Brus Reckoner – Flattenning

14 June, 2015


As the angel’s morningstar bore down on Brus, time stretched out to infinity.
“Yog-Sothoth? Is it time?”
“Yog-Sothoth is with all time. All space. All knowledge. Yet if they say ask a stupid question…”
The angel had paused, golden fury made statuesque. Brus asked, “What do you request of me?”
“I have given you The Dividing Line. A naginita… Nogginata… A weapon.”
“It’s pretty good so far! Did you see when I…”
“SILENCE. Yog-Sothoth is the gate. The space between the stars. You and The Dividing Line need to guide souls there. Slay those who do not go willingly into the darkness.”
“Sounds good!”
“I shall attempt to keep you on the threshold until the gates of all have coterminated. Then, and only then, may you join the space between.”
Just then Brus saw eldritch writing blaze on the haft of his naginata. In a language unspoken by sane men, unwritten by wise men, it read: “SHUB-LIMINEL” – The Dividing Line, The Space Between The Stars.

Shub-Liminel, “The Dividing Line”, it is and always has been. 🙂 It has some groovy secret powers, and comes with an Ego to match.

Simple game last week – just a straight-up fight with a couple of juiced-up iron golems. We met Limen engaged in a simple, harmless pastime: flattening an entire world, making it nice and round. Will spoke to him a bit, then Brus stepped out and challenged him (necessary, because while the talky-talk was going on, his golems were coming closer to destroying the door that was our way out).

It was a hell of a fight. Brus would be dead outright if Brett had not permitted me to add the roll of an action point to my HP – and that’s with all the buffs, everything. I finally got a chance to use an inquisitor tactic that I have been (I think obviously) wanting to try for some time: Judgment of Smiting makes your attacks adamantine, and Share Judgement feat lets you give your judgement to another in place of using your second judgment for another effect. These things had DR 15/adamantine, so both Faugh and Brus having adamantine attacks kinda mattered.

Moments. Faugh nearly got flattened. There was a Wall of Stone that Will dealt with with a Stone Shape. His fairy dragon companion (“Puff”, of course) now has Dimension Door – allowing Will to TP and drop a channel. Golems, of course, don’t get the heal so is all good. Will decided to go flying, became the only visible target once the Wall of Stone went up, had large chunks of masonry thrown at him.

When the golems were defeated, their insides were full of keys. It kinda signals that the campaign is coming to an end. One of the main hooks for adventures is finding the right key for a door that we need to use – we now have heaps of them. I think our DM intended this simple combat session with two heavy hitters and not much else as a bit of a break for himself from running complex plot-driven adventures because the campaign will finish soon and he needs to prepare.

I’ll miss Brus. I built an inquisitor to try out a class that I haven’t tried before, and he rocks pretty hard, although a lot of that is down to some very expensive jewelry and a little rules lawyering. The Cthulhu-esque theme, which was almost accidental (just John’s alter-ego and myself selecting some cheese for our characters), also has worked well – thanks to our DM picking it up and running with it.

It’s not over yet. We still have ourselves an upstart demigod to slay. It should be good. Sorry if this blog post is a little melancholy. There are separate reasons for that.

Oh, Real World! Why must you intrude so?

James Mallard – Family Matters

13 June, 2015

Big game last week – I have been putting off writing it up. We ended up a plot arc involving a our patron, Sir Leonard Griffinshart, which was cool.

A big out-of-character issue was to do with our rogue, Tarry. The player built a classic halfling I’m just a poor boy from a poor family thief/pickpocket. And has been playing him correctly in-character. The problem being, of course, that that kind of thing gets up everyone’s nose OOC. Mine included – me being a grumpy middle-aged man and all that.

Now, one way to deal with this is that once the party – in character – finds out about the filching – in character – then the rogue – in character, you understand – gets held down and stabbed repeatedly. But firstly, that’s not the kind of game we want to run; and secondly the player is not being a dick, he’s just trying to do the correct thing with the character and the 13th Age icon. To be fair – he was in a very, very awkward spot plot-wise.

