Grant and Ethan

Grant and Ethan
Grant (left) and Ethan (right), with Macavity the Cat

Sunday, 29 June 2014

Session 35 Part 3 - The Dragons’ Graveyard

GM Observations (1 of 2)
- This is the third and final part of the Session 35 narrative. In this session writeup, Ethan gets a powerful item which will shortly put him firmly at the maximum limit of Bad Stuff, mainly because we wanted to explore how bad things can get. It is possible for an item to have its own Bad Stuff (a case in point would be The One Ring, from the Lord of the Rings). More on that after the write-up below. We’ll also be touching on what happens when a PC gets a 20-30 point item - i.e.: something really really powerful. Nothing that powerful should land in the PC’s lap without strings/limits/drawbacks. Again, more on that at the very bottom.

Realm 38 - The Dragons' Graveyard (Black Door)
- (GM’s note - okay, this place is a deathtrap. It is strong in Umbra, and dampens the physical senses to ‘ease one’s passing’ - to make it less painful to die. This is not a place for a Lord of Gossamer to linger.)
- Ethan opens the Door and finds a tunnel only a foot deep on the other side. The Door hardly opens, as if blocked. Ethan has never seen anything like this before, and he steps through. He finds a coin buried in the wall and Isabelle recognises it as Aurum (High Gold). Ethan feels a tingling sensation but isn’t sure what it is. He feels the tunnel wall and theorises that someone or something has blocked the tunnel to prevent Lords of Gossamer from accessing whatever lies beyond. Ethan tries to cast a spell - he finds it difficult, but with enough focus he is able to trigger a telekinesis spell and begin moving the earth aside. It is mentally straining but he can do it. Another coin drops from the ceiling as he does.
- Ethan excavates a horizontal tunnel more than thirty metres long before he reaches the hillside. Beyond is a blackened land filled with bones. It gives them both the creeps. Isabelle takes out her compass, and it is spins and spins. Isabelle says that she doesn’t want to stay here. Ethan can feel the fabric of this place pulling at him, but he’s not sure what it is doing. Ethan tells Isabelle that it’ll be a short trip - and they wander away from the cave mouth. 
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* Image sourced from Google Images.
- Above it is night time, and yet there are no stars in the sky (GM's note - despite the picture). It seems possible to see in this place, but it is a realm of shadows and darkness. There is firm ground beneath them, and Ethan begins looking for things of interest. He finds an iron ball, bigger than his fist, partially embedded in the ground. He can see markings on the shell, and he pockets it. Isabelle picks up some coins as she goes but she’s constantly looking back over her shoulder to where they came from.
- They find a huge set of bleached white bones which dwarf them. Then they see the dragon’s skull. Isabelle consults her compass and finds it still spinning. She insists that something is wrong as Ethan starts digging a red shield out of the dirt. She looks through her things and finds that the foodstuffs she has been carrying have rotted away to nothing. Ethan is not surprised. He pulls the shield out of the ground - the leather straps have decayed to nothing, but the shield itself is intact. Ethan says that he can feel that the Umbra is powerful here, and it is seeking to unmake things. But, he says with a smile, this means that whatever has survived is powerful and worth acquiring. Isabelle thinks that staying is a bad idea - that this place will unmake more than just the food given time. Ethan carries on, acquiring a jewelled ring with a tiny red dragon emblazoned on it.
- Then they hear it. At first the ground trembles, then they hear a sound like thunder. Then the ground trembles again, and then thunder once more. Something is coming. Neither one of them wants to linger - they run. But when they see it, they realise that they will never get back to the Door in time. The source is a living mountain, more than a quarter-mile high, striding over the landscape on two colossal stumps and flattening everything in its path. 
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* Image sourced from Google Images.
- Even running as fast as they can, Ethan is sure that they will never make it in time so he tells Isabelle to run on while he distracts it. He feels the spell energies of his telekinesis spell flickering, and yet takes to the air in an attempt to lead it away. He ignites his lightsaber, but the blade is not coherent. He attempts to sink Eidolon power into the device to shore it up but feels that it is like trying to fill a bottomless pit. The lightsaber dies. (GM’s note - bye bye 1 point item) 
- Much to Ethan’s astonishment, the stone colossus ignores him completely and keeps marching after Isabelle. Ethan panics and channels Eidolon into his telekinesis spell, smashing down upon the back of the monster - but the creature doesn’t even notice. (GM’s note - yes, that’s right. First Rank Psyche powering a magical attack, and the monster doesn’t even notice. If Ethan was using Umbra he might have a chance, but he has no chance with Sorcery. It’s like bringing a toothpick to a gunfight) He tries again and again without success, and the monster reaches the hillside and begins raining fists upon it, collapsing the tunnel and trapping Isabelle inside. Ethan has no idea if Isabelle is alive or dead. It’s all turned to ‘poo’ so quickly that he’s quite shocked by it all.
- Ethan feels his flight spell unravelling and he uses Eidolon to shore it up before he lands on the ground. The monster pays him no mind and continues pounding the hillside with gigantic fists. Ethan knows that if the monster can destroy the gate, he’ll have no way out.
- Ethan thinks hard, and uses Wayfinding to find him the most powerful item nearby, capable of defeating the monster. With a direction in mind, he uses telekinesis to take to the air again (using Eidolon to keep the spell running is very draining) and powers towards it. After ten minutes of flight time, he arrives at a bare patch of earth and smashes into the ground, disturbing the skeleton of a massive dragon and what appears to be a dead Dwimmerlaik, clad in ornate silvery armour. He digs furiously until he finds it, buried in the partially exploded skull of a dead dragon. The weapon is Gorgorin the Shatterer (GM’s note - see spoilers at the end for details). It is a blade as dark as the void, but occasionally pinpoints of light like stars can be seen along its surface. This is it. Ethan can feel the power in it, and he takes it and flies off with it. 
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* Image sourced from Google Images.
- Gorgorin wakes slowly but Ethan can feel the malice in the blade. It doesn’t like him. Ethan can sense that the Door is still intact but the colossus has given up pounding the hill side and is now standing nearby like a statue. Ethan’s flight spell fails within a mile of the monster. He smashes into the ground and his clothes are badly torn (they were already badly weakened by the prolonged exposure to Umbral decay). Bleeding from grazes, he cannot seem to use Eidolon to heal his minor scrapes. However he feels a distinct lack of pain in his light wounds. He recovers the red shield that he abandoned and hears Isabelle’s voice in his head. It is not an Icon contact, but something else. She is trapped and scared, but she is alive. He has no way of responding.
- With clothes literally falling off him as they succumb to Umbral decay, Ethan faces the monster in rags. It does not seem to react to his presence, but it does react when he attempts to move the earth in an attempt to reach the Door. Again the great colossus raises its fist and seeks to crush him. He dives away as the monster punches into the ground, and then runs back in before the fist can be withdrawn. A single slice with Gorgorin causes explosive destruction, blowing apart the monster’s fist and showering Ethan with shrapnel. Ethan has little time to be astonished or realise that he’s bleeding - he runs for one of the stone lord’s legs and blasts it into oblivion, sending it careening into the ground with an earth-shattering clash which knocks Ethan to the ground.
- Before the dust has cleared, Ethan is back on his feet. He has dug deeply into his reserves and activated the remaining spell that he has racked on his ring (acquired in the Agora - it is still working!). He begins to tunnel into the mountain and back to the Door. He finds Isabelle slumped against it - she is unconscious. He opens the Door and drags her onto the Stair.

