Session 9.5: Simple As
Padrig seeks his wayward warrior. Anwen seeks answers. The Judge's Day looms.
Recap
Last episode, the party put to rest a major threat looming over the village: The winter has been long and harsh, and Stonetop’s food supplies were dwindling. Thanks to Anwen’s courage and prowess and Padrig’s canniness, the party was able to down a great cave bear with the aid of Hywel, the head of the hunter’s lodge. The subsequent bear stew will keep the village fed through the end of winter.
But in doing so, they have shamed Owain, the village’s marshal, who refused to participate unless he was allowed to lead. And now, in a dramatic escalation, Owain’s men instigated a fight with Padrig’s Companions. It’s not clear what happened exactly, but things seem to have gotten out of hand, and one of the warrior’s circle was wounded or slain by Ronhl, one of the Hillfolk who joined the Companions after our adventures on the Flats.
Ronhl has fled the village, and now the hunt is up for him. Padrig must find his wayward warrior before Owain does, lest the marshal kill him, and try to use this conflict to exile Padrig and his men from the village.
Setting the Scene
It would be easy for this sequence to take up a whole session on its own — tracking down Ronhl over many miles, playing cat and mouse with Owain and his warriors, all while Anwen tries to find out the truth of what happened back at the village. To keep things moving towards a strong resolution, however, we’re going to try to resolve this situation — for weal or woe — in a couple of scenes.
First, we’ll follow Padrig on his hunt, before we check in on Anwen. It’s night, and there’s a storm dropping sheets of rain on Stonetop right now, so tracking a man in these conditions could be challenging. We’ll rejoin the action as Padrig musters his people and goes in search of Ronhl.
Scene 8: The village green
Pad parts ways with Anwen and hurries through the rain across the sodden village green, his boots crunching through slush and splashing through mud, with Merid trailing behind him until they reach the Public House on the far side. Inside is warmly lit, but the mood is tense — the Stonefolk within heard Owain’s horn in the night, and a few have come outside, sheltering under the eaves and peering out into the night for a clue of what is happening.
Pad shoulders by them and enters. Inside, he quickly spots Ozbeg and Quill, hunched over a carved wooden table playing a game of Nine Soldiers, and Vahid looking over Ozbeg’s shoulder with a knowing smile. The Seeker spots Pad and quickly sees something is amiss, tapping Ozbeg on the shoulder and pointing towards his captain. In reply, Padrig motions firmly to the door, and they follow him out into the pouring rain. Vahid draws his hood up and shivers as the cold rain soaks him; Quill swears quietly while Ozbeg is seemingly unperturbed.
They listen in silence as Padrig quickly recounts Merid’s story. Merid watches them speak anxiously, not understanding his words but looking at their faces for clues about his friend’s coming fate.
“Damn, damn. Shame old Ronhl didn’t kill ‘em all,” Ozbeg grumbles.
“Stow that, Oz,” Padrig says sharply. “Ronhl will have to stand before the Judge for this, and his judgment will fall on all of us. And if Owain catches him out there and kills him, he can claim the man confessed to anything.”
“So what’s our play, then?”
“We find him first. Owain’s assembled a search party and has a head start, but this is our profession.”
Ozbeg grins. “Damn right, chief.”
“I will go to Garet and tell him directly what we know. Whether you succeed or fail, you’ll be standing before him on the Judge’s Day. Best we begin making our case now,” Vahid offers.
Padrig nods. “Aye. Good luck, Seeker.”
Vahid’s lips quirk up. “You’ll need it more than I, my friend. Gods’ speed.”
They part ways, and Pad leads his search party back to the Companion’s Hall. There, Shadow awaits them, ears and tail at sharp attention. Padrig leads the dog to Ronhl’s sleeping place and pats the hound as he sniffs the old nomad’s saddle blanket, breathing deep the scent of man and mount. “Let’s see how your nose fares against Owain’s pack, old dog.” Shadow barks eagerly and follows at Pad’s heels as the old bandit leads them back into the rain and south towards the village’s edge.
They reach the edge of the village’s hilltop, and Pad hops atop the ringwall, surveying the dark fields below. Although the night is overcast, the snow casts a dim, silver glow, and against the white ground, Pad can see guttering torches here and there as Owain’s men search vainly in the dark and rain.