So, it’s fixable, maybe even without heavy-handed retconning. As I understand things: Tarry failed his mission for the Shadow Prince, who has written him off; but for some reason he has caught the notice of the High Druid. What can this mean? Why on earth would the High Druid be interested in a halfling rogue?

And there you go. A bit of re-engineering, and we go from “Halfing who swipes party gold” to “helpful halfling who always saves the day by having something useful in his pocket (just don’t ask where he got it)”.

The Jolly Heroes of Griffinshart, triumphant – Mayor’s warhorse in tow – returned to town. But the Mayor was in a right state. “What have you done to her! Where is she?” There was some bewilderment – “Surely, your worship, you realise that this is a stallion?” But no, it turned out that the Mayor’s daughter had been abducted. Everyone in the lockup – wererat, sailors, and Sir Leonard as well had gone, and the Mayor had a note “If you want to see the girl again, send Griffishart’s “heroes” out beyond the docks. We’ll find them.”

Naturally, the heroes could not refuse. There was something going on between Sir Leonard and the Mayor’s daughter, as everyone knew. It looked bad.

The party headed down to the docks, looking for a ship to hire. A certain “Breaded Chicken” was captained by one Captain Colonel, a man oddly dressed in a white top hat, string tie, and white handlebar moustache with a trim beard. There was some chat, including the tidbit that there were many ships from Drakenhall in the waters. The party explained their business, “We need to go out beyond the docks, rendezvous with another ship, and return” – but did not mention that that other ship was probably the Salty Maiden, captained by Salty Jim, the Devil of the (Salty, obviously) Seas.

James spoke to the captain and failed to mention that important little fact. It was a little out-of-character for the young lad, particularly since this man was indeed an ex-colonel. All I can suggest is that he has a Cha and Int of 16 and is a bit look-down-his-nose on the less noble. A colonel is not a knight.

Nevertheless, it was not right for the character. On reflection, James should have – on discovering that he was an ex-Colonel – appealed to his sense of duty and dropped the name of Leonard Griffinshart.

Sigh – will I ever stop playing bad guys?

They headed out beyond sight of the docks. A low longboat pulled up, and aboard was the wererat. He had the Mayor’s daughter at knifepoint. After some insults were traded, he – still smarting from the fight in town – invited the party aboard the longboat. In a manner of speaking.

Oh – first the wererat invited Captain Colonel’s crew to turn coat and sail with Salty Jim. A few of them did. Then the party boarded and attacked. The first thing the wererat’s crew did was to sink the Breaded Chicken. We weren’t getting home that way. Fight ensued, and the wererat and all but one or two of his crew were killed. Then the Salty Maiden bore down. “Surrender or be sunk!” The party surrendered, and were taken on board the Maiden.

Regrettably, I have lost James’ usually impeccable account of the battle. I’ll just try to hit the points.

The party tied up to the mast, there was a bit of villain’s exposition. After all – the Devil of The Sea has a reputation to maintain (for deviltry, I imagine). James tried to undo their bonds with a cantrip, but failed;

“Cantrip Mastery” talent:

If you want to do something particularly cunning or surprising with one of your cantrips and the GM isn’t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.

Happily, not everyone was entirely disarmed. Tarry still had his concealed blade and dealt with the rope. And then the fight was on. Three of the pirate crew transformed and revealed themselves to be weresharks (nice!).

Now, Sir Leonard had been in posession of a magical necklace, and unknown to the group it was Tarry’s mission from the Prince of Shadows (who I rather think might not be a single person) to snarf it. This necklace was in a pile of Sir Leonard’s belongings which had been hastily dumped over by the gunwhale. Tarry grabbed it and put it on, nd was suffused with a feeling of well-being, of safety. More that that, though: Tarry has the unique ability to smell gold, and he smelled it. Boy did he smell it: massive amounts of the stuff aboard this ship. The spoil of years of very sucessful pirating.

