Grant and Ethan

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

Tuesday, 28 June 2022

Session 272 - The Troll King

- GM’s note: Fast approaching the 9 year anniversary of this game. This session we return to Tyrandor and more fey goodness. I’m becoming especially fond of bargains and how they can be twisted. Lots of bargain in the session writeup.


David (playing Grant) intends to return to the game in late July.

Switching Gears

- Ethan returns to the Athenaeum. Hilda is pleased to see him return (and not make excuses for further delay). Brief preparations are made, Ajax is recalled from his realm (hell yeah! says the Horse Lord) and they return to Tyvar via the Door that Grant made earlier.


- Sir Amlyn is pleased to see them. The weather has been cold and wet, but he has been keen to set out. Unlike Sir Amlyn and his squire, Poe, Girion has not been staying at a warm and comfortable inn to await Ethan’s return so it takes some time to find him.



* Images sourced from Google Images. Sir Amlyn on the left, Girion on the right.


- While the small party gets ready for the journey into the Frozen Pines Forest, Ethan contacts Grant to find out what is going on. Grant explains that he and Isabelle have remained undetected. He’s watching a pitched battle between the Raven Legion and the Dwimmerlaik over the Voidship. Mordecai is leading the Raven troops but he doesn’t appear to know that the ship has had its ‘brain’ removed. The Dwimmerlaik have been putting up a strong fight - much stronger than he expected. It looks like some of Krovaliss’ Sable Guard are among them. And they have a Channeller and an Umbra Master with them. Grant has considered entering the fray, but this confrontation has presented him with an opportunity to study both groups at close range, and his sudden appearance might result in questions that he is unwilling to answer. Besides, he is curious to find out who the other Master of the Stair is - he hasn’t figured that out yet.


- Grant thinks that if Mordecai can’t secure the ship that he’ll destroy it to prevent the Dwimmerlaik taking it. That could be a good outcome given the amount of ‘material’ that they have taken from the ship. The connection ends.


- Ethan then contacts Isabelle. She is still on the Eldar ship and the shock of the incursion by the Raven Legion seems to have worn off. She encourages Ethan to go and deal with ‘the other quest’ and promises to have a new adventure waiting for him when he gets back. A lot of information has been gleaned from the other ships but she needs time to go through it to work out what the next target should be. When Ethan asks about Hephaestus’ ship, Isabelle says that she still wants to check it out but she’s prepared to be patient. For the moment, it is time to review what they have already recovered. They exchange farewells and the Icon connection ends.


- It is a cold night in Tyvar. Ethan uses Divination to foresee the possible futures and knows that he will encounter the fey on this journey, but that he will be received (but not welcomed) by the Troll King. He sees a bargain on the horizon that he will not like. 


- In the morning the small party departs. Girion is unhappy with Hilda travelling with them as he feels that the child will be put in danger but Ethan assures him that all will be well.

The Stag Whispers

- From Tyvar they head north-west, away from the logging trails constructed by men and into the wilder and deeper parts of the Frozen Pines Forest. The forest lives up to its name - there is no snow on the ground, but the forest is bleak and forbiddingly cold. Occasionally they see a dark-feathered bird in the trees, or a small rabbit bound away - but all is quiet here.


- Sir Amlyn does not like this place at all. Girion comments that many of the old places in Ventar are like this - unwelcoming to man. The forest is waiting to see what they will do in this place - will they perhaps cut down the trees like the men of Tyvar to warm themselves?


- That night, they take only fallen branches to build a fire. Sir Amlyn takes out a pipe to smoke some pipeweed, much to Ethan’s amusement (as he thought it was a haulfin’ vice). Girion coolly counsels that he expects it will take many days to reach the kingdom of the Troll King, if the King wills it so. Hilda takes out a book (Northanger Abbey) and begins to read by the firelight.


- Ethan decides to contact Grant again via Icon, and goes for a walk to conduct the matter privately. Girion warns him not to stray too far. Ethan nods and heads beyond the firelight. As he is fingering Grant’s Icon, he becomes aware that there is something watching them from the darkness. A great, brown stag with large antlers.


- Ethan is about to walk the other direction so as not to startle it when he hears it whisper to him. It is speaking in a fey tongue but Ethan understands what it is saying. It mistakenly greets him as Lord Wynterlyr.


- Approaching the noble beast, Ethan replies in the same faerie tongue that he is not Lord Wynterlyr but he bears Wynterlyr’s Ring. The stag accepts this and asks the group’s purpose. When Ethan explains, the stag says simply that they will not reach the Troll King’s castle without his help. He proposes that he guide the group into the faerie realm where the journey will be quicker.


- Ethan is sceptical but he senses no deceit from the creature. He asks what the stag wishes from them in return, and the stag explains that it is being hunted by a relentless man who has been hounding it for many weeks. He asks for Ethan’s protection on the journey, and for Ethan’s promise that none of his party will injure any of the fey that they meet along the way. Ethan thinks on this - given how badly some of the fey want to recover Wynterlyr’s Ring, this sounds like a bad bargain. Ethan negotiates further and the stag agrees to revised terms that they must not kill any creature that they meet along the way, nor must they initiate any conflict.


- With the bargain struck, the stag agrees to lead them ‘at dawn’s first light’. 



* Images sourced from Google Images, but this is clearly from Disney’s Bambi

The Faerie Knight’s Bargain

- The next morning, the group is surprised to find that a great stag has joined them. Ethan explains that the stag has offered to take them to the Troll King’s castle, and he explains the terms of the bargain. Girion protests that it is unwise to bargain with the fey, and he is disappointed that Ethan bargained without the benefit of his counsel. Ethan can tell that Girion is furious with him, and it is only a profuse apology that stops Girion from leaving the group right there and then. 


