Grant and Ethan

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

Wednesday, 30 October 2019

Session 188 – Early Qualifiers – 22nd August 2019

- GM’s note: This session deals with more events leading up to the Marindan Games and development of relationships between the PCs and a number of NPCs. Note that Isabelle has a new picture (the previous one was first used in Session 31)  

- Meanwhile Ethan is getting used to his renovated house on Marindar. Like other modern Marindan houses, it is much bigger on the inside than it is on the outside. Hilda loves the place and has found many places to hide. He is also fascinated by the tree in the entry hall. It is clearly magical but of a different kind than he has seen on Marindar before. Not knowing where Antigone is (he still hasn’t met her), he gets to work on plans to return to Boraelis and investigate the seabed where the ghost ship presumably rises from.
- It is worth noting that Ethan uses Divination quite heavily, so he is rarely surprised unless something truly unusual happens or something mundane which he is not looking for. It takes him by surprise when Hilda simply vanishes from the house. Ethan is quite attuned to Hilda’s presence so he is quite perplexed when suddenly she simply isn’t nearby. He can still sense her presence, but she is now very distant.
- Ethan doesn’t think that she is in danger but he doesn’t understand what has happened either. He puts down his workshop tools and goes looking for her. After a time, he finds a ‘slit’ in the reality of his house. It is practically invisible – it can only be seen when looking from a particular direction. And it leads … somewhere else.
- Ethan investigates and finds himself in a thickly forested area. Hilda seems much closer and he feels a very long way away from Central (but still in the same realm). It would be quiet and peaceful normally but it doesn’t take long before he hears Hilda’s voice. She’s in no danger. She’s just playing. Seeing Ethan, she runs over to give him a hug and tells him all about the ‘secret passage’ that she has found. She seems to think it is all one big playground and she asks whether he’ll play hide and seek with her.
- Ethan is a little surprised by this portal – he doesn’t remember seeing anything like this on Marindar before. But sensing no danger, he decides to go with the moment and play with Hilda. 
- Back in Central, Grant is back to his routine, organising the setup for the games. Preparing food and lodgings for the many people who will come from many realms. Checking on the security arrangements.
- It is during these security checks that Morlan, one of the Marindan Defenders, comes to talk to Grant and asks what he wants to do about the Valiant (Tressa’s ship). He notes that legally there is amnesty for those who plan to compete in the games, so Tressa herself will not be arrested while she remains a competitor but what about the rest of the crew?
- Grant familiarises himself with the history of the Valiant. It has a long history going back over 200 years. Many acts of piracy, particularly against Marindar’s eastern neighbours, but not for many years. Grant thinks over this and asks him to hold off, pending some instructions from either himself or Lady Sophia, but the vessel and its crew should not be permitted to leave. He decides that he needs to talk with Sophia, but she needs to talk to Tressa first.
- Following up with Sophia, he finds that she has offered safe passage for Tressa to Central and she will be coming ashore the next day to meet with her. Grant explains the situation and she agrees that they should make a decision after hearing what Tressa has to say for herself.
- A day passes and Tressa the Red is escorted to Grant’s house and she meets with Lady Sophia. Her bearing and steely confidence give Grant no doubt that she is the master of the ship in the bay and will tolerate no nonsense. There is some family resemblance to Drake but he can also see some of Sophia’s features in her too.
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* Image by Michael Komarck (found in Google Images)
- Leaving Sophia alone to talk, Grant decides to call upon Ethan to see how he is. Olin answers the door. He looks confused when asked if Ethan is at home. Olin thinks that he is in the house but he’s not certain. Puzzled by this, Grant contacts Ethan via Icon and Ethan responds. He laughs at Olin’s reaction and says that he’ll be back in five minutes. 
- Ethan arrives shortly from the kitchen and greets Grant. He thanks him for the lodgings and explains that he has been putting in a playground for Hilda. They share a cup of tea and Olin drifts away. After a while, Ethan decides to show Grant the anomaly which joins his residence to the forest so many miles away. He explains that Hilda found it. Suddenly Ethan is gone and Grant follows his footsteps to end up in the same place. He recognises the area - this is Antigone’s forest.
- Hilda is swinging on a makeshift swing which has been tethered to high branches. She shouts for Ethan to push her. 
- Marvelling at this, Grant asks if he has met Antigone yet and Ethan confesses that he has not. They talk for a while longer while Hilda runs and plays. Ethan seems the proud parent, watching her enthusiastically explore the area. 
