Players will search, steal, and trade for clues, exploring a wealthy neighbourhood in the city of Troika. What they uncover will have massive implications for your ongoing campaign, and provide a huge amount of gameable material to take your games even further. The clear goals and open-ended creativity of The Big Squirm is also the perfect way to introduce new players into the world of TROIKA!, and TROIKA! is a great introduction to the world of roleplaying.
Squirming The Big Squirm
Player characters have been hired as investigators by various factions vying for position after the collapse of the Scarf-Worm investment bubble. They will explore the wealthy district of Downgate Arches, its buildings suspended by chains over a dark expanse, as they compete with rival investigators, meet interesting people, and attempt to secure the goals of their chosen faction for a fabulous reward.
It Seemed Like a Nice Neighbourhood
The chains of custody are long and spectral – speculation was rampant before the Pretender Worms began to hatch, and when they did, the crash hit everyone. There were no Scarf-Worms.
The estates of Downgate Arches are suspended on chains from their over-wrought arches, the space between them marked by servant-access walkways and the streaking paths of Silver Gondolas. Cheaper buildings are built directly on the walls, growing with the demand for labour and homes. What lies at the bottom of the district is unknown – hidden beneath a toxic, roiling fog of bright gold and burnt, copper-hued gases.
Despite its privilege and reputation, Downgate Arches has worms. They slither down the support-chains, snacking idly upon animals, citizens and visitors alike. Assassins play poison-dart tag in the open space between the hanging buildings. They have been dispatched by aggrieved parties – all have paid out small fortunes for ownership of yet-unborn Scarf-Worm futures.
The streets were dark with something more than night.
This module contains:
- 27 Actors: all the new monsters, investigators and interested parties from the The Big Squirm adventure
- 11 Journal Entries with 128 pages entries in total: the complete book, with all the entries for all the locations. Everything you need!
- 8 Scene: the four floors the players will visit, the Nargeboll, a landing page with the book cover, plus the Chart of Discoveries for the GM Control, totally linked to the journal entries!
- 29 Rollable Tables: random encounters…
- 30 Macros: some of the “rollable tables” were condensed in some macros, making GM’s life easier!
This is a digital version of the The Big Squirm game for the Foundry Virtual Tabletop. A Foundry Virtual Tabletop base license is required for use. Check the package page for current module compatibility. This purchase will give you an activation code to be activated through your Foundry account. Afterwards you will be able to download and access the module via the Foundry application.You should receive your content key around 15min after your purchase. Please, check the SPAM folder if you are not seeing that. In case of problems, please, contact us.
“The Big Squirm” is property of Melsonian Arts Council, all rights reserved.