Grand Stairway Section 16 - The Black Stairs 
- Back on the Stair, Ethan uses Eidolon to help her to breathe. Using Eidolon is hard though - something is interfering. (GM’s note - yes, carrying Gorgorin makes it very hard to use Eidolon…. bad bad bad stuff) Then he picks her up and heads for the nearest safe Door.

Realm 39 - Hubbert (White Door)
- Ethan and Isabelle look like hell as they step on to the streets of the little rural town of Hubbert. They are dressed in little more than rags and Ethan is bleeding from a number of shallow wounds. Looking up and down the street from the doorway that they have stepped out of, Ethan spies a number of men and women on horseback, along with the odd bicycle. There are no cars. It is very quiet. In desperation, Ethan calls for help, and the locals respond with speed and kindness. They are taken to a gentle doctor named Phess, who binds Ethan’s wounds and offers to take them home with him and look after them until they are well enough to travel.
- Most of their belongings have been ruined. Their clothes are in rags. Isabelle’s Everpurse is still operating but Ethan’s is broken - the spells have been unravelled. Even the precious compass that Isabelle carries has been damaged - the spells that were used to conceal its power have been partially unravelled but are slowly re-weaving themselves. Isabelle is initially in shock, but Ethan gently calms her with Eidolon and she sleeps for a long time. When she wakes, she eats only a little. Ethan is also shocked - he has never encountered anything so powerful before. He eats a little soup, accepts a change of clothes and offers some money to repay Phess. Phess refuses, and continues to share generously. He has been lonely since his wife died and he welcomes the company.
- Hubbert is a world almost without machines. Most of the world used to run on an oil-like fuel but the reserves have largely run out so people have gone back to hand-weaving clothes, riding horses and bicycles, and a much simpler life. Even the shirt that Ethan accepts is hand-woven rather than machine-woven. 
- Isabelle and Ethan say little to each other, so Phess spends time with Isabelle, helping her to heal. She spends time with the family pet (a small dog-like creature) and a horse who used to belong to Phess’ daughter before she moved away. The connection with the animals helps with the healing process. Ethan sits out on the porch in the sun and listens to the silence. He reads books from Phess’ library. He goes for a walk around the area and climbs up a nearby hill to get a better view. Ethan’s physical wounds heal quickly, but dinner times are awkward. 
- After the second evening, Ethan apologises to Isabelle and admits that she was right - he shouldn’t have gone there. Isabelle chooses not to scold him, and instead thanks him for saving her life. She asks what happened and Ethan tells her about the battle with the colossus. She expresses surprise that Ethan destroyed the monster, and Ethan later shows her the blade that made it possible. Isabelle inspects the weapon and quickly deduces its name, Gorgorin the Shatterer. Ethan tests the blade’s sharpness on a piece of fruit and the fruit crumbles into dust. Isabelle has never seen anything like it, but even she can feel that this is a powerful artefact.
- Ethan and Isabelle agree to carry on together, and Isabelle once more consults her compass. However, this time the compass points in a different direction, away from the Door that they arrived through. Surprised and heartened by this discovery, they decide to leave the next day. Phess is sad to see them go, but he offers them food and spare clothing for their trip.
- Bidding Phess farewell, they take a horse-drawn coach to the nearby town of Oxburgh. There they find another Door which leads back onto the Stair.

Grand Stairway Section 17 - Precise Staircase 
- This section of the Stair is made from hewn stone blocks, but each has been carefully and precisely carved out of the rock and then laid perfectly. Lit torches provide illumination from sconces that have been bolted into the wall, and the flames flicker slightly even though there is no breeze. Isabelle consults her compass once more to check the direction - she advises that they need to start climbing. Ethan feels that Lucien is closer than he was, but he is still very far away. Ethan feels that he is following a trail of breadcrumbs. He wonders if all travel on the Stair for a specific item or person is so difficult and whether it is possible to find shorter paths. He is reliant upon his Wayfinding which is little better than ‘following his nose’ but he has no real idea how good his ‘nose’ really is.

