Wednesday, March 30, 2016

Tumbleson's Seven Small Towns

The Largest Town in Tumbleson County
Young Town - Chickasaw initially settled the area, the French intermingled with them and established a village until the Indian Removals of 1830.  As the federal government swept indigenous peoples aside, the Chickasaw quietly slipped across the river to Battiste Parrish.  Afterwards Anglo settlers moved into the area and the settlement grew.

A reporter described the "brave little city" as the "heart of navigation up and down the tributaries feeding into Old Man River," the muddy water bearing hundreds of bales of cotton by keel boat.

The first settlers were the Tagerts, Golds, Conerlys, Harmans, and Parcells.

The Golds owned a boat company, shipped cotton and other freight downstream to New Orleans. 
There was a post office, a dry goods store, and a pottry that made bowls, churns, and plates.  The first church was at "The Old Burnt Meetin' House Place", struck by lightning and burned to the ground in 1847.  Young Town also has a camp ground and a Methodist church.  Tumbleson County was organized in 1855, and the first courts and meetings of the Board were held at Young Town.  Since then, the town has been the heart of Tumbleson County's economic and political landscape.



Unincorporated Townships
Odem Railroad Station - An unincorporated township in Tumbleson County, the mail coming into the area starts here.  Built up around the Black River Rail Company station, the town's other notable feature is Odem's.  A roadhouse specializing in sausage of all sorts.

Burning Bush - Bearing the dubious honor of being the Rambler's hometown, Burning Bush is a god-fearing town home to three Baptist churches.  The second largest settlement besides Young Town, the town's population provides labor for the surrounding farms, mostly cotton and tobacco.

Mockingbird - A lumber town and the site of the 2nd courthouse built in Tumbleson County.  The first courthouse was in the ghost town of Questing.  Sitting on the Pascaloosa River, much of the lumber is ran down the river current to Young Town.

Blackwell - Founded as a gator hunting camp and river fortification housing the U.S. interpreter for the Chickasaw Agency to communicate with the Chickasaw Nation.  Unfortunately, the low-lying site of the town is prone to flooding and the Indian Removal of 1830 robbed it of purpose.  Since then the settlement has largely been abandoned and populated by squatters.

Sunflower -  Deeper in the woods from Odem, Sunflower is home to the first electric saw mill in the region kick starting a lumber boom. Now the town is growing at a rapid rate and experiencing growing pains.  Once just a dry goods store and a hotel, a large tent city has since popped up.

Jug's Corner -This moonshiners' settlement has been invaded by the Fergusons who've come down from Black Rock, West Virginia.  They have muscled their way into the manufacture and distribution of moonshine, a match to the powder keg of backwood feuds.

Ghost Towns
Bloodland - Once the nest of vice and iniquity, a raging storm swept in from the Gulf and squatted over the town.  The waters rose and the roofs were beat in, the town's population drowned in their wickedness.  Or so the preachers would tell you.

Nevermind - Founded by the Parcells to compete with Young Town, an ambition that ultimately failed and led to the financial collapse of the family.  The only thing left is the Parcell State Farm - the local state jail.  Surrounded by the worst of the local terrain, escape is nearly impossible to organize from within.

Questing - Home to the first courthouse built in Tumbleson County, it and the town were burned down by the outlaw Johnny Copeland and his gang in a night of plunder and destruction.  Rumors persist that he stashed his stolen gold and silver coins somewhere around the town.


Thursday, March 24, 2016

Spinning In the Devil's Fingers

Another Time
Another Place

Cut apart by Old Man River, eastward Tumbleson County and westward Battiste Parrish are brothers with different mothers. The larger Tumbleson was seeded by anglophones, the triangle trade, and protestant work ethic; Battiste by the French, the Code Noir, and viridian decay. Most folk work in Tumbleson and cross over into Battiste for play.  This cultural divide has cemented Tumbleson as "God's Country" and Battiste as "the Devil's Backyard."  Though that line has blurred in the past, the Good Lord has seen fit to stiffen the demarcation.  


The countryside is consumed by loose bramble, knobby cypress trees, arrogant pines, and the creeping morass.  Shadows long and deep hide secrets and evils old before man of any stripe or creed came to these woods.  The Great War's industrial scale horror has kicked these monsters awake, slouching from their lairs following the siren call of apocalypse.  Old superstitions and folkways die hard and many see the signs, whether it's social unrest or the keening of birds.  This is your home, your family, your town, and your people.  Who will survive and what will be left of them?

