Grant and Ethan

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

Thursday, 28 May 2020

Session 221 – Shadows over Ekul – Part 2

- GM’s note: Ok, I’m months behind in the session writeups. So increasingly my updates will be shorter. This is the second part of the Beasts and Barbarians adventure, which has some Lords of Gossamer spin put into it.

Part 3 – The Enemy is Revealed

- Grant and Ethan march with Tokarim’s armies to Tenebar fort and deal with Jirro. Upon arrival, they find Jirro’s men rebuilding the fort’s defences but it is a long way from being complete. Tokarim isn’t interested in parlaying, and Grant (as Shah Ulesir) volunteers to lead a sneak attack to open and hold the gate as a prelude to Tokarim’s assault.


- Anaea, the commander of the Amazons, has been watching Grant and Ethan carefully. She agrees to send some of her best with them. Painted up for battle, they climb the eastern walls and take the battlements, and then the gate. Jirro’s men are alerted and they try to retake the gate but Grant, Ethan and the Amazons prevent that. Meanwhile Solembar, Tokarim’s general, leads a cavalry attack against the men camped outside the fort, routing them and then attacking through the open gate into the fort itself.


- The battle is over in twenty minutes. One of the Amazons has been hit by a bow-shot but otherwise Grant, Ethan and the Amazons have held their position without injury. 


- Jirro is dragged out to face the wrath of Tokarim, but he pleads ignorance. He did as he was told and he took his men to Tenebar and began rebuilding the defences as instructed. He has no knowledge of where Karmella is.


- A messenger arrives. He carries a message from Korras, Ulesir’s half-brother, who claims to have her. (Ruman Gask stole her out of the city and Jirro unfortunately got the blame) At this new, Tokarim has a seizure and collapses. His men take him away and Ethan’s offers to help (as a healer) are rebuffed. 


- Confined to a tent, Grant, Ethan and Marduk are effectively held as prisoners until such time as Tokarim recovers. As they make plans as to what to do next, Anaea brings the monk Jimpah into the tent who has an idea – they should escape and recover Karmella themselves.


- Leaving Marduk behind to explain where they have gone, the others slip away with the help of the Amazons. Following the instructions given to them by the messenger, they head to Rusty Lake in order to hand over Ulesir in chains. 


- An ambush is set up and when a group of ruffians arrive with a hooded woman to make the exchange, Ethan and the Amazons pick them off. Grant (Ulesir) shrugs off the chains and attacks the leader, Ruman Gask, who undergoes a startling transformation as he seems to channel Umbral power and begins Gaunt-like, shrugging off a number of Grant’s blows before finally he is felled.


- However, their prisoner is not Karmella. It’s another double – this woman named Tamira. She has a passing resemblance to Karmella and has been dressed to look like her. She tells the story as to how she was kidnapped by Korras’ men months ago and has been kept captive in the Monastery of Shadows since. She doesn’t know the way there as she was blindfolded most of the way but says that there is a set of hidden stairs cut into the rocks behind the lake which ascend to a point where there are two men waiting. Her blindfold was removed at the top so that she could safely descend the steep steps.


- Grant and Ethan ascend the steps and surprise the guards there. They get directions to the Monastery of Shadows from the guards and decide to head there immediately.

Part 4 – The Monastery of Shadows

- They travel for hours in the high peaks of the Iron Mountains, eventually reaching a fortified village. The gate is heavily guarded. However there is a sheer cliff that looks climbable – for Grant and Ethan. Reminded of their climb of the glass mountain (GM’s note – way back in Session 44), they rope themselves together and make the climb. They are covered in war paint as they are expecting a fight.


- Climbing by this route, they avoid the gate and guards and reach the monastery directly. Slipping through one of the openings, they start making their way through the rooms, one by one. They find a library where the ‘writing’ is in knots of rope made from human hair. They ambush a group of six guards and quickly deal with them. They pass through an enchanted door which can only be opened via a riddle. They find a torture chamber on a lower level and find one of Jimpah’s fellow monks barely alive – he has been badly tortured. Even Ethan can’t save him. 


- As they make their way through the darkness, Grant receives an Icon contact from Lucien for a chat.

 

- They run across two acolytes and Grant captures one of them named Jinzu. Jinzu leads them to Karmella who seems to be asleep and trapped in a nightmare. Two hounds that have been infused with Umbral energy need to be dealt with before she can be rescued. Unfortunately, freeing Karmella sets off an alarm and the group tries to make a fighting retreat but is forced into another chamber.


- In this chamber, Korras faces the man that he thinks is his hated half-brother. He begins monologuing that he will feed Ulesir to the Black Flame (which clearly has a link to the Greater Power of Umbra) to reinvigorate it. There is a prophecy that the Divided Man will restore the flame. 


- A large number of acolytes in the balconies are chanting a ritual and the black flame on the altar leaps higher. Guards leap forward to restrain Grant, Ethan and the Amazons but they quickly swing into action. Grant punches Korras in the face, breaking his nose. Ethan is seized by two superstrong Umbra-infused guards and the Amazons try to bow down everyone they can. The battle is bloody but between them, they manage to disrupt the ritual – a ritual which has clearly been misunderstood as the Acolytes wanted to sacrifice both Ulesir and Korras to the flame (ie: the Divided Man prophecy referred to both of them). However they have not counted on the fact that Grant is not Ulesir, and Grant is also an Umbra Master. While the others fight for their lives, Grant uses Umbra Mastery to disrupt the ritual, cursing all of the surviving acolytes in the monastery with permanent blindness.