- After a while, Grant mentions that Antigone lives nearby and he guides them to her house. Unfortunately, she is not at home. Ethan is surprised by her lodgings – a log cabin, hand-built, with no apparent spatial technology. Grant uses Wayfinding and confirms that she is nowhere nearby. Ethan asks Grant about whether there have been any other incursions from the things that have no breath (the manikins). Grant says that there have been no further sightings.
- Grant asks when Ethan last saw Abbie. He tells Grant that he saw her recently – she was dressed up and looked very happy. Ethan feels good about this. He admits that he’s been building a flier for the upcoming race and mentions that he might ask Isabelle for help. 
- Grant uses the relaxed moment while Ethan is happily watching Hilda to ask what is happening with Abbie and Isabelle. Ethan says that he feels good about matters for once. He likes them both in different ways. He thinks that maybe it’s not such an issue that he does like them both. He knows that the two of them talk so maybe there is some sort of understanding there, but he doesn’t really know. Grant advises him not to work it out, not to ignore it or try to keep secrets.
- Ethan accepts this – he doesn’t tell Grant that he’s building things other than the flier for the race (for example, a submersible to be used on Boraelis to reach the ghost ship). 
- That afternoon they return to Central and go to view some of the qualifying events for artistic events. Grant spots Antigone as a qualifier in a tapestry weaving competition and points her out to Ethan. Antigone looks very different from the other competitors. She is tanned. She has scars on her arms. Her hands look better suited to chopping wood than being used for fine craftwork. She is not as fast as the other competitors but she is working away tirelessly on her design. 
- Ethan decides it would be inappropriate to disturb her when she is concentrating so he waits patiently until she takes a short break. He then introduces himself and thanks her for her work on the residence. She is courteous but her language is guarded. 
- That evening, Grant finds himself invited to a party by Tarik. Sophia declines to attend as she wants to talk further with Tressa so Grant head there alone. That evening, there is a feast. He spots Elix (Hermes) and Olin who are enjoying themselves. The girls seem to love Hermes as he is handsome and charming. They have an enjoyable evening. Grant is surprised by one of the Marindan women named Hadriana. He has met her before casually but never had much of a chance to talk with her. One of his diplomats, she impresses him with her intellect and wit. She knows a great deal about Marindan history and the different nations (and realms) which Marindar has had dealings with over the centuries. A connection is made that he did not expect. 
- That evening, Ethan is working away in his workshop when he receives an Icon contact from Abbie. Again, she seems happy. She asks after Hilda and Ethan tells her all about Hilda’s adventures in the forest. He asks if Abbie will be ‘coming home’ soon and Abbie asks if Ethan can look after Hilda for longer. He agrees to do so and they part amicably.
- When the Icon contact is ended, Ethan feels a little lonely. He decides to contact Isabelle the next day to help him with the racer before heading off to the poker game together for a bit of fun. Unfortunately, his plans do not come to fruition due to an unexpected event.
- During the day, Ethan is urgently contacted because one of the competitors has been injured. It is Antigone, who is technically attached to Ethan’s household and his responsibility. Ethan hurries to the event and finds that someone threw a rock with enough force to knock her out. Even though security have cordoned off the event, they have not managed to find the culprit.
- Ethan ignores the protests of the judges who say that competitors are disqualified if they leave the boundaries of the event before the end of day. He takes her out of the event and returns to his house. Olin acts as bodyguard while Ethan does this.
- Back at Ethan’s residence, he bathes the wound and uses Eidolon to help heal her. Hilda helps.
- Grant is notified and he contacts security to find out who threw the rock. He knew that Antigone was disliked but he had no idea that someone would actually brain her with a rock. He is furious and wants to know why.
- Ethan and Hilda stay with Antigone while she recovers. She is astonished to find Ethan looking after her. She is even more astonished to find that Ethan has a daughter. She didn’t know this. 
- They talk for a while and then Antigone rests. 
- Meanwhile, Grant checks in on Sophia and he is introduced to Tressa. She is polite but there is a guarded edge to her. The introduction is brief as Sophia wants to spend time with her ‘daughter’. Grant mentions that he plans to go to the monthly poker game.
- That evening, Ethan sends his apologies via Isabelle that he will not attend. Grant attends. The group is relatively small. Only Grant, Eric, Isabelle and Jessamyn are there. Jessamyn looks a bit unhappy but she is putting on a brave face.
- Grant has brought some gemstones which hum and make music when exposed to light as his stake in the game.
- In the first hour, Eric is up. Jessamyn loses a bit. Isabelle is roughly even. Grant suspects that Jessamyn’s mood is a little low as Cal isn’t around.
- In the second hour, the drinks come out. Jessamyn drinks more than usual and doesn’t say much. Eric also drinks a lot. He tells Grant that the joust is tomorrow and Drake is expecting Grant to come. Isabelle seems a bit disappointed that Ethan hasn’t been able to make it but she seems happy enough. Grant can tell that she has strong feelings for Ethan. The second round ends up with Grant being ahead.