“Ronhl’s got his steed, but he’ll be reluctant to ride over uncertain, muddy ground on a dark night. He’ll want to stay low, off the hilltops, so they can’t be seen against the night sky, and he’ll want to avoid the snow for the same reason. If I were him, and I’d been patrolling these fields for weeks, I’d make for that gulley there — it runs almost to the Old Wall. That’s where we’ll begin.”
Scene breakdown
Pad’s triggering two moves here: One is Read the Land, which allows him to ask the question “What’s the best way in, out, or through?” He’s then acting on that information (gaining advantage!) to lead his search party to attempt to find Ronhl before Owain does. We’ll represent this as a Defy Danger roll with Wisdom, Pad’s strong stat. On a Strong Hit, they’ll find Ronhl with time to try to evade Owain’s search party. On a weak hit, they’ll find Ronhl with Owain close behind. And on a Miss, they’ll arrive to find Ronhl already taken!
Padrig triggers Defy Danger with Wisdom: 4+4
+2+2 Wisdom = 10, Strong HitA good start! We’ll jump to them finding our wayward Companion!
Shadow picks up Ronhl’s trail a mile south of the village, and they quickly overtake him. He and his horse are moving through the deep gulley Pad spotted from the ringwall, and though it is well-hidden, it is flooded, slowing their pace to a grueling slog through the mud and muck. The sharp-eared nomad hears them behind him and whirls, nocking an arrow and taking aim. Ozbeg and Quill duck for cover, but Pad stands tall and calls out in the Steptongue. “Hold fast, Ronhl! Friends ride here.”
Ronhl lets the bowstring slack, and the fear drains from his face, replaced by shame. “Padrig-kamarad — before Heol, I am sorry. I came to your village in friendship, but it has turned to strife through my carelessness.” He bows his head. “If you must strike me down, let it be swift.”
“The Lady of Crows has taken toll enough if I have anything to say about it. But I can’t let you leave. You must return with us, and quickly. There may still be a path that sees us safely through these troubles.”
Ronhl sighs and they approach him. Merid takes the reins of his chestnut mare. “You must surrender your weapons,” Pad says, his tone careful and calm. “As a show of faith.”
This is a lot to ask, and Pad’s mostly relying on his charisma and the situation to make his case.
Padrig triggers Persuade: 5+6+1 Charisma = 12, Strong Hit
Pad’s on a hot streak. No problems here.
Ronhl’s face is lined with worry as he unstrings his bow and hands it to Padrig, followed by a short bronze dagger, still stained with blood, and a heavy flint adze. They hear the barking of dogs again and the shouts of the men of the warrior’s circle — Owain’s angry baritone the loudest of them. Shadow barks and growls in reply before Pad quickly hushes him.
“Quick and quiet now, let’s make our way back to the village. We’ll put Ronhl under guard until tempers cool, and we can make our case to the elders and not Owain’s mob.”
Here, we’ll use Struggle as One — a collective Defy Danger roll. The Companions and Pad will roll separately, and a Strong Hit can mitigate a Miss. We’ll be using Dexterity for Pad here — they’re trying to use quickness and finesse to sneak past Owain’s search party.
Padrig triggers Struggle as One: 5+2+1 Dexterity = 8, Weak Hit
The Companions trigger Struggle as One: 4+2+1 Quality = 7, Weak HitEveryone holds their own, nobody falls behind, and they evade Owain. Pad’s had hot dice this scene, and we’re entering the climax of this session, so I decided to make things a little tough on him — they may be away from Owain, but he’s left guards around the village, so there’s one more obstacle to navigate.
NPC Breakdown: The Guard
For the guard that confronts Padrig, we envision a warrior named Tomos. I used Ironsworn’s Action + Theme oracle to learn something about him, and got the result Guard + Bond. Guard doesn’t really give us a ton to work with — he’s a guard, after all. But we’ve seen the theme Bond before — with Cerys. For her, we interpreted it as a loyalty to the traditions that hold Stonetop together, and this feels like a nice bit of synchronicity, so we’ll interpret it the same way for Tomos.
So, I envision that Tomos is an older member of the warrior’s circle, perhaps a contemporary of Owain’s father, Llewelyn. He’s a traditionalist, and loyal to the office of the marshal, and he probably sees something of Llewelyn in Owain, but may not be as true a believer in the son as he was in the father.
With that decided, back to the action:
Padrig leads the Companions through the dark and rain, leaving Owain and his people well behind. But as they approach the village, Pad sees shapes moving in the darkness and swears under his breath. “Looks like they raised the militia. No chance we’ll make it back to the hall unseen.”
