Posts Tagged ‘13th Age’

Anvil Road, 8th June 216

Trusting their colleagues in Team Dragon to take care of the giant living dungeon, Team Angel (Boris, Silmaria, Ssh’ta, The Fox and Valore plus henchmen) take stock of their other options: Follow up on the cloud giant observing them earlier, pursue the bounty offered them by Gutstabber (which will mean a trip to Glitterhaegen), go back to the dwarven tower on Anvil Road and find out what’s underneath, or follow up on the flying building they noticed several months ago.

By a majority of three in favour of the dwarven tower to two not-that-bothered, they head north, arriving at the actual tower a couple of days later. They first scout the tower’s environs, then the tower itself, finding only unburied orc bodies somewhat the worse for nibbling by the local wildlife since the party killed them just over two weeks ago. Valore rightly deduces that nobody has been to check up on them or bury them, and the group removes the lift shaft lid. Ssh’ta is designated lookout and climbs to the roof with Caliban in case the party are disturbed by rude strangers while exploring.

Valore drops a torch down the shaft; it can be seen burning on the floor of a corridor some 30 feet below. Valore and Dave descend and find themselves in a corridor leading to a four-way intersection. Someone has made a half-hearted attempt to bury four goblin spearmen in the loose rock of the corridor sides between some pit props; they appear to have been bludgeoned to death. Valore draws her sword (which then appears to burst into flames, thus providing a light source) and with the others following at a safe distance, she and Dave head up to the intersection and explore a short way down each arm. To the east they find a small chamber containing cots, chicken coops, and a hole in the wall labelled ‘Slide’ in dwarven, as well as a curving corridor sloping down. To the south is another curving corridor sloping down. To the west is a third curving, sloping corridor and a chamber, containing three statues of goblin spearmen and four large chickens pecking at something concealed under an overturned mine cart.

The chickens, soon to be dubbed ‘angry medusa chickens’ by Valore, prove to be cockatrices and assault the recon element. Valore finds herself being petrified, but thinking quickly, sheathes her sword, plunging the place into darkness, and flies up to the ceiling. Silmaria, who has galloping scotophobia, freaks out, but now only Boris and Dave can see, and Dave quickly skewers two of the cockatrices with arrows. Boris steps into the chamber and engages a third while Dave shoots the last of the four, which is running off into the darkness in some confusion. Once stabbed, cockatrice number three turns on Boris and starts pecking and petrifying him; he flees back towards Silmaria and the others while Dave and The Fox attack the surviving cockatrice, sending it to oblivion; but Dave is incapacitated by its dying death gaze.

The party rallies and heals its wounds; fortunately, Dave’s apparently fatal petrification responds well to Boris’ ministrations. Lifting the overturned mine cart, they discover a single goblin spearman who thanks them for saving his life and gives Valore ‘treasure’ as a reward, namely a single copper piece. Under gentle questioning he reveals that he and his companions were sent by the Goblin Chief to retrieve the Forever Stone, a valuable item buried here after dwarves and evil wizards fought over it. Silmaria, meanwhile, has found a mineshaft in the corner of the Cockatrice Room and explains that in line with dwarven practice, it has been named after an ancient dwarven king.

Adding Hug-Hug (for such is the goblin’s name) to the party, they explore several looping, sloping corridors with the result that they wind up more or less back where they were. Shrugging, they return to the room of chicken coops. Boris assumes the shape of a bat and flies down the slide, finding at the bottom a large pit full of powdered lime and lizard bones, with glimpses of a large chamber above. Boris decides he wants nothing to with this and returns.

Trying another sloping, curvy corridor, the group descends into another chamber with two exits and a perch containing what turn out to be cockatrice eggs. Ladra, who is the group’s best climber, retrieves them, but refuses to smash them as the others suggest, pointing out that they are worth money to a certain sort of person. They use one of the exits and descend again, finding themselves in the large chamber Boris found earlier. Now that they have a better view of it, the party can clearly see a dozen or so dwarven skeletons hard at work, apparently mining.