- In the confusion, Grant, Ethan, the Amazons and Karmella flee the Monastery of the Black Flame and return to Tokarim’s encampment (with blind Korras as their prisoner). A wounded Anaea is healed by Ethan. Karmella seems happy to talk to Grant now that she has been rescued and she knows that she will not be married to him. Marduk gives Grant and Ethan a heavy purse for their services and suggests that they be on their way before the real Ulesir arrives. He thanks them and wishes them well.


- The monk Jimpah also says a fond farewell and promises that their paths will cross again ‘should the gods wish it’.


- The Amazons meet with Grant before he leaves. Anaea says that Grant has the bearing of a Lord and King, and she says that her Amazons would follow him should he wish it. Flattered, Grant thanks her (as it is a true mark of respect) and he promises that he will return. 


- Grant and Ethan walk off together back to Teluk’Ammar where Grant plans to open a Door and return to the Stair.


Tuesday, 26 May 2020

Session 220 – Shadows over Ekul – Part 1

- GM’s note: I’m rather fond of Gramel’s “Beasts and Barbarians” setting for Savage Worlds. It has a Conan feel to it. In fact I was so impressed by the setting that I wrote to the writer and asked them to send everything they had in print, and I have been steadily acquiring printed supplements via Noble Knight, Amazon etc. I have them all electronically but I wanted the printed materials. There are many great adventures available and there are two that are perfect for Grant and Ethan.


Hence this adventure is a flashback to an earlier stage where Ethan is not being hunted by Dragons.

Part 1 – A Prince’s Life

- This adventure finds Grant and Ethan in a realm where sorcery and magic is certainly possible, but it is typically only used by evil warlocks and demons – and hence is not something that Grant and Ethan would choose to do openly. They are in the city of Shan’Ammar, built by the mouth of the Ironshadow River in the southwestern part of Ekul. They find themselves carousing in the Repentant Blacksmith, one of the most ill-reputed taverns in Shan’Ammar, full of foreign mariners, scoundrels and assorted lowlifes.


- While Ethan relaxes at a booth along with a few trollops who are interested in fleecing him of the coin in his purse, Grant has earned the ire of a number of Lhoban sailors. Their champion, a tough guy named Dragon, is keen to crush Grant’s arm in an arm-wrestling competition and take the fat prize wallet on the table. 


- People cheer as Dragon and Grant lock arms. The Dragon is very tough, and in this realm, the difference between Grant and the natives is not as great as might be found in other realms – but after a few minutes (to make it look good), Grant slowly pushes the Dragon’s arm to the table. Grant is victorious.


- But the victory doesn’t last long. Someone shouts that Grant has cheated and pandemonium breaks out as everyone takes a side and multiple parties try to grab the prize wallet on the table. Grant is tackled by two of them and he throws them using a judo throw. One of them tries to break a chair over Grant’s head but he is kicked hard enough to put him out on the street. Ethan tries to flip over the table, only to have the women leap on him and try to steal his wallet in the confusion.


- Bang. Crash. Smash. One by one, Grant and Ethan proceed to lay waste to the tavern with fists, feet and anything handy. A heavy stool goes flying across the room, knocking Ethan down. One of the trollops leaps on him and cuts his purse-strings whilst another tries to sit on him to keep him busy. Ethan easily throws them off and grabs his purse before the girl can get away with it. Dragon tries to bearhug Grant but is thrown through the window out onto the street. 


- Utter mayhem. And then there is suddenly silence. No one is left standing except for Grant and Ethan. 


- The silence doesn’t last long as the town guard arrives. Or perhaps not the town guard. These soldiers are Ascaian Amazons – proud, athletic and totally bad-ass. Their leader, a raven-haired woman, stares at Grant and Ethan with cold eyes and decides to arrest them both. Ethan seems to be positively cheerful to be arrested but the Amazons do not share his enthusiasm.


- Figuring that it’s better to be arrested and escape later, Grant assents and the duo is led away. He is pretty sure that if they stick around that the lowlifes from the Repentant Blacksmith will have another crack at them.


- Instead of being taken to prison, Grant and Ethan are escorted to the palace, the residence of the Shah. The palace is very luxurious and heavily guarded. The guards are all Amazons. The Shah must be very rich to afford all of these mercenaries. The raven-haired Amazon leader tells them to wait in the antechamber and then they are introduced to the Shah’s right hand man, a fat fellow called Marduk.


- Marduk can hardly believe his eyes, and the two are quickly ushered into the presence of the Shah. There, Marduk makes it plain to Grant and Ethan that they have disturbed the peace of Shan’Ammar and should suffer months of hard labour for this crime. However, his Lordship, Ulesir Shah, Lord of Shan’Ammar is willing to pardon them should they accept a task.


- The task is simple. Grant is the spitting image of the Ulesir and he is tasked to impersonate the Shah. Marduk explains that the Shah has many enemies (including his half-brother Korras) and his father has organised for him to marry Karmella, the daughter of Tokarim, Lord of the city of Teluk’Ammar to the north. The marriage has been delayed because of unrest in the country and threats made to Ulesir’ life. But Tokarim has many soldiers and will send many once Ulesir is married to his daughter. Grant must head north, marry Karmella and bring back both the bride and many soldiers. 


