Thursday, March 16, 2023

Knave Campaign Postmortem: Yonwell

I've been delaying and delaying closing the page on this chapter, but:

The Bell Ringers have made their last journey together. 

Adventures So Far:

Report 1(Not Really): Clowns, Handspiders, and Lions

Reports 2, 3: Ew, Gross

Report 4: Generic Wizard Tower

Report 5: Pepper Dies (Again)

Reports 6, 7, 8: Don't Go To The Library

Reports 9, 10, 11, 12, 13: What's the Worst that Could Happen?

A Recital

Since our last recap, there have been many sessions with new players and deadly adventures. The guild finally entered into Honorwatch, the dread keep ever on the horizon. The first foray brought them through the hidden tunnels uncovered by Corin the Smith. While they found great fortunes within their brief exploration of the dark tunnels, they very quickly were forced to flee from wights and knights that haunted the halls. A chance encounter with the bandits holed up along the south road to Yonwell breeds enmity as they suffer heavy "taxation" from the bandit king in exchange for free passage and sanctuary.

Rallying once again from Yonwell, they journey with a larger party to Honorwatch itself and seek a ground level entrance. On the way, they battle with the notorious drake, Kesselwyrm, before reaching the decrepit town on the outskirts of Honorwatch proper. There, Stratford Slee meets his demise under a cavalry charge of dead, and the party escapes into a hidden tunnel in a ruined chapel. 

From here there were lengthy trips into the fetid halls- treasures were won and nascent adventurers were slain. Retreating back to Yonwell the guild sought treasures in the east, across the Greenspine and in the court of the rumored Fairy Queen. They journeyed there and defeated devious traps, attended a strange party, and were cast out by attendants of the fae court. High up in the mountains they broke upon a golden tomb and robbed it of its worth before returning to Yonwell once more. 

Here, the core of the adventuring party began to move (literally) on- and I decided the time was nigh. These adventures ended not with a bang or TPK (as they'd always thought it would)- but as must always happen, the wheel of time turns, and ages come and pass, leaving memories that become legend. 

Max Bedulenko

In the Beginning

I made the Yonwell campaign about two years ago with the intent to run it with a rotating cast of players and focus on exploration of the world and dungeon crawling. In many respects this was a success, and through ~11 players the group forged a guild, fought a war, brought rune magic into the world, and much much more. 

Knave was my system of choice here mostly for ease of pickup for newer players and simplicity- encouraging the more modern-system focused players to engage with the world over the system itself. I also experimented with many, many rule tweaks and procedures, system changes and add-ons. Some were dropped, like the death and dismemberment table, but others such as the simplified hexploration procedures stayed relatively unchanged. 

>>Messy and unedited house rules heavily borrowed from others here<<

In fact, contrary to my usual tendency to over-worldbuild, Yonwell started extremely light on work after prep of the initial 10x10 hex area immediately around the town. The world doesn't even have a name, still (only a single player asked about it, once), but thanks to really leaning in to only preparing things the players will interact with it felt like all of the prep that I did saw use. Dungeons were lifted wholesale from other products, including the Tomb of the Serpent Kings, many Trilemma adventures sites (handwolves were put into a random encounter list after finding them in the glossary, they grew to become a frequent comedy encounter), the previously discussed rune dungeons, the entire Freeport adventure, and more.

In memory of loyal party donkeys Ser Dunkelton (RIP) & Dunketello
 

Last Questions: Secrets Unveiled

And now, before closing the curtain on Yonwell, there were a few questions from my players to answer. 

 

Forrest White
Q: What was up with Honorwatch?

A: Honorwatch started as a big ruined fort on the hill, some skeletons on the random encounter tables for the surrounding plains, and the warning from the first npc out of town to not sleep within sight of it. After a few early sessions, it took a more developed role as the world got fleshed out wherever the players interacted with it. So, let's dump some lore.

There were Duke Conrad of Yonwell, and his brother Duke Konrad of Honorwatch. Naming conventions aside, years ago the Duke of Yonwell plotted against the Duke of Honorwatch- intending to kill him and seize Honorwatch. Honorwatch itself was a bastion of researchers, having a grand ruin underneath the castle proper, and the Duke of Honorwatch kept the peace honorably in his lands until his brother's betrayal. 

Essentially, the Duke of Yonwell made a secret alliance with the Witch Queen and gifted a cursed amulet to the Duchess of Honorwatch. The amulet corrupted the Duchess and eventually laid root and turned the lands into the Witch Queen's native swamplands, marshy and riddled with vampiric thorn bushes, allowing the Witch Queen's magics enough ground to teleport directly into the ruins beneath the castle. 

The ruins, as was discovered by the Duke of Honorwatch, were a great pristine seal- over some great power sealed away by the ancients. There were three swords that acted as keys to open the seal, and at the time the Duke of Honorwatch had located two of them: Eventide and Hierophant. The Witch Queen sought to harness this power herself, and tried to break the seal without the third blade. Her attempts backfired and she barely escaped the site alive- but the seal's magics brought the curse of undeath to the Duke of Yonwell and his lands- binding them to keep the seal intact.

This all draws into the further lore backgrounds of what was sealed and why- but essentially what we had was a snakeman empire overthrown by men who discovered how to wield Godbound-tier magic. They overthrew the snakemen and built a great utopian empire, with six of their number being the de facto pseudo-pantheon. Over time, they began to restrict who learned their magics, as in the hands of any lowly peasant it could destroy the works of kings. Eventually their empire grew more and more insular, elitist, and cruel. One of their number attempted rebellion, and trained legions of commoners in secret. A great war, sometimes known as the Runic War, scarred the land and broke the empire. The remaining five were not able to kill the unnamed sixth, but were able to erase their name and form and seal their seat of power- but in doing so had to seal away their greatest magics.

Time passed and they ancients sealed their greatest city and all its technology behind the mighty Shieldwall mountains, chaining another of their own who had become corrupted to guard it eternally (this being Azamax the Cursed). The rest scattered, with some being lost to time, others still live in the setting (The First Wyvern, the Lich King). Eventually, the much less magical civilizations of the world were formed and after many many years we have Yonwell- just 20 hexes from the sealed magical city and ten from the great seal underneath Honorwatch. 

All this was in no way in place at the design of the campaign, and it wasn't until they discovered the teleporter cairns some 15 sessions in that it was set in stone. At the beginning, all I had was Honorwatch being a cursed castle and there being big mountains to the way way north that hid something. 

Ben Zweifel
 Q: What was the deal with the teleporter cairns?

A: That was how to unseal the city behind the Shieldwall. Two hexes out of Yonwell and not discovered until 10-12 sessions in to the game, there was a monolith just in the Shellwood atop a cairn. The party fought a vampire-vine-beast inside and explored the remaining three rooms. One held dozens of stone statues of people in various stages of life, another held the tomb of one of the five Ancients as well as a pool of magical healing water, and the third held the teleporter. 

