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Mediums and Messages

@mediumsandmessages.bearblog.dev.web.brid.gy

Critical writing on GLOG and other old school adjacent adventure games. [bridged from https://mediumsandmessages.bearblog.dev/ on the web: https://fed.brid.gy/web/mediumsandmessages.bearblog.dev ]

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Latest posts by Mediums and Messages @mediumsandmessages.bearblog.dev.web.brid.gy

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Eyes Unclouded - Session 27 _A session report from ourongoing Studio Ghibli-inspired Cairn game._ ## A Strange Connection As night fell, the party huddled on the deck of their "rigible" _(a boat formed from the gondola of a dirigible)_ , which was actually a polymorphed member of their party. They were: * **Ambrose** , mountebank and would-be flirt (currently the rigible) * **Nanaki** , "no-face" spirit and artificer * **Sir Percius** , law-abiding knight * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body And they were accompanied by: * **Ismene** , botanist and wizard of the Verdurous Court * **Merlina the Crow** , the Cat King's magical advisor The surrounding swamp was cold and gloomy. Huge chasms opened up that dropped away into nothingness below. As they settled in, Nanaki began to tinker. They removed the orb they had retrieved from Eirnos' grove from their pack and untangled the three vines connected to it. They connected the vines to various parts of the rigible: the helm, the wheel housing, the deck. As the connections were made, the orb began to pulse and flicker. For Ambrose, in their boat consciousness, the orb appeared like a green sun on the horizon or a green light in the corner of their eye. It seemed to pulse and sway, as if trying to communicate. They attempted a meditation technique, whereby they relaxed and let their consciousness sink into a dream. This had mixed results. First, the rigible started surging west. The party back in the material world began debating whether this was Ambrose's doing and whether they should let the boat go. Second, Ambrose constructed a dream version of the grove in the Blue Woods, complete with the corpse of Eirnos the Deer. The orb happily inhabited that body, dragging bones and vines up to form the great spirit's shape. It said "hello." Madrigal observed the orb, noticing the way it pulsed and flickered just like speech. She deduced that this could be one side of a conversation. Working with Nanaki and Flame, they constructed a simple speaker. Sir Percius volunteered his helmet, the others filled it with water, and Nanaki connected it to the orb using the grasping silver wires of Alfiann's prototype. The result was that they could hear and speak with the orb Eirnos, albeit with screeching cable noise. ## Eirnos? So began a long conversation with the orb. It knew itself as Eirnos, but also that it wasn't alive - at least not in the way that great spirits are. It seemed to have precise memories of certain events and vague memories of later ones. It spoke in a hesitant monotone. **Of Alfiann** , it remembered the first time she died. The orb said it gave too much of its power to restore her. It described their marriage as a pact, an attempt to fold the humans of Wealdstone into the life of the Blue Woods. The orb saw reviving her as "protecting her wellbeing." It assumed she died of natural causes some time later and seemed resolved to that fact. **Of the ooze,** the orb knew little firsthand. Flame gave a detailed recounting of everything they had learned. With that description, the orb theorized that this ooze might be a result of its power. Eirnos' sphere was both growth and decay. This ooze could be an instance of extreme decay. Ambrose asked why the ooze was leaking from Fyrir's side, but it did not know. The orb guessed that the ooze would fade in time, but cleaning it up was beyond its abilities. **Of Fyrir,** the orb knew more. It described her sphere as "hard choices." She saw herself as protector of the forest and warned against trying to fool her by hiding the humans in the party. They were only a few hundred yards from her and she would have already detected them. Most pressingly, the orb said that Fyrir had disrupted the natural order. All things must die and fade away, even great spirits. The orb asked to be connected to the wolf spirit to try to communicate with her. ## Fyrir Resigned or resolved, the party decided it was time to confront Fyrir. They unmoored the rigible and the orb propelled the vessel west towards her grove. At the bottom of a low defile, a ring of pines emerged from the sludge. Ooze seeped between them then down into a trio of drain-like pools in the middle. There, atop a jagged rock lay Fyrir. The rigible arrived abruptly, ever so slightly too wide to fit between the pines. As it wedged itself fast, the world beyond the clearing faded away, replaced with dark, monochrome forest. Fyrir addressed them in a rasping, tired voice. She looked haggard, ribs exposed and ooze flowing from a long gouge in her side to mix with the flow on the ground. "Why are you here?" Flame responded that they were here to see if she was okay and to help the forest. The great wolf laughed. She was not okay and she welcomed the party to try. She seemed content to talk for now. **Regarding Alfiann,** Fyrir was unrepentant. She had slain the human for attempting to suborn Eirnos. She respected the deer in that he lived by his principles. Alfiann was changing those principles. Fyrir killed her, then, after Eirnos resurrected her, gave her some time to tinker. If the human could bring back the deer god, all the better. When she couldn't, Fyrir killed her again. The wolf spirit's wound was caused by Alfiann defending herself with the orb. **Regarding the Woods,** Fyrir still saw herself as a protector. She was old, older than humanity, and was concerned that new great spirits would reflect the changed world outside. She pointed to the Cat King as an example. She mentioned that another great spirit had already filled the void left by Eirnos. When the party didn't know who she meant, Fyrir laughed and said that the Queen of Wasps was ascendant and that she was unlikely to be a friend. **Regarding her plan** , Fyrir had quarantined herself to this grove, sending away her pack in the care of Hrove and Skarn, who she referred to as her "Eyes." Her plan ultimately was to remain, to stay in this grove so no one else could take up the mantle of great spirit in her stead. If she could hunt the humans and drive them from the forest in the process all the better. Talking about the Queen of Wasps seemed to spark a realization. She decided she could start hunting the other spirits, culling them until ones she could accept arose. The party tried to persuade Fyrir that her plan wasn't working, that she should come to some kind of accord for the wellbeing of the woods, that she was doing more harm than good. She brushed these off. It was not in her nature to change. "That's what you think," she said. "What are you going to do about it?" She sat up on her stone. ## Doing Something About It The mounting tension snapped. Nanaki and Madrigal sprang into action. Though sickly, the wolf was faster. Merlina conjured a wall of force and Ismene pulled raking vines to flay the great spirit, but she crashed through all of them and lunged onto the deck of the Ambrose-rigible. She snapped at Nanaki, who barely dodged her massive jaw but couldn't avoid being slammed off the deck into the noxious ooze below. _Mage Armor_ saved them from instant contagion, but they disappeared beneath the water and did not reemerge. Ambrose had a frantic internal conversation with the orb. Could they use it to kill Fyrir? Probably, it replied, but it would drain the life from anyone who touched it. With great effort, Ambrose absorbed their helm, replacing it with a human arm. Meanwhile, the battle raged. Flame leapt atop the wolf spirit and burned bright. The flames licked over Fyrir but only singed her coat. Sir Percius drew his sword and lunged forwards, smiting the creature with divine light. Madrigal took the opportunity to follow up, transforming into her werebear form and raking the wolf spirit's face with her claws. She took an eye for her efforts. Fyrir howled in pain and Ambrose surged forward, the prow of the rigible knocking her aside. She tried to push back, to flip the vessel, but her feet gave way in the mud. She began to slip backwards into the murk. Flame still blazed like a house fire and the fires proved too much for Fyrir. She sprawled back, defeated and maimed. The ooze dragging her down into the dark below. Madrigal tossed a rope and Flame surged along it, burning it to cinders to avoid being sucked below. Sir Percius hopped overboard, wincing at the icy burn of the ooze as he fished the unconscious Nanaki from the water. Fyrir was defeated, they were all safe, but they didn't celebrate. The party discussed whether to use the orb to finish Fyrir off. Someone pointed out that if she fell into the nothingness below, her great spirit powers might go with her. They decided to be sure. Nanaki (roused by their companions) wired the orb to Ambrose's boat-hand and the mountebank willed it to fire. A black beam of unlife surged forth, carving a line down towards the sinking wolf. The beam cut through her, then she dissolved away. ## GM Notes So concludes the first major arc of this game! By virtue of the source material we're working with, the players have already touched on a couple of the other major fronts of the setting - Mal-Aqat, the Ducal Guard in Wealdstone, Atakon and Whimwick. When we meet next, we'll see where they go. It was fun to get to act as these two major characters in the setting, but very hard! How do you roleplay an orb that is maybe part of the consciousness of a deer spirit committed to the natural waxing and waning of the natural world? How do you play a sickly wolf spirit who is well past her prime, clinging to an idea that doesn't even really make sense because her nature (or she thinks her nature) is not to change? I think I did a little better at the former than the latter. With Fyrir, I was shooting for something like the wolf mother from _Princess Mononoke_ (an obvious parallel in this context, perhaps), Gwyn from _Dark Souls_ , and the old king from _Parsifal_. I think the result was a little more cartoonishly villainous than I had imagined in my notes. A character whose tragic flaw is that they won't change from their plan even as it harms them is one thing, but it's very close to an unreasonable character who just wants to do bad because the plot needs them to do bad. As ever, I struggle a little bit with "boss fights." There is clearly a narrative imperative to have a fight with the great spirit we've been talking about for 20+ sessions feel momentous, but that's in tension with _Cairn_ 's (and my) inclination toward combats that are abrupt and to the point. This scene mostly worked! The conversation built up good tension before. The players got lucky with a few key rolls so no one got severely hurt, but fighting fair they were at a real risk of trading one PC knock out per round. As ever, player action economy really impairs a single large enemy. I could have run this more like a 16 HP dragon. One player even mentioned being surprised they could harm her at all. On the other hand, the party more or less exclusively was using big magical attacks or ramming Fyrir with a boat. Those feel like they actually _are_ attacks in the fictive register appropriate to fighting a great spirit, whereas a simple arrow might have skimmed harmlessly off her hide. I am seriously considering a major rules rewrite in this natural break in the fiction. We've been doing a lot of "hard bargain, difficult choice, worse outcome" failures lately, and if I am just going to be bringing my storygaming GMing habits here, we could play a game that supports that better mechanically. Building on last session's notes, I think it would be good to put some kind of mechanical check on spell acquisition, firm up the resolution system, and get advancement conversations happening in session rather than afterwards at an unspecified time.
07.03.2026 17:11 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 26 _A session report from ourongoing Studio Ghibli-inspired Cairn game._ ## Setting Out The party broke camp after a night spent resting in the now wolf-free cave. They were: * **Ambrose** , mountebank and would-be flirt * **Nanaki** , "no-face" spirit and artificer * **Sir Percius** , law-abiding knight * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **September** , a flying squirrel druid and practicing violinist And they were accompanied by: * **Ismene** , botanist and wizard of the Verdurous Court * **Merlina the Crow** , the Cat King's magical advisor The night before, Ambrose had persuaded Merlina to transcribe a copy of the _Limited Polymorph_ spell that she had been using to transform the mountebank into various useful objects. She warned that the spell was not really intended for self-use and there would likely be unexpected consequences. The party chipped in some looted silver, which Merlina melted down to produce the necessary magical ink. Wesk was volunteered to fly back to Eleutheria with a report. Trying out spellcasting for the first time, Ambrose polymorphed himself into a small dirigible maneuvered by Flame. The party embarked, and they began their journey west. They anticipated entering the rough area of their search by nightfall. ## Scouting Sorties September flew ahead to scout. The landscape grew more and more desolate. The ground was swampy and only sporadically studded with cloned trees. Huge pools of black ichor floated across the ground like clouds. Most alarmingly, the ground occasionally gave way into deep shafts. The depths below seemed to fade into nothing. September flew back to report this to the party. Nanaki used some spare parts and silver to fashion a makeshift pinhole camera. The druid took this and headed out to complete their reconnaissance. This time September found what they were looking for: a circle of pines sunken into a valley. The noxious black ooze flowed down the slopes, between the pines, and down into three drain-like pools in the center. Nearby, on a stone platform lay a huge wolf - gaunt and haggard. The ooze seemed to flow from a wound on her side. September stopped to snap a selfie with a bottomless pit before heading back. ## Emergency Landing Just as September returned, something went awry with Ambrose's spell. The mountebank could feel they were about to turn back into their human form. Focusing, they managed to control the process, changing slowly and intentionally bleeding gas in order to sink gradually to the ground. The rest of the party sprang into action to ease the landing. Flame took the helm and began steering towards the only nearby landmark - a slight rise with a single tree on top. Madrigal pulled out a rope and lassoed the tree while Nanaki busily reinforced the line. September tried to lift some of the party members, but wasn't able to carry them for very long. Sir Percius used his shield to zipline along the rope down to the tree. This removed his weight from the equation and gave him a leverage point from which to help steer. All these gambits gave Ambrose time to figure something out, managing to reform not into a human but into a boat _(or rather a "rigible" as the party called it)_. The balloon part of his form folded away leaving only the buoyant gondola. As Ambrose plopped out of the air, Sir Percius tried to cut the line and leap aboard. His sword bounced off the momentarily slack rope, failing to sever it. The tree bent down as the rigible lurched into the water, then snapped back. The whole party grabbed on where they could, but Flame and Sir Percius were thrown overboard. Fortunately, Merlina's _Mage Armor_ protected them from the worst of the ooze's noxious effects. ## Towards the Clearing After recovering their fallen party members, the party sailed west. When they came to the region of bottomless pits, September volunteered to fly down and explore. The party tried various safe experiments first. First, they lowered a rope which came back fine. Second, Madrigal offered a mushroom. They lowered it on the end of a line. Pulling it back, it seemed withered and "shocked" to Madrigal's expert eye. Finally September flew down, again on the end of a rope. As the druid descended, the shaft grew darker and darker. The walls seemed to fade into nothing, then suddenly there was no light, no air, no gravity. The druid yanked the rope and the party tugged them back to safety. Alarmed but unsure what to do about these holes, the party decided to sail on. They reached the edge of the valley and began to float down the sludge towards whatever awaited in the ring of trees below. ## GM Notes I am writing this session report about a full week after the fact, and that tends to be enough time that I start to second guess myself (as I think many GMs are prone to do). Even accounting for that, I think this was a fine session, but not my best work. I probably should have given a little more pushback on Merlina teaching Ambrose a spell. She has previously taken the stance that she doesn't teach spells outside of an apprenticeship. In the moment I thought: * She does have a very high opinion of the party at the moment thanks to their past actions (some of which have occurred since the last time the party asked). * It would be annoying for her to be constantly asked to cast this slow spell. * She can extract a future favor in return, which is very much the type of palace intrigue that Merlina likes. In retrospect, I think I could have stressed this last thought more. That eases the problem of needing an external NPC for a character to perform their core verbs, but still preserves some friction. In general, I think that advancement is a little bit out of whack at the moment. There are too many spells (or sources of spells) in circulation, and because _Cairn_ doesn't restrict casting to certain backgrounds, anyone can pick them up. Since we have only just started engaging with the game's growth systems in earnest, characters who have been seeking out spells have been gaining new abilities while those who haven't have not. This tension came up briefly at the table. On one hand, I think this is an inherent risk of a laissez faire advancement system like the one proposed by _Cairn_. If a mechanism is dependent on players stepping up and stepping back, then it feels like it will inevitably be applied unevenly at the table. On the other, I recognize that my messy 5e-hack has exacerbated the issue. As has the fact that I haven't really had the bandwidth to follow up with all the players individually outside of the session to check on their goals. The best solution here, short term, is probably to institute something like the end of session questions from _Dungeon World_. They don't need to be shared across the players but having some kind of check on "hey, is your character changing? If so how?" _during_ the session will help keep things manageable. Long term, it might be worth considering moving to a system that is a touch more rigid and self-serve. On a brighter note, over the last few sessions I have been using _Cairn 2e_ 's encounter system verbatim and it has worked pretty well. The encounter die is heavily overloaded; almost every result does something to the fiction, even if its just a slight change in weather. This feels like it's added some nice detail to the day-to-day travel in between landmarks. The dirigible crash was a consequence of a roll on that table. That crash sequence worked pretty well. I ran it as a skill challenge, looking for three successes before three failures. This is not very old-school of me, but it fulfilled a couple key goals. First, it framed a complex situation that we don't have rules for as a sequence of actions that I could start asking concrete questions about. Second, and probably more importantly, it gave all the players something to do with the scene. Between splitting the party for scouting and an early focus on one character's advancement B-plot, we really needed something that got the group acting as a party and not just individuals travelling in the same direction. I maybe should have given it a 5/3 or 4/3 split instead of 3/3. It was a bit anticlimactic when the situation was more or less resolved by the time we got to the last character, but those are the kind of minor ruling tweaks that I am less worried about. So, overall, not a disaster, but not my best work.
06.03.2026 17:54 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 25 _A session report from ourongoing Studio Ghibli-inspired Cairn game. You can find our last session here._ ## Two Wolves The last members of the party summited the rocky outcropping, just as September came flapping out of the cave in bat form. They were: * **Ambrose** , mountebank and would-be flirt * **Nanaki** , "no-face" spirit and artificer * **Sir Percius** , law-abiding knight * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body And they were accompanied by: * **Ismene** , botanist and wizard of the Verdurous Court * **Merlina the Crow** , the Cat King's magical advisor * **Wesk** , a blue jay scout from Eleutheria _(who admittedly more or less disappeared this session)_ Behind the squirrel druid lurched two wolves, sickly and dripping black ooze. The party flew into action. Merlina cast _Mage Armor_ on the newly arrived party members. Nanaki cast _Hallucinatory Terrain_ , stretching the cliff face in the hopes the wolves would stumble off the disguised edge. The rest of the party took shelter inside the illusion and tried to keep quiet. One wolf seemed to fall for the illusion, meandering closer and closer to the edge. The other began to sniff the air, its sense of smell more acute than its rheumy eyes. It slouched towards Madrigal. Ambrose grabbed a fistful of silver from his cart and lobbed it past the approaching wolf. The movement wasn't enough to trick the creature, but it bought a moment for Flame. The little fire spirit began burning bright! Steam poured from Flame's automaton as they shoved the nearest wolf, then bull-rushed the second, sending both careening down into the swamp below. ## Her Final Resting Place The party advanced into the cave, led by Nanaki, who had snuck ahead during the commotion outside. As their lights lit the cavern, they found the main chamber full of bone, thatch, and scraps of leather—clearly a den of some sort. Sir Percius complimented Flame on their technique and requested some pointers. They stepped over the broken, sparking shards of the invisible wall that had blocked off the nook to the north. A skeleton garbed in a tartan shawl was laid out on a rough stone plinth there. A backpack was set to one side. Madrigal could smell resin and dried herbs. Flame inspected the body. It seemed to have been placed there respectfully, its arms crossed over its chest. The only notable injury was a series of massive fractures across the ribcage and shoulders. Ambrose noted that these matched the wounds Alfiann Yves had received in the vision they had seen in the memory pools of Eirnos' grove. Nanaki produced the orb of layered bark they had retrieved there and extended it towards the body. As they did, the backpack hopped and scooted towards their outstretched hands. Everyone jumped back in surprise. Madrigal popped open the pack's fastener, and a set of probing silver wires snaked out. They were connected to a crystalline ring the size of a crown to form a small construct that wriggled out of the bag. A journal and a few powdery spheres of packed earth rolled out behind. Flame picked up the journal and began to read, though soon the party was passing the text around. This was the journal of Alfiann Yves, the herbalist who had wed the great spirit Eirnos. The journal detailed this and other events from throughout her life, particularly focusing on the creation of a "vessel" for Eirnos' heart after his passing. _(I'll be sparse with detail here. The party did a lot of interpretation, and I don't want to confirm or deny with my summary.)_ Ambrose noted new questions that this discovery presented. Why was Alfiann's body here? Who had conjured the magical wall? Did Eirnos die giving Alfiann his heart, or was he already dying of another cause? Was she acting out of grief or fulfilling some kind of pact? Nanaki was more focused on the silver and crystal construct, which the journal identified as a prototype of the apparatus they had found in Eirnos' grove. What does it do? What would happen if someone wore it? The party asked the two wizards—Merlina and Ismene—what they thought. Merlina counseled caution: better to experiment with an untested magical item in a safe environment. Ismene noted that the artifact was almost undoubtedly made from Mal-Aqat materials and that its origins would likely be so secret that they would need to test it or consult a diviner to find out more. The party discussed next steps, but eventually decided to make their camp here in these clifftop caverns before setting out again. ## GM Notes After all that fuss, the combat wasn't such a big deal. The party did good work using their spells and abilities to turn a very dangerous situation into something more manageable. The real highlight here was Alfiann's journal. I wrote up about 4 pages of excerpts in a slightly archaic voice, trying to find a middle ground between the kind of shorthand notes I would write in a journal and a few key, flowery images. This document has been hanging out in my binder for months now, dating back to early ideas about what was going on in the campaign setting, so it’s nice to finally pass it to the players. In the last few sessions, we've had a nice balance between the traversal/exploration scenes that _Cairn_ is designed for and the longer-term mystery play that's emerged in uncovering the Blue Woods' history. I do find myself wishing that _Cairn_ had at least some kind of system that interacted with that type of mystery. I've grafted on something like _Mausritter_ 's faction system for managing the current setting's conflicts, but it’s interesting to think about what procedures might look like to structure and reveal historical ones. Oh, and a note: Sir Percius expressed a desire to roll initiative with WILL instead of DEX. That was definitely a "no" in the moment, but another nice opportunity for _Cairn_ 's growth system to maybe do some work.
