Dragon Heresy: The Last 48 Hours

As always, the last 48 hours of a Kickstarter are crucial. One can frequently match the first two days’ funding totals in the last two days, and for Dragon Heresy, if we did that, we’d be seriously flirting with the big stretch goal at $16,000 for an offset run with sewn binding.

We are currently sitting at roughly $11,000, with the initial funding goal having been $3,500.

But let’s back up a bit.

What is Dragon Heresy?

Dragon Heresy is a stand-alone Fantasy RPG based on a grittier take on the Fifth Edition game engine. It uses a two-level target hit roll, and differentiated between skill and endurance (“vigor”), injury (“wounds”), and retains Fifth Edition’s excellent use of Conditions, including Exhaustion. You do NOT need other Fifth Edition books to play the game; character generation, combat, social standing, flyting, grappling, wilderness and survival, and monsters are all in the book.

The setting is strongly Norse-inspired, which influences the cultures that are playable, but also the mechanics, since the vikings’ use of lightweight, buckler-gripped shields as very nearly the primary weapon heavily influenced the combat rules options.

Finally, it integrates one of the best grappling mechanics written for such games, making grappling interchangeable with striking on a blow-by-blow basis. One new player played a dragonborn berserker whose primary weapon was a net with no slowdown in play, full use of the rules, and outstandingly fun outcomes.

Tell Me More

No problem. I’ve done a lot of that – here are some additional resources for those who wish to check out the project

Podcasts and Video

Reviews

There have been two reviews of the pre-release copy of the game (it’s fully written).

  • Follow Me and Die! took a look and liked what he saw
  • Moe Tousignant is in the middle of a truly comprehensive review, and allowed me to host his first two sections on my blog
  • James Spahn (White Star and other games) took a look at a pre-release copy and liked what he saw.

The Kickstarter: What You Get

There are only a few pledge levels

  • At $5 you get a stripped down version of the combat rules in sort-of edited PDF format, with minimal layout and no art. It’s for taking the combat rules for a test drive
  • At $20 you get a full-color, hyperlinked, layered PDF
  • At $50 you get a Black and White POD hardback and the PDF
  • At the $100 sponsorship level, the hardback is upgraded to color
  • At $500, you get everything from the $100 level and I will hand-make for  you an authentic viking shield if you live within the USA. It will be fit to you up to 35.5” diameter, with hide-glued planks, Painted striðskjold battle shield with linen stitching and custom paint job1oz hide edging, linen stitching, and a hand-carved oak handle. This is basically “buy the shield and get the game for free.”

What Can You Do?

Obviously, the best thing for me is for you to head over and pledge. It’s a great game, with a great layout, and even if I do say so myself, the initial book block (the interior pages without the binding) from the most likely vendor unless we hit the big offset print goal are simply superb.

If you are interested in the game but can’t pledge, I’d ask that you share it on social media so that others that might be interested might see. Like Fifth Edition rules but want more grit? You’ll like what you see here. Like Norse mythology and vikings? You’re a prime candidate to love the game.

48 hours to go. Please check it out, and pledge if you can!

 

Play a berserker or viking warrior in Dragon Heresy, a fast-paced game that brings viking spirit and grit to Fifth Edition with new rules, a complete setting, and tons of challenges.Dragon Heresy on Twitch

This is a bit of an experiment. I’ve never streamed on Twitch, but I’m giving it a shot and streaming Dragon Heresy tonight!

The folks at Roles to Astonish, a newish channel, have agreed to come on and play Dragon Heresy with me as the GM.

Roles to Astonish: Developer Spotlight – Dragon Heresy

We’ll be walking through a first level starter adventure that I’m writing to support the Dragon Heresy release. Yes, if it’s done by the time I move the Dragon Heresy PDF to final form and to print (July) backers will get it for free in PDF.

Right now, it’s more a skeleton (ahem) than anything else, but I’ve done free-form play with Dragon Heresy before, and it works out just fine.

Come check out the game! It starts at 5pm Central Time, and will go for up to four hours.

A Dragon Heresy Introductory Set Kickstarter backer was asking about something I mentioned in one of the podcasts I was on this last weekend, which also appeared in one of the playtests from way back: The Runic Berserker, also known as the Berserker Path of Galdureiði: The Path of Wrathful Power.

The Path of Galdureiði is not in the Introductory Set. Yet. If we hit the $10K stretch goal, it will be one of the options for “More Content” that backers will get to vote on. It’s only about 550 words, and the stretch goal adds 10,000, so it’s definitely not the only thing that can happen.

BERSERKER: PATH OF GALDUREIÐI

You feel the pulse of the earth, the surge of the flames, the bite of winter’s fury, and the vast power of the storms. Those forces are not quiet, and the world is angry. You mirror that passion, channeling the world’s energy as your own through affinity with the true runes of power.

When you choose this path at 3rd level, you learn to channel your own rage and the energy of the world around you through a set of magically attuned runestones or runic tattoos that you keep on your person. The runes focus your energy and allow you to channel that harnessed power despite the red haze of rage through which you see the world. You cannot use the powers without these arcane symbols, so Berserkers of this path will work the stones into their clothing or weapons to prevent losing them through misfortunate accident or the willful malice of an enterprising thief. You may also permanently brand or mark the runes on your body with the aid of a 10th or higher level arcanist who has knowledge of the rune; a 10th level Berserker can help inscribe all of them.

THE RUNES OF POWER

The runes are magical sigils as well as letters, and each has one or more associations—with a god or goddess, a concept, a thing, or an action. The meaning is always layered and fluid.

The runes used for the Path of Galdureiði are not all the runes that exist, but upon choosing the path at 3rd level, the Berserker gains familiarity with some of the common meanings and methods of channeling the runes to invoke certain effects and powers. As her understanding and attunement increase, she obtains the ability to “reverse” the runes and achieve more difficult or subtle effects.

THE PRIMAL RUNES

Powerful but basic, these runes are the first that Berserkers use to focus their rage.

  • Hagall. The power of storms to destroy. Associated with both lightning and thunder damage.
  • Isa. Ice and the power of winter. Associated with cold damage.
  • Kaunaz. Fire and torchlight. Associated with fire damage.
  • Raido. The change in circumstances that breaks a deadlock; travel and movement. Associated with control damage (grappling).
  • Sowulo. The radiance of the sun and the boon of salvation through the gods. Associated with radiant damage.
  • Sverdaz. The sword of kings; another warrior’s rune. Associated with slashing damage.
  • Telewaz. The thrust spear that justly slays; the warrior’s rune and sigil of Ziu. Associated with piercing damage.
  • Thurisaz. Magical force and the power of the giants; Donnar’s hammer. Associated with force damage.
  • Uruz. Strength and the power to smash. Associated with bludgeoning damage.