- In the third hour, no one really gets ahead. No one is wiped out. Grant asks about Cal and Jessamyn gives an evasive answer.
- All and all it’s an enjoyable evening. Eric drinks too much booze. Isabelle calls it an early night rather than ‘party on’. Jessamyn looks a little ill when she leaves but says she doesn’t have far to go. Grant asks if she is okay, and Jessamyn thanks him for his concern but says that Cal is off on ‘one of Lucien’s little missions again’. She’s clearly angry about that, saying that Cal can’t refuse Lucien. She says sourly that the last time Cal went away on one of Lucien’s missions, he was gone for three years.
- Grant invites Jessamyn along to the Marindan Games. She says that she’ll think about it.
- The next day, Grant heads to Ineswitrin (Drake’s domain). There are guards at the Door but Grant is expected. A horse is provided.
- On the way, Grant contacts Eric to find out where he is. Eric admits that he is running late as he made a ‘new friend’ last night and ‘slept in’. 
- Grant rides to the venue. A number of brightly coloured tents mark the scene. There are many warm-up events and many entertainers. Jugglers. Bear dancing. Grant is welcomed by Drake who seems very pleased to see him. He is given a seat in the box to view the tournament. Grant notes that Constance (Sophia’s sister) is there too.
- Grant watches the event with some interest. The knights fight hard and Drake takes time to explain the rules and the different factions and personalities involved. He explains the different layers of the tournament – for the enjoyment of those who compete and also for the peasants who watch the triumphs and failures of the competitors. The peasants enjoy the sport of watching the nobles fight and fall.
- Eric shows up very late to the event but Drake does not appear to notice his son’s late arrival. 
- During the day, Constance asks after her sister. Grant answers politely and he extends an invitation to her to attend the Marindan games (as well as Drake and Eric).
- There is a great feast at the end of the day and Drake is mightily pleased with the success of the event. Drake is interested in attending the Marindan games himself and Constance decides that she would like to return to Marindar ahead of the games. Drake asks Grant to escort Constance safely back home and Grant agrees to this.
- Grant returns to Marindar with Constance. Sophia is very surprised by her sister’s return and the conversation is cordial. Grant notes that Tressa is not present and Sophia doesn’t even mention her, even though Constance is Tressa’s biological mother.
- While Grant is at the joust, Isabelle contacts Ethan via Icon. Ethan admits that she beat him to the contact and he invites her to come to Marindar which pleases her. Ethan shows her the lodgings which have been expanded for him. 
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* Image by Astoralexander on DeviantART
- Isabelle asks after Hilda and Ethan explains that Hilda is looking after Antigone. Seeing that Isabelle is puzzled, Ethan introduces Isabelle to her. Antigone is quite bewildered – she has admitted to Ethan that she hadn’t seen a child in a very long time and she was expecting a Lord of Gossamer to be a warrior, not a healer. She is very unsure of herself. 
- Isabelle doesn’t quite know what to make of Antigone, but Hilda immediately tackles Isabelle with a loving hug. (GM’s note – Sophia is cunning in knowing how to bring Antigone back out of retirement, and Hilda is very good at creating bonds with people due to her knowledge of Invocation)
- Sensing that Antigone is a little overwhelmed, Ethan offers to take her home. However, Hilda interrupts and offers to do it. She’s keen to see where Antigone lives. Ethan feels uncomfortable about this but, to his surprise, Antigone accepts. She seems to have a soft spot for Hilda.
- With Antigone and Hilda gone, Ethan tells Isabelle about the race that is planned and he shows her the beginning of the ship that he wants to build. Isabelle grins at this and they start working on the project together. Very quickly, the old routine comes back. After a few hours, Isabelle points out that the racer will take a few days to build. She asks if there is a place for her to stay. Ethan completely misses the cue.
- That evening, Ethan is about to take Isabelle out for dinner when his brother (Marc) turns up on the doorstep. Marc wants to talk to Ethan. He knows that Ethan has been avoiding him since their parents died. He just wants to talk and Isabelle gives them some space to talk. The conversation is frosty but they reach a level of understanding that this is unresolved business and they need to talk further. Ethan takes Isabelle out for dinner but Ethan ends up talking about what happened to his parents and the mood is sombre.
- The following day, Grant asks Ethan to look over the rock that hit Antigone. It’s a mundane item and security has not been able to work out who threw it. Grant is hoping that Ethan can use psychometry to find the culprit.
- The rock holds residual psychic impressions from the people who have handled it. Some one recent had very strong emotions. Anger. It’s not someone that Ethan knows but there was a personal reason for throwing the rock. Grant thinks on this and decides to cross-check how many Marindans are old enough to remember Antigone. It is a small list.
