Friday, March 22, 2024

A History

5,000,000,000 Years Ago

The planet Arai forms, orbiting a yellow star far from Sol, and begins its long cooling process. An impact breaks off the piece that will become Cradle, the bright moon, shining silver in its night sky. From parts unknown, the dark moon, Grave, falls into its own orbit, appearing on the darkest of nights with its phosphorescent blue glow.

3,000,000 Years Ago

On the grasslands of Urd, a genus of bipedal, omnivorous horned mammals evolves into the first ancestors of the raun.

5,000 Years Ago

Raun begin building cities in Urd's northeastern hill country. They use bronze tools and keep records on clay tablets.

2,000 Years Ago: The Age of the Gods

Human interstellar craft arrive on Arai. Humans and raun experience first contact. Surviving myths present conflicting accounts of the results.

Humans build megastructure Towers as laboratories, factories, and vaults for valuable technology, as well as smaller installations. They are aided in their works by daemon AI constructs. Dust nanites are introduced to Arai's environment. The bulk of construction takes place in northeastern Urd, where six Towers are built, the primary facility serving as an orbital elevator under the control of the Throne-class daemon Metatron.

1,500 Years Ago: The Collapse

An unknown disaster causes the humans on Arai to be cut off from their interstellar homes. Their society quickly collapses. The loss of records from raun civilizations at the time suggests they are also affected.

1,400 Years Ago: The Age of Sorrows

The survivors of the collapse, human and raun, fall into a dark age. Knowledge of humanity's old technology is lost. Pollutants, invasive species, and engineered lifeforms breach containment, wreaking havoc on ecosystems. Daemons rampage uncontrolled. Countless thousands perish.

1,000 Years Ago

In the northeast of Urd, now known as the Tower Lands, survivor communities have become tribes using iron tools, speaking dozens of languages. Warlords fight over territory, slaves, and surviving artifacts, now viewed as divine relics of the First Ones, the primordial gods who made the world. Dust has become endemic to the environment, causing strange phenomena and warping life unpredictably. The ruins of the pre-collapse period are considered holy ground, forbidden on pain of dire curses or execution by ageless metal guardians.

400 Years Ago: Rise of the God-King

A slave of the Halish tribe ascends to become its chieftain. Daring to attempt what many have died trying, he leads his army to attack the Throne Tower. He conquers it, subduing its guardians, facing Metatron itself and emerging victorious. Claiming the Tower's relics and treasures and the fealty of its daemon guardians, with Metatron as his familiar, he takes the Tower itself as his citadel and crowns himself King of Halas.

Through study of the Tower's archives, he rediscovers many secrets of the past. He learns techniques of immortality and becomes the first of the Deathless. He unlocks the long-lost power of Dust, pioneering the art of tuning. His followers declare him inheritor of the First Ones' will, and so name him King and God.

350 Years Ago

The God-King turns his gaze to the rest of the Tower Lands. Sending his armies forth, he begins conquering his neighbors. Nearby tribes are little match for his forces, now empowered by relics from the Throne Tower and the sorcery of his apprentice tuners.

In some regions, other rulers have claimed Towers of their own. They prove stronger adversaries, but not strong enough.

300 Years Ago: The Old Kingdom

From the Throne Tower, the God-King rules over a land that now bears the name of his city, Halas. His Deathless vassals hold the lesser Towers in his name. For the first time in centuries, the tribes of the Tower Lands speak of themselves as one people.

Wealth, literacy, and life expectancy are at their highest in centuries. Roads link distant cities; people travel without fear of beasts, bandits, or worse. The Thronecult oversees the myriad priesthoods of local gods, channeling tributes from across the kingdom into grand public works. The blood and sweat of the slaves who build these monuments are honored as holy offerings.

260 Years Ago: The Zoah War

The Zoah invade Halas from the southwest, in the province of Doros. The Deathless Lord Magor, master of the Silver Tower, leads the campaign against them. His exploits cement his reputation as the greatest warrior and general in the Tower Lands at tremendous cost in lives. The war ends with his conjuring of the Stormwall, halting the Zoah's advance and transforming most of Doros into a barren desert. This feat earns Magor the title of Stormruler.

250 Years Ago

No one outside of the God-King's innermost circle has seen him in decades. Deep in seclusion within his Tower citadel, he combs the ancient archives for new means of expanding his power.

He finds what he seeks. A path of metamorphosis, unlocking potential slumbering within the human genome, shedding the human form to become something truly godlike.

It is a long path, paved in blood. As he walks it, fewer and fewer are permitted to lay eyes on him, to see the changes that slowly overtake him. Slaves are diverted by the dozen to the capital, then by the hundred, taken into the Tower and never seen again.

200 Years Ago: Calamity

A cataclysmic explosion annihilates the Throne Tower. Out of the ashes flies an immense winged beast, hide armored in impenetrable scales, breath unleashing furnace flames. In a night of horror, it burns the capital to the ground.

Beheaded, the kingdom falls apart. Calamity strikes with impunity, leaving slagged, smoking ruins.

Four of the Deathless, masters of their own Towers, forge an alliance. Ioanna of the Black Star, Lady of Astos and mistress of the Glass Tower, prophesies Calamity's defeat. Sariel, the Lady of Teeth, Regent of Kyria and mistress of the Green Tower, develops a poison to undo the beast. Magor Stormruler wields the Spear of Heaven to strike Calamity out of the sky. Finally, Kalis the Afflictor, Lord of the Weeping Cities and master of the Unseen Tower, delivers the poisoned thorn into the beast's breast.

Calamity's remains are sealed in a hidden tomb on an unmapped island off the northern coast. Unknown to the Deathless, it is not truly dead, but in a state of regenerative hibernation, fighting the poison.

Fearing that someone else will discover the God-King's research, the Deathless begin obliterating all record of his name, identity, and life. Those survivors of the Thronecult who manage to escape assassination are forced into hiding.

198 Years Ago: The Succession War

Dozens of local lords declare themselves rightful ruler of Halas. Civil war erupts across the Tower Lands.

194 Years Ago

Raedric of Kyther, a backwater lord in the province of Saldis, claims the Pale Tower, declaring himself Deathless and rightful successor.

191 Years Ago

The factions involved in the civil war have coalesced under the Deathless masters of the five remaining Towers. All refuse to give up their claims.

100 Years Ago: The Interregnum

The Succession War is not ended, but the worst of the fighting has died down, the belligerents exhausted. The Deathless Lords of the Towers remain locked in a five-way stalemate, each unable to fully conquer any of the others without leaving their own holdings vulnerable.

Scholars estimate that since the Calamity, at least half the realm's population has been wiped out.

In secrecy, a new cult foments resistance against the Lords with a whispered rallying cry: Metatron lives.

Now

The Deathless Lords war still, each claiming their right to rule all of Halas. Surviving villages shine as scattered points of light in dark wilderness, surrounded by their ruined neighbors. Armies march on campaigns spanning generations, devouring all in their path, all memory of who and what they fight for long lost. Corrupt temples bleed the people of tribute. Hungry beasts, daemons, and sorcerous horrors prowl the wilderness. Few brave the roads.

In the ruins of the First Ones and countless ages since, forgotten treasures, wondrous relics, and secrets of the shrouded past lie in wait. Those who dare seek them may fall victim to divine guardians, vicious traps, and starving bellies...or perhaps become as gods themselves.

Saturday, February 24, 2024

All the Lights in the Sky: Sessions 5 & 6

Our last couple of sessions have been short for different reasons, so here's another double report post.

The Calcifer Shrine, Second Delve

After camping for the night, during which Thomas recovers from his bout of flux (player returns), the party makes ready to reenter the ancient forge. Flint's player is absent this time, so the young chemist decides to stand guard at the campsite while the others explore. Thomas takes Flint's suit of ancient armor and lights up a fresh torch, and the party ventures once more through the great aldsteel doors.

The halls of the forge are quieter now that the oil gremlins' lair (7) has been thoroughly burnt. Xerxes and Tree show Thomas through the chamber of ice (5) before the group decides to take another crack at the reinforced door in the southeast (6) now that the pressure has been restored to the machinery in chamber 4. This time, the turning of the wheel engages the mechanism, and the door hinges open before them. A blast of heat emerges, even more intense than the rest of the place; Thomas and Tree are grateful for their suits, and Xerxes for his time in the smithy back in Roa.