While the rest pause to assess the new situation, Valore (who has firm views on this topic) screams “CLEANSE THE UNDEAD!” and launches herself at them.

To be continued…

GM’S NOTES

I am letting go of a lot of my ingrained habits and prejudices with this campaign, possibly because the sessions are so close together. Normally, I guard the character sheets jealously and update them all myself; for my other campaigns, where sessions average some three months apart and party size is 2-6, this is not a problem; but for a party of nine meeting weekly it just doesn’t work, and I have delegated that responsibility to players for the first time since the 1970s.

Likewise, I am gradually reverting to sandbox play, letting the party wander where it likes at its own pace. Yes, there is a story arc – the Eyes of the Stone Thief – but what does it matter if we don’t follow it, so long as we’re all having fun? In this instance, they decided to go back to a dungeon they knew of but had previously ignored, so I hauled out the Mines of Madness from D&D Next, as it was known in 2013, and off we went.

There was a bittersweet note though: As we waited for the full set of players to log in to the VTT, one waxed lyrical about the Mongoose Traveller campaign they intend to play with my son (who will be the GM) during the summer vacation. I’m delighted they’re playing Traveller, but oh man, I wish I could join in, rather than just handing on the baton… the training wheels are well and truly off now, and away he goes down his own road, which is right and proper; but surely it was only last weekend the two of us and his sisters were playing D&D with Lego minifigures?

Where did the time go?

Marblehall, 6th June 216

Comes the dawn, and while the bulk of the party are sorting out the mess on the estate, Kowalski, Pascal and Soreth investigate the hill where the giant figure was standing last night, using its astrolabe and taking notes. Examining the footprints leads Kowalski and Pascal to the conclusions that the giant was 30 feet tall, and took a running jump into the air. Squinting along the path he would have taken by doing this, Pascal’s detect arcana shows him a magical cloud some miles away. Pascal is keen to get up there and talk to the studious and erudite cloud giants, but in the absence of a way to do that, they decide to return to the dungeon, which has surfaced again and is now sunning itself in the sinkhole where Marblehall used to be, snoring.

It’s the work of moments to retrace their steps to the stairs down to the second level, and as they have previously befriended the monster guarding the stairs by playing on its loneliness and curiosity, it lets them pass easily after an exchange of pleasantries, and they descend to the second level. Now, the Stone Thief can reconfigure its levels, and the configuration I’m currently using provides a second level which is full of traps. The party encountered a chute, a collapsing corridor, something that re-creates the trash compactor scene from Star Wars with a submarine fire-breathing regenerating hydra, giant circular saw blades, and swarms of spiders – and that’s just in the first two encounter areas. Judicious use of breath weapons, fear spells and icon invocation have kept them alive so far, but they have a long way to go yet. As they are currently trapped, I decided not to submerge the dungeon – a Total Party Kill with no way to avoid it is poor form and no fun for any of us – and so they are currently drawing breath, dripping with sewage, and awaiting the onslaught of the spider swarms.

GM NOTES

This was the session in which Pascal’s true nature emerged: Pascal is a sentient chamaeleon archaeologist, essentially a mecha pilot for the roughly human-sized X7-09. The precedent we have established is that it is OK for the player to switch from the main PC to one of his allies or hirelings, but the ones he isn’t playing are all Extras, and only the active PC benefits from bennies or the Wild Die. Pascal spent the session crawling up walls and poking his nose where it wasn’t wanted, while X7-09 carried the torch and supplies, lumbering along behind him.

The session was quite slow-moving as they spent half an hour working out what had happened to the cloud giant, the same amount of time in discussion with the stairway guardian, and the rest of it lurching from trap to trap. Had I been more familiar with the group before we started playing, I would have given them a D&D megadungeon; they are quite happy killing monsters, evading traps and looting treasure, with little sign of interest so far in the story arc they said they wanted. Luckily, in the version of Eyes of the Stone Thief I’ve chosen (for there are several possible campaigns in there), the story arc is the dungeon, more or less. Still, we’re all having fun, so we’re doing it right; as I’ve said before, the setting is for the GM, what the players see is a sequence of encounters.

