Thursday, September 9, 2021

Ironsworn: Wolf and Cat, Log 5

   This is the 5th log of my Ironsworn solitaire campaign about Oddi Ice-Chosen. Character background and start of the narrative can be found at: Wolf and Cat, Log 1

Session length varies wildly. Some are multi-hour sessions in open evenings, others are 20-minute diversions over a lunch-break. 

Cast of Characters:

  • Oddi Ice-Chosen, my main PC. Abducted by a Firstborn sorceress as a child, only recently returning to the world of men, motivated by a terrible prophetic vision. Wears an enchanted wolf-skin. Storyweaver and occassional spellcaster.
  • Sammutisel: Oddi's pet Cave Lion. 150 pounds, 4-inch fangs. 
  • Kasju Frystgrotta: The Firstborn (elf) sorceress that abducted Oddi and taught him magic.
  • Emelyn Firetop: Blacksmith. Survivor of the destruction of Oddi's hometown. 
  • Grassa: Oddi's mother. Currently missing in the wake of the raid.
  • Tern: Emelyn's younger brother. Currently missing.
  • Feris Left-Tusk: Leader of the Broken who torched the village.

Log 5 (Date: 7/29/2021.)

Memo to self: Don't forget my wolf-pelt is charged, so +1 on Edge.

Oddi Ice-Chosen and Emelyn Firetop stay up most of the night catching up. The really connect. If they weren't both so worried about missing family members, they may have acknowledged the chemistry between them.

Ask the Oracle -  Does Grassa show up? - In a typical trope-y tale, they'd be fridging the mom or the sister. While I'm okay with Oddi having to rescue Grassa, I don't want to kill her off, and I think Myrgun is definitely in the "Princess who saves herself category". So let's subvert a bit of the usual, and call this Likely that Grassa shows up as expected. Roll 1d100. On a 1-25 she doesn't arrive and Oddi has to feel all sorts of worry and guilt about not having headed back to Sword Hope himself since he could walk. On a 26-100 Grassa shows up with the next plot coupon. Roll: 02. NO!

While this does save Oddi the embarassment of having his mom show up while he's trying to impress a girl, it's definitely a bad turn of events that he will worry about. We'll probably start the session 5 with Oddi heading to Sword Hope to find out what's going on. Tern may have run away, which would mean Grassa doesn't need saving, but does Grassa and Emelyn both need Oddi's help finding him.


By Morning, Emelyn is really worried about Tern. Oddi is likewise worried about his mom, Grassa Bitterblad, but is trying to seem strong. Nobody has come from Sword Hope. They may be in danger.

To calm Emelyn, Oddi makes two vows at the town's Pillar. He promises her that he will find Tern, and get him to safety. Then he vows vengeance upon Feris Left-Tusk and the Shatterwood Broken.

Swear a Vow - Save Tern - Troublesome - Weak Hit. Where to begin? What's going on?

Swear a Vow - Avenge Forgotten Despair - Dangerous - Strong Hit.


Chasing the Broken into the Shatterwood is clear, and I would do so without delay, if not for the promise to help Tern. There may be Broken still about, so I can't leave Emelyn here with an injured ankle. So I build a draggable cart to put her on, and haul her to Sword Hope.


This is a short established route that takes less than a day, so I'm not going to use the full Undertake A Journey mechanic... but it is burdened by having to haul a wounded person, so I will make a single Journey roll, and assume that the town of Sword Hope is a single Waypoint away.

Undertake A Journey (Limited Roll) -  Strong Hit

We reach Sword Hope without incident. Now to find out what's happened.

Gather Information - Weak Hit - Spend Momentum for a Strong Hit, then +2 momentum

Apparently, Myrgun Bitterblad, my sister, came through here shortly after the Broken attack. She beseeched Sword Hope for help avenging our Father's death, and got all the brave young men with something to prove to follow her into the Shatterwood. They have not yet returned.

My mother, Grassa Bitterblad arrived in Sword Hope yesterday, looking for Tern. The sickly boy had gotten scared by a Bear as they made their way into the forest. They got separated, as Grassa battled the bear. She was hurt, and is currently in the hut of the healer. She tried to talk the people of Sword Hope into going to look for Tern, or going to help Emelyn, but all the brave ones had left the day before with Myrgun.

So Tern is out there, possibly being hunted by a wounded bear. Grassa is alive, but wounded. Myrgun is with allies, but now 2 days absent.

This is good news overall. Oddi and Grassa have a tearful reunion. Grassa doesn't want to let him out of her sight, but she's in no shape to tackle the bear again.

Sojourn - I try to get help from Sword Hope - Weak Hit, but because I have Bond with Grassa and Emelyn, I'm going to take the second option (basically getting the results as if it were a Bonded town, but not the bonus on the roll for such). My two choices are:

Recuperate (+2 Health for me and Sammutisel), Consort (+2 Spirit). This is a good result, so I'm not going to push my luck with the allowed follow-up roll.


Seeing Grassa alive bolsters my spirits. There's not much time to talk, as I need her to just tell me where she last saw Tern, and where she saw the bear.

Advance A Threat - 37 - As I'm about to go chase a bear and Tern, not immediately follow my sister's vengeance path, that delay means I need to roll to see if Feris Left-Tusk scores any Menace, which he does.

I head out into the woods, following Grassa's instructions, looking for signs of Tern, the bear, blood, etc.

Gather Information - Tracking and Searching - Weak Hit - New danger, and +1 moment

Ask the Oracle "What is the Bear's special ability?"  - The bear has "Vocalization". It's voice is like a man's, which it uses to lure in human prey. It may have once been human! I've never heard Tern's voice before, so I don't realize this is even an option. It calls out that it's caught under a log, and attempts to lures me in.

Face Danger - Wits: Do I fall for the Lure? - Strong Hit - +1 Momentum, I'm not falling for it.


We will start Session 6 with "Enter the Fray" using my Cave Lion and Wolf Pelt.  Edge+2.  On a Hit I get +2 Momentum (I'm at 6 before the roll).  Probably set this bear to Dangerous. Originally, I was going to just have it Troublesome since mom injured it, but now that it's a talking bear, possibly a man turned into a bear, it needs a bit more bite.

Wednesday, September 8, 2021

Ironsworn: Wolf and Cat, Log 4

  This is the 4th log of my Ironsworn solitaire campaign about Oddi Ice-Chosen. Character background and start of the narrative can be found at: Wolf and Cat, Log 1

Session length varies wildly. Some are multi-hour sessions in open evenings, others are 20-minute diversions over a lunch-break. 

Cast of Characters:

  • Oddi Ice-Chosen, my main PC. Abducted by a Firstborn sorceress as a child, only recently returning to the world of men, motivated by a terrible prophetic vision. Wears an enchanted wolf-skin. Storyweaver and occassional spellcaster.
  • Sammutisel: Oddi's pet Cave Lion. 150 pounds, 4-inch fangs. 
  • Kasju Frystgrotta: The Firstborn (elf) sorceress that abducted Oddi and taught him magic.

Log 4 (Date: 7/28/2021.)

Don't forget my wolf-pelt is charged, so +1 on Edge.

Brain-storm Oracle of the Survivor:  Role: Leader  /  Goal: Obtain an Object  / Descriptor: Charming / Disposition: Suspicious /  Activity: Suffering  - There's enough there for two characters. Hmm...

Feeling entirely devastated, Oddi walks through the wreckage of the town he grew up in. Everything's burnt and broken, and fairly recently. Long enough for the fires to be out, but nothing growing back yet. A few days, maybe. Most everything is destroyed, but the village Pillar remains in town square, bloody but still standing.

He hears someone moaning from within the ash-grey third that remains of the house of Oddi's childhood. What remains of the doorstoop is clotted with blood. Oddi steps across the threshold, and sees a strange man. A dying enemy.

It's a broken Broken, with a freshly missing eye, and a wide gut wound festering in foulness. The man is covered in bugs and blood, but the signs of his Broken culture are there as well, body paint and piercings, crudely fashioned axe, and a mad look in his eye. Oddi knows the most common Broken tongue, a mishmash of the worst Firstborn and Ironlander words, snarling and brutal. This Oddi was taught by Kasju, who said "you must always strive to understand your enemy, else you will become their next victim".

Gather Information: Weak   +1momentum.

Getting an answer from him is difficult. He's still defiant, and was probably at best half-sane before he lay in the wreckage for two days with a wound that will surely prove fatal. If his words are to be believed, this man was the leader of his Broken pack. They came here seeking an object, a black sky-iron sword, which their shaman had prophecied would cleave the world.  This Broken man, once the mighty Chieftain Garl the Slayer, claims to have fought with the man who wielded the sword. Garl and the swordsman murdered each other, and the blade was carried away by Garl's main rival for control of his pack, Feris Left-Tusk. After putting the village to the torch, Feris carried his prize back into the Shatterwood.