The chamber beyond appears to be a smelter; molten metal pours from crucibles into ingot molds that disappear into recesses in the walls, moving on rolling belts. From the ceiling, a great blast of flame fills the space, shooting from a broken conduit. Thomas decides to brave it, counting on the ancient suit to protect him, and his risk is rewarded; he hardly feels the flames through the material. A bank of machinery with another turn-wheel stands on the west wall, while the door to the north bears another. Thomas tries the door, opening up a quicker way back to the entrance, and then the machinery. The flames blasting from above cease. From far off within the shrine, the party hears a great grinding of some other mechanism stirring to life.

They decide to check back in on the room they lit on fire first. Chamber 7 is now mostly cleansed of oil, only soot left; no gremlins jump out to attack. The south door is more aldsteel, not as heavily reinforced as the ones in and out of the smelter room, but still mechanically locked. Thomas remembers Flint explaining that aldsteel is supposedly indestructible except by itself, and remembers his great knife, made of the same stuff. He takes a shot at forcing the pins out of the door hinges with the knife. It works; the door falls from its frame with a mighty clang.

Chamber 8 is dominated by storage shelves. Searching, the party finds a dozen finished ingots of aldsteel, ready for working by arts now lost to common knowledge; a decorative jar holding 800 motes of Dust; and a pair of head-sized metallic canisters, both marked with alarming red sigils that conjure to mind images of explosions. Thomas, curious, tries to take the top off one of the canisters; it pops up to reveal a steadily blinking light, the canister starting to beep rhythmically.

Thomas: I grab the other canister and run!
Xerxes: Me too!
Tree: Uh, that's metagaming. I've never seen a blinking light or heard a rhythmic beeping in my life, I have no idea what it means.

Thomas grabs Tree with his free arm just in time to haul him from the room before everything explodes.

Ears ringing, the party ventures back into the storeroom to scoop up the scattered Dust from the now-shattered jar and collect the aldsteel ingots. Feeling flush, they next head for the great forge chamber (3) to see what all the noise is about.

As they enter, they find the flaming beasts standing watch as the great nested rings surrounding the altar grind into motion. They revolve around one another, lights shimmering and sparking on their inner surfaces, seeming to seek some precise alignment. Finally, just as they seem to be approaching the right configuration...they grind back to a halt, the lights dying.

The flaming beasts stand there for a moment, perplexed, before throwing their heads back and letting out echoing howls. Before the explorers' eyes, they merge, the fire of their forms twisting together into a single body, upright and humanoid. Standing before them, it bows. Then, with a final flash of flame, it vanishes. Around the delvers, the heat of the forge begins to cool, the lights filling the chamber fading...and the aura surrounding the sword floating over the altar disappears, the blade clattering down.

Tree rushes up to seize the blade immediately. As he holds it aloft, he can feel it humming with power. He quickly wraps it in his cloak to keep it safe.

The three aren't quite sure what to think of the display. Did they fail to repair the forge? Are they still missing some piece of the puzzle, or is it simply impossible? Without answers, they're left with little to do but depart, with plenty of proof for Monastery Burner in hand.

The Get Rich and Become God Method

As Thomas, Xerxes, and Tree leave the forge to rejoin Flint back in camp, the group takes stock of its situation and realizes some things. They're now carrying quite a bit of money, more than two years' common wages between the four of them in Dust alone, plus some valuable treasure (including a door of solid aldsteel currently off its hinges, a fortune in the making, though they don't have a practical way of getting that down from the mountains by themselves). They could do what they promised to Monastery Burner, bring her the proof she wanted and join the Black Dogs...or not.

Thomas asks Flint what the bandits are to him; Flint says they're nothing more than a means to an end. Thomas turns to the group with another question: what do they want out of life? They could put their newfound wealth toward a peaceful retirement, but Thomas has been thinking about this Lord Raedric they've been hearing so much about, and he doesn't like the sound of him much.

Tree ponders the sword wrapped in his lap. "You said we were pit slaves," he says to Flint. "What's the opposite of a pit slave?"

Flint thinks it over. "Well...a god, I suppose."

Tree nods. "I like the sound of that."

A plan is formed, or at least the start of one. First, back to Velm to resupply and sell off some of the loot. From there, the Salt Way should take the group to Kyther, where Raedric waits. The group briefly considers trying to hide the entrance to the forge somehow--that aldsteel door is still here waiting for them--but decides it's not worth the trouble, hoping Monastery Burner will just assume they died when they don't come back. With nothing else holding them here, the four pack their bags, load up the cart, and begin their descent from the mountains.

Valit

As clouds blow in and it starts to rain, Tree has the first warning of danger approaching, a shadow passing overhead.

He tries to throw himself clear as something dives out of the air toward him, but too slow; the beast sinks its claws into his shoulders.

Valit: Airborne predators that hunt in flocks, bearing prey skyward with their powerful talons. With wingspans that can reach eight feet, they're more than capable of attacking humans, and won't hesitate to do so when hungry. HD 1, AC unarmored, bite 1d6 or grab (victim saves or is lifted), morale 7. No. appearing: 1d6+3.

Before the party can react, Tree is borne fifty feet into the air. Two more of the creatures dive down, one going for Thomas, the other for Xerxes, while two more circle above. The party loses initiative.

Thomas tries to get out of the way, but he's not fast enough either, and follows Tree into the air. Xerxes has a different idea, reaching for the pouch of sand he used to carry around the smithy to put out fires. With a quick throw, he's blinded the beast heading for him, avoiding its grasp.

Tree, struggling in the grip of the first beast, does the only thing he can think of: he draws his new sword. The blade sings in a perfect arc, cleaving the creature in half without slowing down. As he falls, Tree desperately grabs onto one half of the thing and tries to break his fall with it.

It does him no good. He lands with a bent neck.

The blinded valit launches itself clumsily at Xerxes, enraged. He strikes at it with his hammer, but the creature moves erratically.

Xerxes falls with a torn throat.

Thomas struggles to wrestle free of the beast hoisting him, reaching for a coil of potter's wire on his belt and desperately trying to get it around the creature's throat. He's too slow. Hoping to save his friend, Flint throws his spear at the valit. His aim is good, piercing its wings...and sending Thomas back to the ground.

Thomas lands head-first.

The two valit remaining above dive for Flint. Left unarmed, he sees only one option. One more vial of burning blue fluid, his last, streaks toward the closer of the two fliers. His throwing arm saves him again, the splash catching them both. He ducks aside before the flaming bodies land on him.

The last valit, still blinded, flaps away clumsily in a hasty retreat.

Flint looks around. He's the only one left standing.

He hurries to Xerxes, checks. No pulse.

He rushes to Thomas. Nothing to save.

He sprints to Tree. His neck is broken. He's breathing. He can be saved...but Flint is no doctor. He has no treatment supplies.

There's nothing he can do but watch as Tree breathes his last.

Alone on the mountainside, a soot-streaked boy stands surrounded by three dead men he was just beginning to know, and all their dreams of a changed world.

Wednesday, February 14, 2024

I CAST TESTICULAR TORSION

Magic duels are cool. I want them in my game.

What should they look like? They can basically be anything. The way they'll look will be informed by what spells are available in the game and how they work.

As a thought exercise, I started looking over the OSE spell list to see how a theoretical wizard duel might play out following those mechanics as provided, so I could see how one might want to change them to achieve a different result.

I quickly realized that when it comes to wizard duels (and small-scale tactical skirmish combat, the standard use case), the OSE spells are broken as fuck.

The Theory

You have 6 spell levels, theoretically of increasing power.

All spells take 1 slot of their level and are cast the same way--1 full round, damage interrupts, must have a free hand and be able to speak.

This naturally implies that spells of the same level should be roughly equivalent in power, since they have the exact same casting requirements.

Now let's see if that assumption bears out.

The Problem

Hypothetical wizard duel, two magic-users of the same level, both know every spell they're able to cast. I take a look at the classic 1st-level spell list, and these in particular jump out at me as the spells most relevant to wizard duels--though of course a creative wizard might be able to come up with a use for others.

Charm Person: Neutralize a single target (by making them friendly) on a failed save (unreliably, more and more so as the game progresses and saves get better).

Light: Hamper/neutralize a single target (blinding it) on a failed save (unreliably).

Magic Missile: Harm a single target reliably (no save, can't miss).

Protection from Evil: Prevent harm unreliably (makes evil creatures' attacks and spells less likely to hit you, but does nothing to weaken their effects when they do) and situationally (depends on the alignment of your enemies).

Shield: Prevent harm unreliably (better AC means better chance of no damage, but no reduction in damage when someone does hit you).

Sleep: Neutralize multiple targets, reliably (no save), until higher levels at which point it becomes entirely ineffective.