Ethan and Isabelle - A Conversation on the Way Up
- Climbing for hours on end is hard work. After many hours, they stop to rest and drink from their canteens. Isabelle remains optimistic and she jokes about how far they may still need to climb before reaching their next destination. Ethan says that he’d like their next destination to be some sort of tropical paradise with a beach and sky-blue water. Isabelle agrees with the idea if he can find a five star hotel in the same location with an available room. She tells him about a place called Elysium that she visited long ago which was a beautiful island paradise with nothing to do but relax and be pampered. They agree that Elysium sounds like a good place to visit.
- Isabelle asks what Ethan will do once he finds Lucien. Ethan says that he’ll ask Lucien to return to the Arcadian Queen. Isabelle is curious what will happen if Lucien doesn’t want to come. Ethan says that he’s hoping that it’s not that he doesn’t want to come, but that he can’t come. He intends to help Lucien if there is something stopping him from returning, but if he really doesn’t want to come, then he’ll return to Arcadia to tell the Queen. Ethan finds Isabelle watching him carefully, and she asks him if he would really go to all this trouble only to be told ‘go home’. Ethan admits that it would be hard to tell the Arcadian Queen that the man she loves does not wish to return. He’s glimpsed the depth of her affection for Lucien and would find it very difficult to tell her. Isabelle asks if the Queen is beautiful and Ethan has to think before answering. He decides that she is and says so. Isabelle takes another drink from her canteen and asks whether she can ask Ethan a personal question. Ethan frowns a moment, wondering what she could possibly ask then he decides to make a joke of it and tells her to ‘fire away’. Isabelle smiles, and asks whether Ethan wishes himself in Lucien’s place. She asks if that’s the reason why he’s so quickly agreed to find Lucien.
- The question gives Ethan pause. He refrains from giving an immediate negative and asks if he can think it over. She agrees and they carry on walking. After about half an hour of ascent, Ethan says that he appreciates the question, but it’s not like that. He can’t see himself returning to Arcadia and trying to woo the Queen even if Lucien refuses to return. He admits to being quite fascinated by the depth of her feelings for Lucien and perhaps a little envious - the letter he received was ‘from the heart’. He’s quite curious about Lucien and what sort of man could have that impact on an immortal Elf-Queen. 
- Isabelle stops the climb and thanks him for his honest answer. (GM’s note - she gives Ethan the impression that she has somehow used Invocation to sense the truth in his words) Isabelle draws close to him and asks him, “You haven’t been a Lord of Gossamer long, have you? Ten years? Five?” She is deep inside his personal space which makes it difficult to evade. He answers truthfully that it has been less than two years. She gives a thin smile, and tells him gently that it explains a lot. Ethan asks if she means what happened in the last realm - he offers to apologise again but she shakes her head. The difference, she says, is in the way he talks about people. He speaks with affection about Grant. He cares about someone he has barely met. She says this is a trait of someone who has not been a Lord of Gossamer for long. Lucien, she says, has lived for thousands of years - why would he choose to return to Arcadia even if the Elf-Queen is immortal? It is a rare thing for a Lord of Gossamer to stand still for very long - a few decades at most - before one tires of the same and craves new experiences. She says there is no happily ever after for a Lord of Gossamer. There may be friends, lovers - but nothing lasts forever.
- There is an awkward silence, and Ethan finally tells her that the same is true for mortals - that nothing lasts forever, and only the moments are forever. Isabelle steps back, suddenly a little shaken, and Ethan tells her gently that that they should keep moving. He leads the way onwards. (GM’s note - Ethan has realised something important during the exchange with Isabelle. Isabelle discovered something important about him - i.e.: his short time as a Lord of Gossamer; but in doing so she has revealed a great deal about herself. Isabelle needs him as a Lord of Gossamer to help her to find Lucien - she can’t open Doors without him. She is not afraid to put on the charm to get what she wants, but in coming into his personal space, she’s effectively opened herself up as well. She’s realised that Ethan is acting altruistically and she’s realised that she actually admires this, even though it’s come close to getting them both killed. She realises that she doesn’t need to manipulate/seduce Ethan to get him to do what she wants, and this also is unsettling for her. She’s normally a guarded person who is used to ‘dog eat dog’ - she’s survived 3 years in Nexopolis which is a tough environment to survive in without money - and yet she likes Ethan. He’s actually gotten under her skin.)

Realm 40 - Orlano (Brown Door)
- They only have to go for another two hours before they reach a wooden Door with rough iron bars which the compass points to. The Door opens up in an alleyway. There are two storey stucco-clad buildings on either side. The sky is bright with fireworks and at the end of the street there is a crowd watching some sort of festival procession.
- They two of them venture forth and watch the floats gliding past. Everyone seems to be having fun. There is bouncy music, gaudy costumes, fireworks flashing. Isabelle looks really happy - the happiest that Ethan has seen since the Sky Lounge (Session 33 Part 3) when she was gambling for money. “I know this place,” she says delightedly. The place is Orlano and she has friends here. There are people dancing on the street in front of one of the floats and Isabelle’s foot is tapping to the beat of the music. Ethan offers to take her bag and she accepts, weaving through the crowd to join the dancers. With an extra bag slung over his shoulder on top of the red dragon-shield, Ethan looks like any other festival goer. He follows the march of the procession, keeping an eye out as Isabelle joins in the festivities.

And that’s where we left Session 35…..