Oddi knows the sword and man that Garl speaks of, for his own father's blade matches this physical description, and the prophecy correlates well with Oddi's own vision of a few nights ago.

Filled with pain, Oddi insults Garl the Slayer. "There is nothing I can do to you that is a more fitting fate than for you to lay here, slowly consumed by the carrion beetles and scavenger crows! When the dark day comes at the end of the world, and the Gods battle the ancient evils, you will not be in either camp, Garl! You did not fight to the death, you death will come with the slow exposure of the elements, and the pecking of the smallest of animals. You will lay in the cold dark of eternity, missing your parts and the strength you no longer have."

A woman's voice calls out from elsewhere in the wreckage. "Hello? Help! Are you from Sword Hope? I'm injured, and need your help!" Leaving Garl for the insects, Oddi heads across the rubble.

The ruins of the Blacksmith's shop have been methodically stripped by the raiders, but it is not as badly burnt as most of the other houses. A house so close to the forge is built of rock to protect against accidents. The workspace and stores have been emptied of their tools, but someone still lives. She limps and hops to the door jam. A red-headed woman with a bandaged and splinted leg.

The woman's name is Emelyn Firetop. A lifetime ago, she was Oddi and Myrgun's playmate, the daughter of the smith. It takes Oddi some time to recognize and remember her.

Test Your Bond - Strong Hit +1spirit

Emelyn recognizes him immediately, despite all his changes. Perhaps she had a crush on him as children, but that's not how she explains it. "Ever since the harvest, your mother keeps talking about how this is the year. This spring, her Oddi will return. I didn't believe it, but your mother never doubted. She will be so incredibly happy when she sees you all grown up and handsome!" This is the first good news of this entire trip.

Mechanical Note about Bonds: When you make a character in Ironsworn, they begin with 3 Bonds to NPCs or Communities. So I marked down Kasju Frystgrotta (his Firstborn mistress, teacher, and kidnapper) and Forgotten Despair (the community he was born in). But by session 3 I'd discovered that Forgotten Despair is destroyed. That doesn't completely invalidate the Bond, but let's just say I had a lot riding on this first Test Your Bond roll of the campaign.

Emelyn fills Oddi in on recent events. The Broken attack was two days ago. Even if Oddi had left Kasju a night earlier like he'd wanted, he couldn't have gotten here fast enough to prevent it. The Broken attacked in daylight, went house-to-house killing and searching. Emelyn wanted to fight, but she had to get her brother Tern to safety. Tern was born the year Oddi was taken, in that cruelest of winters, and he was always sickly and small, unable to care for himself. Emelyn and Tern and Grassa (Oddi's mother) fled into the Loneliwood.  Your father and sister were here, fighting the Broken, as we fled.

Oddi can't believe that his mother would have fled and left his father there. My mother is a shieldmaiden. Her place would be at father's side in such a time.

Emelyn explains that after Oddi was taken, things were strained between Grassa and Rygar. Grassa was always focused on Oddi's eventual return. Rygar instead mourned his only son for a time, then moved on emotionally. Eventually they split. Myrgun took Rygar's side. The family fell apart, and Rygar remarried.

Back to Emelyn's story: The Broken killed most everyone, and hunted through the woods for survivors all day. Your mother and I and my brother holed up in the Loneliwood until the Broken thinned out and went back West to the Shatterwood.

After dark, Emelyn and Grassa and Tern snuck back in to the remains of the village, also looking for other survivors, but to help or save instead. They buried many of their loved ones and neighbors, including Rygar. As they were moving about in the dark, Garl the slayer found them. Garl could barely walk at that point, but still capable of short burst of activity and ambush. He broke Emelyn's ankle in the melee, but she took out his eye and left him to die a second time.

Grassa helped her to the least damaged house, and bandaged and braced her leg. Tern was freaking out, so Emelyn made Grassa promise to take him to Sword Hope. She said she would get a cart there, and come back tonight under darkness, or maybe sooner if she could get enough help for it to feel safe.

Oddi curses his luck, because he left Sword Hope as soon as he heard news of the attack. Chances are good he and Grassa were in town at the same time, and just didn't see each other.

At this point, Garl the Slayer has again found strength enough to move, and cunning enough to ambush. Holding in his guts with one hand, he creeps out of the wreckage of the Bitterblad home, intending to murder Oddi and earn his place in the Broken afterlife.

Challenge - As a chieftain, Garl the Slayer would normally be Formidable. However, he is badly wounded, so let's just call him Garl the Gutted, and downgrade him to Dangerous.

Enter the Fray w/ Cave Lion Companion  - Weak Hit - Take Initiative - Because of using Cave Lion  also gain +2mo.


Oddi may be distracted by pretty girl and news of his family, but Sammutisel is still on guard. As the diseased and broken man stalks towards Oddi, the Cave Lion stalks towards him.

Strike w/ Cave Lion - Miss!

The scent of blood, and lumbering gait of Garl the Gutted causes Sammutisel to misjudge his prey. As the cat goes in for what it judges an easy kill, the Broken snaps into motion, swinging his jagged axe at the cat. Hunter has become hunted has become hunter again!  Sammutisel takes 2 Harm!

Companion Endure Harm - Weak Hit!

Because he's at 2 Health still, Sammutisel is still okay, but i realize that maybe Companions are more fragile than I expected.

Clash - Miss!

Hearing the snarl and scream, Oddi loosens his own axe and rushes to his cat's defense. With the speed of death, Garl the Gutted spins and strikes at Oddi! Blood flies! 2 Harm to Oddi!

Turn The Tide -  Take back the Initiative, add +1 (and +1mo if I Hit)

Strike w/ Cave Lion - Strong Hit!  Inflict 3 harm, +3mo


Garl may well be better than either of us, but with both Wolf and Cat fighting from opposite sides, it's too much for him.

Strike - Iron - Spend mo for Weak Hit - Inflict 2 harm

We hit him hard, and now I start to get a little too confident. I press my advantage, and my axe bites into him again, but he grabs my arm. We end up in a tumble where my Cat cannot help, and my axe slips from my grasp to land in the dirt just out of reach.

Clash - Iron - Miss - I take 2 harm, health to 1

In such a tight tangle the Broken bites me! I claw at his good eye, and force him to release his bite. Spitting blood he screams in the old Broken tongue: "You taste like your father!"

Secure an Advantage - Wits - Strong!  - take a move with +1

We are so close and tangled, neither can strike an effective blow. But I remember that he has an open wound on his gut, so I wrestle him closer and try to drag his torso across my gear. The buckle of my baldric snags at his guts and he yowls in pain. It's the opening I need to push him away for a moment, hold him where Sammutisel can strike.

Strike w/ Cave Lion - Edge+1 - Weak - +2mo

The cat rakes his back, but the mighty Garl continues to scream mad murder in my face.

Clash - Iron - Strong Hit - +1mo

I free my hand, and strike again at his good eye. It's enough to break him free and push him away. I roll onto my knees, and look about frantically for my axe. Garl the Gutted, his namesake spilling out into his hands, also struggles to gain his footing.

"Oddi!" Emelyn shouts my name. I glance towards the doorframe, but she's no longer there. She'd made it several paces away before her ankle gave out. She went down hard in the dirt, next to where my axe had landed. Our eyes meet. Laying on her side, she tosses my axe to me. Blood-wet hands barely manage to catch it, and I twist into a cross-body swing.

End the Fight - Weak Hit!  (Holy crap this fight is so frustrating! In a good way. To win this fight I needed to inflict 5 harm, then score a Strong Hit. I inflicted 9 harm before I got the strong hit I needed. Then on the roll to end it, since I'd done the maximum progress, all I needed to do was not roll a 10 on either of two d10s. So of course I roll a 10! It's terrifying to think that this is the second-lowest difficulty a fight can be.)

The axe bites deep, enough to kill. The look on Garl's face though is one of rapture and glory. He's earned the place in the Broken afterlife that I'd hoped to deny him. This makes me very angry, and for a second I glimpse the madness that Breaks such men.

Endure Stress - Spirit to 0 then -1 momentum.  Weak hit.

Seething with rage, I strike again and again at his body. Chunks come off at weird angles, and I am covered in viscera. I collapse, sobbing.

I get my wits back a few seconds later, when Sammutisel starts licking the gore off my face.

This is not how I imagined my return to the village.

"Are you hurt?" Emelyn is crawling towards me.

"I'll live. Will you?"

"Don't be stupid, it's just my ankle."

I manage a self-conscious half-laugh. The great cat resumes cleaning my face. His breath is hot, and his tongue only a bit softer than a briar patch. I close my eyes and start to protest, but don't really have the strength left in me to make him stop. I lay there for a moment, annoyed, but thankful to be alive.