Meanwhile, the fight was on. Three weresharks and crew. After a few hits, Salty Jim himself transformed and revealed himself to be a were-crocodie. A salty, of course. Huge and mean.

For anyone from other parts of the world, here in Oz we have spiders and snakes and all kinds of things will kill you. Even the seashells and tiny jellyfish. Hell – even a roo will gut you with a well-aimed kick if you startle one. We cope with this – leave ’em alone and they won’t bother you. Although sharks will bite a human, they really prefer fish and fatal attacks are rare. But Saltwater Crocodiles will actually stalk and attack humans to eat them for food. Different category of thing altogether.

Here’s a pic of one with a shark, just to give you an idea of how nature’s hierarchy works here in Oz:

James wasted his time reviving Sir Leonard. Most of the rest of the party were busy trying to rescue the Mayor’s daughter, by means of killing Salty Jim. There was a huge shadow in the water – moving. A kraken? A giant killer shark?

tl;dr: I separated from the group and moved to the other end of the ship to try to free Sir Leonard. Wasted turns and command points waking him up. Got hammered off on my own. My fault, but I was thinking that Sir Leonard might be able to deal with the BBEG. My mistake – that’s not what he was there for.

The shadow in the water attacked! No kraken or shark, it revealed itself to be a black dragon. It chomped right through one end of the ship, swallowing wood and gold. Gold is how dragons level up, of course – they don’t just accumulate piles of it to sleep on, and black dragons are aquatic. The Salty Maiden was a fine, fine catch. She began to sink. Parts of the deck disappeared, but the fight went on. Sir Leonard was freed, but still disarmed.

Salty Jim was finally brought down, his ship and the gold of his whole career lost. But in a final cinematic moment stabbed the Mayor’s Daughter – whose name obviously I can’t recall so I’ll call her Eleanor – in the lung. There were still weresharks to deal with, but Sir Leonard – freed moments ago – rushed to her side as she lay dying. “My Necklace!”, he shouted, “Has anyone found my necklace?”. He cradled her in his arms and said, “Oh Eleanor, you look so much like your mother.”

The dragon chomped down on the other end of the ship as the final bad guys were disposed of or escaped into the sea. James, suspecting Tarry of theft (so racist!), yelled at him up in the rigging “Tarry! The necklace!” Tarry was torn – his mission was to get that necklace, with consequences if he didn’t; but if he didn’t hand it over now – what then?

Tough call for the player, as I said.

For whatever reason, he brought the necklace to Sir Leonard, who placed it around Eleanor’s neck. Mist’hanar – who served the grandmaster of flowers in ages past – recognised its design: the necklace was ancient. Around Elanor’s neck, the silver bud opened, flowered, and crumbled to dust, its ages-old magics finally discharging their purpose.

And then it was into the water. (Oh, but not before Isabel the sorceress snagged 3kgp of pirate loot). The dragon left to digest its heavy meal, the party clinging to floating wreckage. As they floated not far from the port of Chancer’s Hope, it was soon enough that another vessel came by to aid them and fish them out of the water.

“What happened here?” They asked. “What happened here,” the party replied, “is that the Jolly Heroes of Sir Leonard Griffinsheart have slain Salty Jim, the Devil of the Seas, and sunk the Salty Maiden with all hands!”

“Gods! They’re right! It is the Maiden!”

And there was much rejoicing. The Jolly Heroes of Leonard Griffinsheart, who need a shorter name, were truly heroes at last. Light of heart they sailed aboard the nameless fishing skiff back to the dock of Chancer’s Hope.


6 June, 2015

The strange party returned to Coin. Next on the agenda – Quicksilver! A knight of Iomedae. He offered aid to Coin in return for an unstated service. The party dispatched themselves to a clock tower on some distant (for a certain value of the word “distant”) world.