Rune Strike

When you choose the Path of Galdureiði at 3rd level, when you rage, each turn you may, as a bonus action, invoke the power of a rune at a foe whom you have struck with a melee weapon. When you do so, the foe takes 2d4 damage (or control, if you invoke Raido), with the damage type being based on one of the primal runes. Once you have chosen the rune, it infuses your rage and persists until your rage ends. When your rage does cease, you must make a DC 12 Constitution save, or suffer an additional level of exhaustion (as described in Conditions). If you rage again, you may choose a different rune. Armor and frantic defense both apply normally to the rune strike damage.

 

This is a shout-out to all 1,600 or so folks that backed and received the Dungeon Fantasy RPG.

Why am I shouting? I want your war stories.

As far as I can tell, Sean and SJG did a great job condensing the GURPS rules into “just what’s needed for dungeon delving.” The fact that various folks each have a slightly different “but I’d have included X” comment speaks to hitting the bulk of the answer.

There are a lot of hidden gems in there. Extra explanatory detail on (for example) how All-Out or Move-and-Attack interact with other combat options.

That’s all well and good, but the quality of a game is how it plays on the table, not how it reads.

So I want your stories. Write up session reports. Note cool things that happened. Tell the adoring public what fun was had, and where you’re going with the game next time.

If you have a blog, throw it there and contact me at gurpsday@gmail.com and get on the script list to have your stuff summarized. If you don’t, contact me or someone whose blog you read and have them host it for you.

But pony up your actual plays. Let’s see what’s going on in that beautiful black box.

Dramatis Personae

Kamali Blackshear (18): Kamali is a young man in his late teens. He is healthy and is of mixed ethnicity of Caucasian South African and native South African. He is a determined youth who believes in a justice of his own, likening himself to the knight of the round table whom he has read deeply into. Just as they stood against the darkness of their age so too does Kamali seek to do the same. For his sister, for his friends, and for the world.

Tag: “A knight without a sword wielding freaking Excalibur carrying a faith nobody believes.”

Lorenzo DeModouco (18): A man with movie star looks and a voice that belongs on the radio. Slowly coming to grips with the fact that he isn’t exactly human, but a “Lupus Dei” – “Wolf of God” – otherwise known as a Benandanti. He’s still cheery and always trying to make others happy, but has become a shrewd student of human behavior, which he uses for the benefit of the rest of his team. Lorenzo’s recently joined the Boston Fire Department as a volunteer as a means to get access to places he normally shouldn’t be able to go as well as medical gear and information that might not be available to the public. He’s become a master of spear fighting and like the rest of his brothers is a highly capable combatant.

Tagline: “You can take me to the gates of Hell, but I won’t back down and I won’t be turned around.”

Amos M. Humiston (20): The Linguist and Librarian. He is the brains to the rest of the group’s brawn; but by the same token, he’s slow and cautious compared to the other Orphans, preferring not to charge forwards until he has the answers that he’s looking for. Those same answers that he more than happily provides the rest of the group when they turns to him about the more esoteric aspects that they’re working with and against. Recently Amos has nearly completed his double Masters in Library & Information Science Archives and History and has also managed to get a rather special job lined up. He has also learned from others that he hold the potential to be a Sorceror which if unlocked would be able to enhance his already considerable talent with ritualistic magic.

Tag: “True alchemists do not change lead into gold; they change the world into words.”

Gabriel MacAlister (18) – Built like the natural athlete he is, he is tall, strong, and solidly good-looking, but deeply scarred from much combat. He’s missing his lower leg, which he lost fighting zombies. It is capped by a carbon fiber prosthetic that doesn’t seem to interfere much with his activities. A quiet and hard-working man, always ready to lend a hand with any work, which he will do without complaint or obligating the other person to respond. He is an expert martial arts teacher, and has been following in the footsteps of a carpenter for some time now. Emphatically not a pushover or weak personality, but also not one to purposefully show off. Has been in many horrible places and seen many horrible things; he’s a bit of a compulsive planner as a result, as well as always feeling that most folks don’t really know how lucky they are. He was cursed to carry a magical sword for a while, and gave into its Wrath before it was parted from him magically. He’s since given it up, in exchange for unknown burdens.

Tag: “To serve others is the highest calling; to protect the meek the noblest endeavor, and our works are judged by the effort that went into them”

Rob Broadhurst (18) – There was a blurb here the entire time. But it disappears every time you look away from the screen.

There’s a Snake in my Boot

We return to the action with Lorenzo still down 23 HP, and this is not Monster Squad, and the werewolf (that’d be Lorenzo) will not magically pull himself together. Kamali and Myriam were beating the bushes trying to rally other hunters, who have been oddly absent. Last session, Amos and/or Yanay did spell stuff to tap a Ley Line in order to get inside the force shield and muck up the bad guys’ stuff. Amos merged with the Ley Line; kept the stone pile intact, but as soon as he wants to he can do things.

We return to the firehouse to recover. Gabe sets to try and pray over Lorenzo.

We’re pretty messed up, but Lorenzo and Amos and Devin set into the task of checking out the stats on how many vamps are being killed by Kamali’s help – and determine that someone has been unstaking vampire bricks to replenish the supply. Well, crap. Got our work cut out for us.

We know that the final confrontation is going to be in Dogtown – that’s where we’re going to trigger the babel tower. We also know we’ll probably be ambushed there. Now we just need to know what we’ll do about it.

Mike and Yannay drop by; Amos had contacted us. They arrive at about 10pm, to the scent of delicious breakfast foods. And wet manticore hair. The ghost dog takes a liking to Mike, who finds himself covered in Ectoplasm. As Gabe and Mike look at each other they can sense they’re both paragons of a virtue. We give each other a Holy Fist Bump.

We note that the best way in is a particular highway in. We think about how to channel them.

Yannay reports that the Conclave is going to come back when the alignment stops.

Amos, not the most stable these days, silently starts collecting ectoplasm off of Mike’s pants.

Mike Bastian asks “is that necessary”

Amos Humiston responds, “. . . no?”