GM Observations (2 of 2)
- The inspirations for this session come from the following sources:
  • The inspiration for Realm 38 (The Dragons’ Graveyard) comes from this episode from the old Dungeons and Dragons cartoon (I’m showing my age, aren’t I?).
  • The inspiration for Elysium (which Isabelle refers to on Section 17 of the Grant Stairway) comes from Red Hood and the Outlaws Issue #28 - an island paradise for the super-rich.
  • The inspiration for Gorgorin the Shatterer is taken from Dragon Magazine #79 (from November 1983!!!) - it was reprinted in Best of Dragon Volume IV. In that issue, there is a King of the Death Knights, Kargoth, an Anti-Saint. I’ll quote from that issue:
    “Dragon Magazine #79” wrote:Kargoth wears +4 plate mail and wields a variety of magical swords of great power, though he lusts for even more powerful weaponry. The only sword in his long career that came close to satisfying him was Gorgorin the Shatterer which does 2-20 (plus strength bonus) hit points of damage, each victim it strikes must save vs. death magic or be disintegrated. Fortunately, the Shatterer was lost when Kargoth battled the legendary Hainard of the Whiteguard. Kargoth has never stopped looking for the sword since, and dark shall be the day that Kargoth and his beloved sword are at last one again.
    - That paragraph stuck with me as a child and my first AD&D character ended up with that sword, and being hunted by Kargoth. It was a sword that could not be used because to use it was to attract evil to the wielder, and even to court Kargoth’s attention. Hence it was concealed and only used as a last resort.
    - Translating this to the Lords of Gossamer setting, Gorgorin is a Greater Weapon, at least 8 points or possibly even 16 points of Destructive Damage, linked to Umbra, capable of Molding Gossamer Reality, it may have Alternate Forms (this is still being discussed with Lurker37) but it comes with its own Bad Stuff that manifests in three separate ways: Firstly, Gorgorin will be recognised by Lords of Gossamer, Dwimmerlaik, Mages of Power and anyone else with the Psyche to sense it as a highly potent weapon (possibly even of Typhonian origins) - it will provoke a reaction from those who see or sense it - a strongly negative reaction. Secondly, it has a previous master who wants it back - so it paints a target on Ethan to possess it. Thirdly, Gorgorin itself *hates* Ethan. Ethan is an Eidolon wielder and this weapon is the embodiment of Umbral destructive power. I’m not yet sure yet how Lurker37 will interpret this but he has said that it will be wearing, even draining to carry it. Gorgorin has an implacable will, and Ethan will feel it pushing him at all times. It’s unlikely to be able to overpower Ethan’s Psyche or wear him down (as he has High Ranked Endurance), but over time I’m guessing it will Mold Gossamer Reality to make things increasingly difficult for him, and easier for the previous master to find him. 
    - In short, Gorgorin the Shatterer is not a trophy. I doubt Ethan has what it takes to master Gorgorin - it’s more likely that someone else will prove his superior and take the blade from him, either by guile or brute strength. But we’ll see. Ethan is on his way to becoming a maxxed-out Bad Stuff character - let’s see how bad things can get…..

Thursday, 26 June 2014

Session 35 Part 2 - Further Still

GM Observations (1 of 2)
- This session is a meld of my storytelling and Lurker37’s. I was given some parameters as to how long the journey would take, I proposed a number of locations along the way, Lurker37 picked some of them and then I expanded upon some of them, then Lurker37 ran the session, expanding and twisting some of the narrative. I’ve broken the narrative into three parts. This is the second of three. This is building to something …. what lies beyond the Black Door?

Grand Stairway Section 13 – Proximate to the Agora 
- On the other side of the Door, the Agora spills out onto the Stair and to many other adjacent worlds in close proximity. The floor and walls are made of natural stone but a number of semi-permanent small stalls flank each wall. Isabelle and Ethan continue on their journey.

Realm 34 - Another Earth (Brown Door)
- Pushing on for two days, the duo stop at another Door to rest their weary feet. The Door is brown, but they find themselves stepping out of a red telephone box on the other side.
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* Image sourced from Angelicc on DeviantArt
- At first Ethan thinks he is back home on Earth, but the Union Jack flag which flies from nearby buildings has only black, white and red on it. Ethan tests his Everpurse, and finds that it has some Pound coins within, but the face stamped on it is that of a King, not a Queen. Looking up and down the street, it appears to be a cold wintry day and quite late in the day. They conceal their weapons and look for a place to eat.
- They quickly find a pub called The King’s Arms which has a pair of crossed artillery pieces emblazoned on the door, and step inside to a toasty warm environment. The place is just beginning to fill up, but they find a small table and order food and drink. Ethan comments that this reminds him of home. 
- They eat their meal in peace but the conversations that they overhear inform them that all is not well in this realm. War looms, and people are all too eager for it. Isabelle appears tired and asks Ethan about finding a place to sleep for the night, but Ethan listens to the pub talk for too long and Isabelle nods off.
- The hours roll on and Ethan keeps watch. He hears the sounds of soldiers marching outside and decides that they should not stay the night. With the table now cleared of food, two young men pull up chairs and sit opposite. (GM’s note - cue Ethan’s Bad Stuff) They attempt to engage Ethan in conversation and ask him which unit he’s with, and when he will be shipping out. Ethan lies, but they keep bugging him and trying to engage him in conversation, to the degree that Ethan finds the whole situation very uncomfortable. At last Ethan is sure that one of them has realises that he’s lying, and he wakes Isabelle and they make an exit. As they make their way down the street in the cold, the two men follow him from a distance. Isabelle asks what is going on and Ethan says that he thinks they’ve been mistaken for spies. They make their way back to the red telephone booth and back onto the Stair before the two men can call for reinforcements.

