November 3rd — The Eleventh Tribe, Session Six
Year Two, Rain
This session was a week later than expected due to me being ill last week. It also had one fewer player — Rick was a way at a LARP event for the weekend.
The Queen Speaks
We ended the previous session with the vexed question of whether the wandering thief Twisted Pair should be allowed back into the Tribe's nest, or left to starve in the Between. Tribble conducted a ritual in his mouldering burrow, accompanied by Bone (formerly the yearling Pritt), burning paper to attract the Queen's spirit and pose the question. I'd previously asked a player from last year's campaign if she would be willing to stand in as Queen. I'd send her questions by text message and she could answer without context, as a ghost should.
The Queen's ghost appeared in the smoke and said that as she had been a thief, the 11th Tribe should accept even thieves. She went further and said that no one should ever be turned away ... a fact that Tribble kept to himself.
Dusty and Husk went out, found Twisted Pair, and escorted him back to the nest. There, he told the others that Stationary had been suffering disappearances, and blame the 11th Tribe. As a result they had formed an alliance with Carpet Tile, and have been sending out armed patrols of guard-mice. The players wonder if the Asphalt mice they saw back in Winter might have been responsible, but decide to avoid Stationary even more.
The journey resumes
With the advent of the post-winter thaw, Roost Nest rapidly becomes uninhabitable. The feathers it is made from get damp and rot, and are quickly eaten by beetles — which at least provide some food. It is time to move on, and Twist reveals that he knows the route to Can-Teen (or much of it, at least). They must make their way to a place where the Between descends in many dozens of small steps that the Eaters walk up and down. Can-Teen is at the bottom. A few weeks after his arrival, the tribe leaves Roost Nest for good. (I allow each player 1 Stuff, reclaimed from the nest).
The tribe makes slow progress through the rafters of Far Up (the first two navigation rolls are ties, indicating the minimum of progress). Here, there is wood below, but not above. Instead, huge cubic shapes of cardboard soar up into the darkness, their sides many dozens of Hylin long. The tribe stops to gnaw holes in the sides of some (to collect the cardboard) and discover that the shapes are hollow, with mysterious Eater stuff within (not food though).
Exploring, they find a place where one of the Eater Beasts sits in the open, without the cardboard shell. It is a strange and terrifying thing, made of black metal with many wheels and loops of metal attached. There are also signs that Hylin have been here before. They locate an old abandoned nest (big enough for one or two mice at most), and scraps of paper on which strange symbols are embossed. Tribble tries to examine the symbols, but they scare him.
The Machine
The tribe moves cautiously to examine the Eater Beast. They discover that a burning line (power cable) wrapped in black cloth enters one side, on the other is a single arm, lying limp. At the front, a steep slope rises up to a series of cylindrical forms. Between the ground and the shapes are four rows of strange platforms, a little like mushrooms, with long stalks and circular platforms on top that a Hylin could perch on.
Dusty, extremely nervous, circles the thing. On either side are wheels, some with teeth, some with cables wrapped round them. There are also springs, and things like jointed fingers. Tribble surmises that the beast might be missing a shell (perhaps the thing sheltering the camp they found).
The thing I am trying to describe is an electro-mechanical calculating machine a little like these:


Dusty warns that there is only danger here. The tribe should move on. Cobalt, the tinkerer, wants to have a closer look. He makes sure that his daughter Cyan is well swaddled, and creeps into an opening that one of the other mice spotted in the side. He penetrates into its innards, looking for its secrets. Unfortunately he trips something along the way. The machine whirrs, the wheels jerk, it begins to hum. The moving parts block the way back, he's trapped!
Lozenge, the mother of Cobalt's kit, rushes to his help, guided by some words of advice from Tribble (who has a quick vision in which he sees that the Beast has a beating heart, if they find the heart, they will find a way out). Lozenge, always brave, leaps into another hole and vanishes inside!
Dusty tries to get the rest of the tribe to back off, but the Clippies are in awe of the Eater Beast. Instead of running, they spread out around it, to see what it is doing.
A vision of the future
Alone with Tribble and Feather, Bone declares that she has had a vision. This Beast is a test for the Tribe, she says, the first since it truly came together in the winter. She is sure that she will find the parts she needs for her mask here. She says "I have seen, the Machine will mark me with its runes." Tribble tries to tell her that there is no evidence that she will also live, but she insists on trying to climb the machine, and Tribble reluctantly agrees to go with her.