- Ethan thinks better of laughing at the request and wonders how many Amazons will be travelling with them. Grant thinks for a moment and then accepts. Marduk looks relieved and promises that they will be well rewarded. He explains that Lord Ulesir is a very particular man and Marduk will come with them to instruct Grant on his lordship’s particular behaviours. When asked what role Ethan should play, Ethan decides that his ‘lordship’ will need a bodyguard.


- The next morning, they board an Amazon Hawkship called the Blue Arrow. To Ethan’s delight, all of the crew are Amazons, led by Anaea, the raven-haired leader who arrested them the previous night. They travel with Marduk, two servant boys (Tallo and Vallo) and Ulesir’s personal cook, Guatu. The ship is loaded with wedding presents for the bride. 


- The first day at sea passes quietly. The ship is fast and the river placid. The Amazons are excellent oarswomen and they keep a very constant pace. Ethan gets the impression that the Amazons have absolutely no interest in him. The landscapes are pretty and dotted with thriving farming villages and it is a relaxing time for him.


- Meanwhile, Grant is learning from Lord Marduk all about Lord Ulesir. He has impeccable manners, behaves elegantly, speaks with a lordly tone and is very vain (he is proud of the fairness of his skin and normally sits under a parasol to avoid tanning). He likes poetry and arts, has little tolerance for alcohol and is a truly inept fighter. He is very chaste and would not know the first thing about girls.


- That evening as they leave the realm of Shan’Ammar, Marduk warns them that there may be trouble in the days to come. That evening, Lady Sophia contacts Grant via an Icon contact and he reassures her that all is well. Grant is in a perfumed bath and he casually explains that he’s impersonating a prince and is off to get married. She is momentarily off-balance but quickly recovers. (Sophia is unflappable) He explains the situation and she tells him to be careful.


- Moored mid-river to allow the Amazons to sleep overnight, Ethan relaxes on deck. He is curious by these militant women and goes to talk to Eurybia, the sentinel that is standing guard over them while they sleep. The conversation is short as she does not like being distracted. A few hours later, he finds her dead. Someone has slain her and he goes to raise the alarm.


- Meanwhile, Grant has been relaxing in his beautiful cabin enjoying one of Ulesir’s favoured liqueurs whilst resting on silken sheets and lush pillows. A dark figure arrives – the figure concentrates and Grant finds his limbs stiffening as if a spell is affecting him. He decides to bluff that it has him and the assassin climbs through the window and tries to stab him. 


- At that moment the alarm goes off and Ethan is heard running for the door to his lordship’s cabin. Grant simply disarms the assassin with a judo-throw and subdues him. Ethan bursts in but the matter is in hand. The assassin has a tattoo on his body that marks him as a Keeper of the Black Flame, a group of monks who live in the Iron Mountains where they rule the Mountaineers (the local villagers). Marduk believes they support Korras who has threatened to kill Ulesir.


- The Amazons kill the assassin and throw his body overbought. Mourning their dead sister, Grant (as Ulesir) gives a stirring oration to mark Eurybia’s service and passing.


- The Blue Arrow carries on. The third day of travelling on the Ironshadow River, they are attacked from the nearby clifftops. Boulders are hurled from above, striking down Helene who was steering the ship. Ethan takes the helm whilst Anaea rallies the Amazons to row for safety. They escape the gorge but find themselves ambushed by two groups of Mountaineers in boats.


- The crew of the Blue Arrow attempt to fire the ship’s catapult but they find it too badly damaged from boulders overhead. Hence, they move to stand and fight. Concentrating, Grant uses Umbra in a subtle way on the approaching boat, causing it to capsize. The other boat reaches the Blue Arrow and there is a hand-to-hand fight. Ethan and the Amazons fight bravely and they quickly deal with the Mountaineers, capturing their leader, Gray Fox.


- Gray Fox confirms that Korras is now chief of all of the Mountain Tribes and there is a bounty to bring Ulesir to him alive. This is strange as Korras normally wants his brother dead, not alive.


- Of the Amazons, only Lybia has been badly hurt. Clete and Otrera have suffered minor wounds. Ethan explains that he is a healer and he tends to Lybia, much to the Amazons’ surprise. They are suspicious at first but he carefully bandages her wounds (and uses Eidolon very gently to speed her recovery).

Part 2 – A Troubled Wedding

- The Blue Arrow approaches the port of Teluk’Ammar on the fourth day. It is a walled city of average size surrounded by hills. There is a crowd of people waiting to welcome Ulesir on the docks.


- Grant is behaving more and more like Ulesir all of the time. Marduk is very impressed as he thought Grant and Ethan to be barbarians. However, Grant is very practised at disguise and deception. He is rather enjoying this.


- A man named Jirro offers a welcome and an escort to the palace – however the welcome doesn’t seem very friendly. Jirro offers horses to ride and Grant (as Ulesir) accepts. The men of Valk prize riding ability very highly and it is clearly a test of Lord Ulesir. A one-eyed servant of Jirro offers a horse named Cloud and he claims that it is the ‘best in the stables’. 