- Meanwhile Hilda has approached the stag and patted its flank. It is softer than she expected. Ethan asks for the stag’s name, and it responds simply that it is the ‘Prince of the Forest’. Hilda likes the name and calls it ‘Prince’. The stag leads them into the mists, which part before it. Ethan can feel the transition into the faerie realms, as can Girion.


- The sun which rises over the forest is brilliant and warming. There are also more animals and birds to be seen. Sir Amlyn points out that there is plenty of game here, and Ethan quickly reminds him that they are sworn not to kill any creature here, not even for meat. 


- By mid-morning, they have reached a faerie road which the Prince explains will lead them to the Kingdom of Baedd. They should seek the Boar King’s hospitality for the night, but he will expect a gift. Ethan asks what kind of gift the Boar King desires, and the Prince explains that the King likes truffles. It seems a relatively simple thing to acquire.


- The faerie road leads them to a break in the forest where a stone bridge crosses a silvery stream. Their way is blocked by a knight clad in silver-steel and riding a pure-white faerie horse. 


- The faerie knight introduces himself as Sir Galedor of the Summer Court. He is sworn to guard the bridge and to test the mettle of those who wish to cross it. He refuses to let them pass without contest.


- Before Ethan can say a word, Sir Amlyn challenges Sir Galedor ‘to first blood’. If victorious, Sir Galedor will claim nothing of Sir Amlyn except a promise not to travel further. If defeated, Sir Galedor will let them pass.


- The first clash of mounted knights is thunderously loud, and Sir Galedor’s lance strikes true but it is not enough to unseat Sir Amlyn. Sir Amlyn also strikes well but his lance shatters. The second pass is much the same - both knights strike each other but neither is unhorsed and Sir Amlyn’s second lance is broken.


- Sir Galedor praises his opponent for his fine jousting, and then they ride again at one another. Again, Sir Amlyn withstands Sir Galedor’s blow but his third lance is destroyed. At this point, the two knights dismount and face off against each other on a grassy patch of earth just beyond the bridge.


- The knights circle one another and then strike fierce blows. Sir Amlyn is driven back and wounded, ending the contest. Sir Galedor offers the defeated knight the hospitality of his tent where he can recuperate, and Poe goes to tend his wounds. 


- Sir Galedor drinks a cup of faerie wine and is fully refreshed. He asks Ethan if he wishes to cross the bridge and Ethan confirms that he does. Smiling, Sir Galedor says that he wants Wynterlyr’s Ring if he is victorious. Ethan laughs at this and says that this is changing the original arrangement. He asks what the Summer Court could offer if he agrees to this. Ethan is not surprised when Sir Galedor has an offer prepared. The Summer Court will agree to recognise Ethan as Lord Wynterlyr and make no further claims as to his title, rank or entitlements. 


- Ethan looks at the Prince of the Forest, and wonders how much Beethania has influenced this. It had occurred to him that one possible solution out of the current impasse was to succeed Lord Wynterlyr and claim his title, but he had no idea how to achieve this. 


- At this point Girion offers further counsel and Ethan’s party discuss the offer amongst themselves. Ethan has no doubt that he can defeat Sir Galedor, which means that Summer Court wants this outcome. However, he has no idea what other debts and obligations might surface if he were to assume Lord Wynterlyr’s role. If he were to assume the position, what changes would this bargain make on him? Furthermore, Ethan and Girion both know that the Summer Court is only one of the many faerie courts. The Winter and Shadow Courts would likely disagree with such an appointment. Girion urges Ethan not to accept such a bargain.


- Ethan is very tempted to accept the offer that has been made, and he admits to being sorely tempted. However, he declines Sir Galedor’s offer and simply wishes to cross the bridge. Sir Galedor accepts this with good grace and the opponents mount their chargers and face off against one another.


- Ajax is thrilled to be able to fight once more and test himself against one of his faerie brothers. With a cry, they charge and Ethan unhorses Sir Galedor with a single pass. Once on foot, the two trade blows but Ethan finds Sir Galedor to be a most skilled swordsman and difficult to defeat. It takes Ethan a good five minutes to find a gap in Sir Galedor’s defences and score a wound on him.


- Sir Galedor is not ashamed of his defeat and he offers the hospitality of his tent to the small group. Sir Galedor is a most charming host and he promises to show Sir Amlyn and Poe back to the ‘other side’ when he is rested. According to the terms of their contest, Sir Amlyn can go no further.

The Kingdom of Baedd

- The Prince of the Forest urges Ethan, Girion and Hilda to continue with their journey or they will not reach the Kingdom of Baedd by nightfall. They say their farewells and continue into the forest, stopping only to hunt for some truffles that they can use as a gift.


- As the day passes slowly, the Prince of the Forest explains that the Boar King has no love for men, but Baedd’s people have a code and they are unlikely to refuse hospitality to a guest bringing gifts. He tells them not to leave the Kingdom of Baedd before the sun is up, as there are ‘dangers in the forest’. The Prince will rejoin the group on the northern road out of Twlc Mochyn. 


- Late in the day they are confronted by two huge boars. These boars stand on their hind legs and are dressed in chainmail and cloaks. The larger of the boars asks who they are (in a very Irish accent), and why they are travelling on the road of King Baedd. The Prince of the Forest has made himself suddenly scarce, so Ethan responds politely that they are travellers who are seeking hospitality for the night. The two boars are unimpressed until shown the gift of truffles, at which they consider themselves honour-bound to escort them to the Court of King Baedd.


- On the way, they spot a number of boarish knights - the emblems on their shields all have forest motives such as acorns, truffles and cabbages. None of them think that any of this is out of place or improper. 


- The castle of King Baedd is an impressive structure, and the forest grows all the way up to its walls. The structure looks as though it was built to accommodate men, as the tables have had their legs shortened to better suit the boars, and chairs have been broken up to use as kindling for their fires. 


- One of the boarish knights, Sir Gwyllt, organises for the horses to be tended to and accommodation to be provided for the small group of travellers. He also suggests that they refresh themselves at the great baths and to join the great feast. 


