Session Recap week 14: Bound Together

The fighting on the deck of the Majestic Gryphon was dying down. Mister Lagraa had just sent a poor sod over the gunwale, causing Trucco to make a mental note to strongly consider and then reconsider again crossing her in the future. Torlan, on the poop deck, surveyed the unconscious sailors he’d barreled through, while Ruskel on the quarterdeck with Daina began to separate the surrendered sailors from their dropped weapons.

The thing on Daina’s face was still glowing.

Torlan asked what they should do now, and in looking for answers, came to the forward edge of the poop deck overlooking Ruskel and Daina and saw the blue stamp near her eye. His jaw dropped.

“By the gods, it’s a Dragonmark!!”

Daina scolded him, but Ruskel confirmed the dwarf’s analysis as he busied himself by checking the surrendered sailors for hidden weapons. There was still a boarding action going on, after all, manifesting Dragonmark or no.

What the former skyknight didn’t see then, was, coming up through the smoke on the starboard side, three more armed sailors from the Gryphon’s crew. But as they began to emerge onto the quarterdeck with weapons raised, knives hailed down on them from the rigging above! Trucco, on watch from ropes overhead, got the drop on the new assailants, and each of his knives found their marks. One, two, three sailors crumpled to the deck atop one another, groaning from the pains of the losing melee. The shifter dropped from the rigging finally to land in a graceful three-point stance beside Ruskel and Daina as Torlan joined them from the poop deck.

Daina ordered Trucco to stand down, saying these men had surrendered. Mistaking her order for the three that had just been coming up the stairs, he remarked that it was a little too late before that, before noticing something strange.

“Daina, look out!” Trucco suddenly cried. “You have a jellyfish on your face!” Daina went to stop him, but the shifter’s hand was too fast, and he smacked Daina right across the face where her mark was glowing.

At this point, Daina could do nothing but laugh at the absurdity of it all.

The last of the fighting was brought to a close when Prince Mika Rockface herself returned to the main deck with a severed head in her hands, ominously looked to and fro at the assembled sailors and captives, and tossed the head to the ground at her feet. Howls of victory and triumph erupted from the Storm Reaver’s crew.

But on the quarterdeck, where our heroes stood side-by-side, it was silent.

The sun was already low in the sky as the survivors of the Majestic Gryphon were disarmed and escorted to the Storm Reaver’s bilge, where Trucco and Ruskel had found themselves waking up barely over two weeks earlier. Torlan was approached by Riaris Krine, the gunner, and told that, due to his participation in boarding action, he wouldn’t be keel-hauled as was the initial plan for his sentencing. Instead, he was to be given a mere six lashes at Bloody Hour, with the captain’s unspoken thanks.

Cargo transfer began from the captured ship to the Storm Reaver. Back slaps and cheerful whoops were exchanged between the pirates as crates and people were transferred from ship to ship. The process carried late into the evening, when the grog casks were opened to flow freely. Singing and merriment filled all but the lowest, most forlorn decks of the Storm Reaver.

Before the festivities really kicked off, Torlan and Trucco found themselves conspiring amidst the commotion. Torlan wanted to know if Scourge indeed had sent his sycophants to kill him down in the bilge and perhaps make it look like an unfortunate accident. Trucco simply didn’t like Scourge and wanted dirt. Torlan proposed enlisting Conchobhar’s help, as the two of them were now quite conspicuous.

The scurrilous pair found the playboy gnome on the gun deck a couple cups of grog in already, retelling the story of his fight on the Gryphon, perhaps with advantages, though the fresh wound he bore over his forehead looked real enough. Torlan told Conchobhar that he’d cast a spell with his bardic music over some members of the boarding party, Conchobhar included, and maybe he could repay the favor in turn…

“Well?! Out with it then!” snapped Conchobhar, slamming his mug on the table.

Torlan laid it out plainly: he wanted Conchobhar to find out if indeed Scourge had sent forces into the bilge to kill him. Conchobhar laughed at Torlan and said he’s not going to talk to Scourge, because that would be silly. You don’t go to the lion’s den to check its teeth–you talk to the cubs first! Torlan threw up his arms and said he didn’t give a bilge rat’s ass how it gets done; he just needed to know.

Conchobhar assured them he could find out.

They toast.

Festivities were in full swing across both ships when Ruskel approached Sandara Quinn on the exterior main deck of the Storm Reaver. He expressed his surprise that she wasn’t busier, patching up hurt and all.

Sandara reminded Rus that she’s not officially a medic, though Ruskel countered that she’s helped out a lot in that regard, and that it seemed strange to send someone as valuable as her to a crew over in boarding action. But then he revealed that the real reason he wanted to check up on her. As a fisherman’s daughter, he reckoned this might have been her first encounter with fighting on this scale.

Sandara puffed up, perhaps pridefully. “Lhazaar is a dangerous place! It’s not the first time I’ve seen something like this. …Though, I never imagined myself sailing with pirates.”

“Oh, that’s–that’s good!” Rus replied, unable to mask his surprise at being caught in an assumption. “Piracy is…it’s bad, and people shouldn’t aspire to that life!”

Sandara chuckled. “I’m sure half the Principalities would disagree with your assessment.”

Ruskel felt himself turning pale. He stammered out a line about how, where he is from, that’s uncommon. But with no way to recover his graces from the embarassing exchange, Rus fumbled his farewells and walked on, woefully reminded how the values of these people differed so greatly from the expectations he’d espoused as a Cyran Skyknight.

…And how far from home he truly was.

Trucco somehow found Owlbear amidst the revelry. The massive mountain of a man had been integral in moving the larger cargo from ship to ship. “CAT FRIEND!” Owlbear cried when he saw Trucco, wrapping the shifter up in a hug that lifted him off his feet. The two caught up quickly and traded stories as best they could of their fighting on the Gryphon.

Meanwhile, Daina was feeling the grog go to her cheeks and forehead. Torlan approached her, his beard in his cup, wet. He was three (four? several?) drinks in and his cheeks were already quite rosy. Daina smiled at him, flipping his beard out of the cup.

“Oh, thank you!” the dwarf shouted, musing about the wonder of a nice, wet beard from drink and asking if Daina had ever had that pleasure. Daina pointed out that that isn’t a “problem” humans face, to which Torlan replied that they’ll work on getting some hair on her chin yet!

“…How drunk are you right now?” she wondered.

“I’m a pretty good listener, aren’t I?” Torlan responded, with a slight sway mismatching the rock of the ship that better answered the question.

Oh, the face Daina made, before clapping her godfather on the shoulder and saying, “Let’s have a song, shall we?”

“Oh! Shall I improvise?” Torlan perked up. “I was thinking up something about Stormbeard and the new Sir Wizard!”

“The what?”

“The new Sir Wizard!” Torlan repeated, referring to Ruskel after having seen the skynight’s evocation powers. Though, after Daina’s pensive look, he frowned, “Ah…It still needs some work.”

Torlan and Daina returned to the galley, Torlan launching into a tale instead about an independent Dwarven ship that was constantly giving the slip to the Five Nations and likening it to the freedom and spirit of the Lhazaar peoples.

“Join me in the chorus, Daina, it goes something like this!” Torlan went into it…but the words kept evading him. The song was supposed to be about freedom, but as he recalled it, the tale was about a free ship’s assimilation into the Cyran navy. That wouldn’t do. Torlan had to stop to rethink the lyrics. He emptied his tankard and found another. He started again. He stopped again…no, the lyrics still weren’t right. He drained the next tankard. He tried to go into the chorus, but his spirit was flagging, as was the mood in the room.

…The room which had begun spinning.

Torlan ultimately yielded his consciousness to the table before him.

Daina stepped forward to try to cover for her godfather’s collapse, but it was barely enough to salvage the hour. Whoops and hollers went up all around as Rosie Cusswell took to the clearing that passed for a stage…

It was who knows what hour at this point. Through the scattered cloud cover, the Ring of Siberys was hanging resplendent. 8 moons stood crescent, one full, the rest at least visible, and still a field full of stars twinkled beyond them. Daina found Ruskel towards the bow of the Gryphon, looking out over the ocean. He stood alone, holding an empty cup like it was an obligation to keep it visible lest he get the lash.

“You’re pretty good in a melee,” Daina offered on her approach, so as to not startle him. “Wasn’t expecting that from a flyer. So, cheers!”

Ruskel mentioned that he’d been trained in Close-Quarters Combat as part of his skyknight training.

Daina asked about the Wall of Fire that sprang up next to the Gryphon’s dinghy, which Ruskel confirmed was also him, though he surmised he wouldn’t be able to use that spell again for some time, without elaborating why. That same spell that saved her husband five years earlier had prevented the Gryphon’s sailors from taking the lifeboat and fleeing.

From the same person, no less.

“Why didn’t you let them go?” Daina asked, pointedly. “We didn’t have any quarrel with them.”

The skyknight icily replied. “Captain’s orders. She said stop them from leaving.” He checked his cup. Still empty. “I stopped them from leaving.”

Daina told Rus about how she decidedly wasn’t a Deneith because she refused to blindly follow orders. She knew a lot about people “just following orders”. Sometimes orders were bad, and shouldn’t be followed.

