Wednesday, July 14, 2021

Crew Tasks: What's My Motivation?

I just had a crazy cool House-Rule / Expansion idea for Five Parsecs From Home.

What if there were twice as many possible Crew Tasks on the list, but which ones any given Crew member was willing and capable of performing were determined by their Background, Motivation, and Class. It would inject a little more roleplay into the Task system.

  • He's motivated by Wealth, so he can Trade.  
  • This guy grew up on a Primitive or Regressed World, so he can Explore but he can't Repair Kit or Upgrade the Ship
  • If you're the Hacker class there's a special new Hack a Corp Mainframe action with a high-risk high-reward table otherwise something along the lines of Explore or Trade.  
  • K'Erin are always happy to Decoy.  

Etc.

  • You would probably want to break out Upgrade The Ship as a separate task
  • Maybe do the same with Invest In Advanced Training
  • The thing where you can look up new worlds in the Travel Step could be promoted to a Task as well: the Navigate A Route task. 
  • And then add another 3 or 5 other Tasks to the master list, some with unique charts or minigames.


Captains would always have one extra Task unlocked: Recruit, so you're never locked out of getting more crew unless the Captain is in the sickbay this turn.  You might need to give Captains access to Find A Patron as well, so that you have the ability to pull a good job to get you out of a slump.

But now you're limited turn-by-turn (and sometimes by sickbay status) to what Tasks you can actually do, and you might actually have a reason for hiring on 8 or more Crew: to unlock some Task that no one on your team can currently do.

With that in mind, we'd want a guideline where you can spend a story point when Recruiting to be able to specify one of Background, Motivation or Class.  I really wanted access to the exclusive "Organize A Protest" action, so I spent a Story Point to Recruit an Agitator. That sort of thing.

I think it would make character backstories and personalities matter a lot more. 

I've been sort of roleplaying this already, having my Wealth-motivated K'Erin character take the Trade action fairly often, even though his racial immunities make him slightly better at the Explore task. It would be neat if the rules supported this and expanded on the Task section.

Monday, July 12, 2021

Mission 8 - Five Parsecs From Home

 This is a step-by-step breakdown of the eighth Campaign Turn and Mission in my Five Parsecs From Home campaign. 

Mission 8, Version B

This Turn my Crew is up against Distorts, which are basically transporter accidents with a bad attitude. They have a lot of tricks: teleporting about, moving through walls, coming back from the dead, etc. In theme with that, I also fought the battle twice. I'll explain why below.

Crew names below are often abbreviated G to M, as explained in: Crew Roster, which also tells you about my team and a bit about their ship. See also the Index of my Five Parsecs articles for a list of previous Missions and other content.

Pre-Battle:
1.1 Flee Invasion: - n/a
1.2 Decide Whether to Travel: - n/a
1.3 Starship Travel Event: - n/a
1.4 New World Arrival Steps: - n/a
1.5 Gain 1 story point if it's turn 3, 6, 9, 12, 15, 18, etc. - Not this turn.


2.1 Upkeep and Ship Repairs: -
Crew Upkeep - 1 (because characters in sick bay don't count)    Ship Debt - 0    Ship Repairs - 0 (but I use the 1 free repair point per turn)    Medical Care - 0 (Leonidas is in Sick Bay, and I decide not to pay to speed up the process since I have excess crew)

2.2 Assign and Resolve Crew Tasks: -

  • Find a Patron - Juniper    
  • Train - Inshubur
  • Trade - H'Xex   
  • Recruit - none   
  • Explore - The Kid   
  • Track -  none 
  • Repair Your Kit - Moreva   
  • Decoy - GcViib

Inshubur interfaces with The Strange Brain of the Skulker that we recovered in Campaign Turn 7. Mechanically, it's the Teach-Bot that we got as Loot at the end of the previous Quest. So I roll 1d6 for her one-time XP boost, and get a 6! She already had 8 xp, so this bumps it up to 14. That's enough to get 2 upgrades of any sort she qualifies for (as a non-human, she can't buy a second point of Luck). I consider a Toughness and a Combat as that's probably what she needs the most, but decide instead that if the point is that this strange device modifies her brain or brings enlightenment, it's most thematic to have this be 2 advances both in Reactions.  

To match that, I added the following to her character description/story: "Update: After numerous missions, including 2 fights with K'Erin Outlaws of the B'Lilu Gang, she managed to get her hands on the Strange Brain of the Skulker, a remarkable positronic neural network of ancient origin. She hacked the interface, then meditated while jacked in to the Strange Brain, and it subtly altered her perception of time."

Other noteworthy results from Crew Tasks: 

H'Xex trades for Combat Armor with lots of blinking lights on it.

The Kid meets an Alien Merchant and trades our Stabilizer for his Documents that contain a  rumor. A stabilizer is a device you can put on a Heavy weapon to make it easier to move and fire. We don't have any heavy weapons, but we do have several really good non-heavy weapons, so it seemed a beneficial trade.

Moreva fixes the Damaged Communicator. (Side note: it's a little unclear in the rules if the Communicator is supposed to be carried into Battle by a specific character, or is a piece of shipboard equipment. I decide to envision it like a communication hub housed on the ship that facilitates contact between all the characters on an away mission.)


2.3 Determine Job Offers: -  I get 2 offers this turn, 1 from an existing Patron, and 1 from a new Potential Patron. Menrva Bail Bonds wants to secure a fugitive cultist, but are willing to wait a few turns for it. The Fellowship of Temporal Philosophers want us to secure a cellular sample of a weird creature called a Distort, and that's got a more urgent timeframe. Sounds like their facility might be overrun by the mutated accidents.

2.4 Assign Equipment: - Inshubur gets the new Unity Sight. GcViib picks up an Infantry Laser and a Blade, since he'll be filling in for Leonidas, who is in sick bay.

2.5 Resolve Rumors: - not this turn

2.6  Job Description: Fellowship of Temporal Philosophers wants us to get a cellular culture sample of a Distort. - Type: Private Organization.   Danger Pay: +1 Credit    Time Frame: Turn 8 only.   Active Benefits:  Persistent    Hazards & Conditions: None.


 
Battle:

Mission 8 Set Up
Mission 8 Starting Positions


Notable Sights:  Priority target: Select a random enemy figure. Add +1 to their Toughness. If they are slain, gain 1D3 credits.

Objective:  Secure - You must end 2 consecutive rounds with crew within 2” of the center of the table. A crew member with an enemy within 6” of them does not count. Once this is achieved, you Win. If you drive off the opposition, you can complete the objective at your leisure.

Enemy Type: - Roving Threats: Subtype: Distorts

Numbers: +0    Panic: 0     Speed: 4”     Combat: +0     Tough: 4     AI: B     Weapons: Touch (Damage +3)

3 Distorts, 1 Distort Pack Leader, and 1 Distort Priority Target
Extra-dimensional horrors. It’s rumored they are the remnants of sapient beings who were lost in teleport accidents.

Stubborn: They ignore the first casualty of the battle when making a Morale check.

Shimmer: Move through terrain and solid obstacles. When slain, roll 1D6. On a 5-6, another Distort is placed 1D6” further away.


Deploy: The mission is at an underground facility where a research project got interrupted by Distorts warping in to the singularity experiment. The Distorts are deployed in 3 groupings deep within the facility. We ride two freight elevators down to the experiment level.

Round 1: - Everyone gets into position, including H'Xex taking point. The Distorts move up, and it's clear they're going reach us very quickly. I decide to interpret the Distort ability to move through terrain doesn't let them stop inside solid objects.

Situation at end of Round 2, version A

Round 2: - Inshubur, GcViib, and Juniper all go on overwatch. The first Distort melds through a computer panel and heads towards H'Xex. GcViib shoots at it and misses due to cover, but Inshubur kills it. Two more bust out of the wall at the other end of the chamber. J blasts the front one to bits (it's the priority target). It shimmers and reforms 4" back. Since this is the middle of enemy actions, I have that one rush forward as well. Moreva blasts it a moment later. 

Unfortunately, it spawns one... off the map, but I'm going allow it to move on next turn. The Kid shoots at the remaining one, but misses. H'Xex jumps across the room, and blasts it from point-blank.

Battle Event between Round 2 and 3 -  "Change of Plans", the last sentence of which is "Enemies with no ranged attacks are unaffected by this event." (As an aside, I must say that dislike that this Battle Event does nothing in this circumstance. In the analysis section below I will discuss a House-Rule that I plan to use if it comes up again.)

Round 3: - G, I and K go on snap fire. Distort comes out of the wall next to J, using her as cover so K can't make the shot. But Juniper gets lucky in the melee, and shoots it repeatedly with the gun in her cyberhand.

2 more burst out of the wall on the west. GcViib blasts the closer one, and Inshubur kills the pack leader.


That was way too easy.  Maybe, by forcing them to step out of the walls at the end of the movement, I'm missing what makes Distorts interesting and challenging in the first place. Luckily, I have pretty detailed notes turn by turn, so I rewind the game state to where it was at the time I made the decision on them waiting inside walls.

Round 1: - Again, we spread out a bit. H moves up. The enemy on the East side of the map stay inside solid wall at the end of their movement, so they get closer without drawing any fire. I decide to have the one in the middle do something similar, in that will shift laterally from its previous position to take better advantage of cover.

Round 2: - I'm starting over from the top of this round, so I reroll Initiative and everything. The same 3 characters end up on snap fire in the quick actions: G, I and J. The Distort in the middle heads towards H'Xex, and still can't reach him, but its new position has it in cover from all possible attackers. GcViib and Inshubur both miss it during snap fire.

Moreva steps out to the edge of the balcony, and blasts it to smithereens. Shimmering smithereens, which reform 2" further away. The Kid shoots the reformed version, and this time the death sticks.

Juniper steps backward in the elevator, and gets ready for the transdimensional beasts to rupture forth into our reality. H'Xex moves laterally across the research facility to prepare for the Eastern assault.
Mission 8, Version B
This is the map of the second play of the Mission. Note the "Fog Cloud".

Battle Event between Round 2 and 3 -   Fog cloud: A dense cloud of fog envelops the center of the table for the rest of the battle. It extends 6” in every direction and blocks all visibility past 2”. Some of this gunfire in the workshop has knocked over an alembic, the resulting chemical reaction immediately cuts the room in half with smoke.

Round 3: Only the Kid and Inshubur are on snap fire / overwatch. The Distorts advance but remain behind solid walls. The ones in the East erupt from the wall of the freight elevator. The Kid lases one. The other one struggles with Juniper for a bit, and she surprises it with the little friend in her cyberhand. It takes 2 stunned markers. For her action, Juniper presses the fight, and since the Distort has 2 stuns, she wins easily. With the situation on the East stabilized, H'Xex heads to the West end of the research lab.