Before I have opened my eyes again, Emelyn pulls herself up beside us, and drapes her arm across me. It's the first time I've touched human skin in 10 years and 2.  I'd almost forgotten that other humans are warm, not icy like the Firstborn. I'm suddenly very self-aware, and can barely breathe.

"Let me get those wounds wrapped up before your big friend here starts chewing on you." She wasn't trying to initiate something romantic, but was just checking my wounds. That's when the adrenalin wears off, and suddenly I'm aware of a throbbing cut on my arm, a bite on shoulder, and about a hundred bruises.

Make Camp - Weak

We decide that Feris and the Broken had abandoned Garl to his fate, so it's safe enough to stay here and catch our breath. We expect Grassa and help from Sword Hope will likely come by nightfall. So the best thing to do is wait for help from the next town over. We make a fire. We relax a bit, and my spirits are lifted.

Heal Oddi - Weak - Health up to 3, supply down to 1.

Heal Sammutisel - Strong -  Companion Health up to 4

Heal Emelyn - Strong


We spend some time patching up each other's wounds. I break into my satchel for a warming poultice taught to me by Kasju, which that plus a better brace gets Emelyn's ankle mending better. Sammutisel knows the smell of the medicines, and starts to purr.

Forge A Bond w/ Story Weaver - Strong Hit

Emelyn asks questions about the Firstborn, and my many years of absence. I tell her tales of the Frozen Cave of Zhan. Zhan the Twisted was the being who taught Kasju the ways of magic. He was a trickster figure, a deceitful liar who stole magic from the Gods and buried it beneath the earth. Zhan brings the storms of winter, which harden the soul of the earth. Zhan brings the floods of spring, which flay the flesh of the earth.

These stories significantly impress Emelyn. A friendship is starting to form. If we both didn't have so much to worry about, maybe it would be something more romantic. Two people, alone in the dark, having just been through hell, things could happen. But we're sore and injured, and our families are in peril, so nothing happens.


Ask the Oracle -  Does Grassa show up? - In a typical trope-y tale, they'd be fridging the mom or the sister. While I'm okay with Oddi having to rescue Grassa, I don't want to kill her off, and I think Myrgun is definitely in the "Princess who saves herself category". So let's subvert a bit of the usual, and call this Likely that Grassa shows up as expected. Roll 1d100. On a 1-25 she doesn't arrive and Oddi has to feel all sorts of worry and guilt about not having headed back to Sword Hope himself since he could walk. On a 26-100 Grassa shows up with the next plot coupon. Roll: 02. NO!  We'll probably start the session 5 with Oddi heading to Sword Hope to find out what's going on.


Another Mechanical Note about Bonds: Still contemplating my third Bond. I could gave just put Emelyn on the list for that instead of rolling now (or I could have just assumed she was already covered by "Forgotten Despair").  I wrote up a little backstory on his father's sword, the Bitter Blade, but that may be a waste of a Bond unless the sword is a conscious and active NPC. Likewise, a Bond to Sammutisel his cat is mechanically redundant. So the other option would be to pick up some other Firstborn that Kasju may have introduced him to. Or maybe, this Zhan the Twisted fellow, who may be an interesting and dangerous Trickster figure. I'm leaving my options open for now.

 

Tuesday, September 7, 2021

A Horse Of Another Timbre, Log 16

 The following is the campaign log for the 16th session of my current Amber Diceless RPG campaign, entitled A Horse Of Another Timbre. One of my players keeps a log of the scenes, and another maintains a quote list.  As usual, I have combined them with a few extra notes of my own after the fact.  I post them here several months after, which allows me to add in a few little clarifications without worrying too much about spoiling future plotlines for my players.

You can also Start from Session #1 or just pick up at Session 15.

The PCs are:

  •     Dalziel, son of Prince Bleys of Amber. A scientist.
  •     Maarit, daughter of Princess Sand. An orphan with a magic pendulum.
  •     Medore, nonbinary orphan of Princess Dierdre .
  •     Spinturnix, (aka Nix), son of Prince Julian. Grew up in Forest Arden.
  •     David Weyreth is a retired officer from the militaries of Amber.
  •     Abn Haram, the human-shaped son of Lady Nykae of Chaos, and the long-dead Prince Osric of Amber.  

Most of the NPCs are from the novels, such as King Random, the runt of the litter that no one ever expected to become King of Amber, or Prince Benedict, the most dangerous warrior in the universe and eldest brother of the King.

Some NPCs unique to this campaign include

  • Abn Haram's staff: Jobber (a Mad-Max reject) and Steward (actual competent help, created via Conjuration). 
  • There's also mention of a Baron Cetos-Huios-Lir, the Triton leader of the invasion of Rebma, that I had initially planned to have lots of on-screen time, but then the plot went elsewhere.  
  • House Moen is mentioned below as well, this is Abn Haram's Chaos family.

The story thus far: King Random's been making little SJW changes to reality with the goal of equity. Caine's been posturing with the fleet, possibly to protest such changes. The weir are acting up out in Forest Arden, and Prince Julian has gone missing. Rebma has been invaded by creatures called Tritons, but Princes Martin and Caine seem to have it under control now. A black unicorn has been seen around the kingdom, getting attacked by the established white unicorn. Medore helped the new unicorn walk the Pattern in Tir-na Nog'th, because they figured out correctly that this black unicorn was somehow a forcibly shapeshifted Deirdre.

 

Campaign log: 29 March 2021, turn by turn


Scene 1: Abn Haram Among the Stars

First beset by terrible giant bees, Abn Haram chases them off with toxic rain. Steward tires of driving and Abn Haram takes over. Yellow hail begins to fall.

They drive on through the burnt wasteland and encounter a tall, charred man who attempts to flag them down. On the advice of his companions, Abn Haram drives on.

Next they encounter massive swarms of buzzards. A buzzard lands on the car and Jobber is tasked with chasing it off. Jobber almost falls off the car, but recovers the buzzard flesh, which he then tries to cook. Steward demurs when offered a hunk of the flesh.

Abn dazzles Jobber with tales of water, rivers, boats, and ships. Jobber tells tales of the "Yat-ch'd King." As they continue along, they travel into a verdant land, verging on a forest. Jobber is boggled wordless.

Abn tries to check in with Nykae via card, does not connect. Then he connects with Sevran and they discuss his mother. Abn Haram suggests that the Amberites were nicer than Sevran is implying. Sevran suggests that Nykae is "hung up on Abn Haram's father." Sevran acknowledges that he hasn't really given up his life for family or politics either.

After he finishes his conversation with Sevran, Abn Haram lays down to sleep and gives Jobber a job and no job to watch for trouble. He dreams: A more War Pig aggressive Brute, walking on her hind legs in a war state. The war pigs lead to a turquoise wall spinning above Abn Haram, and 10,000 Brute voices cry out in a war cry, shouting "Boy!" Abn Haram asks Brute what he wants, and Brute says Haram's army of pigmen are ready to invade.

The GM confirms that anyone with ranked Psyche has had at least one prophetic dream in their life. Is this one? Or is Abn Haram just worried about Nykae dissapearing while looking for a place on a map labeled "Turquoise Lattice". 

Haram wakes as the car breaks down on the road at the base of the mountains. They find a bullet embedded in the car. Haram spots a blind with two fellas concealed in it, each very short (three feet tall or so). Haram blasts one with his laser and then catches the other and murders him. As the assassin's shade leaves his body, Haram grasps it to interrogate but it escapes. And Haram is left with just a couple corpses.

Haram goes walking to find a new car, and he finds a corpse-field of similar small men, dead from a recent battle. They search the corpses for food.


Scene 2: Medore Cosplays a Bacchanalian Partier and Hangs with Corwin

After pretending to have a debauched journey through the city, Medore reaches out via Tarot card to connect with Corwin(?). Corwin reports that they marked to the Triton spawning ground and killed/captured a bunch of them. Bleys and Caine had men fighting one another, large magic was released, and then the bay boiled.

Medore reveals that they have a tarot card for Maarit, and Maarit has a card for Dalziel, and Dalziel has Medore's card. Maarit reports that the army is on the beach, but they may not be as helpful as we'd hoped. Corwin suggests that they mention the boiling bay. Medore asks Maarit to keep the army where they are and then reaches out to Random. When Random doesn't answer, Medore reaches out to Random's Queen and let them know about a "bonus army."

They ponder what caused, or who caused, this recent conflagration. Who leads the Triton army? Baron Cetos-Huios-Lir. Medore suggests they could do a bit of research, and Corwin says one is called Xandria and the other is Oberon's Loupe.