- In the market area, new stalls are being setup. Preparations seem to be going well. Grant thinks about Sophia – she will be racing tomorrow.
- Late in the day, Grant is alerted by Marindan security of a new arrival who has come from the Stair. He claims to be Marindan. He gave his name as Berion.
- Grant cross-checks the name and finds that there are old records of Berion. He was part of Marindan society during the early periods where the Lords of Gossamer were active here. He is one of the ‘missing’.
- Security tracks him and confirms that he has found food and lodgings. Grant asks for security to keep an eye on him.
- The next day, Grant watches a number of qualifying running races. The races run over a few miles of open country. There is no running track and the ground is not flat. Finally, it is Sophia’s heat. She is wearing Grant’s favour – a black and blue ribbon. Unfortunately, she comes dead last in her heat. Leyla wins the heat.
- Grant watches more races. He notes that Constance qualifiers in her heat. 
- That evening, Sophia takes Grant out for the evening. They share an intimate dinner. They dance. Sophia only has eyes for Grant. Fade to black.
- The next day, Grant is feeling happy with the world. However, reality intrudes very quickly. Security still can’t find who threw the rock. And they note that Berion has been scoping out Central. He isn’t eliciting the same reaction that the population had towards Antigone. A little frustrated, Grant decides to try to relax and let his security forces do their job rather than get personally involved.
- The same day, Hilda goes to see Antigone. She takes a picnic hamper with her and waves Ethan goodbye. Ethan jokes to Isabelle that Hilda seems to have adopted another adult. They resume work on the flier. Isabelle asks whether Ethan only plans to ask her over when he wants help building things, and Ethan points out that he has been known to help her out too. Isabelle asks what his plans are when it’s built, and Ethan laughs and says that he’ll flip a coin to see who gets to race it first. The banter continues and Isabelle realizes that Ethan is only building the racer because it’s something that they enjoy doing together. When the racer is done, he’ll find something else that they can do together. With that Isabelle makes a move on Ethan, kisses him and makes it plain that if he wants to spend time with her, he just needed to ask.
- That evening, Hilda returns with an empty hamper and stories about fishing with Antigone. She has already eaten but Ethan makes a point of cooking some pancakes for her dessert before tucking her in and kissing her goodnight. Hilda tells Ethan that she loves him before going to sleep.
- Isabelle is waiting for Ethan. She pours some wine and asks if he has any plans for the evening. Ethan suggests that they head out. Isabelle asks if Ethan is comfortable leaving Hilda and Ethan assures her that he’ll know if she needs him. (GM’s note – Hilda is strong with Invocation and Ethan has High Ranked Psyche) Besides, he points that Macavity is still in the house and be counted on. Isabelle surprised as she hasn’t seen Macavity since arriving. Ethan says that he’s asleep upstairs (he can sense Macavity’s presence) and that the Cat is known to come and go as he pleases. Ethan doesn’t find it unusual at all.
- They head out via aircar to a nearby Door and then exit on the Marindan Stair. It is raining when they leave. Heading to Nexopolis, they return to a small jazz club called “The Blue Note” (GM’s note – first visited in Session 31) for a quiet evening. It seems so many years ago that Isabelle was stranded here and she asked Ethan for help to leave and find Lucien. Both seem to remember the dessert being good. They find a booth and listen to some odd creatures playing jazz.
- After two sets of music, they leave and find a food stall selling spicy meat and fruit skewers. Then they decide to dance. Dancing leads to more flirting and they decide to return to Marindar together. It is still raining when they arrive back in Central. Fade to black.
- The next day is just an ordinary day for Grant. More preparation. Some racers turn up with their machines for the Marindan race. Security still can’t find the culprit as to who threw the rock that brained Antigone. They have narrowed the list down to three possible suspects but can’t work out which of them committed the crime. That afternoon he decides to pay a visit on Ethan and asks for his help. He can’t risk the assailant doing it again.
- Ethan says nothing about the budding relationship with Isabelle. He and Hilda uses their skills to glean information from the rock. They determine that the person who threw the rock had a momentary lapse of reason and acted stupidly. He would likely be too frightened to do it again. They help Grant narrow it down to one man – Hestius. 
- Thanking Ethan, Grant heads off and confronts Hestius. The accused makes no excuse. He admits his guilt and is charged with the crime. It seems that Hestius remembers the ‘bad old days’ when things were more brutal and lawless. He lashed out in anger when long forgotten memories resurfaced.
- Another day passes. More competitors arrive. A delegation arrives.
- Grant goes to watch Lady Sophia compete in a second athletics event – an endurance steeplechase even over many miles. It has been raining heavily for the last two days and the course is thick with mud. Sophia runs with Grant’s favour tied around her arm. She qualifies, coming second in the race. Both are ecstatic with her accomplishment.

