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When Thea went missing on Deathmatch Day, the Arbiter scraped together a rescue squad of a skeleton, a conspiracy theorist and a soda salesman, and sent them into a haunted family graveyard. There was no fight to the death this week. Instead, Richard S. Skelman, Richard Knottley and Killy Yesman charmed a weeping angel, punched themselves in the mouth and built a giant bone robot to destroy Skelman’s own grandfather. It was one of the strangest and most wholesome nights the Void had seen, and it ended with two friends promised to a duel: dick to dick, tip to tip.

The Story

Thea Is Missing

The night began on an unusually agreeable note. The Grandmaster had complained that the show’s intro ran three seconds too long, and the Arbiter conceded she was right. Buoyed by her “newfound sense of rightness,” she went down into the dungeons of The Dread Fortress. She found them cold, empty and suspiciously tidy, with everything “where it’s supposed to be.” She called out for any sign of chaos.

The Arbiter poked his head out of the ski ball room to ask whether she had seen Thea. She hadn’t, and the tidiness proved it: Thea had clearly never been there. The Arbiter had sent his assistant to help the Grandmaster set up the night’s Deathmatch, and now nobody could find her. He did have a tracker on her. He pulled up a tablet, smacked it and growled, “Fucking Stuart. This thing never works,” blaming the fortress’s reception and its IT man, Stuart. When the screen finally loaded, Thea’s signal sat in a mausoleum “all the way over in The Shadowlands.” The Arbiter was sure she had been kidnapped, because she would never wander off on Deathmatch Day. “She loves the Deathmatches.”

The Grandmaster told him Thea was his responsibility. He bristled:

The Arbiter: “Just because I created her does not mean that I’m in charge of her. I’m not her father.”

She pointed out that he signed Thea’s paperwork every week so she got paid, which made him her manager. He admitted that “things look great around here without her.” The Grandmaster had no patience for that. “Thea is energy,” she said. “She’s staying pink because she keeps rolling around in the blood of champions.” Without her, there would be no Deathmatch. Anyone who could kidnap Thea was a danger to the whole fortress, so the Grandmaster wanted an elite team. The Arbiter slammed his hands together and a portal tore open, its sound echoing off the fortress walls. Out stepped the squad. “Two Richards in one group,” the Arbiter noted. “It just happened that way.”

Team B

The Grandmaster already knew Richard Skelman, a skeleton who had “always been beloved by the fortress,” though she had never known he could fight. “I may be missing muscles amongst all of the bones,” he assured her, “but I assure you I am quite capable.” When she pointed out that he didn’t have eyeballs, he explained that he chattered his teeth and read the echoes through his bones.

Killy Yesman, a stranger to her, skipped the handshake and gave her an icy bottle of Double Sun Cola, shaped like a rocket with two balls at the bottom. She liked him at once. He told her to shake it hard first. She asked whether it was “a one hand or two hand job.” She popped the cap and the soda erupted all over her.

Richard Knottley was less enthusiastic. He declared the cola “clearly government funded” and pulled out a mason jar of lukewarm pickle juice instead. He carried it everywhere, and it was only warm because he kept forgetting it in his pocket. His dream was a radio show, After Dark with Dick Twist. He could not fund it because he had been fired as a Peloton instructor over complaints that, he insisted, came from people who simply couldn’t keep up with him.

The Arbiter laid out the job. The Grandmaster had been preparing champions for an eventual showdown with The Shadow King, “someday, somewhere.” That was common knowledge. Rescue Thea and show some promise, and they might make the roster. The Grandmaster sweetened the deal with health benefits, PTO, a sabbatical, prepaid resorts, “your own pet chinchilla,” and “You won’t die.” Knottley warned that the government was run by Chinchillas, voles and small mammals. He tried to give Skelman a foil hat against radiation, then decided Skelman couldn’t wear it without flesh and put it on himself: “I’ll wear it for us both.” Until they chose a leader and earned a name, they would be Team B. The Grandmaster’s description of Thea was simple: neon pink, glowing faintly, “because she’s eaten a lot of glow sticks.” The Arbiter added that they’d know her when they heard her, because they’d want to pierce their own eardrums.

The Graveyard

A second portal let in a cold autumn breeze. Beyond it lay The Midnight Mausoleum: a graveyard under a full moon, fog curling around the gravestones, and The Acolytes cheering by the thousand from grandstands high above. Rotting hands burst out of the grass and seized Killy and Knottley by the legs.

The first zombie went for Skelman, and he recognized her. “Hello, Josephine! It’s been a while. I scarcely remember the last we met, where I buried you alive.” His jilted lover was unmoved by his offer to rekindle things. She clawed at his face. When that failed, she flung her own arm at him. Her festering claws had no effect on a skeleton, so Skelman gave the order: “Do what you must.”