It's a simple system, there's a crystal that powers it and the players had to find it (stolen by the vampire thing) and activate the system. There were four reels filled with symbols that could be lined up into combinations of four and a lever. The way it worked was a simple dialling system, put in the right combo and teleport to the corresponding cairn. They had already worked out the address of the cairn they were in and were satisfied to leave- but one player wanted to try a few hunches. 

Fortunately for them, I had planned for that. The first success was all four Tree symbols- this led to the "Cathedral". It was a building set beyond the Shieldwall and filled with six statues, one smashed, each which when touched would give a vision of the corresponding cairn. Each statue looked like one of the six ancients, and if all six cairns were activated then the barrier in the cathedral blocking the exit would be broken. 

The second successful combo was the four dragons, which led to a floating castle above the bay of the lost continent Wyv. The sheer number of wyverns around the castle led to the players to quickly decide to leave and not come back- unfortunately for them. 

Q: Is magic everywhere now? How will it affect... things?

A: Rune magic is, at least. The players were already seeing some fall out from when their lantern boy taught all the other lantern boys how to make magical rune-powered light, and they also taught even more to a second henchman. Rune magic was one of the magics sealed in the Runic Wars, being the easiest for the common person to use and benefit from. 

It will take time for people around the world to see the old runes in ruins are working again and figure their inner workings out- but what happens once magic is readily available for even the lowliest peasant is anyone's guess.

Q: If it had gone on for long enough, would we eventually have gotten involved in the southern wars, or is that an off-screen thing? 

A: There's a physical line drawn south of Yonwell that the players were told we don't go to. Conceptually, this is because the south lands are filled with mundane war and generally suck, so they left and came to these frontierlands by Yonwell. Mechanically, it encouraged players to explore north out of Yonwell- but no, there were no plans for the south lands- players were free to name the wretched and boring countries of origin for their characters at will (all I can remember were Florida and Ohio). 

William Stevens
Q: Was there a city in the far north past the dragons or am I mistaking?

A: "DRAGONS?" was written all over the player map at various points- but I believe this refers to the area north of Starmoore. North of that destroyed town was a narrow coastline hedged by brokenlands, which opened up into a grand plain spiked with plateaus atop which were the Dragon Baronies. These were to very feudal-themed cities which maintained knights that rode atop drakes as well as legions of footmen that were used to battle each other and the seasonal tide of orcs from the east. 

Q: What did we not get to that you are most disappointed about?

A: I could have directed or hinted better, but that floating island with wyverns? It was empty. There's no monsters or ghosts or ghouls or even wyverns inside it. The only things inside were treasure and the means to move the island at will. It was a giant flying castle filled with treasure that you could just move wherever you wanted it to- but as it turns out the wyverns outside were so scary the players just never left the parlor. 

Let's take a last quick tour of some of the mysteries and denizens around the world of Yonwell- and reveal just how poor my hook management was for this campaign.

Chaim Holtjer

A freshly excavated tunnel in a farmer's lands lead through the snake-emblazoned temple deep beneath the earth, scales slide against stone as the ancient necromancer prepares his next concoction- oblivious to the rediscovery of his laboratory.

In the deep cavern beneath the Ranger's Guild, a brass brazier burns fiercly outside the Unbroken Tomb, its contents awaiting the worthy.

Undolant the Purple hums a merry tune- conjoining the last set of arms to his new batch of handwolves.

Atop the Greenspine, the bumbling grobkins work in their stolen brewery, feeding the great hunger that commands them. 

Thunder rumbles from the mouth of the Castle Demon- squat among the glassy ruins of Starmoore. Furtive figures dart to and from its hidden passages, stoking the flames of its dreaming engine.

Deep in a snaking cave a not so ogreish scholar connects wires and cables and invokes the ancient oaths, trying to resurrect his dead god.

Vibrant greens choke out the twisting red vines creeping at the heart of the Shellwood, a silver pond undisturbed at its heart. 

Balanced on the fanged mountains in the sea north of Shellport, the ever-fought battle of ancient automata continue in blasted halls and spiralling stairs.

Down dark alleyways and behind closed doors of Gnarledshore, the remnants of the snakeman empire conspire and plot- dreaming of their empire's return.

The great pale ziggurats of the dead in the far east mill with tired corpses under the empty eyes of the Lich King.

Coins tumble from enormous piles of treasure heaped amongst the far mountain altar as Azamax the Cursed's flaking gold scaled-head considers the horizon.

The priestesses of Magda offer a freshly harvested crop of Man-Locusts to their False Mermaid gods, feeding the beast they build in their temple.

A new bandit king crowned, the roads from Shellport to Yonwell prove to be ever valuable- as long as they pay their taxes to the Duke.

Ribboned trees line the forest paths where half-elves tend to the ghosts of the dead play court with their Half-dead queen. 

Drake-mounted knights dive and cut at hordes of pallid-fleshed orcs in a pitched battle on the plains, banners unfurled and blood splattered.

Bristling black spines and fiercely cut chitin adorn the blood red Wyrm that emerges from the ruins of the blood altar- now fully recovered it sets its eyes to reclaiming its title.

Centaurs skirmish with the twisted minions of the Witch Queen in the snowy hills of the Beastwarren. From her fetid pit of Felltine, she howls and slinks; plotting anew to break the seal.

High amongst ancient pine trees, the feathered Serpent Lord glides in search of prey- and vengeance.   

In taverns throughout the bustling city of Yonwell, stories are told of adventurers mad and mighty- and the bells they rang and the tales they sang.

The high bell tolls at her shrine and Alia wishes safe journeys to a fresh faced band of adventurers and their dog, eager to make a name for themselves on the frontier.

Through a Nearby Mirror

Tim Hansz

All in all, I'd count this grand West Marches-ish a success. Knave was a good choice to be sure, but I don't think I'd choose it again for a longer campaign like Yonwell ended up being. It could have been my tooling around with the system constantly that made it into something I didn't quite like- but either way it'll be good to go back to something with a bit more structure and classes, even. 

Long ago I had found hexcrawls to be an intimidating prospect to set up- with there being dozens of guides and articles on how to do it properly, on how the procedures need to be, on how to build the world- but ultimately focusing on smaller 10x10 hexes to start with and keeping things flexible the first few sessions worked wonders. 

 


Above is the real- actual-, current and up to date map for Yonwell as well as the player made map for comparison. Each little yellow tag- for those not familiar- is where I made an entry for that hex- an encounter or something similar. Astute players of mine may notice there are many hexes that they explored which do not have an encounter shown on my map. To them, the answer is I Improvised A Lot. Sometimes they were encounters or locations I knew I wanted to use and just waited for a good time to adapt them- sometimes it was a roll on some roll-up tables to make the place on the spot- but something I really leaned on heavily throughout the game was improvisation and not sweating the prep- and to my mind this ended up being fairly smooth with only a few bumps.

Looking back at it all and reminiscing, there's plenty I would have done differently if I started again today- and that's just fine. I had a great time running this world with all my players, and now it's time for the next adventure.