21.02.2026 22:40 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Sessions 22 - 24 _Midterm season really got to me this quarter, so I'm catching up on three sessions of ourongoing Studio Ghibli-inspired Cairn game. You can find our last session here._ ## Session 22: One Last Stop in Eleutheria Having just left their audience with the Cat King of Eleutheria, the party contemplated their next steps. They were: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Ambrose** , mountebank and would-be flirt * **September** , a flying squirrel druid and practicing violinist And they were accompanied by: * **Ismene** , botanist and wizard of the Verdurous Court The Cat King had mentioned that his court wizard, Merlina, had been conducting experiments on the mysterious black ooze seeping from the woods due west. The king's guards led the party through the castle to her study. Merlina the Crow was busy at work in a tower chamber filled with dangling charms, alchemical apparatus, and a single swing in the middle of the room. She greeted the party warmly enough, and they quickly jumped into questions about the ooze: * **Was it magical?** No. In fact, it might be anti-magical in nature. Magic seems to slip right off it like water off a hydrophobic surface. * **Was it related to the great spirits?** Possibly. If a spirit's domain can include life and growth, it's not unimaginable that it could include something like this. * **Did Merlina know any spells to protect against it?** Maybe! Merlina suggested that _Mage Armor_ and other abjurations might provide a thin membrane of protection. To test this last theory, September volunteered to try handling the goo. Merlina coated the squirrel in magical armor. Before anyone could stop them, September picked up some of the ooze from a nearby specimen dish and tried to eat it. The barrier worked, but not against ingestion. The squirrel quickly hacked up the ooze, feeling sick and drained from the contact. The party suggested they could use a magical boat to safely traverse the ooze. Merlina suggested that she could transform _someone_ into a boat, but she couldn't summon one. Ambrose volunteered and turned into a little rowboat before Merlina reversed the spell, sparking a new fascination with becoming inanimate objects. September asked if Merlina would be willing to share these spells. The wizard said no; she only taught magic to those who had demonstrated responsibility as part of an apprenticeship. She did, however, agree to travel with the party on their important mission to contact Fyrir and halt the spread of corruption. ## Session 23: Into the Woods Inverted The party set off without delay. September fell asleep with the nap stone for a while. They were: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Ambrose** , mountebank and would-be flirt * **Nanaki** , "no-face" spirit and artificer And they were accompanied by: * **Ismene** , botanist and wizard of the Verdurous Court * **Merlina the Crow** , the Cat King's magical advisor After discussing a few possible routes, the party decided to head directly west toward the inverted version of Eirnos' grove. The journey was expected to take about four days. Marching along a fairly mundane forest trail on the first day, the party encountered a large party of giant ground wasps gathering logs and rooting around in the dirt. They tried to sneak by undetected but failed when Sir Percius exclaimed in surprise. The party managed to escape when Nanaki cast _Silent Image_ to conjure an illusory flame, masking their retreat. At dusk, they arrived at the bank of an uncanny river, milky white and flowing south to north. Clumps of reeds, lily pads, and other river flora bobbed in the fast current. From a nearby rise, they saw a strange wooden bridge spanning the river. ### A Cursed Crossing? The party immediately recognized the bridge as out of place. It was made from lumber not matching the trees of the Woods Inverted and seemed to be of an ancient design. A wooden tower stood on each bank, connected by wide rope bridges. The middle was supported by a barge-like platform with a bronze plate set in the center. Ambrose recognized this structure from some of his research into the history of Wealdstone. A bridge out of time? They decided to investigate rather than camp for the night. Madrigal threw a stick onto the bridge. When nothing happened, she snuck out onto it. As soon as she did, shadowy figures began to loom on the far side, visible only to her. She backpedaled and shared her findings with the group. Madrigal and Sir Percius decided to hang back to keep watch while the others figured out the bridge situation _(their players needing to leave for another commitment)._ Ambrose asked Merlina to turn him into a telescope. The wizard shrugged and obliged. The party winched tele-Ambrose up onto the tower on the near side of the river to scan the crossing. They saw two things. First, the bronze plate was inscribed: > THIS BRIDGE WAS KEPT BY AEFERWIC > HE STOOD WHERE NAMES ARE HEAVY > > HE ASKED WHO YOU WERE > AND WHO WOULD SPEAK FOR YOU > > THE MOTHERS GAVE HIM THE WORDS > HE GAVE THE WORDS TO THE STONE > > SPEAK AS AEFERWIC LISTENED > OR PASS AS ONE UNREMEMBERED Second, they saw a human-scale blue jay in the far tower. This was Wesk, the missing scout from Eleutheria. They called out to him and exchanged greetings. He said he had accidentally flown into some rocks due west, then walked back here. He warned that the bridge was cursed. If you went halfway out, a ghost would challenge you. The party spent a significant amount of time puzzling over the inscription, the curse, and how exactly to attempt the crossing. They eventually settled on the following plan: they would each cross one at a time, introduce themselves to the ghost, and say that the Cat King would vouch for them. They figured that the Cat King was old or magical enough that his word would count to the crossing guard. And so they did. As each party member crossed onto the central float, they disappeared from the Woods Inverted, arriving in a shadowy version of ancient Wealdstone. There, a specter demanded to know who they were and who would speak for them. They answered, and the specter respectfully stepped aside for them to pass. After the party members, Merlina passed through as well, using the same script. Then Ismene crossed. She disappeared into the middle platform. Moments passed, then minutes. She hadn't come out the far side. Flame went back to get her, returning to the center of the bridge and asking the bridge warden where Ismene had gone. The specter simply said she had arrived but could not pass. Flame vouched for the wizard. The specter considered this and said, "Then you are responsible for her actions in these woods." The fire elemental returned to the west bank, and Ismene emerged alongside. Back on dry land, an argument broke out. The party chastised Ismene for somehow messing up the bridge interaction. Ismene shrugged this off. She was thankful for the help but didn't feel particularly beholden to a cursed bridge-keeper. As she put it, you don't owe anything to the lock that you open to enter your house. Furthermore, the wizard warned that the party should be ready to transgress more boundaries, magical or moral, on the road ahead. They needed to stop the corruption affecting the land, and that was unlikely to happen without some kind of conflict. ## Session 24: Further West Wesk lowered a rope ladder from his tower and invited the party up to spend the night. The party climbed up to join him: * **Ambrose** , mountebank and would-be flirt * **Nanaki** , "no-face" spirit and artificer * **September** , a flying squirrel druid and practicing violinist * **Wesk** , a blue jay scout from Eleutheria _(played by a new player)_ And they were accompanied by: * **Ismene** , botanist and wizard of the Verdurous Court * **Merlina the Crow** , the Cat King's magical advisor Wesk shared what he had seen in the surrounding countryside before getting injured. Directly due west was a rocky outcropping with a colossal stone wolf at the top. Due southwest—perhaps a slightly easier path in terms of ooze and swamp—was some sort of mine or construction site nestled in an old Mal-Aqat ruin. In either case, the ground got swampier and more filled with corrupting ooze the farther west you went. September took watch, using telescope-Ambrose to scan the surrounding woodlands. They noticed a gleaming silver nest in the top of a tree some 100 feet away due west but decided to wait until morning to investigate. The squirrel druid also cast _Cure Wounds_ to mend Wesk's broken wing. Otherwise, the night passed without incident, though a rainstorm rolled in that would make the going treacherous the next day. The next morning, Wesk and September flew ahead to check out the silver nest. Inside, they found two precious, gem-encrusted eggs. Wesk tried to take one but heard an alarmed squawk from the canopy above. A silver raven dive-bombed them from above. September quickly cast _Dispel Magic_ , unravelling whatever spirit animated the metal bird and sending it hurtling into the brush without incident. The party collected the eggs and gave them to Nanaki for safekeeping. September was struck with a moral quandary: did they just murder that bird? Ismene unhelpfully explained that some living creatures were made of flesh while others were made of magic, but the question of what counts as a being was more a question of philosophy than thaumaturgy. ### Wasp Warnings Merlina transformed Ambrose back into a human, then into a mask for Nanaki to wear, and the party set out. They travelled through increasingly swampy terrain, mud clinging to their boots as they traipsed from one swatch of high ground to the next. Pools of ooze floated atop the fetid water, sometimes in pearls, sometimes in flat slicks. Shortly after noon, the party heard footsteps behind them. September spotted a torch burning on the path. They flew back and met two giant ground wasps. One was carrying a torch. The wasps asked if September was traveling with any two-legged beings. The squirrel prevaricated but agreed to bring the wasps back to the party to introduce them. Nanaki hid with Ambrose and Ismene. Wesk and Merlina waited to meet the wasps. They said they had no names but were here to deliver this torch as a message to the party of adventurers who had burned down their home in the Cat King's garden. With a flat affect, they shared that they had been sent by the Queen of Wasps and that their houses would be burned down in return. Conversation with the wasps revealed that they had no names and seemed to live for a single job. One was a messenger and one was a carrier. The party convincingly argued that they weren't the adventurers the wasps were looking for (most of them weren't even there at the time) but said they would be happy to tell the wasps if they found them. The wasps shared that they had a nest buried under a burnt-out farmhouse due south. ### Scaling the Rock! By late afternoon, the party arrived at the edge of a sea of ooze and suppurating water. Only the occasional tree poked above the waterline. The rain had decreased to a slight drizzle, revealing the huge rock Wesk had spoken of. It was 200 feet tall, tapering toward a jagged point, with a flat platform emerging from its summit like a thumb from a hand. At that point, the form of a rough statue of a reclining wolf was visible. The party discussed various means of summiting the rock. Eventually, Ambrose asked Merlina to transform him into a dirigible. They figured out how to turn him into a simple vehicle that could carry Ismene and Nanaki while September, Wesk, and Merlina towed it through the air. When they arrived, they found a cave mouth burrowing into the side of the rock—deep enough that the light didn't reach its interior. Merlina transformed Ambrose back into a human while Wesk and September scouted ahead. Nanaki took out her masonry tools and improved the statue. Inside, Wesk heard the sounds of low breathing, maybe from two creatures. It was too dark to make out much without a torch. He retreated. September wild-shaped into a bat and flew forward. With their echolocation, they got a sense of the shape of the cavern and of two sleeping wolves nestled in a huge pile of thatch and other odds and ends. Bones of large game were scattered around the floor. September also found one nook that their echolocation couldn't penetrate. In the dark, they could barely make out skeletal human remains lying on a stone plinth. A rucksack leaned against the stone nearby. They tried to fly closer to investigate and bounced hard off an illusory wall. They barely remained conscious after ramming into it headlong. Undeterred, the druid wheeled around and cast _Dispel Magic_. The magic barrier shattered into invisible, fractal shards. The sound of the clattering fragments was enough to wake the two wolves, which rose with a growl. Black ooze dripped from them as they lurched unsteadily forward. ## GM Notes Well, a lot has happened over the last few sections. Travel with our group feels like it has taken on a real episode-of-the-week quality—they explore one location thoroughly and maybe have one social encounter along the way. Ambrose has started really exploring being turned into various inanimate objects. This is a happy but unintentional overlap with the Teleopath class I wrote recently. It's also a good opportunity for Cairn's Growth system to come into play. What does Ambrose learn by repeatedly becoming an inanimate object? Do they want to learn how to do this for themselves, and if so, how do they transform back? The bridge location was a returning site from our game of _The Quiet Year_ a few sessions back. For what was a relatively truncated section in the write-up, the players spent a good long time thinking through possible solutions, probing the site, and figuring out what the lore and setting implications were for this bridge being here in the Woods Inverted. The players have a strong suspicion that the skeletal remains they just found are the body of Alfiann Yve, though only September has directly observed them so far. If true, that sets up a big cliffhanger for next session, assuming they aren't routed by the wolves. September wasn't quite at risk of dying, but they were very close! They only have a single HP and 6 Strength. One good hit could be lethal next session!
18.02.2026 21:05 👍 0 🔁 0 💬 0 📌 0
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Beyond the GLoG - Session 8 Eugène Ciceri. Design for a Stage Set. 1828-90. _While we haven't quite found a regular cadence for our fantasy GLoG campaign using characters and a setting generated usingBeyond the Wall, we did come to a bit of a climax last week. You can find the details of our previous session here._ ## A Funeral The party gathered outside of Swanholm's mausoleum with a more somber task than usual. They were: * **Nagina Setimir** - gifted dilettante, fifth in line to the Setimir seat * **Rold von Dietmar** - would-be knight, newly elevated by the late Mergen Setimir * **Adele Setimir-Strauss** - sister of Berlynn and accomplished mourner * **Sabine Setimir** - court sorcerer and Nagina's older step-sister _(who would join a little later)._ They had hired two locals, Bruce and Flora, to carry the body of Berlynn, recently slain by skeletons in the dungeon below. The plan was to find a suitable place to inter her remains in the mausoleum complex. The party descended, finding the halls eerily quiet. They moved quickly to the trapped sarcophagus room on the first floor. The chamber was still flooded with explosive tunnel gas, but Nagina had concocted a plan. She produced a smith's bellows and commanded Rold and the hirelings to start pumping air, while she adjusted the doors around the room to trap the gas in a side chamber for a while. Hazy gas physics aside, this plan worked well enough and the funeral could proceed. They placed Berlynn's body in the sarcophagus and took turns saying a few words on her behalf. Much was made of how she was or was not "like the other girls." They had the feeling that Berlynn was looking down on them favorably. Their impromptu ceremony concluded, the party sealed the coffin and hastened away. The two hirelings hurried back to the surface, unwilling to risk any actual danger. ## Beneath the Well Sabine caught up with the rest of the party as they made their way down to the second level and the flooded wing in the west of the mausoleum. They passed through the gallery of discarded masonry tools and unfinished statues and found themselves overlooking a room flooded up to chest level. Stone sarcophagi leaned against the wall, their heads poking above the waterline. A single waterlogged door to the west suggested more unexplored area in that direction. After much discussion, Rold waded down into the water, which immediately flooded his antique plate armor. Still, he set his lance and rushed at the door, punching a neat peephole just above the waterline. Through it he glimpsed a beam of light shining down into a damp room at the end of a rough 30-foot tunnel. As he watched, a thin ooze like the ones the party had encountered before squirmed into the light, seemingly unaware. The party decided this light probably corresponded to the village well, but wondered why it was dry. Had draining the rooms on this floor impacted the water level? They decided to investigate and, before anyone could stop him, Rold had torn the waterlogged door from the wall. As water drained from the flooded chamber into the exposed hallway, the party fought the ooze. At one point, Rold grabbed the hellhound heart from his pouch and hucked it at the ooze, anticipating that the fiery briquette would ignite the thing. It steamed and sputtered. As they watched, the burning heart began to grow into an adolescent hellhound. Adele tried to command the creature to heel but it ignored her, vomiting forth a gout of flames that lightly singed the whole party. Fortunately, a splash of water tossed from Sabine's helmet and a thrown holy water flask quenched the hound before it could fully materialize. Sabine scooped up the hellhound heart for safekeeping as the party explored the end of the tunnel. It definitely was the town well, but was mostly dry. Narrow, barred sluices ran to the north and south, and the sound of the underground river could be heard through the latter. The party was somewhat disgusted to find a broken sarcophagus here beneath the well. The oozes had devoured most of its contents long ago, but left behind a byrnie of **glittering mail**. Nagina put it on. ## A Final Confrontation Satisfied that they had seen the entire complex except for one room on the third sublevel, the party hastened down into the depths. They quickly navigated to an intersection just southwest of the armory and training grounds where Berlynn, Nagina, and Rold had encountered the giant chickpea-like insects. Impetuously, Rold scouted ahead and discovered the insects were still there. Sabine conjured an illusory feast of iron ingots in the far corner, distracting them long enough for the party to slip by unmolested. Snaking through the training grounds, they came to a pair of double doors under an inscription in Classical - _THE KING WHO TAMES THE RIVERS_. They threw open the doors to reveal a large circular chamber filled with rushing water. The water raced around some kind of rubble or debris beneath the surface. "Perhaps another fork of the underground river?" offered Nagina. At the center of the room was a stone outcropping crowned by a worn stone throne. Before the rest of the party could say otherwise, Rold walked out and sat on the throne. As he did, a black revenant emerged from the water behind him, clanking in sodden mail. It strode up a short flight of steps to stand beside the throne. It declared itself to be Artur Viera Setimir and demanded to know who they were. The party variously taunted and tried to reason with the Setimir wight, but the creature would only accept total submission to its claim over the Setimir lands. It asked after Sir Branveig (a line of questioning the party sidestepped) and confirmed that there were no true Setimir heirs. His line ended with him. Sabine stepped forward and pretended to bow low in supplication. As she did, she cracked her lantern over the hellhound heart before scrambling away. As the new pup emerged, Rold tossed the skull he had been wearing on his belt at the wight, hoping to draw its attention. The wight drew its black blade from its sheath and drove it into the ground. As it did, the water began to surge upwards, filling the chamber. Then the hellhound leapt onto the wight and chomped at his neck. All this distraction was enough time for Sabine to ready her vials of holy water. She tossed a flask and managed a critical blow, detonating the creature in a shower of white sparks. His iron crown went careening into the water, leaving nothing but the black blade and a smoldering pair of boots. ## The Aftermath Before the party could celebrate, they needed to do something about the water. Nagina rushed forward and pulled the wight's sword free from the stone. The water abated. With a little practice, she discovered she could use the sword to control nearby bodies of water, sending the water fleeing or rushing towards her at will by planting the sword. She used the power to drain the room. Beneath the water was a horde of grave goods. Some were long rotten away, but the party found stacks of silver bars, chains of tarnished coins, and a few precious pieces of jewelry and statuary. All told, this haul would be worth 4000 silver pieces if carted back to the surface. That just left getting past the metal-eating monsters outside. Sabine cast _Flash of Brilliance_ to blind and distract the insects as the party scampered back to high ground. There Nagina used the black blade to reroute the underground river, causing it to surge through the barracks. After waiting a healthy while, the party returned to find one insect drowned and the other missing, presumably returning to the giant cavern to the south. The party hauled the treasure back to the surface. In the days that followed, they each considered their next steps: * Nagina used the sword to reroute the underground river back into the village well. She decided that she would press a claim to the Setimir house. * Sabine and Adele committed themselves to supporting her cause. They both began planning to help negotiate the tricky political climate as the surrounding counties and duchies began to react. * Rold considered all that had transpired in the half-built skeleton of his new manor. He decided he would seek new routes to power, even supernatural ones. ## GM Notes So ends our run of _Beyond the GLoG_ , at least at this scale. I've been tinkering with a domain-level system that I'm excited to kick the tires on in our next session. Since we transitioned to GLoG, I had been using a roster-style encounter table for the dungeon's inhabitants. There were a fixed number of skeletons, oozes, and whatnot scattered throughout the complex that might wander into any given level. At this point, they were all but exhausted. I had ruled that the skeletons had been routed by the rust monsters off-screen, perhaps to reemerge in the future. Adele was already one of our NPCs from _Beyond the Wall_ , but Berlynn's player took up their mantle for a new PC. They pulled another GLoG class from some of their own work and rolled them up using our house rules. Nice to see the GLoG modularity allowing this kind of thing to be seamless. For the funeral, we used _Mazirian's Garden_ 's Remembering the Dead rules. I pruned some of the downtime activity-related results and had one roll count for the entire party, but otherwise ran it as described. The players sprung this on me as a goal, so I more or less winged it. I think this was a nice beat, though! The actual battle against Artur Viera Setimir proved a bit of a mechanical anti-climax. I don't really believe in boss encounters, or at least that a boss encounter needs to last some number of rounds, but I was expecting him to at least make it to turn two. He was resistant to non-magical damage and capable of healing by draining STR points from creatures he touched, so it all worked out great that the party successfully executed their alpha strike!
12.02.2026 19:59 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 21 <p><img src="https://i.ibb.co/0RjBh439/Eyes-Unclouded-21.png" alt="" /></p> <p>The week before last, we were again down to only a couple of players for our <a href='https://mediumsandmessages.bearblog.dev/blog/?q=Eyes%20Unclouded'><em>ongoing Cairn game</em></a>. We decided to continue exploring the blank spaces on our map of the Blue Woods using <a href='https://buriedwithoutceremony.com/the-quiet-year'><em>The Deep Forest</em></a>, Avery Alder's post-colonial reimagining of <em>The Quiet Year</em>. Unlike <a href='https://mediumsandmessages.bearblog.dev/eyes-unclouded-session-18/'>last time</a>, we didn't set a specific time or location—just the nebulous idea that we were roleplaying a year in the life of monsters somewhere deep in the forest.</p> <p>We played this session a few weeks ago, and I find these kinds of map-making games harder to remember the details of than our usual character-centric sessions. I'll try to hit the key details, but some events might drift a little as I reconstruct the game from our map.</p> <h2 id=spring>Spring</h2><p>We begin our year with a monster victory! The local creatures have driven off the humans who dwelled in a small library monastery and successfully reclaimed their settlement. This left them with:</p> <ul> <li>A library full of human texts.</li> <li>An abandoned scriptorium.</li> <li>An irrigated orchard of fruit-bearing trees.</li> <li>The crashed wreckage of a hot air balloon.</li> </ul> <p>The monsters were an unlikely group of allies:</p> <ul> <li>A clan of kobolds who love yapping and jumping off of tall objects.</li> <li><a href='https://en.wikipedia.org/wiki/Squonk'>Squonks</a> who will dissolve into a puddle if ever seen by a human.</li> <li>Crafty kitsune with magical powers.</li> <li>At least one giant raccoon that was somewhat sad to see the humans go.</li> <li>Six-legged deer who hate loud noises <em>(and only came up once in play...)</em></li> </ul> <p>In Spring, the monsters cautiously explored the site, except for the kobolds, who quickly folded the ruins into their coming-of-age ceremony. A would-be adult must hurl themselves from a tall structure, testing both their mettle and their ability to gauge just how much trouble they can handle.</p> <h2 id=summer>Summer</h2><p>As the days grew longer, the monsters began projects to repurpose the ruins. They began emptying the scriptorium for use as shelter. Some enterprising monsters began a project of learning the human language, discovering some magical tomes in the process. These spells were written in a language eerily like their own.</p> <p>The giant raccoon began a garbage collection service, hoping to bring back the golden days of eating human scraps. Kobolds claimed a huge silo, but never figured out how to get inside it.</p> <p>The most notable event was the arrival of a new band of monsters: a small family of trolls, ancient and stony. They settled on the east side of the monster village.</p> <p>Some social rifts began to form between the monsters. Kobolds loudly expressed their derision for the squonks, who had necessarily done little to drive off the humans. This, in turn, set the newly arrived trolls on edge, since they hadn't either.</p> <h2 id=fall>Fall</h2><p>Fall was marked by disasters.</p> <p>Someone, though it never became clear who, burned the contents of the human library just before the monster scholars could really crack their language. From the ashes emerged a baby unicorn.</p> <p>Perhaps even more troubling, one of the newly arrived trolls was found murdered. Trolls are very difficult to kill, as they regenerate, don't sleep, and are seemingly made of stone, but someone had done it. Rumors swirled that humans might be involved.</p> <p>With conspicuous timing, a human arrived in the settlement seeking shelter — a grey-haired woman carrying a huge pack of herbs and charms. She introduced herself as Alfiann and seemed to respect the monsters' ways well enough, settling a respectful distance from the squonks.</p> <p>Despite their troubles, the monsters' spirits were lifted by a great harvest of apples from their orchard. They celebrated with a harvest festival, carving the fruit into leering faces for the kitsune to levitate around the village.</p> <p>At this point, we discovered (<em>confirmed? decided?</em>) that this site had been in the Woods Inverted all along.</p> <h2 id=winter>Winter</h2><p>As the air grew colder, the monsters returned to the problems their community faced.</p> <p>A squonk was appointed to investigate the troll murder. In the process of the investigation, it was revealed that the outlying woods were filled with troll graves — dolmen-like structures intended to collapse and appear as naturally occurring outcrops of stone.</p> <p>After much deliberation, the squonk declared the culprit to be another troll. The community hummed with arguments about what to do. Before any evidence could be presented or a decision reached, human adventurers arrived, throwing the community into panicked disarray.</p> <h2 id=gm-notes>GM Notes</h2><p>This game has a couple of big ramifications for our setting lore:</p> <ul> <li>Human settlements in the Woods Inverted in the time of Alfiann (several hundred years before current events)! Who lived there?</li> <li>Monsters! So far, we've only seen spirits, elementals, and animals. This is the first arrival of some D&D-esque creatures on camera.</li> <li>Another Alfiann sighting! Is this before or after her stay at Wealdstone? Or her marriage to Eirnos? Or the death of the deer god?</li> </ul> <p>I'm comfortable saying that all of this information was discovered by the PCs during their recent visit to Eleutheria. We can frame that in at the beginning of our next session.</p> <p><em>The Deep Forest</em> definitely feels like an iteration on <em>The Quiet Year</em>. The oracle deck has more interaction points with the other systems, adding monsters and human structures or manipulating projects. The game loop felt tighter as a result.</p> <p>One key pivot that I'm not sure about was a change to the town meeting. In <em>The Quiet Year</em>, a player could spend a turn calling together characters to discuss recent events. In <em>The Deep Forest</em>, you can only stage an "agreement," asking each player to pick a character to agree or describe how they remain silent. This produced a lot of contempt tokens when players didn't just agree or remain silent, but perhaps more importantly, it produced less specific personalities and more general attitudes.</p>
28.01.2026 23:09 👍 0 🔁 1 💬 0 📌 0
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GLoG Class: Teleopath Åke Rålamb, Engraving from _Skeps byggerij eller Adelig öfnings tionde tom_. 1691. > You have heard the truism: "when all you have is a hammer, everything looks like a nail." This is a sort of natural order, a law of instruments, akin to the ones safeguarded by the druids and the fey of the wild, but more subtle. Unlike the movements of the stars or the changing of the seasons, tools are cultural artifacts. They may change in subtle ways, but still they project their use. A teleopath embodies this singular focus in ways both figurative and literal. **Background:** 1 Blacksmith | 2 Carpenter | 3 Tailor | 4 Toymaker **Starting Gear:** A leather apron (as leather armor). A repair kit appropriate to your background. Two random adventuring tools in your mental toolkit _(but not on your physical person)_. | ---|--- **A** | Thingtongue, Thingshape **B** | Detect Absence, Wear and Tear **C** | Rapidshape OR Farread OR Scaleblind **D** | The Right Tool ### Thingtongue You can speak with inert objects you can touch. As a general rule, they don't have much to say. They perceive through use and often lack critical context for what they do perceive. Particularly old or magical objects might know and say more. ### Thingshape When you carefully study an object you can hold in two hands (over a period of at least 8 hours), you may add it to your **mental toolkit**. You can store a number of objects there equal to 3×[Templates]. At will, you can turn into any object in your mental toolkit over the course of a round. In this form, you do not need to breathe or eat, and can only be hurt by dangers that might harm that tool. On the other hand, you cannot move or do anything except return to your original form. ## Detect Absence You're a keen observer of where things _should_ be. When you carefully search a space, the GM will tell you of any notable absences. You tell them what clued you in. ## Wear and Tear With a touch, you can spend d6 HP to advance the process of natural wear, decay, or fatigue on a mundane object by one hundred years. A lock might rust to the point of failure, a ladder rung might snap at the joint, but you can't wear a stone block down to powder without persistence. ## Rapidshape You can _thingshape_ nearly instantaneously and from one thing to another without returning to your original form. ## Farread You can speak with and become familiar with objects you can see, even if you can't touch them. ## Scaleblind When you _thingshape_ , you may turn into a version of that object at your scale rather than that object's original scale. ## The Right Tool You no longer need to be familiar with a non-magical object in order to _thingshape_ into it. You just need to know its purpose. This process of transformation is much slower, taking a week (or a day if you have _Rapidshape_). ## GM Notes I was thinking about city druids, particularly the kind that show up in _Shadowrun_ from time to time. Usually they're just a normal druid, but they turn into a rat, a pigeon, or occasionally a sewer alligator. What if a druid could talk with and shapeshift into the stuff you actually find in a city? As a media archaeologist, this activates all sorts of fun theory for me. As Marshall McLuhan puts it, "we shape our tools and thereafter our tools shape us." Use isn't actually a natural law; it's social and cultural. Just as any class plants a flag on a topic you want to discuss in the fiction, this class signals you want to talk about mundane tools and why they were designed the way they are. There is also an interesting shift from _subject_ to _object_ here, from actor to actee. I like how this cuts across the grain of the usual expectations of a roleplaying game, usually geared towards the fantasy of having agency. The teleopath will necessarily need to rely on someone else to see their powers come to fruition. As a GM, I would want to fill the character's life with people willing to (mis)use their toolforms, but I would also want to intervene if they just find a hireling to carry them around at all times. I would substitute the sample backgrounds found above with a set appropriate to the culture the player comes from. In doing that, I would stick to a group of three "practical" trades and one slightly weirder or whimsical one. I'm sure if you run this class you will have a player at some point who tries to turn themselves into a radio, a flashlight, or the detonator for a nuclear warhead, particularly with _The Right Tool_. I would insist on tech-level-appropriate objects for your game, but I also think this is a social problem to be resolved in conversation with the player in question. Or maybe you just roll with it and allow a team of players to turn themselves into a motorcycle?