Corwin shares the story of the Weir and their assault on the forest. He also explains how he inadvertently helped Chaos attack Amber. Corwin asks if there's a way he can help save Amber without having to take orders from Random, seems wistful.

Corwin starts up the silver stairs and Medore opens a tarot connection.


Scene 3: Dalziel In his Think Tank

A wide range of experiments and technology are used at the Institute for Practical Theology.

Things learned

Dalziel is going to test time by examining how different timed worlds work.

He uses tarot cards to pass experiment elements from one world to another, passes water through a tube that's going through a connection in a tarot.  It appears to be very difficult to pass water through. Dal experiments to learn what laws of the universe apply to these elements. He discovers that matter passes through at a leisurely stroll, regardless.

Testing light beams through the card, the more intensely focused the light, the more it generates rainbow halos. Dal discovers that the safety rails on the portals seem to prevent weaponizable aspects of the process. Understanding that, he wants to try and understand the limits and nuances of the laws of the universe.

Dalziel next tests the nature of the Tarot cards. It's made of glass-like lattice. At the deep level, it reflects strange movements. The cards react as if they're a neural network, but don't look like they're part of a neural network.

Dalziel asks his super-technology people to scan and identify what's going on in his blood. He's got unique bio-chemistry, has special extra stuff in his blood. The high tech folks really want to have his blood and use more of it.

Also sets up teenagers to play D&D based on this setting (in a different shadow).

Then sets up an experiment to try and have a conversation with gut bacteria.


Scene 4: David and Nix run into one another.

Nix finds David in his quarters and fills him in on the results of the interrogation. With his usual effusiveness, Nix reveals his knowledge about the Siamese Cat, the doors to nowhere/ everywhere, and a conversation about Magic in Amber. They head off to talk to the King a bit more.

They learn that King Random is in the library, and they come in to find Benedict yelling at Random about how the events have gone. Benedict is mad that Random didn't lock up the Chaosites better. Random reveals that the queen was never in danger, that the scenario David interrupted was actually a setup trying to catch him working for Caine. "Jury is still out." The other people seem to represent the commercial guild and their hatred of Random's socialist ways.

GM's Addendum: I had pretty good notes on my plans for this scene, so I was able to reconstruct most of Benedict and Random's Argument. This is the first, and less violent, of the two arguments Benedict and Random had prior to Random's Storm.

R: "Ben, am I ever glad to see you!"

B: "You shouldn't be. What did I stipulate?!  A decade ago. You wished to appoint me your Marshal, what conditions did I stipulate?"

R: "Um, none, basically. Your whole message was to bugger off. 'Not gonna happen', but maybe not in those exact words."

This answer seems to annoy Benedict.

B: "Wrong. Your first duty as Sovereign of Amber is to demonstrate the immutability of the realm, NOT the pursuit of your cornucopian fantasies of libertine socialist reform. Contrary to demonstrating imperial integrity, your overly generous reign has fostered the appearance of caducity. This weakness will not allowed to persist. You will end it, or I will end it, or our enemies will end it."

R is bristling: "Screw it, Ben, I'm doing the best I can. It's a bad week, but we'll bounce back. We always do. Amber can be strong without having to be the oppressors of the universe."  

B: "Consider what the universe might do should they no longer fear our reprisals. What I have seen as I approached is not egalitarian strength nor stability but something more akin to frailty and confusion. ...At least tell me that you detained the Moenite Chaoslings as [Gerard] and I recommended, so that I can interrogate them now."

R: "What? No. Sort of. Gerard sent word that they were coming, but his message was short and didn't mention detaining anyone. Ambassadors, was what he called them in his letter. I tried to reach him by card to get better details, but he hasn't been answering. I've tried four times this week, for that matter. Line's busy, every time."

B: "He gave assurances there'd be a personal delivery. He was riding ahead while I returned to Chaos to recon the Moenite holdings. He had a personal matter to attend in Wallahalla along the way, but he assured me this other quest would resolve anon, and if not he would obviate by way of the cards. He neither called nor appeared?"

R: "Not at all. The Chaos party arrived with no agenda nor plan, and actually got attacked twice within a few hours. No word from Gerard, like I said. I thought he was just being stubborn and cold. You know how he gets. Now I wonder... What was he supposed to tell me?"

B: "House Moen reached out to Dara, asking her to set up an audience with yourself for reasons and topics they would not share. She suspected they ill designs upon Amber, some foul plan that required access to you or the castle. I was with Gerard at the Tecys, so the three of us counseled there. The Moenites asked her to broker the meeting, not to provide transit, implying they are again competitors to our dominion o'er shadow. Dara was instructed to tell them a date for a Royal audience, and then observe and report what methods they had to reach this end of things.

Gerard would go ahead of this date, after a short digression at Wallahalla, which we were near, to warn you of the suspected treachery and advise you to take the Moenite heirs captive. I reconnoitered Moenways. Whilst upon my scouting foray, I discovered a spatial phenomenon the Moens appear to have been cultivating. A rent through shadow, with different visual properties than their former black road, but still capable of breaching worlds. It dimidiates the universe, leading nearly to Ygg. Two chaos armies were upon it already, the other being a larger force, [House Hendrake]. They parleyed, which I was unable to approach without risking notice, and after which, the Moenite host departed by card. At that, I returned to Amber. Now fill me in on the local pertinents."

R: Random summarizes the campaign thus far.  Benedict seems upset by just about all of it, and also annoyed by how long it takes Random to tell it. He immediately groks to the notion that they could be nuked or ensorceled.

B: "You and Corwin indicated that you once saw the true Amber. We need to inspect it anew for Brandian disfigurements. You will bring us there now, and undo this meddling"

R: "Like hell I will. I'll go check it out. If I see anything's wrong, and want your input, I'll call. I hate to be that guy, but I still wear the pants and the crown in this relationship."


Random reveals that he is going to "put everything back the way it was," which he changed to help Martin. Benedict demands to come along and Benedict refuses.

Benedict finds Nix and David eavesdropping. They meet in a tense way. Random tells Benedict not to kill or capture the others. Nix meets his uncle and reports on the interrogation to Random. Random tells him he and David are free to go. Nix decides he will go back to Oberon's Loupe, and acquiesces when David asks to come along, but tells him they'll meet in 6 hours. That way he can prepare his spells and wait for Fiona to reach out.


Scene 1b: Abn Haram meets Bellantine in Oberon's Loupe.

Abn Haram finds shifts things around a bit to up the tech level, and steals a car from WWI goblins. They shoot him up with birdshot, but his injuries are only flesh wounds. The birdshot bounces off Steward.

They pass into less war-ravaged places. An agrarian world where a lot of hangings have taken place, and something has eaten the feet and lower legs of the corpses dangling in the trees. Then nicer agrarian worlds with a hundred years overgrowth on the old war ruins.

They see a huge tower up ahead, and the road and Alsalak both point towards it. There's a small wagon on the road, drawn by a blue horse. Abn Haram has to ask the woman driving it to pull over so he can pass her without plowing through the tall corn on either side. He asks her about the tower, she says it's the great old library, the greatest in all of the 'Loupe. That must be the place where the deck Abn Haram is seeking can be found. The woman is friendly, her name is Bellantine, but you can call her Belle. Her blue horse is Dictionary. The conversation is pleasant. She quotes an arabic poem when he gives his name, so despite being the driver of a horse-drawn carriage, she's either well-read or well-traveled.

Abn Haram passes around and gets to the building first. He's allowed in the outer gate to a parking structure. Steward fills in paperwork to apply for admittance and to get a library card, but has to wait for the bureacracy. Bellantine arrives a bit later, she's known to the staff, who start unloading crates of books from her wagon. She sees Abn Haram over there, and says hello again. They chat a bit, and he mentions his name is Abn Haram al Moen bin Osric. She says she'll go grease the wheels for him.

She comes back out a couple minutes later with a couple of monkish-looking library middle-management. She introduces them, and says that Abn Haram is the son of Osric (son of Oberon) and Nykae of House Moen (daughter of Bastet of Moen). This last bit is especially surprising that she would know. She arranges with the managers for her to give Abn Haram the guided tour. But first, she has to apologize and brace him for the stuffed specimen of Large Cats recently added to the lobby. She's clearly got a position of prominence in the institution, and a way with making people feel at ease even when discussing difficult topics.

Abn Haram asks about her job, she's an Acquisition Specialist. Do you acquire things from beyond this world? Wouldn't be good at my job if I was just robbing the other libraries. How do you travel the worlds? My horse, Dictionary, was given to me by Oberon himself, it's a very special horse. Abn Haram wonders if Bellentine is his grandmother, but doesn't ask.

Scene 5: A message from the deeps.