Sleep is vastly overpowered compared to other 1st-level spells. This isn't necessarily a problem. You might want some variation in the power of spells at a given level; I think that makes things more interesting. In Magic: the Gathering, this principle is called the Jedi Curve: when designing a card that costs a given amount to play, the design team maps the "standard" power of a card at that cost as the Jedi Curve, and tries to fill each set with cards that sit above, below, and right on that curve. This is supposed to reward players for learning what cards are good for their cost and seeking out those cards to build their decks around. Similarly, if wizards in your game world know that some 1st-level spells are better than others, they'll be motivated to quest in search of those spells and compete with other wizards to secure copies.

However, I think something like the traditional Sleep is probably too overpowered. Its existence basically destroys the possibility of wizard duels even being a thing; every one will just become a contest to see who can cast Sleep first and win instantly, until you get to duels between wizards with more than 4+1 HD who are just immune to it, which also isn't interesting because it means they can just ignore it completely from then on without having to exercise any kind of competence.

What is it about Sleep that makes it so broken? I set out to understand better. The goal: map an ideal Jedi Curve for my own spell system that manages to account, at least somewhat, for the tactical infinity of OSR play as compared to the strict mechanics of Magic.

The Analysis

So we've already broken down what the most directly fight-related 1st-level spells do, how they're typically going to affect a duel. We can break down the effects of these spells into three categories of sorts, three metrics by which they can be compared. I'm going to call these effectiveness (at offense or defense), scope (how many targets they can affect or threats they can protect against), and consistency (how reliable the effects are).

As we saw, Charm Person, for example, serves to effectively neutralize a target in a fight: it makes the target friendly, causing them to stop fighting, causing the fight to be over and the caster to win. However, it's only effective against a single target, and it's not perfectly reliable, since the target can save against it.

Based on this breakdown, I come up with a few rough scales for each of the categories.

  • In terms of effect, we have offensive spells that hamper targets; they weaken them somehow, but not enough to take them out of the fight. Then we have spells that harm targets, bringing them closer to being out of the fight directly. Finally, we have spells that neutralize targets, taking them out of the fight in one fell swoop. Defensively, we have spells that mitigate harm to the caster, making it less severe; spells that entirely prevent harm to the caster; and finally, certain spells might exist to reflect the harm from the caster back at its source.

These don't fully capture the effect of every spell that's useful in a fight, and they're not meant to. For example, you might have two spells that neutralize a target, but one might do so just temporarily, like Sleep, while another makes the subject unable to fight pretty much permanently, like Feeblemind. The second spell is obviously a lot more powerful in general, but in terms of effect on the balance of a single engagement, they're equivalent.

  • In terms of scale, we have spells that affect a single target and spells that can affect a whole group.
  • And in terms of consistency, we have spells that are unreliable in their effect, because the target can save against them or use some other readily available means to resist them; and then we have spells that are reliable in their effect, those that don't offer a save or any other clear means of resistance.
Both of these are spectrums, of course, not binary categories.

You could also maybe break spells down by duration, like if you have a spell that weakens an enemy just for one round versus a whole fight. Some games do this, but I'm not generally inclined to do it for OSR stuff. In my opinion, when you start designing spells to work only for a certain number of combat rounds--the timescale of a single fight--you're getting away from the kind of tactical philosophy OSR play usually focuses on and more into crunchy skirmish wargame territory. Duration obviously matters on the timescale of an adventure or campaign, but that's not what I'm mostly concerned with when I'm trying to think about how a wizard duel might look in my game.

The Curve

Taking these metrics and applying them to classic spells, I come up with this general outline of what I think a "standard" spell of a given level should be able to do in a wizard duel based on classic OSR-ish spells. This goes up to 5th level, which is kind of the breakpoint where I like to think spells are more about affecting domain-scale stuff rather than personal adventuring.

1st Level

Hamper a single target reliably. This could be something like a blinding Light spell, if the target doesn't get a save.

Hamper a group unreliably. Something like a Fog Cloud, which has the obvious downside of also hampering your allies at close range.

Harm a single target reliably. This is your Magic Missile, the easiest balance point to compare magical forms of attack with physical; it's a bowshot that can't be dodged, but consumes whatever resources it takes to cast a spell (often much more limited than arrows) and might be interruptible depending on if you have all your spells take a full round.

Neutralize a single target unreliably. I might do this as a single-target version of Sleep that allows a save or some other countermeasure; perhaps a droning speech that can lull an unsupecting subject to unconsciousness, but they can stop their ears if they get wise early.

Block harm from a single threat unreliably. This is your standard Shield, easy enough.

2nd Level

Hamper a group reliably. Your Web.

Harm a group unreliably. Burning Hands, perhaps--blast a bunch of fools at once, but they can dodge.

Block harm from a single target reliably. This could be your Mirror Image. A group attacking you all at once could hit all the dupes at once and isolate the real you.

3rd Level

Harm a group reliably. Here you get your Fireballs and Lightning Bolts. Even if your opponents save, they're still getting at least somewhat fucked up.

Neutralize a single target reliably. Hold Person, assuming either no save or a difficult one.

Mitigate harm from a group reliably. Magic Armor; you're tougher, but they can still get through, or it only reduces harm rather than stopping it even when it works.

4th Level

Neutralize a group unreliably. This could be a Confusion; maybe it allows a save, or maybe it's always effective but doesn't always stop subjects from being dangerous.

Block harm from a group unreliably. Protection from Normal Missiles fits this; always good against arrows, does nothing for melee weapons.

5th Level

Neutralize a group reliably. This is Cloudkill, with the "weak enemies die outright."

Block harm from a group reliably. Protection from Normal Weapons, check.

Closing Thoughts

I notice the parameters actually get narrower and narrower at each level. That might feel counterintuitive, but I actually think it makes sense. Personal-scale combat is a pretty niche scenario in a good OSR game, and I think a good magic system should be about much more than that overall. If there are fewer and fewer tactical niches for higher-level spells in that scenario, it suggests that a greater proportion of spells at each ascending level are mainly focused on other things, operating at larger scales where the greater number of situational factors at play makes their utility harder to measure and compare. 

Is this useful? I dunno, I feel like it will be for me. It's something I can look at when I want to make a new spell to get a sense of how it might or might not fuck up my wizard fights. Having a reference like that will help me get over my analysis paralysis. Maybe it'll be useful for some of you too.

Monday, February 12, 2024

You Can't Elide What Doesn't Exist

Jared Sinclair says, "rules elide." In general, I agree.

For those not yet familiar and who don't want to read the whole post, I'll summarize briefly with one of Jared's own exercises. Think about picking a lock in an RPG. If you wanted, and everyone at the table knew enough about how lockpicking works in real life, you could resolve that entire process just by describing it in detail: the ref could decide what type of lock it is and how the mechanism works, the player could describe exactly how they use their tools to examine and work with it, what motions they make, and the ref could describe how each motion moves each pin or whatever other part of the mechanism. If you know enough, you don't even need to roll any dice (maybe--I have my suspicions about that, but that's a subject for another post) or rely on any set mechanics beyond what you all know about how to pick a lock.

Of course most of us don't know nearly enough about how lockpicking works to do that (I sure as fuck don't). Luckily, we don't have to, because instead of going through that whole process of describing every detail, we can just say, "roll 1d6, add your lockpicking skill bonus, if you get a 5 or higher you do it."

This rule elides the true process of picking the lock. It takes away the full detailed complexity of picking the lock and replaces it with something simpler, quicker, and easier for most of us to understand. Depending on the desires of your group and your game, this might or might not be a good thing. In OSR gaming, we place a lot of value on player skill over character skill; by using rules to elide what happens in the fiction, we take some of that load off the players to know how things work in the fictional world and apply that knowledge, and put more of that load onto the characters. Every game and group will have its own ideal balance of what to elide and what to play out in full.

Jared's argument, in the strong form, is that this is all rules can do. They cannot create or inspire or evoke, only elide. Broadly speaking, I agree. Every rule we set for our game simplifies some part of the fiction.

However, I believe Jared makes an important oversight. The strong form of Rules Elide presumes that everything in the game fiction has a real-world referend. Picking a lock is something that can happen both in the fiction of our game and in real life. We can assume, unless told otherwise, that it works the same in the fiction as it does in real life. When we then apply a rule to the fiction for lockpicking, we elide that process. It is implicitly the real-world process of picking a lock that our rules are eliding, not the fictional one.

But our fiction doesn't always have to refer to real life. The fiction can create new things wholly from imagination.

Rules Can't Elide Magic

Magic doesn't have a referend in reality. When we say, "My wizard casts Magic Missile," they aren't doing something a person can do in real life. The interaction cannot happen if there isn't a rule to say, "A wizard can cast Magic Missile."