- The ‘great baths’ turn out to be mud baths, much to Hilda’s disappointment. The provisions that they are carrying for the journey are thrown out and replaced with ‘appropriate’ provisions of acorns, berries and roots. But they are made welcome at the great feast, their gift of truffles is accepted and they are allowed to sit at one of the low tables. The feast is immense as dishes of clover salad, crushed acorns in a truffle sauce, boiled cabbage, acorn stew, corn and acorn mush, fresh cabbage leaves, apple sauce and truffle jelly are served. The boarish knights eat with gusto and devour everything in sight, even stealing from one another’s plates. The fact that the travellers are selective about their food is lost on the boars - the boars steal from the guests’ plates as well as each others’.


- As the feast continues, the boarish knights ask the King for an opportunity to tell of their mighty deeds. The King resists at first but finally gives in and allows the boarish knights to speak. The stories that they tell are wild and clearly false. They claim to have slain half of the travellers on the road today, defeated Sir Ethan (but took pity on him after his daughter claimed to have truffles), seen a wicked-eyed dragon fly to the west and went to hunt it…. and so forth. Ethan and his party are spared having to tell similar stories.


- When the boasting has died down, the tables are removed and they see that there is a large circle in the floor with a truffle painted in the centre. The circle is 10 metres in diameter. A huge boar proceeds into the hall and sits at the end of the King’s table. The boars sitting near Ethan, Hilda and Girion mention that this is Godidog, the King’s Champion. The King asks if there are any challenges, and the hall is filled with noise as many challenges are made.


- Some challenges are made against the King’s champion for the promise of where the boar might sit at the next feast, or be blessed with the next quest. Other challenges are made against other boarish knights. The basic idea of each challenge is to throw one’s opponent out of the ring, while the rest of the hall cheers them on.


- Ethan notes that there is a boar spear behind the high table, held at an angle by two hooks that are secured into the stone wall. He finds it odd that a weapon which was designed to kill boars would hold a place of honour in King Baedd’s presence. Ethan can tell that it is a faerie weapon just by looking at it. Ethan asks for Girion’s opinion of it but Girion dissuades him from making a challenge in order to acquire it - it might breach the terms of the arrangement with the Prince of the Forest.


- The three travellers pick an appropriate point in the evening to withdraw from the rest of the feast’s proceedings, and they retire to their accommodation. Hilda is most chuffed with this adventure and she thanks her father for bringing her along. Girion asks what Ethan plans to offer to the Troll King to seal a peace and Ethan shares his plan with the elf.

The Faerie Dance

- The next morning the travellers are able to depart without delay or challenge. The boars are not early risers and hence they are away quickly. Good to his word, the Prince of the Forest meets them on the road north.


- After a few hours' journey, Ethan’s group reach the edge of the forest as it curves around to the west before heading north again. Beyond the forest are large meadows. The Prince is unwilling to leave the protection of the forest and leads them around the edge of the forest even though the route is longer.


- After a while, the travellers can hear faint music. The Prince warns them not to be distracted by it, but as the music is heard more loudly, Ethan notes that Girion and Hilda are drifting closer to the meadow in order to discern the music’ source. 


- With a cry, Hilda sees a group that is dancing happily only a few hundred metres from the forest’s edge. She runs along the edge of the forest to get a better look, followed closely by Girion and Ethan. Abruptly, she stops in her tracks and waits for the others to catch up. She asks Ethan if this is a faerie dance, one of those dances which the participants can’t stop when they start. 


- Ethan recognises the danger and tells her that it appears to be that sort of dance. The music will play for all eternity and those who join the dance will never stop, and never grow old. Showing enormous restraint, Hilda comments as to how happy the dancers look. She wishes that should join them for a while. Ethan gently points out she came a long way to see the Troll King, and she wouldn’t want to miss that. With a deep sigh, Hilda agrees and turns away from the faerie dancers.


- Girion raises an elvish eyebrow and praises her uncharacteristically strong will. Ethan asks why Girion is not affected and he responds simply that he is an elf. Girion asks the same question of Ethan and Ethan points out that he has Wynterlyr’s Ring and this probably confers him with some protection.


- As they walk away, Hilda asks Ethan if they should try to rescue some of the dancers. They might have been away from their families for a long time. Ethan doesn’t know how to answer that.

The Troll King

- Nearing the end of the second day, the Prince of the Forest gives them directions and tells them that they will reach the Troll King’s castle by nightfall. Ethan is surprised by this as there are only two hours or so of light left. The Prince reaffirms his guidance and wishes the travellers good fortune and thanks them for their protection.


- As they leave the Prince of the Forest, the forest becomes darker and colder. Great hulking creatures of wood and stone are seen at a distance. They shamble forward and then stop, as if to watch. Trolls. All of them are trolls.


- Hilda’s pony Dix is petrified and unwilling to continue. Ethan needs to dismount and use Eidolon to calm the poor animal. They cannot go back, nor can they leave the animals here - they are compelled to continue.


- As the light begins to fade, they encounter more trolls. There are large stone blocks embedded in the ground, as if serving as primitive markers. At the base of one of the obelisks, a gargantuan troll awaits them. He is clad in plated armour and carries a savage-looking maul. There is no greeting. No welcome. Ethan introduces himself and explains that he wishes to bargain with the Troll King for peace. The troll glares at them, and proposes in a slow gravelly voice that he will let them pass in exchange for one of the horses. It has been an age since he has tasted the ‘sweetness’ of horse flesh.


- Ethan refuses and asks to be directed to King Nwyll. The troll glares further at Ethan - it is massive compared to him but Ethan and Ajax stand their ground. (GM’s note - Ethan has Dominant rank Psyche - he is going to win a staredown contest) Reluctantly the troll points the way.


- The last light fades and the obelisks begin to glow, bathing the forest floor with a soft glow. They pass by more of the great trolls. The trolls watch them but do not move to engage them. Occasionally, one points to direct them onwards.