- However, the horse is quite deranged. At an inopportune moment when passing through the city streets, the barking of a dog causes the horse to bolt. The horse is clearly distressed, foaming at the mouth as it runs. Grant stays on the horse and tries to calm it. At last he does, and Ethan also catches up with Grant. It is obvious that the horse has been deliberately drugged. Ethan uses Eidolon to restore its health and Grant rides the noble animal to the palace without further incident. Grant thinks that Jirro is disappointed when he arrives.


- As Grant arrives at the palace, he gets a glimpse of the princess from the balcony. She turns away and does not want to meet him. 


- Over the next four days, Marduk and Tokarim discuss details of the wedding. Grant meets the princess and she makes it clear that she is doing this because of loyalty to her father but this is not what she wants. Ulesir, Karmella and Tokarim go on a hunt together (with hawks). Ethan takes his bodyguard duty seriously – and he gets along well with Anaea as a result.


- At last there is the wedding feast. It is a great event with dancers, acrobats and storytellers. There is wine and food aplenty. However, Jirro decides to use the opportunity to insult Ulesir, mocking that he has women guarding him. There is laughter from the wedding party members. Ethan takes a stand and uses Jirro’s own words against him, joking that it is more prudent to have women guarding him than no women at all. Jirro then changes tact and praises Princess Karmella who can ride ‘like a man’, then toasts a man who will ‘never be able to ride like a woman’. It’s a clear insult meant for Ulesir.


- Again, Ethan intercedes and mocks Jirro for suggesting that his lordship could be such a man. But then he offers to match Jirro insult-for-insult, thus protecting Ulesir’s honour by deflecting him again. Jirro gets annoyed by this and challenges Ulesir’s courage directly to ‘play the Dance of Snakes’. 


- This offends both Ulesir (Grant) and Ethan sufficiently that they have to accept. Jirro and some of his men strip down to their waists and arm themselves. Baskets of snakes are brought in. A snake charmer will keep the snakes happy but when the charmer stops playing, the snakes will be freed from the baskets and attack the fighters. 


- Jirro continues to insult Grant and Ethan as the formal duel is set up. As soon as the fight begins, Ethan throws his knife at Jirro’s comrade – killing him instantly. Jirro tries to knife Ulesir (Grant) but finds that this man can confidently handle a blade. Some of the snakes try to bite Ethan but he kicks any away that get too close and prevents anyone else from coming to Jirro’s aid.


- Grant scores a number of superficial wounds on Jirro before Lord Tokarim finds out about what is happening. He orders a halt to the fight and chastises Jirro, believing that Jirro has disgraced him. He tells Jirro to go to the Tenebar fort and begin renovations there with his men, effectively banishing him for the time being. 


- Tokarim then looks after Ulesir (Grant) and makes sure that there is no other nonsense that would interrupt his daughter’s wedding. He explains that a man has arrived who is the personal envoy of King Eku of Ekul. This man is a holy man named Jimpah. 


- The rest of the evening’s festivities go well. Some of the court ladies show interest in Ethan but he is still busy being a bodyguard and he doesn’t allow himself to be distracted. Late at night when everyone is asleep, Isabelle contacts him via Icon and he explains that Grant is going to get married. Isabelle laughs hard and asks if she can come and watch. They talk for a while and she promises to get dressed for the occasion.


- The next day the wedding ceremony begins at dawn. Grant (as Ulesir) and the Princess go through their separate preparation rituals. Finally, everything is ready and a solemn wedding is held at midday in the main hall of Tokarim’s Palace in front of the whole court.


- Ethan is dressed in finery. The Amazons’ armour is gleaming brightly. Isabelle attends in a dark blue dress but her face is concealed by a veil in keeping with the local traditions. 


- Finally, the bride arrives. She is dressed and veiled in the most beautiful garments. However, Grant realises that this woman is not Karmella – she has the wrong colour eyes. He politely points this out to Karmella’s father, Lord Tokarim. 


- Tokarim explodes with rage and draws his sword, intending to cut off the poor girl’s head right there and then. Grant (as Ulesir) stops him from doing this and the girl crumples, confessing immediately. The girl says that Princess Karmella fled last night. Ruman Gask, Jirro’s best friend (the one-eyed man who gave Grant the horse) came before dawn to take her to Jirro.


- Tokarim curses and commands his generals to summon his armies. He will march west to Tenebar fort and deal with Jirro!


Thursday, 21 May 2020

Session 219 – The Giant Warden

- GM’s note: This session follows Ethan and Isabelle as they try to find the missing giant who has become a Warden of the Stair.

Part 1 – Giant Competition



* Image sourced from Google Images 


- It is a bright sunny day. Competitors are lined up to race across the tawny brown grass. Most of the competitors are gigantic. Two are not – they are Ethan and Isabelle. In this place magic does not work. There is a way out of this realm – a Door in a temple, but one needs magic to reach the Door. The winner of these trials will be awarded the gift of magic (magic that works in this realm). If they cannot win these competitions, they will have to find another way to reach the missing giant who has become a Lord of Gossamer.


- In this section of the Stair almost everything is huge compared to Ethan and Isabelle. The Doors. The people. However, these people are sticklers for being fair. The race obstacles for the giants are giant-sized. The race obstacles for Ethan and Isabelle are a more appropriate size. There are three giants who are competing against them. Fafnir, a bearded ‘teenager’ has been friendly since they arrived and has been helping them to find suitable food. 