Now, technically we can assume there's some elision of the fiction happening. We probably imagine that in the fiction, there's a whole lot going on when we say our wizard casts Magic Missile that we aren't bothering to describe in detail. We might have an idea of what some of those details look like, or we really might not care at all. But I argue that when we talk about rules eliding, that elision of the fiction isn't what really matters to us. It's the elision of the real-world referend.

The reason we care about rules eliding is because when they do, they're shifting that balance of skill and knowledge away from the players and toward the characters. We want to be careful and thoughtful about what we elide because we want to make sure we leave the things in the hands of the players that we want to be there. If we want to run a game that challenges the players' skill at creative logistics, we don't want a rule that says, "roll 1d6 to figure out how you get the wagonload of treasure down the mountain to town." We want them to figure that shit out and explain it.

But when it comes to magic, to interactions that exist only in the fiction, the players can't know anything about them until they hear them explained. We can't make a game that tests the player's skill at magic without reference to game rules, because magic isn't a thing the players can be skilled at. (I'll leave aside discussion of real occult practices as not really related to how magic is used in most games.)

Now, you can argue, "But when you establish magic in your fiction, it's not necessarily rules creating that magic. It's the fiction, they're not the same thing." In this case, they are--unless you really are establishing how magic works in your fiction down to the last detail, which is impossible, and then creating simpler rules to elide that complexity. However you establish it, your explanations are always leaving something out. So, yes, maybe in that sense, your rules are eliding the truth of magic in your fiction. But at that point, who cares? How is it useful to talk about rules eliding something that can't exist without the rules to begin with?

(This ties into another thing I've been wanting to talk about: when you play at the world, your setting is your system. Hoping to have another post for that ready sometime soon.)

I think Rules Elide remains a useful lens for thinking about modeling real-world interactions through game rules. But when it comes to interactions that are wholly fictional, things characters can't do at all unless something in the fiction establishes them as possible, I think the argument breaks down. You can't elide something that doesn't exist--not in any way that matters.

Monday, February 5, 2024

All the Lights in the Sky: Sessions 3 & 4

I'm definitely not gonna be able to keep up with play reports for every session now that school's back in. You're getting the highlights.

While Xerxes does his best to staunch the bleeding from the arrow Tailor just left in his leg, Thomas and Tree follow her into the old seafort. It looks to be in rough shape, the tower partly collapsed. Hailing the guards to open the gate, Tailor sends her men to take stock of the PCs' tribute while she brings them to meet the boss.

The Black Dog Bandits

The Dogs are led by Monastery Burner, who doesn't bother introducing herself to the two escaped pit slaves her lieutenant brings her. They don't make the best first impression. If they want in, they're going to help her with a little errand. A friend recently sold her a map purported to lead to an ancient forge up in the mountains to the west, where magic blades were made once. She wants the PCs to find it, if it exists, and bring back proof.

They'll have help, and supervision, from Flint, newest member of the Black Dogs and new replacement PC for Yuri's former player. The soot-streaked kid with the bulging pack tells Thomas and Tree to keep their distance from him if they plan on lighting any torches--he is apparently very flammable. Before heading out, the party ask if they can have their cart back, now emptied; with Flint's encouragement, Monastery Burner reluctantly agrees.

With map and cart in hand, the three head back outside the walls to recollect Xerxes, who's managed not to bleed out. Flint takes a look at the wound, but it's beyond his skill. He knows a doctor in Velm who could probably help. The others aren't too keen on going near town, given the whole escaped slave thing still ongoing, but they decide it's a risk they'll have to take. They camp out beneath the fort's walls for the night before setting off, Xerxes bundled uncomfortably into the cart.

Velm

The journey back west through the hills proves uneventful. By afternoon of the second day, the party gets their first sight of Velm's walls. For all but Flint, it's by far the largest structure they've ever seen. The watchers at the gates are alarmed to see the wounded Xerxes in the cart, asking if the Black Dogs got them; the party wisely takes advantage of the ready excuse. The watchers are distracted enough from any questions about the group's identities to usher them inside.

The doctor, Tonie, scolds the PCs for getting themselves in a position to be shot and Flint for handling the wound like an amateur. She can take care of it, but first the group must overcome their poverty. Flint offers some of his "product" in trade; no sell. She agrees to accept some strong spirit he has left and makes it clear this is the last time she does him a favor.

Properly dressed now, Xerxes' wound still needs time to heal. The market square is dizzying to the pit-dwellers. Tree, remembering the hand he hacked off the metal-plated figure in the underground chamber, asks Flint if he knows anything about it. Flint, surprised, recognizes the metal as aldsteel, the stuff of the gods, said to be indestructible by anything but itself. The group agrees selling it could be a good way to cover some living expenses. A merchant points them to the smithy. Juno, the smith, quickly does her best to hide her amazement from the rubes, and they end up settling for a steal of 75 motes--not that she knows how to work the stuff anyway.

Asalam, the oily innkeep, is happy to rent the group a private room for a week. Deciding to hole up and avoid attention, the group wiles away their time until Xerxes can walk again before bidding Velm farewell.

The map says to follow the southern source of the river to its origin. The pit-dwellers entertain thoughts of showing Flint their crash site, but don't pass as close as they expected. The kid is fascinated by the story of their meeting with the luminous figure in the underground chamber; clearly, these men are blessed by the gods somehow. As he ponders the matter, Thomas, eyes peeled for a conspicuous X on the ground, trips into a hidden recess in the mountain slope, finding himself before a set of mighty aldsteel doors into the rock....

The Calcifer Shrine

Credit to Dyson, barely had time to key this one but fuck it we ball

New session, and Thomas' player can't make it, so as the party makes ready, he suddenly finds himself wracked by a stomach bug and has to step away. Tree, Flint, and Xerxes--still limping--forge ahead into the hot, sooty passage.

The stonework is immediately familiar to the pit-dwellers from the chamber they explored, and Flint can only guess it must be the work of the gods, finer than any human tools could make. A great frieze of a smith at work, flanked by hounds, greets the explorers, seeming to move in their torchlight. The first door they try, south into 6, is heavy aldsteel without a visible mechanism; heat radiates from it. Xerxes, accustomed to it from his smithing days, tries pushing it open and finds his hands blistering. The party moves on.

To the north, their torchlight reveals what at first appears to be statues standing in the alcoves, but reveal themselves on approach to be suits of some kind of armor, two present. Each encases the whole body, with a clear plate for the visor, the rest made of some flexible dark grey stuff that isn't metal. Tree, feeling adventurous, steps into one, which seals around him on its own; as it does, he realizes he no longer feels the heat of this place. Since it seems to be safe, Flint takes the other suit.

West, and the party find themselves in a cavernous space, flickering firelight dancing across the walls from some unseen source far brighter than their torch. The room is dominated by an assembly of great rings half emerging from the floor, nested one within the next, all at different angles. In the center, above a metal alter--or anvil?--floats a sword, wreathed in a firelight nimbus.

Xerxes tries to approach, because hey, he's a smith. Before he can pass the innermost ring, flames flare to life in the far alcoves. Four-legged beasts take shape, approaching the altar. Xerxes expects an attack, but they merely pad do the southern door, herding the party over before waiting patiently. The message is clear.

In the passageway beyond, the group circles back northeast to confirm the layout. As they turn to head back again, they come face to face with three wandering oil gremlins. Tree's immediate reaction is to throw his torch at the one in front. His arm is good; it lights up, sizzling and melting as it flees in desperate panic. A failed morale roll sends its friends after it. The party follows at a distance.

South into the four-way intersection. The door west is scratched, dented, and splattered with crude oil. To the east, burbling and banging sounds. Further south, silence. South again first. At the end of the long passageway, a break from the heat. Great floes of ice burst from broken pipes and tubing, connecting back to a great cylindrical metal vat, rimed with frost. A figure stands frozen within the ice, upright, but headless. Xerxes and Tree recognize it--another of the metallic beings they met before, though this one seems more slight, less imposing. Flint can only surmise it's a Guardian, one of those who watch over the gods' old holy places. It seems to have been frozen in the middle of trying to reconnect one of the damaged hoses.

The group continues east, turning north. The door ahead is more heavy aldsteel, but this time bearing a wheel that looks meant to be turned. Tree gives it a try. There's a series of thumps, a hiss of pressure, then...nothing. The PCs figure they're missing something.

Back to the far west intersection, then east this time, into the room where they heard the burbling and banging. The explorers immediately realize they're not alone. More oil gremlins are hard at work attempting to smash banks of machinery in each of the alcoves along the walls, with limited success. They stop at the intrusion. One speaks. "Who...you?"

