The Tritons continue to move toward some unknown goal while Natum Vijf and Willem both try to learn more about them. On the surface, the Tartan Worms near TPIEC and are causing havoc, though something else is deeply afoot as betrayals start to stack up.

[NOTES] EP 4 RECAP
Giant worms are being driven up to the surface and are causing damage to the now-abandoned undercity and starting to threaten the market and TPIEC above.
Down below, on the surface of strange, massive alien ruins, Willum and Natum Vijf found a hatch. Inside, an immense temperature was keeping something at bay. Strange three-armed, three-legged creatures. Who have just had the door to their prison opened.
[NOTES] Officially adding back in two mainstay oracles
It is not anything big nor particularly surprising, but two very regular oracles for my Tricube Tales based solo games are returning. The first is really obvious: Richard Woolcock's intended Tricube Tales Solo (Zadmar Games). I'm not using the yes-nor oracle nor the card-based scene system, but the other tables are always fun for me to use.
The second is pretty obvious for those who have seen similar games on the blog: Nathan Rockwood's (et al) Gamemaster's Apprentice: Science Fiction (Larcenous Designs).
These will join the image oracles and Random Realities.
The GMA first edition decks had a series of 10 symbols which could be used as a general oracles or customized and in this case I'd like to customize them to this campaign.
- TOWER: TPIEC.
- CROWN: New België and its agents.
- HEART: Marketplace and its people.
- SKULL: Este Harmond and the nano-retro-virus.
- SUN: Children of Tartan.
- MOON: Kionites.
- SWORD: The Ruins (any, really).
- SHIELD: Tartan Corp and its agents.
- TARGET: De Wittespin.
- WAND: The Tritons.
The "Tritons" is just a stand-in name for the three-armed aliens. We'll likely find out more about them as we go. As focus shifts around, some of these will be popped out and new ones popped in.
SCENE ELF [Willem]
{Leeching Worm + Crosshairs} {ᛜ - Ingwaz: Monarch/Seat of Power} {3 Crafty} {1 Easy} {Touch: Stinging Acidic Spray} {Smell: Fetid Breath Tainted with Offal}
Once they get out of the Ruins, the "Tritons" will immediately start regaining their power levels and start absorbing power from the structure. Willem will have to make a choice between following them [targeting them] or trying to get Natum Vijf back out.
TWIST CHECK (d6): (4), 5, 3 >> Minor Twist >> {Skull and Crossed Bones + Strafe} >> The Tritons will start fighting amongst themselves.
WILLEM (via digi-Chat): Nate, are you ok?
NATUM VIJF (chat): Temperature is very high. Strange entities ascending ladder. Caution advised.
WILLEM: Yeah, See them. Can you move?
NATUM VIJF: Een moment. Testen.
- Can Natum Vijf move now that he has had time to adjust his equipment to the high heat? (4+) >> [4], 3, 5 >> Yes.
While waiting to hear back from Nate, Willem has moved and hidden behind one of the large spikes. The strange creatures are living up to their otherworldly appearance. Of the dozens standing around, several are grabbing the wires attaching the spikes to the cavern ceiling and seem to be drawing energy from them.
Their dark skin crackles and the glowing cracks are getting brighter as the creatures swell and grow larger over time in the deep cold. The smell coming from them is awful, and from the top of their bodies, a caustic gas is expanding out. Where it brushes up against Willem's skin, it burns.
One of the creatures turns to go off in roughly the direction Willem and Nate came from, but another is adamant the other way. Soon they are fighting. Weird brittle barking noises and actual swings of the fist.
NATUM VIJF: I am able to move. Should I return to you?
WILLEM: Can you investigate more inside the ship?
NATUM VIJF: Chance of self-harm is moderate, but I can do preliminary investigations.
WILLEM: Good, don't push it. I'll give a heads up when area is clear.
The fight spreads as more of the creatures come out. Eventually, with several of the creatures knocked down on the floor, they decide on...
- {TPIEC | Wastelands | Battle Ruins | Marketplace | Processing Plant | Dig Straight Up} >> TPIEC, gooood.
...a direction behind Willem and to his right. Bringing up the map, it's impossible to say but they might be heading to the Tartan Port Industrio-Entertainment Complex. That can't be good.
WILLEM: They are heading out, I'm going to follow them. If you find anything, let me know. If you need, get out and and I'll let you know how they leave.
- Did they leave any of the injured Tritons behind? (4+) >> [2], 1, 1 >> No, changing to yes.
WILLEM: They are infighting. Currently dragging their downed comrades. Be on watch for stragglers.
- {Easy Crafty, Willem} >> 3,3 >> -1 Karma (his hawklike nature makes him a fair hunter for unsuspecting prey) >> 2 Successes, but Willem is down to 1 Karma remaining.
[NOTES + DESIGN] Scene tests vs Character Agency + Dedicated Icons
Kind of realized that the last couple of scenes I've been letting scene tests dictate character agency a bit. The scene test should primarily dictate the set-up of the scenes. I'll mentally shift that a bit.