- The race begins. Ethan has a good run and finishes his race first. Fafnir finishes second. Isabelle finishes fourth. The fifth competitor is eliminated, leaving only four remaining competitors.


- There is a short break. Ethan and Isabelle are enjoying themselves. Ethan is wearing one of Isabelle’s ribbons around his arm, and Isabelle is wearing one of Ethan’s. It is a Marindan tradition – and often a symbol of friendship or romantic interest. While Fafnir talks with his relatives (and they offer him encouragement), Ethan and Isabelle chat away happily. In this place where magic doesn’t work, Ethan can’t mask his presence with invisibility or use divination to tell if he is in danger, but he thinks that the magic of the Dragon Mark is itself suppressed.


- The next event is a javelin throw. There is a lot of discussion amongst the giant elders as to how to make the event fair. How big should the javelin be? How far away should the target be? At last they decide something that is ‘fair’ and each of the four remaining competitors line up. Each will throw three javelins.


- Ethan’s first shot goes wild. Isabelle hits the target in the blue (the outer ring). Fafnir misses the target. The other giant also hits the blue circle.


- Ethan’s second shot lands on the edge of yellow and red. Isabelle hits the red (bullseye). Fafnir lands in the yellow. The other giant throws his spear too hard, hits the bullseye but knocks the target over and is disqualified for lack of control. (they are sticklers for ‘fair’)


- Realising that there is no value in Ethan and Isabelle winning overall (as the awarded magic will enable Isabelle to use magic so that they can both reach the Door), Ethan decides to aim for the blue outer circle and successfully lands there, which will likely put him in third place. Isabelle hits the bullseye again. Fafnir hits the red on his final shot. 


- The crowd goes wild. Fafnir’s family is ecstatic. It then takes the giants two hours to set up an appropriate podium and award Isabelle with a gemstone bigger than she is. She recites an oath and the power from the gemstone transfers to her – she has won the gift of magic and she glows with the same light as the gemstone. Fafnir also accepts the gift of magic and glows. Ethan misses out as he is in third place.


- The giants celebrate. Small meals are prepared for Ethan and Isabelle. They take care preparing the delicate servings. After the meal, the giants sing and dance. Ethan and Isabelle join in. Isabelle remarks that Ethan seems to be in good spirits, and he says that it’s been a long time since he felt safe somewhere. He feels safe in this place. He thinks the Dragon Mark itself is suppressed in this place such that the hunters can’t find him here.


- In the cool of the evening, Ethan admits to Isabelle that he found a way to remove the Dragon Mark, but it won’t work for him. Weeks back, he found the city of Gau-Mang, a polluted heavy-industry world where life is cheap. He had a really bad feeling about this world, but he journeyed there because his Wayfinding told him that an answer could be found in that place. Ethan explains that there was an entity in control of the city. He never knew its name but he sought and was granted an audience with it. In return for knowledge, he agreed to do a service for the nameless entity once the Mark had been removed. The entity laughed and suggested that Umbra could be used to recreate him without the Mark….. something that Ethan knew to be true, but it would surely permanently destroy his mastery of Eidolon. Ethan admits that he has considered this solution but he thinks there would be a considerable cost – he doesn’t think he would be Ethan Powell anymore if he tried this.


- Isabelle reassures Ethan that they will find another way. She promises that many of the other Lords of Gossamer are trying to help even if he doesn’t see it. She tells him that he isn’t alone.


- The next morning as they make preparations to depart, Fafnir gives them a souvenir – a tiny sliver of wood which will serve as a bookmark. There are delicately engraved markings in the wood. Fafnir tells Ethan that it will bring him luck. He also tells Ethan and Isabelle to seek him out should they pass through again.


- Ethan and Isabelle leave the warded realm of the giants and enter a new section of Stair. There are many large Doors and many small Doors here. They know that the missing Warden is at least 2 years ahead of them. The next Door that they are trying to reach is about half a day away. Ethan re-establishes his Mental Invisibility spell and uses Divination to confirm that there is no pursuit for the time being.


- They resupply at a nearby realm. Isabelle comments that Lucien always found it rather convenient that so many Doors lead to a market or convenient resupply point. He never quite worked out why. They gather supplies in this pre-modern world, mostly fresh food but also some dried food from street vendors as well – and then continue their way.

Part 2 – Back on the Stair

- Two weeks pass. Ethan and Isabelle pass through many many worlds together. In each world Ethan must recast his Mental Invisibility spell and check for pursuit. There are some glimmers of danger from time to time, but they do not stay in any one place long enough to run into serious trouble. In one realm they encounter a military regime that seems intent on harvesting the vital organs of ‘undesirables’. In another they are waylaid by the corporate minions of the Akaromi Biotech company who take offence to their trespassing on Eridu. But the realms are not always unpleasant. After a four-day journey on the Stair, they are welcomed to ‘Starbase 114’ and given a place to rest and recover. The view from the windows of the nearby nebula are spectacular. During their stay, Isabelle asks Ethan how long he will keep ‘running’ like this. Ethan doesn’t answer her question, changing the topic and saying how much he enjoys her company. This pleases her and she drops the question for the time being.


- Two days later, they reach a mountainous world with lush greenery. It rains a lot here and the next Door will take days to reach. Isabelle decides that she needs a break and decides to depart. She promises to keep in touch, kissing Ethan goodbye and departing via an Icon. Ethan continues on alone.