The PCs are open to talking. The gremlin asks if they've come to destroy this place; it tells them of its kind's desire to break the machines, to claim the blade, and to be free to leave and destroy all they like with its power. Tree is curious about why the gremlins are so bent on destruction, but the gremlins aren't really equipped for self-examination. Frustrated and suspicious, they attack.

Tree quickly lights up the first one. Since fire seems to work so well, Flint decides to bring out some of his product. A flask of glowing blue-white liquid emerges from his pack; with a good throw, it explodes into blue flames that reduce two more gremlins to oil in a second. The remaining two are braver this time, but they turn out to die just fine to Flint's spear and Xerxes' hammer.

The party is left to examine the machines in the alcoves. Each bears another turn-wheel and a symbol of the First Speech, which Flint doesn't recognize. Xerxes tries one of the wheels. With a hiss of pressure, a glowing bar illuminates part of the chamber ceiling, filling up a series of seven notches--a gauge. With a couple more lucky guesses, the explorers figure out a combination that seems to work; from somewhere in the distance, they hear a rumbling of something activating, and the machines cease to respond.

(This is a super easy puzzle I stole from Mass Effect. You have 5 buttons, marked 5, 7, 11, 13, and 17. You have to press three buttons that total between 31 and 34. They got it in two tries by guesswork even without being able to read the numbers--I had the gauge on the ceiling be marked with visible notches, so they just went by that.)

Unsure of what they just did, the group heads back into the intersection. Last unexplored way is the battered door to the west. Beyond, a roughly cubic block of machinery, clearly damaged by the partial collapse of the ceiling, has leaked black oil over the whole floor. In the south of the chamber, several more gremlins are trying to break down another of the heavy aldsteel doors, so far apparently without success.

The party lights the floor on fire. The gremlins go bye-bye. The players are excited to walk in and see what's up, until I remind them that the room is currently on fire. They'll have to wait a while.

Back to the room with the ice. Seeing that the frozen Guardian seems to have been trying to reconnect some of the tubing, they figure maybe they should try to do the same. They quickly discover that the ice is no mere frozen water; Tree comes into contact with some trying to chip at it with his pickaxe, and is only saved from a nasty burn by his new ancient armor. Getting the idea, the group spends several turns trying to figure out a way to repair the mechanisms without having to smash open all the ice floes and risk releasing more of the coolant. They burn through their only torch while they're at it, improvising a replacement using Flint's spear and some of the crude oil dripped by the gremlins. After a couple more turns of debating, though, they decide they aren't making any headway just now. Resolving to regroup overnight and return with the hopefully recovered Thomas in tow, the party retraces their steps back out of the dungeon and emerges into the light of the setting sun, still empty-handed for now.

Wednesday, December 27, 2023

All the Lights in the Sky: Session 2

Previously...



Four young men from the underground village of Roa steal away mid-sleep-shift in pursuit of a whisper from the deep mining teams: an unmapped chamber with walls of gleaming silver, lit by a strange glow. In spite of the chief's warnings, they enter the mysterious halls beyond. Braving ghostly apparitions, mushroom-headed goblins, and warriors with metal flesh, they reach the innermost chamber and find the village chief himself. Furious at their trespass in what he calls a sacred temple, he attacks, and the delvers are forced to dispatch him--though not before one of their own falls. As the chief breathes his last, the temple wakes, the floor shaking as the structure hurtles into motion, carrying the survivors unimaginably far before plummeting. As our heroes crawl from the wreckage, they find themselves standing beneath an expanse of endless color, with no walls or ceiling, as a great disc of light climbs above...


The Party

Xerxes, a blacksmith. Always holding himself in high regard, he immediately knew what the strange chamber was when he heard of it: a path to the land of the gods he'd heard stories of. Determined to leave his life in the village behind, he set off without hesitation.

Thomas, a potter. Honestly liked his little routine life in the village, and never wanted to go against the chief's orders. But when his friends resolved to explore the strange chamber, he knew he couldn't let them go without someone reasonable to keep them under control.

Tree, a miner. Given a name no one in the village knew the meaning of any longer by the time he was born. Loves to do two things: mine and craft. He tagged along on the expedition because none of the other idiots thought maybe they should bring a pickaxe.

(Our fourth player, whose character was slain by the village chief at the end of last session, was unable to make it this week. We're planning on bringing in his new character next time we play.)

All the Lights in the Sky: Session Two


Dawn

The party crash-lands in the scrubland hills south of Velm. Crawling out of the remnants of the ancient flying craft that brought them here, they survey this strange new world for the first time. The mountains are visible to the south and west, while a plume of hearth-smoke rises to the northwest. After taking a look around, the party decides the latter should be their destination.

They pause a while to see to the two dead bodies on their hands--their fallen comrade Yuri and Chief Belar. Without shovels, they manage to create passable graves by piling dirt thrown up from the crash over the bodies. Thomas does his best to arrange some stones as markers. Everyone seems a little overwhelmed to say much.

With the funerals taken care of and their supplies evaluated, the three survivors set out. The great disc of light rises overhead, brighter than any light they've ever seen; they have to shield their eyes to manage. The lack of walls or ceiling, and the way the air moves, are dizzying to those accustomed to narrow tunnels. The land all around is blanketed with more greenery than they've ever imagined--they've seen plants before, the algae from the pools and the smokevine used to make wooden implements, but never so much growth, or so large. Tree tries to make sense of a plant that grows to twice his height, leafy branches reaching up toward the light-disc.

Casser

The travelers soon see their first familiar sight ahead: a cluster of houses, surrounded by what they recognize as plowed fields, though growing some unfamiliar crop that grows in stalks. A pair of men leading some huge, stocky animal with a plated head, pulling a plow on a harness, hail the party in their own language. They look human, mostly familiar, though cleaner than anyone the party has ever seen before. They offer greetings and ask where the strangers have come from. The party has to think about it for a moment before Thomas tries to explain that they came from below, but then above.

The men, obviously confused, mention something called a "star" that apparently fell from the "sky" last "night," and suggest the party come with them to see their chief. The party is understandably worried at that, considering how their last encounter with their own chief went--not to mention, they've never heard of another chief--but they can't see much way around it. The stranger, who introduces himself as Alden, leads them into the village toward the biggest house, where they're met by a very old, white-bearded man leaning on a staff, helped along by an anxious-looking granddaughter.

The old man welcomes the party to Casser Village, introducing himself as Chief Gol. He, too, wants to know where they've come from. When they give him a similar answer, he remembers the falling star, obviously very intrigued, and says the party must stay the night. His granddaughter protests in hushed tones, calling the party "escaped slaves" and saying they can't shelter them. Gol denies seeing any escaped slaves, just three men who've had a hard road, and says the gods demand hospitality, ordering her to have water heated for baths.

The House of Chief Gol

After being introduced to Gol's numerous children, grandchildren, and inlaws, and an interesting bathing experience--none of the three have ever had hot water before--they join Gol and his family for dinner. Gol apologizes for the modest meal, but it's more delicious than anything the party have ever tasted. Over the food, he plies them for more information about where they've come from. The party are cautious, but tell him a little of Roa and the caves. Gol thoughtfully mentions having heard that in some of the deepest slave mines, the workers are kept underground all their lives, without ever knowing the sun or the sky. Realizing just how little the party must know of the world they've found themselves in, he does his best to help them get their bearings, sketching out a simple map in the dust. He tells them of this land, Saldis, ruled by the Deathless Lord Raedric the Divine, a living god chosen by Heaven. To the west lies Kyther, the capital, where Raedric has his seat. The Salt Way leads there from Velm to the northeast, a proper town far larger than Casser; Lord Phandal, vassal to Raedric, lives there and collects the local tribute.

Thomas is putting together some things people have said, and some of the anxious looks Gol's family have been giving the guests since they arrived. Face grave, he leans in with a question for the chief. "Hypothetically speaking, if you saw any escaped slaves traveling through here, would you be bound to report it?"

"Well, it is the law," Gol replies. "But I don't see any escaped slaves here. Only three travelers weary from the road."

The party thanks him. "Truly, I'm an old man," Gol adds. "There's much injustice in this world. If I can spare someone a grim fate at the hands of their betters, why not?"

Despite the kindness, the party are starting to realize the precariousness of their situation. Gol has some advice. In the old seafort to the east, he says, a band of thieves gathers; they might have a place for the party. He can offer them some hand-me-down clothes to help them blend in a little better than their miners' rags, and some provisions for the road.