17.01.2026 20:49 👍 0 🔁 0 💬 0 📌 0
One Billion Fighters or None In a recent conversation over on Phlox’s, we were discussing what constitutes a “fighter” class in GLoG. The question was not just what features, but how they should be distributed. When does a fighter gain a second attack, if at all? Is four class features at template A too many? These feel like high-level, bottom-up design questions that are difficult (and, I’ll argue, foolish) to resolve in abstract. My response to this kind of low-context question is always :itvariesbygame:, but I want to dig a little deeper into why. ## What is a fighter? To echo Wittgenstein, consider what we call “fighters.” What is common to them all? For those who have read their share of gloghacks, we might be able to conjure a list of features we associate with this category of classes. For example: * Parry * Extra Attack * Bonus to-Hit * Bonus HP * Fighting Styles * Techniques * Notches * Weapon Proficiency Note that I have already included more features than many classes contain, but this list could go on and on. We could imagine any number of classes that bear what Wittgenstein would call a “family resemblance” — each having many but not all of these class features. We could imagine some minimal fighters: Fighter 1 | Fighter 2 | Fighter 3 | Fighter 4 ---|---|---|--- Parry | Extra Attack | Bonus to-Hit | Bonus HP Extra Attack | Bonus to-Hit | Bonus HP | Fighting Styles Bonus to-Hit | Bonus HP | Fighting Styles | Techniques Bonus HP | Fighting Styles | Techniques | Notches Some of these classes are likely more engaging than others, but we could combine any number of sets of fighterly features from our indeterminately long list. Critically, there is no feature that appears in every fighter, nothing common to all. “Fighter-ness” is not a cleanly definable category. So, if you ask me “does a fighter work like this?”, the answer is always yes. ## But Vivanter... I can imagine two clear objections at this juncture: First, I’ve already acknowledged that some fighters we might generate in our Wittgensteinian game might be better to play than others. Very true. Could it be that a fighter that is “better written” is more of a fighter? Well, no. _A_ fighter might be a great fit for your specific design, but there is no sense in which that fighter might be generally applicable. My design may have different concerns than yours. This is not just a question of balance, but artistic intent. When you add features to a class, you are describing what that type of character is like in your world, writing mechanical poetry. Refine your query! Second, this is all awfully abstract. There is a concrete corpus of fighters out there, even if it might be difficult to collate. Could we not describe them statistically and construct a sort of heuristic fighter? Sure, and maybe you can picture that fighter in your head — an extra attack at roughly Template A or B, some kind of scaling feature early on, etc. We might think of genre familiarity as a hazy version of a similar process. But this heuristic fighter is descriptive, not prescriptive. It tells us how fighters are, not how they must be. Designing your fighter to be like the heuristic fighter (and thus recognizable to a genre-savvy reader) might be your goal. Then again, designing against the grain to make something defined by its difference from the set might be as well. ## So what? None of the above is helpful advice. Thus, I think, folks’ frustration when I respond to questions about abstract design with :itvariesbygame:. I can imagine reading that as a sort of sneering “just figure it out.” What I want to say is that cohering to recognizable archetypes is one of many possible design goals that I would never take for granted when engaging a creative work. And that if we are engaging those archetypes, then I, as a reasonably enfranchised reader, am looking for the ways that you are glossing those archetypes. I want you to stage a new and surprising encounter with my old frenemy, the fighter. I want the pleasant frisson of recognition, but the intrigue and risk of something I have never tried before. I want the mechanics to do part or all of that work. If you are choosing mechanics based on whether they fit my description of a fighter without the guiding star of other design goals, I think you are undermining your own design process.
15.01.2026 18:57 👍 0 🔁 0 💬 0 📌 0
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Beyond the GLoG - Session 7 Eugène Ciceri. Design for a Stage Set. 1830-90. _After a hiatus for the holiday break, we picked up again with our fantasy GLoGhack micro-campaign, using characters and a setting generated usingBeyond the Wall. You can find the details of our last session here._ ## A Daring Raid Having thoroughly scouted the upper floors of the mausoleum complex, three party members decided to make a decisive foray into the dungeon. They would fight their way down to the abandoned barracks on the third floor down and see if they could find out what was past the skeletal phalanx. They were: * **Nagina Setimir** – gifted dilettante, fifth in line to the Setimir seat * **Rold von Dietmar** – would-be knight, newly elevated by the late Mergen Setimir * **Berlynn Setimir-Strauss** – wild daughter of a Setimir cadet family With Rold in the lead, the trio surged down to the checkpoint where Nagina and Berlynn had been detected the night before. The two skeletal guards were back, but the party hit them before they could raise the alarm. Nagina's bowstring snapped as an arrow whizzed wide, but Rold stole a horn from one and jammed it over the skeleton's head. Berlynn dispatched the other with a thrown knife, while Nagina finished the first with a splash of holy water. The party listened closely, but no one seemed to be reacting to the scuffle. Berlynn grabbed a few silver coins from the table the skeletons were gaming on before dragging that table out onto a nearby pressure plate. She reasoned that the extra weight would prime it to trigger if a skeleton passed over it. Rold grabbed the skull from inside the horn and found it still alive, but currently unconscious. He tied it to his belt. ## The Lowest Level? The party pressed on east, down a steep flight of steps and into the ransacked barracks. They passed out the far side and came to a juncture where the tunnel was collapsed to the east and open to the north. In the darkness to the north, they heard a creaking, rummaging sound. Nagina volunteered to climb through the rubble to scout to the east. She wormed her way through a tight U-bend of collapsed masonry, emerging into a hallway that curved south. Following the bend, she found herself on a stone balcony in a huge cavern that overlooked a deep pit. The sound of running water could be heard to the west. She followed the balcony to a pair of double doors that she recognized as another access point to the smithy and training complex of the skeletal guards. Then she turned back to rejoin the others. In the meantime, Rold decided to scout to the north, creeping ahead without a torch. He came quickly to the circular antechamber with a stone statue leaning in it that the party had found before. Peering around a corner to the east, he saw two huge creatures, chickpea-like in their roundness, rummaging in the dark. He too fell back, and the party planned their next steps. Eventually, they decided to press on and see what the chickpea-creatures were and where the skeletons had gone. With Rold in the lead again, they passed through the antechamber and into the mouth of the training room beyond. In the full light of the torch, they saw two rust-red bugs. Each was larger than a cow, bulbously round, and covered in rusty red plates. As they watched, one scooped a spear out of a rack of training weapons and devoured it. Its touch seemed to corrode the metal in an instant. Despite their size, the creatures seemed more wary than hostile. The party decided to try their best to snake between the two. As they pushed through the training room, they rounded a corner and came face to face with six skeletons, seemingly hiding from the insects in the other half of the chamber. ## To the Death! Catching the skeletons by surprise, the party sprang into action. Nagina threw a bundle of holy water-soaked rags, destroying three in a shower of radiant sparks. Berlynn moved to cut off the exit while Rold tried to hold the skeletons’ attention. It worked, as two of them slashed at him ineffectually with rusty shortswords. The third dashed towards Berlynn and, with a hasty chop, caught her in the leg with its blade. She dropped with a yelp, and the skeleton unbarred the door before disappearing onto the balcony beyond. All this commotion had upset the bugs. They began to move menacingly towards the combat, stamping their feet and lunging. Nagina and Rold finished off the remaining skeletons with a mix of swordplay and holy water, but they did not want to tangle with the oxidizing creatures. Nagina dragged Berlynn's limp body around the corner onto the balcony and away from danger. The bugs seemed content to leave the party alone now that their turf was secure. Nagina tried to rouse Berlynn, but alas, the wild daughter of the Setimir-Strauss was dying. “We're more alike than you think,” she whispered as she pressed the family banner into her cousin's hands. Then she was gone. The remaining two party members took a somber moment to grieve their friend before considering their options. Getting her body out would not be trivial. Rold went to the balcony and hefted a lit torch over the edge. It fell some hundred feet before bouncing off a huge mushroom, then disappearing into an underground river below. They hefted Berlynn's remains and made their way to the collapsed tunnel. With Rold's immense strength and a few acute observations by Nagina, they managed to bolster it enough to get through safely. Fortunately, the remainder of their journey to the surface was uneventful. The party brought Berlynn's remains to the family's hunting lodge to lie in state until a representative of the Setimir-Strauss house could be summoned to collect them. ## GM Notes Our first character death in a long while, across any game. I think this one was telegraphed, or at least warranted. Fighting three on six was always bound to be risky, even with as strong an advantage as the fonts of holy water the party has been making ample use of. Berlynn's character is busy rolling up someone new, pulling in some other GLoG material they have been testing. The XP system seems to be working about right. The surviving characters have all hit level 2, but are far from level 3. That feels warranted, given it has been a hard week plus of adventuring with many close calls and challenges overcome. The system rewards a mix of flat XP, 1 XP per SP and 50 per HD of defeated enemies. The idea is that the HD bonus trails off in value relative to treasure for the higher levels. In order to get down to the action, we just used the engagement roll from _Blades in the Dark_ verbatim. I will probably write a post about this at some point, since my post last year on using Otherkind Dice was such a hit. This is the kind of ruling that I imagine many of my learned peers would consider anathema, but it really helped us get to some juice and not spend the whole session combing the five rooms we have explored every previous week. One thing I am noticing is a lack of treasure. Part of that is the fact that the players have already scoured most spaces. They also have not searched very studiously for secret rooms, despite a few passing hints. They also are not far from a huge haul when last we left off. What are those skeletons guarding, anyway?
15.01.2026 04:59 👍 0 🔁 0 💬 0 📌 0
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The Winners of the 2025 Gloggies After weeks of nominations, voting, and a grueling manual recount of the ballots, I am pleased to announce the winners of the 2025 Gloggies! All of the posts nominated for every category were a delight this year, but only one could win each. Thanks to everyone who participated! This year’s winners are as follows: ### **Best Dungeon Post** Winner: _**The Nothic’s Eye**_ For: _Broxon House (An Investigation for Sovereign Sea)_ * * * ### **Best Class Post** Winner: _**Whose Measure God Could Not Take**_ For: _Courage and Courage Alone (GLoG class: barbarian)_ * * * ### **Best Monster Post** _(Tie!)_ The gretchling is divided between: * _**Garamondia**_ For: _A Beholder for your Setting – Lantern Heads_ * _**Garamondia**_ & _**The Nothic’s Eye**_ For: _Monster-Making d666_ * * * ### **Best Rules Post** Winner: _**Was It Likely?**_ For: _the most beautiful woman you’ve ever seen_ * * * ### **Best Lore Post** Winner: _**The Nothic’s Eye**_ For: _Masked Theatre of the World Above_ * * * ### **Best Theory Post** Winner: _**Whose Measure God Could Not Take**_ For: _Scaffolds for Disaster_ * * * ### **Best Other Post** Winner: _**Spiceomancy**_ For: _the Spiceomancy Trading Card Game_
14.01.2026 06:14 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 20 _Last week we picked up again with our Studio Ghibli-inspired Cairn 2e campaign. You can find our last sessionhere._ ## Rapid Excavation This session, the party was composed of: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Ambrose** , mountebank and would-be flirt One can only imagine Nanaki was there, but just opted to be invisible, and September was curled away in a pouch somewhere. The party was accompanied by Sir Egerain and Ismene of the Verdurous Court. We rejoin the party at the center of a huge dome. Some 100' above them, Ophiane retracted the rope they had used to descend into the ruins of Mal-Aqat. The dome was striped with molded stone benches in orderly rows. One quadrant was home to a cordoned-off area full of brass barrels. Raised pathways extended from the center of the room to the north, west, and south. Most pressingly, a reciprocating whirr could be heard approaching from the south of the chamber. The party quickly scrambled over rows of seats to the northeast, toward a partially collapsed tunnel September had just scouted. The tunnel itself was all but blocked by crumpled slabs of masonry and a fine scattering of mosaic tiles. Sir Percius glanced back and saw five hovering blue lights enter the dome to the south. Ambrose noted that they were flying in an organized search pattern. With little time to spare, Madrigal and Flame set to work making a hole in the rubble. Madrigal figured it was more a matter of shifting the right stone than just smashing through. With a little luck and the help of Flame's hydraulic limbs, they managed to punch through into the teleporter room beyond. ## In Eleutheria While Nanaki checked on the teleporter, Sir Egerain voiced his confusion. Hadn't the party just agreed to join him in his quest to find the immovable spear in the ruins below? The party hemmed and hawed a little bit, but ultimately declared that the stakes of _their_ quest were more pressing. They offered to bring the knight along, but he refused, opting to stay behind in the ruins. He seemed rather disappointed. Nanaki rotated the device in the center of the room, and the room shifted subtly. Outside, strange orange trees could be seen against blue leaves. They were out of Mal-Aqat and back in Eleutheria. The party made their way briskly through the ornamental gardens (noticeably less wasp-filled than their last visit) and came to the entry gate. There they were greeted by the familiar guards, Jaspern the magpie and Viora the toad. They asked to be taken to the Cat King, but the guards just looked at one another with consternation. "Sure, but, well, he's entered something of a... long season." At the Cat King's court, the guards threw open the doors to the banquet hall. There the party saw some indeterminate segment of the Cat King's torso, stretched laterally through the hall before winding up the spiral stairs to a higher floor. If they wanted to meet with him, they'd need to climb. After some debate about whether it would be rude to intrude, Ambrose asked Jaspern to fly a rope up to the roof, and the party climbed up behind him, arriving outside of a glass solarium. Inside was the Cat King's huge napping head, with long arms extended out a door to the side. The party quietly let themselves in. ## Audience with the Cat King After gently rousing the King from his slumber, the party asked him for advice about their current predicament. They showed him the dull bark orb and told him about the clearing at the heart of the corruption spreading through the Blue Woods. They asked for any information on the story of Eirnos and Alfiann or the wolf spirit Fyrir. The Cat King was extremely bemused by their situation. A quick summary of his thoughts includes: **Eirnos and Alfiann** _were_ married. They seemed to have been a very happy couple, though the Cat King was (rudely) not invited to the wedding. Eirnos died when he gave his heart to restore Alfiann. This was figurative _and_ literal. The Cat King did not know Alfiann's whereabouts afterward. **Fyrir** detested humans, seeing them as the greatest threat to the Blue Woods. While she would not willfully cause harm to the forest, she would absolutely turn an existing catastrophe against them. On a similar note, Fyrir was unlikely to greet the party warmly, but might be willing to meet with them if they positioned themselves as a dagger against Wealdstone. **The orb** was something like the distillation of a great spirit's power, or the remnant left when you boil away everything else about them. The Cat King seemed ambivalent about it, but suggested either destroying it under safe conditions or keeping it somewhere secure. He noted a strange similarity to the ooze that plagued the Blue Woods. If the orb was a distillation, the ooze could be some other alchemical byproduct or runoff. He mentioned his court wizard, Merlina, who was running some experiments. The party learned a few details of the Cat King's earlier life. He was once a domestic house cat in Wealdstone who had escaped into the woods. There he was taken under the wing of a previous great spirit and groomed to assume his current role. How a new creature becomes a great spirit is mysterious, but it can take an entire lifespan for it to happen. Their audience concluded, the Cat King allowed Ambrose one brief pet of his enormous frame before ushering them out of his private study. The party clambered down to ground level and discussed meeting with Merlina before potentially setting out to find Fyrir and get her side of the story. ## GM Notes Another session largely structured around a little bit of exploration followed by a long conversation with a single NPC. Fortunately, the Cat King is both fun to play and a favorite of the players. I'm not great at actually acting as NPCs, so it's nice to have the practice. We discussed pivoting away from the Underclock this session, though we didn't really stick around in a dungeon long enough to see the results. The fact that it basically produced an encounter at the exact end of every session was good for drama in the short term, but I felt like it would start to get old soon. I think I might run a few turns of solo Cairn to see what Sir Egerain gets up to. The party has spent about 30 minutes in Eleutheria. How much trouble can he get up to in that amount of time? I made a single novel ruling with mixed success in this situation. I framed clearing the rubble in the Mal-Aqat tunnel as a pick-two-of-three situation: quiet, safe, and fast. The players opted for safe and fast, then I had them roll an attribute test. On a success, they got their choice of the two and fortunately rushed away before the consequences of the noise befell them. If they had failed, I would have asked them to pick whether safety or speed was the problem after all. I do not think I have ever adjudicated a test quite like this, but it seemed to work well in terms of pace and making meaningful decisions. If I do it again, I would make sure to play up the specific results of their choice a little more. The players have a few potential travel options next session, but they're a nice mirror of the options from a few sessions back. They could go back through Mal-Aqat, trek through the Woods Inverted, return to the Verdurous Court and trek through the Blue Woods, or hypothetically return to Wealdstone and set out from there. All of these feel like juicy, easy-to-run sessions that our Cairn variant should have no problem handling.
