Mouse Guard one-shot (Glendale crew)

In Mouse Guard, players portray gallant mice who keep the territories safe for all the normal mice who live in protected settlements.  The wilderness is a dangerous place, especially for small creatures at the bottom of the food chain.  From the fortress-city of Lockhaven, Matriach Gwendolyn sends patrols to keep roads clear, deliver mail, respond to crises, and assist mice in trouble.

Today, she has a mission for Kenzie and Saxon: find a missing grain peddler who usually runs a route from Barkstone to Rootwallow. Gwendolyn tells Kenzie privately that the grain peddler is suspected to be a spy. Kenzie must find this grain peddler, and find evidence of his treachery.

Since Barkstone and Rootwallow are far apart, the patrol checks the intermediary towns to see where on his route the mouse went missing.  Apparently this Otis made a delivery in Elmoss but is overdue at Copperwood.  Saxon & Kenzie search the route between those two cities, and detect movement in tall grass a ways off the usual path.  They approach and find a light grey mouse wearing a wide-brimmed straw hat and pulling a handcart loaded with bags of grain. Saxon recognizes this as the potential spy, and since he always draws his sword at the first sign of trouble, he points his sword at the traveling merchant!

Otis, like most mice, does not relish conflict. His Will is no match for Saxon’s display of Fighting skill, so he drops his cart and flees into the brush.  Saxon pursues, and Kenzie sees a great chance to search the cart without interference.  Her search does not reveal anything, and is quickly interrupted!  Otis blunders right into a grass snake. Now both Otis and Saxon run back towards the cart, but Otis is too slow and the constrictor snatches him up. Kenzie hurries to the source of the commotion, and the guard mice engage the fierce predator!

Snake’s goal: drive them away.

Patrol’s goal: rescue Otis

The snake has wrapped around Otis, but is still striking at the guard mice with tail and teeth. It out-maneuvers Saxon and just nicks Kenzie as she tries to flank it. Saxon scores a glancing blow, then they circle each other. The snake tries to surprise Kenzie with a bite, but Saxon smacks it hard when it takes its attention off him.  They trade a few more blows and the snake looks about to give up. Saxon and the snake go straight for each other! The snake strikes a mighty blow! Saxon won’t be able to continue after this. His sword falters, but he gathers his strength and pulls Otis from the snake’s coils.

Holding Otis was taking much of the snake’s attention. Now freed, it is even more formidable, so the guard mice flee, dragging Otis behind them. They regroup at the cart, and the snake does not pursue them. Alas, Otis is dead. They put him on his cart on top of his grain, and make a sad funeral procession back to Elmoss.

The sorry sight causes quite a commotion as they enter the city gates.  Elmoss’ bureaucracy requires endless forms and records, so the guard mice are able to find Otis’ next of kin: a sister named Ursula who lives in Barkstone.  The bookkeeper takes the opportunity to look at the logs for Otis’ last few trips. The price per ounce is always within reasonable limits, but amount of this shipment right here is too heavy to fit on Otis’ little cart.  How odd.

Saxon removes his cloak and goes undercover as a laborer, loading cargo for the day and hopefully getting more gossip about Otis. The cargo loaders don’t lolligag. Chatting is for the tavern after the shift is over. Saxon works the whole shift and is quite thirsty when the whistle finally blows.  At the tavern, a worker complains that Otis was in a hurry to leave ahead of schedule. The amount of time Otis was budgeting for the trip between Elmoss and Copperwood was excessive.

So the potential spy is dead. There are some irregularities about his route and payment cargo, but no contraband was found in his cart. The patrol is weary and puzzled. They have some clues to pursue, but first, they need some rest.

Mouse Guard one-shot (USC crew)

Mouse Guard is a role-playing game based on the comics of the same name, about brave mice who patrol the territories and keep settlements safe from everything that threatens good, honest mice (which is basically everything: weather, terrain weasels, predators, even other mice).

The characters:

Saxon: A veteran of the Winter War with the weasels. He’s always ready to fight!

Kenzie: The patrol leader. A generalist who is good at talking to people.

Kenzie and Saxon are summoned by Gwendolyn, matriarch of the Mouse Guard. A grain peddler who travelers between Barkstone and Rootwallow has gone missing.  Make sure he’s OK.  Gwendolyn pulls Kenzie aside for special instructions. The grain peddler is suspected of spying on Lockhaven for parties unknown. Kenzie must find out if he is really a spy.

Kenzie immediately shares this secret instruction with Saxon as they set out on their mission.  Rootwallow and Barkstone are far apart, and the patrol doesn’t want to narrow their search area, so they go to the towns along the route and ask around, trying to find the leg of the route that the grain peddler didn’t complete.  He made a delivery in Elmoss, but not in Copperwood, so he must be lost between those towns. The patrol searches the path and finds the grain peddler far off the normal path.  His name is Otis, and he pulls a handcart with a few bags of grain.  Kenzie interrogates him, and he confesses. He started taking jobs he found on a notice board in Barkstone to supplement his meager income from grain peddling. He just had to deliver some stuff. He didn’t much care what it was. None of it seemed illegal or dangerous, although the pay was high, so maybe he should have suspected.  He had gone off the trail to see a signal that would tell him which drop point to use.  The package he was carrying is a detailed map of Lockhaven, certainly useful to enemies who wish to infiltrate the fortress-city of the Mouse Guard.

The patrol takes the Otis back to Lockhaven and show their evidence to Gwendolyn. Kenzie thinks Otis is a sucker caught up in things he doesn’t understand, not a threat to the guard.  She wants to deliver a false map and see who picks it up. Gwendolyn agrees, but Otis will remain in custody until the mission is complete so he does not warn his employers.  Saxon enlists the help of his friend Samuel the Printer to make a new, inaccurate map of Lockhaven and with this bait the patrol sets out for Copperwood. They remove their guard cloaks before entering the city so they can move unnoticed. Mice are good at hiding naturally, so that helps.  Kenzie takes up a look-out post overlooking the drop point, and Saxon deposits the fake map under the loose flagstone, as Otis instructed.  Saxon moves on while Kenzie waits to see who picks up the map.  Two burly mice arrive somewhat later, look around, then lift the flagstone and take the map.  Kenzie sneaks after them, and they deposit money where Otis said he expected his payment. Then they go into a shop called “Merida’s Remedies”

Meanwhile, Saxon has gone to a gym to work out and try to find rumors.  He bench presses apple slices and takes a bite after each rep.

Kenzie enters Merida’s Remedies, a shop built into the front of a two-storey house.  Merida is there, a polite old lady.  Her shop has various oils and tinctures that heal, improve, or just smell nice.  While scoping the place out and getting a feel for Merida, Kenzie orders some Essence of Dandelion, famous for settling upset stomachs. Merida needs help with something or other and calls her son out from the back room. It’s one of the mice who picked up the fake map!

Kenzie regroups with Saxon to consider their next move. Those two mice: Sean and Ewan, are definitely involved in the plot against Lockhaven. Kenzie doesn’t want to burst into Merida’s house because she thinks the old lady might not know of her sons’ trechery, and she doesn’t want an innocent, vulnerable mouse present if a fight breaks out.  They decide to sleep on it.

The next morning, the guard-mice return to Merida’s Remedies, but the shop is closed. A regular customer is standing around, confused because Merida is usually so consistent. The guard-mice look around and find Ewan and Sean pulling a cart out the front gate of Copperwood.  Merida is sitting on top of the cart. They see the guard-mice coming and bolt! The heavy cart slows them down and the guard-mice catch them not far from the city limits.  They fight!  Ewan, Sean, and Merida want to escape, and the guard-mice want to capture the conspirators.  The guard-mice overpower the conspirators, but Merida is able to force a compromise. She’s the ringleader and will surrender in exchange for mercy for her sons. The guard-mice let Ewan go, but Sean and Merida are prisoners.  Merida explains that the income from her shop is dwindling, and she worried about having enough to live on when she was too old to brew the remedies. She was sure that Lockhaven kept high-quality supplies for the guard, and that if she could make one big score, she’d be set.

Kenzie’s player says: “So this is all because mouse society doesn’t have good social security?”  In mouse-kind’s defense, they have medieval technology and are constantly beset by giant monsters. There’s no chance of a post-scarcity society. Kenzie & Saxon consider what to do. Since Merida’s crimes are against Lockhaven, not Copperwood, they can’t turn her over to Copperwood’s authorities. So they take her to Lockhaven, which is part one of her plan. The guard-mice present their findings to Gwendolyn and recommend a sentence: since Merida is a skilled scientist and chemist, and not a violent traitor, she could pay her debt to the Mouse Guard by passing on her skills to guards in training. This would give her access to Lockhaven’s supplies, which is part two of her plan.  This would also give her an income & pension, which is part three of her plan.  Gwendolyn marvels at how they have given Merida everything she wants, but also put the Guard in a better position than if this plot had never happened.

Fairmeadow Fair, session 14

← Session 13 | Campaign Summary | Session 15 →

Last time, our heroes teleported into the mansion of a spooky noblewoman on the outskirts of Sugar’s Crossing. They avoided her ire (possibly re-directing it to the mayor of Templeton) and entered the city of Sugar’s Crossing.

Sugar’s Crossing is so named because it straddles a major river, and the beets from the surrounding fields are refined in the three great mills on that river.  The owner of the mills are always vying for power in the city. Lady Evelynn owns one mill. The others are owned by the Miller and le Grind familes. The bridge over the river is fortified against attack, and the fort for the garrison is right next to it.  Instead of a city hall, there’s a forum: an open area where people give speeches and hold debates to influence policy.  The storyteller’s theater is on the west edge of town, near the main road.

A map of the city of Sugar’s Crossing showing the river flowing south the the center, three mills, docks, and other landmarks.

The theater has two big plays each day that are free to the public. These are basic, staple stories of the history of Sugar’s Crossing. There are rotating exhibitions that one can pay to see. One can also hire experts to expound on any subject one is interested in.  Lucia attends the morning’s free show. It covers the founding of Sugar’s Crossing, and the rivalry of the two old mills that face each other across the river: Miller & le Grind.  A pair of star-crossed lovers are torn apart by the family strife, and must meet in secret under the bridge.  They decide to abandon their family and flee the strife. Each builds a canoe. They meet in the middle of the river and lash their boats together to form a catamaran, which is more stable than their separate boats.  They set off down the river, never to return.  The play ends when an actor dressed as Lady Evelynn bursts in, throwing the stage into chaos.