Never having used them before, I was surprised how generous the Savage Worlds drowning rules are – it looks to me as if all characters can swim to some extent, and Swimming skill is what you use under extreme stress, much like Riding – everyone can sit on a horse and travel, but steeplechasing under fire requires skill rolls.

Marblehall, 5th June 216

Don’t write the dungeon, they say, so I shan’t. Last weekend the party continued their exploration of the Stone Thief and cleared out the next five rooms, all of which cluster around the castle-chomping gullet they entered through. This basically gave them three groups of monsters (all of which they slew mercilessly, including two groups that would have been willing to barter useful information for their lives) and two quite clever riddles (both of which they solved by themselves).

The group was a bit reduced – several have exams coming up and two had some kind of stomach bug to deal with, so we were reduced to five players and three NPC henchmen.

Every area in the Stone Thief has something interesting going on in it, be that monsters to slay, traps to dodge, or riddles to solve, so it was quite a long session, and they would have kept going had I not drawn things to a close – the Stone Thief also has a mechanic for chasing PCs out of the dungeon when the GM wants to go to sleep, which worked well. They have more or less cleared the first level now.

I’m pleased with how well they’ve played as a team the last couple of sessions, and impressed with how good the dungeon is – things are really motoring now they’ve got inside, and should I run this campaign again I wouldn’t spend so long setting things up. The campaign is intended to take 13th Age PCs from the top of level 3 to the end of level 8; I’m using Savage Worlds, and I think a Novice PC straight out of chargen would be a match for a 3rd level 13th Age character. Having them employed by Casila has worked well though, and I’d use that again, likewise probably earlier on – perhaps even from the beginning.

The players took advantage of all being back together to reshuffle their team membership; now, Valore and X7-09 have swapped places, so the former Team Robot has been renamed Team Angel.

Marblehall, 5th June 216

The gang’s all here and hoovering up free wine and nibbles at Casila’s manor house, at a party in honour of Lord Sunhammer, the Dwarf King’s emissary who has stopped over on his way to Glitterhaegen.

X7-09 stands immobile behind Casila’s chair, getting a crash course in Empire politics as Casila (who has been a prisoner of the drow for some years and is a little out of touch) is brought up to speed by Sunhammer, who in exchange is trying to understand her current plans and ambitions – he hasn’t seen her since she was five.

Ssh’ta and Ladra are purloining the silverware while everyone’s eye is on Valore, because anything she picks up – say, bread or a soup spoon – appears to be on fire. Then there are the big metal wings, of course. Balthazar Rook does his best to put things back before they are missed, but even so some servants get into trouble.

Kowalski is nowhere to be seen – perhaps he is avoiding Lord Sunhammer for some reason. Maybe they are political rivals, who can say. Hayes and Soreth put in an appearance but disappear early on, citing fatigue.

Halfway through the fish course, the tremors begin. Soon there is a definite lurching and dropping sensation. While Casila asks everyone to remain calm and seated, explaining that the house is magically protected, Valore goes to investigate, and reports that the manor house is dropping into a large sinkhole; several others have consumed nearby buildings, and ground level is now approaching the first floor windows. After a quick discussion, bearing in mind their earlier adventures and X7-09’s recent vision, the group decide they are in the process of being consumed by a giant living dungeon.

Silmaria grabs a drinking horn and places its large end on a wall, singing rock ballads into it to soothe the savage dungeon. It is truculent and refuses to be soothed. X7-09 descends into the wine cellar and tries punching through the flagstones to see what’s underneath, but this looks like it will take a long time.