“I saved those people’s lives!” Rus suddenly whirled on Daina. “How’s a dinghy like that going to get away from an operational Cloudreaver ship? No sails, just oar power. Huh? That main cannon would’ve been on them before they got halfway out its range! They woulda been shark food! I did anyone trying to flee a favor!”

The Reaver and the Gryphon, lashed together, rose and fell with the waves, at a pace not unlike breathing. Waves lapped noisily at their hulls. “…You’re right,” Daina finally acquiesced. “I can’t argue with that.”

She reached for more words beneath the moons. “I didn’t come here to scold you,” she reached. Here was a fellow Cyran, another war veteran, standing mere feet from her. And yet at that moment, it seemed Ruskel couldn’t have been farther away. She looked at the bottom of her own empty cup. “Just…it’s been a hell of a day.”

“I’d drink to that, but…” the skyknight drawled, displaying his empty tankard. “You have a good night, Miss Daina.” And then he turned his back to her to stare out at the ocean by himself some more.

“It’s just Daina,” she chuckled, looking back to him from the stairs on her return to the Storm Reaver.

Back on the Cloudreaver flagship, people were getting drunk and sloppy. Trucco had, during his time in the rigging, seen that the Captain’s cabin was right below the poop deck, with an exterior balcony on the stern. While the Captain would already have recorded and stowed the best loot, and thus would notice it missing, maybe there was some juicy information he could get access to! And what better time than now, when all were in their cups and merry?

The shifter clung to the hull of the ship and climbed around the side. He tensed, waiting for the ship to fall off a wave just right, and leapt…landing flawlessly on the balcony! And who would lock a door no one has access to? No one!

He’d just begun to open the balcony door when the other door, the one coming in from the deck, began to open as well! Startled, Trucco pushed himself from the door just as the Storm Reaver sank on the tail end of another swell, and, unbalanced, over the balcony went the shifter, and down he fell into the sea with an unceremonious “bloop!”

Fortunately for him, the two ships weren’t under any sail. It costed him nothing but his own embarrassment to climb back onto the deck of the Storm Reaver.

Clandestine information would have to wait for another night.

The 7th of Olarune passed through morning and afternoon with more celebration. In the evening, Torlan received the promised six lashes at Bloody Hour for the reduced sentence of his triple murder. Afterwards, Conchobhar pulled him aside and said that he suspected–but couldn’t confirm–that Scourge had indeed sent his lackeys down to kill the dwarf. Furthermore, the rumor mill had it that Prince Mika Rockface intended to give Mister Lagraa the captaincy of the Majestic Gryphon, and split the Storm Reaver’s crew…tomorrow morning.

Torlan immediately gathered the other Mourners–Daina, Trucco, and Ruskel. They wondered if they’re going to be split between the ships’ crews, and if so, how would they try to reunite and all get on the same vessel when the ships parted? Daina began to hatch a plan, but Trucco suggested they wait to see what fate offered them. Regardless, everyone seemed committed to staying together.

Torlan and Ruskel turned in early for the night. Daina found Fishguts in the galley. She thanked the cook and said she’d try to leverage what power she had to get him assigned to the Gryphon. Fishguts howled with laughter and told Daina that she overestimated how much power and pull she had. They talked late into the night.

Trucco found Owlbear back in his chained up position in the hold. The shifter had to conspire quietly, for Owlbear was shackled very near the door leading to where the officers gathered. Trucco tried to illustrate with words a plan to the burly but very simple man while he set about picking the locks to the shackles binding him, and to his credit, Owlbear tried his darndest to comprehend it. Trucco explained that, if there’s any commotion or smell of fire, he’s to get off the shift.

“Owlbear!” said Owlbear. It sounded like an affirmation. “Stay here, guard door! If fire, Owlbear fight!”

It would have to do.

The 8th of Olarune began. The Cloudreavers and their newly-press ganged crew were joined by the survivors of the Majestic Gryphon. Conchobhar’s tip had been correct–on the Captain’s orders, Mister Lagraa was being given the Gryphon, with orders to sail to Port Krez. The Storm Reaver had other business, and would reunite with them soon. Master Scourge would join Lagraa as First Mate. While normally shares would be distributed at shore, the extenuating circumstance of splitting the crew to a second ship demanded their being doled out now.

For their securing of the Gryphon’s quarterdeck, two Potions of Health were given to the Mourners, as well as a Potion of Invisibility, which Ruskel took and secured away. Each were doled out 225 galifars after all of their rewards.

Master Scourge stepped forward to name the members of the Majestic Gryphon’s new crew. All four of our heroes are named, as well as a handful of their newfound friends among the Storm Reaver. Fishguts, Owlbear, Conchobar, Sandara Quinn, Aretta, Rosie Cusswell, all included.

They were given ten minutes to get their gear before the ships were to be parted. In the process of moving their gear over to the other ship, Daina met eyes with a sailor from the Gryphon named Unnao, whom she recognized from Port Verge; they both frequented a bar called the Silver Eel.

Mister Lagraa informed Daina that Fishguts would be manning the galley alone; they don’t have enough crew for a cook’s mate. She herself was to join the swabs. Aretta was named Gunner, Patch “Salty” Kolkrinun was named bosun, Slippery Syl was named Quartermaster. Fishguts was to be confined to the galley. Displeased with Mika Rockface’s slacking discipline, Mister Lagraa announced that all crimes were to be punished with the cat-o-nine. All crew would be working double duty due to low crew numbers. Going on the deck at night without express permission would be punished. No grog was to be rationed in the evenings. At all.

Mister Lagraa stood in front of Torlan, but looked to Daina, “And while this is a new ship…murder is still not to be tolerated. To ensure compliance…” she slapped a manacle on Torlan’s wrist and ordered him to walk to the main mast. Torlan felt the shackle shrink around his arm, and a magical compulsion washed over him to walk to the mast.

Magical, he thinks to himself. But how to tell the others?

“You’re going to just leave him chained there all day while we’re shorthanded?” Daina called after them.

Mister Lagraa turned back to Daina, smiling wickedly. “That’ll be three lashes from the cat at Bloody Hour for talking back to the Captain. Now get to work, all of you!”

The ropes binding the two ships were released, and the Majestic Gryphon rocked hard to starboard as her sails unfurled, beginning her journey towards Port Krez…

Behind the Scenes

  • Question of the Week: Where is the one place in the world you want to visit before you die?  What is the reason for that place? Sharn came up more than once, because of course it did. The Face of Mror was mentioned, and you can guess who might want to go there. Ruskel was the odd one out, with no stomach for tourism–he wants to get back to Metrol. Oh that tragedian!
  • We have a saying at our table: Fishing for Critical Failures. And boy did Michael carry that standard this week, where he threw benny after benny at Torlan’s Performance roll during celebrations only to wind up with the dreaded snake eyes! He had a success, you see, but he wanted to get a raise. Sometimes we be like that. Sometimes we think just a success..? Nah! Unfortunately, not only did he drop most of his bennies, but it came with one of the two critical fails of the night, which of course you cannot spend a benny to reroll!
  • Remember last week, when Ernesto blew all his bennies joker-fishing, even going so far as to play the adventure card Betrayed! to get even more bennies (at a steep cost), and yet no joker ever came? Well, Phil never shuffled the deck, so Round 1 of the combat carrying over into this session, here comes the joker he’d been hoping for! He turned the joker’s +2 on all trait/damage rolls into a 3-action turn that let Trucco single-handedly wipe out the adds before anyone else had a chance to act! I’ll let you decide whether or not you think it was worth it! But you can’t deny it looked cool.
  • Much like the dramatic task to save Giffer Tibbs episodes earlier, though, Ernesto’s luck was all over the place, as it was a Notice roll during Trucco’s sneak action that gave our table the second critical fail of the night. That one wasn’t fished for. Just kinda…hopped up in his lap, like, “Hello!”
  • Elly decided to subtly alter the story at the cost of one benny so one of the Gryphon‘s sailors and her had something of a shared connection. Where will she go with this, who knows? Maybe we’ll find out in the next episode!
  • Daina’s performance confidence was a result of the Epiphany Adventure Card, granting her a d6 in any skill of her choosing for the remainder of the session. This is something I’ve really been enjoying about Savage Worlds–getting the right adventure card can sometimes shape the direction I take a character, in unique ways that I hadn’t even planned for. It can even have an effect on their attitude in really cool synergistic ways. Remember when Ruskel lied to the Quartermaster about being a worshipper of the Devourer? I would never have attempted that had I not been dealt the Ace! Adventure Card at the start of that session. I’ve noticed that when I get cards with direct mechanical benefits for combat specifically, I’m often “looking” for a fight, or certainly Ruskel wakes up ready for one!

MoL Podcast S1, Ep. 14: Bound Together

On this emotional episode of Savage Tales of Eberron: Mourners of Lhazaar, celebrations abound as the crew of the Storm Reaver celebrate the seizing of the Majestic Gryphon. But amidst the singing, there is scheming. Who will be named captain of the Gryphon, and who from the Storm Reaver will be joining them?