Remember: all that is not saved will be lost
Thanks for playing


Tuesday, February 21, 2023

Slug


PUPARIA

Item No. 9781

Submitted for catalogue and analysis. Reel contains an Low-Vis High-Impact (LVHI) investigative report covering drug use throughout Prospero's Dream. Reel #9, unreleased, working title:  

S L U G H E A D

The transcript of Reel #9 follows, Analyst [] inputs noted.

[LVHI logo scrolls across screen and intro plays. Intro resolves to shot of synthsilk clad LVHI reporter, Ray Temple.]

TEMPLE: In our previous eight reports, we have examined the wide-ranging drug culture that blooms here on the Dream. We broke the news on widespread Method use amongst high scoring students throughout elite institutions, saw first hand the impact of a Liquid Sword-enhanced Tempest Co. raid, met with Triumph thrill-seekers risking it all at the Court, and documented the widespread Soma addiction in Doptown.

TEMPLE: Today, we are shining a light on a new narcotic spoken of in whispers by slickjockeys and doptown junkies alike: Slug.

--------

Drugs, APoF p.23

APof does this cyber-slick job of at the same time guiding the reader piecemeal into the depths of Prospero's Dream as well as acting as a Warden's game-running resource put together in a functional and easy to reference way. Something I've noticed in the best resources I have is that they are stories unto themselves, both a tool for running game and a silhouetted story for the Warden's own secret enjoyment. 

Like the best of fictions and game resources, it sprinkles hooks around for the Warden to flavor their game with as they see fit- not explaining in concrete detail every single item but instead leaves them to the reader to figure out. 

--------

[A revolving holo of a clear canister filled with luminescent color-shifting smoke fills the screen. Matches database records of Slug appearance, casing is homemade and intended to release the full contents with a button press.]

TEMPLE: Slug is a hallucinogenic inhalant with all the ego-dissolving effects that come with its class. What makes it special compared to your convenience store brand hallucinogen though is the purported shared experience. Slug-users report being transported to another world where they can interact with anyone else under the effects of Slug- regardless of distance. 

[Scene transitions and the sweating face of an addled man appears. Background suggests an overcrowded tenement of an outer ring deck.]

ADDLED MAN: It's like a real slickworld- but without the game stuff. I've met people there from whole other star systems- it's massive inside. The first couple of times you take it you're just wandering and taking it all in but like, you can get the hang of it after awhile and figure out how it works.

TEMPLE: Why do they call it Slug?

[The man convulses briefly. Retinas flood with shifting colors- inconsistent with known implant brands.]

ADDLED MAN: That's what it's like. Taking a slug to the head. One second you're here and then bam. Somewhere else. Slug world, man, whatever you want to call it. And things over there? They're not the same- rules are different inside.

Cyberpunk: Edgerunners
[Interview dissolves back to Temple.]

TEMPLE: As we learned with our last episode's investigation into the "telepathic" claims surrounding Stimspice, these sorts of claims and rumors are hardly ever the full story. 

TEMPLE: Unlike our previous investigations, however, Slug has proven unnaturally resistant to probing. After extensive time and credits spent on some of the best databrokers, LVHI was unable to turn up much on on the drug other than rumor and myth. No known manufacturers, limited slickside retail, it seems like finding concrete data on Slug is like grasping at the selfsame smoke. 

TEMPLE: We were able to find a lead, however, and made contact with someone using the handle Shaman who has agreed to be interviewed. Stay tuned as we head to the downspire slums just this side of Doptown and get an exclusive look at this mystery hallucinogen. 

[Temple gestures to cut. Footage continues to roll. Off camera voice ID'd as producer Idra Thompson.]I

IDRA: So just how sure are you about this Shaman guy? 

TEMPLE:  Gut feeling- and Angus vouched for him being legit. Did try and warn me off Slug though- that's pretty much what any reputable source among the underground says. Steer clear. 

IDRA: There's too much smoke and mirrors around it. Fuck- Slug is practically advertised in the visitor's guide and yet no one wants to tell us anything about it. Even that Tempest lab we sent the sample to didn't tell us anything worthwhile. 

TEMPLE: All the better this reel will do when we blow the whole scene open. Probably some doped up slickjockey fermenting this shit in a chemfab down there for Golyanovo- they could keep this quiet. Figure it this way- linking to them would be a great run up to the finale reel on Sycorax.

IDRA: Don't get too giddy on me, we almost ate it stumbling into that Ruckus den. Let's get in and out without any gunplay this time- our security guys bumped their prices up after that. 

--------

"Final Wound Table" just means make a Death Check

The benefit of taking Slug is straight on the tin, share a world with anyone else taking Slug. Even in a setting where virtual realities are a dime a dozen, Slug can serve as an additional means of extremely private (if lengthy and sanity costing) communication and communion. Get Slugged and join with the hive of other Slugheads for consultation.

Slugworld, as the recreational Slugheads call it, presents initially as a trippy vortex of emotion and light where the user has to will into being their own form to use and communicate. It is massive and instantaneously travellable, as long as you don't dip your toes in too far. For a recreational Slughead not trying to meet or converse, they can treat it as a stay in an A-class port, meaning it can convert 2d10 stress (on a successful Sanity Save) into improved Saves. 

If you take the description to its logical extreme, this is even a method of faster than light communication- surely that's something that the Company would want to exploit for profit. So, the question then is, why aren't they?

--------

[A large woman, Shaman, reclines on a futon in a junk-filled apartment. Temple, Idra, and their merc contractor, Clover, are shown crammed into this near lightless back room. The occasional vibration from some nearby machinery causes a stack of plates in the corner to rattle loudly. Dozens of vials of Slug litter the room- mostly empty. As the camera is fixed in place, the woman smiles serenely and stares directly into the lens for the duration of the interview.]

IDRA: Alright, audio and visuals look good. Ready when you are Temple. 

CLOVER: Givin' you guys 5 minutes for this. Intel says rippers or somethin' are 'bout to tear through this block any minute now. 

TEMPLE: We'll be quick. Now, Shaman, are you sure you don't want to relocate somewhere safer? 

SHAMAN: My home is safe. 

[Idra sets a timer on the recording which begins counting down. Temple is visible on the other side of a small coffee table filled with Slug vials- Shaman's head is turned and staring directly into the lens.] 

TEMPLE: Here we are downspire meeting with local legend- Shaman. What can you tell us about Slug?

SHAMAN: Do you dream? 

TEMPLE: I.. of course. 

SHAMAN: What happens to you in the dream when you wake up? 

[Temple looks off screen and rolls his eyes.]

TEMPLE: I suppose nothing? 

SHAMAN: You're in the dream now. Slug is the smokekiller, it inverts the shadow of your consciousness and wakes your dreaming self into the greater Id. 

TEMPLE: That's... something. What can you tell me about how you started using Slug? Or where it comes from?

SHAMAN: The mirror is a reflection of truth- your realm here is an echo of the ideals- imitations of imitations. Greater Id is the conceptual realm- the Ur-mind where truth is seated and the minds make their idols. Through the shamans can you parley with the constructed gods...

[Temple shakes his head and waves to get Shaman's attention. Shaman continues to stare into the lens.]