A gravely voice calls out in the dark as four torchlights approach in the darkness. “Who’s there? Stand and unfold yourself!” The sentinel steps forward, and Pad can make out his deeply-lined face and wiry white hair.
Padrig approaches, holding Ronhl firmly by the shoulder. “Tomos — it’s me, Padrig. I’ve brought home my man, to stand and be judged. He’ll wait Aratis’ Day in our hall, under careful guard.”
Tomos frowns. Behind him are three of the militia — their faces worried and uncertain, gripping their spears and shields tightly. “Owain wants him taken in hand and brought to him, Pad. Give him here.”
“Stonetop’s law is that feuds and blood debts are settled by the elders, not Owain. Ronhl’s no danger now — he’s yielded his weapons to me and returned peacefully. Let me pass.”
Padrig triggers Persuade: 5+1+1 Charisma = 7, Weak Hit
Tomos is persuadable, but he has a distasteful condition. What he wants is to discharge his duty — Pad can satisfy that duty by standing in Ronhl’s place and waiting for Owain to return.
“The marshal gave me orders, Pad. In sixty winters I’ve never proven false, and I’m not going to start tonight. I’ll sound my horn and call Owain back, and he’ll decide what’s to be done.” The old warrior reaches for the polished ram’s horn hanging at his belt.
“You were there the day the elders gave their judgment to me and mine, Tomos. I stand for the crimes of the Companions. So call Owain back, and I’ll wait with you, and he can speak to me about what happened tonight. But my men will see Ronhl back to our hall to await the village’s justice.
Tomos chews on this for a moment, but Padrig doesn’t wait. He motions to Ozbeg, who leads Ronhl up the hill towards the Companions’ Hall, taking Quill and Merid with him. Tomos nods reluctantly and waits for a moment before raising his horn to his lips and summoning his marshal.
Owain arrives a few minutes later, soaked from the rain and red with exertion and anger. “Where’s that hillman murderer, Tomos? Why did you sound your horn?”
Pad answers before Tomos can. “He’s in hand, Owain. Under guard in the Companion’s Hall til he faces justice two days hence.”
Owain glares daggers at Tomos. “Our brother’s blood is still wet on his hands, and you let him through? You old fool.”
Tomos draws himself up, his pride stung. “He was bound and disarmed. On Pad’s word, he’ll stand for his crime. Isn’t that what you wanted, marshal?”
Owain hisses back. “Royce is dead, Tomos. His wife and daughter are bereft. Justice could have been done this night.”
“That’s not justice, Owain. It’s just revenge.” Pad says quietly.
“I’ll leave justice to the Judge, then. You kill one of mine, you die. Simple as.” There is a menacing ring of metal against leather as Owain draws his sword from its sheath. It gleams in the torchlight, four feet of March-forged iron. “If you stand for the crimes of your Companions, maybe Royce’s blood is on your hands, too.”
Pad’s hand has reflexively fallen to the hilt of his sword, but then he drops it to his belt and holds fast. “I swore there’d be no strife between us, Owain, same as you. I won’t draw iron. I keep my word.”
Owain steps forward, his sword held before him, the tip drawing closer to Pad’s chest. His eyes are filled with eager hatred, but still, Pad holds fast. “If you’re right, and my man is a murderer, then it’ll be death or exile for me as well as him. Because I keep my word. Simple as.”
Padrig’s trying to persuade Owain here, and that’s pretty tough. Owain’s blood is up, he hasn’t been able to get his hands on Ronhl, and one of his own men is seemingly siding with Padrig, which further enrages him. He’ll need some strong incentive to take a pause and reconsider choosing violence here and now.
That incentive can come from Aid from Vahid, who’s gone to fetch Garet, the village’s Judge. If he and Garet arrive on the scene in time, their presence, combined with Pad’s argument that this is Owain’s chance to see Padrig dead or exiled, will cause the marshal to think twice and put up his sword. In this case, we’re using Aid for its less-commonly employed effect: To allow someone to accomplish something they couldn’t accomplish alone, rather than gaining advantage.
Padrig triggers Persuade: 6+3+1 Charisma = 10, Strong Hit
Our man can’t miss tonight. Back to the action:
They hear footsteps behind them, and all turn to see a crowd approaching. A half-dozen curious villagers are coming, having heard the sounding of the horn. Leading them is Vahid, with an oil lantern held high, and Garet, at his side, holding the black iron hammer of his office and looking grave.