While Lucia is watching this history lesson, Gleador looks for someone to gossip with. He finds a chatty, clever halfling named Pan who runs a food stall.  Pan sells ground & spiced meats & starches wrapped in leaves, kinda like Indian samosas. Gleador asks for the latest gossip. There’s always competition and backstabbing between the mills as they vie to control town policy.  The harvest party barge came through a few days ago. You just missed it.  It sets off from upriver when harvest begins and slowly winds down the river, stopping in each town for a celebration and to buy & sell crops.  Gleador asks if Pan heard about all the trouble at the Fairmeadow Fair, especially the living statue that disrupted the auction. The food stall has a split counter: one at halfling-height, the other at human height. Pan climbs up to the human counter to lean in conspiratorially and whisper in Gleador’s ear.  Pan says the auction is sometimes used to launder contraband. It’s a bit of an open secret. No contraband was noticed this time.

Gleador and Lucia meet up after their morning expeditions and go back to the theater to hire a specialist.  They ask for an expert on the story of Saarland. They are in luck! One of the storytellers who lives at the theater is a refugee from Saarland.  They go into a back room and meet Soren, an Elf woman.  Gleador coughs significantly at Lucia, trying to send a message. Lucia understands and prays to know what here is evil. Soren is not evil, but she does ask what the performative coughing was about.  Gleador explains that they had to be sure she wasn’t evil. Soren isn’t sure how coughing helps them determine that.  Gleador says that evil people get mad, not inquisitive like Soren.

They start explaining why they are interested in Saarland. When they mention a robot smashing up the auction in Fairmeadow, Soren has to stop them. She’s unfamiliar with the word “robot.” They explain that the living statue was holding coins like this, and they produce the coin from Saarland.  Soren is emotional. Here is a relic of her lost home.  She wants the coin. As a survivor of Saarland, she has a claim to it. Our heroes resist, since they promised to give it back to Pepe. Soren says she won’t tell them the story of Saarland unless they give her the coin.  Gleador tries to convince her that by telling them about Saarland, she’d make them bearers of the lost city’s culture, inspiring them to get justice! Soren isn’t quite convinced.  She wants more assurance. She notices that Lucia is a Paladin, and asks her to swear a quest.  Lucia swears to find who stole the coins.

Soren tells the story of Saarland. It was an Elven city in the woods to the north. It was surrounded by a living wall of close-set conifers and brambles 150 feet high.  One night, the wall on one side of the city suddenly caught fire. The residents organized to fight the fire, but were ambushed by masked invaders. At the same time, on the other side of town, looters appeared and struck the bank, storehouses, and even took valuable tools from artisans’ workshops. The sudden, coordinated attack threw the city into chaos.  The fire spread across the entire wall.  Some raiders were killed once the residents re-organized to the new threat, but their bodies burst into flame. There were no prisoners to question, and not much evidence to look through.  It took three days to contain the fires, and two more days to account for the missing, injured, and slain. Soren only slept once in that time.   The attacks were so precise, people were sure the raiders had inside help. But who?  Some people were missing, but did they flee for their lives during the attack, or leave with the raiders? The unrecognizable corpses of fallen raiders might be Elves from the city, or humans, Orcs, plenty of possibilities.  Some said that the raiders fire-based attacks proved they were demons. The looting convinced others that these were bandits, although the force was larger and better organized than usual bandits. Still others feared this was the vanguard of an invasion.  The community was shattered, and the survivors fled and scattered.  Soren has never returned.  The roads that led to Saarland have not been maintained, so after 10 years the forest has surely overgrown them.  Soren suggests that the sentries that patrol the outskirts of Sugar’s Crossing could find the old paths.  Gleador & Lucia thank Soren for all the information and promise to solve the mystery.

The evening show is about to start, and Lucia wants resolution for that cliff-hanger from the last show.  This show, about Lady Evelynn’s arrival 20 years ago, is a glitzy musical, as opposed to the more dramatic, serious play from this morning.  Lady Evelynn’s outfit is covered in rhinestones. There’s a back-projection system to represent her giant shadow.  The three mill owners circle each other, first one direction, than another.  Lady Evelynn’s arrival does not inspire le Grind & Miller to team up against her. The two-way duel is now a three-way rivalry.

After that show, Gleador and Lucia seek lodging.  In Halfling towns like Sugar’s crossing, family home, apartment complex, and hotel all blend into each other.  Homes are large to accommodate extended families. Some homes have rooms set aside for guests, and some homes charge for those rooms. Gleador and Lucia find some extra-large rooms that fit them.  Gleador has a debility from a previous adventure, so they decide to stay another day to let him rest.  With Lucia’s help, he recovers on the morning of the third day in Sugar’s Crossing.  When she’s not healing Gleador, Lucia attends the special exhibitions at the theater.  She learns a lot of things that may be helpful in future adventures.

GM note:  I made a custom move for listening to stories. Lucia got Hold that she can spend to boost the result of a Spout Lore roll in the future. Spend the Hold and tell us what play or recitation told you this information.

GM note: I was sure they’d at least go look at the river and spot some old foes hiring a boat, but they never left the theater.  I could have forced them into seeing what I wanted them to see by putting the theater on the opposite shore, but I didn’t think of it.

GM note: Well, now they are chasing down a legend. This is far from where I thought the secret coins quest was going to go. Lucia swore a quest, so it’s definitely taking priority over learning about the Oolite robot, and after they went through such trouble to get information about the robot!

← Session 13 | Campaign Summary | Session 15 →

PG-13 hack for any TTRPG

Here’s a hack you can add to almost any Table-top Role-Playing Game to make it more like a PG-13 movie.

At the beginning of each session, place two tokens in the middle of the table where all players can reach them. One token is labelled “F” and the other is labelled “B”

  • F token: Take this token when your character says the F-word. If the token has already been taken, your character cannot perform this action..
  • B token: Take this token to briefly expose your character’s breasts or bottom. If the token has already been taken, your character cannot perform this action
  • Describe combat briefly, bloodlessly, and mostly painlessly.

Dungeon Master meme

This meme was going around on Twitter, but that site isn’t good at

  • threads
  • permanence
  • detail

so I’m making a blog entry instead.

  1. Favorite campaign or one-shot you’ve run?
    I ran a campaign with my cousins.  We started in Pathfinder, but switched to Dungeon World in a Very Special Christmas Episode.  We were already friends, so we had a great time together.  The snacks were also amazing.  I kept driving the plot towards things the PCs cared about, so the climax was thrilling and emotional.
  2. A campaign you want to run?
    An anti-colonial exploration campaign where players can drop in and out, about understanding a new ecosystem and helping it thrive. I just have to write a system for it.
  3. Favorite encounter to run: social, exploration, or combat?
    Back when I ran Pathfinder I was good at smoothly applying the many rules of combat. Now I prefer social situations and intrigue. I struggle to make exploration and traversal interesting.
  4. Favorite NPC you’ve created?
    From the following questions, I guess this is for NPCs who aren’t allies or villains.  Lady Evelynn fits that description. The party accidentally teleported into her estate & she offered hospitality because they amused her. She’s not quite human, has some spooky powers and a nasty temper.
  5. Favorite villain NPC?
    The party accidentally killed a cop & intentionally reincarnated her. (They were trying not to be bad guys) Waking up in a coffin next to her own dead body was very traumatic, so she dedicated her life to revenge. She became a necromancer and raised her original body to be her undead champion. After killing the undead champion, the party recognized the body & realized who was behind all the other bad things that had happened to them.
    PC: It was her all this time? I’ll kill her!
    DM: That’ll be the third time.
  6. Favorite ally NPC?
    Ferdinand is a big, strong elf who’s sweet, but not too bright. He keeps getting into situations he doesn’t understand, but he trusts his friends and tries his best. He has triggered several OOC outbursts of affections from players.
  7. Favorite PC/NPC dynamic?
    Impertinent, curious PC + NPC assassin who struggles with professionalism + magical ward against all violence = ceaseless taunting questions
  8. Ever named an NPC after someone?
    Coming up with names on the spot is hard for me. (Note my assumption that all NPCs are improvised) so I’ll often name them after other characters. Angus from TAZ, Evelynn & Jayce from LOL, Dandelion from The Witcher.
  9. Ever cameoed a character from another campaign?
    I’ve run Fairmeadow Fair for five different groups, so lots of people have met Ferdinand, Samantha, Hobert, and Pepe. Does that count? I took the magic shop owner from Pathfinder’s Rise of the Runelords for one of my campaigns.
  10. Favorite dungeon you’ve run?
    I wrote a Pathfinder one-shot based on the cliche of waking up in jail with no gear.  Usually, the PCs have to outsmart one or two guards, then get all their gear from the armory.  In this scenario, the pre-made characters can’t find their gear, but they don’t depend on weapons or armor to fight.  They tear the place apart bare-handed (and in the Orc’s case, completely naked).  In another campaign, I locked the party in the science labs of a fantasy college: Anti-tamper locks, suspicious packages, dangerous machinery, a high-security jail cell?
  11. Favorite monster you’ve played?
    A spellcaster fell out of the sky in a coffin, setting a PC on fire. She wielded the coffin lid as a tower shield, and when her magical strength was dispelled, she commanded snakes to cover her arm and hold the shield for her.
  12. A monster you haven’t run, but want to?
    I want monsters like Newt Scamander’s Fantastic Beasts, that have personalities, habits, needs, and fears. I want players to discover this attributes and figure out how to co-exist with them, instead of killing them for money & glory.
  13. Favorite magic item?
    The Decoy Ring is so obviously abuseable.  The melee monster opens combat by withdrawing forward, past the enemy front line & stands invisibly next to enemy spellcasters, ready for AOOs and a full attack next turn.
  14. Preferred party size?
    Two players is most common, but I prefer 3 or 4. More than 5 seems difficult to keep track of. I want to run something like West Marches, where each session has a small party drawn from a large player pool.
  15. Most fun PC levels to run for?
    Consider a system where character level isn’t such a big deal! In Pathfinder I build characters at level 7: high enough to have access to a good number of tricks, low enough that they don’t break the world.
  16. Favorite PC classes to run for?
    Preferring certain classes seems rude, since it implies a limitation on what players can choose.
  17. Ever had a PC death or TKPO?
    I once played a system for hours without realizing it didn’t have affordances to damage or kill PCs. Character death is rarely a compelling setback. It’s either catastrophic or inconvenient.
  18. Have your players ever turned a minor NPC/item into something important?
    I arranged for the party to interrupt a miniboss performing some dark ritual at an evil tree. I thought the party would kill the miniboss & never return, but the Druid was determined to heal the forest from the tree’s influence. Cleansing the tree became the final battle & almost cost the Druid his life.
  19. Most outrageous plan your players ever pulled off?
    A player had started two urban legends by covering up his exploits, but these legends were being used to frame his friend. He cleared his friend’s name and his own, and convinced everyone that one legend had killed the other.
  20. Favorite improvised decision you’ve made?
    A spellcaster shot magical webs at the party and instead of using Dexterity to dodge them, the Cleric used Wisdom to see that the webs were an illusion. OK, fine. You pierce the veil of Reality. The webs are an illusion, as is the physical form of the spellcaster.  You are now aware of luminous beings, covered in eyes and extra limbs, who are striving to transcend their mortal limitations. Care to join their support group?
  21. Favorite voice(s) to use?
    I change my diction and body language for NPCs when I have a strong sense of who they are. I don’t have that strong sense of character for most NPCs, so I use my normal voice.  For clarity, I wish I had different voices to separate narration from dialog.
  22. Ever use accents?
    No.
  23. Any sound effects?
    I use onomatopoeias like “crack” and “whoosh” when narrating, but I don’t have a sound board.
  24. What kind of music do you use?
    According to these questions, accents are optional but music is not. Recognize & question your assumptions! I don’t play music when I run games.
  25. Pre-existing lore, or make up your own?
    Always my own lore. Do I even run pre-written scenarios? OK, I ran a Dark Eye quickstart game, but its lore was simple & generic. Lady Blackbird has a setting, but it’s so loosely defined that the players and I had a lot of freedom to make it our own.
  26. Grids and miniatures?
    I used to run Pathfinder, so I own a wet-erase grid, but now I run much lighter systems, so I’ll sketch a map on a piece of normal paper. I sometimes have tokens to indicate where the PCs are, but I mostly just point “He’s there, and you’re up here.”
  27. Do you prefer playing or DMing?
    I haven’t played a PC in such a long time that I can’t compare.  We were a player short for one session of Lady Blackbird, so I piloted that PC as well as all the other NPCs that I’m usually responsible for. It was different having a whole character sheet. I liked it.
  28. Favorite things about DMing?
    The creativity feedback loop between me and my players feels so good. My players thrill me with their decisions, and I respond by I pushing their characters into situations where they will shine some more. I am so proud of my players and their characters!

