Thursday, February 25, 2016

Gamemaster's Guidepost: A Novel Approach to GMing, Part IV: A Matter of Character



Guest Post by Scott "Rocketman" Rochat

“Be sure not to discuss your hero’s state of mind. Make it clear from his actions.”
--Anton Chekhov

I’m going to start with something basic, but true. Your players can’t see your characters.
I’ll give you a moment to recover from the shock.
It’s a problem every author has. Some may give their characters a boatload of physical description, others hardly any. But short of a recurring tag – like Nynaeve’s habit of tugging at her braid in Robert Jordan’s Wheel of Time series or Sam Carsten’s susceptibility to sunburn in Harry Turtledove’s “Southern Victory” books  – you simply can’t keep reminding a reader of a character’s appearance every five seconds. Even tags can get a little stale if evoked too often: “Oh, she’s pulling her hair again? Must have real strong roots.”

And authors have a huge advantage over GMs. Authors can use the power of print. They get to flash a character’s name like a billboard in front of the reader every paragraph or two and know that something is likely to stick. Meanwhile, how many times has your painstakingly-named necromancer become “that evil wizard dude” to your Saturday night players?
But there is a way to make NPCs stick or at least give them a fighting chance. It’s the same one that’s served writers well for generations.

Give ‘em problems.

Whatever the game, your disadvantage list is your best friend. For a writer, problems create goals. They influence behavior and guide choices. And they create the most memorable characters out there.
What would Scrooge McDuck be without his Greed? Gollum without his Obsession is just an aimless savage, Count Rugen without his Sadism is one more bored and boring nobleman, and Michael Corleone without his Sense of Duty (Family) simply walks out of The Godfather around page 30 and never looks back.

Maybe you never stat out your NPCs. Some GMs don’t. It doesn’t matter. This goes beyond character sheets to actual character. Note a problem. Give them a limit. Set a goal.
Sometimes you’ll discover these things in play. In my “Gritty City” superhero campaign, the conversation of a bantering guard indicated that she was angling for blackmail material – which immediately added Greed to her character sheet. (It also significantly shortened her career; trying to blackmail someone who makes drugs for a Hawaiian mobster is not smart.) By contrast, a police ally started with a Sense of Duty and the Reputation “Straight Arrow”; he was the one honest cop in a very dishonest town. That guided a lot of plans, including an epic stretch where a PC had to figure out how to get his help without revealing that she was in cahoots with an organized crime family.

Tags can work, too, but remember where I started: your players can’t see your characters. That means a tag has to be something you can use casually and naturally. A soft accent like Inigo Montoya’s, or a slow and rumbling speech pattern like Treebeard’s? Fine. A physical habit like Nynaeve’s hair? Reasonable if you’re playing face to face, don’t overdo it, and have reasonably long locks. (My “wavy hair” is mostly waving goodbye.) Some tags can grow into bigger, beautiful problems – a PC’s receptionist had horrible luck with automobiles, a fact that affected the logistics of several 
plans!

Many of my games are online chat sessions, so I often rely on speech patterns for my tags – especially ones that can suggest details of character background, which in turn may suggest more problems! In my games, I’ve had characters:
  • Always use de classic Joisy way of talkin’. (The character was very sharp, but self-conscious about her lack of education and working-class background in a high-class office environment.)
  • Always use elaborate courtesy and no contractions whatsoever. (This was an older character – as in a centuries old angel – who largely saw the world through the frame of the ancient knightly orders and their modern-day descendants, the armed services.)
  • Swear casually. Like, every other frickin’ sentence. (Another “street” character, a veteran cabbie with a disregard for rules and an awareness of how to survive a tough environment.)
  • Be completely shell-shocked, with lots of pauses and breaks in their speech. (A woman who had been coerced by a demon into participating in her own gang-rape and was still trying to get her life past that moment.)

Done right, even the simplest tags can turn into pure story fuel
And that’s something no one will have trouble seeing.


Saturday, February 20, 2016

GURPS101: Dungeon Fantasy Knight Power-Ups and Gear


I was playing in a Dungeon Fantasy game GMed by Timothy “Humabot” Ponce and one of my fellow players (Tai Parry) created what was essentially Link from Legend of Zelda. What eventually became one of Tai’s signature moves was a slam with a shield. It was, in a word, devastating. Inspired by various game sessions and a few late night conversations, here are a few power-ups and gear for “sword and board” knights...