Round 4: A good initiative roll sees all three PCs on the West end of the map ready to go in snap fire.  The remaining Distorts rush out of the wall at them. Inshubur vaporizes one of them. GcViib stuns the Pack Leader. H'Xex vaults over the work table to axe it, but it's faster and more distorted than it looks. H'Xex is hit hard, and only survives by his Luck. Because of the fog cloud and the reactor cutting the table in half, no one else can get shot in.

Battle Event between Round 4 and 5: Visibility Change. The big reactor cycles down, and everything gets so dark you can only see 8" away. The fog thins out, however, so it now takes 7" of fog to block LOS.

Round 5: - An even better initiative roll lets 5 PCs act before the Pack Leader. Inshubur blasts it. It would be game over, but there's a shimmer in the wall. GcViib and H'Xex sit on snap fire, just in case. The new Distort emerges next to H, positioned where G could theoretically shoot it too. H does though, and this time the mission really does end.


Analysis: - In the end, the results of both games are about the same. PCs win without any casualties. It does seem a little better earned the second time, as my victory is not because of arbitrarily assuming they can't stop inside a wall.

But was that really arbitrary? If my tabletop wasn't virtual, it would require some serious improvising with the rules to represent a monster inside a physical terrain feature like a wall. You'd either have to precariously balance some minis, or more likely replace minis with tokens. So while this second method seemed like the smarter thing for the NPCs to do, and is more satisfying in play, it's also clearly well outside the rules as written. The game intended the version in blue above, NOT the version in red.

Now, before I say this next bit, I want to first reiterate that I really enjoy Five Parsecs From Home. The battles are quick and exciting, and the campaign frame and events that happen during and between those battles is a ton of fun as well.

That said, I'm definitely finding that melee-only enemies, like Distorts or Large Bugs, don't feel very threatening. The Rampaging and Beast AIs are pretty easy to work around, baiting them out into the open by dropping your best melee fighter in an open area while the rest of the crew lines up to shoot. This seems worse in 3rd Ed than it was in 2nd Ed, because in 3rd Ed if you Dash you can't melee, but in 2nd Ed Dashing was how you initiated melee. Basically, this edition reduces the melee enemy's move by 2 in the turn of their actual assault, which can really leave them vulnerable. I've read that the first expansion for this edition will be including some alternate randomized AI variants that might help make foes of all types less predictable and exploitable, and some upgraded elite versions of enemies. I hope that releases soon.

I was also much happier with the Battle Event after Turn 2 of the second run of the mission. In particular, I don't like how "Change of Plans" does nothing when Melee-only Enemies roll it. I'm considering a house-rule for next time: If Change of Plans is rolled, all Melee-only Enemies immediately move a free full move closer to the nearest PC. That would not only make the event always meaningful, it would also potentially inject more danger and excitement. You might think you're lined up to pwn a monster with your whole crew shooting from 5" away without danger, only to have it unexpectedly nudge forward into charging range. 


Post-Battle:

4.1 Resolve Rival Status: - Distorts never become rivals

4.2 Resolve Patron Status: - Successful mission, so the Fellowship of Temporal Philosophers is added to my list of Patrons not just on Aceso Menrva Prime, but anywhere because they are Persistent.

4.3 Determine Quest Progress: - n/a

4.4 Get Paid and Benefits of Success: - 7 Credits total (3 for the mission, 1 for danger pay, and 3 for Priority Target)

4.5 Battlefield Finds: - I roll the "keep the weapons of 1 slain foe", which is one of the best results if you are fighting any enemy that actually uses weapons. Distorts don't.

4.6 Check for Invasion!: - n/a

4.7 Gather the Loot: - Combat Armor! That's a good roll.

4.8 Determine Injuries and Recovery: - no one was hurt

4.9 Experience and Character Upgrades:  G.0 H.3 I.4 J.3 K.4 L.0 M.3   - First Kill: I     Rookie: K

4.10 Invest in Advanced Training: - n/a

4.11 Purchase Items: - none


4.12 Campaign Event: - During routine maintenance, the gravitational adjuster got knocked out of alignment. Your ship suffers 1D6 points of Hull Point damage.  4 damage! So much for leaving the planet next Turn.

4.13 Character Event: - One of Moreva's old enemies shows up, causing trouble. They become a new Rival on this planet. Cultists called the Radiant Quiver of Resheph. Moreva used to be part of a splinter religious group, and when she left the compound, they were not happy about it.

4.14 Check for Galactic War Progress: -  n/a

4.15 Tick Story Clock: - 1 (So the Turn after next will see our next Story Track Mission)


Sunday, July 11, 2021

Medore in Tir-Na Nog'th

The sky city Tir-Na Nog'th is one of the strangest places in the Amber canon, being dreamlike and arcane. In Session 14 of my current Amber campaign, one of the PCs (Medore, played by Gavin) ascended the silver stair to seek a trio of visions, and I put a lot of thought into how that was likely to play out. The sky city dispenses wisdom and doesn't really respect your input. Despite Medore's attempts to ask questions and make decisions, the moon-dream just insisted on following its own course.  There were critical points where Gavin did get to make decisions that mattered, but there was a lot of mystical railroading between them. I wanted to make sure I caught the informationally-dense heavy-hand-of-fate feel of the place, as faithful to the novels as I could get. As such, this was easily the most scripted scene in the campaign so far. More scripted than a Corwin monologue, and that's saying something. Which means, I have very good notes on what transpired. I'm putting those notes below, they aren't a perfect match for how things played out exactly, but hopefully those differences just add to the dreamlike quality. Here goes:


Umbra is Medore's Greyswandir

Corwin had said: You'll have visions there. I used to think they were bunk, but then I learned otherwise. Traditional thinking is this will render up three visions, though I imagine you might not be one who holds much to traditional thinking. There'll be a lot of motion, colorless shades milling about in moonlight, but three times in the night things will suddenly come in to clarity, and you'll be able to see each other, but never touch. You are as ghost to them as they are to you.

But it turns out they see Umbra, and if Umbra is on Medore's shoulder, they'll see Medore and be able to touch each other.


The Three Visions
One: Boiling Rock

In the park, there's an old Vardo and a campfire, with a wrinkled older woman with an eyepatch, some sort of fortune-teller. She sees Umbra and gets excited.

"Oh, aren't you a beauty? Would you like a bit of tasty corn? There's some still on the cobb there, my old teeth aren't so good."

Umbra lands on Medore's shoulder, and from her expression, only then does the woman see Medore.

"You too. Sit by my fire and warm yourself. I've food and tea. Come, dear child, have a tea, and let me read your leaves."

She puts on a kettle to boil, and the cobblestones begins to vibrate, small pebbles rise from beneath them to the surface.

"You'll want a good black tea," she says, "like your mother used to drink. You'll have to wait for it to boil properly, though. Deirdre never did learn to wait for a proper boil, nor to let things cook. She was all action, that girl. Right into the oven. Right onto the burner. Into the boil."

A cobblestone pops like a bubble, leaving emptiness beneath it.

"Oh look at that, the sea and stones are nearly done."  More stones pop, the west half of the city churning away to nothing.
"Someone's boiling away the walk between the cities. Like steam rises from water, it will float up into the clouds and storm away. Two cities drifting far apart on the wind. Strife and violence and chaos rushing in to fill the gap between them. So sorry. No time to read your leaves then, when the boiling is over there won't be an Amber left. You'd best be going before this little island boils away. I'll stay here, but I won't stir the pot. The stirring's being done by sons of Kings and sons of dead men. You'd best get moving before the melee on the beach destroys this place."


Two: For Queens and Castle

Three women in beautiful gowns and jeweled tiaras. Queens they are. Again, they don't see Medore, but they see Umbra.

One looks like your mother minus the tomboy, in a fancy dress. You know her from the cards as your Grandmother, Queen Faiella.

The second is a one-eyed tomboy, and you realize she's somehow a much younger version of the fortune-teller. You think maybe you've seen her card as well in a deck somewhere, too. Queen Rilga.

The third queen is tall and thin, but wears enormous shoulder pads, and a scowl. Overall has the bearing of a fairytale's wicked stepmother. You've seen her on a card as well. Queen Cymnea. It's Cymnea that sees Umbra first.

Once Umbra is on Medore's shoulder:

All three curtsy to you. As she stands back up, Faiella is suddenly pregnant, 8 or 9 months along. "It's almost time," she says, "for my child to come in to the world."

"Then I should prepare," says Rilga, who produces a crossbow from nowhere and starts cranking it.

"Finally," says Cymnea, "You'll be undone, Faiella! Dead, like me! I've waited for this since the day I died."

Faiella breathes deeply and rhythmically, and times her contractions. She ignores Cymnea's taunting.

Cymnea again: "What's the problem, unicorn got your tongue? Serves you right. You always had to win. Had to make him prove he loved you more than the moon itself. Weren't content to let the Tritons and the Anglers play with the light beneath the waves. Had to have it all. He had to carve you a staircase, build a reflection just for you. It hurt too much, didn't it, to know that he thought of me whenever my moon shown full and bright in the autumn sky? You thought the still waters would make him yours forever. Just as any fool with a fire can burn the land, so too the smallest child can boil your sea. But Faiella, my rival, you can't take the sky from me."

In the background, Rilga has the crossbow ready. A spotlight beams against the furthest wall of the great hall, and lands upon a wheel. On the wheel is female figure, bound, and gagged, and blindfolded. The wheel turns, and Rilga takes a shot at her. A near miss, not accounting enough for the rate of spin. She begins the crank the bow again.

Cymnea: "He conquered the seas for you, but when your water broke you went with it. Deirdre the Dreaded. Her birth into this world avenged my dismisal.

Or did she? So many of his queens he murdered himself, but not you. So many, but why not you? So many. Shouldn't there be more Queens here? Who's the hussy with the crossbow? What's she doing here, anyway?

Where's the one after you? Has anyone seen the Red Queen in the graveyard?

And the wet one? The wet one seems more relevant than the third we have here instead. A one-eyed archer is doomed to failure. Short-sighted, missing the mark, it's not just simple physics, it also fate."

As Cymnea gets agitated, and Faiella goes into labor, the castle stones begin to boil and bubble like the city cobbles did earlier.

"Promise me, Med," Faiella chokes out between breaths. "Take her to the Pattern. And while you're at it, take Cym to her cage in the dungeon. Find the trap that Oberon made for Cymnea's blood. Blue blood must flow beyond the door to bind the turquoise lattice. If it has come undone, only blood may seal it again. The son must die to seal the door."

