Saturday, February 28, 2026

secret of the dragon emperor ... part 26!

let's get right into it!

GM Elle: It's nighttime in the Haunted Marshes ...
Ariel: Oh, great, now something bad is going to happen. I was really hoping we'd just wake up in the morning and keep heading for this tower we're trying to find.
GM Elle: Well, that might have happened ... all you had to do was wait and answer the question I was about to ask about whether you kept watches during the night. Maybe if the answer was yes, we could have just skipped ahead until dawn. But now I guess I've got to at least roll for random encounters.
Ariel: Oh. Sorry, everybody.
Sasha: She was going to roll anyway, Aers.
Akane: Yes, this is obvious. Zedeja is intelligent and wisdomly in extreme! Of course she insists on watches.
Harriet: She's also so much of a pain in our posteriors that no one would dare argue against her on this sort of question.
Heddy: Well, Brandywise is much too faint-hearted to keep watch alone, but she'll be happy to stay up with whoever takes the first shift.
Akane: Good! This new party member has diligence at least, even if it's the cowardly sort.
Heddy: Actually, it's more that she's too scared to go to sleep unless she's completely exhausted.
Claire: Filvius volunteers to take first watch then. Brandywise is a scholar, right? So I can probably learn all kinds of knowledge from her by picking her brain while we're on guard duty.
MSG: In that case, Dolora's going to be on first watch as well. There's no way she's going to let Filvius get the jump on her in learning from our new party member.
GM Elle: Is anyone not going to be on first watch?
Ariel: Fidu's not big on taking any watches. He needs his sleep.
Akane: Zedeja will be the watcher after first watch is done. But before slumbering, she demands that first watchers observe our untrustable halfling with rigor, to avert thiefly shenanigans!
Harriet: In that case, Dilfriida is going to argue with Zedeja through the entirety of first watch so the old crone will have to rest during second watch. That way I can do as I fancy once she drops off.
GM Elle: If you don't get at least a shift of rest, you'll suffer sleep deprivation until you do. That keeps you from recovering WP or removing conditions, and you'll also lose d6 WP per shift until you hit zero and collapse from exhaustion.
Harriet: I'm young. I can pull an all-nighter without concern.
Sasha: Guess that means Quackers won't be our sole source of protection from monsters during shift two ... kind of bums him out.
GM Elle: Let's see what shift one brings, then.
MSG: Hang on a second, though ... if Brandywise focuses on a single area of her expertise, can Dolora and Filvius treat that as Training for a shift? That would give us a free advancement roll on whatever skill she's lecturing us on.
GM Elle: I'll allow it, but all three of you will have a bane on any Awareness check to notice danger sneaking up on you.
Akane: Too dangerous! Zedeja and Dilfriida will be so busy arguing, probably they will have a bane as well. All watchers will be baned! It's unacceptable.
Harriet: Is Zedeja going to take a break from arguing with Dilfriida in order to tell that to everyone else?
Akane: Hmm. You're correct -- this sort of interruption is unlikely.
GM Elle: That means all five characters on first watch will roll Awareness with a bane. I'm also going to give Dolora and Filvius banes on their training rolls because of the incessant bickering between Zedeja and Dilfriida.
Heddy: Can I roll a Performance check to make my lecture so spellbinding that it gives them a boon and balances out the bane?
GM Elle: That's a sharp idea, so I'll allow it. But you get a bane on the Performance check too from the distraction of their caterwauling.
Heddy: Well, that's no good. I roll a 17 and a Demon.
GM Elle: Ouch. In that case, I'm adding a second bane to Brandywise's Awareness checks and Dolora and Filvius's training rolls.
MSG: The math against this doing any good is getting scary.
GM Elle: What skill are you trying to teach them, Heddy? You need to have at least a 15 in it, and your skill needs to be higher than theirs.
Heddy: My only 15 is in Myths & Legends.
MSG: I have a 12 in that.
Claire: 8 for me. Do we roll our advancement checks now?
GM Elle: No, because my encounter check came up on the Giant Spider result. Everyone awake needs to roll Awareness with a bane, except for Brandywise, who gets two banes.
MSG: 18 and a Dragon, which sucks because that means I don't get a checkmark for the Dragon.
Claire: No dragon for me, but I fail.
Ariel: I'm busy snoring.
Sasha: Quackers is dreaming about fighting monsters.
Akane: 5 and 14, both less than the mighty Awareness of Zedeja. "Look! A spider!" is my cry.
Harriet: I waste a Dragon too. Since I don't see the spider, I call bullshit at Zedeja when she tries to warn us.
Heddy: 18, 8, and 3, so I definitely don't see it either.
GM Elle: Draw for Initiative, Zedeja.
Akane: 2!
GM Elle: The spider goes on 8 and 10. It's 8 meters away from your camp. What does Zedeja do?
Akane: Hmm. One attack of slinging can't kill a spider ... I will wait by exchanging my 2 for its 10.
Heddy: I'm confused. Sorry, but you're deliberately letting it take two turns before you?
Akane: Yes. This offers a chance of dodging if one of its turns is to attack Zedeja. To dodge, you must sacrifice your untaken turn -- once it's taken, no dodging.
Heddy: Ah, that makes more sense.
GM Elle: On its first turn, the spider will attack with its wicked mandibles. Filvius takes 12 points of damage.
Claire: Ouch. I'm down and bleeding out, then.
Heddy: Um ... eek? It doesn't even have to roll to hit?
GM Elle: Nope. Monsters are scary in this game. On its next turn, it stares at the characters with its multitude of mesmerizing eyes. Make a WIL roll to resist fear.
MSG: Oof. Demon on my WIL roll.
Claire: We're looking kind of screwed here. I fail my roll too.
Ariel: Do I roll to wake up or something when Zedeja yelled?
GM Elle: Yes -- unless you want to say Fidu is so slothful he sleeps right through it.
Ariel: Elle, you meanie! He's already tuning out Zedeja and Dilfriida cause they're going at it so loud, so probably he does sleep right through it.
Claire: I'm pretty sure Filvius screamed really loud in pain though, if you think that would get through over the ruckus Z and D are making.
Ariel: Ooh, thanks! I'm pretty lazy, but like, probably not so lazy I for sure would sleep right through Filvius hollering and dying. Is that Awareness to wake up? A 13 makes it.
GM Elle: Then you're awake for the spider eyes, so roll against fear.
Ariel: Woohoo, 9!
Sasha: 10 for Quackers to wake up, which is worse than my Awareness, so I'm zonked and dreaming happy monster-killing dreams.
Akane: Zedeja easily resists this fear.
Harriet: Dilfriida blows it with a 19.
Heddy: Brandywise gets a 3. I half think I ought to give myself a bane for being faint-hearted, though.