Background question: 1:15
Recap: 5:56
The action starts: 9:10

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Special thanks to Kristian Serrano for the intro narration!
Intro/outro music by Matti Palanen:

Additional music and ambient sounds:

Dragonmarks in Savage Eberron

So let’s talk about the Eberron Campaign Setting, and how I do my Dragonmarks in my Savage Eberron. I know this is something of great interest to anyone who is moving to using Savage Worlds in their Eberron campaign, or playing in a Savage Eberron game.

First let’s talk about a little history and context. My first implementation of Dragonmarks was in a method that was very similar to what Kristian Serrano has in his Eberron for Savage Worlds document. Where the Dragonmarks were arcane backgrounds. These provided access to a few specific powers and a skill bonus to a skill relevant to the dragonmark.

While this worked, I still was not quite happy with the implementation. During my Seekers of the Ashen Crown campaign, both Ivello and Kayde had dragonmarks. The main thing that I really had a problem with was that it was possible for the characters to fail to activate their dragonmarks. I remember a couple instances where Kayde failed to activate his mark, and definitely a few cases where both players needed to spend a few bennies to activate their mark. Now, considering all the lore about dragonmarks it is pretty clear that the powers of the mark are an innate ability to cast the magic that is part of the mark. So this was disappointing. Additionally, the powers list available for this very short and couldn’t be expanded. There was the need to advance a completely separate skill for casting. Ultimately, these only seem an attractive edge to take if you knew the lore of Eberron.

Then Pathfinder for Savage Worlds (SPF) came out. Personally I have very little issues with conversion/implementation of SPF. Eberron came out originally in the 3 and 3.5 D&D days which was soon succeeded by Pathfinder. So in so many ways I see the original Eberron Campaign Setting as built in mostly what would be the Pathfinder system. So having a Savage Worlds conversion of it, to me is the obvious choice for the game base of how I play my Savage Eberron. I saw in the Mystics Powers edges for the core “magical” abilities of Paladins, Monks, and Rangers as a means to implement the powers abilities of various dragonmark

Lore and Edition Changes

When the Eberron Campaign Setting first came out, there were different “levels” of dragonmarks, with the Least, Lesser, Greater, and Siberys marks. While 4E had paths of growth for dragonmarks, it seemed to do away with this concept. In Keith Baker’s independent release of Wayfinders Guide to Eberron, he brought back these ideas. But this was again left out in Rising from the Last War. I personally loved the scaling aspect of the dragonmarks and wanted to bring it back into my implementation of dragonmarks.

Another lore change that Keith Baker has been very vocal about is that the spell abilities of the dragonmarks are actually one of the least interesting aspects of the marks themselves. It’s been brought up in his blog and the Manifest Zone podcast, as well as how dragonmarks evolved in Rising from the Last War. The dragonmarks give you access to focus items as well as some skill that just makes you better at certain things. So these two points do come out in how I implement my dragonmarks.

One side note that I added to my Eberron, is that full blooded orcs can manifest the Mark of Finding. I was always disappointed in how they were excluded.

Basic Implementation of Dragonmarks

I created two core dragonmark edges for each mark. A dragonmarked skills edge and a dragonmark powers edge. Additionally there are some core powers edges that could be taken after the dragonmark powers edge to improve the use of those powers. It is in this that I created the different kinds of dragonmarks.

Least Mark

  • Dragonmark Powers Edge or
  • Dragonmark Skills Edge

Lesser Mark

  • Dragonmark Powers Edge and additional Powers Edge (like Power Points or Concentration)
  • Dragonmark Powers Edge and Dragonmark Skills Edge

Greater Mark

  • Dragonmark Skills Edge and Dragonmark Powers Edge and additional Powers Edge (like Power Points or Concentration)

While I would love to have a Siberys dragonmark edge, I have not figured out how to implement that yet. One thought that I had was to make the accessing of Epic Power Modifiers (see Pathfinder for Savage Worlds) as a means to get a Siberys mark. However not all the marks has powers that have access to Epic Power Modifiers. So if any of you have ideas let me know or I figure out something in the future, I will share it.

Dragonmarked Skills Edges

I will start off with the Dragonmarked Skills Edges since these all follow the same format and are pretty simple to get out of the way. For balance in Savage Worlds, edges that give a bonus to skill rolls generally either allow a free reroll to one skill, or give up to a +2 bonus to a skill. I didn’t want to go with a straight free reroll, as that would create some edges that would be almost exact duplicates of existing edges.

What I decided to do was to give a list of possible skills that are relevant to the mark/house. The player can choose two of the skills and get a+1 bonus to those skills. Then as an added cool flavor for the dragonmarks the heir can also get one free reroll to either of those skills once per session. Adds a nice flavor without seriously changing the game balance of the edge.

The following are the skill choices available to each mark. Please note: I made some tweaks to the core skills. Academics has been renamed to Lore, Occult has been renamed to Arcana, Repair encompasses healing warforged, Piloting is specifically used in manning elemental powered vessels. I have added the skills Animal Handling (which I consider very different from Riding) and Deception (I did not like making Persuasion an uber skill encompassing both deception and regular persuasion).

Mark of Detection
Requirements: Novice, half-elf
Skills: Common Knowledge, Fighting, Survival, or Thievery

Mark of Finding
Requirements: Novice, half-orc, Human, or Orc
Skills: Athletics, Notice, Survival, or Thievery

Mark of Handling
Requirements: Novice, human
Skills: Animal Handling, Athletics, Riding, or Survival

Mark of Healing
Requirements: Novice, halfling
Skills: Common Knowledge, Healing, or Science

Mark of Hospitality
Requirements: Novice, halfling
Skills: Common Knowledge, Notice, Persuasion, or Survival

Mark of Making
Requirements: Novice, human
Skills: Arcana, Lore, Repair, or Science

Mark of Passage
Requirements: Novice, human
Skills: Athletics, Common Knowledge, or Riding

Mark of Scribing
Requirements: Novice, gnome
Skills: Common Knowledge, Lore, Language, or Persuasion

Mark of Sentinel
Requirements: Novice, human
Skills: Athletics, Battle, Fighting, or Shooting

Mark of Shadow
Requirements: Novice, elf
Skills: Athletics, Deception, Performance, or Stealth

Mark of Storm
Requirements: Novice, half-elf
Skills: Athletics, Boating, Piloting, or Survival

Mark of Warding
Requirements: Novice, dwarf
Skills: Arcana, Notice, Stealth, or Thievery

Dragonmarked Powers Edges

SPF implemented core “magical” abilities by Paladins, Monks, and Rangers through the use of an edge called Mystic Powers. These are edges that give the character access to a short list of thematic powers (often with some kind of power limitation built in) that are activated simply by spending power points. No roll was needed. No additional skill was needed to be advanced for a limited arcane background. It was in these edges that I clearly saw as the means to create dragonmark edges that really fit the lore of the world in a meaningful way. I gave each edge access to five different powers using the model from the Class Mystic Edges, but a number of them have specific limitations based on the theme of the dragonmark.

Now a note regarding the powers and the skills. I have added a few more powers to my Savage Eberron. Some of these are from other Savage Worlds setting books, while some are to really create some of the signature spells that were core to the idea of a particular dragonmark.

These are Dragonmark Edges as I have them in my Savage Eberron.

Mark of Detection
Requirements: Novice, Half-elf
As a limited free action the dragonmarked heir can cast one of the following spells: Augury, boost Trait (Agility, Smarts, Fighting, Notice, Thievery, and any “knowledge” based skill only), detect arcana (no Identify), locate (can only locate traps), mind reading, and scrying.

The heir has 10 dedicated Power Points that recharge normally. He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Detection doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Detection (and vice-versa).

Mark of Finding
Requirements: Novice, half-orc, human, or orc
As a limited free action the dragonmarked heir can cast one of the following spells: Analyze foe, detect arcana (Identify only), darksight, farsight, and locate. Darksight and farsight have the range of touch only, but the heir gains no benefit from the Limitation.

The heir has 10 dedicated Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. She may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Finding doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Finding (and vice-versa).

Mark of Handling
Requirements: Novice, human
As a limited free action the dragonmarked heir can cast one of the following spells: Beast friend, boost Trait (animals only), empathy (animals only), speak language (Beasts for the power only), and summon beast. Boost Trait and speak language have the range of touch only, but the heir gains no benefit from the Limitation.

The heir has 10 dedicated Power Points that recharge normally. He automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. He may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Handling doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Handling (and vice-versa).

Mark of Healing
Requirements: Novice, halfling
As a limited free action the dragonmarked heir can cast one of the following spells: Accelerate healing, boost Trait ( healing, survival, and Vigor only), healing (not Mass Healing), relief, and resurrection. All powers are touch only, but the heir gains no benefit from the Limitation.

The heir has 10 dedicated Power Points that recharge normally. He automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Point. He may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Healing doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Healing (and vice-versa).

Mark of Hospitality
Requirements: Novice, halfling
As a limited free action the dragonmarked heir can cast one of the following spells: Conjure item, empathy (humanoids only), elemental manipulation, plane shift (Extra-dimensional space for the power only), and slumber.

The heir has 10 dedicated Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. She may use applicable Power Modifiers if desired.

The Mark of Hospitality doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Hospitality (and vice-versa).

