- GM’s note: Trying something different. Exploring what would happen if we were to use Forged in the Dark (FitD) Vergence rules with Lords of Gossamer. The below are bullet-pointed notes. There are many GM comments in the narrative below.
This was written to give David a flavour as to how “Mostly Diceless” (ie: using FitD rules) might work.
Return to Scarlet
- After Abbie leaves, Ethan and Hilda return to Tyrnador, entering this realm through the Door into Scarlet, the King’s capital. The journey to Tyrnador is uneventful. (Fortune Roll - 2D → ‘5’ - there are no disturbances, but there is perhaps a minor distraction as they need to stop briefly to restock their supplies)
- They arrive in Scarlet, the capital. This is the King’s city. It’s a walled city and pennants fly from its many towers. Peasants labour in the surrounding lands.
- Ethan contacts Cal via Icon to find out if all is well in Tyland Mill. (Fortune Roll - 2D → ‘6’ - best result for the PCs) Cal is still Sheriff. Some of the other Lords of Gossamer remain. They have done further delving to explore the ruins of Nyrath and the various dungeons and catacombs that Grant/Ethan discovered in Tyland Woods. Cal has found the place where the gigantic Crawler was slumbering for 200 years, but he has more questions than answers - they still don’t know how the creature was summoned here, and whether the three priestesses (Sylvia, Irina and Nadia) were working alone or whether there may be others.
- Cal and Ethan also talk about what they have learned of the Necromancer War which occurred thirteen years ago. According to the stories, Prince Ventar was charged by Kaavor, the Lord of Pacts, to protect this land. They were told to guard the southern sea, because Ventar’s ‘Fate’ would come from there. Ventar became King over these lands of Tyrnador, formed alliances with the dwarves and the elves (where it was possible to do so) and a series of towers were erected along the southern coastline to watch for ‘Ventar’s Fate’.
- The towers are familiar to Ethan. The Tower Wardens were the group responsible for watching for this unknown threat from the south. But despite two centuries of preparations, when the Necromancer came across the southern sea, his forces were practically unopposed until they landed along the southern shoreline. Neither Cal nor Ethan know much about the Necromancer himself, except that it is said that he comes from ‘beyond the sea’, from the ‘Land of Tombs’. He is supposedly unearthly tall - over seven feet in height, and no one has ever seen his face as he speaks from beneath a deep hood.
- Wars were fought. The archmage Guynan turned traitor and joined the Necromancer. The city of Ventar fell. The defenders destroyed some of Ventar’s most precious relics lest they fall into the Necromancer’s hands. The Necromancer drove his forces north to the Tyrn Forest, seeking to reach the elven city of Tyr’Va’Lan but he was defeated in the Battle of Duskwood. In that terrible battle, many men and elves were slain.
- The Necromancer withdrew his forces to the north-west and the exhausted armies of Kings Valerios (humans) and Lavannor (elves) pursued. There in the narrow gap where the Moon Mountains join the Dolosian Peaks, the Necromancer reached a titanic gate of black stone which has always been known as the Gates of the Night. The gateway was said to be unopenable and yet the Necromancer was able to open it and lead his forces through.
- In the aftermath of the war, the human King Valerios married the elven King’s daughter (who renounced her immortality). The last thirteen years have been spent rebuilding the shattered kingdom. In the east, there is a terrible dragon, Blackbane, who controls one of the dwarven strongholds and the lands surrounding it. In the north, the frost giants have begun raiding and this is most unlike them as they were once a gentle race. To the south-west is the barony of Hel, which sided with the Necromancer during the war. And in the midst of all this there are fears that the Necromancer will return, and that there are those still in Tyrnador who are preparing for his return.
- Cal isn’t sure about these stories but he is considering asking one of their fellow Lords to find the Gates of Night. If it is a Door, then this could mean that the whole realm is strategically important somehow.
- At this point, I would probably start multiple Clocks - but let’s put that aside for the moment.
- Ethan uses a Divination spell to work out if there is an immediate threat to either themselves or the Kingdom. (He has 4D in ‘Warp’ and gets a ‘6’ - a success - he will gain valuable insights from this, not something fuzzy. The GM also makes a 2D Fortune roll to see if there is something to find and gets a ‘2’ - hence there is something bad going on) Ethan determines that there is no immediate threat to either himself or Hilda, but there is a threat to the Kingdom. Despite the fact that it’s summertime and spirits are high in Scarlet at this time of year, things are not okay. The Divination suggests to him that Blackbane (the dragon in the east) and the remnants of the Necromancer’s forces are probably the biggest threats to the land.
- Ethan and Hilda relax in Scarlet for a few days. There is a summer festival coming up and Hilda wants to see the knights joust. A day or so before the summer festival, a chained prisoner is brought into Scarlet. He is supposedly an ‘evil’ warlock that the Knights of Scarlet have captured. The people turn out to throw rotten vegetables at him. The bedraggled prisoner briefly locks eyes with Ethan before the guards haul him away.