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Note: the link to the actual content for patrons is here.

Thursday, February 18, 2016

Designer's Notes: Magical Tradecraft

This one was another one of those things that was a blast to write. I mainlined Burn Notice for several days, while taking notes for cool feats of skill or times when magic would have just been insanely useful to have. I then watched a few spy movies, made a few more notes, and then did a fast outline at Beth's insistence (the first time I'd done that for an article). Once that was finished I began putting words to paper (well, text to screen). Because of all the notes I made and having to reference those and the outline (something I really wasn't used to) writing took a whopping 60 hours as I cross-referenced, checked, doubled-checked, triple-checked, and rechecked my work to make sure I'd covered all bases I could. Revisions were fairly quick and took only 3 hours. Editing took nearly 30 hours as Beth continued to bash into my head proper grammar. This was yet another work that had no extras because I a) used an exacting outline and b) had made a list of things I wanted to cover that actually fit.

Tuesday, February 16, 2016

Designer's Notes: A Song of Many Worlds

Another article that started out a campaign material and then I whipped into shape to become something more publishable. Like most of the articles I pull directly from my campaigns I had very few pieces to cut because it was so concentrated. This was also the article where I fixed what I viewed as a rules gap: the inability to control or create living beings. I know, you're thinking "Just use Possession!" And honestly, that works for some things, but it didn't work for what I needed it for in the article: Plant Telepathy. One of the coolest games I ever came up with was a space opera with druids and magic and really scary aliens that came from a dead galaxy and wanted to turn the home galaxy of the heroes into the same thing. Yes, they were undead. Undead aliens from another galaxy with necromantic magic. It was awesome (and since it was a sci-fi setting it crashed and burned because I cannot seem to run those) and I loved it.

The article itself took only 4 hours to write (I skipped doing an outline because I already knew what I wanted), another 12 hours of revision, and 17 hours to edit. Revisions took longer than expected thanks to having to confer with Kromm and PK multiple times on introducing new modifiers to Control and Create.

For those curious about the "under the hood" of the psi techniques:

Worldsinging (Distant Song): Adds Remote (GURPS Powers, p. 48).
Worldsinging (Voice of the Gaia): Uses Abilities at Default (GURPS Powers, p. 179) to add Channeling.
Floral Speech (Lend Sentience): Adds Sapience (GURPS Powers, p. 77).
Floral Speech (Lend Sentience): Adds Affects Others (GURPS Powers, p. 107).
Plant Control (Corpse Flower): Replaces "Accessibility, Living Plants Only, -30%" with "Accessibility, Plants Only, -5%."
Plant Control (Independent Animation): Adds Independent (GURPS Powers, p. 108).
Plant Control (Petal Mind): Adds a special blend of Cosmic (+150%) for being able to control intelligent or mobile plants, but halves the level.
Plant Control (Rapid Growth): Adds Extended Duration (p. B105).
Plant Control (Far Use ): Adds Long-Range (GURPS Powers, p. 108).
Plant Sense (Far Use ): Adds Long-Range (GURPS Powers, p. 108).

Thursday, February 11, 2016

Carpe Blogiem: Session Writeups and Criteria


So this is something that +Peter V. Dell'Orto+Douglas Cole, and others have been talking a lot about lately. (See here, here, here, and here.) So I've been thinking about what Peter said here and here's my feeling on it.

Omniscient GM Perspective
I like to write from this perspective - so I'm done with this.

After Action Reports (AARs)
I don't do this because I rather dislike injecting game stuff into what is supposed to be a field report for me to reference later on.

Rules Commentary/Reflections on the Rules
This...I should do more. And I will.

Maps and pictures
Ditto.

Cast of characters
I do this - Peter actually got me doing this when I started running Dungeon Fantasy more. It's quite useful.

Matter-of-fact Summaries
I tend toward the fiction side of session reports, but really, I should be more matter of fact. It should read like a summary of all events that occurred in as objective a way as possible.

Notes
I need to do this as well. A whole section on how this could or that could have gone better is needed I think.

In-Character Writeups
I don't do this for two reasons: 1) My players do not like sharing their characters out like this. To them roleplaying is a personal experience and showing their characters off is like having that dream where you are naked in school and about to take a test; 2) I'm too lazy to do the write-up. It's doubtful that write-ups are even going to be useful to others in the first place. This is GURPS - creating characters for fun is what 80% of GURPS gamers do.