Mark of Making
Requirements: Novice, human
As a limited free action the dragonmarked heir can cast one of the following spells: Conjure item (not including Create Food and Water), detect/conceal arcana (not including Alignment Sense), object reading, repair, and smite. Smite have the range of touch only, but the heir gains no benefit from the Limitation.

The heir has 10 dedicated Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. She may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Making doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Making (and vice-versa).

Mark of Passage
Requirements: Novice, human
As a limited free action the dragonmarked heir can cast one of the following spells: Fly, leaping, speed, summon beast (mount only), teleport (not including Teleport Foe). All powers (except summon beast) have a range of touch only, but the heir gains no benefit from the Limitation.

The heir has 10 dedicated Power Points that recharge normally. He automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. He may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Passage doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Passage (and vice-versa).

Mark of Scribing
Requirements: Novice, gnome
As a limited free action the dragonmarked heir can cast one of the following spells: Confusion (spoken or written words trapping only), magic mark, message, secret writing, and speak language.

The heir has 10 dedicated Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. She may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Scribing doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Scribing (and vice-versa).

Mark of Sentinel
Requirements: Novice, human
As a limited free action the dragonmarked heir can cast one of the following spells: Arcane protection, deflection, gift of battle, protection, and warrior’s gift. All powers have the range of touch only, but the heir gains no benefit from the Limitation.

The heir has 10 dedicated Power Points that recharge normally. He automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. He may use applicable Power Modifiers and any Epic Powers if desired.

The Mark of Sentinel doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Sentinel (and vice-versa).

Mark of Shadow
Requirements: Novice, elf
As a limited free action the dragonmarked heir can cast one of the following spells: Darkness, disguise, illusion (excluding Deadly), intangibility, and scrying. Disguise and intangibility are self only, but the heir gains no benefit from the Limitation.

The heir has 10 dedicated Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. She may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Shadow doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Shadow (and vice-versa).

Mark of Storm
Requirements: Novice, half-elf
As a limited free action the dragonmarked heir can cast one of the following spells: Barrier (air and water trapping only, not including Damage or Deadly), darkness (air and water trapping only), elemental manipulation (air and water trappings only), havoc, and telekinesis (air and water trappings only).

The heir has 10 dedicated Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. She may use applicable Power Modifiers and Epic Powers if desired.

The Mark of Storm doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Storm (and vice-versa).

Mark of Warding
Requirements: Novice, dwarf
As a limited free action the dragonmarked heir can cast one of the following spells: Arcane protection (including Epic Powers), barrier (not including Damage), glyph, lock/unlock, and sentry.

The heir has 10 dedicated Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for an additional Power Point. She may use applicable Power Modifiers if desired.

The Mark of Warding doesn’t grant access to Edges requiring an Arcane Background. If the heir also has an Arcane Background, none of its Edges, abilities, or Power Points can be used with the Mark of Warding (and vice-versa).

Session Recap week 13: Red Line Overload

As the Storm Reaver gave chase to the ship that had emerged from the other side of the island they were moored off of, Trucco clambered up into the crow’s nest to see what they were up against.  His keen eyes picked out the three-masted vessel flying the flags of the Direshark Principality…and Breland.  Outfitted like a cargo ship and sitting low in the water to suggest that it was laden with goods, the Majestic Gryphon seemed like quite a prize.  Turning to Conchobar in the rigging beside him, Trucco asked the foppish gnome if he was as good with a sword as he was with a deck of cards, and Conchobar’s eyes gleamed as he rubbed his hands together and declared that the Gryphon was in for a surprise.

While the ship continued to bear down on its prey, Mika Rockface summoned Fishguts to the quarterdeck, and the cook returned to Daina with orders to butcher a pig.  She stared at him with angry disbelief.  She had bigger problems than the captain’s dinner, and Fishguts laughed at that.  The pig wasn’t for eating — it was for baiting sharks to deal with anyone who fell overboard during the attack.  Fisghuts seemed fairly alert and active, a far cry from his inebriated state just a few hours earlier.  Unable to contain herself as her unreliable companion made an easy target for the stress and anxiety over Torlan’s fate that had reached a boiling point, the care and pity she had for Fishguts turned to anger as she snapped at him.  No matter what the pig was for, she still had bigger problems than the Captain’s whims, and more importantly, he hadn’t been there when she needed him, when she’d come to the galley seeking his help in the wake of the slaughter in the bilge only to find his incoherently drunk again.  He shrugged it off.  The promise of taking a prize seemed to have sparked life in him for the first time in their acquaintance, and he seemed undeterred by her harsh words.

The large siege staff mounted in the Storm Reaver’s bow went off as they closed with the Majestic Gryphon, shaking the ship as its shot went wide.  Drawing closer, they fired again, finding a target as its shot ripped into the Gryphon, taking down some of its sails.  From his perch, Trucco could see his fellow crewmates jumping to action as they began to push ballistas into place, and as Daina and Fishguts appeared on deck with buckets of chum, the ship’s gunner Master Crines called her, Trucco, and Rus onto the quarterdeck.  Sneering at Torlan in his cage, Crines informed the prisoner that if he joined the boarding party and survived the fight, the Captain would show him some leniency.  Torlan grinned and replied that this was the easiest deal he’d ever taken, and that he didn’t know Mika Rockface was so soft — she must be sweet on him.  Letting a toothy smile slip in spite of his best efforts, Crines unlocked the cage and Torlan crawled out.  Unable to contain herself, Daina quickly grabbed him to herself in a fierce hug as Crines watched, and the gunner gave his orders: the four of them were to storm the Majestic Gryphon’s pilothouse, take the wheel, and ensure that no one escaped in the longboats.  A grim smile came over Daina’s face as she promised Crines that she would take the wheel and stay there.  Her thoughts began to percolate as she wondered what kind of opportunity had just dropped into her lap.

The cannon continued its volley as the Storm Reaver took down more and more of the Gryphon’s rigging, systematically crippling its escape.  They were closing in fast.  With little time left before the boarding began, Trucco hurried down to his locker to retrieve the jar of Alchemist’s Fire he’d looted from the quartermaster while Torlan joined him to take up his halberd.  Daina wondered if that was another opportunity — what if they used that jar of fire on the Storm Reaver instead of the Majestic Gryphon?  Crines wanted them to take the pilothouse, and if they could prevent the Reaver from following them, that could be their ticket to escape at last, but the sabotage would need to be quite severe in order for that plan to succeed.  Trucco was excited by the prospect, but wondered what would happen to the people they’d befriended if the ship was damaged that badly.  Daina agreed that they should keep an eye out, and their attention turned to the boarding action as the entire crew amassed on deck and the captain announced that there would be an extra share of the prize for the first person to make it across.

The sun was low on the horizon as the Storm Reaver drew up alongside the Majestic Gryphon, and crossbow bolts began flying across the deck in an attempt to repel the boarders as Torlan began to sing.  As his voice rose above the fray, his friends felt their resolve grow, and new strength flowed through them.  All of a sudden, a huge cloud of fog began to billow out from the center of the Gryphon’s deck, and the fight was on.  The horrible but familiar sound of wood wrenching and groaning under stress rose from the hull as the ships collided.  

With a well-placed throw of a grappling hook to secure a line to the Gryphon’s sterncastle, Daina ordered anyone within earshot to pull as a shout came back across the gap to cut the same line.  As two sailors advanced on it, cutlasses drawn, Rus pulled his own weapon from the holster under his coat.  Aiming his wand across the gap and speaking a command word, six prismatic darts flew out towards the sailors as tendrils of electricity began to pop and swirl around his head and shoulders.  The first one he caught square in the chest, and she dropped to the deck, smoke rising from her corpse.  The second sailor caught a couple of darts himself, but managed to stay on his feet as it seemed the bulk of the devastation had been unleashed on his comrade.

More concerned with meeting Prince Mika’s challenge to be the first one across, Trucco easily scrambled into Storm Reaver’s rigging and swung into what was left of the Gryphon’s as his hair and claws began to grow.  Torlan moved up behind Daina and took hold of the rope, urging her to knock out as many of the Gryphon’s crew as she could instead of putting them down and promising that he would do the same as a ball of lightning came flying over his shoulder and smoke and lightning erupted in the middle of the Gyphon’s main deck. As his added strength to the grappling line helped Daina pull them in close enough to the sterncastle to lay down a plank he could run across, Torlan led the charge straight to where Trucco was alone in the thick of things.  Clearing his path with the flat of his blade, he sent the nearest sailor flying over the rail and into a longboat.  The rogue, meanwhile, sent one of his knives straight into the back of the pilot’s skull, killing him instantly.

Still on the Storm Reaver next to Daina, the arcing electricity surrounding his head and shoulders beginning to dissipate, Rus exchanged a nod as she called to him to cross over to the Gryphon — once he was safely over there with Torlan and Trucco, she’d be right behind him.  Holstering his wand, he drew his tago knife from his sheath.  His knife shared some similarities to hers, but was distinctly different for the foot-and-a-half long chain hanging off its pommel.  Clipping the chain to a ring on the wrist of his glove, he took up the knife in a practiced motion and held it at the ready.  As Daina raised her eyebrow at the sight of Rus taking his tago knife into battle, the skyknight ran across the plank Torlan had used and lashed out at the sailor who met him on the other side.  Easily ducking under a wild swing, the man dropped his crossbow and drew his cutlass.  Rus’ attack had left him open, and his opponent raised his sword to bear down on him, grinning as he had Rus dead to rights.

