected with Crystal Heart, had scattered to the winds. There had privately been tremendous worry among many in this room that outbreaks of Biz’s influence in other morgues would follow as the infected eventually suffered death from mishap or mistake, but nothing ever came of it. Evidently that was because, as Liberty went on to explain, Butcher and his posse had hunted them down, one by one, and over the course of seven months had brought every single one back to Ironwood - alive - for their crystal infestations to be returned the the morgue from which they had originated. Not a single one unaccounted for. Even Friendly Dan hadn’t known that.

Dan turned his attention back to the room. Some of the shrewd expressions had turned pensive. He watched as each group deliberated quietly amongst themselves. 

His kingdom, he thought to himself, for a cigarette.


In a lonely wooden watchtower somewhere in the Wastes, a black-clad figure kicked up his boots, lit a pipe, and took a shot of something strong, wiping a stray drip from the exposed bone of his chin with the back of a skeletal hand. At the sight of a single lonely light bobbing through the darkness, he reached and pulled a long-scoped lever action rifle into his lap. Then he waited. The light got closer. It was a figure, on horseback, looked like. Finally it cleared the treeline and hoisted its lantern up in one hand and a very expensive looking bottle of liquor in the other.

“Ephraim!” Friendly Dan’s voice floated up. “Got time to talk to a friend about a job?”

Tickets are now available for our April 21st event, "Veiled Intentions"!

We are excited to announce VEILED INTENTIONS, our second live event of 2023! A recent heavy loss of a beloved local looms over the village of Barker Meadow, while mysterious threats from within and without begin to reveal themselves. Join us at Camp Santa Maria in Bailey, Colorado on April 21st!

A couple of successful and familiar concepts that we are bringing back from the previous season:

Opening announcements at 8 PM

  • Lay off at 1 PM on Sunday, providing an extra twelves for roleplay and combat only (Public Works will close at noon)

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

And don’t forget! April will be the last event to turn in the Wicked White Work Order to receive rewards for doing things such as getting the Bivalent COVID-19 Booster, building or rebuilding an entire new costume kit, and bringing along new players to our March or April events!

Buy your tickets and meal service here
April event database checkin
Site details here