- The moon is up by the time they reach a series of large stone steps that lead up to a raised platform. There, flanked by two great troll knights sits the Troll King upon an impressive throne. His throne is adorned with human skulls.



* Images sourced from Google Images, but this troll from God of War is by Omar Samy


- Ethan and the others dismount. Hilda, stunned at the size of these creatures, agrees to stay with the horses while Ethan and Girion approach the King. Ethan bows respectfully and explains the purpose of his visit. He is seeking to restore the peace between the Troll Kingdom and the Barony of Tyvar.


- The Troll King peers at Ethan with his burning eyes and asks what sort of peace he has in mind. Ethan has the feeling that the Troll King knew that he was coming and has a proposal in mind but he lets the conversation play out. Ethan notes that the humans slew the Troll Prince Nyrill and that the King has taken his revenge by killing Baron Ulrich. He understands that the logging activities from the Barony must be causing tension but then suggests that there must be a way to solve this problem.


- The Troll King then addresses Girion and asks for his thoughts on this matter. Girion admits that he will play no part in these negotiations - he was simply asked to accompany and observe. (He does not say by whom)


- With a creepy smile, the Troll King calls Ethan a ‘young fool’, but acknowledges that ‘young fools’ are sometimes needed. He makes reference to the Necromancer who will likely return. King Nwyll thinks it odd that a dragonslayer would come to him to negotiate peace. Perhaps, he muses, Ethan should slay a dragon for him? 


- Ethan doesn’t like where this is going, but he acknowledges that he would consider such a bargain if that was the King’s request.


- The Troll King considers and then makes his offer. He is willing to offer peace, provided that Ethan join with him when (inevitably) the peace is broken by the foresters. However, there is something else that he desires - a trivial undertaking for a Lord of Gossamer, but it is a test of ‘trust’.


- One of King Nwyll’s knights has gone missing in an area where there have been difficulties with logging groups. King Nwyll would like Ethan to investigate this matter for him and return his ‘wayward knight’ if possible. While he is doing this task, Ethan’s daughter will remain in the forest under the protection of the Trolls. She will not be harmed in any way, but if she attempts to leave then the deal is broken.


- At first Hilda is horrified by this, but she recovers her wits quickly and even as Ethan is trying to propose an alternative, Hilda says that she will agree to stay. Ethan is not happy with this arrangement - he’s heard of many stories of trolls eating children and he has no idea whether Troll King Nwyll can be trusted or not. However, he doubts that the Troll King would risk harm to the child, or else the ‘dragonslayer’ would be hunting him down.


- Furious at himself for being out-bargained, Ethan reassures Hilda that he’ll be back as swiftly as possible (and reminds her to keep an Icon handy - they can converse without breaching the terms of the agreement). 


- Ethan asks for directions as to where the missing Troll Knight was last seen. Girion offers to stay with Hilda, but Hilda insists that she will be fine. They leave as soon as possible, leading Dix with them.


- GM’s note: The Whispering Stag and the Kingdom of Baedd are adventures that are found in a Pendragon RPG supplement called ‘Tales of Magic & Miracle’. I’m very fond of Pendragon RPG even though I’ve never played except in one tournament over 20 years ago.


Tuesday, 21 June 2022

Session 271 – Return to the Voidship Part 2

- GM’s note: I was expecting Ethan to return to Tyrnador with Hilda, but that wasn’t how it played out. Grant is back in the fold, and the Voidship cannot remain hidden for long….


At the beginning of this session, we have two active clocks in play:

  • “Another Group Arrives” which is 2 of 8. – indicating that Ethan/Isabelle will not be alone with the Voidship for much longer. As to who or what is coming…. I’ll not comment here.

  • “Explore the Derelict Ships” is 0 of 12 –  indicates how many of the key vessels surrounding the Voidship have been explored.


They have already “Secured the Voidship” (clock completed) but of course that situation may change.


Some folks will note that the colour scheme of these posts is changing. I’ve been struggling to bring >500 posts over from the old Rite Publishing forums without spending 10+ mins on every post to reformat them. I’ve made some changes in the base Blog format so that it is easier for me to bring them across.


I am behind on these write-ups, hence I’m going to summarise a little more than usual.


Note that 24th July is coming up again - which would mark another year of this campaign. 

Discoveries in the Nebula

- Ethan tells Isabelle that he’ll assist for no more than seven days. He doesn’t feel it is appropriate to delay Sir Amlyn any further. He then contacts Grant via Icon and Grant agrees to help. They fill him in and Grant recognises the importance of the find. (He was busy but this seems more important) Employing his Mastery over the Stair, Grant moves the Door to a more secluded area which is close (but not too close) to the Athenaeum.


- Over the next few days, the three friends work hard to survey and explore a number of the notable vessels in the nebula. Grant quickly proves his worth as he is familiar with many of the ships - these appear to be a gathering of vessels from many different realms. He finds the energy drain most intriguing and is determined to find what is causing it. Grant is perfectly at home in the void, and he shifts form in order to aid with their explorations.


- Isabelle brings in more equipment to assist with their explorations but their performance degrades swiftly unless Ethan ‘calibrates’ the battery storage cells with Eidolon. Even then, the batteries still drain, but more slowly.


- It is during these activities that Taneer, the voice from Ethan’s stone, decides to help them. He (she?) encourages Ethan to approach and board the winged Eldar cruiser. Taneer believes his race to be long gone but he hopes to be proven wrong. Taneer helps them to board the cruiser, and for Isabelle to access some of the ship’s records. It is during this venture that Taneer is able to identify an advanced ‘bone golem’ that can be animated by his stone - which gives him a body that he can use (even though he cannot truly feel his extremities). Taneer shares some information with the three friends but chooses to withhold some of the information.