Fiction
I'm guilty of this one and as I stated above I need to stop.


Changes I'm Going to Make
So there has been a conspicuous absence of gaming recaps on my blog for my Aeon campaign for GURPS. There is a reason - mainly +Douglas Cole is doing the write-ups for me so I can concentrate on other stuff (thanks again for that, Doug, it's been helping a lot). When I do start running my A-Team game (and any other games after that) I'll be posting in a new format style. There are a couple reasons for this, but mostly it's because I think I can slip in some useful GMing advice in my session recaps. So here's my new format:

Dramatis Persona List:
[Name aka Name][PC or NPC - Ally, Contact, or Patron][Brief Profile INformation]

[Session Recap - including time, date, and location for various entries as well as the occasional game mechanical note in brackets, footnotes, and appropriate picture or photograph]

[Gamemaster Observations]

[After Action Report/Rules Notes]

[Session Soundtrack]


Aeon B-Team Episodes 1-5 Gamemaster Observations
So far the players have done a rather impressive job of capturing the feel of a superheroes setting without going full camp. It genuinely feels like I could drop the game in the Marvel Cinematic Universe and it wouldn't "feel" to far off. This is a good thing. I laid down guidelines for my players and they have so far followed the spirit and the letter. As a GM that gives me all sorts of warm fuzzies inside.

Doug has done a rather decent job of leading them, even though they aren't acting like the team they could shape up to be. Again, this is spot-on for the genre - they've got raw chemistry, but they haven't worked at it yet. Compare it to the first Avengers film with Age of Ultron, in particular where they fight together at the Battle of New York vs. the scene where Cap says "Ohh they're lining up" and then Thor bangs Mjolnir against Cap's shield and just obliterates the bad guys. That's the difference I'm talking about here.  I offered them a "half off" special on buying Coordinated Action 1 and Teamwork (which they all took) when they were allowed to upgrade after Session 3 so I expect to see something interesting there.

The players are all between 900 to 1,200 points at the moment and yet they all feel about the same level. This is probably because when they were creating their characters I made sure they either concentrated in a couple of areas and had lower point totals or multiple (needed) areas and had higher point totals. This is why as a GM you must be directly involved with the player character creation. Not doing so invites disaster. Just don't do it. I'll also take a guess at one of the two things you are thinking: "But, Christopher, how do you get your players to agree to varying point totals!?" Well, I don't get them to agree. I tell them this is how it is and will be and make them a promise that no one character will totally outshine the others. I keep this promise by adding traits that are needed for the concept and just ignore the point value.

Which leads me to your next question: "How the hell do you challenge something that's a 1,000 points?" First, you're using the wrong word there. I don't think it means what you think it means. Roleplaying games for most people are not about "challenge," but fun. So how do 1,000 point characters have fun? Well, I don't really have room for that in this post, but essentially, you let the players be awesome. If you have a speedster let him dodge everything. Let the brick smash stuff. Let the PCs do their thing. Then, when you want to "challenge" them you take them completely out of their element and see what happens. Trust me, it works.


Aeon B-Team Episodes 1-5 After Action Reports/Rules Notes
The first session went much like I thought it would except the player tactics were terrible - they let Vortex gain his "final form" and that was a mistake. One thing they did do right was have the Rat Queen - +Emily Smirle's character - "face tank" the bad guy while everyone else figured out how to deal with him. It worked. It took two sessions, but it worked.

One sheer moment of awesome happened in Session 2 when +Kyle Norton's character "Eamon Finnegan" aka "The Suit" (he's a lawyer and metahuman right's activist with gravity and density manipulation abilities) managed to lawyerspeak a two-star general back into his black helicopter. It was made even more ludicrous because Kyle himself was absent a few minutes and literally came back just in time to interject himself into the conversation. Do not mess with lawyers - they will sue you and use Lawyerspeak (a Stunning Affliction). It will suck. Don't let them. First thing you do is kill all the lawyers.

Session 3 involved heading to Riker's Island where the impetus of the campaign began: the prisoners escaped and they're still wondering how. This session was also another where I took a great risk: I disguised one of the inmates as a guard and then played it out. I gave out subtle hints - the psuedo-guard sang a British song in a British accent, he was unduly helpful, and when the PCs won he offered to escort one of their prisoners upstairs. When they realized they were duped the prisoner had already escaped.