- It doesn’t stop raining the entire time that Ethan is in this world. The destination Door is underground. Deep underground. It is cold and miserable in the tunnels and there is no food. After three wearing days Ethan finds the Door to exit the realm. 


- Ethan cleans himself up and moves on. He reaches a realm which consists of a megastructure, built around a star. A race called the Kish, who are descendants of the advanced civilization that built the megastructure, now live in tribes within the structure. The Kish have never met an alien before and they welcome him. In fact, they are so pleased to see him that they really would prefer that he stay with them for some duration.


- It is during this stay that Ethan receives an Icon contact from Abigail (Abbie). It has been a long time since he’s spoken to her. She asked him previously to stay away. He’s pleased to hear from her but also wary. He knows he has a blind spot with regards to Abbie. He doesn’t think the Dragons have figured out how to get to him via Abbie, but things may have changed.


- Abbie is pleased to talk to Ethan. She explains that she has found a place where she can talk to him without being overheard. Both Abbie and Ethan are concerned for each other. Abbie says that she is fine, but it has been very difficult. She explains that not all hope is lost. Some of the Lords of Gossamer have been making pointed comments about Ethan being singled out, expressing concern about the precedent that has been set. Even Lofwyr has listened and has conceded some points. She hopes that they can find a resolution.


- Abbie seems sad that they cannot talk more often. It’s obvious that she cares for Ethan but it’s also clear that she’s in a position where those feelings would put her in jeopardy if they were known. Lofwyr probably knows but for now, he isn’t saying anything. He’s probably the only one. Changing topic, Abbie says that Isabelle will be coming back to meet Ethan soon. She says that she and Isabelle talk a lot – and she promises that neither of them has forgotten about Ethan. They’re doing everything they can even if Ethan can’t see it. Ethan thanks Abbie and the contact ends.


- Ethan decides to leave the Kish and carry on. He doesn’t believe that it is possible to trace an Icon contact, but he doesn’t know what Dragons are capable of. He decides not to risk it.


- Continuing on with Mental Invisibility and heavy use of Divination to detect pursuit, Ethan continues to stay off-the-grid and remain undetected. He passes through goblin-controlled lands where the goblins have modern projectile weapons and body armour. Returning to the Stair, he travels onward to the land of Kesan, a desert kingdom of numerous sorcerous lords, each controlling a city or region near a water source. He is welcomed by Taira, one of the noble lords and invited to stay and rest. Ethan finds Taira a most gracious and eloquent host. It is during this time that he receives an Icon contact from Isabelle and is reunited with her. Isabelle is in a good mood. She also finds Taira to be very charming and is convinced to stay a few more days before they depart.

Part 3 – Finding the missing Warden

- Returning to the Stair, it is only a few more hours before they reach the destination Door. A simple rough wooden Door, but it is giant-sized. The door opens into a village with stone huts. There is magic here, but it is weak. There is nothing living in this village. Here and there lie giant skeletons, all that is left of the villagers. Exploring the village, they find an abandoned journal that indicates that there has been a plague here. Wayfinding suggests that the missing Warden of the Stair is not here.



* Image by aw-landscapes on DeviantART 


- For the next two days Ethan and Isabelle explore this world. They see wild animals, some of them of very large size, but no people. At least, no people alive. They do find many dead bodies in various states of decay. Some giants. Some ‘little people’ the same size as Ethan and Isabelle. This place also has a great deal of ‘magical turbulence’ – there are natural crystals here that leech ambient magical energy from the surrounding area. The Dragon Mark is dimmed here but he is still not completely safe. He uses Mental Invisibility here too. They enjoy the walk over the green-grassed hills, chatting away as they go.


- After some time, they find a township that still has people. They make contact and find that the missing Warden came through this place two years ago. He had the plague and was banished down-river to a ravine which is used as a quarantine. Sick people are sent down-river, but none come back. The locals know that people are still alive in the ravine (they can see them at a distance) and they send food and supplies down-river.


- In this place, Ethan and Isabelle find out more about the plague. It has ravaged these ‘Borderlands’ for many years. Few survive it, but those who do have trouble with their memories afterwards.


- Ethan agrees to go downriver to see if he can find the missing giant Warden. Isabelle stays behind because if the giant Warden was sick with the plague, then Isabelle might also get sick too. (it’s less likely for Ethan to get ill). Ethan goes downstream in a small boat and ends up in a ravine surrounded by crystals which suppress magic. Here, even Ethan’s defensive spells fail, and the Dragon Mark is likewise silent.


- The giants in the ravine are surprised to see him. They have a small settlement, multiple vegetable gardens and a stockpile of barrels from the village upstream. The first giant is almost totally blind and has multiple deformities as a result of surviving the plague. Ethan introduces himself as a healer and proceeds to cure the giants of the plague and their injuries, one by one. It takes time.


- At last Ethan finds the Son, the missing giant Warden. He can sense that the Son is a Warden but unfortunately the Son is disoriented and has lost his long-term memory. Ethan works to restore him, but this also takes time as the damage was done years ago. Ethan works a miracle (GM’s note – I got a +4 on the FATE Card draw) and before the next morning, the Son has remembered who he is. His name is Tarquin and he remembers everything. He wants to go home.


- Ethan contacts Isabelle via Icon and tells her the good news. He then leads the cured giants back to the nearby township to the jubilation of the people.