After several minutes’ debate, the group decides to evacuate the guests through the first floor windows. General panic ensues, and things become confused, with some of the party leaping out to guide the guests to safety, and others following X7-09 into the maw of the dungeon (for such it is) in search of whatever loot is to be found. Valore and Boris (in the form of a house martin) fly down the avalanche of partly-digested buildings; Valore is carrying Caliban, who therefore appears to be on fire, and Silmaria follows to avoid being left alone in the darkness. The ever-cheerful Dave skips lightly over the rockslide, with the Fox and Ssh’ta following.

They survive the churning and chomping inside the maw, and spy what looks like a safe corridor, at least by comparison. While they clamber into it, the manor house, magically shrunken to a size which will fit through the jaws without too much damage, slides past and is gone, who knows where. Boris shifts back into human form, completely naked, but Silmaria was expecting that and produces some clothes from her pack.

Beyond the corridor is a room containing four glass pillars full of swirling, dark grey smoke which snubs Dave’s friendly overtures, and a winged statue holding a silver key in one hand. The key is grabbed, and predictably the statue comes to life, attacking X7-09 since he has the key. A brief scuffle ensues, ending when Valore chops the statue in half with a longsword – no mean feat, that. Key in hand, X7-09 advances on the room’s other exit, which is blocked by a locked door…

Meanwhile, outside, Kowalski, Hayes, Soreth, and Ladra observe the head and forebody of the giant living dungeon settle down comfortably in the sinkhole, perhaps digesting its recent dinner.

Casila and Lord Sunhammer are nowhere to be found.

GM NOTES

This went well considering the number of players involved.

There are some spoilers above, and more to come, but the book was published in 2014 so I figure most people will have played it by now. If you want it obfuscated more, let me know.

Team Robot: Boris, Silmaria, Ssh’ta, The Fox, X7-09. Glitterhaegen, 02 June 216.

Relaxing in Glitterhaegen’s dockside area, Team Robot debates whether they should stay or go. They’re trying to avoid the attentions of the Duke of Glitterhaegen, who may well bear a grudge for the theft of his prize griffin, Lord Fluffington III; Balthazar Rook gives serious thought to stealing it again, but the others talk him out of it. The group gets to know Balthazar’s new sidekick, Ladra, and he sends her off on an unspecified mission. Meanwhile, they have heard of a mysterious red tower, which in local rumours is linked to disappearances on the night of the full moon and red-robed cultists who eat pebbles.

Thus it is that on the night of the next full moon, Silmaria finds herself near the red tower at night, with only Boris in the shape of a mouse for company, and Balthazar, Ssh’ta and X7-09 concealed in overwatch. Inevitably, a group of four cultists attempt to sneak up on her, only to be shot down by Ssh’ta before being hacked to bits by X7-09, who is curious about their flame-bladed daggers but undamaged by them. Balthazar has the presence of mind to beat the one before him unconscious with the pommel of his rapier, so this time they have a prisoner, and their knowledge of the local area allows them to find a secluded warehouse where they can interrogate their captive after weighting the bodies of the other cultists and throwing them in the harbour.

“Just checking, we are the good guys, right?” asks Balthazar. X7-09 explains that they are adventurers, so they get to define what being the good guys means. That settled, the remaining cultist is put to the question, but knows nothing they haven’t already figured out. Tiring of his dire warnings about the Devourer rising to consume them all, they knock him out again and dress in the cultists’ robes before returning to the tower.

Using a key purloined from one of the dead cultists, they find the concealed door and enter. Within, they are attacked by invisible demons (well, invisible to X7-09 anyway, the rest of the group can see the red eyes, slavering fangs piercing their flesh and so forth well enough); X7-09 calls on the Diabolist to show him his enemy, and receives a vision of a gigantic living dungeon. While he is musing on that, the others snap out of it, discovering that it was an illusion.

They continue to explore the tower, finding little of note except a prisoner, who X7-09 reveals as a demon by cunning questioning. The demon announces himself as By-Tor, Prince of Darkness, Centurion of Evil; Caliban the albino dire wolf growls at him throughout the conversation, and he occasionally insults the canine. Reasoning that eventually he will persuade someone to release him, they agree to let him out on condition that [a] he will not harm the party members, with the exception of Caliban, and [b] he owes X7-09 one favour, to be called in when X7-09 desires at some unspecified point in the future.