One thing I did in Session 4 that I was really unsure of was the concept of a temporary temporal paradox aka "Groundhoging." I did it anyways and held my breath...but it apparently worked quite well. The way I did it was I didn't tell the players what they were getting into at all - I let them figure it out after the first reset. Then I singled out a single PC to be Phil Connors (in this case, Merlin, the player of our resident speedster) and then relied on the players to do the rest. It worked. Every time there was a reset I'd say "Okay, so Merlin, your character suddenly feels like he's being tugged and slammed into a wall...then you wake up in your cot on Riker's" or something like it. Having Merlin (in character) try to explain what was going on was so hilarious the game stalled out at just about every reset. They finally figured out what was going on after about eight resets. (I had mentally set a max of 10 resets for the game - anymore past that and it bogs unless the resets are quick.) The risk was great, but in the end it worked and we were all rewarded with a awesome game session.

Session 5 was equally fun, with Emily trying to use a Trip attack against a speedster with a magical knife - it almost worked too. In the end the speedster was taken out by +GodBeastX - Merlin's character "Zephyr" also a speedster who used a powerful attack and managed to land a bunch of hits thinks to a natural 18 on the rival speedster's dodge roll. Another thing that happened during session 5 is something many GMs shy away from: making the players lose. I know what I said earlier about letting the players be awesome and that rule still stands, but sometimes they need to lose too. In this case a ridiculously powerful ferrokinetic - Battalion (a metahuman who has TK around 3,000 for metal only) - ripped +Christian Gelacio's character Arc Light's battlesuit in half. What Battalion (and the rest of the PCs) didn't know was that Arc Light is also a metahuman - an electrokinetic - and tased Battalion until he was unconscious. This has left one of the players without a key piece of gear/power. This follows my rule of "put them in situations they aren't suited for." We'll see how this plays out in the next session on Monday.


Picking Over the Bones
Overall, I've needed to revamp my Session Report style for a while now, I just revamped my GM Notes for story arcs with what I think is a innovative way to keep track of story plots so it's time for a report revamp as well. I like the new style I've come up with - I personally like the idea of a "soundtrack", but I'll be interested in what others think. Did I miss something important? Should I add anything to my write-up style? Any tips anyone has that they want to share with myself and others?

Tuesday, February 9, 2016

Designer's Notes: May the Shadows Guide You


With "May the Shadows Guide You" I began to hit my stride. I'd half a dozen articles under my belt and a hit in Metatronic Generators (which is still fairly popular years later). The meat of this article actually hailed from a defunct fantasy campaign I ran. My significant other wanted to use GURPS Powers: Divine Favor instead of regular spells and since she was the only holy character in the campaign I agreed. Together we created several specialized learned prayers for her character and an entire "deific" framework. The game eventually puttered out (though it's since been revamped and has been running for almost a year now) so I decided to turn all the material I'd written into something usable for Pyramid. Total writing time was around 2 hours (mostly formatting), total revision time was 8 hours, and total editing time was 32 hours. This was also the first article that Beth helped me with as she began to bash into my head proper English grammar. There were no outtakes from this one, since it was cribbed from my campaign notes and turned into something usable. I did have a lot of fun coming up with the sayings and many of them were pulled straight from game play from something that my other half's character said or did.

Saturday, February 6, 2016

GURPS101: More Bioenhancement Abilities for Monster Hunter Experiments III


Like the previous two installments, today’s Special is all about the experiment from GURPS Monster
Hunters.
With even more new abilities for experiments, between the three issues it's practically a Power-Ups book for GURPS Monster Hunter experiments!


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Thursday, February 4, 2016

Designer's Notes: The Wild Hunt

I don't remember if I asked PK about it or if he asked me, but somehow we got to talking about GURPS Monster Hunters and faerie. I remember when I was playtesting the series originally that I raised this question and he told me he just didn't have room. I asked if I could work the other side of the fence (he was creating more inhuman options) and after a quick conversation with Steven I was given the go ahead to write. This was my fifth ever article and by now I'd gotten a good, firm hold on the ropes. I'd a load more self-confidence and I dove into the work with happy abandon. Total writing time was 14 hours, total revision time was 28 hours (PK and I had a few clashing assumptions which I had to change, see below), and total editing time was 33 hours.