Part 4 – Tarquin’s Return

- It takes Ethan, Isabelle and Tarquin two weeks to leave the realm and to traverse the Stair back to the Door which leads to Fafnir’s world. Tarquin is very talkative, and he seems to have a great deal to say. He is like a chatty child. Ethan talks away and answers Tarquin’s many questions.


- They stop occasionally along the way. When they need a rest stop, Tarquin finds a world that suits him to rest in, and Ethan and Isabelle choose another. Then they resume their travels the next day. 

- Returning to Fafnir’s world, the giants celebrate the quest and have a big party. Tarquin is encouraged to tell his story. Ethan and Isabelle dance as the giants sing and play oversized instruments. The party continues well into the evening.


- The next day, Isabelle says goodbye to Ethan (at least for the time being). Tarquin and Ethan carry on. Along the way Ethan explains to Tarquin about Icons and he makes one for his giant friend along the way and shows him how to use it.


- One notable stop on the way back to Tarquin’s homeworld is the realm of Imhotep, a world of red deserts and thin atmosphere. Ethan and Tarquin arrive in Outpost 2, a small settlement which is having trouble keeping the habitat systems operating. At first, they are not received well but Ethan makes a friend in the local sheriff (a man named Arain). Ethan offers to help with some of the failing systems in return for food and lodgings. Arain correctly assesses Ethan as a man ‘on the run’ and gives him the kind advice that he should not keep running forever or else he will always be looking over his shoulder. He suggests that sometimes it is best to face the music.


- Continuing on, Ethan contacts Grant via Icon. The conversation is amicable, and Grant reminds Ethan about the poker game.


- Arriving back at Tarquin’s realm, Isabelle re-joins them, and Tarquin is reunited with his mother. They do not stay long, however. Tarquin is keen to go and see more of the Stair – he, Ethan and Isabelle find another realm with lush gardens and flying ships overhead. After a while, Tarquin decides that he should return home before venturing out again. They part in friendship.


- Ethan and Isabelle talk about what to do next. They have recovered Isabelle’s missing device and there are no pressing issues (except for the fact that Ethan is still being hunted). Ethan remarks that he will remember Fafnir’s realm as that could be a useful place to rest and recharge. With the Dragon Mark suppressed there, it is truly a ‘safe place’ to rest. 


- Isabelle suggests visiting a realm called Jolvir to watch some high-diving. The world is a low gravity moon where entertainers dive slowly into large bubbles of water for the enjoyment of the crowds. 


Tuesday, 19 May 2020

Session 218 – In the Land of Giants

- GM’s note: Ethan is still on the run but this time he’s in the company of Isabelle. She needs his help with a job.

- Ethan and Isabelle are crouched in a massive chamber with huge granite pedestals everywhere. An enormous guardian resembling a metal minotaur is hunting for them. Every footstep can be felt through the stone floor.


- Isabelle is on a mission to retrieve one of her inventions which was stolen from her. The ‘dimensional stabiliser’ has been de-calibrated by the owner of the collection because it makes prettier lights this way, but it is only a matter of time before the football sized device warps the reality around it and triggers some sort of… explosion.


- The guards here are scary. Ethan has already received a glancing blow from one and they know someone is here. Ethan’s favourite spell (Mental Invisibility) is ineffective against the guards here and Icons don’t work in this place (probably due to proximity to Isabelle’s invention). There is no way of doing a remote snatch-and-grab.


- Using a short-range scrying spell, Ethan works out a pattern that the creatures are using to search the place and then works to avoid them. Isabelle follows. They move to the next room. The device is not there. They move onto another room, and then another. Their luck holds.


- Spotting the device in a case high atop a granite pillar, Ethan and Isabelle decide to perform a piece of cat-burglary to retrieve the item. Ethan uses sorcery to levitate Isabelle into place. Isabelle cuts through the glass. There is a tense moment as a guard robot enters the room but it marches on and doesn’t see them. She swaps out the device with a fake. Unfortunately, this doesn’t work and the alarm sounds.


- Quickly lowering Isabelle to the ground, they slip out of the room as the guardians rush in. Ethan and Isabelle get as far as the giftshop before their luck runs out. Lights come on and a holographic image of a shop attendant appears. Given how small Ethan and Isabelle are in relation to the normal people here, they are mistaken by the machine for children who have lost their parents. Ethan takes a moment to grab a postcard of Isabelle’s device (which is in the giftshop) and they head for the exit, using their Warden powers to open the door.


- At that point one of the minotaur guardians rushes into the giftshop and begins smashing through the place looking for intruders. It is designed to be cautious around the antiquities but there are no precious items in the giftshop. By this point, Ethan and Isabelle have reached the door and are sprinting down the large steps. With police sirens drawing nearer, Ethan uses a Flight spell to take to the air and he carries Isabelle aloft while security vehicles converge on the museum. They are spotted by an ornithopter but they quickly lose their pursuit.


- Ethan and Isabelle relax for a few minutes on the top of a tall building before deciding that the coast is clear. They head to a distant skyscraper which has a Door that leads to the Grand Stair. Going through the ventilation system, they find that they are being guided to a particular destination. It feels like a trap. Someone knows that they are trying to reach the Door. Someone knows that they are dealing with a Lord of Gossamer.


