Monday, 19 February 2024

Inquisition into the Unknown 1

A series played using Dark Ages: Inquisitor. This post is published under the CC-BY-SA-4.0 licence.

Nigelle von Murnau arrives in the isolated town of Clertou, having ventured here at the cryptic request of his late wife's family. All he knows is that the Church have requested the Murnau's aid in uncovering potential nightkin in the region. He is accompanied by his loyal manservant, Favian. He seeks out the church where he has been told to meet Amelina, the Church's observer for the town. He wants to make a good impression, so he presents himself as best he can [Charisma + Etiquette, 6 dice, 3 successes]. He makes a decent impression as he arrives in Clertou and by the time he reaches the church the town is aflutter with news of the visiting nobleman.

Amelina has been attending to her daily chores, some of which have taken her into the town [Perception + Alertness, 8 dice, 2 successes]. She hears word of Nigelle's arrival and hurries back to the church to prepare for his arrival. Another member of the Shadow Inquisition, Sister Anna, has already arrived but will need assistance due to her infirmity. After helping Anna to the vestry sitting room, she crosses into the church to greet Nigelle. She's impressed wit his commitment to his craft at least, Amelina puts little stock in titles but he carries his authority well.

Nigelle's first impression of Amelina is that she has an air of humility and quiet piety [Perception + Empathy, 5 dice, 5 successes]. He also detects an underlying current of guile that, to one less devout, might be mistaken for untrustworthiness. He follows her through the small church into the vestry, a far humbler environment than he's used to. It takes a moment before he realises there is a third person in the room - a venerable and frail nun sits in a chair in the corner.

Sister Anna appraises the pair of lay-inquisitors; they are young and inexperienced, which will limit their usefulness but also make them easier to manipulate. Confident in her ability to guide them toward her goals, she tries to make an impression by leading them in a ritual prayer [Charisma + Theology, 7 dice, 0 successes]. Amelina and Nigelle give her the benefit of the doubt but fail to truly appreciate (or be cowed by) the high ritual experience. Instead, Sister Anna sticks to the facts of her current lead, her manipulations will have to be a more long-term activity.

Amelina does her best to follow along with Sister Anna's prayer [Intelligence + Theology, 3 dice, 2 successes]. She manages to keep up and even discerns a potential motive for using such a complex rite, but acts as befuddled as Nigelle. Sometimes it's best not to let the mark know you're aware that you've been made. She busies herself preparing tea for the group, using the busywork to focus on Anna's briefing.

Nigelle sat through the prayer, nodding politely, but otherwise failing to grasp any of it [Intelligence + Theology, 4 dice, 0 successes]. Instead he focuses on the subsequent briefing, which is much more comfortable ground for him. He doesn't recognise the names of Rogahn and Zelligor Quasqueton, assuming them to be of a minor noble house. Their story, two noble sons trying to establish their own holding, does however. It's deeply frowned upon as it ruins a house's reputation if it fails.

Anna explains how the brothers, Roghan with his military background and Zelligor the reclusive scholar, took over an old estate and rebuilt it with resources that can only be partially accounted for. She chooses her words carefully to entice the pair while concealing certain facts of the story [Manipulation + Expression, 5 dice, 3 successes]. She feels confident her hook is properly baited and presents the mission. Both brothers have failed to return missives from their family and the local priest's visits have been rebuffed. The Church suspects foul play and has requested that operatives visit to ascertain what has happened.

Amelina pauses to consider what she's heard about the Quasqueton brothers, they're local enough that some of the locals might have shared rumours with her [Intelligence + Investigation, 4 dice, 3 successes]. She recalls three possible leads; the brothers used slave labour in the restoration of the estate, the renovations included laying a curse on the grounds to repel intruders, and that the brothers are still in residence. She doubts the curse is real but sees no reason to doubt the rest. She shares the details with Nigelle and Sister Anna, while she'd normally guard information closely, she sees no reason not to share with her fellow inquisitors.

With the evening drawing in the trio decide to rest and set out for the estate in the morning...

Monday, 12 February 2024

Malachite and Mithril: The Grail Hermitage 1

A game originally played using an off-the-cuff d20 system, but now converted to Maze Rabbits. This post is published under the CC-BY-SA-4.0 licence.

The Party

BARB BARIAN

Coltish, Nine fingers, Wine-stained clothes, Rambles, Righteous, Suspicious
HP 4; Level 1; XP 0; STR +2; REF +1; WIL 0; AB 1; Armour 1; Spell slots 0
Paths: Barbarian (Rage; AB +3, Armour -2)
Spells: -
Items: Light armour*, Shield, Sledgehammaxe (H)*, Dagger (L), Glue, Waterskin, Grappling hook

BOB WIZARD

Athletic, Sunburned, Rumpled clothes, Enunciates, Righteous, Vain
HP 3; Level 1; XP 0; STR 0; REF +1; WIL +2; AB 0; Armour 1; Spell slots 2
Paths: Mage (Adv. on arcana, -1 HP/level)
Spells: Concealing thorns, Enveloping slime
Items: Dagger (L)*, Shield*, Manacles, Fishing net, Horn

DAN JUN-EXPLORA

Aquiline, Moustache, Battle-torn clothes, Whispers, Generous, Deceitful
HP 4; Level 1; XP 0; STR +2; REF 0; WIL +1; AB 0; Armour 2; Spell slots 0 
Paths: Rogue (Adv. on stealth, thief skills, +2 party init.)
Spells: -
Items: Light armour*, Shield*, Shield, Longsword (L)*, Grease, Caltrops, Poison