- On the third day, Isabelle receives an Icon contact from Cal. Cal inquires as to whether she has heard from Lucien, and asks for Isabelle to look for references in the Athenaeum to the individual known in Tyrnador as the Necromancer. Cal senses that Isabelle is not in the Athenaeum and he warns her not to leave ‘the Heart’ unguarded. Isabelle reassures Cal that she will look into it and the connection is broken.


- Meanwhile, back in the Athenaeum, Hilda is reading her third Jane Austin novel. She doesn’t even bother to talk to Schroedinger as the Cat never talks to her. It seems to lurk, and occasionally scowl, but never talk. She wonders how Ajax, the Horse Lord, is doing. Ethan has taken him home for the time being - but the Horse Lord was very ‘put out’ that the adventure was not yet over. Ajax urged Ethan to ‘make haste’ and return to the Baroness’ quest.

New Arrivals

- Grant works tirelessly to explore the many ships, scouting ahead of the drones. Isabelle’s goal is to acquire as much knowledge (and information) as possible before someone else arrives. Ethan is certain that it will happen and that time is running out.


- Grant excels at being stealthy, but they have been pressed for time and sent a number of drones into various ships. Unfortunately that drone activity has ‘woken’ one of the dormant (dead?) colony ships and a handful of mechanoids, running on minimal power, have been activated to assess the threat. One of Isabelle’s drones is captured and the mechanoids interrogate it to understand more about who is surveying the graveyard of ships..


- Avoiding the mechanoids, the friends continue to work away. However, they remain alert for further troubles. Ethan’s Divination spells indicate that someone new will arrive shortly.


- By the fifth day, the friends have acquired a small horde of antiquities and relics, plus navigational information from half a dozen ships. Taneer has been exceptionally helpful in decoding and deciphering what is important. Ethan can sense no deception from the ‘angel’ - it seems that their interests are aligned for the time being. So far, Taneer seems happy to be helpful, and his only interest was in reaching the Eldar ship early. (The “Explore the Derelict Ships” clock is currently 7 out of 12)


- The friends are expecting trouble from the Door (even though Grant has moved its location) but it is also possible that another ship will arrive or someone will arrive via sorcerous means. On the fifth day, another Dwimmerlaik vessel arrives. (The “Another Group Arrives” clock is complete - 8 out of 8) This one is smaller, and Grant identifies it as a scoutship. It is still powerfully armed for its size, but it will have a small crew. The danger lies in its ability to call in more reinforcements. Grant has prepared the group for the possibility of a second Dwimmerlaik ship - and he has advised them to let them be caught in the same situation as the other ships. In short - to watch them, but carry on with their investigations as quietly as possible. Onboard the Dwimmerlaik Voidship, Grant cuts the Door’s access to the Stair so that the Dwimmerlaik will not realise that it has been connected without close inspection.

Quietly Quietly

- Keeping a careful eye on the Dwimmerlaik, the friends continue their explorations. The Dwimmerlaik focus their attention on the Voidship but have difficulty claiming it. To begin with, their ship suffers the same power-drain as all of the others. Then a series of calamities (facilitated by Grant) causes damage to their ship and injury to the crew. Even when they reach the Dwimmerlaik ship, Grant and Isabelle have left ‘surprises’ to make their lives difficult. In shadow-form, Grant stalks the Dwimmerlaik, making sure that he knows their capabilities and weaknesses. (Their clock to “Take Control of the Voidship” never gets beyond 4 of 6)


- Ethan and Isabelle continue to focus on the remaining ships. They recover a number of relics, some large, some small. They download the databanks of as many ships as they can find. As the days wear on, there are fewer interesting vessels to pick over although there are undoubtedly interesting finds to be made in all of them. The topic of inquiry shifts to what is drawing all of these ships here - they cannot be appearing here by chance.

Not the Cavalry

- On the seventh day, the Dwimmerlaik have finally gained a level of control of the Voidship. Grant is not worried about this as the ship doesn’t have enough power to escape the graveyard, and he feels that he could take back control of the ship relatively easily. For Ethan, there is always one more ‘shiny’ ship to investigate further before he leaves. For Isabelle, she believes that she has solved the mystery of the debris field: she believes that there is another ship here - one that they cannot see. (The “Explore the Derelict Ships” clock is complete - 12 of 12)



- Leaving the Dwimmerlaik Voidship, Grant flies through the void effortlessly in his shadow-form to look for this vessel. His Umbral Sight allows him to see things that others cannot.


- A cloaked ship is discovered. A ship which cannot be seen by normal means. It appears to be made of bronze and it carries the sign of a hammer and anvil on its side. Grant has never seen anything like it but it is large (about half a mile long) and it is ‘out of phase’ with the rest of the graveyard such that other matter can pass through it. It is Taneer who identifies the bronze vessel - it’s the property of Hephaestus, the Olympian god of the forge.


- This revelation stops them cold - they know how vengeful and petty the Olympians can be. If this ship is bringing other vessels here and immobilising them, they would be unwise to interfere.


- Isabelle is dismayed. She wants to investigate further, thinking only of what mysteries remain undiscovered. However, Ethan has had enough. He doesn’t mind coming back to delve ‘carefully’ but it is time to return to Hilda and the Baroness’ quest. 


- Grant is torn. On one hand he wants to investigate further, but he would also like to go with Ethan on this quest to meet the Troll King. At last he decides to stay with Isabelle to make sure that the Dwimmerlaik don’t discover Hephaestus’ vessel, or manage to take the Voidship. He agrees to stay a ‘few more days’ and open a Door to enable Ethan to return to the Athenaeum.


- However, there is a problem. In trying to create a new Door from this realm to the same place on the Stair that the Voidship was connected to, he discovers that there is no longer a blank Door in that place. The Door on the Stair is once more ‘connected’. This has never happened to Grant before and he realises that the Door on the Voidship has been reactivated - even though only a Master of the Stair could accomplish this, an unknown Master has done it. It must have been done recently or else he would have noticed it earlier.