The rocks boil and pop, and pieces of the castle fall away. "Hurry, Med. Run to the dungeon stairs, like you did when you were chasing a unicorn. Run like your mother's life depends on it, for it does."

Cymnea is gone. Faiella is gone. Rilga remains, aiming into the darkness, but her target is vanished in the shadows. The castle walls boil and pop.


Three: Vǫlsa þáttr

There's a unicorn waiting at the top of the stairs for you. It's the size of the little white, but it's bi-colored like a heavy-handed metaphor from an old episode of Trek. Right side Black, Left side White.  The unicorn turns and heads calmly down the stairs, leading the way.

At the bottom, The Unicorn rears, and comes apart into two halves. Two halves that each become a woman. An unfamiliar alabaster lady in a grecian dress, and your mother in gleaming ebony enameled plate.

Your mother smiles. "I never thought this day would come, but it is here at last. The villains have been defeated. The coronation is just an hour away, and my wedding just after that. I wouldn't have thought that Random would abdicate, but in the end even he bowed to the logic. He was regent only because the unicorn chose him..."

The woman in white bows deeply, and then somehow gallops down the hall on all fours, her back contorting to support the four-legged gait in ways that look quite painful.

"...but all now agree that since I was the better Unicorn, now I must be Queen. A peaceful transition of power is a beautiful thing. Thank you, my little Zephyr. Without you, I would still be trapped in the Abyss. Without you, Corwin and I would still be miserable. Without you, I would never have known which brother to blame for my ordeal. You saved me, in more ways than one. Shall we see the solution that you found inside the moon?"

A door opens, and beyond it is the Pattern chamber.  Out there in the design, a creature is nearing the final veil. It's form contorts and twists, one moment a unicorn, another a 12-foot-tall beast with broad antlers, then a faceless woman, a wyvern, a werewolf, a dryad, a tentacular pillar of eldritch flesh, and then, as it reaches the center, it resolves into a woman you've never seen before.
"You told Corwin that you saw his memory of this."

In the middle of the Pattern, the unknown woman looks to you and raises a sword. "Amber," the woman shouts "will be destroyed!" And then she's gone.

"Don't worry, my little Zephyr," your mother tells you, "That's just Dara. She does that sometimes. We all have our quirks. Dara was an enemy, but she walked the Pattern and it made her Amber's friend.

But as I said, you told Corwin that you saw this memory, and you knew at once that both Unicorns are shapeshifters locked by metaphysical chains only the opposite Pattern can destroy. You were so clever to figure it out, Zephyr. That's my darling Medore.

As you deduced and told Corwin: when I walked Dworkin's Pattern, I was made myself again, Dierdre, Queen of Amber. When Dworkin's wife Margo walked Corwin's Pattern, she too became what once was locked away. Each Pattern is the other's key.

And why would this be? Whenever a Pattern is made, there is a Vǫlsa þáttr, the ritual sacrifice of the stallion's prick.

That's men for you: They hear they have to sacrifice their penis, and they reflexively choose to interpret it as just a metaphor for fridging their wives."

"Oh, speaking of emasculating men, I can't help but notice that the castle is boiling away again. You're going to have to bring my unicorn body to one of these Patterns before Random and Martin finish tearing the universe apart. If you don't act quickly, my timeline will boil and pop just like these walls."

And with that, your feet start to fall through the floor.


The Big Differences:

The above was my notes in planning the scene, but this is a role-playing game, not a movie or novel, so even with something that's the over hand of fate, you have to let the players have some agency and input. As they say, the best laid plans...

1. Medore took a more direct hand in bringing the unicorn into play, by unmasking the woman on the wheel, and finding she was a unicorn. That was way cooler that way, anyhow. Good job, Gavin!

2. Medore gave silver coins to the woman in the vardo. I feel like I need to make that pay off somehow, at least in some later thematic riff. I'm a thinkin' about it.

3. There was an improvised bit about a cage, based on something Gavin said, and I was kind of like "duh, why didn't I have a cage in my notes?" That sounds great. Then Gavin asked what was in the cage, and I needed something weird and dreamlike that would fit some of the other apocalyptic metaphors: and that's how we got a ghostly mushroom cloud. Medore took a key from that cage, which will absolutely matter later.

4. Dalziel (watching via card) tried to talk Medore out of letting the Unicorn walk the Pattern, because Dalz kinda worried that maybe we're all falling into a trap laid by a fake Deirdre who was just created out of nothing when Corwin made his Pattern, and wants to conquer us all. Medore was having nothing of that, and was just like "The Unicorn is my MOM, and she's walking the Pattern NOW!" It was a cool moment, and seemed worth letting the player get what they wanted. You'll note my original plan was to make her have to Trump out instead, and try a different Pattern later. Given the intensity of emotion in play, it seemed more fun to make it succeed. 

Saturday, July 10, 2021

1000 Random Quest Names

 In Five Parsecs From Home, along with all the Patron jobs, Rival ambushes, and the occasional cargo run to the next world over, you also some times end up with Quests

Quests are multiple missions loosely chained together, with a big treasure payout at the end. They're a fun concept, but they're a little underdeveloped in the rulebook. The intention is almost certainly to leave them open-ended and freeform so you can fill in your own fluff and flavor details. There is one fun little table on Page 36 that you can roll on to determine what form any Quest Rumors you gather come in, such as an intercepted transmission or an old treasure map. Beyond that, you're left to stitch-together your own narrative of what the overall Quest is, and make sense of it in your story. Which is great and all, but the rulebook gives zero examples or suggestions. It doesn't really provide you anything to kickstart your imagination (other than the table on page 36 that I mentioned), and it's particularly unclear in the early stages of your first Quest that there's not more story hidden in the rules somewhere. Like, I kept expecting the system to give me something for my Quest to be about, and it never really delivered. It was just track the number of Quest Rumors, and roll after each Battle to see if the next fight is the end of the Quest or not,  and then get extra Loot on the final fight. 

It wasn't bad nor broken, but I'm still kind of hoping some future expansion provides a little more razzle-dazzle there. I wanted something more to color my Quest, and maybe reinforce bits of the setting as well. A bit more of a framework over which to drape your narrative. I don't know if the game will ever give us that or not. So for starters, I made this:

Five Parsecs Quest Item Name Generator

It's three tables you roll on to assemble the Quest Item you are chasing after. This assumes you're after some artifact or collection of treasure, like it's an old pulp serial or Indiana Jones movie. You roll 1d10 three times below, and generate 1 of a 1,000 possible random names.


Die Roll Column A Column B Column C
1 The Cerulean Brain -Eater
2 The Crystalline Chariot Entity
3 The Dark Matter Egg from the 5th Dimension
4 The Empathic Firewall from beyond the Fringe
5 The Impossible Heart of (insert the name of the planet you are on)
6 The Proto- Laser of the Engineers
7 The Non-Euclidean Nova of Hakshan
8 The Strange Sabre of the Manipulator
9 The Uplifted Shield
of the Precursors
10 The Xanthous Universe of the Skulker

When you've completed the Quest and rolled up the extra Loot you get at the end, you pick the item that's the best match to the name and declare it the thing you'd been questing for. If all your Loot rolls fail to provide anything that feels like a good match, that would be a good time to spend a Story Point and pick an item from the book that is worthy of the name. (Maybe even make up your own item if you're feeling inspired and brave.) 

 

Example in Play: In my current campaign, the first quest I rolled up was for "The Strange Brain of the Skulker." I decided it may be some sort of Strange Matter matrix with computational powers but also religious significance... mostly decided because my Captain is motivated by Faith. It was also a lucky cosmic coincidence that I ended up facing Skulkers on my very first mission. If I'd gotten to the end of the Quest without Skulkers ever showing up, I may have considered spending a Story Point to force their appearance. At the end of the mission, my Loot rolls were for a Damaged Camo Cloak,  a Damaged Communicator,   a Teach-Bot,  and a Unity Battle Sight. They're all sort of "thinky" or "brain-like" items, so naming any of those as the Strange Brain would have been just fine, though perhaps it would be weird to have the Unity Battle Sight be a rare artifact since the name sounds like an off-the-shelf bit of kit routinely issued to Unity soldiers. If I'd wanted to go that route though, it'd be easy enough to say it's unique Skulker tech but has identical game effects to the Battle Sight, but achieves that effect via exotic Strange Matter. That was option. Instead, I decided the Teach-Bot was the best match for a "Brain". The single-use nature of the Teach-Bot meant that it would only benefit my Captain, which made sense that she was driven to pursue it because of Faith. So she interfaced with the Strange Brain, got a bunch of XP, and I spent it on Reactions to represent her mind quickening and broadening.

Friday, July 9, 2021

Campaign Log 14: A Horse Of Another Timbre

 The following is the campaign log for the fourteenth 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 13.

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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, and at each other throats. Tonight's session also has some deep dives into Amber lore, because in Medore's visions several previous Queens of Amber show up, such as Caine and Julian's mother Rilga, Corwin and Deirdre's mother Faiella, and Osric and Benedicts's mother Cymnea.

There's a few new NPCs as well, such as the Ledornes, which were inspired by some other campaign's summary of Great Houses of Amber. Thanks, whoever you are! I haven't seen their campaign, I just have the summary document that one of the players asked if we could use so we'd know the names of major non-royals in Amber. I said sure, because having lists like that made it easier to put in motion my planned subplots about local schemers. Everything came together nicely.

There's also this mysterious black unicorn that keeps getting attacked by the standard white unicorn that Amber reveres.  Oh, and I should mention Umbra, a magical raven that works with Medore.

Setting the Scene: When last we saw our heroes:  Maarit has led Medore's army to the shore to possibly help Rebma, which has been invaded by Tritons and/or Martin and/or Caine. It's complicated. Medore is about to ascend the stairs to Tir-na Nog'th, in search of a vision that might confirm or deny their crazy "this Black Unicorn is actually Deirdre" theory. 


Campaign log: 1 March 2021, turn by turn

Scene 1a:  Maarit and Llewella - the shore between Amber and Rebma -

Marrit and Llewella are surriptiously invading Amber (or maybe Rebma says the GM) with an army.   Llewella nees a rest, so they let off so she can brief the army about Rebma.  Captain Markell (the highest ranking officer on the Marrit side) talks to Marrit about strategy and tactics in order to have a handle on what action in Rebma will be like.

Marrit and Llewella establish that time in Armyland is significantly slower than time in Amber.  Approximately 5/9ths the speed. Maarit will call her back in half an hour or so, which will give Llewella an hour to prep for invasion.

