Showing posts with label actual-play. Show all posts
Showing posts with label actual-play. Show all posts

Monday, 1 April 2024

Improvised Awful Lights Missions

Asking about The Awful Lights, a commenter asks: 

I'd love to hear about how this is run - with the Handler determining mission location and objectives during the session, is the GM left improvising? Are you meant to pre-build all the possible Sites, and then hammer a Handler-chosen objective into them?

Yes, I just improvised; in that sense it works very much like Blades in the Dark when the GM works out a score. What I've found in play so far is that the obvious thing works just fine. If you get 'Bridge' and 'Environmental Records', which may not sound like it makes sense immediately, the records are probably in the trunk of a car, or perhaps there's a little building at the far side of the bridge. Or perhaps it's a dead drop and the records are literally in a plastic case on the underside of one of the bridge supports.

It's not particularly clever or unique scenario design, but add to that one of the Threats, plus a few bumps and scrapes getting there in the first place and it seems to be enough.

At Breakout Con, I ran two groups through three missions:

Group One, Mission 1

ENA Mission: Environmental Records, Firth Post Office, Law Scouts, 3-Supply of Survival Gear



The first group did one mission, which was getting Environmental Records from the Firth Post Office; I decided that the store had been looted, but the records were an envelope in the post office boxes, and the payoff was three large parcels of preserved food for a nearby scout camp.

Poking into abandoned buildings seemed to genuinely unnerve the PCs, which was great. Other than bad vibes it was smooth sailing.. until a player invoked their Pessimist move. (We're all still amazed at this, it was awesome but very against the chances of mission success!) The arrival of three infected turned the slow looting into a mad scramble, dropping unspent gear points ("Can I do that?") to lighten the load to haul ass as quickly as possible.

The Threat they had actually chosen was Law Scouts, so I decided a sniper was on overwatch over the area. I'd rolled randomly for his alertness (a trio of people walking into a sleepy village in the predawn light on a random day can be easily missed), but after the kerfuffle with the dead he was alert and managed to snipe one of them on the way out. Another player sacrificed their character to allow the others to escape; it was perfectly dramatic.

Group Two, Mission 1

ENA Mission: Clear the LZ, Outlook Bluffs, No Threats, Fresh Clothing

The second group tried a low-threat mission to start, a zero-threat mission to clear a landing zone at the Outlook Bluffs. I had recently been to several provincial parks along the Niagara escarpment, so that was my mental picture: winding gravel trails along the top of a clifftop forest, little tourist maps, a couple of parking lots and picnic tables.

This mission was interesting because half the work was actually getting there. Based on the map the Watch player had drawn, it seemed likely to me that the players were at the bottom of the escarpment and would have to find a way up.

The group had a survivor with Vitamin A, so that led to some confusion trying to navigate at night with a follow-the-leader procession moving blindly. Confronting the escarpment, the players briefly flirted with the idea of climbing it, but then sensibly decided to take the long way around. At the top they found the LZ easily enough at the labelled 'outlook'. They got to work sawing down saplings to turn the picnic area into a helicopter landing spot.

I decided the noise they were making would attract a lone, wandering infected. This led to a confusing and desperate fight in the dark. The team worked well together to overcome it, but a few picked up some Exposure from using knives and hatches, and another some Harm while trying to run to help in the scuffle.

All in all it was a satisfying, low-threat foray that did seem to hit the goal of making them feel vulnerable while it was happening, and accomplished afterwards.

Group Two, Mission 2

ENA Mission: Repair the ENA Radio, Box Car 8883, Dead Herd + Dead Follower, Battered Reservist APC

That group immediately pulled down a harder mission, repairing an ENA radio repeater in Box Car 8883. I figured the train was holed up in a rail yard along with a few other train cars, and the group had picked a herd of dead as the Threat. The rail yard was super simple, just a dual track that fans out into a fenced-in area with five or so tracks, a handful of train cars, and a nearby industrial building. They'd also picked a Follower, which I decided picked up their tail in some light industrial built-up map square on the way.

They noticed it when they stopped to rest in a lumber yard, which created some tense decision-making as it tried (and failed) to pick up their scent in the lumber yard, doubled back, then doubled back again, then eventually disappeared from view to return again in who knows how long.