GM Elle: Yeah, that's a noble roleplay idea and all, but you're new to this game, so I'm going to tell you, you don't want to establish a precedent that you're taking a bane every time something scary happens. So, fear effects all around ... MSG, you turn white as a sheet, and you and everyone in sight get the Scared condition. Claire, you're panting and Exhausted from the intensity of your fright. Dilfriida feels her energy and determination drain away as the spider's creepy eyes enfeeble her. Lose 4 WP and you're Disheartened. Now it's Zedeja's turn.
Akane: Time for Mentalism! Power Fist with a level of 3! Success!
GM Elle: Initiative deck reshuffled, everyone draw.
MSG: 7.
Claire: 8. That's good, at least I've got a chance for someone to Rally or Heal me before my death rolls start.
Ariel: I get the 3!
Sasha: The sweet sounds of battle make my dreams of monster-killing feel even more real.
Akane: 9 for Zedeja.
Harriet: 6 for Dilfriida.
Heddy: This would probably excite someone else, but I don't especially want to go first, and I got the 1.
GM Elle: It's your turn to start us off, then. The spider is going on 5 and 10.
Heddy: Um ... oh, I can just wait, right? I'll give my card to Zedeja and maybe she can kill the spider with whatever her spell does.
Akane: Exceptional speed of learning, Heddy! Intelligence 18!
Heddy: Thank you.
Akane: The Power Fist of Brawling Zedeja attempts spider battery! The roll is 2. For even more arachnid smashing, I activate Iron Fist as well for 1 WP. This is 5d6 in damage! The total is 22.
GM Elle: There's a gruesome exoskeletal crack and ichorous green spider blood flies everywhere. It's very badly hurt. Ariel, you're up.
Ariel: I'm daggering it! A 15 hits cause my Knives skill is awesome ... Uh ... 7 points of damage!
GM Elle: The spider goes next. It's hurt enough that it lets out a chittering squeal of pain and flees into the night.
MSG: Whew!
Claire: Do we stay on rounds here? I'm still squirting blood right and left.
GM Elle: I'm going to say with 5 other characters up and trying to heal you, we can assume you get patched up before you fail 3 death rolls.
Claire: Then as soon as I can, I'm casting a Power Level 2 Heal Wounds on myself. I'm still down 3 points after that, so I'll take an immediate Stretch rest to heal the rest of the way up. Then I tell Brandywise I'm ready for her to get back to her Myths & Legends lecture.
Heddy: I think that's going to be a "no" from Brandywise. She's much too frazzled by the fight to go back to giving lessons.
Claire: Damn. I'm turning in, then.
Ariel: For sure I'm going back to sleep too.
Akane: Zedeja blames Dilfriida for this fiascoed watch of guarding. "Your refusal to absorb the wisdom of Zedeja almost killed our junior mage!"
Harriet: I'll counter that if the hag hadn't kept badgering me, we all would have noticed the spider right away.
Akane: Zero evidence supports this claim!
Harriet: Dilfriida continues disputing anything Zedeja says, but in the interest of not consuming the entire play session, I think we can fast-forward.
GM Elle: Then eventually, Quackers wakes up for his shift and sees congealed spider-blood spattered all over the camp.
Claire: Elf blood too, remember.
Sasha: Okay, I'm royally pissed no one woke me up for the fight. And when I see there's no spider corpse, I'm even more ticked off. "You let it get away? What's wrong with you people?" My shift rest removed the Angry condition, but I'm marking it right back again -- especially if they admit they didn't even chase the spider when it ran off.
Akane: Ducks who wish to fight spiders should sleep less soundly. Be wary, or you could have a nickname of "Sir Snore-bill!"
Sasha: Then just go to sleep. And try to look tasty while you're doing it! Maybe that'll lure the spider back and I can kill it.
GM Elle: Are we ready for me to roll encounters for second watch?
Ariel: You're going to roll again?
GM Elle: I mean, is the arguing going to stop if I don't? Not that I'm not entertained or anything, but we are only through with 3 adventures out of the 11 in the book, and there's that whole "Path of Glory" book we could move onto after this one, and that magical city book we're still waiting for the Kickstarter to deliver.
MSG: I may also have signed up for another Dragonbane Kickstarter called Trudvang, too.
Claire: Oh, honey ...
Ariel: Wait! Did you sign up for that one before or after me and Sash convinced you to do the Pumpkin Spice one?
Sasha: The look on his face is saying "after." 
Ariel: We thought you were just being nice, only now it turns out you just wanted an excuse to buy more Dragonbane?
Sasha: Not that we're complaining about more Dragonbane.
GM Elle: At this point, I'm not even going to roll, I'm just going to pick the worst encounter from the table.
MSG: Please don't. We'll all be good, we promise.
GM Elle: (looking slowly around entire table)
Claire: We do!
Ariel: Cross our hearts! Don't look at us like that!
Sasha: Quackers wants a monster to fight, but I guess we can skip that if we all want to finish this campaign before we die of old age.
Akane: This nod is of agreement.
Harriet: Dilfriida is already asleep.
Heddy: Brandywise is tossing and turning fearfully, but keeps her mouth shut.
GM Elle: Okay then, morning arrives with no further encounters.
Ariel: Whew!
Sasha: Let's get this show on the road, then.
Heddy: Should I spend 3 WP to recite an uplifting poem or story and remove Sir Quackenscrump's Angry condition?
Sasha: Save it. Something else will probably come along and make him mad ten minutes later.
GM Elle: Bushcraft roll at a bane for Dolora to lead everyone the right direction for the shift, then.
MSG: I blow it with an 18.
GM Elle: That means sometime around noon, you find yourselves back at a spot you recognize due to large quantities of clotted spider and elf blood.
MSG: Great. Sorry about that.
Akane: Fewer excuses and apologizings! Guide us with improvement.
GM Elle: Even more embarrassingly, when you head out in a slightly different direction, it's only about 20 minutes before a momentary breeze clears away some of the ever-obscuring mist, and you see the top of a weathered, decaying tower above the trees in the distance.
Claire: Filvius suggests that maybe his Bushcraft knowledge has surpassed Dolora's at this point, and she should give him a chance to be the guide next time.
MSG: Sure. I'd rather learn from your mistakes than from my own, if everybody's giving me a hard time about it this way.
GM Elle: You continue picking your way through the swamps, getting closer and closer to the tower over the next few stretches. The heat of the day has turned the air muggy and brought the swamp-stink of the marshes to a noxious simmer. Finally, though, the way opens up ahead. You've reached the edge of a wide, shallow lake. The mist-filtered light glints off its murky waters, but you see hummocks breaching the surface in frequent spots, and in some places trees stand directly out of the water, suggesting the bottom is very near the surface. Not terribly far from the shore, an island rises up from the water, showing a rocky hill at its far side, atop which can be seen the tower that's been playing hide-and-seek through the mist. You think the way across looks wade-able. Here's a map -- the shaded areas are blocked from your view by trees or the contours of the island or tower.