P.S. I liked having blog posts to link to for extra details. I have a lot of notes in folders for different TTRPG campaigns, but it would be nice to have them all written up nicely in an edited, accessible, durable format. Is there a repository for such things online? Like AO3 for TTRPGs?

Fairmeadow Fair, session 13

← Session 12 | Campaign Summary | Session 14 →

Last time, our heroes arranged to meet the mayor of Templeton in a magically-protected area, despite the best efforts of the mayor’s special forces. (Why does she even have special forces?!)  They disrupted the mayor’s attempt to teleport in, and all three of them ended up somewhere unknown.

They rush up towards the edge of hyperspace, breaking through the surface into water. They rush up through water, breaking the surface into darkness. Their eyes adjust and they realize they are in an indoor swimming pool. One wall and part of the ceiling are covered in thick curtains, so whatever daylight might be outside does not reach in here.

While our heroes and the mayor are trying to figure out what’s going on, the double doors at one end of the room swing open. Light streams in, backlighting a figure in the doorway and throwing a huge shadow on the far wall.  It’s a female figure, about human size, wearing the kind of robe that might cover a swimsuit.  The last section of each finger is as long as the rest of the finger. Our heroes can’t tell from this distance if they are an extravagent manicure, or claws.  She says, “You’re not on the guest list. How did you get into my house?”

The mayor, a female Dwarf wearing a fancy dress is having trouble staying afloat, as in Lucia, the plate-clad Paladin. The lady of the house notices their distress and says, “Let me give you a hand.”   The shadow on the back wall peels itself off of the wall, becoming three-dimensional and solid, but still see-through. Its giant hands reach into the pool, cutting dark voids through the water, and waiting, palm up, next to the struggling figures. It would be undignified to snatch them up without their permission. Lucia and the mayor climb aboard and are lifted out of the pool. The shadow’s hands come down on the tile floor surrounding the pool and sink into the surface, so Lucia and the mayor’s feet are gently lowered to the floor as the shadow becomes two-dimensional again.  Gleador swims to the edge and pulls himself out. The mysterious woman again demands to know how they got in.  Gleador starts recounting the story of last session, an exciting tale of assassins and chases! The mayor interrupts. She’s the mayor, and these two are dangerous criminals. The mysterious woman shuts her down. “First of all, don’t interrupt.  As I must often point out, my estate is outside city limits, so I answer to no mayor.  Finally, I don’t recognize you.  The two ruling class women exchange formal introductions.  The mayor of Templeton is named Eroc. Their mysterious host is Lady Evelynn.

GM’s note: Phew, it was a pain not referring to them by name! Narration got much easier from her on.

As Gleador continues, Eroc also continues her protests. These ruffians attacked her and are in league with dangerous forces. They should be locked in a dungeon!  Evelynn bristles. “How dare you suggest that I have an dungeon here?  What have you heard?”  Since Gleador has amused her with his story, Evelynn offers the three of them traditional hospitality: one night’s stay. They are also free to leave immediately if they wish.  She is hosting a party tonight, but they simply can’t attend, not in those clothes.  Eroc’s dress may have been acceptable, were it not soaked, but that filthy adventuring gear is right out.  All three accept the offer of a night’s rest, and Evelynn summons a butler to show them to their rooms. Jayce is a very proper butler, a male human with dark hair going grey at the temples. His square jaw is clean-shaven, and his posture is perfect. As he leads them past Lady Evelynn towards the rooms, Eroc scoffs that she is given the same treatment as her kidnappers. Evelynn grabs Eroc’s mouth between a thumb and forefinger (those long gold fingertips are definitely claws, not decorations), pulls her face close, and hisses, “I have offered you hospitality. Do not disrespect me!” Eroc is thoroughly cowed and scurries after Jayce and our heroes. Evelynn stays in the pool room.

Jayce leads the three of them through the unnecessarily large and twisting halls of the mansion. Each section of hall is separated from the next by large double doors. Jayce pauses at a few doors, listening through them for sounds of the party, then selecting a new route. He offers Gleador and Lucia adjoining rooms, but thinks it best if Eroc’s room was a ways off. Each room has a four-poster bed, big windows, typical mansion stuff.  There’s a door to the hall, but also a door from one room to the other. There’s a lock on each side, but Gleador and Lucia want access to each other, so they open both sides. Jayce returns and offers to have their clothes cleaned and dried. He looks them over with a practiced eye and selects nightclothes of the proper sizes from a wardrobe in one of the rooms. (a shin-length shirt and a soft pointy hat with a puff at the tip, like Geppetto wears in Disney’s Pinocchio.)  He waits discreetly in the hall for them to change, then takes their dirty clothes.  Lucia keeps her armor with her, of course. Before leaving, Jayce asks them to stay in their rooms, and says that breakfast and their clean clothes will be brought up in the morning.

Of course, Gleador isn’t going to stay put.  He selects a chimera form for spying on the party downstairs.  A gnat for flight and stealth. Sand for toughness. A coral with contact poison to discourage people from trying to mess with him. If a party guest notices and swats him, his tough body will resist the impact, and they will swiftly develop an itchy rash. He flies down to see what he can see. The ceilings are high and there’s a dull roar of conversation, so no one notices the buzz of his wings. There’s a main hall where guests enter from outside, an adjoining hall with drinks and hors d’oeuvres, and a third hall for dancing. Side chambers are available for people who want to converse more privately.

Everybody who’s anybody in the town of Sugar’s Crossing is here. Sugar’s Crossing is a mill town on the river a few days travel west of Fairmeadow. The human population of Sugar’s Crossing is small. Party guests are elves, dwarves, and halflings mostly. There are some Naga (kinda like snake mermaids) from down south. The port city on the same river as Sugar’s Crossing is in the territory of a Naga ruler called the Sea Viper. There’s also a Dryad from the forests to the north. She’s roughly humanoid, but made of wood and leaves. She’s bound to a tree, and that tree is in a corner of the room, in a pot with wheels and a handle so she can transport it.  The owners of two of the major mills are here. The naga are indeed emissaries of the Sea Viper. Gleador recognizes the Valerie Balfour as the owner of the shipping company whose ledger he read back in Templeton.  Gleador also spots Hama, the agent who brought the living metal statue to auction at Fairmeadow. The last important person he notices is Mayor Eroc! She slipped into a side chamber and is trying to attract the attention of some dwarven soldiers.  Sugar’s Crossing is a bigger, more important town than Fairmeadow. Pepe and his deputies can keep Fairmeadow safe, but Sugar’s Crossing has a garrison of soldiers to protect river traffic, the mills, and other important infrastructure.  The region is a loose federation of independent city-states, and they provide security to Sugar’s Crossing on a rotating basis.  Right now, there’s a dwarven garrison, and Eroc probably has some contacts with them.

Gleador doesn’t want soldiers waiting for them at the edge of town, but he’s always got a plan. He flies back to his room, returns to elven form, and rings for Jayce. There’s a small bell mounted on the desk in his room. When he strikes it, he realizes there’s no clapper inside, but he hears a faint tone far away outside the room. Jayve appears shortly, and asks how he can be of service.  Gleador says he feels bad about the enmity between him and Eroc, and wants to reconcile. Could Jayce please bring Eroc here so Gleador can make peace? Jayce thinks it’s a mark of civilization and right living to seek reconciliation and promises to bring Eroc forthwith. He returns, taken aback, to report that Eroc is not in her room. Gleador feigns worry. Jayce says not to worry, stay here, he’ll have her found.  Gleador and Lucia wait for what seems like a long time before there’s another knock at the door. Jayce isn’t there.  This is a servant they haven’t seen before: a petite female Tiefling. She wears a waterproof leather jacket and cap. The bill of the cap is narrow where it joins the cap to accommodate the two vertical horns that extend from her brows to just past the crown of her head. Her skin is red and curved tusks jut outward from her bottom lip. In contrast to Jayce’s perfect posture and diction, she slouches against the doorframe. (She probably works outside most of the time, away from polite company) “Hey, uhh, we found Eroc. She’s fine. Everything’s fine, but y’all need to stay in your rooms. Can’t chat tonight.  Maybe in the morning?” Our heroes thank her for the information and start to inquire further, but she’s already turning away saying, “Yeah, yeah” with a half-wave.