Sunday, 13 October 2019

Session 187 – Necessary Evil – 14th August 2019

- GM’s note: I’ve deliberately leeched from the Savage Worlds setting called Necessary Evil where the V’Sori have invaded, killed all of the heroes and now the resistance consists of the surviving supervillains. 

- Grant heads out onto the Stair and attempts to track down the world that is ‘under attack’ by the V’sori. It is the middle of the night. He ends up at an ordinary plain-white, modern-looking Door. Stepping into a corridor which looks like it belongs in an office building, he investigates carefully in his Shadow Form. The place smells like a hotel. He passes a janitor’s closet. He makes his way to the ground floor. It is definitely a residential apartment building. The ground floor is quiet. There is a security door here but it is easy for Grant to bypass and slip outside.
- Outside, the streets are quiet. It is an urban environment with many large buildings. It’s cold at this time of night. The streetlights are modern. The parked cars are wheeled, modern and more akin to American cars than European ones. 
- At the nearest interaction is a strange round-shaped vessel which is floating on anti-gravity. It appears to be a tank of some kind, definitely of a different tech level from the other vehicles on the street. Grant uses Umbral Sight and finds it manned by humanoid creatures. He isn’t sure if they are human or not.
- Looking around, he finds a newspaper box but it is empty. Hunting around, he finds two other tanks at different street intersections. They appear to be an occupying force. He notes a vessel with the same rounded curves as the other tanks fly overhead – some sort of transport plane.
- Then he sees a large placard on one of the buildings. It shows a blue-skinned, hairless alien shaking hands in friendship with a man. The slogan below says “Stronger together.” Grant wonders if this is propaganda or not. He guesses that it probably is.
- As he makes his way back to the Door, he realises that there are some shaggy, hunched over, dog-like things on the street. They appear to be sniffing for some sort of trail and heading in his direction. Grant is surprised by this – there are few things that can detect him in his Shadow form. He shifts form into a bird and the creatures immediately detect the shift. One gives a howl and they start scampering in his direction….

- Grant’s head is aching. Something hit him pretty hard. He is disoriented and nauseous. There is the cold feeling of metal around his neck (a collar) and he is not alone. There are other people nearby him. The place smells of sweat and fear. He has trouble concentrating. 
- He knows that he almost made it back to the Door but then there were more of the creatures and he decided to head elsewhere and create another Exit. But they got him first. Whatever hit him knocked him clean out. (GM’s note – the power of ‘plot device’)
- There is a portly fellow nearby wearing wire-rimmed glasses. A large ‘person’ opposite who is big, hairy with reddish-brown skin. Grant gags – he is finding it hard not to be sick. He tries to use Umbra but it makes the feeling even worse, leaving him reeling. He wonders about Gorgorin, trying to feel for the weapon on his ring-finger which simply must be there ….