Owain grinds his teeth and sheathes his sword. “On the Judge’s Day, then. We’ll finally be rid of you and your cutthroats.” He shoulders by Tomos with a growl and stalks back towards the village.
Scene 9: The village green (Meanwhile)
Anwen parts ways with Padrig and races towards the larder on the north edge of the village green. As she approaches, she sees a lone sentinel armed with a shield and a heavy, knobbed-wood cudgel. As she draws near, his face grows clearer in the guttering torchlight; She sees Andras, a young warrior of Owain’s circle, peering suspiciously at her.
NPC Breakdown: Andras
As with Tomos, I used the Action + Theme Oracle to learn a bit about this NPC, and got Evade Revenge. From this prompt, I envisioned that Andras (by contrast with Tomos) is a younger member of the warrior’s circle. He was involved in the evening’s bloodshed, isn’t sure how it got so out of hand, and wants to avoid the fallout, whatever it might be.
Back to the action:
Anwen shouts over the din of the falling rain. “Andras! Tell me what happened here tonight!”
Andras’s straw-pale hair is soaked and matted to his face, obscuring his muddy blue eyes. He holds up his cudgel, pointing it at her and holding it at guard between them. “Get out of here, Anwen. Owain said Padrig would send you to try to twist things around. Your nomad friend was stealing from the larder, and he murdered Royce, simple as.”
Anwen steps closer, just out of his reach, and holds her arms out in challenge. “You and your lot beat a man for asking for his nightly meal, and he defended himself! What were you thinking? Did Owain put you up to it?”
He steps forward, pressing his cudgel into her chest, shoving her back. “What were you thinking, bringing those damned diethryn to our home?”
She scoffs at him and slaps the club aside, stepping towards him, and, in a moment of panic, he jerks his arm back and strikes her against the side of her skull. The blow takes Anwen by surprise, and she drops to one knee.
Scene Breakdown
Anwen began this exchange by driving right to the heart of the matter — she wants to know what role Owain played in the night’s bloodshed. She used Persuade here, with advantage from her Speak Truth to Power move.
Anwen triggered Persuade: 4+2
+1= 6, MissNo dice. Andras isn’t going to tell her anything, and her coming on strong puts him on a hair trigger. He jabs her with his cudgel, she gets in his face, and he strikes. At the table, as the GM I’d probably tell Anwen’s player that he’s winding up to hit her, and offer her a chance to respond. In this case, from the player perspective, I think Anwen wasn’t really ready for violence from someone she’s peers with and has known since she was a girl, so she’s taken by surprise and takes the damage. Andras isn’t a heavy hitter, rolling only 4 damage. Anwen’s at full (she’s had some time to recover from her tangle with the cave bear), but she’s still going to use I Get Knocked Down to halve the damage, and choose to lose her footing.
One other move triggered during this exchange: Anger is a Gift1. Speak Truth to Power allows Anwen to hold 1 Resolve if the target refuses to do what she asks, and then Andras’ invocation of the d-slur sets her off further, meaning she now holds 3 Resolve. Andras, watch out!
Looking ahead: Anwen now is going to spend one of those Resolve to act suddenly, catching them off-guard and give Andras a good thumping.
Anwen triggers Clash: 6+4+2 Strength = 12, Strong Hit
She’s rolling 1d8+1d6 (for Payback), and she hits him for 8. As a basic warrior, Andras has just 6 HP, but Anwen isn’t wielding a deadly weapon, so we’ll put him down, but not dead. Back to the action:
Andras stands over Anwen. “I warned you to stay…” he begins, but Anwen boils to her feet and slams a closed fist into his face. She feels his teeth against her knuckles and a wet crack as the bridge of his nose gives way, and he drops to the ground like threshed wheat. Anwen looms over him now, fists clenched, arms tensed to strike again. He looks up at her, his pale, young face painted bloody red.
Anwen’s mind briefly flashes to a muddy street in Marshedge — Iron-Eye Ivan standing above her, laughing cruelly, and her fists unclench, her anger doused by cold remorse. Andras holds up his hand to ward off another blow, and Anwen shakes her head, rain falling from her copper hair. “Who else was there, Andras? Who else saw what happened?”
Andras sniffs and wipes his bloody nose, the rain beginning to wash his face clean. “Tall Talfryn,” he sputters.
“Where is he?”
