Tuesday, June 15, 2021

Campaign Log 9: A Horse of Another Timbre

    The following is the campaign log for the ninth 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 #8.

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December 21st, 2020, Session #9

The PCs are:

  • Dalziel, son of Bleys of Amber. A scientist who has been in Amber for several months.
  • Maarit, daughter of Sand. An orphan with a magic pendulum.
  • Spinturnix, (aka Nix), son of Julian. Grew up in Forest Arden.
  • Medore, nonbinary offspring orphan of Dierdre
  • 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 Prince Caine, who's currently not getting along with King Random.  

A few NPCs are NOT from the novels, however, such as Abn Haram's chaos-blooded relations (the lady Nykae, and her brother Sevran), who were actually recycled from an old Amber campaign to save the GM some time in the early stages of the campaign. 

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Setting the Scene: Caine's fleets were posturing in Amber bay, which meant they were in the perfect position to help out when some sinister Triton force attacked Rebma.  Now Caine, David, Spinturnix, and Medore are all down on the beach, along with lots of Rebman refugees, and a wounded black unicorn. King Random had previously warned Medore in particular to stay as far from Caine as possible. Abn Haram is in the dungeons, but about to trump away. Maarit is in the castle, tending to Dalziel's punctured gut.

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Scene 1 - Abn Haram 

Abn Haram starts heading up the stairs out of the castle, and then reconsiders his plan that now seems foolish and dangerous. Getting out a card, he goes to hang out with his uncle,  Lord Sevran of House Moen (of Chaos), leaving Amber for now.


Scene 2 - David

David and Caine fought to the gates of Rebma, then those gates froze before them.

 

From the GM's session plans:

The Tritons go rushing out of the gateway, some of them rushing towards Caine and David, the others fleeing out into open water. And then, suddenly, the water in the gateway freezes. It's blisteringly cold. Spiky tendrils of ice grow towards you, and you can feel the heat draining from your body.

Caine orders his men to fall back 100 meters.

To David: "There's a good chance that's Martin's doing."


Scene 3 - Medore

Caine and Medore met and the meeting didn't go well. Caine set up a security perimeter and called someone on a card.


Scene 4 = Dalziel and Maarit

Maarit went through the unconscious, wounded Dalziel's pockets and is considering murdering him. The aunt Maarit was planning to meet did not show up. Maarit gathers up the wet deck of cards from Dal and conceals them. She scoffs at Dalziel's "science" sketches but dries them out. She takes interest in Dalziel's notes on the paintings, the game, and Dworkin and Morgholo. In pain, Dalziel wakes and tells Maarit about the battle.


Maarit asks him about the new/strange Tarot cards he has. He says he took them to protect everyone from Dworkin. Maarit accepts with calm assuredness Dalziel's ravings about the nature of the universe. 


Scene 5 - Nix goes to the forest

After finding Steward and setting her on her way, King Random and Nix talk about the mysteries of Chaos magic, the questions the King has about their ability to move through worlds. Nix offers to go investigate that, as well as the pattern-like squiggles being discussed in the Golden Circle worlds since the Black War. In particular, Nix recalls a tale from a retired Amber soldier who saw part of the pattern out in Shadow.


Before he leaves for Oberon's Loupe, Nix tries to call Julian through his card, but there's no answer. Nix asks Random for two guards and then takes horses to ride into the forest. They take silver blades with them. On the road in the forest, they meet a Rebman solider, grievously wounded, who indicates that Rebma is under attack and begs for Amber's help. Nix uses his Tarot to call the King and passes the soldier through, then offers to reconnoiter the beach on behalf of the King. He takes the soldiers off the main road onto deer paths to espy the beach. He calls for birds from his father's aviary but gets no response, unusual.


Scene 1b - Abn Haram near the abyss

Abn uses his card to call Nykae and she's doing much better. She invites him through the card to join her in an undulating sea port. Nykae is glad to see that he's better. She indicates she's hiring a boat and planning to go. She mentions that the painting Steward got is likely a map, is glad that she got it. Nykae mentions that she knew the painting was there and thought it would be helpful. She heard about it from Osric, who told her it was a relic from RELIADRIOR.


Nykae plans to buy a boat, and Abn Haram decides to go with her. He plans to buy a sea turtle, make it enormous, and then ride it into Amber. They sail for Amber.


Scene 2b - David and Nix with Caine on the Beach

Caine has people form a safety shield around him. He tries one call, gets no answer; tries a second call, connects with "Martin"--the King's son whom he is not on good terms with. Caine starts passing troops off.


David notices some movement in the woods but takes no action.


Nix in the woods watches as the troops on the beach are being passed through the card.  Nix asks the guards to position themselves for safe guarding and then tries to call Random. 


David sees the top half of a man come flying out of the woods. It's one of Nix's guards! David starts running for the woods.


Nix turns and finds a giant werewolf standing above him. Nix draws and casts Bodily Defense, which protects against magic, but not Werewolf claws, which rip three tears in Nix's arm. The werewolf tears apart the other guard. 


Elsewhere, Maarit uses Medore's tarot to call Medore, who tries to say "talk later" and accidentally opens a stronger connection to Maarit. Maarit offers Medore a quick escape, which Medore turns and offers escape to the Unicorn. Maarit pulls Medore through to Dalziel's bedroom, which is large and spacious. Medore brings the unicorn along. The unicorn climbs into Dalziel's bed and tries to snuggle. The Unicorn is wounded, and now it's bleeding on the bed. Medore uses the fresh medical supplies to treat the unicorn's wounds anew. 


While the Werewolf is killing the guard, Nix takes the opportunity to stab it in the back, which wounds it but the sword is left sticking out of the wolf's back. Nix backs out of the forest just as David rushes up. David defends Nix, and the wolf pulls the sword out of its back. It howls and is answered by half a dozen more in the forest. That howl is answered by another pack further away.


David cautions Nix to back away, which he does, and the wolf goes after David. David stabs it deeply, then snaps its neck. David and Nix fall back toward Caine. Caine steps forward and commands the werewolves to stand down ("You're dishonoring Eric's memory by attacking his countrymen.")


David notices which Werewolf seems to be the alpha. The werewolf shouts that Eric is dead and says "we don't dishonor his memory, we realize his dreams!" The wolf takes a pendant off and throws it toward the people. He throws a bloodied gauntlet at us and shouts "Julian is ours, all of Arden is ours. You will stay out of our forest - no more humans in our forest."


Caine lines up his men and squares off against the werewolves....

 

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 Some night, some day,some time… QUOTESS:

I can’t do it, this was ill conceived, get me out of here (paraphrased)
-Abn Haram

The most disorganized group of people I”ve ever met (of amber) -abn haram

“That is a very simple answer… I don’t like simple answers.” -Medore


I don’t want to do anything in front of Caine that might contradict what he might order so I take his lead -David

Rolfe: Certain types of magic are grandfathered in
Kaylin and Andrew: LITERALLY

“Are the men going to die is always my first thought” - David

“I can’t decide if you look more like Sand or Delwyn” -Caine (Racistly)  

“Dal: I agreed to have a conversation with my gut bacteria…
Marit: Well, that will be easier now.
Dal: ::laughs then groans in pain::”

Marit: Unless Abn Haram is still mad about Random arresting his pig
Dal: What!? ::sharp bark of laughter then another groan of pain::

“If everyone is comfortable around me I haven’t been doing my job right.” - Medore

I am trusting you with some thing very important: My fashion style! - Medore

How shocking would Dalziel’s statement have to be for Maarit to NOT accept it casually with an “Mmmmhmmm”?
“I think our grandfather IS the universe, maybe.” “MmmHmm.”



Sunday, June 13, 2021

A Horse Of Another Timbre, Session 8 Log

  The following is the campaign log for the eighth 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 #7.


December 7, 2020: Session #8 

The PCs are:

  • Dalziel, son of Bleys of Amber. A scientist who has been in Amber for several months.
  • Maarit, daughter of Sand. An orphan with a magic pendulum.
  • Spinturnix, son of Julian. Grew up in Forest Arden.
  • Medore, nonbinary offspring of Dierdre
  • 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 Julian, Fiona, and Dworkin.

Setting the Scene: Caine's ships continue to assemble out in the bay, raising the specter of war. Abn Haram is still in the dungeon, having been put there by Random who was trying to placate Caine. Medore chased a mysterious Black Unicorn into the castle via a mysterious portal. The default white unicorn appeared, and attacked the black, but Medore helped it escape. Now Medore and Maarit are trying to understand why the unicorns are fighting. Nix is talking with the King about Abn Haram's magic pig. Dalziel met Dworkin near the Primal Pattern, and convinced him to take a vacation.


Scene 1: Medore and Maarit on the stairs,  Nix and Random in a courtyard

Medore checks in with the guards at the top of the stairs to the dungeon, and Maarit's magic pendulum points downstairs but the guard won't let them go, because they have a recent prisoner down there. Tells her to go find the King. They go to find the King; some servants tell them that the King is by the stables.