Gleador has scouted the party and brought trouble to his adversary for doing the same, both without implicating himself. That’s a good night’s work, and with no other pressing business, our heroes rest for the night. Gleador levels up and gains the ability to transform into pure elements. He can be a buffalo made of fire, or augment his already formidable stealth capabilities by turning into wind.

GM’s note: Gleador is insufferable to NPCs, which means he’s delightful to a GM, and this new power will only make that stronger. I look forward to scrambling to deal with the new level of shenanigans he’ll try in the future. Also, there’s a Druid power to imitate other humanoids, the shocking and unheard-of power that makes Andro so dangerous. Gleador didn’t take that power, thoughtfully preserving my NPCs raison d’etre.

In the morning Jayce brings a cart with trays of food on top and clean clothes underneath. He took the liberty of preparing traditional human and elven breakfast food.  Lucia gets delicious bacon and eggs. Gleador isn’t as pleased. He is served river fish, not sea fish like he would get back on the Sapphire Islands. There’s also the breakfast salad of lempins, leafy vegetables which are quite hearty, but less tasty than oatmeal. Jayce did add tasty berries, but Gleador is still telling himself “It’s the thought that counts”  When breakfast is over and our heroes are dressed again, they ask Jayce if they can greet Lady Evelynn as they leave.  Jayce says he’ll inquire and returns shortly to say that Lady Evelynn will see them off. He leads them to the front door, past Eroc’s room. The door is open, and a servant is already cleaning it. Jayce says she didn’t stay for breakfast.  Lucia suspects she never got back to her room after being discovered last night.

Lady Evelynn greets them at the front door wearing a fabulous dress in rose and purple with gold accessories. She wears small round rose-colored glasses that clip to her nose and have no earpieces. She accepts our heroes’ thanks for her hospitality.  Gleador prods Lucia and Lucia asks if Evelynn heard about the metal statue that disturbed the auction at Fairmeadow Fair. Evelynn’s lots were called before the statue was activated, so she got paid. Lucia starts awkwardly explaining the strange coins found in the statue’s possessions, and how they are trying to understand the mystery. Lucia produces the large rectangular coin they’ve been carrying, but Lady Evelynn has stopped listening. She sees the coin and says, “Oh no, there’s no charge. It’s my pleasure to host travelers.” Lucia insists. She wants to know about Saarland, the source of these coins. Evelynn instructs Jayce to point them towards the storytellers in town, and ushers them out the door.

As they walk the considerable distance from the front door to the gates of the estate, Jayce explains that Sugar’s Crossing is home to halfling storytellers, a combination of oral historian and actor. They have a multi-storey round building in town (it resembles Shakespeare’s Globe Theater from our world). They walk past a topiary garden. All the bushes are shaped like predators: wolves, eagles, and stranger beasts not native to this area. Lucia asks “What are those?” and Jayce helpfully explains that they are bushes that are grown in special metal frames and trimmed twice a week to maintain specific shapes.  With that, they reach the edge of Lady Evelynn’s property. The road before them leads to Sugar’s Crossing.

GM’s note: Most of the characters in this session were inspired by League of Legends characters! Lady Evelynn is K/DA Evelynn. Jayce is Debonair Jayce, and the tiefling is K/DA Akali.

← Session 12 | Campaign Summary | Session 14 →

Fairmeadow Fair, session 12

← Session 11 | Campaign Summary | Session 13 →

Last time, our “heroes” laid hands on the Under-Dean Stanton & his assistant Simmons, were banned from the Fortinbras College of Mines, sent six members of the City Watch to the hospital, and delivered an ultimatum to the mayor. They are no longer welcome in town.

The mayor wants Gleador and Lucia brought to City Hall, but that’s in the center of the volcano’s caldera and it’s the deepest building in town. Our heroes don’t expect to escape from there. Their counter-offer, delivered by a City Watch-man dragging his wounded co-worker, is for the mayor to meet them at a rest stop two days walk west of Templeton. The rest stop has powerful magic, and those lit by its fire cannot harm each other. They mayor has three days to get there, and our heroes are watching the road out of Templeton to see if he goes or not.

That morning, the first traffic on the road towards the rest stop are two large carts, drawn by four horses each. The carts are covered by canvas supported by wooden frames, like covered wagons or WWII troop trucks. The canvas is extra-long, covering the sides of the wagon, but the horses are being driven fast, and the wind blows the canvas aside, revealing the name “Mister Bill’s Tack Shop”. That’s the building that Gleador saw burning yesterday. They pursue. Gleador transforms into a chimera of horse and eagle. It also breathes fire.

GM: What animal do you know from that Sapphire Islands that breathes fire?

Gleador’s player: The Giant Salamanders, of course!

GM: I can’t argue with that.

A section of road outside Templeton where our heroes stopped two heavy carts and were pursued by four mysterious riders.

Lucia rides Gleador (on the ground for now) and they swiftly approach the heavy carts. They see the driver of the rear cart look back and shout instructions. Someone in the back of the cart reaches out through the canvas cover and dumps the contents of a bag onto the road: gold coins! Our heroes marvel at this strategy. What is its purpose? They stop and examine the coins. They appear to be normal Templeton gold pieces. Lucia suspects they may be counterfeit, since Flint was creating alloy with the same density as gold for some unknown purpose. The coins don’t appear to be magical, poisonous, or trapped, so our heroes grab a handful. As they are stopped, they look back towards Templeton and see another party approaching. Four figures, taller than Dwarves, wearing black cloaks. Three ride horses, but the leader rides a great wolf. The leader points at our heroes and the group of four accelerates.  Gleador takes to the sky, out-pacing both the riders and the two carts. The carts see the riders approaching and stop. Gleador lands in front of them. One cart has a single driver. The other has a driver and someone riding shotgun. Lucia prays to reveal what is evil and gets five pings: the three visible people and one in the back of each cart. Gleador asks, “Are they after us or after you?” The people on the carts appear confused. A person pops her head out of the back of one cart to see what’s going on. It’s Shaela, one of the dwarves getting alloy from Flint, and probably the one who locked our heroes and Flint in that deathtrap a few sessions ago.

Lucia is really curious what Shaela knows about Flint’s whereabouts, but the three black-cloaked figures on horses are approaching. They have pulled white, skull-themed masks over their faces. The leader and the wolf are not in sight. Lucia prays to see if the riders are evil. They gets a ping from each rider, but not from the horses. She also gets two pings in thin air between her and the carts. The leader and her wolf appear from invisibility poised to strike! The wolf leaps at Lucia (who is still atop Gleador’s fire-breathing Hippogriff)  Lucia braces her shield with her sword beneath it and strikes a heavy blow, aided by the wolf’s momentum. It collapses on Gleador’s shoulders and slides to the ground, but the rider leaped off as the wolf attacked. She is six feet above Lucia, holding a spear that’s attached to her gear with some sort of cable. Gleador unleashes a gout of flame. She drops the spear and throws her cloak around her, twisting in the air and dropping in an ungainly heap to the side, instead of directly in Lucia. Both the wolf and rider are back on their feet quickly. They back away, giving our heroes a respectful distance. The rider gives a hand signal, and the three other riders advance with their spears trying to encircle our heroes.

Gleador takes to the air. The three skull-faced horse-riders winds cranks at their hips to build air pressure, then fire their pneumatic spears at our heroes! Gleador swoops away and circles the group (two carts, four mounted assassins) within shouting distance. Lucia asks what exactly is going on! The wolf-rider, an Orc woman named Beth, yells back that they are a threat to the city, and they mayor has sent her and her team to make sure they are brought back. Gleador doesn’t have to deal with this, he’s a flying horse, so he takes off at full speed for the rest stop. Beth orders her riders to pursue them, and stays to tend to her injured wolf.

Gleador is faster than a horse, and horses must either respect the path of the road or push through unfavorable terrain. They know that the riders know that they are headed for the rest stop, but the hippogriff will reach it by nightfall, and the horses will take hours to catch up.

A rest stop on the road from Fairmeadow to Templeton, protected by a magical campfire.

Gleador and Lucia reach the rest stop at nightfall and Gleador shifts back without regard for the ten or so parties already stopped for the night.  People are cooking dinner together over the large central fire pit. As is tradition, people have brought firewood to stoke and maintain the fire.Gleador looks for animals to use as scouts and allies. Lots of animals gather here, since humans bring food and aren’t allowed to attack them. Gleador sees a pika snatch an unattended hunk of cheese. The cheese’s owner yells and grabs a rock to throw, then puts the rock back down. This is the magic of the rest stop’s fire of community. Those lit by the fire may have means and will for violence, but they cannot act. Even animals are protected. Gleador asks the pika if it and its friends could scout beyond the firelight and warn them when the riders approach. That’s no good. The rest stop may be safe, but just outside, predators gather, waiting for animals to wander from the safety of the light. Indeed, the trees are obviously full of waiting hawks.

Gleador asks around, wondering if anyone has heard of black-cloaked skull-faced riders. People think that’s a great campfire story, and he soon has a circle of eager listeners wanting to hear his spooky tale.  He describes Beth and her group, saying they are bogey-men that wander the roads, and the only way to escape if they pursue you is to thumb your nose and say, “neener neener neener!” They can’t stand being mocked. A young lad, eager to seem brave and smart, scoffs at Gleador’s description of the terrible black wolf that bears the leader of the band. “Everyone knows the Black Beast is more like a giant cat. Not a wolf at all!”

GM note: The Black Beast is a legend started in Fairmeadow only a few days ago, based on the exploits of Gleador himself!

Blogger note: I need a better way to link callbacks. if you, dear reader, don’t remember the Black Beast, how can I easily remind you with the power of hyperlinks & the Internet?