Scene 2a:  Dalziel and Bleys - Oosland -

Dalziel, hanging out with Moose the Goose, gets a tarot call from his father Bleys.  He is in distress underwater.  When Dalziel pulls him through he comes with a large amount of boiling water, and scalds Dal.  Bleys is quite scalded as well.

Dalziel goes into the river to cool himself down; Bleys doesn't.  Much talk about how cool Bleys is, but frankely, I don't see it.  (GM: Like a movie-star, he's dry almost immediately. That sort of thing.)

Bleys tells Dalziel that Martin is working with Caine.  He says that the slaughter in the bay was a trap layed by them.  Apparently they have a submarine that works in Amber and, presumably, Rebma.  Martin has the sibling of the [Jewel of Judgement], and may be using it to make magic work better in Amber.  Bleys says he is going to bring an army into Amber.  He believes that Caine is going to take Amber.

Dalziel calls Bleys out on his BS, saying that he doesn't think that Bleys understands the situation in Amber.  For the good of Random, Bleys plans on deposing the king.  Or maybe he doesn't?  It's not clear. ("His enemy is his son, so Random might not make the right decision." This is about as close as Bleys has gotten to acknowledging paternal instincts thus far.)

Dalziel warns Bleys that someone might nuke him or murder him from a distance with a space lazer.

Bleys betrays his weakness by worrying about politics more than power.  Like all Amberites, he is unable to think outside his very very small box.  He seems strangely confused that people move around on their own.

When Bleys wants to borrow Dalziel's horse (there's secretly a unicorn in the horse trailer), Dal points out a pickup truck for him to use instead and says that he doesn't have a horse.  Bleys takes the pickup and drives off.

Scene 3a:  Abn Haram, Sevran, and the new Steward - Gehenna -

Abn Haram goes shopping.  He gets a trump of Gehenna painted by his uncle Sevran.   He conjures a new Steward out of one of his descendants.  He has his sword Alsalakh silvered, then conjures some powers into it.  He sets up a new military force, the [Stairmasters of Gehenna], who are training to fight on stairs.  They are also breeding or finding mutant beasts who are just small enough to fit through a door.

Steward drives Abn Haram into other worlds seaking an abandoned pack of Tarots.  They are soon set upon by men in cars with spikes on them (like in Fury Road).  Abn Haram disables two of the cars with his  LazerMax Impirator™ laser pistol and ends up killing one of the drivers before convincing them to come with him.
 

The drivers are very impressed with his ability to create food and water from nothing, and agree to work for him as muscle. Jobber (pronounced Jabba!) in particular is quite impressed.

Scene 4a: David, Jarles, Colonel LeDorne, Countess LeDorne - Castle then City of Amber -

David is checking on his prisoner, and checking on the squad he sent to guard the queen.  Sir Jarles, an officer of the guard, tells him that things are bad in Amber, with more infighting than ever before.

As near as we can tell, the trouble started with men who had gone overboard during the fighting and washed up ashore. Men loyal to Caine started fighting near-men loyal to Bleys. The City Watch tried to intervene, and then several units of Personal Guard from various noble families were drawn in, and even the Docker's Union. I've seen troops in the personal colors of Denesh fighting Chantris, Feldanes fighting Karms. And the King is still West of town, last report we'd had. We haven't seen this sort of infighting in Amber in a thousand years, sir, not even during the interregnum.

David doubles the guard at the gates.  

David and a runner, Hix, are heading to Ladorn.  They are approached by an injured man who tells him that the colonel was there, and ordered them to help him escape. Half the squad did what he said, and the other half wouldn't, so there was a sword fight.

Hix is sent back to the castle to get more troops while David goes to investigate.  He comes across two people dueling.  David makes like a kangaroo and leaps a wall to get near the duel where he sees a man fighting off the colonel.  The bodies of the men he had sent earlier are strewn around the grounds near a carriage house.  David eggs on the poor bastard fighting the colonel, and throws a corpse at him at the same time.

David engages the colonel, and handily defeats him.  The colonel, arm broken, is pinned to the ground by David.

David checks on the queen, who attacks him with a saddle, but does not connect.  David calms her down.

David chats with the queen of Ladorn about her home, then escorts her and the colonel to the castle.  She says the Colonel's name is Lui LeDorne, and that he is her husband's first cousin and childhood friend. She does not seem to have much love for Claudio LeDorne (her husband and Prince-Consort who mostly rules LeDorne in her stead for at least the last 3 years).

The fighting in the city has advanced toward the castle.

Scene 5a: Medore, [Umbra], various Ghosts, and Dalziel watching by card - Tir-na Nog'th -

Medore is above the castle, by the three silver steps watching the castle with Umbra the blackbird.  He contacts Dalziel with a trump and waits. The staircase appears from the three silver steps, which he climbs. She makes it to the top of the stairs where he finds themself in a weird indistinct copy of Amber.  

Medore heads toward the copy of the castle.  Umbra folows along with her, and appears to be visible to the residents of this place.  When Umbra lands on Medore they become visible to the people here.  He approaches an old woman who has a corn cob, and they palaver together.

The woman refers to Medore's mother.  Aparently she came here a lot.  The cobblestones here are popping like soap bubbles. "Would you look at that.  Someone's boiling away the walk between the cities." - The Old Woman.

Medore pays her for the tea, and to answer her question.  She asks what will restore his mother to her true form.  The Old Woman reads their tea leaves, and gives a prophecy that seems to say that Amber is going to be destroyed.  She tells him that for further information she'll need to seek out three more wise women to ask questions of.

He heads toward the castle while the Old Woman prognosticates doom and urges haste.  She ends up in a huge hall with three women in it.  Two of them wear lovely gowns, and all three have lovely tiaras.  The third is wearing a nice trim pant suit, and looks like she is dressed for a fight.

As one of the women approach Medore she recognises her as Faiella.  He recognises the other women as being in the deck of Trumps, Rilga and Cymnea.  Faella is suddenly pregnant.  As Faella begins to give birth Cymnea taunts her with her death, and Rilga shoots a crossbow bolt at another woman tied to a spinning wheel.  "Who is it," says Medore.  "I don't know, but I'm going to shoot at her."

Medore gets around to asking their question.  Instead of answering it the women fight over petty crap.  

Faella's water breaks and it comes out boiling.  The stone floor starts to boil and pop. She tells Medore to take 'her' (Deirdre, probably) to the pattern.  Find the trap that XX layed for her.  Blue blood must flood the dungeon. (Didn't catch most of this).

Clarification: Take Cym to her cage.  Find the trap that Oberon made for Cymnia's blood.  Blue blood must flow under the door.

Medore runs.  Medore unmasks a woman revealing it to be a half white, half black unicorn.  He takes the unicorn with her.  They find a cage and take its lock.  As Medore inspects it a mushroom cloud grows in the cage.

When they reach the bottom of the stairs the unicorn splits into two women, Deirdre, and an unknown woman.  Deirdre tells Medore that she is going to be king, and the other woman scurries off on all fours.

Medore and his mother head to the pattern room, where they see someone is half way through walking the pattern.  This person changes shape as they walk, untill they reach the center of the pattern and change into a vaguely familiar woman.  "Tell Corwin that you see his memory of this." says D.  "Amber; Amber will be destroyed," says the woman in the pattern.

Each unicorn is a person locked into the wrong form, which only the other pattern can restore.  When someone makes a pattern they have to sacrifice their dick (Note: Not Dik the librarian).  Take Deirdra to walk one of the patterns.

Dalziel passes the black unicorn to Medore, cuts contact, and begins trying to spy on them.

The unicorn rushes to the pattern and starts walking it.  Medore immediately follows it. The unicorn has a hard time walking the pattern, especially the sharp turn just before the Grand Veil.

Tir-Na Nog'th, like a dream, can be railroady and logic-defying. It's an irresistable force of metaphor. That made this the most scripted sequence in the campaign thus far. You can read the GM's script (and a discussion of what played out differently) at: Medore in Tir-Na Nog'th.

Scene 4b: David, Colonel LeDorne, Countess LeDorne, Corwin, Lord Denesh - Castle -

David arrives at the castle.  Sends Colonel LeDorne to the dungeons, and puts the queen (Countess LeDorne) under arest in a nicer room.  

Somewhat bloody, Corwin meets up with David to get an update.  David reports that the castle is secure and that the queen was attacked.  Corwin heads off to the royal chambers.  David sends four men to spy on Corwin.  Later they report he went to the royal bed chamber, came out angry, then went out back to the silver stair to Tir-na Nog'th.

Some time later Random returns to the castle. David is ready with a meal for him, but His Majesty doesn't check in with David, and just heads straight to the Royal Bedroom. He sends Lord Denesh to debrief David. David tells Denesh everything that went down. Denesh won't comment on the political situation with LeDorne -- he's interested as head of security, but it's not his place to speak poorly of foreign royalty or engage in political rumor-mongering. He will tell the King, and assumes the King will have follow up questions for David. David asks what all the King's been doing, and learns they rode out to the Faiella-Bionin, were unable to get into Rebma, then went to Cabra and there engaged the Tritons successfully, largely due to having two Princes of Amber on their side. They returned to the City of Amber, only to find it in chaos. They quelled the trouble, and left half their company in place to keep the peace. The rest accompanied the King up to the castle. David says it's weird that The Weir did not attack the castle during all of this -- perhaps their goal isn't to attack the castle? He also thinks its strange that the King didn't ride into the woods to hunt down The Weir. Why go to Rebma? Denesh says that he knows His Majesty spoke with Martin, and can only conclude there were some promises of support made father to son. David seems generally supicious of this chain of events. Denesh also says that Queen Vialle was never in any danger, because she was not in the castle, but had been secreted out before Random went down the mountain. Denesh did not understand why Colonel LeDorne (and possibly Captain Redwyn, though David suggests that obstructionism was just loyalty for his commander) would strike against Vialle.

David is told to remain in Amber, and keep the gate guards aprised of any travel outside the castle. He is given quarters in the castle, and is relieved of any immediate responsibilities. So he goes to get some sleep.


Scene 1b:  Maarit, Llewella, Captain Markell - the shore -

Maarit sends through the rest of the Army. Llewella's expertise seems to be in logistics and support, not invasion. She and Maarit discuss how to get past an ice-plug. Maarit's pendant suggests a small side gate, that Llewella is barely aware of, but it's on the map. They have some zero-G trained soldiers in space-suits that might be able to operate underwater. The ladies are focused on how to deal with the pressure and the stairs, but Captain Markell votes for the direct route of just dropping down in the pressure suits from above. Llewella says they shouldn't be certain their air-supply will work as expected, so that's a possibility but she needs more recon first. Llewella has a way to do that recon, just on her own.