Nix attempts to "mind touch" the pig inside the castle, but can only detect its basic emotions of being afraid and injured, but can't get much more. (GM's note: The Pig is named Brute, and it's a powerful creature belonging to Abn Haram. Like its owner/father, Brute is currently being held prisoner in the castle.) 

 

Medore augments the magic coming from the ruby, which increases the connection for Nix to Brute. Nix learns Brute is afraid. King Random starts hearing slurred language and begins moving rapidly. Nix tries to reassure Brute then breaks the connection with it. The King takes off his necklace and its magic slows down. (GM's note: The ruby necklace is of course the Jewel of Judgment from the books.)


Medore and Maarit suggest that perhaps the phenomenon of the two fighting unicorns might be related to the pig, then they relate that the black unicorn was friendly and the white one was aggressive. The King says that if the unicorn was trying to keep someone out of the dungeon, that's something to pay attention to. He sides with the white unicorn in general, but orders all unicorns shouldn't be harmed. Maarit asks if she can investigate in the Dungeon.


As they all begin walking toward the dungeon, Medore suggests working as a diplomat for King Random with Caine. Random considers it and then  suddenly changes his mind. He tells Medore that "you and Caine are bad news." Medore asks "why?" and Random indicates that there was bad blood between Caine and Medore's mother. Random reveals that Medore's mother was killed by Brand. (GM's note: while this does sound like a reasonable summary of book five, Random's sudden change of mind and insistence that Medore and Caine not ever be in the same place was intended to be suspicious and imply there's more to the story.)


The King invites Nix and Maarit to join him on the journey to the Dungeon where they can talk to the "hogfather" (Abn Haram) and investigate. Medore also agrees to join them.


Scene 2: David on the walls, looking for the Unicorns

David goes to the roof because he wants information. From the top of the castle, he can see the town well, and catches a view of a black steed racing away from the castle. David notices a painter's easel on the roof while he watches the unicorn; on the easel is a spyglass, which David steals.


David watches the black steed run faster and faster, and he follows it with the spyglass as it runs through a park and out into the valley of Cym. As the Unicorn runs further and further away, the horse appears to be running toward Rebma, where a series of underwater torches highlight the stairs to the underwater kingdom. As David waits, he hears a disturbance going on in the courtyard, particularly King Random shouting.


From the lights near Rebma, David gets the impression of a lot of motion around the stairs. He sees some people coming up out of the water. The first person David sees emerges from the water and crashes into the sand and lands, unmoving. The second runs from the shore to the trees. The third person almost makes it out but then SOMETHING GRABS THEM AND DRAGS THEM BACK INTO THE WATER.


After assessing that the distance to the site of the battle is too far for him to intervene soon, David goes back to investigate the easel and paints and spyglass. The Easel is damaged and the brushes are excellent, and there are no paint splatters.


David sees Random, Medore, Maarit, and Nix walking toward the dungeons and jumps down from the roof to "join" the group. He bows down immediately as Random startles, then David bows to everyone else. David reports to the King that there was a unicorn chase, and reports on the path of the black unicorn (very efficient run through the valley of Cym, across the river, toward Rebma, taking shortcuts through town that imply the black unicorn has a strong working knowledge of the layout of the city). He reports that "a number of beings" are coming up from Rebma and there's a conflict on the beach.


King Random checks to see if it could be Caine landing ships. Then asks Medore to go to the beach, intervene for the good of the realm, and report back via a tarot card. He asks David to go with Medore, to shadow and protect Medore (esp from Caine). Medore tries to use the card to connect to Llewella (gets a zap and can't use the card). The King tells them to go get horses from the stables and head to the beach, and to feel free to commandeer City Watch. "Report back when you know the situation is stable."


Scene 3: Dalziel looking at paintings

Dalziel examines the rest of the paintings in Dworkin's appartments. There are some bodies, there's a white unicorn holding a ruby pendant, there's a black unicorn with an arrow in its leg. Dalziel notices the hand reaching out of the painting and decides NOT to touch it. 


 

Dalziel goes back to the large collection of Tarot cards, then takes a variety of cards he knows, and at least one card to a nice-looking place he doesn't know. The cards look like they were painted a while ago -- the closest one is Nix who looks much younger in the card than he looks now. Dal exits the cave.


Margholo calls out "Brand?" so Dal comes to see that Margholo is, perhaps, hiding something. Then Margholo returns to a repetitive greeting. So Dal goes back out and grabs a good spot to do a sketch of the pattern.


(GM adds: This was in my plans and notes for the session:

If he says anything to her, she responds with a joyous "Brand!?" and turning, has a smile on her face. Then when she sees you, her voice goes neutral and blank instead. "Would You Like To Play A Game?"

"Moves may only be initiated by Power Users. Please submit your credentials."

Most likely his failure to do will cause her to reset: "Hello, I'm Margholo with an H. It's very nice to meet you. Would you like to stay and wait for someone to come back? I'm sure he'd be very proud of you for making it this far on your own."  Point out this is almost exactly what she said when they first met during the previous session.)

At one point, Dal takes his eye off the pattern to stretch and rest his eyes, and he notices a little white horse (unicorn) watching him from the forest. He inclines his head to it (with a nod).  When it heads into the forest, he feels compelled to follow it, away from the Pattern, down the slope, through the forest, toward the shore. It walks into the water in the place where the stairs to Rebma would be in Amber.


Dal tries to weave shadow, discovers that it doesn't work. Dal tests to see if the Tarot cards are waterproof, finds that they seem to be. He wraps up his belongings and head into the water.


(GM adds: Dalziel specifically has the card of Maarit (he'd found in Dworkin's studio) ready in case he needs a quick escape route.)


Scene 4: Abn-Haram is chill in the Dungeon.

Abn-Haram tries to continue befriending the guards. He makes a show of failing to befriend the more-gruff-but-secretly-friendly guard. Haram hears three people outside (King Random, Maarit, Nix). The guards at the top of the stairs corroborate Maarit's story. Then the King checks to be sure the pattern is guarded, then sends a guard to get more guards, doubling the guard load again (making it 4x the usual amount), assigning several guards to the pattern chamber. Then introduces Nix and Maarit to the guards. 


Maarit has her crystal (a crystal with gold thread through it on a leather string, wrapped around her wrist) out, pendulum style, which then swings/leads on a course toward the staircase. Random notices that her pendulum works, and is bothered by that. He checks for a tiny pattern inside her pendant, but doesn't seem to find one. He notices that it's pointing in a direction, and the group follows it partway down the stairs, just past where she'd been and then it goes crazy. Once the King and Nix have left to go further down the stairs, the pendulum stops vibrating and leads her up to the dining room...


King Random gets an update from the guards, including a list of all the player characters who came by. The King is surprised that David visited, and puts extra emphasis on the guards recording David's visits. He also asks the guards to record any other "unusual requests" in the log, and should report all visits and requests to the King, Queen, or Lord Hendon.


The King asks about the other Chaosite, the Steward, whom they searched and confiscated a card from. The person depicted on the card is a cat person with four arms and a card in his hand. Random wraps it up and then tucks it into his doublet, but not before asking if any of the others know who the person on the card is.


The King and Nix arrive at Abn-Haram's cell, where the King asks about "The Ambassador," then comes in with Nix, a couple backup guards, and the secretly sympathetic one. They discuss the wounds of the pig and the potential rebellion among the fleet. The King returns Abn-Haram's Tarot, then suggests that perhaps they should leave and are in danger. Random and Abn-Haram trade barbs. Random suggests that Abn's mom was engaged in spying and/or weapons testing while she was here.


Random suggests that Abn-Haram wasn't the target of the assassination. Random explains the political situation: 
- Random is King here because he's the least objectionable.

- He doesn't think Caine is there to overthrow him, just hates Nykae (or possibly just hates Chaos in general)

- Oberon wasn't very nice, was a bad father. Random tries to make things better.

- The King suggests that he can perhaps open up some more liberality, but needs to go slowly slowly

- GM adds: Random also eventually reveals that his own son, Martin, is in cahoots with Caine. That's a big factor in why bloody murder is not a solution to Caine's posturing. He claims Martin's motivations are complicated: partly pro-Amber, partly stinging from a bad break-up with a Chaos woman, and mostly upset that Random intervened to keep Martin from becoming King of Rebma after Queen Moire died. Random had required him to refuse the Coral Crown, allowing third-in-line Psamathe to become Queen. Random claims he didn't want Rebma to just be a puppet state to Amber. Noble aspiration perhaps, but a terrible parenting mistake.


Random and Abn-Haram discuss the frank, dangerous political status of the Kingdom. King Random leaves with the guards and Nix to get Steward, who can shepherd Brute back to Abn Haram's cell. They leave on a kind of detante.