After successfully entertaining the crowd, Gleador looks around for interesting people. He sees a group of people wearing robes that were once white, but are stained with long use over the road. They carry their gear in handcarts, and have no pack animals. Gleador strikes up a conversation with Talion, a young-ish Orc man. Talion explains that they are religious pilgrims returning from a famous shrine, far to the west, past Sugar’s Crossing. The expedition was started by an old human woman named Vanni. The journey is like a river, people join the group as it travels, expanding it. In that sense, Vanni is like the source of the river. Now they are returning, and people leave the group as it passes their hometowns. By the time Vanni returns, she will have been on the road for four months. Our heroes enquire about the shrine, and what rituals the group performed while there.  Gleador has heard that the shrine grants petitioner foresight. Talion expands: Vanni was the reason for the expedition, so she alone went inside and received the foresight, but all had a part in the ritual, and the foresight echoed and rippled outward, granting each participant some small gift.  After his experience at the shrine, Talion recognizes one face in each town he visits. He has no other insight into the people he recognizes, but he’s meditating on the visions and the interactions he has with the people the shrine has shown him. He records it all in a worn leather-bound journal. Tonight, Talion is expecting an Orc woman, but he has checked the camp and hasn’t seen her.  Gleador and Lucia are pretty sure he means Beth, the leader of the strike team pursuing them. She was wearing a cloak and mask, but from her height, build, and the skin they could see on her hands, neck, and shoulders, they are reasonably confident she’s an Orc.

GM note: I told Gleador’s player that Gleador knew the shrine the pilgrim’s went to. He said that the shrine granted foresight, and I thought, “You power-gamer! I’m not giving you an NPC that knows how to get you out of trouble!” Thus, the shrine grants foresight once, for a specific request, not an ongoing power to see the future.

Gleador encourages Lucia to talk to Vanni. Lucia isn’t sure what to say, but goes anyways.  Vanni is quite old, so the pilgrims give her special treatment out of respect both for her leadership of the expedition and her frail physical condition. Vanni recognizes a fellow truth-seeker in Lucia.  She tells Lucia about the trip to the shrine, which leaves the main roads and goes through a forest. That’s why they must use handcarts. Larger vehicles and beasts of burden cannot pass. Lucia asks why Vanni would make such a journey, what was so important to foresee? Vanni looks sad and doesn’t answer directly. Lucia says, “I guess it wasn’t a blessing.”

Vanni: All truth is a blessing. That’s very hard to see, but if you can accept that, it’s enlightenment.

Vanni excuses herself. It’s late, and she is old and tired. Lucia and Gleador also prepare to sleep. Lucia walks the border of the rest stop and casts Sanctuary, so she will be alerted if anyone entered with hostile intent. Our heroes are worried about the strike team somehow out-smarting the magic ward against violence. Gleador says they need to have a serious talk about possible mortal actions.  He suspects the wolf may be a Druid, or at least someone Druid-adjacent, and the combination of evil and power that he sensed has him considering taking a life for the first time.  (They destroyed some zombies when cleaning up the freezer room, but they had been dead for a long time, and had terminal diseases, so it doesn’t count, right?) They go to sleep back-to-back, weapons at hand.

Around 4AM, Lucia hears a ping from her Sanctuary spell, then three more. She sneakily opens an eye and see the four members of the strike team entering the rest stop. Their mounts remain outside. Their cloaks, masks, and armor are laid over the mounts. The strike team approaches unarmed, hands visible. Without the cloaks, their black armor is visible: mostly leather, with partial chainmail. The chain links are coated with a substance that turns them black and prevents them from jangling. Beth approaches to within a few paces and crouches down to address them. She wasn’t able to apprehend them before they reached the rest stop, and she can’t lay hands on them while they are protected within the rest stop’s ward, but she can prevent them from leaving while she waits for further instructions. Beth pulls out some paper and a pencil. It’s not very sharp. Beth reaches for a knife that’s no longer at her side. She glances back at her gear on the wolf, stares at the blunt pencil, and with a sigh, starts writing a message. When she’s done, she fold the paper into an origami bird and throws it into the air, it flies off towards Templeton to magically deliver a message.  “Now we wait”, says Beth.

Gleador is not content to wait, and uses his situational invulnerability to ask an unending series of impertinent questions.

“Who do you work for?” Beth says, “The mayor calls on us to solve special problems that the City Watch and normal channels are not equipped to handle. You are a special problem.”

“Are you like the mayor’s little body party?” Resh, one of the three human riders, chimes in, “You could say it’s a body party once we get involved!”

“Are you going to bring the wolf in? Is he OK out there beyond the fire light? He wasn’t doing so well earlier.” Beth narrows her eyes and hisses, “Don’t you ever talk about my wolf!”

Shortly before dawn, some people start to stir, make breakfast, stoke the fire. One of them is Talion. He spots Beth and arranges to get as close to her as he can while cooking breakfast. Beth notices him stealing glances and goes up to him. “What do you want?” Talion stammers, “Well, I, uh, I saw you in a dream.” Resh calls out, “She’s heard that one before!” Talion is embarrassed. “No, it’s not like that. There’s this shrine, see?”  Beth leans in, “So you saw my face in a vision? Are you sure it was mine? Take a real good look.” She leans uncomfortably close, staring Talion dead in the eye. She suddenly barks a war cry, twisting her face into a terrifying snarl. Talion stumbles back, startled. The riders laugh and jeer and he retreats.

Beth sights a response from Templeton. A larger messenger bird flies towards the rest stop and is snatched out of the air by a hawk! Remember, many predators wait just outside the fire’s protective light. Beth yells, “Aleph!” and points at the hawk. Her wolf turns and runs after the hawk, which flies back into a tree with its prey. Beth also run out of the camp, intercepts Aleph, pulls her knife from her gear and flings it into the hawk’s tree. The hawk falls out dead, still clutching the messenger bird. Beth picks up the hawk by the knife sticking out of it, extracts the messenger bird from its claws, then offers the knife to Aleph, who pulls the hawk off and eats it.  Beth walks back towards her companions. As she crosses the threshhold of the rest stop, she pauses and looks down at the knife in her hand. She takes a step back, throws the knife into the ground, then continues forward. She unfolds the messenger bird, It’s a cloth square about 2 feet on a side, with writing on one side, and magic symbols on the other.  Lucia recognizes the magic symbols as a teleportation spell. Beth reads the message, then hands the cloth to her blonde companion. “Yod, you’re better at this stuff.”

Yod prepares to cast the spell. Gleador is very curious and crowds her, asking what she has, what it’s for, what she’s going to do. Yod raises a hand, then lowers it. She scoots away. Gleador follows. She lays the cloth flat on the ground, then strategically scoots around so that Gleador is crowding her right arm instead of her left. then she grabs a corner of the cloth with her left hand and lifts the cloth with a flourish, yelling a magic word. There’s a puff of pink, glittery smoke, and when it clears, there’s a male Dwarf standing there. He wears a top hat, handlebar mustache, white gloves, tailcoat, and vest. “Ah, wonderful! Good to see you again, Yod! Beth. And these must be our, umm, persons of interest. Good to meet you in person. I’ve heard so much about you. My name is Dory. I must say you’ve put us in a bit of a spot. Allow me to consult with my colleagues.” Dory surveys the scene and huddles with the four riders.

Dory decides that the mayor will come to see Lucia and Gleador, but all these spectators are no good. He goes around the various camps, some of whom are beginning to stir, and offers them 5 gold pieces if they clear out in the next fifteen minutes. Most people are very willing to do so, and hustle to get themselves together.  The pilgrims have no interest in earthly riches, and have several venerable members who mustn’t hustle. Dory maintains his effusive and jovial attitude, but is clearly annoyed. Talion gets between Dory and the group, demanding that he show respect. Beth steps in between Dory and Talion, hand on hips. She’s really good at threatening and belittling people. Talion’s hands keep balling into fists and then suddenly relaxing. Dory, who is 22 inches shorter than his champion, his head out into the space between Beth’s side & her elbow to get a few verbal barbs in himself. Beth has had enough says she’ll wait for Talion outside. She leaves the rest stop and waits at the entrace, which the pilgrims need to pass when they leave.

Dory finds he can’t rush Vanni and the other pilgrims because it would actually be unhealthy for Vanni to move too quickly, so he leaves them alone. Our heroes go to consult with the pilgrims. It seems that Talion will be attacked as soon as he leaves. Talion thinks he has a good chance, and he’s full of righteous anger. He’d probably make a good Paladin, but he is not a Paladin yet. Our heroes tell him that Beth is very dangerous, even without her wolf and weapons. Our heroes will also be attacked as soon as they leave. They are willing to draw the strike team’s attention in order to let the pilgrims flee unharmed. The pilgrims are impressed by our heroes’ self-sacrificing offer. One of the pilgrims steps forward with a tunic painted with some strange symbols. He says that his vision showed him this pattern, and he thinks that Lucia and Gleador should have it. They recognize it as the same teleportation spell that Yod used to bring Dory here.  Racking their brains for arcane lore, they also remember that while being teleported, a person is in neither place. This means that our heroes can disrupt the mayor’s teleportation spell, because the mayor will not be in the rest stop, and thus not protected yet.