After dinner, the three duck outside to discuss their options. Though they remain concerned about being reported, not liking the sound of these lords much, they figure their best option is to do as Gol suggests. As they're planning their journey, a face in the window interrupts them--Gally, the chief's granddaughter from when they arrived, who's been giving them the most dark looks. She says they should get inside; it's dangerous out at night, with beasts and daemons about. The party takes her advice, retiring with the family for the night.

Morning

The next day, Chief Gol presents the party with their new clothes and a hand-cart loaded with food for a few days. Before setting off, the three track down Gally at her spinning work, asking for more information about these beasts and daemons. She says if they're going to Velm, or east to Rike, they should be careful of Vorns--long-legged, feathered things with vicious beaks, hunting in packs by day. Meanwhile, they should watch for silt strikers in the marsh streams if they head that way--they can pull a person under and drown them in the blink of an eye. The party thanks her for the advice.

Dressed and provisioned, they set off--not for Velm or Rike, but due east. According to Gol, it should be about two days' journey to the seafort, keeping to the hills on the southern part of the peninsula. There was once a track there, he says, but time has worn almost all of it away. Sure enough, it proves to be rough going, pulling the cart across hills and ravines. The first day passes smoothly enough nevertheless, clear and sunny, and the party beds down in a thicket for the night wrapped in their new cloaks. The next morning dawns much the same. Cresting one hill for the morning, the three witness several leggy, feathered creatures running along a neighboring peak; figuring them for the vorns Gally warned of, they hide and remain unnoticed.

A little later, they have their first sight of the ocean. Its vastness is another adjustment to the sky above, but the cool breeze it brings is welcome.

The Old Seafort

None of the party know what a "fort" is, exactly, but the stout rectangular structure with its large outer wall that comes into view on the second afternoon seems like the only likely candidate. With their destination in sight, the party huddle up to consider their options. Xerxes isn't quite sure about Gol's advice; if they're escaped slaves, he doesn't know if these thieves mean to enslave them again, and he'd rather avoid that. Thomas and Tree didn't get that impression, but they agree caution is warranted. They decide to see what they're up against and determine based on that whether to try and join these thieves as the chief suggested, try to take this fort for themselves, or try their luck elsewhere.

As a plan to get a foot in the door, they decide to transfer their provisions from the cart to their own packs and load the cart with some odds and ends they don't need--their old knives, Yuri's glowshroom lantern, and the Glimmer-rock the fungus goblins gave them in the tunnels. They plan to pose as bandits themselves, offering their "latest score" in exchange for a place in this gang. With their tribute in tow, they set off toward the fort once more.

Thomas is the first to notice trouble when something whizzes past his cheek, leaving a shallow cut. Four people, dressed little better than the party was when they climbed out of the crashed craft, emerge from the shrubbery with bows pointed at the travelers. A fifth, a small, slight woman with surprisingly well-kept long hair, steps out into their path, bow at her side with an arrow in hand, un-nocked. "What's your mission, friends?"

Thomas launches into his best sales pitch. The woman in charge calls for "Hammer" to check the cart; Hammer says it looks like just some old junk. A reaction roll confirms the slight woman is unimpressed. "We've got no room for dead weight. Leave the cart and get out of here."

The party urges her not to be hasty; she nocks her arrow. Xerxes decides this is his moment to make a break for it, and bolts. The arrow flies, and Xerxes falls in the dirt...with the shaft through his leg. Not a fatal wound, but enough to keep him down.

The woman examines Thomas and Tree. "That right there?" She points to Xerxes. "That's dead weight. You two can come talk to the boss."

With an apologetic look back at Xerxes and a promise to come back for him, Thomas and Tree set off with the bandits, rather dismayed that they haven't even reached the boss yet....

Saturday, December 9, 2023

Play Report: The Silver Chamber

I finally have enough free time that I can justify running games again. I decided to try introducing some of my school friends to my pet setting, the Tower Lands. Here's the adventure I ran for them to start things off.

The Silver Chamber

The caves of Roa are the only world you’ve ever known. Stone above, stone below. Humanity numbers five hundred and sixteen souls since Ged and Lani had their baby last week. By glowshroom’s light, you spend your wake-shifts in search of the earth’s bounty: gold and silver, iron and tin, and above all, the Glimmer, that sparkling treasure with its soft green luminescence, every find a blessing.

Under Chief Belar’s watchful eye and the masked gazes of the acolytes, the fruits of your labor are offered up to the gods, carried into the temple and never seen again. The elders speak of a world above where the gods dwell, a place of a thousand colors and a hundred thousand lights, where there are no walls and no ceiling. When someone asks if it really exists, the elders only shrug. All know better than to speak of it in front of the chief, or else earn lashes for turning their thoughts from work.

Three nights ago, a whisper began to circulate. One of the deep teams uncovered something unbelievable: a new tunnel, unknown on any of the maps. Walls not of rock but of metal, gleaming silver, and light, not glowshrooms or even firelight, but a strange pale radiance from some unknown source.

You scarcely dared believe it…but there it is before your eyes. A fissure in the rock, and within, those gleaming silver walls, smoother than those of any cave.

What secrets do they hold?

Who Are You?

You have drab clothes, a small knife, a torch, a piece of flint, and a canteen with three days' supply of water if you ration it (which you always do).

Roll 3d6 for your occupation and other possessions.

3-4. Pool tender. Waterproof waders, net and line, pouch of dried algae (edible, flammable), perpetual pool-stink.
5-6. Shroom farmer. Mud-caked boots, hoe, glowshroom lantern (lasts up to a week if sprinkled with water daily), reek of manure.
7-8. Mol rancher. Tough gloves, burrow-prod (long, sharp), pouch of mol jerky.
9-12. Miner. Dustproof goggles, pickaxe, pouch of assorted shiny pebbles.
13-14. Potter. Dirty smock, coil of strong wire, sack of unfired clay.
15-16. Toolsmith. Fireproof apron, hammer, pouch of sand, no sensitivity to heat.
17. Healer's prentice. Needle, spool of mol-gut, roll of gauze, pouch of medicinal moss.
18. Acolyte initiate. Plain robe, limited literacy.

Why are you here? Choose or roll 1d6, or come up with something else.

1. "I don't want to be, but someone has to keep an eye on these idiots!"
2. "There might be treasure in this place!"
3. "The chief is keeping secrets from us. I will find the truth!"
4. "There might be something down there that could threaten the village!"
5. "I don't belong in this pit. I'm going to the land of the gods, and this must be the way!"
6. "Why not? This is the most exciting thing that's happened in my whole life!"

The Dungeon

1 square = 10 feet. Floors, walls, and ceilings are, unless otherwise specified, of pale worked stone, impossibly smooth and uniform for any tools the player characters are familiar with. Doors are, unless otherwise specified, frosted glass-like material with metal framing, sliding into recesses in the walls, no visible handles. The panes can be cracked, and are breakable with time and loud effort, but don't shatter and fall apart like normal glass. Initially, the facility lacks power: all doors must be noisily wrenched open by hand (provokes encounter check).

X: Collapsible passageways. As lifelong underground dwellers, the PCs can all recognize these immediately. Collapses can be caused easily by damaging the walls with suitable tools.

1. Entrance Chamber

Entry is through a fissure in the ceiling. Floor is of darkly gleaming grey metal tiles, the seams between impossibly thin. Walls are of dark stone shot with veins of the same metal. The ceiling is disorienting to look up at: a velvety black void, appearing endless, dotted with pinpricks of pale, glittering light, dimly illuminating the room.

Open passageway north, dark beyond. Passageway south, descending, collapsed.

2. Great Hall

Cavernous, vaulted ceiling vanishing beyond torchlight. In the center stands a monolith of glossy black stone or crystal, 10 feet high. The right wall is dominated by a window (clear glasslike material, cannot be broken by any tools available to the PCs), looking out into pitch darkness. If light is held up to the window, a huge structure can be glimpsed beyond, bigger than any building in the PCs' village. It's made of some dark grey, matte material, almost like pottery; what can be dimly seen of its form is all sweeping curves. It is a flying craft of the First Ones, once used to transport cargo.

The black stone is home to the guardian daemon that watches over this place. It has lost much of its memory over the ages, and is surviving on dregs of emergency power. If the stone is touched, it will pulse with the familiar blue-green light of Glimmer, and the guardian will awaken, appearing to the PCs' as a hazy, flickering form of light with a vaguely human silhouette. It speaks in the First Speech; though the PCs can't understand it fully, enough of the roots persist in their own language that they can pick out certain general meanings.