Tumbleson County is a mash up of Supernatural and O Brother Where Art You? using Monster of the Week. An antebellum veneer to a rotten, monstrous core, and the brave folk seeking justice in the glades and rundown plantation homes.  Trying out thematic plot hooks on a random D6,6 table. 

D6,6
1,1 - Family fortune -Grandpa Evinrude had a slew of government bonds, must be worth a small fortune. Things' ve been so bad, should get you outta here or set up someplace more comfortable.

1,2 - Lost evidence - The police seem to have "misplaced" the Rambler's car, it was supposed to be impounded but now the spot's empty.  The damned thing reeked to high heaven, stitched with bullet holes, and that awful hood ornament.  Can't see how they'd lose it.
1,3 - Sleepwalking - Keep an eye on your sister.  Tie her big toe to the bedpost if you have to.  Last thing you want is finding her face down in the creek. Or on the arm of some spectral bridegroom.
 

1,4 - Bloated body -Strangest thing at the Tagert place.  Their oldest son Bayard drowned in the bath tub. Thing is, the basin was dry and the boy's body swelled up like a sponge.
1,5 - Suspicious suicide - It's troubling, all these corpses popping up.  Mabel Ferris' suicide doesn't surprise me, with her husband running out on her and the kids. Wrists and face were bruised all to hell, to say nothing about the noose. 



1,6 - Enchanted hotel - The historic Hotel Masada has just reopened. New manager says they're gonna turn it around, bless her heart. I don't think anyone's told her about the hotel's sordid history. Or the ghosts. 
2,2 - Cannibal family - Ol' Duvall, the postman, delivered a condolences card to the sheriff's office from his Galloway County counterpart.  Something about "Good luck with the Herons!" Could be related to the Murff County Herons, backwood cousin kissers that they are.

 2,3 - Masked vigilante - The whitecaps are running around threatening everyone they come across.  Someone wrecked several of Pappy Ferguson's stills out in the woods the other night.  Hope they keep it up, his grip could lose a few more fingers.
2,4 - Buried treasure -Back in '66 a mob hanged John Benson, a no-good thief and land pirate who was running flesh and goods plucked from unguarded storehouses.  Relentless, he amassed a small fortune the envy of n'er-do-wells around, they're the ones who snitched on him.  Shame they never found it.

2,5 - False prophet - A new preacher's rolled into town, spreading the word of the Good Book. His sermon drips with promise of a New World beyond black stars and faith healing. Their tent is pitched out by the lake they've rechristened Hali. You can find many of the town's young ladies out there on Sunday. 
2,6 - Reluctant marriage - Remember young Annabelle?  She's getting married to Snake Hands Jimmy on Sunday.  I know his hands are snakes, that's not the trouble.  Her childhood sweetheart, Carp Plunkett, thinks he's gonna be a big dam hero and rescue her.  You need to stop him or there'll be blood.


3,3 - Wrongfully accused - Your cousin has been accused of an ugly crime and sits behind bars. The Young Town mob just wants someone to hang for it, they'd take anybody if it's compelling enough. He is your favorite cousin after all.
3,4 - Jailbreak - Want to help your brother?  Trouble is, Parcell State Farm is isolated.  No one's getting away without outside help, unless you ambush them out on work detail.  I know a good place to hide off the road.


3,5 - Serial killer - The Rambler, Otis Lee, was caught and arrested after a vicious shoot out. Lee still lives despite his multiple wounds. Hooked to a morphine drip, he calls for someone named Henry in his sleep. His survival is a travesty considerin' what he did, someone oughta finish him off.
3,6 - Unnatural storm - You say that old Bloodland is filled with strange lights? Before your time Bloodland was a den of vice, all manner of brothels and gambling parlors.  Not the ruin it is now; that's on account of the unseasonable hurricane wiping the town off the map.  My mother always said the strange lights in the Bloodland ruins were a warning.


4,4 - Hungry statues - See that grave marker? That one right there.  That belonged to old Miser Gold, spent more on that memorial of his death than anything in his life.  Creepy huh? Kids were daring each other to spend a new moon under its wings until the Harman boy was killed.  Looked like something had taken big bites out of him.
4,5 - Strange child - Don't forget Lorecia Conerly's funeral is in 3 days, you'll want to look your best.  Never know who comes out to these things.  Of course her family will be there, just because she died of childbirth out of wedlock doesn't exile her.  The midwife claims the babe has the legs and tail of an alligator.  Hell, if that's true I'm surprised they're taking as much time with it as they are. 