Also, thinking about trying out even more dedicated image oracles and will test for a scene or two:
- Leeching Worm = Tartan Worms
- Receiving Money = Marketplace
- Alien Skull = Tritons
- Crosshairs = Este Harmond
I'll re-evaluate at the end of this session.
ALSO, I'm going to add in two icons:
- Spider = De Wittespin
- Trap Mask = Robots/Automatons Going...Amok
The latter looks a bit like a robot getting angry so I am using it. The plan is navigate to a custom icon set for De Havikmannen (likely combining "Interstellar Bounty Hunters" with something like "Arcane Agents" to represent their investigation into a weird world.
SCENE TWAALF [Roos]
Roos has two potential threats to contend with, and those might be in conjunction or against one another: Tartan Worms and Tritons. We'll start with the worms to give the Titons a chance "to cook."
{Skull Crossed Bones + Cloak and Dagger} {GMASF005 ᛇ - Eihwaz: Yew Tree/Reliability} {2 Brawny} {2 Normal}
- Is it Roos being betrayed? (4+) >> [2], 3, 4 >> No.
- Guardswoman name = {GMASF26 Hoshi...Renfro}.
Some of the other guards will take advantage of the chaos to take out Hoshi. To save Hoshi, Roos will have to use Brawny. Jet pack malfunction? Sure.
TWIST CHECK (d6): (3) vs 5 + 2 >> Minor Twist: {Crosshair + Biohazard}. The person who does the shooting is Este Harmond, in a guard suit.
- Is Este there *just* to take down Hoshi? (5+) >> [4], 1, 3 >> No.
- Why else is Hoshi there? >> {Shaking Hands + Backstab} = Demonstration of the nano-retro-virus to the Tartan Corp while also taking out some of their responsible forces.
A building crashes down one radius over. The worms are getting closer to the surface and their destructive force is overwhelming the anti-intertial fields. Ships are flying out of the port and entering into orbit while waiting to see the destruction wrought.
- Is there enough ships to get everyone out of the TPIEC? (5+) >> [1], 2, 1 >> No, and... changing to yes = No, and it's not safe for too many ships to be out because the effects of the main planet. Rescue ships are coming, but it will be {hours | days | weeks} >> hours.
Most of the evacuees, though, are simply heading out and away into the overpacked first radius away from the worms.
- What percentage of people on Tartan live/work in the TPIEC (D50 + 50) >> 50 + 22 = 77%.
Three-quarters of the human population on this moon are from the Complex, though, so the amount of people fleeing threatens all sorts of dangers. It's the hub of food, supplies. This is before you get to the immediate concern of the mob-crush as people pack streets never meant for this level of people.
Hoshi, the head guardswoman who had asked Roos for help, has been doing an admirable job of commanding her fellow guards to direct people and reduce the chaos as much as possible. Still...
- What percentage are refusing to flee? (d100) >> 38%. Not too bad.
...at least a third of the people are refusing to flee. Some out of spite. Some because they would rather wait for the rescue ships that are still a few AarUr [Aardse Uren = Earth Hours] out.
Roos has been on the ground while the guards zip about in their Tartan Corp backed jet-pack suits. It is by chance that she catches the sight of a blast of some high-speed material strike Hoshi's jetpack and see the older woman spinning out of control. Hoshi crashes to the ground.
Roos has a split second to either get her pistool out and track the person who did this or make it to Hoshi.
After the briefest of moments, she thinks that Willem must be rubbing off on her, because she finds herself running, shouting for O.T. to help. Looking up she...
- {Normal Crafty, Roos} >> 6,6 >> Ooo, very good success.
...spots the person flying away. In full guard armor? One of Hoshi's own people? Roos quick taps the side of her face to tell her opti-goggles to record the footage.
Roos gets to Hoshi and finds the suit sparking and shutting down, trapping the woman inside as it starts to catch fire as the solid fuel catches.
- {Normal Brawny, Roos} >> 6,4 >> 1 Success.
Despite pain in her arms, Roos gets the front hatch pulled up and then helps to pull a dazed Hoshi out.
- Did the nano-retro-virus actually penetrate the suit? (4+) >> [2], 2, 5 >> No.
With a gasp, Roos spots the same strange green growth that was on Lon. She quickly pats down Hoshi while Hoshi is confused by the attention. Seems like by freak chance, the explosive force of the jetpack going blasted the virus back instead of letting it get into the suit.
- Does fire kill it? (4+) >> [6], 5, 3 >> Yes, and... = I'll take the and to be more like a YES! It kills it quite well. Human body heat is about as hot as it can stand.
Luckily, the fire seems to be destroying the virus. Once Hoshi comes to more fully, she grabs Roos and pulls them both away from the suit. Seconds later, the suit explodes.
Roos brings up her digi-screen and shares the image from the goggles.
- Does Harmond work with the guards? (5+) >> [3], 2, 2 >> No becoming yes.
- Does Hoshi recognize Harmond? (4+) >> [2], 1, 1 >> another No becoming yes = Hoshi can find out details about Harmond, but will do this a few scenes from now.