Mike Bastian “ok, be my guest anyway”

Amos Humiston continues to scrape Mike’s pants

Amos Humiston calls over to Devin, “Yo, you want in on this?”

Devin Broadhurst says, “Yeah, I can take this back to my workshop, see if I can figure any of it out. Or… did you mean the pants?”

Mike Bastian laughs, “sorry, it tickles a little.”

Amos Humiston “Sorry. I’d suggest taking them off but there’s women here.” Gestures at Imogen.

Mike Bastian asks “Hey, Yanay, do you mind turning around?”

Yanay Servantes “I don’t mind, no. If I want to? Hm.”

Mike Bastian replies “That would make this faster, thanks”

Amos Humiston “Nope! I’m done. Got enough vials.” backs away rapidly.

Our group has a case of the odds tonight. Big time.

We also get a package from a magical house: 10 vials of Silver Shield, which imparts magical resistance to many types of magical transformations.

Library Run

We divide up into two vehicles, and spend a lot of time deciding on which person goes into which car. We head over to the shop, and Amos finds a grimoire of the Krazy Lord Elmer. He finds what he needs – something that will bind together that which was torn asunder. Also works on divorcees.

We search the store, and find a secret stash with a ridiculous store of firearms in it. Hunters need guns too, apparently. Kamali’s looking for magically enhanced weapons – silver ammo (makes guns work), a M249 SAW, and about 100 lbs (14 200-round boxes) of ammo.

As we pull away from the store, we see folks on motorcycles coming close to us. They open fire and shoot out the passenger side tires on Lorenzo’s car. Also, a giant pit opens up in the ground, and a definitely-demonic hand belonging to about a 12-foot-tall creature comes out of the pit. We screech to a halt, and the demon is emerging from a pit of fire. The motorcycle guys are driving with one hand on their bikes, the other hand on their MP5Ks.

Gabe takes a Ready to open the car door and come out. The demon comes forward and smashes into the SUV, hitting the engine. We decide that since insurance doesn’t cover force majeure, and there’s little that’s more majeure than a demon. It does 27 points of damage and stops the car.

Kamali braces his M16 on the car door, and unloads a full magazine at three bikers. One gets tagged three times, the other two dive for cover a bit panicked. Mike, another holy warrior, invokes Righteous Fury (4 to HT and DX; 2 to ST). Lorenzo slams forward with the car to give Gabe some more cover. Devin powers up his force shield.

One biker empties more bullets at the cars, but if they hit anything important, no one notices.

Yannay tries a stun spell, and crit fails. We mostly all fail our HT/Will rolls, as we’re rolling at -4. All of us are stunned, and can roll each round to snap out of it. It’s roll vs mental or physical, whichever is worse.

To the day she dies, she will claim the demon reflected the magic back at us. She was stunned too, totally surprised; that’s her story and she’s stickin’ to it. The abbatoir demon will attack the car – nope, mike runs up first. Swings at the creature, who dodges. Demon attacks him, and misses. Kamali wakes up, but that’s his whole turn. Same with Gabe. Lorenzo crits, so he gets to act. Another demon appears to our south. Amos readies the Sling of David.

Mike unloads with four attacks – three rapid strikes – against the demon. He hits twice after the dodging and parrying. Gabe invokes Righteous Fury (+4 ST; +5 DX; +2 HT). Kamali misses an aim roll. Demon flips the SUV on its side. Lorenzo detects that four more vehicles are inbound from “map North”, lets us know, and aims a spear to cast.

Devin whips together a gizmo (in one second) in order to make an EMP grenade of some sort to toss at the incoming SUVs. Amos whips two sling bullets into the demon’s head. One hits the eye (no brain, though, alas), the other . . . hits the other eye (crit success on one, crit fail on defense on the other). Demon’s not dead, but can’t be doing well.

Yannay makes her DX roll to stand up after the car was flipped. Mike goes full cuisinart again. He attacks five times, but crit fails on the second one.

“Just hope you dont’ throw your sword into hell,” says a player. He does.

Gabe attacks three times, one critical success. Two hits, good damage, but the thing is still up.

The thing blows a fart at us. Everyone is mildly impacted, but Lorenzo is nauseated for a full minute; -5 to basically everything and he can’t concentrate anymore. We just got stanked.

Kamali gets aim due to Gunslinger, and mows down another biker. Lorenzo chucks his spear at the demon. The spear sticks into it, and the fires of hell start licking across the head and shaft.

That didn’t come out as poetical as I meant.

Devin moves up searching for incoming SUVs . . . finds them. Chucks the grenade at the truck. The truck suddenly loses power and control, and swerves to the pit of hell. Bad day.

Yannay goes to town with a moonbeam, crits at least one, maybe twice, and obliterates the demon.

She danced with the Devil by the pale moon light. Jack Nicholson would be proud.

Mike is allowed to Fast-Draw (Spear from demon), and then immediately attacks five times against Skill-13. “Make it sew,” we decide. He’s a Singer. The demon gets hit four timed (due to blindness). He kills it. Now we only have to deal with the SUV. We see a flash of magic as the spear absorbs some of the hellfire.

Gabe walks up to the SUV, seeking to make them yield, when he realizes that the critters in the van are vampires. Well, then. SMITE. Three vampires burst into flame, two humans catch fire, and so does the car.

That’s a cleansing fire!

Amos flings a pepperball slingshot at the guy barfing into his helmet. He nails it in the visor, and so now he’s unconscious, incapcitated, and very messy.

Fight’s over. We decide to push all the evidence into the still-open Pits of Hell. Then we pray to the Lord to close the pits; we succeed. We have moved the gear and whatnot into Lorenzo’s car, roll it back on its wheels, and move thing so as to simulate an accident. We pile back in Lorenzo’s SUV, we grab the MP5s (full-auto!), the unconscious guy and vomit dude are bound and piled in the back (we decide we pile into the car, hang out of the windows, shouting RedSox, Red Sox, this year it’s gonna happen!” as a ruse.)

We decide we’ll drop these guys at the firehouse, then beat feat to Dogtown.

Then we end.

*************

Commentary by Doug

We had a lot more players (which was fine) but a lot more cross-talk and tangency, which was not fine. It was hard to get words in edgewise, and it’s really important when in such a crowd that that not happen.

We also had a lot of stuff happen in one second that strained the bounds of time, but since everyone else does it, I need to do it too. Was kinda crazy, plus we had at least one API problem and my headset cut out in the middle of the game (was able to restore it, but grar!).