That done, the party and the demon go their separate ways, leaving the cultists to their kidnapping, murder and Devourer-worship. After all, there’s a party to attend…

GM NOTES

You may recognise the adventure as a modified version of The Windowless Tower from Places of the Dominions, a Beasts & Barbarians supplement; hence the lack of spoilers as it was only published a year or so ago. Since the party ignored most of its wonders and threats, you haven’t missed a lot.

This session was primarily intended to adjust the pacing so that the two teams are back in sync for the next episode, in which they will meet up again at Marblehall.

It was also used to foreshadow some later events; this is most obvious in X7-09’s vision, but By-Tor has a role to play later in one of the character’s personal arc. They also left one of the cultists unconscious but alive, and tied up in a warehouse in Glitterhaegen. Since they took all his stuff, anyone rescuing him will not recognise him as a cultist; but he saw their faces plainly. This creates another potential plot thread.

We agreed to treat By-Tor’s favour owed to X7-09 like an extra icon roll.

Team Dragon (Hayes, Kowalski, Soreth, Valore). Greenwell, 30 May 216.

Valore, who is gifted with wings, returns to Dwardel and explains what has happened to Team Robot. Dave the Dark Elf has reappeared, and cheerfully replaces the unfortunate Vor and Zadok as Valore’s follower.

Countess Casila has other things on her mind, however, and asks Team Dragon to go to Greenwell, a village of squatters south along the Glitterhaegen road, and negotiate a charter with it. The usual sort of deal is it pays taxes and it comes under her protection, neither of which is true just now. She leaves the details to the team, providing a list of things she expects from the deal, and things she is prepared to offer in exchange, the details of which need not concern us at this time. Soreth unkindly compares this to a protection racket, which to be fair is arguably the case.

Travelling to Greenwell, the party finds it in turmoil. The boy Chapel is missing, the dragon Clipwing is nowhere to be found, and there are goblins in the woods making a nuisance of themselves.

What’s this about a dragon? the team enquires. Mayor Hiram explains that Clipwing was crippled in a battle some time ago (“Yeah, I heard about that at school,” says Soreth) and struck a deal with the village: They would provide a steady supply of fine whiskey for medicinal purposes, and in exchange the dragon would prevent rude strangers from bothering them – this no doubt is why they have not felt the need to offer fealty to the Countess.

By knocking on doors and questioning witnesses, the party works out what has happened: Chapel, whose job it is to deliver the whiskey, planned to sell it to cover his debts, only to find it stolen before he could do so. Panicking, he replaced it with inferior spirits taken from his employer, but the dragon is somewhat of a connoisseur and easily detected this, withdrawing his labour and holding the boy hostage until the village keeps its side of the bargain.

Tracking down the thief (Seb, the owner of the village’s only inn), the party intimidate him into confessing and take him before the mayor. They recover the stolen whiskey and trade it to the dragon for the boy.

The mayor strips Seb of his inn and offers it to the party, before banishing both Seb and Chapel. Team Dragon persuades Hiram that it will be cheaper to pay taxes to the Countess than to keep the dragon in whiskey. The dragon is given notice and Kowlaksi suggests he might seek employment with the dwarves at Forge, where his favourite whiskey is made. Chapel’s creditor, Gristle the dwarf, is given information on the boy’s likely route out of town.

The mission is thus successfully completed, with no casualties apart from a few goblins encountered by chance in the woods.

NEWS

Lord Sunhammer, an envoy of the Dwarf King, is expected to arrive at Marblehall sometime in early June on his way to Axis for a summit meeting with the Emperor. He will pay his respects to the new Countess and there will be a feast in his honour, which Team Dragon and Team Robot are both invited to attend – further details to follow when the final date is known.