As Llewella's about to go out for a swim, Maarit says "for safety, maybe I should have you on Trump contact, ready to pull you out. You'd get the bends, but that's better than capture or murder."

Llewella weighs the option, and whether or not to trust Maarit. She eventually says "If you were going to betray me, you would have allready done it while I was on the beach surrounded by a thousand of your soldiers. Or you'd let me go down there, and notify my enemies of my approach. Instead, you're trying to help. I will take you into my trust.  Yes, I'll consent to you being on the card while I'm down there, but on one condition: you something weird is going to happen early on in this scouting, and you have to promise not to speak of it. There will be a part, early on, when you'll think I'm drowning. I'm not, just don't freak out and let me work through it." Maarit agrees.

Llewella gets in the water, and swims out and down. Farther than Maarit thinks she could have held her breath. Llewella loosens the lacings of her leather armor, so it barely fits and stays on her, and continues deeper still. She starts to choke, and through the Trump Maarit can feel the water and pressure on her lungs. Just as it's almost unbearable, it suddenly lightens up and Llewella transforms. She's like a selkie or something. Some sort of cetacean creature, no longer human. Maarit takes this in stride, no weirder than the stuff Dalziel was telling her about Dworkin the other night.

Llewella gets to the city, swims over the walls. She finds the water is still a little bloody, and there's few civilians about, but lots of patrols. The closest patrol is one of Caine's sailors, 2 Rebman city guard, and a couple human soldiers of unknown origin. Llewella-selkie swims away, and only the native Rebmans are able to keep up.

When it's just them, she talks. Llewella claims to be a visitor who has friends in Rebma. She says she arrived for a visit just as things were going down on the stairs. Her lie is practiced, and believable. She's from a world of the [Coral Branch], and her Rebman friends run a restaurant near the palace, so she's knowledgeable about local politics. She gets the guards to explain that the Tritons attacked, and were repelled. The city is secure, but there's supposedly still some fighting in the castle. Prince Martin has saved the city, by using the [Jewel of Intuition]. He froze the gate. Queen Psamathe and the next 4 in line for the throne of Rebma died in the insurrection, and Martin "had no choice" but to take the Throne and Crown to save the city. He is King Martin the First of Rebma.

The city watch tell her to go to [Moinsbay] for the short term, or to return home to her shadow-world by hitching a ride on the fleet. They say that everyone in Rebma is on edge, and that non-humans are probably in danger here. The Tritons were until tonight part the [Coral Branch], so people would fear the Selkiefolk also being potential enemies. Llewella-selkie asks the guard to tell her friends at the restaurant that she (her false selkie-name) tried to visit and wishes them well. Maarit can tell this is some sort of coded message to friends of conspirators of Llewella who may still be alive in the city.

Llewella leaves them and swims around the outside of the city. The gate that Maarit's pendant indicated is so old and disused it's covered in barnacles and looks hard to open. There's little point to it tactically. Any troops that could survive the pressure here would likely just swim over the wall anyway. It makes no sense for the pendant to point here. Llewella checks the other main routes in and out of the city. All are guarded, but it's most telling that the route to [Wellaswell], where Llewella had fled to during the Triton attack, is the most heavily guarded. Even more so than the gate closest to Cabra which seems to be the direction you'd expect an attack by Tritons to come from.

Llewella is angry, sad and enraged. Before today, she genuinely liked Martin. That's over. She needs a little time to swim alone with her thoughts, so Maarit ends the contact.

Scene 2b: Dalziel and Science! - deep in shadow -

Dalziel spies on Medore and the Black Unicorn via the Pattern Lens. Tir-Na Nog'th is just lines of magic in the air, and Dalz can only see the Pattern if he's looking from below it so the entirety of the Pattern is backlit by the moon. It glows as the unicorn struggles on it, and it's blinding to see. Dalziel lets the Lens go.

Dalziel decides that he needs not an army, but a think-tank, to help him experiment and ponder reality. So he heads out first for better and better time differential, and the shadows go wild along the way. Flying cities, fearsome Kaiju, spaceships, noneuclidean space. The GM goes a little wild on the descriptions of the hellride. The first university is too weird, and it's annoying to look to the right and see the back of your own head when the local microcosm is toroidal. So he reigns it in a bit and gets back to something less migraine-inducing. A facility where a half-dozen alien species study science. It's Euclidean, Technological, Academic, and has a nice big Oak tree that's kind of a nice grounding touch of home for when you need to feel at ease.


The Quotes Of Chaos

Dalziel: “And I can tell you, If I were your enemy in this, I’d have a space laser!”


Abn Haram: “I don’t want to take up too much of your time, but if you are willing to spend a week in a dark place, that would be ideal.” 


Medore: “I’m not used to crossbows being used to deliver babies.”


Corwin: “Don't start without me, Medore”.  Medore: LEEEEEEEEEEEEEEEROY JENKIIIIIIIIIIIIIINS!


"Everyone else is raising armies, Dal is raising a Think Tank."


Dalziel: "See, it's hard not to start a cult in this situation."


Dalziel (to Bleys): "In a way, I'm MORE paranoid than you! I'm just scared of different things."

Thursday, July 8, 2021

Mission 7 (Five Parsecs From Home)

Step-by-step breakdown of the seventh Mission in my Five Parsecs From Home campaign. 

 This Turn my Crew is up against a band of K'Erin Outlaws as we close in on the final stage of our Quest for "The Strange Brain of the Skulker".

Crew names below are often abbreviated G to M, as explained in: Crew Roster, which also tells you about my team and a bit about their ship. See also the Index of my Five Parsecs articles for a list of previous Missions and other content.

Pre-Battle:
. Flee Invasion: - n/a
. Decide Whether to Travel: - not yet
. Starship Travel Event: - n/a
. New World Arrival Steps: -n/a
. Gain 1 story point if it's turn 3, 6, 9, 12, 15, 18, etc. - Not this Turn

. Upkeep and Ship Repairs: - Crew Upkeep -2
    Ship Debt -0
    Ship Repairs -0
    Medical Care -0

. Assign and Resolve Crew Tasks: -
    Train -J
    Trade -H,K
    Explore -I,L
    Repair Your Kit -M
    Decoy - G

Noteworthy results from Tasks: - Juniper gains her first point of Luck.  H'Xex trades for Bipod.  Kid trades for Stim-pack. Arms Dealer takes Leonidas money but just gives him a Military Rifle that's not as good as his Plasma Gun. Inshubur trades for Basic Supplies.


. Determine Job Offers: - Going after the big Quest Finale. The Strange Brain of the Skulker shall be ours!

. Assign Equipment: - H'Xex gets Concealed Blade. Leonidas gets Seeker sight. Juniper gets Bipod.

. Resolve Rumors: - n/a



 
Battle:

Deployment Conditions:  - Toxic environment: Whenever a combatant is Stunned, roll 1D6+Savvy skill (0 for enemies). Failure to roll a 4+ becomes a casualty.

Criminal Element: When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even.

Notable Sights:  - Really shiny bits: Gain 2 credits. 13" NW of center.

Objective: - Straight-up Fight.


Enemy Type: - Criminal Elements   Subtype: K'Erin Outlaws

Very similar to the gang we fought in Turn 5, but somewhat better Equipped.

Numbers: +1    Panic: Fearless!     Speed: 4”     Combat: +1     Tough: 4     AI: A     Weapons: 2A

4 regulars with Infantry Lasers + Blade, 1 specialists with Hand Gun & Ripper Sword ,  1 LT. w/ Infantry Laser + Blade

and one Unique Individual:  K'Erin Warrior   Sp 5"  CS +2 T5 AI A  L1  Machine Pistol, Ripper Sword.  Let's name him Warlord Girt B'Lilu.

Deploy: Because of the toxic environment, I set up the map with grody pools of chemicals, and piles of scrap, like it's a contaminated industrial junkyard.  The small piles of scrap provide cover but don't block LOS. The larger cylinders do block LOS. The horizontal sheets of corrugated steel on the map are functionally just bridges across the muck, and provide no cover at all. Toxic environment: Whenever a combatant is Stunned, roll 1D6+Savvy skill (0 for enemies). Failure to roll a 4+ becomes a casualty.

These K'Erin Outlaws are aggressive, so they start in one large cluster and want to rush me, but they also have long-range weapons so they benefit from getting a turn or two of pot shots from outside my range. So there's no clear cut best place for them to deploy. Their side of the board is sort of divided into 3 areas by the toxic pools, so I rolled a d3 to decide.  To make the Unique Individual K'Erin Warrior feel more unique and independant (and to make the battle a little more complex) I rolled his starting position separately. So the main group is in the SouthEast corner, and he's scouting in the NorthEast corner trying to flank us.


On the map above, the red arrows are the movements of the K'Erin Outlaws. The green arrows are the movements of my crew. The blue arrows are the movements of one particular crewman, H'Xex, who has a jump belt that allows him to leap right over the toxic pools and most blocking terrain obstacles. The purple arrows are for some nasty critters that crawled up out of the muck between turns 4 and 5 due to a battlefield event.


Sieze the Initiative: Successful. The Kid shoots and misses, everyone else just gets into better position on the cover. H'Xex moves laterally, as I realize I might need him to go for the notable sight or to intercept the Warlord Girt B'Lilu.

Round 1: - K aims and still misses Warlord Girt B'Lilu.

The Warlord isn't in range of his pistol, so he dashes forward, advancing into cover. The Ripper Sword Specialist is way out of range, so Dashes forward as well. The others split up and spread out, as moving in a clump would cause them to block each other's line of fire. 4 of 5 shots miss, but one of lasers Juniper and she has to spend her Luck to survive. Since she spent Luck she's not Stunned, so she doesn't test for the toxic environment.

Leonidas shoots the Warlord. Girt spends his Luck to survive, and dives 5" NorthWest. It does leave him out in the open, but also got them basically a full movement closer to a target, so it's both good and bad.  (Edit: I just noticed I marked this wrong when I recreated the map, above. I think the text is correct, and the red arrow at the top is in error. The arrow should have moved NW, not W followed by NE. That's what I get for playing one day, drawing the arrows on a different day then I extracted the text out of my notepad on a third day.)

Feeling vulnerable on her pile of scrap, and out of range of her own gun, J dashes forward to the LOS-blocking larger hunks of metal.  Inshubur still has Luck, so she just sits tight.