So this game we went back to the firehouse, healed up (good), went to the bookstore (necessary), and got jumped by two demons and some thugs. Gabe got in a few chops on the demons, where I thought that he’d actually have a lot of fun with Mike going mano-a-mano successfully. Instead, our magic user (Yannay) vaporized one, and I think most of the other were sling-balls to the face. Hard to say; the rest of us did get in some pokes and slashes. I did smite some vampires, which ended that part of the confrontation quickly. I guess I’m the mook-slayer. Well, it’s a job.

I think Gabe is going to have to start doing some crazy stuff to end the season, taking some big risks. See if I can impact the game more.

Dramatis Personae

Kamali Blackshear (18): Kamali is a young man in his late teens. He is healthy and is of mixed ethnicity of Caucasian South African and native South African. He is a determined youth who believes in a justice of his own, likening himself to the knight of the round table whom he has read deeply into. Just as they stood against the darkness of their age so too does Kamali seek to do the same. For his sister, for his friends, and for the world.

Tag: “A knight without a sword wielding freaking Excalibur carrying a faith nobody believes.”

Lorenzo DeModouco (18): A man with movie star looks and a voice that belongs on the radio. Slowly coming to grips with the fact that he isn’t exactly human, but a “Lupus Dei” – “Wolf of God” – otherwise known as a Benandanti. He’s still cheery and always trying to make others happy, but has become a shrewd student of human behavior, which he uses for the benefit of the rest of his team. Lorenzo’s recently joined the Boston Fire Department as a volunteer as a means to get access to places he normally shouldn’t be able to go as well as medical gear and information that might not be available to the public. He’s become a master of spear fighting and like the rest of his brothers is a highly capable combatant.

Tagline: “You can take me to the gates of Hell, but I won’t back down and I won’t be turned around.”

Amos M. Humiston (20): The Linguist and Librarian. He is the brains to the rest of the group’s brawn; but by the same token, he’s slow and cautious compared to the other Orphans, preferring not to charge forwards until he has the answers that he’s looking for. Those same answers that he more than happily provides the rest of the group when they turns to him about the more esoteric aspects that they’re working with and against. Recently Amos has nearly completed his double Masters in Library & Information Science Archives and History and has also managed to get a rather special job lined up. He has also learned from others that he hold the potential to be a Sorceror which if unlocked would be able to enhance his already considerable talent with ritualistic magic.

Tag: “True alchemists do not change lead into gold; they change the world into words.”

Gabriel MacAlister (18) – Built like the natural athlete he is, he is tall, strong, and solidly good-looking, but deeply scarred from much combat. He’s missing his lower leg, which he lost fighting zombies. It is capped by a carbon fiber prosthetic that doesn’t seem to interfere much with his activities. A quiet and hard-working man, always ready to lend a hand with any work, which he will do without complaint or obligating the other person to respond. He is an expert martial arts teacher, and has been following in the footsteps of a carpenter for some time now. Emphatically not a pushover or weak personality, but also not one to purposefully show off. Has been in many horrible places and seen many horrible things; he’s a bit of a compulsive planner as a result, as well as always feeling that most folks don’t really know how lucky they are. He was cursed to carry a magical sword for a while, and gave into its Wrath before it was parted from him magically. He’s since given it up, in exchange for unknown burdens.

Tag: “To serve others is the highest calling; to protect the meek the noblest endeavor, and our works are judged by the effort that went into them”

Hunting Hunters

We pick up in media res. We’ve been preparing for our assault on the final Babel stone location. Kamali went off in a direction after getting a hold of a little black book from Myriam – containing names of other hunters. Because where are they? This is a big question.

Gabe, Lorenzo, and Devin have about 8 hours to kill; Devin is going to try and help Amos tap into the ley lines more effectively and spend most of that time in his workshop. Gabe decides to try and lay some false trail, pointing a few allies and friends at what we know is the wrong spot. We’re basically trying to cause enough havoc to get folks to think we’re going there. We’ve been underestimated all along, and we use that to our advantage. We lure some of the bad guys into an ambush, with some seelie allies taking out about 40 vamps and some unseelie knights. They bought the ruse hook, line, and sinker, and that helps us quite a bit.

Around 7pm rolls around, Kamali lets us know that he’s found a few other hunters, who have been working but quiet. Amos comes back at the same time with a friend.

Friendly Sorceress

Christopher ix-nays Annia’s plan to ride into the scene on a pet Nemean lion. We are all disappointed by this, but we get over it.

Amos wants to give a powerpoint. He introduces Yannay one of the folks he was translating the books for, about 2 days ago. She helped him take care of one of the piles of Babel stones – we all read the map while he was gone, right? – and took care of the ones down in Duxbury. The ones in Nadick, however, will still be quite nasty. There were all these cute dogs, and the mist just ate them. Continue reading “Ceteri S1E10: Why did it have to be snake?”

Dramatis Personae

Kamali Blackshear (18): Kamali is a young man in his late teens. He is healthy and is of mixed ethnicity of Caucasian South African and native South African. He is a determined youth who believes in a justice of his own, likening himself to the knight of the round table whom he has read deeply into. Just as they stood against the darkness of their age so too does Kamali seek to do the same. For his sister, for his friends, and for the world.

Tag: “A knight without a sword wielding freaking Excalibur carrying a faith nobody believes.”

Lorenzo DeModouco (18): A man with movie star looks and a voice that belongs on the radio. Slowly coming to grips with the fact that he isn’t exactly human, but a “Lupus Dei” – “Wolf of God” – otherwise known as a Benandanti. He’s still cheery and always trying to make others happy, but has become a shrewd student of human behavior, which he uses for the benefit of the rest of his team. Lorenzo’s recently joined the Boston Fire Department as a volunteer as a means to get access to places he normally shouldn’t be able to go as well as medical gear and information that might not be available to the public. He’s become a master of spear fighting and like the rest of his brothers is a highly capable combatant.

Tagline: “You can take me to the gates of Hell, but I won’t back down and I won’t be turned around.”

Amos M. Humiston (20): The Linguist and Librarian. He is the brains to the rest of the group’s brawn; but by the same token, he’s slow and cautious compared to the other Orphans, preferring not to charge forwards until he has the answers that he’s looking for. Those same answers that he more than happily provides the rest of the group when they turns to him about the more esoteric aspects that they’re working with and against. Recently Amos has nearly completed his double Masters in Library & Information Science Archives and History and has also managed to get a rather special job lined up. He has also learned from others that he hold the potential to be a Sorceror which if unlocked would be able to enhance his already considerable talent with ritualistic magic.