Dory gets ready to summon the mayor. He’s annoyed that the summoning cloth has holes in it (from the unfortunate hawk’s talons) and repairs them with a few flicks of his magic wand. Gleador and Lucia crowd close around him. Yod explains that they do this sort of thing and whipsers in Dory’s ear. Dory does the same little dance around the cloth to get one arm free, then snatches the cloth up. At almost the right time, Lucia puts her toe on a corner of the cloth and adds an extra syllable to the magic word Dory yells. The teleportation spell is disrupted, but not in the way she hoped! Both ends of the portal open at once. Dory, Lucia, and Gleador feel the space around them bend down into the space where the cloth used to be and they are pulled down with it! Once past the ground, they find themselves in a large, translucent, glowing tunnel. All around them, similar tunnels or threads stretch for infinite distances in all directions. Looking up, the underside of the ground is not visible, only more threads. They are pulled forward by a current and miles away at the other end, they see a figure racing towards them, no doubt the mayor.  Gleador tries to snatch the teleportation cloth away from Dory, but he resists and the cloth tears. When it does, the thread they are in also tears, splitting and spiraling into at least three different channel headed who knows where. Lucia tries to grab Dory, but he’s aiming for a thread that goes deeper into whatever space this is, below reality. That’s scary, so Lucia lets him go. She and Gleador are above the original thread. The mayor is still racing along and will pass them by if they just float along this thread. They can fight the current, try to push through the wall of the thread and risk what’s in-between the In-Between, or use the teleportation spell on the tunic that the pilgrim gave them. Gleador turns into a dolphin with a frog’s tongue. Lucia grabs his fin and with a mighty thrust he swims against the current to rejoin the original thread. Now our heroes are on a collision course with the mayor. How wil lthe opposing currents interact? The tunnel is wide enough that the three could pass without colliding, or bounce off  each other and continue. Gleador wants to secure the mayor, so he reaches out, arms getting longer and bulkier as he transforms into a gorilla. The gorilla seizes the mayor, who is a Dwarven woman. She’s wearing a formal, refined, but still decorated and beautiful dress. Gleador’s hand crushes one of her puff sleeves and he feels some of the embroidery rip. The three of them are holding on to each other and will all end up in the same place, but where should they go? The rest stop with the mayor’s magician and personal strike team seems bad. Going the other way probably leads to Templeton City Hall, one of the most secure buildings in the city. Lucia pulls out the teleportation tunic and aims for the swamp near Fairmeadow, home to their friends Samantha and Ferdinand. She completely botches the spell. The tunic unravels and weaves itself into the side of the tunnel, creating a branch that sucks the three of them up and up and up. They feel the transition back to real space, and there’s water. They rise and rise. They break the surface. Darkness. To be continued.

GM note: There is little that gives me more freedom than an uncontrolled teleportation spell at the very end of the session! I have a month to figure out where to put them.

← Session 11 | Campaign Summary | Session 13 →

Fairmeadow Fair, session 11

← Session 10 | Campaign Summary | Session 12 →

Last time, our heroes attracted a lot of attention, so much attention that their hostel was staked out by two separate parties. They opted to camp outside of town for the night.

Lucia suggests just leaving, but Gleador wants to look around and see what’s happening in the city of Templeton.  He remembers observations he had in the previous days to see how he could safely scout around. Local wildlife that he could shapeshift into include soaring birds drawn the the updrafts around the volcano, and stray dogs, mostly terrier breeds as opposed to the hound mutts in Fairmeadow. The City Watch and Campus Security are different organizations, and there was enough bureaucratic confusion yesterday that he imagined there may be chain-of-command problems, and multiple organizations working without talking to each other.

A map of the city of Templeton, built into a cinder cone volcano.

Gleador uses his new chimera power to turn into a falcon with bat ears and flies into the city. He circles the hostel and sees a City Watchman staking the place out.  He wheels towards the collage to see what’s up, and notices thick clouds of smoke from the city north of campus. A large building and two small dwelling are engulfed in flames, and several nearby buildings are threatened. City Watch are keeping crowds of onlookers and displaced residents away from the buildings. The level of panic indicates that there’s probably no one trapped inside. A City Watchman with impressive robes arrives, forms a cloud in his hands and spreads it over the tenement house next to the burning building. Rain soaks the tenement house, preventing it from igniting.  Gleador flies near Dead Stanton’s office to listen in. Stanton is complaining to Simmons about the meeting that just ended with Professor Mag

GM note: Say your NPC names outloud before the session. I wrote “Prof. Mamag” in my notes, but saying “Mamag” is just goofy.

Stanton gestures with the records of Mag’s research and equipment. “There’s nothing in here like those adventurers describe, and nothing that would get the Mayor’s office involved. The Mayor himself asked me to drop the investigation! What is going on here?” Gleador makes a mental note to get those records, then returns to camp and reports to Lucia.

Lucia & Gleador decide to go to the Dean’s office, question him, and maybe acquire Mag’s records. They make sure to only enter college campus, not the rest of the city. Apparently the City Watch and the Mayor are looking for them. As they walk along, they are hailed by Selene. She met Gleador at the rest stop along the road from Fairmeadow. She asks how they have been and they say they’ve almost been killed and there are conspiracies against them. She’s shocked. They ask about the college keeping prisoners, which is another shock to her. She does mention that she rents a room in a giant house of 20 students, and one of them was arrested yesterday. City Watch all over. Our heroes correctly guess that it was Rott, who tried to kill them. Selene is shocked to hear that about her housemate. They weren’t close, but he would sometimes make breakfast for the house. He could have poisoned them at any time!  They press her for his friends and habits. She didn’t keep track of his friends, since there are so many people in the house, but in the past year he’s been quite generous, buying rounds of drinks and so on. Not easy to do on a grad student’s allowance. Our heroes ask again about Oolite. Selene doesn’t know about it, but the school library is the place to find out, and she’s happy to escort them there.  Finally! All they really wanted was to look up this mysterious word!

Selene escorts Gleador & Lucia into the library. She tells the door guard, “They’re with me. I’ll make sure they don’t break anything.” Gleador is not sure she will be able to keep that promise.  They go to the librarian, a male Elf with blond hair pulled back in a high ponytail. He’s standing at his desk, but the desk needs to be accessible to Dwarfs, so his area is recessed a few feet in to the ground. After hearing their query, he takes off his glasses and whispers a few Elvish words to them and the word “Oolite”. He puts his glasses on and looks around the room. His glasses start to glow when he looks at certain books.  This library is set up like the one in Beauty and the Beast. Very high shelves with catwalks and tight spiral staircases to access higher shelves. There are also dumbwaiters, probably to carry loads of books. The librarian (his name is Lindolan) emerges from behind his desk, rising to 6’3″ as he takes the ramp up to the normal floor. He’s missing his legs below the knees and is “standing” on a little automatic cart that looks a bit like a Segway. He rolls to a dumbwaiter, rises to the catwalks, and uses a wand to pull books off the shelves into his arms.  Back at his desk, he flips through them and explains.

Oolite is a family name. It was a respectable business with a mine off to the south (he marks it on our heroes’ map) that supplied metals. The mine’s output suddenly increased, then dropped to zero, and the family faded away in disgrace.  Lindolan suspects that they neglected safety protocols to increase output and there was some sort of accident. Gleador ask about robots or living statues.  Lindolan suggests the fiction section. There are books about sculptors so skilled their creations came to life, a copy of Pygmalion, lots of fanciful stories.  Gleador pulls out the strange coin. Lindolan gasps. He recognizes it immediately.  It’s a coin from Saarland, which until 30 years ago was a great city of the Elves north of here, in the forest. It was prosperous and peaceful, until, in a single night, it was sacked and burned. The survivors scattered, leaving an abandoned ruin, and anyone who has its wealth must be a robber.  Gleador assures Lindolan that this is evidence, and they have it on loan from the sheriff in Fairmeadow. Lindolan wishes the coin could be returned to one of Saarland’s survivors, but does not insist.

One last question. Has Lindolan heard anything or read any stories about gelatinous people? A dwarf appears and leans on the desk. “Gelatinous people? I’ve never heard of such a ridiculous thing!” It’s Flint! Flint, the metallurgy student apparently mixed up is some scheme that got our heroes trapped in the laboratories. Flint who they last saw running down the hall away from them. They thought he’s be caught and killed by his former accomplices, but here he is. Flint would love to talk to them about gelatinous people, perhaps at the study table just over there? Our heroes excuse themselves from the librarian and Selene. Gleador would love to chat with Flint, but following Flint into places hasn’t worked out well for them, so he suggested they chat outside. Flint agrees and they go out and sit on a bench.

Flint says, “I’m very grateful that you released me, but you have something that belongs to me, and I want it back.” Our heroes don’t remember taking everything from Flint. Flint apologizes for the confusion, and reveals that he is Andro, the “gelatinous person” they were talking about! Lucia immediately checks his alignment: not Evil.

GM note: The revelation could have been cooler. Here’s what I should have done. “Flint is wearing a hood.  He grabs his head and twists it 180-degrees, revealing Andro’s face on the back of Flint’s head” Instead Andro mushed some facial features with his hands to show that he could change his appearance. Boring!

Our heroes have a million question for Andro, but he really wants that amulet they took from him. He’ll let them keep the 200 gold as a reward for freeing him. He’s split between leaving town to ensure he’s never caught again, or staying and punishing the people who captured him.  Our heroes are tempted to help him, since they like rooting out evil. Gleador figures they have about a day before they become unwelcome in town. Andro says that he prefers a slow, methodical, safe approach to revenge.  Perhaps their styles clash to much to co-operate.  They have some evidence that they want to get from the Dean. Andro should not come with them looking like Andro or like Flint, since people are looking for both of them.  If Andro will meet with them later, they will return the amulet.  Andro agrees and points out a statue in the distance.  “Meet me there.”  He leaves.

Gleador and Lucia head for the Dean’s office. Simmon’s shows them in quickly, since the Dean is dealing with the ruckus they started.  Dean Stanton says that the Mayor wants our heroes to meet with him at City Hall right away.  They ask why the Mayor is involved. Stanton’s not sure. Our heroes say they released a prisoner, the Mayor doesn’t want Stanton to look into it, but Professor Mag’s records (still on the desk) don’t say anything about a prisoner, or anything shocking. Mag had several rooms reinforced for keeping dangerous specimens, like the giant amphibious mole from the Sapphire Islands, or that weird jellyfish wit hte mind-affecting spores. Nothing about keeping people. Gleador wants to tour Mag’s other rooms to make sure that there are no other prisoners. Stanton refuses. The last time our heroes were in the labs they destroyed a lot of property, and no one else knows anything about this alleged prisoner.  Gleador threatens to spread rumors about the college’s secret prison. Stanton is sure the college’s reputation can withstand two strangers with no evidence.  He asks them to leave, since he’s very busy cleaning up their mess. As they go, Lucia tries to grab the book of Mag’s records. She fails and Stanton yells for help. Our heroes try to flee, but Simmons blocks the door and summons Campus Security.  Simmons is 4’4″ facing a 5’0″ knight in full armor and a 6’+ Elf, but he tangles up their feet and Stanton jumps on Gleador’s back. They stall long enough for 3 Campus Security guards to arrive. One bops Lucia with a Somnaboffer. The padded club doesn’t hurt at all, but the impact releases sleeping gas. Lucia coughs and jerks back. Simmons is kneeling behind her and she topples over! Gleador slams the door on the three guards and locks himself, his ally, and the two academics in the office. (A half-turn on a small gear extends a toothed bar to lock the door. Very find craftsmanship. The action feels very nice)

Our heroes remind Simmons and Stanton that they are locked in a room with two very dangerous people and their security is outside. Give us the book and give us safe passage off campus and we won’t harm you. Stanton agrees. He unlocks the door and orders the guards to escort the adventurers out.  Lucia and Gleador set off quickly, forcing the shorter dwarves to hustle to keep up. They arrange to pass the statue where Andro told them to meet. No one is there, but there’s some graffiti near the base.  Gleador is scandalized by this vandalism of art and suggests that the guards should be cleaning this statue and tracking the perpetrators instead of escorting him.  The guards are unconvinced, despite his appeals to Art, but our heroes stall enough to read the graffiti, which gives another landmark and a time: sunset. The guards deposit them at the northern border of campus. That’s near the fire that Gleador saw this morning. Our heroes investigate.