True to her word, Daina was right behind him.

Running across the thin plank to the Majestic Gryphon at full tilt, she made it to Rus’ side just as his opponent began to swing, and she knew she wouldn’t be able to bring her own sword up in time to block the blow.  Throwing her other arm out across Rus’ chest in a protective stance, all of the stress, desperation, and rage that had been building in her these past three weeks and this day in particular boiled to the surface.  She held no ill will towards the crew of the Majestic Gryphon, and she didn’t want to kill this sailor for being as much a victim of Mika Rockface as she was — but she was damned if she was going to let him cut Rus down right in front of her.  Not him, not after all they’d been through in their short time together, the kindness he’s shown her, and everything she now knew they’d been through together in the war, all those years before.  

“Back DOWN!!!”

As Daina screamed in the man’s face, Rus saw the air around her begin to distort and turn blue, dancing like sparks coming off a fire.  As her arm pressed defensively against his chest, he felt the sensation of something wrapping around his own body, not uncomfortable, but secure.  The sailor continued his attack, bringing his sword down to catch Rus square across the chest, and his eyes widened in confusion as his blade glanced off to the side.  Looking down at his own body, Rus could see the blue glow that had come off of Daina now sparking and dancing around himself.

A short distance down the deck, Torlan heard Daina’s scream of rage and he turned to find her in the fray.  Their eyes met, and his widened a little as caught sight of the blue tendrils that now wrapped around her left eye and extended back across her temple.  It was the unmistakable imprint of a dragonmark.

There was no time to think about it.  A break appeared in the fog cloud covering the center of the deck, and Trucco could clearly see Mika Rockface run a sailor through with her sword.  As she turned to follow Master Crines down into the Gryphon’s hold, another one of her foes appeared from the fog, charging with a spear as her back was turned.  After a brief moment of hesitation, Trucco swung out of his perch and across the deck, landing in the rigging behind Prince Mika’s assailant.  Driving his claws into the sail, he rode it down to the deck and threw a knife square into the man’s chest.  Spun around by the force of the blow, the man dropped his spear, sending it tumbling across the deck to land at Mika’s feet.  She looked at the corpse, looked up to see Trucco, made a small gesture with her chin, and continued down into the hold as if nothing had happened.

Rus took no time to think about it either.  Dialed into combat mode, his instincts and training took over, and the only thing on his mind was finishing the fight.  Brushing shoulders with Daina, he sidestepped to wordlessly indicate a position switch as he delivered a swift blow to their opponents kidneys, stunning the man and juggling him towards Daina.  She immediately picked up what Rus was doing and moved into the opening he had created for her, bringing her sword up and bashing its pommel across their opponent’s jaw.  He dropped to the ground, and didn’t get back up.

As one of Torlan’s opponents sliced her blade across the dwarfs arm, Torlan felt his blood rage began to rise but quickly tamped it down as he remembered his declaration and promise to not kill any of the Majestic Gryphon’s crew.  He slammed the blunt end of his halberd into the sailors chest, sending her slumping against the gunwales.  With his immediate problem solved, Rus looked up to see three more sailors emerge from belowdecks and make a break for a longboat.  Remembering Master Crines orders to let no one escape, he leveled his wand and called out words he hadn’t spoken since that day five years ago in Karrnath, when he and his squadron had rescued Daina’s unit from certain death.

“Kídù, Éste, Fôh”

A wall of fire erupted around the longboat, hugging around it and cutting off the escape.  Memories clawed at Daina as the flames appeared, but she pushed them down for another time.  Back in his perch, Trucco watched over the melee happening in full force in the center of the deck, and through the fog he caught sight of his prize — Master Scourge had joined the fray.  The rogue had been chafing against unwelcome and uncharacteristic patience while he plotted his revenge on the Storm Reaver’s sadistic taskmaster, and as he swung in closer, he pulled the flask of Alchemist’s Fire off his belt and threw it down into the fog.  He could hear Scourge yelling below, but it didn’t sound like he’d been hit, and Trucco high-tailed it back up to the mast.

Eager to finish the fight, Torlan shifted his halberd into one hand as another sailor bore down on him, cutlass in hand.  As the man closed in, Torlan was faster, and a swift uppercut claimed yet another victim as he heard Daina call out that she and Rus had taken the pilothouse.  Claiming her place at the wheel, Daina yelled down to the sailors who had been cut off by Rus’ fire.  She declared that it was over,that there was no need for them to die, and she ordered them to stand down.  They obeyed her command.  Moving to where Daina stood at the wheel with Rus still on alert beside her, the sailors threw down their weapons and dropped to their knees, surrendering.  As some sounds of battle continued through the fog, Daina rested one hand on the wheel and brought the other up to rub at her face.  The skin around her eye had been burning ever since she’d joined the fight, and she wondered if she’d been hit without realizing it.  She frowned.  She couldn’t feel a wound, and saw no blood or ash on her fingers, and yet the sensation wasn’t going away.  It was concerning, but like the memories, it would have to wait for later.  For now, Torlan was free, Rus was safe, and she was at the helm of a ship — a ship that could mean freedom for all of them.