Tag: “True alchemists do not change lead into gold; they change the world into words.”

Gabriel MacAlister (18) – Built like the natural athlete he is, he is tall, strong, and solidly good-looking, but deeply scarred from much combat. He’s missing his lower leg, which he lost fighting zombies. It is capped by a carbon fiber prosthetic that doesn’t seem to interfere much with his activities. A quiet and hard-working man, always ready to lend a hand with any work, which he will do without complaint or obligating the other person to respond. He is an expert martial arts teacher, and has been following in the footsteps of a carpenter for some time now. Emphatically not a pushover or weak personality, but also not one to purposefully show off. Has been in many horrible places and seen many horrible things; he’s a bit of a compulsive planner as a result, as well as always feeling that most folks don’t really know how lucky they are. He was cursed to carry a magical sword for a while, and gave into its Wrath before it was parted from him magically. He’s since given it up, in exchange for unknown burdens.

Tag: “To serve others is the highest calling; to protect the meek the noblest endeavor, and our works are judged by the effort that went into them”

To the Firehouse

The group heads back to the firehouse with Amos screaming across the sky wondering why he thought it was a good idea to ride the Manticore back to the firehouse. The boys finally get some rest and wake up to the smell of food but not enough for the manticore to share. Moving immediately towards collating the information that has accumulated. Blood on the map has managed to wander around the map showing where vampires have congregated. Continue reading “Ceteri Campaign S1E9: Pulling Strings”

This post is for errata reports for Lost Hall of Tyr. I’ll post an ever-expanding table of what the suggested change is, the potential correction, and other notes.

Page From This To This Notes
1 target and 2d20 target-and-2d20 hypenation should match “target-and-3d6” format
1 target-and- 3d6 target-and-3d6 remove extra space between hyphen and 3d6
1 Open Game Licence v 1.0a Open Game Licence v 1.0a All bold for the formal title of OGL and SRD
1 Swords and Wizardy Complete Rules, Swords and Wizardry Complete Rules remove comma at end to keep format like all others
1 5.1 5.1 5.1 is part of the SRD title, bold it
1 Dungeon Grappling (small caps) Dungeon Grappling this is maybe the only place where titles aren’t in small caps; bold regular text only
1 Matthew J. Finch Matthew J. Finch. Period after Finch in both cases it appears
2 Ferth (FERTH) FERÐ (ferð) We use the funky th thing Ð for other places, let’s do it here, too
3 Unbookmarked Use TOC as basis for bookmarks; add bookmarks in PDF for all tables and box-text PDF has great hyperlinks and TOC, but no bookmarks
3 The Ridge Path, Dread River, Goblin Valley, The Domstollinn The Ridge Path, Dread River, Goblin Valley, The Domstollinn Bold section titles, as they’re higher level than chapter heads but lower than topic heads
5 Find/Replace 5e in bold regular with . . . 5e in small caps Keep all book and edition titles consistently formatted in Bold/Italic/Small Caps
5 The product introduces the “control” damage type. Each monster in the scenario is detailed in its Bestiary, complete with stats for grappling attacks (and the equivalent of a hit point maximum for grappling) that will be instantly familiar to even novice players of the game in any edition.
Grapple by making a normal hit roll (adding your bonus if you are proficient in Athletics, the 5e grappling skill), and if you exceed the Grapple DC— think of it as ‘Armor Class for grappling’—you roll damage, based on the hit die for your class and your Strength modifier. The more control damage you accrue, the more restrained the foe.
Grapple by making a normal hit roll (adding your bonus if you are proficient in Athletics, the 5e grappling skill), and if you exceed the Grapple DC— think of it as ‘Armor Class for grappling’—you roll damage, based on the hit die for your class and your Strength modifier. Dungeon Grappling introduces the “control” damage type. The more control damage you accrue, the more restrained the foe.
Each monster in Lost Hall of Tyr is detailed in its Bestiary, complete with stats for grappling attacks (and the equivalent of a hit point maximum for grappling) that will be instantly familiar to even novice players of the game in any edition.
I suspect that the phrasing in the book currently was edited beyond recognition; it really makes no sense as it reads. The rephrase is all the same sentences in a different order. Flows better, I think.
5 conttrol control typo
6 Incapacitated means incapacitated Incapacitated means incapacitated italics for emphasis
6 web web all spell names should be in italics unless they’re in titles
6 space – endash – space emdash This is fixed in all other chapters but the preface, which I rewrote. This is my GURPS training showing, as SJG doesn’t really use emdashes.
6 Dragon Heresy and Dragon Heresy RPG format in bold/italics/Small Caps book titles
7 Lost Hall of Tyr format in bold/italics/Small Caps book titles
7 modified ability score modified ability score. missing period
7 space – endash – space emdash This is fixed in all other chapters but the preface, which I rewrote. This is my GURPS training showing, as SJG doesn’t really use emdashes.
8 see Alternate Settings see Alternate Settings italics to emphasize that it’s a box title/topic header
9 freeman freemen
9 , and axes, they left , and axes, the hobgoblins left clarity
9 Without warning, ice exploded Without warning, winter exploded ice gets repeated in the next sentence, so tweaked
10 Elunad, a High Lady of Elunad, High Lady of too many “a” in this paragraph
11 Moving the tower and hall . . . Let’s make this a 4th bullet? It could stay the same; if we change it, I’d move the “Moving the tower” sentence between what are currently the 2nd and 3rd bullets, since the 2nd one is terrain, the dungeon is sorta terrain, and then we talk about gods
11 There is also a great deal of both rumor and fact . . . The Hall . .. , A mystical . . ., and There were several pathways are all bullet points, and should get the shield treatment This may break layout, and so we can forget it if needed
14 monsters and other things with hyperlinks bold them? I’ve seen this in OSR modules, where you might see: the hall is guarded by four kobolds, who are sleepy” or something like that. It might be useful to indicate, as we do with hyperlinks, that there’s more information in the back of the book. We can use underlines as well.
15 See Wilderness Survival for See Wilderness Survival for italicize the reference
15 the following table the Alternate Travel Plans table the table is no longer following in the layout!
16 Sploosh Sploosh italicize the reference
16 1d8-1×10 (1d8-1)x10 parens around 1d8-1
16 x10 ×10 use multiplication symbol for this, not “x”; occurs a few times on this page
17 jump, feather fall, levitiation, etc spell names should be in italics if they’re not in titles
19 Rewards. REWARDS. Rewards is actually a run-in caps title
19 awakened tree awakened tree (or another emphasis) as with line 29, some call-out of monsters that appear in the bestiary seems right to me here
19 greater invisibility greater invisibility spells in italics
21 hob and hobgoblin hob and hobgoblin monsters indicated by emphasis
21 inflicting control damage an athletics test control damage is “legacy code” and doesn’t apply anymore
21 a t wizard suffers a wizard suffers extraneous bold t
21 100′ per round (a mile every five minutes) 100′ per combat round (a mile every five minutes). differentiate between combat rounds and nebulous rounds in next section
21 dire wolves dire wolves monsters indicated by emphasis
24 x10 ×10 a careful execution of find/replace will catch this one too
25 see Alternatives, below see Alternatives, below italicize the reference
25 node stage I changed the lingo to be less esoteric in a rewrite
25 Stage 1, Stage 2, Stage 3 bold them? secondary run-in title?
26 runes are mentioned show the actual runes in graphics, so players/GM can visualize? This might be a layout challenge, but if we could fit the blue runestones with the actual runes in them here, I think it would be cool.