Several buildings on fire in the city of Templeton.

As they approach, they see that the large building’s roof is gone, but the stone support pillars are still intact. The two smaller buildings are gone. The tenement house is singed on one side and soaked, but intact. There are City Watch patrolling. Our heroes approach, even though City Watch staked out their hostel and work for the Mayor, who is suspiciously interested in meeting them. Two guards notice them and demand that they come to City Hall immediately.  Gleador stalls and asks impertinent questions, but the guards are insistent and draw their hammers. Gleador continues not complying, so he gets hit! Four more guards approach. Gleador is shocked — shocked! — that City Watch would hit someone peacefully making conversation. He and Lucia are making significant eye contact, wondering if they should fight, leave, or comply. City Watch swing at Gleador again, and our heroes fight back! Gleador’s doing OK, but they’re wearing him down. Lucia’s armor makes her almost impervious, and she rapidly drops four of them. Our heroes are fighting to disable, not kill.  The remaining guard flees, and our heroes are left with a crowd of terrified onlookers.

Our heroes have gone loud on campus and in the city. That guard is sure to bring more. they must flee. But first, Gleador grabs a bystander and quizzes him about the fire. “What burned, and why?” This was Mister Bill’s Tack Shop. It sold horse & carriage equipment. The small dwellings adjacent were where Mister Bill and his workers lived. Fortunately, they weren’t around, so no one was injured.  Gleador and Lucia are satisfied and leave. The poor Dwarf lets out a panicky gasp and staggers away.

Lucia picks minor streets to avoid patrols and doesn’t lead them down any dead ends.  Gleador keeps an eye out for City Watch. A pair of guards look down a cross-street just as our heroes pass a block down, and the chase is on. Lucia dives into an alley, but it’s a dead end. Gleador sees a clear route and starts down it, hoping to split the pursuers. Knowing the terrain, they opt for the easier prey and both go down the alley. Gleador reverses course to block their escape. Once in the alley, the guards find they are out-matched. Lucia drops one and injures the other. They demand answers. He’ll talk if he can do so from the mouth of the alley, so he can flee as soon as he’s done.  They ask why the mayor is after them. The guard had orders to bring them in alive if possible, as they were involved in important security and defense matters. Gleador asks, “Do you have to bring in a lot of people ‘alive, if possible'” He answers “No, no. I mean, alive is assumed!” Gleador asks if Templeton’s laws are equitable. “We don’t pick on Elves, if that’s what you mean.” They let him go with a message for the Mayor: “If you want to talk to us, meet us at the rest stop on the road to Fairmeadow in three days”  That rest stop is enchanted. None make cause harm while lit by the campfire’s glow.

Lucia & Gleador leave town (they were only a few blocks from the border!) and go to the campsite from last night.They scheme to watch the road and see if the Mayor actually goes towards the rendezvous. near sunset, Gleador turns into a falcon-bat again and goes to the new spot specified by Andro’s graffiti. But Andro could look like literally anyone! Gleador sees four students loitering near the statue. A pulse of echolocation reveals a female Dwarf with a mohawk & mohawk beard that is significantly denser than the other dwarves. Gleador perches in a tree and squawks. Several students glance up, but the mohawked one keeps staring and tentatively waves.  Gleador swoops down to one of the paths leading away from the statue and drops a note. The mohawked student retrieves it, nods to the falcon, and heads out.

Gleador flies back, reasonably sure that contact has been made. A while later, the mohawked dwarf arrives. :Lucia wants to be sure and asks what the swarf expects to get from them. The dwarf says she is owed an amulet, which was taken from right there. She drives her finger into her leg up to the knuckle, then removes it, leaving no wound. That’s Andro all right. Gleador, of course, has many questions. How do we get ot Saarland? Follow the road to Saarland, obviously. How old are you? I don’t know years, but the first thing I remember was the Sea Viper spreading his kingdom onto land in the south.  How did they capture you? I’m tough and i’m slippery, but I have limits. Lucia says that’s the sort of vague answer she expects from someone so slippery. Andro is glad to be free, and hopes that our heroes can help her, but she really wants her amulet back. Our heroes tell her about the rendezvous with the Mayor. She doesn’t know about the rest stop, but she knows the road to Fairmeadow. She is disappointed that the rest stop is literally a safe haven. They give her the amulet, and the records about Mag. Andro picks out names of other professors and says this will be very useful. Andro leaves, and our heroes once again camp outside Templeton, which is much more dangerous than it was 24 hours ago.

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Battle Angel Alita PbtA hack

Reading the Battle Angel Alita manga and hoping against hope that Alita: Battle Angel will be a good movie has me really inspired. My inspiration usually lead to fan-fiction, specifically, RPG mechanics that reflect the tone and theme of the thing that inspires me.  See Obliteration, a fan-game of Annihilation, for an example.

So how can I make an RPG that feels like Battle Angel Alita? Obvious surface elements are cyborgs in a futuristic shantytown fighting spectacular melee battles that leave their robot bodies shattered and dismembered. But recognizable brand elements don’t guarantee tonal consistency. Compare Fallout 1 to Fallout 76 for an obvious example.

Theme: Alita fights for her own sake

A theme that is distinct and important to me is that Alita is always fighting for her own goals. Her motivation is internal, and she actively rejects external goals that motivate heroes in many other stories, such as:

  • money
  • glory
  • justice
  • protecting the weak
  • duty
  • orders of a superior
  • saving the city/world/multiverse

Alita crashes through the systems in the world around her, using ones that advance her goals and discarding or ignoring the others. I want players of the Battle Angel RPG to have the same opportunity, but this conflicts with the unspoken social contract of most RPGs. The GM controls the world, and players only experience the world through what the GM shows them, so when the GM shows them a quest, or an ally, or any sort of content, players are incentivized to interact with it, because that’s all they can see. Another analogy is that the GM is the leader in a partner dance, offering plot hooks and fun NPCs for players to respond to.  The alternative to accepting these prompts is doing nothing, right?  That’s no fun. The system works when the GM prompts and the players accept and engage.  Players can only experience the world of the game by engaging with its systems, so playing a character who rejects systems is counter-intuitive.

Imagine a game that’s full of factions to join, ranks to achieve, and currencies to earn, but the correct choice is to ignore all of them and charge ruthlessly towards a goal one has created for oneself. It’s counter to so many assumptions about how games work!

Alita’s fierce independence may make standard party-based play impractical. If there four Battle Angels who each set their own goals and won’t take no for an answer, they may end up fighting each other! Perhaps one player wil play the Battle Angel and the others will share what is usually the GM’s role of inventing fiction about the world and embodying allies and rivals.

Theme: Alita overcomes a rival to reach her goal

In each arc of the manga, Alita has a personal goal, and is opposed by a rival or enemy. Sometimes there’s a shattering fight that leaves both crawling away and swearing vengeance. Other times it’s a verbal argument with hurt feelings and slammed doors.  Mechanically, flow of the game is:

  • player sets a goal
  • GM sets obstacles and rivals in the way
  • player challenges those obstacles
  • goal is achieved or becomes impossible
  • rest, repair, think about next goal

Theme: Alita finds herself in the heat of battle

Another theme: Alita does not remember her past, including the legendary martial art Panzer Kunst. She starts to remember her past and her abilities in combat, especially when she is pushed to her limits. So this game encourages players to pick hard fights and ride along the edge of death. What does this look like mechanically?  “To level up, pick a fight that has a 75% chance of death” means that 3/4 of all characters will die at level 1. I think instead that reaching the brink of death triggers an epiphany that lets the player reset the situation, giving her a chance to escape or strike a final blow.

Players have a Panzer Kunst rating. Panzer Kunst allows players to create their own custom fighting moves. The rating limits the power of the move, so increasing Panzer Kunst lets players have more moves with more power and utility. Panzer Kunst rating is increased as an epiphany in combat.

Players also use epiphanies to unlock information about The True Self, the person their characters were before losing their memories. Each realization is a vague phrase like “vast black plains”, “the Science division”, or “the woman with the square glasses”. With enough of these realizations, players can piece together their old life. Whether they embrace it, reject it, or atone for it is up to them. They can always set their own goals and are no one’s slaves, not even their past selves.

Theme: build and maintain your cyborg body

Character will have stats, like most PbtA games. I’m thinking Power Speed, Finesse, and Willpower, but I really want to use “Battle” and “Angel” as stat somehow.  The stats I’m using aren’t unique or cool.  Stats can be changed be refitting or replacing one’s cyborg body. Cyborg bodies come in Light, Standard, and Heavy models. Different parts grant stats and moves. Parts can be destroyed in combat, reducing the body’s capabilities. Some characters may keep multiple whole bodies and switch between them. Others may slowly upgrade one body as it get damaged until it’s completely different.

I’ll use Fellowship’s model of damaging stats, instead of having separate hitpoints.

Theme: spectacular asymmetric cyborg combat

Tabletop RPGs can’t match the specificity of carefully drawn manga panels, so I’ll use a series of tags to identify important conditions of battle:

Range tags:

  • hand
  • sword
  • whip
  • missile

Condition tags:

  • airborne
  • grappled
  • off-balance
  • burning

Moves may require certain tags to be triggered, and may add tags to the user or to the target when completed successfully. For example:

Shoulder check. Requires: Sword or whip range, not airborne or off-balance. When you rush forward and slam your opponent with your armored shoulder, roll +Power. On a 7+ you are now at hand range. On a 10+. your opponent is Off-Balance.

Moves are tied to certain components, and when those components are destroyed, you cannot perform the move.