Grand Stairway Section 14 – The Giants’ Hallway 
- The travellers continue on to a section of the Grand Stair which is much wider and taller than what Ethan has seen before. Everything has been magnified by a factor of ten. The doors are giant-sized. The electric light fittings are similarly enormous. Even the wall and floor tiles are huge.
- Ethan asks Isabelle whether she has ever heard of a giant Lord of Gossamer, and she shakes her head. They are both tired by this point as they did not rest long at their previous stop, and the expanse in front of them is making the distance seem even greater. They pick one of the giant Doors and Ethan opens it.

Realm 35 - The Spaceship (Purple Door)
- On the other side of the Door is a spaceship that can only be for giants as everything is oversized. Ethan can feel the motion beneath him - the vessel is moving. They soldier on through the huge corridors looking for a place to rest but meet no one. Eventually Ethan’s Wayfinding guides them into a service duct which leads to a bank of large reservoirs of liquid nutrients and vitamins linked to giant sized dispensaries. Isabelle is disappointed, as is Ethan. The place is certainly out of the way but hardly comfortable. 
- They continue on, down a level in an elevator for giants and then out into another series of corridors. Still they meet no one. At last they find a door and Ethan opens it. Within is a great hall filled with huge bunk-beds, each neatly prepared but all empty. Beside each bunk is a locker and a place for storage of a giant’s armour and rifle. It looks like a barracks, but it is completely empty. Isabelle muses where the giants are. Ethan activates his flight spell and has a look at one of the great storage boxes, lifting the lid with telekinesis. Inside is a green uniform with a yellow insignia. Ethan shuts the lid and returns to collect Isabelle, lifting her up onto one of the giant beds. He assures her that it is safe - that the giants must be elsewhere for the room appears disused. Isabelle is too tired to talk further and they rest.
- When Ethan awakes he finds that Isabelle is already up and in better spirits. She challenges him to trampoline on the giant bed, Ethan joins in and they end up falling down laughing from the silliness of the situation. They make jokes about pursuit from Nexopolis tracking them to this location and enjoy some simple rations for breakfast. Neither of them are keen to try the soup of liquid nutrients from the reservoirs. At last they retrace their steps but Ethan persuades Isabelle to detour to find some of the giant crew. He is successful in doing so and finds them in giant stasis chambers, hibernating. Thousands of them. 
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* Image sourced from Google Images. More information on this image at the bottom of this post
- Isabelle and Ethan wander through banks of stasis chambers, marvelling at the size of the army that is asleep here. Finally they return to the Grand Stair. (GM’s note - this is foreshadowing for another story arc…. )

Grand Stairway Section 15 - Painted Hallway 
- The travellers continue on for another extended day before stopping again. They have journeyed through a strange section of the Stair filled with Doors of different colours, shapes and sizes which blend into the colour of the walls like large blotches of paint on a canvas.

Realm 36 - Mars (Red Door)
- Ethan turns the hatch wheel and opens the Door, revealing a dining room from perhaps a prison or a military installation. Everything is very plain - the benches, the tables, even the crockery. Many of the plates of food appear to have been hastily left and there are signs of disturbance. A series of red lights bolted into the walls flash intermittently as if in warning. 
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* Image sourced from Google Images.
- Isabelle immediately announces that she doesn’t like this place - the food is warm - whatever happened here happened recently. Ethan wanders around the large chamber but can find no other people. Only one other door is open which he seals, effectively shutting them in. The nearby kitchen has been abandoned, and still-warm food is freely available. Ethan grabs a plate and fork, and loads up his plate. Isabelle asks how he can be so calm, and Ethan replies “Because I’m hungry”. He then adds that he’s locked the doors - no one will get in unless they’re prepared to burn through the locks. 
- Isabelle grudgingly follows Ethan’s lead and they sit in the dining room, filling their bellies and wondering what has happened here. Their conversation is interrupted by a burst of gunfire in the distance. Ethan again reassures her that whatever else is happening in the complex, they won’t be able to get through the door. Isabelle crossly tells Ethan that his Wayfinding is broken and the last three realms haven’t been much fun. Ethan admits that he’s only looking for a place where there is available food, and no immediate danger. Beyond that, he’s not being picky. Isabelle challenges him to do better and Ethan invites her to tell him what to find next time.
- There comes a tapping at one of the hatch doors and Ethan realises that there is someone on the other side of the door which is also a Door. He has never had this situation occur before and he asks Isabelle what will happen if he opens the Door - will the person on the other side be able to come through? Isabelle doesn’t know.
- Ethan carries on eating and the tapping eventually stops. At last Ethan gets up and says that he will look to find a more comfortable place to rest in the complex. However, Isabelle doesn’t want to stay - she feels that something bad is happening and she asks him to leave with her. Ethan agrees - he has no wish to distress her.

Grand Stairway Section 15 - Painted Hallway 
- Back on the Stair, Isabelle asks to be taken to a place which she will feel comfortable and welcome. A place that she can eat, change, shower, be waited on and generally relax. Ethan agrees to this in good grace.