13.01.2026 02:52 👍 0 🔁 0 💬 0 📌 0
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Gloggies 2025 Voting Hear ye, hear ye! The nomination phase of the 2025 Gloggies has ended. Thank you to everyone who wrote a nomination post. I encourage you to double back and read through what folks wrote: * Madman's Menagerie * Garamondia * Spiceomancy * Mediums & Messages * the greatest poster in the world * Kludge Kauldron * Paths Unending * Whose Measure God Could Not Take * Seed of Worlds * Sinusoidal freakshow With nominations in, we move on to the voting phase. Click through to the form below and rank each category from best to not-quite best. **Only your top three in each category will receive points: 3 points for first, 2 for second, 1 for third.** That technically means you don't need to rank any entries beyond that point. The post with the most points at the end of voting wins! Voting remains open until _January 12th_. # Vote Here For convenience (and because no form app I tried would support links in poll responses), you can find all of the nominations linked below, organized by category. I think this is also a nice yearbook of great posts from 2025. Cheers and best of luck to the worthy nominees! ## Best Dungeon Post * Archon's Court - Best Case Scenario Mission - INTERSECT BINARY WAVES [O-E] * Garamondia - Rust, Amber, Wax: Castle Delusion * Madman's Menagerie - ⛮{CRY ME A RIVER}⛮ (Morning Stars Dungeon) * Mediums & Messages - Converting GLoG Classes into Dungeons * SaltyGoo - Hexcrawlin': (Baldur's Gate 1) * The Nothic's Eye - Aixin Lake Caravanserai (Scenario for the UW) * The Nothic's Eye - Broxon House (An Investigation for Sovereign Sea) (3 Nominations) ## Best Class Post * Archons March On - GLOG Class: Invisible Cannibal * Garamondia - Class: University Don * Occultronics - Cultivated Dreamers (GLOG Sacred One Adaptation, Arise Ye Wretched) * SaltyGoo - 2023 - GLOG classes recap * Spiceomancy - A Little Off The Top (GLOG Class: Ichabod redux) * Spiceomancy - Woman Plus Habitation (GLOG Class: Haunted House) * The Furtive Goblin's Burrow - Pupating Dwarf (GLOG Class) * The Nothic's Eye - Fossil Anarch (Class: Cōs, or Relic Paladin) * Whose Measure God Could Not Take - Courage and Courage Alone (GLoG class: barbarian) (2 Nominations) ## Best Monster Post * Garamondia - A Beholder for your Setting - Lantern Heads (2 Nominations) * Garamondia - Dwarrowyrm (2 Nominations) * Garamondia - Red Apes/Returner Demons * Garamondia - Total Control: Wizards, Sorcerers, Magi, Necromancers * Garamondia / The Nothic's Eye - Monster-Making d666 * Press The Beast - Beware of Foxes * The Nothic's Eye - Nasty Customers (Monsters under the Maul of America) (2 Nominations) ## Best Rules Post * CarrionGods - Thou shall not look upon the face of god: Divination and Insight * Dungeonfruit - Zero Sum Game (A Magic System) * Garamondia - 2 Arbitrary Beings Who Are Exes * Mediums & Messages - Resolving Intrigue with Otherkind Dice * Numbers Aren't Real - Essay: Firearms in Dungeon Crawls * Numbers Aren't Real - The Bazaar of the Memorable (Obol Desert) * Was It Likely? - no new age. no enlightenment. * Was It Likely? - the most beautiful woman you've ever seen (2 Nominations) * Whose Measure God Could Not Take - GLoGhack: Masters of the Strait 🏴‍☠️ ## Best Lore Post * Archons March On - KUOTOA = CROATOAN * Garamondia - Sunlight * Garamondia - The Culture of Academics * Garamondia - The Nomad Kingdoms * Madman's Menagerie - MORNING STARS (The Setting and the People in it) * Occultronics - Arise, Ye Wretched (Settingpost Pt. I) * Silverarm Press - Beyond Iskander's Gate: Mothership Hack for 923 A.D. Central Asia Campaign * The Nothic's Eye - Consumerism, Consume Me (Treasures from the Maul of America) * The Nothic's Eye - Masked Theatre of the World Above (2 Nominations) ## Best Theory Post * Archon's Court - I Don't Know How I Feel About TBD-like Domain Games - a Panic Attack in Writing * Archon's Court - It's Better to Learn From Other People's Mistakes (Navigator Domain Game Retrospective) * Numbers Aren't Real - Essay: Firearms in Dungeon Crawls * Tabletop Curiosity Cabinet - Pillaging 2016 GLOG * Was It Likely? - the laws of a stolen world and cottonmouth tenor girlhood manifesto (2 Nominations) * Whose Measure God Could Not Take - Scaffolds for Disaster (2 Nominations) * Whose Measure God Could Not Take - Wildernesscrawl Notes: Fellowship of the Ring ## Best Other Post * Among Cats and Books - Mapping the Blogosphere) * Archon's Court - Vibechete! Play Report & (small) Review * SaltyGoo - Hexcrawlin': (Baldur's Gate 1) * Spiceomancy - the Spiceomancy Trading Card Game (4 Nominations) * The Nothic's Eye - G L Å U G U S T 2 0 2 5
05.01.2026 20:46 👍 0 🔁 0 💬 0 📌 0
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2025 in Review Winslow Homer. _The New Year._ 1869. It's good to chew before you swallow. With the year coming to a close, I figured I'd write up some brief reflections on how I interacted with tabletop RPGs this year and set myself some goals for the year to come. ## By the Numbers Based on my notes, I played **68 sessions** across **10 different games** this year. Some of these were oneshots, but many of these were micro-campaigns I ran. I was a player in 18 of those sessions and GM'd 50. That's a little more than a a game per week, but in practice I was playing two games per week for around half the year. On my blog, I wrote **90 posts** , including this one. By views, the most popular of those were the following: 1. Schematic Dungeons from Everyday Objects (2/21/25) 2. Low Prep Faction Play (3/19/25) 3. GLoG Class: Guild Assassin (2/8/25) I note that all of these were from earlier in the year, when I was still making the effort to post my work to the Rainbow OSR and Prismatic Wasteland Discord servers. I'm not really motivated by maximizing views, but it's nice that these posts reflect some of my better practical writing and a class that sparked a small bandwagon. 45 of those posts were session reports! By comparison, these posts are barely read by anyone, but anecdotally I have the sense that folks who read one of those reports read tons of them. More thoughts on session reports ahead. I sent **4,887 messages** on Phlox's server this year. Admittedly, that number means nothing to me. I feel like my engagement with Discord (and with the broader OSR / pOSR) came and went in waves this year with big spikes around January and mid-Summer with long tapers in between. Of the four goals I set for myself last year, I'd say I accomplished two. I did not, in fact, publish a roleplaying game or write a mega-dungeon - though I did get _Dungeon Mail_ out as a draft! I did write an ample amount of content for this blog and I did continue to explore the micro-campaign format. ## Micro-Campaigns This year, my remote group played _Dungeon Mail_ , _Heart_ , _Beyond the Wall_ (with an asterisk), and two GLoGhacks. Each of our games ran between six and eleven sessions - enough time to get to know a system, but not enough to settle into the rhythms (good or bad) of long-term play. This format continues to satisfy my intellectual curiosity. _**Heart**_ in particular really put my strategies around prep to the test. The game presents very little detail on how an actual session or campaign should be structured, and I filled that void with habits cherry-picked from pOSR play. Ultimately, though, those procedures didn't work, and I ended up having to develop a new approach on the fly. I essentially collated a list of story beats the players wanted to see play out at the table (a _Heart_ mechanic) and rolled on them like an encounter table as their characters traversed a pointcrawl. As opposed to my usual games, where consistency and player agency are derived from a stable map and the under-the-hood operations of factions, the only real constant in _Heart_ was the characters themselves. _**Dungeon Mail**_ was a lot of fun, but too generic. The draft we played was a competent enough dungeon crawler, but in the intervening months I've been whittling it down into something a little leaner and a lot more focused on the core narrative mechanic of delivering suspect packages to weird dungeon denizens. I appreciate my playgroup's willingness to dive in. While the _**GLoG**_ is a bit of a comfort food game for me, we put it to the test in two interesting ways this year. With both _Captain's GLoG_ and _Beyond the GLoG_, we took familiar mechanics and used them to translate a new setting or the unsatisfying wreck of another game. My inner Benjamin scholar loves this mode of play and design - GLoGhack as critical exegesis. While I have a trusty rules doc for our house hack, I'm inspired by Hilander's House Rules to punch those up into something public facing. Overall, this mode of play has been working well. Logistically, I think I want to invite a few more faces into the group, even if not everyone can make it for any given micro-campaign. So far every new member has brought a fresh perspective and energy to the group and I want to get to a stable roster of something like four regulars and four on-call or occasional players. ## Eyes Unclouded This game was conceived of as an in-person 5e game with a mix of friends and new acquaintances from work. I adapted _Eyes Unclouded_, an interesting (if scattered) collection of Ghibli-inspired one shots, into a dense sandbox (very spoiler-y, players!) by applying _Against the Wicked City_ 's "old school space vs. new school time" paradigm. When we went to roll up characters, everyone wanted to play a ghost or a squirrel or a sentient flame, so I persuaded folks to make a hard pivot into _Cairn 2e_. Almost twenty sessions in, this campaign has been very gratifying - both as an opportunity to get to know a new group of friends and as an opportunity to flex different skills as a GM. I have done very little additional prep since that initial sandbox doc and I would say that the players have explored (or at least started to explore) something like 1/3 of the hooks and adventure sites I penciled in. The game more or less propels itself as a mixture of improv and lightly proceduralized exploration. I just draft specific room-by-room details using something like Marcia B.'s Bite-Sized Dungeons. As I write these reflections, I realize I have some qualms about _Cairn 2e_. I don't think we are using that game to its fullest: * The features we use most in any given session are character background abilities and an encounter die, both systems that I have hacked in borrowing from my _GLoG_ experience. * The roll-under skill system gets out of the way nicely, but I wonder if this particular group wouldn't be better served by something even lighter - an FKR system akin to matrix games or _Belonging Outside Belonging_ where stats are mostly differentiated in terms of narrative capacity instead of numerically? * Inventory management comes up occasionally, but feels a bit like unwelcome bookkeeping. We are handwaving a good number of objects that are just jammed in Ambrose's cart. * Health (and damage and auto-hit attacks) continue to be a highlight. Combat only occasionally comes up, but when it does it feels high stakes, even 20 sessions into play. All that said, at this point I think it's worth sticking with the system we have rather than attempting any dramatic mid-stream conversion. Folks know it and our sessions are fundamentally working. Why mess with a good thing? ## A Few Highlights In addition to the writing I've linked to throughout this post, I want to highlight some of what I think of as my best work this year: * Relic Limbs - I might have lacked the commitment for a proper megadungeon, but I think this post really shines from the material I started to post towards that project. Good, weird dungeon loot pulling from _Caves of Qud_ and puritan aesthetics. * 17 Assassins - Not so much my work, but the collective bandwagoning of many authors. I enjoyed contributing to and collating the set. * 40 5e Spells for Cairn and 5e Classes as Cairn Backgrounds - Byproducts of _Eyes Unclouded_ , I really enjoyed the minimal, but not un-mechanical quality of these. * Trainee Classes for GLoG - A quartet of proto-classes for level 0 characters. I think these are very fun and I look forward to running them some day. * Paladin Drama - Probably my post from this year that most fits the format and cultural conventions of the GLoG community. Also some of my better setting writing, in an obtuse way. I could imagine a more detailed post, reflecting on trends in these, but maybe that's better suited for a diary. ## Next Year Just like last year, I want to set a few goals for the coming year. As I increasingly teach game design in a college setting, these goals have larger stakes than just hobby interest, but fundamentally they'll just be benchmarks for reflection in December 2026. I'd like to: * **Publish _Dungeon Mail_.** Yes, I'm repeating this goal from last year. I want to get a new draft together, get it in a layout, and get it up on some digital platform before the year is out. I have grander schemes for a printed edition as well, but that depends on getting the game into a state I'd be reasonably proud to call a first edition. * **More micro-campaigns!** I don't see a reason to stop. We _may_ renew our current GLoG campaign as a domain game. Beyond that, I really want to get _Mythic Bastionland_ and _WFRP_ to the table. I also think there is more to do with either scifi or mystery play. * **Tighten up the session reports.** I write a lot of these and I think they can get a little bit bloated. I don't want them to _only_ be self-indulgent. I'd like to put a little more pressure on myself to edit those posts down and crystalize more cogent observations on my GMing practice. * **Print Char3terie.** This collaborative zine project is a big priority for me. I really want at least a prototype fabricated before the end of the school year.
25.12.2025 23:48 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 19 _Returning to our regularly scheduled programming, last week we picked up again with our Studio Ghibli inspired Cairn 2e campaign. You can find our last sessionhere._ ## The Knight This session, the party was composed of: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Nanaki** , "no-face" spirit and artificer * **Ambrose** , mountebank and would-be flirt * **September** , a flying squirrel druid and practicing violinist We rejoined the party as Sir Percius encountered a familiar face. As the rest of the party hid around what remained of an ancient villa, a figure clad in plate armor and a high, frog-like helmet strode into the room. He challenged Sir Percius, but then the two knights recognized one another, and the stranger removed his helmet to reveal a sweaty, mustachioed face beneath. This was **Sir Egerain** _(a name that the players had a great time riffing on)_ , a Knight of the Inner Circle of **Queen Istaria VI** and a professional acquaintance of Sir Percius. He proved to be a good-natured, if condescending, fellow. After a round of introductions, he invited the party to join him for breakfast. Sir Egerain had been camped in the ruins of Mal-Aqat for some time, awaiting the return of his squire, **Dorian** , whom he had sent to Wealdstone for supplies. In the meantime, he had thoroughly explored the ruins and was happy enough to share what he knew: * This was only the upper layer of a larger complex. To get deeper, they would need a significant amount of rope or to find an alternate route down. * The stone automaton that the party had been tracking regularly patrolled between the garden they had entered through and some sort of freight shaft a few rooms from their present location. * A device like the teleporter the party was looking for could be found in the extreme west of the ruins, inside a grand dome. The knight eagerly revealed his own reasons for searching the ruins. He had been tasked by his queen with finding a legendary spear that he believed to be somewhere in the lower levels of Mal-Aqat. He believed the spear to be guarded by a great dragon, though the party wondered how such a creature had gotten down there in the first place, or if it ever came out. The spear was rumored to be utterly immovable, a fact that only raised more questions. We also found out more about Sir Percius and the realm of Queen Istaria VI: * Sir Percius had a brother, Sir Gregorius, who was another Inner Circle knight. * Sir Egerain likewise had a brother named **Sir Gravain**. * Queen Istaria VI sees the Duchy as a notable political rival, but considers Wealdstone and the nearby woods to be beneath her concern. * The knights of her realm are prone to internal conflict when cooped up, especially over the winter, so are often sent wandering for years at a time. * The northern part of her realm is home to giants with whom Egerain once formed a treaty. ## Scouting Ahead While most of the party interrogated Sir Egerain, Flame trundled away in search of the shaft the knight had mentioned. Flame left the villa, passed through the tower the party had explored previously, and out the far side. An exterior ramp there overlooked the surrounding trees, curving left up to a small loading dock with an aperture into a deeper room in the ruins. The loading dock was currently empty but thoroughly scraped up. Its location on a raised tower raised questions as to how any carts that supplied this place ever got up here. Passing through the door, Flame entered a large, circular chamber dominated by an open shaft. Lighting some loose scrub and tossing it in, Flame observed something like a 100' drop down to a metal platform below. The edge of the shaft was ringed with concentric circles engraved into the stone floor and flanked by a large stone apparatus that looked like a cross between an abacus and a scale. Five other exits left this room. One was another stone passageway opposite the arch Flame had entered through. It opened onto a hall that dipped at an alarming angle, a collapsed tower that seemed particularly unstable. Flame could hear the rustling of something alive within. The other four doors were metal hatches set at each diagonal. Flame decided to report back to the others before exploring further. ## Next Steps In the meantime, Sir Egerain led the rest of the party back into a small kitchen in the ruined villa. The smell of burnt eggs wafted from a strange kiln-like oven that glowed with a blue light. A disc-like device was socketed into its face. Nanaki quickly identified this as a power source. Nanaki set to work tuning the oven while Madrigal produced some nice mushrooms from her pack. Sir Egerain volunteered a few more eggs from his personal supply, and soon they had a nice mushroom souffle cooking. Sir Egerain then led the party back to his camp, up a rope in a nearby tower. There, he had nestled into the wreckage of a giant mechanical fish. The thin brass skeleton of wings emerged from its sides. Two bay windows and a burnt-down campfire suggested this was the source of the light the trolls had seen the night before. Over their meal, the party decided to join with Sir Egerain and explore the lower levels of the ruins. They would help find the spear and the teleporter they sought at the same time. Sir Egerain packed up his camp and left a note for Dorian, and they set out. ## The Descent Back at the mouth of the shaft, September dove down to scout ahead. The flying squirrel glided down 50 feet of shaft before emerging into a 50-foot-tall dome. In the faint light from above, they could make out rows and rows of sculpted seating areas, a cordoned-off area full of brass drums, and several exits along the chamber's broad rim. Alarmingly, the room was half-collapsed, chunks of dome and a tangled mass of stone seating meeting at rickety angles along the north wall. The squirrel druid checked a few of the exits, finding that many were collapsed. One, however, revealed the teleportation device the party was looking for, a metal rod set in the floor with a gem at its tip. Unfortunately, the doorway into this room had mostly given out, leaving only a squirrel-sized hole for access. September flew back up to join the others, and they debated various ways of getting down. Eventually, they settled on a plan where the party would combine their various ropes, then Ophiane the Evoker would conjure an energy hand to hold it aloft. The party would climb on, then she would gently lower them down to the surface below. Ophiane would have to stay behind, but the elder wizard seemed not too unhappy about that. After a bit of preparation, the party, plus Ismene and Egerain, mounted the rope and began their descent. As the first of them touched the metal plate below, they heard a strange sound in the distance to the south, a pneumatic hiss and a steady whir. ## GM Notes This was a bit of a brief session. We spent a big chunk of our time setting up a Discord call for one of our players to join remotely and ordering takeout. That's all fine, of course. The goal is first and foremost to have a nice time hanging out as friends. It just means we more or less only explored two rooms and talked to a single NPC. Sir Egerain seemed like a modest success. I do not usually do character voices, at least not well, but I found a comfortable one for this annoying knight. He gave some good hooks for Sir Percius' player to riff on and helped expand our setting a little bit. I am excited to loop in more of the other characters' backstories, but more pressingly, I am curious whether the party will suspend their quest to help this wayward knight or commit to the urgent matter of the god they unplugged a few sessions ago. I know I sung the praises of the Underclock last session, but I think we ran into a few of its limitations this time. First, this dungeon was designed with a 1-in-6 encounter roll and thus has its fair share of empty rooms that might be activated by an encounter. Second, there is a timing issue where, with our short sessions, the clock almost always ticks down exactly at the end of play. A cliffhanger now and then is nice, but it feels a bit rote if it happens every time. Next session, I might switch back to a more typical overloaded die.
24.12.2025 09:47 👍 0 🔁 0 💬 0 📌 0
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GLOG -1.0 Player Reference Bookmark Dear Arnold, What do you get for the glogger who has everything? Every blogpost written in this entire scene is _already_ expanding on your work. I won't get maudlin here, but I just wanted to say I'm thankful for your light touch with the community that has formed around your work. And always excited when you put out something new! In this drive, you'll find a player aid for the original GLoG, compressed down into a 2" x 7" bookmark. I wanted to make something that might actually be helpful for your table. Or for anyone who wants to take the original for a spin. There are PNGs for the two sides and a PDF for printing them five to a sheet. Just make sure to click short edge double-sided in your print settings. Reading through the PDFs again to cobble this together, I was struck by how _specific_ they were. 2d12 take the difference skill rolls? Convictions? Far out, man. Thanks again and merry GLoGmas! Viv P.S. I'm also happy to share InDesign files on request.
22.12.2025 23:28 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 18 The week before last we had only two players for our ongoing Cairn game. Since we left off with a cliffhanger, we decided to play a game of _The Quiet Year_ by Avery Alder. Lately, we've seen a few flashbacks to the days of **Alfiann** , the young healer from Wealdstone who wed **Eirnos** , the forest god. We decided to investigate what the coastal town of Wealdstone was like back in her day, focusing on one fateful year a few hundred years ago. ## Setup We started with a map of the coast, just south of the Blue Woods. A wide river curved inland, flowing down from the mountains to the east. On the north bank was a yam-shaped ruin that our players would recognize as a Mal-Aqat structure. The people of Wealdstone were fisherfolk and shepherds. Their society privileged mothers and motherhood. Women who had many children were revered and attended to in the village council. Children were raised communally, often cared for by the tweens and teens of the village. What Wealdstone lacked was decent soil, stable access to lumber, and contact with the outside world. The village had no neighbors to speak of, for good or ill. ## Spring Spring passed in the blink of an eye. We met two representatives of Wealdstone's older generation - Aethelrad and Aeferwic. Tensions flared between the younger generation, who wanted more self determination and more contact with the outside world, and the older generation who saw community and the village's established social order as sources of stability and safety. ## Summer These tensions were exacerbated by the arrival of Alfiann. Wandering north from points unknown, she brought strange herbs and medicinal knowledge that immediately made her both immensely useful and deeply suspect to the older generation. In particular, she had knowledge of contraceptives, deeply at odds with the values of the established social order. In the months following her arrival, the village was busy with activity. A project to build a bridge across the river to claim more living space was sabotaged by Aeferwic. A group of young people began building an exploration barge to sail down the coast. Defense-minded villagers began constructing a curtain wall along the southern edge of the village. When their efforts proved insufficient, Alfiann helped - planting briars and other clinging plants to bind the stones together. Aeferwic stood trial for his act of sabotage. After some debate, the council saw fit to punish him for his transgression against the community, but only lightly. He was tasked with minding the newly completed bridge across the river. Villagers found omenous footprints on the northern bank - large and sometimes monstrous. ## Autumn The autumn was marked with tragedy and unexpected disaster. A young child named Leofwine went missing in the hills north of the village. Search parties found evidence of great wolves prowling the area. The villagers constructed a religious hermitage for young adults. The idea was that those coming of age needed a private place to explore their identity in relative isolation. This structure was built on the north side of the river, and reflected the foreign design of Alfiann's hut. Mid-Autumn, a typhoon surged inland from Turtle Rock in the northwest. It lashed the village with violent winds. Aeferwic died in the process of protecting the bridge he had once tried to sabotage. When the weather settled, the villagers decided to claim the Mal-Aqat ruin as a shelter and holdfast. They began the dangerous process of clearing and retro-fitting the interior. They built artificial floors and walls to seal the parts of the ancient structure they couldn't safely demolish. The exploration barge sank under suspicious circumstances. While no culprit was ever caught, many in the older generation approved of the sabotage. A symbolic judicial hearing sentenced the boat to serve as a mocking monument, and forbade future attempts to explore by sea. A search party was organized to find Leofwine and hunt the wolves of the Blue Woods to the north. As they gathered, rumors swirled around Alfiann. She seemed to know about such things, so why wasn't she helping? Cognizant of the rumors, she agreed to lead the hunting party into the woods, but made no promises about their success or safety. They returned without Leofwine but with a great wolf cub. The cub rapidly became a beloved and mischievous part of the community. Alfiann returned long after the search party. A great elk was spotted at the treeline. A good omen as the villagers had recently begun to hunt venison to supplement their larders. ## Winter As winter settled over the village, sheep from the south side of the river were found dead on the north. Concerned villagers began the project of expanding the walls to surround the new north bank structures. As the weather grew colder, hunting elk became something of a fashion... ## GM Notes I technically didn't _GM_ this session, since _The Quiet Year_ is a GM-less system, but I did introduce the game and facilitate throughout. We played with a few major modifications to the rules: * Before the game, I pruned 4 cards from each season, ensuring that the Ace remained in each pile. * In each season, when we drew the ace, the next season began. I didn't realize this was a house rule until well after the session proper. * We invented three abundances and three scarcities, instead of inventing three resources and choosing one to be in abundance. I think this might be how it works in _The Deep Forest_ , a sequel of sorts. Overall, these changes made for a brisker game, which was good, but I maybe would have stacked the decks a little more so we at least got to 6 or so cards in each season. Players expressed a little bit of concern about making hard moves with characters that were already claimed by our collaborative fiction. It didn't even really occur to me as a potential issue. Coming from a PBtA background as a GM, I tend to have a light touch with lore and character history. I have a few things that are absolutely true about them in my prep, but mostly I leave space to find out more about them at the table. I think our setting is richer for having played this game, even if we didn't resolve any significant questions about the timeline or Alfiann's relationship with the spirits of the woods. All the landmarks we made will absolutely be incorporated into Wealdstone proper (or at least its history) if and when we ever return there.