Killy, all undulating pecs and surprisingly thin legs, sipped soda through straws from the two bottles on his hat. He sprayed himself free of the hands and twirled two more bottles like a gunslinger. The cola, it turned out, was caustic to bone. Then he pulled a special dark-red bottle from the back of his shorts that he’d been “saving for a special time.” It soaked into Josephine and gathered in her chest as a glowing little heart that beat once. For a moment she was herself again. “I’ll forever hate you, Skelben,” she said, and crumbled. Her heartbeat echoed through the graveyard and faded. Skelman sighed over what they could have had, “if I didn’t bury you under the ground while you were still living. Anyways.”

Knottley dealt with his zombie his own way. He asked for the nearest carpet, found a strip of astroturf over a grave, kicked off his holey slippers and shuffled furiously to channel his “Peloton powers” into a blast of static lightning. It worked so well it blew his hat off and blistered his hands. His friends hosed him down with soda until the last zombie drowned in the sticky mud. Skelman pocketed Josephine’s arm as a keepsake.

The Crying Angel

Tiny clawfoot tracks led to a towering angel statue that cast a shadow despite the darkness. Its plaque read: “Hell is home to those that make angels cry.” Skelman tried insulting it (“Hey, you suck”). Killy tried his best line: “Did it hurt? When you fell from heaven?” That earned sniffles. Knottley tried kindness instead, and his “You beautiful gargoyle” landed perfectly. The angel lowered its hands and wept pebbles. As the Grandmaster explained, “no one’s ever complimented this angel and it meant the world to them.” The rhythm of the falling stones unlocked a stairway beneath its feet.

While Knottley lingered with his new friend, the others headed down. Poltergeists possessed them on the stairs, made them hit themselves (“Auntie Ethel, no, stop, please. I know I ruined that one dinner that one time”) and finished by stuffing each of them with their own fist. Satisfied, the ghosts evaporated.

Up top, the statue turned out to speak in Knottley’s own voice and to share his worldview: the frogs are gay, the birds are government cameras, the trees talk on the internet. Knottley invited it onto his radio show, and it told him it only consumed radio media. It showed him an ankle monitor from “an incident down at Soho,” and he fried the device with his pickle juice. When the Grandmaster’s face rose in the sky in place of the moon to call a break, the statue promised to carve coordinates and meet him at the third full moon of the year. It flapped its stone wings, failed to fly and skipped away, knocking over gravestones. A single tear rolled down Dick Twist’s face.

Three Doors, Three Traps

Below, the corridor’s torches had been lit very recently. A disembodied voice welcomed them to “my home,” called them “the least curious group in the world” and admitted it had an imp, though imps weren’t given away for free. It explained the rules: three traps, one each. Both Richards squeezed through the middle door together, lubricated by Killy’s vibrating magnum bottle. The ceiling fell, and arrows shot straight through Skelman’s ribs into Knottley. Skelman helpfully yanked them out. Killy drenched himself in cola and charged his own door face first. The torches flared, and he learned that Double Sun Cola is flammable. “Why did I pick the flammable one?” he screamed. A ghost sucker-punched him at the finish line.

This, the Grandmaster revealed, was the Skelman family plot. Skelman had buried Josephine there because it was “the last place anyone else would look.”

Grandpa

At the end of the corridor sat Thea, making shadow puppets by torchlight. “Yee-hoo! Ah! You found me! … You’re not supposed to find me this quickly!” She had been invited to play hide-and-go-seek by someone with “a really long creepy hand with very long fingernails, but they were kind of bejeweled and I liked them.” Skelman thought it was his mother, Meredith. A bejeweled hand crept over Knottley’s shoulder. “I’m not your mom, Meredith. That’s my daughter.”

It was Skelman’s lich grandfather, who had turned the family mausoleum into a retirement dungeon rather than buy new property. “Grandfather,” Skelman protested, “you know I make dungeons for a living.” “I passed down the business to you,” the old lich replied. Furious that they had ruined his game, he blocked the only door: “I’ll show you a new game.”

He was fungus-ridden, with a dangling jaw and earlobes drooping toward his nipples. Skelman begged and was disowned (“Good thing I have plenty of other grandchildren”). He tried to run and hit a wall, then opened his signature Bone Zone, trapping Grandpa in one of his own dungeons with swinging axes and a dropping slime. Grandpa’s necrotic fist bounced off Killy’s chin. He healed himself by draining his foes, his wounds closing with “very uncomfortable moaning sounds.” “Your grandfather’s getting hard,” the Arbiter observed. “It runs in the Skelman family,” said Skelman. Grandpa tried to choke Knottley, who said, “I feel really empowered right now.” Then Killy jammed his soda hat onto the lich’s head, and the cola blinded him for good. “You’re only supposed to drink the soda,” Killy explained. “Never get it to your eyes.” Killy tore off one of Grandpa’s ribs and tossed it to Skelman, who added it to his collection.