Scene 1c: Medore and David get to the stables

They requisition two combat-worthy, shadow-friendly, fast steeds to run through the card. They ride through the city and recruit a couple city watchmen on horses. Medore's bird reports that there's a battle raging among Tritons.


Scene 3b: Dalziel into the water

Dalziel starts swimming, sees the unicorn prancing along as though it's not underwater. He swims down to the stairs and finds that the stairs feel real, and that he can breathe the water while on the stairs. The spots where the torches are in Amber are not lit as torches in this world. Until the Unicorn passes them, and then they light.


Scene 4b: Abn Haram doorway

Lord Denesh and guards bring Steward, Brute, and all of Abn Haram and Nykae's belongings. This includes the bracer that Random took off of her injuried arm, which he could tell somehow protected her from the Pattern while in Amber. Denesh has been told to inform them that Random knows what it does, and had his wizard (does that mean Nix?) examine it.  Denesh seems to think this is a bombshell revelation, like "we're on to you", but Abn Haram counters with the (obvious in hindsight) "do you think my mother would come all this way only to let the world itself destroy her? We wouldn't go to a land of poison without a gasmask. Why does that surprise you?" Denesh says "I will let His Majesty know what you said."


The guards then leave to guard the Pattern chamber, while Abn Haram makes his "escape". They think he's going by Card, but he actually walks across the hall, inserts the key Dik gave him, and opens the door. Instead of leading to another prison cell, it opens into a bombed out city on another world. On the far end, the door is in a section of wall that didn't collapse. It appears to require the key to open from either side.  Abn Haram now has a portal direct from his personal shadow world Gehenna to the dungeons of Castle Amber, and no one knows but him, Steward, and Brute!


Scene 3c: Dalziel battling on the stairs

Dalziel follows the Unicorn past the lights on the stairs, and is suddenly on the Faiella-Bionin, where Tritons (fish men) are attacking fleeing Rebman civilians with harpoons. He subdues and captures one, but takes several scratches in the process.


He figures out the White Unicorn is now above him on the stairs, closer to the shore. It is dodging fishmen, making its way further up the stairs to the Black Unicorn. The Black is actively fighting fishmen, and trying to protect people on the stairs. Dalziel, being nimbler and dodgier than a horse on a stair case, is able to make faster progress, and gets to the Black, which he calls "Aunt Deirdre". The Black seems to react to his words, but at just that moment the White reaches as well and tries to skewer the Black. Dalziel's not fast enough to stop it unless he just jumps in the way... which he does, and takes a deep goring. This interferes with the White's movement enough that it finally gets struck by a harpoon. Wounded badly, the White panics and heads deeper down the stairs toward the city.


With his last bit of strength, Dalziel draws forth Maarit's card.


Scene 1d: Maarit gets her card (oh, yeah, and like, saves Dalziel's life or whatever)

Maarit is puzzled at her first ever incoming tarot call, and especially the horrific scenery on the other end. She can feel the caller is in excrutiating pain, so she pulls him to her. 3 gallons of saltwater and a shocking amount of blood pour through the card, but she eventually pulls Dalziel into the hallway outside the dining room. 


Guards are called, and apply first aid. Bleys has a chirurgeon on his staff, so they move Dalz to his own room and send for his dad's doctor. Before passing out a second time, Dalziel hands Maarit his belongings, and asks her to try to save his waterlogged notebook.


She reads his notes while separating out the pages for drying, including the notes about the chessboard and Dworkin's abyss paintings. She also thumbs through his new collection of cards, which includes ones of herself, Dalziel, and Medore, and a friendly-seeming location she's never seen before.



Scene 1e: On The Beach

Umbra reports that ships have moved into position just to each side of the Faiella-Bionin. Caine's ships. David and Medore hurry down to the beach.


The Black Unicorn is out of the water now, but even more wounded and wobbly. A half dozen Rebmans, armed civilians, have formed a semi-circle to defend it from the Tritons. Most owe their life to the Black Unicorn protecting them from the Tritons when they were sitting ducks on the steps.


David runs the Tritons down, nearly clearing the beach entirely on his own. Medore tends the wounds of the Black Unicorn again, and it leans on Medore.


The big ships are dropping cannonballs and grapeshot over the decks at the places where the Tritons had set up their harpoon lines. It's more of a terrain-denial / displacement effect than truly weaponized, but the nuisance effect disrupts the Tritons effectiveness, allowing more people to escape. Caine and 3 platoons come aground on skiffs. 1 platoon sets up a defensive cordon around the Rebman survivors. The other 2 platoons, lead by Caine and with David in their ranks, make their way down the stairs. It's bloody and perilous, especially before they get out deep enough that the ships are providing nuissance cover, but they retake the staircase step by step and rescue lots more Rebmans.


As they approach the gates of Rebma, and new horde of Tritons burst out, but rather than a berserker wave charging them, it's a rout! Maybe it's all those bulging fisheyes that give the impression, but the Tritons seem to be fleeing, not assaulting, and many of them flee off the sides of the staircase even though that pressure change has painful consequences.



The Quotes of Chaos: Night 8  12/7/2020

"I will accept there is a possibility that my white privilege is making me favor the white unicorn." -Random

"I guess I’ll have to live with that. I said it and my wife wasn’t here to stop me. If I need to prove it let me know." -Random
"I’ll let you know…" -Medore

“I’m pork curious” - Brendan

“Amber is just Call of Cthulu with more white privilege” - Andrew
 

Abn Haram: "I’m sorry you’ve gotten in over your head"

Random: "Listen kid, you have no idea… I roll with the punches and come out on top, and part of the way I do that is by making those blessed psychopaths out there not want to kill me any more than they are naturally inclined…"

Abn Haram: "Keep your chin up.”

“I hope you’re not wearing white.” -Dal, bleeding profusely as he says it

 















 

Mission 2 (Five Parsecs From Home)

This is a reconstruction of my second Mission from my current Five Parsec From Home campaign. I wasn't originally planning to blog these, so my notes from the mission are good, but not perfect, and I've played 5 more missions since this one, so my memory is a little fuzzy on certain details. I ran the game on Roll20's virtual tabletop rather than on an actual table with actual minis. (For these first couple of games, I was going to a lot of unnecessary trouble using the dynamic lighting and line-of-sight features of Roll20, which was mostly a waste of time and actually caused me to screw up the 5 Parsec cover rules a bit. After this game, I turned off all the dynamic light stuff, and the games have been much faster and more fun since making that change.)

As a refresher, the crew of the merchant ship The Rhapsody of Inanna have names starting with the letters G to L. At various points in these posts, I will no doubt refer to them by just the first letter of a character's name.

G: GcViib, a standard Bot
H: H'Xex, a K'Erin soldier
I: Captain Inshubur Nastarastar, a Precursor hacker and spiritualist
J: Marshal Juniper Sasparillax, a Human enforcer
K: The Kid, a Human technican and Hopeful Rookie
L: Leonidas, a Human military brat and scavenger
See also: Crew Roster, and Index of my Five Parsecs articles.

Pre-Battle:

Upkeep and Ship Repairs: - I paid a story point to gain $3, then paid $6 via planet Medical Facility to recover H'Xex, who had been shot up pretty badly in the first mission.

Crew Tasks: - Sick Bay H - recovers this turn in time for the mission
    Train - K (Raises his Toughness)
    Trade - J (Starship Parts)
    Explore - I (Delivery Package)
    Repair - G (Jump Belt)
    Decoy - L

Job Offers:
- Free Job Offer from previous turn's Busy Condition

Assign Equipment: - H'Xex gets the Shatter Axe and the fixed-up Jump Belt, so he can bring the pain to the enemy ranks.

Job Description: This is the first mission in the The Strange Brain Of The Skulker Quest chain. (It's a randomly generated name, but it is extra appropriate given how we just fought Skulkers in Mission #1).  We discovered that the Skulker Mercenaries had something buried on an old piece of rural property.


Battle:

Deployment Conditions:  - Bitter struggle: Enemy Morale is +1. (Presumably this means their Panic value is reduced by 1. I think this is an error in the rulebook, probably an artifact of the change between the three editions of the game.)

Notable Sights:  - Really shiny bits (Gain 2 credits). It is 8" to the East of the center of the table.

Objective: - An item needed for the Quest is placed at the center of the table. A crew member must move into contact, take a Combat Action, and then move off the table. If the carrier becomes a casualty, roll 1D6: On a 1, the item is destroyed. Otherwise it can be picked up by spending a Combat Action at the location they fell. If you drive off the enemy, you can pick up the item at your own leisure.

Enemy Type: - Interested Parties - Colonial Militia
Numbers: - +1   Panic: - 1-2    Speed: -4”     Combat: -+0     Tough: -3     AI: -C     Weapons: - 2B

We are fighting 3 regular Colonial Militia with Infantry Laser, 1 specialist with an area-effect Shell Gun ,  1 LT. w/ Inf Laser + Blade   No uniques, thankfully.