4,6 - Star-crossed lovers - Feuding families aren't new, and their fool headed children coming together is equally cliche. The Bigtrees and the Conerlys are in that very situation. Gator farmers by trade, they got into competition over a particular bull. Soon it was after-church shoot outs and bush whacking.  Now Euless Conerly and Ava Bigtree are convinced they're gonna mend a bridge that's been washed out by bloodshed. 
5,5 - Demonic possession - You know that juke joint off the tributary? Ruby's? Yeah, it burned down. But not before some bluesman seized the crowd by the soul and turned 'em inside out. Some of them are still out there, stalking the marshland. 


5,6 - Mystery cult - They say the scales have to be in balance and new life needs old death.  Some years back, rains were heavy, the levees broke, and the river overran county and parrish.  Things were bad, sickness and starvation were rampant.  Old Ms. Harman led several of the youth out into the swamp, "to pray on what'd happened" she said.  They came back fewer, but with nets full of fish, saving us.  These days, kids go missing but the river stays tame.
6,6 - Cipher - Take this basket out to your Aunt Ima.  I know her house smells foul, it's all the feral cats.  She's touched in the head, some sort of antennae to the angels.  Fills notebooks with funny writings, says she sees around the corner.  Warned my daddy to stay away from Bloodland when that hurricane hit.


Monday, March 21, 2016

Anatomy of a Campaign Frame


Successful campaigns are woolly and difficult things to nail down. I have ran far more games than I've played, leaning towards a collaborative style with plots that the players care about but don't care about the players.  Cobbled together, cooperative Frankenstein constructs where every participant, player or GM, adds a little something (Nate dragged up a permissible torso, Larissa found a heart in the cupboard, Cameron thinks two livers would be grand, Rick had a plethora of toes, Carol dredged up a washboard for abs, Jeremy thinks making a centaur would be cool, etc.) Outside of Actual Play, when the dice hit the table, the most important way to stoke excitement is the pitch and how you frame it.  When putting together a campaign frame I like to brainstorm answers to three core questions: who are the player characters, what do they do, and what else is going on? 

The first question has variable answers, choices available depend on the game and which characters are picked (ex: in Apocalypse World - if someone picks the Chopper, then pack hierarchy is intrinsic.  In D&D 5e - if there aren't any outdoorsy types then the group are obviously NOT campers.)  You can often pencil this in if you know who your players are, players tend to cover specific facets of play (ex: I'm usually a barbarian.) If you're into niche protection then hold character creation with all of your players as an episode 0, so everyone knows what is being brought to the table.  If you aren't sure who's playing then keep it vague. This is where you start laying pipe to answer the second question, if this is a game where the characters are post-apocalyptic survivors, mecha pilots, hillbilly cannibals, super powered police investigators, or high school students then you need to cover that now.

The second addresses the core activity of the campaign and what the characters will be doing.  Look to inspirational media in a shared vein and crib from that (ex: In Supernatural - you're a family unit roving back roads and small towns of Americana killing monsters. In The Shield - You're all a group of dirty cops, balancing your responsibility to the unit and your civilian life.) This where you meet the players halfway and lay plot hooks for them. I like to hold character creation with everyone as a group and bounce hooks off my players and see what gets a strong, positive reaction.  This is a prime opportunity for your group to hash out what narratives you're interested in pursuing, if your players want to participate in a Battle of the Bands then incorporate it.  If you're leaning towards creating a world that doesn't revolve around your PCs, or the genre isn't familiar to your players, then you may want to jot up some plot devices/story hooks and just kick them out.  Make a table and have them roll on it, so there's a sense of input.

The  third topic you have direct control over, as it relates to macroplots (or metaplot,) campaign setting and backstage boogaloo.  Remember that no game prep survives the PCs, so don't over invest your time and energy.  Just provide clues and glimpses of what's behind the curtain to entice the players' imaginations (ex: In Max's Minions we've been manipulated by a wizard and now we want answers.  In the Adventure Zone our heroes have seen hints that the Bureau they work for has ulterior motives.  In Masks of Nyarlathotep, being a good friend of Jackson Elias is dangerous to your health.) Actual Play is where this pays off as you sustain player buy-in by building sympathy for NPCs, mildly frustrating players' schemes, and incorporating nearly everything that players put forth.  If a character has an entrepreneurial slant and he opens a pawn shop, then great.  Burn it down later, after he cares about it or not.  That's future you's choice.