They passed through a familiar passageway, a hall of doors, and recently a scene of bloody battle. Gouges in the walls left by some mechanical device. Blood everywhere. A trap laid across the hall – some sort of tripwire (?), its ends extending through two of the doorways – doorless, opening onto swirling madness. This tripwire was no ordinary wire, but a strand of curious rope – completely rigid and suspended in space. The party had encountered this material before – even possessed a length of it.

Perhaps the gouges in the corridor were made by the ends of this rope, sweeping down the corridor. Perhaps what they saw was not a trap, but a successful attempt to contain the rope. No matter. They simply stepped over or crawled under it, electing to not tamper with it (although Picklick could not resist a parting shot, as they stepped though one of the doors into the next world).

They stepped out onto a narrow, high, windswept ledge around what was clearly a clock tower. Walking around it, they found a door and entered. Here the meeting would take place.

No check to determine if we were swept off, because lets face it: what happens next if one of us is? DMs must always be careful to not paint themselves into a corner.

They were in a room housing enormous gears. No Quicksilver. On one of the gears was an origami bird – a message. Picklick nimbly leapt onto the gear to retrieve the message. He opened it, and a squad of Angels teleported into the room. The who had teleported onto the gear in front of Picklick began reading out a sentence of death: the party were found guilty of the deaths of Quicksilver and sundry others whose corpses they had encountered (but in most cases not been responsible for) and sentenced to death. They were commanded to lay down their weapons and submit to judgement.

Now, there’s a thing or two you need to know about angels. Angels are servitors of great forces brought into existence by the collective will of mortals – so-called “gods” – who are attempting to hold back the inevitable destruction of the universe as the great ones reawaken and bring chaos, madness, and death. These “gods” accomplish this by attempting to impose their ideas of “right” and “good” on beings weaker than themselves. They were made by mortals, and their primary concern is how mortals live, what mortals do, say, and think.

Yes, this is pretty preposterous. As if mortals thinking clean thoughts and having two healthful bowel movements a day will stop the chaos that is to come.

As is the case here, the gods often resort to execution to do this. They have courts of “law” (Who makes these laws? They do!) where these powers predictably conclude they have a right to act as they do. Thus they justify ordinary vengeance and their acquisition of power in their own twisted minds. In truth, the gods of mortal races are mere reflection of those races: preoccupied with sex, status, respect, money; vain, greedy, and power-hungry, which is to say fearful. They demand worship because they fear what will happen if they are not worshipped. They simply fade away, become a forgotten god.

Submit? To an angel? It is they themselves who ought to submit to worthier powers than they, and surrender themselves to true madness.

Is any of this true? It doesn’t matter. It’s what Brus thinks, at the moment. Maybe it justifies what happens next.

But there was not really time to dispute jurisdiction and due process with this bailiff. Because before he had quite finished reading, Picklick stabbed him.

Tactically, it was a bad situation. The party were clustered together on a gangway being approaced from both sides, with Picklick out by himself on the great gear in the center of the tower. The head angel swung at him twice, nearly killing him outright. Picklick chose to dive over the side and feather fall to the base of the tower.

Morgs keeps thinking like a barbarian. IMO: Picklick needs a couple levels of Assassin. Not that that would have helped here, as angels are immune to death effects.

As it was, he basically got no play, which sucks considering that he had to take a week off. Sorry, man. I feel for you.

Two of the squad were not angels, but were Assimaar inquisitors. One of them used a spell to chain John to a moving gear. Faugh moved up to engage them, and Brus and Bottom moved over to fight an angel coming from the other direction. John, calling on the madness of Azathoth, projected a field of madness around him in all directions. The party were kinda used to it, but the flying cherubs were struck with fits of giggling, and even one of the other lesser angels was confused. The second lesser angel projected a field of antimagic – breaking the confusion and also breaking the spell holding John in place. Brus stayed put of range of the field and with Bottom felled the confused lesser angel. Bottom attempted to save him, managing to stop him bleeding out. A cherub flew over, vomited cold over Bottom who protected himself by ducking behind the wing of the not-quite-dead-yet angel on the ground. “But … why?” wailed Bottom. The cherub moved within reach of Brus’ naginata, and Brus cut it cleanly in half.