At the rail yard, I decided the herd was clustered right around the box car they wanted access to (perhaps drawn by the EM from the radio?). The group asked if there was some generator or other noisemaker, and I decided there was a yellow railroad speeder for track maintenance off to one side. The group split up to distract the herd; their plan worked but at the cost of the group being scattered and having to find their separate ways home.

* * *

In conclusion, improvising these missions isn't nearly as complicated as trying to make an interesting dungeon up on the fly. Simple ingredients used in fairly obvious ways do seem to have the desired effect when they all stack together. 

Monday, 13 November 2023

The Isle of Wight: Zombie Survival

A few weeks ago, I kicked off a zombie survival game set in the real-world Isle of Wight. It's been really delightful!


The campaign pitch goes like this:

On November 4, 1988, a unexpected nuclear exchange takes place across western Europe. The cargo ship BF Fortaleza is travelling unloaded from Lisbon, Portugal to Bournemouth UK when the night horizon lights up with flashes. In the confusion, the ship runs aground on a sand bar off the coast of the Isle of Wight.

With no rescue coming, the crew of 27 shelters on the crippled container ship as winter sets in, glued to the radio for hopeful news. In December, news comes of a mysterious infection sweeping through the cities, with unbelievable reports of people taken by an intense fever and then eating each other.

In January, the UK provisional authority declares mainland cities uninhabitable, and broad-casts an instruction to stop sheltering in place and to flee to sparsely unpopulated areas by any means necessary. Signals from people become infrequent.

In February, the automated radio messages fall silent.

It is March, 1989, five weeks since the last human voice came over the radio. The ship’s supplies will last only a few weeks longer. Reluctantly, the captain asks for volunteers to explore the Isle of Wight, in the hopes of finding other people still alive and the means of long-term survival.

* * *

I'm running the game as a more-or-less West Marches style, in the sense that it's an open sandbox with the players dropping in as they're able. There's a compelling event that gets things going (the home base is running out of food), but other than that there's

I'm trying to run with old school sandbox sensibilities. This isn't a well worn groove for me, I'm very used to trying to maneuver hard to produce a satisfying outcome for each session, avoiding duds at all costs. But I'm letting myself off that hook and instead going with a what would happen? refereeing style.

This can produce sessions that are just so-so, dramatically, but there's a long-term build-up that happens when the world and the events of the game don't conform to dramatic logic, and instead accumulate a sort of stubborn tangibility.

I've written about this before, but the principles of this could be summarized as:

  1. The GM (and/or the rules) creates an environment with hard edges
  2. Players respond by balancing risk/reward, and by inventing solutions
  3. Poignancy emerges over the long term
  4. The design challenge is to help players understand the reality of the situation efficiently, so they can get on with responding to it in the knowledge that their planning effort is worth it

System

For a system, I'm using a kit-bashed homegrown system I'm just calling 'Isle of Wight'. The aesthetics are deliberately old school, but it's very much a hybrid of a lot of things:
  • levels and xp-for-gold, except the rewards are for survivors, medicine and food
  • old school saving throws to help set the mood
  • core resolution is a sort of PbtA-i-fied Blades in the Dark - roll 2d6, but against three grades of difficulty
  • The Regiment style encounter rolls (so good)
  • Blades-style stress meter, but powered by sleep and food
  • Pits & Perils-inspired inventory with super simplistic encumbrance
  • the table-order initiative with interrupts I used in ALM


At some point soon I'll write about how I'm planning this campaign, which held some surprises for me!

Wednesday, 17 May 2017

The Assassin and the Ranger

I was told this story as an earnest, cherished example of how awesome secrets between players can be in campaigns.

In a high-level AD&D campaign, there was a hapless ranger who was constantly getting killed and being resurrected at great expense. Mostly to himself, I believe--he was deeply in debt to an order of clerics, at a time when the other PCs were getting rich and building strongholds.

For some reason, this irritated another PC, an assassin. I'm not sure if it irritated the PC, or the player.

At any rate, the assassin player approached the GM, saying he wanted to assassinate the ranger. The ranger had no more money available, so this would be his final death.

The GM and assassin player had an impromptu, one-on-one session where the assassin described his plans for finding the ranger in town once the next adventure was over, and how he would go about trying to kill him when his guard was down.  The ranger was a creature of habit

The GM dug up the ranger's stats, and they duelled it out in a hypothetical street ambush - the assassin PC played by his player, and the GM played the ranger, with the GM throwing a few curveballs to try to understand the assassin's backup plans. The mock fight ends with the ranger dead. Satisfied with his plan, the assassin ends his private session.