- Ethan’s plans to leave via a Door are hastily abandoned as there is the risk that the Dwimmerlaik could access a part of the Stair that the Lords of Gossamer wish to restrict. Grant shifts into shadow-form and swiftly returns to the Voidship. (they have been using the Eldar ship as a base) Ethan uses Sorcery to ‘peek’ as to what is going on the Voidship. 


- To Ethan’s surprise, the Dwimmerlaik Voidship has been boarded from the Stair. A new group of explorers has entered the ship from the Door on the Stair. That hardly seems possible given the Door’s location but it has happened. Ethan relays this to Grant via Icon.


- Unfortunately the team which arrived has been hit almost as soon as it arrives, running afoul of the many traps that Ethan and Isabelle set up to disrupt an incursion from that side. The explosions draw the Dwimmerlaik’s attention and soon there is a firefight in progress between the two factions.


- Ethan uses a mental connection to share what he is seeing with Isabelle. The Dwimmerlaik seem to be putting up a spirited defence and it’s only a matter of time before they call in reinforcements. The intruders from the Stair seem to be wearing armoured suits - they are clearly very well trained. Ethan can tell that some of them have Ranked Warfare.



* Image sourced from Google Images (clearly it’s from Altered Carbon)


- Grant arrives on the Voidship and begins investigating as the battle rages. It does not take him long to figure out who these guys are - they’re one of Mordecai’s Raven Teams. A quick conversation via Icon ensures as the three friends try to work out what to do - should they help Mordecai or just slip away.


- Isabelle doesn’t want to leave just yet but Ethan has had enough. From his point of view, they’ve done enough exploration and unless Mordecai has brought an Umbra Master with him, he’s not going to find Hephaestus’ ship. Grant wants to stay and watch the Raven Team in action. Isabelle agrees to withdraw her drones, watch and wait for the ‘dust to clear’.


- It doesn’t take long for the Dwimmerlaik to call for reinforcements. Another Dwimmerlaik ship arrives via Sorcerous teleport - this one is larger and is likely to carry troops. 


- As the battle unfolds, Ethan points out that their explorations will be well covered by this ‘fiasco’. The new Dwimmerlaik ship will likely be power-drained like the others, and the mechanoids will probably detect this new activity and come to investigate. Isabelle can hardly take her eyes off what is unfolding - it is like watching a car crash.


- Taneer calmly tells Ethan that he should go, and promises to be in contact, suggesting that he make an Icon of him. Ethan is very surprised by Taneer’s offer - the bone-golem vessel that he is inhabiting is expressionless and often silent. Ethan ends the Farseeing spell, and says goodbye to Isabelle. He then contacts Hilda via Icon and leaves.


Tuesday, 14 June 2022

Session 270 – Return to the Voidship - Part 1

- GM’s note: Continuing on the adventures of Ethan ….. A bit of a shorter session this time.

Portents

- Ethan uses Divination spells relatively regularly in order to determine likely futures and nudge events in the right direction. There still seems to be some sort of lurking darkness in Tyrnador but there is no imminent threat. There is no sign that the shadow fey will return and try to claim Wynterlyr’s ring, but Ethan wonders if that could be a ‘blind spot’ in the spell. He doesn’t trust the results. Regarding the Dwimmerlaik Voidship that he and Isabelle have been exploring, the Divination spell indicates to him that there are no other entities aware of its discovery….. yet. But the signs do tell him that this discovery will change Isabelle and he’s not sure that he likes what he sees of the possible futures. The Voidship feels like a key - a key to a new and vast frontier. Places and secrets long lost. This is the sort of challenge that she will find irresistible. For now, she wants him at her side to explore what has been discovered. But for how long?


- With the tournament of Tyvar now over, Ethan explains to Girion (the elf), Sir Amlyn (of Scarlet) and Sir Danain (of Tyvar) of the Baroness’ request and asks if they would like to accompany him on his journey. (Persuade = ‘2’) All three of them pale at the request - they have heard that the Troll King Nwyll hates men and elves, and they believe that he will never negotiate. They think that the Baroness’ hope for peace is hopeless and that Ethan cannot succeed. Girion asks Ethan to talk to Lord Morial and see if her mind can be changed but Ethan cannot be dissuaded. They are even more alarmed when Ethan says that Hilda will be going with him - ‘everyone’ knows that trolls love to eat children.


- Seeing that they are unwilling to help him, Ethan asks Hilda if she wants to come with him. His Divination spells suggests that it could be perilous but he doesn’t think it is a hopeless quest. Hilda considers for a bit and then decides that she will accompany him. She thinks it is dangerous for Ethan to travel alone, and she believes that she can help. If the journey becomes too dangerous, it is still possible to use an Icon to retreat.


- That evening, Sir Amlyn returns to talk to Ethan. (Persuade = ‘5’) He admits to being afraid of facing one troll, let alone an entire Kingdom of trolls. But he is unwilling to let Ethan go alone - he agrees to go with him into the Frozen Pines Forest. He agrees to stand with him. Ethan thanks Sir Amlyn warmly. 


- Hilda is also pleased and relieved. Sir Amlyn is a relatively young knight who has been friendly and courteous towards them both. They agree to leave Tyvar in two days.

Connections

- Using Icons for communication is a subtle use of magic which does not disturb Gossamer Reality, however Ethan has recently used Icons for transporting equipment (and Ajax, the Horse Lord) into this realm. This is a vulgar use of magic in Tyrnador and is easily detectable by those who can sense disturbances in Gossamer Reality. Unfortunately the nearest Door is in Scarlet which is almost a week’s journey away.


- Ethan knows that Grant is a Master of the Stair and has the ability to create Doors. Ethan contacts Grant via Icon and he reluctantly accepts the contact. Grant is pleased to hear from Ethan but he sounds a bit down. (Fortune Roll = ‘2’) When Ethan asks for his help, Grant agrees. He comes through the Icon contact (even though this is yet another disturbance to Gossamer Reality).