Realm 37 - Cavilon (Brown Door)
- Ethan opens the brown Door and on the other side it is dark and warm rain is steadily falling. The Door itself is built into a ruined tower, but only the lowest floor is still intact and proofed against the elements. Ethan takes lead and tells Isabelle that there is a welcoming place nearby, leading her out into the rain. Isabelle likes the rain - it has been many years that she has been in Nexopolis where the rain never falls. She tells Ethan that this is a good start. Ethan gives her a smile.
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* Image sourced from Google Images. This is Warwick Castle
- About a quarter-mile away through the forest is a castle of grey stone. They head to the main gate and ask for shelter. The guards open the gate when they see that a lady is in distress, and they are ushered into the main hall where they can dry themselves by a roaring fire. They have arrived just before meal time and a roast boar is being cooked on a spit over the fire. As they dry themselves, a young man in fine garments enters the room and asks who they are. Ethan introduces himself and offers his hand, only to have the young man look disdainfully at him. (GM’s note - cue Bad Stuff) The young man says that he is the King, and Ethan promptly falls to his knees and begs the King’s indulgence. The King is pleased and takes interest in Isabelle, saying that her servant (referring to Ethan) is very odd. Isabelle gives Ethan a smile as she is led away. For dinner, Isabelle enjoys the King’s company on the High Table along with the other nobles whilst Ethan sits with an older squire, and two burly knights on one of the Low Tables. Occasionally Ethan looks up from his plate of bread and catches Isabelle’s eye - she seems to be enjoying the situation very much.
- That night Isabelle is escorted by the King to a guest room, and Ethan sleeps on the floor of the main hall like many others - with the dogs. In the morning he helps the servants rebuild the fire and then goes for a walk looking around the castle grounds. It is still raining heavily and his clothes are still a touch wet, but he dons a simple cloak to insulate himself from the worst of it. Breakfast is simple porridge and Ethan finds that he quite enjoys talking to James, the older squire. 
- Ethan’s morning is interrupted by a servant girl carrying a satchel who comes over to see him “It’s me,” says the serving girl with Isabelle’s voice as she pleads in his ear. “We’ve got to go now.” Ethan stands up and excuses himself, and makes for the door. Isabelle cannot get out of the place fast enough - the rain dispels the shapeshifting glamour and she encourages him to make haste. The guards at the main gate look at the pair of them doubtfully, but open the door and wish them both good luck. Just before the door shuts Ethan thinks he hears a cry from the castle being carried on the wind. Isabelle hasn’t waited for him - she’s marching off and he has to run to catch up.
- Without a word spoken between them, they arrive back at the ruined tower and Ethan opens the Door.

Grand Stairway Section 16 - The Black Stairs 
- Ethan and Isabelle continue on in silence. Isabelle is clearly flustered and Ethan has no idea what has happened. At last when they are hours away, Isabelle stops on the Stair and tells Ethan to turn her back while she changes. She ditches the wet clothes and tosses them behind a statue, quickly changes into some dry clothes then opens the satchel. At this point, Ethan peeks and finds her surveying a jewel encrusted tiara, a brooch with gemstones and a ruby almost as big as a man’s knuckle. “You robbed the King?” Ethan asks. Isabelle blinks at him and confesses that she was making the best of a bad situation. She says that the gentleman wasn’t taking no for an answer. Ethan is surprised and says that he thought she liked the King. Isabelle frowns momentarily, then admits that she did like him. It comes out that she locked the King in his bedchamber, and then grabbed some of his treasure on the way out. 
- The two travellers continue for another day, choosing to sleep on the Stairs rather than open another Door. Isabelle comments on how bad Ethan smells, given that he was sleeping with the dogs. Ethan answers that they were warm but didn’t smell very good. Isabelle tells Ethan that the next realm they go to has to have a proper bed and a bath.
- The Stair changes dramatically. Neither Isabelle nor Ethan have ever seen a damaged section of Stair. Even the wooden uprights appear charred and warped as if suddenly hit by flame.
Image
* Image sourced from Google Images. Originally from haikyo.org
- As they descend deeper down the Black Stairs, they pass a Door which gives Ethan pause. It is a Black Door, blackened and blistered as if by fire, set within an arch of stone blocks. It is not the path to Lucien, but there is something of Power on the other side. (GM’s note - Ethan uses Wayfinding for many things, and one of them is to spot items of interest/power) Isabelle doesn’t like the look of the Door, but Ethan is determined to see what is on the other side….

GM Observations (2 of 2)
- The inspiration for Realm 35 is Robotech, with ‘micronian’ Lords of Gossamer boarding a Zentraedi Cruiser - this isn’t a one shot. More is coming on this front.

I’ll post up the third part on Sunday 29th June….. Things are about to get very very bad for Ethan …. :)

Wednesday, 25 June 2014

GM Commentary

Mister_Bruce wrote:A quick update from me....
  • Session 35 will be played on Friday 20-Jun.
  • Session 36 is half-drafted between myself and David (Ethan's journey is Play By eMail at the moment).
  • And unfortunately I'm two sessions behind on the writeup of Campaign 3, with more sessions planned this week and next even though we've lost one player to 'the wilds of Papua New Guinea'....
I reckon we'll hit Session 40 by 24th July. 40 game sessions in a year is a fair amount, not counting the 7-8 sessions from Campaign 3 that we'll get in before the same time. Not too shabby.
Minor update.... I was expecting Session 35 to be a Grant-session, but obviously it was an Ethan-session. Session 36 will no doubt be a mixed session of both Grant and Ethan.

Tuesday, 24 June 2014

Session 35 Part 1 - Beyond Florin

GM Observations (1 of 2)
- This session is a meld of my storytelling and Lurker37’s. I was given some parameters as to how long the journey would take, I proposed a number of locations along the way, Lurker37 picked some of them and then I expanded upon some of them, then Lurker37 ran the session, expanding and twisting some of the narrative. I’ve broken the narrative into three parts. This is the first of three.

Realm 30 - The Sparrowhawk (Wooden Door)
- Ethan and Isabelle stay at an inn for their one and only night in Florin. They enjoy each other’s company, drink good wine (including the bottle that Isabelle procured in Aquila) and celebrate that they have evaded any pursuit that might have attempted to follow them from Nexopolis. They dance and drink into the wee hours of the morning. Isabelle is so drunk by the evening’s end that she has to be helped to their room and put to bed. (GM’s note - at least she appeared to be ‘that drunk’ - it’s possible that it was a test of Ethan’s character and she was skilled enough to get away with it)
- The next morning, Isabelle rises late and feels very sick. Ethan gently uses Eidolon to make her feel better, and when she is ready, they head to the Door to leave.

