Three Weeks In The Streets describes itself as a city-prison scenario for use with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. Published following a successful Kickstarter campaign,it even comes with its own official playlist to provide a soundtrack and begins with an encounter or two on the way to the city. It kicks off with the official announment made by the town crier, that the mind parasite is spreading and the arch-priestess has ordered the city closed. What do the Player Characters do? Do they try to fight or sneak their own way past the king’s Shadow Guard, the chance of being successful being very doubtful? They must try to find ready supplies of food and water, and every day the mob grows—and may even absorb the Player Characters—fuelled by truths and rumours that spread as surely and as quickly as the mind parasites. They are likely to encounter some of the worst and the best of Galgenbeck’s citizenry, those not wealthy enough to lock themselves up in their fortified and guarded mansions. One day after another takes on a regular pattern, of dread as yet another day dawns, of doom as night falls. As the rumours swirl and food and water supplies dwindle, the inhabitants of the city grow desperate and the tension rises, the collective stress and anxiety threatens to explode into mass hysteria. And then…
Only the first week of Three Weeks In The Streets is meant to be played out in this fashion and then it is meant to jump two weeks to the conclusion of the quarantine. By this time, the Player Characters, as well as everyone else in the city, is starving and dehydrated, but it is now that the arch-priestess Josilfa decides to step out of the Cathedral of the Twin Basilisks and deliver her judgement upon the people of Galgenbeck. It is as monstrous as you would expect.
The process is handled through an array of tables that explain survival and foraging, the waxing and waning of the mob and its mentality—gloriously depicted above a depiction of a mob a la Les Misérables, rumours and truths, events by day and by night, cover ‘Red-Eyed Rowdiness’ and ‘Drunken Debauchery’, and more. The events by day—the ‘Daily Dread’—may be as simple as the Church distributing food (with a chance of violence) or as horrible as citizens being dragged by their hair, screaming, to the town circle for execution, whilst those for the night—the ‘Daily Doom’—might see the mob breaking into the city stores for food or younglings being sold for food or labour, and a malaise sets over the city. ‘Mass Hysteria’, when it breaks out, is worse and ranges from the town burning for five days to the mob scouring entire city for personal items that it is sure is infested with the Mind Parasites.
The advice for the process is explained at the end of the scenario. This notes the fact that NPCs are likely to fall victim to group-think and that there are various factions that the Player Characters can take advantage of or ally with. The mob is described as a looming threat, one that the Player Characters can only avoid for so long. Similarly, there is advice too on what to do if the Player Characters simply decide to hunker down and try to wait it out with the supplies they have. Also detailed are various NPCs and creatures that threaten the city under lockdown, including the Shadow King’s Guard and Clerics of Josilfa Migol, plus the Galbeckian Pale Ones that do not understand why they might be blamed for the Mind Parasite infestation, Nerhrubel’s Rats that steal items (including those of the Player Characters), Wolves that specifically gather to prey on the weak, and more. Above it all are the bells of the cathedral, rung daily by Josilfa Migol, as she curses the city!
Three Weeks In The Streets is a toolkit that turns all of Galgenbeck into a prison in which the guards are as much inmates as the Player Characters and the rest of the city’s inhabitants. It has an incredible sense of uncertain, but still escalating calamity and probable rather than potential doom as the mob swirls in and out of the rumours and truths that ripple back and forth. It requires an experienced Game Master since it is not quite as tightly procedural as it could have been. That said, because it is not as as tightly procedural as it could have been, there is room for the Game Master to add her own content. Some of the scenarios or content which could be used in conjunction with Three Weeks In The Streets includes The God of Many Faces mini-hexcrawl and the various NPCs from Strange Citizens of the City, which could be woven in and around the events already outlined.
Physically, Three Weeks In The Streets apes the Artpunk style of Mörk Borg, but without overwhelming the look or legibility. The choice of artwork is appropriate and the result is that Three Weeks In The Streets is a decent looking scenario.
Three Weeks In The Streets is executed in a slightly chaotic fashion, so it is not quite as easy to run from the page as it could be. Nevertheless, Three Weeks In The Streets is a genuinely original and clever idea for Mörk Borg, giving the Game Master everything necessary to run a city-wide prison riot and have the Player Characters try to survive starvation, paranoia, and mass hysteria!
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