- Once in Tyvar, Grant agrees to create a new Door to the Stair and then accompany Ethan, Hilda and Ajax onto the Stair and to the Athenaeum. Ajax doesn’t think much of the Grand Stair - the Horse Lord grumbles about the many steps. However, only Ethan can understand him (because Ethan walked through the Door to the Horse Lords’ realm).


- Grant has been to the Athenaeum more than once and knows the most expedient paths to approach it. Upon reaching the Athenaeum, Ethan asks Isabelle about the merits of moving the Door to the Dwimmerlaik Voidship to another location which is more proximate to the Athenaeum. (Persuade = ‘3’) However, Isabelle doesn’t want to share their discovery with Grant at this point. Ethan points out that Grant has more knowledge of the Dwimmerlaik than any other living Lord of Gossamer as he lived with them during the Dwimmerlaik Civil War. He thinks that Grant might be able to help expedite the process. (A more Risky Persuade roll = ‘2’) Isabelle reacts badly to this and asks what else Ethan has shared with Grant. Very agitated, she makes it clear that what she has shared with Ethan regarding her experiments and discoveries is for the two of them only and he has no right to talk to Grant about them. She makes it plain that she wants to secure the Dwimmerlaik Vessel as soon as possible and she doesn’t want any other people involved. She wants Ethan to get rid of Grant for the time being - she doesn’t want him in the Athenaeum.


- Ethan decides not to argue with her. He thanks Grant for helping him and explains that he wants to spend some time with Isabelle. (Persuade = ‘4’) Grant takes the hint that he’s not welcome and decides to ask Ethan about it at a more appropriate time. He suggests that they catch up in the next week or two but Ethan thinks that may be unrealistic for him. Ethan promises to contact him when he can. Grant is a bit miffed and asks if Ethan is in any trouble. Ethan tries to convince Grant that he is fine (Persuade = ‘3’) but Grant is left with the impression that Ethan is hiding something. Grant reluctantly leaves.

Making Preparations

- Ethan explains that he has two days before he needs to be back in Tyvar. (Fortune = ‘6’) Isabelle is relieved by this - she believes this will be enough time. She explains to Hilda that she will be busy with Ethan and Hilda accepts this with good grace. (Persuade = ‘6’) Hilda points out that Sir Amlyn won’t leave for the Frozen Pines Forest without them so it should be okay.


- Ethan freshens up and then the two Lords of Gossamer discuss the plans to return to the Dwimmerlaik Voidship. Both believe that the ship is still undiscovered by other parties and Isabelle has been very busy examining the recovered Voidship ‘brain’. (Engineer roll = ‘Critical’) Isabelle shares that the Dwimmerlaik Voidship seems to be connected to other vessels in some sort of jumbled array. There are a finite number of breaches in the ship’s superstructure but the ship is now regenerating. Her plan is to secure the vessel, which means sealing all of the breaches and then sweeping the vessel for any intruders or dangers that may be lurking onboard. She doesn’t believe that it is viable to move the Voidship from its position in the array until such time it’s secured. Besides, there may be other ships worth exploring in nearby proximity.


- To this end, Isabelle has been preparing a number of drones that will help them to search the vessel. She has also prepared a mobile ‘command centre’ to conduct the sweep from. But before they go, she wants to make sure that Ethan knows how to use all of the equipment as well as she does, and also to get his thoughts as to whether she’s missed anything.


- Ethan asks many questions and she shares more about what she has recovered from the ‘brain’. They talk about the malevolent presence that Ethan sensed on the ship which tried to kill him, the missing Dwimmerlaik crew, and also the mechanical servants that they’ve seen scattered here and there. They spend hours going over the information that they have and making refinements to the plan. Ethan doesn’t like that the drones are unarmed.


- Ethan uses his multi-dimensional cube to store much of the equipment which would be too heavy or bulky to carry, including a rack of twelve basketball-sized drones. They suit up and arm themselves, then head to the Dwimmerlaik Voidship.

Securing the Vessel

- This activity is treated as a 6-part clock “Secure the Vessel”. It is done as an abstraction over a two day period. Ethan and Isabelle establish a mobile command centre within fifty metres of the Door and deploy the drones to search the ship. (Group Study roll, led by Isabelle - result ‘6’ - hence incrementing the clock to 2 of 6) It takes the drones considerable time to sweep the ship. As the sweep identifies points of interest, including breaches in the hull, Ethan goes to investigate while Isabelle monitors (Ethan makes a Traverse roll - result ‘6’ - incrementing the clock to 4 of 6). He can still feel a trace of the ship’s malevolence but it seems to be receding. For each of the hull breaches, the ship is regenerating but it is a slow process - clearly some of the mirror-faced androids would normally assist for major damage and they are all currently disabled. 


- Both Ethan and Isabelle proceed cautiously, watching for any signs of abnormalities or lurking threats. However, the ship continues to be as quiet as a tomb. With the sweep of the ship largely complete, Isabelle and Ethan start working on bringing other systems online. (Group Engineer roll, led by Isabelle - result ‘6’ - incrementing the clock to 6 of 6). There is a limit to how much can be run from the mobile command centre so they rig it up to provide updates by remote. Isabelle heads for the power core and Ethan for the ship’s bridge. 


- The bridge is just as quiet as everywhere else. The lack of any crew whatsoever is disconcerting. There are no bodies. Ethan still doesn’t understand how this ship ended up devouring its crew - he feels there is still danger here. Even if the danger feels distant now, that still doesn’t mean that the danger is gone.