Brus – dead babies: 1

Brus relies heavily on buffs. It’s not just spells – inquisitor buffs are supernatural and are suppressed by antimagic. Happily, angelic antimagic is 10′.

Meanwhile, John had moved over to the fight between Faugh and the Assimaar Inquisitors. His aura of madness mostly neutralised them, and they were cut down. But the lead angel had come over, and that bastard was tough.

A truckload of damage, and AC in the 30’s. With buffs, Brus rocks a +25 to hit and Faugh is even better. It was still a tough fight.

The second lesser angel saw that everyone bar the leader was dead. He teleported himself and his fallen comrade out. Brus had finally (finally!) worked out that these guys were good, not lawful, outsiders. He had his bane on, switched to Judgement of Justice, and moved up to fight the main good guy with Faugh.

The great angel was already touched up. Brus swept his naginata and put in some hurt as well. The great angel turned and struck Brus three times, cutting into him twice and killing him outright.

I̡͉͉a̩̠͚̝!̸̩̼̣ ̺̼̯̬Í̮̦̜͚̪͈̖̰͘͞ą̧̯̟͍̳͙̻̻!̧̖͎͓͚̱̬̟ ̞̣̘̳̥ͅY̬͎͇͡o͔̦̜̮̲͢g̶̥̜̭̦̕ ̨̼̰̗̼͞S̨͖̭̥̥̝ó̯t͕͚͙́h̡͚̮͉͎̰̠̫̖͚o͈̥̻͝t̵̨̛̯͚͈̥̱ḥ̢̘͚̭̹͟ ̨͓͕͟͠n̤̺͕̪̠-̷̢̰̝̬͙̳t͕̙g̡͙̬͖̬̀l̩͔̦u͏͕̘̭̤ͅi̝͍͖ ̦̳̙̼͔͞I̷͈͕͕̲̫̻á͈͍̣̥̦̙̣̩̭!̡̙̮̱̯̣̠̝̲̗͢

The great angel turned and struck Brus three times, but on the second cut Yog-Sothoth intervened. Brus’s naginata spoke to him in the language of the Dark Tapestry. A command. An order. A ban.


Dave had already had John use his Divine Intervention, but Brus had not used his. We had to retcon it because I had forgotten about my new feat 🙂 .

In a few more moments, Faugh with only a little help finally managed to roll something decent and slew the angel. It faded away into light. A sheet of parchment fluttered to the floor.

Picklick made it back up to the gangway they were on. “I’ve been trying to set light to this place,” he said, “but this wood is old“.

They retrieved the sentence of death. On order blah blah blah for the murders of etc ect etc we find you guilty and sentence you blah blah blah.

Will noticed something odd. The 20th flight? Angel flights go up to sevens. Those old style numerals – “X X”. They were the eyes of Limen. These angels had been deceived.

But for Brus, another matter was more pressing. He approached John, the priest of The First. “This weapon spoke to me. A weapon that speaks should have a name. I will name him ‘Oblivion'”

John made a sign. “His name is Oblivion. You and he will save many from the horror that is to come.”


Oh man, I totally forgot about Neeko. Wasted my once-per-day 4th level spell on trying to locate her. She, of course, had gone through a portal and was off-plane. Neeko is Picklick’s foil, so maybe there’ll be some hobgoblin/catfolk love next session.

Woah boy! I said Woah!

2 June, 2015

Fun game, even though we had a few people missing. Our cleric is taking time off because IRL she’s like 8 months preggo, which personally – look: priorities, man. That’s all I’m saying.

Other couple OS, leaving us with 5 at the table. Lot of RP, then a fight. Plot hooks OMG!

Misthanar and James managed to intimidate/persuade the wererat into mentioning a few things. He and his mates were off a ship named the Salty Maiden (note to the young ‘uns – always get her to rinse the lettuce first. Been there, done that.) captained by one Salty Jim. The wererat tells us that Salty Jim will be seeking payback. Payback!