Moreva and The Kid both shoot at the Warlord. M misses. K hits but only stuns. The Warlord makes his roll to not succumb to the Toxic Environment.

H'Xex jumps to the Notable Sight, and picks it up instead of shooting as the Warlord is just outside his Shotgun's range. The Notable Sight is on some jagged scrap in the middle of the toxic pools. Officially, that has no effect, but I think Jump-Belting to it should be a little dangerous. I have him make a roll for Toxic Environment as if he'd been stunned, but with a +1 bonus to the roll since it's just me arbitrarily imposing danger for the sake of realism.  He barely survives, had I not decided before the roll to give him the +1 it would have taken him out.


Round 2: -  I've got 3 characters acting in Quick Actions phase. The Kid shoots the Warlord, giving him a second stun. Girt saves vs the Environment again. H'Xex jumps closer to him, risking being in the open to get into shotgun range. He scores two hits, one doing enough damage to kill on it own, and the other putting a third stun marker and knocks him off the edge of the map, so the Warlord is at least double-eliminated. This raises the question of what happens when a model is knocked off the edge of the map? There's no rule for it, so I'm inclined to say that you just stop your movement on the map, and resolve that I will avoid intentionally abusing that. No creeping along the edge of the map so that I can't be knocked back by stuns, for example.

The rest of the K'Erin advance, and take long-range pot shots, all of which miss. Only the ripper sword specialist dashes, which brings him into Inshubur's LOS, but her plasma shots bounce off his cover.

L and M cannot get into range without both dashing and leaving themselves out in the open, so they just sit tight. J peeks out from around the cover and kills the enemy Lieutenant.

Battle Event between Round 2 and 3 -  Ammo fault: Select a random figure in your crew. If they fired a weapon last round, it cannot be used for the rest of the battle. If they did not, select a random carried weapon, which can be fired only once this battle. This effects Moreva. She did not fire in Round 2, so I flip a coin for which of her two guns can only be used once. Her hand-gun "wins" the flip, which is a lucky break for me. as she'll only need to use it if the enemy makes it all the way to brawling range.

Round 3: - As this is a Quest Finale, the enemy are Fearless and ignore their loses.

J kills the Ripper Sword Specialist. The only surviving K'Erin in that southern group stands over the body of his fallen friend, and shoots Juniper. Despite cover and a Flak Vest, she becomes a casualty. Guess she shot the wrong K'Erin! The rest of the K'Erin shoot at Inshubur, but all of them miss.

Inshubur misses, and most of my other characters continue to sit tight in cover.  The Kid clambers out onto the scaffolding over the toxic muck.

Round 4: - My initiative roll sucks, so the K'Erin advance firing. They miss Inshubur repeatedly, but one of them can't see her because of his comrades getting in the way. I look to see if there's another possible target from where he ended up, and sure enough, there's a potential shot against where Leonidas is in cover. Two 6's later, and Leonidas is out of action.  This is starting to look bad. I've won most of my previous battles without casualty, but my poor deployment choices and the K'Erin's extreme range lasers are making this fight exciting in a way that I haven't seen since the first mission of the campaign. Sucks for my team, even if it is a lot of fun for me.

From his position on the makeshift bridge, K takes an extreme-range shot with their laser, and eliminates the K'Erin that just shot his friend Juniper.  I moves forward to get into range, taking cover behind the rocky ridge. Unfortunately, both of her shots miss. Aware of their mortality, and out of range, H stays behind the blocking terrain, and M ducks behind some as well.


Battle Event between Round 4 and 5:  Critters! Place 1D3 Vent Crawlers (p.102) in the center of the table, and move each of them 1D6” in a random direction. At the beginning of the Enemy Actions phase, they will move towards the nearest figure and attack, regardless of which side the figure is on. If you are already fighting Vent Crawlers, this is bad news, as they are of course part of the enemy brood.

After random deployment, one of the three vent crawlers is in position to go after the K'Erin, but the other two are heading towards my PCs. This was already an exciting battle, and now it just got real scary.

Round 5: -  The tension spike from the Vent Crawlers resolves very quickly. Moreva climbs back up to her prior perch on the cylinder pile, and blasts a Vent Crawler into nothingness. Inshubur also falls back to her previous cover spot, and likewise kills a Vent Crawler.

The remaining Vent Crawler is closer to the K'Erin Outlaws than to my team, so it rushes them. However, it's just a smidge too far away to get to attack them. From such close range, the lead K'Erin burns a laser-hole in its carapace. The toxic environment does the rest.

This leaves 2 K'Erin to act. One advances behind cover and shoots at Inshubur. Her Luck saves her, but she has to dive 5" to the SouthEast to survive.  The other K'Erin fires at Moreva, and misses.

H'Xex jumps over the cylinder and a toxin pool, and opens up with his shotgun, but misses with both shots.

The Kid picks his way across the makeshift bridge, but can't line up a shot.

Round 6: - Inshubur moves to where Juniper fell. She cracks off a shot at the K'Erin, but it ricochets off a piece of intervening scrap and misses. The K'Erin returns fire just as ineffectively.

The other two go after H'Xex since he's closer. The laser of the closer one fails to penetrate the cover that H'Xex is in. The second K'Erin moves wider and leaves himself out in the open to get a clearer shot. It hits, and stuns, and K'Erin fails his Savvy test vs the Toxic Environment. This time, however, I remember I have Story Points, so I spend one to reroll the Savvy test. The reroll saves him.  H'Xex does get dunked in the toxic sludge, but he manages to keep his head above the goo, and his gasmask prevents the fumes from knocking him out.

Round 7: - I get a single "1" on my Initiative roll. Crap. I plan to activate H'Xex, and then realize that he's kind of stuck. He's stunned, so he can either move or attack, not both. But as a K'Erin, if he starts his activation within charging distance he has to move to attack them. If I don't activate him, they won't charge him because his Combat Skill is higher than theirs. So instead they'd shoot him from point blank, which probably means my story point to save him was a waste.  That's potentially a painful learning experience.

Looks like my best bet is to have Moreva aim and fire at one of the baddies that's going after him. She gets a lucky hit and high damage, dropping the villain closest to H'Xex.

The next one in line runs past his fallen comrade and burns H'Xex from up close. It only stuns, but H'Xex fails his environment toxin roll. I'm tempted to double-down on the Story Points, but since it would at best be a 50% chance to leave him in the same crappy situation he was in at the start of this turn, I decide to just let him fall.

The other K'Erin fires at Moreva and misses. The Kid picks him off immediately thereafter.

Inshubur advances behind the ridge and shoots at the last K'Erin, but sadly misses.

Round 7: - Moreva goes on overwatch. Inshubur advances and fires again. She hits, but rolls low on damage. The final enemy is stunned, but makes his roll vs the toxic environment.

He fires back, but misses due to the cover of the ridge I is sheltered behind. Since he doesn't move, Moreva is unable to use her overwatch. She's up high and in cover, so I leave her there instead of moving her during the slow actions phase.

K gets back on solid ground and advances behind cover.

Round 8: -  Inshubur acts first, and kills the last enemy.


Analysis: - Quest finales are no joke! This is the longest 5 Parsecs From Home mission I've ever played, largely because the quest made the NPCs Fearless. It was also the most exciting and dangerous, due to the combination of long range weaponry, toxic environment, and the mid-battle vent-crawler ambush.

That said, if I'd remembered I had Story Points and Stars Of The Show cards in the early turns when Juniper and Leonidas were in peril, it potentially might have been a much easier battle. Still, it's good to see that the solitaire game still has the ability to punish strategic mistakes, even after my crew has accumulated lots of Armor, Luck, and Combat Skill.

Overall, this was my most exciting and enjoyable game of 5 Parsecs thus far.


Post-Battle:

4.1 Resolve Rival Status: - Career criminals tend to get even.  I add the B'Lilu Gang to my list of Rivals on this planet.  Aceso Menrva is starting to heat up.

4.2 Resolve Patron Status: - n/a

4.3 Determine Quest Progress: - Yes! I have finished the finale!

4.4 Get Paid and Benefits of Success: -  6 Credits, plus H'Xex got the Really shiny bits:  2 credits. Total of +8 credits.

4.5 Battlefield Finds: -  An infantry laser and a blade.

4.6 Check for Invasion!: - n/a

4.7 Gather the Loot: -  Damaged Camo Cloak,  Damaged Communicator,   Teach-Bot,  Unity Battle Sight.   The Sight we take off the corpse of the war lord. The teach-bot is actually The Strange Brain of the Skulker itself. The two damaged items are things Moreva found in the junkyard while ducking for cover.

4.8 Determine Injuries and Recovery: -  I need to be more mindful of my options, and not just accept situations. I forgot that I had Story Points to spend to keep J & L in the action.  I also forgot I had a Stim-Pack that could have turned a KO into a stun.  Then I forgot that I had a nano-doc that cancels a post-battle injury roll until I'd already rolled a "Death or permanent injury" result for Juniper. So I spend my "Looked Worse Than It Was" card from the "Stars of the Show" deck to save her. That's a one-time-per-Campaign card, so I need to be more mindful next time.  I then spend the Nano-Doc so that I can skip rolling at all for H'Xex. That leaves a random roll for Leonidas... and luckily, he just gets "Knocked Out, no long-term effect". So several resources are burned, but all my characters survive and recover before the next mission.

4.9 Experience and Character Upgrades:  G.0 H.5 I.3 J.1 K.4 L.1 M.3   - First Kill: - H    Rookie: K  Unique: H (for downing Warlord Girt)

H'Xex bought a point of Luck, The Kid bought a point of Speed, Moreva bought a point of Combat Skill.

4.10 Invest in Advanced Training: - none

4.11 Purchase Items: - We add a Cargo Bay to the Rhapsody of Inanna (our spaceship). This takes 15 of our 18 credits, so it's a little risky, but I really want to able to explore the universe (for purely thematic / narrative reasons), and having a way to recoup expenses when I do so seems critical to making that a viable playstyle.

4.12 Campaign Event: - An alien merchant offers a random item, but we just spent nearly everything improving our ship, so we turn him down.

4.13 Character Event: - Leonidas is working on the installation of the atmospheric regulator of the cargo module, and a pressurization blowback pops a gasket and the blast cracks 2 of his ribs. L has to spend next turn in the Sick Bay, and the ship takes 1 point of damage to its environmental system. He was already having misgivings about the notion of leaving the planet of his birth, and this just solidifies those feelings. "Maybe I'm just not meant for outer space."

4.14 Check for Galactic War Progress: - n/a

4.15 Tick Story Clock: - 2



Wednesday, July 7, 2021

A Horse Of Another Timbre - Campaign Log 13

   The following is the campaign log for the thirteenth 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 12.