SHAMAN: Whispers of ascendance- the Tempest storms and the machine takes root. 

TEMPLE: Are you even listening to me?

[Distant banging and shots ring out, they appear to be coming closer. The lens is knocked off kilter towards the door- Shaman still stares into it from the corner of the screen. Clover levels a combat shotgun at the bead-curtained doorway.]

SHAMAN: These words are not meant for you. Be quite afraid; the isle is full of noises. 

CLOVER: Can you shut her up? Lost contact with the boys outside- whoever that is they're moving fast and hitting hard. There a back way out of here? 

SHAMAN: The idols are constructed, strung of the thousand-thoughts and dreams of the dead and the living- the living dead. The living are bright and strong- but dreamless dead barter for keys to the shadowgate.

IDRA: There's no other way out- just piles of this crap. Should we barricade ourselves in? How many are there?

TEMPLE: The fuck do you mean you lost contact with the guys outside- what the hell are we paying Tempest for? 

CLOVER: Shut the hell up and get down- keep quiet and we've got a shot. Fuckin' shoot if you see anythin' move. 

SHAMAN: We are such stuff that dreams are made of- know this and learn to spin the dreamstuff.

[The dull bulb in the room flickers. The scrape of tearing metal comes from the doorway. Shaman's unblinking eyes fill with varicolored smoke. Idra and Temple cower behind towers of junk and send vials of Slug clattering around- Temple aims a pistol at the door.]

SHAMAN: ... this rough magic I here abjure. 

[Furtive whispers from Temple and Idra are garbled. All eyes are on the doorway as a shadow takes form beyond the curtain. Shaman's eyes still look to the lens and are now balls of colored smoke. Their jaw goes slack and a wet squelching is heard as a large, three foot long slug slides out of their mouth and disappears to the ground. Varicolored smoke pours out of Shaman's mouth and fills the room as a husk tears through the beadcurtain and gunfire is heard before the reel cuts.]

 --------

 

Heavy Slug users, those facing addiction and still using, begin to grasp what Slug is really doing. It pulls the conscious mind of a user out and into the collective unconscious. Rumors, myths, gods, devils, and stories are manifest entities stalk this space between minds- formed of thought and affecting it. A heavy Slug user can ask the Warden a question and, on a successful Sanity Save, recieve the answer as long as it is something that can be or was known. Alternatively, a heavy user can manipulate the local unconscious into forgetting or remembering an event, twisting a rumor, or other suitable changes. 

Shamans can be contracted for these services if they can be found and are amenable to it. 

The collective unconscious contains not only the known ideas of the Diaspora of Mankind, but also those dead constructs of alien make- that look for an opportunity for revival and reentry into baseline reality.

-------- 

 Slug.

Wednesday, December 14, 2022

Fruits of the Tide, Tastes of 2022

Edi Udo

A busy year around the dungeon, there's been a great deal of good and bad that's come our way and come the end of the season it's time to reflect on the good and interesting that the tides have brought to us. Through the haze of memory and sitting here with no notes, what have I watched, read, listened to, etc that stands out this year?

Paradise Killer 

 

Kaizen Gameworks released Paradise Killer all the way back in September of 2020 and I nearly immediately bought it after one glimpse at the trailer. A neon soaked detective story around an occult island drenched in sunset. First playing it back then it blew me out of the water and I had a fantastic time interacting with all the characters and exploring the bits and pieces scattered around the beautiful island itself. Kaizen received some criticism at the time for building out a city with nothing in it, but the little flecks of detail and care that are all over the place gush with intrigue and detail. One of the most impressive parts is the soundtrack and the in game sound design, with localized cues guiding players to collectables scattered around and meshing well with the ambient noises and soundtrack to create a dreamy walking/jump-gliding experience. 

An enormous free content update came out in March of this year, adding new quests, interactables, a whole B-side album, as well as a plethora of performance improvements and Steam achievements. With a fine bottle of Fuji Sanroku and had a truly delightful time- and even made it my first Steam game with 100% of achievements unlocked. 

Paradise Killer does a masterful work with dripfeeding tidbits of lore and setting, scattered throughout the island, and combined with the overall story and character design it creates an engaging environment to explore and wander at your leisure. Speaking of character design, the names of the characters are ridiculously good. Lady Love Dies, Sam and Lydia Daybreak, Eyes Kiwami, Doctor Doom Jazz, Crimson Acid, they vibe tremendously with the overall aesthetic. If you haven't played it since the new update, I highly recommend revisiting Island Sequence 24. 

Elden Ring

 

What more can be said that hasn't already been said about Elden Ring? It's a beauty down to its core. My encounter with it happened to come on its release day, just after catching COVID and so I tramped through the Lands Between filled with cold medicine, super condensing the experience into three days of nonstop Elden Ring. Before then, I had never beaten or even gotten terribly far in a From Software game, but since then I've gone back and had a blast with Sekiro and the original Dark Souls. 

QNTM

 

Towards the end of last year, I read the first of Sam Hughes (QNTM) books and found myself hooked on the worlds he portrays. From There is no Antimemetics Division to my personal favorite, Ra, his science fiction feels fresh and hits just the right chords for me. There is no Antimemetics Division is about the famed SCP Foundation Antimemetics Division, and more, but the book I was most interested in was Ra, which portrayed a world wherein magic was discovered in the early 1970s and the world is adapting and changing to the introduction of systematized, scientific method-informed magical practice. But it goes so, so much further with the idea. Not everything is a hit, and there are some parts I had to jump back and verify what just happened, but all in all QNTM's works are a breath of fresh air to what's so often as of late a stagnant sphere. 

Goodbye, Eri 


Tatsuki Fujimoto, fresh from Chainsaw Man, published this oneshot this year and it is a stutter-stopping, excruciating burn that begins with a middle schooler's mother asking him to film her slow, painful decline and eventual death due to an unnamed disease. The film doesn't go over very well when he shows it, but he does encounter one fan: the mysterious Eri. She pushes him to make another film and the story spirals out form there. It's a romance story of sorts, but I'll leave the genre definition up to you. When all is said and done, Fujimoto executes a heart-wrenching tale all in a hundred pages or so that is well worth the read.

Quest Master


I've been on a real bandcamp kick this year. Generally I try and fling a wide net and see what I catch, but Quest Master came up in a Spotify playlist for dungeon music and introduced me to the whole dungeon synth genre. Generally when running games I'll throw on something in the background, and I didn't realize how often I was using Quest Master until a player remarked they wanted something new as they had heard the same song four times already. 

Twelve Temples is my favorite of the available albums. It's not flashy, but listening to it casts me back into the deep recesses of primordial fantasy development, conjuring up memories of Shining Force and Earthbound played in the dark.

For non-dungeon synth music on bandcamp, I also discovered Macroblank this year and would recommend a listen. 