After you've identified these bits of info you should be able to make a madlib that goes like this:
In (campaign name) you are (who are the player characters) who (what they do) but/and (what else is going on.)

Some examples from my previous posts:

In Wicked West you are occult prospectors who exploit the Otherworlds and introduce them to the power of gun.  Your greed and opportunistic actions poison the Tree of Life, and worst of all you aren't alone.

 In Habrá Sangre you are luchadores who fight for pride, tradition, honor, and the Gold  But the future, and your livelihood, is at stake so don your tights, pull on your mask, run the ropes and piledriver you opponents for glory.  Because in the end, this could be your last show.

In Kismet you are the flower of a romanticized age of Araby; visit the greatest cities of any age, defend your homeland, woo romantic companions, dare to engage in sword fights amidst pitiless dunes, and scribe your deeds on the Firmament.  Beware prideful ways, hubris lays low even the greatest among us.

In The Condor you are a crew of colonial criminals of conscience engaged in a global felonious fight against the impudent Imperial powers of Europa.  As in all Ruritanian romances of fighting trim, everyone knows someone of import and your actions may stoke the fires of a Great War.

This is the method to my madness, what works for you?

Thursday, March 10, 2016

Habrá Sangre: La Hora Cero

 Habrá Sangre was on Sunday, it was pretty epic.  Everything in italics are things that happened In The Ring.
The player characters were:


El Mini Grande - The leader of Lucha Libre Sin Fronteras' mini locker room and one of the head trainers, he was once the compatriot of El Grande - the promotion's perennial champion.   Having sacrificed his mask to save El Grande's martial pride, he now feels betrayed and gone rudo y yanqui in retaliation.  No matter where the LLSF pitches its tent, El Mini Grande has a malicious legion of black hearted little people at his beck and call.


Tornado Rosado -"Rose Tornado"- El Grande's daughter and bearer of his legacy, Tornado wishes to reunite her father and El Mini Grande.  Driven by a strong sense of justice, Tornado Rosado is a role model to her Tornado Scouts and wears the Mask of the South Wind.


Tobillo Largo -"Long Ankle"- A relative newcomer,  she earned her ring name after she gained the upper hand in her debut match with El Diablo Abismo and retired him after he refused to submit to her ankle lock.  Under the mask she is a medical doctor raising money to keep the doors of her family's free clinic open. Her iron grip is not to be trifled with.

 El Chupacabra - "The Goatsucker"- Literally the legendary cryptid.  While he rarely wins, the creature in funerary garb doesn't fail to entertain. The last of his kind, he seeks the attentions of Tobilla Largo as a salve to his loneliness.

The session opened in a smoke-filled writer's room, deep in the bowels of the Monterrey Sports Arena, the night before La Hora Cero - LLSF's biggest show of the year.  Personnel shortages had rendered the previously planned bookings unworkable, the legendary luchadors and the PC's had attended a dinner party at Dory Blanchard's mansion and not returned.  Motivated by loyalty to Serafina Alonzo the writers booked the show to punish the most outspoken members of the locker room:

Trios Championship - Fuerza Aerea Magnifica vs. Los Mensajores De Muerte- Los Mensajores was booked to win and are consolidated under the leadership of El Diablo Abismo as Los Mensajores Del Diablo.

Triple Threat Elimination - Aguila Ayudas Jr. vs. The Executioner vs The Mad Monk- The new kid was booked to defeat the two men responsible for his father's prideful fall.

Flipper, the seal boy, knocked on the door and told the staff that Tobillo Largo, El Chupacabra and El Mini Grande were all seen returning to the staging grounds.  The writers immediately included them on the card.

Women's Championship - Tobillo Largo vs. Las Hermanas Extranas - Elimination match, Tobillo Largo was a shooter and thus less exciting in the ring.  She was booked to lose to the 3 brujas.

Cage Match - Chupacabra vs. Buffalo Ramos - The Foul Thing's infatuation with Tobillo Largo could be counted on interfere with her Women's Championship match.  In preemptive punishment he was booked to face "The Rough Beast" Buffalo Ramos and fall to Ramos' Extremo La Pista.

Fatal 4 Way - El Mini Grande's 4 most valuable minis all enter the ring, only the winner keeps his job.

Lucha de apuesta - El Grande vs El Diablo Abismo - Mask vs mask, with El Grande returning for his retirement match, it was fitting for him to to go under, unmasked by Serafina's husband.