Home field advantage: Colonial Militia always count as being in Cover if they are on their third of the table and are not within 12” of the shooter. (This basically worked out to all of them being in cover the entire battle, if I'm not mistaken.)

Deploy: We're on the East, Colonial Militia in the West. They've got a Shell Gun and lots of Infantry Lasers, so it's going to be dangerous to go anywhere near the objective, and hard to get close to them. Thankfully, killing them all and ignoring the objective until the battle is over is actually an allowable strategy.

The red arrows are the movements of the NPC colonial militia. They had long-range weapons, tactical AI, and a cover bonus if they stayed near their edge of the map, so they didn't move much the whole game.

The green arrows are the movements of my PCs. 

The cyan line is the movement of H'Xex. He's one of my PCs, but he has a Jump Belt that allowed him to move over the buildings and terrain. The green arrows on his cyan line mark the spots where he landed.

The purple line is the movement of my Bot (GcViib) after his motivator circuit blew and he just marched straight forward, through and past the burning house, for an hour.



Round 1: - Creeping up and spreading out. No contact yet. H'Xex finds something really shiny hidden in a woodpile next to a building.

Round 2: - Moving into position. H'Xex uses the jump belt to get a look at the enemy, they've got a Shell Gun almost certainly zeroed in on the objective, so he drops down on the other side of the building out of LOS. The Kid spots the Shell Gun and gets excited. He pops off a Laser that goes wide and mostly just alerts the enemy to our advance.

Battle Event between Round 2 and 3 - Renewed efforts: The enemy is making a concerted effort to push you back. For the rest of the battle, after all enemy figures have acted, select a random figure that may immediately take a second Move and second Combat Action. Good going, Kid.

Round 3: - (We only get 1 success on Initiative, so) The Kid tries to duck out of sight, but the Shell Gunner anticipates it and fires blind ahead of the kid. Unfortunately, the Kid ran right up next to GcViib in the process, so the Shell Gunner nearly slags our Bot without even knowing it existed. The is stunned and knocked over out in the open.

Meanwhile, H'Xex's recon leap over the building unfortunately put him in the sights of the enemy. (I spend a Story Point to force a reroll on the militia's crack shot.)

Renewed Efforts - Northernmost militia goes into a farmhouse. (I'm really lucky it's a random enemy that gets the extra action, because 4 of the 6 would have been able to get shot off.)

H'Xex jumps over another building, and gets a successful kill on a militia on the southern flank.  While the enemy is distracted by him, Juniper moves through a farmhouse, and takes a shot out a window that blasts the militia.

Round 4: - The Kid scrambles into cover, again getting foolishly close to our Bot, but at least they're both out of view of the Shell Gunner. Inshubur moves through a building and fires a shot out a window that shakes some of the Militia out of their cover.

(The enemy LT fires at Juniper in the farmhouse. It's a miss, but it makes me realize that all my efforts with LOS via Night Vision programming is wasted efforts. Per the rules, it's arguable that she shouldn't have been able to shoot out, and he definitely could shoot back in at her. I'm going to keep using my LOS system for this battle, since I went to a lot of trouble to set it up on this map, and we're mid-game, but I will try to use more sensible rules in future battles.)

Renewed Efforts - The northernmost militia keeps firing out the door of the farmhouse at GcViib.

GcViib returns fire, and the farmhouse falls silent other than the crackling sound of a plasma fire.

H'Xex rushes the Shell Gunner, and the risk pays off. No more artillery for the enemy.

Battle Event
between Round 4 and 5: Lost! A random crew member loses their way and misses the rest of the battle. Remove the figure from the battlefield. They rejoin you safely afterwards, looking a bit sheepish. Ignore this event if you are currently outnumbered.

That militia must have shot the navigational sensors off our Bot, because GcViib just kept advancing on the smoking farmhouse, right into the fire. At the time, we thought our Bot had just marched to its doom, but he burst out the plasma-scorched wall in the back of the building a minute later, and kept walking until someone had the time to beam the recall program at him.

Round 5: - Though now outnumbered, the Militia fight on. H'Xex jumps over a hedge and drives his new Shatter Axe though a helmet. The weapon is well-named.  The sniper battle between the enemy LT and Juniper finally breaks in our favor, and we hold the field.

Renewed Efforts does not trigger, as the last Militia has died.

Analysis: - It seems I NEED to get some armor for my people. H'Xex is devastating if he can get to the enemy, but in both Missions there have been early Rounds when he was exposed to the fire of 3 or more Enemies in a single turn, and even with cover they just rolled enough dice to smoke him. Either I need to change tactics completely, or I need to figure out a way to increase his defenses. I guess it could be map design, and I may need to place a central terrain piece, rather than a "no-mans-land" clearing in the middle of the table.

Handling terrain features correctly will help as well. I was trying to make use of Roll20's ability to handle Line-Of-Sight and Range via some complicated vision features. The idea was this would be all the pre-game effort because of how it would simplify and automate game play. Thing is, 5 Parsecs system is fast and elegant, so I don't really need to automate it. Also, I'm not sure having Roll20 calculate Line-Of-Sight actually saves time, at best it just moved that time to pre-game prep. Anyhow, in the process, I was drawing sight lines on the maps, and didn't really realize how much this was NOT the rules-as-written. Being INSIDE a building should make you incapable of shooting out or being shot at from outside, unless you're at a window and within 1" of the edge. Being able to automatically eyeball if three windows happen to be lined up just perfectly is kinda spoiling me, and has become an unintentional house-rule that makes 1-in-a-million sniper shots unrealistically easy. So, no more vision systems on maps for me. I'm reverting to the rules as written.


Post-Battle:


Rival Status: - Didn't trigger.

Quest Progress
: - Dead End, the quest continues.  Maybe neither we nor the militia realized that Skulkers use a different coordinate system on their maps.

Pay and Benefits of Success
: -  Base pay is 3. Really Shiny: +2 credits, for a total of 5 credits.

Battlefield Finds: -  1 dose of the consumable drug "Still" The user gains +1 to Hit, but cannot Move during this and the next round.

Gather the Loot: - Gun Mod: Shock Attachment: The weapon receives the Impact trait against targets within 8”. Impact: If the target is Stunned by this attack, place a second Stun Marker.

XP and Upgrade
s:  G0 H-4 I-3 J-3 K-4 L-3  - First Kill: - H    Rookie: - K
J spends on Combat Skill,  L spends on Toughness.

Purchase Items: - A roll on the Gadget table gets us a cyberhand. "Cyber Hand: The character may take any one Pistol they own and build it into their hand. Range is reduced to half, but the weapon always shoots with +1 to Hit and an additional +1 bonus when Brawling."

The only pistol we have right now is a Scrap Pistol. That's not very good, so we probably won't install the cyberhand yet. I was thinking of that as Juniper's old service revolver, so I can justify it from a narrative perspective, as she might have a sentimental attachment that could lead to her wanting to keep it forever... but it seems like a bit of a waste in a minis game to embed the weakest possible gun in your irreversible and quantity-limited implant slot. I hold off for now.

Campaign Event: - Rolled 93 "It's time to go!" and decided this was too soon to leave the planet, so it was worth a Story Point to turn that bad roll into an Equipment Malfunction that will require us to fix the Trade Goods before we can sell them.

Character Event: - Inshubur has a chance meeting that turns into a new ally. Roll up a new character and add them to the crew, OR add +1 story point. You may decide after rolling up the new character.

The result is Morev Mudo, an Engineer (species) of the Lower Megacity Class, motivated by Discovery, and professionally a Scavenger. I didn't really need another low-Toughness, high-Savvy character, but they definitely fit the themes of my crew, so would probably fit in well. They came with a Machine Pistol, a Plasma Rifle, and a Frag Vest. I was just saying I needed a better pistol and some armor. Mind you, it's a marginally better pistol, and the weakest Armor. Again, it's not a great choice for min-maxing, but it's something the characters would definitely say yes to. I've decided I'm going to RP this stuff, not just be coldly calculating like I'm trying to "win" the campaign... this time, anyway.


Friday, June 11, 2021

5 Parsecs, 1 Mission

This is a Battle Report (or "BatRep" as the kids say) for Mission 1 of my 5 Parsecs From Home campaign. 5 Parsecs is a solitaire miniatures game, which I'm playing on Roll20 (mostly because projects from work have consumed our dining room table). So instead of actual miniatures, I'm using little token images on a virtual tabletop.

As a refresher, the crew of the merchant ship The Rhapsody of Inanna have names starting with the letters G to L. At various points in these posts, I will no doubt refer to them by just the first letter of a character's name.  See also: Crew Roster, and the Index of my Five Parsecs articles.