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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 the brooding-pack-of-literary-references known as Prince Corwin, his too-clever-for-anyone's-good sister Princess Fiona, or their brother King Random and his wife Queen Vialle.

There's a few new NPCs as well, and in tonight's these include some people from a Kingdom in the Golden Circle known as Ladorn. Ladorn is a vassal state to Amber, benefiting from the extensive trade of Amber's universe-traversing navies. The Queen of Ladorn currently lives in the City of Amber, distant from her conniving Prince Regent. These characters were basically lifted from some other group's Amber campaign. A couple sessions in to my game, when the Question of David's family came up, David's player said he'd chose the name Weyreth from someone's list of the Great Houses of Amber. At the time he thought the list was canonical because it mentioned Lords Feldane and Chantris, which I had already name dropped in our campaign. Those two Lords are from the novels, they are the only non-family witnesses to Deirdre's demise at the end of book five. So he had this cool document he wanted to use, and I was already brewing a subplot with the Chantris's, so I just said sure, that document is now canon to our campaign. And then I started weaving in elements from it into the plot structure I'd already been building.

There's also this mysterious black unicorn that keeps getting attacked by the standard white unicorn that Amber reveres. 

Setting the Scene: When last we saw our heroes:  Dalziel and Medore were hiding a mysterious Black Unicorn.  Fiona and Maarit were exploring a strange new world. Nix is poking around Forest Arden trying to find out what happened to his father. Abn Haram had barely survived a mysterious attack that boiled Amber bay and destroyed Bleys' fleet.  David had foiled an attempted kidnapping or assassination against Queen Vialle. 

Campaign log: 15 February 2021, turn by turn

Scene 1: David looks for a situation report

He gains a situation report from the troops he's been given. They report that a naval battle has started between Caine's fleet and Bleys' fleet. Some of the Amber fleet have attacked Caine but that isn't uniform. He leaves a standing order that sizeable forces are still not allowed into the City, but wounded troops may be brought.

The officers ask if the Queen is okay -- David reports that she is, but wants to keep her location secret. David seeks out the longest serving members of the group to ask questions about the inner workings of the castle, and about Ladorn. David sends out a couple runners:

1. to find Colonel Ladorn and return with his location. David would go to the location.
2. to get Queen Ladorn and request/demand her return to the castle "for her safety"
3. He sends an interrogator to find out what can be learned from the prisoner.

Runner 1 returns and reports that Colonel Ladorn has left the castle by way of the stables. The runner is sure the Colonel has left the building. David tells him to go around again and spread the word that the Colonel's been branded 'suspicious.'

One of the Colonel's Lieutenant's comes to David and mentions that there's something strange going on in the water, something mysterious causing ships--mostly Bleys' ships--to break apart and go under the water. He further reports that he witnessed the Colonial speaking with his ranger scouts. Three of the men are dead now and the fourth is being held -- turns out to be THE PRISONER DAVID HAS TAKEN. He also says he's the one who told the runner about the Colonel's trip to the stables; his Captain Redwyn also withheld information that makes him seem guilty too. David asks for a list of the soldiers under Redwyn's command.

4. Runner for is sent for Captain Redwyn.


Scene 2: Nix and the Rangers at the Fallen Camp
The rangers and Nix arrive at the fallen camp to find the soldiers there dead. They collect the id tags of the soldiers. They also get the log for the camp, which indicates that one of Eric's men, "Ludwik," had been a regular visitor but may have been a weir and gave information to the wolves. He prepares a note reporting that the camp has fallen. They find one living soldier, whom they bandage up and prepare to return to Amber.

Four of Julian's Hellhounds show up, three of them crazily chasing the fourth, wounded one. Nix uses his experience with commanding the dogs and calms them, getting the three healthy ones under control and then bringing the fourth one in. He sends the three healthy ones back to the kennels, bearing the note reporting the camp's condition. Then he bandages the fourth and brings it with them. They leave the camp to return to Amber with the bird circling overhead.


Scene 3: Medore and Dalziel healing with the Unicorn
The news is reporting that "the thing in the lake" has been killing people lately.

They head out on a road trip in a camper with a trailer to let the Unicorn heal in the trailer. They notice that no matter where they go, "the thing in the lake" is a threat that everyone knows. They believe "the Goose" protects them against the lake creature.

On this world's version of Coast to Coast with Art Bell, one of the reports about the people who encountered the thing indicates that there was a dispute over a goose flock among siblings. Medore calls in to suggest that maybe "Moose" would be just as good at protecting against the thing in the lake, sparking lively debate.

The Unicorn seems to be healing, but is also very well behaved all of a sudden. Even when they let her out to graze, she heads back to the trailer after a little while. Dalziel acquires a Goose at the gas station. Within the next couple days, she shows greater health and enthusiasm. She also only goes to the bathroom when she's out of sight of Medore.

Medore uses his card to call Corwin, who is standing on, and tying up, a Triton. Medore suggests that the black unicorn is connected to Medore's mother. He mentions the painting and talks it over with Corwin. Corwin cautions that there's danger in letting the unicorn go to the pattern (where it may die). (Corwin is with Random.) Corwin tries to ask if Medore is sure that the Unicorn is of the family.

Some Corwin Lines I Had Prepared:
Medore, remember what I told you the other night about the pit where a loved one used to be? You're teetering on the edge there, about to fall into the deep dark grief. You don't want the weight of a dead unicorn around your neck, albatross-like, to make climbing out again that much more difficult. 
Four-legs and hooves are not meant to waltz the Pattern. I watched a stallion named Iago get spooked and step out onto it, and the Pattern consumed him. Random could confirm that - Iago was his best horse... And I'm a cold-hearted bastard for telling you to check that with him, given that Random's own kid sister died on a Pattern as well. Trust me it's a known danger, if you're not of Royal Blood, or you are but you've been recently leaking any of it, don't attempt the Pattern.

After that, he'll encourage Medore to go to Tir-na Nog'th instead.        
The moon is friend for the lonesome to talk to. Sometimes, she more than listens, whispering back the things you'd failed to notice for yourself. If you go, and something you see in the silver plays into your confirmation bias, you can always have her walk the tracery written in the clouds.

You'll have visions there. I used to think they were bunk, but then I learned otherwise. Traditional thinking is this will render up three visions, though I imagine you might not be one who holds much to traditional thinking. There'll be a lot motion, colorless shades milling about in moonlight, but three times in the night things will suddenly come in to clarity, and you'll be able to see each other, but never touch. You are as ghost to them as they are to you.

Tradition also holds that you have multiple escape routes. Sometimes a cloud will pass over the moon, and cause it or a part of it to fade away for a while. My favorite trick is to have someone on a card-call all the while. Someone you can trust, so probably not family. Best is someone you made in shadow for just this purpose, though... well, they can't all be Ganelons. If you start sliding through the floor, you'll need to escape quickly, and you can't count on being able to hold a card while falling. So it has to be someone else, holding your card, and an open connection the whole time.

Corwin suggests that Medore talk to "the moon," Tier Na Nogth. Corwin suggests that above the castle is a staircase to Amber's "reflection in the sky" where the question in your mind will be answered by visions. He offers advice about how to do it safely (using a spotter with a card, "find" someone out in Shadow who can help). They then discuss how to get Medore and Dalziel back home.  They also consider whether to watch out for the other Unicorn, who seems to hate the black unicorn. Corwin has to go, as trouble is afoot.


Scene 4: Maarit 'a walkin' with Fiona
Maarit has invited Fiona to go with her while she raises an army. Fiona is under the impression that the army is being raised for Maarit, rather than for Medore. They pass through the crooked forest where Medore has his army hanging out. Maarit uses pattern to push them through the forest toward the army. It's a Lewis Carroll kind of world. She pushes toward a world where the underbrush looks like small, tightly weaved heather. Fiona remains relatively silent until Maarit is able to really get the world shifting into the place Medore's army is. They see a comet with twinkly lights, and then find themselves among bunkers and sci-fi army sentries. The stars get harder to see. A large convoy of trucks approaches from behind. Maarit manipulates the pattern and pushes the trucks into an accident(?).

Fiona asks if Maarit is interested in looking for her mother. Maarit says she also likes the idea of checking out what's behind the other doors on the landing they visited. Maarit says the time might be out of sync. She shares her birth story with Fi, after Fi asks her about her world. Maarit admits she doesn't know how they knew she was family. Fiona doesn't know either, and suggests its weird that Llewella and Gerard would have found her together, as they've never been particularly close.

Fiona notices that the world they're going to is slow, so she works to help Maarit get them there faster. Finally, they arrive at an army drilling and doing training. They begin mustering the army.


Scene 5: Abn Haram slumming it.
Abn had curled up under a blanket, aiming for an hour or so in a shack. After a half hour, someone ushers someone else into the shed, offering shelter to someone else. Abn Haram peeks out and spots a man in the Amber Navy uniform, sopping wet, with a bandage around his arm and a burn on the left side of his face.

Abn sneaks up behind the man, pulls his dagger, and menaces him silently. "Hello friend..." He lets the man sit down. The main is afraid of Abn Haram and expresses his admiration of the swordsmanship. Haram questions the man about his orders and plans. The man tells Haram what he can and feels better when Abn Haram puts his blade away.  He says that they were in Heapania "5 days ago" and had to make speed for Amber, where they would participate in a show of force without battle.

 

You nearly killed me an hour ago. A fancy duelist's move that sent my sword wide, so I pulled my dagger as we slammed together, but you got under me somehow, and sent me over the rails. It was the finest piece of swordsmanship I'd ever seen, and I considered myself incredibly luck to have survived that, and the boiling bay that followed. Two escapes in one day. It's a sign, sir. I'm not fighting you, nor your fleet. My lady is helping me desert.

The man was so easy to defeat, Abn Haram doesn't even remember him. Just one of dozens he faced in combat that morning.

The man suggests the Chaos creatures are horrific. He says it's not appropriate to receive a delegation from Chaos. Abn Haram asks about the thing in the water -- the man describes it as lit up, with a horn like a narwhal. Haram learns the man's name, Lurie.

Abn Haram adopts an inconspicuous but NOT SKULKING mode of walking and heads up for the castle. People from both sides of the battle are in town but are keeping apart from one another. Abn Haram uses some subtle prodding to break out a fight among the Men of Averness (Bleys) and the Amber Marines (Amber), which spreads among the soldiers and along the beach.

Abn Haram heads up to the castle.