Mega Championship - Carmelita "La Jugosa" vs The People's Champion - The writers came upon the grand idea to charge the audience for beads that they could drop in urns for each luchador, so they could be "involved" in booking the main event.  Of course this was worked and the staff planned to have Mariposa Asesina work Carmelita "La Jugosa" after rigging the outcomes.
Meanwhile, in the rough country surrounding Monterrey proper, a yankee doodled limousine sails over a cliff.  Crashing at the bottom of the gorge fire quickly spreads from the steel carcass.  Forcing their way out of the trunk Tobillo Largo, Tornado Rosado, and El Chupacabra drag an unconcious El Mini Grande from the wreck, unmasked and scalped respectively.  Swearing revenge on the traitorous Mad Monk, the four stagger out of the hills and towards the bright lights of the Monterrey.
 An old mission church sits atop a hill, redeeming what was once an Aztec place of worship.  Outside the sanctified wall a beleaguered man stumbles away from a freshly dug grave and makeshift cross.  Mumbling and lost, he heads back to "home" fearful for what he has caused to transpire. A hand rises slowly from the tilled soil, the scratched name "ALONZO" comes into focus on the cross.

That evening, La Hora Cero is set to begin and the crowd files in,  Mexica cunningmen ride in on a bus to sanctify the arena.  Smudging the area with smoke and preparing the arena for the Sport of the Gods. Monterrey Arena is brought into alignment with the Thirteen Heavens and ascends through Elysian climes.  Hallucinations and numinous experience wrack the crowd, one of the writers falls into madness while another goes to the police only to find himself in a holding cell to sleep off his crazy.


First match - trios - Fuerza Aerea Real vs Los Mesanjores de Muerto - The opening match was full of energy and Fuerza Aerea Real put up a helluva fight, but Los Mensajores won as booked. El Diablo Abismo came out of the back and rechristened them Los Mensajores Del Diablo. 

Meanwhile our intrepid luchadores approach the Arena, finding gates have been dropped and locked over the entrances & exits. El Chupacabra leads them through a sewer grate, passing his shrine to Tobillo Largo on their way.  Emerging from the underbelly they start seeking answers.
Triple threat elimination match - Aguila Ayudas Jr vs Mad Monk vs Executioner - The Mad Monk and The Executioner both do their job and go under to Aguila Ayudas Jr. The hot-blooded heart throb gets over with the crowd and several votes were cast in his favor.   The arena's ceiling retreated upward, raplaced by an expanse of stars - their attention palpable.

Backstage the 4 heroes split up: El Mini Grande seeks out Carlos Alonzo for an explanation, Tornado Rosado encountered the skinless corpse of an overweight man wearing the scalp of El Mini Grande, El Chupacabra grapples with a similar creature bearing his scalp beneath the ring, and Tobillo Largo pulverized her doppleganger - retrieving her mask in time for her match.

Women's championship - Tobillo Largo vs Las Hermana Extranas - Handicap elimination match.  Crestfallen that they would be facing the true Tobilla Largo rather than a familiar.  Able to keep her opponents grounded, Tobillo forced he match she wanted to have - grip to grip.  Through superior technical acumen she made quick work for the three brujas.  The witches' one opportunity to cheat was foiled by surreptitious interference from El Chupacabra.  Leading to Tobillo's clean sweep of Las Hermanas and securing her first Women's Championship.

In Carlos Alonzo's office, El Mini Grande confronts the boss' son with "Hermanito," an oversized revolver, drawn.  Demanding answers for what transpired up on the mountain and the Mad Monk, Carlos plead ignorance of what happened and sent someone to go get the Mad Monk.  Tornado Rosado entered the office bearing Mini Grande's scalp as the Mad Monk was made intimately familiar with Harmanito's interest in his nethers.
Cage match - Chupacabra vs Buffalo Ramos -With the cage not even lowered, Ramos went to work redecorating the arena with Chupacabra's ichors.  The canvas mat, ring apron and the front row were redyed to match the Goat Sucker's innards.  Chupacabra spied several strange, supernatural audience members in said front row.  El Chupacabra picked up the win by barely slithering out of a pin following Extrema De Pista.  Buffalo Ramos was incensed, tracked down El Chupacabra in the locker room making his displeasure known.