Guillermo del Toro's Cabinet of Curiosities



Guillermo's latest foray into film, the Cabinet of Curiosities has some real winners in it. Each episode has its own director and Guilldermo acts as the executive producer. Understand though that there are some real misses, Guillermo's self-directed episode (and unfortunately the first episode), Lot 46, comes to mind but the most flamboyantly narratively void would be episode 6, Dreams in the Witch House, directed by Catherine Hardwick. To misquote Mitchell and Webb, it sucks that you have to write the misses and can't just write hits. 

My personal favorite was episode 4, The Outside, directed by Ana Lily Amirpour and starring Kate Micucci and Martin Starr. I'd rather not spoil the episode itself, but suffice to say their performances were compelling and the overall direction produced an increasing feeling of unease, even past the climax. Other favorites would be episode 7, the Viewing, episode 3, the Autopsy, episode 5, Pickman's Model, and episode 8, the Murmuring (in that order).


Negative Space

 

 

After reading The Imago Sequence by Laird Barron I was giving a rave review of it to a friend and described it as, in the best possible way, reading a headache that draws you down into it. It's a fantastic book, highly recommend just about anything by Laird Barron, but more to the point: late last year I was on a routine "Scour the internet for any book that's interesting" kick and, after reading Stonefish and being very conflicted about it I saw a recommendation for Negative Space by B.R. Yeager. Negative Space tastes like a migraine. There's a specific keening sound that accompanies each of its passages that a cinematographer would use to intentionally produce unease. Negative Space is the feeling of returning to an old hometown and exploring the depths of its decay and the effects this has wrought on people you used to love. An exercise in misery. A symphony of rot. The book left deep tendrils in my head that are still there.

 夢の砂漠/dream desert

There are many other small finds and mixes I enjoyed that I could bring up. For Those Who by Saturn Genesis, Kudasai/that dreamy track by Ikigai that all lo-fi playlists have, The Hidden Temple of Wuhu Island by Lazuli_Yellow, PURE LIFE's The Magi System, but I wanted to start with the album that I think started it all this year, and that's dream desert by the aptly named desert sand feels warm at night.

I don't know what the genre is, or even anything about this group of people who don't want to get paid for making music (I think their songs are all mixes/use bits of licensed music?), but this dreampunk/vaporwave album is a four hour journey through that black sand dream desert soundscape. Really like that album cover as well. 


13 Sentinels: Aegis Rim

 


A science fiction visual novel spanning multiple characters, time travel, and giant robot action scenes? Sign me up. This gem from 2020 is a wonderful plot-driven visual novel interspersed with bits of hands-on giant robot action fighting. It's told through bits and pieces of each of the character's narratives, picking up and dropping off where they interact with each other and the player slowly unravels the full scope of this epic. Really, it's very impressive that it can keep the narrative cohesive over 13-16 hours of gameplay and 13* characters, especially with the weaving nature of its narrative. 

Rifters: Starfish



Peter Watts, where to begin? Last year I read my first Watts, Blindsight, and was immediately dropped into a hyper active and deeply researched hard science fiction story complete with aliens, genetics, AI, what can only be classified as Science Vampires, and so many more fresh and bold science fiction ideas. The follow up, Echopraxia, is equally as intriguing and Watts has this habit of throwing out wild futuristic technology and then following it up with an extensive appendix at the end where he cites the research papers that inspired the ideas. 

This year I started in on the Rifters trilogy, his earliest novels, and Starfish in particular is tasty. It starts with a prolonged and repeated punch to the face, drags the reader through hatred and trauma, and ultimately builds to a stellar crescendo that sets up for the follow on book. I'm still working on the trilogy, but Starfish is a perfect intro to the Watts canon. That or The Freeze-Frame Revolution, a shorter novella about a million years long revolution on a generation ship. Watts has the prize here for the most unique and thought provoking science fiction that I've read in years. Greg Egan is also in here, but I'll talk about him once I've read more of his works. 

时光代理人/Link Click



Normally, Chinese animation does not produce much that I'm interested in, but Link Click was surprisingly compelling. The main characters, Lu and Cheng, run a Time Photo shop where they sell Cheng's innate ability to jump back in time into a picture and take over the body of someone for a brief time. This usually means either stealing some corporate information, making someone's day better, finding a missing person, etc, but each story is refreshingly warm and heartfelt- even if they consistently fail to address the underlying causes of the pain- but you won't catch a Chinese anime being openly critical of capitalism. Animation quality itself is a bit lacking, but the story makes up for it. Very catchy opening.


The Long Way to a Small, Angry Planet

 

In stark contrast with my other book favorites of the year, Beck Chambers's works have breathed a fresh, bright life into me and captured my attention and imagination in a way nothing has since The Secret History several years ago. Her Wayfarer series has a soft and warm feeling to so much of it and presents a future brightly hopeful and yet tethered to tangible humanity. 

The characters explore a future in heartfelt ways and the stories are generally around the ideas of family, community, and finding one's place in the world. Science fiction is a favorite of mine, but lately I have been feeling the crushing weight (by my own reading choices, probably) of the depressing nature of most science fiction. Taking a brief look through the last twenty-thirty years of works it seems that everything is presenting a miserable dystopia, and we lost the golden age of science fiction notions that technology and human progress will improve the human condition (and not succumb to the machine of capitalism and/or fascism that strangles most dystopic science fiction). Becky Chambers explodes onto the scene with vibrant worlds of hopeful science fiction and a future for humanity and they have easily become favorites. I only wish that there were more hopeful science fiction media to enjoy. 


Haunted PS1 Demo Disc



This community over on itch publishes free collections of demos from indie developers that fall in the "ps-1 like graphics" category into these yearly Haunted PS1 Demo Discs. The last two have been wrapped in a framing narrative (again, I'm a sucker for a good framing narrative) where you explore an environment and play the demos inside. This year had you wandering a frosty abandoned mall, last year was an exhibition hall. This year's was easily the finest collection, with some fantastic demos for games (Future Reality, Gob, Mothered, They Speak From The Abyss) and last year had some real winners too. It's a neat collection of games, I only wish they all had full releases out to compliment, but the yearly disc is at least able to produce some noise and show off these indie devs.


Tales of the Echowood



Podcasts. I listen to many, many podcasts. This is mostly because I've developed the habit of falling into the sweet embrace of sleep while listening to horror podcasts, and as a result I have developed very particular tastes and a great deal of sensitivity to audio levels and podcasts that interject screaming commercials into the middle of their soft-spoken tales. Tales of the Echowood is a fairy tale podcast, revolving around 10 stories told by an innkeeper to a mysterious traveler. This is out of my usual preferences and more in the fairy tale range, but the production quality is high and the stories are engaging and well-written, all feeding into the central mystery of the continent/multiverse spanning magical Echowood.


I had thought that there would be more movies or shows to talk about, but all the best things I've seen this year I've seen before, and as for new anime by and large much of what came out this year (that I've seen) isn't to my taste (except Chainsaw Man and Edgerunners, but those are already well acclaimed).

These, then, are all that shine out the most from my memory of the last year, however there are some others not mentioned here that I'd like to write about in greater detail. It's a bit all over the place, but what year isn't? Here's to another year in the dungeon. 