- BOOM! There is an explosion as the flying vessel that they are travelling in is hit. One side of the transport is blown open. The vessel spins as it crash lands into the street. Without seat belts, Grant is flung about the interior along with everyone else. He lands on someone. The craft comes to a halt. There is smoke everywhere and the sound of gunfire nearby.
- The shadow of a man cuts through the smoke and enters the downed transport. It is “Doctor Destruction”. The most powerful supervillain left alive in this realm. He wears an armoured suit and has a flowing red cloak. He carries a kick-ass comic-book sized gun. He asks them in a mechanical voice which of them wants to live.
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* Image by Gil Formosa from Savage Worlds Necessary Evil
- Grant is feeling quite shaken up but he manages to find his voice. A few others with enough wits to answer also respond. Doctor Destruction turns away and sends in his minions. A group of green-suited masked men grabs whoever is willing and drags them, none too gently, into a waiting jet-black transport. The minions slap small lumps of clay and tiny receivers onto each of the prisoner’s collars and dumps them on the floor of the cargo section. Doctor Destruction pays them no heed as the seven are thrown around once more as the transport blasts off.

- They are only airborne for a few mins before Doctor Destruction slams his fist down on a red button which opens the cargo hatch on which the prisoners are standing and they are jettisoned. Freefalling, nauseous, Grant hears the voice of Doctor Destruction in his head. The voice tells him that he’ll blow the collars off them if they agree to work for him. The first ‘job’ is to break out a cape called Mindjack out of V’sori holding pen. Hurtling towards the ground, Grant tries to ask a question and only realises just before he hits the ground that he’s not going to get an answer. He agrees and the collar is blown off just as he hits the detention block. He goes clean through it, smashing through the roof and landing on a humanoid drone. 
- His head feels much clearer but his body hurts like hell. The drone that he landed on twitches as part of its death spasm but another three leave their rest bunks and move to attack him. Each humanoid is covered in a skinsuit but they could be human for all he knows. Grant doesn’t hold back – he cuts them to pieces with Gorgorin.
- Using Umbra to improve his rate of recovery, Grant hears the sound of fighting nearby. No doubt other prisoners who have had their restraints removed. Grant goes hunting and joins the fray. He fights two ‘fins’ (massive shark-headed aliens with bulging muscles and assault weapons) and slaughters them. A villain named The Cremator who has flame powers incinerates their bodies for good measure.
- Grant continues the hunt, using Wayfinding to find the command centre. A humanoid drone with four arms is quickly dispatched and he tackles the lone V’sori who seems to be charge of the installation. He attempts a mind-to-mind contact – he is not as good at this as Ethan but he just wants to rip information from his target’s mind quickly.
- The V’sori’s memories tell him that they came to Earth, pretended to be friends and then ambushed and killed all of Earth’s heroes. The ‘Champions’ as they were once known are all dead. There are no heroes left. Only the human resistance and a few former supervillains who have joined the resistance. 
- The interrogation is cut short as a woman with pink hair in a black bodysuit comes into the room. She is carrying a V’sori blaster. She makes sure that the drones are all dead and then executes the V’sori ‘scum’. Grant sizes her up and decides that it’s better to have her with him – he takes charge and tells her to accompany him.
- The remaining battles are relatively swift. There is a firefight leading down to the holding pens but Grant’s forces quickly prevail. Mindjack is found. The Cremator leers through the bars of the cells, clearly wanting to incinerate the defenceless people who are held prisoner here. Grant orders that everyone be released and he knocks The Cremator unconscious.
- A dark-skinned prisoner warns Grant that The Cremator will hold a grudge as he’s known to be unstable. Grant thinks on this and decides to kill The Cremator on the spot.
- With Mindjack with them, they head for the centre of the complex and the landing pad on the roof. Doctor Destruction’s carrier is waiting. Doctor Destruction sneers as he notes that they have released all of the prisoners. He calls them ‘heroes’ and laughs. They board the jet-black ship and escape before V’sori reinforcements can arrive.