Time passes. During the group's next session they return to town, at which time the ranger heads off to his usual haunts, exactly as the assassin predicted.

The GM suddenly declares to the ranger that he's under attack by a masked assailant! Using the strategies the assassin described during the rehearsal fight, the GM plays the assassin as an NPC.

The ranger is dumbfounded - who is this guy? Why is he attacking me? His questions are never answered: the fight goes as expected, and the ranger is dead. As far as the player can tell, a high-powered NPC came out of nowhere and killed his veteran PC, for no reason.

With no more cash to his name and too indebted to them already for the church to take pity, it's his final death.

* * *

Other than the fact that the ranger player doesn't know what happened to this day, that's all I know. Still, I have many questions.

Does this sound awesome or awful to you?

Do you think the ranger player had fun?

Does it matter if the ranger player knew it was potentially a competitive game between players?

Did the assassin player get an "extra turn"?

Is it okay that the ranger player still doesn't know what went down?

Is there a meaningful boundary between the game and the players' relationships?

Sunday, 14 May 2017

Does it end with the Martoi?

Amusing session today, the party essentially ninja'd their way to the treasure, avoiding almost all of the opposition.

The party has been on an extended quest, defending their village from the ghostly reawakening of the Martoi. To this end, they've been visiting the six shrines of Tealwood to pick up magic weapons and curry spiritual favor, in the hopes that by mid-summer they'll be able to defeat the ghost-sorcerers.

This has been going well, but true to sandbox form their heads are starting to spin a little bit with all the threads and loose ends that are accumulating. I try to make adventure locations point to one another (via maps, spells that would be slightly better if only they had a such-and-such), and because it's a sandbox they keep encountering wrongs that could be righted, potential treasure spots they don't have time for, etc.

Mostly this is because they've stayed focused on their goal. The ticking clock is wonderfully focusing: the Martoi have put out word that all the villages of Tealwood are expected to bring 'their best' by mid-summer's day, to pay tribute and swear allegiance.

Last session, however, the party's neophyte wizard finally got her way: a trip to Ganer island where they had reason to believe she might learn something that would improve her control over fire magic.

She's been bumbling along, occasionally using it successfully, sometimes frying herself or her equipment. (She's burned through at least a full set of clothing, mundane equipment, and once torched a spellbook with three spells, before anybody could learn them.)



I used *Chains of Heaven* for the top of Ganer island, modifying it to put a Seree spell engine (like the one in Full-Dark Stone) in the sealed tower. (This is what has been calling to Zero.)

I spent a while last night and this morning mulling over the adventure, trying to imagine how Nacharta or Sigordine might react to the players' arrival but.. of course.. it didn't go anything like I had imagined it.

I started off by having a Nuss scout pull 'Agatha' aside as the spread-out party made their way up to the peak.

I'm trying to portray religion as a tapestry of paganistic half-truths, while the players seem to be coming from a standard fantasy pantheon mindset. They're dying to categorize the gods, figure out what they want, what they're each the god of, and so on.

The same bunch of players (different characters) visited a shrine of Deel in a gonzo one-shot version of *The Coming of Sorg*, so upon hearing that the Nuss serve "the daughter of Deel," they were hooked. The party was very candid in the resulting conversations, so the Nuss decided an audience with Sigordine was a-ok. The players were bursting with questions.

Sigordine is a dark glass construct, made from the remains of Deel when the gods destroyed the fortress. Being nearly invulnerable, she has very little to fear from the hedge wizards of the world, scavening bits of Seree magic, so I decided to play her as quite transparent and vulnerable. Maybe a bit of Mother's Day seeped into my consciousness, too.

It's funny how off-the-cuff decisions cascade. Why wouldn't an immortal construct made from the body of a dying god know about other divine powers? Well, maybe uh.. prayer is a mortal gift. Yeah! Long story short, before ten minutes were out the party had pledged to find a shrine of Deel and one day restore the bond between Sigordine and whatever scrap of Deel's power remained in the world.

With this established, the players returned their attention to the business of improving Zero's fire magic.