Sasha: Can somebody remind me why we're at this tower again?
Harriet: I believe it's just because we saw it on the map and thought it looked interesting.
Sasha: Can I see that map? Is there something monster-y about this area?
Claire: Actually, it wasn't just seeing it on the map. Remember how I had that vision from the fortune-telling spider-critter inside the giant statue? Based on that and looking at the map, we figured this is where one of the statue pieces is hidden.
Harriet: That sounds familiar now. I feel vaguely decrepit in the area of recall for not having my memories straight.
GM Elle: In your defense, it has been over a year since we played that statue adventure.
MSG: Yikes, I just looked it up in Claire's blog archive and it's been closer to two years ... May of 2024.
Sasha: I totally remembered that. I was just roleplaying Quackers with his 8 Intelligence.
GM Elle: So. Here you are. The lake and island and tower lie before you. What do you do?
MSG: Well, I'm definitely not just wading blithely across. What kind of roll will it be to avoid any deep spots? Bushcraft or Awareness?
GM Elle: I'll be nice and let each person pick.
Ariel: Can't we just follow right behind the person in front of us?
GM Elle: Sure. But if they fall and start floundering, you're going to be in an area of churned-up water where you can't see well enough to find a better spot to step, and you'll have to make your own roll with a bane.
MSG: Dolora's starting off, then. Bushcraft, obviously, since my Awareness is on the poor end of mediocre. 4 -- I succeed.
Claire: Filvius is in the same sitch, and makes it with a 9.
Ariel: I'm going to use Awareness and try sniffing out a good path. 3!
Sasha: My webbed feet give me a swimming boon.
GM Elle: You're not really swimming, but I'll allow it.
Sasha: 2 and 12, so I make it with the 2.
Akane: The Awareness of Zedeja greatly exceeds her Bushcrafting. 11 succeeds.
Harriet: My Awareness is rather so-so, but I'd call my Bushcraft even more lacking. My roll is ... a Demon.
GM Elle: You go completely under the water and breathe in half a lungful of foul marsh-muck. I'll let you pick between taking a d6 of damage and rolling a CON check opposed by a Disease virulence of 10.
Harriet: I seem to recall getting sick before and needing some herbal concoction to have a reasonable chance shaking it off, so I'll take the d6 now and if it's a high roll, I'll hope we can take a stretch rest when we get to shore.
GM Elle: 6.
Harriet: Delightful.
GM Elle: I should have said this before you picked, but with that Demon, you also now need to make another Awareness check to find your footing.
Harriet: I fail with a 17, so I'll become Disheartened and push the roll. I fail again with another 17.
GM Elle: Make a Swimming check to avoid going under again.
Harriet: 19.
Heddy: Can someone else try to grab her?
GM Elle: Sure. Zedeja and Brandywise are both close enough.
Heddy: I'm a little hesitant because I know drowning people can pull others under, so it's not without danger ...
Akane: Zedeja grabs the drowning halfling. Can I use Brawling to achieve a safe hold of her?
GM Elle: I'll allow it. If you succeed, follow up with an Acrobatics check to keep your footing.
Akane: Brawling, 4. Acrobatics, 3. "Stay out of the water, halfling! You are carrying our lamp!"
Ariel: I have a lamp too, though.
Akane: I must have forgotten that. I return the halfling to her feet. "No more foolishness!"
Heddy: That leaves me making my roll to cross ... 5, against either my Awareness or Bushcraft, which are both 14.
GM Elle: Everyone arrives at the shore of the island.
Harriet: Upon landfall, Dilfriida petitions for a stretch rest.
Akane: Inconvenient! Next time you will have to be roped to a companion to avoid this. It will not be Zedeja! Hurry and rest, before the patience of Zedeja expires.
Harriet: I get only 1 hit point back, so apparently I'll need to go begging to Filvius for a healing spell.
Akane: Zedeja seethes outrageously. She turns her back and clenches fists.
Claire: I roll a 3 for my Animism skill and an 8 on the die for Heal Wound.
Harriet: Thanks.
Akane: What! No thanks to Zedeja for averting a drowned halfling? Only to a junior mage for healing you after your incompetent resting? Unacceptable! Show appreciation at once!
Harriet: Why, when every word out of your mouth makes me wish I had drowned?
Akane: Next time, you will!
MSG: So. It looks like there's a trail leading up from the water toward those woods. Or is it the remnants of an old road?
GM Elle: It looks like a cobbled footpath. By the way, during the stretch while Dilfriida rested, you found yourselves able to hear a faint, distant wailing from the direction of the tower. It's hard to tell if it's just the wind passing through gaps in the ancient masonry or something more sinister.
MSG: I'll be keeping an eye out in that direction either way.
Sasha: I'm going to head closer to see if it sounds like monsters
GM Elle: Do you mean before or after Dilfriida's rested and healed up?
Sasha: If it's monsters, I don't want to wait.
GM Elle: How far do you go?
Sasha: Depends on how monster-y things sound while I'm going. If it doesn't sound for sure like monsters, I'll stop before the trail goes in the woods.
GM Elle: Roll Awareness.
Sasha: 15. Not even close.
GM Elle: You can't really tell any more at the edge of the wood than at the shoreline.
Sasha: Okay, I'll head back.
GM Elle: When the rest is done, what does the party do?
MSG: Have I noticed anything while keeping watch? Never mind. My Awareness check is 17 against a skill of 9.
Claire: I say we just head up the path. It's the quickest way for us to figure out what's past the woods and then what's at the tower.
Ariel: I dunno ... could be bad guys or even a monster waiting to ambush us in the woods, you know.
Sasha: A monster? Let's go! I take off up the path at full speed.
Akane: Duck! This is unauthorized!
Harriet: I suppose we'd best follow him. Dilfriida gets moving as well.
Heddy: Same here.
GM Elle: Anybody lagging behind? If not, then the group lumbers uphill behind the clanking and clattering mallard knight. You reach the spot where the trail enters the copse of trees. Rounding a slight bend, you see a clearing ahead, and what looks like one end of a tent.
Sasha: Damn it. Tents aren't usually a monster thing. I'll drop to a walk ... keeping my sword out, though.
Akane: Zedeja has readiness with her sling.
Harriet: I'll have my dagger out as well.
Heddy: Everyone is so well-armed! I only have a little knife ... how hard is it to draw a weapon in this game?
GM Elle: Not at all. You can basically draw one weapon for free -- but only on your turn. And if you don't have a weapon out, you can only dodge, not parry.
Heddy: The difference being?
GM Elle: Dodging uses Evade. If you succeed, you get a free space of movement. Parrying uses your weapon skill. If you succeed, you get to move yourself and the attacker one space. If you succeed with a Dragon, you can make an immediate free counter-attack.
MSG: The other thing about parrying is that the attacker still rolls damage, and if it's higher than the durability of your weapon, your weapon breaks and can't be used until you fix it.
Heddy: Evade had me at "Parrying uses your weapon skill." I've only got a 7 with Knives compared to a 10 with Evade. I'll leave my weapon sheathed for now.
MSG: I've got my greatclub out.
Claire: Staff ready for me.
Ariel: I'll have my dagger and shield going.
GM Elle: All right. As you reach the end of the stand of trees, you find yourself in a clearing -- and to either side stand a handful of rough-looking humans in worn-out clothing and leather armor. All of them have shortbows drawn and pointed your direction. One looks more notable than the others -- a tall, red-haired woman who's a little older -- in her forties perhaps. She calls out, "Halt, strangers! What do you here?" Give me a second to set up the map and figures.
MSG: Kind of a lot of figures you're getting out there ... oh, did you mean a handful on each side, or a handful split between the two sides?
Claire: Sure looking like she meant each side.
Ariel: That's a lot of guys!
Sasha: That's a lot of shortbows.
Akane: Zedeja announces in her loud voice, "We do adventuring! Do not cry 'halt' at us!"
GM Elle: She lowers her bow just slightly. In the momentary quiet, you can hear that the wailing sound is quite a bit louder here. It has a ghostly quality to it, as of many voices wordlessly expressing pain or anguish. The woman says, "Adventurers, hm? Then perhaps we can reach a deal." You see one or two of her companions glance her way, while the others hold their bows nervously or clench them tight.
Sasha: If the deal includes killing monsters, we're in!