Cold gun barrel pressing up under his pelvis, the Mad Monk started spilling his metaphorical guts.  Explaining that everything that happened was at the direction of Pablo Jimenez and Vincente Alonzo's last will and testament.  A feeble knock echoes from the office door, cracking it open Tornado spies the beleaguered lawyer who was the root of all this.  Pulling him in, Jimenez quickly confesses everything: outlining Vincente Alonzo's failing health, disappointment in his children,  fears for the company, and desperate desire to cling to life.  Delving into the dark sorceries of the brujas, nagual, and the Smoking Mirror Vincente hatched a plan for life ever after by ascending to the Barren Throne while the gods' attention is diverted.  But to sit upon the mighty seat of Creation, Vincente must have the heart of a champion.

Tobillo comes across a crumpled Chupacabra and tries to help him out the best she can.  El Mini Grande  runs out to the ring because 4 of his workers were booked for the following match.

Fatal 4 way - Flipper vs Lagarto Saltando vs Consuela vs Sexy Eddie, all 4 managed by El Mini Grande - Winner keeps their job, losers get fired.  This was El Mini Grande's magnum opus as a rudo and a manager.  The match was a panoply of foreign objects, referee bumps, mistaken identity, replacement referees, trees of woe, and dirty blows.  Exhausting on the dirt tricks he had ever learned, El Mini Grande felt his left side go numb and signalled for Flipper to pin Sexy Eddie and take the win.

Simultaneously to the mini-free-for-all Tobillo, Chupacabra, and Tornado all ran to El Grande's private dressing room, the sounds of sobbing and tongue-lashing leaked through the door.  Inside El Grande was in tears, apologizing for all the lies as Tornado's  doppleganger berated him for the half-truths.  Tornado leapt to the defense of her father, her spinning heel kick making short work of the creature's rot-ripened skull.  Reclaiming the Mask of the South Wind she embraced her father and told him everything was fine.  Tobillo exhorted the Mad Monk to ward the dressing room against supernatural evil, hoping to deter Vincente's plan.  The defrocked priest decamped to his trailer to gather materials necessary.  El Grande protested being locked in his room because he had to go out and wrestle.  As his entrance music resounded through the building, Tornado Rosado pushed her father back and flew to the ring.  Her allies followed her, should Los Mensajores interfere.
Her father's intro music blaring, the crowd lost their shit when Tornado Rosado came out to defend her father's honor.
A heavy knock rocked El Grande's dressing room door.  Asking who was there, the living legend opened the door to a soft familiar voice and received an alien fist of stone.


Lucha de apuesta - El Grande Tornado Rosado vs El Diablo Abismo with El Mini Grande as special referee.  Telling the ageless story of the young, enthusiatic competitor facing the experienced, tricky veteran, El Diablo fought well for a man with only one good leg.  However he was outmatched by Tornado's speed and power, El Diablo was pinned quickly and willingly removed his mask.  Cementing the future rise of Tornado Rosado and securing her father's legacy.

Serafina Alonzo came out to the ring with the urns (which no one had a chance to rig), accompanied by Carmelita "La Jugosa" LLSF's Mega-Champion.  Commencing to vote counting the processing were interrupted by Remi Alonzo, dragging the hemorrhaging corpse of El Grande.  Robbed of his chance at revenge El Mini Grande called out El Grande's murderer from the back. 

His challenge was answered by a mountain.


El Grande's stolen heart beating in a stone cavity, Vincente Alonzo's rigid grin gave silent answers. Serafina stripped El Grande's corpse of his mask and donned it, attacking Tornado. The heroes fought against Los Mensajores and Serafina as Vincente charged the ring. Scaling the top rope and calling upon his Legion De Minis one last time, El Mini Grande peeled his scalp free and motioned for El Grande's mask. His vision blurred. 

A vast, regal throne congealed from starlight, filth, and kayfabe. Alonzo's eyes lit with greed. The ring became a grand altar. 

Covered in shadowy minis, his allies struck down by Tornado and company Vincente had only one goal: ascend the throne. Tornado whipped her father's mask from the usurper, Serafina, and threw it to her uncle, El Mini Grande. Tobillo gripped Vincente's vast ankle, rolling him into a bow and arrow, exposing his mountainous chest cavity. 
Pulling the mask over his bloody pate, El Mini Grande launched himself into El Tierramoto, the finishing move  he had forsaken, plucking his estranged friend's heart from the abomination's chest. As that stolen organ beat it's last rhythm, El Mini Grande's matched it beat for dying beat. 

Mega Championship Carmelita "La Jugosa" vs voted luchador Tornado Rosado.  Stunned by the death of her mentor and no match for the grief enraged  Tornado, Carmelita dropped the belt with minimal resistance. Crowning Tornado Rosado with her first Megachampionship.