Behind the Scenes

  • Question of the week: which country was in the greatest wrong during the Last War? You can bet we all had a different answer for this one, but in case you were wondering, the correct answer is Karrnath.
  • Torlan sung us into battle with four raises on his Serenade to bump up the entire party’s Fighting die by two sizes, and spent extra power points to extend that buff to Sandar, Owlbear, and Rosie.  Michael had perhaps his best night ever in terms of good rolls — he didn’t roll lower than a 15 on damage for the entire session.
  •  Kevin is a big believer in slow burns, and waiting for the right moment to present itself.  This session provided the opportunity he’s been waiting thirteen weeks for to unleash Rus’ power at last, and the dice rewarded his patience — he rolled an 11 to hit on his first shot, granting a success with a raise…and followed it up with 29 on the damage roll.  I don’t know the exact stats in play, but most Extras like the ones we encountered here typically enjoy 4-6 Parry and similar toughness.  There’s no kill like overkill!
  • Unfortunately, it may be a while before you see him cast a wall of fire again, because he does not actually have access to that power yet — but he did have the Arcane Spike adventure card, which granted him the one-time use of any available power regardless of rank!  It wasn’t only the luck of the dice that rewarded his patience, but the luck of the cards as well.  He’s been waiting thirteen weeks to go big, and when the time finally came he went big and it was fantastic.
  • Ernesto is a hardcore joker fisher.  He regularly spends a bennie or two on a new card over the course of any given combat, but this one took the cake.  On the fourth round of the encounter, on a nearly fresh deck after Daina and Torlan drew both jokers at the start of round two, he had Scourge in his sights and wanted a joker badly.  He spent all his remaining bennies coming up empty, but he had an adventure card to play as well: Betrayed!  Previously used by Ernesto for amazing narrative impact in Seekers of the Ashen Crown, playing this card causes a trusted ally to turn against the party — but the carrot that comes with the stick is that playing it refreshes your bennies to the starting maximum of three.  This happened at the end of the session, and last time this card was playing it took six weeks for the payoff and reveal, so who knows when this particular chicken will come home to roost, and which knife Phil will decide to twist…and Ernesto still didn’t get his joker.
  • Speaking of waiting for the right moment for your character to shine, my favourite panel at PAX Unplugged this year was the one hosted by Twogether Studios exploring how to make the most of drama in your tabletop games.  The remarks that stuck with me the most from that panel were when B. Dave Walters spoke about how, as much as it is the DMs responsibility to create memorable moments for their players to shine, it’s also the players responsibility to create those moments for each other.  Now, I am fairly certain that Kevin would have found a moment for Rus to unleash his powers in this session no matter what, but the way we both inadvertently created a moment for each other in that regard was extremely satisfying.  Neither of us knew that the immediate result of Daina attaching a line to the Majestic Gryphon would be two sailors moving to cut it — but Rus was next in initiative and had her back, and that was the moment he chose.  And neither of us could have planned the situation in which Kevin spent four bennies trying and failing to attack the enemy that then, as Phil narrated it for my benefit, had Rus dead to rights — and since Trucco was up in the rigging, and Torlan’s luck was overflowing, that was more than likely the only opportunity I’d have had in this session to manifest Daina’s dragonmark, and it made a lot of narrative sense to take it.  Her casting Deflection on Rus then, again unplanned, set him up for another moment he’d been looking for, that being falling into old patterns of fighting side by side with a fellow soldier and bouncing off each other in perfect harmony.  A fantastic roll on Rus’ Fighting test allowed Daina to down the enemy who had caused all this drama in the first place, and it was a wonderful sequence of events to play out.
  • Kevin also took advantage of an often overlooked game mechanic to create another moment for himself! Players can spend bennies to influence the story at the GMs discretion, and Kevin spent one of his to say that there were several sailors making a break for the longboat. The gave him a good narrative opening to use his adventure card to cast a spell which Rus, in terms of backstory, has made much use of in the past, but mechanically is unable to access at our current character rank.
  • If you’ve listened to our most recent Gold Dragon Fireside, you may remember that my original character concept for Daina was to blatantly rip off Singe from Don Bassingthwaite’s Dragon Below trilogy and build an unmarked Deneith spellsword with a blade in one hand and a fireball in the other.  However, something the table voted on during character creation meant that I couldn’t squeeze everything I wanted for such a build into my planned advances in a satisfying way — Savage Worlds maxes out at twenty advances, and that may sound like a big number but it can actually involve a lot of hard decisions.  I didn’t want to play another purely martial character two campaigns in a row, but I didn’t want to play a full caster either, and was struggling to find a build to match the story I had formulated. I can’t remember if it was myself or Phil who first proposed a Fighter with a dragonmark as an alternative, but we spent several weeks in July and August going back and forth over which one I might take, what it would look like mechanically, and how it could best serve the story.  I settled on the Mark of the Sentinel as being the most logical for telling Daina’s story and fulfilling the role I wanted for her in this campaign, and have been waiting for a situation in which it could manifest ever since.  
  • Let’s talk about dragonmarks!  Dragonmarks are an unescapable part of life in Eberron. The twelve Houses comprised of bloodlines in which these magical “tattoos” of sorts naturally occur form the backbone of industry on the continent of Khorvaire by virtue of the powers granted by dragonmarks allowing them to hold a monopoly over things like manufacturing, animal husbandry, healthcare, agriculture, and military subcontracting. Their power lies in not just scope, but consistency — products and services provided by dragonmarked Houses and the indivduals who work for them guarantee a standard of quality that you won’t get from Farvath’s Discount Tinkering down the street for half the cost. In Eberron’s canon lore, dragonmarks manifest under situations of extreme stress.  99% of the time, this happens when Dragonmarked Houses put their adolescent children through what’s called the “Test of Siberys,” and the exact nature of the test varies depending on the mark trying to be forced to appear, but all of them involve deliberately putting the child in a situation that creates stress, fear, desperation, etc. until their mark manifests or they need to be pulled out after it becomes abundantly clear that they have failed the test.  However, dragonmarks have also been known to manifest later in life on individuals who are not part of a House and have not undergone such a test, which is what happened to Daina.  These people are referred to by the Houses as “foundlings,” and while they cannot (legally) be forced into the service of a House, things can get complicated if they capture the House’s attention.  Out here in the Lhazaar Principalities, that might not be too big of a concern for Daina…but on the other hand, she has a dragonmark on her face now. 
  • Let’s talk about Daina’s dragonmark in particular!  There was some discussion behind the scenes about what would provoke hers, and I really liked the opportunity that presented itself in this session.  Her mark manifesting in defense of Torlan would have been too cliched of a narrative choice in my opinion.  But her stress levels and desire to protect her friends being as high as they were because of Torlan’s recent actions made a wonderful set-up for her to let loose.  Phillip was also curious to know beforehand where I wanted Daina’s mark to manifest, because they can appear literally anywhere on the body.  I originally intended for Daina’s to appear on the inside of her left forearm.  She’s a lefty like me and, narratively, I liked the idea that she could casually roll up her sleeves to display the mark during a conversation as needed in order to make a point, and I also liked the idea of the Mark of the Sentinel being on her sword arm, and thus any melee opponents would get a front row view of having picked the wrong fight.  Then, just a few days prior to this session, Phillip mentioned how he’d always wanted to see one of his players have their dragonmark on their face where it couldn’t be hidden, and all the roleplaying opportunities that could provide. And he made a compelling argument, but I’m not a particularly bold player and love being in control of situations as much as possible, and a permanently visible dragonmark would throw all that out the window.  But the bug was in my ear.  I thought about it, and ultimately decided that I would decide in the moment.  The catchphrase we’ve come to associate with Kevin at the table is “let’s be bold”…and hey, it’s a pretty good one as far as catchphrases go.  So now Daina has a dragonmark that both brings a decent amount of personal baggage with it, and is also on her face.  This is going to be fun!
  • This week’s episode title comes courtesy of the Danger Zone. Rus burned hot, Daina went into overdrive, and there’s no putting the lid back on this box!

MoL Podcast S1, Ep. 13: Red Line Overload

On this episode of Savage Tales of Eberron: Mourners of Lhazaar, Torlan’s fate is decided as the crew of the Storm Reaver is ordered to take a prize for Mika Rockface.  Trucco gets Master Scourge in his sights at last, Rus finds himself at home in the heat of battle as his true nature is revealed, and Daina’s simmering stress finally boils over in a way that will change her life forever.

Background question: 01:12
Recap: 09:34
The action starts: 15:02

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Special thanks to Kristian Serrano for the intro narration!
Intro/outro music by Matti Palanen:

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Savage Worlds and Bennies: The Bennies must flow!!

Savage Worlds Adventure Edition Bennies

Savage Worlds has a wonderful mechanic in the form of Benefits, generally known as Bennies. All Wild Cards have bennies. Player Characters, as well as main baddies (or other NPCs) that are meant to be tougher than your average mook, are all Wild Cards. Bennies can be spent on a wide variety of stuff, including:

  • Rerolling any trait roll
  • Rerolling any damage roll
  • Soaking any Wounds to reduce or even negate those Wounds
  • Removing the Shaken status
  • Draw a new Action Card to improve your initiative
  • Recover Power Points
  • Most uniquely, to influence the story. This can be anything from finding an additional clue, finding a mundane but needed item, or anything else, though this is up to DM discretion

Now the most important thing to understand about bennies, is that they allow the Player to create epic moments for their Character. Savage Worlds really sees Player Characters as heroes (or anti-heroes) within the story of the game. This is a theme that is strongly presenting in the original release of the Eberron Campaign Setting. The setting even introduced Action Points as a mechanical way for Players to create the epic moments that they want so their character can shine as a hero. Bennies in Savage Worlds serve the same purpose within a different game system. Personally, my opinion is that bennies do it for Eberron in a way better way, as it allows the players far more options to create those epic and heroic moments.

The thing about bennies and the Benny Economy is that they only work to create epic moments when then bennies are generously given by the DM. Elly has written a great article from the player side that talks about how she has seen that in play during our campaigns.

So each Wild Card, generally, starts with three bennies each session. They don’t carry over from session to session, so are use or lose. I have personally played Savage Worlds games where the Game Master never gave any bennies during the sessions, or at best just one. I hated that experience. What this creates is a hoarding of bennies by the player for one particular moment. More often then not, this is for a mechanical moment, like a Soak roll or to Unshake. There are no real epic moments, there are just moments of saving your character or doing one, maybe two, things slightly better. So when there is no flow of bennies, there really is no opportunities for epic moments.

As a player this is very frustrating, because I found that the things that I think or want to be important for my character I might not be able to accomplish. I mean come on, players don’t remember a particular stealth roll they make in a given campaign or that Wound they didn’t take very often. They remember those moments where their character shined in a way that they were built for, or in a unique situation, or in that kobayashi maru scenario that they were actually able to beat.

I believe there are two general reasons why DM’s don’t hand out bennies during a game. The first is that they think lot’s of bennies breaks the game. The second that all the work that a DM has to do in a session, and adding one more thing on top of it, and so handing out bennies just gets lost in the shuffle of work by a DM.

Bennies don’t break the game, they enhance it

I make up that a lot of DM’s out there don’t hand out bennies because they think too many might be game breaking.

Savage Worlds is built around this mechanic. So having these available and their effects are built into the system itself. I have been playing Savage Worlds since Kristian Serrano turned me onto it through listening to Manifest Zone and I jumped into the Savage Worlds Adventure Edition (SWADE) kickstarter. I have been running two groups through a couple different campaigns, I was a Marshall on a Deadlands West Marches group, I have run several one shots, a couple multi-session Intro to Savage Eberron, as well as been a player in multiple different adventures/campaigns. I remember multiple sessions where some my players have had up to nine bennies at one point and I can categorically say it is not possible to have too many bennies. There was nothing game breaking about these experiences.

First of all, mechanically speaking, there is no guarantee that spending a Benny will get a success. I am still surprised how often a player will spend three, four, five bennies and still couldn’t roll higher than a 3 or land that raise that they were fishing for. Additionally every new roll increases the chance of rolling a Crit Failure. At one of my tables, we actually refer to spending a benny as “fishing for a crit failure”. It happens that often, and the players know it happens that often.

However the greatest enhancement to the game for generous bennies comes from the effect it has on the players. Every player creates a character that is good at something, fills some sort of niche. There are few things that will take the wind out of the sails of your players then their characters failing at that thing that they built their characters to be good at. I have seen the frustration and disengagement of players when their rogue can’t succeed at a basic stealth check. Or even worse for the player, that moment to shine on a really tough stealth move that their character who is built for it should be able to pass when no one else on the team can, but that one random roll doesn’t allow the character to do that.