22.12.2025 19:19 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 17 _These are the records of a lightly modified game of Cairn 2e that I am playing with an in-person group. I've expandedEyes Unclouded, a now out of print collection of Studio Ghibli themed 5e adventures, into a more open-ended sandbox. You can find our last session here. I'll try to keep these spoiler free, so enjoy!_ ## On the Road to Mal-Aqat This session, the party was composed of: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Nanaki** , "no-face" spirit and artificer * **Ambrose** , mountebank and would-be flirt * **September** , a flying squirrel druid and practicing violinist We rejoin the party as they ride on the backs of their troll allies headed west. The land began to change as they pressed on. Wet, sucking ground gave way to hills cut by ancient glaciers. Nanaki and Ambrose were experimenting with the orb-and-vines they recovered from the clearing. When the vine touched the mirror, it sent a signal to the orb, which pulsed. When it touched Ambrose, it pulsed again, but it also began draining his life force, leaving him winded and listless. They arrived around nightfall. From a wooded rise, they saw the sprawling ruin of Mal-Aqat, spread laterally across the forest like a toppled layer cake. Orrlock shared that the city "came down" in their parents' generation, which the party decided may have been around a thousand years ago. With the darkness rapidly closing in, the party decided to make camp and begin exploring in the morning. The trolls, who only sleep recreationally, agreed to keep watch. ## Pre-Recon After a restful sleep under the soothing influence of the Nap Stone, the party woke around dawn. The trolls relayed that the night was quiet, but that they saw light and smoke emanating from a relatively intact tower in the north of the ruins. Before they set out, September cast _Speak with Plants_ and questioned a nearby tree about what lived within the ruins. The tree reported many inhabitants: insects, gulls, bats, mushrooms, stone men, a metal man, and a bear. At September's request, it gave the bear's exact location, a den in a half-toppled structure along the southern edge of the ruins. While this happened, Nanaki snuck ahead to scout the nearest entrance. Through two looming arches, they found a hall filled with stone automata, slumped in nooks along the walls and tangled with bundles of silver cable. Metal beams hung overhead, bristling with hooks and chains. Nanaki decided not to linger and quietly rejoined the party. Flame asked Ismene if she could read the Mal-Aqat script. The court wizard confirmed that she could, but asked why Flame wanted to know. Flame revealed that the language could be used to program the Mal-Aqat automata. Ismene found this _very_ interesting. ## The Raised Orchard The party briefly considered seeking out the bear, possibly with Madrigal transforming to make a good first impression, but eventually decided to save that for later. They needed to find the teleportation chamber urgently, and Flame asserted the best bet for that was in the center of the ruins. Instead, they began working their way around the ruins clockwise, looking for an entry point. Soon, they encountered a raised orchard, neat rows of trees sprouting from a two story tall ceramic structure. Madrigal and September climbed up to get a better look and found citrus trees and carefully mown grass. Looking down, they noticed another structure. The roof of a Mal-Aqat building, with its signature tapered knob, was submerged in the undergrowth and fallen leaves just nearby. After some persuasion, Ophiane agreed to lift the party up using a conjured energy hand. Flame threw down a rope so she could follow. The wizards agreed to join the party in exploring the ruins. The trolls, too large to navigate this space, said they would wait behind for a day before continuing on their way. ## The Catfish Door Across the orchard was a human-scale archway leading into an open chamber. The party entered, finding themselves in a ruined agora. Long picked over wooden stools leaned against the walls, supported by tangles of vines. The space was dimly lit, light piercing down from cracks in the ceiling. To the left, an archway opened into a ruined hallway that abruptly ended in a stone wall. It seemed sloped, suggesting this was an exterior wall of another building that had collapsed here and that it might be climbable. To the right, another passage led into the darkness. A door carved in the shape of a catfish's open mouth was faintly visible. Huge footprints tracked through the dust and debris, heading from the garden and out toward the catfish door. The party followed, briefly splitting their efforts. Nanaki, Ambrose, Madrigal, and September investigated the room beyond the fish door, emerging into a courtyard and then a banquet hall strewn with discarded silver. Two amphorae stood upright in wire holders on a long, low table. Sir Percius, Flame, and the two wizards followed the footprints north, passing the door and entering a large, tower-like structure filled with collapsed stone. A hole in the ceiling revealed a second story, a rope dangling down from above. The footprints passed around the rubble and out an archway on the far side, taking a left up a ramp on the exterior of this building. After a brief look, they decided to backtrack and regroup. ## Company? Back in the banquet hall, Nanaki inspected the amphorae and found them filled with sour wine. They were not remarkable except that they were upright and full. At Ambrose's suggestion, the party began gathering the scattered silver, loading it into the mountebank's cart. As they collected the last of the silver, the sound of booted footsteps echoed nearby. The party quickly hid, except for Sir Percius, who had just stepped into the room. He moved forward to greet the newcomer and found himself facing a figure in familiar armor, their head encased in a high, frog-eyed helmet. "Hark!" the figure called out in a nasally voice. "Who goes there?" ## GM Notes I'm writing this more than a week after the fact, based on a hasty scrawl of notes, so some details might be a bit murkier than usual. This was not my best GMing. In particular, I immediately made a poor call. In the session before, Ambrose and Nanaki were playing with the orb ensemble. Between sessions, I realized that this absolutely would be harmful to a living being and that I was leaving out relevant information about the artifact. This session, I started by having Ambrose take damage, describing the experience of having the artifact drain their life force into the orb. In retrospect, I should have rewound the clock, re-telegraphed the danger, and offered more opportunities to safely investigate. For some reason, I opted to prep this whole site as a single, two-column sheet at something like 6 point font. For next session, I plan to have a slightly larger version, with a little more detail on the way different spaces are interconnected. This dungeon is stocked using the B/X procedures. Somehow, the party managed to cut through almost exclusively "empty" rooms in rapid succession. This felt like it produced decent suspense, but maybe it would have been nice to have a little more interaction. Notably, they did not really stop to investigate any of these spaces more than a cursory glance either. Session two with an Underclock. That system is doing work with this group. We only play for about two hours at a time, which is just enough time to get one encounter if they are lucky, maybe two if they are not. It feels like it adds a nice sense of urgency to the proceedings without obliterating their agency.
16.12.2025 20:12 👍 0 🔁 0 💬 0 📌 0
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Beyond the GLoG - Sessions 5 & 6 Eugène Ciceri. Design for a Stage Set. 1830-90.Here we continue our makeshift _GLoG_ micro-campaign, following the exploits of characters generated using _Beyond the Wall._ You can find the details of our previous sessions here. This report covers two sessions. I'll endeavor to be brief, but I might not succeed... ## Under Attack! The morning after Nagina and Rold's foray, the full party gathered to delve into the areas they had explored. They were: * **Nagina Setimir** - gifted dilettante, fifth in line to the Setimir seat * **Rold von Dietmar** - would-be knight, newly elevated by the late Mergen Setimir * **Sabine Setimir** - apprentice court sorcerer, Nagina's older step-sister * **Uwe Manfred Deitmar** - self-taught mage, soon to be married into the Miller family * **Berlynn Setimir-Strauss** - wild daughter of a Setimir cadet family As the party approached the mausoleum, they heard the din of combat. The skeletal phalanx that Rold and Nagina had encountered had emerged to the surface! The party rushed to the aid of the two peasants they had left on watch duty. Sabine summoned illusory fighters to bolster their ranks, Berlynn swung her banner in a dazzling display, and Rold dove headlong into the formation, disrupting and scattering the skeletal soldiers. They routed in short order, Nagina picking off a few of their number with her bow as they fled. You may note I haven't mentioned Uwe. While all of this was going on, the self-taught mage had rushed to the Setimir Manor. Pounding on the door, he roused **Johann, the family's seneschal,** and talked the old man into sending aid to the mausoleum. Uwe used the distraction to sneak into the manor and "borrow" an ancient warhammer from within. ## Sir Branweig By the time reinforcements arrived, the fight at the mausoleum was over. Rold patched up some injuries with a full body poultice provided by **Minne the Salvemonger** and Johann begrudgingly agreed to station more stout villagers to guard the hatch down into the tomb below. With the entrance secured, the party made their way down into the depths. They swept through the scorched ossuary and down the secret passage into the fountain room. As they approached, they heard a crunch. Rold and Berlynn peeked into the room ahead to see an armored skeleton standing over the powdered remains of one of the skeletal soldiers they had just battled. Berlynn recognized the skeleton as the armored corpse they had found on their first excursion and, thoughtfully, returned the shield she had stolen from the knight. He introduced himself as **Sir Branveig** , and in a nasally voice, demanded to know their business. When the party introduced themselves as Setimirs, the knight scoffed, "there are no _true_ Setimirs." Sir Branveig was part of Artur Viera Setimir's court. He had tasked himself with keeping everyone in their rightful place, the dead below and the living above. Berlynn asked some pointed questions, and the skeleton elaborated on his earlier claim. Artur had no heirs, so there could be no Setimirs after him. At least not from his line. Around this time, Uwe deeply insulted the skeleton in the language of the dead. What little grace they had bought by returning his shield evaporated and the knight made a dire pronouncement. To pass this point, the party would need to either fight him in the ring of honor or pay a toll in skulls of the wandering dead. Grudgingly, the party agreed and headed below. ## Below Down the stairs, the party found themselves in the rectangular room with the sagging plaster hanging on the west wall. Rold and Nagina checked the robed ghoul corpse they had left here. The creature was still dead. Uwe, ever curious, threw a rock at the bulging section of plaster. It punched through, releasing a steady stream of water. Rold moved over to peek through the hole. He got a brief glimpse of stairs going up into a room beyond before something lunged out at him. This was another of the thin oozes that he and Nagina had lunged before. Thinking quickly, Rold pinned the ooze to the ground with his knife. Uwe ran up with a shortsword _(pilfered from the skeletons above)_ and began sawing at the creature, accidentally cutting the thing into two smaller oozes. Sabine threw a jar of oil that Nagina set lit with her torch, then Rold wrestled one of the slimes off his shoulders and into the blaze. The oil fire began to spread through the room. The pinned ooze burnt away in an instant, but the loose one lunged onto Uwe, knocking the mage prone and lighting him on fire as well. As the party rushed to put out the mage and finish off the ooze, they checked on their friend. Uwe was okay, but his limb was badly mangled. He wouldn't be able to walk on it for weeks without support. ## The Toll All of this was too much for the party. They scurried up the stairs as water gushed from behind the torn plaster. Up above, Sir Branveig demanded his toll. Before he could stop them, Rold grabbed his brother Uwe and rushed down the secret passage. The skeletal knight barred the way for the others. Sabine had had enough. She demanded to duel with the knight. They took opposite sides of the room, then Sabine cast _Flash of Brilliance_. The knight was too quick, blocking the light with his shield then careening into the court sorceress. Sabine pulled a bundle of flash paper from her belt and detonated it in the knight's skeletal face, blinding him and sending him staggering. As soon as the knight was dazzled, the whole party sprang into action, clobbering him and, eventually, beheading him. They all agreed to tell Rold it had been a matter of self-defense. Nagina, Berlynn, and Sabine emerged dragging Sir Branveig's beheaded corpse in tow. They found the others in the market. Minne had tended Uwe's wounds, and Uwe had found a local daytaler named Marvin to help carry him into the dungeon in exchange for a silver per day. The party offered Rold the twice-dead knight's antique plate mail. He refused at first, but eventually agreed, taking it with due reverence. ## The Manor Heist After a night of rest and recuperation, the three noblewomen gathered outside their family manor: * **Nagina Setimir** - gifted dilettante, fifth in line to the Setimir seat * **Sabine Setimir** - apprentice court sorcerer, Nagina's older step-sister * **Berlynn Setimir-Strauss** - wild daughter of a Setimir cadet family Their plan was to sneak into the manor and find any evidence they could pertaining to Sir Branveig's claim that there were no true Setimir heirs. Led by Nagina, they snuck in by a side entrance, made it up the stairs, and all the way to the door to the study of the late Mergen Setimir before being caught. Lady Marthe strode into the room and demanded to know what they were doing. Nagina, well versed in baiting her mother into arguments, pulled her into a sidebar conversation. She told the lady about what they had found _(eliding key details about the skeletal knight)_. Lady Marthe seemed unsurprised and chastised Nagina for bringing this up, especially in front of a Setimir-Strauss! In the meantime, Sabine and Berlynn waylaid Johann. Sabine bullied the old seneschal into opening Mergen's study. Inside, the duo found a small library, a fireplace, and a big claw-footed desk. All Sabine's memories of her father washed over her in this intimate space. Then they quickly turned the place over. Berlynn found an ancient heraldic ledger, clearly set aside by Mergen. Sabine found some recent correspondence. **Rechtold Setimir** , her eldest brother and only male child of the house, was dead. Pocketing the letters and the tome, Sabine and Berlynn hastened out of the study. Sabine pocketed 16 silver from her father's desk and gifted Johann a silver pen-knife for his discretion. The party reunited outside of the manor to discuss what they had learned. If Rechtold was dead, then the women of their generation would inherit. Specifically, the inheritance would be split between Sabine, Nagina, and a few of their more distant sisters who had been married off or entrusted to neighboring lords. The group schemed, but decided they might find useful information (or even family artifacts) down in the tomb. ## The Wandering Ghoul For now, the trio headed back to the strange mausoleum. Their plan was to check out the sealed sarcophagus on the first floor that they had previously left untouched. As they entered, the peasants on watch mentioned hearing wet crunching sounds from the tunnel below. Indeed, as the party descended, they heard the same sounds. Creeping closer, they saw one of the robed ghouls from the lower floors, carefully cracking bones in the ossuary in search of marrow. The party wasn't subtle. Sabine threw a bottle of holy water like a grenade, blasting the creature, then Berlynn pinned it to the wall with her banner. Still, the ghoul wriggled out, managing to swat Nagina's sword from her hands before landing a paralytic slash on Berlynn's arm. Before the creature could seriously injure anyone, Sabine followed up with another splash of holy water, destroying it utterly. ## The Sealed Sarcophagus Fortunately, Berlynn recovered after only a few moments, so the party ventured on. They wound their way down to the treasure room with the sealed sarcophagus, still covered with soot from where they had activated the flare trap hidden within a chest. The sarcophagus sat on a raised platform and depicted an armored figure in low relief. An engraving in classical read "King Artur Viera Setimir." "Oh," the party said in unison as they pulled out daggers to chip away the clay seal. As soon as Sabine breached the clay, a greenish, sulfurous gas began to vent out. The party hastily pulled back, recognizing this as supremely flammable tunnel gas. Sabine went back to the surface _(her player had to leave early)_ , leaving Berlynn and Nagina to deal with the problem. They decided to seal the trapped room and deal with it later. ## The Flooded Halls Down to two, the party decided to scout another unexplored area of the tomb. They descended through the fountain room down into the now extremely damp rectangular chamber where Uwe had been mauled by an ooze. Inside, they found the way west was now clear. Behind the tattered plaster, a half-flight of stairs ascended into an L-shaped stone room beyond. The space was full of stone blocks, masonry tools, and unfinished statues reminiscent of the ones Nagina and Rold had encountered in the halls to the east. The room had two exits, a small door to the north on the lower part of the "L" and a pair of double doors to the south. Everything was pretty water-logged, but the doors south looked like they would need to be hacked open to proceed. Following the path of least resistance, the duo cracked the north door. It opened onto a small platform overlooking a room almost fully submerged in dark water. The heads of two sarcophagi emerged above the waterline, as did the top of an arched tunnel headed west. ## The Newt and the River Not wanting to swim, the party investigated the southern doors. Berlynn used a chipped greatsword _(borrowed from Sir Branveig the day before)_ to hack a hole. Beyond, they could make out a damp natural cavern and the mangled corpse of a ghoul. Something big had crunched its spine. The sound of rushing water echoed from the south. The party proceeded to dismantle the door, stepping out only to encounter a colossal newt. The creature's pallid skin was plated with mirrored scales that reflected their torchlight into dazzling starbursts. Nagina gently tossed the creature a wrapped ration. It wolfed the food down, seeming more curious than threatened. The duo decided to head south, following a tunnel out of the cave room rather than antagonizing the creature any further. The room to the south was home to an underground river that ran west to east. Berlynn pointed out this might be the river the skeletons had told them of a few days prior. Along the bank, a small tunnel headed northwest. The party followed the tunnel and, to their relief, it wound its way back to a familiar door. Nagina knew this would lead into the cross-shaped intersection to the east of the rectangular room with the stairs up. ## Skeletal Sentries Their relief was short-lived. Nagina pushed open the door, revealing two skeletons playing dice at the small table across the way. Berlynn threw a dagger, but it wasn't enough. One of the skeletons picked up a curling horn and belted two low notes. The sound of reinforcements could immediately be heard to the east. Worse still, the other skeleton scampered forward and slashed at Berlynn. The blow caught her off guard and raked her face, dropping her to the ground stunned. Nagina grabbed her wounded cousin and dragged her back through the door before slamming it shut. In the winding hall, she roused Berlynn. Setimir-Strauss' wildest daughter was wounded. She couldn't see out of one eye, but she could walk. The duo hobbled back down the tunnel. They offered the newt another ration out of an abundance of caution. Skeletal footsteps echoed behind them. Back in the masonry room, they paused and doused their torches. The two skeletal lookouts were still across the way. Feeling her way along the wall, Berlynn led them through the darkened room, up the stairs, then out of the tomb as fast as they could muster. ## GM Notes Some action-packed sessions! I appreciate Uwe's player always being willing to push the scene forward. Yes, their interventions basically strictly made the character's lives harder, and yes, it nearly cost them a leg, but look how many interesting developments have come out of them. My custom, Mothership-style D&D; table is bearing fruit. When a character goes down, their fate is uncertain until another character turns them over. At that point, they roll a d6: 1 or 2, dead; 3 or 4, injured; 5 or 6, just dazed. We were lucky with a couple mere 3s or 4s... In the first half of the second session, we did a little bit more of the intrigue gameplay that our noble characters from _Beyond the Wall_ seemed to suggest. Players expressed some interest in a domain-level game navigating the political crisis after our current dungeon-level game. It feels like there is some juicy irony in potentially running a GLoG domain game on my private server...
14.12.2025 06:44 👍 0 🔁 0 💬 0 📌 0
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GLoGgies 2025 Nominations Here are my nominations for the 2025 GLoGgies. Though I'm on tallying duty this year, I feel confident that I lack the cachet to sway the results with this post, at least unduly. It was a big year for GLoG! If Discord is to believed, folks posted 1,180 links to the blogposts channel on Phlox's. I've nominally been combing through those posts all year, but my browsing time dropped precipitously in September and has only just begun to tick up again now. It's almost certain that I missed something here, maybe even something that on paper I would really love, but I feel confident in each of these nominations. * **Best Dungeon Post -** Broxon House (An Investigation for Sovereign Sea) by Loch * **Best Class Post -** Woman Plus Habitation (GLOG Class: Haunted House) by TheFirstGokun * **Best Monster Post -** Dwarrowyrm by Louis * **Best Rules Post -** the most beautiful woman you've ever seen by Ms. Screwhead * **Best Lore Post** - The Culture of Academics by Louis * **Best Theory Post -** Scaffolds for Disaster by Phlox * **Best Other Post** - Baldur's Gate 1 Hexcrawl by SaltyGoo
12.12.2025 02:31 👍 0 🔁 0 💬 0 📌 0
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Announcing the GLoGgies 2025 You've heard of the Bloggies? I don't usually go in for award shows, but I enjoy reading through all the nominations each year. Plus, its fun watching the rolling fistfights over campaigning and category taxonomy that break out across the community. Well, over on Phlox's Discord we've been discussing running our own awards - **the GLoGgies**. We discussed it so hard I started a series of digest posts recording potential nominees. The goal is to celebrate all the imaginative, engaging, sometimes-haunting writing that churns through the glogosphere. This may be a niche of a niche, but its ours and it happens to play host to some of the best games-writing going. What then is the structure that best reflects our scene? Perhaps something like this: ## The Format 1. **Write a blogpost with nominations by January 5th.** Anyone can write one. Submit one nomination for each of the categories that follow. Feel free to write as much or as little as you like about each post, but please include a link. 2. **Voting will be open from January 6th to January 12th.** Some folks wanted to vote, so here's your opportunity. I'll collate all the nominations into a poll. You'll have the opportunity to vote for your top 3 favorites in each category in a single round of voting. 3. **I'll announce the winners January 13th!** From there we can vote to award the coveted **Golden Gretchling.** ## The Categories * **Best Dungeon Post** * **Best Class Post** * **Best Monster Post** * **Best Rules Post** * **Best Lore Post** * **Best Theory Post** * **Best Other Post** (for posts that don't fit into any of the other categories!) ## FAQ I may update this as questions actually emerge organically, but here are a few I can anticipate: * **What is eligible for nomination?** Any post published to a blog between January 1st and December 31st, 2025 that either is about GLoG or was shared to a GLoG server. * **Do I need to nominate a post for every category?** No. Feel free to cherrypick if only a few jump out to you. * **Can I nominate my own work?** I don't see why not, but it had better be a damn good post, don't you think? * **I don't have a blog; how do I participate?** Make one! Get on in here! Or hang out until voting starts and chip in then?
11.12.2025 04:53 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 16 _These are the records of a lightly modified game of Cairn 2e that I am playing with an in-person group. I've expandedEyes Unclouded, a now out of print collection of Studio Ghibli themed 5e adventures, into a more open-ended sandbox. You can find our last session here. I'll try to keep these spoiler free, so enjoy!_ ## Reviewing the Facts This session, the party was composed of: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Nanaki** , "no-face" spirit and artificer * **Ambrose** , mountebank and would-be flirt * **September** , a flying squirrel druid and practicing violinist We rejoin the party as they recap what they had learned from the hovering orb, the three pools, and the altered memories they contained _(see previous session notes for details)_. With the sounds of battle growing ever more imminent, the party needed to make some decisions. September called over Esmine and Ophiane, the Court wizards who had accompanied them here. The squirrel tried to talk Esmine into dipping into the pools, but she refused. She was, however, willing to help talk through the evidence they had gathered so far. Esmine considered a few possible culprits: * A Court wizard? Unlikely: there would be more language involved in the enchantment. * Another great spirit? If so, what animal would do this? * The people of Mal-Aqat? The timeline doesn't work. They are too long gone, but their magic _could_ produce this sort of apparatus. She also noted that whoever did this must have something against Alfiann. And if one person made this, why would they leave such obvious inconsistencies? There must be multiple parties involved. ## Pulling the Plug While the others talked, Nanaki decided to climb down a vine into one of the memory pools. They discovered that the vines existed in both the real world and the memory world before signaling Flame to winch them out. Wary of lingering too long, the party sprang into action. They tugged the vines out of their respective pools. As they did, Ambrose questioned the orb: it seemed to have no memory of what was in the pool but still remembered it was tasked with defending the forest against human intruders. Finally, before anyone could interrupt, September yanked the vine connecting the orb to the great elk corpse. As they did, the orbs fell to the ground and dimmed. The party began to nervously discuss what to do with it but were interrupted as black ichor began seeping out from under the large tombstone at the center of the clearing. Ambrose noticed that, underneath a fine coat of lichen, the tombstone was inscribed. Flame torched the stone clean, revealing the image of a human and an elk touching foreheads. A tree emerged from between their brows. Underneath, in an old version of the common tongue, was the text: > Here lies Eirnos, who chose a mortal heart. ## Three Options The tombstone began to sink into the growing pool of muck. Ophiane conjured a giant hand of blue energy and used it like a backhoe to scoop up the rapidly deteriorating elk corpse. Making a quick decision, the party agreed that they would take the orb and the corpse to the Cat King. The question was how to get there: 1. Walking to the **Verdurous Court** would take several days, and the party was leery about bringing the orb and remains close to the wizards' seat of power. 2. The portal in **Wealdstone** was closer, but getting there would require passing through the battlefield to the south, then sneaking a giant elk corpse over the town walls. 3. Finally, they recalled that the **Ruins of Mal-Aqat** were only a day to the west. They were confirmed to house another portal, but the party didn't know exactly how to access it from the outside. Watching noxious ooze bubble out of the ground, the party decided time was of the essence. They would head to the ruins! ## Running Away September and Madrigal decided to sneak south to scout out the battlefield while the rest of the party rushed back to the trolls waiting at the edge of the clearing. Through the dead trees, they saw two huge wolves. One was wounded. A group of Ducal Guard in powder blue were in hot pursuit. Madrigal went back to warn the others while September greeted the wolves. They introduced themselves as **Hrova** and **Skarn**. The druid tended the wounded wolf with _Cure Wounds_ , buying at least a little goodwill. They warned September to leave. This was sacred ground and they would fight off any trespassers. September glided away with as much speed as they could muster and caught up with the party just as they mounted the waiting trolls. Orlock and the other trolls lumbered away as Hrova and Skarn emerged into the clearing. It was difficult to make out their affect in the distance, but the wolves saw the party flee before turning to battle the oncoming humans once again. As they made their way through the woods, Nanaki experimented with the orb and vines. They touched a vine to the mirror of perfect apology. The orb flickered as some kind of signal passed through the vine. Then, Ambrose opened his mouth. Nanaki put the vine in _(to raucous laughter)_. Another signal. ## GM Notes This was a very tense session! There were a couple reasons why. First, the players had more or less done what investigation they could and needed to come to a decision. Second, I implemented an Underclock. Each time-consuming action ticked the countdown towards _someone_ stumbling into the clearing. The players did quality "goo-drinking" work, committing to the maybe reckless plan of unplugging the orb and stealing it without fully understanding how exactly it worked. As a fan of the characters, I am excited for whatever consequences this produces! I felt like the multi-layered, pastiche setting really came into its own here. The players knew they wanted to get to a specific location on their map to talk with a character they had met before. They also knew the routes that would take them there and the drawbacks of each. I supplied some details on the ruins of Mal-Aqat, but I didn't nudge them in that direction at all. Very fun to see all the proper nouns coming together. Between sessions, we've talked a little bit about _Cairn_ 's advancement system. So far, we haven't really touched it explicitly, though characters have gained equipment, spells, experiences, and the like. I want to put on the table that this was a big moment for characters and encourage the players to consider if there is any change this would have on them. I think lessons learned here (or perhaps from tinkering with the orb and vines) would be great catalysts for a growth path.