The guardian once knew the layout of this place, but time has changed much, and it can no longer sense everything within as it once did. It knows the general layout of rooms 1-9, 16, and 17, but the language barrier makes conveying information to the PCs difficult. It can explain that the PCs' way north is barred, and that it needs the power stone that can be found in the dungeon to open the path, showing them what the stone looks like through an illusory image. If they ask where it is, the daemon will conjure a line of light along the floor that will lead the PCs to the storage room (5) where the stone was once kept. It doesn't know that the fungus goblins have stolen it and taken it to their hoard in room 11. Without power, the guardian can't sense any of the dangers beyond this room. If the PCs ask, it will tell them it can't answer.

Two open passageways west. Door north, a panel of solid aldsteel, gleaming dark grey: without power to the facility, it is sealed and can't be forced open.

3. Fountain Chamber

The center of the room is dominated by a broken meditative fountain, stagnant water pooling around abstract, angular wooden sculpture. Under the water is an ancient gold bracelet set with emeralds, worth 80 Ð.

Doors east and west. Open passageway north. Passageway south, descending, collapsed.

4. Dining Hall

Long tables and benches. Several have been upturned in the corners; a few show signs of damage, cracked by the blows of something strong. The northwest wall has collapsed, cave rubble piled up to the ceiling.

Door east. Open passageways west and south.

5. Storage Room

The door to this room has already been forced open partway, enough for a human to squeeze through slowly. Muddy tracks lead in and out, coming and going from the passageway to the north. The feet are vaguely human-shaped, but small, oddly knobby, and end in clawed digits. These have been left by the fungus goblins.

Metal storage cabinets line the walls and stand in a row in the center of the room. Each door bears a pair of etched symbols in the First Speech (an acolyte initiate can determine that they're just numbers). Most of the cabinets are sealed, but several have been forced open, doors damaged. These are empty. A single cabinet is yet unopened but can be forced. Inside is an aldsteel dagger (+1).

The power stone the guardian daemon seeks was once kept here. The fungus goblins have stolen it and taken it to their lair in room 11.

6-7. Bedchambers

The doors to these identical rooms are made of some opaque, glossy material unknown to the PCs, not metal or ceramic or stone; it is cool to the touch, durable, but breakable with time and effort. Each room houses a space for a bed in a recess against the north wall; the fungus goblins ate the mattresses and linens long ago. In the southwest corner of each is a closet or cubicle big enough for someone to stand in, walls and doors made of the same frosted glass-like material as most of the doors. The insides appear featureless.

8. West Intersection Chamber

The north wall of this chamber has collapsed, revealing living stone. There is nothing of interest in the room itself.

Cave passage north, narrow but traversable. Door west, solid aldsteel, but unsealed and can be opened as normal.

9. Guardian Chamber

A cylindrical pillar of light stands in the center of the room, connecting strange apparatuses of metal and stone in the floor and ceiling. If the guardian soldier has not been encountered yet, there is a 50% chance that it is here, standing within the pillar and gathering power. When it senses someone entering the room, it will activate.

10. Illusory Garden

The southeast part of this room is dominated by a riot of greenery and vibrant flowers, overflowing from planters and pots--all hazy, flickering, and insubstantial. When touched, they shimmer and vanish momentarily before reappearing. The north and west walls have collapsed, revealing living cave stone.

Cave passages southwest and north.

11. Fungus Goblin Den

The south part of this room is completely dominated by an enormous growth of greyish fungus, fruiting bodies protruding in dozens of clusters. The fungus goblins sprout from here; they are the consciousness of the fungal organism, extensions of its will. 4 of them will extrude from the main body when the PCs enter. Partly engulfed by the fungus, heaps of inorganic trash and rubble can be seen, including the telltale glow of several rocks containing Glimmer. Near the center, an especially bright, steady Glimmer-light shines: the power stone sought by the guardian daemon.

The goblins here behave as all their kind: they will fight to the death if the PCs threaten the main fungal body, but be cautious and open to trading Glimmer for food otherwise. They will offer 10 Ð worth of Glimmer per dead skrik in trade, and 30 Ð for a harvest of skrik eggs.

If the PCs ask about the power stone, the goblins will offer it in exchange for the PCs disabling the guardian soldier. If the PCs obtain the power stone and offer it to the guardian daemon, it will restore limited power to the facility: all doors, including the sealed one north from the great hall (2) into the east intersection chamber (16), will open automatically and soundlessly whenever someone approaches them.

Cave passages north and northwest. Flowing water audible to the north.

12. Underground Stream

This cave opens onto the slick, rocky bank of a dark stream, flowing from and disappearing into submerged tunnels. The fungus goblins catch cave fish here.

Cave passage south.

13. Cave Chamber

A small chamber formed in living rock. Nothing of interest within.

Cave passages southwest, northwest, and west. Familiar chittering and clicking of skriks audible to the west.

14. Glimmer Vein

An open seam of rock shining with Glimmer-light protrudes from the wall of this chamber. With suitable tools, a total of 200 Ð worth of Glimmer can be mined, 10 Ð per turn per person working. The noise provokes an encounter check every turn.

15. Skrik Hive

The walls of this chamber are honeycombed with tunnels too small for a human to squeeze through. Piles of gooey eggs sit against stalagmites. 1d6+2 skriks are here protecting the nest; they will threaten any who enter, and fight viciously if any eggs are threatened. There are enough eggs to trade 4 helpings to the fungus goblins at 30 Ð each if all are gathered.

16. East Intersection Chamber

A connective room. Nothing of interest within.

Double doors west. Solid aldsteel door south. Stairs ascending east.

17. Watch Post

A desk stands in the northwest corner with a chair behind it, upholstered in some unfamiliar black cloth or hide. It is supremely comfortable. Small wheels on the legs allow the chair to move with ease.

A set of metal cabinets hangs in the southwest. They open automatically if power has been restored. Within are two elixirs of Cure Moderate Wounds (syringes), a vessel of Fog Cloud (grenade), and an enchanted shirt of armor (light armor +1, non-encumbering).

18. Inner Sanctuary

The door at the top of the stairs is made of the same dark grey, matte material as the structure visible through the window in the great hall (2). It is slightly rough and cool to the touch; when touched, it automatically opens, hinging outward with a soft hiss. Beyond is a narrow passage, the walls of an unknown glossy material, the floor tiled in dark grey metal. The door to the south is sealed.

To the north is a chamber dominated by three heavy chairs attached to the floor, facing away from the entryway. Shutters of metal cover windows to the north; below is a curved table, its top an array of dark mirrors. This is the bridge of the ancient flying craft glimpsed through the great hall window.

In the center chair sits Chief Belar, a lit glowshroom lantern by his side. He comes and goes to this place through another path known only to him, which leads through the sealed door opposite this room--he knows the command phrase in the First Speech that will open it. As soon as anyone enters, he will leap up and demand furiously to know how they got into this place. He is horrified and enraged to see anyone from the village here: tending to this holy temple is his duty as chief, and the slaves in his charge are not worthy to lay eyes on it. He ordered everyone in the village to stay away from the mysterious chamber, and the PCs have defied him. They must all die.

The chief is a bully, and like all bullies, he is a coward at heart. He doesn't expect the PCs to seriously resist him, and can be dispatched without much trouble once he shows his true colors. He has a sword, the badge of the chief's office, the only such weapon known to the PCs. He wears a gold torc worth 50 Ð.

If the chief is killed, a light will begin to flash from a small mirror set in the armrest of the chair he was in. If anyone touches it, the flying craft will awaken.

Encounters

1-in-3 every turn outside rooms 1-2 and 16-18.

1.    1d4 skriks hunting rodents.
2.    1d4 fungus goblins hiding from the guardian soldier.
3.    1d4 fungus goblins with an injured skrik backed into a corner.
4-5. Sounds of the guardian soldier from a random adjacent room--clank, scraaaaape, clank, scraaaape, like someone wearing metal boots walking with a slow, dragging limp.
6.    The guardian soldier.

Skriks

Four-legged arthropodal predators the size of dogs, well-known and feared by the people of Roa. They hunt in groups, feeding on rodents and opportunistically on humans who get separated in the tunnels.

HD 1-1, AC leather, bite 1d4 and save vs. paralysis or immobilized 1d4 hours, morale 7.

Fungus Goblins

The fungus goblins are outgrowths of the large fungal organism that dominates room 11. They are a hive mind, with no names or individual identities. There are exactly eight of them; when one dies, the main fungus simply regrows it over several days and sends it out again as needed. They seek food, preferring meat but eating anything organic; when one has eaten its fill, it returns to the main fungus and is reabsorbed. They can speak well enough to communicate what they want, and will invite strangers who don't seem like easy prey to come to their lair and trade food for shiny things they've collected (like Glimmer rocks).