G: GcViib, a standard Bot
H: H'Xex, a K'Erin soldier
I: Captain Inshubur Nastarastar, a Precursor hacker and spiritualist
J: Marshal Juniper Sasparillax, a Human enforcer
K: The Kid, a Human technican and Hopeful Rookie
L: Leonidas, a Human military brat and scavenger

Crew Member Spotlight: Captain Inshubur

Inshubur Nashtarastar spends a lot of her time online, experiencing holos and VRs about various ecstatic religious experiences. The pursuit of knowledge is of great importance to her, but she gets caught up in her eclectic, pantheist epiphanies. She's a religious experience junky, and a technophile. She won't lecture you about a one true religion, but will absolutely ask you a never-ending series of questions about your personal religious and philosophical beliefs. That's part of why she's collected this crew, is that she's gathered around her people that are capable of engaging in spirited philosophical debate.

Her own beliefs are a syncretic melting pot of philosophies. The foundations of it were the Precursors star-worship that she grew up with, but to that she has wedded parts of the K'Erin warrior goddess cult, terran zen archery and martial arts training, and a potpourri of interesting theological tidbits from a few dozen cultures.

Lately, she's fixated on a Skulker cult relic called "The Strange Brain", which she believes to be technohypnological in nature. Rumor is its hidden somewhere in this sector. While she'll be perfectly happy to give it to a Skulker religious community after it's been recovered, she hopes to interface with it before turning it over. This has caused her to run afoul of Ratlobe Kur, an insular and conservative Skulker community of dubious moral character. Skulker's are generally quite open-minded, but Ratlobe Kur is uncharacteristically xenophobic, and has threatened to kill any non-Skulker that comes in contact with The Strange Brain.
While Inshubur isn't afraid to fight (she's quite good at it, actually), she would much rather find an amicable solution to problems when possible. Who does she have to sleep with (or bribe, or rob, or kill) to get an hour alone with The Strange Brain Of The Skulker and the higher dimensional mysteries contained therein?

Pre-Battle Sequence:

Crew Actions:
J talks with Menrva Bail Bond company, gets a mission, and an introduction to Mr Manselli who will have another Mission for us later.
I trains for +1 XP
L and G trade for a pre-owned Jump Belt in need of repairs, and miscellaneous Trade Goods.
H explores, and is offered a small job to take out a particular baddie for 2 credits.
K decoys successfully.

Rumor Roll: 1, so a new Quest has been triggered, but I had not yet found the page in the rules that really explains that, so I started with the Bail Bonds job. As it turns out, the rules are pretty vague about what constitutes a Quest.

Later, I put together a random "Quest Object Name Generator", and rolled up something called The Strange Brain of the Skulker. That's why such a thing is mentioned in the Captain's bio, above.


Job Description: 

Patron Job from Menrva Bail Bonds. Danger Pay is +1 Credits. Time Frame is Turn 1 only.
Hazards is "Hot Job: After the Job, you will earn an enemy on 1-2 instead of just a roll of 1".
Conditions is "Busy: If the mission is a success, this Patron offers a new job next campaign turn." 


Battle Sequence:

Deployment Conditions: Nothing Special

+ Special Modifier this turn only: "Offered a Small Job" from Explore: "When fighting this campaign turn, select a random enemy figure. If your crew kills them, earn 2 credits. No reward if they run away."

Notable Sights: Priority target: Select a random enemy figure. Add +1 to their Toughness. If they are slain, gain 1D3 credits. (This is in addition to the Small Job above)

Objective: Eliminate: Select a random enemy figure. They are the target. If they are killed, you Win the mission.

So  there's three random targets I need to take out. One for 1d3 creds, one for 2 creds, and one to actually complete the mission. What they call a "target-rich environment".

Enemy Type: Hired Muscle:  Subtype: Skulker Mercenaries
So basically I'm fighting skaven / ratlings.  They come in large numbers. In this case, 5 regulars with Military Rifles, 2 specialists with Plasma Rifles, and an LT with higher skill and an extra melee weapon.

I deploy in the North-West. Skulkers are in the South East. There's a lot of open space along the major road in the middle, so this is going to be bloody and awful. The Skulker Mercs have got longer range weapons then most of my crew, which proves problematic.


When I was playing this first mission, I wasn't yet planning to blog these, so I didn't take good pictures. I'll try to at least save higher resolution shots for future missions, but these first few BatReps at least will have little imagery.

 

The green arrows represent the movement of the PCs. Red arrows are the NPC opposition, Skulker Mercenaries. Purple and blue arrows are the randomized motion (and intended motion) of neutral NPC cars, explained in detail below. The red "X" is where H'Xex (one of my PCs) got shot and taken out of play. Not visible is the ladder The Kid used to get up on a roof, and the underpass my team used to get into the starting position.


Round 1: The skulkers were waiting for us. They had guys on the roof, and started raining firepower down on us like you wouldn't believe. H'Xex took cover behind a bollard, but was hit anyway, and taken out of the fight instantly.

The Kid slagged one of our targets with their Infantry Laser. Good kid.

Round 2: The Skulkers shoot first. Inshubur had a close call, but Luck let her fall back around a corner out of sight. GcViib was hit but not damaged. No one died on either side.


Round 3: Leonidas took out their other specialist. GcViib took out their LT.  

Then the Kid nearly died, but Luck took them off the roof safely, and into cover. One could argue that the change in elevations should have been a fall, and potentially a hit of it's own, but that seemed to be against the spirit of Luck, so I assumed he landed safely. (Also, since I wasn't yet planning to blog these, I didn't take good notes on The Kid's actual position. It's possible he was actually on the roof of the building at the NorthWest corner of the map.)

Round 4: Leonidas took out our second "extra" bounty. The Kid hit our main target, but his laser didn't have the power to kill it. Two cars pulled out into the intersection and provided brief cover for Inshubur and Juniper to inch closer to the enemy. Their shotguns are not proving effective at long range.

Round 5: The cars nearly collide in the middle of the street and brake hard amidst the screaming and gunfire. Inshubur takes advantage of the opportunity and runs around them to blast a skulker that had been taking cover behind a dumpster. Two of the skulkers bail and run as Leonidas pegs our final target with a fatal plasma blast.

Analysis: That was a challenging fight. Both characters with Luck used it up. Two PCs never got in range for their shotguns, and one of them was knocked out by enemy fire well beyond his own range. Big wide empty areas like that are really dangerous in this game.

I did make it a little harder on myself by taking out the bonus bounties. If I had concentrated all my firepower on the "kill him to win" target, I probably could have won in Round 3 instead of Round 5, but that gamble seemed worth it at the time, and paid off successfully.

I forgot three rules during play, and taken in aggregate I think forgetting them made the game harder for me.
1) I forgot to have hit-but-not-killed figures fall back 1". This may have actually saved H'Xex from being taken out if I had remembered it, as he was stunned by a shot before the one that made him a casualty, and I know a couple of those attacks were at extreme range.
2) I forgot to roll on the Battlefield Events table at the end of rounds 2 & 4. This is hard to say if that helped or hindered me, but I did do something else more homebrew-y with NPC cars that helped and was hella flavorful, so it was still plenty unpredictable even without that chart.  
3) If you don't shoot, you can Dash an extra +2". This would have helped my shotgun characters get into cover, or maybe even get into range.


The Cars:

You can't really tell from the crummy image above, but I had a cool map with a bunch of streets on it, so I got out some car "models". (I'm playing on Roll20, so everything is virtual miniatures, basically just movable pictures.) I numbered 8 possible entry points, dictated by traffic lanes. After the PCs and Enemies were deployed, I rolled 3 random entry points and put cars at them, then moved each 2d6 inches forward. These represented innocent motorists unfortunately driving down the street at the worst possible moment. The cars provided mobile Cover if Line-of-Sight  on a shot passed over or through them. Each turn, I had each car move 2d4 inches forward. If this would have caused it to collide with anything, it would instead stop just short, and if that something was a model it would become stunned.  It worked really well. 1 car ended up irrelevant, just moving near the edge of the map. I had planned that if a car exited the map a new car would enter the map at another random spot at the start of the next turn, but it didn't quite happen due to how the die rolls played out. One really cool piece of emergent behavior happened, with two cars coming to an intersection at the same moment (not intended, and one had randomly traveled much faster than the other in order for it to happen this way). They stopped short of colliding, and this provided 2 consecutive turns where my fastest PC could rush across the street using them as cover, and get in range with her shotgun as a result. It was dramatic, unpredictable, and felt totally awesome like a moment from an action movie. I will likely try this again sometime. Now that I remember there's a +2" dash option, I probably should increase car speeds to 2d6, so PCs would be less likely to outpace them.


Post-Battle:


Pay and Benefits of Success: "Success" plus "Priority Target" and "Small Job" and "Danger Pay" pay a total of 8 credits, which is off to a great start.

Thanks to the Busy Condition, I also get another Job offer from the Bail Bonds company.

Battlefield Finds: Scavengers: Roll twice on the Battlefield Finds Table. I get another Plasma Rifle! I also find Vital Info that can be turned in to gain an automatic Corporate Patron without rolling.

Gather the Loot:
is a "Shatter Axe"! That sounds awesome.