This dynamic belies the most important aspect of bennies in Savage Worlds. Players will spend bennies on what they think is important, often for the story of their character. They will do this with bennies more than anything else. So that Legolas archer that one player built, can always have his moment of those impossible shots. This in essence allows the player to have more control over the moments and ways that their character gets to shine in the game. This has a very real effect on the game, the players become even more engaged in the story that is being told at the table. I mean how empowering is it to a player when they know they have the means to create an epic moment for their character, particularly one that let what that character was made for shine. I had a player with a wandslinger, who wanted to create that epic spellcasting moment for his character, by spending a benny just to make more mooks appear so he could cast some dope magic. I mean H.F.C.I.T. (How F&%king Cool Is That). The player loved his moment, he thought it was so cool.

However the player will generally only spend bennies on creating these stories for their character when they regularly get bennies from the DM, and most importantly, they know they will have opportunities in the future to earn more bennies. Otherwise they will just hoard for mechanical benefits that one or two times.

This is also a cycle that creates an incentive to encourage your players to greatness. You are creating incentives for better role playing, more creativity in combat, and more engagement.

This dynamic also plays out in another interesting way mechanically. Since the players spend bennies on what they think is important, I have found they often spend those bennies on things that I think (knowing the bigger story) are silly, or irrelevant, or unnecessary. But they built their swindler to be a smooth talker and even though they got a success (which from my perspective was all they needed) they are fishing really hard for that Raise, but you know, this is their jam. So that unbalancing that you are afraid might happen, actually doesn’t happen.

Handing out Bennies

Man is there a lot of work and things to keep track of as a DM. Not remembering to pass out bennies is a valid thing. It gets lost in all the bookkeeping stuff we have to do in our craft. It is still something that I have to work on myself at all my tables. So first of all, handing out bennies is a habit. The more you do it the easier it gets to do.

So here are some of the things that I do to try and help me create and maintain the habit of being a generous DM.

  • Say something really funny in character? Here’s a benny.
  • Do something that is totally in character but might be determinant to the party? (And no I don’t mean the Mockery-be-damned moves of lazy roleplaying that usually ends in “Well that is what my character would do…”). I am talking about the Curious character opening the door, the player knows is a bad idea to open, but hey their character is curious after all. Here’s a benny.
  • When I ask you in combat how you take out the opponent, if you answer “I cut their head off”, meh no benny. But you say, “I dodge over their swing by stepping up on the wall and kicking off diving forward to drive my blade in a chink in their armor, watch their life slip away I say that was for what you did in Tavick’s Landing.” Well hey here’s a benny. (Incidentally if you notice here, I let my player describe killing blows. One more thing to off load off your plate from having to come up with in the session.)
  • Two players engage in a great dialogue with each other, sharing back story and motivation their characters with each other. Here’s a benny.
  • You participate in an Interlude sharing a story or something else about your character. Here’s a benny.
  • You swing from the chandelier to cross the room to rescue the bar wench that is being threatened by that big bully Throck. Well here’s a benny.

This gives you a basic idea. Reward your player for engagement in the game and the story. Feel free and tailor this to specific players as well. I have a couple heavily introverted players at one of my tables. Their diving into some story about their character doesn’t often have quite the depth of some other players, but for them it was a big leap. So here’s a benny.

There are also a few other tricks that I have picked up that help me hand out more bennies in each session.

At all my tables I also start every session with a question about your characters Backstory. Elly shares all these in her Recaps from Seekers of the Ashen Crown as well as Mourners of Lhazaar. All my players love these questions at all my tables, and honestly I believe all of them would do it even if I didn’t hand out bennies for these backstory opportunities. So I basically have the understanding that at my tables my players start with four bennies, not three.

Lastly I ask for my players help. If my players see another player or even themselves that has done something in character, or epic, or cool, they have my full permission to call it out that it deserves a benny. “That was awesome, they deserve a benny.” Me: “Ok here you go.”

I can’t tell you how much this helps. This generally takes a while for the players to really get into, but when they see that it actually works and I award bennies because of their input, they will start to get into the groove. This trick goes into the good old sneaky DM tool of off-loading your work to the players.


The bottom line is that Savage Worlds in built around and intended to function with the free flow of bennies during a session. This is part of the game design, and in my experience the game clearly works better when this aspect of the game is embraced. If you are still skeptical, just give it a try for a few sessions. Have the experience and see how being more generous with handing out bennies effects the game at your table.

Tales from the Table: Savage Eberron’s Best of 2021

The best stories are the ones that go where we least expect them, but still come to a satisfying conclusion. With that in mind, I asked my friends to share their favourite campaign moments of the past year…and it turns out that I wasn’t the only one who found my top picks to be the most memorable moments of the year.

Kevin (who plays Ruskel in Mourners of Lhazaar) joined the table in August 2021.  He might be the new kid on the block, but he’s already made his mark on the story, and his favourite moments include the use of the Ace! adventure card (an automatic success with a raise on any trait “roll”) to impersonate a vengeful priest of His Watery Deepness The Devourer, and leading the charge into the sea during a daring rescue that was going perfectly fine…until Rus decided to take matters into his own hands, dive off a spar, and suffer a critical failure all at the same time (and acting on a joker, no less).  That set off a cascading series of events that led to the entire party except Trucco following him into the water, and it was the kind of glorious madness that can only occur when players are willing to build off of each others decisions, roll with them, and support the story they are telling together.  

A little white lie takes on a life of its own as Rus puts the fear of the Devourer into Cutthroat Grok

The GM is as much a part of the story as any of the players, and one of Phillip’s favourite things about running our table is the ways in which we surprise him as much as we surprise ourselves. His most memorable moments from Seekers of the Ashen Crown mirror my own, and they both involve trouble caused by my character, Jak. After the turning point in that story where everything went wrong, Jak found his major hindrance — “Shamed” — come home to roost when his attempt to warn a fellow Dark Lantern about the treachery of one of their own resulted in himself being framed and arrested for the murder and treason his new archnemesis had committed right under the party’s nose. Now, there is a general GM wisdom to never, ever arrest your PCs. It often ends in players either upset at being stripped of their agency, or going on a town guard killing spree, causing collateral damage, and any sort of other really bad situation. However, two things occurred here: first, Phillip firmly believes that major hindrances should make an appearance in the story at some point, and this wound up being the perfect opportunity for Jak’s. Second, Phillip later revealed that he fully expected me to resist arrest, and Aruget was leading the charge on that (literally) until he agreed to Jak’s pleas to stand down and not make matters worse so that…Jak could submit to the arrest peacefully. Initially, Jak was convinced that he would be able to prove his innocence as long as he went quietly, but he was young, and he was frightened. Turning to look up at one of the orc guards towering over him, he met her eyes and in a small, desperate voice pleaded “you believe me…right? Please, you have to believe me!” And then I played my adventure card:

The table exploded with laugher. I’d never provoked a reaction like that from them before, and I haven’t provoked one like it since. But in that moment, in the last minutes of the session, with everything hitting the fan, I thought to myself “well, Jak’s a spy, surely he’s taken advantage of lovers as assets before, and what do I have to lose?” The guard, Korbus, did indeed end up being Jak’s ticket out of jail, but not before every last one of his Hindrances coagulated into a soup of self-loathing and despair that forced Aruget to knock him out cold and drag him to freedom.  Korbus quickly became not just a fan favourite, but a table favourite.  To this day they tease me about “breaking Korbus’ heart” every chance they get. In fact, if I say that they teased me about it just last week, no matter when you read this post that will probably be true.

Phillip’s other most notable moment of that campaign, and my no.1, actually came about as a direct result of Jak’s arrest and subsequent escape. During the session that Jak was in jail, Aruget found himself in desperate need of succeeding on some Perusasion checks — but he was completely out of bennies. Out of character, Ernesto began to hesitate, and polled the table for our opinion. He was sitting on the Betrayed! adventure card, which does exactly what it says on the tin: a trusted ally or friend turns against the party. The carrot offered with that stick? Three new bennies, right there on the spot. I was actually (albeit in a slightly stressed-out way) kind of enjoying running with the extraordinary mess we were in, so I just laughed and said, who is possibly left at this point to betray us besides Korbus? Play the card. Do it. Let’s see where the chips fall. Things can’t get any worse. Well, you don’t go around issuing that kind of challenge to your GM without expecting something juicy in return. Phillip is very happy to let stories burn low and slow until the time is right to boil, and this one simmered in the background for six weeks after that card was played.