Fairmeadow Fair, session 10

← Session 9 | Campaign Summary | Session 11 →

Last time, our heroes were trapped in a horrible dungeon: the science labs of a Dwarven college! They escaped and went straight to the dean, reporting the crimes inflected on them, but also admitting to damaging lots of university property and releasing a prisoner.  Is honesty the best policy, or should they have kept running when they escaped the dungeon?

Dean Stanton leaps into action, giving his sub-ordinate, Over-Dean Sessions, a list of tasks (Dwarves aspire to depth, not height, so Dean outranks Over-Dean):

  • Get Chief Laertes of Campus Security to track down the suspects who assaulted our heroes
  • Send janitors to fix the damaged doors and restore the freezer that our heroes de-activated.
  • Get a list of everything stored in the science lab building. Our heroes reported a Dwarf prisoner, which doesn’t sound right.

Our heroes wait in the Dean’s antechamber. Gleador finds some university letterhead and writes a letter of recommendation for Angus, the page at the public library.  Chief Laertes arrives.  He’s a serious looking Dwarf with his hair, beard, and mustache in neat braids.  He’s wearing a large ceremonial helmet as a symbol of authority. It can still stop a sword, but if it’s stopping swords often, the wearer is doing something wrong.  Laertes takes a statement from Lucia & Gleador. They don’t remember the names of their assailants, but have good descriptions and know that they share a class with Flint.  Flint isn’t with them.  He fled, probably leaving town.  Laertes sends deputies to get the class roster so they can identify and arrest the two suspects.  He tells our heroes not to leave town, since they are part of an ongoing investigation.  He asks if they have a place to stay in town. Gleador asks if Laertes can host them.  Laertes says that would be either the barracks or jail.  Oh, never mind, says Gleador.

A janitor runs in out of breath, reporting that there are people in the freezer room! Two janitors had cleared the door to the freezer room, dissolving the anti-tamper glue with a chemical they keep for just that purpose. They went inside to re-activate the freezing units, but there were people lurking inside to grab them!  The janitors ran out of the room and pushed a chest in front of the door to keep the grabby strangers at bay! Gleador’s player has an epiphany: there were coffins in that frozen room! The corpses have thawed out! Gleador and the janitor head back to the freezer room.  Lucia takes Sessions to get another freezing unit.

Sessions leads Lucia to an outbuilding where various supplies are stored. On the way, Lucia spots a campus security guard and tells him to get some backup and head to the freezer room.  Sessions is an authority figure the guard recognizes, so he agrees and runs off to gather his comrades.

The freezer room in the science building of Fortinbras School of Mines, with an anti-zombie barricade.

Gleador and the janitor run down to the science building. It has wide halls lined with cabinets and chests.  The second janitor has a large chest in front of a broken door. The top half of the door is pushed outward, and the janitor is swatting at the opening with his broom. As Gleador approaches, he sees an arm reaching out of the opening: it’s clothed in a fancy shirt and jacket, and the hand bears ornate rings, but the skin is grey and pulled tight over the bones. Peeking into the dark room through the damaged door, Gleador sees three figures.  He finds an evening class in the same building and triesto recruit some students to help him build more barricades.  Most students react to the news of dangerous intruders with fear, but a few punk Dwarves welcome the chance to smash up university property and get in fights.  While everyone else flees the building, Gleador and his four punks construct a killbox right outside the door of the freezer room.  The walls lean in, so they are hard to climb from the inside and easy to collapse from the outside. “You’ll remember this night for the rest of you lives!” says Gleador, although he’s not sure how long that will be.

Simmons and Lucia reach the supply shed and locate a freezing machine that will blow super-chilled air, and the volatile canisters of fuel the machine requires.  Lucia decides to transport the canisters on a cart, to avoid the risk of dropping and breaching them.  She reaches the killbox outside the freezer room around the time that the zombies break the freezer room door.  There are two men in tuxedos and one woman in a nice dress, the sort of clothes people are buried in.  Yeah, these are definitely the bodies in the coffins. Lucia scans for evil: 2 of the punk students, and the female zombie are evil.One of the punks says that a zombie looks like Armstrong, the famous artist, but another says that he’s been dead for 20 years.  Gleador orders the punks to build another layer of defenses, so there are two walls on each side of the zombies.

Lucia asks Sessions why the college is storing zombies.  A clerk arrives with the manifest for the freezer room.  She would have brought the manifest earlier, but went to the Dean’s Office first, and had to be redirected here.  Sessions scans the manifest and says that the zombies are listed as “tissue samples” for Professor Jenkins’ long-term research on terminal diseases.  Sessions is upset by this falsification of records and threatens strong corrective measures:perhaps loss of funding, or delay of tenure! Sessions sends the clerk to summon Professor Jenkins immediately.

There are five tissue samples on the manifest, but only three zombies milling about in the kill box.  Gleador remembers moving from room to room through the vents. Maybe the zombies have done the same.  He takes a Janitor (Wally) and heads for the smelter room on the lower floor.  He wants the punks to come along too, but they are bored.  They’re not actually fighting zombies or collapsing the killbox.  They wander off.  Gleador and Wally have to go outside and circle around the building to reach the smelter room, since the kill box blocks the hallway.  The door to the smelter room hangs open, since everyone fled the room during the last session.  Wally closes and locks the doors, and they return to the killbox.

Meanwhile, Lucia and Sessions set up the freezer machine in between the inner and outer walls of the killbox and start blowing freezing air on the inner wall and the zombies.  Lucia bemoans the slow response time of the campus security.  Gleador & the janitor return and report that the smelter is secure. They wonder what to do next.  The furniture in the inner wall of the killbox starts creaking and cracking as the freezer machine freezes it.  The zombies are moving more slowly.  Armstrong is scratching designs in the frost with his finger. Gleador says that if the furniture collapses on people who have terminal diseases and have been dead for 20 years, it’s no big deal.  Definitely not murder.

Jenkins arrives about the same time as four campus security deputies.  Jenkins arrives and Lucia grills him.  Why are there zombies?  Jenkins is horrified that they have been thawed. These people volunteered to be frozen until their diseases were cured.  Decades of work are at risk!  Lucia asks if he’s cured any diseases in the last 20 years.  Well, there’s a vaccine for one.  Our heroes look closer at the zombies and see sores, and other marks of infectious disease on them.  Jenkins assures them that the diseases are not airborne, but they should avoid contact with the zombies.  Just then, a freezing cabinet freezes enough to shatter the glass doors on the front, throwing glass shards at the zombies. The inner wall of the killbox is threatening to collapse.  Lucia tries to loop a rope around the top cabinet to secure it, but it breaks and the whole wall collapses.  The female zombie (identified as “Hawkins” by Jenkins) is buried by the debris, but the other two zombies are now free to enter the outer killbox, where our heroes are standing!

Lucia falls back past the outer wall.  Gleador sees his exit route, but realizes that the zombies can now access and perhaps disable the freezing machine.  He tries to re-direct them by telling Armstrong that there’s good art back in the freezer room.  Armstrong seems to recognize his name and heads straight for Gleador.  Gleador slips out.

Campus security detects danger to college personnel and property and move in to subdue  the zombies.  First they have to dis-assemble the outer wall of the killbox.  Lucia tells them to stand down, that they could be infected by the zombies, but they don’t recognize her authority.  Gleador tries again to distract Zombie Armstrong by getting paper and charcoal from his adventuring pack and throwing it towards the freezer room.  Armstrong doesn’t notice.  Reassuring himself again that these zombies are already dead, so it’s definitely not murder, Gleador prevents the imminent fight between campus security and zombies infected with incurable diseases by collapsing the killbox on the zombies!  The collapsing wall of re-purposed furniture also smashes the freezing machine and its volatile fuel canisters.  Super-cooled gas blasts outward.  Gleador chooses to push the deputies out of the way instead of saving himself, and takes some cold damage.  The two remaining zombies are under a pile of smashed furniture, which is covered by a thick layer of solid frost.

Two zombies are still unaccounted for.  Lucia rises to her full 5’0″, eight inches taller then Jenkins, grabs him by the shoulders, and orders him to go into the freezer room and see where they are.  Terrified, Jenkins flees.  Gleador runs him down and grabs him.  The deputies object to these outsiders threatening college personnel and order Gleador to unhand Jenkins.  Gleador reminds them that he just saved them, and suggests that they escort him into the room.  They agree and the five of them climb over the remains of the killbox and enter the freezer room.

Our heroes watch the door and listen.  After a short pause, there’s a commotion and the four deputies run out in a panic. They report that they went to close the coffins and a zombie reached out of a coffin to grab at them. They beat it with their somnaboffers, to no effect!  Our heroes are unfamiliar with somnaboffers.  The deputies are holding them.  They look like clubs wrapped in foam. There’s a mist coming out of the foam. Deputies use them because they put people to sleep instead of injuring them, but they don’t work on zombies!  Where’s Jenkins?  The deputies do a headcount and come up one short.  Oh no!  Our heroes hear a machine turn on inside the freezer room.  Did Jenkins do that?  They rush inside.  There are three open, empty coffins, one closed coffin, and one open coffin with arms flailing over the rim.  Apparently this zombie doesn’t have the strength to get out of the coffin.  Gleador reaches out with his club and flips the lid closed.  That’s all the zombies secured.  Jenkins is hiding behind one of the freezer machines installed in the room. He planned to wait for the zombie to be frozen, then escape.  Our heroes turn on the other freezer machine.  The situation is secure.  Gleador and Lucia leave the deputies to clean up and head back towards their hostel to rest for the night.

On the way back, they are stopped by one of the college-age Dwarves who shares their ten-person room in the hostel. Her name is Dolly.  She has two long braids in her blonde hair, and another long braid in her beard. She doesn’t attend the Fortinbras School of Mines.  She knew a guy and already has a job at a mine.  She spent a day at the Fairmeadow Fair, and is visiting a friend in Templeton before continuing back to her mine in the east.  She reports that people were looking for our heroes at the hostel.  One guy looked like he’d been in an accident and was really tall, like Lucia’s height. He was asking for people of our heroes’ description.  The other person was a suit, probably with the city.  He went straight to the hotel staff and asked for Gleador and Lucia by name.  Dolly thinks that the hostel is being watched.  Our heroes thank her for the warning and decide to sleep outside of town.  They pick a spot near the road to Fairmeadow, since they have some familiarity with that terrain. They find a hollow in the hills and Lucia casts Sanctuary around the campsite.

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