Injuries and Recovery: H'Xex has a Serious Injury that will have him out of commission for 4 Campaign Turns! This is pretty dreadful.

XP and Upgrades:  G0 H1 I3 J3 K5 L3  - How to read that: The Kid got first kill (+1 XP), and their Hopeful Rookie reward (also +1 XP). So the Kid gets a total of 5 XP, and most of the other non-bots get 3 XP each. H'Xex gets only 1 XP because he was knocked out. GcViib is a bot, and thus gets no XP.

I spend a story point to give Inshubur an extra 3 more XP so she could level up her Toughness. Even with the Luck point, the Toughness 2 of the Precursor species is a very limiting vulnerability.

Purchase Items: Not worth it while my cash is in short supply, especially since I found a new gun and a shatter ax. Eventually I'll want some Gear and Gadgets, but for the moment getting my ship debt under control is probably a better early goal.

Campaign Event: Made friends among the locals. +1 Story Point.

Character Event: H'Xex find the local food is good. Reduces his recovery time by 1 Turn! Now I see why they let you roll Character Events even from the Sick Bay.

Thank you for reading my first 5 Parsecs From Home battle report!

Thursday, June 10, 2021

Five Parsecs Crew Roster

I've been playing a lot of Five Parsecs From Home in the evenings. 5 Parsecs is a solitaire miniatures game. You control the crew of a small independant spaceship, something like the Serenity or the Millenium Falcon, having episodic adventures (often on the wrong side of the law) over the course of potentially quite lengthy campaign. It's a really fun game, with procedurely-generated narrative and fast-playing combat missions.  I like it a lot.

At the moment, I don't really have table space to keep miniatures and terrain set up, so I'm actually playing on Roll20's virtual tabletop. It was a bit of effort to set up initially, but is working really well now, and helping breathe a second life into maps I had already made for my various online RPG campaigns.

Here's my current crew:

5 Parsecs Crew Roster

I started with 6 characters. I chose to have a robot, and then the other 5 were all rolled up at random. They worked out to 2 normal humans, 1 human "hopeful rookie" special character type, and 2 primary aliens: a Precursor and a K'Erin. That's pretty close to the default non-random crew build option, which would have been the same except a third "baseline" human instead of the "hopeful rookie".

During character creation, my dice were pretty streaky. Here's a few ways I beat the odds:

Half my crew got random upgrades of +1 Combat Skill, which was a pretty great. Combat Skill is welcome on any character.

About half my characters got random upgrades of +1 Savvy, which I was honestly a little disappointed about. You would much rather have one character with +2 Savvy than 3 characters with +1 Savvy.  You get so few starting upgrades, and it's kind of a shame to see redundancy on the one stat that's not used in fights.

 A few sessions later, I rolled up an event that gave me another crewmate, which was of the Engineer species, which also has a low Toughness, and a high base Savvy, on top of which she got a random Savvy upgrade. I wasn't sure at first if I would keep this character or fire her, because going to 7 crew doubles your upkeep costs with only modest benefits.

We started with 3 Patrons and several Rumors. These are fun little story bumps to get the narrative going, but they're not exactly powerful. They can be hard to leverage into success early on, since the initial offering of Patron Missions they give you are likely to "expire" over time before you can complete them all. 

But then there was the other upside to my swingy streaky die rolls, which more than made up for it. I started with multiple Plasma Rifles. Now, it's not like the Plasma Rifle is the best gun in the game, but it's definitely above average. It's basically a shotgun, but with nearly double the range, and the armor-piercing ability. The range is the important part. Enemy armor didn't really show up in my first few sessions, but in game after game the characters with plasma rifles were able to engage early and often, while other characters tended to get shot-up trying to close the distance.

Speaking of getting shot up, I chose to make my Precursor be my Captain. In the early stages, the Precursor was the character I most expected to die, as that starting Toughness 2 on that species is a real dangerous liability. Your Captain gets a luck point, so it meant a much better chance of her surviving enemy fire. 

I also had The Kid, who was a "Hopeful Rookie". This is a special character type that starts with 1 Luck, and gains bonus XP for every Mission until the first time they end up in the Sick Bay. From then on, they can no longer spend or gain Luck.

Starting Equipment

Starting rolls had been:

  • Low-Tech Weapons: 5:    Shotgun x3    Scrap Pistol    Blade
  • High-Tech Weapons: 3:    Plasma Rifle x2    Infantry Laser
  • Military Weapons: 1:    Boarding Saber
  • Gear: 2:    Steel Boots    Booster Pills
  • Gadget: 1:    Repair Bot

 

What's in a Name?

Two little things about my character names. 

1) GcViib, H'Xex, Inshubur, Juniper, the Kid, Leonidas, Moreva. GHIJKLM. Why did I do that? Well, over a year ago I played a six-session mini-campaign of the previous edition of 5 Parsecs. One of the things I noticed then was that you write down a lot of notes about which character did what. To simplify the shorthand, my characters in that mini-campaign were Albertus, Bolokon, Carissa, Dirrin, Errice and Francis, so I could just use the first initial of each. It worked well. I considered just rebooting that campaign with the new 3rd Edition rules, but chose to start a new crew because the old version only had Human PCs. 

2) Captain Inshubur is named for a figure from Sumerian Mythology. Ninshubur was "the Queen of Servants", and right hand of the goddess Inanna. So I named their spaceship "The Rhapsody of Inanna". I didn't really have a deep meaning or plan to it at the time, but if I do post my game logs and mission reports here in the near future,  you may notice that I have continued to riff on mythology (especially Mesopotamian mythology) for the names of my Patrons, Rivals, and other NPCs. My crew just fought a battle against hired guns working for AbsuCorp, for example. 

The Rhapsody was randomly generated as a "Unreliable Merchant Cruiser" with 30 Hull Points, and a starting Debt of 24.



Monday, May 31, 2021

6 Games I'm Loving Right Now (and a runner-up that's probably working its way on to the list)

 Been keeping pretty busy lately. Running two RPGs on the regular, each meeting online every-other week. Also playing in two RPGs, also biweekly. And then cramming in board games, computer games, and even solitaire miniatures into my late evenings. Here's the seven games eating up the majority of my time:

1. Night's Black Agents has been ongoing for several years now, since 2017. Two sessions ago the PCs crashed a meeting of Renfields and a motorcycle gang all working for a vampiric cabal. They created a lot of chaos, got the gang fighting itself. They realized in the process that one of the biggest vampires (Count Orlok) is making some sort of move on the territory of one of his biggest vampiric rivals (the intel was a little vague as to whether his move is against Elizabeth Bathory, or Dracula). While all the feuding vampires are busy in Romania, there's an opportunity for the PCs to strike at one Orlok's properties that they'd identified in Munich. This will probably be the most dangerous target they've gone after, so I'll need to roll out the big guns for the next couple of sessions. What I love about NBA is the tools for building intricate investigative plots and complicated enemy organization charts. We're 5 years into a mystery/detective game that has occasionally had to skip sessions for two months at a time due to schedule conflicts, and yet the game still has momentum largely because of the tools the system provides to the GM and players. We were recently discussing the idea of taking the game back to face-to-face analog sessions, and realized that whatever we do, we absolutely want to keep the Roll20 Adversary Map even if we do start meeting back up in-person.

2. I'm also GMing an Amber Diceless Roleplay campaign. It's about 20 sessions in, despite my only getting around to posting the campaign logs here of the first 7 sessions so far. A huge backlog of material, but hard to summarize or talk about without spoiling upcoming plot surprises. Crazy colorful characters, byzantine multi-layered plots and schemes. The universe imperiled, as it often is in such games. Lots of fun. What I love about Amber is the narrative freedom. The story can go literally anywhere, riff on any pop culture icon or break new ground. The rules are so minimal that, as GM, I can spend all my energies on plotline and character, never having to spend even a minute thinking about whether an upcoming fight scene will be sufficiently challenging yet not roll over into a TPK if the dice fail. GMing Amber is pure creative joy.

3. I'm playing in an Unknown Armies game. What I love is 70% my GM's take on it, 20% the weirdness other players have injected, 10% the setting and game itself, and 0% the mechanics. I'm at best a little "meh" on the mechanics. I've written most of a lengthy analysis post about it, and keep not quite finishing it because I'm having trouble getting blogger to properly format my charts. Deep data number crunching has convinced me that the game would be much better if the PCs started with a little more numerical oomph out the gates. More on that if I ever get the charts working. I will say this, I'm digging the weirdness and open-ness of the setting, and what the participants of the game are doing with it. Our party/cabal of characters isn't making much progress on our goals just yet, but we're definitely chewing the scenery and finding it delicious. My character is a Chief Medical Examiner in her community, who keeps doing autopsies of people she thinks are her dopplegangers. That was part of my character introduction, and I told the GM that I was happy with however he wanted to interpret that. At this point, it seems to be that my character is from a parallel universe and is only just starting to figure that out, and that other parallel me's are also ending up in this reality. The GM even enlisted me to surreptitiously play one of my dopplegangers in a single scene, which the other players didn't see coming. They gave not-me a gun registered in one of the other PC's name, and just a ton of intel that we really didn't want the opposition to have. It felt kind of dirty, but the fallout from this bait-and-switch moment is shaping up to be narrative gold. What I love about Unknown Armies is definitely the GM's doing. I've been gaming with him for years, and this is definitely the best, most engaging, game I've seen him run. One of the best I've ever been player in, honestly.