Bone, young and agile, easily gets onto one of the platforms, but Tribble is a fat and lethargic mouse, and can't manage it. His attempts depress a key, and he is flung off, while the machine reacts by spinning and chattering (and injuring Cobalt inside!). At the back of the beast, a paper tape marked with cryptic symbols begins to spool down out of the air, causing the Clippies to bow down with their paws over the noses.
Bone starts to jump from platform to platform, trying to reach a place where some Thing is sliding back and forth, revealing symbols through a slit. Tribble can't follow, but then Feather points out that there is an easier climb to the right, where there are some large islands of red, green, and white, plastic (the enter, cancel, and minus keys). Tribble decides to climb here, but once again he manages to activate the machine! A deafening ring echoes out, and the upper parts of the machine slam from left to right, knocking Bone into its innards!
Cyan and Lozenge hear her despairing squeak, but decide that their kit is their priority. They run, and — amazingly — manage to make it out the back unharmed.
Not so Tribble, who decides that he must follow Bone and save her! He jumps into the machine to try and drag her out ... and is crushed to death by the moving parts!
Death of an Elder Statesmouse
At this point we break OOC so that I can explain the death system to the players. First, we check to see if another player is in the same zone as Tribble, and able to take an action that might save him. There is not (everyone else is out of the machine).
Then we ask if the players as a group are willing (and able) to spend 3 Luck between them to save Tribble. I explain that if they do this Tribble will definitely seem to have died, and will be Taken Out for the remainder of the scene, but will turn up in a future scene, having been co-incidentally saved. They spend the 3 Luck, and we spend a few moments brainstorming ideas of how he survived ...
Back in the machine, everything falls silent. Tribble becomes aware that something is moving amongst the cogs and gears, it is a massive pure-white snake — the mount of Death. The snake finds him and Bone, and they see that Death is perched on its back. It appears that Death is still smarting over the way that its domain was robbed, and holds the 11th Tribe culpable. However, before he can claim the two sad mouse ghosts for himself, the spirit of Queen Paperclip appears. She casts a handful of mouse bones in front of Death, and he is compelled to count them.
"Run!" She tells them
They run! Death pursues them through the twisting half world that forms the boundary from the Between to the realm of death. Eventually, after who knows how long, they are safe. "We have to find the others," Tribble says, but Bone insists that her vision is not yet played out. She must go back and be "marked by the machine", but Tribble must go to Can-Teen, where she will join him. The two argue, but Bone prevails. She guides Tribble to a crack that leads back into the Between and says he must go that way.
Tribble crawls through the hole ... and is promptly captured by two Stationary Guard-mice.
The Journey Continues
The rest of the tribe wait until the machine falls silent, calling for Bone and Tribble, but there is no sign of them, and everyone heard the horrible squeaks and crushing noises. Their fellow mice must be dead. With heavy hearts (the Tribe takes 1 Afraid Damage) they decide to move on, all save Feather, who insists on staying behind a few days longer.
The remainder of their trip is without incident. They skirt Stationary, and descend a long vertical until they reach the place that Twist described, and start working their way down towards Can-Teen. Halfway down they smell other Hylin, and detect traces of a recent camp. Cobalt, Dusty, and Husk creep ahead and spy two Stationary Guard-mice — well armed with hole-reinforcement mail and straightened paperclip spears — who appear to be tormenting a prisoner — Tribble!
The three can't explain how Tribble could be there, but attack anyway. They jump down and surprise the mice, who throw Tribble in front of them as a mousey shield. Dusty tries to flank them, while Cobalt goes for help, but the Guard-mice are well trained. They block Dusty and chuck a pouch of chalk dust to blind Cobalt, then make a break with their prisoner. Dusty valiantly manages to deflect them in the direction of the rest of the tribe, but they are getting away!
Which is where we have to call it for the week.
Conclusions
- The adding machine was the first time I've tried a dungeon so to speak. It was moderately successful, though my descriptions totally confused everyone and no one knew what it was — at all.
- Sections of the machine were represented as Obstacles with the Deadly quality, that could only be triggered if the machine was on (which required me to spend a success on a previous roll). It was triggering the Deadly that killed Tribble.
- This was the first death of the campaign, but people seemed to grasp how it worked. They were happy to spend the 3 Luck, but actually only had 1 left, so it was a close thing! The ghost scenes were great fun to run.