PK gave me some soft guidelines to work under and while my first draft kept within those confines, I ended up needing to change some things to better match the inhuman templates he wrote up.

Faith
Fae dislike priests, holy people, and devoutly religious folk of all kind. because of their ability to drive them away with their faith. Only those who have True Faith or possess the Mysticism ability Turn should be allowed to do this (GURPS Monster Hunters 1: Champions p. 44), though if the GM allows anyone reading holy scripture or loudly proclaiming their god’s name aloud and with conviction may be able to do this with a Will roll, albeit at a severe penalty set by GM (at least a -16 penalty), modified by your character’s religious habits, how moral your character is, etc. Inhuman Changeling or Seelie characters may optionally take a quirk: “Uncomfortable around holy people/places” if they so choose to represent this.


Iron
Fae take double damage against weapons of iron (often called ‘cold iron’, though this is a misnomer) but they also heal slower! Any damaging attacks made heal at a incredibly slow rate, 1 HP per two days (Rapid Healing and Regeneration does however speed this up), while damage from iron attacks that cause a HT roll (such as those from a mortal wound or when you are reduced to -HP interval) are at additional -2 penalty. Wounds made by iron always scar the affected fae, and fae tend to hold grudges... well forever. Fae may also be imprisoned by an unbroken circle of iron (or even powdered iron shavings) or a cage made entirely out of iron (or at least all six sides).

Finally, since iron is the literal bane of fae existence, if they physically touch iron (or breathe it in if the particles are small enough) it causes an immediate HT roll, on a failure they are at -5 to all skills and attributes for the next 10 minutes. If a fae actually ingests iron, they need to make the same HT roll but failure means they are instead at -5 to attributes and -10 to all skills and Sense rolls instead.


Loud Noises
Fae are also affected by extremely loud noises (at least 67 decibels), losing 1d of FP every minute they remain in the vicinity of such noises, this value is not set however and is subject to the actual amount of stimulus, being front row at a rock concert might cause 3d of FP loss, while being far away from ringing Church bells or wearing noise-canceling headphones could result in only 1 FP loss or none at all! Additionally they must make a HT roll at a -1 per 2 FP lost. Failure results in the fae being stunned and suffering from the Hard of Hearing disadvantage for minutes equal to (20 - HT, minimum 1 minute), they can make a HT+1 roll (at a -1 penalty per 2 FP lost) every round to recover from this stunning. This is where the myth of church bells ringing being able to drive off hostile fae came from and could be the basis of Grendal from Beowulf with the loud celebrations causing Grendal actual pain...  Inhuman changling and seelie characters may optionally take a quirk: “Dislikes Loud Noises” if they so choose to represent this.


Under the Hood: Weakness (Loud Noises)
To get the intended effect of loud noises on Fae a little jiggerypokery had to be done to the Weakness disadvantage. As an optional rule, the GM may apply the Side Effect modifier to Weakness as a modifier. To get the value of Side Effect on a Weakness, first decide what it "inflicts" (see p. B109), then subtract -50% from that value. Treat a negative value as a limitation and a positive value as a enhancement. For instance the Fae have a Weakness against Loud Noises that forces them to make a HT roll against -1 to -3, on a failure they are stunned and may roll HT to recover every round and suffer from the Hard of Hearing disadvantage for 1 minute, plus a additional minute per point by which they failed on their HT roll.

Tuesday, February 2, 2016

Sicatra - The Edge of Twilight - Game Session 3


Operating Team
Rhiannon Redarch (PC – Avatar of Imir– Sage)
Sophia Nelli (PC – Hero of Sulio– Scout)
Vesevius Dox (PC – Hero of Ghermukhannu – Sage)
Viekas Linna (PC – Hero of Johren– Hunter-of-all-Trades)

Kelios “the Hellhound” Nazari (NPC – Avatar of Ilios – Hunter-of-all-Trades)
Strom (NPC Animal Companion)


The Story Thus Far… Getting down to business Rhiannon disperses the small mountain of paperwork and dossiers she got from the Grandmaster to the rest of her team and they get down to work. Merili Dúvenel is a disgraced elven noblewoman who fled her birthright and was taken in by the Order of the Iron Hound. She worked for them as a songshaper of some repute for the better part of a decade. When she got involved in the second War of the Ashen, she, like many others were banished from the order. Unable to get any sort of employment in Tethyrin, she became a courtesan and banked on her good looks and mastery of light and wood magic. After a half dozen years as someone else’s plaything she saved enough money to become the Madame of the House of Ten Thousand Blossoms. Picking their first target to investigate the team heads to the Madame of the House of Ten Thousand Blossoms first…