4. Dungeons & Dragons, an oldie but a goodie. I'm running a once-or-twice-a-year D&D game for friends in other cities, but that hasn't had a session in a few months, so nothing new to report there. The other D&D game I'm in is biweekly game where the GM throws the challenge ratings out the window and doesn't pull his punches. It too is great fun, but it is really tense at the same time. It almost has a horror-game vibe in that every week I feel like my character is just about to die... but it's not using any horror tropes at all. It's mostly about politics, at least on paper, as the big-bads who keep sending assassin after us include a couple of Senators of a powerful city-state. The GM is pretty good at applying the thumb-screws.  What I love about this campaign is getting to navigate against the storm, to struggle onward in the face of insurmountable odds. Assuming it doesn't all end in a TPK, it's gonna feel like a hell of an accomplishment when we dethrone those baddies. 

And then I've been doing a bit of solitaire gaming in the background on free nights. 

5. I've played a fair chunk of Stellaris lately, which is a sci-fi-themed "4X" game. Basically you start with one world, and expand out into the galaxy. It's a pretty long run-time for each game, and only worth cracking open when you have an evening to set aside for it because you'll spend the first 45 minutes just refreshing yourself on the state you left your empire in last time. What I love about it is how much it has going on at once. Actual play is kinda slow and chill, but punctuated with "oh crap" moments when you get invaded, and interesting little event chains of events when your archaeologists start uncovering the ruins of ancient extinct civilizations. It's got a ton of different sci-fi tropes stirred in.

6. This weekend I dove back in to 5 Parsecs From Home. It's a solitaire miniatures game with emergent narrative structure. The third edition just came out, and I love the major upgrade to the look and feel of the game. What minis you use are up to you (or you can very easily run it in your favorite virtual table-top), as it has no official minis, so I'm mostly talking about how I love the visual upgrade to the rulebook. I'd played half a dozen sessions of the previous edition a year and a half ago. That edition was fun, but not much to look at. The new edition is a cooperation with Modiphius, and is a pretty slickly produced product. Could maybe use a better index, but the search function on the PDF is your friend. What I really love about the game is the freeform way a narrative emerges as you play the campaign mode. Last night, I found myself making intentionally bad decisions for the long-term success of my ship full of charming space rogues, because I felt it was what the characters would do. If a game that is mostly charts and die-rolls gets inside your head like that and inspires Firefly-esque drama, it's achieved something powerful.

7. And lastly, I'm playing an asynchronous game of Beyond The Sun on Board Game Arena, taking roughly a turn per day. The game is very interesting. I'm not quite going to say "I'm loving it" quite yet, but I'm intrigued, and it's growing on me. It's pretty novel, and was bordering on overwhelming at roughly the 5th turn of the game, but I'm starting to get the hang of it now. What I really like about this game is how the technology tree develops uniquely in each game, it's a pretty compelling little puzzle with a constantly changing solution. I suspect I'll want to play it again soon, and if it's one of those that gets better as you get more comfortable with the decision trees, it may well end up becoming a "I love it" recommendation.

So that's what I've been playing lately. How about you? Any games you'd endorse?

Wednesday, May 26, 2021

A Horse Of Another Timbre - Campaign Log: Session # 7

  The following is the campaign log for the seventh 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.

You can also Start from Session #1 or just pick up at Session #6.

Campaign log: November 23, 2020: Session #7

Setting the Scene: Caine's ships continue to assemble out in the bay, raising the specter of war. The King has returned after saving the life of the the ambassador from Chaos, but is keeping her son in the dungeons. Medore had just seen a mysterious Black Unicorn, and chased it down a dimensional tunnel that opened up inside the castle where Maarit and Fiona were having dinner.

The PCs are:

  • Dalziel, son of Bleys of Amber. A scientist who has been in Amber for several months.
  • Maarit, daughter of Sand. An orphan with a magic pendulum.
  • Spinturnix, son of Julian. Grew up in Forest Arden.
  • Medore, nonbinary offspring of Dierdre
  • 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 Julian, Fiona, and Dworkin. 

One new character is "Margholo", who is a companion of Dworking. It's not a coincidence that her name is an anagram of hologram.  

Another is the Black Unicorn, which is much as the implies, a darkly-colored somewhat larger version of the mysterious living emblem of Amber.

Two characters from Chaos are mentioned below. One is Nykae of House Moen, the ambassador from Chaos, and mother of one of the PCs. The other Chaos character mentioned is her brother Severan.

 Scene 1: David's Pub-Crawl

David has watched the ships gather in the harbor, many around Caine's flag ship. David has learned a bit about Dalziel and Maarit: both have made a generally warm impression on the Amber public, though the public knows their lineage.

In a pub, he notices an veteran soldier who works down in the docks, who wears a full-face helmet all the time because he's horribly disfigured, he mentions "Julian's runt, someone Julian doesn't like."  He's veteran infantry, but the others around the bar shush him a bit; he continues in this way, trash talking Julian's "bookish" whelp, whom he calls "a sneaky little dink, and Shitternix."  

Elsewhere in town, David learns that the Chaos delegation has been arrested. He feeds and participates in the rumors. He leaves them seething.

David makes his way to the dungeons, where he discovers guards on heightened alert, noting down the names of all who come by. David reveals that he has "items belonging to the prisoners," and attempts to put the guards at ease. David asks after Niekye, but learns that Abn-Haram is the main prisoner being held; he proceeds down to visit, and follows the guard down the hall toward Haram.


Scene 2: Dalziel Finds the Primal Pattern

On a plateau in a wide open space, Dalziel finds the pattern, and notices a gust of uncomfortably warm air. He finds an enormous dragon curled up behind him, with one eye open and goat breath. As it sees Dalziel, it opens roughly twenty eyes. Dalziel bows and the dragon stretches, waking up. Dalziel tries introducing himself, name dropping King Random. The dragon sniffs strongly, then edges Dalziel away from the pattern a bit. He too looks about a bit, and the dragon answers with a low growl/rasp sound. Dalziel notices differences between Amber's forest and this one.

As Dalziel tries to climb up to get a better view of things, he hears a woman behind him say "hello there." She's wearing a white dress with greco-roman style white dress with black trim. Dalziel suggests he's her nephew, and she laughs. She says she's Margholo. She says she's impressed he got this far, that most people "stop one world back". She says she's taking "a short walk from her game, and invites Dalziel to 'meet him.' "

Margholo leads Dalziel down a mountain to a cave, where she says she'll introduce Dalziel to "him," who will be impressed and happy to meet him but also upset at having his concentration ruined. Inside the cave are signs of plenty of traffic, along with a large chain that could have been used to hold the dragon, maybe. In the heart of the cave is a little hunch-backed man sitting at a stone table (Dworkin), near a large pile of colorful stone playing pieces. He has a growth on the side of his face. Margholo reveals that Dalziel is the son of Bleys. The man asks what he's there for.

When Dalziel mentions the King, the man goes back to studying the board. Margolo seems to be giving some sort of signal to the man when he looks at her. The man molds his own face like it's clay and fixes his growth. He invites Dalziel to play a game, and suggests that the rules come from observing the universe. 

Here's what the board looks like:


  Dalziel guesses what some of the pieces are, and Dworkin does the same. In talking with Dalziel, Dworkin touches the white unicorn piece inadvertently and is forced to move it. Dalziel blames Margholo.




Scene 3: Medore and Maarit chase the Black Unicorn

As they chase the black unicorn, it encounters a white unicorn and flees. It turns out to be bleeding as it runs, and they're upset as they had already healed it.. While Maarit feels like she can get ahead of it, it eludes her and reveals that it has a very precise mental map of the castle. Medore realizes they have to decide whether to trap or release the black unicorn.

Maarit sends the guard who is following them after Medore to help the black unicorn. Medore goes outside and catches their breath, deciding to help the black unicorn escape rather than catch it or let the white unicorn catch it. The guard is amazed to have seen the unicorns.


Scene 4: Nix's Pub-Crawl


Trying to learn about Caine's machinations, Nix goes to town and visits the docks and the pubs, stopping into the "Crusty Typetray," a popular hangout for printing press operators, reporters, and printer's devils. He plies a printer's devil with food and drink to learn about the latest news. Caine has been hiring people for the navy, the visitors from Chaos have been arrested, and one maybe murdered. He learns that bandits have been spotted, there's trouble in Garnath, as well as mirror trouble in Rebma. (The devil goes on about this for a while.) He also reveals that the Mercantile Advisory Board has gained additional power and has great new shipments of jewelry in.