The party dropped off the surviving gang members at the town lockup, at which there were no guards but CF Lashley and Tarry, who had finished looting the evidence locker (lockpicks, loot, and a couple of signal flares) and let us in all innocent-like.

We dropped off the bad guys and went looking for the guard Ernie Weedland? Weedbeard? Woodbend?

My handwriting is shocking.

Turns out most of the town guard were beating the bushes for goblins, as it’s pretty uncommon of them to be operating as close to town as that bridge where they ambushed us.

After not enough sleep, we went to see Michael the Bishop up at the local shrine to the gods, who had asked to see us. But before we did we went shopping. We got cheated at the Halfling shop, then we went to the dwarf shop and got cheated there. James did manage to get some glass beads with which to pay off the alarm sprites that he summons, carefully noting when the halfling tried to pass off a cracked one.

The 13th age book has this idea that a lot of magic is accomplished by summoning little magical servitors (very Hogwarts, in a way). I think this is a cute idea, so for the alarm cantrip I summoned a sprite and promised it “something nice” if it would scream to wake us up if someone touched our stuff. When the innkeep came to boot us out for the day – scream! The only nice thing I had was a high denomination silver piece. Not making that mistake again. Magic, eh? Live and learn.

Well, the Bishop was interested in our story, and there was someone very, very unusual at the shrine: a tiefling paladin praying to the Great Gold Wyrm. CF Lashley gave him an apple.

Someone’s icon quest hook, obviously.

Anyway. I think The Bishop mentioned that the Mayor’s horse had wandered off into the woods, so we decided that recovering that horse was our good deed for the day. I’m not sure how much James knows about the horse theft. It also came to light that the Mayor’s daughter had something of a crush on Sir Leonard, which may help explain the rather unusual 8PM arrest for unpaid taxes on his estate.

We followed the tracks into the woods, and encountered one Aeg Ilsa – of the Circle of Four. A mage dripping with magic. We told him that Edmund the Wise had been seen in town at the Sunnymoon Tavern. Now, we knew that Edmund had been ejected from the Circle of Four, so James surmised that there’s be a wizard battle in town soon. One of us gave an apple to the mage (we had gotten apples for the horse). He have us a swag of money for no reason

Because of my bitching about money last week. It’s weird when these posts have consequences: sitting here at my desk feels like writing a private diary, but of course it isn’t.

for no reason and when he left, one of us saw him toss the apple away. It was rotten, decayed. This Aeg is clearly a necromancer. Could it be that Edmund is a good guy, and the circle bad guys? We don’t know. It may be above our pay grade, and in any case we were looking for a horse.

We finally found the horse, at bay amongst a group of 10 or so goblins and a goblin shaman. They were at the edge of the woods near the shore. Off in the near disance were some ships.