The Countess is concerned about Marblehall’s security in the light of orcish intrusion on her northern territory, and has ordered reviews of all the militia in her domain, starting with her household troops, to ensure that they are all properly equipped and trained. She has further ordered protective runes engraved on the walls of the manor house itself, as there are rumours of monstrous beings seen in the woods nearby.

GM NOTES

Valore’s player persuaded me to bring back Dave as an Extra, on the basis that this team is much darker and more serious than Team Robot and needs a comic relief.

This latest session used the first Old School Fantasy scenario from Reality Blurs, with quite a few of the encounters trimmed to squeeze it into a two hour slot. There are spoilers above, but this scenario has been around since 2009 so I feel very little guilt. It worked very well, and the players were pleased they managed to complete an investigation scenario without killing anyone – except a squad of goblins, which they advise me don’t count.

It’s definitely much easier running a group of 4-5 than one of 10, which I feel says more about me that the players or the games.

Team Robot: Boris, Silmaria, Ssh’ta, The Fox, X7-09. Guest Star: Valore. Apologies: Ssh’ta.

Glitterhaegen, 26 May 216.

Team Robot, minus Ssh’ta and plus Valore, awakens to find itself naked in filthy dungeon cells in an unknown location. There is one other prisoner: Yalanchi, who looks as if he was not in good shape to begin with, and then someone beat him within an inch of his life. He informs them that he is a member of the League of Nine, one of the two great criminal gangs of Glitterhaegen, and that he believes they are the captives of the other one, known as the Shadowmen, which is rumoured to work with the Prince of Shadows; however, the people beating him have been more interested in asking questions than answering them.

Escaping the cells is clearly the first priority. Valore’s wing bash, Zadok’s heat bolt, and Vor’s ill-equipped attempt at lockpicking fail, and the Fox’s wild charge straight into the iron bars of the cell door gains him nothing but bruises; but Boris assumes the form of a mouse and strolls out into the corridor between the cells. At length, a massive half-orc enters the corridor and stops before Silmaria’s cell, appraising her. (Team Robot will never learn that his name is Zorba.)

“Yes,” he opines, “You are as lovely as they said. I can see why Himself wants you back.”

“No!” cries Silmaria, instinctively. Thinking more clearly, she goes on: “It’s so very dark in this cell, I’m scared. Will you… Will you hold my hand?” Silmaria is as good-looking as it is possible to be, and Zorba (who bears her no particular ill will) grumpily acquiesces.

“What about me?” calls Valore, who is in all honesty not as good-looking but still better than average. “I’m in here with two naked men, can you move me to another cell?” For whatever reason, Zorba agrees, but first summons another three equally large and muscular guards in case of tricks. Boris, meanwhile, has scampered across to X7-09’s cell, finding that worthy dormant and powered down. Hearing the guards return, he runs back into his cell – in plain sight of the guards, but a mouse in a dungeon cell block is nothing out of the ordinary, and they ignore him.

The guards form up around Valore’s cell in case of trouble, and order Zadok and Vor to the back of the cell before opening it so that Valore can emerge. However, her first action on doing so is to buffet Zorba in the face with one of her wings (which following something weird happening under Dwardel earlier are now made of steel). Boris supports her attack by casting Confusion, whereupon a horde of chittering, fluffy, long-clawed mice fall on the guards, shaking two of them. Zadok fires another heat Bolt at Zorba, to no effect.

Boris runs back to X7-09’s cell and picks the lock with long, mousey claws. One of the shaken guards wanders into range of the Fox, who stealthily relieves him of his keys. Boris moves on to Yalanchi’s cell, but breaks a fingernail and collapses, howling in anguish.

The guards mob Valore, whose fighting skill is (or shortly will be) legendary, and they can’t land a blow on her. Villen, the Fox’s squire, opens the door of their cell, and the two make a break for it, running for the exit through the scene of chaos – Silmaria is taunting Zorba, Boris is trying to pick locks, and Valore is punching Zorba repeatedly, making him flash like a torch every time she hits him.