Grand Stairway Section 12 – Proximate to Florin 
- The section of Stair outside of Florin is rough-stone like that of a castle dungeon. There is no light source, forcing Ethan to ignite his lightsaber in order to see by the glow. Isabelle and Ethan agree that their first priority should be to restock and re-equip. Isabelle asks if he has a routine for travelling upon the Stair and Ethan tells her that he will typically walk for 6-8 hours before resting, then repeat. Only when he needs to will he find a safe realm and find a bed to sleep. He shows her the wristwatch that he carries and explains that where he comes from has 24 hours in every day and he tries to keep to this so as not to upset his body’s routine. 
- It is slow progress for the first 4-5 hours in near total darkness. Isabelle stays close to Ethan - she does not appear to like the total darkness. Occasionally she asks Ethan to stop so that she can check her compass. Finally, Ethan finds a suitable Door.

Realm 31 - Somebody else's house (Grey Door)
- The Door opens up into an ordinary house that could be anywhere on Earth from between 1970s to the 1990s. The residents are not at home, but there is food in the fridge and pantry and the beds are neatly made. Ethan isn’t sure if the people who live here have gone away or gone to work. He comments to Isabelle that this place is not too dissimilar from the Earth that he grew up on.
- They find a torch and other useful items in the house but Ethan suggests that they find a store to properly re-equip themselves. There is a vehicle in the garage and Ethan is able to use Wayfinding to locate the spare key. They drive to a shopping centre. Ethan wanders around while Isabelle purchases suitable attire for a lengthy expedition. She purchases hiking and wet weather clothes, proper walking boots, a light backpack, solid fuel pellets and matches, a wind-up torch. Ethan watches with interest as she hands over suitable money. With the basics obtained, she organises some new clothes for herself from the local department store while sending Ethan off to the local supermarket to buy some trail rations for emergencies. Ethan takes his time. Isabelle returns looking very different - she has had her hair cut and styled. Ethan comments that she seems to be enjoying this so far and she agrees. She treats him to tea at the local cafe while she savours a berry cake and a coffee-like drink.
- Ethan asks if she’d prefer to stay in this realm awhile - find the local beach, rest and recharge. She considers it for awhile, but declines with a smile.
- They return to the house and leave before the occupants return.

Grand Stairway Section 12 – Proximate to Florin 
- They travel on the Grand Stair for almost a full day before deciding to stop at the next Door. The Stair is dark in large sections but has once again changed and there are occasional lit sconces.

Realm 32 - The Inn of the Golden Grain (Green Door)
- The Door opens onto the upper floor of a rural inn from perhaps the 1700s. Heading downstairs, they are welcomed by the innkeeper and his wife and Ethan asks for a room to stay the night. He offers to pay in gold (Arcadian gold) which the innkeeper Oskar quickly accepts and shows them the best that they have. That evening Isabelle gets a lot of attention from the locals. Most are simple farmers or labourers and none of them have seen such a beautiful lady before. The food offered is basic but good and tasty. Ethan feels relaxed in the place, but Isabelle is not used to being stared at by so many. Ethan sees Isabelle’s discomfort, hands the bartender three additional Arcadian gold coins and buys drinks for everyone to thank them for their hospitality. The mood in the inn changes immediately and Ethan drinks and chats with the locals, diverting their attention from Isabelle. 
- Unfortunately Ethan can’t please everybody. (GM’s note - this is Ethan’s Bad Stuff coming to the fore) One local has already been drinking heavily before Ethan ‘shouts the bar’ and takes this opportunity to tell him off in a most unpleasant fashion. Ethan gives a crooked smile and tells him “Sleep, friend”, and the man collapses in a heap. (GM’s note - this is an example using Psyche) No one bats an eye to see a drunk fall down and the rest of the inn continues to make merry. 
- Later Isabelle thanks Ethan but Ethan says with a smile that she is too easily impressed (flipping around what Isabelle told Ethan back in Session 33 Part 1). They depart the following morning.

Grand Stairway Section 12 – Proximate to Florin 
- Carrying on, Isabelle asks Ethan about Grant. Ethan shares some of his past history with Grant, how they grew up together and became Wardens of the Stair together. Ethan speaks warmly of his relationship with Grant, and Isabelle comments that she has never heard of a Lord of Gossamer speak of another Lord in such brotherly terms. Ethan is faintly surprised by this, but Isabelle is very clear that the strong friendship between the two of them is most unusual, perhaps even unique amongst the Lords.
- Ethan counts the number of Arcadian gold coins remaining - there are only twelve in his purse. He asks Isabelle about money and she tells him that it is normal for a Lord of Gossamer to seek out a realm where valuables like diamonds or gold are seen as common place and of little value, and then to collect and use these in other realms. Ethan asks about whether there is any universal currency, and Isabelle says that there is, but it is used in very few places. She speaks of Aurum, or True Gold, or High Gold, as it is known - which for some reason is perceived by all realm dwellers (all that she has seen) as being valuable. Aurum has long been the currency of Shatterlight (Vala’s realm) but she hasn’t seen any in years. Ethan doesn’t tell her what he learnt on Marindar - that Shatterlight has fallen - it just doesn’t occur to him.

