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EXPLICIT: OLD GODS OF APPALACHIA RPG CHARITY STREAM REPLAY: Pt 3 - Not-Deer in the Orchard, Clue's Fury Unleashed

EXPLICIT: OLD GODS OF APPALACHIA RPG CHARITY STREAM REPLAY: Pt 3 - Not-Deer in the Orchard, Clue's Fury Unleashed

Season 5 Episode 138 Published 5 months, 1 week ago
Description

Ever outrun a demon deer with too many teeth, watched a mine explode for reasons you definitely didn't cause, and then discovered a whistle that works like a horror movie pause button? No? Then you haven't listened to Part 3 of the Old Gods of Appalachia charity stream, where the RPGBOT crew learns the hard way that in Williams Holler, even the local wildlife deserves a GM intrusion.

Support MD Anderson

Your donation today could help save someone's tomorrow. The RPGBOT team streamed this series to support the MD Anderson Cancer Research Center, a world leader in cancer treatment, research, and prevention. You can continue that mission right now by visiting https://mdanderson.donordrive.com/participants/9351. Every dollar fights for better treatments and a future free of cancer.

In Part 1, Jessie and Isaiah arrived in Williams Holler and learned two things: the town is (1) deeply superstitious, and (2) definitely full of supernatural creatures. After a chilly sermon and a backyard horror encounter, the party descended into the mine for "community service."

In Part 2, things got darker underground—literally and metaphorically. Armed with lanterns, folk tales, and a little moonshine, the group met Tommyknockers, broke into an ancient part of the mine, found cursed artifacts, and narrowly escaped through collapsing tunnels.

Now, in Part 3, they face what's waiting above ground: hungry not-deer, orchard-bound protections, and a whole new misunderstanding about what they unleashed beneath the mountain. Let's grab our rifles, run uphill, and hope Jam's whistle can save us again.

Show Notes

Recorded live as part of a charity stream benefiting MD Anderson Cancer Research, this episode continues the flight for survival through Old Gods of Appalachia, using the Cypher System. As Jessie, Isaiah, and Jam escape through the woods, they're hunted by not one but two things that are not deer—abominations with antlers, claws, and too many reasons to drag trespassers back into the mountain.

Episode highlights include:

  • Clue the dog becoming the true MVP
  • A silent whistle that scares off eldritch horrors
  • Evidence that the orchard is protected by something older, and possibly hungrier, than anything underground
  • Jessie's moment of terror in the creek, reminding us how trauma echoes
  • The return of Mr. T and his legendary rifle skills
  • Hard questions about why ancient boundaries were broken—and who (or what) wants to mend them
Key Takeaways
  • Environmental horror works best when nothing is safe – Water, dirt, light, and air all become points of tension.
  • Player intrusions build cinematic moments – The ability to introduce surprise allies or repel enemies makes scenes feel like horror films.
  • Animals matter – Clue the dog's ferocity creates bond and bravery, giving the party both plot and emotional stakes.
  • The orchard hints at deeper power – Something about the trees turns horrors away, but no one knows if it's a shield or a cage.
  • Group trauma drives the narrative – Jessie's flashback and Isaiah's guilt contextualize the horror on a personal level, not just a cosmic one.
  • Mr. T is officially the coolest person in Williams Holler – Long rifles, gold chains, dead-eyed deer standoffs: what more do you want?
Shout Out to the Old Gods and Monte Cook Games

Huge thanks once again to Steve Shell, Cam Collins, and the entire DeepNerd Media team for creating Old Gods of Appalachia, and to Monte C

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