The party clandestinely returned to Sharn in the hopes of ending things and clearing their names, and Jak had sent a message ahead asking his best friend and fellow Dark Lantern to meet him privately. He wanted to tell his side of the story, and he wanted Thom’s help. Jak had done Thom wrong in the past, in fact, he’d nearly taken Thom down with him when he was kicked out of the Lanterns. But they’d since reunited, Thom had forgiven him, and they were brothers once more…right? Well, they met at the appointed place and time, Jak spilled his guts, and as Thom repeatedly apologized for not knowing what to believe, the traitor appeared at the door, taunting Jak with his trademark arrogant sneer. Thom had given him up. The real traitor was very well-regarded within the Dark Lanterns, Jak was on the outs and not considered trustworthy even before this new accusation (again playing off his major Shamed hindrance), and while Thom didn’t necessarily want to believe that his friend would commit murder and treason, Jak had lied to Thom for the better part of a year…and if he was willing to do that, and go too far in other ways, well, Thom genuinely didn’t know who to believe. He believed that he was doing the best he could with the information he had. That betrayal not stemming from a cliched place of malice or hatred was an absolute tour de force of storytelling that twisted the knife that much deeper…but an adventure card saved the day again! Kayde, who’d come into the tavern with Jak to keep an eye out, pulled back his hood, jumped up on a table, and forced the traitor to monologue about all his dastardly plans right in front of Thom as the rest of the patrons rose to their feet and attacked us on his command. That fight was the most extraordinary, most fun chaos I’ve ever partaken in as far as TTRPG combat goes. Before it was over, there were twenty-three characters crammed into one very average-sized tavern, not counting the bottleneck of corpses that quickly overtook the front door. It was spectacular. And the story that got us there? That’s one I won’t forget.

There were so many other great moments this year, far too many to recount in detail here. From the time we schemed for about 45 minutes of real time in order to end up throwing every last plan out the window in favour of an impulsive hare-brained scheme Kayde actually managed to pull off to the assassination attempt on an airship immediately dubbed “our most Eberron session ever!” to more recent events involving an unplanned sacrifice to the Devourer, the guys rallying around Daina during a session I wasn’t even able to attend, and a small incident in the bilge, the stories keep flowing and, with them, the memories. It’s always been my opinion that the best stories we can tell are the ones shared with the people we love, and as we keep the story going in 2022 — as the guys have heard me say on more than one occasion — I’m here for it.

Do you have a favourite moment from Seekers of the Ashen Crown or Mourners of Lhazaar this year? Tell us about it in the comments or on Twitter!

An Unexpected Journey: 2021 In Review

The second [dream], it was like we was both back in older times and I was on horseback goin’ through the mountains of a night. Goin’ through this pass in the mountains. It was cold and there was snow on the ground and he rode past me and kept on goin’. Never said nothin’ goin’ by. He just rode on past… and he had his blanket wrapped around him and his head down and when he rode past I seen he was carryin’ fire in a horn the way people used to do and I could see the horn from the light inside of it. ‘Bout the color of the moon. And in the dream I knew that he was goin’ on ahead and he was fixin’ to make a fire somewhere out there in all that dark and all that cold, and I knew that whenever I got there he would be there.

And then I woke up.

– Sheriff Ed Tom Bell, No Country for Old Men

Friends, readers, listeners — I don’t think you need me to tell you about all the struggles 2021 brought.  You had them, I had them, and we all know what the score is.

But, like in Ed Bell’s dream, there’s always a fire at the end of the dark, cold road.  And this year, my friends and I lit a fire.

The spark started in early April when Kristian Serrano, who at the time was working for Pinnacle Entertainment Group (aka PEG, the company that makes Savage Worlds), revealed himself to be lurking my posts on the Eberron Discord and approached me about the idea of consolidating my game tales and mechanics talk into a blog.  It would be organized, accessible, able to reach a wider audience, and hopefully help cross-pollinate the Savage Worlds community with the Eberron community and bring together more people to enjoy these two things that Kristian and my table and I love so much.  I was skeptical at first, but eventually agreed that there was no harm in trying, and Tales from Savage Eberron was born.

It surpassed my wildest expectations.  From the beginning, it saw a steady influx of readers — far more than the handful of people I thought to be reading my content on Discord.  Now, not only did I have a platform to indulge in the writing and storytelling I’ve always enjoyed so much, but it seemed to be one that others enjoyed sharing in as well.  And that’s always been my favourite thing about creating — sharing it with others.  We concluded our first campaign together in early August of 2021, and by that point preparations for Mourners of Lhazaar were well underway, but planning a new campaign wasn’t the only thing we had to discuss.  Phillip had floated the idea of turning our adventures into an actual play show months earlier, but there were some logistical issues that prevented it at the time, and the idea was shelved.  As we wrapped up Seekers of the Ashen Crown and moved on to planning Mourners of Lhazaar, he broached the subject again.  We talked about it, we were all interested and willing, and with the exact same attitude I’d brought to the blog, we came to the consensus of “where’s the harm in trying?”  With even more help from Kristian, as well as Rebecca from Eberron: A Chronicle Echoes guiding us through the technical logistics of producing a podcast, the details were hammered out, the site was rebranded to Savage Tales of Eberron, we put two episodes in the can, and we waited to see what would happen.

We didn’t have to wait long.  The show was well-received from the get-go — again, wildly surpassing my expectations.  Michael (who played Ivello in Seekers and now plays Torlan in Mourners) volunteered to lend his expertise at handling all the audio editing and has knocked it out of the park every single week finding appropriate music, trimming dead air, adjusting the levels, and making us sound really good.  I learned how to navigate Twitter (if you see a tweet from @SavageEberron, you can safely assume that I’m the one who wrote it), Phillip decided to dip his toes into writing GM-facing mechanics articles for the site to compliment my player-facing ones, and together, we make an incredible team.  Ernesto’s portrayal of Trucco the cocky rogue has quickly become a fan favourite among our listeners, and Kevin?  He might be the “new guy,” but he came to the table as a known quantity — as a dear friend — and he slid so easily into both the camaraderie and the campaign that it’s easy to forget that he hasn’t been with us from day one.  I’ve said it before and I’ll say it again: being at this table feels like I won the lottery, and the prize was four brothers (five counting Daniel who portrayed Kayde in Seekers of the Ashen Crown and has since moved on, but we continue to be in touch).  The amazing story we have built and continue to build together at the table pales in comparison to the story of…look, I’m just going to come right out and say it.  The real story is the friends we made along the way.

Me and the New Guy at PAX Unplugged 2021

We’ve also made a few friends outside of this little ragtag crew.  Kristian Serrano, mentioned above, isn’t just some guy who badgered me into starting a blog — that proposal kicked off a journey that’s blossomed into a friendship, and he has not just been a mentor and cheerleader but has freely loaned his voice to provide what in my completely unbiased opinion the most epic intro of any AP show on the air.  Through that connection, I began a correspondence with PEG COO Jodi Black. She has also been incredibly supportive of our little project, and it was a delight to be able to speak with her face-to-face at PAX Unplugged in mid-December (and for the record, she gives the best hugs). 

Kevin, Elly, and PEG COO Jodi Black on the convention floor at PAX Unplugged

Through the Eberron Discord, I’ve forged bonds with other content creators like Jarrod Taylor, Joseph Meehan, and the previously mentioned House Sivis Echoers, and Kevin and I (along with Jarrod, Joseph, and the Echoers) have had the pleasure of corresponding, playing with, and even enjoying a slice of pizza with Eberron setting creator Keith Baker — who is not just an amazing worldbuilder and storyteller, but an absolute delight of a person.  And the list of community members who are not “content creators” or “worldbuilders” but just plain old good, dear, amazing people and friends is too long to list here.  We have been welcomed into this community with open arms, and I’m incredibly grateful for the outpouring of support and friendship that’s come with it.

Clockwise from left: Stephen and Rebecca (House Sivis Echoers), Keith Baker, Jarrod Taylor, Joseph Meehan, Kevin, Elly, Sierra, Emma, and Andres enjoying a slice

I also enjoyed a personal tabletop milestone this December. Being invited to run a game of Savage Worlds as part of a corporate event at BioWare Edmonton wound up being the catalyst to finally get off my butt and try my hand at running Savage Worlds like I’d been talking about for the past five months while doing exactly nothing about it. Though I was previously experienced at running D&D 5e, I felt a bit nervous about GMing this system for the very first time as an event guest, but my friends were happy to serve as guinea pigs. What I learned from the experience is that Savage Worlds is an extremely friendly system for new GMs, and by all accounts, my players had a blast. Handing out chocolate loonies and toonies as bennies might have also helped earn their favour. 😉

We set up shop in the bar of the Sheraton, and didn’t leave until well after last call. You wouldn’t either if you were having that much fun.

So to all of you who continue to read, listen, and support, to all our friends old and new — all of us at Savage Tales of Eberron wish you a New Year filled with light, hope, and a wealth of new stories to share with those you hold dear.  See you on the other side.

Gold Dragon Firesides: It’s What My Character Would Do

On our second Fireside Chat, DM Phillip puts the cast of Mourners of Lhazaar in the hot seat for a deep dive into the inspiration behind our characters, how the mechanics of Savage Worlds helps up bring our concepts and stories to life, and a spirited discussion about bennies. This episode contains spoilers for Mourners of Lhazaar Ep. 07, “Blow The Man Down.”

MoL Podcast S1, Ep. 12: Three Kinds of People

On this episode of Savage Tales of Eberron, Daina formally takes Trucco under her protection — and winds up discovering that Torlan is the one who needs her help instead after a shocking incident forces her hand.  Battle lines are drawn, loyalties are tested, and the party’s fate hangs in the balance on this thrilling episode of Mourners of Lhazaar.

Background question: 01:15
Recap: 11:04
The action starts: 14:30

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Special thanks to Kristian Serrano for the intro narration!

Intro/outro music by Matti Palanen:

Ambiences: Michael Ghelfi