Villen thinks better of abandoning his friends for a complete stranger (remember, everyone forgets the Fox at midnight) and runs back, unlocking Silmaria’s cell door and Yalanchi’s; but while he is freeing Yalanchi, Zorba stabs him from behind, killing him outright. Boris calls on the Lich King to raise his friend, and the Lich King does so to an extent, raising him as a zombie.

“Braaaiiins,” says Villen by way of thanks. Zorba yells at his men to cut the fugitives off at the exit (and also the knees, if possible), and runs Zadok through on the basis that he’s having no luck getting past Valore’s wing parries, and Zadok is after all a spellcaster. Villen considers attacking someone, but there are these lovely fresh brains leaking onto the floor right next to him, so he digs in.

The jailers form up at the top of the stairs leading out of the cell block, and the Fox runs at them, calling on the Archmage for assistance and invoking his own memory-erasing powers. The jailers promptly forget who they are and what they are doing, allowing the party to herd their unresisting former captors into a cell and lock them up.

They emerge into a well-lit corridor, with sunlight streaming in from the north end. Silmaria and Boris run to the daylight, and bask in it while waiting for the others. Valore and the Fox find a door leading off the corridor into another small complex; they manage to kill a couple more guards before those worthies can react, and arm themselves with longswords whose owners have no further use for them. Vor joins them, and they stealthily move deeper into the group of rooms, finding their own gear piled up on one room and the last remaining group of jailers, who have alas been alerted by the commotion outside and are ready for them, not that it helps; all but one are cut down within seconds, and the survivor mortally wounds Vor as he hacks his way free and makes a run for the exit. However, Boris has been using Healing powers to regrow his broken nail and expand his body hair to cover his nakedness, and now casts Entangle to wrap the fleeing foe in bonds formed by luxurious armpit hair. This slows him enough for Valore to catch him and stab him to death, before moving back into the cell block and butchering the surviving, if now mentally deficient, opponents – as well as the zombie formerly known as Villen.

Rummaging through their lair, Valore discovers trinkets and coin to the value of 80 silver. Yalanchi thanks them for releasing him and melts into the crowd; Team Robot gears up and moves out, the Fox vowing to track down Yalanchi, who he wanted to question further.

Some hours later, X7-09 reboots and finds himself alone in an abandoned set of dungeon cells, surrounded by the corpses of former travelling companions and presumed members of the Shadowmen. Phlegmatic as ever, he picks up Pascal the chamaeleon and lumbers out into Glitterhaegen.

GM NOTES

This session was the first official one after the group split in two, and it worked much better with five players than ten. So that is a success. Thomas Zunder’s approach of treating Icon relationships as skills also works much better than just using the straight 13th Age rules, and the players now use them pretty much the way I think is intended.

This was intended to be a session interacting with NPCs, during which the players could learn useful information and become embroiled in intrigure, and I thought that taking all their toys away and locking them up in cells might slow them down enough to do that; but I had forgotten Boris has Shapeshift and can turn himself into a mouse, and after that it turned into the usual bloodbath, with the party expressing a total lack of interest in why they had been captured or by whom. Like I always say though, if everyone’s enjoying the game you’re doing it right, and I have their measure now; what they want is a a fight and some shiny loot, and that makes session planning very simple. (By the way, I am using the SW Fantasy Companion loot generator here; I had concerns that D&D-style levels of magic items would break the game, but it doesn’t.)

While plain vanilla NPCs are pretty much incapable of threatening the PCs – the tanks have Parry and Toughness well over 10 by now – the party’s allies are squishy once their armoured shells are removed, and went down like ninepins. Did we see any remorse or attempts to resurrect them? No. What I got were comments to the effect that they had been wanting to recruit more useful henchmen anyway, and could we use the down time before the next session to design them?

X7-09’s player couldn’t make the session after all, so I decided to complicate the scenario by having him powered down in a corner – the players must not only escape, they must also take with them an unconscious forgeborn! Of course, what they actually did was walk off and leave him there…