Waiting until nightfall, they surveyed the castle carefully. Between their stealth and a whole series of random encounter rolls coming up empty, they were able to get to the pink tower, crack it open, bond with the spell engine, and get out again with only a single hapless sentry to dispatch.

Now what?

At this point, a really interesting discussion erupted, which felt like the clash of two different gaming styles.  The players had reason to believe that a green wizard and her retinue were somewhere in the castle: there was obviously much more "adventure" to be had. On the other hand, this wizard wasn't in their way - they had what they wanted. Could they just.. sneak out of here and be on their way?

It's funny. I think a sort of loss aversion kicks in as they realize how much of my prep they're skipping. But this is actually pretty cool. The more tangible threats and opportunities they pass by, the more tangible the world feels. Owlshade, Gorm, Gadna Many-Arms, the gray thing they let out of the land of the dead, Emn and her brother at the shrine, the dead of Ragdar, the danger at Morton village, the Ricalu and Rilga who opened a way to the underworld.. Sigordine worried about Narcharta reopening the pit, could that happen? They know they're leaving all sorts of stuff behind, but it's all still there, and they can come back to it whenever they want to.

Some of the younger players paused just to make sure that if they defeated the Martoi the game wouldn't end, would it?

"No," I said, "it doesn't have to."

Thursday, 13 April 2017

2G2BT Playtest

We squeezed a quick 2G2BT playtest after tonight's session of Blades, and it was fun, weird, and very informative.

There was only an hour or so to knock it out, but the group had all read the rules beforehand and had a good idea of what playbooks they wanted, so setup was lightning quick.

They named their new mercenary company the Hammer of the Gods, and since nobody picked up the Commander playbook, they wound up with a Favored but Vengeful NPC commander, 'Thor'.  His connections with the Darnan Republic (their first deployment) meant he could pull strings when the company is in trouble, but tends to pursue revenge side objectives.

The whole crew chose Dendrite-native sim-babies as heritages (pilots whose experience is primary in simulations), and decided to be triplets. They had a Lieutenant (Mike), a Rigger (Tim) and a weirdo Prodigy (Stephen), but with a Veteran (Sean) as their connection to actual battlefield experience.

Holy crap did I put a lot of shit in this game. It's a weird experience when writing outpaces the play by so far.  Playbooks means the players can actually take a lot of responsibility for bringing it in, which is fantastic, but the surprises kept coming.

Stephen: Okay, turns out I did my stats wrong. The Prodigy's stats are randomly assigned during play, as I use them.
Me: Wtf?! I wrote that?
Mike: I love that!

Things like that kept happening. It was pretty delightful, actually.



We chose to play the branching campaign, the Darnan Offensive.  The players didn't like the sound of being shot to pieces by Exo in City 31, so they chose mission 'B', "Last Train from RHF".

Stimulus Overload
Normally I'm pretty good at providing a sense of place with lots of ad libbed details, but I was a little overwhelmed by first playtest syndrome to be my creative best while getting my head around an unfamiliar set of basic moves - the net effect was that the scenario was a little too simple.

Part of that was just the nature of the time we had. The players had rolled a starting "SNAFU" of 2, which gave me plenty of opportunity to bring in enemy reinforcements or other fuckery, but I chose not to for time.  As a result, the mission was basically a one-location mission, which is too simple for an abstract, theatre-of-the-mind battlefield.

Despite that, the mechanics worked basically as expected. (That's not too surprising, as the basic core is pretty familiar from our games of The Regiment.)

Turns out that four York 6A tanks are a speed bump against TL IV mechs. :)

Some lessons and likely changes.

Downtime Procedure
The crew managed to roll a Dropship For Sale as their post-mission opportunity, which immediately kicked off a frenzied shell game of trying to figure out what they could sell in order to make it work. They had a fat-bellied Regent dropship as their starting gear, but they cashed it all in for a zeroed-out Troll, which has enough capacity that they won't have to depend on Republic VTOLs.


This was pretty fun - watching the players toss everything aside to try to take up a rare opportunity was golden, and very much in-genre.

On the other hand, I'm wary of shell games, as they can lead to a lot of fiddling and possibly analysis paralysis. I think a much clearer downtime procedure would be helpful, something like:

  1. Make the opportunity roll to see what's up
  2. Apply theater employment terms, in order
  3. Repair should come before purchase - there's no time to broker a deal for a new dropship, obtain it and use the base techs to patch it up before next mission. The suspense is probably more fun that way.
  4. Rearming should probably be last, because you might have changed mechs.