Akane: Duck!
GM Elle: You see her eyebrows go up. There are more glances in her direction. "As a matter of fact, it does. We came to this island seeking treasure that's supposedly buried under the tower. But before we could get to it, a giant showed up, and we need him cleared out to continue our work. If you'll take care of him, we'll let you have ... say, a third of the treasure once we dig it out."
Heddy: I'd like to spend 3 WP on my Intuition ability and ask the GM a question.
GM Elle: Go ahead.
Heddy: Do I get the sense that if we trust this woman, things will go smoothly and turn out well for us?
GM Elle: Definitely not.
Heddy: Wow. That seems really unambiguous compared to what I was expecting from the ability description.
Harriet: I'm afraid it was a poorly chosen question, H. Things almost never go smoothly for us, so that outcome was essentially guaranteed.
Heddy: Ah. I was hoping that specifically tying it to trusting her would make the answer hinge on that aspect.
GM Elle: I think your intuition tells you that's the case ... but you don't know if it's because she intends to cheat you somehow, or if it's because she thinks the giant is so strong it will kill most of you, but you'll soften it up enough for her and her group to finish it off. There are other possible interpretations as well.
Ariel: Okay, well, I'm going to use my Insight ability to see if she's lying to us. I roll a 2!
GM Elle: She's definitely lying about something in there, though you're not sure what.
MSG: So maybe they didn't come seeking treasure, or maybe she doesn't think it's buried under the tower. Or maybe the giant didn't just show up, but was living there peacefully when they arrived.
Claire: Or maybe she doesn't think of the giant as a monster.
Ariel: Or -- she likes to surprise people by being extra generous, and she's really going to give us half instead of a third! I mean, probably not, but as long as we're saying maybes, maybe one of the maybes is a good maybe. Anyway, just because I'm a merchant and I like to wheel and deal, I'm going to try Bartering and see if I can talk her into giving us half. Do I get a boon if I was right about her planning to do that?
GM Elle: No boon, but you can go ahead and roll.
Ariel: 18 -- exactly what I need.
Heddy: That's a good Bartering skill.
Ariel: Yeah, when it comes to haggling, Fidu is the man! Or, the wolf.
GM Elle: She says, "Why not? That seems fair enough." Then she gestures for her crew to lower their weapons and introduces herself as Ursic One-ear. She's got one side of her scalp shaved, and you notice she's missing the ear on that side. You also notice a strange, rough scar encircling her neck.
MSG: I don't think I need an Intuition or Insight ability to not really trust this lady.
Claire: Me either.
Sasha: Well, Quackers says he's ready to take on this monster up the hill, so let's get going.
Akane: Zedeja also is full of mistrust for this One-ear. Look how far it is to the tower. If they wait until we are many rounds away, they can shoot us in our backs. Then we must run back to fight them, or run farther to flee. Either kind of running means, more shooting at us.
Heddy: I don't suppose one of our mages has a telepathy spell? Because it would be really nice about now if all of us knew the same information and ideas we've come up with so far.
Claire: Sorry, that's outside my school of magic.
Akane: Inside Zedeja's, but outside her known spells.
Heddy: Ah, well.
Sasha: I'm already headed up the path, so I say, "Hey! You guys coming?"
Akane: While walking through the camp, Zedeja says, "To fight a giant, I must prepare spells! First, Stoneskin!" I cast my Stoneskin with Power Level 3. A 6 is success! The skin of Zedeja turns hard and rock-like and grey. "Next, Power Fist!" Also Level 3 ... also success!
Claire: Hmm. Filvius is wondering if Zedeja's about to do some FAFO version of my Craving Knowledge weakness. I'll move up next to her and say, "Good idea Zedeja! Should I get some of my spells going too?"
Akane: Zedeja nods.
Harriet: I don't know that I like where this is going ...
Claire: I cast Lightning Flash with Power Level 3 at the leader. Man, I better get this right ...
Sasha: Or maybe it would be better if you get it wrong and it fizzles?
Claire: Whoo! Dragon! That's 4d6 on the leader, doubled, and then 4d4 on someone random, also doubled. Dang, only 16 on the leader even after I double it. 14 on the other guy.
GM Elle: They're caught off guard -- she's badly scorched and he's crisped and down. Let's draw for initiative.
MSG: 4.
Claire: 7.
Ariel: 5!
Sasha: 8, dammit.
Akane: The 3 for Zedeja.
Harriet: 6.
Heddy: I am definitely not keeping this card. 1.
GM Elle: The leader is on 2, and the minions are on 10. Heddy, who are you giving the 1 card to?
Heddy: I don't really know these people well, so I can't tell if Sir Quackenscrump will jump right into battle when he thought he'd agreed to the one-eared lady's deal. He's a knight, right? It seems kind of dishonorable. So I guess I'm giving it to Zedeja, who appears to be ready to take the boss down.
Akane: A wise satyr! Zedeja moves to attack this One-ear. I think she's a crime-ster. 4 is a hit! Iron Fist on top of Power Fist! 5 dice of 6 sides ... 19 points of damage.
GM Elle: You crush her skull or chest, wherever you were aiming.
Akane: The neck!
GM Elle: It snaps with an awful sound, and she drops to the ground like a rag-doll.
Akane: Run, you crime-sters! Or it's the same for all of you!
GM Elle: I'll let you make a Persuasion check with a boon after that devastating decapitation of their social order.
Akane: Persuasion is poor for Zedeja. 9 and 15 are two failures.
GM Elle: The 2 card is lying scorched and broken-necked on the ground, so it's back to you, Heddy. You can only wait once in a turn, so you'll need to go on 3.
Heddy: I guess ... I'll try persuading them? I say, "For heaven's sake, run or surrender! She's killed every person I've seen her fight this way!" Technically true.
GM Elle: They're still in shock and their initiative is a long time coming, so I'll let you have a boon too.
Heddy: 3 and 11, which both succeed.
GM Elle: It's not their turn yet, but most of them look like they're pretty persuaded. Dolora?
MSG: I'm going to blow a spine-chilling dirge on my horn with my Musician ability to give all enemies in 100 yards a bane on any rolls they make until my next round.
Ariel: I'm next, right? I'm going to go, "Rarrh!" and dash over to this guy who's closest to Zedeja and dagger him. A 4 hits! 8 points of damage!
Harriet: Dilfriida is ticked that Zedeja put us all in danger this way without consulting anybody. But I'm not really in a position where I can take it out on anybody right now ... I guess I'll wait and trade cards with Filvius.
Claire: I'm just going to round rest and try getting back some WP. Fudge. But I only roll 1 point.
Harriet: That didn't help my decisionmaking at all. I guess I'll move up next to Filvius and try to look tough in case they think about swarming him.
GM Elle: That just leaves you, Sash.
Sasha: All I can figure is that big-brain Zedeja saw through some illusion or something, and these dudes are actually monsters. I'll go over here and whack this guy with my longsword. ARGH, 19! At least its not a dragon, though. I'm pushing the roll because I'm Disheartened at being shown up so badly by Zedeja. That's better. A 10 hits for 9 points of damage.
GM Elle: Their turn. The two who are adjacent to enemies drop their weapons and beg for their lives. The other six run full out. Which I think brings us to a good place to call this session a wrap. Experience questions! Participation? Everyone. Explore a new location? Yes. Defeat one or more dangerous adversaries? Definitely. Overcome an obstacle without using force? I'll count crossing the shallow lake, so yes. Then how about everyone's weaknesses?
MSG: Filvius and I both royally screwed up that guard shift when we were on first watch and ignored everything around us trying to squeeze Brandywise for knowledge.
Claire: And I'd be counting my FAFO moment regardless.
Ariel: I was almost lazy about waking up during the spider fight, but then I did because of Filvius screaming, so I think it's a no for me.
Sasha: I wouldn't shut up about monsters and totally turned my back to those hoodlums while they still had their bows out. I'm counting that.
Akane: Much overbearingness from Zedeja.
Harriet: I think I was pretty thin-skinned throughout the evening.
Heddy: And I had plenty of faint-hearted moments.
GM Elle: Sounds like 5 advancement marks for everyone except Aers. Sorry, Aers, but thanks for being straight-up about missing the weakness mark.
Ariel: Next time I'll be sure to be extra-slothful!