- The summer festival is lively and bright. There is a glorious market with all manner of food, goods and flowers being sold. Hilda loves to watch the people and watch the entertainment. She also enjoys watching the armour-clad knights fight one another - so do the peasants. Ethan notes that the King is recruiting - there is the promise of silver in return for service. Ethan has no wish to become a guard, but he considers that there may be an opportunity here to find out more and also improve the security of the kingdom at the same time.
- For the knights there are prestigious events to test their skill in battle and oratory. For the peasants there are simpler affairs - archery, brawling and boxing. Ethan decides to enter the archery competition - he improves a bow and a quiver of arrows with gentle use of Eidolon (so as not to cause too much disturbance) and then he proceeds to win the tournament. (There is no need to roll as he is two Tiers above the nearest competitor here)
- Ethan is awarded a prize for his victory, and he is briefly introduced to the King. Ethan explains that he was one of the deputies for Sheriff Grant of Tyland Mill (King Valerios knows the stories) and Ethan asks how he can be of service. (This is a Persuade roll. Ethan has 3D in Persuade but again there is a two Tier difference - hence the King thinks favourably of this. However, a Fortune roll is required to determine the type of service that the King chooses - the result is a ‘4’ - a partial, suggesting that the service will not be unpleasant but is not completely favourably to Ethan either. In the end, I think that Ethan is asked to join a group to head east and scout out Blackbane’s lands - and find out more about the dragon’s whereabouts and intent. This is not a simple thing because a) Ethan is known among dragons as being a dragonslayer and b) it could potentially put Hilda in danger).
Blackbane the Dragon
- We move the action forward. (Normally Vergence does not have Engagement rolls, but I thought I’d make a Fortune Roll here to see how smooth their journey is - and I got a ‘2’ - ie: it’s bad) Ethan and Hilda are part of a small band heading from the Duchy of Avery to the Dragon Ford, beyond which are dragon-controlled lands. They are travelling with three humans (Heldane, Julian, Vern) and two elves (Alvander, Girion).
- (Given the terrible roll, I decided that Blackbane knows about Ethan and decides to fly out to meet their pitifully small band. I could have had them encounter one of the Black Orc controlled fortresses but I decided to keep it simple. This puts them in a Desperate situation when the action begins - the threat to Hilda and Ethan’s companions is very real) Blackbane is massive but Ethan has dealt with dragons before. The Kingsmen all flee when the dragon approaches, scattering to try to find places to hide. However, Ethan stands his ground. (I made a Fortune roll for Hilda to determine what she would do - if it was ‘6’ then she would have found a hiding place. If it was a ‘1-3’, she would freeze. However the roll was a ‘5’ so she is very frightened but she remains at Ethan’s side - which puts her in direct danger) Hilda stands just behind Ethan.
- The dragon lands a short way away, and sizes up Ethan. The dragon’s eyes lock with Ethan but he is used to dealing with powerful creatures (Ethan is Tier 3, same as the dragon. Yes, Blackbane is a real dragon, not a lesser drake). Ethan decides to talk to the dragon. (Ethan has 3D in Persuade, but he decides to Push himself for an extra +1D dice because of the risk of failure could be bad for Hilda. Hence this is a Desperate position, Standard effect. The result is a Critical (double ‘6’). As such, this works out very much in Ethan’s favour).
- Blackbane not only has heard of Ethan, but the dragon is quite intimidated (even frightened) of him. He does not want to pick a fight with a known dragonslayer (one who killed Nicol Bolas). Blackbane tries to buy Ethan off, offering him treasure if he wants it. Ethan isn’t interested in treasure, but he makes it known that he’s decided to stay in Tyrnador and he doesn’t want Blackbane interfering in the King’s affairs. A bargain is struck, and the dragon withdraws.
- Ethan has learnt a great deal from the exchange. With a Critical success, he probably would have learnt what Blackbane knows about the Necromancer. He may also get some insights as to what Blackbane’s plans are for this region.
- With the dragon’s departure, the Kingsmen return. (A 3D Fortune roll is made - and it is a ‘4’ - basically a partial success. I was attempting to find out their reaction to Ethan’s exchange with Blackbane) Basically the Kingsmen are stunned by Ethan’s interaction - it was the gutsiest thing that they have ever seen - they were out of earshot for much of it, but they get the general idea that Blackbane withdrew because the dragon was afraid of Ethan. There are some reservations from the elder Kingsmen (Heldane and Alvander) but they say nothing.
The Raiding Party
- On the borders of the Duchy of Avery the travellers see smoke on the horizon and they hurry to investigate. They find a well armed warband of Black Orcs that are very different from the goblins that Ethan has seen in the Hexenhoof Mines. These creatures are bigger, broader and they carry the best weapons and armour that the dragon-captured dwarven forges can produce.