Technology Level Set
One of the problems that both magic and sci-fi technology suffer from in rules light systems is that there are no real-world expectations to calibrate against. I know roughly what a guy with a sword can accomplish, not so someone with 'shadow magic'. Do mech optics see heat signatures through buildings? Can an Iguana's railgun shoot straight through the skeleton of a nuked office tower? How big are mechs, anyways?

Not enough ways to spend SNAFU
I'm not 100% sure about this one, since there was only the one engagement, but the Veteran was complaining that there wasn't really a great way for him to apply his special xp move, burning two SNAFU on a roll.

Maybe this isn't necessary when we're doing something other than toy missions: in a two- or three-encounter mission, there are at least four SNAFU opportunities (five if there's a briefing roll too).

Briefing Tables
Since RPGs are very low bandwidth, one of the challenging situations is when players stumble on a huge vista - you now have to convey quite a lot of information all at once. One idea that seems very promising is a set of briefing tables, to do a few useful things:

  • Give another opportunity to spend SNAFU - cash one in to get a really shite briefing
  • Give the GM and players some shared opportunity to add texture to the battlefield. Okay, we know there's AA, or we don't, but know we're all at least thinking about AA as something to consider when deciding where we're
  • Give a few named places on the battlefield - a candidate LZ, an easy to reach spot, a tactically useful spot, a likely location for enemy reinforcements, a place with lots of cover, etc.

Assess
I think it's useful to bring the time complication up to the 7-9 option.

Patrons
What makes way more sense than an NPC commander is an NPC patron for the deployment theater. I think that would provide a much more economical way to expose players to the fuckery of the Darnan Republic, and keeps the NPC commander from being an intermediary that shields players from that.


Healing
I think pilots should wear out. Getting hurt should be scarier.  Health shouldn't feel like hit points that recover easily after each mission, but jarring concussions that stop you sleeping and eventually give you really bad stuff like Parkinson's.

Complicated weapon is complicated
The Hellhound's 2x 1d Twin 15mm AC is unnecessarily fiddly. Just making it 2d is fine.

Armor and Criticals
The rules as written don't quite work - you roll dice all at once, not one at a time, so there needs to be a clearer procedure on how you determine whether your 1-armor blocks the D or C damage. One idea thrown out was that 1-armor might actually convert C to D. That does mean that under some circumstances armor doesn't do anything (when all your D boxes are ticked, converting C to D doesn't help). Not sure if the complexity pays for itself over just letting players choose which hit to absorb.

Disabled
Somehow at the table we misinterpreted 'disabled' (the new dropship purchase) as just having the last damage box ticked.. but of course it means the whole damage track is ticked.

Interruptions
I miss the 'turn sequence is clockwise but there's a rule for interrupting' from my fantasy heartbreaker. I think that's extremely functional for sharing out spotlight. Not sure how to squeeze that in, as the economies are totally different.

Mech Escalation
I'm thinking the starting mechs might be a little too versatile, and might have too much potential. Tim rolled well on his chargen roll, and got a Weiler to start with.

I don't have a vast tech readout of mechs to choose from, but it feels to me that the starting mechs should be:

  1. Useful but fairly simple
  2. Have a few upgrade options, but nothing so exciting that it's the mech you want to end the game with
  3. Have critical options that aren't awesome. A few bad hits and you're looking at pilot-lethal damage, so you start to really want to upgrade, swap out for a backup mech (even exo), or pray for an overhaul opportunity
  4. Leave you lots of room to drool when you see something better on the battlefield
On the other hand, it's early days. It could be that upgrade opportunities are rare enough that it's not a problem.


Anyways.. it was a lot of fun, and it feels like a promising start.

Sunday, 5 March 2017

Delightfully Cinematic Ending

Delightfully cinematic ending to our "Lords of Memory" session today.

Due to schedules, it's been almost two months since we got together, and in that time my half-scribbled session prep for the Shrine of Ranian they were headed for had expanded into the Moon is a Mirror adventure.

I reskinned the dogfolk as goat men, since in this campaign the shrine is on the slopes of Mount Wint, but otherwise wrote it as written.