Sunday, February 22, 2026

secret of the dragon emperor ... part twenty-freaking-five!

yep, here we go again. it's dragonbane time.

GM Elle: Okay, I'm assuming right off the bat not everybody went back and reread all Claire's blog entries of all our play sessions in this campaign.
Ariel: I'm not sure I'd assume anybody went back and read it all! Holy smokes, it's like Warrin' Petes or something.
Sasha: Like what?
Ariel: Warrin' Petes. It's some book about a hillbilly feud or something? By that guy who wrote Toy Story, only it's super-long instead of just 90 minutes worth of story like the movies. I keep hearing about it every so often.
Hettie: Is it conceivable, at least as an outside chance, that you're referring to War and Peace by Leo Tolstoy? That's a famously long literary work that takes place during the Napoleonic wars.
Ariel: Maybe? I mean, my main point is, the whole campaign story is crazy long. I wasn't trying to start a book club or something. And definitely not by recommending a book with more than one character named "Pete." That sounds really confusing, in addition to being too long to make you want to read it.
GM Elle: Well, now that my point seems pretty completely proven ... I was going to go on to say that some of us might not have even gone back and skimmed or read the summary MSG put together. 
Ariel: I started to, but even that summary was way long. Like 12 pages or something. I mean, thanks for doing it and all, MSG, but I think I'm just gonna see if it all comes back to me when we start playing or something.
MSG: No problem.
Heddy: I did skim the whole collection of posts -- which were extremely entertaining, I'll say. But it was a lot. I might have done better to read the summary instead.
GM Elle: Don't worry about it. I'm going to do a super-short summary in just a minute here. But first why doesn't everyone re-introduce their characters for Heddy's benefit -- and for anybody else who's lost track of things in the months and months since we last played?
MSG: Sure. My character is Dour Dolora, a young dwarven bard who craves knowledge above all else. She's very strong and agile --
Claire: And charismatic and intelligent.
Ariel: And constitutionish!
Akane: Also Willpowerly, remember. Such good rolls on all stats! I remember the jealousy of all other players.
MSG: Sorry, I don't usually roll that well, but I had a pretty freakishly good run when I was making the character. Anyway, under 'appearance,' I wrote that she's stout but shapely, square-jawed, with thick black braids, and dark skin and eyes.
Heddy: I'm drooling.
Claire: My character's an elf named Filvius Factsnacker. He's in kind of a craving-knowledge competition with Dolora, but he's a mage, not a bard. Super-agile, okay-smart, mostly average otherwise except that he's got a kind of abrasive personality. Silver eyes, short, messy silver hair, and a long, thin silver moustache. He's the party's healing spellcaster.
Heddy: So I'll want to get on his good side.
MSG: Dolora wouldn't really say he has a good side.
Claire: Yeah, but she's a grumpus.
Ariel: My character is Fidu Greymane! He's a wolfkin merchant who's really old and has a weakness of "slothful." He's pretty good in Agility and Intelligence and Charisma, plus he's got this Insight ability so he can tell when people are lying. Oh, and plus, he has a great nose for finding treasure! Um, says here his appearance is "Distinguished with dark grey fur that's shaggy around the edges." Probably because he's too slothful to brush it much.
Sasha: When you look at me, Heddy, you see a mallard knight with sleek emerald headfeathers. He's very nicely preened and dashing. Sir Quackenscrump's the name. Not the brightest, but he's pretty awesome at everything else, and his big strength is, he's a Monster Slayer. Just even mention monsters around him, and pow! He's ready to get some slaying on.
Akane: I am next? The character I play is Zedeja of Mind. Human, and very old. So old and cantankerous! Some say she is overbearing, but she demands them not to say that. Exceptional with Intelligence and Willpower! This willful mage -- you will observe her power. Oh, in appearance, it says, "Wild white hair. Extreme of Reediness. Eyes: so squinty!"
Hettie: My character is Zedeja's nemesis, Dilfriida Sidewise. She's a young halfling of larcenous bent, with a weakness of "thin-skinned." She's slim, with long black hair tied back in two tails, a swarthy complexion, and a face set in a constant grimace. She can't stand Zedeja's overbearing manner and constantly butts heads with her.
Heddy: Okay, then. I'm not sure how I end up joining the party, but my character is Brandywise Blithedale, a satyr scholar who's faint of heart and possesses full lips, sharp eyebrows, rose red hair, tawny fur, and pale lavender horns and eyes. In build I've written that she's slender with very modest breasts, but now I'm feeling a bit awkward about that, since no one else seems to have detailed out their breast endowment.
Akane: No details to be spoken of for Zedeja -- if she had them, I would have written it. Too skinny and old for breast commentary about her.
Claire: MSG did say that Dolora was "shapely." I don't think "very modest breasts" seems any more lurid than that.
Heddy: Well, I didn't exactly mean it was lurid. More like ...
Hettie: Titillating.
Heddy: Hush! I think we should just get on with the game.
GM Elle: We're off and running, then. Here's my lightning-fast summary. Cut off from the outside world by the Kummer Mountains is a strange land called the Misty Vale. The group ventured here because they heard that the place was full of treasure and excitement --
Ariel: Mostly it was about the treasure for Fidu.
GM Elle: -- and in recent times it's become at least somewhat less dangerous because of the withdrawal of some fierce orc tribes that overran the place after the fall of the ancient Dragon Empire. As they traveled the pass from the outside world, the group found a dying man with a map and a piece of a small statue. His last words set them on a quest to use the map and find the other three pieces to complete the statue. As they made it deeper into the Vale, they found the town of Outskirt and learned that the statue, when complete, would allow entrance to an ancient crypt beneath some ruins at the center of the settlement. A barmaid named Annabella gave them some of this information and said she belongs to an organization that seeks the statue and will pay handsomely for any pieces they find. So far, they've explored the Temple of the Purple Flame, Dead Eyes Cave, the hollow, haunted statue of King Hanhgrav the Great, and most recently the Road's End Inn. They have two pieces of the Dragon Emperor statue, and currently employ a former cultist named Glinssa, whom they enticed away from the sect of Sathmog.
MSG: I think we also learned that Annabella is secretly known as Leannara, an operative of the cult.
GM Elle: Correct. Now, as the group has just broken the curse that had fallen on the Road's End Inn, dawn is breaking over the Misty Vale, bringing its feeble light through the thick mists that give the valley its name. What does the group do?
Hettie: Before we get to that, has Brandywise already joined us?
GM Elle: No, but I have a plan for her to show up soon, so don't worry too much about it.
Hettie: Just wanting to know so that I can roleplay accordingly. With that information in hand and some rations in her belly, Dilfriida votes for a shift rest. She's down a lot of willpower points and a couple of hit points as well.
Claire: Filvius is a bit short on WP too.
Ariel: I don't even need to check my character sheet to know Fidu is ready to nap!
Sasha: I'm okay to stand watch. In case any monsters show up.
Akane: Stop! These opinions are premature because Zedeja has not been consulted.
Hettie: Don't tell me she's going to argue against resting just because Dilfriida wants to.
Akane: Zedeja would never admit such a thing -- even if true. Which of course it is not! Although the reason for its untruth is, Dilfriida remains outside gobbling rations from our cart, where a dubious cultist is slumbering, remember? So she is not present inside the inn to vote.
Heddy: I think that's true, based on my skim of the notes. I was making sure I paid a bit more attention toward the end.
Akane: So the conversation is lacking Dilfriida. Thus, it starts from the complaint of Filvius and continues with the nap-desiring of Fidu. Zedeja can agree to these sentiments. Obviously, a junior mage must have rest even though probably he used fewer WP than the mighty Zedeja, who possesses still half her total. Before any such resting, though, someone must go check on our thievish halfling and untrustably cultish donkey-minder. Why is the halfling not returning already? Suspicious!
MSG: Dolora will go, but more to check on Glinssa than because she's worried. Dilfriida would probably call out or come running at any trouble.
Claire: Will we be camping out here inside the inn? Or does it look like it might fall down around our ears?
GM Elle: It's a solidly made place, if somewhat worse for wear and overdue for maintenance. 
Claire: In that case, I'll get out my sleeping pelt and --
Akane: This is hasty! Who gave such permission or did such deciding? It was not Zedeja!
Claire: Yeah, well, Zedeja can stay up and stand guard with Quackenscrump, then. I'm going to go ahead and get some shuteye.
Ariel: YAWWNNNN! Oh gosh, sorry, Zedeja. Fidu's going to get out his furs and go to sleep too.
Akane: Impertinence! Such unruly behavior taxes an old mage with severity. Zedeja will therefore sleep also. But first, she demands that our duck knight stand watch and prevent a noisy return by Dilfriida. Don't allow any spoilage of rest by that halfling!
Sasha: Sure thing. I'll go out front to keep an eye on things. Maybe I'll invite that dwarf we found trapped in the inn to hang with me. He was an adventurer, right?
GM Elle: Yes, and he's not eager to spend any more time in the inn, either. Nor is the shepherd woman.
MSG: I'll let Dilfriida know everyone's bedding down inside. Any sign of Glinssa waking up?
GM Elle: She might be stirring a little with the rising light of morning peeking into the stables.