Paul Echegoyen

Oh yeah, SNAKE POOL is pretty fun too.

Friday, December 2, 2022

Knave Report 9, 10, 11, 12, 13: Catching Up With the Knaves

More Knavery to catch up on! This will be brief and mostly focusing in on the highlights of the most recent adventuring shenanigans, loosely dubbed the Runic Arc.

Session 9

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of Eventide, Hierophant, and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 4) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster, Aspiring Gym Owner

Stratford Slee (level 4) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Piety Portendorfer (level 3) Gourmand, Survivor of a Death Curse, Notoriously not Pious, Aspiring Author

Hirelings: Penollyn the Archer, Lil' Ten Piece the Lantern Boy

The gang makes a loose appointment to speak with Cormac in the morning before finding where Piety ran off to (drunk, swallowing frogs in a competition with a muddy drunkard in the streets) and then crashed for the night with the rest of the town in the longhouse. 

In the morning, Piety discovers she has a flyer for the town's local Crab Shack Combinator (entirely forgotten shortly later) and the everyone else decides to split up and do some shopping before meeting with Cormac. Alma and Piety get some armor made for Yellow Beedums the horse and Belle, the Pegasus. Piety then spends the rest of the morning working with a local pegasus rider and getting the hang of riding Belle. 

Stratford, Olga, and Alma wander around in the meantime exploring the leatherworking industry and trying to find a boat to get back down the river to Yonwell. They find a merchant who offers them passage for a fee, and also offers a treasure map for a hefty 200 gold. The party, desperately strapped for cash as always begins bickering over who pays what percentages and whether or not Piety- being not present- should pay a fee. Ultimately, the three of them foot the bill and purchase the map, which points to the giant glowing moa head in the mountains far to the south, as well as outlines the solution to a puzzle to enter the head itself. 

Midjourney
 

Gathering back together once more, the party meets with Cormac to begin the lore dump that Alma has been desperately craving for the last year. To summarize: 

    - The Rangers Guild, of which Cormac was once grandmaster, supported Duke Konrad of  Honorwatch, and in their time Honorwatch was a just and noble domain that protected the lands to the south from the various monsters and beasts that roamed out from Starmoore and the surrounding mountains. 

    - Cormac doesn't know what caused the undead uprising, and on the day of the first battle for Honorwatch he and his rangers were caught between the tide of undeath and the oncoming forces of Duke Conrad of Yonwell.

    - Konrad and Conrad didn't get along at all, Cormac was helping Konrad and his spies had uncovered that the Duke of Yonwell was secretly meeting with the Witch Queen of Felltine, north of the Karst. 

    - The two swords of Honorwatch are familiar to Cormac, and he and Konrad had been searching for the third to unlock the vault beneath the castle but had not come upon any leads.    

    -  After barely escaping the first battle of Honorwatch, the Rangers were broken and Cormac fled to the Beastwarren, wandering aimlessly for some time before encountering the Fairy Queen. She offered him her boon and he swore fealty to her, taking on his centaur form and becoming bound to protecting the Beastwarren- unable to leave it.

    - The Fairy Queen's demesne is known as the Fairy Woods, sometimes the Mirrorwood. It lies south across the split in the Greenspine. She makes the ever-distant white pillar her home.

    - The elves in the Beastwarren are descendants of the Ancients, loyal to the Fairy Queen, and possess extreme magical powers. Their enclaves are hidden and they keep to themselves and maintain their homes, especially abhorring anything they determine to be distasteful or ugly. Their human servants all wear masks to hide their imperfections. 

     - Hunters in the Hunter's Pact who attain rank are given the chance to accept the boon of the Fairy Queen as well, and become centaurs like Cormac. 

    - The Bellringers are welcome to taking over the remains of the Ranger's Guild, as Cormac cannot make his way there. 

    - The northern edge of the Beastwarren runs up against the Shield Wall, the sky-scraping mountain range encircles the last city of the Ancients, protecting it since their fall. Along the southern edge of the ring, the dragon Azamax the Cursed lairs in his shrine, bound to forever prevent any incursions into the lands inside the Shield Wall. Reports of late indicate Azamax has been more and more active in recent months.

Having only more questions, the party bids Cormac farewell and retires to an inn for the night. 

In the morning, the group holds a lengthy debate about whether or not to brave the day-long journey south into the Beastwarren to make for the giant stone head and plumb its depths for treasure, or to save that for a later day and return to Yonwell. Ultimately, their lack of tangible funds from this expedition drives them to the call of adventure and they ready the party and head south. 

 

Midjourney 

Through the enormous old-growth of the Beastwarren, the party makes camp just a short journey from the ominously glowing stone head up in the Greenspine. During the night, Stratford Slee catches sight of a towering silver Elk- and his Hunter's Pact compulsion to hunt any creature he's never seen before sends him off after it, with only a shout behind to rouse his companions. 

What follows is a desperate night-cloaked chase through the snowy undergrowth. Stratford catches the elk by surprise, but to his dismay its call rouses the nearby trees to its defense- and its teeth are sharp and vampiric, taking a savage chunk out of Stratford. Piety rides Belle in, furious at Stratford going off on his own, helps strike the killing blow after Stratford's attempt at casting body swap on the elk fails. A new hide and some fresh meat now in their posession, the party sleeps the night away.

Session 10

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of Eventide, Hierophant, and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 4) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster, Aspiring Gym Owner

Stratford Slee (level 4) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Piety Portendorfer (level 3) Gourmand, Survivor of a Death Curse, Notoriously not Pious, Aspiring Author

Hirelings: Penollyn the Archer, Lil' Ten Piece the Lantern Boy

The gang heads up the mountains in the morning and into the giant stone head's secret entrance, revealed by solving the puzzle (hand waved as it's on the treasure map). They descend down a long staircase and into the deeps beneath the stone head. Into... The Rune Dungeon (modified).

An aside: I read the Rune Dungeon posts years ago and have always wanted to throw them into a game. Knave as a system being pretty magic light, when I first mapped out the Dellen Plains around Yonwell I added this dungeon into the Greenspine. I'm pretty sure the party first caught a glance of the stone head somewhere back in the Unrecorded Sessions, so it has been on the map for awhile.

Midjourney 
 

The first few rune puzzles lead to the players figuring out how to make lights, and they begin to get a general idea of the rune abilities. They have a nasty time fighting the wave elementals in room 10, as they entirely avoid fighting normally and instead try to force themselves down the adventurers throats and drown them. 

Moving in further, the party is ecstatic at finding the kitchen and the heating and cooling runes, with Piety scooping all that she can carry up and declaring she'll make the best bar in the world back in Yonwell. 

The gang makes a brief excursion across the chasm in 13 and has an anxiety riddled time retrieving a great ruby from 14 as well as exploring the pits in 15. 

We end up cutting the session after explaining the set up for room 16, as much of the time for this session was taken up with experimenting with runes and their effects.