Knottley asked whether any Double Sun Cola was conductive. “All Double Sun Cola is conductive,” Killy said. From his shorts he hauled out a bottle the size of four magnums, and Knottley shook it into “a unibeam of double sun shock.” Grandpa staggered. “We’re all dicks,” he snarled. “That’s the family name.” Then Skelman detached himself into the Bonetron, a towering bone construct with Killy at its core, “blasting away with sodas, conspiracy theories, bones, and the slimes.” It blew a hole clean through the lich’s chest. All three shook one last bottle together, and the stream evaporated him.

Only his forearm remained. Its fingers inched toward a little red button and pressed it. A neon sign dropped: “Congratulations! You’ve won!” A chest popped open full of matching t-shirts. They were cheap, the Grandmaster noted, but good quality.

Team 3D

The hosts arrived. Thea sulked that she’d missed out on a t-shirt and remembered she was supposed to have set up a Deathmatch. Killy named the squad Team 3D. “Ew, that’s a gross name,” Thea said, “but okay.” Knottley voted Killy leader, and Killy said it was the first time anything had mattered more to him than Double Sun Cola. Then Thea’s tail rang like a phone. “It’s also coming in through my butt and I have to poop soon,” she complained. It was Double Sun Cola HQ, so loud it made Thea’s butt cheeks vibrate, furious about all the free soda and summoning Killy to a two-month retraining seminar on pain of expulsion from “the Sunkola.” He left with a promise: “It means goodbye for now, but not forever.” Thea hugged his skinny calf.

That still left the question of leadership, and the Grandmaster had an answer: a Deathmatch. “Dick to dick! Tip to tip!” Skelman worried for their friendship. “You can be friends,” said the Arbiter. “I’ve killed lots of my friends.”

Dried Blood

Asked for final words, Knottley offered “Live dangerously,” and the Grandmaster suggested putting it on a motorcycle. Skelman spoke tenderly to his rival: “fellow Dick, it is going to be very, very hard next week to hurt you in the ways that I must. I hope that you can accept your boning with dignity, pride, and humility, as we will still be friends after.” Killy signed off with a sales pitch: “Stay hydrated. Drink Double Sun Cola.” The Grandmaster added that people should buy it, not just get it free. She reminded the champions that they would be reborn, so losing was “more like beating them in a game of ping pong.”

Notable Moments

  • The Arbiter’s tracker “never works,” and he blamed Stuart.
  • Killy’s red cola gave Josephine one heartbeat of sentience, just long enough to hate Skelman forever.
  • Knottley’s “You beautiful gargoyle” made a lonely angel weep pebbles, and the two promised to meet again at the third full moon of the year.
  • Killy blinded the lich grandfather with a soda hat, probably the first time anyone had landed a permanent effect like that.
  • The Bonetron, a giant bone construct powered by soda, erased Grandpa, whose severed arm then pressed his own “You’ve won!” button.
  • Thea’s tail turned out to double as a phone line to Double Sun Cola HQ, coming in through her butt.

Memorable Quotes

  • The Arbiter: “Just because I created her does not mean that I’m in charge of her. I’m not her father.”
  • Richard S. Skelman: “Hello, Josephine! It’s been a while. I scarcely remember the last we met, where I buried you alive.”
  • Josephine: “I’ll forever hate you, Skelben.”
  • Killy Yesman: “Why did I pick the flammable one?”
  • Richard Knottley: “There may be two Richards here, but to me, there’s three dicks in this party.”
  • Skelman’s lich grandfather: “I passed down the business to you. I just wanted a quiet private place where no one would bother me and I could play games in my retirement.”
  • Thea: “I’ll miss you and your skinny legs.”
  • The Arbiter: “You can be friends. I’ve killed lots of my friends.”

Who and What Appears

Characters

Richard S. Skelman (Joel). A skeleton; “Richard,” “Dick.”

  • Known to the Grandmaster and “beloved by the fortress.”
  • Has no eyeballs and sees by echolocation (chattering his teeth). His bones are held by “magnets” and detach at will. No feeling.
  • Buried his lover Josephine alive in the family plot.
  • Makes dungeons for a living, a business passed down from his lich grandfather. Signature move the Bone Zone; builds the Bonetron.
  • Family: mother Meredith (said “Bertha” first); Auntie Ethel (a ghost; he ruined a dinner once); sister Dick Arena; a lich grandfather with “plenty of other grandchildren.” “We’re all dicks. That’s the family name.”
  • Keeps a gelatinous cube friend on him. Likes pie.
  • Says he solved a murder mystery involving Thea (“a real proper dick on that case”).
  • Leaves carrying Josephine’s arm and his grandfather’s rib.