MSG: Then I'll let her know the scoop too and say I'm heading in to rest with the others.
GM Elle: She says she'll have some breakfast and tend to the donkeys.
Hettie: Upon seeing the cart left vacant, Dilfriida will take Glinssa's place and sleep there, considering it a superior alternative to returning to the common room where Zedeja's snoring or complaints might keep her up.
GM Elle: In that case, the shift rest goes off without a hitch. You can all regain your missing hit points, willpower points, and recover from any conditions. After everyone has rested up, Sir Quackenscrump notices a group of some sort coming along the road that leads to Outskirt. 
Sasha: I jump up and put my hand on my sword hilt in case it's a group of monsters.
GM Elle: No, it looks like a couple of wagons and maybe a dozen or so people -- some of them ordinary civilian types, along with a few who are armed and look a lot tougher.
Sasha: I'll tell the shepherd to go in and let everybody know we've got company. Hang on -- does this chick have a name? If I just spent a couple hours talking with her and the dwarf, I'd probably have gotten their names. I mean, I do have a 14 charisma, so my people skills aren't total crap.
GM Elle: Her name is Antelia, and the dwarf is Stig Stonehilt.
Sasha: Great. Antelia, huh? I tell her if the scrawny old chick is still asleep inside, don't wake her up just yet. We don't need these new folks getting bossed around before we even find out what they're up to.
Akane: I roll Awareness. Does the entrance of a shepherd awaken the sleeping Zedeja? Dragon!
Sasha: Terrific.
GM Elle: With that roll, Zedeja either wakes up at the sound of wagon wheels even before Quackenscrump spots the travelers, or she was already awake and hears them. Either way, she also hears Sir Q telling Antelia not to wake her up.
Akane: Outrage! Zedeja stomps doorward.
GM Elle: Draw an initiative card to see whether she reaches the door before Antelia.
Akane: 2!
GM Elle: Antelia draws the 10. You open the door and find her reaching for the door handle.
Akane: Duck! You are not authorized to greet these travelers! They may be the suspect sort!
Sasha: I kinda think I was authorized when everyone let me stand watch.
Akane: Presumptuous! Game master, what does Zedeja see upon viewing the road?
GM Elle: Two wagons and about a dozen people. The ones in front might be adventurers or guards.
Akane: Or bandits! I chastise our duck knight for casualness. "Dealing with them alone is forbidden! What if they are tricksters?"
Sasha: I think I've got a pretty good beak for trouble.
Akane: Oh? And what if they say, "Look! There in the woods! Is it a monster? Hurry and pursue it!" Suddenly, we are unguarded and our cart and donkeys are stolen!
Hettie: And Dilfriida, since she's asleep in the cart.
Akane: Hush. Do not provide positives when Zedeja is listing negatives.
Hettie: Ah. Sorry about that.
Sasha: So can we tell anything more about these approaching travelers yet? I'd really like some evidence that Zedeja's wrong.
Akane: Improbable.
GM Elle: Go ahead and make an Awareness roll. That goes for Dilfriida too, since Zedeja's probably being loud enough to be heard in the stables.
Sasha: 3. Pretty easy even for my skill of 9.
Akane: 9, which is easy for my skill of 16!
Hettie: I barely make it with an 11.
GM Elle: That's good enough for Dilfriida to rouse. Meanwhile, Zedeja and Quackers pick out some familiar figures in the approaching group. It looks like Gualmond, Hengrik, and Fleetclaw are near the front. You also notice, farther back, an unusual kin -- a satyr with very modest breasts.
Heddy: Now that's just mean.
GM Elle: You can have a free experience mark to make up for GM misbehavior.
Heddy: Is that standard practice? If it is, be my guest at making fun of my character whenever you like.
GM Elle: One time deal, sorry.
Heddy: I'm marking "Bartering," then. Maybe I'll be more convincing at negotiations next time.
Sasha: I'll point out the adventurers we know and tell Zedeja, "See? Nothing to worry about at all. It's our pals from way back when."
Akane: We have only met them twice! Possibly they observed us for later shenaniganing. 
Sasha: Whatever. I wave at them.
GM Elle: Gualmond waves back.
MSG: If the rest of us are up by this point, I'll come out to see what's happening.
Claire: Me too. No way is Filvius going to let Dolora get the scoop on what's up before he does.
Ariel: I make my Awareness roll, so I guess I wake up too. But I'm not ready to get out of bed yet, so I'll just keep one ear out in case there's sounds of trouble.
Hettie: I'll quietly quit my place in the cart and proceed to whatever corner's available for viewing the goings-on without being viewed myself.
GM Elle: Make a Sneaking check. 
Hettie: Easily, with an 11.
GM Elle: The bulk of the inn is blocking you from line of sight to your companions, but you're able to see the approaching wagons through the open door of the stables.
Hettie: I'll remain still and watch for now, then.
GM Elle: Stop me at any point if someone wants to roleplay through this, but the leader of the group asks who you are and introduces himself and the purpose of their mission, which is to rid the Road's End Inn of whatever curse has hung over it all these years and refurbish it into a working establishment once more.
Akane: "Very rude of you not to accomplish this yesterday!" These are Zedeja's chastisements. "Our stay here -- very inconvenient!"
GM Elle: He seems pretty thrown off by that and says you are lucky if it was only inconvenient. Many people have apparently disappeared in the vicinity of the inn since its abandonment years ago. Around this time, a man in peasant's clothing steps out from the rest of the group and calls Antelia by name. The two of them rush together for a tearful reunion. If you reveal that you've already broken the curse on the inn, the leader gives you his thanks. Gualmond's companions seem disappointed that they didn't get to earn their keep by de-haunting the place, but the mallard himself is in high spirits at seeing you all again, and points out to his crew that their pay is the same whether they had to fight ghosts or not, and now all they have to worry about is guarding the place as the workers do their thing.
Heddy: Am I along as a ghost-buster or as one of the redecorators? I'd be a little surprised at the second one of those, because my Crafting skill is miserable.
GM Elle: Actually, it's not either one of those. You're a scholar, right? So your reason for coming along is that you've read stories of a place in the Haunted Marshes where a magic fountain once existed -- the Tower of Sighs. Supposedly, the waters of the fountain, when drunk, made it temporarily impossible for one to tell a lie. You're hoping to hang out at the inn and do what you can to help as it's being rebuilt, and see if there's more to be learned from people in the area -- possibly even see if anyone shows up who's headed in the direction of the tower and might let you join them.
MSG: This sounds like a nudge from the GM for us to head toward the tower instead of going back to Outskirt to rest up.
Ariel: I'm okay letting the GM nudge me!
Akane: Zedeja would resist most nudging, but it's allowable for the Game Master to do this.
GM Elle: The fellow in charge is grateful that you've saved them the effort of undoing the curse, so he says you're welcome to stay a while as they get the work underway. Or he can mark down in his ledger that you're owed a few free nights at the inn once it's ready to re-open.
Akane: We have needs that are more immediate!
Sasha: We do?
Akane: Yes! If there's a tower in the swamp to visit, how will our cart get there? Unless this is a swamp of very solid ground, Zedeja foresees difficulty! Also, donkeys might become stuck in quicksand. If this inn-fixer wishes to repay his debt to us, a good trade will be allowing the storage of our cart here while we seek a fountain-ful tower.
GM Elle: He's amenable to that.
MSG: Pretty good idea, actually ... except ...
Claire: Except what?
MSG: Glinssa is our donkey minder, so wouldn't it make sense for her to stay behind with them? But I'm thinking Zedeja wouldn't go for that.
Hettie: There's an easy solution. Dilfriida will volunteer to hang out at the inn with the cart and donkeys and all our goods while everyone else including Glinssa goes to the tower.
Akane: Absolutely not! Even a dubious ex-cultist can be trusted more than a thievish halfling. Zedeja insists, it's Glinssa's job to watch the cart. Dilfriida must stay where we can observe her.
Hettie: Mission accomplished. Almost too easily, in fact.
Akane: Zedeja does also demand that Gualmond and his adventurers keep their eyes on our goods and our donkey minder. They owe us too, for saving them de-cursing labor.
GM Elle: Gualmond accepts good-naturedly. Hengrik and Fleetclaw are less chipper, but don't argue. So ... if it isn't railroading you too quickly along, does the group want to head out into the Haunted Marshes now?
Heddy: Brandywise is a bit nervous about it, to tell the truth. She expected to hang around the inn and maybe learn some local legendry before eventually, possibly, finding someone to tag along with to the tower. Now that she's faced with an immediate trip into the swamps, her faint heart is giving her some jitters.
MSG: Well, if the Flip This Haunted Inn guy doesn't object, we could root around inside and see if there's any hooch left in there to bolster her spirits.
GM Elle: He'll allow it, and you do find several bottles.
Heddy: I'm a bit of a lightweight, so it won't take much to turn me into a bit of a silly goose. Or goat, I suppose, since I'm a satyr.
MSG: Before we leave, I'll try to impress upon Glinssa that we're depending on her to keep a good eye on the goats and the cart. I want her to feel valued and trusted.
Akane: By Zedeja, she is not!
MSG: Which is why I'm not saying this with Zedeja around. I'll also let her know that if we come back with any loot, I'll see to it that she gets at least a share.
Akane: These promises -- illicit and objectionable! It is good I am not there.