“Owain sent him off to the western watchtower. He was pale as a dool spirit when he saw what happened to Royce, and wouldn’t speak to anyone.”
Anwen doesn’t wait to hear more, she’s already heading westward at a sprint, making her way to the tower. She spots Talfryn’s tall, thick silhouette against the night sky as she approaches, and she slows to a jog. He doesn’t seem her coming — he’s looking out to the dark horizon, lost in thought.
NPC Breakdown: Tall Talfryn
We’ve talked about Talfryn a bunch of times, but never met him in-scene. Let’s go over what we know.
The first thing we know about him is, obviously, he’s a big guy (only a bit smaller than Iron-Eye Ivan, Brennan’s lieutenant in the Claws2), and one of the better warrior’s in the village. He’s only a little older than Anwen, and Anwen referred to him as one of Owain’s best way back in Session 1.4, as part of the very first Keep Company move ever. If Anwen challenged the warrior’s circle to earn her initiation, she likely would have fought him — something that he is likely also aware of.
He and Anwen are also loosely connected in the social fabric of the village of Stonetop. We learned in Session 5.1 that Talfryn is Cadoc’s cousin (and therefore his uncle is Cadwyn, a staunch supporter of Anwen and the rest of the party). Here’s what Cadoc said about him, shortly before he was killed by a thunder drake:
Cadoc sighs. “That’s most likely my cousin Talfryn. He’s Owain’s favorite up-and-coming warrior these days,” Cadoc says. “It’s a shame. I promised my uncle I’d look after him, but he’s obsessed with proving himself to Owain. Barely listens to me at all.”
“Do you think I can beat Talfryn?” Anwen asks.
“It’ll be close,” Cadoc says. “You’re quicker than he is; he’s stronger than you. And you’re both as tough as wisents and twice as stubborn. Hard to imagine either of you throwing down your shield and yielding.”
This paints a picture of Talfryn being somewhat alone in the world, torn between the warrior’s circle and his herder family: His father (Cadoc’s uncle) is dead. The cousin who was supposed to look out for him is dead. He’s been accepted into the warrior’s circle, and Owain probably represents a father/elder brother figure to him, but Owain is, to put it delicately, a bit of an asshole, and so likely fails at these roles in important and damaging ways. So Talfryn is likely feeling a bit at sea, in the aftermath of Royce’s death (another important figure in his life, presumably).
And finally, Talfryn watched Anwen take down the cave bear, just last episode:
Then, a hundred feet up on the ridgeline above, she sees movement. Gathered there is a crowd of Stonefolk. Squinting against the morning sun, Anwen can see Vahid’s sky-blue robes, and with him, Cadwyn and Olwyn, Rhys, leaning heavily on a wooden cane, plus a dozen other villagers. Even a pair from Owain’s circle — Tall Talfryn and Royce — look on. When Anwen meets their eyes, Talfryn touches his breast in a salute, while Royce looks away.
So we can infer that Talfryn has started to see Anwen isn’t the insubordinate, boastful, would-be warrior that Owain paints her as. With all that in mind, let’s envision how it plays out — whether Talfryn will tell her anything useful is down to a roll, but how it happens should to follow from all the fiction that came before it. Back to the action:
“Tal! It’s me, Anwen!” she calls up to him.
“Go away, Anwen.” His deep voice sounds small, barely audible over the downpour.
Anwen, undeterred, begins to climb the watchtower’s scaffolding, clinging fast to the slick, sodden planks.
“I mean it! Don’t come up here!” he shouts, his voice choking up.
“Fine.” Anwen arrests her climb halfway up, sitting in the scaffolding, partially sheltered from the rain, waiting. For a time, there’s only the sound of the rain.
“I’m sorry for what happened to Royce, Tal. ” Anwen asks. “I’ve lost a friend in battle before. I felt helpless, like nothing I could ever do would put things right again.
The tall, stolid youth is silent still. “It’s not your fault, what happened. It sounds like it was a terrible accident.”
He exhales sharply, blowing rainwater from his lips. “I froze. The old nomad gave me his flank. I could have put him down, but I didn’t.”
“Why didn’t you?”
A beat of silence. “I was surprised. It happened faster than I thought it would. And part of me couldn’t believe it was happening.”
“What happened?”
Talfryn’s voice is strained now. “I can’t say. I wasn’t even supposed to hear it. And if I say, I don’t know what Owain will do. Cast me out of the circle? Call me out for a duel? Anwen, all I ever wanted to be in Stonetop was a warrior.”