Action at goblin encampment, about midday

  1. Five members of our group had entered the woods around Chancer’s Hope tracking a certain horse that we belived belonged to the Mayor.
    1. Our group comprised Misthanar, C.F. Lashley, Tarry, Mal Shieldglider, and myself.
    2. Basic Toasten and Elsbeth have absented themselves for possibly a day or two.
    3. Olivia has been called away and may be absent for a more protracted period of time.
  2. We encountered a gentleman – a mage of considerable power – identifying himself as Aeg Ilsa of the Council of Four. He asked after Edmund the Marked, ex Council of Four, who we had heard of as being in town. He proceeded onwards towards the town.
  3. Notes on the melee
    1. We encountered the horse – clearly a warhorse – at bay and fighting a group of about a dozen goblns, one of them a shaman or other magic user.
    2. Shieldglider proceeded directly into the mass of the goblins, who mostly focussed their efforts on him. As he is heavily armoured and a skilful melee defender, he weathered the attack well.
    3. Misthanar dealt with at least one goblin which attacked him, then moved to engage the archers at the flank
    4. Tarry concealed himself, and moved around to attack the shaman from the rear.
    5. C.F. Lashley provided support by way of bardic magic, and I belive also with the bow.
    6. I moved forward to place myself within range of the combatants for magical and other support, and to direct our group as needed. I was engaged by one goblin, but it was poorly armed and not a threat.
      James uses commander “commands” in combat, the useful ones being “Try Again!” to give a reroll and “Rally Now!” to give a healing surge. It’s a little tricky to convey that in the blog text, so “directing the group” will have to do as a stand-in.
    7. Aside from the general melee, Tarry, after attacking the shaman, somehow made a splendid leap onto the horse and rode it out to the edge of the clearing, getting it out of immediate danger. I think he then gave it an apple.
      13th age storytelling cheese. A rogue talent that reads “once per battle, you can do something awesome, provided it’s roguey and cool”. Tarry acrobatically leapt/dodged three or four goblins and got on the horse. It was roguey and cool, so it qualifies 🙂 .
    8. I attempted to counterspell the shaman and failed to do so. However the Colour Spray again was effective, clearing away some of the common goblins between Shieldglider and the shaman.
    9. And James isn’t one to toot his own horn, but I moved him right in to flank the shaman with shieldglider. Oh, and having rolled 4 in the first round, I was flush with command points. I used the ‘battle captain’ talent to have James heal both Misthanar and Mal in the third round. I think in the second round I used ‘Try Again’ when someone rolled a 5. Nice.
  4. Evaluation and comments
    1. My concerns about group cohesion seem to have been largely addressed, at least with this smaller group. Our deployment was correct and effective.
    2. Tarry commendably kept the mission in mind in moving the horse out of danger. By that stage Misthanar and Shieldglider had already done for at least half the goblins, and it was clear that the advantage was ours.
  5. We noted that this goblin encampment was within clear view of some ships anchored nearby offshore. This struck us as noteworthy, as goblins would normally conceal themselves from concentrations of humans like this. It is suggestive that we have goblins conducting ambushes near town, combative wererat sailors in town, and then we see these goblins and these ships within view of one another.
    Retcon! Let’s just retcon that last blog’s report contained a summary of information we got from interrogating the wererat.
  6. I am greatly concerned at the news that Aeg Ilsa is looking for Edmund the Marked in Chancer’s Hope. I have no idea what their mutual business may be. At worst, we may be facing a battle in the streets between a pair of very powerful magic-users.
  7. Action
    1. Get the names of these ships moored within view of this goblin camp. Confirm whether or not any of them are the Salty Maiden. This will prove awkward, as we have probably been spotted already by their lookouts.
    2. Return this horse. It is wartrained, but it permitted itself to be ridden by Tarry once and may do so again.
    3. (outstanding business) Address Sir Leonard’s current legal problems. It may be that if this horse is the Mayor’s, given that we saw it earlier at the Griffinshart estate, perhaps it is the nub of the disagreement and we may be able to smooth things over.
    4. At the very least, warn the Mayor with respect to Edmund and Aeg both being in Chancer’s hope. With luck, their business will be accomplished quietly. Alternatively, perhaps we ourselves should investigate – although it is almost certainly none of our business.
    5. I am currently undecided as to what action we should take with respect to Aeg Ilsa and Edmund the Marked, if any. Perhaps Michael the Bishop may be able to advise us where our duty lies.
    6. We should report to our current command, Sir Leonard, for orders with respect to Aeg Ilsa and Edmund the Marked.
      Council of four is mage business. As far as I know, there’s only one mage in town that James knows for certain is a good guy loyal to the emperor, and that’s James.

      Also: I have left those scratched-out paragraphs there because one of the whole reasons of writing a report is that the exercise of doing it helps you work through the situation. So, I out of game am like “wtf do we do?” and me/James = James/me. James is thinking about what to do next, hence the scratched-out bits. It’s cool. I’ll leave it.