Maarit is with the army. She meditates, and a sentry lets her know that they've seen someone come up out of the water, walking from the Faiella-Bionin which was closed last anyone checked. The man is a Rebman, wearing a tabard with the palace livery. He heads towards the city of Amber.

Maarit sneaks ahead, and meets him on the road. She pretends to be trying to get to Rebma to check on friends, listing the same restauranteurs that Llewella used when talking to Martin's goons a session back.

The messenger's name is Clem. He tries to lie and cover up, but he's an awful spy. Maarit wraps him around her finger. Clem has had the worst night of his life. He's a page, who had a night off when the Triton invasion started. He rushed back to the palace to help, and walked into a bloodbath. Most of his coworkers and supervisors are dead. The new King Martin sent him on a messenger errand, meant to be cloak-and-dagger. Clem's out of his water, literally and figuratively. He took a palace tabard with him, in case he needs to look official, because stealth and subterfuge are not his strong suits. I cannot stress enough what a horrible spy Clem is.

He's also really wracked with guilt. He wants to be loyal to crown and country, but he finds it really dodgy that Martin has crowned himself, no mourning period, no state funeral. He understands the idea that Rebma needs centralized authority and stability in this hour of crisis, but it all doesn't sit well with Clem. Man, he's a terrible spy.

Maarit helps him get into the city. He's super worried he'll be arrested, and they spend a lot of time trying to figure out a good way in, but eventually decide there's no way that doesn't involve a dangerous gate crossing. Maarit agrees to lie to help provide him a cover to gain entrance, because she really wants to know what message he has. As it turns out, it's pretty easy to get through the gate. Refugees have wandering in throughout the night. The only suspicion the city guards have is "where you bitten by any wolves today?" They point out where refugee Rebmans can get help: a hotel with an ex-Rebma proprietor, and a large concert hall are both being used as refugee centers.

Maarit tells Clem good night and good luck, and makes plans to meet him for dinner tomorrow that she never plans to follow through. She then follows him to the castle. He lingers a while a block away, trying to screw his courage to the sticking post. She circles around and gets to the castle ahead of him.

She talks to a gate guard, who mostly wants to know about the Black Unicorn, and she figures out a way to misdirect without really lying. She doesn't know where it is, or where it went after it left the castle ("the second time" is the part she doesn't say out loud). When Clem shows up, she ducks out of sight, but listens in. The gate guards try to turn Clem away to a refugee center. He says he's friends with Major David Weyfrith. They let him into the first courtyard, and send a runner to find the Major. 

The Quotes Of Chaos

I think I will just move on. I think I would be more likely to stop if he was aiming to harm us. - Peter about Abn Haram’s reaction to a starving man who was elated to see another intelligent being. 


If I do (see a jungle) I’m gonna get me a Jungle Yacht! (pronounced yeah-tched) -  Jobber


“It doesn’t sound like they made you feel particularly welcome."

"I was surprised how welcome they made me feel."

"They were holding you prisoner…"

"That’s true....” -- Abn Haram and Sevran


“On the theory that all dead people speak the same language, I cut his head off and try to grab his shade as it leaves his body and interrogate that.”


Well then, maybe chaos was the instrument, but perhaps you did kill him. -Medore


"I want to know why my blood could destroy the universe, but I don't want my blood to actually destroy the universe."


"Should we go tell the King that we found out what was going on with the plot on the queen?"
"No, because that would violate the chain of command"

"Well, I guess this is where we part ways then, because I’m not part of the chain of command. I’m going to go see my uncle. You can come with me if you want."

-- Nyx and David


Wait, She wasn’t in there!? -- Brendan/Nyx


I still wear the pants and the crown in this relationship. -Random


Benedict: "Locating your father is the second-highest priority on His Majesty's list." 

Nix: "Well, I'm glad it's on the list."


(horse seems to understand an instruction)

It didn’t seem like a command to a trained animal, no -Rolfe

Well, I’ll get my trained animal (Jobber) to bring the car up. -Peter


"Bleys and Caine going at it: is it open season on family again? Or just two brothers horsing around?" - Mopey Corwin


Corwin: Do you want to talk about it?

Corwin, internally: Oh god, please don't want to talk about it, I am not equipped to provide emotional support.


for a second, I thought "check them for food and water" meant "see if they'd make good eatin'?"

oh, I was right!

Monday, September 6, 2021

Ironsworn: Wolf and Cat, Log 3

 This is the 3rd log of my Ironsworn solitaire campaign about Oddi Ice-Chosen. Character background and start of the narrative can be found at: Wolf and Cat, Log 1

Session length varies wildly. Some are multi-hour sessions in open evenings, others are 20-minute diversions over a lunch-break. 

Cast of Characters:

  • Oddi Ice-Chosen, my main PC. Abducted by a Firstborn sorceress as a child, only recently returning to the world of men, motivated by a terrible prophetic vision. Wears an enchanted wolf-skin. Storyweaver and occassional spellcaster.
  • Sammutisel: Oddi's pet Cave Lion. 150 pounds, 4-inch fangs. 
  • Kasju Frystgrotta: The Firstborn (elf) sorceress that abducted Oddi and taught him magic.

Log 3 (Date of Session:7/27/2021.)

(Mechanical Note: In the previous two sessions, I had been Iron 3, Wits 2. I changed it to Iron 2, Wits 3. I had been incorrectly picturing Iron as Constitution. Now that I've made a few more rolls and read more of the rules, I figured out Iron is more about Strength and Melee. Oddi's not a slouch there, but he's been studying magic, not swordsmanship, these 12 years. High Wits, Low Heart also works with him being clever but socially awkward.)

Oddi and Sammutisel are in the Hinterwood. They aren't on the path that Kasju had lead him north on. They aren't exactly lost, as they can see Blue Eagle Mountain in the distance, but they are further west than the route Kasju chose. Oddi may not have seen much of the civilized world, but he knows a good bit about the wilderness.

Undertake a Journey - Matched Opportunity - Location: Rich Wall, theme Family

We find an old wall, from the culture before even the Firstborn. The blocks are irregularly shaped, and carved with glyphs, but carefully set together without mortar. Some of the stones have ripples of blue rock to them, suggesting they were carved from [Blue Eagle Mountain] long ago. Oddi can make out some of the script, as it matches symbols that Kasju taught him to decipher. The sigils speak of magic, and I realize that beneath the earth here is an ancient Temple or Sorceror's Den. Kasju would love to explore this. I make mental note of this place, as it no doubt has mysteries worth Delving, if I were not so worried about the future of my family. One day, I will return to the Temple of the Puzzle Stones.

We follow the wall East as far as it goes, then turn South again.

Undertake a Journey - Strong Hit - Move at Speed +1mom, -1sup   Location: Fields

The Hinterwoods give way to fields, as we are nearing to the border between [Hinterlands], [Haven], and [Deep Wilds]. Encouraged by these signs of civilization, Oddi picks up the pace.

Undertake a Journey - Weak Hit - progress but -1sup -  Location: Ancient Barrow

As we move south, we pass by an old Dolmen, a stone-capped tomb of the Firstborn. I stop there and lay out an offering from our supplies, as Kasju taught me.

Not far from the tomb, I decide to make Camp.

Ritual - Bind - Strong Hit

Wearing nothing but my Wolf Cloak, I dance around the Dolmen, and call upon the Spirits of Hunters Past. They infuse my Wolf Pelt, giving it +1 to Edge rolls until the next time a I roll a "1" on Edge.

Make Camp - Weak - Relax +1spirit

After the Ritual, Sammutisel and Oddi run around the wilds a bit, play-hunting together. Exhausted, they curl up together near the stone and sleep until the sun insists they wake.

Undertake a Journey - Opportunity -  Location: Fortified Material

We reach the town of Sword Hope. It's built at the sight of a battle where a mighty pack of Varou raiders were defeated, proving that settling this close the the Deep Wilds was an attainable goal, not suicide. Oddi had not been there since his childhood, and had forgotten the place existed. Now it comes flooding back, and he feels bolstered by the parallels between the place name and his quest. He decides to enter the town, ask if they have any news from Forgotten Despair.

Gather Information - Weak -  The news complicates his quest or introduces new danger. +1mom

The word they've gotten here in Sword Hope isn't great. Despair (for that's what the town's name has shortened to in the intervening years) has been troubled by raiders. Brutal murderers, the painted Broken Men, have struck from out of the Shatterwood.

His family are in danger, Oddi mustn't daudle! He leaves Sword Hope in a hurry.

Reach your Destination - Miss! -  I hadn't realized you can't spend Momentum on the Reach Your Destination Move. Oops!

Oddi arrives at the wreckage of what had once been Forgotten Despair. His childhood home, like so many others on the shore of the Bitter Lake, has been defiled. The thatch roof is gone to ash, and the heat was enough to crack the blackened lodge poles.  He is too late. All is lost.