29.11.2025 01:34 👍 0 🔁 0 💬 0 📌 0
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Paladin Drama Paladins prefer their own company. It's nice to be around people who _get it_ - who understand the weight of the vows and who don't constantly challenge you with their moral ambiguities. Each has sworn the Oaths: * **Service.** Do whatever is asked of you, unless asked by an Enemy. * **Resolve.** Do not allow an Enemy to live. * **Integrity.** Never knowingly lie. In practice, the Oaths seem to respect subjectivity. As long as they are observed to the letter, paladins have a broad remit to interpret the specifics while still retaining their divine powers and without being smote by heavenly law. Anyone can be declared an Enemy at any time, for any reason. Outside of the truly desperate, the common folk know this and steer clear. Over time, various paladin orders have emerged. It's not that their vows differ; it's how they conduct themselves. Each has developed specific etiquettes, cultural practices that allow them to exist alongside one another without bloodshed. These orders do not mix. Situations where they have been forced to operate side by side are the frequent subject of tragedies. Some examples include: 1. **The Laughing Cavaliers.** To a Cavalier, the idea of making a request is seen as a great joke, to be met with boisterous laughter. They really believe it. Only a petitioner who insists triggers the Oath. Cavaliers are among the paladin orders most likely to be seen cavorting in courtly circles. 2. **The Wax Host.** Each Waxen Knight deafens themselves by dipping their head in hot wax, resulting in a distinctive "crown" like a swimmer's cap. Avid beekeepers and candlemakers, they keep silent holds and refuse all verbal communication. It is rumored that they communicate internally through a language based on the subtle inclination of their heads. 3. **House Brais.** House Executors employ a caste of scribe-squires to serve as a buffer between them and the world. Petitioners must submit their requests via the appropriate forms, seeking approval from interlocutors who translate them into achievable and acceptable tasks. The paladins of House Brais are above graft, but the squires are decidedly not. 4. **The Cibrán School.** Paladins of the school organize themselves in strict tutorial arrangements. A Master has one student, known as a Mouth, who has yet to swear the Oaths. Communication with a Master must go through their Mouth. Socialization outside of these intimate student-teacher relationships is orchestrated through dramatic and ritualized ceremonies, typically when Mouths graduate to full paladin status. ## Running a Schism What happens when two paladin orders clash? Or when two paladins within an order clash? These are deeply contagious events that rapidly spiral into collateral damage. The following procedure takes a Turnerian approach: 1. **Breach.** There is a public violation of an order’s code of etiquette. Someone gets declared an Enemy. Identify who declared whom an Enemy and what the request was. 2. **Crisis.** The paladins ask their friends for support. Factions form; the breach expands until the widest possible social unit is divided. Identify what groups each party was attached to - friend groups, paladin orders, and external organizations. These groups are now alienated from one another. 3. **Redress.** The community engages in some kind of action to address the crisis. This can involve juridical, political, or ritual processes, frequently a duel arranged by the two factions between the original parties. The issue at stake is whether the broader social groups declare one another Enemies as well. 4. **Reintegration or Schism.** Make a reaction roll, modified by any PC actions _(up to +3 for successful negotiation and intervention or -3 if they fan the flames)_. On a cautiously or outright friendly result, the two groups come together and return to something like their original social arrangement. On a neutral or hostile result, the two factions explode into violent conflict, then diaspora.
28.11.2025 20:19 👍 0 🔁 0 💬 0 📌 0
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High or Low? WW Williams. _Wall of the camp, Din-Sylwy, Anglesey_. ~1850. Avid readers of this blog will know that one of my groups recently started and abruptly ended a micro-campaign of _Beyond the Wall_ by Flatland Games. I've seen _BtW_ introduced as "your favorite designer's favorite retro-clone." Its standout feature is its character creation system, where players and GMs narrate their characters' coming-of-age stories via a simple lifepath system, generating NPCs, village landmarks, and quest hooks as they go. Despite all of that, after two sessions, we agreed we’d seen what _BtW_ had to offer and were ready to move on. For my part, my apathy toward the game comes down to three factors - lack of procedures of play, conflicting resolution systems, and a failure to deliver on the promise of character creation. ## Rules Friction Published in 2013, _BtW_ may have narrowly preceded the OSR's fascination with procedure. The core book omits exploration and travel procedures completely. Combat is only thinly sketched. Can a character charge across a room and attack in one turn? Probably yes, but it's unclear, rules as written. I think the authors envisage the kind of action one might find in a young adult novel - pages of creeping through an old ruin only to have one fateful confrontation with the adversary - but I couldn't tell you for sure. I'll admit the resolution issues stem from player expectations and past experience more than the system itself. Players make three types of rolls - ability score checks, saving throws, and attack rolls. For some of these you want to roll high while for others you want to roll low. Ability scores and saves always feel redundant to me, but the bigger problem is that switching between roll-high and roll-low added friction to every action for our group. When playing _GLoG_ in the same setting, the players were astonished by how much smoother similar mechanics felt. I also didn’t love the sidebar insisting this wasn’t actually a problem... As a brief aside, _Beyond the Wall_ has a perception problem. What rules do exist lean heavily on perception and knowledge tests. These plus repeatable detection spells mean much of play becomes simply trying to perceive what is or isn’t there. ## Wasted Potential As I mentioned at the outset, one of the game’s highlights is its character creation system. Characters emerge with relationships, community ties, and flavorful kits of spells or equipment. The issue is that the game doesn’t _do_ anything with these. While players build their characters, the GM works through a “scenario pack” - a set of tables that outline your first session. It includes a few ports for NPCs generated by the players, but most of it relies on pre-baked adventure seeds and complications. My players left character creation excited about the setting they had co-created. Many happened to pick playbooks tied to a noble house. Since we generated only one village, they were all likely in the same one. Character creation centered on inheritance disputes, family roles, and how our lowborn characters hoped to rise. The NPCs we made reflected these dynamics - the lord of the manor, his second wife, the aged alderman soon-to-be father-in-law to one of the PCs. Our group has some story game diehards, but I suspect most invested tables would land on something similarly rich. Then the scenario pack intrudes, agnostic to these developments, sending the characters into a tomb or faerie circle to engage in mushy B/X exploration. The expectation seems to be that these relationships and NPCs will fuel a larger campaign the GM spins up whole cloth. Maybe, but if that’s the intent, I’d like to see guidance pointing in that direction or some system for doing so. On top of this, _Beyond the Wall_ doesn’t shirk the OSR expectation of character fragility. First-level characters often have 4 to 6 HP. Losing one of these lovingly crafted OCs to a lucky goblin spear would be deflating. The game feels torn between trad and old school influences, unwilling to commit in either direction. My takeaway is that I want games that are more opinionated. I want mechanics that express the story the game wants to tell. I don’t have much patience for another generic fantasy dungeon crawler. I already have plenty of those or could whip one up myself, and they’d likely have fewer points of mechanical friction. I can see the bones of a game in _Beyond the Wall_ focused on being a young adult in a small village, but they’re obscured by the long shadow of Lake Geneva. ## Some Highlights I don’t _just_ want to complain. Here are a few elements worth skimming or borrowing: The character creation system really does do a great job distributing abilities through narrative devices. It’s cool to roll up “Circle of Protection”; it’s cooler when you get it because your only mentor was a demonologist who recently disappeared. The spell list is split into three tiers: cantrips, which can be cast any number of times per day but require an INT check; spells, which can be cast once per day; and rituals, which require hours equal to their level. The spells are fun, specific, and flavorful, and the three-tier system created interesting pressures in play. The game features a system for True Names, one of several mechanics that could, if leaned into, tie the game more tightly to inspirations like Ursula K. Le Guin. They provide a skill-agnostic way to help allies, impose maluses on enemies, and add texture to summoning rules. Very cool and fairly modular.
28.11.2025 07:54 👍 0 🔁 0 💬 0 📌 0
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Beyond the GLoG - Session 4 Eugène Ciceri. Design for a Stage Set. 1830-90._MET_DP809824.jpg) Here we continue our makeshift GLoG micro-campaign, following the exploits of characters generated using Beyond the Wall. You can find the details of our previous sessions here. ## The First Floor We rejoined the party in the strange mausoleum, preparing to delve into the tomb complex below. The following characters joined the delve: * **Nagina Setimir** - gifted dilettante, fifth in line to the Setimir seat * **Rold von Dietmar** - would-be knight, newly elevated by the late Mergen Setimir Short-handed, the duo decided to quickly correct their maps of the first level, then scout the floor below. They descended down into the scorched ossuary, finding that someone had closed the door leading west into the banquet hall. Rather than barging in, Nagina volunteered to sneak ahead, taking the long way round through the secret passage to the south. She left Rold with a torch by the entrance. She made it as far as the fountain room before stepping in something in the dark - a paper thin ooze that reared up and lunged at her. The ooze proved weak to flames, as Rold caught up and the duo thrust their torches into thing. It skulked away down the steps for fear of the heat. The party made their way quickly up to the banquet hall, finding that someone had tidied the mess they had left previously _(chopped up tables and scattered silverware)_. The armored skeleton they had left here was missing. Nagina rigged a simple trap by coating the door latch in holy water. ## The Seated Figures The party made their way back to the fountain room, dipping their weapons before heading down into the gloom below. After a short descent, they emerged into a rectangular room filled with robed figures sitting cross-legged. They didn't respond to the light of the party's torches. Nagina shoved the nearest one, revealing it to be nothing more than desiccated bones. In the collapsed remains, she found a silver amulet, rectangular with two braided lines embossed on the front. The plaster on the west side of the room bulged as if barely containing a pool of water. Rold moved to investigate, but as he did one of the robed figures lurched up right and rushed him - a ghoul! Nagina rushed in and managed to connect despite the creature's unnatural speed. The holy water on her family's blade detonated and knocked the creature prone. It swiped out at her foot in retaliation and as its clawed fingers raked her ankle, Nagina suddenly went stiff, instantly paralyzed! Rold ran to her aid, stabbing with his lance and finishing the creature off. Uncertain how long the paralysis would last, Rold carried Nagina back up the stairs to the fountain room. 30 minutes passed before the curse ran its course. ## The Statues When Nagina recovered, the duo surged downwards. They smashed the remaining skeletons and Rold snagged another silver necklace from the ghoul's corpse. Exited through a door to the east, they quickly coming to a crossroads. From past experience, the party recognized the central paving stone of the crossing as an obvious pressure plate. Rold stepped carefully over the plate to the north, finding a small alcove with a table, a pair of chairs, and a dice cup. He rolled the die and got a six! Peeking south, the duo found a door. Nagina popped it open, revealing a narrow corridor which rapidly hooked to the west, where it began to slope downwards. Preferring to explore the current area more thoroughly, they headed east, following the corridor for 30 paces before it turned north and opened into a square room decorated with four statues. A narrow door left the room due east. Each seemed to wear a robe like the skeletons in the entry chamber. Each had their hands raised, as if in celebration. Nagina checked the statues hands from afar. Three were smooth stone, but one had a pair of withered claws! She shared her observation with Rold who charged without hesitation. The ghoul was quicker. It jumped down from its plinth and struck with its claws, but Rold batted them aside with his lance before plunging it into the creature's chest. The holy oil detonated and suddenly it was reduced to little more than smoking boots. As the dust settled, The party inspected the empty plinth, finding a small slot bored into it where a statues foot might go. Nagina and Rold disrobed the statues and found them surprisingly buff. They mused whether this had always been Artur Viera Setimir's plan or if this was a later innovation by the dead. Rold _(I believe)_ suggested donning the robes and silver amulets as a disguise. ## The Stairs The duo exited through the east door, finding themselves at the top of a steep flight of stairs. These steps were laborious to climb and their legs burned as they worked their way down them. About halfway, the party was ambushed - the thin ooze from before dropped from the ceiling in a surprise attack! Learning from their previous encounter, they quickly dispatched it with their torches. At the bottom of the stairs, the tunnel opened into an ancient barracks. Wooden cots lined the walls and empty chests lay scattered or smashed. Someone had already ransacked this space. Another door headed east. After a brief inspection, the duo shrugged and explored further. They quickly came to a T-junction headed north and east. The eastern passage was filled with rubble nearly floor to ceiling. Rold carefully scaled the debris and found a narrow, unstable-looking crawlspace that extended some 10ish feet to an open passage on the far side. To the north, the tunnel extended a short distance before coming to a small circular room, empty except for a single nude statue with arms raised propped against the wall. The duo quickly recognized it as the missing figure, noted its immense weight and the fact that it had a metal rod emerging from its right foot. ## The Barracks Again, an open archway headed east. The party heard a whistle in the dark from beyond. Holding a torch inside, the party found a large square chamber filled with training dummies, weapon racks, and shields mounted on the walls - a training room? Catty-cornered to the south, the duo could see an opening into another square chamber. They heard the sound of clattering footsteps as they approached the entrance. Inside, what appeared to be a smithy was a small formation of ten animated skeletons in tattered leather armor, each with sword and shield. They were led by a skeletal sergeant who turned and tooted loudly on its whistle in surprise. Mutually startled, the party decided to flee back to the barracks. They hustled back to the vacant room and Rold quickly muscled some of the cots into place as a makeshift barricade. Nagina conjured an illusion of the slime they had fought before in the hall. The skeletons took a surprisingly long time to catch up, but when they arrived they were prepared. Shields raised to form a wall, they advanced in unison, seeming to ignore the illusory ooze. Nagina tried to fire an arrow at the sergeant, dimly visible in the back, but her bowstring snapped. This was too much for the party who promptly fled back to the surface, promising to return in greater numbers. The return trip was (blessedly) uneventful. Back in the ossuary, Nagina noted boot prints in the soot - someone wearing heavy mailed boots had passed this way. ## GM Notes I am always astonished by how much a small party can get done in a single session. I'm not curving the encounter sizes to match (as evidenced by the 11 skeleton squad at the end), but less time bouncing ideas off one another means more rooms explored in short order. While we had our fair share of combats, the party also happened to hit a pocket of relatively simple rooms - unadorned chambers that serve practical(ish) purposes. That sped things along as well. The second ghoul ambush produced some good groans and laughs. Those ghouls were no joke though for a pair of level 1 characters. Holy water plus some decent rolls made short work of them, but I could easily see the world where both characters got paralyzed and we ended up with a quick TPK. I think a couple of our systems would need tweaks for a longer campaign. I'm handing out 50 XP per HD for monsters defeated - an amount that helps speed the jump to level 2 but becomes more-or-less trivial from that point on. That said, that XP has been a significant portion of their advancement so far and I might tune that down in the future. I also currently have PCs recovering to full HP with a good night's sleep. That might be a touch generous. Given the small HP pools in our system, I could see bumping that down to d6/HD or something like that.
26.11.2025 06:03 👍 0 🔁 0 💬 0 📌 0
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Laputan City Generator Contrary to popular belief, there are many Laputas. The Laputans lived in giant flying cities that sailed above the landscape. These are ponderous vessels that might take an entire lifetime to migrate from one region of the globe to another. As they travel, they gather resources, take on new settlers, and form long term relationships with the peoples they pass. These rules are heavily inspired by Tony Dowler's _How to Host a Dungeon_, though I'd say significantly divergent. Dowler's work is so concerned with the ground and its mineral contents, whereas this... is not. For practical reasons for my current campaign, this generation process needs to end with a cataclysm. You, of course, could ignore that and just have the city floating around. The crisis could be looming on the horizon or something for the distant future. **Players in my bi-weekly Cairn game, maybe don't read this one for now. Significant spoilers ahead.** ## Setup Gather a sheet of paper, a pencil, a d6, and two types of tokens (dice, coins, etc.). I'd suggest having an eraser on hand as well. The city starts with a **Gravity Drive** (that keeps the city aloft) and two **Residential Compartments** (where people live). Draw these close to the center of the bottom half of your page. ### Building Additions to the city are called **compartments**. They must always be connected to another compartment. When the Laputans build a new compartment, they prefer: * to keep the city symmetrically balanced _(i.e. arranged with an equal number of compartments on each side)_. * to build in tiers, with each tier having less compartments than the one beneath. * to retrofit damaged compartments first before adding new ones. If it is ever ambiguous whether the Laputans should build _up_ or _out_ , roll a die or let the margins of your paper break the tie. ### Tokens As you work, you'll need to keep track of two kinds of tokens: **people** and **treasures**. Tokens must always be in an appropriate compartment. If the compartment a token is located in becomes damaged, that token is lost. ## Generations The history of a Laputan city goes back hundreds of years. Each generation perform the following procedure, in order: Expand, Travel, Build, Reflect. ### I. Expand Families grow and new settlers come aboard. Add 1 people to a residential compartment. If none are available, build a new one. ### II. Travel The city drifts to new territories. Roll d6 on the following table to determine what they find there. If the result indicates a **Battle,** roll a d6: * If the result is less than or equal to the total number of fortifications and hangars in the city, the Laputans win. * If the result is greater, damage compartments equal to the excess. _(E.g. on a roll of 4 versus 2 fortifications, damage 2 compartments)._ d6 | Region | Effect ---|---|--- 1 | Monstrous | The Laputans encounter a great titan that threatens the city. **Battle**. On a victory, add a treasure. If there is no suitable space for it, build a **Treasury.** 2 | Grasslands | The Laputans establish farmsteads, returning their harvest to the city. Build a **Granary.** 3 | Forests | The Laputans send loggers and naturalists. Build an **Arboretum**. 4 | Ocean | The Laputans fish and perfect the design of their skimmers. Build a **Hangar.** 5 | Mountains | The Laputans dig mines and craft arms and armor. Build a **Fortification** 6 | Settled | The Laputans encounter a densely populated land of cities and towns. Roll a d6: On a 4+, relations are peaceful. You may trade a treasure to take an extra **Build** action this generation. On a 3-, relations are hostile. **Battle.** On a victory, add a treasure. If there is no suitable space for it, build a **Treasury.** ### III. Build The Laputans build a great work. Each may only be built once. Count your total people and look up the result on the following table. If all the entries at a current value have already been built, build a previous item (if possible). People | Construction ---|--- 2 | **Tomb**. Add a treasure here that the Laputans will never trade. 3 | **Agora.** Add a treasure here. 4 | **Dry Dock.** Counts as a hangar. 5 | **Academy.** Next time you build, you may add or subtract 1 from your people for the purposes of selecting a building. 5 | **Reactor.** Allows you to build powered constructions. 5 | **Golem Manufactory.** Allows you to build golemantic constructions. 5 | **Citadel.** Counts as a fortification. 6 | **Minor Wonder**. E.g. a huge statue, library, theater, or throne room. Add a treasure here. 7 | **Furnace.** Build twice as many compartments from travelling. 8 | **Reservoir or Bridge.** Cannot be built on top of. 9 | **Weather Engine.** Counts as a fortification. 10 | **Ascension.** Draw a monument or temple. The Gravity Drive and the Laputans disappear. The city crashes. #### Powered Constructions People | Construction ---|--- 6 | **Floating District.** Connected by a bridge. Ignore symmetry preferences when placing. Counts as a hangar. 7 | **Great Beacon**. You may reroll the Travel die. 9 | **Impossible Engine.** Build another construction of your choice. 10 | **Reactor Meltdown.** Draw destruction and waste. The city crashes. #### Golemantic Constructions People | Construction ---|--- 6 | **Golem Hangar.** Counts as a hangar. 7 | **Inference Engine.** Next time you build, you may add or subtract 1 from your people for the purposes of selecting a building. 9 | **Doom Weapon**. Automatically achieve victory in the next battle. 10 | **Civil War.** Draw a battlefield. The city crashes. ### IV. Reflect On a separate sheet of paper, make a note of what happened this generation. How will these event influence the city going forward? If the city gained a treasure, what is it? If the city gained a people, who are they? How does the material culture of the Laputans - the stuff they make and the stuff they make it out of - reflect these changes? ## Next Steps If you want to use this as an adventuring site, you'll need to resolve the crash. My current plan is to treat the top two layers as surface level ruins, scattered across the surface. Imagine if you pushed the top of a wedding cake horizontally. The rest is now subterranean or so overgrown as to be close to it. For convenience, I am not going to worry too much about rotation or tumbling that might have occurred on impact. Every treasure is now a hoard - a stash of significant treasure or magical artifacts. Generate those or invent them as you see fit. As monsters or factions enter the dungeon, they are particularly likely to claim fortifications as their lairs. If you wanted to feed this back into _How to Host a Dungeon_ , I would consider superimposing it onto a ground surface generated per their rules (p2). You can then pick up in the "Age of Monsters." Your dungeon may be slightly treasure-light, but I don't think it significantly effects that results.