What Happened Before

The team had tracked down a whole mess of stuff in order to sort out who was perpetrating all the badness over the last three days. We figured out that someone was likely using Babel Stones to help naturally force the Mist to help provide cover for the supernatural activities and even the mundane ones. We tried to take the fight to the enemy, but Kamali fell down a well or something and broke stuff. We healed him up, but discovered we were adjacent to the Labyrinth, the extra-dimensional space that The Conclave uses to test their members and also keep Bad Guys in jail. We meet the Lady of the Lake . . . or one of them, anyway . . . and trade in some of our problems for others. Including giving up the cursed sword to a lady with long experience in caring for magic swords. And Amos gave up his slingshot. He’s still long in the face about.

Dramatis Personae

Kamali Blackshear (18): Kamali is a young man in his late teens. He is healthy and is of mixed ethnicity of Caucasian South African and native South African. He is a determined youth who believes in a justice of his own, likening himself to the knight of the round table whom he has read deeply into. Just as they stood against the darkness of their age so too does Kamali seek to do the same. For his sister, for his friends, and for the world.

Tag: “A knight without a sword wielding freaking Excalibur carrying a faith nobody believes.”

Lorenzo DeModouco (18): A man with movie star looks and a voice that belongs on the radio. Slowly coming to grips with the fact that he isn’t exactly human, but a “Lupus Dei” – “Wolf of God” – otherwise known as a Benandanti. He’s still cheery and always trying to make others happy, but has become a shrewd student of human behavior, which he uses for the benefit of the rest of his team. Lorenzo’s recently joined the Boston Fire Department as a volunteer as a means to get access to places he normally shouldn’t be able to go as well as medical gear and information that might not be available to the public. He’s become a master of spear fighting and like the rest of his brothers is a highly capable combatant.

Tagline: “You can take me to the gates of Hell, but I won’t back down and I won’t be turned around.”

Amos M. Humiston (20): The Linguist and Librarian. He is the brains to the rest of the group’s brawn; but by the same token, he’s slow and cautious compared to the other Orphans, preferring not to charge forwards until he has the answers that he’s looking for. Those same answers that he more than happily provides the rest of the group when they turns to him about the more esoteric aspects that they’re working with and against. Recently Amos has nearly completed his double Masters in Library & Information Science Archives and History and has also managed to get a rather special job lined up. He has also learned from others that he hold the potential to be a Sorceror which if unlocked would be able to enhance his already considerable talent with ritualistic magic.

Tag: “True alchemists do not change lead into gold; they change the world into words.”

Gabriel MacAlister (18) – Built like the natural athlete he is, he is tall, strong, and solidly good-looking, but deeply scarred from much combat. He’s missing his lower leg, which he lost fighting zombies. It is capped by a carbon fiber prosthetic that doesn’t seem to interfere much with his activities. A quiet and hard-working man, always ready to lend a hand with any work, which he will do without complaint or obligating the other person to respond. He is an expert martial arts teacher, and has been following in the footsteps of a carpenter for some time now. Emphatically not a pushover or weak personality, but also not one to purposefully show off. Has been in many horrible places and seen many horrible things; he’s a bit of a compulsive planner as a result, as well as always feeling that most folks don’t really know how lucky they are. He was cursed to carry a magical sword for a while, and gave into its Wrath before it was parted from him magically. He’s since given it up, in exchange for unknown burdens.

Tag: “To serve others is the highest calling; to protect the meek the noblest endeavor, and our works are judged by the effort that went into them”

Hey . . . Where Do These Stairs Go?

Dates: Starting Date: May-4-2000 (2030 hours) ends on May-5-2000 (0030 hours)

After we gaze at the Lady of the Lake’s departing . . . back . . . a set of stairs opens up and we follow them down into a very large cavern that seems to be made of natural-ish crystal formations. There are random objects here and there. Ancient stuff, mostly weapons and jewelry, armor and other wearables. We look around and get the feeling we shouldn’t be there.

We added another player today. Rob, playing Devin Broadhurst. We realize that he’s actually been there our entire lives. But our memory of him goes away as soon as we stop looking at him. Apparently we’re all either Dory or Fifty First Dates, Ceteri version.

Kamali calls out for Vivien, the “good” Lady of the Lake. She comes around the corner and her eyes are wide. “You shouldn’t be down here – you need to leave before she comes.”

Yeah, that’s the sister we want to avoid. Time to Bomb Squad this locale (“if you see me running, you want to be ahead of me). We beat feet out of there. Vivien follows us up the stairs . . . and a wooden old-style chest is, well, following her along. Bobbing and floating. She walks over to us, chest in tow, and Devin asks “what’s with the chest?”

It opens, and Devin peeks in. Swords, and all sorts of things. She reaches in, pulls out a sword, and hands it over to Gabe. And then she hands me a shield, made of all white metal, with a red cross decorated on it. It bears an uncanny resemblance to blood. “Ma’am, the last time I handled a weapon coated in blood, it didn’t end well for me.” “This is the shield of Josephus – the Shield of Evalach.

She pulls out the sword from the scabbard, and the blade is also white. “What’s it made out of ?” says Devin. “Faith,” says the Lady. “How do you make a material object out of faith?”

“With faith. This is Arondight, the sword of Lancelot du Lac.”