- Does Hoshi know about the virus used in assassinations? (4+) >> [4], 5, 4 >> Yes becoming No = Hoshi has information about it, but what she thinks she knows is inadequate.
Hoshi shakes her head and admits she does not know the woman piloting the jet-suit. Roos shares the information about the virus used to take out Lon and it being on the suit.
Hoshi keeps quiet, but Roos can tell that struck a nerve.
Behind them, another building falls as the first worm punches through into the light of Tartan day.
SCENE DERTIEN [Natum Vijf]
Let us see what Nate is up to down in the Triton ruins.
{Shaking Hands + Eclipse} {GMASF30 ᚲ - Kenaz: Beacon/Torch} {5 Brawny + Craft} {6 Hard} {GMASF18 Sight = A familiar face...}
- {Person | Thing} >> Thing.
In the hot dark of the Triton Ruins, Nate will either have to endure a lot of potential damage to find his way or will have to hack into the ancient technology of the ruins to turn on something like lights. When he gets the lights on, he will see a "familiar face."
TWIST CHECK (d6) >> (4) vs 3 + 1 = As Expected.
Natum Vijf finds the walkway he is on very dark, and even hotter (120C) short after leaving the area with the hatch. Warning codes keep popping up along his robotic mind, and he keeps silencing them. Damage estimate...
- {d20 + 10} >> 13%
...13%. Most of which was taking in the fall. His chassis is meant to withstand ship fuel and blasters to some degree. It can take some heat. Though there is interference, like the heat is causing his circuits to slow and warp.
Full diagnostic after this.
He scans several frequencies but the heat is more than simple stored kinetic energy in the air. It is many wavelengths of electromagnetic radiation bombarding in ranging frequencies. Natum Vijf is walking blind. The only sensory input that seems close to clear is the sound of a voice. Though what it is saying, he does not know. A strange clicking, metallic voice.
He taps hands along the walls until he finds a panel and then tries to hack into it...
- {Hard Crafty, Nate} >> 5, 2, 4 >> Failure, but -1 Karma versus his only research capabilities (1 Remain) >> 1 Success.
With some tweaking and waiting for his analysis sub-systems, he manages to find a sub-routine in the panel and low, dim lights come on.
Turning around to look, his optical sensors detect something that triggers a memory search. When it is complete, Natum Vijf only does not gasp because he is not capable. He very nearly feels surprise though.
Because in front of him is a bank of electrical devices that share more than a little digital DNA with the medi-pods Saskia had invited them to use.
With the lights back on, the voice gets louder and Natum Vijf starts moving down the hallway towards it.
SCENE VEERTIEN [Willem]
Willem is tracking the Triton horde moving out.
{Ancient Ruins + Wooden Crates} {GMASF77 ᚺ - Hagalaz: Hail/Weather} {5 Brawny + Crafty} {5 Normal}
The Tritons are stopping at some of the spikes and are activating codes which is dropping the temperature even more. They also are getting supplies.
In other words, the Ruins are *their* ship, they were simply trapped within it due to the extreme heat.
TWIST CHECK (d6): (7) vs 3,2 >> As Expected.
For the fifth time, the three-legged creatures — Willem has started to think of them as "Tritons" — have stopped off at a particular spike from the metallic floor and done...something. They first break through what must be years...centuries...of build up sediment. Then, from the shining structure within, they activate...something.
Each time, the temperature drops. It is now below freezing and Willem is having to brace for each drop.
- {Normal Brawny, Willem} >> 5, 5, 4 >> 2 Successes.
Luckily for him, his genetic modifications include baseline protection from flying in high atmospheres where temperatures are colder, still.
He is worried though, because now the Tritons seem to have started accumulating...objects.
They might be weapons. They might be works of art. He does not know.
- And now the Tritons do...what? >> {Walking Scout + Circuitry}
One of the Tritons takes one of the objects and approaches a strange mound sticking up out of the ground. The alien opens a small bit of the mound and places the object inside.
Soon, the mound lifts up and is a six-legged tank with three arms shutting off in similar angles to the Tritons themselves.
Then others start doing it. Soon enough, the entire group is getting in these mecha and moving out faster than Willem can stealthily walk. He debates turning back to get Nate, but then pushes off with his wings and tries to fly after.
- {Normal Agile, Willem} >> 3, 1 >> -1 Resolve.
Which works until he slams into one of the spikes in the cold darkness.
Dammit.
He turns around and starts running back towards the hatch.
[NOTES] Doug's Commentary
It is interesting watching this grow out, mushroom like, from a seed that now holds very little resemblance to the initial idea. Being, effectively, the first story in a whole new lore: this is a good thing. We are feeling out how weird the universe is, how desperate. Each strange oracle result is another brick in a structure that will have follow-ups.
I think the thing I have enjoyed the most besides the much-reduced overhead has simply been returning back to when art on the blog was less proper representative and more like symbolic sketches. Ideas I can use to shape my vision but which are less about the specifics of the vision and more about the vibe of it.
I would guess we are near the halfway point. This could be wildly off in either direction, mind.