Updates today: …
About this studio

One service desk tech, not a software engineer. I try to update daily—powered by coffee and stubbornness. Ideas welcome, and thanks for stopping by! Latest 50 updates & archive →

Loading latest game…
GAMESTASHARCADE + TABLETOP
♫ Audio Music off
AUDIO
More audio

This page has no active audio. External games use their own controls.

FREE ILLUSTRATED ISSUE

Jackpine Savage Marines

Issue 01 · The Last Crate · Original ink science-fantasy adventure

13+ · Teen adventure · suggested
My reading progress

Lantern fire & stone halls · changes with the scene. Original GameStash score and ambience; audio is optional.

History, factions, characters & relics
Meet the Blackwater characters

Urak

Cinderbound warrior

Nera

Cinderbound hexweaver

Vek

Cinderbound rogue

Rill

Cinderbound shaman

Avel

Lantern Accord paladin

Eren

Lantern Accord mage

Brann

Lantern Accord priest

Sera

Lantern Accord hunter, accompanied by Flint

Use the page controls or arrow keys. Dialogue appears in a readable strip above each panel. Open the optional transcript for scene descriptions and the original artwork.

Issue 01 · The Last Crate1 / 4

The gate stays open

Blackpine. The first breach. Every truck thatcomes back is one less name on the wall.Dutch: Last truck. One loader missing from the roll.DutchLast truck. One loader missingfrom the roll.Kruetzu: Then the gate is still open.KruetzuThen the gate is still open.

Blackpine. The first breach. Every truck that comes back is one less name on the wall.

Dutch

Last truck. One loader missing from the roll.

Kruetzu

Then the gate is still open.

Read dialogue & panel descriptions

Panel 1

A salvage convoy and exhausted Lineguard approach the Meat Locker under falling scrap ships.

Caption: Blackpine. The first breach. Every truck that comes back is one less name on the wall.

Panel 2

Kruetzu keeps the gate open while Dutch directs the convoy through the defense line.

Dutch: Last truck. One loader missing from the roll.

Kruetzu: Then the gate is still open.

Issue 01 · The Last Crate2 / 4

A key worth carrying

Rumple: That needle keeps climbing. We brought home a bomb with a handle.RumpleThat needle keeps climbing. Webrought home a bomb with a handle.Gromm: You can let go. I have the key.GrommYou can let go. I have the key.Loader: Not mine. Found it under the rack.LoaderNot mine. Found it under the rack.
Rumple

That needle keeps climbing. We brought home a bomb with a handle.

Gromm

You can let go. I have the key.

Loader

Not mine. Found it under the rack.

Read dialogue & panel descriptions

Panel 1

Rumple checks the warming chilled ammunition crate beside the stopped salvage truck.

Rumple: That needle keeps climbing. We brought home a bomb with a handle.

Panel 2

Gromm stabilizes the wounded loader, whose glove still holds a chained brass key.

Gromm: You can let go. I have the key.

Loader: Not mine. Found it under the rack.

Pages 1–2 of 4

Story, artwork & content notes

Original side story at the first Blackpine breach; follows the current Meat Locker codex, without resolving the main campaign or Blackwater cliffhangers.

Original generated artwork and dialogue. Dark fantasy peril, grief and non-graphic battles. No official publisher affiliation or endorsement is claimed.

Issue 01 · The Last Crate1 / 4

The gate stays open

Blackpine. The first breach. Every truck thatcomes back is one less name on the wall.Dutch: Last truck. One loader missing from the roll.DutchLast truck. One loader missingfrom the roll.Kruetzu: Then the gate is still open.KruetzuThen the gate is still open.

Blackpine. The first breach. Every truck that comes back is one less name on the wall.

Dutch

Last truck. One loader missing from the roll.

Kruetzu

Then the gate is still open.

Read dialogue & panel descriptions

Panel 1

A salvage convoy and exhausted Lineguard approach the Meat Locker under falling scrap ships.

Caption: Blackpine. The first breach. Every truck that comes back is one less name on the wall.

Panel 2

Kruetzu keeps the gate open while Dutch directs the convoy through the defense line.

Dutch: Last truck. One loader missing from the roll.

Kruetzu: Then the gate is still open.

Issue 01 · The Last Crate2 / 4

A key worth carrying

Rumple: That needle keeps climbing. We brought home a bomb with a handle.RumpleThat needle keeps climbing. Webrought home a bomb with a handle.Gromm: You can let go. I have the key.GrommYou can let go. I have the key.Loader: Not mine. Found it under the rack.LoaderNot mine. Found it under the rack.
Rumple

That needle keeps climbing. We brought home a bomb with a handle.

Gromm

You can let go. I have the key.

Loader

Not mine. Found it under the rack.

Read dialogue & panel descriptions

Panel 1

Rumple checks the warming chilled ammunition crate beside the stopped salvage truck.

Rumple: That needle keeps climbing. We brought home a bomb with a handle.

Panel 2

Gromm stabilizes the wounded loader, whose glove still holds a chained brass key.

Gromm: You can let go. I have the key.

Loader: Not mine. Found it under the rack.

Issue 01 · The Last Crate3 / 4

Borrowed cold

Jet: How long can we keep the cold line open?JetHow long can we keep the cold lineopen?Technician: Long enough to move the crate. Not long enough to argue.TechnicianLong enough to move the crate. Notlong enough to argue.Dutch: Slow hands. Clean load. Go.DutchSlow hands. Clean load. Go.Rumple: Add wheels to the next oath.RumpleAdd wheels to the next oath.
Jet

How long can we keep the cold line open?

Technician

Long enough to move the crate. Not long enough to argue.

Dutch

Slow hands. Clean load. Go.

Rumple

Add wheels to the next oath.

Read dialogue & panel descriptions

Panel 1

Jet marks the convoy route while a Lineguard coolant technician checks the shared cooling trunk.

Jet: How long can we keep the cold line open?

Technician: Long enough to move the crate. Not long enough to argue.

Panel 2

Dutch holds the manual valve while Rumple hauls the crate toward the magazine.

Dutch: Slow hands. Clean load. Go.

Rumple: Add wheels to the next oath.

Issue 01 · The Last Crate4 / 4

Two keys, one lock

Kruetzu: Count the people before the shells.KruetzuCount the people before theshells.Gromm: Already did. This one still owes me a conversation.GrommAlready did. This one still owes mea conversation.The recovered crate is safe. Its provenance isnot. To be continued.Rumple: My magazine key never left my wrist.RumpleMy magazine key never left mywrist.Jet: Then who cut the second one?JetThen who cut the second one?
Kruetzu

Count the people before the shells.

Gromm

Already did. This one still owes me a conversation.

The recovered crate is safe. Its provenance is not. To be continued.

Rumple

My magazine key never left my wrist.

Jet

Then who cut the second one?

Read dialogue & panel descriptions

Panel 1

Kruetzu watches the crate enter the gate while Gromm supports the injured Lineguard loader.

Kruetzu: Count the people before the shells.

Gromm: Already did. This one still owes me a conversation.

Panel 2

Two brass keys hang beside the frost-covered crate latch; a doubled chrome-pine mark has been scratched into the casing.

The recovered crate is safe. Its provenance is not. To be continued.

Rumple: My magazine key never left my wrist.

Jet: Then who cut the second one?

Standard content enabled
Privacy & site analytics ·