GM Elle: Glinssa appears pleased to have your trust and promises to do a good job while you're gone. Everyone make sure you mark on your character sheets what you're taking from the wagon.
MSG: I'll top off my stash of rations.
Claire: Me too!
Ariel: We should all do that!
Heddy: I only have 2 rations from my starting equipment. Is that enough?
GM Elle: 4 rations is one unit of weight, so you could carry another two without adding to your encumbrance.
MSG: I'm sure the group is willing to spare some.
Heddy: Thank you!
GM Elle: So ... just to the east of the inn, the road from Outskirt peters off into a patchy landscape of rank weeds and spongy ground. If you try to keep to places that are safe and solid, it will give you a bane on your rolls to keep on track ... but if you cut as straight through as you can, it will mean going through some nasty bogs where there might be unpleasant stuff lurking.
MSG: My Bushcraft skill is pretty good, so I'm happy to stay out of the muck. Especially since I'm not all that tall, you know?
Claire: Filvius points out that avoiding murky, lurky places means you probably won't pick up as much knowledge about what you can find in these kinds of marshes.
MSG: Damn you. Dolora thinks that's a really good argument in favor of the direct approach.
Heddy: Um ... my Bushcraft isn't bad, actually, and I'm pretty nervous about hoofing it through icky bogs. So, if the group overall would like to stay on drier land, I'd be happy to be our pathfinder.
Akane: Zedeja insists against seeking swamp knowledge in foolhardy ways. "Ow! Something is biting me! Oh, but now I know more about poison bites." Or "Hmm, filthy water getting into my pores. But! Now I know more about marsh disease, so it's okay." Poor thinking! 
Hettie: I'm even shorter than Dolora, so dry land is my pick too ... but I don't want to agree with Zedeja, so I'll just kind of stew over the dwarf being so quick to throw me under the swamp-bus for some knowledge. Actually, I'll stew so much I get Angry as a condition.
Sasha: I'm good either way since I've got webbed feet, but can we just get going? I'm itching to find any monsters that might be out in these marshes.
MSG: I guess with Zedeja screeching at me and Dilfriida giving me the stink-eye, I'll try to guide us through the drier spots. With a bane, I roll 11 and 12, both of which are below my Bushcraft of 16.
GM Elle: You make decent progress then, but my roll for encounters this shift says you've entered the "haunted" part of the Haunted Marshes. Through the trees and mist, you see ghostly, spectral figures. They look like a band of orcs, and you hear them making gutteral wails as they wander the swampland. Everyone needs to make a WIL roll to avoid fear.
MSG: 9 succeeds for me.
Claire: 12 does for me.
Ariel: I roll a 4, so I just yawn at the spirits!
Sasha: Not that we can tell that's why you're yawning. Quackers rolls a 19, but I'm going to say he's ticked off at being spooked by spirits, so I push the roll by getting Angry. That's better ... 4.
Akane: A Dragon for Zedeja's roll! What weakling spirits! So unfrightful!
GM Elle: With that Dragon, I'll say Zedeja's mockery of the specters gives a boon to whoever still hasn't rolled.
Hettie: Even with a boon, I roll 13 and 19, bot failures against my WIL of 10. If I push the roll, do I re-roll with the boon also?
GM Elle: Yes.
Hettie: I'll attempt that, then. Since Zedeja is so bold and I'm feeling daunted, I become Disheartened at the prospect of her mocking me ... but I blow it again, 14 and 17.
GM Elle: Roll d8 on the Fear table, then.
Hettie: Peachy. What does a 3 do?
GM Elle: Panting. The intense fear leaves you out of breath and Exhausted.
Hettie: Oof. That's half my conditions marked already.
Heddy: Can I roll Awareness to see if I notice Dilfriida in a funk? As a satyr, I can buoy a companion's spirits by singing or reciting poetry for 10 minutes to remove a condition.
GM Elle: Certainly.
Hettie: Can she get a boon for the fact that Dilfriida is not in the least facile at keeping her emotions concealed?
GM Elle: Sure.
Heddy: In that case, one of my two dice comes up 6, so I succeed. Oh, and I also succeed on my WIL check against the fear. I'll spend 10 minutes reciting an epic poem about valiant heroes defeating a band of orcs to bolster our halfling's spirits.
Hettie: Thank you. I'll remove the Exhausted condition.
Sasha: Quackers tells Brandywise he likes her poem, even if orcs aren't technically monsters.
Heddy: I thank him very much.
Hettie: Might we also take a stretch rest so that I could shake off another of my conditions? I'd rather not get into more trouble with two of them still hanging around my neck.
Akane: Zedeja objects. The rest of us always have a halfling condition hanging around our necks, and it is never solved by resting!
Sasha: Sir Q is still cheesed off about those spirits spooking him, so I wouldn't mind a stretch rest. But if it's just going to make Zedeja bitch and moan, he'll probably still be cheesed off at the end of it, so he doesn't see a point in voting for a stop.
Ariel: Fidu doesn't need to fix any conditions or get any HP or WP back, but he'll still raise his hand in favor of a rest. If nobody else wants to, though, I won't make a stink about it.
GM Elle: Sounds like the group is continuing on, then. Dolora should make her next Bushcraft check, still with a bane for the route being so indirect.
MSG: Well, fudge. The worse of my two rolls is 19, so I fail.
GM Elle: It seems like no matter which way you turn, you keep coming across stretches of brackish water. If you're going to make any progress at all this shift, you'll have to cross through some of it -- and it's closing in on night by this time, 
MSG: Does that mean that either way, we're not going to make it to the tower before dark?
GM Elle: Basically, yes.
MSG: In that case, I say we set up camp and see if we can find a clearer way through in the morning.
Akane: Zedeja approves of this suggestion and orders everyone to make camp.
Hettie: I'm still Angry but I'm also tired, so I won't argue.
Ariel: Oh no!
Sasha: What?
Ariel: I didn't write down that I took my tent from the cart! Did anyone else?
Akane: Hound! It is your tent! How did you fail in this responsibility?
Ariel: Well, it's so heavy it didn't even occur to me I'd want to carry it myself, and since we didn't sleep in it last night, I guess I just sort of forgot.
GM Elle: With no tent, every character has to roll separately for finding a spot to unroll their sleeping furs -- and if you don't have sleeping furs, you get a bane on your roll.
MSG: Can we get a boon by using the "Helping Others" rule?
GM Elle: Yes, but I'm going to say each character can only help one other character.
Sasha: Uh ... can someone else find a spot for you and your character just help them? Because my Bushcraft is terrible and I've got a bane from being Angry. I'll never get any sleep if I have to roll myself.
GM Elle: Hmm. I mean, I guess it makes no logical sense that a more skilled person couldn't do the spot-finding for you. But it's going to count as your turn helping them and vice versa, but you won't give them a boon. Basically, you'll be telling them what kinds of things help make it a good spot for you, and then it's up to them to make it work.
MSG: I'll set up my own spot first, then. Oof. 19. Looks like I put my fur down on a rock. Okay, when I try it out I'll say I notice myself getting poked by the rock and get Disheartened by making such a rookie mistake.
Claire: Or rocky mistake.
MSG: Second roll is ... 11. Much better. Want me to roll for you now, Sash?
Sasha: Quackers doesn't have a lot of confidence in the noise you made when you sat on that rock, but I guess beggars can't be choosers.
MSG: 11 again. You're good.
Claire: Yikes. 18 for me. Anybody want to say you were helping so I can roll a die for a boon?
Heddy: I'll help.
Claire: Ah, that's better. 9. Thanks for pointing out that mushy wet spot I almost put my furs down in, Brandywise. I can help somebody else out now.
Ariel: Ooh, I could use help -- my Bushcraft is kinda so-so.
Claire: Boon away, then.
Ariel: Yay! Dragon!
GM Elle: I'll say that means Fidu finds a perfect second spot while looking for his own, and you can point that spot out for someone else without them rolling.
Ariel: Woohoo! I'll offer it to Zedeja. Us old folks need to stick together.
Akane: Zedeja accepts -- her own Bushcraft skill is inferior.
Hettie: I'll swallow my pride and ask Fidu if he can find a spot for me, considering how well he did while looking for his own.
Ariel: Sure thing! It's a 4, so you're good.
Heddy: That just leaves me, and if I was counting right, there's no one left to give me a boon by helping, so I just do a straight roll? A 9 succeeds. Wow, I have to say, I like this system where you don't have to add any bonuses or modifiers to your roll the way it works in D&D and DCC.
MSG: Dragonbane's a really elegant system as far as that goes.
GM Elle: All right. Seems like a good place to end the session then, so let's ask the Experience questions. Did everyone participate? Yes. Did you explore a new location? Check. Defeat any dangerous adversaries. That one's a no. Overcome an obstacle without using force? Hmm ...
MSG: I'm not coming up with anything.
Ariel: Me neither.
GM Elle: Yeah, I think all the obstacles were just dealt with by way of standard rolls, and none of them particularly blocked you anyway. That just leaves giving in to your weakness.
MSG: Filvius goaded me into saying we should truck right through the gooey spots. I think that counts even if Zedeja argued us back out of it.
Claire: I think I'll count that one for myself too.
Ariel: I was super-lazy about bringing the tent along.
Sasha: I don't think I did much more than blab about monsters, so I'm not counting that.
Akane: Zedeja's overbearingness speaks on its own.
Hettie: That's for sure. I voluntarily gave myself the Angry condition based on my weakness, so I think I've qualified.
Heddy: I feel like I was pretty faint-hearted, right? At least for my first session.
GM Elle: Definitely. All right, then, everyone mark your marks and make your advancement rolls, and we'll see what happens with this tower next session!