Session 11

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of Eventide, Hierophant, and the Lightning Bow, Chronicler and Sole Survivor of the first session

Stratford Slee (level 4) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Piety Portendorfer (level 3) Gourmand, Survivor of a Death Curse, Notoriously not Pious, Aspiring Author

Hirelings: Penollyn the Archer, Lil' Ten Piece the Lantern Boy 

Room 16 is defeated with some dramatic encounters with the skeletons. Lil' Ten Piece is put on Belle and flown around the room to keep the obelisks alight while Olga scrambles to slap a light rune in the middle of the room. Lil' Ten Piece is nearly killed when the skeletons launch each other into the air after the lantern boy, but the obelisks are covered in light in just enough time to prevent his death. 

Creeping forward again, the party gets a brief look into 18, seeing the dozen or more clay men in worship of a great Clay Statue God and decide to book it back out of the room after a brief encounter leaves them heavily wounded. After making their way back across the chasm (again, only thanks to Belle), they rest and heal their wounds in the kitchen. They make a quick journey to explore the dorms back in 11 and learn to use mass runes to float over the deadly yellow mold and retrieve a very expensive looking crystalline statuette.

The next day is spent exploring the east half of the dungeon. Fighting the half-lich and its skeletons in 6 nearly wipes the party out with some cones of cold, but they scrape out a victory and head outside to try and retrieve Olga's hammer (once again crit failed and hurled out of reach, into the murky waters). A lightning arrow from Alma convinces the Watcher in the Lake to return the hammer and the group loots the room to find some shimmering silk, various coins, and a magical warhammer that causes gusts of cutting wind- which Olga takes handily. The half-lich and its companions are noted as having symbols bearing the Skull-Over-Ziggurat of the Lich King of the East. 

Midjourney

Murals are examined all along the journey- of Wizards triumphing over terrible Rune Wizards that were abusing poor peasantry, but little explanation is found. Scattered around though, the party finds more clues at how to work the runes, usually in the form of silver tablets with associations of effects hidden in caches.

After solving the weight puzzle in 25, the party finds the magical fountain of 26 to be similar to a previous one they encountered in the teleporting cairn. It bears the marks of the now-familiar long haired woman wreathed in oak leaves, and the water bears magical healing properties- at risk. Alma is mutated into more of a bird, now nearly covered in feathers and with talon-like claws. Olga also rolls up a bird mutation and sprouts white feathers, and Piety feels her guts expand with heat- becoming a living bomb (on death deal HD*d10 damage to everything in HD*10 feet). Some of the magic water is bottled for later. 

Crossing to the other side of the bridge-chasm in 24, the party begins using runes to just absolutely wreck the clay men of the dungeon, clearing the pillar room with ease but deciding not to press into 18 in fear of the greater numbers of the clay men. They instead enter into 28 where Lil' Ten Piece and Belle (and the rest of the party) are nearly instantly obliterated by the rune-amplified fireball spell. The combat is near, but the party overcomes thanks to their earth-taking amplified rune weapons and they ascend up to the hub in 29. 

The three layers of shielded lights protect the floating platform in the middle, with a azure blue statue of a wizard with hands outstretched. They peek into each of the puzzle rooms and discover they need to solve each puzzle to reduce the light shields and get down below- where clearly something terrible or valuable waits, as they can see a massive crystalline sphere through thick glass beneath their feet. 

Solving the water room puzzle, the party gains the full-metal amethysts which are letting them now draw three runes in a glyph instantly and power it on the same turn as well, a massive boon for combat. They open the door to 34 and find inside a small library (not running the mirror puzzle room, didn't feel like it'd be fun to run or play with a theater of mind game) with several books on how runes work as well as the history of the runic wars clearly visible. To their dismay though, just in the middle of the room is a large golden statue of Gorebold the Devourer, waiting patiently for them.

Session 12

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of Eventide, Hierophant, and the Lightning Bow, Chronicler and Sole Survivor of the first session

Stratford Slee (level 4) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Piety Portendorfer (level 3) Gourmand, Survivor of a Death Curse, Notoriously not Pious, Aspiring Author

Hirelings: Penollyn the Archer, Lil' Ten Piece the Lantern Boy

Resting up first, the party easily (except for the crystal golems which only fail to murder all of them due to sheer luck, leaving heavy, heavy wounds) solves the rest of the puzzles around the hub and debate entering the library or not. Finally, they decide they desperately want to know how runes work and enter, finding the rooms surrounded with white chalk drawn in intricate diagrams. 

Midjourney
Piety enters first and feels her intelligence draining rapidly as she gets closer to the statue, and leaves quickly. Some quick math is done and the party determines they cannot reach the books in front of the statue and survive, so Piety pops a potion sold to her by Parsley back in Yonwell which would allow her to name a deity and ask a question. She opts for a deity she had learned about from Alia before setting out, and asks Athena how to cross the barrier. A spiritual encounter with a divine entity and a geas to build a (1500gp) shrine to Athena later, Piety crosses the barrier under divine protection and retrieves the books. 

Spending their morning doing some reading, Piety uncovers the secrets of runes (I gave them the blog articles) and Alma reads about the history of the Rune Wars. It turns out that the Ancients had learned runes from the Orbital Gods and used them in conjunction with more advanced magics to run their empire, until one of their own (the name squirms and will not be read) taught the lower castes how to use the free and easy powers of rune magic, leading to a bloody war that brought down the empire and resulted in rune magic being sealed away under the protection of a guardian. Now knowing what probably awaits them below, the party is unsure of whether or not they should release rune magic back into the world (or if they can even defeat the guardian). 

Opting to explore the rest of the dungeon, they find some charred phoenix strips (instant full heal) and more gold and trinkets, as well as a great guilded scroll bearing ornate calligraphy of the name Azamax. Twisting some curious draconic tapestry reveals a hidden vault and a hint leading them to another hidden room earlier in the dungeon. This one being clearly of different make and added later to the dungeon contains a clear glass box filled with warped purple sloshing liquid. A small note explains that this is a magical bomb (9d10 damage) and explains how to use it, bearing a signature that clearly points to this having been left by someone in the employ of Azamax. Bomb in hand, they decide to take on the guardian. 

Midjourney

Descending the floating platform back in the hub, the azure statue issues a dire warning (ignored) and the party finds themselves atop a giant glassy black platform beneath the crystal dome, a giant crystalline chandelier filled with writhing liquid hangs in the center. The liquid pours from the chandelier and forms into a 15 foot tall writhing ball of flesh and limbs- which Piety flies by on Belle and uses the magical bomb for a third of its health and a horrific violet implosion in its wake. 

The battle with the guardian is dire, and its summoned clay minions keep Alma and Stratford on the run and eventually bring down Piety and Belle who come crashing to the ground- 3 HP between the two of them. Brought near the brink of a total party kill, Stratford reveals that he had spent the previous reading/lore dump time preparing his summoning ritual, and takes the gamble to see if it can summon into the room Azamax the Cursed. 

Reality tears (along with most of Stratford's intelligence stat) and the head and front claws of the cursed dragon roars into the room, spouting golden flames in fury that nearly finished the party off. Then, spying the guardian, Azamax roars triumphantly and rips its open before filling it with golden flames- destroying it as Azamax pulls back into the tear in reality leaving laughter and flicks of golden light in its wake. 