Oddi sits in the shell, and faces a moment of doubt. Could Kasju be wrong about everything? She'd promised his mother that she'd see Oddi gain, in 10 and 2 when he was man full grown. Was that a lie? Is his mother dead?

Endure Stress - Formidable -3 spi before roll. I burn Momentum to make it a Weak Hit.

Reach a Milestone - It's not a happy one, but this journey was the first step toward saving my family from The Bloodsick Warior.

Oracle 50/50 - Do I find a survivor, or do the Broken come back for more? 25 - survivor


I will start the 4th session with an interaction with a survivor in the ruins.

Sunday, September 5, 2021

Ironsworn: Wolf and Cat, Log 2

 This is the 2nd log of my Ironsworn solitaire campaign about Oddi Ice-Chosen. Character background and start of the narrative can be found at: Wolf and Cat, Log 1

Session length varies wildly. Some are multi-hour sessions in open evenings, others are 20-minute diversions over a lunch-break. 

Cast of Characters:

  • Oddi Ice-Chosen, my main PC. Abducted by a Firstborn sorceress as a child, only recently returning to the world of men, motivated by a terrible prophetic vision. Wears an enchanted wolf-skin. Storyweaver and occassional spellcaster.
  • Sammutisel: Oddi's pet Cave Lion. 150 pounds, 4-inch fangs. 
  • Kasju Frystgrotta: The Firstborn (elf) sorceress that abducted Oddi and taught him magic.

Log 2 (Date of Session: 7/27/2021)

Clarify that Oddi's feelings for Kasju have a lot to do with Stockholm Syndrome.

Another Undertake a Journey: Strong. Progress. 

He comes upon a major road passing around the north of the Deep Wilds, and catches a ride with a caravan heading inward (rolled for Oracle on what the waypoint was, got Coast which made no sense, then Caravan!) This road was not here when Oddi last passed this way, for this is the furthest South he's been since Kasju took him North. But he knows he needs to get East of a particular mountain, and that's where the caravan is headed.

Sammutisel is uncertain about the humans, and skulks along from a distance.

To pay for his ride, Oddi offers to tell stories and entertain. He tells a tale about a Firstborn enchantress saving a small boy from drowning, but that her magic accidentally took him away from the world for 100 years, and how much the world had changed in his absence. It's semi-autobiographical, but casts Kasju in the brightest possible light.

Secure an Advantage using Storyteller: Miss.  

A decade without humans means he fails to read the room. The people see it as a horror story, and talk about how terrible the Firstborn are. He tries to defend Kasju, and ends up becoming emotional. He jumps off the wagon, and runs into the woods. 

Pay The Price: 62 - It is Harmful. This will cause some trouble for Kasju further down the narrative. Maybe tales of Firstborn kidnappers become a powerful meme for those along this route. I make a note on Kasju's card.

Undertake a Journey on foot into the Hinterwood, instead of the road. Miss. No progress.

Pay The Price: 72 It is stressful. 

Endure Stress: Weak Hit. Spirit drops from 5 to 2. (I used the Formidible rating of the journey. That might be overkill, but since it was his first lengthy interaction with humans in a decade, it ending badly seemed like it should really hurt.

The next several actions will also be Undertake a Journey rolls, and maybe a Make Camp roll since my Spirit is low now. If I do Make Camp, that will mean it's nightfall, so in addition to my Camp I could do my wolf dance "Bind" Ritual.

A Horse Of Another Timbre #15

The following is the campaign log for the 15th session of my current Amber Diceless RPG campaign, entitled A Horse Of Another Timbre. One of my players keeps a log of the scenes, and another maintains a quote list.  As usual, I have combined them with a few extra notes of my own after the fact.  I post them here several months after, which allows me to add in a few little clarifications without worrying too much about spoiling future plotlines for my players.

You can also Start from Session #1 or just pick up at Session 14.

The PCs are:

  •     Dalziel, son of Prince Bleys of Amber. A scientist.
  •     Maarit, daughter of Princess Sand. An orphan with a magic pendulum.
  •     Medore, nonbinary orphan of Princess Dierdre .
  •     Spinturnix, (aka Nix), son of Prince Julian. Grew up in Forest Arden.
  •     David Weyreth is a retired officer from the militaries of Amber.
  •     Abn Haram, the human-shaped son of Lady Nykae of Chaos, and the long-dead Prince Osric of Amber.  

Most of the NPCs are from the novels (though a few of them have some big surprises). A few are unique to the campaign, such as: 

  • Sergeant Luvag, who was part of a failed attempt to kidnap or murder Queen Vialle.
  • Jobber, who was recruited by Abn Haram in a post-apocalyptic wasteland.
  • There's a mysterious Black Unicorn, that Medore has taken to the Pattern in Tir-na Nog'th because Medore has a crazy idea that somehow this Black Unicorn is their mother.
  • Maarit's pendulum that she uses for dowsing/ouija magic starts to really feel in this session like it might be an NPC, not an impartial divination tool.

 Campaign log: 15 March 2021, turn by turn
Scene 1a: Nix interrogates the prisoner

Left by David to interrogate the prisoner Sgt Luvag, Nix begins the interrogation to learn why the guard had attacked the queen. In between punches by the guard helping him, Nix learns the guard's story:

  •     he and his mates were told by a kitchen worker (lady, plain) that they overheard David plotting to kill the Queen
  •     they rushed to the Queen's chambers where they saw David kill the guards outside her chamber
  •     Inside they faced down David and ALL THE OTHER GUARDS WERE KILLED.
  •     He insists he was trying to save Queen Vialle

Nix leaves (having the guard punch the prisoner a few times) and goes to rack a spell that will help with the interrogation.


Scene 2a: Abn Haram hellriding across the wasteland with Jobber and Steward

Jobber and Abn Haram drive across the wasteland in the 1906 Silver Ghost, rattling over the land paved in skulls. They leave behind the others following them, and Abn Haram uses entropy to undermine and manipulate Jobber's mind in the back seat, sucking him in, undermining his mind. The driver tastes the polluted rain falling on the car. Abn Haram has Steward drive on, leaving the other driver behind. They leave the land of the many skulls and roll into a terrain of fist-sized hunks of rock. They crest a hill and begin rumbling down a hill, causing a landslide and making it difficult for Steward to retain control of the car. Haram dislodges a stronger rock slide.

Under the landslide, a large bus-sized bug (like an ant-lion) emerges from the crater, right where they would have been if not for the landslide Abn Haram started. The bug menaces the vehicle. Abn Haram calls forth "entropy" and starts raising the discarded carapaces of the creature to attack the creature. Haram fires at the creature with his LazerMax Impirator™ and it rears back menacingly

Haram and his companions dive out of the car just before it is eaten by the monster. Jobber escapes smoothly but Steward is injured. Haram strikes the Creature a few times, wounding it and sending it into retreat. Haram uses entropy to drain the essence from the giant antlion and directs the energy into Steward. As they walk across the wasteland, Haram directs their journey to find a functioning but abandoned vehicle with corpses. Haram conjures mechanical soundness into the vehicle, then tries to heal Steward. They head off, with Steward driving once again.


Scene 3a: Medore, the Pattern, and the Unicorn

Medore pursues the Black Unicorn through the pattern of Tir-na Nog'th. It does a decent job but at one point, as it approaches a tight turn, it struggles and manifests a hand instead of a hoof while it staggers around on its back legs. Medore sees the unicorn struggling and transform into a dark form, but proceeds along the pattern.  As they struggle through the barriers and veils, they encounter different aspects of their memory and life. At one point, they find themselves in the city of their childhood (Ozmopolis).

Moving along the grand curve, Medore gains swiftly on the dark form, but it makes it to the final veil first. With each step, the form gains detail and "she" calls out that she's "Dierdre of Amber" and calls out to go through the veil. Medore pushes through the last veil. When Medore emerges, they see Dierdre standing at the center of the pattern, naked. Dierdre tells Medore to meet her in Ozmopolis near the Great and Powerful Oz. She vanishes and Medore follows.

They meet in front of the big face of Oz, but it's decrepit and disused and decaying. Dierdre is there, wearing Medore's coat and fashioning a skirt out of the curtains. They reunite and talk about how she was thought to be dead. Medore shares that Rebma has fallen, that [the wier] are loose in the woods, Uncle Caine has assembled some fleets, and some Chaosites have been around. She asks how long she's been out, and expresses doubt about Caine's motive.

Dierdre thinks (or starts to think) Oberon is still around. She shares some of the war stories, about how she stepped in against Brand, who used the gem and "encased her in rubies." Corwin overpowered Brand and redirected the magic. Then Caine shot Brand and Dierdre, and they fell into the abyss. Dierdre chopped up Brand and was rescued by a green-eyed white unicorn, who stole the jewel. Yikes.