He wanders down to the beach and finds a secluded place, then uses his card to reach out to Julian. He gets no answer, so he desists. then he tries one of his spells and discovers, surprisingly, that it works far, far better than it should. He contacts Fiona and lets her know about this trouble, but she scolds him for being so open with his knowledge, then tells him that there are plenty of things afoot, and that sunset may change the situation. Fiona suggests that someone may have been doing some re-writing.

Nix returns to the library and finds Dik showing books to King Random, who is accompanied by his blind wife, the Queen.


Scene 5 + Scene 1b: Abn-Haram in jail, David visits

Abn Haram is visited by a guard, who brings paints and news and offers some comfort, perhaps. They discuss the situation about Haram's companions. He offers Haram a key to a disused door. David arrives, guided by the other guard.

They chat about their lives and their homeworlds while David paints Abn-Haram, though Abn-Haram suggests he's getting very little out of the conversation. David mentions that he's of House Weyland and served in the military for 946 years. Today is Abn-Haram's birthday. David toasts him, and Abn-Haram worries perhaps David has endangered himself. They keep chatting for about 45 minutes. David leaves his painting of Haram and some food when he leaves, a bit out of sorts due to the surprising thing Abn-Haram said in the conversation.


Scene 2b: Dalziel goes Grandmaster

Margholo adds a new red piece to the board, just above the other pieces already on the board. Dworkin says the white unicorn captured the black one, but now she removed it because of "outside interference." Next she moves the Green Narwhal, next to the red door. She says "The pattern in Rebma is sealed. Black will have to retreat across the board to its own territory."

Dworkin asks Dalziel what shape his piece would be; Dalziel doesn't know. Dworkin says he's the board. They discuss the realities/metaphors of the pieces. Dworkin says "Silver wants to beat Yellow."

Dalziel asks about the fire in the forest. Dworkin says there was a fire in his heart. If he were to pick up a piece, what would happen? Dalziel asks what would happen if he swept the board clear? Dalziel asks what the board is--Dworkin says it's a tool, a complex bit of math, a lens. He laments his decision to make the pattern, says it cost him a lot. He suggests he hasn't much control over the worlds or the pieces.

Dalziel asks about the pieces being Chaos and Red, and Dworkin then rants about Cyan.


Scene 3b: Medore at the Gate and Maarit on the Stairs + 1c David on his way

Satisfied that the black unicorn escaped, Medore allows the gate to be opened. Maarit overhears the guards debating the meaning of the two unicorns in the castle. She interrogates the guards about where the white unicorn went. They indicate that it disappeared on the stairs.

One of the guards goes with Maarit down the stairs, the other stays back to fill in the log book. They discuss where the unicorns came from (one on the stairs, the other through a TAPESTRY.)

David, leaving Abn-Haram's cell, passes Maarit on the stairs, notices fresh blood on the landing, and then learns from the guards that there were two unicorns (which David missed). The guards share the story of the unicorns' arrival, and their fight. David heads up to the roof to try and spot the unicorns from the roof.


Scene 4b: Nix in the Library

Upon arriving in the library, Nix finds King Random and Queen __ and Dik going through books in the library. Random has a bandage on his hand, which he reveals is a wound caused by an angry pig. Nix says he wouldn't have pegged Random as a Pollonaise du Hameau. Random says that isn't it. Instead, it was a pig whose magic had been disrupted by Random (using the magic ruby). Random and Nix go to the guard house by the stables where the pig is imprisoned. Random, after asking carefully if Nix is truly being helpful, enhances the magic in the air so that Nix can do a spell. Nix uses "Mind Touch" to reach out to the pig...

 Random: "Wizards don't tend to spend much time in Amber, because it doesn't work here. Anyone with a lick of magical knowledge or talent here makes their way out to the Golden Circle, usually Begma or Hepania. I can do a few tricks myself, but usually active work, not stored energies like this was. I need to know if its related to Nykae's magic armbands, and if I'm about to be flanked by an army of magical beasts. I know your dad has dabbled in this sort of stuff, thought maybe he'd have taught you. I can't call him directly under the circumstances."



Scene 3c: Medore

Medore uses his Tarot to call Corwin, and tells Medore the story of finding the two unicorns, that the white unicorn wounded the black one, that Medore brought them to the castle, and they escaped. Corwin indicates that he found a corpse, killed by rapier. Corwin tells Medore he should go be a spy with the Pirate kings. (In other word, Corwin thought Medore should go talk to Caine as an intermediary on behalf of King Random.)

Medore goes looking for Maarit.


Scene 5b: Abn-Haram Receives a Call

Chillin' like a villain in his cell, Haram feels the connection of a Tarot, though weak. The call is from Nykae, who looks pretty bad for her injuries. She warns that a gate was opened in the cabinet in her room. Haram demands that Nykae tell him "something" she should have told him before. She acknowledges skullduggery.


She reveals that she wanted him to have the chance to try and live with the Amberites or to make a play for the throne. The two specialists she'd hired to do a task were killed on the ship, so she recruited Steward to steal things from "his father's wing of the castle" and told her Valet to do things. Nykae passes Abn-Haram a card for Severan, and asks if he wants a rescue. He says he would prefer not to leave, and finds the people here baffling. She hoped he would serve as a peace bridge between their peoples. He reveals that the King knows his ancestry.

She reassures him that when she's healed, she will back whatever play he wants to make.



Scene 2c: Dalziel and the Madman

Looking to the floor, Dalziel examines the discarded chess pieces.

 - The magenta pieces are mutants, cthuloid abominations, multi-headed monstrosities. There also seems to be a long snake-like piece broken into five or more pieces.

 - Yellow: Four pieces - a bishop, a queen, a 1970s supercomputer stack, a d4 point down, with three tiny legs.

 - Red: Five pieces - Doorway (on the board), a dragon, a queen (though not particularly tall), a knight, and a king (knife in the back).

 - Silver: Four pieces - stylized queen, can can dancer, bishop who paints, the eiffel tower

 - Black: Detailed carving of a woman, can't imagine how it would stand up, in a free-fall.

 - White: Some regular chess set pieces, but lots and lots of pawns

 - Cyan: One of the pieces seems to be family (looks like Osric)

 - Green: Some ships, seahorses, Kraken, dragons, ravens

Dworkin and Margholo's Chess Board

Dalziel asks if Green were the Shadows that rose up to prominence; Dworkin suggests that Green are "interferon." Rebma is being menaced by a Narwhal, Crab, and Anglerfish (in chess piece form). He suggests that Red reaches in from spaces beyond the table. The fact that Green has a foothold means that Random's position is not great.

Dalziel has offered Dworkin an excuse for leaving the board and going walkabout. Margholo (the hologram?) gets confused when Dworkin leaves. "Coup is successful, Green takes Rebma." Dalziel explores the cave and finds a door, through which he finds an apartment, with several rooms. Within he finds bookshelves, a big deck of Tarot cards, and paintings galore. He finds cards for the player characters, and a double-sided card for the unicorn. Dalziel borrows some of the cards for people.

Next, he examines the paintings. One of them is a field of black with tiger stripes around the edge and a grey squiggle in the middle. The other painting is similar to the other, but still creepy. Now the gray squiggle is 3 sentences long. The next has a silhouette in front of a glow. The next is closer, now the silhouette is holding onto a man, covered in blood, chopping him up with an axe.




Quote Log: Session 7

"In my culture as well, being locked in a cell is a sign of good faith." - Abn Haram

"As I understand the situation, the King is afraid of his subjects, so I am to be imprisoned here indefinitely." - Abn Haram

“Never let it be said I don’t know how to make an entrance” - Medore

“Another drink for my wet-legged Friend.” - David

“I think I”ve met the man, thought I thought his name was “Sphincterneck!” -David

Dworkin: Have you met my lovely wife Margholo with an H?
David: I have, just moments before she led me here.
Dworkin: I think long after she began leading you here.
-Dworkin and Dalziel

Guard: Stop, Stop! What’s going on here?
Marit: We don’t know!
Medore: Unicorn Escort!

“D: Did you take the position?
A: Oh that’s right, you were there.
D: I’m afraid I have no intention of taking that position.
A: Well, you certainly made a great breakfast”
-Abn Haram and David

“I see Amber as the immovable object to the Unstoppable Force of Chaos.” -David
 

D: I feel like I am giving everything and receiving nothing.
A: On the contrary, the lion’s share of the questions have been yours.
D: Yes, but all of the answers have also been mine.”
-Abn Haram and David

“Today is my birthday, would you like to toast me?
Of course…
...Well?”
-Abn Haram and David
 

N: What happened to your hand!
R: A fucking pig!
N: Did one of your guards do this?
R: No! A literal pig!”
-Random and Nyx

“Is there anything you want to tell me. Is there perhaps anything you should have told me before?”
-Abn Haram to his mother