The crystalline chandelier shatters and the room vibrates before quieting. The party picks themselves up and heads back to the hub to sleep off the consequences of what they just did. 

In the morning, they clear the Clay God room and find the books for making clay men, making three to carry their overburdened loot and help (with rune magic) to clear the stairs and escape the dungeon and exit into the light and make their way back to Taubey. 

Just outside of Taubey, however, the party's camp is attacked. Late in the night, something is heard gliding amongst the tree tops, and a colossal feathered serpent swallows Stratford whole. 

Midjourney
The party rouses in terror at the titanic snake coiled amongst the trees and begins a desperate combat. Stratford tries (and fails) a body swap and resorts to blind slashing in a desperate attempt to survive as the party tries whatever they can think of to get him out. Ultimately (lucky dice) the serpent vomits Stratford up into the air- where he is barely saved from certain death by Piety and Belle who catch him and set him down safely with Penolly and Ten Piece. As a last attack, the serpent strikes at the gathered pack animals and swallows up Yellow Beedums before fleeing amongst the trees at frightening pace. 

Terrified and glad it left, Piety returns to the ground and checks on Alma and Stratford, wherein Alma reveals they must go after the snake- as it now carries the dark sword Hierophant that was being carried amongst her horse's pack. 

Another desperate night flight with Alma casting bird person to keep up, she and Piety find a poisonous fog in a nearby valley and use their rune magic to clear the air- revealing the snake that struck once more. A quick combat ensues and the snake (failing badly again) vomits up most of Yellow Beedums and decides this not to be worth the trouble and leaves the party behind. 

Sword recovered and now horseless (and losing a collection of valuable silks and cloths recovered from the dungeon), Alma rides with Piety and Belle back to the camp and sulk for the night. In the morning, they return to Taubey and get a proper meal and night's sleep.

Session 13

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of Eventide, Hierophant, and the Lightning Bow, Chronicler and Sole Survivor of the first session

Piety Portendorfer (level 3) Gourmand, Survivor of a Death Curse, Notoriously not Pious, Aspiring Author

Hirelings: Penollyn the Archer, Lil' Ten Piece the Lantern Boy, Salamander the Man at Arms

Short on players, the remaining gang decides to make for Yonwell and finally get their experience (xp only gets added in Yonwell). They hire along Salamander, a man at arms, and make the trek through the beastwarren and out to Magda. 

Following the river out of Taubey, the party finds the riverboat presumably belonging to the merchant they'd bought their treasure map from is aflame in the icy river, a large treant battering the flames out and sending wood and embers flying. 

Piety flies in on Belle and runes away the flames, causing the treant to trudge away back up river. The boat itself sinks shortly later, no survivors remained to be found- but it was notably covered with arrows from the north end of the river. 

Getting creative with make air runes and make heat runes, Piety comfortably plumbs the icy river and recovers a healthy haul of coins from the ship before returning to the waiting party to make camp. Throughout the night, Alma watches vague figures across the river, until the sun rises and the distant figures melt back into the treeline. 

The journey to Magda is relatively uneventful, and the party sets out in the morning eager to avoid the gaze of Honorwatch and make their way back to Yonwell. Another night spent camped out on the road, the party makes it to just two hexes out of Yonwell when they spy a (very, very unlucky) encounter up ahead near the blood-clay pond. A group of eight riders, clad in black, making their way in a line slowly along the north-road.

Midjourney
 Piety mounts Belle and takes to the air as the rest of the party prepares to engage or flee. Getting closer, Piety can make out very little detail amongst the snowy glare of a clear winter's day, and gets close enough to hail the lead rider. A word of magic is spoken and Belle falls asleep- crashing to the ground with Piety as the riders charge forward into a throng around her. The stench of death is now clear, as is the blackened emblem of Honorwatch. Piety tries to surrender- and susprisingly (a mistake that I'm keeping) the dark knights accept, taking her and Belle into custody as the rest of the party flees into the nearby Shellwood. 

In the Shellwood, Alma and the hirelings make for the teleporter cairn and have a brief moment to be distraught at the recent events, before the line of riders charge in from the treeline into the clearing surrounding the obelisk above the yawning opening of the cairn. The riders charge the beleaguered party with lancers at the front as a greater glaiver carrying knight circles around for a pincer attack- leaving the magic caster and the one that had captured Piety (in tow with Belle) at the treeline. The three lancers make a devastating attack against Alma who nearly falls as Ten Piece and Penollyn take Dunketello the pack donkey and his cart below into the cairn. Salamander charges the glaive-knight and prevents his charge. Alma flees below as well while Salamander, in the best performance from any hireling and with the most astounding rolls, keeps the remaining lancers and glaive-knight at bay for three rounds of combat. 

During this combat, Piety manages to escape with the help of some clever glyph making, and, in a truly impressive display, succeeds in slaying her captor and the lancer that came to assist. She frees Belle and the two rescue Salamander, barely escaping the glaive-knight and company. 

Piety and Salamander make the panicked flight to Alia the Bell Priestess's shrine outside of Yonwell and beg sanctuary as well as help rescuing their comrades. Alia agrees but asks to wait until morning and let the two rest while she gathers help. Unhappily, Piety assents and the party gathers again at dawn to break out for the cairn and rescue Alma and company with the help of four mounted Bell Priests as well as Alia. 

Inside the cairn, Dunketello and his cart are abandoned in the entry way as Alma, Ten Piece, and Penollyn race for the teleportation platform and punch in their only know working codes, finding sanctuary at the corresponding teleporter inside the floating island above the bay of Wyv. They rest and find no one chasing them, then Alma makes the calculated choice to try and return back to the cairn the earliest she would think Piety could return with help. Alma and hirelings carefully head up and to the cairn's opening- only to be ambushed by four heavily armored dark knights of Honorwatch- as the sounds of battle crash in from outside. 

In the meantime, Piety and the Bell Priests reach the Cairn and find the area untouched, no bodies or blood to be seen. She presses forward and finds this all to have been an illusion hiding twelve of Honorwatch's knights, including the magic-casting noble and the glaive-knight. The priests use their turn undead abilities to cause half the number to flee before the trap is sprung, and a horrendous melee ensues. Salamander is slain in the mess and Piety charges into the Cairn to find Alma and the rest. In this time Alma had used her stunning shield to blind the attackers and slay two of them, and with Piety's help they corral the rest as the sounds of battle suddenly fade above. 

Returning above ground they find the bell priests slain and Alia to be the only remaining one- trapped in a self-casted bubble of Time Slow along with the magic-casting dark knight, the glaive-knight, and a lancer. The party prepares for the spell to end and manage to avert Alia's imminent death and drive off the remaining Honorwatch forces. With haste, the remaining group find the cart back in the Cairn smashed to pieces- but Dunketello to still be alive (luck roll). They gather what they can and quick march back to Alia's Shrine, depositing her to the care of her people as the party finally returns back to Yonwell.