“Someone’s got to stand up to him, Tal. Just tell the truth, and I’ll stand with you.”
Anwen is once again triggering Persuade, gaining advantage from Speak Truth to Power.
Anwen triggers Persuade: 5+6
+1= 11. Strong HitThe whole party is rolling very well this episode. Talfryn spills the beans.
“I overheard Owain talking to Royce. He told him that the diethryn Padrig brought to the village were getting too comfortable, that that Royce should find a reason to put the rod to them, and teach them their place. And if one of them died, all the better.” The confession tumbles out of his mouth in a rush, and he breathes a ragged sigh of relief when he is done.
“Tal, you have to tell Garet. You have to tell the rest of the elders. Owain swore to the whole village that he’d end his feud with Pad. And he broke our faith, for his own pride and spite.”
“I don’t know if I can. If I accuse him, I’ll have to face him in the circle. And I can’t beat him — I’ve practiced with him a dozen times, or more and never beaten him once. He’ll kill me, simple as.”
“Then I’ll accuse him.”
“He’ll kill you, too.”
“I’m not afraid of him anymore, Tal. Things are coming to this village that scare me a lot more than Owain and his father’s sword. It’s past time someone stood up to him.”
She drops down off the scaffold and looks back up at him. “On the Judge’s Day, I’m going to tell the village Owain is an oathbreaker and a coward, who sends others to do his bloody work for him. You don’t have to stand with me, but I’ll be proud if you do.”
As Anwen turns and trots back up the hill towards the Companion’s Hall, Talfryn quietly watches her go, tears mingling with rain on his face.
Wrap-Up & Padrig’s Advancement
We’ll close here. Next episode will cover the Judge’s Day: Ronhl will have to stand for Royce’s murder, and Pad beside him. Anwen will accuse Owain of authoring the whole tragedy out of spite and being an oathbreaker besides. And we’ll learn if Cerys can be trusted to uphold the traditions of Stonetop, or if she’ll double-deal for her son3.
Before then, we should choose Padrig’s advancement. We’ll consider three moves for Pad:
Speak Softly: This move grants advantage against foes to whom Padrig has offered peace. We first considered this move for Anwen (we chose to give her an Aura of Courage instead), but it feels like it also makes sense for Padrig — especially given his calm with Owain this episode.
Veteran Crew: This upgrades Padrig’s crew. Pad’s crew has seen a good amount of action against some dangerous foes, and has grown more tightly-knit since they’ve been able to settle in Stonetop, so we’ll give them two additional tags: Devoted and Brave. Thinking about this move also led me to take a look at the crew’s Instinct, which I think is also due for a change, which I’ll discuss below.
Bear Witness: This move comes from the Judge playbook, which we don’t currently use, and ensures that whenever Pad tells the truth, people believe his sincerity (even if they outwardly deny if it for their own reasons). It’s a quirky move — you can see the text in Session 7.2, when we first considered it. Pad’s made a habit of truth-telling after giving up his life of banditry, so this move might create some interesting moments.
While we’re leveling Pad, I also thought I’d change his crew’s Instinct. Right now, it’s “To bicker an infight,” which was lightly represented early on, with Ozbeg bickering with Pad and Aled bickering with everyone else. Nowadays, however, that rarely seems to be their go-to. It seemed worthwhile to revisit it — but nothing on the default list felt like it made sense4. But luckily, there's a 'fill-in-the-blank' option, so I thought a good instinct might be "To mistrust their surroundings, to withdraw to safer ground," which feels like it fits with their history in Gordin's Delve and their general concern that Stonetop could chase them out any day now.
As always, mash the button below to vote, and let me know why you voted the way you did in the comments!
And, as always, thanks for reading. The fact that a small but very awesome group of folks continue to make time for this project week after week still blows my mind!
This is a move that Anwen uses a lot — almost every episode she appears in. You can reference it in her Session Zero for a refresher.
Introduced in Session 4.1: Welcome to Marshedge.
Just a reminder — I used an Ironsworn Yes/No Oracle to decide whether Cerys could be trusted in this, to keep things interesting.
Another great one. I loved all the npc interactions, especially Tall Talfryn. I think I'm going to pick bear witness because it really cement's Pad turning his coat, or revealing his true colors, depending on how you see the man. Also I like those Absolute moves like that.
Wow, that was a tense episode. And such hot dice! I loved it.