- Taking their time, Ethan scries the way ahead and identifies that there is a ramp leading from the ceiling vent to a table. A giant-sized middle aged woman with a severe haircut and wearing a business suit is waiting nervously for them. Child-sized refreshments on the table are waiting for Ethan and Isabelle.


- Ethan and Isabelle don’t use the ceiling vent. They find another way into the room. Upon opening the door, the giant lady gets to her feet and gives a humble bow. She asks if Ethan and Isabelle can find her son. Her son has been missing for three years. He stepped onto the Stair and hasn’t been seen since.  She desperately needs their help to find out what happened and has been waiting three long years for the Door to open again. She missed them when they entered and has been waiting patiently for them to return.


Thursday, 14 May 2020

Session 217 – The Hunter

- GM’s note: And now we switch back to the present. Ethan is still being hunted by the Dragon Lords. He is still trying to find a way to contact the Red Eyed Dwimmerlaik (RED) – and he is located by Grimples.


- Ethan is running for his life through a bazaar, knocking things over as he goes. Macavity and Grimples are racing behind him. Macavity has a fish in his mouth and his tail is burnt. It is not possible to blend in here – the people here are lizardfolk. Ducking away from the main strip, Ethan takes a moment to calm himself and uses Mental Invisibility to try to slip away. 


- Certain that the exit Door will be guarded, Ethan decides to find a place to sit down, try to be inconspicuous and allow Macavity to eat his purloined fish. Grimples looks at Macavity and then looks at Ethan hopefully – but there is only one fish.


- After a while, still sensing danger, Ethan reaches out to Isabelle via Icon. She doesn’t want to accept but she does. Ethan pushes her and asks to be brought through. After a short wait, she brings them through. She is dripping wet and dressed in a hastily wrapped towel. She is clearly annoyed and orders Ethan and the cats ‘out’ of her bathroom.


- Ethan and the cats rest in her house. Ethan ensures that his sorcerous invisibility spell is still in place and then he heals Macavity’s injuries (his singed tail). They wait for Isabelle to finish her bath. Eventually she comes out, dressed and composed. Ethan suggests tea and they venture out into Isabelle’s realm. He doesn’t know the name of this place, but it is a wondrous realm of moving, mechanical parts. The tea is very good. Grimples orders a plate of fish which he enjoys.


- Ethan decides not to linger too long in Isabelle’s realm. They leave and head to Boraelis, talking with Grimples as they go. Ethan asks after the RED (Red Eyed Dwimmerlaik). Grimples explains that RED has lost interest in him. He knows that RED is difficult to find because he moves his base of operations around. The only one RED trusts is ‘Artemis’, a magical, intelligent cloak that is sometimes seen with him, and sometimes ventures out without him (as an agent). Artemis has been seen in the Agora before, purchasing supplies on RED’s behalf.


- Relaxing in the Leaky Bucket, one of the taverns in Boraelis’ harbour, the conversation continues. Macavity and Grimples are having more fish. Grimples shares what he knows of the RED and why he is motivated to hate his own people (which Ethan already knows). Ethan asks Grimples what he thinks RED’s endgame is. Grimples thinks he wants to tear down Dwimmerlaik society and build something new.


- Grimples shares some of the assets that RED has at his disposal – apparently RED knows the truename of an Erebus and can command it. (Ethan has faced an Erebus before on Trollworld…. and run away from it)


- At this point Ethan feels the Door open. Someone who has been hunting him has arrived. Ethan remains calm – he goes to the window of the Leaky Bucket and observes three creatures moving along the wharf. These doglike creatures have an extra set of limbs. They are clearly not native dogs. But these are not Wardens either so the ‘master’ must be nearby – a ‘master’ who has either the ability or a device to open a Door.


- Ethan suggests to Macavity and Grimples to sit tight and enjoy their meal. He leaves some coins so that they can order more if they wish. 


- Ethan leaves the Leaky Bucket, evades the three dog-like creatures before they can pick up his scent and heads towards the Stair. Figuring that the ‘master’ must either be on the Stair or is somewhere in Boraelis, Ethan decides to open the Door. On the other side is a large wolf-headed creature wearing a soldier’s outfit.


- Ethan leaps across the threshold, draws a blade and stabs his opponent through the chest. The Door slams shut, stranding the three dog-creatures in Boraelis. The wolf-headed creature has steel claws and does not go down easily. Badly wounded, it rakes Ethan across the shoulder and continues to fight. The bloody battle is short but fierce. The wolf-headed creature falls but Ethan is wounded, and the walls of the Stair are splattered with fresh blood. 


- Hurt, Ethan hunts through the wolfman’s possessions, looking for a clue as to how he was found. He finds a set of Icons and pockets them. He also finds a magical whistle which he assumes can be used to control the doglike creatures.


- Leaving the body where it fell, Ethan heads to another realm which is only three Doors away. This is a pastoral realm. It seems warm and safe. The sheep in this realm seem quite odd but they are as docile as those from Realm 0 (Earth). Masking himself again, Ethan heads to a nearby town to rest. His wounds are already healing (thanks to Eidolon) but he was pressed more than he expected. He contacts Macavity via Icon and confirms that the Cats are all right. The dog-creatures have lost their master and have lost all directing influence. The Cats have been enjoying themselves, pushing the hapless dogs into the harbour and watching them swim.


- Ethan rests in the town and does a divination to check if there is any further pursuit. There is none, for now.