Medore shares the theory they heard from Dalziel, and suggests to Dierdre that there might be multiple layers of patterns, and shares that they hadn't heard the tales of her death. They ask Dierdre to "double-check her memories against theirs." If there are multiple universes, perhaps this Dierdre is from a different dimension. They head out of the city to get food.


Scene 4a: Maarit on the Beach with Llewella

While Llewella takes some alone time, Maarit sets up a divination spot with her pendant.

    She asks the pendulum whether the various people in the line of succession for Rebma are alive or dead. Most are dead but Queen Psamathe is indicated as maybe alive. (When asked if she's dead the pendulum bounces between yes and other.)

  •     Is the Queen's "body is present in Rebma." The pendulum makes no answer.
  •     Has Martin been crowned King? Yes
  •     Did he crown himself? Yes
  •     Is Martin the reason she's not the Queen? Yes
  •     Did he do her harm? No
  •     Is there something for us to find at the Barnacle Gate? VERY STRONG YES
  •     Is it still our best way in? VERY STRONG YES


Maarit tries to call Fiona Llewella, who doesn't make the trump connection.

Maarit hears splashing water and labored breathing, and goes over to investigate. The person who emerged from the water has watertight synthetic clothes and welcomes Llewella over, offering the good news that it seems like the Queen's not dead. Llewella reports that she can't see how the barnacle gate could be the solution.

GM's Clarification: Maarit tried calling Llewella, not Fiona. No answer, because Llewella was actively trying to transform from some sort of mermaid-selkie form back into human form. This was confusing to our record keeper because the only time she'd transformed before was at the tail-end of a session after Brendan had logged out. No one but Maarit knows Llewella can do this.
Llewella says that "What Martin's done can't be left unanswered." and suggests leaving Maarit's army on the beach to be ready to strike. Llewella realizes that maybe Martin has been planning all this for a long time and expresses sadness that he let her down. She suggests that maybe Martin had been making these plans for a long time.

  •     Are members of the family responsible for Llewella's trouble? yes
  •     Is Caine responsible? No answer
  •     Pendant stops responding to any answers

The pendant starts to glow about as brightly as a candle. The light and heat from the pendulum grow -- it's as if it's caught on fire. Maarit tries to grab the pendant with her other hand and it hurts. Llewella tries to put water on it, but that doesn't work. Maarit drops the pendant and the flame bursts up, higher than Maarit's head while she sits on the ground.

Maarit stares deeply into the fire and can tell that something in the fire is watching her. Maarit stares into the fire and directs the force of her will into it. The fire explodes, sending up a pillar of flame. Maarit hears someone say "Never spy on me again or I'll kill you" and her hair is on fire. She rolls in the sand to put her hair out. The flame extinguishes, leaving a scorch mark with melted sand inside the circle.

Maarit asks Llewella which person is particularly aligned with Fire. Llewella suggests it could have been Brand (who's dead), or Bleys or Fiona, both of whom have hair the color of that fire. Could also have been Bleys' son. 

(And of course, it may also be Caine, given that he was the one she'd most recently asked the pendant about.)


Scene 5a: Dalziel and the Thomas the Think Tank

Dalziel had taken a long shadow walk to set up a think tank in his world.Physics he can wrap his head around.  Among his departments:

  • - Department of Mechanical Cosmology, Arcane Wizardry, Divine Intervention, Practical Theology.
  • - Will host the think tank at a University.
  • - Experiment: test the influence of Amberites on Shadows. Viewed through "pattern lens" looks unreal.
  • - Experiment: try to determine how much different Amberites have been in which Shadow
  • - Experiment: what's the relationship between Amber visits and physical laws
  • - Experiment: wants to test how objects can move through trumps
  • - Experiment: sequence Amberite DNA, use other science to determine the laws of the multiverse
  • - Practical solutions to questions of how the physics of Amber work

Tries to do this stuff by drawing on elements from a variety of shadows. Raises oodles of money. Also abandons a boy from the wasteland in another shadow.

Finds a message in a bottle. Dalziel notices that it's a real thing with pattern energy, so he opens it and finds the note "Dalziel is Summoned":

 He decides he has to ponder his response, so he's going to think about it, but not answer it immediately. Dalziel uses his pattern lens to look at the distance the bottle came and track its path through the distant worlds. He can see lots of Amber water, but can't really see where the Amber water came from, which Dalziel uses his soda bottle to collect.

After having a tasty meal, Dalziel decides to go back to his lab.


Scene 1b: Nix interrogates the prisoner, part 2

Nix racks Mind Touch over the next hour or so. He also instructs the castle stewards to gather all the women who work in the kitchen for a conversation.

As he finishes racking the spell, Fiona calls via Trump and reports that Julian was heavily bled, probably for a spell, by being nailed to a tree near a cottage (probably Amaranthe's cabin). Fiona is on her way there now. She asks Nix to tell Random to "put the world back the way it was" as it's getting dangerous out there. Nix says he will and asks Fiona to reach out when she arrives at the cabin so he can join her. Nix sends the steward to get a report from Librarian Dik about the Jewel, then he goes to the dungeon.

In the dungeon, he questions the maids and learns nothing from most of them, but Jinna the scullion tells him about the vandalized table cloth, Chef Wilhelm, and two possible conspirators -- Ystane Feldane and Baron Feldane. She also reveals that Fiona and Maarit found a door behind a tapestry, but it only opened for them. For the maids it's just a wall. Nix confirms that all the women who work in the castle are here.

Nix brings the women in and when the soldier lies to say the woman he talked to wasn't here, Nix casts Mind Touch and psychically attacks the soldier's mind. He breaks the soldier open and learns lots:

  • - The soldier was recruited as part of Dierdre's army, but now works for the LeDorne family
  • - Colonel LeDorne set up an elaborate plot to kill Queen Vialle and frame Queen Ladorne (see Countess LeDorne) for the murder, thus putting Consort Claudio LeDorne in charge when the Queen's arrested.
  • - the soldier had been planning this attack for a year but this was the great opportunity
  • - the Colonel had served under Eric and Gerard.
  • - The soldier thought the Colonel was a puppet for someone else.
  • - The colonel had a secret meeting in the stables with a bunch of merchants
  • Nix left the soldier with a truth curse - he had to tell the truth about these events.


Finally, Nix learned a bit more about the Jewel. It's existed forever, and may have been used to draw the pattern. There's a book that explains how it works, and Eric and Oberon both had it.

GM's Note: The following is from a summary document that I put on the Roll20 to help the players keep the details straight on this subplot about really minor NPCs.

Names and links to the relevant characters in the failed plot to murder or kidnap Queen Vialle:

- Sgt Luvag is the surviving conspirator who tried to kidnap or murder Queen Vialle.

- Colonel LeDorne was his commanding officer, who left his post and went into the city. He is the cousin of Claudio LeDorne (the Prince-Consort of the Golden Circle Kingdom of LeDorne). When David sent troops to apprehend him, the Colonel resisted violently.

- Lt. d'Sark is the junior officer who says he saw the Colonel issuing secret orders to Sgt Luvag and the other (now dead) conspirators. He then allegedly saw the Colonel talking to Captain Redwyn before fleeing the building.
- Captain Redwyn is the officer that David questioned. He was clearly a little annoyed at being questioned, and wasn't about to rat out his commanding officer, who had not been charged with anything. So he sort of covered for the Colonel, but in more of a "I'm sure he had a very good reason for all this" sort of way.

- Countess LeDorne is the Queen of the Golden Circle Kingdom of LeDorne. Colonel LeDorne fled to her property in the City of Amber.
Interrogation by Psyche-Attack

The following details were revealed when Nix (Spinturnix) used a Mind-Touch spell and superior Psyche to break down Sgt Luvag's resistances.

- Sgt Luvag was from a place called the [Fields of Nelipor], where a warrior goddess (Deirdre) had raised an army. She marched them all the way to Chaos as Amber's counter-offensive in the second half of the Black Road War. Then she died, and none of her siblings were interested in returning her armies to their homeworlds. The only severance package any of those soldiers got was permission to desert in any of the nicer worlds they walked through. Luvag had never known anything but war, so he came all the way back, and enlisted in the Militaries of Amber.

- Claudio LeDorne has been plotting to steal his wife's kingdom and have her killed. He's been scheming with Colonel LeDorne to get Countess LeDorne overthrown. One of the crazier ideas they've had for a while was that if they could kidnap or murder Queen Vialle and leave a trail to the Countess, it would probably be enough to provoke Random to execute or imprison the Countess.