Richard Knottley, “Dick Twist” (RealLifeFakeWizard).

  • Conspiracy theorist. Believes the government is run by chinchillas, voles and small mammals; birds are government cameras; trees talk on the internet; Shakespeare was a time traveler.
  • Wears an aluminum foil hat (blown off by his own lightning). Carries a mason jar of body-warm pickle juice, poured out on the statue’s ankle monitor. Wears holey slippers.
  • Ex-Peloton instructor, fired over complaints. Plans the radio show After Dark with Dick Twist.
  • “Peloton powers”: friction electricity through his feet and hands.
  • Has nightmares of being controlled by chinchillas and of a frog creature spitting frogs.
  • Befriended the angel statue and promised to meet it at the third full moon of the year. Voted Killy leader.

Killy Yesman (Yangyang). A Double Sun Cola promoter.

  • Very muscular with undulating pecs, very thin legs, majestic blonde hair, “the world’s most punchable face.” Said to wear sunglasses.
  • His hat holds two cola bottles with straws.
  • Pulls ever-larger bottles from his shorts: regular, deluxe two-handed, a special red bottle, the magnum, and the four-magnum “small rocket.”
  • Says yes and follows stronger voices. The GM had never met him.
  • Chosen leader of Team 3D, then recalled by Double Sun Cola HQ for two months of retraining.

Thea (Caustic Phoenix). A small neon-pink imp that glows like a glow stick (she eats glow sticks).

  • Created by the Arbiter, who signs her pay paperwork weekly. Loves the Deathmatches and stays pink from rolling in champions’ blood. Unbearably loud.
  • Tracked by the Arbiter’s tablet.
  • Her tail works as a phone.
  • Was lured to the mausoleum for hide-and-go-seek by the lich grandfather.

Skelman’s lich grandfather (Mudcat, inferred). He is unnamed.

  • Fungus-ridden, with an unhinged jaw, earlobes to his nipples and long bejeweled fingers.
  • Turned the family mausoleum into his retirement dungeon and is the disembodied corridor voice (inferred from his “trial run” and “my corridors” lines plus 1:19:35).
  • Powers: necrotic fists, damage absorption, a force choke.
  • Permanently blinded by Killy, then evaporated by the Bonetron. His forearm pressed a “You’ve won!” button.

Josephine. Skelman’s jilted lover, buried alive by him. As a zombie she throws her own arm; the red cola gave her a moment of sentience before she dissolved.

The angel statue. Robed, hands over its face, stone wings that are too heavy to fly.

  • Had never been complimented; cries pebble tears that unlock the stairway.
  • Speaks in Knottley’s voice and shares his conspiracies.
  • Wears an ankle monitor from “an incident down at Soho.”
  • Will carve coordinates and meet Knottley at the third full moon of the year.

Auntie Ethel and the poltergeists. Skelman’s family ghosts on the stairs (“Stop hitting yourself!”).

Double Sun Cola HQ (Caustic Phoenix). Disapproves of free giveaways; runs retraining seminars; “the Sunkola.”

The Arbiter (Mudcat). Has a tablet tracker that never works (“Fucking Stuart”). Hung out in the ski ball room. Recruited “a couple of guys.” “I’ve killed lots of my friends.”

The Grandmaster (Caustic Phoenix). Offered benefits (a chinchilla, PTO, sabbatical, resorts, “You won’t die”). Her face can replace the moon in the sky.

Places

  • Dread Fortress dungeons; a ski ball room in the Dread Fortress.
  • The Midnight Mausoleum (in the Shadowlands): the Skelman family plot, with a graveyard, astroturf over a grave, the angel statue and plaque, the stairwell, a three-door trapped corridor, and the grandfather’s one-door chamber. Many imps reportedly come by.
  • The Shadowlands.
  • Soho (statue’s incident).

Items

  • Double Sun Cola (rocket-shaped bottle with two balls and a sun pattern; flammable, conductive, caustic to bone, harmful to eyes, possibly itchy). Its “special red” bottle.
  • Knottley’s foil hat and pickle juice. Josephine’s arm (grants advantage). The grandfather’s rib.
  • The Arbiter’s tracker tablet. “You be dick [?]” t-shirts from the grandfather’s chest.

Lore statements

  • The Grandmaster is preparing champions for the Shadow King’s eventual return: “common knowledge.”
  • Team B / Team 3D gets a name once a leader is chosen; the leadership is to be decided by Deathmatch.
  • Champions on the payroll “won’t die” (GM; Caustic Phoenix in Dried Blood: “you will be reborn”).

Full Round-by-Round