Kamali says “Devin, if you keep interrogating the nice lady with the weapons I’m gonna roundhouse-slap you to the face.”

She pulls out another sword, and dubs Kamali a knight with it. And hands it to Kamali. He looks at it . . . one side says “Take me up; the other says Throw me away.”

Oh. My. It’s Excalibur.  Continue reading “Ceteri Campaign: S1E8 – A Simple Wooden Cup”

What Happened Before

The team had just rifled through an occult shop, put the very angry ghost owner to rest, and “requisitioned” a bunch of blood for an unauthorized project. The group had chased after the source of blood that was being fed to vampires. The mission was to put the blood equivalent of a dye pack in the vamp food, so that we can use it to trace and then destroy the vampire threat. The occult shop visit was to get a better version of the tracking spell. The game ended before the ritual was completed.

One important note: the ritual to restore Myriam to life took a high toll on the team. In game-mechanical terms, each took a several-hundred-point haircut in the overall ability level. The core of each character is the same, but restoring life to the dead and leading such a strong spirit as Myriam back to the world of the living forced the team to pay a mental, spiritual, and physical price for her return. No one is the same as they were.

Dramatis Personae

Kamali Blackshear (18): Kamali is a young man in his late teens. He is healthy and is of mixed ethnicity of Caucasian South African and native South African. He is a determined youth who believes in a justice of his own, likening himself to the knight of the round table whom he has read deeply into. Just as they stood against the darkness of their age so too does Kamali seek to do the same. For his sister, for his friends, and for the world.

Tag: “A knight without a sword carrying a faith nobody believes.”

Lorenzo DeModouco (18): A man with movie star looks and a voice that belongs on the radio. Slowly coming to grips with the fact that he isn’t exactly human, but a “Lupus Dei” – “Wolf of God” – otherwise known as a Benandanti. He’s still cheery and always trying to make others happy, but has become a shrewd student of human behavior, which he uses for the benefit of the rest of his team. Lorenzo’s recently joined the Boston Fire Department as a volunteer as a means to get access to places he normally shouldn’t be able to go as well as medical gear and information that might not be available to the public. He’s become a master of spear fighting and like the rest of his brothers is a highly capable combatant.

Tagline: “You can take me to the gates of Hell, but I won’t back down and I won’t be turned around.”

Amos M. Humiston (20): The Linguist and Librarian. He is the brains to the rest of the group’s brawn; but by the same token, he’s slow and cautious compared to the other Orphans, preferring not to charge forwards until he has the answers that he’s looking for. Those same answers that he more than happily provides the rest of the group when they turns to him about the more esoteric aspects that they’re working with and against. Recently Amos has nearly completed his double Masters in Library & Information Science Archives and History and has also managed to get a rather special job lined up. He has also learned from others that he hold the potential to be a Sorceror which if unlocked would be able to enhance his already considerable talent with ritualistic magic.

Tag: “True alchemists do not change lead into gold; they change the world into words.”

Gabriel MacAlister (18) – Built like the natural athlete he is, he is tall, strong, and solidly good-looking, but deeply scarred from much combat. He’s missing his lower leg, which he lost fighting zombies. It is capped by a carbon fiber prosthetic that doesn’t seem to interfere much with his activities. A quiet and hard-working man, always ready to lend a hand with any work, which he will do without complaint or obligating the other person to respond. He is an expert martial arts teacher, and has been following in the footsteps of a carpenter for some time now. Emphatically not a pushover or weak personality, but also not one to purposefully show off. Has been in many horrible places and seen many horrible things; he’s a bit of a compulsive planner as a result, as well as always feeling that most folks don’t really know how lucky they are. He was cursed to carry a magical sword for a while, and gave into its Wrath before it was parted from him magically. He’s since given it up, in exchange for unknown burdens.

Tag: “To serve others is the highest calling; to protect the meek the noblest endeavor, and our works are judged by the effort that went into them”

Make it a Blood Light

The team, having retrieved the proper references, was digging into the spell to turn the blood into a tracking spell. The team returned to the firehouse to investigate the grimoire in peace. The spell is complex with many parts. We figure using the spell there are 300-1,000 vampires that might be reached by the spell. A roll against Path of the Undead at -16 is called for. Rituals usually go for “the nearest target,” but this is a Mass Seek spell. It’s way more complicated, and the blood we’ve “spiked” as a tracer makes it possible at all.

There are many physical components to the spell, and many of the team are still injured from the last session. We do have about 20 vampire teeth on Kamali’s necklace, which helps. We’re going to have to burn some serious fatigue/HP – we elect Fatigue, and toss in a lot. We need to make an Occult! roll to tap into another source of power, but the donations and skills push the net roll up to Path+3, so we kick butt. He makes the roll by 2, and the spell goes off as intended, we think. Even so, that just means the targets have to only beat their own resistance by 2 . . . so Kamali spends his Drama Card to boost the roll – it’s a great card, so we wind up with a margin of 8, which is much more difficult.

We’re pretty much wiped after that.

We send Lorenzo back with the blood to mix it in with the general supply. We check on Desiree (upstairs) and Carl senior (unconscious). We then chill out for a bit, and take stock of things we need to check out.

  • We have pixies looking for rumors and vampires
  • Running down any missing persons reports
  • Gabe goes on patrol to ensure that the team stayed safe during recovery
  • Heading to Elysium to check for rumors
  • Talk to Elias Muldoon – the criminal that told us
  • A creepy guy in the park (Vitala) whom we can ask three questions, no more, no less, and mysterious stuff if we dork it up
  • It’s only been three days since things blew up and Myriam got killed and all sort of bad. It’s basically 6pm on Day 3.

At this point I had to take a conference call from thailand; I missed a bit.

The group decided to go visit Edgar Creel, the homeless guy we spoke with a while ago that Amos thought might have been a vampire. Well, he’s wandering around in the daylight, so either he’s Blade or probably not a vamp. They also went through Desiree’s purse for a banking slip to see if the Conclave did banking at the same places that got hit. We were looking to do some forensic accounting to try and figure out which accounts got hit, and why. So follow the blood and bodies, and follow the loot and robbery victims, and that gives Gabe an idea.

Something blew up – that means explosives and that means someone bought or made them. We also have pieces of the truck, which will have residue on them.