- Ethan starts working to bring the internal and external sensors online. The internal sensors indicate that they are the only living things onboard (Fortune roll = ‘6’) and that the hull breaches have not damaged any major internal systems. Life support systems are still offline - even though they could be brought online, it looks like it will take some time before there is a breathable atmosphere on the ship. The external systems indicate that this Voidship has collided with no less than three other capital ships of varying configuration, but there are dozens in close proximity. The sensors cannot detect any other lifeforms on the nearby vessels. All of the vessels that Ethan can see have suffered damage, some of which is extensive. Looking carefully, he can see what look like extensions to some of the structures to reach from one ship to another. Clearly someone has built ‘bridges’ between some of them.


- Using long range sensors, there is some sort of celestial miasma surrounding the ships. It appears as a red and purple hued nebula but the voidship’s sensors seem unable to penetrate it. (Study roll = ‘6’) There are some references to the miasma in the ship’s log but Ethan can’t read them. He hasn’t spent time amongst the Dwimmerlaik or learnt their language.


- Meanwhile, Isabelle has been busy in Engineering, looking at the feasibility of moving the ship. (Engineer roll = yet another ‘6’) The power core is still operating on minimal power, and she notes that there is an unspecified energy drain which will take the power core offline if not addressed in the next few days. The structural integrity of the ship is relatively good, but there isn’t enough power for a ‘descent’ (the Dwimmerlaik equivalent of a jump - the ships descend into Shadow). Normal propulsion might be possible but there are a lot of structures nearby which would make navigation difficult.


- Isabelle shares with Ethan that the ship will become dormant again if the power drain takes the core offline. She can’t be sure whether the ship itself is damaged and is losing power or whether its surroundings (the nebula itself) is draining the ship, but she believes the only way to remove the ship is by introducing another power source from the Stair.


- Ethan considers this and points out that if the voidship is in some sort of trap, he doubts that adding more power will enable them to escape. Whatever is draining power from the ship might simply increase the rate, and they might still not be able to get away. They discuss the option of using a more powerful version of Ethan’s cube to ‘shrink’ the ship, but this might fail as the Door is connected to the ship. Ethan suggests using Sorcery to transport the vessel to another realm - Isabelle is surprised by this as it’s not something normally uses herself. She asks if Ethan could transport something of this size (Ethan’s Warp roll = ‘6’) and he believes that it is possible. However, he also points out that if they are after knowledge, then perhaps it’s best to leave the voidship where it is. Potentially even move the Door to a more secret location or even cut the Door to the Stair and rejoin when needed.


- As they talk over this, Isabelle notes that whatever is draining power from the ship is also affecting her drones. Ethan points out the possibility that all of the ships in this array could be just like the Dwimmerlaik Voidship - without power and without life. If that is the case then taking the Voidship away might be a waste of an opportunity. There may be other vessels here that are worthy of further exploration and investigation. Isabelle agrees with this and suggests that they withdraw with their equipment and decide on the next steps in the safety of the Athenaeum. They take the internal and external sensor data with them before they leave.

Plans at the Athenaeum

- Hilda is pleased to see Isabelle and Ethan when they return. She’s found a room full of old novels and she’s been reading one called “The Hobbit”. Ethan recognises the title and wonders how it got here. 


- Isabelle and Ethan have a meal and freshen up. Then they go over the sensor data regarding the proximate ships and try to work out if any of the vessels are worth exploring. A lot of the ships are completely alien to them and no two are alike. It takes them considerable time to identify any of them and they have to use old books that look like they haven’t been opened in centuries. There is an ‘Old Earth’ Battlecruiser which looks like it has seen heavy action. There is a winged Eldar cruiser whose bow is embedded in a ship that looks like it has been built into a large asteroid. Some of them look vaguely Star Trek-like with rocket nacelles. Some seem ramshackle or irregularly shaped. Others seem manufactured. 


- Isabelle wants to give the matter some thought before the next foray. She asks Ethan to perform another Divination and to his surprise, the spell suggests that the risk of discovery has increased. (Warp = ‘5’ - hence a success, but the Clock “Another Group Arrives” is now 1 of 8.) Isabelle draws him aside for a private conversation, and she tells him that the Dwimmerlaik would do anything to recover the ship, as would some of the other Lords of Gossamer. Explaining that the Voidship is a rare prize, she says that the ‘brain’ contains coordinates for other places that the ship has been - especially Dwimmerlaik places. 


- Isabelle asks Ethan to stay longer. This discovery is important to her and she wants him with her. She doesn’t normally ask much of him - she accepts that he has other commitments - but this time she wants him to stay. She has a ‘bad feeling’ about this ship. This is bigger and possibly more dangerous than anything else she’s done before - and she doesn’t want to face it alone. She certainly doesn’t want to be alone when someone else arrives on the scene and tries to ‘stake their claim’ on the ship.


- Ethan holds Isabelle close and agrees to stay. He’ll have to explain the decision to Hilda (and she may not be happy about it) but he’s sure that Sir Amlyn will wait for him. He can contact his travelling companion and tell him that there has been a change of plans. Isabelle is relieved - she thought Ethan was going to say ‘no’. 


- Ethan goes to talk to Hilda. She takes the news very well. (Persuade = ‘6’) Ethan explains that they’ll still go to the Frozen Pines Forest but ‘Auntie’ Isabelle needs some help and it needs to be now. Hilda accepts the situation, reopens “The Hobbit” and starts reading again.


- He contacts Sir Amlyn via Icon and tells him that he has been delayed. The young knight is surprised to hear Ethan’s ‘voice in his head’ but he accepts the message and says that he will wait for them.


- Isabelle kisses Ethan to thank him. Ethan reiterates his suggestion to involve Grant - they will be faster if he is involved. He understands Dwimmerlaik culture (having lived among them) and he can speak the Dwimmerlaik language. Also, he can move the Door to a more secure location on the Stair (something that neither Ethan nor Isabelle know how to do). Finally, if they do get into trouble, Grant is handy to have in a fight. (Persuade = ‘5’) Isabelle really doesn’t want to involve anyone else in this, but she reluctantly agrees. (The clock “Another Group Arrives” is now 2 of 8.)