- The small group of Kingsmen are greatly outnumbered (by more than ten to one), but the warband appears to be marching on one of the Avery townships. The people are aware of the danger and are fleeing to the safety of the local tower.
- Given that they haven’t been spotted yet, Ethan suggests that they attack. (Again, two Tiers difference - the other Kingsmen may protest initially but they quickly fall in line). The battle begins in a Controlled position. Given the size difference, it will be a 4-tick Clock to ‘Defeat the Raiding Party’ (Note that Ethan is Tier 3, the Kingsmen are Tier 1 and the Black Orcs are Tier 1. I chose to make a roll here not because Ethan was in direct danger, but because there could be consequences for Hilda and the Kingsmen should the attack fail) Ethan has 3D in Engage (Skirmish). He doesn’t choose to Push himself or use any fancy tactics as this is just the opening phase. Hence Controlled position, Greater effect (because of ambush, plus it’s Ethan). Ethan rolls a ‘6’ and hence the Kingsmen are victorious with their opening ambush. The ‘Defeat the Raiding Party’ is now 3 out of 4. (Success with Greater effect gives them 3 ticks on the clock)
- At this point, there is a ferocious battle between the two groups. The Raiding Party has been badly depleted but they are not defeated yet. (A Fortune roll is made to see Hilda’s reaction when the Black Orcs charge - she gets a ‘2’). As the goblinoids charge, Hilda freezes.
- Ethan fires his bow at the approaching Orcs. He will draw steel if they reach the Kingsmen. This time he Pushes himself (for 2 Stress), giving him 4D of Engage (Skirmish). The situation is still Controlled position, Greater effect. Ethan rolls a ‘6’, which completes the ‘Defeat the Raiding Party’ clock. (The Clock is filled - 4 of 4) As such, what happens is that Ethan shoots as rapidly as he can - almost every shot kills one of them. The last of the goblinoids falls within ten metres of their position.
- The Kingsmen move to confirm that the warband has been completely destroyed. Ethan sits down with a horrified Hilda and apologises for bringing her. Hilda is shaking but she says that this isn’t new for her. She reminds Ethan that she is older than she looks, and sometimes she forgets that she isn’t a child even if her reflection in the mirror says that she is. (A 3D Fortune roll is made as to how quickly she recovers and the result is a ‘5’) She says that she needs a few minutes - when she has recovered she says to Ethan that she clearly needs to be able to defend herself. Ethan offers to help. (Given the result is a ‘5’, this suggests to me that there will be some residual in the aftermath - eg: Hilda becomes clingy for a few days, or perhaps she has nightmares).
- The return to Scarlet via Avery is uneventful, but Ethan has earned the trust of the Kingsmen.
Next Events (Heavily Abridged)
- Upon their return to Scarlet, Ethan and Hilda rest and recuperate (Ethan recovers the 4 Stress that he has expended) The King hears of their journey to the east and is impressed. (3D Fortune roll → ‘6’.) They don’t assign him any further task, figuring out that it is best to keep him in Scarlet for the time being.
- Ethan contacts Isabelle via Icon (2D Fortune roll to determine how busy she is / her reaction → ‘6’) Isabelle is very pleased to hear from Ethan - she has just finished working on part of her latest project and was taking a break. They talk about Hilda and Ethan’s latest adventures. She is envious that Ethan has been spending time with Abbie and suggests that they catch up soon. Lucien is away ‘on some personal business’ and she is looking after the Athaeneum in his absence. She offers an invitation to both Ethan and Hilda - there are lots of books for her to read. Ethan suggests that he needs a day or two and he promises to keep in touch.
- Ethan tries another Divination spell (4D Warp - and gets a ‘3’ - hence not successful). Hence the Divination spell yields no new information. There doesn’t seem to be any direct threat to Ethan or Hilda, and the Kingdom remains in danger.
- Ethan receives an Icon contact. It is Vala. She asks if he is busy - Ethan finds it hard to refuse her and he agrees to meet with her in the Agora for tea. He leaves Hilda in Scarlet, figuring to contact her via Icon to return when he is finished. In terms of the meeting with Vala, a 3D Fortune roll is made → ‘5’. Hence it is positive, but there is a consequence. (There is no need for a Persuade roll as it’s just chit-chat)
- Basically it’s a positive interaction. Vala knows of Ethan’s connection to Lofwyr (via Abigail) and she is trying to assess how much he knows of Lofwyr’s plans (which is a flat zero). Vala explains that Lofwyr is expanding into some of Bastiano’s old territories. The Stair has chosen ‘new Wardens’ in the vicinity but they are unlikely to have the strength to stand up to the Dragon Emperor. Vala doesn’t particularly want some of Bastiano’s domains under Lofwyr’s control, and she thinks that Lofwyr might back off if Ethan were in control of those realms. She questions whether Ethan would be interested in taking control of some of those key realms, at least until some of the new Wardens get more experienced.
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