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!