MYSTIC MARGE

Slender, Moustache, Livery, Laughs, Disciplined, Cruel
HP 4; Level 1; XP 0; STR 0; REF +1; WIL +2; AB 0; Armour 1; Spell slots 1
Paths: Cleric (Adv. on religion, turn undead [WIL] or lay on hands [1d6])
Spells: Bewildering amber
Items: Mace (L)*, Shield*, Rope, Shovel, Lockpicks

SHADE

Solid, Top knot, Formal clothes, Robotic, Courageous, Wasteful
HP 4; Level 1; XP 0; STR +1; REF +2; WIL 0; AB 0; Armour 2; Spell slots 0
Paths: Acrobat (Adv. on acrobatics, +1 armour, can't use Heavy armour)
Spells: -
Items: Crossbow (R)*, Shortsword (L), Shield, Light armour*, Chalk, Crowbar, Lantern and oil

The Quest

Barb Barian, Bob Wizard, Dan Jun-Explora, Mystic Marge, and Shade materialise in between the twin pillars of the entrance to the Grail Hermitage. The pillars extend deep into the firmament above and the fundament below. Only by passing between the two can the Hermitage be breached, and merely walking between the two is far too literal.

Shades scales the left-hand pillar, the one made of a single piece of limestone and etched with an indecipherable cursive script. From a higher vantage point they survey the surrounding terrain. To the east stands a single mountain, rising from the ash grey plains. This is the only feature in an otherwise desolate space. They climb back down to share this information.

Marge and Bob discuss the cosmological and theological implications of the situation. They suspect the mountain may be a clue and try passing between the pillars with the mountain ahead; nothing happens. So they try again with the mountain behind them; again to no effect. Barb and Dan shift uneasily, unsure what to do with their weapons. Bob and Marge consider combining their powers as they have done so in the past:

Bob's Will check with Advantage: 3, 4, 6. [4] + [6] + 2 = 12
Marge's Will check with Advantage: 1, 3, 5. [3] + [5] + 2 = 10

Bob's eyes shine with raw cosmic power and eldritch radiation emanates from him. Marge extends her aura to envelop and contain Bob's power, forming a cocoon of divine power that allows the arcane power to build to critical mass. At the key moment, they both drop their control and unleash fully. The pillars crack as they are lashed with power. The cursive script on the limestone pillar and the rough-carved runes on the alabaster pillar flare and burn.

The air between the pillars twists and churns as the Hermitage gates try to resist the onslaught. Barb sees an opportunity to bring her sledgehammaxe to bear:

Barb's attack v. Portal. [1] + [2] + 3 = 6

The cracks that roil in the air refuse to stay still, enraging her to no end.

Barb's attack (with Rage) v. Portal. [3] + [6] + 6 = 15

The head of the sledgehammaxe catches the edge of a crack and Barb grins viciously; she grips her weapon in both hands and heaves with all her might...

Barb's STR. [4] + [5] + 6 = 14

...and tears open the portal into the depths of the Hermitage!

Monday, 5 February 2024

The Quiet Apocalypse - Year 2

A series played using a mash-up of Apocalypse World Burned Over and The Quiet Year. This post is published under the CC-BY-SA-4.0 licence.

The Cast

Lavender (Monarch) open, polite, and warm

Parson (Lawmaker) calculating, graceful, and regal

Peregrine (Harrier) brooding, predatory, and studious

Year 2

Cards: Five of Hearts, Queen of Diamonds, Ace of Clubs, King of Spades (end of game)

Parson runs the Silverlake Confines on the principles of trust, non-violence, and seething intrigue. All deals are final; no guns, no grudges. Outside the marker, Lavender runs the trade union made up of the settlement's labourers. The third power in the Confines is the Grey Wing, a biker gang and death cult hybrid. Peregrine leads them in their devotions.

Spring

Lavender's followers gather around her, one of their number had come of age and must be initiated into the deeper mysteries. They bring songs of praise, offerings to appease their great teacher, and promises to serve their community in her name.

Lavender: Devotion (10)

They ask for nothing more in return than the boy's initiation and Lavender gives them nothing more. Through unknown means word has reached Peregrine and they have returned to play their part. The boy is initiated into the mysteries of the faith; a life in service to the teacher, the cult, and the wider community. Then he is shown the outer truth of the Grey Wing, that those who reject the rules of the Confines are rewarded with death.

Summer

Parson decrees that the Time of Accounting will be coming; a time when the settlement's laws of not holding grudges are ceremonially relaxed. Citizens and merchants are allowed to petition Parson so that he can hear their cases and make rulings. He listens and makes his judgement.

Parson: Laws speaks to him (8)

The Law tells Parson that there can be no room for mercy in matters of justice. His rulings are surgical applications of Law with no compassion. It soon becomes apparent why the Grey Wing sent Peregrine back to the Confines; the Grey Wing shows mercy even when the Law will not.

Autumn

Following the events of this most recent Time of Accounting, Lavender reports that the populace are uneasy in light of the executions. Parson has always been firm but fair, this feels almost brutal. There are calls for the prohibition against grudges to be relaxed, if not repealed.

Lavender: Reads a situation (5)

She realises that this could have ramifications for her cult. Their membership is shielded by their status to some extent. Also, will her followers become more demanding of her? Do any harbour unspoken grievances?

The population's unrest grows. Parson is aware and stresses the need to balance changes in legislation with the integrity of the Law. He is reticent to act lest the Law enact further executions.

Parson: Act under fire (11)

Lavender: Act under fire (14)

Parson maintains his hold on the Confines. He delivers a speech in which he promises to consider the people's concerns carefully. This assuages them enough that the crowds of protestors disperse.

Lavender maintains her hold on her cult. She promises the even if the Laws of the Confines change, she has Parson's ear and will advocate for protections for her followers. They remain in line and continue to attend to her teachings and to her needs.

Winter

For an extended period of times there is peace in the Silverlake Confines.