- Sgt Luvag had mentioned to Colonel LeDorne the notion that Random might engage in an eye-for-eye punishment, and execute the Countess's husband. Colonel LeDorne seemed to think this was unlikely. Sgt Luvag interpreted this to mean that Claudio LeDorne might not be the person actually calling the shots, he might be backed by some Prince of Amber.

- Colonel LeDorne served in King Eric's troops during the Brother's War and the first half of the Black Road War, and under Prince Gerard in the second half of the Black Road War.

- The plan to kidnap or murder Vialle and blame the Countess had been tossed around for 2 years, and they'd actually given up on it, because it seemed like there'd never be a real opportunity to do it. And then, the King marched half the army out the door, the units that remained behind were coincidentally missing most of their officers, and the Colonel had command of the castle. A once-in-a-lifetime opportunity to launch the plan they'd given up on!

- As far as Sgt Luvag knows there's no direct connection between the attack on Vialle and most of the other crazy plotlines going on right now. That said, he does know that Colonel LeDorne had a secret meeting in the stables with at least one member of the Royal Amber Merchantile Advisory Council a few mornings ago.



Scene 3b: Medore and Deirdre have Lunch

The following is the GM's recollection of the scenes after Brendan logged out for the night. I seem to have included some details that happened in 3a. Hopefully I wasn't repeating myself on the night of the game. ;)

Medore and Deirdre get food at a little cafe in Ozmopolis. The wizened old munchkin chef remembers them from years ago, and serves them their favorite dishes... even though it was Medore's childhood tastes. The waiter gets wound up... with a key, because he's a clockwork waiter.

Medore fills Deirdre in on everything that has happened recently in Amber. There are several revelatory moments, often punctuated by her slamming her hand on the table and spilling coffee. She's shocked to learn that Random is King, that Dworkin is her grandfather, and that all this invasion/triton/the weir/chaos/assassin/fleet crap has gone on in just 3 days since Medore first set foot in Amber! Just 3 Days! They talk extensively about which Amberites need to die. Caine for sure, because he sent Deirdre into the Abyss. Probably Random, too, if it turns out he was in cahoots with Brand or Caine, or if he sent the Unicorn to get the jewel but leave her to die in the Abyss. There's plenty of discussion that Brand may have been in league with Caine and/or Random... and a little talk that he may have been in leagure with Fiona or Bleys as well. Some or all of them may have previously conspired against Amber, but lately had a falling out. They discuss motives, and hypothetical conspiracies, and go around and around. Deirdre implies Oberon and Dworkin were abusive, and that Corwin protected her from that as a child, but has been kind of always a bit of a creeper himself.  They conclude that Rebma is a reflection of Amber, not the other way around. So this means that Amber was invaded BEFORE Rebma was. That may mean Random is bad guy who usurped the Throne. They also play with the notion that some of the Princes aren't really themselves, and discuss how to prove it.

Then Deirdre drops a big bombshell that even as a horse, she could tell the Unicorn appeared everytime she neared a staircase. The players all nod, yes, that's somehow tied to this [Grand Stair] thing that no one but Maarit and Fiona know anything about. Gavin realizes that if he'd tried to bring Deirdre through to Tir-na Nog'th just one room earlier (on the stairs) it would have ended in a disaster. Close one!

After lunch, they eat two slices of pie each.

Medore says they can trust Corwin, Dalziel, and Maarit, but Deirdre doesn't want any of them to know she's alive yet. They agree that Medore will tell everyone that the Black Unicorn failed to walk the Pattern because it's not Deirdre. Medore will go simulate having debauched themself for a few weeks to get over the disappointment, as a way to explain any flaws in their emotional state that might otherwise betray the lie.


Scene 4b: Maarit and Llewella plan some more, then disperse
The following is the GM's recollection of the scenes after Brendan logged out for the night. I seem to have included some details that happened in 4a, again.

On the beach, Maarit and Llewella further discuss who might have done that whammy. Caine is the most likely based on what question Maarit had just asked. Fiona and Dworkin are the most likely based on known wizardry and extra-sensory tricks. The 4th and 5th on the list are generally recognized as dead: Oberon and Brand. After that, it could be anyone. The traps and puzzles Llewella's been facing are awfully convenient at preventing her from gathering armies, so it seems likely the same person is involved in that and this current Rebma trouble. Which means family, since that's sophisticated shadow-manipulation and an understanding that there are rules to this game. (Per previous discussions: Always a way out of the traps if you're clever, no traps that spring fates worse than death.)

One thing to keep an eye out for is if there are any smoky or scorched rooms in the castle later tonight, as that might be a clue as to who the fire attack was.

Another interesting point is that we don't know how one would detect Maarit's pendant being used to scry on you. Maarit says it wasn't nearly this magical before she walked the Pattern, but that Random had examined it a few days ago and didn't feel particularly concerned about the thing. So, maybe Random is on that list, too. Is the Pendant like a tarot, in that anyone can feel it? Or is it more subtle and harder to notice? If so, does this mean that the firebomber was the person who made it, or at least the person who left it with baby Maarit? Was it meant to spy on Maarit for them, until she walked the Pattern with it and it came alive or reversed polarity or whatever? Do they need to do some Dalziel-level double-blind experiments to figure out how it works?

After lengthy discussion, they decide to leave the army on the beach. Maarit will tell Random about it, so he knows its not here to invade Amber. Llewella will swim out into Shadow, to raise an army that is capable of invading Rebma without survival gear. Like mermen commandos or something.

They have a touching (or manipulative?) moment of thanks from Llewella, and then part. Maarit gets out the King's card.

 

The Quotes of Chaos

Is it the habit in the Amber military to take orders from the Kitchen Staff. - Nyx


Abn Haram: Did you learn anything from that?

Jobber: “Don’t be a fuckup!”


"I think we have a long walk in our future" -- Abn Haram, after losing his car to an antlion


"In an effort to use all of my abilities in one scene, I would like to use my Pattern to come across another vehicle..." -- Ibid

 

"A ripple goes through its skin as if a pack of squirrels were wearing a horse costume." -Rolfe


"At that point, it's a pretty scary place. You're not even on the Pattern anymore, you're somewhere in your own mind." - GM 

"...which is a pretty scary place!" - Medore


“I’ll find a way to kill him. - Dierdre

You’ll have assistance - Medore


"I'd like to take a little time to think about how to respond. I don't particularly want to commit treason." - Dalziel in response to a summons from King Martin of Rebma.


Don’t be too hard on him. His sense of guilt has been helpful in all of this. -Medore about Corwin.


“I’ll sharpen the stakes for you, mother.”-Medore


About Tir na nog: “That place will mess with your head” -Dierdre

“It all seemed clear to me.” - Medore

Friday, September 3, 2021

Starting On The Surface (HTHAD2E House-Rule)

For the most part, I prefer the 2nd Edition of How To Host A Dungeon over the 1st edition. However, I feel one area that 2nd Edition is a little weaker than 1st Ed is in the lack of surface development. It's entirely possible to get to the end of the Age of Monsters without really having anything happening above the surface at all.

I liked how 1st Edition handled the Surface Kingdoms, but I also really love the new "Monster Group Cards" in 2nd Edition. So rather than trying to port over the fairly elaborate 1st Ed surface kingdoms rules, I'm just going to make one house-rule, that's effectively just stacking one card of the deck on Turn 1 to make sure you get something on the surface early on:

House Rule:  If the first two Monster Groups drawn in the Age of Monsters do not include a group with the Surface keyword (or the Miners group), roll 1d6 on this chart instead of drawing a random card for the 3rd group:

  1. Your third group is Adventurers. In addition, add a small roadside inn or tavern to the map at the random point on the surface near where they spawn.
  2. Your third group is Farmers.
  3. Your third group is Knights. In addition, add a manor house or guard tower to the map at the random point on the surface near where they spawn. This building counts as "^", so it adds +1 to their Fight rolls when they are defending.
  4. Your third group is Miners.
  5. Your third group is Saltbury. (Feel free to give them a different name if you'd prefer.)
  6. Your third group is Veterans. In addition, add the burned-out ruin of a small roadside inn or tavern to the map at the random point on the surface near where they spawn. You know how player characters love to burn things down.

Find the referenced surface-dwelling Group card in the deck and set it out just like you would have done with a randomly drawn Monster Group.

If you play a full game, you're likely to get a surface kingdom of some sort eventually, but depending on the situation and how late in the game they show up, they might not build anything. Starting with one increases the chance of them making a mark on the map. 

Another reason why I'm implementing this house-rule is because I really like the idea of using HTHAD maps for D&D later. In order for that to work, you have to have a reasonable way for the adventuring party to get down into the dungeon, and some reason why they would head to this region in the first place. Having some sort of village, city or even ruin on the surface is pretty important step toward making the map usable for D&D inspiration after you're done hosting.