From the start, I thought we were headed for a misfire. "Moon" has specific rooms, but their arrangement within the palace is determined as players explore. Literally the first two random rooms they rolled were the stairs up to level 2, then the room with stairs up to the dome.  Woops!

But it didn't work out that way, since the second set of stairs are hidden behind a secret door, so they explored about half of the second floor.

One thing that I really liked was the way the players learned so much about the adventure ahead - they had cleverly allied themselves with the goatfolk before getting anywhere near the shrine, for one thing.

That taught them to be wary of the sage (who is actually an evil moon reflection of the real sage), but it also added a neat twist. The goatfolk were desperate for help (the moon baby's enchantments compel them to guard it and fill it with traps), and begged the PCs not to kill their friends.

This meant that encounters with the goatfolk inside the shrine, normally a sort of low-powered fight with guard monsters, had a completely different function, with the players trying to scare them and drive them off rather than fighting tooth and nail.

The moon baby's second tier of guards are the "brass soldiers", which are incredibly dangerous. They're super slow, but as strong as forklifts, so getting in close quarters with them means certain strangulation.

My son's PC triggered the encounter with the moon baby by leaping into the arms of a patrolling brass soldier (he's super impulsive). Wisely, I had written that patrolling brass soldiers only want to drag their captives up to the moon baby, rather than fighting to kill, otherwise it would have been lights out immediately.

Everyone piles after Farrin and his the brass soldier carrying him, which reveals the hidden way up to the dome.

The moon baby's goal is to find wizards and turn them into reflections just like itself, to increase its magical power. Farrin is up for anything, so by the time the rest of the party ascends to the dome, he's agreed to 'see a vision' (which lets the moon baby check him out for magical powers).

He doesn't have any, other than his spiritual sensitivity ('Commune' skill), so she lets him go, turning her sights on 'Zero', who is lighting the party's way with a flaming hand.

It's at this point I should mention that I had forgotten to think of a way to kill the moon baby. It's immune to weapons (which turn to rainwater when they strike it), and even magical attacks are iffy. It has twelve brass soldiers, and it's careful to stay encircled by them. This could easily have turned into a TPK.

Here's where the party's intel made a huge difference. They knew it was an imposter from talking to the tithing troll, and they knew to look out for a brass bracelet. So when it insisted on giving Zero 'a vision', they sprang into action. Opera grabs the bracelet, Garbageo tries to shove it into the pool, and Zero invokes her flame magic.

Those were the good moves - the party also managed to waste an arrow, a thrown knife and a favorite sword (all turned to rainwater), but after the first round they had a decisive advantage.

Zero aces her spellcasting roll and the resulting incandescent heat blast is enough to crack the hearts of the two nearest soldiers.

The attempt to pitch the moon baby into the pool doesn't go as well, and Opera gets cut up by her "opposite knife" as a bunch of them all grapple at the edge.

At this point, Ferrin pulls out the gray knife and announces he's cutting the relection of the moon. This is one of those amazing player plans that caught me totally off guard, and it took me a full minute to figure out what this would even do.

The moon pool is a reflection of the moon that the sage used for scrying; seeing her own reflection (never do that!) is what allowed the moon baby passage to earth. The grey knife, on the other hand, is an artifact used to cut the veil between the worlds of the living and the dead.

So I decided it would open a portal to the moon!

So, just like the penultimate scene in Aliens at the airlock door, all the air in the place suddenly starts blasting into the well, which is suddenly a pit into an airless void.

In goes scrolls, loose scraps, all the Sage's tools. The party all makes their saves and Opera uses the bracelet to have the soldiers grab onto the party's clothes, holding them in place.

For a few moments, the moon baby and Opera struggle for the bracelet.. and the moon baby gets it. At that instant, Berlin, who has tied a rope about his waist (the other end tied to a soldier), full-on tackles the moon baby and pitches them both into the howling pit.  He gets a mighty jolt about the middle, and the moon baby spirals down into darkness.

At this point, another hilariously emergent effect takes hold: the soldiers always move to be near the wearer of the bracelet. So, one by one the soldiers step up and toss themselves into the pit.. including the one Berlin has used as his anchor.

'Agatha' cuts that in time, and the party hauls Berlin up. With the moon baby back on the moon, the portal closes with an ear-popping crunch.  The party looks into the pool (now bone dry), where they see the comatose body of the real Sage of Lune.

They actually cheered!