Wednesday, February 18, 2026

so we're getting ready to play some more dragonbane and ...

criminy! it's almost a year-and-a-half since last time we played it! october of 2024!

no wonder i could barely remember what was going on in that campaign!

anyhow, coming soon is secret of the dragon emperor part 25.

and we really need to crank on this thing, because elle says we haven't even done half the adventures in the campaign book, which means we could be looking at not finishing up until well after part 50, however long that takes us to get to.

xoxo,
claire

Monday, February 16, 2026

vampires, yikes!

we've been reading this manga series the last several months called "happiness," by an artist named shuzo oshimi, and today we finished off the last two volumes.

wowzers!

i'm not exactly the world's most giantest fan of horror stories, and in particular, i get a little oogly at really gruesome and brutal ones, which, holy cow, this series really is. like, instead of a list of trigger warnings like, "gore, torture, injury to puppies, and smoking," it could almost save time by having a "safe" list instead.

"caution! everything except walking the plank! if walking the plank is your only trigger, you can definitely read this manga, no problem."

anyway, it's not only super-disturbing because of all the stuff that happens in it, it's even super-er disturbing-er because most of the main characters just really don't deserve anything bad to happen to them at all, much less all the vampirism and imprisonment and torture and medical experiments and losing friends and family members and on and on and on.

so i was really uncertain whether the ending would turn out to all be worth it, or if i'd just be left in a big pile of sad and ick. would it be one of those stories where all that awfulness would lead up to something meaningful? or one of those stories where you turn the last page and are like, "welp, that was super-well-written and -drawn and all that, but i never want to read anything like it again, ever, ever, ever."

spoilers! don't read any more of this post if you're the kind who's just desperate to subject yourself to a 10-volume series of ghastly and appalling horror and torment without any guarantee that you'll end up being glad you subjected yourself to the experience.

so ... are all you spoiler-hating types gone? okay, then!

jiminy cricket, what an amazing ending this series had! i'm serious about this: as awful as everything leading up to the last volume was, the finale turned out to be absolutely beautiful and way more than worth it. 10 out of 10, would definitely recommend ... if you can take a bunch of kinda queasy-making, stomach-churning, horror-y kinda stuff.

anyway, if you're into freaky vampire stories with mind-blowing endings that actually make you feel better about the world, go ahead and jump into this one with both feet!

xoxo,
claire

Saturday, February 14, 2026

valentine's day!

card?

nope.

candy?

nope.

dinner and/or dancing out on the town?

afraid not.

the fact is, we haven't ever made all that much of valentine's day around here. and do you want to know why?

it's because ...

every day is special when we're together.

xoxo,
claire

Tuesday, February 3, 2026

taco tuesday

we got tacos for breakfast this morning! and we got gobs of them, so there we even had a few left over for lunch.

everybody digs breakfast tacos, right? i mean, probably not everybody. but we're keen on them around here and i get the impression lots of other folks are too ... especially on tuesdays.

is that a thing in your neck of the woods?

most days, we're cereal and coffee types here in the worthy household. every once in a while, there's oatmeal ... or donuts!

but tacos are a nice changeup because they're savory instead of sweet, and you can mix and match them, which doesn't really work with cereal. two or three different tacos (yes, i admit i sometimes hog down three whole tacos) ... that's like a multi-course meal, you know? but if you try having two or three kinds of cereal, it kind of ends up a big weird mish-mash. that's especially true if the three kinds of cereal are something like granola (because that's what heddy likes), another one like lucky charms (which i'd like to pretend was just around the house for ariel and sasha, but heck, who doesn't like lucky charms?), and then life cereal or golden grahams or something. i mean, there are definitely kinds of cereal you could mix together and get away with it, but not fruit loops and bran flakes.

breakfast tacos all go together, though.

potato and egg + carne guisada ...
picadillo + bacon, egg, and cheese ...
bean and cheese + another bean and cheese + another bean and cheese ...

you can have basically an infinite variety of breakfasts just off of different kinds of tacos. (attention, msg! please do not come in here reading my blog and then calculating the actual number of possible combinations of breakfast tacos!)

not every tuesday is taco tuesday, but it's hard to beat taco tuesday when it actually rolls around.

xoxo,
claire

Sunday, February 1, 2026

lazy day!

it's been a sit-and-watch tv kind of day around here today. there may also have been some lazing in bed. and some other things in bed. and then some more lazing nobody's been super productive, which seems to have suited us all pretty well!

sometimes you just have to chill, you know?

xoxo,
claire