Realm 33 - The Agora (Brown Door)
The Marketplace
- Two days later, Isabelle stops Ethan at an ordinary brown door. Her compass has led her to this location, and she asks Ethan excitedly to open the Door. On the other side of the Door is a multilevelled open-air market where Ethan can sense there are many many Doors. Grinning, Isabelle announces that this place is the Agora, a place where anything can be found, and if it cannot, it is said that it is only a Door away. Ethan takes in the balconies above and below and the strange collection of semi-permanent tent-stalls and more permanent shops that line them. Isabelle takes charge and shows Ethan around. She knows this place - she has been here before with Lucien and hence this is familiar ground. She advises him to watch his step as not all of the residents are friendly and many are less than reputable.

The Warning
- The whole place is a wonder to Ethan. He has never seen anything like it. The sheer volume and variety of artefacts on sale is enormous and almost beyond imagination. Isabelle takes pleasure in showing him around, occasionally introducing him to shopkeepers that she knows. At last she stops in a showroom which displays finely woven carpets and exotic fabrics, and Isabelle asks to speak to Stradivarius. 
Image
* Image sourced from WolfeWOLF on DeviantArt
- A fat attendant goes to fetch the master, and a black cat comes out to greet them. As Ethan stares at the cat, ‘Strad’ admonishes him for thinking of him as a simple feline. 
Image
* Image sourced from Art-it-Art on DeviantArt
- Isabelle asks ‘Strad’ kept her things and confirms that he still has them. The fat attendant goes to fetch her things from the storeroom and brings out a rolled up blanket. Stradivarius warns her that there have been others asking after her and Lucien recently. He advises them not to linger too long in the Agora lest trouble find them. Isabelle thanks her friend and they leave.
- Upon departure, Ethan asks what she has in mind next. She grins at him, and leads him deeper into the Agora. They have lunch (something that resembles prawns, although these are green and have more legs), and she asks him about staying for a few days. Ethan is surprised by this as he thought she was keen to move on and the shopkeeper gave her a warning, but she gives a confident smile and tells him that she knows the Agora very well. Ethan sees no reason to object, so he gives in to her request.

Deeper Still….
- Isabelle and Ethan find suitable accommodation on the upper balconies from which to base themselves, and they spend the next four days exploring. Isabelle shows intimate knowledge of where to find the obscure in the Agora and their travels take them to many odd places in the labyrinth of stalls and shops.
  • Isabelle opens the package that she had left with Stradivarius, revealing a jitte, a sheathed throwing dagger and a small compact. (GM’s note - the Jitte is a 1 point hardened weapon, good for breaking blades; the Sheath has 1 point Mould Gossamer Reality for the specific purpose of producing more daggers - so as she draws one, the Sheath makes another; the Compact contains ‘make up’ which can be used to alter her appearance, providing a limited shape shift ability - I haven’t seen it used yet so I don’t know how Lurker37 plans to cost this. Ethan has not seen any of this used at this point)
  • Isabelle demonstrates to Ethan why a lightsaber may not be a practical weapon to rely upon. She asks Ethan to ignite it, and then uses a simple Cantrip to cause a brief power failure, snuffing out the blade. (GM’s note - Ethan is astonished by this - he has never seen a Cantrip used before) She appreciates that Ethan likes the lightsaber because the hilt can be concealed, but she advises him that an experienced adversary may be able to counter his weapon at a critical moment.
  • The two of them go weapon hunting. There are many weapons shops in the Agora, selling everything from magical wands through to plasma pistols. Isabelle explains to Ethan how he can tell whether the weapons have been enchanted to work on other worlds (so he learns what to look for) but she tells him that few weapons will work everywhere. He settles for a simple rapier, similar to what he has trained with in Versais (GM’s note - way way way back in Session 2), and a metal cylinder which extends from a short rod into a long staff by rotating the grip. (GM’s note - a Minbari fighting pike is the closest recent reference that the readers of this narrative could identify with)
  • Isabelle introduces Ethan to a magic shop where he buys a silver and brass ring for storing spell energies, and a simple Everpurse which can produce coins for whatever world he travels to (except for the Agora).
    Image
    * Image sourced from Catherinetterings on DeviantArt

- By the end of the third day, the two of them are almost broke. Ethan has only three Arcadian gold pieces left, and Isabelle is feeling much more relaxed and confident. As she drinks a cup of fresh Rassian coffee, Ethan holds up the Icon of Grant and asks if there is someone who could make Icons of each of them. This surprises Isabelle, and she cautiously asks why he would want such a thing. (GM’s note - Isabelle knows that a mental attack is possible via an Icon, but Ethan currently has no experience of this, hence her reaction is one of caution.) Ethan thinks for a moment and says that he’d like her to have one of him, just in case. He explains gently that if anything happens and they get separated, this would provide her with a way to reconnect with him. He then adds that when they find Lucien and they go their separate ways, he’d like to keep in touch with her - he’s enjoying her company. Isabelle acknowledges the request with a smile, but then goes back to her coffee. Ethan doesn’t raise the subject again.
- On the fourth day, they depart the Agora by the original Door and head back onto the Stair.

GM Observations (2 of 2)
- The inspiration for the Inn of the Golden Grain comes from AD&D module N1 “Against the Cult of the Reptile God”, still one of the best D&D adventures ever produced.

I’ll post up the next part on Thursday 26th June….. :)

Wednesday, 18 June 2014

GM Commentary

A quick update from me....

  • Session 35 will be played on Friday 20-Jun.
  • Session 36 is half-drafted between myself and David (Ethan's journey is Play By eMail at the moment).
  • And unfortunately I'm two sessions behind on the writeup of Campaign 3, with more sessions planned this week and next even though we've lost one player to 'the wilds of Papua New Guinea'....

I reckon we'll hit Session 40 by 24th July. 40 game sessions in a year is a fair amount, not counting the 7-8 sessions from Campaign 3 that we'll get in before the same time. Not too shabby.