A Chilling Introduction
The party starts off outside the union building at about 5:30 pm. It's possible they will want to go and get something to eat, use computers, etc - let them. They will have to face terrible queues in the West-End Cafe and will miss out on valuable information and witty banter.Their first task is to locate MURP itself. This is no mean feat; an intuitive character, or one who makes a luck roll, could head upstairs and roll to recognise some role-players (+5 to recognition roll for people with long hair and long dark trench coats). However, chances are the meeting will be in some weird location. The party's options:
MURP LOCATION TABLE
Getting to the meeting will also require some quick thinking. A navigation and/or survival roll will be necessary depending on the location. Also, dexterity or perhaps fast talk will be needed to avoid the dangerous- looking fellow selling the communist newspapers outside the union building.
The Meeting
The party will now roll up to an official MURP meeting, probably already tired and thinking of going home. However, this is the time when the quickest feet and sharpest minds are needed. As soon as they enter, they will be greeted by a blonde, long-haired, viking-like being, purporting to be the president. Far from welcoming the party, however, he will proceed to attack the nearest party member, throwing punches, making violent headbutts and firing indiscriminately with a magic invisible shotgun. Only an obvious display of weapons, e.g. swords, pistols, petrol-powered codling grinders, etc. or lucky dexterity rolls will allow the party to proceed unmolested. (If any of the party is carrying Magic the Gathering cards they are automatically killed.) Be careful about attacking him, for he can call the Keeper of the sacred Locker, who may appear wielding Boot Hill.
Damiene the Viking | Col Nerdobs | Liz Drakon |
President | The Treasurer | Keeper of the Sacred Locker |
STR: 15 | STR: 8 | STR: 10 |
INT: 8 | INT: 20 | INT: 13 |
DEX: 12 | DEX: 8 | DEX: 11 |
STA: 13 | STA: 7 | STA: 10 |
Attacks: Headbutt, magic shotgun | Attacks: comical rapier thrust | Attacks: flings razor-sharp cards bearing "Monash D&D club" |
Enraged by Magic cards | Placated by money | Warded off with a page of postscript |
Once the party has gotten through and is mingling with the general crowd, a move can be made to find an adventure. If the party is overeager and fails intelligence rolls, they will fail to notice the gleam in the eyes of the people who whisper "The Big Lagoon". Let the party beware; suffice to say if they are sucked in this MURP adventure could be their last.
GMs: If you are feeling cruel, let the players be fooled by the charming facade of a young lady looking for players, only to reveal her as the Secretary, another dastardly fiend. Using the power of her adventure she will play with the minds of the party in a Clockwork Orange-style episode. Afterwards, no PC will be able to hear the words "White Wolf" without gagiging.
Sometime during the night, the party could also be confronted by an unassuming figure calling himself "the Treasurer" (Pronounce in same tone of voice as "the Cleaner"). He may demand money; however, if a party member makes a fast talk roll they can convince him that the change from a \$10 note for the \$5 membership is actually \$15, and can all make a handsome profit. Failing this, the party should watch and take note of his actions. If the money goes into a wallet, unreceipted, they might want to use this information later.
At some point make the party roll or role-play (in extreme circumstances) in order not to be noticed as outsiders. To pass they must notice an in-joke has been mentioned, for example "Keep off the grass" laugh uproariously, or be at once branded as outsiders. This shouldn't be too hard as most of the other people laughing won't know the joke either. If they are spotted, however, they must either face The Treasurer or be bodily thrown down the stairs to cries of "This isn't THEATRESPORTS!"