23.11.2025 19:17 👍 0 🔁 0 💬 0 📌 0
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Beyond the GLoG - Session 1-3 Eugène Ciceri. Design for a Stage Set. 1830-90. A couple weeks ago, our micro-campaign group started playing _Beyond the Wall_, a much recommended old school RPG by Flatland Games. While folks enjoyed the game's detailed character creation and the setting that emerged as its result, the rest of the system left us a little cold. Nothing about the rules really leveraged all those juicy details we had cooked up. Rather than forging ahead with a system that no one was particularly excited about, we decided to switch over to a GLoGhack designed to support a quick conversion of our _BtW_ characters and preserving the systems satisfyingly detailed magic system. This switch happened to align with a slight easing up of my work schedule, so we're jumping into this campaign's session reports midstream. I'll try to get you caught up. ## The Story So Far The characters are residents of the small village of Swanholm. Many are members of **House Setimir** , the noble family that has ruled over the village and its surrounding environs for generations. The village lately has been plagued by ill omens - vultures circle in the sky, the dead walk, and ghostly horses run through the streets at night. The worst of it all was the unexplained death of **Mergen Setimir** , patriarch of the house. We joined the players, many of whom are blood relatives of the great man, in an ancient mausoleum where the notables of Swanholm had gathered for his funeral ceremony. Just as the ceremony started, the funerary slab upended, revealing a staircase into the depthbs below and a squad of skeletons decked in antique arms and armor. One pressed a speaking horn to its absent lips and bellowed: > _Hear ye, hear ye!**Artur Viera Setimir** claims his rightful throne! Return to your homes and await his arrival!_ A panic broke out and then a melee. Soon only the party were left standing. In the confusion, Master Miller, the village alderman (and soon-to-be father in law to one of the player characters) had been thrown down the stairs to an uncertain fate. Bravely, the party descended into the depths, following a flight of winding stairs down to a small ossuary where the alderman lay crumpled. He was flanked by two fiery hounds, creatures of smoldering ash that seemed deeply asleep. The party stealthily extracted Miller and carried him back to the surface, where they rested, recovered, and planned their next steps. The next morning, the party delved back into the depths to end the skeletal threat and to search for answers - who was this Artur Viera Setimir? They overcame the hounds, passed through an abandoned feasting hall, and destroyed a table to build a bridge across a trapped hallway. They used that trap to crush an enormous purple centipede like creature. Beyond the trap they found a T-junction. To the left, a room with a large fountain. To the right, a short hallway then a glimmering heap of silver in the gloom. They chose to go left first. ## The Fountain Room The following characters joined the delve: * **Nagina Setimir** - gifted dilettante, fifth in line to the Setimir seat * **Sabine Setimir** - apprentice court sorcerer, Nagina's older step-sister * **Uwe Manfred Deitmar** - self-taught mage, soon to be married into the Miller family * **Rold von Dietmar** - would-be knight, newly elevated by the late Mergen Setimir This large room was roughly square except for a semicircular protrusion to the south. A huge fountain streamed from the wall here, splitting into two waterfalls that poured around a stairwell descending down into the earth. The fountain was decorated with figurative tableaus, each depicting a step in a typical funeral - a public viewing, then a feast, then a private ceremony where priests tend to the body, then interment in a crypt. In the east wall was a small font, embedded in the wall. Over the fountain was a text in classical (which only the Setimirs in the party could read): > THE KING WHO TAMES THE RIVERS Nagina taste-tested the fountain water, identifying it as holy water by its unctuous texture and fragrant smell. The party dutifully dipped there weapons, except for Uwe who stayed well clear. ## The Sarcophagus Room Deciding to investigate west, the party followed the southern of the two tunnels that headed in that direction. Soon they came to the treasure room they had glimpsed from the T-junction to the north. A stone sarcophagus sat on a raised platform sealed with dry clay. To the left was a dented silver uwer embossed with the Setimir coat of arms. To the right was a chest seemingly overflowing with silver coins. Sabine and Nagina tried to combine two illusion spells - sound and image - to scare off the weasel. Both spells misfired, however, and the result was a cacophonous roar that shook the complex. This did scare off the weasel, but it also caused a gout of bats to swarm forth from the stairwell below. Soon visibility dropped to ten feet as panicked creatures filled the air, shrieking and slapping into one another. The bats eventually dissipated, even as the party ineffectually tried to clear them faster. Rold narrowly avoided being pushed onto the crushing trap they had used to slay the the giant centipede-like creature. The party checked the coffer of coins, quickly realizing that only the topmost shelf was filled with a thin layer of 140 silver pieces. Nagina determined that the the thing was spring-loaded and used her dagger to safely turn aside four flares that would have blinded and singed anyone who tried to search for a secret compartment. The party decided to leave the ewer to move later, but Uwe quietly cut off a small silver chunk with his pocket knife. They decided not to tamper with the sealed sarcophagus and headed back to the fountain room. ## The Font As they entered, Rold had an idea. He rushed back to grab the ewer, filled it with holy water from the fountain, then upended it into the font in the west wall of the fountain room. Rather than filling the basin, the water seemed to disappear into the stone. Then the font began to move, grinding into the floor to reveal a narrow hidden passage! The passage turned sharply left just ten feet ahead. Rold set aside his lance and pulled a dagger to lead the way, followed by Nagina, then Uwe, then Sabine at the rear. Turning the corner, the party was unnerved to find the tunnel lined with skeletons. Rold inspected one closely, revealing that each was wired to the wall but seemingly not connected to any mechanism. They squeezed past and traveled some sixty feet in the dark before arriving at a wall of skulls blocking their path. The skulls were all turned away from the party. Uwe squeezed forward to pull a skull out, revealing a window into the entrance room where the two hounds had once lain! From the back of the party, Sabine heard a creaking sound in the darkness. Turning and brandishing her lamp she saw a single skeleton with a rusty sword sneaking up on them. Behind it another skeleton peered around the corner. ## The Skirmish Sabine immediately cast a spell - a blast of bright light that blinds the two skeletons - then fell back to join her comrades. Rold tried to rush past the other party members. Nagina threw herself aside but Uwe wasn't fast enough and the two became wedged in the narrow passage. Nagina knocked over the skulls to clear an exit then rushed back to help untangle the duo. Sabine cast another spell, this time producing an illusory wall to cover for them. The illusion bought them enough time to get unstuck. The party fell back to the northern end of the tunnel, taking up a defensive position where the skeletons would only be able to approach one at a time. Nagina handed Rold the Setimir family sword, a weapon he held aloft with reverence. Soon a curious skeleton pressed through the false wall. Nagina unslung her bow and loosed an arrow at the thing, but it glanced off harmlessly. It charged forwards, followed closely by two more. Rold struck the first with a well-time blow and it exploded in white light - the holy water lending the strike ruinous force. The two behind managed to get tangled up in one another. Rold destroyed them as well with a second slash. Feeling confident, the party pushed back into the tunnel to track down the blinded skeletons from before. Rold lead the way, emerging back into the fountain room and quickly getting stabbed for his efforts. Two more skeletons lay in ambush here. The blinded skeletons clung to the wall to the north. Rold and Nagina surged forward with holy water, Rold splashing some from the fountain and Nagina spraying it from a pre-prepared waterskin. Soon only the incapacitated skeletons remained. ## The Interrogation Blinded and confused, the two skeletons awaited their fate. Uwe stepped forward and greeted them in the language of the dead. He gestured at the fountain, asking if these were the rivers the King had tamed. Perplexed, the skeletons asked if surface dwellers don't understand what art was. This was a _representation_ of those rivers, they explained slowly. After much back and forth, the party discovered that Artur Viera Setimir was interred a few layers below. They also found out that there was an underground river at the bottom of the stairs _(a real one, not art)_ to the right. The tomb was somewhere down the path to the left. The party debated what to do with their prisoners. Nagina produced a rope and started tying them up, but Sabine grabbed the ewer and matter-of-factly detonated them with holy water. That done, the party decided to re-dip their weapons and head back to the surface to rest and recuperate. The trip back was uneventful. ## On the Surface Back on the surface, the party met Dieter and Noah, the villagers Rold had pressed into guard duty. They ask about all the bats that had emerged an hour ago and Rold tipped them a silver piece each. Sabine gives them the ewer full of holy water to use against future skeletons. As the party steps out of the mausoleum, the sun burns any remaining water off their weapons. The stuff is light-sensitive. Their delve only lasting a couple hours, the party had an afternoon to kill before nightfall. Rold went to oversee the construction of his personal manor. He realized that with Mergen Setimir dead, he'd need to pay the laborers. His major domo, Henrika Falk, gave him some minor details to settle so he would feel involved. Nagina snuck back to the family manor, which had previously been barred against all comers. Entering via an unused garden path, she encountered her mother, **Marthe Setimir**. Lady Setimir chided her daughter for going missing, saying that she shouldn't consort with peasants or wander off during a succession crisis. Nagina retorts that she is far from the throne, but Marthe cryptically tells her not to be so sure. **Rechtold Setimir** , the true heir, is still abroad and messengers they have sent to retrieve him have disappeared. Despite it all, Marthe approved of Nagina's progress in dealing with the undead. Sabine retreated to her former mentor's tower to research Artur Viera Setimir. In the court sorcerer's library, she found reference to him as a sort of warrior king from an ancient era - far enough back to maybe be as much a raider as a nobleman. He was killed in some conflict with the northmen and returned to Swanholm for burial. Uwe went to the market and managed to scare up some blackpowder, fishing wire, and other basic trapping components. He inquired after spellbooks, but such things were too rare to be in common circulation. Re-equipped and refreshed, the party prepared for another delve. ## GM Notes Long post since we're catching up on three sessions worth of action! Plus I feel like I've indulged a little in the blow-by-blow of the skeleton combat. It's remarkable how much the switch to GLoG has helped the game along. For being not so different systems, this session felt positively spritely. I'm reminded of Skerples' post from just the other day - "The GLOG is like a handbuilt hot rod. It does its job well, but is more of a heap of loosely linked hopes than a practical everyday vehicle. But you built it yourself and you know what it can do... what will make the crankcase turn into a cloud of tinsel and smoke." Even a bit of uncertainty or friction around basic rules resolution with another system can multiply out to really drag down a session. Merging _BtW_ character creation with _GLoG_ templates worked really well. The playbooks created these characters with idiosyncratic, non-optimized stats, bespoke lists of spells, and very specific skills (trapping, folklore, etc.). Those provided excellent color to custom but still relatively stock fighter-y, thief-y, and wizard-y classes. We did a little tinkering at the start of the session to tailor the fit just right, but the conversion process was pretty painless. In terms of dungeon design / stocking, I note a couple things I think have been working. First, I'm being pretty detailed with corridor spaces in terms of width, decoration, and whatnot. Second, I'm indulging myself a little bit in going overboard with obvious traps - so obvious that its almost become a running gag, but paired with obvious intrigue or immediate treasure value. Third, I'm really trying to attend to noise. I rolled a lot of extra encounter dice this session - the miscast spell, each round the bats swarmed, and when the secret passage ground its way open. That kept what was otherwise a pretty basic set of static encounters feeling dynamic and interesting. The players inquired about the fountain towards the end of the session in a way that suggested they have plans for near infinite supply of holy water. I'm excited to see what they get up to with it. Given the prevalence of undead here, it'll probably be a powerful boon for them, but I'm hoping that distance, time pressures, and other concerns will prevent them from just lurking around it all the time.
14.11.2025 06:06 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 15 Kawase Hasui. _Nara Park_. 1952 _After a short break, we're back to playing our weekly game of Cairn 2e. I've expandedEyes Unclouded, a now out of print collection of Studio Ghibli themed 5e adventures, into a more open-ended sandbox. You can find our last session here._ ## The Clearing This session, the party was composed of: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Nanaki** , "no-face" spirit and artificer * **Ambrose** , mountebank and would-be flirt * **September** , a flying squirrel druid and practicing violinist We rejoined the party on the edge of a clearing deep in the Blue Woods. With the help of a clan of trolls, they had crossed through the deep swamp, but the trolls would go no further. They said that they did not travel here, long agreement with the spirits of the woods. Ahead, a football-sized orb of bark hovered over the corpse of an enormous elk, engulfed by vines. Behind it loomed a colossal, time-worn stone, and around them lay three crescent ponds radiating to the forest’s edge. From the south, the sound of battle raged through the trees. The party asked Ismene, the Court wizard who had organized this expedition, for guidance. She said this was all very interesting, but _not at all_ what she had expected to find at the heart of the corruption afflicting the Blue Woods. ## The Orb September flew ahead and landed near the orb, barely splashing into a pool and reeling with black-and-white vertigo. Up close, the orb resembled a laminated seed whose layers slowly rotated. Vines linked it to the elk and the ponds. Casting _Speak with Plants_ , September greeted the orb. It answered in common, its voice even and unemotive as it pulsed and turned. It warned them to leave - the woods were in danger. It claimed to be Eirnos, though uncertainly. When asked what it defended against, it flicked its vines towards the pools. Without hesitation, September jumped into the middle pool and seemed to fall instantly asleep. They found themselves in a monochrome version of the Blue Woods. The trees seamed healthier, and to September's druidic eye, seemed a few hundred years younger. A group of humans in archaic armor and tartans battled a horrific shadow creature that seemed to morph and twist, pouncing from behind the trees to strike them down. After a moment, Flame used an automaton hand to safely fish the squirrel out of the water and they hastily relayed what they had seen. Ambrose noticed that the pool was full of the same kinds of arms and armor September had seen. The party quickly decided these were memories and agreed to check out each pool. They lashed themselves to Flame with ropes and vines and split up ## The Near Pool Nanaki and September checked out the nearest pool. Inside, they found themselves in the same clearing as the real world, but minus the stone, the elk, and the orb. A woman ran into the clearing dressed in robes and a tartan shawl pursued by a mob of Ducal Guard troops. The duo tried to intervene, but their hands passed right through the guards. Nanaki noticed that they seemed to float, their legs disappearing into wisps. The guards chased down the woman and struck out at her. She seemed to be jerked violently into the air before being thrown into the brush. September ran over to check on her, but by the time the squirrel arrived, she and the guards had faded away. Then the scene played back again. This time September moved to see the scene from the woman's side. Nanaki kept watch for any other actors and noticed giant wolf footprints that seemed to map to where the guards had passed. They concluded that someone _(Fyrir, the Wolf God?)_ had tampered with this memory or was here in a disguise. ## The Far Pool Madrigal dove into the furthest pool, finding herself in another glade where the same woman and a colossal elk huddled together. The woman laughed as she drew a map on the ground with the tip of a stick. The elk looked on perplexed, but nodding along. Moving closer, Madrigal saw the woman was drawing a map of the Blue Woods, divided into a checkerboard of neat squares. She crossed them off one by one, sometimes drawing an arrow back to a spot just outside of the wood. Madrigal knew the local region well enough to recognize the arrows pointed to Wealdstone. The only un-crossed squares corresponded to this clearing, the Cat King's Court, and the ruins of Mal-Aqat. Madrigal noted the weirdness of the interaction as well as something subtly off about the shadows here. The elk should be blocking more of the light, but the shadow seemed to suggest its head would be down by the woman's feet. That same spot had two indents, as if someone were kneeling there. ## The Middle Pool (Again) After comparing notes, the party decided this woman was Alfiann, the mythical figure who had married Eirnos. They recognized her from the design on the shield Sir Percius had "liberated" a few days earlier _(all the way back in Session 1!)_. Suspecting something was amiss with each memory, Sir Percius, Nanaki, and September decided to check the middle pool for incongruities. The same battle between archaic soldiers and the shadowy creature. The party realized that the humans were actually the attackers. For all the creature's ferocity, it was being driven back. The way the soldiers were battered was reminiscent of whatever had slain Alfiann. September was able to use the angle of the sun and the quality of the leaves to deduce a rough timeline here. The three memories occurred in the span of a single season, from outermost to innermost pool. ## Reporting Back The party reported their finding to the orb. It was troubled - these were its only memories. It only dimly remembered Alfiann and nothing beyond this clearing. It had moved, but never far. When Ambrose asked if the orb could read, it said yes. He tried to show it a book of lore on Eirnos and Alfiann that he had stolen from the library of the Cat King. The orb asked the mountebank to throw the tome into one of the ponds. He complied and it sank beneath the pristine water. The orb seemed to mull this over, but only grew more uncertain. The orb said it was _remaking_ the forest, something only Eirnos could do. It new about the blight and believed it could be purged through regrowth, even if it took years. It trusted Fyrir to aid this work. The party discussed at length here. Was this Eirnos or just some vestige of the god's consciousness? Was this a naturally occurrence or made by someone? If so, who? Flame went back to consult Ismene, who suggested moving the orb to a secure location in the Court for study - an idea the party met with skepticism. She didn't press the issue. And that's where we left off. ## GM Notes We're back after a long hiatus! This was almost strictly an investigative session, and this post feels like it is straining a bit under the weight of not interpreting or providing any additional information. Overall, I think this situation (puzzle?) was a big success. Lots of juicy details on characters long speculated on in the lore, but seen through a veil. Credit where credit is due - these vignettes come from the source text. I've just tweaked them to fit the combined cosmology and timeline I've cobbled together. One player was, I think, a little restless with all the puzzling and conjecture and wanted to move the scene along. I note that in terms of "pillars of play" this session was all social and investigative and had no exploration or combat. I'll probably write a blog post soon with more details, because this feels like a knotty theory topic - how much sway should one player have over what happens at the table? - but I'll probably reach out to them one-on-one to check in first. As a procedural note, I was rolling for encounters all throughout this. I treated each pool visit as a dungeon turn (per Cairn 2e's rules), plus each trip to or from the center. Sometimes nothing wanders in...
07.11.2025 02:45 👍 0 🔁 0 💬 0 📌 0
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Eyes Unclouded - Session 13 & 14 James Frothingham Hunnewell. Plate from _The Historical Monuments of France_. 1898. _These are the records of a lightly modified game of Cairn 2e that I am playing with an in-person group. I've expandedEyes Unclouded, a now out of print collection of Studio Ghibli themed 5e adventures, into a more open-ended sandbox. You can find our last session here. I never got a chance to post about our last session, so enjoy this double-sized episode!_ ## Two Paths Diverged In these two sessions, the party consisted of: * **Madrigal** , halfling forager and werebear * **Flame** , tiny fire elemental in an automaton body * **Sir Percius** , law-abiding knight * **Nanaki** , "no-face" spirit and artificer * **Ambrose** , mountebank and would-be flirt * **September** , a flying squirrel druid and practicing violinist _(who rejoins in Session 14)_ The party reconvened after searching the spider's cottage. Madrigal, still in her bear form, sniffed at the two obvious paths. One lead to the smell of smoking ruin, the other to something that smelled like moss and BO. She climbed a tree to get more information. From up there, the left path seemed to wend towards something smoking in the distance and the right towards a huge menhir that rose above the tree line. In the far distance, she could make out a hot air balloon, tethered far away. She couldn't communicate with the rest of the party in bear form, but she just set out down the path of her choice - to the right. That seemed the closest to where the roots had indicated Ismene might be found. The path was little more than a desire line between a half-filled gully and a tangle of creepers and pines. As they walked, they saw more and more dead foliage, withered and brown. Occasionally, a replica of a dead tree jutted from its own remains. Flame and Sir Persius studied the magic shortsword they had found. With the help of Flame's encyclopedia of common enchantments, they identified it as _Twice Piercing Ember_ and that on a hit it would surround the foe in false fire making it harder for them to hide or dodge. Ambrose had been reading the book on Eirnos and Alfiann that he had stolen from the Cat King's library. He realized that the matter of whether the two were married wasn't as ambiguous as others had thought - the text always used the same phrase "gave their hearts to one another." The party discussed whether this was a rite for some kind of binding pact. Ambrose expressed a desire to give his heart to the Cat King. ## The Deer Madrigal led the way, so she heard the sound of many approaching hooves and dove for cover. The rest of the party followed suit, except for Sir Percius who mounted Sir Horsius and waited steadfastly for whatever might come. He raised a hand to hail. From down the path came two dozen terrified deer, scrambling and dodging around each other as they fled past. Sir Percius tried to play the hand raise off as adjusting the plumes on his helmet. Folks thought about emerging, but thought better of it - better to lie in wait for whatever had scared the deer. They didn't have to wait long. The creature came loping down the path in slow pursuit - a haggard deer that shambled down the path, half-dead. It dripped black ichor as it walked. Nearby plants seemed to wither and die at its passing. It exuded a noxious stink. The party debated a variety of strategies, but eventually decided to snare it. Ambrose picked a place and Flame produced the _rope of mending_ the party had "liberated" from the curio merchant a week ago. Nanaki, nimblest of the party, rigged the trap and the deer wandered right into it. They fastened the deer to a nearby tree where it had some water to drink. It seemed unaffected, simply sitting down on the spot. The rope constantly withered under its baleful aura, but the enchantment held and it stayed roped. Nanaki, deftly, bottled some of the black ichor for later inspection. ## The Cairn The party decided to press on. Maybe Ismene would know how to help the deer? A few hours later they found themselves approaching another clearing. This one was dominated by a single colossal menhir. It in turn was surrounded by a low stone fort, seemingly constructed from smaller stones (only 10 or 20 feet across). The stones look like they had recently been pulled from the ground. Each had a ring of wet soil around its base and as they walked they passed round holes where they might have been planted. The party neared an archway that looked like it went into the interior. From the far side of the wall, they heard a deep chuckle, then a familiar voice. Ophiane the Evoker said "remember, wait for them to come under the arch, then pull the stone!" The low voice responded "They don't sound like the other ones" but Ophiane insisted. "That's not very nice, Ophiane" Flame said matter-of-factly. The low voice expressed some concern at that too. Nanaki cast _Silent Image_ to conjure a low framerate image of the party walking under the arch. As they did, a huge gnarled hand pulled out a load bearing stone and the whole arch collapsed in a heap. Nanaki turned the illusion into fireworks and streamers. With the arch clear a huge head poked out, a troll like the one the party had met back at the Halfway Inn. He introduced himself as Orlock and, after trading some barbs with Ophiane, the party clambered inside. This was the a troll hill fort - open to the sky but sub-divided into rooms with walls that arched overhead to provide shelter from the elements. The party asked to see Ismene and Orlock led them into an interior chamber. ## Meeting Ismene Ismene was wearing a wizard's robe styled with a practical apron and thick gloves that dangled from clips on her sleeves. Her hat was pointed, but beekeeper netting hung from the brim. Ismene was brisk and to the point. She thanked the party for bringing her medical supplies and asked them what their business was in the region. They explained they were here to investigate the source of the danger to the Blue Woods. She and the party quickly began to compare notes: * Ismene believed the cloned plants were directly linked to whatever blight was emanating from the forest west of their current position. She considered this to be a chain of causal relationships and thought that if they could find out what was the inciting event, they could figure out how to treat the blight. * The blight was contagious and currently incurable, though trolls were totally immune to it. The party _(Ambrose?)_ theorized that they might not be organic. * Nanaki gave Ismene her sample of the blight. They shared news about their encounter with the deer and where it might be found. Ismene said she would check it out, but couldn't make any promises about helping the deer. * Ismene had led a party of trolls to try to investigate closer to the epicenter but had been forced back by hostile terrain and enraged animals. They were resting here before considering their options. * There might be a round about route to the southwest, but it would bring the party perilously close to the path the Ducal Guard were taking. Ismene didn't expect them to be a serious threat to anyone but themselves. The party discussed next steps. Sir Percius floated heading back to the Cat King's court, then investigating the believed epicenter in the Woods Inverted. Others suggested simply pressing on through the marsh and braving whatever hazards they encountered along the way. Then, Ambrose had an idea. What if they stole the Ducal Guard's hot air balloon? Or manufactured one of their own? Balloons were a hot new invention from the Capital, but the real issue was fueling a fire inside them. Flame, the fire elemental, could handle that easily. The party considered the weather and asked Ismene about wind patterns in the area. It seemed like it would rain overnight, but thanks to a strange swirling windstorm off the coast of Wealdstone around a rocky outcropping known as Skull or Turtle Rock, the wind consistently blew strongly to the north and west. This would take a balloon roughly in the correct direction. Nanaki figured they could build at least a prototype - a glorified paper lantern with a bucket to hold Flame and a sail to pilot the craft. They could at least do some initial scouting with it. ## That Night Overnight, the rain came down as predicted. Everyone huddled under the rocky arches and found themselves less miserable than the night before in the woods at large. Ismene prepared a basic meal of beans and rice. Ambrose tried to patch things up with Ophiane, apologizing on behalf of the party and inquiring about her magic and her fitness routine. Ophiane explained that you could make anything out of the raw energy of her craft, but it was easier if you knew it well. That was why she used her hands so often - she knew them implicitly and had mastered the art of mapping her proprioception to their conjured duplicates. Someone (_Nanaki_) asked if Ophiane could make a pair of wings and she said maybe, but she'd need very detailed schematics and she would have to control them. As the party cooed over her powers, Ophiane decided to show off a little bit. With a snap, she conjured a hand of blue energy and hefted one of the smaller menhir from nearby. She pantomimed hucking it in the air with her right, sending the stone sailing into the air. Then with her left, she extended to fingers and a piercing line of light instantly obliterated the rock. The party sounded suitably impressed and she seemed much happier to keep their company. Flame struck up a conversation with another one of the trolls - Orlina. The fire spirit asked if they knew Orrim, the troll from the Halfway Inn. The delighted troll said yes, that was one of their clan. He likely was on his way here or was still safe and comfy in his new home. The troll explained that they had an ancient cultural tradition. Whenever great danger arose, they gathered at this spot and made a hill fort. Angry spirits? Tidal wave? Meteors? Come to this spot and build the fort. The party gathered and asked if the trolls knew anything about Eirnos and Alfiann. Orlina said it was very sad. Eirnos had been kind to the trolls and let them settle in the swamps just outside his grove. They had mourned when Alfiann had died of old age and Eirnos had died of heartbreak not long after. Madrigal transformed back into a halfling again, exhausted. ## The Flight The party's forecast was correct. The next morning was clear and windy. Nanaki had busied themselves and fabricated the proto-balloon from sheets and spare scrap. Madrigal contributed a small cookpot to service as the cockpit. The party fastened all their ropes together (about 75 feet) and tied it off. Flame hopped into the pot and the makeshift aircraft took off, immediately grabbed by the stiff breeze. As the fire spirit sailed up over the tree tops they could make out the surrounding countryside in great detail: * The swamps Ismene described stretched to their west for miles. * On their far side, a grove with another standing stone snarled by vines and surrounded by shockingly clear ponds. * The countryside around the grove was almost totally dead, only the occasional cloned tree emerged from the sea of brown. * The other balloon was anchored to a caravan of the Ducal Guard, some three days march to the southwest. It looked like it had been all totally ensnared by brambles and fresh grown trees. * To the south the smoldering remains of a great manor, seemingly freshly burnt down. * To the southeast, Flame could just make out a toppled tower, seemingly yam-shaped in the style of the ancient Giants. Flame barely had any time to take these details in as the line holding the aircraft began to unfasten. Thinking quickly, the fire spirit dove onto the rope, burning down it back to the ground as the sail sprang loose behind. The party cheered as Flame made it back to the surface unharmed. ## Back with the Deer _(Session 14 begins here.)_ While the rest of the party had gone ahead, September had stayed behind with the ailing deer to try to cure it with her magic. They cast _Dispel Magic_ on it, but seemingly without effect. In fact, whatever ailment was causing the deer to emit black ichor that killed the land around it was _already_ anti-magical in nature. When that failed, September cast _Speak with Animals_ in order to converse with the deer. They introduced themselves as **Kavi**. A quick interview revealed that there were many animals afflicted with the illness, but the deer new little about where it had come from. They said they were fleeing from wolves that had threatened them to the west. Soon, September decided to catch up with the rest of the group. ## The Road Ahead From the stony hillfort of the trolls, the party planned their next moves. The epicenter of whatever was affecting the Blue Woods was clearly to their west. The question was more which of two paths to take: 1. The party could press west through the swamplands to march directly to the center. This route was said to be quite dangerous. 2. The party could return to the Woods Inverted and travel to the equivalent location of epicenter there. The question then was where they could find the nearest portal to the other side. To inquire about this last question, the party reached out to Anais, conjurer of the Verdurous Court. September cast _Speak with Plants_ to send a message with their exact location, then the party wrote a message with a series of questions: Could Anais teleport them back? If not, where was the closest entrance to the Woods Inverted? Had Whimwick responded to the party's letter? They set the letter down at a predetermined location and waited. After about 20 minutes it disappeared with a _fwip_. Twenty minutes later, another _fwip_ and a scroll case reappeared at the same location traveling staggeringly fast and flying straight up into there. The party took cover as it clattered down again. In short, no, Anais couldn't easily teleport them back to the Verdurous Court. He suggested either returning to the Court on foot and using their portal or pressing on to the Ruins of Mel-Aqat, due west and located on the far side of the epicenter. At either location they should be able to use a pre-existing portal to switch to the Woods Inverted. After some back and forth, the party was eventually swayed when Ismene, the Court alchemist who was tending to the local trolls shared that they were preparing to make their own expedition to the epicenter. The party agreed to join, then depending on what they found, press on to the ruins beyond. ## The Swamp The four trolls of the Orr Clan spent the morning dismantling the fort. They took it apart one menhir at a time and set the stones back in their rightful holes in the ground. In the meantime, the party restocked their provisions from Ismene and the trolls' supplies. They set out around midday. Ismene, Ophiane, Flame, and September rode on the front troll. Sir Percius, Ambrose, and Nanaki were carried in the middle of the group. Madrigal brought up the rear with Orrina. Sir Horsius, not wanting to be carried or to stay by himself, headed back to the Verdurous Court. As the trolls walked, the ground rapidly grew treacherous. Solid soil turned into sucking mud and the way was constantly blocked by piles of dead foliage. Black ichor like they had seen on Kavi now dripped from the canopy and pooled on the ground. Only the occasional tree, clearly a clone of a nearby wreck, remained. As they walked, the party noticed creatures that fled their path - milky white salamanders the size of people that swam through the muck and seemed to be steering clear. September flew away from the group to try to make contact with _Speak with Animals_ , but they seemed to be stupefied - resistant to the corruption, but not totally. ## The "Salamanders" A few hours into their trek, the party spotted a group of these salamanders perched on a raised outcropping. Unlike the others they appeared to be conversing, huddled together. September flew forward to say hello, but was surprised when one turned to reveal a human face peaking out from under a salamander hood. The human brandished a crossbow and told the squirrel to back off. As the rest of the party approached on trollback, they conferred. Someone noticed a hint of powder blue uniform under the salamander skins and Madrigal flagged them as members of the Ducal Guard. They decided to send Ambrose and Sir Percius ahead (the only humans in the party). Sir Percius introduced himself and demanded to know what the guards were doing here. The lead guard interrupted him, asking the knight if he happened to have traveled by the Halfway Inn in the past few days. Ambrose convincingly persuaded the guards they had never heard of the place _(since Ambrose himself hadn't)_ , and that was enough to ease the guard's suspicions for the moment. Therin relayed that a knight, a sentient fire, a ghost, and a halfling had robbed two stage coaches, making off with a horse, some number of magic items, and a chest full of silver trade bars. There was a reward posted for their arrest or for information leading to their capture. Perhaps not wanting to stick around, Ambrose and Sir Percius pressed Therin to let them pass, but the guard said he had strict orders from **Captain Rorin Gilnith** to prevent anyone from heading west of this point. They asked why, but he said it was a military matter and he couldn't say more. Ambrose pulled a sapphire from his pocket and offered it to Therin as a bribe. The guard's eyes lit up and he agreed to let them pass, signaling for his company of hidden scouts to stand down. ## The Clearing The party passed into regions that were utterly stripped of life. They passed the clear signs of battle. Ducal Guards facedown in the muck and the remains of dead animals drifted by. They passed small patrols of salamander-pelted scouts that let them by without incident. As they approached their destination, they started to find crystal clear pools of water, untouched by the swamp or the ichor. Then, they could make out a landmark ahead that Flame had seen from the sky - a huge stone tombstone, some twenty feet high. In front of it was slumped the corpse of a colossal elk, overgrown with vines that seemed to merge confusingly with its many-pointed antlers. Hovering above all of that was a pulsating ball of bark that emitted a faint green light. Then, they heard the clash of steel, the sound of a cannon, and a howl. Someone was fighting nearby. ## GM Notes Whoops! I wrote preliminary notes towards a session report for Session 13, but never actually cobbled them together into a post. As Pascal once wrote, "I would have written a shorter letter, but I did not have the time," so here is 3000+ words, covering both sessions. My recollections of Session 13 are a little faint, but it feels like we are deep in the type of game _Cairn_ handles well at this point. The players are traversing a fantastical forest filled with monsters, talking animals, and pointcrawl-y decisions about what path to take next. It does feel a bit like the map I made in prep for the campaign often has three routes arriving at any given node. That's fine, but it means the party often chooses between only two routes going forward. It would be nice to mix that up a little bit with 1 or 3. At the beginning of Session 14, we had a conversation about what we wanted to do with this game now that school is coming back into session. We could have a denouement or a season-ending cliffhanger here or just press on as usual. We eventually decided to keep playing, perhaps every other week. It's nice that folks are engaged enough with the setting that they want to continue. By my estimation, we have meaningfully interacted with about three of the plotlines from the campaign's source material, _Eyes Unclouded_. That leaves another nine sprinkled across the map we already have, basically untouched, so that's more than enough to work with. More than I would ever have prepped myself if I was working from scratch.