Amos goes into high gear, and tries to get the information on what was used: det-cord, nitroglycerin, and gasoline. We deduce they made the explosive (nitroglycerin can be homemade) at the garage we went to visit. So we have another thing to track – the physical components of the attack. Det-cord has to be bought. Guns (used to attack us) are not exactly plentiful in Boston.

The map of trucks Amos can put together was 10 sites, 11 for Myriam. The remaining 8 violent sites were violent attacks, contract killings, and other violent nastiness. We wonder if there are trucks waiting to explode somewhere. We also find out that one of the contract killings was accomplished by Norse trolls – with swords. Another was killed by a kelpie; very dangerous this close to the harbor.

The kelpie vicitim was Janos Valentine, a prominent alchemist in the city. The troll victim (trolls, really, 3-5 against one guy) was Jesse Cusumano, a retired hunter. The alchemist liked to sell potions to the rich; he was very rich himself. Ooo – life extension and stuff. We need his client list.

The remaining six locations for the trucks were the bank robberies, the Conclave, and the conclave’s military police force, the Custos.

We also remind ourselves that with all of this coordination, across so many fronts, that there’s not nearly enough evidence. Gabe speculates that someone has set up just enough supernatural activity to cause the mist to react, which provides a level of obfuscation that would be extremely difficult to achieve through mundane coordination, but happens in a “self-organized” way when the strings are plucked in the right way. Some creatures can do this deliberately.

Babel stones can confuse communication, magical or otherwise. They act as active jammers; they can be detected. They theoretically could be used in a ritual that would only interfere with certain types of communications. That requires them to be on a ley line; Amos has a map of such from C-Team. Amos determines that there must be one location in a certain place. It’s rumored to be very haunted.

Take the Fight to the Enemy

We decide that we have an opportunity to get inside Team Bad’s OODA loop if we can put a magical wiretap on this stuff. The opportunity to get proactive is too tempting to pass up. We drive for an hour, and then have to hike . . . oh, crap. Merlin/Kamali takes 6 points of damage to his foot from a natural 18 Hiking roll crit fail. He turns his ankle when he falls into a cellar, buried in the rubble of Dogtown.

So we biff our chance to be proactive because of a bad die roll. Sigh. Frustrating.

Lorenzo does first aid; he’s not able to put pressure on the bone at all.

Gabe kneels down; he prays devoutly for some time. With a rustle of wings and the flap of a trench-coat, Gabe’s hands glow brightly, and the injury is completely healed. Completely. Kamali lurches around, and finds a piece of the cellar he’s in, and he just knows that there’s a panel in the wall, and a secret one. The door doesn’t open, the stone opens like in some Harry Potter-esque tesselation stuff, and there’s a stairway down. The flashlight immediately burns out when we turn it on the stairs.

Shield and sword at the ready, Gabe leads the way. We go down, and sense that we’ve gone down at least seven fights of stairs – nearly impossible. And there’s a dim glow down there. We keep on. As we get to the bottom, the cross Gabe wears around his neck bursts into brilliant light. He offers his thanks, both silently and audibly.

We arrive at a large door, 5-6 feet across, with hinges on both sides but no handle. There’s light coming under the door. We knock three times. Then after a pause, there are three hugely loud knocks, and the door swings inward from the left. We see a hallway with odd grey cobblestones. The hallway is 20-30 feet long. Gabe moves quickly down the hallway, and starts to go left; Amos actually sees symbols all over the wall, but no one else does. They’re in Enochian and other languages. Amos reads them . . . he can’t not. Blood comes out of his nose and eyes as he reads the Latin and other symbols. Gabe invokes Protection from Evil; nothing happens. We try and move him; he’s frozen in place. Kamali uses his Ten-Hut! skill and crits, trying to boost his will, and the next Will roll at +2 and he snaps out of it.

He says something, and we’re all blown backwards by a supernatural shock wave.

Amos just encountered, and learned, a logos. A word of power. (Power Word: Stun? Nah.) It’s burned into his soul, now.

Kamali wonders what this place looks like on the Astral plane . . . and as soon as he thinks of it, the door slams shut. We’re fairly sure we’re Inbetween. We’ve managed to stumble into the Labyrinth. The conclave’s prison and testing ground. The center of this prison is where they put their worst criminals. The conclave also uses it to test their would-be sorcerers. We’ve stumbled into their testing grounds.

So, the left-handed hallway just opens up into this area with grass, trees, and a lake. We try right. It opens up into a field with trees and a lake, the exact mirror of the other one. Alder, ash, birch, and a smooth-leaved elm. All the trees we’re seeing look like Briton. Kamali feels like we want to go right . . . so we go right. We smell apples. We also see something man-sized moving under the water, leisurely. A crown of blonde hair, and a woman walking, dressed in white. Her dress seems completely dry.

I think she’s the Lady of the Lake. THE lady, as in Excalibur. We’ll see.

Kamali greets her. She smiles. She’s still walking – on top of the water – towards us. Gabe kneels politely. The rest back away.

She picks up a leaf, the same one that was on the door, and hands it to Kamali. “I’m glad you chose me and not my sister.”

“Well, I had a feeling this was the good way. Where are we?”

“You’re in the heart of the labyrinth. Not the center, the heart.”

“How do we get out?”

A door appears.

“I feel like there’s something that we’re here to do. Is something going on here.”

She’s very concerned. The folks that help her maintain the labyrinth have been out of communication. They locked on to Kamali’s light.

We quickly explain why we’re here. She gives Amos a ring; it’s a ring of Dispel. It will break any enchantment. Gabe mutters about his sword. She notes it’s tightly bound to me, and also that I could give it to her. There were nine swords that were made. Three to Titania, three to Maeve, and three to the High King. I have one of Maeve’s. She could take it, but she’d have to give me something back to balance.

I’m tempted. 

The original Merlin bound them here – she’s Vivian, her (nastier) sister is Nimue.

The Ladies of the Lake. Hrm. They’re fairly well qualified to handle swords of all types, it would seem.

Gabe decides to pray. He remembers something from TS Elliot. The mythical excalibur had two phrases on it: One was “Take me up.” The other was “Throw me away.”

“I have taken up the sword of wrath, and used it well and poorly. It is time to return wrath, and return to diligence and devotion. I will accept any burden you choose to place upon me in exchange.”

“So be it.”

Kamali offers up his own sword; Lorenzo offers up his guitar.

Vivian looks at Amos, and gives his slingshot the side-eye. Gabe reminds Amos that there is a time to leave behind childish things.

He hands over the slingshot. She turns and walks back into the lake.

****************

We end there.