Scene 1b, 2b, 4b: David in the castle, Nix returns, Abn Haram arrives
David gets a list of the scouts and anything else the Lieutenant thinks was, in retrospect, suspicious. While the Lieutenant is gathering that info, David gets some of his service record.

He reads up on Captain Redwyn, learning that he was present in the wars against Chaos and has a solid but unexceptional record. Runner 4 returns with Captain Redwin, who salutes angrily. David offers Redwin food, then reminisces about something he saw during the Chaos war. Building bridges.  The Captain has none of it, defends the other guy, makes snide remarks about David.

Runner 2 returns, having told them that Queen Ladorn was required, but left when he saw that there was a horse from the castle at the house. David dispatches a squad to find the Queen and, if she won't come, search the house for Colonel Ladorn.

Another runner returns from the harbor to report that many/most of Bleys' ships have sunk or retreated. Only a few ships in the harbor still fly the Amber flags.

David does a couple other things as well:
- Check on the status of the pattern
- Check on the staff guarding the dungeons
- Follow up on the list of VIPs in the castle
    Medore, Dalziel, Maarit, Nix - reports on the comings and goings of these are part of it.
    - he knows Nix is gone, thinks Medore and Dalziel and Maarit are safe in the castle
    - upon a further inquiry, finds the others don't answer their door.
    - David checks on the kitchen, and learns that Maarit and Fiona left through a Mystery Door, whose existence David laments.


Nix returns: The scene is chaotic and nervous. Nix learns of the battle, so he asks the Rangers to stay with him, sends the injured man to the infirmary and goes to Julian's wing to take the dog to the kennels. When the guards show up, Nix asks to be taken to David. They have a tet-a-tet, and David suggests that Nix can help figure out who did who and what they did. David asks Nix if he can help figure out what's up with the King.

Scene 5b: Abn Haram arrives at the Castle:

The front gate guard welcomes the him into the castle, but starts talking to other guards about him.  One of the guards goes to report to David that Abn Haram is in the castle. David goes to investigate, and learns that Haram is in the castle somewhere.

Haram goes looking for the King and finds a steward, who reports that the King and nearly everyone has left. Haram is escorted to a courtyard where he finds Nix picking at David's food. They chat about the battle in the sea and about Julian and then Nix asks about Brute and learns she's healthy.

David arrives and asks about Haram's adventures; he offers the tale of his adventures, but cannot offer a description of the thing that was sinking the ships. David asks whether Haram has contact with Nykae. Haram says he's offering his help to defend the castle. David grimaces about it.


Scene 5c: Abn Haram in Chaos:
Abn Haram steps aside to receive contact with Sevran, who indicates that he's being stalked by the "Wyverns of Hendrake," which isn't likely to be too dangerous, so he wants help. Haram offers to help by getting in contact with Nykae. Sevran needs help, so Abn Haram tells them he needs to go, and yeets out of there with a tarot.

He arrives in the chaos ravine with Sevran to find a bunch of Wyverns and other winged creatures. Abn Haram tests out his laser gun and learns it does work here. The folks from Chaos approach frighteningly. Haram starts a frightening spell, conjuring up some sort of golem.

Nix steps over to a different corner and reaches out to Random. Random asks about the battle in the harbor just as Nix reports that the Queen has been attacked. The King tells Nix to accompany David on the trip to arrest the suspects. They go off to see the one who's already been detained.


Scene 4b: Fiona plays Cards

Fiona finds a place she can sit down and cast the family tarot. She does 3 different tableaus of cards, each in a very different formation, possibly from 3 different occult traditions. At each one she frowns briefly, scoops up the cards, and tries again in a different spread. Maarit sort of closes in slowly as this is going on, and only gets a real good look at the last formation. Maarit asks "Is something wrong?" and Fiona replies "Not wrong, exactly, but surprising, and that rarely happens to me." The third and final spread of cards has 4 family "face cards" in it: Bleys, Caine, Julian, and Osric, plus some of the non-Trump minor arcana from the deck.

Fiona talks about how she goes to a lot of trouble fixing other people's problems, and then says she's off to do so again. Maarit asks if she should check in with her after a certain amount of time, just to be safe. Fi says that's not necessary, she can take care of herself, but if you want to call me sometime just to be friendly, she'd like that. Fi stands up, adjusts her skirt, and find the nearest visual obstruction to disappear behind.


Scene 3B: Dalziel and Medore's acrobatics

After explaining the plan to a Unicorn that probably doesn't understand them, Dalziel uses the card of the Muster Field to reach Amber, and brings with him the cards for Medore and Oosland. He arrives in the city, where there's still some hieghtened level of alert and trouble at the docks.  He heads up to the castle.

Guards at the castle gate say David was looking for him, and Dalziel tells them that he'll be in his own quarters, then in the library doing research, but will find the Major in a few hours or so when he's done.

He then walks part way to his quarters, before slipping out back and through the gardens toward the three steps to Tir-na Nog'th. The problem is that it's daylight still, making the moon not useful. So he finds a secluded spot near the stairs, and calls Medore. Brings Medore through, leaving the Unicorn briefly alone. Dalziel uses the Oosland card, and once beside the Unicorn again, calls Medore and gives them the Oosland card. This is a trust moment, as briefly Medore is in Amber, with no way to get to Oosland or the Unicorn.

Medore waits for dark and the moon to appear.  Dalziel agrees to call every few hours in Oosland time, which is every 15 to 30 minutes in Amber.  Umbra (Medore's Raven) arrives, actually flying from over by the stairs, as if Umbra knew what was going on. Umbra reports to Medore that it saw War and Magic and a Sea Monster in the bay.


Scene 4C: You and Whose Army?

Maarit calls Llewella. Llewella has updates from Rebmans who have fled from Rebma to Wellaswell. The initial invasion of Rebma was counter-attacked by Caine and Martin. Since Maarit has Medore's army all ready: Llewella trumps to the Muster Field. Maarit calls her again, and Llewella walks to the edge of town so they won't be seen as invaders. Maarit asks how Llewella found her in the first place. Llewella says that she had broken open Sand's diary, trying to find any clues to why Sand and Delwin never showed up during the Black Road War. She then clarifies that Gerard broke the lock on the diary with his "big meaty hands". Why do you ask?

Well, I recently met auntie Fiona, and --

Llewella cuts her off. "Fiona is dangerous."

"Like we all are?"

"No, Fiona is more so than most. I arrange my life so that she never has an excuse to call me. She's not as dangerous with a sword as most of our brothers, but you should assume she knows every form of magic and obscure esoteric power. She's also left a knife in a brother's kidney once. In hindsight, it was the right thing to do, but she did it under half a dozen noses and none of us had any idea it was her. Actually, I take that back, I've often suspected that Julian knew it was her, somehow, but I've never found a convenient moment to bring up the subject. Fiona's dangerous, and you should avoid her. Luckily, we have each other. We can watch each-other's backs. Just don't trust her."

A moment later, with Llewella at the edge of town, they begin passing troops through one by one.


Scene 5D: Never Wed A Hendrake Lass

Lord Sevran and Abn Haram negotiate with Gilva of House Hendrake, who has a terrifying form with 11 limbs, and is at the lead of a small army. Gilva is very accusatory, claiming Sevran made the rift, and that it's clearly martial in nature and thus endangers all of Chaos. Once the Amberites learn it exists, they'll make a preemptive strike against the courts. Abn Haram flusters her a bit, by pointing out that she sounds scared. She continues to accuse, and when they deny having created the rift, she then claims it for House Hendrake. Abn Haram then basically tricks her into accepting responsibility for the rift: it's House Hendrake's problem now, and all the courts will know it. She tells them they have 1 hour to vacate the headlands of the rift, or else she will remove them by force. No one really gets what they want. Sevran loses control of the Rift Headlands, but Gilva is left feeling manipulated and outclassed.

Sevran breaks camp, and he uses a card to go home to Moenways, bringing Abn Haram with him. There, he makes a single-use sketch of Gehenna for Abn Haram, who goes through. AH calls Sevran, who goes into Gehenna with equipment to make a card of it for AH's future use.

(Reference: "Never Wed A Hendrake Lass" is an in-universe canonical song in Merlin's saga)

Scene 3C: I Spy With Dalziel's Eye

While waiting with the Unicorn, Dalziel uses a mysterious new Power to spy on Amber. He sees the bay, and can tell something is "wrong" at and just below the surface of the water. Essentially, the energy-lattice that defines reality is different there than elsewhere in Amber. He's still a bit uncertain on what Magic, Pattern, Entropy, Tarot, etc look like via his remote viewing Power, so he's not really sure what it means, but his guts says it seems more like Family meddled there, then Chaos. He needs to do more research.

He rests a bit, checks on Medore's card, rests some more, and then remotely examines Faiella-Bionin, the stairs to Rebma. He sees that the stairs are basically energy "rails" with some sort of powerful magic (?) that runs the length of them, and that stepping off the rails midway would be dangerous. That much he more-or-less expected, but there's more. There's a little blip at the spot where he and the Unicorn appeared on the stairs the previous day, and he's not seen enough to know if its a permanent feature or just an after-effect that will wear away. There's something else/more at the base of the stairs / the gates of Rebma, it's a disrupted energy-lattice much like what he saw in the bay. This one fills the gates, and is terribly cold, with the corresponding physical space filled with ice. As he watches, it starts somehow leaching heat out of him via his Pattern Lens, making him shiver. He drops his remote view, and feels exhausted. He needs to take another rest.



The Quotes Of Chaos

Nix: Takes book from a fort full of dead men “I haven’t read that yet.”


Medore: Who are we to stop her

Corwin: That’s a loaded question


Abn Haram: I merely have your knife as a precaution. 


Sailor to Abn Haram: You can’t stand up to those things. True Grotesques!


Abn Haram: "I'll remember you now." THIS SHOULD NOT MAKE YOU FEEL BETTER.

 

Abn Haram: “I abhor violence”


Colonel Redwin: “Your unit was wiped out almost to a man, wasn’t it sir?”
David: "It was a hard day, for some of us more than others."

Jeremy (David's Player): Low blow, man


Guard: Abn Haram who I earlier reported as in the dungeons has just entered the castle through one of the gates.
David: I see they have expanded the size of his cell…


Abn Haram: It’s a good thing I arrived when I did.


Llwella: “you understand she’s dangerous”

Maarit: “I understand she’s family” 


Sevran: “The Amberites will see this thing that is clearly made only for war and they will attack us.”

Abn Haram: “Do you fear them so greatly?”


it occurs to me that if medore desired to invade amber this would be an amazing maneuver. getting someone else to secret her army in while separately smuggling herself to someplace well behind the castles defenses...