25.09.2025 23:51 👍 0 🔁 0 💬 0 📌 0
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Heart - Session 7 _Our micro-campaign group just wrapped up a game ofHeart: The City Beneath by Grant Howitt and Christopher Taylor! In these session reports, I'll share critical events and details from the game so far plus some notes on GMing. You can find the last entry here. While I'll keep these posts spoiler-free for players, I will share the occasional secret from Heart's canonical setting, so readers beware._ ## The Plan This week our delvers were: * **Bythebook** , a gnoll cleaver who dreams of devouring the Heart and dragging it back to the surface. * **Hulf,** human junk mage and penitent acolyte of the Stone Chorus. * **Blossoms-Falling-Like-Blood** , a high elf "witch" afflicted with the rare blood disease that lets her manipulate the energies of the Heart. We rejoined the delvers in the _Penrose Stair_ , a tavern in the settlement of Labyrinth. They debated what to do about the "Minotaur." The huge creature expanded to fill any space it was released into. Currently it occupied the huge cavern that contained Labyrinth, meaning the sky was filled with pink flesh and the occasional bent elbow or knee. The only reason the entire town hadn't been crushed was its maze-like construction. They had agreed to perform a ritual - the same ritual that had fragmented the acolyte Jween, led to Hulf's penance, and given Bythebook his monstrous gut. Originally used to make sacrifices to the Stone Chorus, the ritual required them to draw a four-pointed star around the subject in spireblack _(this setting's gunpowder equivalent)_. Then someone would need to read an incantation at each of the four points. If successful, the Minotaur would be sent to the Stone Chorus, unified with the Heart, or potentially just obliterated. The exact results were unclear. Blossoms suggested trying to move the ritual down to the Plaza of Silicate Flowers, a gnoll haven located below Labyrinth. There would be less bystanders there and maybe more ready access to supplies. The delvers considered this, but couldn't think of a good way to get the Minotaur down there. In any case, they'd need more hands to prepare the ritual site, more spireblack to draw the star, and Hulf would need to adjust the ritual to be performed in this manner. ## The Preparations Bythebook went out into the streets, preaching like an apocalyptic doomsayer. He said the Minotaur was a sign of the end of Labyrinth, that the Heart was upon them, and that only by banding together would the people be saved. The local Labyrinthians took this to heart and soon were mobilized to provide materials, clear passages, and help navigate the corridors of the town. Blossoms went to see if her blood magic could be used to aid the Minotaur. Her theory was that the creature's curse was related to Heartsblood and that a fresh transfusion might let her use her powers to manipulate its body. She found a secluded corner of Labyrinth and drew on the Heart's influence to make a fleshy spot to draw blood from and gathered the necessary needles and surgical tubing. Unfortunately, this backfired and soon the corridors were running red with a seemingly endless font of red blood. Worse still, Blossoms became afflicted with the "Labyrinth Disease." It turns out that the people of Labyrinth don't make mazes out of a desire to tame the unknown, but rather out of some kind of neurosis. No one knows whether the illness is bloodborne, airborne, or psychological in nature, but Blossoms found herself compelled to convolute. Hulf took Golbahar, the gnoll they had met in the tunnels on their way here, to look for texts related to transubstantiation that might be relevant to the ritual. Together they found what looked like an old second hand bookstore, tucked in one of Labyrinth's many alleys. The junk mage had an ulterior motive. His theory was that the ritual did not transport the sacrifice to the Stone Chorus, but rather dematerialized it here then rematerialized it there. He thought that he might be able to use this rematerialization process to bring back Jween, his fellow acolyte. An initial search of the store found little, but with the help of Golbahar's Heart activity detector, the duo found a strange boney shelf in the back of the store. There Hulf found just the materials he was looking for, as if the Heart had materialized them to help. ## The Spireblack With initial preparations complete and the people of Labyrinth beginning the work of preparing for the ritual, the delvers reconvened to source the spireblack they would need. They considered looking for an arsenal here in Labyrinth, but before they came to a decision, Golbahar intruded. He asked them to meet him in a remote alley in half an hour. When the delvers arrived, they found the unassuming old gnoll flanked by four figures in black platemail. Their helmets had leering canine faces flanked by rebreathers and each had a cannon-like blunderbuss slung at their hip. Golbahar was the handler for a team of commandos sent to infiltrate nearby settlements and he said they might be able to provide the spireblack if the party could make it worth their while. Blossoms suggested a trade. They theorized that the Plaza of Silicate Flowers had appeared in the City Beneath thanks to their first ritual. Perhaps they could use the second to send the settlement back to the surface? Whether that was actually achievable or not, the gnolls bought it and Blossoms was tasked with escorting them down to retrieve the necessary supplies. In the meantime, Bythebook led the work teams in preparing the ritual site. He was surprised by how easy it was. He had expected to have to demolish walls to allow for the star form to run cleanly through the settlement, but it seemed as if it had always been laid for this purpose. The gnoll laid an adhesive trail using his sticky spit. In the meantime, Hulf began transcribing the incantations that would be required. Eternal Bitter Winters, the aelfir witch, was recruited to read at the fourth point - a task she volunteered for with obvious excitement. ## The Plaza The gnoll fireteam led Blossoms down the corridor they had carved between Labyrinth and the Plaza of Silicate Flowers. The path meandered in the way any passage through the City Beneath did, but there was something strangely inert about. Every dozen feet, the gnolls had placed one of their detector-urns and they seemed to be working - the ground felt dead under Blossoms feet. They arrived at the Plaza without incident, emerging onto a veranda overlooking a sea of twinkling glass. The settlement was composed of one five pointed plaza surrounded by knobby, onion-like buildings. Over the area, half decoration and half deterrent, were strung nets of jagged obsidian cherry blossoms. More elements from the witch's prophetic dreams. Looking down from above, Blossoms realized the plaza formed another star, directly under the one they were drawing above. This one, however, had five points. She insisted to her escort that she would need to visit each of the five corners if the ritual were to transport the Plaza. They grudgingly agreed and she went from point to point, daubing each with a bit of her blood. Nervous gnolls watched from windows overhead, obscured by the floral screen. Her work concluded, she and the gnolls went to an armory near the heart of the Plaza and retrieved several kegs of spireblack. ## The Ritual When she returned, the delvers made their final preparations. The people of Labyrinth fled into the surrounding tunnels or battened down the hatches for whatever would happen next. The powder was spread down the pre-prepared hallways and the delvers split up to head to their positions. On her way there, Blossoms flagged down Golbahar and asked him to take her spot, saying she would be needed at the center. The gnoll agreed. She then moved to a fifth point that she had quietly added to the spireblack glyph without informing the others. Rather than standing just outside of the glyph, Bythebook planted his feet on the spireblack itself. His plan was to act as a conduit for the rituals energies and use that contact to glean knowledge of the Heart. At the appointed time, the delvers began their incantation and the response was almost immediate. First, the call of the Stone Chorus like the sound of grinding tectonic plates. Then, a massive aperture began to open in the center of Labyrinth, masonry and loose debris falling away. The Plaza of Silicate Flowers was not translocated to the surface. Instead it careened downwards, falling into a newly opening channel directly to the Heart below. As the hole in Labyrinth opened, the Minotaur was sucked in, tumbling down into the abyss below. The delvers had opened a direction channel to the Heart and it was ready to grant them their deepest desires. Hulf, watching the ritual unwind, knew he had erred in breaking his penance and attempting to pervert the rites of the Stone Chorus. He let himself fall in the gap, but instead of dropping towards the Heart, he fell into still blackness. He had been sent to the prison beneath the earth where the Stone Chorus reigned. Bythebook was transformed. The Heart's power unmade him and remade him, replacing his gnoll form with an undulating red body. Was this the knowledge he was looking for? Immediately, he began to climb towards the surface. As he moved shafts spilled out above him. New limbs grew to find handholds that had only emerged moments before. He made it to the surface in minutes, then began to climb the Spire itself, hurling chunks of masonry and the occasional startled elf as he tore at the side of the tower. Then, his willpower spent, he fell back into the waiting shaft, the Heart ready to put his material to good use elsewhere. Blossoms, the only survivor, cackled. She danced at the precipice as gore and rubble rained. ## GM Notes And so concludes our run of _Heart_! We had a good long debrief after the session and everyone more or less agreed that we really figured out the game in the last few sessions. My early attempts to shoehorn dungeon delving into the game (partially prompted by the game, I'll say!) just weren't aligned with the Resistance system in the way these kinds of bigger swings were. I ran this session based on a procedure I wrote for GLoG a couple years back - breaking the ritual into a set of goals, rites, and tools. Instead of using a skill challenge, this became a sort of abstract "delve" in the parlance of _Heart_. This structure worked really well and I heartily recommend it if your players ever want to try something similar. When it came time to actually see what happened with the ritual, I put my cards onto the table for the players: _Heart_ didn't have a system for handling this, so let's come up with something. We talked through what each character wanted to do and found that there weren't any direct conflicts in outcome. They all had a selfish goal they were trying to achieve and didn't even specify what exactly would happen to the minotaur besides potentially being sent to the Stone Chorus. In the end, I just gave each character one last resistance roll (with Echo as the risk of course) to see if their particular objectives came to pass. From there, we moved into outro montage, where I mostly let the players just say what they wanted to happen. Both Hulf and Bythebook used their zenith abilities, though strictly for narrative effect. We discussed briefly some ideas for future _Heart_ games. We generally agreed that in the future we'd want a stronger campaign frame that gave the characters a strong reason to work together from the start - an expedition gone awry mid delve, a shared haven that they all called home, something that would help wed the characters together from scene 1 in the same way the Jween subplot did later.
12.09.2025 23:41 👍 0 🔁 0 💬 0 📌 0
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Appendix V Still from _Stalker_. 1979. _Prismatic Wasteland_ rebroadcast _Traverse Fantasy_ 's call for "a bandwagon where it's appendix [initial] for oneself." Well, here's mine. Or at least a fragment of one. As I sat down to write this post, I considered two approaches. One option would be to write about the media that had shaped my RPG practices across my entire life. Another would be to focus on the media that was shaping my practice the most _right now_. I drafted both and found that I had more to say about the latter. From there, due to time constraints and a desire to give due shrift to each recommendation, I narrowed my lists down to three entries each. ## Books #### _**The Adventures of Amina Al-Sirafi**_ (2023) by Shannon Chakraborty A piratical tale of ocean voyages, swashbuckling swordfights, diabolic contracts, and creative theological interpretation. Some of the secondary characters feel a bit thinly sketched, but really we're here to follow Al-Sirafi's trials and tribulations. I run a lot of games that take voyaging as their heart and I think often of the chapter-to-chapter pacing of this book, how Chakraborty expertly baton passes the resolved conflict of the previous chapter forward into the inciting incident of the next. I also want to flag the generous bibliography here, which has a ton of source material for life on the medieval Indian Ocean, particularly tailored towards swords and sorcery. #### _**The Forgery**_ (2022) by Ave Barrera Not just influential to my roleplaying practice, this is one of my favorite books of recent years. The protagonist is a down-on-his-luck painter turned to forgery, hired to replicate a painting hidden in the basement of a (somewhat suspect) businessman's villa. He finds himself a prisoner, trapped in a historical house dripping with (stealable) architectural detail until he completes a painting that constantly eludes him. The novel uses this plot to frame and reframe a series of relationships: art versus life, original versus imitation, accessibility versus inaccessibility. All of these conversations feel alive to me as an artist, game designer, and educator. I'll also tease that the difficulty in executing the painting here is one of the most practical, "old school" problems I have seen in print. #### _**Illuminations**_ (1955) by Walter Benjamin One of the "old dead white men" that academia won't leave in his grave, Benjamin has been a constant companion since the earliest days of my education. _Illuminations_ posthumously collects a series of his essays on literary criticism. Some of the classics are here - "The Work of Art in the Age of Mechanical Reproduction" or "Theses on the Philosophy of History" - but I strongly recommend some of the less commonly regarded works. I've written previously (and juvenilely, I think) about "The Storyteller," which I think is one of the best academic texts on the narrative stakes of gamemastering. "Unpacking My Library" is a bit dated, but feels like an uncanny reflection of how I relate to RPG modules and rulebooks. This is a book that I keep returning to, and every time I reread it, I find that I glean something new from it. ## Movies / Television #### _**Legend of the Galactic Heroes**_ (1989 - 1997) Over the last few months, I have slowly been wading my way through this grandiose piece of military science fiction. This is a show that is as deeply concerned with space battles featuring thousands of ships in intricate formations as it is with boyish generals staring wet-eyed into the stars as they think of their sisters and "close friends." It helps that in both modes, the show often catches me off guard with a beautiful gem of a shot. The political theory here is often a little one note, but the thing that keeps me coming back is the following structure - a major event happens, then it echoes through the "faction turn" of all the other characters in the fiction. Whenever one admiral makes a move, we find out what their rival thinks of it, how their allies think it changes their relative prestige, what concerns high command has about it. If nothing else, the show is a never ending font of NPC archetypes to throw at the player characters. #### _**Lonely Are the Brave**_ (1962) I think _Lonely Are the Brave_ thinks of itself as this libertarian masterpiece. The main character, Jack Burns (played by Kirk Douglas) is this man-out-of-time Western character in a world of helicopters, jet fighters, and an increasingly staked out American West. He's a low talking, fist fighting so-and-so who refuses to take the easy way. In practice though, he constantly finds himself aligned against people who have principles, who have people that they care about and who they can't let down. It's fascinating watching him work through that (or fail to?) across the film. There's a lot of joy here to in practical action - navigating a horse through difficulty terrain or fending off a helicopter - and I think Walter Matthau's performance as a semi-sympathetic antagonist comes up frequently in play. More than anything though, this is a film that I am unresolved about it, and that feels like something worth holding onto. #### _**Stalker**_ (1979) My impression is that this one is a cult classic, that I won't be surprising anyone by including this on the list. For me, this mostly stands out as a movie about traversal. Characters spend almost all of their time just walking intently, whether that's through a field strewn with rusted out APCs, a flooded hospital, or a big metal pipe. The back and forth between the characters and the different philosophies on art and the merit of human endeavors are interesting, but its the cinematography and the sense of movement that have informed my RPG writing. ## Video Games #### _**Darkest Dungeon**_ (2015) I have been thinking a lot about _Darkest Dungeon_ lately since I have been running _Heart: The City Beneath_ - a game that imitates the aesthetic of but I think fundamentally fails to bottle the lightning of its inspiration. There is a genre move going on here that is subtle and I think often unremarked upon. The game plays in the space of Lovecraft and other pulp horror authors, but its also engaged with early modernism. The characters are all post-apocalyptic survivors where the "apocalypse" was the Middle Ages with its castles and crusades, but they are adventuring into this ruin that is full of the advent and failure of Enlightenment scholarship. I think this narrative, expressed through the expert voice over and worldbuilding is what breathes life into the game for me. #### _**The Elder Scrolls III: Morrowind**_ (2002) with the _**Tamriel Rebuilt**_ mod (ongoing) At some point I will write a longer form post about _Morrowind_ and the impact it has had on my writing and general life trajectory. This is the game that got me into fantasy and (through its modding community) curious about computers. For now though, I just want to highlight how fresh _Morrowind_ 's world still feels even in 2025. Vvardenfell is a world with centuries of factional intrigue and a trio of living gods that (sometimes) speak directly to their people. It is also occupied, actively in the process of being resettled by the Empire. You are thrust into that mix as both a contender for the messianic hero of the world _and_ a planted agent of the Imperial secret service. I can (and will) pester anyone who likes with endless thoughts about _Morrowind_ 's lore, but for now I will say that this kind of layered setting writing is the guiding star for almost all of my setting work. _Tamriel Rebuilt_ deserves special mention. The base game is already polyvocal - different authors were given the reins for different factions, regions, and suites of in-game books. _Tamriel Rebuilt_ turns that up to 11 with hundreds of contributors building out elaborate fan-fiction to the original game. I really like some of the interpretive moves the TR team have made, like reading the Empire more like medieval Russia than Rome. More than that though, I just like wandering into all the different enthusiastic interpretations of factions and ideas from the base game. #### _**Final Fantasy: Crystal Chronicles**_ (2003) More media about going on a journey. _Crystal Chronicles_ is a deeply flawed game with an unwieldy control scheme and a bunch of barely functional systems that imagined you would play with four (four!) connected GBAs. It's also a great distillation of the classic fantasy formula - a small group of young adventurers who come from a small village and must venture forth to save their home. There are a couple elements of this that stand out to me enough to list this game here. First, the fact that you keep getting to go home again. Seeing all your characters' family and friends dancing in the end of year celebration connects you to the world and sets the stakes for all the combats and encounters that come in between. Second, the first time you enter any level the game plays a semi-poetic voice over as the camera sweeps through the space. The information given isn't useful or often even historically relevant; its a previous traveler's letter home or a bedtime story. They feel like they elevate the action. The locations often speak to their own (former) use - decaying mines and old abandoned river causeways - but the narration gives a lofty, fairytale feeling to those spaces.
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