They hate and fear the guardian soldier, which is always trying to exterminate them. They have tried many times to destroy it, but have only succeeded in damaging its leg, slowing it. Anyone who can disable it permanently will earn their undying friendship.

HD 1-1, AC unarmored, bite 1d4, morale 6 (12 when defending the central fungal body).

Guardian Soldier

A construct of the First Ones, used to protect their sanctuaries. Its form is humanlike, plated in aldsteel, with spindly limbs, clawed digits, and no visible head. Under its armor, its limbs are moved by a tissue of matte grey fibers, tough to cut and surprisingly heavy. This particular soldier is damaged; its left leg no longer functions, and it can move only at a limp, usually trudging along at a slow patrolling pace and capable of reaching only a fast walking speed when it detects a threat. It no longer differentiates between guests and intruders: anyone it encounters will be warned in the First Speech to leave at once, and then attacked without hesitation if they do not comply.

HD 3, AC plate, blade 1d6, morale 12.

If the flying craft is awakened...

The floor beneath you shudders. Suddenly, before you, the metal panels on the wall slide away, revealing windows looking out into darkness. Behind you, you hear the soft hiss of the door into this chamber swinging shut. The vibration beneath your feet continues to build, and suddenly you feel that you're moving forward, slowly at first, then with growing speed. Then, the forward motion becomes up, your stomachs flip as you begin to ascend, and the darkness outside the windows is replaced with a new view: a vast expanse of deep, velvety blue, studded with pinpricks of pale, sparkling light, like the ceiling of the silver chamber you descended into.

The shuddering of the floor becomes so great that you're forced to take the seats or brace against the walls to avoid falling over. You feel as if you're moving at incredible speed, faster than ever in your lives. You're not sure how long it goes on--an hour, perhaps two. Then, the shuddering becomes a jolt, threatening to throw you off your feet even with support. A high, sharp sound begins to ring out, nearly deafening you. The forward motion becomes downward, you cling to whatever you can reach, then a CRASH--and blackness takes you.

You awaken sore and battered, but alive. The windows are once again blocked--this time by soil, seeming to have buried them. Picking yourselves up, you venture back out of the room. The door where you entered stands half bent off its hinges now, and from the opening streams light--gentle and golden, unlike even anything you've seen since you left your homes just hours ago.

You wrench the door open far enough to crawl out, and feel something you've never felt: air moving against your face. You look up...and have to fight down dizziness.

No walls. No ceiling. All around, a vast expanse, so far away your mind can't grasp it, painted in colors you've never imagined--gold, pink, orange, blue. Far in that great distance, a sliver of bright golden light appears, coming up over...you don't know what, for you've never known the word "horizon."

Behind you, the great grey structure of swooping curves sits broken and half-buried. Past that, a line of immense rocks, large enough to almost make you dizzy again, seems to scrape the endless expanse of color. You turn away, and are met with a strangely familiar sight: a plume of grey smoke rising in the distance. Hearth-smoke.

You have no idea where you are. Only that you're far from home.

What do you do?


Play Report

Justin the potter, Xerxes the smith, Yuri the 'shroom farmer, and Tree the miner sneak out of the village during sleeping hours. Reaching the fissure, they find it as described: strange, pale light shining up from a chamber with a floor of gleaming silver (1). Yuri descends first, glowshroom lantern lighting the rest of the party's way. Intrigued by the strange construction of the chamber, the four spend a few minutes investigating the materials. Tree and Xerxes try to pry up one of the floor tiles, but can't get knifeblades into the incredibly fine seams between or damage them at all with Tree's pickaxe. Justin tries to get at one of the pinpricks of light in the ceiling and finds the black material flaking off into powder, taking the lights with it.

Yuri leads the way into the great hall (2). After investigating the window and seeing the great structure outside, they go to examine the monolith, Yuri in particular searching for words to try and read. When Justin tries to climb the monolith, his touch awakens it and summons the guardian daemon, which greets them. Justin asks it where they can find treasure to bring to the chief; it tells them, as well as they can understand, that it lacks power and needs the power stone to open their way, illuminating the path to the storage room (5) where it thinks the stone still is (not knowing the fungus goblins stole it long ago). The four decide to follow its advice.

Figuring out how to wrench open the unpowered doors, the party enters the pool chamber (3). While they debate whether to keep following the daemon's path or go elsewhere, Yuri investigates north to the dining hall (4).

At this point, I remember I should be rolling for random encounters, but forget that there should only be a 1-in-3 chance of one each roll and just go straight to rolling for one on the table. I get 4, 1d4 (3) fungus goblins hiding from the guardian soldier.

Yuri spies gleaming eyes darting behind an upturned table, and warns the others that they're not alone. Justin, not the least bit worried, refuses to lower his voice as he suggests they keep following the daemon's guidance; the others agree. Breaching the west door from (3), they spy fungus goblin tracks entering and leaving the storage room (5). Unbeknownst to the party, the three fungus goblins follow, staying out of sight.

Tree decides to try breaking the glassy material with the butt of his knife. He manages to crack it, but makes quite a loud noise.

Random encounter roll, again forgetting to first check if an encounter actually happens and just rolling to see what it is. 5, footsteps of the guardian soldier coming down the north hallway.

Justin immediately hails whoever approaches, asking if they're also friend of Chief Belar. The ref facepalms.

The guardian soldier comes into the lanternlight. It immediately warns them that this place is forbidden and commands them to leave. The party doesn't seem to take the hint, so it begins advancing. Tree, feeling bold, decides to try and collapse the passageway at the weak spot to crush the thing. Being an experienced miner, he rolls with expertise and succeeds handily. The guardian soldier is crushed in the cave-in, easily disabled.

Tree decides to try and break off one of its arms to take along; Justin agrees to help. While they work at that, Xerxes heads into the storage room (5) and spends a turn searching the lockers.

Yuri, keeping watch while the others loot, spies fungus goblin eyes peering around the doorway from the pool room (3). He calls out to whoever's there. The ref forgets that reaction rolls are a thing, so the goblins ask for meat, offering a Glimmer chunk in trade. Yuri, knowing the party doesn't have any meat to offer, tries to stall for time, when Justin gets the bright idea to cut off some of the guardian soldier's artificial muscle and try to pass that off long enough to fool the goblins. Yuri hands it over; when the goblins recognize it for what it is, they rejoice, hailing the party as dear friends for destroying their great enemy. Handing them the Glimmer rock, the say it's not thanks enough and dart off to go retrieve the power stone, returning with it in short order. They tell the party to come back any time to share meat and fish before the groups part ways. (The ref silently marvels at how well that somehow went.)

Before the party heads back to bring the power stone to the daemon, Xerxes goes to finish searching the storage room (5). He's quite pleased to find the aldsteel dagger. The party is interested in the markings, apparently letters, on each of the locker doors, though no one can read them. Justin, however, gets the bright idea to use some of his clay to take an impression of the etchings for later. The ref is quietly impressed at the inventive use of such a niche item.

The four navigate back to the great hall (2) without incident. When the guardian daemon reappears, they hand over the power stone; the monolith pulses with light, and the north door shimmers with the same radiance as it unlocks with the facility's awakening. Bidding the daemon farewell, the party proceeds north into the intersection chamber (16). In another stroke of good judgment, they decide to check out the watch post (17) before heading up the stairs. Xerxes lays claim to the enchanted armor vest within; Justin takes the healing elixirs, and Tree ends up with the fog vessel.

Now well-armed, the party heads up the stairs. The door opens at their touch, and they proceed within to encounter the chief. He demands to know how they got in here, furious at being disobeyed--he gave direct orders for no one to go near this place. While Justin kowtows and begs forgiveness, Tree asks the chief what he's doing here; that's enough to set the chief off, and he draws his blade on them.

As Justin pleads for them to be spared, the others fight back. In the melee (during which the ref forgets his own combat rules multiple times), Yuri tries to sweep the chief's legs with his hoe to bring him down, but he's too slow, and falls with a sword through his neck. Xerxes, enraged, raises his hammer, and in another moment, the chief lies dead, skull caved in.

As Yuri's blood pools on the silvery floor, Xerxes takes up the chief's sword. He turns to the other survivors.

"I AM THE CHIEF NOW!"

Justin bows. He takes the gold torc from around Belar's neck, and places it on Xerxes'.

From the chief's seat, the light begins to blink. Xerxes sits, touching the mirror. The launch sequence commences.

As the sun rises over the wreckage of the crash, Chief Xerxes and his faithful followers Justin and Tree set off toward the plume of hearth-smoke, into lands unknown.

A History

5,000,000,000 Years Ago The planet Arai forms, orbiting a yellow star far from Sol, and begins its long cooling process. An impact breaks of...