Rhiannon Redarch, Sophia Nelli, Vesevius Dox, and Viekas Linna
Weather: 31ºF; 15 mph winds from the east; cloudy
Ust, 7th Day, 2,071 A.G.
House of Ten Thousand Blossoms, Tethyrin, Abolethe

The gaudy magical display over the House would light up the night sky, but since its day time it only gives a slight lensing effect. Inside, the PCs make a raucous scene to get Madame Merili’s attention, who, much annoyed, has them brought to her office upstairs (she’d previously been in the counting room overseeing the previous night’s take). After shooting down Viekas’ efforts to “woo” her (he’s very distraught that his advances were turned down), Rhiannon tries her own diplomatic methods and gets through. After a conversation and several blunt questions later, Merili is obviously not the killer – though she does offer to look into it as a favor to Rhiannon. When Sophie is brought upstairs unconscious by one of the brusiers that Merili employs as her security, the conversation ends and the team leaves for their next suspect.


Rhiannon Redarch, Sophia Nelli, Vesevius Dox, and Viekas Linna
Weather: 31ºF; 15 mph winds from the east; cloudy
Ust, 7th Day, 2,071 A.G.
The Hammer Sledge Tavern, Tethyrin, Abolethe

At Sophie’s insistence, the team searches for Adaryrio Sorrin, a “suspected” killer-for-hire (nothing has ever been proven nor any deaths linked to him). They find him in a dive bar named the “Hammer Sledge” on the docks of Tethyrin. Sitting in a corner with an unsheathed blade on the table before him, a bowl of untouched stew, and sipping a mug of ale. Adaryrio doesn’t seem interested in chatter, but when Viekas asks for Sorrin he kicks out the chair in front of him and introduces himself by clearing his throat. Rhiannon sits down and goes to touch the rapier, but quickly pulls her hand away as the flesh blackens and burns. Adaryrio warns her that there is a demon trapped inside it (a little too late), and then gives her a bottle of holy water to stop the putrefaction. When asked if he’d been killing members of the Order he honestly answers no. When he gets grilled further, he stands up, sheathes his blade, and walks into the nearest shadow disappearing utterly. Rhiannon believes his words despite the evil weapon he keeps and the team decides to “burn the midnight oil” to try to scratch a third name off their list. This time they head outside of the city to find a local bandit that the constabulary just can’t seem to catch: Tabindor the Bold.


Rhiannon Redarch, Sophia Nelli, Vesevius Dox, and Viekas Linna
Weather: 11ºF; 25 mph winds from the east; heavy rain
Ust, 8th Day, 2,071 A.G.
Riversedge Cliffs, Abolethe

The Riversedge Cliffs get their name for its most notable landmark: a fertile valley bed between a winding river feeding into the ocean and an equally winding series of cliffs. The cliffs have hundreds of caves and hidey-holes that make it easy to set-up an ambush. The settlement of Riversedge lay at the mouth of the river for hundreds of years until raiders wiped it out. It was never rebuilt, since then it’s been a haven for bandits who occupy it for a while, harass the local area, and eventually get wiped out by a superior military force who are tired of their tactics.
Tabindor (the self-styled “Bold”) has since taken up residency in the area. Known for being on no one’s side during the War of the Ashen, his bloodthirsty murder of a dozen Hounds made him a hated foe of the Order. He eventually found his way to the Riversedge, recruited a few desperate men and women, and set about plundering the purses of those who came to close to thieving grounds.
When the PCs arrive, Tabindor tries to ambush them with a large group of men, but the PCs quickly prove too much and capture him and his remaining forces. A brutally honest man, Tabindor remarks “No, I didn’t kill any of you dogs in a long time, but if I had the chance I would.” Rhiannon opts to take him in to the Tethyrin constabulary instead of killing him outright. After the team turns him and his men in (including the dead), they head back to their refuge to rest and recoup.


Weather: 31ºF; 15 mph winds from the east; cloudy
Ust, 8th Day, 2,071 A.G.
Abandoned Clock Tower, Tethyrin, Abolethe