- Doctor Destruction takes them to an abandoned facility in the southern part of Star City which they can use as their base. He offloads them and tells them that he will be in touch.
- The six survivors check out the facility and introduce themselves. The portly fellow with wire rimmed glasses is Claude Pedrovski. He is also known as the Fabricator for his ability to make advanced tech. The pink haired woman is Rachel, also known as Hardcore. She feels no pain. The strong looking man is called Max – the less sleep he has, the stronger he gets. The dark-skinned fellow gives his name as Vibron – he has vibratory powers. Finally the girl who is little more than a teenager is called Kristin. She haughtily calls herself the Ice Queen, but she refuses to reveal her powers.
- Grant gives his name as Rook. 

- After reassuring himself that only a few hours have passed, he decides to leave. He slips back to the Door. He is pretty sure that he was hit by some sort of power nullifier or scrambler that affected his Umbral ability. 
- Grant wonders who the bird reached. He doesn’t know. It must have been someone with heroic qualities. Perhaps there is a hero left here? A hero who survived the ambush by the V’sori…. He mulls on this.
- Returning to Marindar, he takes the long route to avoid pursuit. It is dawn when he returns to his own house. It feels good to be back. 
- Julius reports that Lady Sophia has returned and is having tea on the balcony. Also another robin has returned.
- Grant goes to speak with Lady Sophia. She is nursing herbal tea. She asks where Grant has been (noting that his garments are damaged) and Grant brushes over his latest adventure. When Grant asks after her, she reassures him that she is fine now. She mentions that ‘a friend’ talked some sense into her. She acknowledges that she will have to talk to Tressa, even though she is finding the thought challenging.
- Grant joins Sophia and they talk for a long time. They talk about Tarik – he seems to be harmless. They talk about Surin – the flutist. Sophia observes that there is a kind of magic in music. She wonders about her purpose for coming here. She also notes that there is a young girl in the marketplace who can ‘command fire’. Grant is surprised by this – he hasn’t seen her.
- There are two robins waiting to deliver a message. One is an acceptance. The other is not. The bird found no one in a place called Charn. This is unusual. Charn is a heavily populated, high magic world. Grant wonders if he should investigate this. It sounds very odd.
- They talk about the upcoming qualifiers for the games. Sophia’s qualifying race is four days away. Grant asks if she will wear his ‘favour’ (ie: a black/blue ribbon) when she races. This pleases Sophia. She accepts and kisses him.
- That afternoon, Grant heads to the market and finds a young girl entertaining her audience by juggling what appears to be living fire. She is a pyrokinetic of some kind. Grant doesn’t know where she comes from but her clothes are worn. 
Image
* Image by Anna Steinbauer from Magic the Gathering
- After watching for a time, he decides that he should organise suitable care packages for travellers who come to Marindar so that they are well fed and clothed whilst here. After all, they are guests.

- GM’s note: And yes, that is it for Chandra. I’ve introduced her younger self into the game but David hasn’t played Magic The Gathering in 20 years so why would he recognise the character. Goody for me.

Saturday, 12 October 2019

GM Commentary

Ok, I'm seven sessions behind in the writeup. Sigh, behind schedule again. I'll get Session 187 up tomorrow. It is already written. I just need to find some images. Thanks for your patience. The game is still running. We ran Session 193 earlier this week. We'll hit Session 200 by the end of the year.

Next year (2020), I may have to start writing shorter stubs just because of time. But for now, I'll keep writing the narrative up even though it takes me about an evening per session writeup.

Talking with David (who runs Grant), he reminded me that his game file for all of his Lords of Gossamer notes is still called 'Test Game 1' because we started this game seven years ago as a test game to see how well it would run. We never expected to be going this long.

In other relevant news, we think we've got about another 3 months of adventures before we have to come up with new material. We're thinking of changing perspective for a bit. Introduce some new PCs who are not Lords of Gossamer, run those characters for a bit and then weave them into the Grant/Ethan narrative and include them as ongoing NPCs. Basically a fresh perspective might liven up the game once more. Neither of us are interested in running more multiverse-shattering plots at this time.

Anyway, Sessions 187-193 are coming. The Marindan games. Finally a resolution to the Ethan/Abbie/Isabelle love triangle that has been going for ages. Also more on the manikins, the ghostglobes of Boraelis, the Red-Eyed Dwimmerlaik.... and some more shenanigans by Yaeger Zane.